+++ /dev/null
-/*!
- * @file mane.c
- * @brief ものまねの処理実装 / Imitation code
- * @date 2014/01/14
- * @author
- * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
- * This software may be copied and distributed for educational, research,\n
- * and not for profit purposes provided that this copyright and statement\n
- * are included in all such copies. Other copyrights may also apply.\n
- * 2014 Deskull rearranged comment for Doxygen.\n
- */
-
-#include "angband.h"
-#include "spells-summon.h"
-#include "spells-status.h"
-#include "cmd-spell.h"
-#include "player-status.h"
-
-static int damage;
-
-/*!
- * @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
- * @param p 情報を返す文字列参照ポインタ
- * @param power ものまねの効力の種類
- * @param dam ものまねの威力
- * @return なし
- */
-static void mane_info(char *p, int power, HIT_POINT dam)
-{
- PLAYER_LEVEL plev = p_ptr->lev;
-
- strcpy(p, "");
-
- if ((power > 2 && power < 41) || (power > 41 && power < 59) || (power == 75))
- sprintf(p, " %s%d", KWD_DAM, (int)dam);
- else
- {
- switch (power)
- {
- case 41:
- sprintf(p, " %sd%d+%d", KWD_HEAL, plev * 3, plev);
- break;
- case 64:
- sprintf(p, " %sd%d+%d", KWD_DURATION, 20+plev, plev);
- break;
- case 66:
- sprintf(p, " %s%d", KWD_HEAL, plev*6);
- break;
- case 67:
- sprintf(p, " %sd7+7", KWD_DURATION);
- break;
- case 68:
- sprintf(p, " %s10", KWD_SPHERE);
- break;
- case 69:
- sprintf(p, " %s%d", KWD_SPHERE, plev * 5);
- break;
- case 79:
- sprintf(p, " %s5", KWD_SPHERE);
- break;
- default:
- break;
- }
- }
-}
-
-
-/*!
- * @brief どのものまねを発動するか選択する処理 /
- * Allow user to choose a imitation.
- * @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)
- * @param baigaesi TRUEならば倍返し上の処理として行う
- * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
- * @details
- * If a valid spell is chosen, saves it in '*sn' and returns TRUE
- * If the user hits escape, returns FALSE, and set '*sn' to -1
- * If there are no legal choices, returns FALSE, and sets '*sn' to -2
- *
- * The "prompt" should be "cast", "recite", or "study"
- * The "known" should be TRUE for cast/pray, FALSE for study
- *
- * nb: This function has a (trivial) display bug which will be obvious
- * when you run it. It's probably easy to fix but I haven't tried,
- * sorry.
- */
-static int get_mane_power(int *sn, bool baigaesi)
-{
- int i = 0;
- int num = 0;
- TERM_LEN y = 1;
- TERM_LEN x = 18;
- PERCENTAGE minfail = 0;
- PLAYER_LEVEL plev = p_ptr->lev;
- PERCENTAGE chance = 0;
- int ask;
- char choice;
- char out_val[160];
- char comment[80];
- concptr p = _("能力", "power");
-
- monster_power spell;
- bool flag, redraw;
-
- /* Assume cancelled */
- *sn = (-1);
-
- /* Nothing chosen yet */
- flag = FALSE;
-
- /* No redraw yet */
- redraw = FALSE;
-
- num = p_ptr->mane_num;
-
- /* Build a prompt (accept all spells) */
- (void)strnfmt(out_val, 78,
- _("(%c-%c, '*'で一覧, ESC) どの%sをまねますか?", "(%c-%c, *=List, ESC=exit) Use which %s? "),
- I2A(0), I2A(num - 1), p);
-
- choice= always_show_list ? ESCAPE:1 ;
- while (!flag)
- {
- if(choice==ESCAPE) choice = ' ';
- else if( !get_com(out_val, &choice, TRUE) )break;
-
- /* Request redraw */
- if ((choice == ' ') || (choice == '*') || (choice == '?'))
- {
- /* Show the list */
- if (!redraw)
- {
- char psi_desc[80];
- redraw = TRUE;
- screen_save();
-
- /* Display a list of spells */
- prt("", y, x);
- put_str(_("名前", "Name"), y, x + 5);
- put_str(_("失率 効果", "Fail Info"), y, x + 36);
-
-
- /* Dump the spells */
- for (i = 0; i < num; i++)
- {
- /* Access the spell */
- spell = monster_powers[p_ptr->mane_spell[i]];
-
- chance = spell.manefail;
-
- /* Reduce failure rate by "effective" level adjustment */
- if (plev > spell.level) chance -= 3 * (plev - spell.level);
-
- /* Reduce failure rate by INT/WIS adjustment */
- chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[spell.use_stat]] + adj_mag_stat[p_ptr->stat_ind[A_DEX]] - 2) / 2;
-
- if (spell.manedam) chance = chance * (baigaesi ? p_ptr->mane_dam[i] * 2 : p_ptr->mane_dam[i]) / spell.manedam;
-
- chance += p_ptr->to_m_chance;
-
- /* Extract the minimum failure rate */
- minfail = adj_mag_fail[p_ptr->stat_ind[spell.use_stat]];
-
- /* Minimum failure rate */
- if (chance < minfail) chance = minfail;
-
- /* Stunning makes spells harder */
- if (p_ptr->stun > 50) chance += 25;
- else if (p_ptr->stun) chance += 15;
-
- /* Always a 5 percent chance of working */
- if (chance > 95) chance = 95;
-
- /* Get info */
- mane_info(comment, p_ptr->mane_spell[i], (baigaesi ? p_ptr->mane_dam[i]*2 : p_ptr->mane_dam[i]));
-
- /* Dump the spell --(-- */
- sprintf(psi_desc, " %c) %-30s %3d%%%s",
- I2A(i), spell.name,
- chance, comment);
- prt(psi_desc, y + i + 1, x);
- }
-
- /* Clear the bottom line */
- prt("", y + i + 1, x);
- }
-
- /* Hide the list */
- else
- {
- /* Hide list */
- redraw = FALSE;
- screen_load();
- }
-
- /* Redo asking */
- continue;
- }
-
- /* Note verify */
- ask = isupper(choice);
-
- /* Lowercase */
- if (ask) choice = (char)tolower(choice);
-
- /* Extract request */
- i = (islower(choice) ? A2I(choice) : -1);
-
- /* Totally Illegal */
- if ((i < 0) || (i >= num))
- {
- bell();
- continue;
- }
-
- /* Save the spell index */
- spell = monster_powers[p_ptr->mane_spell[i]];
-
- /* Verify it */
- if (ask)
- {
- char tmp_val[160];
-
- /* Prompt */
- (void) strnfmt(tmp_val, 78, _("%sをまねますか?", "Use %s? "), monster_powers[p_ptr->mane_spell[i]].name);
-
- /* Belay that order */
- if (!get_check(tmp_val)) continue;
- }
-
- /* Stop the loop */
- flag = TRUE;
- }
- if (redraw) screen_load();
-
- p_ptr->window |= (PW_SPELL);
- handle_stuff();
-
- /* Abort if needed */
- if (!flag) return (FALSE);
-
- /* Save the choice */
- (*sn) = i;
-
- damage = (baigaesi ? p_ptr->mane_dam[i]*2 : p_ptr->mane_dam[i]);
-
- /* Success */
- return (TRUE);
-}
-
-
-/*!
- * @brief ものまね処理の発動 /
- * do_cmd_cast calls this function if the player's class is 'imitator'.
- * @param spell 発動するモンスター攻撃のID
- * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
- */
-static bool use_mane(int spell)
-{
- DIRECTION dir;
- PLAYER_LEVEL plev = p_ptr->lev;
- BIT_FLAGS mode = (PM_ALLOW_GROUP | PM_FORCE_PET);
- BIT_FLAGS u_mode = 0L;
-
- if (randint1(50+plev) < plev/10) u_mode = PM_ALLOW_UNIQUE;
-
-
- /* spell code */
- switch (spell)
- {
-
- case MS_SHRIEK:
- msg_print(_("かん高い金切り声をあげた。", "You make a high pitched shriek."));
- aggravate_monsters(0);
- break;
-
- case MS_XXX1:
- break;
-
- case MS_DISPEL:
- {
- MONSTER_IDX m_idx;
-
- if (!target_set(TARGET_KILL)) return FALSE;
- m_idx = current_floor_ptr->grid_array[target_row][target_col].m_idx;
- if (!m_idx) break;
- if (!player_has_los_bold(target_row, target_col)) break;
- if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
- dispel_monster_status(m_idx);
- break;
- }
-
- case MS_ROCKET:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("ロケットを発射した。", "You fire a rocket."));
- fire_rocket(GF_ROCKET, dir, damage, 2);
- break;
-
- case MS_SHOOT:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("矢を放った。", "You fire an arrow."));
- fire_bolt(GF_ARROW, dir, damage);
- break;
-
- case MS_XXX2:
- break;
-
- case MS_XXX3:
- break;
-
- case MS_XXX4:
- break;
-
- case MS_BR_ACID:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("酸のブレスを吐いた。", "You breathe acid."));
- fire_breath(GF_ACID, dir, damage, (plev > 35 ? 3 : 2));
- break;
-
- case MS_BR_ELEC:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("稲妻のブレスを吐いた。", "You breathe lightning."));
- fire_breath(GF_ELEC, dir, damage, (plev > 35 ? 3 : 2));
- break;
-
- case MS_BR_FIRE:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("火炎のブレスを吐いた。", "You breathe fire."));
- fire_breath(GF_FIRE, dir, damage, (plev > 35 ? 3 : 2));
- break;
-
- case MS_BR_COLD:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("冷気のブレスを吐いた。", "You breathe frost."));
- fire_breath(GF_COLD, dir, damage, (plev > 35 ? 3 : 2));
- break;
-
- case MS_BR_POIS:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("ガスのブレスを吐いた。", "You breathe gas."));
- fire_breath(GF_POIS, dir, damage, (plev > 35 ? 3 : 2));
- break;
-
- case MS_BR_NETHER:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("地獄のブレスを吐いた。", "You breathe nether."));
- fire_breath(GF_NETHER, dir, damage, (plev > 35 ? 3 : 2));
- break;
-
- case MS_BR_LITE:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("閃光のブレスを吐いた。", "You breathe light."));
- fire_breath(GF_LITE, dir, damage, (plev > 35 ? 3 : 2));
- break;
-
- case MS_BR_DARK:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("暗黒のブレスを吐いた。", "You breathe darkness."));
- fire_breath(GF_DARK, dir, damage, (plev > 35 ? 3 : 2));
- break;
-
- case MS_BR_CONF:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("混乱のブレスを吐いた。", "You breathe confusion."));
- fire_breath(GF_CONFUSION, dir, damage, (plev > 35 ? 3 : 2));
- break;
-
- case MS_BR_SOUND:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("轟音のブレスを吐いた。", "You breathe sound."));
- fire_breath(GF_SOUND, dir, damage, (plev > 35 ? 3 : 2));
- break;
-
- case MS_BR_CHAOS:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("カオスのブレスを吐いた。", "You breathe chaos."));
- fire_breath(GF_CHAOS, dir, damage, (plev > 35 ? 3 : 2));
- break;
-
- case MS_BR_DISEN:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("劣化のブレスを吐いた。", "You breathe disenchantment."));
- fire_breath(GF_DISENCHANT, dir, damage, (plev > 35 ? 3 : 2));
- break;
-
- case MS_BR_NEXUS:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("因果混乱のブレスを吐いた。", "You breathe nexus."));
- fire_breath(GF_NEXUS, dir, damage, (plev > 35 ? 3 : 2));
- break;
-
- case MS_BR_TIME:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("時間逆転のブレスを吐いた。", "You breathe time."));
- fire_breath(GF_TIME, dir, damage, (plev > 35 ? 3 : 2));
- break;
-
- case MS_BR_INERTIA:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("遅鈍のブレスを吐いた。", "You breathe inertia."));
- fire_breath(GF_INERTIAL, dir, damage, (plev > 35 ? 3 : 2));
- break;
-
- case MS_BR_GRAVITY:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("重力のブレスを吐いた。", "You breathe gravity."));
- fire_breath(GF_GRAVITY, dir, damage, (plev > 35 ? 3 : 2));
- break;
-
- case MS_BR_SHARDS:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("破片のブレスを吐いた。", "You breathe shards."));
- fire_breath(GF_SHARDS, dir, damage, (plev > 35 ? 3 : 2));
- break;
-
- case MS_BR_PLASMA:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("プラズマのブレスを吐いた。", "You breathe plasma."));
-
- fire_breath(GF_PLASMA, dir, damage, (plev > 35 ? 3 : 2));
- break;
-
- case MS_BR_FORCE:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("フォースのブレスを吐いた。", "You breathe force."));
-
- fire_breath(GF_FORCE, dir, damage, (plev > 35 ? 3 : 2));
- break;
-
- case MS_BR_MANA:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("魔力のブレスを吐いた。", "You breathe mana."));
-
- fire_breath(GF_MANA, dir, damage, (plev > 35 ? 3 : 2));
- break;
-
- case MS_BALL_NUKE:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("放射能球を放った。", "You cast a ball of radiation."));
-
- fire_ball(GF_NUKE, dir, damage, 2);
- break;
-
- case MS_BR_NUKE:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("放射性廃棄物のブレスを吐いた。", "You breathe toxic waste."));
-
- fire_breath(GF_NUKE, dir, damage, (plev > 35 ? 3 : 2));
- break;
-
- case MS_BALL_CHAOS:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("純ログルスを放った。", "You invoke a raw Logrus."));
-
- fire_ball(GF_CHAOS, dir, damage, 4);
- break;
- case MS_BR_DISI:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("分解のブレスを吐いた。", "You breathe disintegration."));
-
- fire_breath(GF_DISINTEGRATE, dir, damage, (plev > 35 ? 3 : 2));
- break;
- case MS_BALL_ACID:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("アシッド・ボールの呪文を唱えた。", "You cast an acid ball."));
-
- fire_ball(GF_ACID, dir, damage, 2);
- break;
- case MS_BALL_ELEC:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("サンダー・ボールの呪文を唱えた。", "You cast a lightning ball."));
-
- fire_ball(GF_ELEC, dir, damage, 2);
- break;
- case MS_BALL_FIRE:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("ファイア・ボールの呪文を唱えた。", "You cast a fire ball."));
-
- fire_ball(GF_FIRE, dir, damage, 2);
- break;
- case MS_BALL_COLD:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("アイス・ボールの呪文を唱えた。", "You cast a frost ball."));
-
- fire_ball(GF_COLD, dir, damage, 2);
- break;
- case MS_BALL_POIS:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("悪臭雲の呪文を唱えた。", "You cast a stinking cloud."));
-
- fire_ball(GF_POIS, dir, damage, 2);
- break;
- case MS_BALL_NETHER:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("地獄球の呪文を唱えた。", "You cast a nether ball."));
-
- fire_ball(GF_NETHER, dir, damage, 2);
- break;
- case MS_BALL_WATER:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("流れるような身振りをした。", "You gesture fluidly."));
-
- fire_ball(GF_WATER, dir, damage, 4);
- break;
- case MS_BALL_MANA:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("魔力の嵐の呪文を念じた。", "You invoke a mana storm."));
-
- fire_ball(GF_MANA, dir, damage, 4);
- break;
- case MS_BALL_DARK:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("暗黒の嵐の呪文を念じた。", "You invoke a darkness storm."));
-
- fire_ball(GF_DARK, dir, damage, 4);
- break;
- case MS_DRAIN_MANA:
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball_hide(GF_DRAIN_MANA, dir, randint1(plev*3)+plev, 0);
- break;
- case MS_MIND_BLAST:
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball_hide(GF_MIND_BLAST, dir, damage, 0);
- break;
- case MS_BRAIN_SMASH:
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball_hide(GF_BRAIN_SMASH, dir, damage, 0);
- break;
- case MS_CAUSE_1:
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball_hide(GF_CAUSE_1, dir, damage, 0);
- break;
- case MS_CAUSE_2:
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball_hide(GF_CAUSE_2, dir, damage, 0);
- break;
- case MS_CAUSE_3:
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball_hide(GF_CAUSE_3, dir, damage, 0);
- break;
- case MS_CAUSE_4:
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball_hide(GF_CAUSE_4, dir, damage, 0);
- break;
- case MS_BOLT_ACID:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("アシッド・ボルトの呪文を唱えた。", "You cast an acid bolt."));
-
- fire_bolt(GF_ACID, dir, damage);
- break;
- case MS_BOLT_ELEC:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("サンダー・ボルトの呪文を唱えた。", "You cast a lightning bolt."));
-
- fire_bolt(GF_ELEC, dir, damage);
- break;
- case MS_BOLT_FIRE:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("ファイア・ボルトの呪文を唱えた。", "You cast a fire bolt."));
-
- fire_bolt(GF_FIRE, dir, damage);
- break;
- case MS_BOLT_COLD:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("アイス・ボルトの呪文を唱えた。", "You cast a frost bolt."));
-
- fire_bolt(GF_COLD, dir, damage);
- break;
- case MS_STARBURST:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("スターバーストの呪文を念じた。", "You invoke a starburst."));
-
- fire_ball(GF_LITE, dir, damage, 4);
- break;
- case MS_BOLT_NETHER:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("地獄の矢の呪文を唱えた。", "You cast a nether bolt."));
-
- fire_bolt(GF_NETHER, dir, damage);
- break;
- case MS_BOLT_WATER:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("ウォーター・ボルトの呪文を唱えた。", "You cast a water bolt."));
-
- fire_bolt(GF_WATER, dir, damage);
- break;
- case MS_BOLT_MANA:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("魔力の矢の呪文を唱えた。", "You cast a mana bolt."));
-
- fire_bolt(GF_MANA, dir, damage);
- break;
- case MS_BOLT_PLASMA:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("プラズマ・ボルトの呪文を唱えた。", "You cast a plasma bolt."));
-
- fire_bolt(GF_PLASMA, dir, damage);
- break;
- case MS_BOLT_ICE:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("極寒の矢の呪文を唱えた。", "You cast a ice bolt."));
-
- fire_bolt(GF_ICE, dir, damage);
- break;
- case MS_MAGIC_MISSILE:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("マジック・ミサイルの呪文を唱えた。", "You cast a magic missile."));
-
- fire_bolt(GF_MISSILE, dir, damage);
- break;
- case MS_SCARE:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("恐ろしげな幻覚を作り出した。", "You cast a fearful illusion."));
-
- fear_monster(dir, plev+10);
- break;
- case MS_BLIND:
- if (!get_aim_dir(&dir)) return FALSE;
- confuse_monster(dir, plev * 2);
- break;
- case MS_CONF:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("誘惑的な幻覚をつくり出した。", "You cast a mesmerizing illusion."));
-
- confuse_monster(dir, plev * 2);
- break;
- case MS_SLOW:
- if (!get_aim_dir(&dir)) return FALSE;
- slow_monster(dir, plev);
- break;
- case MS_SLEEP:
- if (!get_aim_dir(&dir)) return FALSE;
- sleep_monster(dir, plev);
- break;
- case MS_SPEED:
- (void)set_fast(randint1(20 + plev) + plev, FALSE);
- break;
- case MS_HAND_DOOM:
- {
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("<破滅の手>を放った!", "You invoke the Hand of Doom!"));
-
- fire_ball_hide(GF_HAND_DOOM, dir, 200, 0);
- break;
- }
- case MS_HEAL:
- msg_print(_("自分の傷に念を集中した。", "You concentrate on your wounds!"));
- (void)hp_player(plev*6);
- (void)set_stun(0);
- (void)set_cut(0);
- break;
- case MS_INVULNER:
- msg_print(_("無傷の球の呪文を唱えた。", "You cast a Globe of Invulnerability."));
- (void)set_invuln(randint1(7) + 7, FALSE);
- break;
- case MS_BLINK:
- teleport_player(10, 0L);
- break;
- case MS_TELEPORT:
- teleport_player(plev * 5, 0L);
- break;
- case MS_WORLD:
- (void)time_walk(p_ptr);
- break;
- case MS_SPECIAL:
- break;
- case MS_TELE_TO:
- {
- monster_type *m_ptr;
- monster_race *r_ptr;
- GAME_TEXT m_name[MAX_NLEN];
-
- if (!target_set(TARGET_KILL)) return FALSE;
- if (!current_floor_ptr->grid_array[target_row][target_col].m_idx) break;
- if (!player_has_los_bold(target_row, target_col)) break;
- if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
- m_ptr = ¤t_floor_ptr->m_list[current_floor_ptr->grid_array[target_row][target_col].m_idx];
- r_ptr = &r_info[m_ptr->r_idx];
- monster_desc(m_name, m_ptr, 0);
- if (r_ptr->flagsr & RFR_RES_TELE)
- {
- if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL))
- {
- if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
- msg_format(_("%sには効果がなかった!", "%s is unaffected!"), m_name);
-
- break;
- }
- else if (r_ptr->level > randint1(100))
- {
- if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
- msg_format(_("%sには耐性がある!", "%s resists!"), m_name);
-
- break;
- }
- }
- msg_format(_("%sを引き戻した。", "You command %s to return."), m_name);
-
- teleport_monster_to(current_floor_ptr->grid_array[target_row][target_col].m_idx, p_ptr->y, p_ptr->x, 100, TELEPORT_PASSIVE);
- break;
- }
- case MS_TELE_AWAY:
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)fire_beam(GF_AWAY_ALL, dir, plev);
- break;
-
- case MS_TELE_LEVEL:
- return teleport_level_other(p_ptr);
- break;
-
- case MS_PSY_SPEAR:
- if (!get_aim_dir(&dir)) return FALSE;
- else msg_print(_("光の剣を放った。", "You throw a psycho-spear."));
- (void)fire_beam(GF_PSY_SPEAR, dir, damage);
- break;
-
- case MS_DARKNESS:
- msg_print(_("暗闇の中で手を振った。", "You gesture in shadow."));
- (void)unlite_area(10, 3);
- break;
-
- case MS_MAKE_TRAP:
- if (!target_set(TARGET_KILL)) return FALSE;
- msg_print(_("呪文を唱えて邪悪に微笑んだ。", "You cast a spell and cackles evilly."));
- trap_creation(target_row, target_col);
- break;
- case MS_FORGET:
- msg_print(_("しかし何も起きなかった。", "Nothing happen."));
- break;
- case MS_RAISE_DEAD:
- msg_print(_("死者復活の呪文を唱えた。", "You cast a animate dead."));
- (void)animate_dead(0, p_ptr->y, p_ptr->x);
- break;
- case MS_S_KIN:
- {
- int k;
- if (!target_set(TARGET_KILL)) return FALSE;
-
- msg_print(_("援軍を召喚した。", "You summon minions."));
- for (k = 0;k < 4; k++)
- {
- (void)summon_kin_player(plev, target_row, target_col, (PM_FORCE_PET | PM_ALLOW_GROUP));
- }
- break;
- }
- case MS_S_CYBER:
- {
- int k;
- int max_cyber = (current_floor_ptr->dun_level / 50) + randint1(3);
- if (!target_set(TARGET_KILL)) return FALSE;
- msg_print(_("サイバーデーモンを召喚した!", "You summon Cyberdemons!"));
- if (max_cyber > 4) max_cyber = 4;
- for (k = 0;k < max_cyber; k++)
- summon_specific(-1, target_row, target_col, plev, SUMMON_CYBER, mode, '\0');
- break;
- }
- case MS_S_MONSTER:
- {
- int k;
- if (!target_set(TARGET_KILL)) return FALSE;
- msg_print(_("仲間を召喚した。", "You summon help."));
- for (k = 0;k < 1; k++)
- summon_specific(-1, target_row, target_col, plev, 0, (mode | u_mode), '\0');
- break;
- }
- case MS_S_MONSTERS:
- {
- int k;
- if (!target_set(TARGET_KILL)) return FALSE;
- msg_print(_("モンスターを召喚した!", "You summon monsters!"));
- for (k = 0; k < 6; k++)
- summon_specific(-1, target_row, target_col, plev, 0, (mode | u_mode), '\0');
- break;
- }
- case MS_S_ANT:
- {
- int k;
- if (!target_set(TARGET_KILL)) return FALSE;
- msg_print(_("アリを召喚した。", "You summon ants."));
- for (k = 0; k < 6; k++)
- summon_specific(-1, target_row, target_col, plev, SUMMON_ANT, mode, '\0');
- break;
- }
- case MS_S_SPIDER:
- {
- int k;
- if (!target_set(TARGET_KILL)) return FALSE;
- msg_print(_("蜘蛛を召喚した。", "You summon spiders."));
- for (k = 0; k < 6; k++)
- summon_specific(-1, target_row, target_col, plev, SUMMON_SPIDER, mode, '\0');
- break;
- }
- case MS_S_HOUND:
- {
- int k;
- if (!target_set(TARGET_KILL)) return FALSE;
- msg_print(_("ハウンドを召喚した。", "You summon hounds."));
- for (k = 0; k < 4; k++)
- summon_specific(-1, target_row, target_col, plev, SUMMON_HOUND, mode, '\0');
- break;
- }
- case MS_S_HYDRA:
- {
- int k;
- if (!target_set(TARGET_KILL)) return FALSE;
- msg_print(_("ヒドラを召喚した。", "You summon hydras."));
- for (k = 0; k < 4; k++)
- summon_specific(-1, target_row, target_col, plev, SUMMON_HYDRA, mode, '\0');
- break;
- }
- case MS_S_ANGEL:
- {
- int k;
- if (!target_set(TARGET_KILL)) return FALSE;
- msg_print(_("天使を召喚した!", "You summon angel!"));
- for (k = 0; k < 1; k++)
- summon_specific(-1, target_row, target_col, plev, SUMMON_ANGEL, mode, '\0');
- break;
- }
- case MS_S_DEMON:
- {
- int k;
- if (!target_set(TARGET_KILL)) return FALSE;
- 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!"));
- for (k = 0; k < 1; k++)
- summon_specific(-1, target_row, target_col, plev, SUMMON_DEMON, (mode | u_mode), '\0');
- break;
- }
- case MS_S_UNDEAD:
- {
- int k;
- if (!target_set(TARGET_KILL)) return FALSE;
- msg_print(_("アンデッドの強敵を召喚した!", "You summon an undead adversary!"));
- for (k = 0; k < 1; k++)
- summon_specific(-1, target_row, target_col, plev, SUMMON_UNDEAD, (mode | u_mode), '\0');
- break;
- }
- case MS_S_DRAGON:
- {
- int k;
- if (!target_set(TARGET_KILL)) return FALSE;
- msg_print(_("ドラゴンを召喚した!", "You summon dragon!"));
- for (k = 0; k < 1; k++)
- summon_specific(-1, target_row, target_col, plev, SUMMON_DRAGON, (mode | u_mode), '\0');
- break;
- }
- case MS_S_HI_UNDEAD:
- {
- int k;
- if (!target_set(TARGET_KILL)) return FALSE;
- msg_print(_("強力なアンデッドを召喚した!", "You summon greater undead!"));
- for (k = 0; k < 6; k++)
- summon_specific(-1, target_row, target_col, plev, SUMMON_HI_UNDEAD, (mode | u_mode), '\0');
- break;
- }
- case MS_S_HI_DRAGON:
- {
- int k;
- if (!target_set(TARGET_KILL)) return FALSE;
- msg_print(_("古代ドラゴンを召喚した!", "You summon ancient dragons!"));
- for (k = 0; k < 4; k++)
- summon_specific(-1, target_row, target_col, plev, SUMMON_HI_DRAGON, (mode | u_mode), '\0');
- break;
- }
- case MS_S_AMBERITE:
- {
- int k;
- if (!target_set(TARGET_KILL)) return FALSE;
- msg_print(_("アンバーの王族を召喚した!", "You summon Lords of Amber!"));
- for (k = 0; k < 4; k++)
- summon_specific(-1, target_row, target_col, plev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE), '\0');
- break;
- }
- case MS_S_UNIQUE:
- {
- int k, count = 0;
- if (!target_set(TARGET_KILL)) return FALSE;
- msg_print(_("特別な強敵を召喚した!", "You summon special opponents!"));
- for (k = 0;k < 4; k++)
- if (summon_specific(-1, target_row, target_col, plev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE), '\0')) count++;
- for (k = count;k < 4; k++)
- summon_specific(-1, target_row, target_col, plev, SUMMON_HI_UNDEAD, (mode | u_mode), '\0');
- break;
- }
- default:
- msg_print("hoge?");
- }
-
- return TRUE;
-}
-
-
-/*!
- * @brief ものまねコマンドのメインルーチン /
- * do_cmd_cast calls this function if the player's class is 'imitator'.
- * @param baigaesi TRUEならば倍返し上の処理として行う
- * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
- * @details
- * If a valid spell is chosen, saves it in '*sn' and returns TRUE
- * If the user hits escape, returns FALSE, and set '*sn' to -1
- * If there are no legal choices, returns FALSE, and sets '*sn' to -2
- *
- * The "prompt" should be "cast", "recite", or "study"
- * The "known" should be TRUE for cast/pray, FALSE for study
- *
- * nb: This function has a (trivial) display bug which will be obvious
- * when you run it. It's probably easy to fix but I haven't tried,
- * sorry.
- */
-bool do_cmd_mane(bool baigaesi)
-{
- int n = 0, j;
- PERCENTAGE chance;
- PERCENTAGE minfail = 0;
- PLAYER_LEVEL plev = p_ptr->lev;
- monster_power spell;
- bool cast;
-
- if (cmd_limit_confused(p_ptr)) return FALSE;
-
- if (!p_ptr->mane_num)
- {
- msg_print(_("まねられるものが何もない!", "You don't remember any action!"));
- return FALSE;
- }
-
- if (!get_mane_power(&n, baigaesi)) return FALSE;
-
- spell = monster_powers[p_ptr->mane_spell[n]];
-
- /* Spell failure chance */
- chance = spell.manefail;
-
- /* Reduce failure rate by "effective" level adjustment */
- if (plev > spell.level) chance -= 3 * (plev - spell.level);
-
- /* Reduce failure rate by 1 stat and DEX adjustment */
- chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[spell.use_stat]] + adj_mag_stat[p_ptr->stat_ind[A_DEX]] - 2) / 2;
-
- if (spell.manedam) chance = chance * damage / spell.manedam;
-
- chance += p_ptr->to_m_chance;
-
- /* Extract the minimum failure rate */
- minfail = adj_mag_fail[p_ptr->stat_ind[spell.use_stat]];
-
- /* Minimum failure rate */
- if (chance < minfail) chance = minfail;
-
- /* Stunning makes spells harder */
- if (p_ptr->stun > 50) chance += 25;
- else if (p_ptr->stun) chance += 15;
-
- /* Always a 5 percent chance of working */
- if (chance > 95) chance = 95;
-
- /* Failed spell */
- if (randint0(100) < chance)
- {
- if (flush_failure) flush();
- msg_print(_("ものまねに失敗した!", "You failed to concentrate hard enough!"));
- sound(SOUND_FAIL);
- }
- else
- {
- sound(SOUND_ZAP);
- cast = use_mane(p_ptr->mane_spell[n]);
- if (!cast) return FALSE;
- }
-
- p_ptr->mane_num--;
- for (j = n; j < p_ptr->mane_num;j++)
- {
- p_ptr->mane_spell[j] = p_ptr->mane_spell[j+1];
- p_ptr->mane_dam[j] = p_ptr->mane_dam[j+1];
- }
-
- take_turn(p_ptr, 100);
-
- p_ptr->redraw |= (PR_IMITATION);
- p_ptr->window |= (PW_PLAYER);
- p_ptr->window |= (PW_SPELL);
-
- return TRUE;
-}