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[Refactor] #38997 gain_exp() に player_type * 引数を追加.
[hengband/hengband.git] / src / patron.c
index 4d55baa..ce1772f 100644 (file)
@@ -1,17 +1,28 @@
-#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
 /*!
@@ -240,8 +251,8 @@ void gain_level_reward(int chosen_reward)
 
        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;
        }
 
 
@@ -279,7 +290,7 @@ void gain_level_reward(int chosen_reward)
                        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;
 
@@ -298,7 +309,7 @@ void gain_level_reward(int chosen_reward)
                                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;
@@ -314,7 +325,7 @@ void gain_level_reward(int chosen_reward)
                        }
                        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;
@@ -376,7 +387,7 @@ void gain_level_reward(int chosen_reward)
 
                        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;
@@ -406,9 +417,9 @@ void gain_level_reward(int chosen_reward)
                        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;
 
@@ -418,9 +429,9 @@ void gain_level_reward(int chosen_reward)
                        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;
 
@@ -433,7 +444,7 @@ void gain_level_reward(int chosen_reward)
 
                        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;
@@ -442,7 +453,7 @@ void gain_level_reward(int chosen_reward)
 
                        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;
 
@@ -454,7 +465,7 @@ void gain_level_reward(int chosen_reward)
 
                        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;
@@ -472,7 +483,7 @@ void gain_level_reward(int chosen_reward)
                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");
@@ -490,18 +501,18 @@ void gain_level_reward(int chosen_reward)
                                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;
@@ -531,14 +542,14 @@ void gain_level_reward(int chosen_reward)
                                                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);
                                }
@@ -546,7 +557,7 @@ void gain_level_reward(int chosen_reward)
                        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;
@@ -561,7 +572,7 @@ void gain_level_reward(int chosen_reward)
                        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);
@@ -622,7 +633,7 @@ void gain_level_reward(int chosen_reward)
 
                        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");
@@ -632,7 +643,7 @@ void gain_level_reward(int chosen_reward)
                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");
@@ -642,7 +653,7 @@ void gain_level_reward(int chosen_reward)
                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");
@@ -661,3 +672,11 @@ void gain_level_reward(int chosen_reward)
        }
 }
 
+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!'"));
+       }
+}