-#include "angband.h"\r
-\r
-/*!\r
-* @brief トランプ魔法独自の召喚処理を行う / Handle summoning and failure of trump spells\r
-* @param num summon_specific()関数を呼び出す回数\r
-* @param pet ペット化として召喚されるか否か\r
-* @param y 召喚位置のy座標\r
-* @param x 召喚位置のx座標\r
-* @param lev 召喚レベル\r
-* @param type 召喚条件ID\r
-* @param mode モンスター生成条件フラグ\r
-* @return モンスターが(敵対も含めて)召還されたならばTRUEを返す。\r
-*/\r
-bool trump_summoning(int num, bool pet, POSITION y, POSITION x, DEPTH lev, int type, BIT_FLAGS mode)\r
-{\r
- PLAYER_LEVEL plev = p_ptr->lev;\r
-\r
- MONSTER_IDX who;\r
- int i;\r
- bool success = FALSE;\r
-\r
- /* Default level */\r
- if (!lev) lev = plev * 2 / 3 + randint1(plev / 2);\r
-\r
- if (pet)\r
- {\r
- /* Become pet */\r
- mode |= PM_FORCE_PET;\r
-\r
- /* Only sometimes allow unique monster */\r
- if (mode & PM_ALLOW_UNIQUE)\r
- {\r
- /* Forbid often */\r
- if (randint1(50 + plev) >= plev / 10)\r
- mode &= ~PM_ALLOW_UNIQUE;\r
- }\r
-\r
- /* Player is who summons */\r
- who = -1;\r
- }\r
- else\r
- {\r
- /* Prevent taming, allow unique monster */\r
- mode |= PM_NO_PET;\r
-\r
- /* Behave as if they appear by themselfs */\r
- who = 0;\r
- }\r
-\r
- for (i = 0; i < num; i++)\r
- {\r
- if (summon_specific(who, y, x, lev, type, mode, '\0'))\r
- success = TRUE;\r
- }\r
-\r
- if (!success)\r
- {\r
- msg_print(_("誰もあなたのカードの呼び声に答えない。", "Nobody answers to your Trump call."));\r
- }\r
-\r
- return success;\r
-}\r
-\r
-\r
-bool cast_summon_demon(int power)\r
-{\r
- u32b flg = 0L;\r
- bool pet = !one_in_(3);\r
-\r
- if (pet) flg |= PM_FORCE_PET;\r
- else flg |= PM_NO_PET;\r
- if (!(pet && (p_ptr->lev < 50))) flg |= PM_ALLOW_GROUP;\r
-\r
- if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, power, SUMMON_DEMON, flg, '\0'))\r
- {\r
- msg_print(_("硫黄の悪臭が充満した。", "The area fills with a stench of sulphur and brimstone."));\r
- if (pet)\r
- {\r
- msg_print(_("「ご用でございますか、ご主人様」", "'What is thy bidding... Master?'"));\r
- }\r
- else\r
- {\r
- msg_print(_("「卑しき者よ、我は汝の下僕にあらず! お前の魂を頂くぞ!」",\r
- "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));\r
- }\r
- }\r
- return TRUE;\r
-}\r
-\r
-\r
-/*!\r
-* @brief 悪魔領域のグレーターデーモン召喚に利用可能な死体かどうかを返す。 / An "item_tester_hook" for offer\r
-* @param o_ptr オブジェクト構造体の参照ポインタ\r
-* @return 生贄に使用可能な死体ならばTRUEを返す。\r
-*/\r
-bool item_tester_offer(object_type *o_ptr)\r
-{\r
- /* Flasks of oil are okay */\r
- if (o_ptr->tval != TV_CORPSE) return (FALSE);\r
- if (o_ptr->sval != SV_CORPSE) return (FALSE);\r
-\r
- if (my_strchr("pht", r_info[o_ptr->pval].d_char)) return (TRUE);\r
-\r
- /* Assume not okay */\r
- return (FALSE);\r
-}\r
-\r
-/*!\r
-* @brief 悪魔領域のグレーターデーモン召喚を処理する / Daemon spell Summon Greater Demon\r
-* @return 処理を実行したならばTRUEを返す。\r
-*/\r
-bool cast_summon_greater_demon(void)\r
-{\r
- PLAYER_LEVEL plev = p_ptr->lev;\r
- OBJECT_IDX item;\r
- concptr q, s;\r
- int summon_lev;\r
- object_type *o_ptr;\r
-\r
- item_tester_hook = item_tester_offer;\r
- q = _("どの死体を捧げますか? ", "Sacrifice which corpse? ");\r
- s = _("捧げられる死体を持っていない。", "You have nothing to scrifice.");\r
- o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));\r
- if (!o_ptr) return FALSE;\r
-\r
- summon_lev = plev * 2 / 3 + r_info[o_ptr->pval].level;\r
-\r
- if (summon_specific(-1, p_ptr->y, p_ptr->x, summon_lev, SUMMON_HI_DEMON, (PM_ALLOW_GROUP | PM_FORCE_PET), '\0'))\r
- {\r
- msg_print(_("硫黄の悪臭が充満した。", "The area fills with a stench of sulphur and brimstone."));\r
- msg_print(_("「ご用でございますか、ご主人様」", "'What is thy bidding... Master?'"));\r
-\r
- /* Decrease the item (from the pack) */\r
- if (item >= 0)\r
- {\r
- inven_item_increase(item, -1);\r
- inven_item_describe(item);\r
- inven_item_optimize(item);\r
- }\r
-\r
- /* Decrease the item (from the floor) */\r
- else\r
- {\r
- floor_item_increase(0 - item, -1);\r
- floor_item_describe(0 - item);\r
- floor_item_optimize(0 - item);\r
- }\r
- }\r
- else\r
- {\r
- msg_print(_("悪魔は現れなかった。", "No Greater Demon arrive."));\r
- }\r
-\r
- return TRUE;\r
-}\r
-\r
-/*!\r
- * @brief 同族召喚(援軍)処理\r
- * @param level 召喚基準レベル\r
- * @param y 召喚先Y座標\r
- * @param x 召喚先X座標\r
- * @param mode 召喚オプション\r
- * @return ターンを消費した場合TRUEを返す\r
- */\r
-bool summon_kin_player(DEPTH level, POSITION y, POSITION x, BIT_FLAGS mode)\r
-{\r
- bool pet = (bool)(mode & PM_FORCE_PET);\r
- SYMBOL_CODE symbol = '\0';\r
- if (!pet) mode |= PM_NO_PET;\r
-\r
- switch (p_ptr->mimic_form)\r
- {\r
- case MIMIC_NONE:\r
- switch (p_ptr->prace)\r
- {\r
- case RACE_HUMAN:\r
- case RACE_AMBERITE:\r
- case RACE_BARBARIAN:\r
- case RACE_BEASTMAN:\r
- case RACE_DUNADAN:\r
- symbol = 'p';\r
- break;\r
- case RACE_HALF_ELF:\r
- case RACE_ELF:\r
- case RACE_HOBBIT:\r
- case RACE_GNOME:\r
- case RACE_DWARF:\r
- case RACE_HIGH_ELF:\r
- case RACE_NIBELUNG:\r
- case RACE_DARK_ELF:\r
- case RACE_MIND_FLAYER:\r
- case RACE_KUTAR:\r
- case RACE_S_FAIRY:\r
- symbol = 'h';\r
- break;\r
- case RACE_HALF_ORC:\r
- symbol = 'o';\r
- break;\r
- case RACE_HALF_TROLL:\r
- symbol = 'T';\r
- break;\r
- case RACE_HALF_OGRE:\r
- symbol = 'O';\r
- break;\r
- case RACE_HALF_GIANT:\r
- case RACE_HALF_TITAN:\r
- case RACE_CYCLOPS:\r
- symbol = 'P';\r
- break;\r
- case RACE_YEEK:\r
- symbol = 'y';\r
- break;\r
- case RACE_KLACKON:\r
- symbol = 'K';\r
- break;\r
- case RACE_KOBOLD:\r
- symbol = 'k';\r
- break;\r
- case RACE_IMP:\r
- if (one_in_(13)) symbol = 'U';\r
- else symbol = 'u';\r
- break;\r
- case RACE_DRACONIAN:\r
- symbol = 'd';\r
- break;\r
- case RACE_GOLEM:\r
- case RACE_ANDROID:\r
- symbol = 'g';\r
- break;\r
- case RACE_SKELETON:\r
- if (one_in_(13)) symbol = 'L';\r
- else symbol = 's';\r
- break;\r
- case RACE_ZOMBIE:\r
- symbol = 'z';\r
- break;\r
- case RACE_VAMPIRE:\r
- symbol = 'V';\r
- break;\r
- case RACE_SPECTRE:\r
- symbol = 'G';\r
- break;\r
- case RACE_SPRITE:\r
- symbol = 'I';\r
- break;\r
- case RACE_ENT:\r
- symbol = '#';\r
- break;\r
- case RACE_ANGEL:\r
- symbol = 'A';\r
- break;\r
- case RACE_DEMON:\r
- symbol = 'U';\r
- break;\r
- default:\r
- symbol = 'p';\r
- break;\r
- }\r
- break;\r
- case MIMIC_DEMON:\r
- if (one_in_(13)) symbol = 'U';\r
- else symbol = 'u';\r
- break;\r
- case MIMIC_DEMON_LORD:\r
- symbol = 'U';\r
- break;\r
- case MIMIC_VAMPIRE:\r
- symbol = 'V';\r
- break;\r
- }\r
- return summon_specific((pet ? -1 : 0), y, x, level, SUMMON_KIN, mode, symbol);\r
-}\r
+#include "angband.h"
+#include "util.h"
+
+#include "spells.h"
+#include "spells-summon.h"
+#include "monster-status.h"
+#include "floor.h"
+
+/*!
+* @brief トランプ魔法独自の召喚処理を行う / Handle summoning and failure of trump spells
+* @param num summon_specific()関数を呼び出す回数
+* @param pet ペット化として召喚されるか否か
+* @param y 召喚位置のy座標
+* @param x 召喚位置のx座標
+* @param lev 召喚レベル
+* @param type 召喚条件ID
+* @param mode モンスター生成条件フラグ
+* @return モンスターが(敵対も含めて)召還されたならばTRUEを返す。
+*/
+bool trump_summoning(int num, bool pet, POSITION y, POSITION x, DEPTH lev, int type, BIT_FLAGS mode)
+{
+ PLAYER_LEVEL plev = p_ptr->lev;
+
+ MONSTER_IDX who;
+ int i;
+ bool success = FALSE;
+
+ /* Default level */
+ if (!lev) lev = plev * 2 / 3 + randint1(plev / 2);
+
+ if (pet)
+ {
+ /* Become pet */
+ mode |= PM_FORCE_PET;
+
+ /* Only sometimes allow unique monster */
+ if (mode & PM_ALLOW_UNIQUE)
+ {
+ /* Forbid often */
+ if (randint1(50 + plev) >= plev / 10)
+ mode &= ~PM_ALLOW_UNIQUE;
+ }
+
+ /* Player is who summons */
+ who = -1;
+ }
+ else
+ {
+ /* Prevent taming, allow unique monster */
+ mode |= PM_NO_PET;
+
+ /* Behave as if they appear by themselfs */
+ who = 0;
+ }
+
+ for (i = 0; i < num; i++)
+ {
+ if (summon_specific(who, y, x, lev, type, mode))
+ success = TRUE;
+ }
+
+ if (!success)
+ {
+ msg_print(_("誰もあなたのカードの呼び声に答えない。", "Nobody answers to your Trump call."));
+ }
+
+ return success;
+}
+
+
+bool cast_summon_demon(int power)
+{
+ u32b flg = 0L;
+ bool pet = !one_in_(3);
+
+ if (pet) flg |= PM_FORCE_PET;
+ else flg |= PM_NO_PET;
+ if (!(pet && (p_ptr->lev < 50))) flg |= PM_ALLOW_GROUP;
+
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, power, SUMMON_DEMON, flg))
+ {
+ msg_print(_("硫黄の悪臭が充満した。", "The area fills with a stench of sulphur and brimstone."));
+ if (pet)
+ {
+ msg_print(_("「ご用でございますか、ご主人様」", "'What is thy bidding... Master?'"));
+ }
+ else
+ {
+ msg_print(_("「卑しき者よ、我は汝の下僕にあらず! お前の魂を頂くぞ!」",
+ "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
+ }
+ }
+ return TRUE;
+}
+
+bool cast_summon_undead(player_type *creature_ptr, int power)
+{
+ bool pet = one_in_(3);
+ int type;
+ BIT_FLAGS mode = 0L;
+
+ type = (creature_ptr->lev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
+
+ if (!pet || ((creature_ptr->lev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
+ if (pet) mode |= PM_FORCE_PET;
+ else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
+
+ if (summon_specific((pet ? -1 : 0), creature_ptr->y, creature_ptr->x, power, type, mode))
+ {
+ msg_print(_("冷たい風があなたの周りに吹き始めた。それは腐敗臭を運んでいる...",
+ "Cold winds begin to blow around you, carrying with them the stench of decay..."));
+ if (pet)
+ msg_print(_("古えの死せる者共があなたに仕えるため土から甦った!",
+ "Ancient, long-dead forms arise from the ground to serve you!"));
+ else
+ msg_print(_("死者が甦った。眠りを妨げるあなたを罰するために!",
+ "'The dead arise... to punish you for disturbing them!'"));
+ }
+ return TRUE;
+}
+
+
+bool cast_summon_hound(player_type *creature_ptr, int power)
+{
+ BIT_FLAGS mode = PM_ALLOW_GROUP;
+ bool pet = !one_in_(5);
+ if (pet) mode |= PM_FORCE_PET;
+ else mode |= PM_NO_PET;
+
+ if (summon_specific((pet ? -1 : 0), creature_ptr->y, creature_ptr->x, power, SUMMON_HOUND, mode))
+ {
+ if (pet)
+ msg_print(_("ハウンドがあなたの下僕として出現した。", "A group of hounds appear as your servant."));
+ else
+ msg_print(_("ハウンドはあなたに牙を向けている!", "A group of hounds appear as your enemy!"));
+ }
+ return TRUE;
+}
+
+bool cast_summon_elemental(player_type *creature_ptr, int power)
+{
+ bool pet = one_in_(3);
+ BIT_FLAGS mode = 0L;
+
+ if (!(pet && (creature_ptr->lev < 50))) mode |= PM_ALLOW_GROUP;
+ if (pet) mode |= PM_FORCE_PET;
+ else mode |= PM_NO_PET;
+
+ if (summon_specific((pet ? -1 : 0), creature_ptr->y, creature_ptr->x, power, SUMMON_ELEMENTAL, mode))
+ {
+ msg_print(_("エレメンタルが現れた...", "An elemental materializes..."));
+ if (pet)
+ msg_print(_("あなたに服従しているようだ。", "It seems obedient to you."));
+ else
+ msg_print(_("それをコントロールできなかった!", "You fail to control it!"));
+ }
+
+ return TRUE;
+}
+
+
+bool cast_summon_octopus(player_type *creature_ptr)
+{
+ BIT_FLAGS mode = PM_ALLOW_GROUP;
+ bool pet = !one_in_(5);
+ if (pet) mode |= PM_FORCE_PET;
+
+ if (summon_named_creature(0, creature_ptr->y, creature_ptr->x, MON_JIZOTAKO, mode))
+ {
+ if (pet)
+ msg_print(_("蛸があなたの下僕として出現した。", "A group of octopuses appear as your servant."));
+ else
+ msg_print(_("蛸はあなたを睨んでいる!", "A group of octopuses appear as your enemy!"));
+ }
+
+ return TRUE;
+}
+
+/*!
+* @brief 悪魔領域のグレーターデーモン召喚に利用可能な死体かどうかを返す。 / An "item_tester_hook" for offer
+* @param o_ptr オブジェクト構造体の参照ポインタ
+* @return 生贄に使用可能な死体ならばTRUEを返す。
+*/
+bool item_tester_offer(object_type *o_ptr)
+{
+ /* Flasks of oil are okay */
+ if (o_ptr->tval != TV_CORPSE) return (FALSE);
+ if (o_ptr->sval != SV_CORPSE) return (FALSE);
+
+ if (my_strchr("pht", r_info[o_ptr->pval].d_char)) return (TRUE);
+
+ /* Assume not okay */
+ return (FALSE);
+}
+
+/*!
+* @brief 悪魔領域のグレーターデーモン召喚を処理する / Daemon spell Summon Greater Demon
+* @return 処理を実行したならばTRUEを返す。
+*/
+bool cast_summon_greater_demon(void)
+{
+ PLAYER_LEVEL plev = p_ptr->lev;
+ OBJECT_IDX item;
+ concptr q, s;
+ int summon_lev;
+ object_type *o_ptr;
+
+ item_tester_hook = item_tester_offer;
+ q = _("どの死体を捧げますか? ", "Sacrifice which corpse? ");
+ s = _("捧げられる死体を持っていない。", "You have nothing to scrifice.");
+ o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR), 0);
+ if (!o_ptr) return FALSE;
+
+ summon_lev = plev * 2 / 3 + r_info[o_ptr->pval].level;
+
+ if (summon_specific(-1, p_ptr->y, p_ptr->x, summon_lev, SUMMON_HI_DEMON, (PM_ALLOW_GROUP | PM_FORCE_PET)))
+ {
+ msg_print(_("硫黄の悪臭が充満した。", "The area fills with a stench of sulphur and brimstone."));
+ msg_print(_("「ご用でございますか、ご主人様」", "'What is thy bidding... Master?'"));
+
+ /* Decrease the item (from the pack) */
+ if (item >= 0)
+ {
+ inven_item_increase(item, -1);
+ inven_item_describe(item);
+ inven_item_optimize(item);
+ }
+
+ /* Decrease the item (from the floor) */
+ else
+ {
+ floor_item_increase(0 - item, -1);
+ floor_item_describe(0 - item);
+ floor_item_optimize(0 - item);
+ }
+ }
+ else
+ {
+ msg_print(_("悪魔は現れなかった。", "No Greater Demon arrive."));
+ }
+
+ return TRUE;
+}
+
+/*!
+ * @brief 同族召喚(援軍)処理
+ * @param level 召喚基準レベル
+ * @param y 召喚先Y座標
+ * @param x 召喚先X座標
+ * @param mode 召喚オプション
+ * @return ターンを消費した場合TRUEを返す
+ */
+bool summon_kin_player(DEPTH level, POSITION y, POSITION x, BIT_FLAGS mode)
+{
+ bool pet = (bool)(mode & PM_FORCE_PET);
+ if (!pet) mode |= PM_NO_PET;
+ return summon_specific((pet ? -1 : 0), y, x, level, SUMMON_KIN, mode);
+}
+
+/*!
+ * @brief サイバーデーモンの召喚
+ * @param who 召喚主のモンスターID(0ならばプレイヤー)
+ * @param y 召喚位置Y座標
+ * @param x 召喚位置X座標
+ * @return 作用が実際にあった場合TRUEを返す
+ */
+int summon_cyber(MONSTER_IDX who, POSITION y, POSITION x)
+{
+ int i;
+ int max_cyber = (easy_band ? 1 : (current_floor_ptr->dun_level / 50) + randint1(2));
+ int count = 0;
+ BIT_FLAGS mode = PM_ALLOW_GROUP;
+
+ /* Summoned by a monster */
+ if (who > 0)
+ {
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[who];
+ if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
+ }
+
+ if (max_cyber > 4) max_cyber = 4;
+
+ for (i = 0; i < max_cyber; i++)
+ {
+ count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode);
+ }
+
+ return count;
+}
+
+
+void mitokohmon(void)
+{
+ int count = 0, i;
+ monster_type *m_ptr;
+ concptr kakusan = "";
+
+ if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_SUKE, PM_FORCE_PET))
+ {
+ msg_print(_("『助さん』が現れた。", "Suke-san apperars."));
+ kakusan = "Suke-san";
+ count++;
+ }
+ if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_KAKU, PM_FORCE_PET))
+ {
+ msg_print(_("『格さん』が現れた。", "Kaku-san appears."));
+ kakusan = "Kaku-san";
+ count++;
+ }
+ if (!count)
+ {
+ for (i = current_floor_ptr->m_max - 1; i > 0; i--)
+ {
+ m_ptr = ¤t_floor_ptr->m_list[i];
+ if (!monster_is_valid(m_ptr)) continue;
+ if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
+ if (!los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
+ if (!projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
+ count++;
+ break;
+ }
+ }
+
+ if (count)
+ {
+ msg_format(_("「者ども、ひかえおろう!!!このお方をどなたとこころえる。」",
+ "%^s says 'WHO do you think this person is! Bow your head, down your knees!'"), kakusan);
+ sukekaku = TRUE;
+ stun_monsters(120);
+ confuse_monsters(120);
+ turn_monsters(120);
+ stasis_monsters(120);
+ sukekaku = FALSE;
+ }
+ else
+ {
+ msg_print(_("しかし、何も起きなかった。", "Nothing happen."));
+ }
+}