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
17 #include "spells-summon.h"
18 #include "spells-status.h"
19 #include "monster-status.h"
20 #include "monster-spell.h"
21 #include "monster-process.h"
22 #include "cmd-spell.h"
23 #include "player-status.h"
24 #include "cmd-basic.h"
29 * @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
30 * @param p 情報を返す文字列参照ポインタ
31 * @param power ものまねの効力の種類
35 static void mane_info(char *p, int power, HIT_POINT dam)
37 PLAYER_LEVEL plev = p_ptr->lev;
41 if ((power > 2 && power < 41) || (power > 41 && power < 59) || (power == 75))
42 sprintf(p, " %s%d", KWD_DAM, (int)dam);
48 sprintf(p, " %sd%d+%d", KWD_HEAL, plev * 3, plev);
51 sprintf(p, " %sd%d+%d", KWD_DURATION, 20+plev, plev);
54 sprintf(p, " %s%d", KWD_HEAL, plev*6);
57 sprintf(p, " %sd7+7", KWD_DURATION);
60 sprintf(p, " %s10", KWD_SPHERE);
63 sprintf(p, " %s%d", KWD_SPHERE, plev * 5);
66 sprintf(p, " %s5", KWD_SPHERE);
76 * @brief どのものまねを発動するか選択する処理 /
77 * Allow user to choose a imitation.
78 * @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)
79 * @param baigaesi TRUEならば倍返し上の処理として行う
80 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
82 * If a valid spell is chosen, saves it in '*sn' and returns TRUE
83 * If the user hits escape, returns FALSE, and set '*sn' to -1
84 * If there are no legal choices, returns FALSE, and sets '*sn' to -2
86 * The "prompt" should be "cast", "recite", or "study"
87 * The "known" should be TRUE for cast/pray, FALSE for study
89 * nb: This function has a (trivial) display bug which will be obvious
90 * when you run it. It's probably easy to fix but I haven't tried,
93 static int get_mane_power(int *sn, bool baigaesi)
99 PERCENTAGE minfail = 0;
100 PLAYER_LEVEL plev = p_ptr->lev;
101 PERCENTAGE chance = 0;
106 concptr p = _("能力", "power");
111 /* Assume cancelled */
114 /* Nothing chosen yet */
120 num = p_ptr->mane_num;
122 /* Build a prompt (accept all spells) */
123 (void)strnfmt(out_val, 78,
124 _("(%c-%c, '*'で一覧, ESC) どの%sをまねますか?", "(%c-%c, *=List, ESC=exit) Use which %s? "),
125 I2A(0), I2A(num - 1), p);
127 choice= always_show_list ? ESCAPE:1 ;
130 if(choice==ESCAPE) choice = ' ';
131 else if( !get_com(out_val, &choice, TRUE) )break;
134 if ((choice == ' ') || (choice == '*') || (choice == '?'))
143 /* Display a list of spells */
145 put_str(_("名前", "Name"), y, x + 5);
146 put_str(_("失率 効果", "Fail Info"), y, x + 36);
149 /* Dump the spells */
150 for (i = 0; i < num; i++)
152 /* Access the spell */
153 spell = monster_powers[p_ptr->mane_spell[i]];
155 chance = spell.manefail;
157 /* Reduce failure rate by "effective" level adjustment */
158 if (plev > spell.level) chance -= 3 * (plev - spell.level);
160 /* Reduce failure rate by INT/WIS adjustment */
161 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[spell.use_stat]] + adj_mag_stat[p_ptr->stat_ind[A_DEX]] - 2) / 2;
163 if (spell.manedam) chance = chance * (baigaesi ? p_ptr->mane_dam[i] * 2 : p_ptr->mane_dam[i]) / spell.manedam;
165 chance += p_ptr->to_m_chance;
167 /* Extract the minimum failure rate */
168 minfail = adj_mag_fail[p_ptr->stat_ind[spell.use_stat]];
170 /* Minimum failure rate */
171 if (chance < minfail) chance = minfail;
173 /* Stunning makes spells harder */
174 if (p_ptr->stun > 50) chance += 25;
175 else if (p_ptr->stun) chance += 15;
177 /* Always a 5 percent chance of working */
178 if (chance > 95) chance = 95;
181 mane_info(comment, p_ptr->mane_spell[i], (baigaesi ? p_ptr->mane_dam[i]*2 : p_ptr->mane_dam[i]));
183 /* Dump the spell --(-- */
184 sprintf(psi_desc, " %c) %-30s %3d%%%s",
187 prt(psi_desc, y + i + 1, x);
190 /* Clear the bottom line */
191 prt("", y + i + 1, x);
207 ask = isupper(choice);
210 if (ask) choice = (char)tolower(choice);
212 /* Extract request */
213 i = (islower(choice) ? A2I(choice) : -1);
215 /* Totally Illegal */
216 if ((i < 0) || (i >= num))
222 /* Save the spell index */
223 spell = monster_powers[p_ptr->mane_spell[i]];
231 (void) strnfmt(tmp_val, 78, _("%sをまねますか?", "Use %s? "), monster_powers[p_ptr->mane_spell[i]].name);
233 /* Belay that order */
234 if (!get_check(tmp_val)) continue;
240 if (redraw) screen_load();
242 p_ptr->window |= (PW_SPELL);
245 /* Abort if needed */
246 if (!flag) return (FALSE);
248 /* Save the choice */
251 damage = (baigaesi ? p_ptr->mane_dam[i]*2 : p_ptr->mane_dam[i]);
260 * do_cmd_cast calls this function if the player's class is 'imitator'.
261 * @param spell 発動するモンスター攻撃のID
262 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
264 static bool use_mane(int spell)
267 PLAYER_LEVEL plev = p_ptr->lev;
268 BIT_FLAGS mode = (PM_ALLOW_GROUP | PM_FORCE_PET);
269 BIT_FLAGS u_mode = 0L;
271 if (randint1(50+plev) < plev/10) u_mode = PM_ALLOW_UNIQUE;
279 msg_print(_("かん高い金切り声をあげた。", "You make a high pitched shriek."));
280 aggravate_monsters(0);
290 if (!target_set(TARGET_KILL)) return FALSE;
291 m_idx = current_floor_ptr->grid_array[target_row][target_col].m_idx;
293 if (!player_has_los_bold(target_row, target_col)) break;
294 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
295 dispel_monster_status(m_idx);
300 if (!get_aim_dir(&dir)) return FALSE;
301 else msg_print(_("ロケットを発射した。", "You fire a rocket."));
302 fire_rocket(GF_ROCKET, dir, damage, 2);
306 if (!get_aim_dir(&dir)) return FALSE;
307 else msg_print(_("矢を放った。", "You fire an arrow."));
308 fire_bolt(GF_ARROW, dir, damage);
321 if (!get_aim_dir(&dir)) return FALSE;
322 else msg_print(_("酸のブレスを吐いた。", "You breathe acid."));
323 fire_breath(GF_ACID, dir, damage, (plev > 35 ? 3 : 2));
327 if (!get_aim_dir(&dir)) return FALSE;
328 else msg_print(_("稲妻のブレスを吐いた。", "You breathe lightning."));
329 fire_breath(GF_ELEC, dir, damage, (plev > 35 ? 3 : 2));
333 if (!get_aim_dir(&dir)) return FALSE;
334 else msg_print(_("火炎のブレスを吐いた。", "You breathe fire."));
335 fire_breath(GF_FIRE, dir, damage, (plev > 35 ? 3 : 2));
339 if (!get_aim_dir(&dir)) return FALSE;
340 else msg_print(_("冷気のブレスを吐いた。", "You breathe frost."));
341 fire_breath(GF_COLD, dir, damage, (plev > 35 ? 3 : 2));
345 if (!get_aim_dir(&dir)) return FALSE;
346 else msg_print(_("ガスのブレスを吐いた。", "You breathe gas."));
347 fire_breath(GF_POIS, dir, damage, (plev > 35 ? 3 : 2));
351 if (!get_aim_dir(&dir)) return FALSE;
352 else msg_print(_("地獄のブレスを吐いた。", "You breathe nether."));
353 fire_breath(GF_NETHER, dir, damage, (plev > 35 ? 3 : 2));
357 if (!get_aim_dir(&dir)) return FALSE;
358 else msg_print(_("閃光のブレスを吐いた。", "You breathe light."));
359 fire_breath(GF_LITE, dir, damage, (plev > 35 ? 3 : 2));
363 if (!get_aim_dir(&dir)) return FALSE;
364 else msg_print(_("暗黒のブレスを吐いた。", "You breathe darkness."));
365 fire_breath(GF_DARK, dir, damage, (plev > 35 ? 3 : 2));
369 if (!get_aim_dir(&dir)) return FALSE;
370 else msg_print(_("混乱のブレスを吐いた。", "You breathe confusion."));
371 fire_breath(GF_CONFUSION, dir, damage, (plev > 35 ? 3 : 2));
375 if (!get_aim_dir(&dir)) return FALSE;
376 else msg_print(_("轟音のブレスを吐いた。", "You breathe sound."));
377 fire_breath(GF_SOUND, dir, damage, (plev > 35 ? 3 : 2));
381 if (!get_aim_dir(&dir)) return FALSE;
382 else msg_print(_("カオスのブレスを吐いた。", "You breathe chaos."));
383 fire_breath(GF_CHAOS, dir, damage, (plev > 35 ? 3 : 2));
387 if (!get_aim_dir(&dir)) return FALSE;
388 else msg_print(_("劣化のブレスを吐いた。", "You breathe disenchantment."));
389 fire_breath(GF_DISENCHANT, dir, damage, (plev > 35 ? 3 : 2));
393 if (!get_aim_dir(&dir)) return FALSE;
394 else msg_print(_("因果混乱のブレスを吐いた。", "You breathe nexus."));
395 fire_breath(GF_NEXUS, dir, damage, (plev > 35 ? 3 : 2));
399 if (!get_aim_dir(&dir)) return FALSE;
400 else msg_print(_("時間逆転のブレスを吐いた。", "You breathe time."));
401 fire_breath(GF_TIME, dir, damage, (plev > 35 ? 3 : 2));
405 if (!get_aim_dir(&dir)) return FALSE;
406 else msg_print(_("遅鈍のブレスを吐いた。", "You breathe inertia."));
407 fire_breath(GF_INERTIAL, dir, damage, (plev > 35 ? 3 : 2));
411 if (!get_aim_dir(&dir)) return FALSE;
412 else msg_print(_("重力のブレスを吐いた。", "You breathe gravity."));
413 fire_breath(GF_GRAVITY, dir, damage, (plev > 35 ? 3 : 2));
417 if (!get_aim_dir(&dir)) return FALSE;
418 else msg_print(_("破片のブレスを吐いた。", "You breathe shards."));
419 fire_breath(GF_SHARDS, dir, damage, (plev > 35 ? 3 : 2));
423 if (!get_aim_dir(&dir)) return FALSE;
424 else msg_print(_("プラズマのブレスを吐いた。", "You breathe plasma."));
426 fire_breath(GF_PLASMA, dir, damage, (plev > 35 ? 3 : 2));
430 if (!get_aim_dir(&dir)) return FALSE;
431 else msg_print(_("フォースのブレスを吐いた。", "You breathe force."));
433 fire_breath(GF_FORCE, dir, damage, (plev > 35 ? 3 : 2));
437 if (!get_aim_dir(&dir)) return FALSE;
438 else msg_print(_("魔力のブレスを吐いた。", "You breathe mana."));
440 fire_breath(GF_MANA, dir, damage, (plev > 35 ? 3 : 2));
444 if (!get_aim_dir(&dir)) return FALSE;
445 else msg_print(_("放射能球を放った。", "You cast a ball of radiation."));
447 fire_ball(GF_NUKE, dir, damage, 2);
451 if (!get_aim_dir(&dir)) return FALSE;
452 else msg_print(_("放射性廃棄物のブレスを吐いた。", "You breathe toxic waste."));
454 fire_breath(GF_NUKE, dir, damage, (plev > 35 ? 3 : 2));
458 if (!get_aim_dir(&dir)) return FALSE;
459 else msg_print(_("純ログルスを放った。", "You invoke a raw Logrus."));
461 fire_ball(GF_CHAOS, dir, damage, 4);
464 if (!get_aim_dir(&dir)) return FALSE;
465 else msg_print(_("分解のブレスを吐いた。", "You breathe disintegration."));
467 fire_breath(GF_DISINTEGRATE, dir, damage, (plev > 35 ? 3 : 2));
470 if (!get_aim_dir(&dir)) return FALSE;
471 else msg_print(_("アシッド・ボールの呪文を唱えた。", "You cast an acid ball."));
473 fire_ball(GF_ACID, dir, damage, 2);
476 if (!get_aim_dir(&dir)) return FALSE;
477 else msg_print(_("サンダー・ボールの呪文を唱えた。", "You cast a lightning ball."));
479 fire_ball(GF_ELEC, dir, damage, 2);
482 if (!get_aim_dir(&dir)) return FALSE;
483 else msg_print(_("ファイア・ボールの呪文を唱えた。", "You cast a fire ball."));
485 fire_ball(GF_FIRE, dir, damage, 2);
488 if (!get_aim_dir(&dir)) return FALSE;
489 else msg_print(_("アイス・ボールの呪文を唱えた。", "You cast a frost ball."));
491 fire_ball(GF_COLD, dir, damage, 2);
494 if (!get_aim_dir(&dir)) return FALSE;
495 else msg_print(_("悪臭雲の呪文を唱えた。", "You cast a stinking cloud."));
497 fire_ball(GF_POIS, dir, damage, 2);
500 if (!get_aim_dir(&dir)) return FALSE;
501 else msg_print(_("地獄球の呪文を唱えた。", "You cast a nether ball."));
503 fire_ball(GF_NETHER, dir, damage, 2);
506 if (!get_aim_dir(&dir)) return FALSE;
507 else msg_print(_("流れるような身振りをした。", "You gesture fluidly."));
509 fire_ball(GF_WATER, dir, damage, 4);
512 if (!get_aim_dir(&dir)) return FALSE;
513 else msg_print(_("魔力の嵐の呪文を念じた。", "You invoke a mana storm."));
515 fire_ball(GF_MANA, dir, damage, 4);
518 if (!get_aim_dir(&dir)) return FALSE;
519 else msg_print(_("暗黒の嵐の呪文を念じた。", "You invoke a darkness storm."));
521 fire_ball(GF_DARK, dir, damage, 4);
524 if (!get_aim_dir(&dir)) return FALSE;
525 fire_ball_hide(GF_DRAIN_MANA, dir, randint1(plev*3)+plev, 0);
528 if (!get_aim_dir(&dir)) return FALSE;
529 fire_ball_hide(GF_MIND_BLAST, dir, damage, 0);
532 if (!get_aim_dir(&dir)) return FALSE;
533 fire_ball_hide(GF_BRAIN_SMASH, dir, damage, 0);
536 if (!get_aim_dir(&dir)) return FALSE;
537 fire_ball_hide(GF_CAUSE_1, dir, damage, 0);
540 if (!get_aim_dir(&dir)) return FALSE;
541 fire_ball_hide(GF_CAUSE_2, dir, damage, 0);
544 if (!get_aim_dir(&dir)) return FALSE;
545 fire_ball_hide(GF_CAUSE_3, dir, damage, 0);
548 if (!get_aim_dir(&dir)) return FALSE;
549 fire_ball_hide(GF_CAUSE_4, dir, damage, 0);
552 if (!get_aim_dir(&dir)) return FALSE;
553 else msg_print(_("アシッド・ボルトの呪文を唱えた。", "You cast an acid bolt."));
555 fire_bolt(GF_ACID, dir, damage);
558 if (!get_aim_dir(&dir)) return FALSE;
559 else msg_print(_("サンダー・ボルトの呪文を唱えた。", "You cast a lightning bolt."));
561 fire_bolt(GF_ELEC, dir, damage);
564 if (!get_aim_dir(&dir)) return FALSE;
565 else msg_print(_("ファイア・ボルトの呪文を唱えた。", "You cast a fire bolt."));
567 fire_bolt(GF_FIRE, dir, damage);
570 if (!get_aim_dir(&dir)) return FALSE;
571 else msg_print(_("アイス・ボルトの呪文を唱えた。", "You cast a frost bolt."));
573 fire_bolt(GF_COLD, dir, damage);
576 if (!get_aim_dir(&dir)) return FALSE;
577 else msg_print(_("スターバーストの呪文を念じた。", "You invoke a starburst."));
579 fire_ball(GF_LITE, dir, damage, 4);
582 if (!get_aim_dir(&dir)) return FALSE;
583 else msg_print(_("地獄の矢の呪文を唱えた。", "You cast a nether bolt."));
585 fire_bolt(GF_NETHER, dir, damage);
588 if (!get_aim_dir(&dir)) return FALSE;
589 else msg_print(_("ウォーター・ボルトの呪文を唱えた。", "You cast a water bolt."));
591 fire_bolt(GF_WATER, dir, damage);
594 if (!get_aim_dir(&dir)) return FALSE;
595 else msg_print(_("魔力の矢の呪文を唱えた。", "You cast a mana bolt."));
597 fire_bolt(GF_MANA, dir, damage);
600 if (!get_aim_dir(&dir)) return FALSE;
601 else msg_print(_("プラズマ・ボルトの呪文を唱えた。", "You cast a plasma bolt."));
603 fire_bolt(GF_PLASMA, dir, damage);
606 if (!get_aim_dir(&dir)) return FALSE;
607 else msg_print(_("極寒の矢の呪文を唱えた。", "You cast a ice bolt."));
609 fire_bolt(GF_ICE, dir, damage);
611 case MS_MAGIC_MISSILE:
612 if (!get_aim_dir(&dir)) return FALSE;
613 else msg_print(_("マジック・ミサイルの呪文を唱えた。", "You cast a magic missile."));
615 fire_bolt(GF_MISSILE, dir, damage);
618 if (!get_aim_dir(&dir)) return FALSE;
619 else msg_print(_("恐ろしげな幻覚を作り出した。", "You cast a fearful illusion."));
621 fear_monster(dir, plev+10);
624 if (!get_aim_dir(&dir)) return FALSE;
625 confuse_monster(dir, plev * 2);
628 if (!get_aim_dir(&dir)) return FALSE;
629 else msg_print(_("誘惑的な幻覚をつくり出した。", "You cast a mesmerizing illusion."));
631 confuse_monster(dir, plev * 2);
634 if (!get_aim_dir(&dir)) return FALSE;
635 slow_monster(dir, plev);
638 if (!get_aim_dir(&dir)) return FALSE;
639 sleep_monster(dir, plev);
642 (void)set_fast(randint1(20 + plev) + plev, FALSE);
646 if (!get_aim_dir(&dir)) return FALSE;
647 else msg_print(_("<破滅の手>を放った!", "You invoke the Hand of Doom!"));
649 fire_ball_hide(GF_HAND_DOOM, dir, 200, 0);
653 msg_print(_("自分の傷に念を集中した。", "You concentrate on your wounds!"));
654 (void)hp_player(plev*6);
659 msg_print(_("無傷の球の呪文を唱えた。", "You cast a Globe of Invulnerability."));
660 (void)set_invuln(randint1(7) + 7, FALSE);
663 teleport_player(10, 0L);
666 teleport_player(plev * 5, 0L);
669 (void)time_walk(p_ptr);
677 GAME_TEXT m_name[MAX_NLEN];
679 if (!target_set(TARGET_KILL)) return FALSE;
680 if (!current_floor_ptr->grid_array[target_row][target_col].m_idx) break;
681 if (!player_has_los_bold(target_row, target_col)) break;
682 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
683 m_ptr = ¤t_floor_ptr->m_list[current_floor_ptr->grid_array[target_row][target_col].m_idx];
684 r_ptr = &r_info[m_ptr->r_idx];
685 monster_desc(m_name, m_ptr, 0);
686 if (r_ptr->flagsr & RFR_RES_TELE)
688 if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL))
690 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
691 msg_format(_("%sには効果がなかった!", "%s is unaffected!"), m_name);
695 else if (r_ptr->level > randint1(100))
697 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
698 msg_format(_("%sには耐性がある!", "%s resists!"), m_name);
703 msg_format(_("%sを引き戻した。", "You command %s to return."), m_name);
705 teleport_monster_to(current_floor_ptr->grid_array[target_row][target_col].m_idx, p_ptr->y, p_ptr->x, 100, TELEPORT_PASSIVE);
709 if (!get_aim_dir(&dir)) return FALSE;
711 (void)fire_beam(GF_AWAY_ALL, dir, plev);
715 return teleport_level_other(p_ptr);
719 if (!get_aim_dir(&dir)) return FALSE;
720 else msg_print(_("光の剣を放った。", "You throw a psycho-spear."));
721 (void)fire_beam(GF_PSY_SPEAR, dir, damage);
725 msg_print(_("暗闇の中で手を振った。", "You gesture in shadow."));
726 (void)unlite_area(10, 3);
730 if (!target_set(TARGET_KILL)) return FALSE;
731 msg_print(_("呪文を唱えて邪悪に微笑んだ。", "You cast a spell and cackles evilly."));
732 trap_creation(target_row, target_col);
735 msg_print(_("しかし何も起きなかった。", "Nothing happen."));
738 msg_print(_("死者復活の呪文を唱えた。", "You cast a animate dead."));
739 (void)animate_dead(0, p_ptr->y, p_ptr->x);
744 if (!target_set(TARGET_KILL)) return FALSE;
746 msg_print(_("援軍を召喚した。", "You summon minions."));
747 for (k = 0;k < 4; k++)
749 (void)summon_kin_player(plev, target_row, target_col, (PM_FORCE_PET | PM_ALLOW_GROUP));
756 int max_cyber = (current_floor_ptr->dun_level / 50) + randint1(3);
757 if (!target_set(TARGET_KILL)) return FALSE;
758 msg_print(_("サイバーデーモンを召喚した!", "You summon Cyberdemons!"));
759 if (max_cyber > 4) max_cyber = 4;
760 for (k = 0;k < max_cyber; k++)
761 summon_specific(-1, target_row, target_col, plev, SUMMON_CYBER, mode, '\0');
767 if (!target_set(TARGET_KILL)) return FALSE;
768 msg_print(_("仲間を召喚した。", "You summon help."));
769 for (k = 0;k < 1; k++)
770 summon_specific(-1, target_row, target_col, plev, 0, (mode | u_mode), '\0');
776 if (!target_set(TARGET_KILL)) return FALSE;
777 msg_print(_("モンスターを召喚した!", "You summon monsters!"));
778 for (k = 0; k < 6; k++)
779 summon_specific(-1, target_row, target_col, plev, 0, (mode | u_mode), '\0');
785 if (!target_set(TARGET_KILL)) return FALSE;
786 msg_print(_("アリを召喚した。", "You summon ants."));
787 for (k = 0; k < 6; k++)
788 summon_specific(-1, target_row, target_col, plev, SUMMON_ANT, mode, '\0');
794 if (!target_set(TARGET_KILL)) return FALSE;
795 msg_print(_("蜘蛛を召喚した。", "You summon spiders."));
796 for (k = 0; k < 6; k++)
797 summon_specific(-1, target_row, target_col, plev, SUMMON_SPIDER, mode, '\0');
803 if (!target_set(TARGET_KILL)) return FALSE;
804 msg_print(_("ハウンドを召喚した。", "You summon hounds."));
805 for (k = 0; k < 4; k++)
806 summon_specific(-1, target_row, target_col, plev, SUMMON_HOUND, mode, '\0');
812 if (!target_set(TARGET_KILL)) return FALSE;
813 msg_print(_("ヒドラを召喚した。", "You summon hydras."));
814 for (k = 0; k < 4; k++)
815 summon_specific(-1, target_row, target_col, plev, SUMMON_HYDRA, mode, '\0');
821 if (!target_set(TARGET_KILL)) return FALSE;
822 msg_print(_("天使を召喚した!", "You summon angel!"));
823 for (k = 0; k < 1; k++)
824 summon_specific(-1, target_row, target_col, plev, SUMMON_ANGEL, mode, '\0');
830 if (!target_set(TARGET_KILL)) return FALSE;
831 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!"));
832 for (k = 0; k < 1; k++)
833 summon_specific(-1, target_row, target_col, plev, SUMMON_DEMON, (mode | u_mode), '\0');
839 if (!target_set(TARGET_KILL)) return FALSE;
840 msg_print(_("アンデッドの強敵を召喚した!", "You summon an undead adversary!"));
841 for (k = 0; k < 1; k++)
842 summon_specific(-1, target_row, target_col, plev, SUMMON_UNDEAD, (mode | u_mode), '\0');
848 if (!target_set(TARGET_KILL)) return FALSE;
849 msg_print(_("ドラゴンを召喚した!", "You summon dragon!"));
850 for (k = 0; k < 1; k++)
851 summon_specific(-1, target_row, target_col, plev, SUMMON_DRAGON, (mode | u_mode), '\0');
857 if (!target_set(TARGET_KILL)) return FALSE;
858 msg_print(_("強力なアンデッドを召喚した!", "You summon greater undead!"));
859 for (k = 0; k < 6; k++)
860 summon_specific(-1, target_row, target_col, plev, SUMMON_HI_UNDEAD, (mode | u_mode), '\0');
866 if (!target_set(TARGET_KILL)) return FALSE;
867 msg_print(_("古代ドラゴンを召喚した!", "You summon ancient dragons!"));
868 for (k = 0; k < 4; k++)
869 summon_specific(-1, target_row, target_col, plev, SUMMON_HI_DRAGON, (mode | u_mode), '\0');
875 if (!target_set(TARGET_KILL)) return FALSE;
876 msg_print(_("アンバーの王族を召喚した!", "You summon Lords of Amber!"));
877 for (k = 0; k < 4; k++)
878 summon_specific(-1, target_row, target_col, plev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE), '\0');
884 if (!target_set(TARGET_KILL)) return FALSE;
885 msg_print(_("特別な強敵を召喚した!", "You summon special opponents!"));
886 for (k = 0;k < 4; k++)
887 if (summon_specific(-1, target_row, target_col, plev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE), '\0')) count++;
888 for (k = count;k < 4; k++)
889 summon_specific(-1, target_row, target_col, plev, SUMMON_HI_UNDEAD, (mode | u_mode), '\0');
901 * @brief ものまねコマンドのメインルーチン /
902 * do_cmd_cast calls this function if the player's class is 'imitator'.
903 * @param baigaesi TRUEならば倍返し上の処理として行う
904 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
906 * If a valid spell is chosen, saves it in '*sn' and returns TRUE
907 * If the user hits escape, returns FALSE, and set '*sn' to -1
908 * If there are no legal choices, returns FALSE, and sets '*sn' to -2
910 * The "prompt" should be "cast", "recite", or "study"
911 * The "known" should be TRUE for cast/pray, FALSE for study
913 * nb: This function has a (trivial) display bug which will be obvious
914 * when you run it. It's probably easy to fix but I haven't tried,
917 bool do_cmd_mane(bool baigaesi)
921 PERCENTAGE minfail = 0;
922 PLAYER_LEVEL plev = p_ptr->lev;
926 if (cmd_limit_confused(p_ptr)) return FALSE;
928 if (!p_ptr->mane_num)
930 msg_print(_("まねられるものが何もない!", "You don't remember any action!"));
934 if (!get_mane_power(&n, baigaesi)) return FALSE;
936 spell = monster_powers[p_ptr->mane_spell[n]];
938 /* Spell failure chance */
939 chance = spell.manefail;
941 /* Reduce failure rate by "effective" level adjustment */
942 if (plev > spell.level) chance -= 3 * (plev - spell.level);
944 /* Reduce failure rate by 1 stat and DEX adjustment */
945 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[spell.use_stat]] + adj_mag_stat[p_ptr->stat_ind[A_DEX]] - 2) / 2;
947 if (spell.manedam) chance = chance * damage / spell.manedam;
949 chance += p_ptr->to_m_chance;
951 /* Extract the minimum failure rate */
952 minfail = adj_mag_fail[p_ptr->stat_ind[spell.use_stat]];
954 /* Minimum failure rate */
955 if (chance < minfail) chance = minfail;
957 /* Stunning makes spells harder */
958 if (p_ptr->stun > 50) chance += 25;
959 else if (p_ptr->stun) chance += 15;
961 /* Always a 5 percent chance of working */
962 if (chance > 95) chance = 95;
965 if (randint0(100) < chance)
967 if (flush_failure) flush();
968 msg_print(_("ものまねに失敗した!", "You failed to concentrate hard enough!"));
974 cast = use_mane(p_ptr->mane_spell[n]);
975 if (!cast) return FALSE;
979 for (j = n; j < p_ptr->mane_num;j++)
981 p_ptr->mane_spell[j] = p_ptr->mane_spell[j+1];
982 p_ptr->mane_dam[j] = p_ptr->mane_dam[j+1];
985 take_turn(p_ptr, 100);
987 p_ptr->redraw |= (PR_IMITATION);
988 p_ptr->window |= (PW_PLAYER);
989 p_ptr->window |= (PW_SPELL);