3 * @brief ものまねの処理実装 / Imitation code
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
14 #include "spells-summon.h"
15 #include "spells-status.h"
16 #include "cmd-spell.h"
17 #include "player-status.h"
22 * @brief 受け取ったパラメータに応じてものまねの効果情報をまとめたフォーマットを返す
23 * @param p 情報を返す文字列参照ポインタ
24 * @param power ものまねの効力の種類
28 static void mane_info(char *p, int power, HIT_POINT dam)
30 PLAYER_LEVEL plev = p_ptr->lev;
34 if ((power > 2 && power < 41) || (power > 41 && power < 59) || (power == 75))
35 sprintf(p, " %s%d", KWD_DAM, (int)dam);
41 sprintf(p, " %sd%d+%d", KWD_HEAL, plev * 3, plev);
44 sprintf(p, " %sd%d+%d", KWD_DURATION, 20+plev, plev);
47 sprintf(p, " %s%d", KWD_HEAL, plev*6);
50 sprintf(p, " %sd7+7", KWD_DURATION);
53 sprintf(p, " %s10", KWD_SPHERE);
56 sprintf(p, " %s%d", KWD_SPHERE, plev * 5);
59 sprintf(p, " %s5", KWD_SPHERE);
69 * @brief どのものまねを発動するか選択する処理 /
70 * Allow user to choose a imitation.
71 * @param sn 実行したものまねのIDを返す参照ポインタ(キャンセルなどの場合-1を返す)
72 * @param baigaesi TRUEならば倍返し上の処理として行う
73 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
75 * If a valid spell is chosen, saves it in '*sn' and returns TRUE
76 * If the user hits escape, returns FALSE, and set '*sn' to -1
77 * If there are no legal choices, returns FALSE, and sets '*sn' to -2
79 * The "prompt" should be "cast", "recite", or "study"
80 * The "known" should be TRUE for cast/pray, FALSE for study
82 * nb: This function has a (trivial) display bug which will be obvious
83 * when you run it. It's probably easy to fix but I haven't tried,
86 static int get_mane_power(int *sn, bool baigaesi)
92 PERCENTAGE minfail = 0;
93 PLAYER_LEVEL plev = p_ptr->lev;
94 PERCENTAGE chance = 0;
99 concptr p = _("能力", "power");
104 /* Assume cancelled */
107 /* Nothing chosen yet */
113 num = p_ptr->mane_num;
115 /* Build a prompt (accept all spells) */
116 (void)strnfmt(out_val, 78,
117 _("(%c-%c, '*'で一覧, ESC) どの%sをまねますか?", "(%c-%c, *=List, ESC=exit) Use which %s? "),
118 I2A(0), I2A(num - 1), p);
120 choice= always_show_list ? ESCAPE:1 ;
123 if(choice==ESCAPE) choice = ' ';
124 else if( !get_com(out_val, &choice, TRUE) )break;
127 if ((choice == ' ') || (choice == '*') || (choice == '?'))
136 /* Display a list of spells */
138 put_str(_("名前", "Name"), y, x + 5);
139 put_str(_("失率 効果", "Fail Info"), y, x + 36);
142 /* Dump the spells */
143 for (i = 0; i < num; i++)
145 /* Access the spell */
146 spell = monster_powers[p_ptr->mane_spell[i]];
148 chance = spell.manefail;
150 /* Reduce failure rate by "effective" level adjustment */
151 if (plev > spell.level) chance -= 3 * (plev - spell.level);
153 /* Reduce failure rate by INT/WIS adjustment */
154 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[spell.use_stat]] + adj_mag_stat[p_ptr->stat_ind[A_DEX]] - 2) / 2;
156 if (spell.manedam) chance = chance * (baigaesi ? p_ptr->mane_dam[i] * 2 : p_ptr->mane_dam[i]) / spell.manedam;
158 chance += p_ptr->to_m_chance;
160 /* Extract the minimum failure rate */
161 minfail = adj_mag_fail[p_ptr->stat_ind[spell.use_stat]];
163 /* Minimum failure rate */
164 if (chance < minfail) chance = minfail;
166 /* Stunning makes spells harder */
167 if (p_ptr->stun > 50) chance += 25;
168 else if (p_ptr->stun) chance += 15;
170 /* Always a 5 percent chance of working */
171 if (chance > 95) chance = 95;
174 mane_info(comment, p_ptr->mane_spell[i], (baigaesi ? p_ptr->mane_dam[i]*2 : p_ptr->mane_dam[i]));
176 /* Dump the spell --(-- */
177 sprintf(psi_desc, " %c) %-30s %3d%%%s",
180 prt(psi_desc, y + i + 1, x);
183 /* Clear the bottom line */
184 prt("", y + i + 1, x);
200 ask = isupper(choice);
203 if (ask) choice = (char)tolower(choice);
205 /* Extract request */
206 i = (islower(choice) ? A2I(choice) : -1);
208 /* Totally Illegal */
209 if ((i < 0) || (i >= num))
215 /* Save the spell index */
216 spell = monster_powers[p_ptr->mane_spell[i]];
224 (void) strnfmt(tmp_val, 78, _("%sをまねますか?", "Use %s? "), monster_powers[p_ptr->mane_spell[i]].name);
226 /* Belay that order */
227 if (!get_check(tmp_val)) continue;
233 if (redraw) screen_load();
235 p_ptr->window |= (PW_SPELL);
238 /* Abort if needed */
239 if (!flag) return (FALSE);
241 /* Save the choice */
244 damage = (baigaesi ? p_ptr->mane_dam[i]*2 : p_ptr->mane_dam[i]);
253 * do_cmd_cast calls this function if the player's class is 'imitator'.
254 * @param spell 発動するモンスター攻撃のID
255 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
257 static bool use_mane(int spell)
260 PLAYER_LEVEL plev = p_ptr->lev;
261 BIT_FLAGS mode = (PM_ALLOW_GROUP | PM_FORCE_PET);
262 BIT_FLAGS u_mode = 0L;
264 if (randint1(50+plev) < plev/10) u_mode = PM_ALLOW_UNIQUE;
272 msg_print(_("かん高い金切り声をあげた。", "You make a high pitched shriek."));
273 aggravate_monsters(0);
283 if (!target_set(TARGET_KILL)) return FALSE;
284 m_idx = current_floor_ptr->grid_array[target_row][target_col].m_idx;
286 if (!player_has_los_bold(target_row, target_col)) break;
287 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
288 dispel_monster_status(m_idx);
293 if (!get_aim_dir(&dir)) return FALSE;
294 else msg_print(_("ロケットを発射した。", "You fire a rocket."));
295 fire_rocket(GF_ROCKET, dir, damage, 2);
299 if (!get_aim_dir(&dir)) return FALSE;
300 else msg_print(_("矢を放った。", "You fire an arrow."));
301 fire_bolt(GF_ARROW, dir, damage);
314 if (!get_aim_dir(&dir)) return FALSE;
315 else msg_print(_("酸のブレスを吐いた。", "You breathe acid."));
316 fire_breath(GF_ACID, dir, damage, (plev > 35 ? 3 : 2));
320 if (!get_aim_dir(&dir)) return FALSE;
321 else msg_print(_("稲妻のブレスを吐いた。", "You breathe lightning."));
322 fire_breath(GF_ELEC, dir, damage, (plev > 35 ? 3 : 2));
326 if (!get_aim_dir(&dir)) return FALSE;
327 else msg_print(_("火炎のブレスを吐いた。", "You breathe fire."));
328 fire_breath(GF_FIRE, dir, damage, (plev > 35 ? 3 : 2));
332 if (!get_aim_dir(&dir)) return FALSE;
333 else msg_print(_("冷気のブレスを吐いた。", "You breathe frost."));
334 fire_breath(GF_COLD, dir, damage, (plev > 35 ? 3 : 2));
338 if (!get_aim_dir(&dir)) return FALSE;
339 else msg_print(_("ガスのブレスを吐いた。", "You breathe gas."));
340 fire_breath(GF_POIS, dir, damage, (plev > 35 ? 3 : 2));
344 if (!get_aim_dir(&dir)) return FALSE;
345 else msg_print(_("地獄のブレスを吐いた。", "You breathe nether."));
346 fire_breath(GF_NETHER, dir, damage, (plev > 35 ? 3 : 2));
350 if (!get_aim_dir(&dir)) return FALSE;
351 else msg_print(_("閃光のブレスを吐いた。", "You breathe light."));
352 fire_breath(GF_LITE, dir, damage, (plev > 35 ? 3 : 2));
356 if (!get_aim_dir(&dir)) return FALSE;
357 else msg_print(_("暗黒のブレスを吐いた。", "You breathe darkness."));
358 fire_breath(GF_DARK, dir, damage, (plev > 35 ? 3 : 2));
362 if (!get_aim_dir(&dir)) return FALSE;
363 else msg_print(_("混乱のブレスを吐いた。", "You breathe confusion."));
364 fire_breath(GF_CONFUSION, dir, damage, (plev > 35 ? 3 : 2));
368 if (!get_aim_dir(&dir)) return FALSE;
369 else msg_print(_("轟音のブレスを吐いた。", "You breathe sound."));
370 fire_breath(GF_SOUND, dir, damage, (plev > 35 ? 3 : 2));
374 if (!get_aim_dir(&dir)) return FALSE;
375 else msg_print(_("カオスのブレスを吐いた。", "You breathe chaos."));
376 fire_breath(GF_CHAOS, dir, damage, (plev > 35 ? 3 : 2));
380 if (!get_aim_dir(&dir)) return FALSE;
381 else msg_print(_("劣化のブレスを吐いた。", "You breathe disenchantment."));
382 fire_breath(GF_DISENCHANT, dir, damage, (plev > 35 ? 3 : 2));
386 if (!get_aim_dir(&dir)) return FALSE;
387 else msg_print(_("因果混乱のブレスを吐いた。", "You breathe nexus."));
388 fire_breath(GF_NEXUS, dir, damage, (plev > 35 ? 3 : 2));
392 if (!get_aim_dir(&dir)) return FALSE;
393 else msg_print(_("時間逆転のブレスを吐いた。", "You breathe time."));
394 fire_breath(GF_TIME, dir, damage, (plev > 35 ? 3 : 2));
398 if (!get_aim_dir(&dir)) return FALSE;
399 else msg_print(_("遅鈍のブレスを吐いた。", "You breathe inertia."));
400 fire_breath(GF_INERTIAL, dir, damage, (plev > 35 ? 3 : 2));
404 if (!get_aim_dir(&dir)) return FALSE;
405 else msg_print(_("重力のブレスを吐いた。", "You breathe gravity."));
406 fire_breath(GF_GRAVITY, dir, damage, (plev > 35 ? 3 : 2));
410 if (!get_aim_dir(&dir)) return FALSE;
411 else msg_print(_("破片のブレスを吐いた。", "You breathe shards."));
412 fire_breath(GF_SHARDS, dir, damage, (plev > 35 ? 3 : 2));
416 if (!get_aim_dir(&dir)) return FALSE;
417 else msg_print(_("プラズマのブレスを吐いた。", "You breathe plasma."));
419 fire_breath(GF_PLASMA, dir, damage, (plev > 35 ? 3 : 2));
423 if (!get_aim_dir(&dir)) return FALSE;
424 else msg_print(_("フォースのブレスを吐いた。", "You breathe force."));
426 fire_breath(GF_FORCE, dir, damage, (plev > 35 ? 3 : 2));
430 if (!get_aim_dir(&dir)) return FALSE;
431 else msg_print(_("魔力のブレスを吐いた。", "You breathe mana."));
433 fire_breath(GF_MANA, dir, damage, (plev > 35 ? 3 : 2));
437 if (!get_aim_dir(&dir)) return FALSE;
438 else msg_print(_("放射能球を放った。", "You cast a ball of radiation."));
440 fire_ball(GF_NUKE, dir, damage, 2);
444 if (!get_aim_dir(&dir)) return FALSE;
445 else msg_print(_("放射性廃棄物のブレスを吐いた。", "You breathe toxic waste."));
447 fire_breath(GF_NUKE, dir, damage, (plev > 35 ? 3 : 2));
451 if (!get_aim_dir(&dir)) return FALSE;
452 else msg_print(_("純ログルスを放った。", "You invoke a raw Logrus."));
454 fire_ball(GF_CHAOS, dir, damage, 4);
457 if (!get_aim_dir(&dir)) return FALSE;
458 else msg_print(_("分解のブレスを吐いた。", "You breathe disintegration."));
460 fire_breath(GF_DISINTEGRATE, dir, damage, (plev > 35 ? 3 : 2));
463 if (!get_aim_dir(&dir)) return FALSE;
464 else msg_print(_("アシッド・ボールの呪文を唱えた。", "You cast an acid ball."));
466 fire_ball(GF_ACID, dir, damage, 2);
469 if (!get_aim_dir(&dir)) return FALSE;
470 else msg_print(_("サンダー・ボールの呪文を唱えた。", "You cast a lightning ball."));
472 fire_ball(GF_ELEC, dir, damage, 2);
475 if (!get_aim_dir(&dir)) return FALSE;
476 else msg_print(_("ファイア・ボールの呪文を唱えた。", "You cast a fire ball."));
478 fire_ball(GF_FIRE, dir, damage, 2);
481 if (!get_aim_dir(&dir)) return FALSE;
482 else msg_print(_("アイス・ボールの呪文を唱えた。", "You cast a frost ball."));
484 fire_ball(GF_COLD, dir, damage, 2);
487 if (!get_aim_dir(&dir)) return FALSE;
488 else msg_print(_("悪臭雲の呪文を唱えた。", "You cast a stinking cloud."));
490 fire_ball(GF_POIS, dir, damage, 2);
493 if (!get_aim_dir(&dir)) return FALSE;
494 else msg_print(_("地獄球の呪文を唱えた。", "You cast a nether ball."));
496 fire_ball(GF_NETHER, dir, damage, 2);
499 if (!get_aim_dir(&dir)) return FALSE;
500 else msg_print(_("流れるような身振りをした。", "You gesture fluidly."));
502 fire_ball(GF_WATER, dir, damage, 4);
505 if (!get_aim_dir(&dir)) return FALSE;
506 else msg_print(_("魔力の嵐の呪文を念じた。", "You invoke a mana storm."));
508 fire_ball(GF_MANA, dir, damage, 4);
511 if (!get_aim_dir(&dir)) return FALSE;
512 else msg_print(_("暗黒の嵐の呪文を念じた。", "You invoke a darkness storm."));
514 fire_ball(GF_DARK, dir, damage, 4);
517 if (!get_aim_dir(&dir)) return FALSE;
518 fire_ball_hide(GF_DRAIN_MANA, dir, randint1(plev*3)+plev, 0);
521 if (!get_aim_dir(&dir)) return FALSE;
522 fire_ball_hide(GF_MIND_BLAST, dir, damage, 0);
525 if (!get_aim_dir(&dir)) return FALSE;
526 fire_ball_hide(GF_BRAIN_SMASH, dir, damage, 0);
529 if (!get_aim_dir(&dir)) return FALSE;
530 fire_ball_hide(GF_CAUSE_1, dir, damage, 0);
533 if (!get_aim_dir(&dir)) return FALSE;
534 fire_ball_hide(GF_CAUSE_2, dir, damage, 0);
537 if (!get_aim_dir(&dir)) return FALSE;
538 fire_ball_hide(GF_CAUSE_3, dir, damage, 0);
541 if (!get_aim_dir(&dir)) return FALSE;
542 fire_ball_hide(GF_CAUSE_4, dir, damage, 0);
545 if (!get_aim_dir(&dir)) return FALSE;
546 else msg_print(_("アシッド・ボルトの呪文を唱えた。", "You cast an acid bolt."));
548 fire_bolt(GF_ACID, dir, damage);
551 if (!get_aim_dir(&dir)) return FALSE;
552 else msg_print(_("サンダー・ボルトの呪文を唱えた。", "You cast a lightning bolt."));
554 fire_bolt(GF_ELEC, dir, damage);
557 if (!get_aim_dir(&dir)) return FALSE;
558 else msg_print(_("ファイア・ボルトの呪文を唱えた。", "You cast a fire bolt."));
560 fire_bolt(GF_FIRE, dir, damage);
563 if (!get_aim_dir(&dir)) return FALSE;
564 else msg_print(_("アイス・ボルトの呪文を唱えた。", "You cast a frost bolt."));
566 fire_bolt(GF_COLD, dir, damage);
569 if (!get_aim_dir(&dir)) return FALSE;
570 else msg_print(_("スターバーストの呪文を念じた。", "You invoke a starburst."));
572 fire_ball(GF_LITE, dir, damage, 4);
575 if (!get_aim_dir(&dir)) return FALSE;
576 else msg_print(_("地獄の矢の呪文を唱えた。", "You cast a nether bolt."));
578 fire_bolt(GF_NETHER, dir, damage);
581 if (!get_aim_dir(&dir)) return FALSE;
582 else msg_print(_("ウォーター・ボルトの呪文を唱えた。", "You cast a water bolt."));
584 fire_bolt(GF_WATER, dir, damage);
587 if (!get_aim_dir(&dir)) return FALSE;
588 else msg_print(_("魔力の矢の呪文を唱えた。", "You cast a mana bolt."));
590 fire_bolt(GF_MANA, dir, damage);
593 if (!get_aim_dir(&dir)) return FALSE;
594 else msg_print(_("プラズマ・ボルトの呪文を唱えた。", "You cast a plasma bolt."));
596 fire_bolt(GF_PLASMA, dir, damage);
599 if (!get_aim_dir(&dir)) return FALSE;
600 else msg_print(_("極寒の矢の呪文を唱えた。", "You cast a ice bolt."));
602 fire_bolt(GF_ICE, dir, damage);
604 case MS_MAGIC_MISSILE:
605 if (!get_aim_dir(&dir)) return FALSE;
606 else msg_print(_("マジック・ミサイルの呪文を唱えた。", "You cast a magic missile."));
608 fire_bolt(GF_MISSILE, dir, damage);
611 if (!get_aim_dir(&dir)) return FALSE;
612 else msg_print(_("恐ろしげな幻覚を作り出した。", "You cast a fearful illusion."));
614 fear_monster(dir, plev+10);
617 if (!get_aim_dir(&dir)) return FALSE;
618 confuse_monster(dir, plev * 2);
621 if (!get_aim_dir(&dir)) return FALSE;
622 else msg_print(_("誘惑的な幻覚をつくり出した。", "You cast a mesmerizing illusion."));
624 confuse_monster(dir, plev * 2);
627 if (!get_aim_dir(&dir)) return FALSE;
628 slow_monster(dir, plev);
631 if (!get_aim_dir(&dir)) return FALSE;
632 sleep_monster(dir, plev);
635 (void)set_fast(randint1(20 + plev) + plev, FALSE);
639 if (!get_aim_dir(&dir)) return FALSE;
640 else msg_print(_("<破滅の手>を放った!", "You invoke the Hand of Doom!"));
642 fire_ball_hide(GF_HAND_DOOM, dir, 200, 0);
646 msg_print(_("自分の傷に念を集中した。", "You concentrate on your wounds!"));
647 (void)hp_player(plev*6);
652 msg_print(_("無傷の球の呪文を唱えた。", "You cast a Globe of Invulnerability."));
653 (void)set_invuln(randint1(7) + 7, FALSE);
656 teleport_player(10, 0L);
659 teleport_player(plev * 5, 0L);
662 (void)time_walk(p_ptr);
670 GAME_TEXT m_name[MAX_NLEN];
672 if (!target_set(TARGET_KILL)) return FALSE;
673 if (!current_floor_ptr->grid_array[target_row][target_col].m_idx) break;
674 if (!player_has_los_bold(target_row, target_col)) break;
675 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
676 m_ptr = ¤t_floor_ptr->m_list[current_floor_ptr->grid_array[target_row][target_col].m_idx];
677 r_ptr = &r_info[m_ptr->r_idx];
678 monster_desc(m_name, m_ptr, 0);
679 if (r_ptr->flagsr & RFR_RES_TELE)
681 if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL))
683 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
684 msg_format(_("%sには効果がなかった!", "%s is unaffected!"), m_name);
688 else if (r_ptr->level > randint1(100))
690 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
691 msg_format(_("%sには耐性がある!", "%s resists!"), m_name);
696 msg_format(_("%sを引き戻した。", "You command %s to return."), m_name);
698 teleport_monster_to(current_floor_ptr->grid_array[target_row][target_col].m_idx, p_ptr->y, p_ptr->x, 100, TELEPORT_PASSIVE);
702 if (!get_aim_dir(&dir)) return FALSE;
704 (void)fire_beam(GF_AWAY_ALL, dir, plev);
708 return teleport_level_other(p_ptr);
712 if (!get_aim_dir(&dir)) return FALSE;
713 else msg_print(_("光の剣を放った。", "You throw a psycho-spear."));
714 (void)fire_beam(GF_PSY_SPEAR, dir, damage);
718 msg_print(_("暗闇の中で手を振った。", "You gesture in shadow."));
719 (void)unlite_area(10, 3);
723 if (!target_set(TARGET_KILL)) return FALSE;
724 msg_print(_("呪文を唱えて邪悪に微笑んだ。", "You cast a spell and cackle evilly."));
725 trap_creation(target_row, target_col);
728 msg_print(_("しかし何も起きなかった。", "Nothing happen."));
731 msg_print(_("死者復活の呪文を唱えた。", "You animate the dead."));
732 (void)animate_dead(0, p_ptr->y, p_ptr->x);
737 if (!target_set(TARGET_KILL)) return FALSE;
739 msg_print(_("援軍を召喚した。", "You summon minions."));
740 for (k = 0;k < 4; k++)
742 (void)summon_kin_player(plev, target_row, target_col, (PM_FORCE_PET | PM_ALLOW_GROUP));
749 int max_cyber = (current_floor_ptr->dun_level / 50) + randint1(3);
750 if (!target_set(TARGET_KILL)) return FALSE;
751 msg_print(_("サイバーデーモンを召喚した!", "You summon Cyberdemons!"));
752 if (max_cyber > 4) max_cyber = 4;
753 for (k = 0;k < max_cyber; k++)
754 summon_specific(-1, target_row, target_col, plev, SUMMON_CYBER, mode, '\0');
760 if (!target_set(TARGET_KILL)) return FALSE;
761 msg_print(_("仲間を召喚した。", "You summon help."));
762 for (k = 0;k < 1; k++)
763 summon_specific(-1, target_row, target_col, plev, 0, (mode | u_mode), '\0');
769 if (!target_set(TARGET_KILL)) return FALSE;
770 msg_print(_("モンスターを召喚した!", "You summon monsters!"));
771 for (k = 0; k < 6; k++)
772 summon_specific(-1, target_row, target_col, plev, 0, (mode | u_mode), '\0');
778 if (!target_set(TARGET_KILL)) return FALSE;
779 msg_print(_("アリを召喚した。", "You summon ants."));
780 for (k = 0; k < 6; k++)
781 summon_specific(-1, target_row, target_col, plev, SUMMON_ANT, mode, '\0');
787 if (!target_set(TARGET_KILL)) return FALSE;
788 msg_print(_("蜘蛛を召喚した。", "You summon spiders."));
789 for (k = 0; k < 6; k++)
790 summon_specific(-1, target_row, target_col, plev, SUMMON_SPIDER, mode, '\0');
796 if (!target_set(TARGET_KILL)) return FALSE;
797 msg_print(_("ハウンドを召喚した。", "You summon hounds."));
798 for (k = 0; k < 4; k++)
799 summon_specific(-1, target_row, target_col, plev, SUMMON_HOUND, mode, '\0');
805 if (!target_set(TARGET_KILL)) return FALSE;
806 msg_print(_("ヒドラを召喚した。", "You summon hydras."));
807 for (k = 0; k < 4; k++)
808 summon_specific(-1, target_row, target_col, plev, SUMMON_HYDRA, mode, '\0');
814 if (!target_set(TARGET_KILL)) return FALSE;
815 msg_print(_("天使を召喚した!", "You summon an angel!"));
816 for (k = 0; k < 1; k++)
817 summon_specific(-1, target_row, target_col, plev, SUMMON_ANGEL, mode, '\0');
823 if (!target_set(TARGET_KILL)) return FALSE;
824 msg_print(_("混沌の宮廷から悪魔を召喚した!", "You summon a demon from the Courts of Chaos!"));
825 for (k = 0; k < 1; k++)
826 summon_specific(-1, target_row, target_col, plev, SUMMON_DEMON, (mode | u_mode), '\0');
832 if (!target_set(TARGET_KILL)) return FALSE;
833 msg_print(_("アンデッドの強敵を召喚した!", "You summon an undead adversary!"));
834 for (k = 0; k < 1; k++)
835 summon_specific(-1, target_row, target_col, plev, SUMMON_UNDEAD, (mode | u_mode), '\0');
841 if (!target_set(TARGET_KILL)) return FALSE;
842 msg_print(_("ドラゴンを召喚した!", "You summon a dragon!"));
843 for (k = 0; k < 1; k++)
844 summon_specific(-1, target_row, target_col, plev, SUMMON_DRAGON, (mode | u_mode), '\0');
850 if (!target_set(TARGET_KILL)) return FALSE;
851 msg_print(_("強力なアンデッドを召喚した!", "You summon greater undead!"));
852 for (k = 0; k < 6; k++)
853 summon_specific(-1, target_row, target_col, plev, SUMMON_HI_UNDEAD, (mode | u_mode), '\0');
859 if (!target_set(TARGET_KILL)) return FALSE;
860 msg_print(_("古代ドラゴンを召喚した!", "You summon ancient dragons!"));
861 for (k = 0; k < 4; k++)
862 summon_specific(-1, target_row, target_col, plev, SUMMON_HI_DRAGON, (mode | u_mode), '\0');
868 if (!target_set(TARGET_KILL)) return FALSE;
869 msg_print(_("アンバーの王族を召喚した!", "You summon Lords of Amber!"));
870 for (k = 0; k < 4; k++)
871 summon_specific(-1, target_row, target_col, plev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE), '\0');
877 if (!target_set(TARGET_KILL)) return FALSE;
878 msg_print(_("特別な強敵を召喚した!", "You summon special opponents!"));
879 for (k = 0;k < 4; k++)
880 if (summon_specific(-1, target_row, target_col, plev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE), '\0')) count++;
881 for (k = count;k < 4; k++)
882 summon_specific(-1, target_row, target_col, plev, SUMMON_HI_UNDEAD, (mode | u_mode), '\0');
894 * @brief ものまねコマンドのメインルーチン /
895 * do_cmd_cast calls this function if the player's class is 'imitator'.
896 * @param baigaesi TRUEならば倍返し上の処理として行う
897 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
899 * If a valid spell is chosen, saves it in '*sn' and returns TRUE
900 * If the user hits escape, returns FALSE, and set '*sn' to -1
901 * If there are no legal choices, returns FALSE, and sets '*sn' to -2
903 * The "prompt" should be "cast", "recite", or "study"
904 * The "known" should be TRUE for cast/pray, FALSE for study
906 * nb: This function has a (trivial) display bug which will be obvious
907 * when you run it. It's probably easy to fix but I haven't tried,
910 bool do_cmd_mane(bool baigaesi)
914 PERCENTAGE minfail = 0;
915 PLAYER_LEVEL plev = p_ptr->lev;
919 if (cmd_limit_confused(p_ptr)) return FALSE;
921 if (!p_ptr->mane_num)
923 msg_print(_("まねられるものが何もない!", "You don't remember any action!"));
927 if (!get_mane_power(&n, baigaesi)) return FALSE;
929 spell = monster_powers[p_ptr->mane_spell[n]];
931 /* Spell failure chance */
932 chance = spell.manefail;
934 /* Reduce failure rate by "effective" level adjustment */
935 if (plev > spell.level) chance -= 3 * (plev - spell.level);
937 /* Reduce failure rate by 1 stat and DEX adjustment */
938 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[spell.use_stat]] + adj_mag_stat[p_ptr->stat_ind[A_DEX]] - 2) / 2;
940 if (spell.manedam) chance = chance * damage / spell.manedam;
942 chance += p_ptr->to_m_chance;
944 /* Extract the minimum failure rate */
945 minfail = adj_mag_fail[p_ptr->stat_ind[spell.use_stat]];
947 /* Minimum failure rate */
948 if (chance < minfail) chance = minfail;
950 /* Stunning makes spells harder */
951 if (p_ptr->stun > 50) chance += 25;
952 else if (p_ptr->stun) chance += 15;
954 /* Always a 5 percent chance of working */
955 if (chance > 95) chance = 95;
958 if (randint0(100) < chance)
960 if (flush_failure) flush();
961 msg_print(_("ものまねに失敗した!", "You failed to concentrate hard enough!"));
967 cast = use_mane(p_ptr->mane_spell[n]);
968 if (!cast) return FALSE;
972 for (j = n; j < p_ptr->mane_num;j++)
974 p_ptr->mane_spell[j] = p_ptr->mane_spell[j+1];
975 p_ptr->mane_dam[j] = p_ptr->mane_dam[j+1];
978 take_turn(p_ptr, 100);
980 p_ptr->redraw |= (PR_IMITATION);
981 p_ptr->window |= (PW_PLAYER);
982 p_ptr->window |= (PW_SPELL);