/*!
 * @file mane.c
 * @brief ものまねの処理実装 / Imitation code
 * @date 2014/01/14
 * @author
 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
 * This software may be copied and distributed for educational, research,\n
 * and not for profit purposes provided that this copyright and statement\n
 * are included in all such copies.  Other copyrights may also apply.\n
 * 2014 Deskull rearranged comment for Doxygen.\n
 */

#include "angband.h"
#include "spells-summon.h"
#include "spells-status.h"
#include "cmd-spell.h"
#include "player-status.h"

static int damage;

/*!
 * @brief 受け取ったパラメータに応じてものまねの効果情報をまとめたフォーマットを返す
 * @param p 情報を返す文字列参照ポインタ
 * @param power ものまねの効力の種類
 * @param dam ものまねの威力
 * @return なし
 */
static void mane_info(char *p, int power, HIT_POINT dam)
{
	PLAYER_LEVEL plev = p_ptr->lev;

	strcpy(p, "");

	if ((power > 2 && power < 41) || (power > 41 && power < 59) || (power == 75))
		sprintf(p, " %s%d", KWD_DAM, (int)dam);
	else
	{
		switch (power)
		{
			case 41:
				sprintf(p, " %sd%d+%d", KWD_HEAL, plev * 3, plev);
				break;
			case 64:
				sprintf(p, " %sd%d+%d", KWD_DURATION, 20+plev, plev);
				break;
			case 66:
				sprintf(p, " %s%d", KWD_HEAL, plev*6);
				break;
			case 67:
				sprintf(p, " %sd7+7", KWD_DURATION);
				break;
			case 68:
				sprintf(p, " %s10", KWD_SPHERE);
				break;
			case 69:
				sprintf(p, " %s%d", KWD_SPHERE, plev * 5);
				break;
			case 79:
				sprintf(p, " %s5", KWD_SPHERE);
				break;
			default:
				break;
		}
	}
}


/*!
 * @brief どのものまねを発動するか選択する処理 /
 * Allow user to choose a imitation.
 * @param sn 実行したものまねのIDを返す参照ポインタ（キャンセルなどの場合-1を返す）
 * @param baigaesi TRUEならば倍返し上の処理として行う
 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
 * @details
 * If a valid spell is chosen, saves it in '*sn' and returns TRUE
 * If the user hits escape, returns FALSE, and set '*sn' to -1
 * If there are no legal choices, returns FALSE, and sets '*sn' to -2
 *
 * The "prompt" should be "cast", "recite", or "study"
 * The "known" should be TRUE for cast/pray, FALSE for study
 *
 * nb: This function has a (trivial) display bug which will be obvious
 * when you run it. It's probably easy to fix but I haven't tried,
 * sorry.
 */
static int get_mane_power(int *sn, bool baigaesi)
{
	int             i = 0;
	int             num = 0;
	TERM_LEN y = 1;
	TERM_LEN x = 18;
	PERCENTAGE minfail = 0;
	PLAYER_LEVEL plev = p_ptr->lev;
	PERCENTAGE chance = 0;
	int             ask;
	char            choice;
	char            out_val[160];
	char            comment[80];
	concptr p = _("能力", "power");

	monster_power   spell;
	bool            flag, redraw;

	/* Assume cancelled */
	*sn = (-1);

	/* Nothing chosen yet */
	flag = FALSE;

	/* No redraw yet */
	redraw = FALSE;

	num = p_ptr->mane_num;

	/* Build a prompt (accept all spells) */
	(void)strnfmt(out_val, 78,
		_("(%c-%c, '*'で一覧, ESC) どの%sをまねますか？", "(%c-%c, *=List, ESC=exit) Use which %s? "),
		I2A(0), I2A(num - 1), p);

	choice= always_show_list ? ESCAPE:1 ;
	while (!flag)
	{
		if(choice==ESCAPE) choice = ' '; 
		else if( !get_com(out_val, &choice, TRUE) )break; 

		/* Request redraw */
		if ((choice == ' ') || (choice == '*') || (choice == '?'))
		{
			/* Show the list */
			if (!redraw)
			{
				char psi_desc[80];
				redraw = TRUE;
				screen_save();

				/* Display a list of spells */
				prt("", y, x);
				put_str(_("名前", "Name"), y, x + 5);
				put_str(_("失率 効果", "Fail Info"), y, x + 36);


				/* Dump the spells */
				for (i = 0; i < num; i++)
				{
					/* Access the spell */
					spell = monster_powers[p_ptr->mane_spell[i]];

					chance = spell.manefail;

					/* Reduce failure rate by "effective" level adjustment */
					if (plev > spell.level) chance -= 3 * (plev - spell.level);

					/* Reduce failure rate by INT/WIS adjustment */
					chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[spell.use_stat]] + adj_mag_stat[p_ptr->stat_ind[A_DEX]] - 2) / 2;

					if (spell.manedam) chance = chance * (baigaesi ? p_ptr->mane_dam[i] * 2 : p_ptr->mane_dam[i]) / spell.manedam;

					chance += p_ptr->to_m_chance;

					/* Extract the minimum failure rate */
					minfail = adj_mag_fail[p_ptr->stat_ind[spell.use_stat]];

					/* Minimum failure rate */
					if (chance < minfail) chance = minfail;

					/* Stunning makes spells harder */
					if (p_ptr->stun > 50) chance += 25;
					else if (p_ptr->stun) chance += 15;

					/* Always a 5 percent chance of working */
					if (chance > 95) chance = 95;

					/* Get info */
					mane_info(comment, p_ptr->mane_spell[i], (baigaesi ? p_ptr->mane_dam[i]*2 : p_ptr->mane_dam[i]));

					/* Dump the spell --(-- */
					sprintf(psi_desc, "  %c) %-30s %3d%%%s",
						I2A(i), spell.name,
						chance, comment);
					prt(psi_desc, y + i + 1, x);
				}

				/* Clear the bottom line */
				prt("", y + i + 1, x);
			}

			/* Hide the list */
			else
			{
				/* Hide list */
				redraw = FALSE;
				screen_load();
			}

			/* Redo asking */
			continue;
		}

		/* Note verify */
		ask = isupper(choice);

		/* Lowercase */
		if (ask) choice = (char)tolower(choice);

		/* Extract request */
		i = (islower(choice) ? A2I(choice) : -1);

		/* Totally Illegal */
		if ((i < 0) || (i >= num))
		{
			bell();
			continue;
		}

		/* Save the spell index */
		spell = monster_powers[p_ptr->mane_spell[i]];

		/* Verify it */
		if (ask)
		{
			char tmp_val[160];

			/* Prompt */
			(void) strnfmt(tmp_val, 78, _("%sをまねますか？", "Use %s? "), monster_powers[p_ptr->mane_spell[i]].name);

			/* Belay that order */
			if (!get_check(tmp_val)) continue;
		}

		/* Stop the loop */
		flag = TRUE;
	}
	if (redraw) screen_load();

	p_ptr->window |= (PW_SPELL);
	handle_stuff();

	/* Abort if needed */
	if (!flag) return (FALSE);

	/* Save the choice */
	(*sn) = i;

	damage = (baigaesi ? p_ptr->mane_dam[i]*2 : p_ptr->mane_dam[i]);

	/* Success */
	return (TRUE);
}


/*!
 * @brief ものまね処理の発動 /
 * do_cmd_cast calls this function if the player's class is 'imitator'.
 * @param spell 発動するモンスター攻撃のID
 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
 */
static bool use_mane(int spell)
{
	DIRECTION dir;
	PLAYER_LEVEL plev = p_ptr->lev;
	BIT_FLAGS mode = (PM_ALLOW_GROUP | PM_FORCE_PET);
	BIT_FLAGS u_mode = 0L;

	if (randint1(50+plev) < plev/10) u_mode = PM_ALLOW_UNIQUE;


	/* spell code */
	switch (spell)
	{

	case MS_SHRIEK:
		msg_print(_("かん高い金切り声をあげた。", "You make a high pitched shriek."));
		aggravate_monsters(0);
		break;

	case MS_XXX1:
		break;

	case MS_DISPEL:
	{
		MONSTER_IDX m_idx;

		if (!target_set(TARGET_KILL)) return FALSE;
		m_idx = current_floor_ptr->grid_array[target_row][target_col].m_idx;
		if (!m_idx) break;
		if (!player_has_los_bold(target_row, target_col)) break;
		if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
		dispel_monster_status(m_idx);
		break;
	}

	case MS_ROCKET:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("ロケットを発射した。", "You fire a rocket."));
			fire_rocket(GF_ROCKET, dir, damage, 2);
		break;

	case MS_SHOOT:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("矢を放った。", "You fire an arrow."));
			fire_bolt(GF_ARROW, dir, damage);
		break;

	case MS_XXX2:
		break;

	case MS_XXX3:
		break;

	case MS_XXX4:
		break;

	case MS_BR_ACID:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("酸のブレスを吐いた。", "You breathe acid."));
		fire_breath(GF_ACID, dir, damage, (plev > 35 ? 3 : 2));
		break;

	case MS_BR_ELEC:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("稲妻のブレスを吐いた。", "You breathe lightning."));
		fire_breath(GF_ELEC, dir, damage, (plev > 35 ? 3 : 2));
		break;

	case MS_BR_FIRE:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("火炎のブレスを吐いた。", "You breathe fire."));
		fire_breath(GF_FIRE, dir, damage, (plev > 35 ? 3 : 2));
		break;

	case MS_BR_COLD:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("冷気のブレスを吐いた。", "You breathe frost."));
		fire_breath(GF_COLD, dir, damage, (plev > 35 ? 3 : 2));
		break;

	case MS_BR_POIS:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("ガスのブレスを吐いた。", "You breathe gas."));
		fire_breath(GF_POIS, dir, damage, (plev > 35 ? 3 : 2));
		break;

	case MS_BR_NETHER:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("地獄のブレスを吐いた。", "You breathe nether."));
		fire_breath(GF_NETHER, dir, damage, (plev > 35 ? 3 : 2));
		break;

	case MS_BR_LITE:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("閃光のブレスを吐いた。", "You breathe light."));
		fire_breath(GF_LITE, dir, damage, (plev > 35 ? 3 : 2));
		break;

	case MS_BR_DARK:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("暗黒のブレスを吐いた。", "You breathe darkness."));
		fire_breath(GF_DARK, dir, damage, (plev > 35 ? 3 : 2));
		break;

	case MS_BR_CONF:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("混乱のブレスを吐いた。", "You breathe confusion."));
		fire_breath(GF_CONFUSION, dir, damage, (plev > 35 ? 3 : 2));
		break;

	case MS_BR_SOUND:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("轟音のブレスを吐いた。", "You breathe sound."));
		fire_breath(GF_SOUND, dir, damage, (plev > 35 ? 3 : 2));
		break;

	case MS_BR_CHAOS:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("カオスのブレスを吐いた。", "You breathe chaos."));
		fire_breath(GF_CHAOS, dir, damage, (plev > 35 ? 3 : 2));
		break;

	case MS_BR_DISEN:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("劣化のブレスを吐いた。", "You breathe disenchantment."));
		fire_breath(GF_DISENCHANT, dir, damage, (plev > 35 ? 3 : 2));
		break;

	case MS_BR_NEXUS:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("因果混乱のブレスを吐いた。", "You breathe nexus."));
			fire_breath(GF_NEXUS, dir, damage, (plev > 35 ? 3 : 2));
		break;

	case MS_BR_TIME:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("時間逆転のブレスを吐いた。", "You breathe time."));
		fire_breath(GF_TIME, dir, damage, (plev > 35 ? 3 : 2));
		break;

	case MS_BR_INERTIA:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("遅鈍のブレスを吐いた。", "You breathe inertia."));
			fire_breath(GF_INERTIAL, dir, damage, (plev > 35 ? 3 : 2));
		break;

	case MS_BR_GRAVITY:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("重力のブレスを吐いた。", "You breathe gravity."));		
		fire_breath(GF_GRAVITY, dir, damage, (plev > 35 ? 3 : 2));
		break;

	case MS_BR_SHARDS:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("破片のブレスを吐いた。", "You breathe shards."));
		fire_breath(GF_SHARDS, dir, damage, (plev > 35 ? 3 : 2));
		break;

	case MS_BR_PLASMA:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("プラズマのブレスを吐いた。", "You breathe plasma."));
		
		fire_breath(GF_PLASMA, dir, damage, (plev > 35 ? 3 : 2));
		break;

	case MS_BR_FORCE:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("フォースのブレスを吐いた。", "You breathe force."));
		
		fire_breath(GF_FORCE, dir, damage, (plev > 35 ? 3 : 2));
		break;

	case MS_BR_MANA:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("魔力のブレスを吐いた。", "You breathe mana."));
		
		fire_breath(GF_MANA, dir, damage, (plev > 35 ? 3 : 2));
		break;

	case MS_BALL_NUKE:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("放射能球を放った。", "You cast a ball of radiation."));
		
			fire_ball(GF_NUKE, dir, damage, 2);
		break;

	case MS_BR_NUKE:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("放射性廃棄物のブレスを吐いた。", "You breathe toxic waste."));
		
		fire_breath(GF_NUKE, dir, damage, (plev > 35 ? 3 : 2));
		break;

	case MS_BALL_CHAOS:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("純ログルスを放った。", "You invoke a raw Logrus."));
		
			fire_ball(GF_CHAOS, dir, damage, 4);
		break;
	case MS_BR_DISI:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("分解のブレスを吐いた。", "You breathe disintegration."));
		
		fire_breath(GF_DISINTEGRATE, dir, damage, (plev > 35 ? 3 : 2));
		break;
	case MS_BALL_ACID:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("アシッド・ボールの呪文を唱えた。", "You cast an acid ball."));
		
			fire_ball(GF_ACID, dir, damage, 2);
		break;
	case MS_BALL_ELEC:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("サンダー・ボールの呪文を唱えた。", "You cast a lightning ball."));
		
			fire_ball(GF_ELEC, dir, damage, 2);
		break;
	case MS_BALL_FIRE:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("ファイア・ボールの呪文を唱えた。", "You cast a fire ball."));
		
			fire_ball(GF_FIRE, dir, damage, 2);
		break;
	case MS_BALL_COLD:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("アイス・ボールの呪文を唱えた。", "You cast a frost ball."));
		
			fire_ball(GF_COLD, dir, damage, 2);
		break;
	case MS_BALL_POIS:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("悪臭雲の呪文を唱えた。", "You cast a stinking cloud."));
		
			fire_ball(GF_POIS, dir, damage, 2);
		break;
	case MS_BALL_NETHER:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("地獄球の呪文を唱えた。", "You cast a nether ball."));
		
			fire_ball(GF_NETHER, dir, damage, 2);
		break;
	case MS_BALL_WATER:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("流れるような身振りをした。", "You gesture fluidly."));
		
			fire_ball(GF_WATER, dir, damage, 4);
		break;
	case MS_BALL_MANA:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("魔力の嵐の呪文を念じた。", "You invoke a mana storm."));
		
			fire_ball(GF_MANA, dir, damage, 4);
		break;
	case MS_BALL_DARK:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("暗黒の嵐の呪文を念じた。", "You invoke a darkness storm."));
		
			fire_ball(GF_DARK, dir, damage, 4);
		break;
	case MS_DRAIN_MANA:
		if (!get_aim_dir(&dir)) return FALSE;
		fire_ball_hide(GF_DRAIN_MANA, dir, randint1(plev*3)+plev, 0);
		break;
	case MS_MIND_BLAST:
		if (!get_aim_dir(&dir)) return FALSE;
		fire_ball_hide(GF_MIND_BLAST, dir, damage, 0);
		break;
	case MS_BRAIN_SMASH:
		if (!get_aim_dir(&dir)) return FALSE;
		fire_ball_hide(GF_BRAIN_SMASH, dir, damage, 0);
		break;
	case MS_CAUSE_1:
		if (!get_aim_dir(&dir)) return FALSE;
		fire_ball_hide(GF_CAUSE_1, dir, damage, 0);
		break;
	case MS_CAUSE_2:
		if (!get_aim_dir(&dir)) return FALSE;
		fire_ball_hide(GF_CAUSE_2, dir, damage, 0);
		break;
	case MS_CAUSE_3:
		if (!get_aim_dir(&dir)) return FALSE;
		fire_ball_hide(GF_CAUSE_3, dir, damage, 0);
		break;
	case MS_CAUSE_4:
		if (!get_aim_dir(&dir)) return FALSE;
		fire_ball_hide(GF_CAUSE_4, dir, damage, 0);
		break;
	case MS_BOLT_ACID:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("アシッド・ボルトの呪文を唱えた。", "You cast an acid bolt."));
		
			fire_bolt(GF_ACID, dir, damage);
		break;
	case MS_BOLT_ELEC:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("サンダー・ボルトの呪文を唱えた。", "You cast a lightning bolt."));
		
			fire_bolt(GF_ELEC, dir, damage);
		break;
	case MS_BOLT_FIRE:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("ファイア・ボルトの呪文を唱えた。", "You cast a fire bolt."));
		
			fire_bolt(GF_FIRE, dir, damage);
		break;
	case MS_BOLT_COLD:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("アイス・ボルトの呪文を唱えた。", "You cast a frost bolt."));
		
			fire_bolt(GF_COLD, dir, damage);
		break;
	case MS_STARBURST:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("スターバーストの呪文を念じた。", "You invoke a starburst."));
		
			fire_ball(GF_LITE, dir, damage, 4);
		break;
	case MS_BOLT_NETHER:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("地獄の矢の呪文を唱えた。", "You cast a nether bolt."));
		
			fire_bolt(GF_NETHER, dir, damage);
		break;
	case MS_BOLT_WATER:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("ウォーター・ボルトの呪文を唱えた。", "You cast a water bolt."));
		
			fire_bolt(GF_WATER, dir, damage);
		break;
	case MS_BOLT_MANA:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("魔力の矢の呪文を唱えた。", "You cast a mana bolt."));
		
			fire_bolt(GF_MANA, dir, damage);
		break;
	case MS_BOLT_PLASMA:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("プラズマ・ボルトの呪文を唱えた。", "You cast a plasma bolt."));
		
			fire_bolt(GF_PLASMA, dir, damage);
		break;
	case MS_BOLT_ICE:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("極寒の矢の呪文を唱えた。", "You cast a ice bolt."));
		
			fire_bolt(GF_ICE, dir, damage);
		break;
	case MS_MAGIC_MISSILE:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("マジック・ミサイルの呪文を唱えた。", "You cast a magic missile."));
		
			fire_bolt(GF_MISSILE, dir, damage);
		break;
	case MS_SCARE:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("恐ろしげな幻覚を作り出した。", "You cast a fearful illusion."));
		
			fear_monster(dir, plev+10);
		break;
	case MS_BLIND:
		if (!get_aim_dir(&dir)) return FALSE;
		confuse_monster(dir, plev * 2);
		break;
	case MS_CONF:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("誘惑的な幻覚をつくり出した。", "You cast a mesmerizing illusion."));
		
			confuse_monster(dir, plev * 2);
		break;
	case MS_SLOW:
		if (!get_aim_dir(&dir)) return FALSE;
		slow_monster(dir, plev);
		break;
	case MS_SLEEP:
		if (!get_aim_dir(&dir)) return FALSE;
		sleep_monster(dir, plev);
		break;
	case MS_SPEED:
		(void)set_fast(randint1(20 + plev) + plev, FALSE);
		break;
	case MS_HAND_DOOM:
	{
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("<破滅の手>を放った！", "You invoke the Hand of Doom!"));

		fire_ball_hide(GF_HAND_DOOM, dir, 200, 0);
		break;
	}
	case MS_HEAL:
		msg_print(_("自分の傷に念を集中した。", "You concentrate on your wounds!"));
		(void)hp_player(plev*6);
		(void)set_stun(0);
		(void)set_cut(0);
		break;
	case MS_INVULNER:
		msg_print(_("無傷の球の呪文を唱えた。", "You cast a Globe of Invulnerability."));
		(void)set_invuln(randint1(7) + 7, FALSE);
		break;
	case MS_BLINK:
		teleport_player(10, 0L);
		break;
	case MS_TELEPORT:
		teleport_player(plev * 5, 0L);
		break;
	case MS_WORLD:
		(void)time_walk(p_ptr);
		break;
	case MS_SPECIAL:
		break;
	case MS_TELE_TO:
	{
		monster_type *m_ptr;
		monster_race *r_ptr;
		GAME_TEXT m_name[MAX_NLEN];

		if (!target_set(TARGET_KILL)) return FALSE;
		if (!current_floor_ptr->grid_array[target_row][target_col].m_idx) break;
		if (!player_has_los_bold(target_row, target_col)) break;
		if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
		m_ptr = &current_floor_ptr->m_list[current_floor_ptr->grid_array[target_row][target_col].m_idx];
		r_ptr = &r_info[m_ptr->r_idx];
		monster_desc(m_name, m_ptr, 0);
		if (r_ptr->flagsr & RFR_RES_TELE)
		{
			if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL))
			{
				if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
				msg_format(_("%sには効果がなかった！", "%s is unaffected!"), m_name);

				break;
			}
			else if (r_ptr->level > randint1(100))
			{
				if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
				msg_format(_("%sには耐性がある！", "%s resists!"), m_name);

				break;
			}
		}
		msg_format(_("%sを引き戻した。", "You command %s to return."), m_name);

		teleport_monster_to(current_floor_ptr->grid_array[target_row][target_col].m_idx, p_ptr->y, p_ptr->x, 100, TELEPORT_PASSIVE);
		break;
	}
	case MS_TELE_AWAY:
		if (!get_aim_dir(&dir)) return FALSE;

		(void)fire_beam(GF_AWAY_ALL, dir, plev);
		break;

	case MS_TELE_LEVEL:
		return teleport_level_other(p_ptr);
		break;

	case MS_PSY_SPEAR:
		if (!get_aim_dir(&dir)) return FALSE;
		else msg_print(_("光の剣を放った。", "You throw a psycho-spear."));
		(void)fire_beam(GF_PSY_SPEAR, dir, damage);
		break;

	case MS_DARKNESS:
		msg_print(_("暗闇の中で手を振った。", "You gesture in shadow."));
		(void)unlite_area(10, 3);
		break;

	case MS_MAKE_TRAP:
		if (!target_set(TARGET_KILL)) return FALSE;
		msg_print(_("呪文を唱えて邪悪に微笑んだ。", "You cast a spell and cackle evilly."));
		trap_creation(target_row, target_col);
		break;
	case MS_FORGET:
		msg_print(_("しかし何も起きなかった。", "Nothing happen."));
		break;
	case MS_RAISE_DEAD:
		msg_print(_("死者復活の呪文を唱えた。", "You animate the dead."));
		(void)animate_dead(0, p_ptr->y, p_ptr->x);
		break;
	case MS_S_KIN:
	{
		int k;
		if (!target_set(TARGET_KILL)) return FALSE;

		msg_print(_("援軍を召喚した。", "You summon minions."));
		for (k = 0;k < 4; k++)
		{
			(void)summon_kin_player(plev, target_row, target_col, (PM_FORCE_PET | PM_ALLOW_GROUP));
		}
		break;
	}
	case MS_S_CYBER:
	{
		int k;
		int max_cyber = (current_floor_ptr->dun_level / 50) + randint1(3);
		if (!target_set(TARGET_KILL)) return FALSE;
		msg_print(_("サイバーデーモンを召喚した！", "You summon Cyberdemons!"));
		if (max_cyber > 4) max_cyber = 4;
		for (k = 0;k < max_cyber; k++)
			summon_specific(-1, target_row, target_col, plev, SUMMON_CYBER, mode, '\0');
		break;
	}
	case MS_S_MONSTER:
	{
		int k;
		if (!target_set(TARGET_KILL)) return FALSE;
		msg_print(_("仲間を召喚した。", "You summon help."));
		for (k = 0;k < 1; k++)
			summon_specific(-1, target_row, target_col, plev, 0, (mode | u_mode), '\0');
		break;
	}
	case MS_S_MONSTERS:
	{
		int k;
		if (!target_set(TARGET_KILL)) return FALSE;
		msg_print(_("モンスターを召喚した！", "You summon monsters!"));
		for (k = 0; k < 6; k++)
			summon_specific(-1, target_row, target_col, plev, 0, (mode | u_mode), '\0');
		break;
	}
	case MS_S_ANT:
	{
		int k;
		if (!target_set(TARGET_KILL)) return FALSE;
		msg_print(_("アリを召喚した。", "You summon ants."));
		for (k = 0; k < 6; k++)
			summon_specific(-1, target_row, target_col, plev, SUMMON_ANT, mode, '\0');
		break;
	}
	case MS_S_SPIDER:
	{
		int k;
		if (!target_set(TARGET_KILL)) return FALSE;
		msg_print(_("蜘蛛を召喚した。", "You summon spiders."));
		for (k = 0; k < 6; k++)
			summon_specific(-1, target_row, target_col, plev, SUMMON_SPIDER, mode, '\0');
		break;
	}
	case MS_S_HOUND:
	{
		int k;
		if (!target_set(TARGET_KILL)) return FALSE;
		msg_print(_("ハウンドを召喚した。", "You summon hounds."));
		for (k = 0; k < 4; k++)
			summon_specific(-1, target_row, target_col, plev, SUMMON_HOUND, mode, '\0');
		break;
	}
	case MS_S_HYDRA:
	{
		int k;
		if (!target_set(TARGET_KILL)) return FALSE;
		msg_print(_("ヒドラを召喚した。", "You summon hydras."));
		for (k = 0; k < 4; k++)
			summon_specific(-1, target_row, target_col, plev, SUMMON_HYDRA, mode, '\0');
		break;
	}
	case MS_S_ANGEL:
	{
		int k;
		if (!target_set(TARGET_KILL)) return FALSE;
		msg_print(_("天使を召喚した！", "You summon an angel!"));
		for (k = 0; k < 1; k++)
			summon_specific(-1, target_row, target_col, plev, SUMMON_ANGEL, mode, '\0');
		break;
	}
	case MS_S_DEMON:
	{
		int k;
		if (!target_set(TARGET_KILL)) return FALSE;
		msg_print(_("混沌の宮廷から悪魔を召喚した！", "You summon a demon from the Courts of Chaos!"));
		for (k = 0; k < 1; k++)
			summon_specific(-1, target_row, target_col, plev, SUMMON_DEMON, (mode | u_mode), '\0');
		break;
	}
	case MS_S_UNDEAD:
	{
		int k;
		if (!target_set(TARGET_KILL)) return FALSE;
		msg_print(_("アンデッドの強敵を召喚した！", "You summon an undead adversary!"));
		for (k = 0; k < 1; k++)
			summon_specific(-1, target_row, target_col, plev, SUMMON_UNDEAD, (mode | u_mode), '\0');
		break;
	}
	case MS_S_DRAGON:
	{
		int k;
		if (!target_set(TARGET_KILL)) return FALSE;
		msg_print(_("ドラゴンを召喚した！", "You summon a dragon!"));
		for (k = 0; k < 1; k++)
			summon_specific(-1, target_row, target_col, plev, SUMMON_DRAGON, (mode | u_mode), '\0');
		break;
	}
	case MS_S_HI_UNDEAD:
	{
		int k;
		if (!target_set(TARGET_KILL)) return FALSE;
		msg_print(_("強力なアンデッドを召喚した！", "You summon greater undead!"));
		for (k = 0; k < 6; k++)
			summon_specific(-1, target_row, target_col, plev, SUMMON_HI_UNDEAD, (mode | u_mode), '\0');
		break;
	}
	case MS_S_HI_DRAGON:
	{
		int k;
		if (!target_set(TARGET_KILL)) return FALSE;
		msg_print(_("古代ドラゴンを召喚した！", "You summon ancient dragons!"));
		for (k = 0; k < 4; k++)
			summon_specific(-1, target_row, target_col, plev, SUMMON_HI_DRAGON, (mode | u_mode), '\0');
		break;
	}
	case MS_S_AMBERITE:
	{
		int k;
		if (!target_set(TARGET_KILL)) return FALSE;
		msg_print(_("アンバーの王族を召喚した！", "You summon Lords of Amber!"));
		for (k = 0; k < 4; k++)
			summon_specific(-1, target_row, target_col, plev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE), '\0');
		break;
	}
	case MS_S_UNIQUE:
	{
		int k, count = 0;
		if (!target_set(TARGET_KILL)) return FALSE;
		msg_print(_("特別な強敵を召喚した！", "You summon special opponents!"));
		for (k = 0;k < 4; k++)
			if (summon_specific(-1, target_row, target_col, plev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE), '\0')) count++;
		for (k = count;k < 4; k++)
			summon_specific(-1, target_row, target_col, plev, SUMMON_HI_UNDEAD, (mode | u_mode), '\0');
		break;
	}
	default:
		msg_print("hoge?");
	}

	return TRUE;
}


/*!
 * @brief ものまねコマンドのメインルーチン /
 * do_cmd_cast calls this function if the player's class is 'imitator'.
 * @param baigaesi TRUEならば倍返し上の処理として行う
 * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
 * @details
 * If a valid spell is chosen, saves it in '*sn' and returns TRUE
 * If the user hits escape, returns FALSE, and set '*sn' to -1
 * If there are no legal choices, returns FALSE, and sets '*sn' to -2
 *
 * The "prompt" should be "cast", "recite", or "study"
 * The "known" should be TRUE for cast/pray, FALSE for study
 *
 * nb: This function has a (trivial) display bug which will be obvious
 * when you run it. It's probably easy to fix but I haven't tried,
 * sorry.
 */
bool do_cmd_mane(bool baigaesi)
{
	int n = 0, j;
	PERCENTAGE chance;
	PERCENTAGE minfail = 0;
	PLAYER_LEVEL plev = p_ptr->lev;
	monster_power   spell;
	bool            cast;

	if (cmd_limit_confused(p_ptr)) return FALSE;

	if (!p_ptr->mane_num)
	{
		msg_print(_("まねられるものが何もない！", "You don't remember any action!"));
		return FALSE;
	}

	if (!get_mane_power(&n, baigaesi)) return FALSE;

	spell = monster_powers[p_ptr->mane_spell[n]];

	/* Spell failure chance */
	chance = spell.manefail;

	/* Reduce failure rate by "effective" level adjustment */
	if (plev > spell.level) chance -= 3 * (plev - spell.level);

	/* Reduce failure rate by 1 stat and DEX adjustment */
	chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[spell.use_stat]] + adj_mag_stat[p_ptr->stat_ind[A_DEX]] - 2) / 2;

	if (spell.manedam) chance = chance * damage / spell.manedam;

	chance += p_ptr->to_m_chance;

	/* Extract the minimum failure rate */
	minfail = adj_mag_fail[p_ptr->stat_ind[spell.use_stat]];

	/* Minimum failure rate */
	if (chance < minfail) chance = minfail;

	/* Stunning makes spells harder */
	if (p_ptr->stun > 50) chance += 25;
	else if (p_ptr->stun) chance += 15;

	/* Always a 5 percent chance of working */
	if (chance > 95) chance = 95;

	/* Failed spell */
	if (randint0(100) < chance)
	{
		if (flush_failure) flush();
		msg_print(_("ものまねに失敗した！", "You failed to concentrate hard enough!"));
		sound(SOUND_FAIL);
	}
	else
	{
		sound(SOUND_ZAP);
		cast = use_mane(p_ptr->mane_spell[n]);
		if (!cast) return FALSE;
	}

	p_ptr->mane_num--;
	for (j = n; j < p_ptr->mane_num;j++)
	{
		p_ptr->mane_spell[j] = p_ptr->mane_spell[j+1];
		p_ptr->mane_dam[j] = p_ptr->mane_dam[j+1];
	}

	take_turn(p_ptr, 100);

	p_ptr->redraw |= (PR_IMITATION);
	p_ptr->window |= (PW_PLAYER);
	p_ptr->window |= (PW_SPELL);

	return TRUE;
}
