From: Hourier Date: Fri, 24 Jul 2020 06:41:31 +0000 (+0900) Subject: [Refactor] #40571 Separated target-types.h X-Git-Url: http://git.osdn.net/view?a=commitdiff_plain;h=5200dcdba4894d8de28be95361a0e555c15b4350;p=hengband%2Fhengband.git [Refactor] #40571 Separated target-types.h --- diff --git a/Hengband/Hengband/Hengband.vcxproj b/Hengband/Hengband/Hengband.vcxproj index 290c63996..8ec8d7551 100644 --- a/Hengband/Hengband/Hengband.vcxproj +++ b/Hengband/Hengband/Hengband.vcxproj @@ -929,6 +929,7 @@ + diff --git a/Hengband/Hengband/Hengband.vcxproj.filters b/Hengband/Hengband/Hengband.vcxproj.filters index 093677d81..2bd3d30f1 100644 --- a/Hengband/Hengband/Hengband.vcxproj.filters +++ b/Hengband/Hengband/Hengband.vcxproj.filters @@ -4135,6 +4135,9 @@ target + + target + diff --git a/src/Makefile.am b/src/Makefile.am index 70c4a5318..e71df73a4 100644 --- a/src/Makefile.am +++ b/src/Makefile.am @@ -730,6 +730,7 @@ hengband_SOURCES = \ system/system-variables.c system/system-variables.h \ system/gamevalue.h \ \ + target/target-types.h \ target/targeting.c target/targeting.h \ \ term/gameterm.c term/gameterm.h \ diff --git a/src/blue-magic/blue-magic-caster.c b/src/blue-magic/blue-magic-caster.c index 7377f1aee..50f6dc260 100644 --- a/src/blue-magic/blue-magic-caster.c +++ b/src/blue-magic/blue-magic-caster.c @@ -29,6 +29,7 @@ #include "status/body-improvement.h" #include "status/buff-setter.h" #include "system/floor-type-definition.h" +#include "target/target-types.h" #include "target/targeting.h" #include "view/display-messages.h" diff --git a/src/cmd-action/cmd-mane.c b/src/cmd-action/cmd-mane.c index 805f115a0..55350d1fc 100644 --- a/src/cmd-action/cmd-mane.c +++ b/src/cmd-action/cmd-mane.c @@ -9,28 +9,28 @@ * 2014 Deskull rearranged comment for Doxygen.\n */ -#include "cmd-action/cmd-spell.h" #include "action/action-limited.h" +#include "cmd-action/cmd-spell.h" #include "core/asking-player.h" #include "core/hp-mp-processor.h" #include "core/player-redraw-types.h" #include "core/stuff-handler.h" #include "core/window-redrawer.h" #include "floor/cave.h" -#include "floor/floor.h" #include "floor/floor-object.h" +#include "floor/floor.h" #include "game-option/disturbance-options.h" #include "game-option/text-display-options.h" #include "grid/grid.h" #include "main/sound-definitions-table.h" #include "main/sound-of-music.h" #include "mind/mind-mage.h" +#include "monster-floor/monster-summon.h" +#include "monster-floor/place-monster-types.h" #include "monster-race/monster-race.h" -#include "monster-race/race-flags1.h" #include "monster-race/race-flags-resistance.h" +#include "monster-race/race-flags1.h" #include "monster/monster-describer.h" -#include "monster-floor/monster-summon.h" -#include "monster-floor/place-monster-types.h" #include "monster/monster-info.h" #include "monster/monster-processor.h" #include "monster/monster-status.h" @@ -43,13 +43,14 @@ #include "spell-kind/spells-sight.h" #include "spell-kind/spells-teleport.h" #include "spell-kind/spells-world.h" +#include "spell/spell-types.h" #include "spell/spells-status.h" #include "spell/spells-summon.h" -#include "spell/spell-types.h" #include "status/bad-status-setter.h" #include "status/body-improvement.h" #include "status/buff-setter.h" #include "system/floor-type-definition.h" +#include "target/target-types.h" #include "target/targeting.h" #include "term/screen-processor.h" #include "util/int-char-converter.h" @@ -66,44 +67,41 @@ static int damage; */ static void mane_info(player_type *caster_ptr, char *p, int power, HIT_POINT dam) { - PLAYER_LEVEL plev = caster_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; - } - } + PLAYER_LEVEL plev = caster_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. @@ -124,166 +122,165 @@ static void mane_info(player_type *caster_ptr, char *p, int power, HIT_POINT dam */ static int get_mane_power(player_type *caster_ptr, int *sn, bool baigaesi) { - int i = 0; - int num = 0; - TERM_LEN y = 1; - TERM_LEN x = 18; - PERCENTAGE minfail = 0; - PLAYER_LEVEL plev = caster_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); - - flag = FALSE; - redraw = FALSE; - - num = caster_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[caster_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[caster_ptr->stat_ind[spell.use_stat]] + adj_mag_stat[caster_ptr->stat_ind[A_DEX]] - 2) / 2; - - if (spell.manedam) chance = chance * (baigaesi ? caster_ptr->mane_dam[i] * 2 : caster_ptr->mane_dam[i]) / spell.manedam; - - chance += caster_ptr->to_m_chance; - - /* Extract the minimum failure rate */ - minfail = adj_mag_fail[caster_ptr->stat_ind[spell.use_stat]]; - - /* Minimum failure rate */ - if (chance < minfail) chance = minfail; - - /* Stunning makes spells harder */ - if (caster_ptr->stun > 50) chance += 25; - else if (caster_ptr->stun) chance += 15; - - /* Always a 5 percent chance of working */ - if (chance > 95) chance = 95; - - /* Get info */ - mane_info(caster_ptr, comment, caster_ptr->mane_spell[i], (baigaesi ? caster_ptr->mane_dam[i]*2 : caster_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); + int i = 0; + int num = 0; + TERM_LEN y = 1; + TERM_LEN x = 18; + PERCENTAGE minfail = 0; + PLAYER_LEVEL plev = caster_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); + + flag = FALSE; + redraw = FALSE; + + num = caster_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[caster_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[caster_ptr->stat_ind[spell.use_stat]] + adj_mag_stat[caster_ptr->stat_ind[A_DEX]] - 2) / 2; + + if (spell.manedam) + chance = chance * (baigaesi ? caster_ptr->mane_dam[i] * 2 : caster_ptr->mane_dam[i]) / spell.manedam; + + chance += caster_ptr->to_m_chance; + + /* Extract the minimum failure rate */ + minfail = adj_mag_fail[caster_ptr->stat_ind[spell.use_stat]]; + + /* Minimum failure rate */ + if (chance < minfail) + chance = minfail; + + /* Stunning makes spells harder */ + if (caster_ptr->stun > 50) + chance += 25; + else if (caster_ptr->stun) + chance += 15; + + /* Always a 5 percent chance of working */ + if (chance > 95) + chance = 95; + + /* Get info */ + mane_info(caster_ptr, comment, caster_ptr->mane_spell[i], (baigaesi ? caster_ptr->mane_dam[i] * 2 : caster_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); + /* Lowercase */ + if (ask) + choice = (char)tolower(choice); - /* Extract request */ - i = (islower(choice) ? A2I(choice) : -1); + /* Extract request */ + i = (islower(choice) ? A2I(choice) : -1); - /* Totally Illegal */ - if ((i < 0) || (i >= num)) - { - bell(); - continue; - } + /* Totally Illegal */ + if ((i < 0) || (i >= num)) { + bell(); + continue; + } - /* Save the spell index */ - spell = monster_powers[caster_ptr->mane_spell[i]]; + /* Save the spell index */ + spell = monster_powers[caster_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[caster_ptr->mane_spell[i]].name); - /* Verify it */ - if (ask) - { - char tmp_val[160]; + /* Belay that order */ + if (!get_check(tmp_val)) + continue; + } - /* Prompt */ - (void) strnfmt(tmp_val, 78, _("%sをまねますか?", "Use %s? "), monster_powers[caster_ptr->mane_spell[i]].name); + /* Stop the loop */ + flag = TRUE; + } + if (redraw) + screen_load(); - /* Belay that order */ - if (!get_check(tmp_val)) continue; - } + caster_ptr->window |= (PW_SPELL); + handle_stuff(caster_ptr); - /* Stop the loop */ - flag = TRUE; - } - if (redraw) screen_load(); + /* Abort if needed */ + if (!flag) + return FALSE; - caster_ptr->window |= (PW_SPELL); - handle_stuff(caster_ptr); + /* Save the choice */ + (*sn) = i; - /* Abort if needed */ - if (!flag) return FALSE; + damage = (baigaesi ? caster_ptr->mane_dam[i] * 2 : caster_ptr->mane_dam[i]); - /* Save the choice */ - (*sn) = i; - - damage = (baigaesi ? caster_ptr->mane_dam[i]*2 : caster_ptr->mane_dam[i]); - - /* Success */ - return TRUE; + /* 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'. @@ -293,640 +290,755 @@ static int get_mane_power(player_type *caster_ptr, int *sn, bool baigaesi) */ static bool use_mane(player_type *caster_ptr, int spell) { - DIRECTION dir; - PLAYER_LEVEL plev = caster_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(caster_ptr, 0); - break; - - case MS_XXX1: - break; - - case MS_DISPEL: - { - MONSTER_IDX m_idx; - - if (!target_set(caster_ptr, TARGET_KILL)) return FALSE; - m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx; - if (!m_idx) break; - if (!player_has_los_bold(caster_ptr, target_row, target_col)) break; - if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) break; - dispel_monster_status(caster_ptr, m_idx); - break; - } - - case MS_ROCKET: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - else msg_print(_("ロケットを発射した。", "You fire a rocket.")); - fire_rocket(caster_ptr, GF_ROCKET, dir, damage, 2); - break; - - case MS_SHOOT: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - else msg_print(_("矢を放った。", "You fire an arrow.")); - fire_bolt(caster_ptr, 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(caster_ptr, &dir)) return FALSE; - else msg_print(_("酸のブレスを吐いた。", "You breathe acid.")); - fire_breath(caster_ptr, GF_ACID, dir, damage, (plev > 35 ? 3 : 2)); - break; - - case MS_BR_ELEC: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - else msg_print(_("稲妻のブレスを吐いた。", "You breathe lightning.")); - fire_breath(caster_ptr, GF_ELEC, dir, damage, (plev > 35 ? 3 : 2)); - break; - - case MS_BR_FIRE: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - else msg_print(_("火炎のブレスを吐いた。", "You breathe fire.")); - fire_breath(caster_ptr, GF_FIRE, dir, damage, (plev > 35 ? 3 : 2)); - break; - - case MS_BR_COLD: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - else msg_print(_("冷気のブレスを吐いた。", "You breathe frost.")); - fire_breath(caster_ptr, GF_COLD, dir, damage, (plev > 35 ? 3 : 2)); - break; - - case MS_BR_POIS: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - else msg_print(_("ガスのブレスを吐いた。", "You breathe gas.")); - fire_breath(caster_ptr, GF_POIS, dir, damage, (plev > 35 ? 3 : 2)); - break; - - case MS_BR_NETHER: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - else msg_print(_("地獄のブレスを吐いた。", "You breathe nether.")); - fire_breath(caster_ptr, GF_NETHER, dir, damage, (plev > 35 ? 3 : 2)); - break; - - case MS_BR_LITE: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - else msg_print(_("閃光のブレスを吐いた。", "You breathe light.")); - fire_breath(caster_ptr, GF_LITE, dir, damage, (plev > 35 ? 3 : 2)); - break; - - case MS_BR_DARK: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - else msg_print(_("暗黒のブレスを吐いた。", "You breathe darkness.")); - fire_breath(caster_ptr, GF_DARK, dir, damage, (plev > 35 ? 3 : 2)); - break; - - case MS_BR_CONF: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - else msg_print(_("混乱のブレスを吐いた。", "You breathe confusion.")); - fire_breath(caster_ptr, GF_CONFUSION, dir, damage, (plev > 35 ? 3 : 2)); - break; - - case MS_BR_SOUND: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - else msg_print(_("轟音のブレスを吐いた。", "You breathe sound.")); - fire_breath(caster_ptr, GF_SOUND, dir, damage, (plev > 35 ? 3 : 2)); - break; - - case MS_BR_CHAOS: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - else msg_print(_("カオスのブレスを吐いた。", "You breathe chaos.")); - fire_breath(caster_ptr, GF_CHAOS, dir, damage, (plev > 35 ? 3 : 2)); - break; - - case MS_BR_DISEN: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - else msg_print(_("劣化のブレスを吐いた。", "You breathe disenchantment.")); - fire_breath(caster_ptr, GF_DISENCHANT, dir, damage, (plev > 35 ? 3 : 2)); - break; - - case MS_BR_NEXUS: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - else msg_print(_("因果混乱のブレスを吐いた。", "You breathe nexus.")); - fire_breath(caster_ptr, GF_NEXUS, dir, damage, (plev > 35 ? 3 : 2)); - break; - - case MS_BR_TIME: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - else msg_print(_("時間逆転のブレスを吐いた。", "You breathe time.")); - fire_breath(caster_ptr, GF_TIME, dir, damage, (plev > 35 ? 3 : 2)); - break; - - case MS_BR_INERTIA: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - else msg_print(_("遅鈍のブレスを吐いた。", "You breathe inertia.")); - fire_breath(caster_ptr, GF_INERTIAL, dir, damage, (plev > 35 ? 3 : 2)); - break; - - case MS_BR_GRAVITY: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - else msg_print(_("重力のブレスを吐いた。", "You breathe gravity.")); - fire_breath(caster_ptr, GF_GRAVITY, dir, damage, (plev > 35 ? 3 : 2)); - break; - - case MS_BR_SHARDS: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - else msg_print(_("破片のブレスを吐いた。", "You breathe shards.")); - fire_breath(caster_ptr, GF_SHARDS, dir, damage, (plev > 35 ? 3 : 2)); - break; - - case MS_BR_PLASMA: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - else msg_print(_("プラズマのブレスを吐いた。", "You breathe plasma.")); - - fire_breath(caster_ptr, GF_PLASMA, dir, damage, (plev > 35 ? 3 : 2)); - break; - - case MS_BR_FORCE: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - else msg_print(_("フォースのブレスを吐いた。", "You breathe force.")); - - fire_breath(caster_ptr, GF_FORCE, dir, damage, (plev > 35 ? 3 : 2)); - break; - - case MS_BR_MANA: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - else msg_print(_("魔力のブレスを吐いた。", "You breathe mana.")); - - fire_breath(caster_ptr, GF_MANA, dir, damage, (plev > 35 ? 3 : 2)); - break; - - case MS_BALL_NUKE: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - else msg_print(_("放射能球を放った。", "You cast a ball of radiation.")); - - fire_ball(caster_ptr, GF_NUKE, dir, damage, 2); - break; - - case MS_BR_NUKE: - if (!get_aim_dir(caster_ptr, &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(caster_ptr, GF_NUKE, dir, damage, (plev > 35 ? 3 : 2)); - break; - - case MS_BALL_CHAOS: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - else msg_print(_("純ログルスを放った。", "You invoke a raw Logrus.")); - - fire_ball(caster_ptr, GF_CHAOS, dir, damage, 4); - break; - case MS_BR_DISI: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - else msg_print(_("分解のブレスを吐いた。", "You breathe disintegration.")); - - fire_breath(caster_ptr, GF_DISINTEGRATE, dir, damage, (plev > 35 ? 3 : 2)); - break; - case MS_BALL_ACID: - if (!get_aim_dir(caster_ptr, &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(caster_ptr, GF_ACID, dir, damage, 2); - break; - case MS_BALL_ELEC: - if (!get_aim_dir(caster_ptr, &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(caster_ptr, GF_ELEC, dir, damage, 2); - break; - case MS_BALL_FIRE: - if (!get_aim_dir(caster_ptr, &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(caster_ptr, GF_FIRE, dir, damage, 2); - break; - case MS_BALL_COLD: - if (!get_aim_dir(caster_ptr, &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(caster_ptr, GF_COLD, dir, damage, 2); - break; - case MS_BALL_POIS: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - else msg_print(_("悪臭雲の呪文を唱えた。", "You cast a stinking cloud.")); - - fire_ball(caster_ptr, GF_POIS, dir, damage, 2); - break; - case MS_BALL_NETHER: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - else msg_print(_("地獄球の呪文を唱えた。", "You cast a nether ball.")); - - fire_ball(caster_ptr, GF_NETHER, dir, damage, 2); - break; - case MS_BALL_WATER: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - else msg_print(_("流れるような身振りをした。", "You gesture fluidly.")); - - fire_ball(caster_ptr, GF_WATER, dir, damage, 4); - break; - case MS_BALL_MANA: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - else msg_print(_("魔力の嵐の呪文を念じた。", "You invoke a mana storm.")); - - fire_ball(caster_ptr, GF_MANA, dir, damage, 4); - break; - case MS_BALL_DARK: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - else msg_print(_("暗黒の嵐の呪文を念じた。", "You invoke a darkness storm.")); - - fire_ball(caster_ptr, GF_DARK, dir, damage, 4); - break; - case MS_DRAIN_MANA: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - fire_ball_hide(caster_ptr, GF_DRAIN_MANA, dir, randint1(plev*3)+plev, 0); - break; - case MS_MIND_BLAST: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - fire_ball_hide(caster_ptr, GF_MIND_BLAST, dir, damage, 0); - break; - case MS_BRAIN_SMASH: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - fire_ball_hide(caster_ptr, GF_BRAIN_SMASH, dir, damage, 0); - break; - case MS_CAUSE_1: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - fire_ball_hide(caster_ptr, GF_CAUSE_1, dir, damage, 0); - break; - case MS_CAUSE_2: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - fire_ball_hide(caster_ptr, GF_CAUSE_2, dir, damage, 0); - break; - case MS_CAUSE_3: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - fire_ball_hide(caster_ptr, GF_CAUSE_3, dir, damage, 0); - break; - case MS_CAUSE_4: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - fire_ball_hide(caster_ptr, GF_CAUSE_4, dir, damage, 0); - break; - case MS_BOLT_ACID: - if (!get_aim_dir(caster_ptr, &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(caster_ptr, GF_ACID, dir, damage); - break; - case MS_BOLT_ELEC: - if (!get_aim_dir(caster_ptr, &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(caster_ptr, GF_ELEC, dir, damage); - break; - case MS_BOLT_FIRE: - if (!get_aim_dir(caster_ptr, &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(caster_ptr, GF_FIRE, dir, damage); - break; - case MS_BOLT_COLD: - if (!get_aim_dir(caster_ptr, &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(caster_ptr, GF_COLD, dir, damage); - break; - case MS_STARBURST: - if (!get_aim_dir(caster_ptr, &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(caster_ptr, GF_LITE, dir, damage, 4); - break; - case MS_BOLT_NETHER: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - else msg_print(_("地獄の矢の呪文を唱えた。", "You cast a nether bolt.")); - - fire_bolt(caster_ptr, GF_NETHER, dir, damage); - break; - case MS_BOLT_WATER: - if (!get_aim_dir(caster_ptr, &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(caster_ptr, GF_WATER, dir, damage); - break; - case MS_BOLT_MANA: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - else msg_print(_("魔力の矢の呪文を唱えた。", "You cast a mana bolt.")); - - fire_bolt(caster_ptr, GF_MANA, dir, damage); - break; - case MS_BOLT_PLASMA: - if (!get_aim_dir(caster_ptr, &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(caster_ptr, GF_PLASMA, dir, damage); - break; - case MS_BOLT_ICE: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - else msg_print(_("極寒の矢の呪文を唱えた。", "You cast a ice bolt.")); - - fire_bolt(caster_ptr, GF_ICE, dir, damage); - break; - case MS_MAGIC_MISSILE: - if (!get_aim_dir(caster_ptr, &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(caster_ptr, GF_MISSILE, dir, damage); - break; - case MS_SCARE: - if (!get_aim_dir(caster_ptr, &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(caster_ptr, dir, plev+10); - break; - case MS_BLIND: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - confuse_monster(caster_ptr, dir, plev * 2); - break; - case MS_CONF: - if (!get_aim_dir(caster_ptr, &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(caster_ptr, dir, plev * 2); - break; - case MS_SLOW: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - slow_monster(caster_ptr, dir, plev); - break; - case MS_SLEEP: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - sleep_monster(caster_ptr, dir, plev); - break; - case MS_SPEED: - (void)set_fast(caster_ptr, randint1(20 + plev) + plev, FALSE); - break; - case MS_HAND_DOOM: - { - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - else msg_print(_("<破滅の手>を放った!", "You invoke the Hand of Doom!")); - - fire_ball_hide(caster_ptr, 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(caster_ptr, plev*6); - (void)set_stun(caster_ptr, 0); - (void)set_cut(caster_ptr,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(caster_ptr, randint1(7) + 7, FALSE); - break; - case MS_BLINK: - teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS); - break; - case MS_TELEPORT: - teleport_player(caster_ptr, plev * 5, TELEPORT_SPONTANEOUS); - break; - case MS_WORLD: - (void)time_walk(caster_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(caster_ptr, TARGET_KILL)) return FALSE; - if (!caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx) break; - if (!player_has_los_bold(caster_ptr, target_row, target_col)) break; - if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) break; - m_ptr = &caster_ptr->current_floor_ptr->m_list[caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx]; - r_ptr = &r_info[m_ptr->r_idx]; - monster_desc(caster_ptr, 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(caster_ptr, 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(caster_ptr, 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(caster_ptr, caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx, caster_ptr->y, caster_ptr->x, 100, TELEPORT_PASSIVE); - break; - } - case MS_TELE_AWAY: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - - (void)fire_beam(caster_ptr, GF_AWAY_ALL, dir, plev); - break; - - case MS_TELE_LEVEL: - return teleport_level_other(caster_ptr); - break; - - case MS_PSY_SPEAR: - if (!get_aim_dir(caster_ptr, &dir)) return FALSE; - else msg_print(_("光の剣を放った。", "You throw a psycho-spear.")); - (void)fire_beam(caster_ptr, 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(caster_ptr, 10, 3); - break; - - case MS_MAKE_TRAP: - if (!target_set(caster_ptr, TARGET_KILL)) return FALSE; - msg_print(_("呪文を唱えて邪悪に微笑んだ。", "You cast a spell and cackle evilly.")); - trap_creation(caster_ptr, 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 animate the dead.")); - (void)animate_dead(caster_ptr, 0, caster_ptr->y, caster_ptr->x); - break; - case MS_S_KIN: - { - int k; - if (!target_set(caster_ptr, 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(caster_ptr, plev, target_row, target_col, (PM_FORCE_PET | PM_ALLOW_GROUP)); - } - break; - } - case MS_S_CYBER: - { - int k; - int max_cyber = (caster_ptr->current_floor_ptr->dun_level / 50) + randint1(3); - if (!target_set(caster_ptr, 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(caster_ptr, -1, target_row, target_col, plev, SUMMON_CYBER, mode); - break; - } - case MS_S_MONSTER: - { - int k; - if (!target_set(caster_ptr, TARGET_KILL)) return FALSE; - msg_print(_("仲間を召喚した。", "You summon help.")); - for (k = 0;k < 1; k++) - summon_specific(caster_ptr, -1, target_row, target_col, plev, 0, (mode | u_mode)); - break; - } - case MS_S_MONSTERS: - { - int k; - if (!target_set(caster_ptr, 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(caster_ptr, -1, target_row, target_col, plev, 0, (mode | u_mode)); - break; - } - case MS_S_ANT: - { - int k; - if (!target_set(caster_ptr, TARGET_KILL)) return FALSE; - msg_print(_("アリを召喚した。", "You summon ants.")); - for (k = 0; k < 6; k++) - summon_specific(caster_ptr, -1, target_row, target_col, plev, SUMMON_ANT, mode); - break; - } - case MS_S_SPIDER: - { - int k; - if (!target_set(caster_ptr, TARGET_KILL)) return FALSE; - msg_print(_("蜘蛛を召喚した。", "You summon spiders.")); - for (k = 0; k < 6; k++) - summon_specific(caster_ptr, -1, target_row, target_col, plev, SUMMON_SPIDER, mode); - break; - } - case MS_S_HOUND: - { - int k; - if (!target_set(caster_ptr, 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(caster_ptr, -1, target_row, target_col, plev, SUMMON_HOUND, mode); - break; - } - case MS_S_HYDRA: - { - int k; - if (!target_set(caster_ptr, 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(caster_ptr, -1, target_row, target_col, plev, SUMMON_HYDRA, mode); - break; - } - case MS_S_ANGEL: - { - int k; - if (!target_set(caster_ptr, TARGET_KILL)) return FALSE; - msg_print(_("天使を召喚した!", "You summon an angel!")); - for (k = 0; k < 1; k++) - summon_specific(caster_ptr, -1, target_row, target_col, plev, SUMMON_ANGEL, mode); - break; - } - case MS_S_DEMON: - { - int k; - if (!target_set(caster_ptr, 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(caster_ptr, -1, target_row, target_col, plev, SUMMON_DEMON, (mode | u_mode)); - break; - } - case MS_S_UNDEAD: - { - int k; - if (!target_set(caster_ptr, 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(caster_ptr, -1, target_row, target_col, plev, SUMMON_UNDEAD, (mode | u_mode)); - break; - } - case MS_S_DRAGON: - { - int k; - if (!target_set(caster_ptr, TARGET_KILL)) return FALSE; - msg_print(_("ドラゴンを召喚した!", "You summon a dragon!")); - for (k = 0; k < 1; k++) - summon_specific(caster_ptr, -1, target_row, target_col, plev, SUMMON_DRAGON, (mode | u_mode)); - break; - } - case MS_S_HI_UNDEAD: - { - int k; - if (!target_set(caster_ptr, 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(caster_ptr, -1, target_row, target_col, plev, SUMMON_HI_UNDEAD, (mode | u_mode)); - break; - } - case MS_S_HI_DRAGON: - { - int k; - if (!target_set(caster_ptr, 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(caster_ptr, -1, target_row, target_col, plev, SUMMON_HI_DRAGON, (mode | u_mode)); - break; - } - case MS_S_AMBERITE: - { - int k; - if (!target_set(caster_ptr, 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(caster_ptr, -1, target_row, target_col, plev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE)); - break; - } - case MS_S_UNIQUE: - { - int k, count = 0; - if (!target_set(caster_ptr, 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(caster_ptr, -1, target_row, target_col, plev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE))) count++; - for (k = count;k < 4; k++) - summon_specific(caster_ptr, -1, target_row, target_col, plev, SUMMON_HI_UNDEAD, (mode | u_mode)); - break; - } - default: - msg_print("hoge?"); - } - - return TRUE; + DIRECTION dir; + PLAYER_LEVEL plev = caster_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(caster_ptr, 0); + break; + + case MS_XXX1: + break; + + case MS_DISPEL: { + MONSTER_IDX m_idx; + + if (!target_set(caster_ptr, TARGET_KILL)) + return FALSE; + m_idx = caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx; + if (!m_idx) + break; + if (!player_has_los_bold(caster_ptr, target_row, target_col)) + break; + if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) + break; + dispel_monster_status(caster_ptr, m_idx); + break; + } + + case MS_ROCKET: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("ロケットを発射した。", "You fire a rocket.")); + fire_rocket(caster_ptr, GF_ROCKET, dir, damage, 2); + break; + + case MS_SHOOT: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("矢を放った。", "You fire an arrow.")); + fire_bolt(caster_ptr, 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(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("酸のブレスを吐いた。", "You breathe acid.")); + fire_breath(caster_ptr, GF_ACID, dir, damage, (plev > 35 ? 3 : 2)); + break; + + case MS_BR_ELEC: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("稲妻のブレスを吐いた。", "You breathe lightning.")); + fire_breath(caster_ptr, GF_ELEC, dir, damage, (plev > 35 ? 3 : 2)); + break; + + case MS_BR_FIRE: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("火炎のブレスを吐いた。", "You breathe fire.")); + fire_breath(caster_ptr, GF_FIRE, dir, damage, (plev > 35 ? 3 : 2)); + break; + + case MS_BR_COLD: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("冷気のブレスを吐いた。", "You breathe frost.")); + fire_breath(caster_ptr, GF_COLD, dir, damage, (plev > 35 ? 3 : 2)); + break; + + case MS_BR_POIS: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("ガスのブレスを吐いた。", "You breathe gas.")); + fire_breath(caster_ptr, GF_POIS, dir, damage, (plev > 35 ? 3 : 2)); + break; + + case MS_BR_NETHER: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("地獄のブレスを吐いた。", "You breathe nether.")); + fire_breath(caster_ptr, GF_NETHER, dir, damage, (plev > 35 ? 3 : 2)); + break; + + case MS_BR_LITE: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("閃光のブレスを吐いた。", "You breathe light.")); + fire_breath(caster_ptr, GF_LITE, dir, damage, (plev > 35 ? 3 : 2)); + break; + + case MS_BR_DARK: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("暗黒のブレスを吐いた。", "You breathe darkness.")); + fire_breath(caster_ptr, GF_DARK, dir, damage, (plev > 35 ? 3 : 2)); + break; + + case MS_BR_CONF: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("混乱のブレスを吐いた。", "You breathe confusion.")); + fire_breath(caster_ptr, GF_CONFUSION, dir, damage, (plev > 35 ? 3 : 2)); + break; + + case MS_BR_SOUND: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("轟音のブレスを吐いた。", "You breathe sound.")); + fire_breath(caster_ptr, GF_SOUND, dir, damage, (plev > 35 ? 3 : 2)); + break; + + case MS_BR_CHAOS: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("カオスのブレスを吐いた。", "You breathe chaos.")); + fire_breath(caster_ptr, GF_CHAOS, dir, damage, (plev > 35 ? 3 : 2)); + break; + + case MS_BR_DISEN: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("劣化のブレスを吐いた。", "You breathe disenchantment.")); + fire_breath(caster_ptr, GF_DISENCHANT, dir, damage, (plev > 35 ? 3 : 2)); + break; + + case MS_BR_NEXUS: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("因果混乱のブレスを吐いた。", "You breathe nexus.")); + fire_breath(caster_ptr, GF_NEXUS, dir, damage, (plev > 35 ? 3 : 2)); + break; + + case MS_BR_TIME: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("時間逆転のブレスを吐いた。", "You breathe time.")); + fire_breath(caster_ptr, GF_TIME, dir, damage, (plev > 35 ? 3 : 2)); + break; + + case MS_BR_INERTIA: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("遅鈍のブレスを吐いた。", "You breathe inertia.")); + fire_breath(caster_ptr, GF_INERTIAL, dir, damage, (plev > 35 ? 3 : 2)); + break; + + case MS_BR_GRAVITY: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("重力のブレスを吐いた。", "You breathe gravity.")); + fire_breath(caster_ptr, GF_GRAVITY, dir, damage, (plev > 35 ? 3 : 2)); + break; + + case MS_BR_SHARDS: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("破片のブレスを吐いた。", "You breathe shards.")); + fire_breath(caster_ptr, GF_SHARDS, dir, damage, (plev > 35 ? 3 : 2)); + break; + + case MS_BR_PLASMA: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("プラズマのブレスを吐いた。", "You breathe plasma.")); + + fire_breath(caster_ptr, GF_PLASMA, dir, damage, (plev > 35 ? 3 : 2)); + break; + + case MS_BR_FORCE: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("フォースのブレスを吐いた。", "You breathe force.")); + + fire_breath(caster_ptr, GF_FORCE, dir, damage, (plev > 35 ? 3 : 2)); + break; + + case MS_BR_MANA: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("魔力のブレスを吐いた。", "You breathe mana.")); + + fire_breath(caster_ptr, GF_MANA, dir, damage, (plev > 35 ? 3 : 2)); + break; + + case MS_BALL_NUKE: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("放射能球を放った。", "You cast a ball of radiation.")); + + fire_ball(caster_ptr, GF_NUKE, dir, damage, 2); + break; + + case MS_BR_NUKE: + if (!get_aim_dir(caster_ptr, &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(caster_ptr, GF_NUKE, dir, damage, (plev > 35 ? 3 : 2)); + break; + + case MS_BALL_CHAOS: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("純ログルスを放った。", "You invoke a raw Logrus.")); + + fire_ball(caster_ptr, GF_CHAOS, dir, damage, 4); + break; + case MS_BR_DISI: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("分解のブレスを吐いた。", "You breathe disintegration.")); + + fire_breath(caster_ptr, GF_DISINTEGRATE, dir, damage, (plev > 35 ? 3 : 2)); + break; + case MS_BALL_ACID: + if (!get_aim_dir(caster_ptr, &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(caster_ptr, GF_ACID, dir, damage, 2); + break; + case MS_BALL_ELEC: + if (!get_aim_dir(caster_ptr, &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(caster_ptr, GF_ELEC, dir, damage, 2); + break; + case MS_BALL_FIRE: + if (!get_aim_dir(caster_ptr, &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(caster_ptr, GF_FIRE, dir, damage, 2); + break; + case MS_BALL_COLD: + if (!get_aim_dir(caster_ptr, &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(caster_ptr, GF_COLD, dir, damage, 2); + break; + case MS_BALL_POIS: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("悪臭雲の呪文を唱えた。", "You cast a stinking cloud.")); + + fire_ball(caster_ptr, GF_POIS, dir, damage, 2); + break; + case MS_BALL_NETHER: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("地獄球の呪文を唱えた。", "You cast a nether ball.")); + + fire_ball(caster_ptr, GF_NETHER, dir, damage, 2); + break; + case MS_BALL_WATER: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("流れるような身振りをした。", "You gesture fluidly.")); + + fire_ball(caster_ptr, GF_WATER, dir, damage, 4); + break; + case MS_BALL_MANA: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("魔力の嵐の呪文を念じた。", "You invoke a mana storm.")); + + fire_ball(caster_ptr, GF_MANA, dir, damage, 4); + break; + case MS_BALL_DARK: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("暗黒の嵐の呪文を念じた。", "You invoke a darkness storm.")); + + fire_ball(caster_ptr, GF_DARK, dir, damage, 4); + break; + case MS_DRAIN_MANA: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + fire_ball_hide(caster_ptr, GF_DRAIN_MANA, dir, randint1(plev * 3) + plev, 0); + break; + case MS_MIND_BLAST: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + fire_ball_hide(caster_ptr, GF_MIND_BLAST, dir, damage, 0); + break; + case MS_BRAIN_SMASH: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + fire_ball_hide(caster_ptr, GF_BRAIN_SMASH, dir, damage, 0); + break; + case MS_CAUSE_1: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + fire_ball_hide(caster_ptr, GF_CAUSE_1, dir, damage, 0); + break; + case MS_CAUSE_2: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + fire_ball_hide(caster_ptr, GF_CAUSE_2, dir, damage, 0); + break; + case MS_CAUSE_3: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + fire_ball_hide(caster_ptr, GF_CAUSE_3, dir, damage, 0); + break; + case MS_CAUSE_4: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + fire_ball_hide(caster_ptr, GF_CAUSE_4, dir, damage, 0); + break; + case MS_BOLT_ACID: + if (!get_aim_dir(caster_ptr, &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(caster_ptr, GF_ACID, dir, damage); + break; + case MS_BOLT_ELEC: + if (!get_aim_dir(caster_ptr, &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(caster_ptr, GF_ELEC, dir, damage); + break; + case MS_BOLT_FIRE: + if (!get_aim_dir(caster_ptr, &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(caster_ptr, GF_FIRE, dir, damage); + break; + case MS_BOLT_COLD: + if (!get_aim_dir(caster_ptr, &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(caster_ptr, GF_COLD, dir, damage); + break; + case MS_STARBURST: + if (!get_aim_dir(caster_ptr, &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(caster_ptr, GF_LITE, dir, damage, 4); + break; + case MS_BOLT_NETHER: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("地獄の矢の呪文を唱えた。", "You cast a nether bolt.")); + + fire_bolt(caster_ptr, GF_NETHER, dir, damage); + break; + case MS_BOLT_WATER: + if (!get_aim_dir(caster_ptr, &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(caster_ptr, GF_WATER, dir, damage); + break; + case MS_BOLT_MANA: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("魔力の矢の呪文を唱えた。", "You cast a mana bolt.")); + + fire_bolt(caster_ptr, GF_MANA, dir, damage); + break; + case MS_BOLT_PLASMA: + if (!get_aim_dir(caster_ptr, &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(caster_ptr, GF_PLASMA, dir, damage); + break; + case MS_BOLT_ICE: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("極寒の矢の呪文を唱えた。", "You cast a ice bolt.")); + + fire_bolt(caster_ptr, GF_ICE, dir, damage); + break; + case MS_MAGIC_MISSILE: + if (!get_aim_dir(caster_ptr, &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(caster_ptr, GF_MISSILE, dir, damage); + break; + case MS_SCARE: + if (!get_aim_dir(caster_ptr, &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(caster_ptr, dir, plev + 10); + break; + case MS_BLIND: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + confuse_monster(caster_ptr, dir, plev * 2); + break; + case MS_CONF: + if (!get_aim_dir(caster_ptr, &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(caster_ptr, dir, plev * 2); + break; + case MS_SLOW: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + slow_monster(caster_ptr, dir, plev); + break; + case MS_SLEEP: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + sleep_monster(caster_ptr, dir, plev); + break; + case MS_SPEED: + (void)set_fast(caster_ptr, randint1(20 + plev) + plev, FALSE); + break; + case MS_HAND_DOOM: { + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("<破滅の手>を放った!", "You invoke the Hand of Doom!")); + + fire_ball_hide(caster_ptr, 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(caster_ptr, plev * 6); + (void)set_stun(caster_ptr, 0); + (void)set_cut(caster_ptr, 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(caster_ptr, randint1(7) + 7, FALSE); + break; + case MS_BLINK: + teleport_player(caster_ptr, 10, TELEPORT_SPONTANEOUS); + break; + case MS_TELEPORT: + teleport_player(caster_ptr, plev * 5, TELEPORT_SPONTANEOUS); + break; + case MS_WORLD: + (void)time_walk(caster_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(caster_ptr, TARGET_KILL)) + return FALSE; + if (!caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx) + break; + if (!player_has_los_bold(caster_ptr, target_row, target_col)) + break; + if (!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, target_row, target_col)) + break; + m_ptr = &caster_ptr->current_floor_ptr->m_list[caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx]; + r_ptr = &r_info[m_ptr->r_idx]; + monster_desc(caster_ptr, 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(caster_ptr, 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(caster_ptr, 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( + caster_ptr, caster_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx, caster_ptr->y, caster_ptr->x, 100, TELEPORT_PASSIVE); + break; + } + case MS_TELE_AWAY: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + + (void)fire_beam(caster_ptr, GF_AWAY_ALL, dir, plev); + break; + + case MS_TELE_LEVEL: + return teleport_level_other(caster_ptr); + break; + + case MS_PSY_SPEAR: + if (!get_aim_dir(caster_ptr, &dir)) + return FALSE; + else + msg_print(_("光の剣を放った。", "You throw a psycho-spear.")); + (void)fire_beam(caster_ptr, 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(caster_ptr, 10, 3); + break; + + case MS_MAKE_TRAP: + if (!target_set(caster_ptr, TARGET_KILL)) + return FALSE; + msg_print(_("呪文を唱えて邪悪に微笑んだ。", "You cast a spell and cackle evilly.")); + trap_creation(caster_ptr, 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 animate the dead.")); + (void)animate_dead(caster_ptr, 0, caster_ptr->y, caster_ptr->x); + break; + case MS_S_KIN: { + int k; + if (!target_set(caster_ptr, 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(caster_ptr, plev, target_row, target_col, (PM_FORCE_PET | PM_ALLOW_GROUP)); + } + break; + } + case MS_S_CYBER: { + int k; + int max_cyber = (caster_ptr->current_floor_ptr->dun_level / 50) + randint1(3); + if (!target_set(caster_ptr, 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(caster_ptr, -1, target_row, target_col, plev, SUMMON_CYBER, mode); + break; + } + case MS_S_MONSTER: { + int k; + if (!target_set(caster_ptr, TARGET_KILL)) + return FALSE; + msg_print(_("仲間を召喚した。", "You summon help.")); + for (k = 0; k < 1; k++) + summon_specific(caster_ptr, -1, target_row, target_col, plev, 0, (mode | u_mode)); + break; + } + case MS_S_MONSTERS: { + int k; + if (!target_set(caster_ptr, 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(caster_ptr, -1, target_row, target_col, plev, 0, (mode | u_mode)); + break; + } + case MS_S_ANT: { + int k; + if (!target_set(caster_ptr, TARGET_KILL)) + return FALSE; + msg_print(_("アリを召喚した。", "You summon ants.")); + for (k = 0; k < 6; k++) + summon_specific(caster_ptr, -1, target_row, target_col, plev, SUMMON_ANT, mode); + break; + } + case MS_S_SPIDER: { + int k; + if (!target_set(caster_ptr, TARGET_KILL)) + return FALSE; + msg_print(_("蜘蛛を召喚した。", "You summon spiders.")); + for (k = 0; k < 6; k++) + summon_specific(caster_ptr, -1, target_row, target_col, plev, SUMMON_SPIDER, mode); + break; + } + case MS_S_HOUND: { + int k; + if (!target_set(caster_ptr, 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(caster_ptr, -1, target_row, target_col, plev, SUMMON_HOUND, mode); + break; + } + case MS_S_HYDRA: { + int k; + if (!target_set(caster_ptr, 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(caster_ptr, -1, target_row, target_col, plev, SUMMON_HYDRA, mode); + break; + } + case MS_S_ANGEL: { + int k; + if (!target_set(caster_ptr, TARGET_KILL)) + return FALSE; + msg_print(_("天使を召喚した!", "You summon an angel!")); + for (k = 0; k < 1; k++) + summon_specific(caster_ptr, -1, target_row, target_col, plev, SUMMON_ANGEL, mode); + break; + } + case MS_S_DEMON: { + int k; + if (!target_set(caster_ptr, 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(caster_ptr, -1, target_row, target_col, plev, SUMMON_DEMON, (mode | u_mode)); + break; + } + case MS_S_UNDEAD: { + int k; + if (!target_set(caster_ptr, 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(caster_ptr, -1, target_row, target_col, plev, SUMMON_UNDEAD, (mode | u_mode)); + break; + } + case MS_S_DRAGON: { + int k; + if (!target_set(caster_ptr, TARGET_KILL)) + return FALSE; + msg_print(_("ドラゴンを召喚した!", "You summon a dragon!")); + for (k = 0; k < 1; k++) + summon_specific(caster_ptr, -1, target_row, target_col, plev, SUMMON_DRAGON, (mode | u_mode)); + break; + } + case MS_S_HI_UNDEAD: { + int k; + if (!target_set(caster_ptr, 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(caster_ptr, -1, target_row, target_col, plev, SUMMON_HI_UNDEAD, (mode | u_mode)); + break; + } + case MS_S_HI_DRAGON: { + int k; + if (!target_set(caster_ptr, 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(caster_ptr, -1, target_row, target_col, plev, SUMMON_HI_DRAGON, (mode | u_mode)); + break; + } + case MS_S_AMBERITE: { + int k; + if (!target_set(caster_ptr, 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(caster_ptr, -1, target_row, target_col, plev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE)); + break; + } + case MS_S_UNIQUE: { + int k, count = 0; + if (!target_set(caster_ptr, 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(caster_ptr, -1, target_row, target_col, plev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE))) + count++; + for (k = count; k < 4; k++) + summon_specific(caster_ptr, -1, target_row, target_col, plev, SUMMON_HI_UNDEAD, (mode | u_mode)); + 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'. @@ -946,77 +1058,82 @@ static bool use_mane(player_type *caster_ptr, int spell) */ bool do_cmd_mane(player_type *creature_ptr, bool baigaesi) { - int n = 0, j; - PERCENTAGE chance; - PERCENTAGE minfail = 0; - PLAYER_LEVEL plev = creature_ptr->lev; - monster_power spell; - bool cast; - - if (cmd_limit_confused(creature_ptr)) return FALSE; - - if (!creature_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(creature_ptr, &n, baigaesi)) return FALSE; - - spell = monster_powers[creature_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[creature_ptr->stat_ind[spell.use_stat]] + adj_mag_stat[creature_ptr->stat_ind[A_DEX]] - 2) / 2; - - if (spell.manedam) chance = chance * damage / spell.manedam; - - chance += creature_ptr->to_m_chance; - - /* Extract the minimum failure rate */ - minfail = adj_mag_fail[creature_ptr->stat_ind[spell.use_stat]]; - - /* Minimum failure rate */ - if (chance < minfail) chance = minfail; - - /* Stunning makes spells harder */ - if (creature_ptr->stun > 50) chance += 25; - else if (creature_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(creature_ptr, creature_ptr->mane_spell[n]); - if (!cast) return FALSE; - } - - creature_ptr->mane_num--; - for (j = n; j < creature_ptr->mane_num;j++) - { - creature_ptr->mane_spell[j] = creature_ptr->mane_spell[j+1]; - creature_ptr->mane_dam[j] = creature_ptr->mane_dam[j+1]; - } - - take_turn(creature_ptr, 100); - - creature_ptr->redraw |= (PR_IMITATION); - creature_ptr->window |= (PW_PLAYER); - creature_ptr->window |= (PW_SPELL); - - return TRUE; + int n = 0, j; + PERCENTAGE chance; + PERCENTAGE minfail = 0; + PLAYER_LEVEL plev = creature_ptr->lev; + monster_power spell; + bool cast; + + if (cmd_limit_confused(creature_ptr)) + return FALSE; + + if (!creature_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(creature_ptr, &n, baigaesi)) + return FALSE; + + spell = monster_powers[creature_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[creature_ptr->stat_ind[spell.use_stat]] + adj_mag_stat[creature_ptr->stat_ind[A_DEX]] - 2) / 2; + + if (spell.manedam) + chance = chance * damage / spell.manedam; + + chance += creature_ptr->to_m_chance; + + /* Extract the minimum failure rate */ + minfail = adj_mag_fail[creature_ptr->stat_ind[spell.use_stat]]; + + /* Minimum failure rate */ + if (chance < minfail) + chance = minfail; + + /* Stunning makes spells harder */ + if (creature_ptr->stun > 50) + chance += 25; + else if (creature_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(creature_ptr, creature_ptr->mane_spell[n]); + if (!cast) + return FALSE; + } + + creature_ptr->mane_num--; + for (j = n; j < creature_ptr->mane_num; j++) { + creature_ptr->mane_spell[j] = creature_ptr->mane_spell[j + 1]; + creature_ptr->mane_dam[j] = creature_ptr->mane_dam[j + 1]; + } + + take_turn(creature_ptr, 100); + + creature_ptr->redraw |= (PR_IMITATION); + creature_ptr->window |= (PW_PLAYER); + creature_ptr->window |= (PW_SPELL); + + return TRUE; } diff --git a/src/cmd-action/cmd-pet.c b/src/cmd-action/cmd-pet.c index c6351fca0..c94802a05 100644 --- a/src/cmd-action/cmd-pet.c +++ b/src/cmd-action/cmd-pet.c @@ -42,6 +42,7 @@ #include "player/special-defense-types.h" #include "status/action-setter.h" #include "system/floor-type-definition.h" +#include "target/target-types.h" #include "target/targeting.h" #include "term/screen-processor.h" #include "util/bit-flags-calculator.h" diff --git a/src/cmd-item/cmd-item.c b/src/cmd-item/cmd-item.c index 6ee50f4cc..c9cab5610 100644 --- a/src/cmd-item/cmd-item.c +++ b/src/cmd-item/cmd-item.c @@ -84,6 +84,7 @@ #include "status/experience.h" #include "status/shape-changer.h" #include "sv-definition/sv-lite-types.h" +#include "target/target-types.h" #include "target/targeting.h" #include "term/screen-processor.h" #include "util/int-char-converter.h" diff --git a/src/mind/mind-switcher.c b/src/mind/mind-switcher.c index 97176dac4..7de5706c8 100644 --- a/src/mind/mind-switcher.c +++ b/src/mind/mind-switcher.c @@ -79,6 +79,7 @@ #include "status/sight-setter.h" #include "status/temporary-resistance.h" #include "system/floor-type-definition.h" +#include "target/target-types.h" #include "target/targeting.h" #include "term/screen-processor.h" #include "util/buffer-shaper.h" diff --git a/src/realm/realm-trump.c b/src/realm/realm-trump.c index 6491803bd..53eb4873f 100644 --- a/src/realm/realm-trump.c +++ b/src/realm/realm-trump.c @@ -20,6 +20,7 @@ #include "spell/spells-status.h" #include "spell/spells-summon.h" #include "status/sight-setter.h" +#include "target/target-types.h" #include "target/targeting.h" #include "view/display-messages.h" diff --git a/src/spell-kind/spells-fetcher.c b/src/spell-kind/spells-fetcher.c index 0c5ab06c2..1f408de46 100644 --- a/src/spell-kind/spells-fetcher.c +++ b/src/spell-kind/spells-fetcher.c @@ -15,6 +15,7 @@ #include "monster/monster-update.h" #include "system/floor-type-definition.h" #include "system/object-type-definition.h" +#include "target/target-types.h" #include "target/targeting.h" #include "util/bit-flags-calculator.h" #include "view/display-messages.h" diff --git a/src/spell-kind/spells-world.c b/src/spell-kind/spells-world.c index 20924b48c..3fb4d6db8 100644 --- a/src/spell-kind/spells-world.c +++ b/src/spell-kind/spells-world.c @@ -28,6 +28,7 @@ #include "monster/monster-info.h" #include "system/floor-type-definition.h" #include "system/monster-type-definition.h" +#include "target/target-types.h" #include "target/targeting.h" #include "term/screen-processor.h" #include "util/int-char-converter.h" diff --git a/src/target/target-types.h b/src/target/target-types.h new file mode 100644 index 000000000..82ebb3e7c --- /dev/null +++ b/src/target/target-types.h @@ -0,0 +1,9 @@ +#pragma once + +/* target_set用関数の利用用途フラグ / Bit flags for the "target_set" function */ +typedef enum target_type { + TARGET_KILL = 0x01, /*!< モンスターへの狙いをつける(視界内モンスターのみクエリ対象) / Target monsters */ + TARGET_LOOK = 0x02, /*!< "L"ookコマンド向けの既存情報確認向け(全ての有為な情報をクエリ対象) / Describe grid fully */ + TARGET_XTRA = 0x04, /*!< 現在未使用 / Currently unused flag */ + TARGET_GRID = 0x08, /*!< 全てのマス対象にする(現在未使用) / Select from all grids */ +} target_type; diff --git a/src/target/targeting.c b/src/target/targeting.c index faddbccdc..b796f5392 100644 --- a/src/target/targeting.c +++ b/src/target/targeting.c @@ -63,6 +63,7 @@ #include "system/building-type-definition.h" #include "system/floor-type-definition.h" #include "system/system-variables.h" +#include "target/target-types.h" #include "term/screen-processor.h" #include "term/term-color-types.h" #include "util/bit-flags-calculator.h" diff --git a/src/target/targeting.h b/src/target/targeting.h index 9d326ade9..34de2bf18 100644 --- a/src/target/targeting.h +++ b/src/target/targeting.h @@ -2,14 +2,6 @@ #include "system/angband.h" -/* - * target_set用関数の利用用途フラグ / Bit flags for the "target_set" function - */ -#define TARGET_KILL 0x01 /*!< モンスターへの狙いをつける(視界内モンスターのみクエリ対象) / Target monsters */ -#define TARGET_LOOK 0x02 /*!< "L"ookコマンド向けの既存情報確認向け(全ての有為な情報をクエリ対象) / Describe grid fully */ -#define TARGET_XTRA 0x04 /*!< 現在未使用 / Currently unused flag */ -#define TARGET_GRID 0x08 /*!< 全てのマス対象にする(現在未使用) / Select from all grids */ - extern MONSTER_IDX target_who; extern POSITION target_col; extern POSITION target_row;