-#include "patron.h"
-
+
#include "angband.h"
+#include "util.h"
+
+#include "cmd-dump.h"
+#include "patron.h"
#include "cmd-pet.h"
#include "object-curse.h"
+#include "object-flavor.h"
#include "monsterrace-hook.h"
#include "objectkind-hook.h"
#include "mutation.h"
#include "artifact.h"
#include "player-status.h"
+#include "player-effects.h"
+#include "player-race.h"
+#include "player-class.h"
+#include "player-damage.h"
+#include "spells.h"
#include "spells-summon.h"
#include "spells-object.h"
#include "spells-status.h"
+#include "spells-floor.h"
+#include "floor.h"
#ifdef JP
/*!
if (!chosen_reward)
{
- if (multi_rew) return;
- else multi_rew = TRUE;
+ if (p_ptr->suppress_multi_reward) return;
+ else p_ptr->suppress_multi_reward = TRUE;
}
msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
msg_print(_("「汝、新たなる姿を必要とせり!」", "'Thou needst a new form, mortal!'"));
- do_poly_self();
+ do_poly_self(p_ptr);
reward = _("変異した。", "polymorphing");
break;
if (ee > 100000L) ee = 100000L;
msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
- gain_exp(ee);
+ gain_exp(p_ptr, ee);
reward = _("経験値を得た", "experience");
}
break;
}
else
{
- lose_exp(p_ptr->exp / 6);
+ lose_exp(p_ptr, p_ptr->exp / 6);
reward = _("経験値を失った。", "losing experience");
}
break;
for (dummy = 0; dummy < randint1(5) + 1; dummy++)
{
- (void)summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
+ (void)summon_specific(0, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
}
reward = _("モンスターを召喚された。", "summoning hostile monsters");
break;
msg_print(_("「留まるのだ、下僕よ。余が汝の肉体を鍛えん。」", "'Stay, mortal, and let me mold thee.'"));
if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
- do_inc_stat(chaos_stats[p_ptr->chaos_patron]);
+ do_inc_stat(p_ptr, chaos_stats[p_ptr->chaos_patron]);
else
- do_inc_stat(randint0(6));
+ do_inc_stat(p_ptr, randint0(6));
reward = _("能力値が上がった。", "increasing a stat");
break;
msg_print(_("「下僕よ、余は汝に飽みたり。」", "'I grow tired of thee, mortal.'"));
if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
- do_dec_stat(chaos_stats[p_ptr->chaos_patron]);
+ do_dec_stat(p_ptr, chaos_stats[p_ptr->chaos_patron]);
else
- (void)do_dec_stat(randint0(6));
+ (void)do_dec_stat(p_ptr, randint0(6));
reward = _("能力値が下がった。", "decreasing a stat");
break;
for (dummy = 0; dummy < A_MAX; dummy++)
{
- (void)dec_stat(dummy, 10 + randint1(15), TRUE);
+ (void)dec_stat(p_ptr, dummy, 10 + randint1(15), TRUE);
}
reward = _("全能力値が下がった。", "decreasing all stats");
break;
msg_format(_("%sの力が触れるのを感じた。", "You feel the power of %s touch you."),
chaos_patrons[p_ptr->chaos_patron]);
- do_poly_wounds();
+ do_poly_wounds(p_ptr);
reward = _("傷が変化した。", "polymorphing wounds");
break;
for (dummy = 0; dummy < A_MAX; dummy++)
{
- (void)do_inc_stat(dummy);
+ (void)do_inc_stat(p_ptr, dummy);
}
reward = _("全能力値が上がった。", "increasing all stats");
break;
case REW_HEAL_FUL:
msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
- (void)restore_level();
+ (void)restore_level(p_ptr);
(void)restore_all_status();
(void)true_healing(5000);
reward = _("体力が回復した。", "healing");
dummy = INVEN_LARM;
if (has_melee_weapon(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
}
- object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
+ object_desc(o_name, &p_ptr->inventory_list[dummy], OD_NAME_ONLY);
(void)curse_weapon(FALSE, dummy);
reward = format(_("%sが破壊された。", "destroying %s"), o_name);
break;
case REW_CURSE_AR:
- if (!inventory[INVEN_BODY].k_idx) break;
+ if (!p_ptr->inventory_list[INVEN_BODY].k_idx) break;
msg_format(_("%sの声が響き渡った:", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
msg_print(_("「汝、防具に頼ることなかれ。」", "'Thou reliest too much on thine equipment.'"));
- object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
+ object_desc(o_name, &p_ptr->inventory_list[INVEN_BODY], OD_NAME_ONLY);
(void)curse_armor();
reward = format(_("%sが破壊された。", "destroying %s"), o_name);
break;
dummy = INVEN_LARM;
if (has_melee_weapon(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
}
- object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
+ object_desc(o_name, &p_ptr->inventory_list[dummy], OD_NAME_ONLY);
(void)curse_weapon(FALSE, dummy);
reward = format(_("%sが破壊された。", "destroying %s"), o_name);
}
else
{
- if (!inventory[INVEN_BODY].k_idx) break;
- object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
+ if (!p_ptr->inventory_list[INVEN_BODY].k_idx) break;
+ object_desc(o_name, &p_ptr->inventory_list[INVEN_BODY], OD_NAME_ONLY);
(void)curse_armor();
reward = format(_("%sが破壊された。", "destroying %s"), o_name);
}
default:
for (dummy = 0; dummy < A_MAX; dummy++)
{
- (void)dec_stat(dummy, 10 + randint1(15), TRUE);
+ (void)dec_stat(p_ptr, dummy, 10 + randint1(15), TRUE);
}
reward = _("全能力値が下がった。", "decreasing all stats");
break;
take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1);
for (dummy = 0; dummy < A_MAX; dummy++)
{
- (void)dec_stat(dummy, 10 + randint1(15), FALSE);
+ (void)dec_stat(p_ptr, dummy, 10 + randint1(15), FALSE);
}
activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
(void)activate_ty_curse(FALSE, &count);
msg_format(_("%sは褒美として悪魔の使いをよこした!", "%s rewards you with a demonic servant!"), chaos_patrons[p_ptr->chaos_patron]);
- if (!summon_specific(-1, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DEMON, PM_FORCE_PET, '\0'))
+ if (!summon_specific(-1, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_DEMON, PM_FORCE_PET))
msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
else
reward = _("悪魔がペットになった。", "a demonic servant");
case REW_SER_MONS:
msg_format(_("%sは褒美として使いをよこした!", "%s rewards you with a servant!"), chaos_patrons[p_ptr->chaos_patron]);
- if (!summon_specific(-1, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, 0, PM_FORCE_PET, '\0'))
+ if (!summon_specific(-1, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, 0, PM_FORCE_PET))
msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
else
reward = _("モンスターがペットになった。", "a servant");
case REW_SER_UNDE:
msg_format(_("%sは褒美としてアンデッドの使いをよこした。", "%s rewards you with an undead servant!"), chaos_patrons[p_ptr->chaos_patron]);
- if (!summon_specific(-1, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_UNDEAD, PM_FORCE_PET, '\0'))
+ if (!summon_specific(-1, p_ptr->y, p_ptr->x, current_floor_ptr->dun_level, SUMMON_UNDEAD, PM_FORCE_PET))
msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
else
reward = _("アンデッドがペットになった。", "an undead servant");
}
}
+void admire_from_patron(player_type *creature_ptr)
+{
+ if ((creature_ptr->pclass == CLASS_CHAOS_WARRIOR) || (creature_ptr->muta2 & MUT2_CHAOS_GIFT))
+ {
+ msg_format(_("%sからの声が響いた。", "The voice of %s booms out:"), chaos_patrons[creature_ptr->chaos_patron]);
+ msg_print(_("『よくやった、定命の者よ!』", "'Thou art donst well, mortal!'"));
+ }
+}