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[Refactor] #37353 mon_take_hit() と関連処理を monster-status.c/h へ移動。 / Move mon_take_hit...
[hengband/hengband.git] / src / xtra2.c
index 8cc9ec4..b6a4d07 100644 (file)
@@ -19,6 +19,9 @@
 #include "objectkind-hook.h"
 #include "sort.h"
 #include "projection.h"
+#include "spells-summon.h"
+#include "patron.h"
+#include "mutation.h"
 
 #define REWARD_CHANCE 10
 
@@ -546,529 +549,6 @@ HIT_POINT mon_damage_mod(monster_type *m_ptr, HIT_POINT dam, bool is_psy_spear)
 }
 
 
-/*!
- * @brief モンスターに与えたダメージを元に経験値を加算する /
- * Calculate experience point to be get
- * @param dam 与えたダメージ量
- * @param m_ptr ダメージを与えたモンスターの構造体参照ポインタ
- * @return なし
- * @details
- * <pre>
- * Even the 64 bit operation is not big enough to avoid overflaw
- * unless we carefully choose orders of multiplication and division.
- * Get the coefficient first, and multiply (potentially huge) base
- * experience point of a monster later.
- * </pre>
- */
-static void get_exp_from_mon(HIT_POINT dam, monster_type *m_ptr)
-{
-       monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-       s32b new_exp;
-       u32b new_exp_frac;
-       s32b div_h;
-       u32b div_l;
-
-       if (!m_ptr->r_idx) return;
-       if (is_pet(m_ptr) || p_ptr->inside_battle) return;
-
-       /*
-        * - Ratio of monster's level to player's level effects
-        * - Varying speed effects
-        * - Get a fraction in proportion of damage point
-        */
-       new_exp = r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed) * dam;
-       new_exp_frac = 0;
-       div_h = 0L;
-       div_l = (p_ptr->max_plv+2) * SPEED_TO_ENERGY(r_ptr->speed);
-
-       /* Use (average maxhp * 2) as a denominator */
-       if (!(r_ptr->flags1 & RF1_FORCE_MAXHP))
-               s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1));
-       else
-               s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2);
-
-       /* Special penalty in the wilderness */
-       if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE)))
-               s64b_mul(&div_h, &div_l, 0, 5);
-
-       /* Do division first to prevent overflaw */
-       s64b_div(&new_exp, &new_exp_frac, div_h, div_l);
-
-       /* Special penalty for mutiply-monster */
-       if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
-       {
-               int monnum_penarty = r_ptr->r_akills / 400;
-               if (monnum_penarty > 8) monnum_penarty = 8;
-
-               while (monnum_penarty--)
-               {
-                       /* Divide by 4 */
-                       s64b_RSHIFT(new_exp, new_exp_frac, 2);
-               }
-       }
-       
-       /* Special penalty for rest_and_shoot exp scum */
-       if ((m_ptr->dealt_damage > m_ptr->max_maxhp) && (m_ptr->hp >= 0))
-       {
-               int over_damage = m_ptr->dealt_damage / m_ptr->max_maxhp;
-               if (over_damage > 32) over_damage = 32;
-
-               while (over_damage--)
-               {
-                       /* 9/10 for once */
-                       s64b_mul(&new_exp, &new_exp_frac, 0, 9);
-                       s64b_div(&new_exp, &new_exp_frac, 0, 10);
-               }
-       }
-
-       /* Finally multiply base experience point of the monster */
-       s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
-
-       /* Gain experience */
-       gain_exp_64(new_exp, new_exp_frac);
-}
-
-
-/*!
- * @brief モンスターのHPをダメージに応じて減算する /
- * Decreases monsters hit points, handling monster death.
- * @param dam 与えたダメージ量
- * @param m_idx ダメージを与えたモンスターのID
- * @param fear ダメージによってモンスターが恐慌状態に陥ったならばTRUEを返す
- * @param note モンスターが倒された際の特別なメッセージ述語
- * @return なし
- * @details
- * <pre>
- * We return TRUE if the monster has been killed (and deleted).
- * We announce monster death (using an optional "death message"
- * if given, and a otherwise a generic killed/destroyed message).
- * Only "physical attacks" can induce the "You have slain" message.
- * Missile and Spell attacks will induce the "dies" message, or
- * various "specialized" messages.  Note that "You have destroyed"
- * and "is destroyed" are synonyms for "You have slain" and "dies".
- * Hack -- unseen monsters yield "You have killed it." message.
- * Added fear (DGK) and check whether to print fear messages -CWS
- * Made name, sex, and capitalization generic -BEN-
- * As always, the "ghost" processing is a total hack.
- * Hack -- we "delay" fear messages by passing around a "fear" flag.
- * Consider decreasing monster experience over time, say,
- * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
- * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
- * monster worth more than subsequent monsters.  This would also need
- * to induce changes in the monster recall code.
- * </pre>
- */
-bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, concptr note)
-{
-       monster_type *m_ptr = &m_list[m_idx];
-       monster_race *r_ptr = &r_info[m_ptr->r_idx];
-       monster_type exp_mon;
-
-       /* Innocent until proven otherwise */
-       bool innocent = TRUE, thief = FALSE;
-       int i;
-       HIT_POINT expdam;
-
-       (void)COPY(&exp_mon, m_ptr, monster_type);
-       
-       expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
-
-       get_exp_from_mon(expdam, &exp_mon);
-
-       /* Genocided by chaos patron */
-       if (!m_ptr->r_idx) m_idx = 0;
-       
-       /* Redraw (later) if needed */
-       if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
-       if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
-
-       (void)set_monster_csleep(m_idx, 0);
-
-       /* Hack - Cancel any special player stealth magics. -LM- */
-       if (p_ptr->special_defense & NINJA_S_STEALTH)
-       {
-               set_superstealth(FALSE);
-       }
-
-       /* Genocided by chaos patron */
-       if (!m_idx) return TRUE;
-       
-       m_ptr->hp -= dam;
-       m_ptr->dealt_damage += dam;
-
-       if(m_ptr->dealt_damage > m_ptr->max_maxhp * 100) m_ptr->dealt_damage = m_ptr->max_maxhp * 100;
-
-       if (p_ptr->wizard)
-       {
-               msg_format( _("合計%d/%dのダメージを与えた。","You do %d (out of %d) damage."), m_ptr->dealt_damage, m_ptr->maxhp);
-       }
-
-       /* It is dead now */
-       if (m_ptr->hp < 0)
-       {
-               GAME_TEXT m_name[MAX_NLEN];
-
-               if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
-               {
-                       /* You might have unmasked Tanuki first time */
-                       r_ptr = &r_info[m_ptr->r_idx];
-                       m_ptr->ap_r_idx = m_ptr->r_idx;
-                       if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
-               }
-
-               if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
-               {
-                       /* You might have unmasked Chameleon first time */
-                       r_ptr = real_r_ptr(m_ptr);
-                       if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
-               }
-
-               if (!(m_ptr->smart & SM_CLONED))
-               {
-                       /* When the player kills a Unique, it stays dead */
-                       if (r_ptr->flags1 & RF1_UNIQUE)
-                       {
-                               r_ptr->max_num = 0;
-
-                               /* Mega-Hack -- Banor & Lupart */
-                               if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
-                               {
-                                       r_info[MON_BANORLUPART].max_num = 0;
-                                       r_info[MON_BANORLUPART].r_pkills++;
-                                       r_info[MON_BANORLUPART].r_akills++;
-                                       if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
-                               }
-                               else if (m_ptr->r_idx == MON_BANORLUPART)
-                               {
-                                       r_info[MON_BANOR].max_num = 0;
-                                       r_info[MON_BANOR].r_pkills++;
-                                       r_info[MON_BANOR].r_akills++;
-                                       if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
-                                       r_info[MON_LUPART].max_num = 0;
-                                       r_info[MON_LUPART].r_pkills++;
-                                       r_info[MON_LUPART].r_akills++;
-                                       if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
-                               }
-                       }
-
-                       /* When the player kills a Nazgul, it stays dead */
-                       else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--;
-               }
-
-               /* Count all monsters killed */
-               if (r_ptr->r_akills < MAX_SHORT) r_ptr->r_akills++;
-
-               /* Recall even invisible uniques or winners */
-               if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE))
-               {
-                       /* Count kills this life */
-                       if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
-                       else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;
-
-                       /* Count kills in all lives */
-                       if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
-                       else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;
-
-                       /* Hack -- Auto-recall */
-                       monster_race_track(m_ptr->ap_r_idx);
-               }
-
-               /* Extract monster name */
-               monster_desc(m_name, m_ptr, MD_TRUE_NAME);
-
-               /* Don't kill Amberites */
-               if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
-               {
-                       int curses = 1 + randint1(3);
-                       bool stop_ty = FALSE;
-                       int count = 0;
-
-                       msg_format(_("%^sは恐ろしい血の呪いをあなたにかけた!", "%^s puts a terrible blood curse on you!"), m_name);
-                       curse_equipment(100, 50);
-
-                       do
-                       {
-                               stop_ty = activate_ty_curse(stop_ty, &count);
-                       }
-                       while (--curses);
-               }
-
-               if (r_ptr->flags2 & RF2_CAN_SPEAK)
-               {
-                       char line_got[1024];
-                       if (!get_rnd_line(_("mondeath_j.txt", "mondeath.txt"), m_ptr->r_idx, line_got))
-                       {
-                               msg_format("%^s %s", m_name, line_got);
-                       }
-
-#ifdef WORLD_SCORE
-                       if (m_ptr->r_idx == MON_SERPENT)
-                       {
-                               screen_dump = make_screen_dump();
-                       }
-#endif
-               }
-
-               if (!(d_info[dungeon_type].flags1 & DF1_BEGINNER))
-               {
-                       if (!dun_level && !ambush_flag && !p_ptr->inside_arena)
-                       {
-                               chg_virtue(V_VALOUR, -1);
-                       }
-                       else if (r_ptr->level > dun_level)
-                       {
-                               if (randint1(10) <= (r_ptr->level - dun_level))
-                                       chg_virtue(V_VALOUR, 1);
-                       }
-                       if (r_ptr->level > 60)
-                       {
-                               chg_virtue(V_VALOUR, 1);
-                       }
-                       if (r_ptr->level >= 2 * (p_ptr->lev+1))
-                               chg_virtue(V_VALOUR, 2);
-               }
-
-               if (r_ptr->flags1 & RF1_UNIQUE)
-               {
-                       if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) chg_virtue(V_HARMONY, 2);
-
-                       if (r_ptr->flags3 & RF3_GOOD)
-                       {
-                               chg_virtue(V_UNLIFE, 2);
-                               chg_virtue(V_VITALITY, -2);
-                       }
-
-                       if (one_in_(3)) chg_virtue(V_INDIVIDUALISM, -1);
-               }
-
-               if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
-               {
-                       chg_virtue(V_COMPASSION, -1);
-               }
-
-               if ((r_ptr->flags3 & RF3_GOOD) && ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100)))
-                       chg_virtue(V_UNLIFE, 1);
-
-               if (r_ptr->d_char == 'A')
-               {
-                       if (r_ptr->flags1 & RF1_UNIQUE)
-                               chg_virtue(V_FAITH, -2);
-                       else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
-                       {
-                               if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1);
-                               else chg_virtue(V_FAITH, 1);
-                       }
-               }
-               else if (r_ptr->flags3 & RF3_DEMON)
-               {
-                       if (r_ptr->flags1 & RF1_UNIQUE)
-                               chg_virtue(V_FAITH, 2);
-                       else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
-                               chg_virtue(V_FAITH, 1);
-               }
-
-               if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
-                       chg_virtue(V_VITALITY, 2);
-
-               if (r_ptr->r_deaths)
-               {
-                       if (r_ptr->flags1 & RF1_UNIQUE)
-                       {
-                               chg_virtue(V_HONOUR, 10);
-                       }
-                       else if ((r_ptr->level) / 10 + (2 * dun_level) >= randint1(100))
-                       {
-                               chg_virtue(V_HONOUR, 1);
-                       }
-               }
-               if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10))
-               {
-                       chg_virtue(V_VALOUR, -1);
-               }
-
-               for (i = 0; i < 4; i++)
-               {
-                       if (r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */
-
-                       if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
-                               || (r_ptr->blow[i].effect == RBE_EAT_GOLD))
-
-                               thief = TRUE; /* Thief! */
-               }
-
-               /* The new law says it is illegal to live in the dungeon */
-               if (r_ptr->level != 0) innocent = FALSE;
-
-               if (thief)
-               {
-                       if (r_ptr->flags1 & RF1_UNIQUE)
-                               chg_virtue(V_JUSTICE, 3);
-                       else if (1+((r_ptr->level) / 10 + (2 * dun_level)) >= randint1(100))
-                               chg_virtue(V_JUSTICE, 1);
-               }
-               else if (innocent)
-               {
-                       chg_virtue (V_JUSTICE, -1);
-               }
-
-               if ((r_ptr->flags3 & RF3_ANIMAL) && !(r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags4 & ~(RF4_NOMAGIC_MASK))  && !(r_ptr->a_ability_flags1 & ~(RF5_NOMAGIC_MASK)) && !(r_ptr->a_ability_flags2 & ~(RF6_NOMAGIC_MASK)))
-               {
-                       if (one_in_(4)) chg_virtue(V_NATURE, -1);
-               }
-
-               if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
-               {
-                       char note_buf[160];
-                       sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? _("(クローン)", "(Clone)") : "");
-                       do_cmd_write_nikki(NIKKI_UNIQUE, 0, note_buf);
-               }
-
-               /* Make a sound */
-               sound(SOUND_KILL);
-
-               /* Death by Missile/Spell attack */
-               if (note)
-               {
-                       msg_format("%^s%s", m_name, note);
-               }
-
-               /* Death by physical attack -- invisible monster */
-               else if (!m_ptr->ml)
-               {
-#ifdef JP
-                       if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-                               msg_format("せっかくだから%sを殺した。", m_name);
-                       else
-                               msg_format("%sを殺した。", m_name);
-#else
-                               msg_format("You have killed %s.", m_name);
-#endif
-
-               }
-
-               /* Death by Physical attack -- non-living monster */
-               else if (!monster_living(m_ptr->r_idx))
-               {
-                       bool explode = FALSE;
-
-                       for (i = 0; i < 4; i++)
-                       {
-                               if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
-                       }
-
-                       /* Special note at death */
-                       if (explode)
-                               msg_format(_("%sは爆発して粉々になった。", "%^s explodes into tiny shreds."), m_name);
-                       else
-                       {
-#ifdef JP
-                               if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-                                       msg_format("せっかくだから%sを倒した。", m_name);
-                               else
-                               msg_format("%sを倒した。", m_name);
-#else
-                               msg_format("You have destroyed %s.", m_name);
-#endif
-                       }
-               }
-
-               /* Death by Physical attack -- living monster */
-               else
-               {
-#ifdef JP
-                       if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
-                               msg_format("せっかくだから%sを葬り去った。", m_name);
-                       else
-                               msg_format("%sを葬り去った。", m_name);
-#else
-                               msg_format("You have slain %s.", m_name);
-#endif
-
-               }
-               if ((r_ptr->flags1 & RF1_UNIQUE) && !(m_ptr->smart & SM_CLONED) && !vanilla_town)
-               {
-                       for (i = 0; i < MAX_KUBI; i++)
-                       {
-                               if ((kubi_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
-                               {
-                                       msg_format(_("%sの首には賞金がかかっている。", "There is a price on %s's head."), m_name);
-                                       break;
-                               }
-                       }
-               }
-
-               /* Generate treasure */
-               monster_death(m_idx, TRUE);
-
-               /* Mega hack : replace IKETA to BIKETAL */
-               if ((m_ptr->r_idx == MON_IKETA) && !(p_ptr->inside_arena || p_ptr->inside_battle))
-               {
-                       POSITION dummy_y = m_ptr->fy;
-                       POSITION dummy_x = m_ptr->fx;
-                       BIT_FLAGS mode = 0L;
-                       if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
-                       delete_monster_idx(m_idx);
-                       if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
-                       {
-                               msg_print(_("「ハァッハッハッハ!!私がバイケタルだ!!」", "Uwa-hahaha!  *I* am Biketal!"));
-                       }
-               }
-               else
-               {
-                       delete_monster_idx(m_idx);
-               }
-
-               get_exp_from_mon((long)exp_mon.max_maxhp*2, &exp_mon);
-
-               /* Not afraid */
-               (*fear) = FALSE;
-
-               /* Monster is dead */
-               return (TRUE);
-       }
-
-
-#ifdef ALLOW_FEAR
-
-       /* Mega-Hack -- Pain cancels fear */
-       if (MON_MONFEAR(m_ptr) && (dam > 0))
-       {
-               /* Cure fear */
-               if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam)))
-               {
-                       /* No more fear */
-                       (*fear) = FALSE;
-               }
-       }
-
-       /* Sometimes a monster gets scared by damage */
-       if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR)))
-       {
-               /* Percentage of fully healthy */
-               int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;
-
-               /*
-                * Run (sometimes) if at 10% or less of max hit points,
-                * or (usually) when hit for half its current hit points
-                */
-               if ((randint1(10) >= percentage) || ((dam >= m_ptr->hp) && (randint0(100) < 80)))
-               {
-                       /* Hack -- note fear */
-                       (*fear) = TRUE;
-
-                       /* Hack -- Add some timed fear */
-                       (void)set_monster_monfear(m_idx, (randint1(10) +
-                                         (((dam >= m_ptr->hp) && (percentage > 7)) ?
-                                          20 : ((11 - percentage) * 5))));
-               }
-       }
-
-#endif
-
-       /* Not dead yet */
-       return (FALSE);
-}
 
 
 /*!
@@ -3321,579 +2801,6 @@ bool get_rep_dir(DIRECTION *dp, bool under)
        return (TRUE);
 }
 
-void gain_level_reward(int chosen_reward)
-{
-       object_type *q_ptr;
-       object_type forge;
-       char        wrath_reason[32] = "";
-       int         nasty_chance = 6;
-       OBJECT_TYPE_VALUE dummy = 0;
-       OBJECT_SUBTYPE_VALUE dummy2 = 0;
-       int         type, effect;
-       concptr        reward = NULL;
-       GAME_TEXT o_name[MAX_NLEN];
-
-       int count = 0;
-
-       if (!chosen_reward)
-       {
-               if (multi_rew) return;
-               else multi_rew = TRUE;
-       }
-
-
-       if (p_ptr->lev == 13) nasty_chance = 2;
-       else if (!(p_ptr->lev % 13)) nasty_chance = 3;
-       else if (!(p_ptr->lev % 14)) nasty_chance = 12;
-
-       if (one_in_(nasty_chance))
-               type = randint1(20); /* Allow the 'nasty' effects */
-       else
-               type = randint1(15) + 5; /* Or disallow them */
-
-       if (type < 1) type = 1;
-       if (type > 20) type = 20;
-       type--;
-
-
-       sprintf(wrath_reason, _("%sの怒り", "the Wrath of %s"), chaos_patrons[p_ptr->chaos_patron]);
-
-       effect = chaos_rewards[p_ptr->chaos_patron][type];
-
-       if (one_in_(6) && !chosen_reward)
-       {
-               msg_format(_("%^sは褒美としてあなたを突然変異させた。", "%^s rewards you with a mutation!"), chaos_patrons[p_ptr->chaos_patron]);
-               (void)gain_random_mutation(0);
-               reward = _("変異した。", "mutation");
-       }
-       else
-       {
-       switch (chosen_reward ? chosen_reward : effect)
-       {
-
-               case REW_POLY_SLF:
-
-                       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();
-                       reward = _("変異した。", "polymorphing");
-                       break;
-
-               case REW_GAIN_EXP:
-
-                       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(_("「汝は良く行いたり!続けよ!」", "'Well done, mortal! Lead on!'"));
-
-                       if (p_ptr->prace == RACE_ANDROID)
-                       {
-                               msg_print(_("しかし何も起こらなかった。", "But, nothing happen."));
-                       }
-                       else if (p_ptr->exp < PY_MAX_EXP)
-                       {
-                               s32b ee = (p_ptr->exp / 2) + 10;
-                               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);
-                               reward = _("経験値を得た", "experience");
-                       }
-                       break;
-
-               case REW_LOSE_EXP:
-
-                       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(_("「下僕よ、汝それに値せず。」", "'Thou didst not deserve that, slave.'"));
-
-                       if (p_ptr->prace == RACE_ANDROID)
-                       {
-                               msg_print(_("しかし何も起こらなかった。", "But, nothing happen."));
-                       }
-                       else
-                       {
-                               lose_exp(p_ptr->exp / 6);
-                               reward = _("経験値を失った。", "losing experience");
-                       }
-                       break;
-
-               case REW_GOOD_OBJ:
-#ifdef JP
-                       msg_format("%sの声がささやいた:",
-                               chaos_patrons[p_ptr->chaos_patron]);
-#else
-                       msg_format("The voice of %s whispers:",
-                               chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
-                       msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
-
-                       acquirement(p_ptr->y, p_ptr->x, 1, FALSE, FALSE, FALSE);
-                       reward = _("上質なアイテムを手に入れた。", "a good item");
-                       break;
-
-               case REW_GREA_OBJ:
-
-                       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(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
-
-                       acquirement(p_ptr->y, p_ptr->x, 1, TRUE, FALSE, FALSE);
-                       reward = _("高級品のアイテムを手に入れた。", "an excellent item");
-                       break;
-
-               case REW_CHAOS_WP:
-
-                       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(_("「汝の行いは貴き剣に値せり。」", "'Thy deed hath earned thee a worthy blade.'"));
-                       q_ptr = &forge;
-                       dummy = TV_SWORD;
-                       switch (randint1(p_ptr->lev))
-                       {
-                               case 0: case 1:
-                                       dummy2 = SV_DAGGER;
-                                       break;
-                               case 2: case 3:
-                                       dummy2 = SV_MAIN_GAUCHE;
-                                       break;
-                               case 4:
-                                       dummy2 = SV_TANTO;
-                                       break;
-                               case 5: case 6:
-                                       dummy2 = SV_RAPIER;
-                                       break;
-                               case 7: case 8:
-                                       dummy2 = SV_SMALL_SWORD;
-                                       break;
-                               case 9: case 10:
-                                       dummy2 = SV_BASILLARD;
-                                       break;
-                               case 11: case 12: case 13:
-                                       dummy2 = SV_SHORT_SWORD;
-                                       break;
-                               case 14: case 15:
-                                       dummy2 = SV_SABRE;
-                                       break;
-                               case 16: case 17:
-                                       dummy2 = SV_CUTLASS;
-                                       break;
-                               case 18:
-                                       dummy2 = SV_WAKIZASHI;
-                                       break;
-                               case 19:
-                                       dummy2 = SV_KHOPESH;
-                                       break;
-                               case 20:
-                                       dummy2 = SV_TULWAR;
-                                       break;
-                               case 21:
-                                       dummy2 = SV_BROAD_SWORD;
-                                       break;
-                               case 22: case 23:
-                                       dummy2 = SV_LONG_SWORD;
-                                       break;
-                               case 24: case 25:
-                                       dummy2 = SV_SCIMITAR;
-                                       break;
-                               case 26:
-                                       dummy2 = SV_NINJATO;
-                                       break;
-                               case 27:
-                                       dummy2 = SV_KATANA;
-                                       break;
-                               case 28: case 29:
-                                       dummy2 = SV_BASTARD_SWORD;
-                                       break;
-                               case 30:
-                                       dummy2 = SV_GREAT_SCIMITAR;
-                                       break;
-                               case 31:
-                                       dummy2 = SV_CLAYMORE;
-                                       break;
-                               case 32:
-                                       dummy2 = SV_ESPADON;
-                                       break;
-                               case 33:
-                                       dummy2 = SV_TWO_HANDED_SWORD;
-                                       break;
-                               case 34:
-                                       dummy2 = SV_FLAMBERGE;
-                                       break;
-                               case 35:
-                                       dummy2 = SV_NO_DACHI;
-                                       break;
-                               case 36:
-                                       dummy2 = SV_EXECUTIONERS_SWORD;
-                                       break;
-                               case 37:
-                                       dummy2 = SV_ZWEIHANDER;
-                                       break;
-                               case 38:
-                                       dummy2 = SV_HAYABUSA;
-                                       break;
-                               default:
-                                       dummy2 = SV_BLADE_OF_CHAOS;
-                       }
-
-                       object_prep(q_ptr, lookup_kind(dummy, dummy2));
-                       q_ptr->to_h = 3 + randint1(dun_level) % 10;
-                       q_ptr->to_d = 3 + randint1(dun_level) % 10;
-                       one_resistance(q_ptr);
-                       q_ptr->name2 = EGO_CHAOTIC;
-                       (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
-                       reward = _("(混沌)の武器を手に入れた。", "chaos weapon");
-                       break;
-
-               case REW_GOOD_OBS:
-
-                       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(_("「汝の行いは貴き報いに値せり。」", "'Thy deed hath earned thee a worthy reward.'"));
-
-                       acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, FALSE, FALSE, FALSE);
-                       reward = _("上質なアイテムを手に入れた。", "good items");
-                       break;
-
-               case REW_GREA_OBS:
-
-                       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(_("「下僕よ、汝の献身への我が惜しみ無き報いを見るがよい。」", "'Behold, mortal, how generously I reward thy loyalty.'"));
-
-                       acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, TRUE, FALSE, FALSE);
-                       reward = _("高級品のアイテムを手に入れた。", "excellent items");
-                       break;
-
-               case REW_TY_CURSE:
-#ifdef JP
-                       msg_format("%sの声が轟き渡った:", chaos_patrons[p_ptr->chaos_patron]);
-#else
-                       msg_format("The voice of %s thunders:", chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
-                       msg_print(_("「下僕よ、汝傲慢なり。」", "'Thou art growing arrogant, mortal.'"));
-
-                       (void)activate_ty_curse(FALSE, &count);
-                       reward = _("禍々しい呪いをかけられた。", "cursing");
-                       break;
-
-               case REW_SUMMON_M:
-
-                       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(_("「我が下僕たちよ、かの傲慢なる者を倒すべし!」", "'My pets, destroy the arrogant mortal!'"));
-
-                       for (dummy = 0; dummy < randint1(5) + 1; dummy++)
-                       {
-                               (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET), '\0');
-                       }
-                       reward = _("モンスターを召喚された。", "summoning hostile monsters");
-                       break;
-
-
-               case REW_H_SUMMON:
-
-                       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、より強き敵を必要とせり!」", "'Thou needst worthier opponents!'"));
-
-                       activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
-                       reward = _("モンスターを召喚された。", "summoning many hostile monsters");
-                       break;
-
-
-               case REW_DO_HAVOC:
-#ifdef JP
-                       msg_format("%sの声が響き渡った:",
-                               chaos_patrons[p_ptr->chaos_patron]);
-#else
-                       msg_format("The voice of %s booms out:",
-                               chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
-                       msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
-
-                       call_chaos();
-                       reward = _("カオスの力が渦巻いた。", "calling chaos");
-                       break;
-
-
-               case REW_GAIN_ABL:
-#ifdef JP
-                       msg_format("%sの声が鳴り響いた:",
-                               chaos_patrons[p_ptr->chaos_patron]);
-#else
-                       msg_format("The voice of %s rings out:",
-                               chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
-                       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]);
-                       else
-                               do_inc_stat(randint0(6));
-                       reward = _("能力値が上がった。", "increasing a stat");
-                       break;
-
-
-               case REW_LOSE_ABL:
-#ifdef JP
-                       msg_format("%sの声が響き渡った:",
-                               chaos_patrons[p_ptr->chaos_patron]);
-#else
-                       msg_format("The voice of %s booms out:",
-                               chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
-                       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]);
-                       else
-                               (void)do_dec_stat(randint0(6));
-                       reward = _("能力値が下がった。", "decreasing a stat");
-                       break;
-
-
-               case REW_RUIN_ABL:
-
-#ifdef JP
-                       msg_format("%sの声が轟き渡った:",
-                               chaos_patrons[p_ptr->chaos_patron]);
-#else
-                       msg_format("The voice of %s thunders:",
-                               chaos_patrons[p_ptr->chaos_patron]);
-#endif
-
-                       msg_print(_("「汝、謙虚たることを学ぶべし!」", "'Thou needst a lesson in humility, mortal!'"));
-                       msg_print(_("あなたは以前より弱くなった!", "You feel less powerful!"));
-
-                       for (dummy = 0; dummy < A_MAX; dummy++)
-                       {
-                               (void)dec_stat(dummy, 10 + randint1(15), TRUE);
-                       }
-                       reward = _("全能力値が下がった。", "decreasing all stats");
-                       break;
-
-               case REW_POLY_WND:
-
-                       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();
-                       reward = _("傷が変化した。", "polymorphing wounds");
-                       break;
-
-               case REW_AUGM_ABL:
-
-                       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(_("「我がささやかなる賜物を受けとるがよい!」", "'Receive this modest gift from me!'"));
-
-                       for (dummy = 0; dummy < A_MAX; dummy++)
-                       {
-                               (void)do_inc_stat(dummy);
-                       }
-                       reward = _("全能力値が上がった。", "increasing all stats");
-                       break;
-
-               case REW_HURT_LOT:
-
-                       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(_("「苦しむがよい、無能な愚か者よ!」", "'Suffer, pathetic fool!'"));
-
-                       fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4);
-                       take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1);
-                       reward = _("分解の球が発生した。", "generating disintegration ball");
-                       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_all_status();
-                       (void)true_healing(5000);
-                       reward = _("体力が回復した。", "healing");
-                       break;
-
-               case REW_CURSE_WP:
-
-                       if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) 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、武器に頼ることなかれ。」", "'Thou reliest too much on thy weapon.'"));
-
-                       dummy = INVEN_RARM;
-                       if (buki_motteruka(INVEN_LARM))
-                       {
-                               dummy = INVEN_LARM;
-                               if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
-                       }
-                       object_desc(o_name, &inventory[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;
-                       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);
-                       (void)curse_armor();
-                       reward = format(_("%sが破壊された。", "destroying %s"), o_name);
-                       break;
-               case REW_PISS_OFF:
-
-                       msg_format(_("%sの声がささやいた:", "The voice of %s whispers:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「我を怒りしめた罪を償うべし。」", "'Now thou shalt pay for annoying me.'"));
-
-                       switch (randint1(4))
-                       {
-                               case 1:
-                                       (void)activate_ty_curse(FALSE, &count);
-                                       reward = _("禍々しい呪いをかけられた。", "cursing");
-                                       break;
-                               case 2:
-                                       activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
-                                       reward = _("モンスターを召喚された。", "summoning hostile monsters");
-                                       break;
-                               case 3:
-                                       if (one_in_(2))
-                                       {
-                                               if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
-                                               dummy = INVEN_RARM;
-                                               if (buki_motteruka(INVEN_LARM))
-                                               {
-                                                       dummy = INVEN_LARM;
-                                                       if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM;
-                                               }
-                                               object_desc(o_name, &inventory[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);
-                                               (void)curse_armor();
-                                               reward = format(_("%sが破壊された。", "destroying %s"), o_name);
-                                       }
-                                       break;
-                               default:
-                                       for (dummy = 0; dummy < A_MAX; dummy++)
-                                       {
-                                               (void)dec_stat(dummy, 10 + randint1(15), TRUE);
-                                       }
-                                       reward = _("全能力値が下がった。", "decreasing all stats");
-                                       break;
-                       }
-                       break;
-
-               case REW_WRATH:
-
-                       msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"), chaos_patrons[p_ptr->chaos_patron]);
-                       msg_print(_("「死ぬがよい、下僕よ!」", "'Die, mortal!'"));
-
-                       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);
-                       }
-                       activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
-                       (void)activate_ty_curse(FALSE, &count);
-                       if (one_in_(2))
-                       {
-                               dummy = 0;
-
-                               if (buki_motteruka(INVEN_RARM))
-                               {
-                                       dummy = INVEN_RARM;
-                                       if (buki_motteruka(INVEN_LARM) && one_in_(2)) dummy = INVEN_LARM;
-                               }
-                               else if (buki_motteruka(INVEN_LARM)) dummy = INVEN_LARM;
-
-                               if (dummy) (void)curse_weapon(FALSE, dummy);
-                       }
-                       if (one_in_(2)) (void)curse_armor();
-                       break;
-
-               case REW_DESTRUCT:
-
-                       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(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
-
-                       (void)destroy_area(p_ptr->y, p_ptr->x, 25, FALSE);
-                       reward = _("ダンジョンが*破壊*された。", "*destruct*ing dungeon");
-                       break;
-
-               case REW_GENOCIDE:
-
-                       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(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
-                       (void)symbol_genocide(0, FALSE);
-                       reward = _("モンスターが抹殺された。", "genociding monsters");
-                       break;
-
-               case REW_MASS_GEN:
-
-                       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(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
-
-                       (void)mass_genocide(0, FALSE);
-                       reward = _("モンスターが抹殺された。", "genociding nearby monsters");
-                       break;
-
-               case REW_DISPEL_C:
-
-                       msg_format(_("%sの力が敵を攻撃するのを感じた!", "You can feel the power of %s assault your enemies!"), chaos_patrons[p_ptr->chaos_patron]);
-                       (void)dispel_monsters(p_ptr->lev * 4);
-                       break;
-
-               case REW_IGNORE:
-
-                       msg_format(_("%sはあなたを無視した。", "%s ignores you."), chaos_patrons[p_ptr->chaos_patron]);
-                       break;
-
-               case REW_SER_DEMO:
-
-                       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, dun_level, SUMMON_DEMON, PM_FORCE_PET, '\0'))
-                               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");
-
-                       break;
-
-               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, dun_level, 0, PM_FORCE_PET, '\0'))
-                               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");
-
-                       break;
-
-               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, dun_level, SUMMON_UNDEAD, PM_FORCE_PET, '\0'))
-                               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");
-
-                       break;
-
-               default:
-                       msg_format(_("%sの声がどもった:", "The voice of %s stammers:"),
-
-                               chaos_patrons[p_ptr->chaos_patron]);
-                       msg_format(_("「あー、あー、答えは %d/%d。質問は何?」", "'Uh... uh... the answer's %d/%d, what's the question?'"), type, effect);
-
-       }
-       }
-       if (reward)
-       {
-               do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format(_("パトロンの報酬で%s", "The patron rewards you with %s."), reward));
-       }
-}
-
 
 /*
  * XAngband: determine if a given location is "interesting"