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cmd-mane.cpp
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cmd-mane.cpp
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/*!
* @brief ものまねの処理実装 / Imitation code
* @date 2014/01/14
* @author
* Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
* This software may be copied and distributed for educational, research,\n
* and not for profit purposes provided that this copyright and statement\n
* are included in all such copies. Other copyrights may also apply.\n
* 2014 Deskull rearranged comment for Doxygen.\n
*/
#include "cmd-action/cmd-mane.h"
#include "action/action-limited.h"
#include "artifact/fixed-art-types.h"
#include "cmd-action/cmd-spell.h"
#include "core/asking-player.h"
#include "core/player-redraw-types.h"
#include "core/stuff-handler.h"
#include "core/window-redrawer.h"
#include "floor/cave.h"
#include "floor/floor-object.h"
#include "game-option/disturbance-options.h"
#include "game-option/text-display-options.h"
#include "hpmp/hp-mp-processor.h"
#include "inventory/inventory-slot-types.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-ability-flags.h"
#include "monster-race/race-flags-resistance.h"
#include "monster-race/race-flags1.h"
#include "monster/monster-describer.h"
#include "monster/monster-info.h"
#include "monster/monster-processor.h"
#include "monster/monster-status.h"
#include "mspell/monster-power-table.h"
#include "player-status/player-energy.h"
#include "player/player-status-table.h"
#include "spell-kind/spells-launcher.h"
#include "spell-kind/spells-lite.h"
#include "spell-kind/spells-neighbor.h"
#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/summon-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 "system/grid-type-definition.h"
#include "system/monster-race-definition.h"
#include "system/monster-type-definition.h"
#include "system/object-type-definition.h"
#include "system/player-type-definition.h"
#include "target/projection-path-calculator.h"
#include "target/target-checker.h"
#include "target/target-getter.h"
#include "target/target-setter.h"
#include "target/target-types.h"
#include "term/screen-processor.h"
#include "timed-effect/player-stun.h"
#include "timed-effect/timed-effects.h"
#include "util/enum-converter.h"
#include "util/int-char-converter.h"
#include "view/display-messages.h"
static int damage;
/*!
* @brief 受け取ったパラメータに応じてものまねの効果情報をまとめたフォーマットを返す
* @param p 情報を返す文字列参照ポインタ
* @param power ものまねの効力の種類
* @param dam ものまねの威力
*/
static void mane_info(player_type *player_ptr, char *p, RF_ABILITY power, HIT_POINT dam)
{
PLAYER_LEVEL plev = player_ptr->lev;
strcpy(p, "");
const auto power_int = enum2i(power);
if ((power_int > 2 && power_int < 41) || (power_int > 41 && power_int < 59) || (power == RF_ABILITY::PSY_SPEAR))
sprintf(p, " %s%d", KWD_DAM, (int)dam);
else {
switch (power) {
case RF_ABILITY::DRAIN_MANA:
sprintf(p, " %sd%d+%d", KWD_HEAL, plev * 3, plev);
break;
case RF_ABILITY::HASTE:
sprintf(p, " %sd%d+%d", KWD_DURATION, 20 + plev, plev);
break;
case RF_ABILITY::HEAL:
sprintf(p, " %s%d", KWD_HEAL, plev * 6);
break;
case RF_ABILITY::INVULNER:
sprintf(p, " %sd7+7", KWD_DURATION);
break;
case RF_ABILITY::BLINK:
sprintf(p, " %s10", KWD_SPHERE);
break;
case RF_ABILITY::TPORT:
sprintf(p, " %s%d", KWD_SPHERE, plev * 5);
break;
case RF_ABILITY::RAISE_DEAD:
sprintf(p, " %s5", KWD_SPHERE);
break;
default:
break;
}
}
}
/*!
* @brief どのものまねを発動するか選択する処理 /
* Allow user to choose a imitation.
* @param sn 実行したものまねのIDを返す参照ポインタ(キャンセルなどの場合-1を返す)
* @param baigaesi TRUEならば倍返し上の処理として行う
* @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
* @details
* If a valid spell is chosen, saves it in '*sn' and returns TRUE
* If the user hits escape, returns FALSE, and set '*sn' to -1
* If there are no legal choices, returns FALSE, and sets '*sn' to -2
*
* The "prompt" should be "cast", "recite", or "study"
* The "known" should be TRUE for cast/pray, FALSE for study
*
* nb: This function has a (trivial) display bug which will be obvious
* when you run it. It's probably easy to fix but I haven't tried,
* sorry.
*/
static int get_mane_power(player_type *player_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 = player_ptr->lev;
PERCENTAGE chance = 0;
int ask;
char choice;
char out_val[MAX_MONSTER_NAME];
char comment[80];
concptr p = _("能力", "power");
monster_power spell;
bool flag, redraw;
/* Assume cancelled */
*sn = (-1);
flag = false;
redraw = false;
num = player_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[160];
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[enum2i(player_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[player_ptr->stat_index[spell.use_stat]] + adj_mag_stat[player_ptr->stat_index[A_DEX]] - 2) / 2;
if (spell.manedam)
chance = chance * (baigaesi ? player_ptr->mane_dam[i] * 2 : player_ptr->mane_dam[i]) / spell.manedam;
chance += player_ptr->to_m_chance;
if (player_ptr->inventory_list[INVEN_NECK].name1 == ART_GOGO_PENDANT) {
chance -= 10;
}
/* Extract the minimum failure rate */
minfail = adj_mag_fail[player_ptr->stat_index[spell.use_stat]];
/* Minimum failure rate */
if (chance < minfail)
chance = minfail;
auto player_stun = player_ptr->effects()->stun();
chance += player_stun->get_chance_penalty();
if (chance > 95) {
chance = 95;
}
/* Get info */
mane_info(player_ptr, comment, player_ptr->mane_spell[i], (baigaesi ? player_ptr->mane_dam[i] * 2 : player_ptr->mane_dam[i]));
/* Dump the spell --(-- */
sprintf(psi_desc, " %c) %-30s %3d%%%s", I2A(i), spell.name, chance, comment);
prt(psi_desc, y + i + 1, x);
}
/* Clear the bottom line */
prt("", y + i + 1, x);
}
/* Hide the list */
else {
/* Hide list */
redraw = false;
screen_load();
}
/* Redo asking */
continue;
}
/* Note verify */
ask = isupper(choice);
/* Lowercase */
if (ask)
choice = (char)tolower(choice);
/* Extract request */
i = (islower(choice) ? A2I(choice) : -1);
/* Totally Illegal */
if ((i < 0) || (i >= num)) {
bell();
continue;
}
/* Save the spell index */
spell = monster_powers[enum2i(player_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? "), spell.name);
/* Belay that order */
if (!get_check(tmp_val))
continue;
}
/* Stop the loop */
flag = true;
}
if (redraw)
screen_load();
player_ptr->window_flags |= (PW_SPELL);
handle_stuff(player_ptr);
/* Abort if needed */
if (!flag)
return false;
/* Save the choice */
(*sn) = i;
damage = (baigaesi ? player_ptr->mane_dam[i] * 2 : player_ptr->mane_dam[i]);
/* Success */
return true;
}
/*!
* @brief ものまね処理の発動 /
* do_cmd_cast calls this function if the player's class is 'imitator'.
* @param player_ptr プレイヤーへの参照ポインタ
* @param spell 発動するモンスター攻撃のID
* @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
*/
static bool use_mane(player_type *player_ptr, RF_ABILITY spell)
{
DIRECTION dir;
PLAYER_LEVEL plev = player_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 RF_ABILITY::SHRIEK:
msg_print(_("かん高い金切り声をあげた。", "You make a high pitched shriek."));
aggravate_monsters(player_ptr, 0);
break;
case RF_ABILITY::XXX1:
break;
case RF_ABILITY::DISPEL: {
MONSTER_IDX m_idx;
if (!target_set(player_ptr, TARGET_KILL))
return false;
m_idx = player_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx;
if (!m_idx)
break;
if (!player_has_los_bold(player_ptr, target_row, target_col))
break;
if (!projectable(player_ptr, player_ptr->y, player_ptr->x, target_row, target_col))
break;
dispel_monster_status(player_ptr, m_idx);
break;
}
case RF_ABILITY::ROCKET:
if (!get_aim_dir(player_ptr, &dir))
return false;
else
msg_print(_("ロケットを発射した。", "You fire a rocket."));
fire_rocket(player_ptr, GF_ROCKET, dir, damage, 2);
break;
case RF_ABILITY::SHOOT:
if (!get_aim_dir(player_ptr, &dir))
return false;
else
msg_print(_("矢を放った。", "You fire an arrow."));
fire_bolt(player_ptr, GF_ARROW, dir, damage);
break;
case RF_ABILITY::XXX2:
break;
case RF_ABILITY::XXX3:
break;
case RF_ABILITY::XXX4:
break;
case RF_ABILITY::BR_ACID:
if (!get_aim_dir(player_ptr, &dir))
return false;
else
msg_print(_("酸のブレスを吐いた。", "You breathe acid."));
fire_breath(player_ptr, GF_ACID, dir, damage, (plev > 35 ? 3 : 2));
break;
case RF_ABILITY::BR_ELEC:
if (!get_aim_dir(player_ptr, &dir))
return false;
else
msg_print(_("稲妻のブレスを吐いた。", "You breathe lightning."));
fire_breath(player_ptr, GF_ELEC, dir, damage, (plev > 35 ? 3 : 2));
break;
case RF_ABILITY::BR_FIRE:
if (!get_aim_dir(player_ptr, &dir))
return false;
else
msg_print(_("火炎のブレスを吐いた。", "You breathe fire."));
fire_breath(player_ptr, GF_FIRE, dir, damage, (plev > 35 ? 3 : 2));
break;
case RF_ABILITY::BR_COLD:
if (!get_aim_dir(player_ptr, &dir))
return false;
else
msg_print(_("冷気のブレスを吐いた。", "You breathe frost."));
fire_breath(player_ptr, GF_COLD, dir, damage, (plev > 35 ? 3 : 2));
break;
case RF_ABILITY::BR_POIS:
if (!get_aim_dir(player_ptr, &dir))
return false;
else
msg_print(_("ガスのブレスを吐いた。", "You breathe gas."));
fire_breath(player_ptr, GF_POIS, dir, damage, (plev > 35 ? 3 : 2));
break;
case RF_ABILITY::BR_NETH:
if (!get_aim_dir(player_ptr, &dir))
return false;
else
msg_print(_("地獄のブレスを吐いた。", "You breathe nether."));
fire_breath(player_ptr, GF_NETHER, dir, damage, (plev > 35 ? 3 : 2));
break;
case RF_ABILITY::BR_LITE:
if (!get_aim_dir(player_ptr, &dir))
return false;
else
msg_print(_("閃光のブレスを吐いた。", "You breathe light."));
fire_breath(player_ptr, GF_LITE, dir, damage, (plev > 35 ? 3 : 2));
break;
case RF_ABILITY::BR_DARK:
if (!get_aim_dir(player_ptr, &dir))
return false;
else
msg_print(_("暗黒のブレスを吐いた。", "You breathe darkness."));
fire_breath(player_ptr, GF_DARK, dir, damage, (plev > 35 ? 3 : 2));
break;
case RF_ABILITY::BR_CONF:
if (!get_aim_dir(player_ptr, &dir))
return false;
else
msg_print(_("混乱のブレスを吐いた。", "You breathe confusion."));
fire_breath(player_ptr, GF_CONFUSION, dir, damage, (plev > 35 ? 3 : 2));
break;
case RF_ABILITY::BR_SOUN:
if (!get_aim_dir(player_ptr, &dir))
return false;
else
msg_print(_("轟音のブレスを吐いた。", "You breathe sound."));
fire_breath(player_ptr, GF_SOUND, dir, damage, (plev > 35 ? 3 : 2));
break;
case RF_ABILITY::BR_CHAO:
if (!get_aim_dir(player_ptr, &dir))
return false;
else
msg_print(_("カオスのブレスを吐いた。", "You breathe chaos."));
fire_breath(player_ptr, GF_CHAOS, dir, damage, (plev > 35 ? 3 : 2));
break;
case RF_ABILITY::BR_DISE:
if (!get_aim_dir(player_ptr, &dir))
return false;
else
msg_print(_("劣化のブレスを吐いた。", "You breathe disenchantment."));
fire_breath(player_ptr, GF_DISENCHANT, dir, damage, (plev > 35 ? 3 : 2));
break;
case RF_ABILITY::BR_NEXU:
if (!get_aim_dir(player_ptr, &dir))
return false;
else
msg_print(_("因果混乱のブレスを吐いた。", "You breathe nexus."));
fire_breath(player_ptr, GF_NEXUS, dir, damage, (plev > 35 ? 3 : 2));
break;
case RF_ABILITY::BR_TIME:
if (!get_aim_dir(player_ptr, &dir))
return false;
else
msg_print(_("時間逆転のブレスを吐いた。", "You breathe time."));
fire_breath(player_ptr, GF_TIME, dir, damage, (plev > 35 ? 3 : 2));
break;
case RF_ABILITY::BR_INER:
if (!get_aim_dir(player_ptr, &dir))
return false;
else
msg_print(_("遅鈍のブレスを吐いた。", "You breathe inertia."));
fire_breath(player_ptr, GF_INERTIAL, dir, damage, (plev > 35 ? 3 : 2));
break;
case RF_ABILITY::BR_GRAV:
if (!get_aim_dir(player_ptr, &dir))
return false;
else
msg_print(_("重力のブレスを吐いた。", "You breathe gravity."));
fire_breath(player_ptr, GF_GRAVITY, dir, damage, (plev > 35 ? 3 : 2));
break;
case RF_ABILITY::BR_SHAR:
if (!get_aim_dir(player_ptr, &dir))
return false;
else
msg_print(_("破片のブレスを吐いた。", "You breathe shards."));
fire_breath(player_ptr, GF_SHARDS, dir, damage, (plev > 35 ? 3 : 2));
break;
case RF_ABILITY::BR_PLAS:
if (!get_aim_dir(player_ptr, &dir))
return false;
else
msg_print(_("プラズマのブレスを吐いた。", "You breathe plasma."));
fire_breath(player_ptr, GF_PLASMA, dir, damage, (plev > 35 ? 3 : 2));
break;
case RF_ABILITY::BR_FORC:
if (!get_aim_dir(player_ptr, &dir))
return false;
else
msg_print(_("フォースのブレスを吐いた。", "You breathe force."));
fire_breath(player_ptr, GF_FORCE, dir, damage, (plev > 35 ? 3 : 2));
break;
case RF_ABILITY::BR_MANA:
if (!get_aim_dir(player_ptr, &dir))
return false;
else
msg_print(_("魔力のブレスを吐いた。", "You breathe mana."));
fire_breath(player_ptr, GF_MANA, dir, damage, (plev > 35 ? 3 : 2));
break;
case RF_ABILITY::BA_NUKE:
if (!get_aim_dir(player_ptr, &dir))
return false;
else
msg_print(_("放射能球を放った。", "You cast a ball of radiation."));
fire_ball(player_ptr, GF_NUKE, dir, damage, 2);
break;
case RF_ABILITY::BR_NUKE:
if (!get_aim_dir(player_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(player_ptr, GF_NUKE, dir, damage, (plev > 35 ? 3 : 2));
break;
case RF_ABILITY::BA_CHAO:
if (!get_aim_dir(player_ptr, &dir))
return false;
else
msg_print(_("純ログルスを放った。", "You invoke a raw Logrus."));
fire_ball(player_ptr, GF_CHAOS, dir, damage, 4);
break;
case RF_ABILITY::BR_DISI:
if (!get_aim_dir(player_ptr, &dir))
return false;
else
msg_print(_("分解のブレスを吐いた。", "You breathe disintegration."));
fire_breath(player_ptr, GF_DISINTEGRATE, dir, damage, (plev > 35 ? 3 : 2));
break;
case RF_ABILITY::BA_ACID:
if (!get_aim_dir(player_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(player_ptr, GF_ACID, dir, damage, 2);
break;
case RF_ABILITY::BA_ELEC:
if (!get_aim_dir(player_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(player_ptr, GF_ELEC, dir, damage, 2);
break;
case RF_ABILITY::BA_FIRE:
if (!get_aim_dir(player_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(player_ptr, GF_FIRE, dir, damage, 2);
break;
case RF_ABILITY::BA_COLD:
if (!get_aim_dir(player_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(player_ptr, GF_COLD, dir, damage, 2);
break;
case RF_ABILITY::BA_POIS:
if (!get_aim_dir(player_ptr, &dir))
return false;
else
msg_print(_("悪臭雲の呪文を唱えた。", "You cast a stinking cloud."));
fire_ball(player_ptr, GF_POIS, dir, damage, 2);
break;
case RF_ABILITY::BA_NETH:
if (!get_aim_dir(player_ptr, &dir))
return false;
else
msg_print(_("地獄球の呪文を唱えた。", "You cast a nether ball."));
fire_ball(player_ptr, GF_NETHER, dir, damage, 2);
break;
case RF_ABILITY::BA_WATE:
if (!get_aim_dir(player_ptr, &dir))
return false;
else
msg_print(_("流れるような身振りをした。", "You gesture fluidly."));
fire_ball(player_ptr, GF_WATER, dir, damage, 4);
break;
case RF_ABILITY::BA_MANA:
if (!get_aim_dir(player_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(player_ptr, GF_MANA, dir, damage, 4);
break;
case RF_ABILITY::BA_DARK:
if (!get_aim_dir(player_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(player_ptr, GF_DARK, dir, damage, 4);
break;
case RF_ABILITY::DRAIN_MANA:
if (!get_aim_dir(player_ptr, &dir))
return false;
fire_ball_hide(player_ptr, GF_DRAIN_MANA, dir, randint1(plev * 3) + plev, 0);
break;
case RF_ABILITY::MIND_BLAST:
if (!get_aim_dir(player_ptr, &dir))
return false;
fire_ball_hide(player_ptr, GF_MIND_BLAST, dir, damage, 0);
break;
case RF_ABILITY::BRAIN_SMASH:
if (!get_aim_dir(player_ptr, &dir))
return false;
fire_ball_hide(player_ptr, GF_BRAIN_SMASH, dir, damage, 0);
break;
case RF_ABILITY::CAUSE_1:
if (!get_aim_dir(player_ptr, &dir))
return false;
fire_ball_hide(player_ptr, GF_CAUSE_1, dir, damage, 0);
break;
case RF_ABILITY::CAUSE_2:
if (!get_aim_dir(player_ptr, &dir))
return false;
fire_ball_hide(player_ptr, GF_CAUSE_2, dir, damage, 0);
break;
case RF_ABILITY::CAUSE_3:
if (!get_aim_dir(player_ptr, &dir))
return false;
fire_ball_hide(player_ptr, GF_CAUSE_3, dir, damage, 0);
break;
case RF_ABILITY::CAUSE_4:
if (!get_aim_dir(player_ptr, &dir))
return false;
fire_ball_hide(player_ptr, GF_CAUSE_4, dir, damage, 0);
break;
case RF_ABILITY::BO_ACID:
if (!get_aim_dir(player_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(player_ptr, GF_ACID, dir, damage);
break;
case RF_ABILITY::BO_ELEC:
if (!get_aim_dir(player_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(player_ptr, GF_ELEC, dir, damage);
break;
case RF_ABILITY::BO_FIRE:
if (!get_aim_dir(player_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(player_ptr, GF_FIRE, dir, damage);
break;
case RF_ABILITY::BO_COLD:
if (!get_aim_dir(player_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(player_ptr, GF_COLD, dir, damage);
break;
case RF_ABILITY::BA_LITE:
if (!get_aim_dir(player_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(player_ptr, GF_LITE, dir, damage, 4);
break;
case RF_ABILITY::BO_NETH:
if (!get_aim_dir(player_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(player_ptr, GF_NETHER, dir, damage);
break;
case RF_ABILITY::BO_WATE:
if (!get_aim_dir(player_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(player_ptr, GF_WATER, dir, damage);
break;
case RF_ABILITY::BO_MANA:
if (!get_aim_dir(player_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(player_ptr, GF_MANA, dir, damage);
break;
case RF_ABILITY::BO_PLAS:
if (!get_aim_dir(player_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(player_ptr, GF_PLASMA, dir, damage);
break;
case RF_ABILITY::BO_ICEE:
if (!get_aim_dir(player_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(player_ptr, GF_ICE, dir, damage);
break;
case RF_ABILITY::MISSILE:
if (!get_aim_dir(player_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(player_ptr, GF_MISSILE, dir, damage);
break;
case RF_ABILITY::SCARE:
if (!get_aim_dir(player_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(player_ptr, dir, plev + 10);
break;
case RF_ABILITY::BLIND:
if (!get_aim_dir(player_ptr, &dir))
return false;
confuse_monster(player_ptr, dir, plev * 2);
break;
case RF_ABILITY::CONF:
if (!get_aim_dir(player_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(player_ptr, dir, plev * 2);
break;
case RF_ABILITY::SLOW:
if (!get_aim_dir(player_ptr, &dir))
return false;
slow_monster(player_ptr, dir, plev);
break;
case RF_ABILITY::HOLD:
if (!get_aim_dir(player_ptr, &dir))
return false;
sleep_monster(player_ptr, dir, plev);
break;
case RF_ABILITY::HASTE:
(void)set_fast(player_ptr, randint1(20 + plev) + plev, false);
break;
case RF_ABILITY::HAND_DOOM: {
if (!get_aim_dir(player_ptr, &dir))
return false;
else
msg_print(_("<破滅の手>を放った!", "You invoke the Hand of Doom!"));
fire_ball_hide(player_ptr, GF_HAND_DOOM, dir, 200, 0);
break;
}
case RF_ABILITY::HEAL:
msg_print(_("自分の傷に念を集中した。", "You concentrate on your wounds!"));
(void)hp_player(player_ptr, plev * 6);
(void)set_stun(player_ptr, 0);
(void)set_cut(player_ptr, 0);
break;
case RF_ABILITY::INVULNER:
msg_print(_("無傷の球の呪文を唱えた。", "You cast a Globe of Invulnerability."));
(void)set_invuln(player_ptr, randint1(7) + 7, false);
break;
case RF_ABILITY::BLINK:
teleport_player(player_ptr, 10, TELEPORT_SPONTANEOUS);
break;
case RF_ABILITY::TPORT:
teleport_player(player_ptr, plev * 5, TELEPORT_SPONTANEOUS);
break;
case RF_ABILITY::WORLD:
(void)time_walk(player_ptr);
break;
case RF_ABILITY::SPECIAL:
break;
case RF_ABILITY::TELE_TO: {
monster_type *m_ptr;
monster_race *r_ptr;
GAME_TEXT m_name[MAX_NLEN];
if (!target_set(player_ptr, TARGET_KILL))
return false;
if (!player_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx)
break;
if (!player_has_los_bold(player_ptr, target_row, target_col))
break;
if (!projectable(player_ptr, player_ptr->y, player_ptr->x, target_row, target_col))
break;
m_ptr = &player_ptr->current_floor_ptr->m_list[player_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx];
r_ptr = &r_info[m_ptr->r_idx];
monster_desc(player_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(player_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(player_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(
player_ptr, player_ptr->current_floor_ptr->grid_array[target_row][target_col].m_idx, player_ptr->y, player_ptr->x, 100, TELEPORT_PASSIVE);
break;
}
case RF_ABILITY::TELE_AWAY:
if (!get_aim_dir(player_ptr, &dir))
return false;
(void)fire_beam(player_ptr, GF_AWAY_ALL, dir, plev);
break;
case RF_ABILITY::TELE_LEVEL:
return teleport_level_other(player_ptr);
break;
case RF_ABILITY::PSY_SPEAR:
if (!get_aim_dir(player_ptr, &dir))
return false;
else
msg_print(_("光の剣を放った。", "You throw a psycho-spear."));
(void)fire_beam(player_ptr, GF_PSY_SPEAR, dir, damage);
break;
case RF_ABILITY::DARKNESS:
msg_print(_("暗闇の中で手を振った。", "You gesture in shadow."));
(void)unlite_area(player_ptr, 10, 3);
break;
case RF_ABILITY::TRAPS:
if (!target_set(player_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(player_ptr, target_row, target_col);
break;
case RF_ABILITY::FORGET:
msg_print(_("しかし何も起きなかった。", "Nothing happens."));
break;
case RF_ABILITY::RAISE_DEAD:
msg_print(_("死者復活の呪文を唱えた。", "You animate the dead."));
(void)animate_dead(player_ptr, 0, player_ptr->y, player_ptr->x);
break;
case RF_ABILITY::S_KIN: {
int k;
if (!target_set(player_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(player_ptr, plev, target_row, target_col, (PM_FORCE_PET | PM_ALLOW_GROUP));
}
break;
}
case RF_ABILITY::S_CYBER: {
int k;
int max_cyber = (player_ptr->current_floor_ptr->dun_level / 50) + randint1(3);
if (!target_set(player_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(player_ptr, -1, target_row, target_col, plev, SUMMON_CYBER, mode);
break;
}
case RF_ABILITY::S_MONSTER: {
int k;
if (!target_set(player_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(player_ptr, -1, target_row, target_col, plev, SUMMON_NONE, (mode | u_mode));
break;
}
case RF_ABILITY::S_MONSTERS: {
int k;
if (!target_set(player_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(player_ptr, -1, target_row, target_col, plev, SUMMON_NONE, (mode | u_mode));
break;
}
case RF_ABILITY::S_ANT: {
int k;
if (!target_set(player_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(player_ptr, -1, target_row, target_col, plev, SUMMON_ANT, mode);
break;
}
case RF_ABILITY::S_SPIDER: {
int k;
if (!target_set(player_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(player_ptr, -1, target_row, target_col, plev, SUMMON_SPIDER, mode);
break;
}
case RF_ABILITY::S_HOUND: {
int k;
if (!target_set(player_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(player_ptr, -1, target_row, target_col, plev, SUMMON_HOUND, mode);
break;
}
case RF_ABILITY::S_HYDRA: {
int k;
if (!target_set(player_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(player_ptr, -1, target_row, target_col, plev, SUMMON_HYDRA, mode);
break;
}
case RF_ABILITY::S_ANGEL: {
int k;
if (!target_set(player_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(player_ptr, -1, target_row, target_col, plev, SUMMON_ANGEL, mode);
break;
}
case RF_ABILITY::S_DEMON: {
int k;
if (!target_set(player_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(player_ptr, -1, target_row, target_col, plev, SUMMON_DEMON, (mode | u_mode));
break;
}
case RF_ABILITY::S_UNDEAD: {
int k;
if (!target_set(player_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(player_ptr, -1, target_row, target_col, plev, SUMMON_UNDEAD, (mode | u_mode));
break;
}