3 * @brief ものまねの処理実装 / Imitation code
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen.\n
18 * @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
19 * @param p 情報を返す文字列参照ポインタ
20 * @param power ものまねの効力の種類
24 static void mane_info(char *p, int power, HIT_POINT dam)
26 int plev = p_ptr->lev;
27 cptr s_dam = _("損傷:", "dam ");
28 cptr s_dur = _("期間:", "dur ");
29 cptr s_range = _("範囲:", "range ");
30 cptr s_heal = _("回復:", "heal ");
34 if ((power > 2 && power < 41) || (power > 41 && power < 59) || (power == 75))
35 sprintf(p, " %s%d", s_dam, (int)dam);
41 sprintf(p, " %sd%d+%d", s_heal, plev * 3, plev);
44 sprintf(p, " %sd%d+%d", s_dur, 20+plev, plev);
47 sprintf(p, " %s%d", s_heal, plev*6);
50 sprintf(p, " %sd7+7", s_dur);
53 sprintf(p, " %s10", s_range);
56 sprintf(p, " %s%d", s_range, plev * 5);
59 sprintf(p, " %s5", s_range);
69 * @brief どのものまねを発動するか選択する処理 /
70 * Allow user to choose a imitation.
71 * @param sn 実行したものまねのIDを返す参照ポインタ(キャンセルなどの場合-1を返す)
72 * @param baigaesi TRUEならば倍返し上の処理として行う
73 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
75 * If a valid spell is chosen, saves it in '*sn' and returns TRUE
76 * If the user hits escape, returns FALSE, and set '*sn' to -1
77 * If there are no legal choices, returns FALSE, and sets '*sn' to -2
79 * The "prompt" should be "cast", "recite", or "study"
80 * The "known" should be TRUE for cast/pray, FALSE for study
82 * nb: This function has a (trivial) display bug which will be obvious
83 * when you run it. It's probably easy to fix but I haven't tried,
86 static int get_mane_power(int *sn, bool baigaesi)
93 int plev = p_ptr->lev;
99 cptr p = _("能力", "power");
104 /* Assume cancelled */
107 /* Nothing chosen yet */
113 num = p_ptr->mane_num;
115 /* Build a prompt (accept all spells) */
116 (void)strnfmt(out_val, 78,
117 _("(%c-%c, '*'で一覧, ESC) どの%sをまねますか?", "(%c-%c, *=List, ESC=exit) Use which %s? "),
118 I2A(0), I2A(num - 1), p);
120 /* Get a spell from the user */
122 choice= always_show_list ? ESCAPE:1 ;
125 if(choice==ESCAPE) choice = ' ';
126 else if( !get_com(out_val, &choice, TRUE) )break;
129 if ((choice == ' ') || (choice == '*') || (choice == '?'))
139 /* Save the screen */
142 /* Display a list of spells */
144 put_str(_("名前", "Name"), y, x + 5);
145 put_str(_("失率 効果", "Fail Info"), y, x + 36);
148 /* Dump the spells */
149 for (i = 0; i < num; i++)
151 /* Access the spell */
152 spell = monster_powers[p_ptr->mane_spell[i]];
154 chance = spell.manefail;
156 /* Reduce failure rate by "effective" level adjustment */
157 if (plev > spell.level) chance -= 3 * (plev - spell.level);
159 /* Reduce failure rate by INT/WIS adjustment */
160 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[spell.use_stat]] + adj_mag_stat[p_ptr->stat_ind[A_DEX]] - 2) / 2;
162 if (spell.manedam) chance = chance * (baigaesi ? p_ptr->mane_dam[i] * 2 : p_ptr->mane_dam[i]) / spell.manedam;
164 chance += p_ptr->to_m_chance;
166 /* Extract the minimum failure rate */
167 minfail = adj_mag_fail[p_ptr->stat_ind[spell.use_stat]];
169 /* Minimum failure rate */
170 if (chance < minfail) chance = minfail;
172 /* Stunning makes spells harder */
173 if (p_ptr->stun > 50) chance += 25;
174 else if (p_ptr->stun) chance += 15;
176 /* Always a 5 percent chance of working */
177 if (chance > 95) chance = 95;
180 mane_info(comment, p_ptr->mane_spell[i], (baigaesi ? p_ptr->mane_dam[i]*2 : p_ptr->mane_dam[i]));
182 /* Dump the spell --(-- */
183 sprintf(psi_desc, " %c) %-30s %3d%%%s",
186 prt(psi_desc, y + i + 1, x);
189 /* Clear the bottom line */
190 prt("", y + i + 1, x);
199 /* Restore the screen */
208 ask = isupper(choice);
211 if (ask) choice = (char)tolower(choice);
213 /* Extract request */
214 i = (islower(choice) ? A2I(choice) : -1);
216 /* Totally Illegal */
217 if ((i < 0) || (i >= num))
223 /* Save the spell index */
224 spell = monster_powers[p_ptr->mane_spell[i]];
232 (void) strnfmt(tmp_val, 78, _("%sをまねますか?", "Use %s? "), monster_powers[p_ptr->mane_spell[i]].name);
234 /* Belay that order */
235 if (!get_check(tmp_val)) continue;
242 /* Restore the screen */
243 if (redraw) screen_load();
246 p_ptr->window |= (PW_SPELL);
251 /* Abort if needed */
252 if (!flag) return (FALSE);
254 /* Save the choice */
257 damage = (baigaesi ? p_ptr->mane_dam[i]*2 : p_ptr->mane_dam[i]);
266 * do_cmd_cast calls this function if the player's class is 'imitator'.
267 * @param spell 発動するモンスター攻撃のID
268 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
270 static bool use_mane(int spell)
273 PLAYER_LEVEL plev = p_ptr->lev;
274 BIT_FLAGS mode = (PM_ALLOW_GROUP | PM_FORCE_PET);
275 BIT_FLAGS u_mode = 0L;
277 if (randint1(50+plev) < plev/10) u_mode = PM_ALLOW_UNIQUE;
285 msg_print(_("かん高い金切り声をあげた。", "You make a high pitched shriek."));
286 aggravate_monsters(0);
296 if (!target_set(TARGET_KILL)) return FALSE;
297 m_idx = cave[target_row][target_col].m_idx;
299 if (!player_has_los_bold(target_row, target_col)) break;
300 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
301 dispel_monster_status(m_idx);
306 if (!get_aim_dir(&dir)) return FALSE;
307 else msg_print(_("ロケットを発射した。", "You fire a rocket."));
308 fire_rocket(GF_ROCKET, dir, damage, 2);
312 if (!get_aim_dir(&dir)) return FALSE;
313 else msg_print(_("矢を放った。", "You fire an arrow."));
314 fire_bolt(GF_ARROW, dir, damage);
327 if (!get_aim_dir(&dir)) return FALSE;
328 else msg_print(_("酸のブレスを吐いた。", "You breathe acid."));
329 fire_breath(GF_ACID, dir, damage, (plev > 35 ? 3 : 2));
333 if (!get_aim_dir(&dir)) return FALSE;
334 else msg_print(_("稲妻のブレスを吐いた。", "You breathe lightning."));
335 fire_breath(GF_ELEC, dir, damage, (plev > 35 ? 3 : 2));
339 if (!get_aim_dir(&dir)) return FALSE;
340 else msg_print(_("火炎のブレスを吐いた。", "You breathe fire."));
341 fire_breath(GF_FIRE, dir, damage, (plev > 35 ? 3 : 2));
345 if (!get_aim_dir(&dir)) return FALSE;
346 else msg_print(_("冷気のブレスを吐いた。", "You breathe frost."));
347 fire_breath(GF_COLD, dir, damage, (plev > 35 ? 3 : 2));
351 if (!get_aim_dir(&dir)) return FALSE;
352 else msg_print(_("ガスのブレスを吐いた。", "You breathe gas."));
353 fire_breath(GF_POIS, dir, damage, (plev > 35 ? 3 : 2));
357 if (!get_aim_dir(&dir)) return FALSE;
358 else msg_print(_("地獄のブレスを吐いた。", "You breathe nether."));
359 fire_breath(GF_NETHER, dir, damage, (plev > 35 ? 3 : 2));
363 if (!get_aim_dir(&dir)) return FALSE;
364 else msg_print(_("閃光のブレスを吐いた。", "You breathe light."));
365 fire_breath(GF_LITE, dir, damage, (plev > 35 ? 3 : 2));
369 if (!get_aim_dir(&dir)) return FALSE;
370 else msg_print(_("暗黒のブレスを吐いた。", "You breathe darkness."));
371 fire_breath(GF_DARK, dir, damage, (plev > 35 ? 3 : 2));
375 if (!get_aim_dir(&dir)) return FALSE;
376 else msg_print(_("混乱のブレスを吐いた。", "You breathe confusion."));
377 fire_breath(GF_CONFUSION, dir, damage, (plev > 35 ? 3 : 2));
381 if (!get_aim_dir(&dir)) return FALSE;
382 else msg_print(_("轟音のブレスを吐いた。", "You breathe sound."));
383 fire_breath(GF_SOUND, dir, damage, (plev > 35 ? 3 : 2));
387 if (!get_aim_dir(&dir)) return FALSE;
388 else msg_print(_("カオスのブレスを吐いた。", "You breathe chaos."));
389 fire_breath(GF_CHAOS, dir, damage, (plev > 35 ? 3 : 2));
393 if (!get_aim_dir(&dir)) return FALSE;
394 else msg_print(_("劣化のブレスを吐いた。", "You breathe disenchantment."));
395 fire_breath(GF_DISENCHANT, dir, damage, (plev > 35 ? 3 : 2));
399 if (!get_aim_dir(&dir)) return FALSE;
400 else msg_print(_("因果混乱のブレスを吐いた。", "You breathe nexus."));
401 fire_breath(GF_NEXUS, dir, damage, (plev > 35 ? 3 : 2));
405 if (!get_aim_dir(&dir)) return FALSE;
406 else msg_print(_("時間逆転のブレスを吐いた。", "You breathe time."));
407 fire_breath(GF_TIME, dir, damage, (plev > 35 ? 3 : 2));
411 if (!get_aim_dir(&dir)) return FALSE;
412 else msg_print(_("遅鈍のブレスを吐いた。", "You breathe inertia."));
413 fire_breath(GF_INERTIAL, dir, damage, (plev > 35 ? 3 : 2));
417 if (!get_aim_dir(&dir)) return FALSE;
418 else msg_print(_("重力のブレスを吐いた。", "You breathe gravity."));
419 fire_breath(GF_GRAVITY, dir, damage, (plev > 35 ? 3 : 2));
423 if (!get_aim_dir(&dir)) return FALSE;
424 else msg_print(_("破片のブレスを吐いた。", "You breathe shards."));
425 fire_breath(GF_SHARDS, dir, damage, (plev > 35 ? 3 : 2));
429 if (!get_aim_dir(&dir)) return FALSE;
430 else msg_print(_("プラズマのブレスを吐いた。", "You breathe plasma."));
432 fire_breath(GF_PLASMA, dir, damage, (plev > 35 ? 3 : 2));
436 if (!get_aim_dir(&dir)) return FALSE;
437 else msg_print(_("フォースのブレスを吐いた。", "You breathe force."));
439 fire_breath(GF_FORCE, dir, damage, (plev > 35 ? 3 : 2));
443 if (!get_aim_dir(&dir)) return FALSE;
444 else msg_print(_("魔力のブレスを吐いた。", "You breathe mana."));
446 fire_breath(GF_MANA, dir, damage, (plev > 35 ? 3 : 2));
450 if (!get_aim_dir(&dir)) return FALSE;
451 else msg_print(_("放射能球を放った。", "You cast a ball of radiation."));
453 fire_ball(GF_NUKE, dir, damage, 2);
457 if (!get_aim_dir(&dir)) return FALSE;
458 else msg_print(_("放射性廃棄物のブレスを吐いた。", "You breathe toxic waste."));
460 fire_breath(GF_NUKE, dir, damage, (plev > 35 ? 3 : 2));
464 if (!get_aim_dir(&dir)) return FALSE;
465 else msg_print(_("純ログルスを放った。", "You invoke a raw Logrus."));
467 fire_ball(GF_CHAOS, dir, damage, 4);
470 if (!get_aim_dir(&dir)) return FALSE;
471 else msg_print(_("分解のブレスを吐いた。", "You breathe disintegration."));
473 fire_breath(GF_DISINTEGRATE, dir, damage, (plev > 35 ? 3 : 2));
476 if (!get_aim_dir(&dir)) return FALSE;
477 else msg_print(_("アシッド・ボールの呪文を唱えた。", "You cast an acid ball."));
479 fire_ball(GF_ACID, dir, damage, 2);
482 if (!get_aim_dir(&dir)) return FALSE;
483 else msg_print(_("サンダー・ボールの呪文を唱えた。", "You cast a lightning ball."));
485 fire_ball(GF_ELEC, dir, damage, 2);
488 if (!get_aim_dir(&dir)) return FALSE;
489 else msg_print(_("ファイア・ボールの呪文を唱えた。", "You cast a fire ball."));
491 fire_ball(GF_FIRE, dir, damage, 2);
494 if (!get_aim_dir(&dir)) return FALSE;
495 else msg_print(_("アイス・ボールの呪文を唱えた。", "You cast a frost ball."));
497 fire_ball(GF_COLD, dir, damage, 2);
500 if (!get_aim_dir(&dir)) return FALSE;
501 else msg_print(_("悪臭雲の呪文を唱えた。", "You cast a stinking cloud."));
503 fire_ball(GF_POIS, dir, damage, 2);
506 if (!get_aim_dir(&dir)) return FALSE;
507 else msg_print(_("地獄球の呪文を唱えた。", "You cast a nether ball."));
509 fire_ball(GF_NETHER, dir, damage, 2);
512 if (!get_aim_dir(&dir)) return FALSE;
513 else msg_print(_("流れるような身振りをした。", "You gesture fluidly."));
515 fire_ball(GF_WATER, dir, damage, 4);
518 if (!get_aim_dir(&dir)) return FALSE;
519 else msg_print(_("魔力の嵐の呪文を念じた。", "You invoke a mana storm."));
521 fire_ball(GF_MANA, dir, damage, 4);
524 if (!get_aim_dir(&dir)) return FALSE;
525 else msg_print(_("暗黒の嵐の呪文を念じた。", "You invoke a darkness storm."));
527 fire_ball(GF_DARK, dir, damage, 4);
530 if (!get_aim_dir(&dir)) return FALSE;
531 fire_ball_hide(GF_DRAIN_MANA, dir, randint1(plev*3)+plev, 0);
534 if (!get_aim_dir(&dir)) return FALSE;
535 fire_ball_hide(GF_MIND_BLAST, dir, damage, 0);
538 if (!get_aim_dir(&dir)) return FALSE;
539 fire_ball_hide(GF_BRAIN_SMASH, dir, damage, 0);
542 if (!get_aim_dir(&dir)) return FALSE;
543 fire_ball_hide(GF_CAUSE_1, dir, damage, 0);
546 if (!get_aim_dir(&dir)) return FALSE;
547 fire_ball_hide(GF_CAUSE_2, dir, damage, 0);
550 if (!get_aim_dir(&dir)) return FALSE;
551 fire_ball_hide(GF_CAUSE_3, dir, damage, 0);
554 if (!get_aim_dir(&dir)) return FALSE;
555 fire_ball_hide(GF_CAUSE_4, dir, damage, 0);
558 if (!get_aim_dir(&dir)) return FALSE;
559 else msg_print(_("アシッド・ボルトの呪文を唱えた。", "You cast an acid bolt."));
561 fire_bolt(GF_ACID, dir, damage);
564 if (!get_aim_dir(&dir)) return FALSE;
565 else msg_print(_("サンダー・ボルトの呪文を唱えた。", "You cast a lightning bolt."));
567 fire_bolt(GF_ELEC, dir, damage);
570 if (!get_aim_dir(&dir)) return FALSE;
571 else msg_print(_("ファイア・ボルトの呪文を唱えた。", "You cast a fire bolt."));
573 fire_bolt(GF_FIRE, dir, damage);
576 if (!get_aim_dir(&dir)) return FALSE;
577 else msg_print(_("アイス・ボルトの呪文を唱えた。", "You cast a frost bolt."));
579 fire_bolt(GF_COLD, dir, damage);
582 if (!get_aim_dir(&dir)) return FALSE;
583 else msg_print(_("スターバーストの呪文を念じた。", "You invoke a starburst."));
585 fire_ball(GF_LITE, dir, damage, 4);
588 if (!get_aim_dir(&dir)) return FALSE;
589 else msg_print(_("地獄の矢の呪文を唱えた。", "You cast a nether bolt."));
591 fire_bolt(GF_NETHER, dir, damage);
594 if (!get_aim_dir(&dir)) return FALSE;
595 else msg_print(_("ウォーター・ボルトの呪文を唱えた。", "You cast a water bolt."));
597 fire_bolt(GF_WATER, dir, damage);
600 if (!get_aim_dir(&dir)) return FALSE;
601 else msg_print(_("魔力の矢の呪文を唱えた。", "You cast a mana bolt."));
603 fire_bolt(GF_MANA, dir, damage);
606 if (!get_aim_dir(&dir)) return FALSE;
607 else msg_print(_("プラズマ・ボルトの呪文を唱えた。", "You cast a plasma bolt."));
609 fire_bolt(GF_PLASMA, dir, damage);
612 if (!get_aim_dir(&dir)) return FALSE;
613 else msg_print(_("極寒の矢の呪文を唱えた。", "You cast a ice bolt."));
615 fire_bolt(GF_ICE, dir, damage);
617 case MS_MAGIC_MISSILE:
618 if (!get_aim_dir(&dir)) return FALSE;
619 else msg_print(_("マジック・ミサイルの呪文を唱えた。", "You cast a magic missile."));
621 fire_bolt(GF_MISSILE, dir, damage);
624 if (!get_aim_dir(&dir)) return FALSE;
625 else msg_print(_("恐ろしげな幻覚を作り出した。", "You cast a fearful illusion."));
627 fear_monster(dir, plev+10);
630 if (!get_aim_dir(&dir)) return FALSE;
631 confuse_monster(dir, plev * 2);
634 if (!get_aim_dir(&dir)) return FALSE;
635 else msg_print(_("誘惑的な幻覚をつくり出した。", "You cast a mesmerizing illusion."));
637 confuse_monster(dir, plev * 2);
640 if (!get_aim_dir(&dir)) return FALSE;
641 slow_monster(dir, plev);
644 if (!get_aim_dir(&dir)) return FALSE;
645 sleep_monster(dir, plev);
648 (void)set_fast(randint1(20 + plev) + plev, FALSE);
652 if (!get_aim_dir(&dir)) return FALSE;
653 else msg_print(_("<破滅の手>を放った!", "You invoke the Hand of Doom!"));
655 fire_ball_hide(GF_HAND_DOOM, dir, 200, 0);
659 msg_print(_("自分の傷に念を集中した。", "You concentrate on your wounds!"));
660 (void)hp_player(plev*6);
665 msg_print(_("無傷の球の呪文を唱えた。", "You cast a Globe of Invulnerability."));
666 (void)set_invuln(randint1(7) + 7, FALSE);
669 teleport_player(10, 0L);
672 teleport_player(plev * 5, 0L);
676 if (damage == 1 || damage == 2)
677 msg_print(_("「『ザ・ワールド』!時は止まった!」", "You yell 'The World! Time has stopped!'"));
678 else if (damage == 3 || damage == 6)
679 msg_print(_("「時よ!」", "You yell 'Time!'"));
685 p_ptr->energy_need -= 1000 + (100 + randint1(200)+200)*TURNS_PER_TICK/10;
688 p_ptr->redraw |= (PR_MAP);
690 /* Update monsters */
691 p_ptr->update |= (PU_MONSTERS);
694 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
706 if (!target_set(TARGET_KILL)) return FALSE;
707 if (!cave[target_row][target_col].m_idx) break;
708 if (!player_has_los_bold(target_row, target_col)) break;
709 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
710 m_ptr = &m_list[cave[target_row][target_col].m_idx];
711 r_ptr = &r_info[m_ptr->r_idx];
712 monster_desc(m_name, m_ptr, 0);
713 if (r_ptr->flagsr & RFR_RES_TELE)
715 if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL))
717 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
718 msg_format(_("%sには効果がなかった!", "%s is unaffected!"), m_name);
722 else if (r_ptr->level > randint1(100))
724 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
725 msg_format(_("%sには耐性がある!", "%s resists!"), m_name);
730 msg_format(_("%sを引き戻した。", "You command %s to return."), m_name);
732 teleport_monster_to(cave[target_row][target_col].m_idx, p_ptr->y, p_ptr->x, 100, TELEPORT_PASSIVE);
736 if (!get_aim_dir(&dir)) return FALSE;
738 (void)fire_beam(GF_AWAY_ALL, dir, plev);
747 if (!target_set(TARGET_KILL)) return FALSE;
748 target_m_idx = cave[target_row][target_col].m_idx;
749 if (!target_m_idx) break;
750 if (!player_has_los_bold(target_row, target_col)) break;
751 if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
752 m_ptr = &m_list[target_m_idx];
753 r_ptr = &r_info[m_ptr->r_idx];
754 monster_desc(m_name, m_ptr, 0);
755 msg_format(_("%^sの足を指さした。", "You gesture at %^s's feet."), m_name);
757 if ((r_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE)) ||
758 (r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->level + randint1(50) > plev + randint1(60)))
760 msg_print(_("しかし効果がなかった!", "%^s is unaffected!"));
762 else teleport_level(target_m_idx);
767 if (!get_aim_dir(&dir)) return FALSE;
768 else msg_print(_("光の剣を放った。", "You throw a psycho-spear."));
769 (void)fire_beam(GF_PSY_SPEAR, dir, damage);
773 msg_print(_("暗闇の中で手を振った。", "You gesture in shadow."));
774 (void)unlite_area(10, 3);
778 if (!target_set(TARGET_KILL)) return FALSE;
779 msg_print(_("呪文を唱えて邪悪に微笑んだ。", "You cast a spell and cackles evilly."));
780 trap_creation(target_row, target_col);
783 msg_print(_("しかし何も起きなかった。", "Nothing happen."));
786 msg_print(_("死者復活の呪文を唱えた。", "You cast a animate dead."));
787 (void)animate_dead(0, p_ptr->y, p_ptr->x);
792 if (!target_set(TARGET_KILL)) return FALSE;
794 msg_print(_("援軍を召喚した。", "You summon minions."));
795 for (k = 0;k < 4; k++)
797 (void)summon_kin_player(plev, target_row, target_col, (PM_FORCE_PET | PM_ALLOW_GROUP));
804 int max_cyber = (dun_level / 50) + randint1(3);
805 if (!target_set(TARGET_KILL)) return FALSE;
806 msg_print(_("サイバーデーモンを召喚した!", "You summon Cyberdemons!"));
807 if (max_cyber > 4) max_cyber = 4;
808 for (k = 0;k < max_cyber; k++)
809 summon_specific(-1, target_row, target_col, plev, SUMMON_CYBER, mode);
815 if (!target_set(TARGET_KILL)) return FALSE;
816 msg_print(_("仲間を召喚した。", "You summon help."));
817 for (k = 0;k < 1; k++)
818 summon_specific(-1, target_row, target_col, plev, 0, (mode | u_mode));
824 if (!target_set(TARGET_KILL)) return FALSE;
825 msg_print(_("モンスターを召喚した!", "You summon monsters!"));
826 for (k = 0;k < 6; k++)
827 summon_specific(-1, target_row, target_col, plev, 0, (mode | u_mode));
833 if (!target_set(TARGET_KILL)) return FALSE;
834 msg_print(_("アリを召喚した。", "You summon ants."));
835 for (k = 0;k < 6; k++)
836 summon_specific(-1, target_row, target_col, plev, SUMMON_ANT, mode);
842 if (!target_set(TARGET_KILL)) return FALSE;
843 msg_print(_("蜘蛛を召喚した。", "You summon spiders."));
844 for (k = 0;k < 6; k++)
845 summon_specific(-1, target_row, target_col, plev, SUMMON_SPIDER, mode);
851 if (!target_set(TARGET_KILL)) return FALSE;
852 msg_print(_("ハウンドを召喚した。", "You summon hounds."));
853 for (k = 0;k < 4; k++)
854 summon_specific(-1, target_row, target_col, plev, SUMMON_HOUND, mode);
860 if (!target_set(TARGET_KILL)) return FALSE;
861 msg_print(_("ヒドラを召喚した。", "You summon hydras."));
862 for (k = 0;k < 4; k++)
863 summon_specific(-1, target_row, target_col, plev, SUMMON_HYDRA, mode);
869 if (!target_set(TARGET_KILL)) return FALSE;
870 msg_print(_("天使を召喚した!", "You summon angel!"));
871 for (k = 0;k < 1; k++)
872 summon_specific(-1, target_row, target_col, plev, SUMMON_ANGEL, mode);
878 if (!target_set(TARGET_KILL)) return FALSE;
879 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!"));
880 for (k = 0;k < 1; k++)
881 summon_specific(-1, target_row, target_col, plev, SUMMON_DEMON, (mode | u_mode));
887 if (!target_set(TARGET_KILL)) return FALSE;
888 msg_print(_("アンデッドの強敵を召喚した!", "You summon an undead adversary!"));
889 for (k = 0;k < 1; k++)
890 summon_specific(-1, target_row, target_col, plev, SUMMON_UNDEAD, (mode | u_mode));
896 if (!target_set(TARGET_KILL)) return FALSE;
897 msg_print(_("ドラゴンを召喚した!", "You summon dragon!"));
898 for (k = 0;k < 1; k++)
899 summon_specific(-1, target_row, target_col, plev, SUMMON_DRAGON, (mode | u_mode));
905 if (!target_set(TARGET_KILL)) return FALSE;
906 msg_print(_("強力なアンデッドを召喚した!", "You summon greater undead!"));
907 for (k = 0;k < 6; k++)
908 summon_specific(-1, target_row, target_col, plev, SUMMON_HI_UNDEAD, (mode | u_mode));
914 if (!target_set(TARGET_KILL)) return FALSE;
915 msg_print(_("古代ドラゴンを召喚した!", "You summon ancient dragons!"));
916 for (k = 0;k < 4; k++)
917 summon_specific(-1, target_row, target_col, plev, SUMMON_HI_DRAGON, (mode | u_mode));
923 if (!target_set(TARGET_KILL)) return FALSE;
924 msg_print(_("アンバーの王族を召喚した!", "You summon Lords of Amber!"));
925 for (k = 0;k < 4; k++)
926 summon_specific(-1, target_row, target_col, plev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
932 if (!target_set(TARGET_KILL)) return FALSE;
933 msg_print(_("特別な強敵を召喚した!", "You summon special opponents!"));
934 for (k = 0;k < 4; k++)
935 if (summon_specific(-1, target_row, target_col, plev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE))) count++;
936 for (k = count;k < 4; k++)
937 summon_specific(-1, target_row, target_col, plev, SUMMON_HI_UNDEAD, (mode | u_mode));
949 * @brief ものまねコマンドのメインルーチン /
950 * do_cmd_cast calls this function if the player's class is 'imitator'.
951 * @param baigaesi TRUEならば倍返し上の処理として行う
952 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
954 * If a valid spell is chosen, saves it in '*sn' and returns TRUE
955 * If the user hits escape, returns FALSE, and set '*sn' to -1
956 * If there are no legal choices, returns FALSE, and sets '*sn' to -2
958 * The "prompt" should be "cast", "recite", or "study"
959 * The "known" should be TRUE for cast/pray, FALSE for study
961 * nb: This function has a (trivial) display bug which will be obvious
962 * when you run it. It's probably easy to fix but I haven't tried,
965 bool do_cmd_mane(bool baigaesi)
970 int plev = p_ptr->lev;
975 /* not if confused */
978 msg_print(_("混乱していて集中できない!", "You are too confused!"));
982 if (!p_ptr->mane_num)
984 msg_print(_("まねられるものが何もない!", "You don't remember any action!"));
989 if (!get_mane_power(&n, baigaesi)) return FALSE;
991 spell = monster_powers[p_ptr->mane_spell[n]];
993 /* Spell failure chance */
994 chance = spell.manefail;
996 /* Reduce failure rate by "effective" level adjustment */
997 if (plev > spell.level) chance -= 3 * (plev - spell.level);
999 /* Reduce failure rate by 1 stat and DEX adjustment */
1000 chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[spell.use_stat]] + adj_mag_stat[p_ptr->stat_ind[A_DEX]] - 2) / 2;
1002 if (spell.manedam) chance = chance * damage / spell.manedam;
1004 chance += p_ptr->to_m_chance;
1006 /* Extract the minimum failure rate */
1007 minfail = adj_mag_fail[p_ptr->stat_ind[spell.use_stat]];
1009 /* Minimum failure rate */
1010 if (chance < minfail) chance = minfail;
1012 /* Stunning makes spells harder */
1013 if (p_ptr->stun > 50) chance += 25;
1014 else if (p_ptr->stun) chance += 15;
1016 /* Always a 5 percent chance of working */
1017 if (chance > 95) chance = 95;
1020 if (randint0(100) < chance)
1022 if (flush_failure) flush();
1023 msg_print(_("ものまねに失敗した!", "You failed to concentrate hard enough!"));
1030 /* Cast the spell */
1031 cast = use_mane(p_ptr->mane_spell[n]);
1033 if (!cast) return FALSE;
1037 for (j = n; j < p_ptr->mane_num;j++)
1039 p_ptr->mane_spell[j] = p_ptr->mane_spell[j+1];
1040 p_ptr->mane_dam[j] = p_ptr->mane_dam[j+1];
1044 p_ptr->energy_use = 100;
1047 p_ptr->redraw |= (PR_IMITATION);
1048 p_ptr->window |= (PW_PLAYER);
1049 p_ptr->window |= (PW_SPELL);