1 #include "system/angband.h"
2 #include "core/stuff-handler.h"
7 #include "dungeon/dungeon.h"
8 #include "effect/effect-characteristics.h"
10 #include "monster/monsterrace-hook.h"
12 #include "monster/monster.h"
13 #include "player/player-move.h"
14 #include "player/player-status.h"
15 #include "player/player-effects.h"
16 #include "player/player-damage.h"
18 #include "spell/technic-info-table.h"
20 #include "targeting.h"
21 #include "view/display-main-window.h"
22 #include "spell/spells-floor.h"
23 #include "world/world.h"
24 #include "effect/spells-effect-util.h"
25 #include "spell/spells-util.h"
26 #include "spell/spells-type.h"
27 #include "spell/process-effect.h"
28 #include "spell/spells2.h"
29 #include "spell/spells3.h"
33 * @param caster_ptr プレーヤーへの参照ポインタ
35 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_CAST)
36 * @return SPELL_NAME / SPELL_DESC 時には文字列ポインタを返す。SPELL_CAST時はNULL文字列を返す。
38 concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, spell_type mode)
40 bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
41 bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
42 bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
45 PLAYER_LEVEL plev = caster_ptr->lev;
50 if (name) return _("飛飯綱", "Tobi-Izuna");
51 if (desc) return _("2マス離れたところにいるモンスターを攻撃する。", "Attacks a monster two squares away.");
56 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
58 project_hook(caster_ptr, GF_ATTACK, dir, HISSATSU_2, PROJECT_STOP | PROJECT_KILL);
63 if (name) return _("五月雨斬り", "3-Way Attack");
64 if (desc) return _("3方向に対して攻撃する。", "Attacks in 3 directions at one time.");
71 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
72 if (dir == 5) return NULL;
74 for (cdir = 0; cdir < 8; cdir++)
76 if (cdd[cdir] == dir) break;
79 if (cdir == 8) return NULL;
81 y = caster_ptr->y + ddy_cdd[cdir];
82 x = caster_ptr->x + ddx_cdd[cdir];
83 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
84 py_attack(caster_ptr, y, x, 0);
86 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
88 y = caster_ptr->y + ddy_cdd[(cdir + 7) % 8];
89 x = caster_ptr->x + ddx_cdd[(cdir + 7) % 8];
90 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
91 py_attack(caster_ptr, y, x, 0);
93 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
95 y = caster_ptr->y + ddy_cdd[(cdir + 1) % 8];
96 x = caster_ptr->x + ddx_cdd[(cdir + 1) % 8];
97 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
98 py_attack(caster_ptr, y, x, 0);
100 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
105 if (name) return _("ブーメラン", "Boomerang");
106 if (desc) return _("武器を手元に戻ってくるように投げる。戻ってこないこともある。",
107 "Throws current weapon. It'll return to your hand unless the action failed.");
111 if (!do_cmd_throw(caster_ptr, 1, TRUE, -1)) return NULL;
116 if (name) return _("焔霊", "Burning Strike");
117 if (desc) return _("火炎耐性のないモンスターに大ダメージを与える。", "Attacks a monster with more damage unless it has resistance to fire.");
123 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
124 if (dir == 5) return NULL;
126 y = caster_ptr->y + ddy[dir];
127 x = caster_ptr->x + ddx[dir];
129 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
130 py_attack(caster_ptr, y, x, HISSATSU_FIRE);
133 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
140 if (name) return _("殺気感知", "Detect Ferocity");
141 if (desc) return _("近くの思考することができるモンスターを感知する。", "Detects all monsters except the mindless in your vicinity.");
145 detect_monsters_mind(caster_ptr, DETECT_RAD_DEFAULT);
150 if (name) return _("みね打ち", "Strike to Stun");
151 if (desc) return _("相手にダメージを与えないが、朦朧とさせる。", "Attempts to stun a monster next to you.");
157 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
158 if (dir == 5) return NULL;
160 y = caster_ptr->y + ddy[dir];
161 x = caster_ptr->x + ddx[dir];
163 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
164 py_attack(caster_ptr, y, x, HISSATSU_MINEUCHI);
167 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
174 if (name) return _("カウンター", "Counter");
175 if (desc) return _("相手に攻撃されたときに反撃する。反撃するたびにMPを消費。",
176 "Prepares to counterattack. When attacked by a monster, strikes back using SP each time.");
180 if (caster_ptr->riding)
182 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
185 msg_print(_("相手の攻撃に対して身構えた。", "You prepare to counterattack."));
186 caster_ptr->counter = TRUE;
191 if (name) return _("払い抜け", "Harainuke");
192 if (desc) return _("攻撃した後、反対側に抜ける。",
193 "In one action, attacks a monster with your weapons normally and then moves to the space beyond the monster if that space is not blocked.");
199 if (caster_ptr->riding)
201 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
205 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
207 if (dir == 5) return NULL;
208 y = caster_ptr->y + ddy[dir];
209 x = caster_ptr->x + ddx[dir];
211 if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
213 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
217 py_attack(caster_ptr, y, x, 0);
219 if (!player_can_enter(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat, 0) || is_trap(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat))
225 if (player_can_enter(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat, 0) && !is_trap(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat) && !caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
228 (void)move_player_effect(caster_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
234 if (name) return _("サーペンツタン", "Serpent's Tongue");
235 if (desc) return _("毒耐性のないモンスターに大ダメージを与える。", "Attacks a monster with more damage unless it has resistance to poison.");
241 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
242 if (dir == 5) return NULL;
244 y = caster_ptr->y + ddy[dir];
245 x = caster_ptr->x + ddx[dir];
247 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
248 py_attack(caster_ptr, y, x, HISSATSU_POISON);
251 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
258 if (name) return _("斬魔剣弐の太刀", "Zammaken");
259 if (desc) return _("生命のない邪悪なモンスターに大ダメージを与えるが、他のモンスターには全く効果がない。",
260 "Attacks an evil unliving monster with great damage. Has no effect on other monsters.");
266 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
267 if (dir == 5) return NULL;
269 y = caster_ptr->y + ddy[dir];
270 x = caster_ptr->x + ddx[dir];
272 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
273 py_attack(caster_ptr, y, x, HISSATSU_ZANMA);
276 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
283 if (name) return _("裂風剣", "Wind Blast");
284 if (desc) return _("攻撃した相手を後方へ吹き飛ばす。", "Attacks an adjacent monster and blows it away.");
290 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
291 if (dir == 5) return NULL;
293 y = caster_ptr->y + ddy[dir];
294 x = caster_ptr->x + ddx[dir];
296 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
297 py_attack(caster_ptr, y, x, 0);
300 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
303 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
307 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
310 POSITION ty = y, tx = x;
311 POSITION oy = y, ox = x;
312 MONSTER_IDX m_idx = caster_ptr->current_floor_ptr->grid_array[y][x].m_idx;
313 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
314 GAME_TEXT m_name[MAX_NLEN];
316 monster_desc(caster_ptr, m_name, m_ptr, 0);
318 for (i = 0; i < 5; i++)
322 if (is_cave_empty_bold(caster_ptr, y, x))
329 if ((ty != oy) || (tx != ox))
331 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
332 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
333 caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
337 update_monster(caster_ptr, m_idx, TRUE);
338 lite_spot(caster_ptr, oy, ox);
339 lite_spot(caster_ptr, ty, tx);
341 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
342 caster_ptr->update |= (PU_MON_LITE);
349 if (name) return _("刀匠の目利き", "Judge");
350 if (desc) return _("武器・防具を1つ識別する。レベル45以上で武器・防具の能力を完全に知ることができる。",
351 "Identifies a weapon or armor. *Identifies* the item at level 45.");
357 if (!identify_fully(caster_ptr, TRUE, 0)) return NULL;
361 if (!ident_spell(caster_ptr, TRUE, 0)) return NULL;
367 if (name) return _("破岩斬", "Rock Smash");
368 if (desc) return _("岩を壊し、岩石系のモンスターに大ダメージを与える。", "Breaks rock or greatly damages a monster made of rocks.");
374 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
375 if (dir == 5) return NULL;
377 y = caster_ptr->y + ddy[dir];
378 x = caster_ptr->x + ddx[dir];
380 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
381 py_attack(caster_ptr, y, x, HISSATSU_HAGAN);
383 if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_HURT_ROCK)) break;
385 /* Destroy the feature */
386 cave_alter_feat(caster_ptr, y, x, FF_HURT_ROCK);
387 caster_ptr->update |= (PU_FLOW);
392 if (name) return _("乱れ雪月花", "Midare-Setsugekka");
393 if (desc) return _("攻撃回数が増え、冷気耐性のないモンスターに大ダメージを与える。",
394 "Attacks a monster with an increased number of attacks and more damage unless it has resistance to cold.");
400 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
401 if (dir == 5) return NULL;
403 y = caster_ptr->y + ddy[dir];
404 x = caster_ptr->x + ddx[dir];
406 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
407 py_attack(caster_ptr, y, x, HISSATSU_COLD);
410 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
417 if (name) return _("急所突き", "Spot Aiming");
418 if (desc) return _("モンスターを一撃で倒す攻撃を繰り出す。失敗すると1点しかダメージを与えられない。",
419 "Attempts to kill a monster instantly. If that fails, causes only 1HP of damage.");
425 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
426 if (dir == 5) return NULL;
428 y = caster_ptr->y + ddy[dir];
429 x = caster_ptr->x + ddx[dir];
431 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
432 py_attack(caster_ptr, y, x, HISSATSU_KYUSHO);
435 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
442 if (name) return _("魔神斬り", "Majingiri");
443 if (desc) return _("会心の一撃で攻撃する。攻撃がかわされやすい。",
444 "Attempts to attack with a critical hit, but this attack is easy to evade for a monster.");
450 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
451 if (dir == 5) return NULL;
453 y = caster_ptr->y + ddy[dir];
454 x = caster_ptr->x + ddx[dir];
456 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
457 py_attack(caster_ptr, y, x, HISSATSU_MAJIN);
460 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
467 if (name) return _("捨て身", "Desperate Attack");
468 if (desc) return _("強力な攻撃を繰り出す。次のターンまでの間、食らうダメージが増える。",
469 "Attacks with all of your power, but all damage you take will be doubled for one turn.");
475 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
476 if (dir == 5) return NULL;
478 y = caster_ptr->y + ddy[dir];
479 x = caster_ptr->x + ddx[dir];
481 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
482 py_attack(caster_ptr, y, x, HISSATSU_SUTEMI);
485 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
488 caster_ptr->sutemi = TRUE;
493 if (name) return _("雷撃鷲爪斬", "Lightning Eagle");
494 if (desc) return _("電撃耐性のないモンスターに非常に大きいダメージを与える。",
495 "Attacks a monster with more damage unless it has resistance to electricity.");
501 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
502 if (dir == 5) return NULL;
504 y = caster_ptr->y + ddy[dir];
505 x = caster_ptr->x + ddx[dir];
507 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
508 py_attack(caster_ptr, y, x, HISSATSU_ELEC);
511 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
518 if (name) return _("入身", "Rush Attack");
519 if (desc) return _("素早く相手に近寄り攻撃する。", "Steps close to a monster and attacks at the same time.");
523 if (!rush_attack(caster_ptr, NULL)) return NULL;
528 if (name) return _("赤流渦", "Bloody Maelstrom");
529 if (desc) return _("自分自身も傷を作りつつ、その傷が深いほど大きい威力で全方向の敵を攻撃できる。生きていないモンスターには効果がない。",
530 "Attacks all adjacent monsters with power corresponding to your cuts. Then increases your cuts. Has no effect on unliving monsters.");
534 POSITION y = 0, x = 0;
539 if (caster_ptr->cut < 300)
540 set_cut(caster_ptr,caster_ptr->cut + 300);
542 set_cut(caster_ptr,caster_ptr->cut * 2);
544 for (dir = 0; dir < 8; dir++)
546 y = caster_ptr->y + ddy_ddd[dir];
547 x = caster_ptr->x + ddx_ddd[dir];
548 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
549 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
551 /* Hack -- attack monsters */
552 if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)))
554 if (!monster_living(m_ptr->r_idx))
556 GAME_TEXT m_name[MAX_NLEN];
558 monster_desc(caster_ptr, m_name, m_ptr, 0);
559 msg_format(_("%sには効果がない!", "%s is unharmed!"), m_name);
561 else py_attack(caster_ptr, y, x, HISSATSU_SEKIRYUKA);
568 if (name) return _("激震撃", "Earthquake Blow");
569 if (desc) return _("地震を起こす。", "Shakes dungeon structure, and results in random swapping of floors and walls.");
575 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
576 if (dir == 5) return NULL;
578 y = caster_ptr->y + ddy[dir];
579 x = caster_ptr->x + ddx[dir];
581 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
582 py_attack(caster_ptr, y, x, HISSATSU_QUAKE);
584 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 10, 0);
589 if (name) return _("地走り", "Crack");
590 if (desc) return _("衝撃波のビームを放つ。", "Fires a shock wave as a beam.");
594 int total_damage = 0, basedam, i;
595 BIT_FLAGS flgs[TR_FLAG_SIZE];
597 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
598 msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
599 for (i = 0; i < 2; i++)
603 if (!has_melee_weapon(caster_ptr, INVEN_RARM + i)) break;
604 o_ptr = &caster_ptr->inventory_list[INVEN_RARM + i];
605 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
606 damage = o_ptr->to_d * 100;
607 object_flags(o_ptr, flgs);
608 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
614 else if (have_flag(flgs, TR_VORPAL))
616 /* vorpal flag only */
621 damage *= caster_ptr->num_blow[i];
622 total_damage += damage / 200;
623 if (i) total_damage = total_damage * 7 / 10;
625 fire_beam(caster_ptr, GF_FORCE, dir, total_damage);
630 if (name) return _("気迫の雄叫び", "War Cry");
631 if (desc) return _("視界内の全モンスターに対して轟音の攻撃を行う。さらに、近くにいるモンスターを怒らせる。",
632 "Damages all monsters in sight with sound. Aggravates nearby monsters.");
636 msg_print(_("雄叫びをあげた!", "You roar!"));
637 project_all_los(caster_ptr, GF_SOUND, randint1(plev * 3));
638 aggravate_monsters(caster_ptr, 0);
643 if (name) return _("無双三段", "Musou-Sandan");
644 if (desc) return _("強力な3段攻撃を繰り出す。", "Attacks with three powerful strikes.");
650 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
651 if (dir == 5) return NULL;
653 for (i = 0; i < 3; i++)
661 y = caster_ptr->y + ddy[dir];
662 x = caster_ptr->x + ddx[dir];
663 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
666 py_attack(caster_ptr, y, x, HISSATSU_3DAN);
669 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
673 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
678 /* Monster is dead? */
679 if (!g_ptr->m_idx) break;
683 m_idx = g_ptr->m_idx;
684 m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
686 /* Monster cannot move back? */
687 if (!monster_can_enter(caster_ptr, ny, nx, &r_info[m_ptr->r_idx], 0))
690 if (i < 2) msg_print(NULL);
695 caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
699 update_monster(caster_ptr, m_idx, TRUE);
701 /* Redraw the old spot */
702 lite_spot(caster_ptr, y, x);
704 /* Redraw the new spot */
705 lite_spot(caster_ptr, ny, nx);
707 /* Player can move forward? */
708 if (player_can_enter(caster_ptr, g_ptr->feat, 0))
710 if (!move_player_effect(caster_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP)) break;
718 if (i < 2) msg_print(NULL);
724 if (name) return _("吸血鬼の牙", "Vampire's Fang");
725 if (desc) return _("攻撃した相手の体力を吸いとり、自分の体力を回復させる。生命を持たないモンスターには通じない。",
726 "Attacks with vampiric strikes which absorb HP from a monster and heal you. Has no effect on unliving monsters.");
732 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
733 if (dir == 5) return NULL;
735 y = caster_ptr->y + ddy[dir];
736 x = caster_ptr->x + ddx[dir];
738 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
739 py_attack(caster_ptr, y, x, HISSATSU_DRAIN);
742 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
749 if (name) return _("幻惑", "Moon Dazzling");
750 if (desc) return _("視界内の起きている全モンスターに朦朧、混乱、眠りを与えようとする。", "Attempts to stun, confuse and put to sleep all waking monsters.");
754 msg_print(_("武器を不規則に揺らした...", "You irregularly wave your weapon..."));
755 project_all_los(caster_ptr, GF_ENGETSU, plev * 4);
756 project_all_los(caster_ptr, GF_ENGETSU, plev * 4);
757 project_all_los(caster_ptr, GF_ENGETSU, plev * 4);
762 if (name) return _("百人斬り", "Hundred Slaughter");
763 if (desc) return _("連続して入身でモンスターを攻撃する。攻撃するたびにMPを消費。MPがなくなるか、モンスターを倒せなかったら百人斬りは終了する。",
764 "Performs a series of rush attacks. The series continues as long as the attacked monster dies and you have sufficient SP.");
768 const int mana_cost_per_monster = 8;
774 if (!rush_attack(caster_ptr, &mdeath)) break;
777 /* Reserve needed mana point */
778 caster_ptr->csp -= technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
782 caster_ptr->csp -= mana_cost_per_monster;
787 caster_ptr->redraw |= PR_MANA;
788 handle_stuff(caster_ptr);
789 } while (caster_ptr->csp > mana_cost_per_monster);
791 if (is_new) return NULL;
793 /* Restore reserved mana */
794 caster_ptr->csp += technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
799 if (name) return _("天翔龍閃", "Dragonic Flash");
800 if (desc) return _("視界内の場所を指定して、その場所と自分の間にいる全モンスターを攻撃し、その場所に移動する。",
801 "Runs toward given location while attacking all monsters on the path.");
807 if (!tgt_pt(caster_ptr, &x, &y)) return NULL;
809 if (!cave_player_teleportable_bold(caster_ptr, y, x, TELEPORT_SPONTANEOUS) ||
810 (distance(y, x, caster_ptr->y, caster_ptr->x) > MAX_SIGHT / 2) ||
811 !projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y, x))
813 msg_print(_("失敗!", "You cannot move to that place!"));
816 if (caster_ptr->anti_tele)
818 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
821 project(caster_ptr, 0, 0, y, x, HISSATSU_ISSEN, GF_ATTACK, PROJECT_BEAM | PROJECT_KILL, -1);
822 teleport_player_to(caster_ptr, y, x, TELEPORT_SPONTANEOUS);
827 if (name) return _("二重の剣撃", "Twin Slash");
828 if (desc) return _("1ターンで2度攻撃を行う。", "double attacks at a time.");
834 if (!get_rep_dir(caster_ptr, &dir, FALSE)) return NULL;
836 y = caster_ptr->y + ddy[dir];
837 x = caster_ptr->x + ddx[dir];
839 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
841 py_attack(caster_ptr, y, x, 0);
842 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
844 handle_stuff(caster_ptr);
845 py_attack(caster_ptr, y, x, 0);
850 msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
857 if (name) return _("虎伏絶刀勢", "Kofuku-Zettousei");
858 if (desc) return _("強力な攻撃を行い、近くの場所にも効果が及ぶ。", "Performs a powerful attack which even affects nearby monsters.");
862 int total_damage = 0, basedam, i;
864 BIT_FLAGS flgs[TR_FLAG_SIZE];
867 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
868 if (dir == 5) return NULL;
870 y = caster_ptr->y + ddy[dir];
871 x = caster_ptr->x + ddx[dir];
873 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
875 msg_print(_("なぜか攻撃することができない。", "Something prevents you from attacking."));
878 msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
879 for (i = 0; i < 2; i++)
882 if (!has_melee_weapon(caster_ptr, INVEN_RARM + i)) break;
883 o_ptr = &caster_ptr->inventory_list[INVEN_RARM + i];
884 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
885 damage = o_ptr->to_d * 100;
886 object_flags(o_ptr, flgs);
887 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
893 else if (have_flag(flgs, TR_VORPAL))
895 /* vorpal flag only */
900 damage += caster_ptr->to_d[i] * 100;
901 damage *= caster_ptr->num_blow[i];
902 total_damage += (damage / 100);
904 project(caster_ptr, 0, (cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT) ? 5 : 0), y, x, total_damage * 3 / 2, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
909 if (name) return _("慶雲鬼忍剣", "Keiun-Kininken");
910 if (desc) return _("自分もダメージをくらうが、相手に非常に大きなダメージを与える。アンデッドには特に効果がある。",
911 "Attacks a monster with extremely powerful damage, but you also take some damage. Hurts an undead monster greatly.");
917 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
918 if (dir == 5) return NULL;
920 y = caster_ptr->y + ddy[dir];
921 x = caster_ptr->x + ddx[dir];
923 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
924 py_attack(caster_ptr, y, x, HISSATSU_UNDEAD);
927 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
930 take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(100), _("慶雲鬼忍剣を使った衝撃", "exhaustion on using Keiun-Kininken"), -1);
935 if (name) return _("切腹", "Harakiri");
936 if (desc) return _("「武士道とは、死ぬことと見つけたり。」", "'Bushido, the way of warriors, is found in death'");
941 if (!get_check(_("本当に自殺しますか?", "Do you really want to commit suicide? "))) return NULL;
942 /* Special Verification for suicide */
943 prt(_("確認のため '@' を押して下さい。", "Please verify SUICIDE by typing the '@' sign: "), 0, 0);
948 if (i != '@') return NULL;
949 if (current_world_ptr->total_winner)
951 take_hit(caster_ptr, DAMAGE_FORCE, 9999, "Seppuku", -1);
952 current_world_ptr->total_winner = TRUE;
956 msg_print(_("武士道とは、死ぬことと見つけたり。", "The meaning of bushido is found in death."));
957 take_hit(caster_ptr, DAMAGE_FORCE, 9999, "Seppuku", -1);