1 #include "realm/realm-hissatsu.h"
2 #include "artifact/fixed-art-types.h"
3 #include "cmd-action/cmd-attack.h"
4 #include "cmd-action/cmd-spell.h"
5 #include "cmd-item/cmd-throw.h"
6 #include "combat/combat-options-type.h"
7 #include "core/asking-player.h"
8 #include "core/player-redraw-types.h"
9 #include "core/stuff-handler.h"
10 #include "dungeon/dungeon-flag-types.h"
11 #include "effect/attribute-types.h"
12 #include "effect/effect-characteristics.h"
13 #include "effect/effect-processor.h"
14 #include "effect/spells-effect-util.h"
15 #include "floor/cave.h"
16 #include "floor/geometry.h"
17 #include "grid/feature-flag-types.h"
18 #include "grid/feature.h"
19 #include "grid/grid.h"
20 #include "inventory/inventory-slot-types.h"
21 #include "io/input-key-acceptor.h"
22 #include "io/input-key-requester.h"
23 #include "mind/mind-ninja.h"
24 #include "monster-race/monster-race-hook.h"
25 #include "monster-race/monster-race.h"
26 #include "monster-race/race-brightness-mask.h"
27 #include "monster-race/race-flags7.h"
28 #include "monster/monster-describer.h"
29 #include "monster/monster-info.h"
30 #include "monster/monster-update.h"
31 #include "object-enchant/tr-types.h"
32 #include "object/object-flags.h"
33 #include "player-info/equipment-info.h"
34 #include "player/player-damage.h"
35 #include "player/player-move.h"
36 #include "spell-kind/earthquake.h"
37 #include "spell-kind/spells-detection.h"
38 #include "spell-kind/spells-launcher.h"
39 #include "spell-kind/spells-perception.h"
40 #include "spell-kind/spells-sight.h"
41 #include "spell-kind/spells-teleport.h"
42 #include "spell/technic-info-table.h"
43 #include "status/bad-status-setter.h"
44 #include "system/dungeon-info.h"
45 #include "system/floor-type-definition.h"
46 #include "system/grid-type-definition.h"
47 #include "system/item-entity.h"
48 #include "system/monster-entity.h"
49 #include "system/monster-race-info.h"
50 #include "system/player-type-definition.h"
51 #include "system/redrawing-flags-updater.h"
52 #include "target/grid-selector.h"
53 #include "target/projection-path-calculator.h"
54 #include "target/target-getter.h"
55 #include "term/screen-processor.h"
56 #include "timed-effect/player-cut.h"
57 #include "timed-effect/timed-effects.h"
58 #include "util/bit-flags-calculator.h"
59 #include "view/display-messages.h"
60 #include "world/world.h"
64 * @param player_ptr プレイヤーへの参照ポインタ
66 * @param mode 処理内容 (SpellProcessType::NAME / SPELL_DESC / SpellProcessType::CAST)
67 * @return SpellProcessType::NAME / SPELL_DESC 時には文字列を返す。SpellProcessType::CAST時は std::nullopt を返す。
69 std::optional<std::string> do_hissatsu_spell(PlayerType *player_ptr, SPELL_IDX spell, SpellProcessType mode)
71 bool name = mode == SpellProcessType::NAME;
72 bool desc = mode == SpellProcessType::DESCRIPTION;
73 bool cast = mode == SpellProcessType::CAST;
76 PLAYER_LEVEL plev = player_ptr->lev;
81 return _("飛飯綱", "Tobi-Izuna");
84 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.");
89 if (!get_aim_dir(player_ptr, &dir)) {
93 project_hook(player_ptr, AttributeType::ATTACK, dir, HISSATSU_2, PROJECT_STOP | PROJECT_KILL);
99 return _("五月雨斬り", "3-Way Attack");
102 return _("3方向に対して攻撃する。", "Attacks in 3 directions at one time.");
109 if (!get_direction(player_ptr, &dir, false, false)) {
116 for (cdir = 0; cdir < 8; cdir++) {
117 if (cdd[cdir] == dir) {
126 y = player_ptr->y + ddy_cdd[cdir];
127 x = player_ptr->x + ddx_cdd[cdir];
128 if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
129 do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
131 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
134 y = player_ptr->y + ddy_cdd[(cdir + 7) % 8];
135 x = player_ptr->x + ddx_cdd[(cdir + 7) % 8];
136 if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
137 do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
139 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
142 y = player_ptr->y + ddy_cdd[(cdir + 1) % 8];
143 x = player_ptr->x + ddx_cdd[(cdir + 1) % 8];
144 if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
145 do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
147 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
154 return _("ブーメラン", "Boomerang");
158 "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。", "Throws current weapon. It'll return to your hand unless the action failed.");
162 if (!ThrowCommand(player_ptr).do_cmd_throw(1, true, -1)) {
170 return _("焔霊", "Burning Strike");
173 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.");
179 if (!get_direction(player_ptr, &dir, false, false)) {
186 y = player_ptr->y + ddy[dir];
187 x = player_ptr->x + ddx[dir];
189 if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
190 do_cmd_attack(player_ptr, y, x, HISSATSU_FIRE);
192 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
200 return _("殺気感知", "Detect Ferocity");
203 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.");
207 detect_monsters_mind(player_ptr, DETECT_RAD_DEFAULT);
213 return _("みね打ち", "Strike to Stun");
216 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.");
222 if (!get_direction(player_ptr, &dir, false, false)) {
229 y = player_ptr->y + ddy[dir];
230 x = player_ptr->x + ddx[dir];
232 if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
233 do_cmd_attack(player_ptr, y, x, HISSATSU_MINEUCHI);
235 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
243 return _("カウンター", "Counter");
246 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。",
247 "Prepares to counterattack. When attacked by a monster, strikes back using SP each time.");
251 if (player_ptr->riding) {
252 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
255 msg_print(_("相手の攻撃に対して身構えた。", "You prepare to counterattack."));
256 player_ptr->counter = true;
262 return _("払い抜け", "Harainuke");
265 return _("攻撃した後、反対側に抜ける。",
266 "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.");
272 if (player_ptr->riding) {
273 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
277 if (!get_direction(player_ptr, &dir, false, false)) {
284 y = player_ptr->y + ddy[dir];
285 x = player_ptr->x + ddx[dir];
287 const auto *floor_ptr = player_ptr->current_floor_ptr;
288 const auto &grid = floor_ptr->grid_array[y][x];
290 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
294 do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
295 if (!player_can_enter(player_ptr, grid.feat, 0) || is_trap(player_ptr, grid.feat)) {
302 if (player_can_enter(player_ptr, grid.feat, 0) && !is_trap(player_ptr, grid.feat) && !grid.m_idx) {
304 (void)move_player_effect(player_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
311 return _("サーペンツタン", "Serpent's Tongue");
314 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.");
320 if (!get_direction(player_ptr, &dir, false, false)) {
327 y = player_ptr->y + ddy[dir];
328 x = player_ptr->x + ddx[dir];
330 if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
331 do_cmd_attack(player_ptr, y, x, HISSATSU_POISON);
333 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
341 return _("斬魔剣弐の太刀", "Zammaken");
344 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。",
345 "Attacks an evil unliving monster with great damage. Has no effect on other monsters.");
351 if (!get_direction(player_ptr, &dir, false, false)) {
358 y = player_ptr->y + ddy[dir];
359 x = player_ptr->x + ddx[dir];
361 if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
362 do_cmd_attack(player_ptr, y, x, HISSATSU_ZANMA);
364 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
372 return _("裂風剣", "Wind Blast");
375 return _("攻撃した相手を後方へ吹き飛ばす。", "Attacks an adjacent monster and blows it away.");
381 if (!get_direction(player_ptr, &dir, false, false)) {
388 y = player_ptr->y + ddy[dir];
389 x = player_ptr->x + ddx[dir];
391 const auto &floor = *player_ptr->current_floor_ptr;
392 if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
393 do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
395 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
398 if (dungeons_info[floor.dungeon_idx].flags.has(DungeonFeatureType::NO_MELEE)) {
401 if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
403 POSITION ty = y, tx = x;
404 POSITION oy = y, ox = x;
405 MONSTER_IDX m_idx = player_ptr->current_floor_ptr->grid_array[y][x].m_idx;
406 auto *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
407 const auto m_name = monster_desc(player_ptr, m_ptr, 0);
409 for (i = 0; i < 5; i++) {
412 if (is_cave_empty_bold(player_ptr, y, x)) {
419 if ((ty != oy) || (tx != ox)) {
420 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name.data());
421 player_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
422 player_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
426 update_monster(player_ptr, m_idx, true);
427 lite_spot(player_ptr, oy, ox);
428 lite_spot(player_ptr, ty, tx);
430 if (monraces_info[m_ptr->r_idx].brightness_flags.has_any_of(ld_mask)) {
431 RedrawingFlagsUpdater::get_instance().set_flag(StatusRedrawingFlag::MONSTER_LITE);
440 return _("刀匠の目利き", "Judge");
443 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。",
444 "Identifies a weapon or armor. *Identifies* the item at level 45.");
449 if (!identify_fully(player_ptr, true)) {
453 if (!ident_spell(player_ptr, true)) {
462 return _("破岩斬", "Rock Smash");
465 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.");
471 if (!get_direction(player_ptr, &dir, false, false)) {
478 y = player_ptr->y + ddy[dir];
479 x = player_ptr->x + ddx[dir];
481 if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
482 do_cmd_attack(player_ptr, y, x, HISSATSU_HAGAN);
485 if (!cave_has_flag_bold(player_ptr->current_floor_ptr, y, x, TerrainCharacteristics::HURT_ROCK)) {
489 /* Destroy the feature */
490 cave_alter_feat(player_ptr, y, x, TerrainCharacteristics::HURT_ROCK);
491 RedrawingFlagsUpdater::get_instance().set_flag(StatusRedrawingFlag::FLOW);
497 return _("乱れ雪月花", "Midare-Setsugekka");
500 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。",
501 "Attacks a monster with an increased number of attacks and more damage unless it has resistance to cold.");
507 if (!get_direction(player_ptr, &dir, false, false)) {
514 y = player_ptr->y + ddy[dir];
515 x = player_ptr->x + ddx[dir];
517 if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
518 do_cmd_attack(player_ptr, y, x, HISSATSU_COLD);
520 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
528 return _("急所突き", "Spot Aiming");
531 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。",
532 "Attempts to kill a monster instantly. If that fails, causes only 1HP of damage.");
538 if (!get_direction(player_ptr, &dir, false, false)) {
545 y = player_ptr->y + ddy[dir];
546 x = player_ptr->x + ddx[dir];
548 if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
549 do_cmd_attack(player_ptr, y, x, HISSATSU_KYUSHO);
551 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
559 return _("魔神斬り", "Majingiri");
562 return _("会心の一撃で攻撃する。攻撃がかわされやすい。", "Attempts to attack with a critical hit, but this attack is easy to evade for a monster.");
568 if (!get_direction(player_ptr, &dir, false, false)) {
575 y = player_ptr->y + ddy[dir];
576 x = player_ptr->x + ddx[dir];
578 if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
579 do_cmd_attack(player_ptr, y, x, HISSATSU_MAJIN);
581 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
589 return _("捨て身", "Desperate Attack");
592 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。",
593 "Attacks with all of your power, but all damage you take will be doubled for one turn.");
599 if (!get_direction(player_ptr, &dir, false, false)) {
606 y = player_ptr->y + ddy[dir];
607 x = player_ptr->x + ddx[dir];
609 if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
610 do_cmd_attack(player_ptr, y, x, HISSATSU_SUTEMI);
612 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
615 player_ptr->sutemi = true;
621 return _("雷撃鷲爪斬", "Lightning Eagle");
624 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。", "Attacks a monster with more damage unless it has resistance to electricity.");
630 if (!get_direction(player_ptr, &dir, false, false)) {
637 y = player_ptr->y + ddy[dir];
638 x = player_ptr->x + ddx[dir];
640 if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
641 do_cmd_attack(player_ptr, y, x, HISSATSU_ELEC);
643 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
651 return _("入身", "Rush Attack");
654 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.");
658 if (!rush_attack(player_ptr, nullptr)) {
666 return _("赤流渦", "Bloody Maelstrom");
670 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。",
671 "Attacks all adjacent monsters with power corresponding to your cuts. Then increases your cuts. Has no effect on unliving monsters.");
675 POSITION y = 0, x = 0;
676 auto current_cut = player_ptr->effects()->cut()->current();
677 short new_cut = current_cut < 300 ? current_cut + 300 : current_cut * 2;
678 (void)BadStatusSetter(player_ptr).set_cut(new_cut);
679 for (dir = 0; dir < 8; dir++) {
680 y = player_ptr->y + ddy_ddd[dir];
681 x = player_ptr->x + ddx_ddd[dir];
682 auto *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
683 auto *m_ptr = &player_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
684 if ((g_ptr->m_idx == 0) || (!m_ptr->ml && !cave_has_flag_bold(player_ptr->current_floor_ptr, y, x, TerrainCharacteristics::PROJECT))) {
688 if (monster_living(m_ptr->r_idx)) {
689 do_cmd_attack(player_ptr, y, x, HISSATSU_SEKIRYUKA);
693 const auto m_name = monster_desc(player_ptr, m_ptr, 0);
694 msg_format(_("%sには効果がない!", "%s is unharmed!"), m_name.data());
701 return _("激震撃", "Earthquake Blow");
704 return _("地震を起こす。", "Shakes dungeon structure, and results in random swapping of floors and walls.");
710 if (!get_direction(player_ptr, &dir, false, false)) {
717 y = player_ptr->y + ddy[dir];
718 x = player_ptr->x + ddx[dir];
720 if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
721 do_cmd_attack(player_ptr, y, x, HISSATSU_QUAKE);
723 earthquake(player_ptr, player_ptr->y, player_ptr->x, 10, 0);
730 return _("地走り", "Crack");
733 return _("衝撃波のビームを放つ。", "Fires a shock wave as a beam.");
737 int total_damage = 0, basedam, i;
739 if (!get_aim_dir(player_ptr, &dir)) {
742 msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
743 for (i = 0; i < 2; i++) {
746 if (!has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i)) {
749 o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + i];
750 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
751 damage = o_ptr->to_d * 100;
752 auto flags = object_flags(o_ptr);
755 if (o_ptr->is_specific_artifact(FixedArtifactId::VORPAL_BLADE) || o_ptr->is_specific_artifact(FixedArtifactId::CHAINSWORD)) {
759 } else if (flags.has(TR_VORPAL)) {
760 /* vorpal flag only */
765 damage *= player_ptr->num_blow[i];
766 total_damage += damage / 200;
768 total_damage = total_damage * 7 / 10;
771 fire_beam(player_ptr, AttributeType::FORCE, dir, total_damage);
777 return _("気迫の雄叫び", "War Cry");
780 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。",
781 "Damages all monsters in sight with sound. Aggravates nearby monsters.");
785 msg_print(_("雄叫びをあげた!", "You roar!"));
786 project_all_los(player_ptr, AttributeType::SOUND, randint1(plev * 3));
787 aggravate_monsters(player_ptr, 0);
793 return _("無双三段", "Musou-Sandan");
796 return _("強力な3段攻撃を繰り出す。", "Attacks with three powerful strikes.");
802 if (!get_direction(player_ptr, &dir, false, false)) {
809 const auto &floor = *player_ptr->current_floor_ptr;
810 for (i = 0; i < 3; i++) {
815 MonsterEntity *m_ptr;
817 y = player_ptr->y + ddy[dir];
818 x = player_ptr->x + ddx[dir];
819 g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
822 do_cmd_attack(player_ptr, y, x, HISSATSU_3DAN);
824 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
828 if (dungeons_info[floor.dungeon_idx].flags.has(DungeonFeatureType::NO_MELEE)) {
832 /* Monster is dead? */
839 m_idx = g_ptr->m_idx;
840 m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
842 /* Monster cannot move back? */
843 if (!monster_can_enter(player_ptr, ny, nx, &monraces_info[m_ptr->r_idx], 0)) {
852 player_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
856 update_monster(player_ptr, m_idx, true);
858 /* Redraw the old spot */
859 lite_spot(player_ptr, y, x);
861 /* Redraw the new spot */
862 lite_spot(player_ptr, ny, nx);
864 /* Player can move forward? */
865 if (player_can_enter(player_ptr, g_ptr->feat, 0)) {
866 if (!move_player_effect(player_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP)) {
883 return _("吸血鬼の牙", "Vampire's Fang");
886 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。",
887 "Attacks with vampiric strikes which absorb HP from a monster and heal you. Has no effect on unliving monsters.");
893 if (!get_direction(player_ptr, &dir, false, false)) {
900 y = player_ptr->y + ddy[dir];
901 x = player_ptr->x + ddx[dir];
903 if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
904 do_cmd_attack(player_ptr, y, x, HISSATSU_DRAIN);
906 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
914 return _("幻惑", "Moon Dazzling");
917 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.");
921 msg_print(_("武器を不規則に揺らした...", "You irregularly wave your weapon..."));
922 project_all_los(player_ptr, AttributeType::ENGETSU, plev * 4);
928 return _("百人斬り", "Hundred Slaughter");
931 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。",
932 "Performs a series of rush attacks. The series continues as long as the attacked monster dies and you have sufficient SP.");
936 const int mana_cost_per_monster = 8;
941 if (!rush_attack(player_ptr, &mdeath)) {
945 /* Reserve needed mana point */
946 player_ptr->csp -= technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
949 player_ptr->csp -= mana_cost_per_monster;
957 player_ptr->redraw |= PR_MP;
958 handle_stuff(player_ptr);
959 } while (player_ptr->csp > mana_cost_per_monster);
965 /* Restore reserved mana */
966 player_ptr->csp += technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
972 return _("天翔龍閃", "Dragonic Flash");
975 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。",
976 "Runs toward given location while attacking all monsters on the path.");
982 if (!tgt_pt(player_ptr, &x, &y)) {
986 const auto is_teleportable = cave_player_teleportable_bold(player_ptr, y, x, TELEPORT_SPONTANEOUS);
987 const auto dist = distance(y, x, player_ptr->y, player_ptr->x);
988 if (!is_teleportable || (dist > MAX_PLAYER_SIGHT / 2) || !projectable(player_ptr, player_ptr->y, player_ptr->x, y, x)) {
989 msg_print(_("失敗!", "You cannot move to that place!"));
992 if (player_ptr->anti_tele) {
993 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
996 project(player_ptr, 0, 0, y, x, HISSATSU_ISSEN, AttributeType::ATTACK, PROJECT_BEAM | PROJECT_KILL);
997 teleport_player_to(player_ptr, y, x, TELEPORT_SPONTANEOUS);
1003 return _("二重の剣撃", "Twin Slash");
1006 return _("1ターンで2度攻撃を行う。", "Attack twice in one turn.");
1012 if (!get_rep_dir(player_ptr, &dir, false)) {
1013 return std::nullopt;
1016 y = player_ptr->y + ddy[dir];
1017 x = player_ptr->x + ddx[dir];
1019 if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
1020 do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
1021 if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
1022 handle_stuff(player_ptr);
1023 do_cmd_attack(player_ptr, y, x, HISSATSU_NONE);
1026 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"));
1027 return std::nullopt;
1034 return _("虎伏絶刀勢", "Kofuku-Zettousei");
1037 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.");
1041 int total_damage = 0, basedam, i;
1045 if (!get_direction(player_ptr, &dir, false, false)) {
1046 return std::nullopt;
1049 return std::nullopt;
1052 y = player_ptr->y + ddy[dir];
1053 x = player_ptr->x + ddx[dir];
1055 auto &floor = *player_ptr->current_floor_ptr;
1056 if (dungeons_info[floor.dungeon_idx].flags.has(DungeonFeatureType::NO_MELEE)) {
1057 msg_print(_("なぜか攻撃することができない。", "Something prevents you from attacking."));
1060 msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
1061 for (i = 0; i < 2; i++) {
1063 if (!has_melee_weapon(player_ptr, INVEN_MAIN_HAND + i)) {
1066 o_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND + i];
1067 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
1068 damage = o_ptr->to_d * 100;
1069 auto flags = object_flags(o_ptr);
1071 // @todo ヴォーパルの多重定義.
1072 if (o_ptr->is_specific_artifact(FixedArtifactId::VORPAL_BLADE) || o_ptr->is_specific_artifact(FixedArtifactId::CHAINSWORD)) {
1076 } else if (flags.has(TR_VORPAL)) {
1077 /* vorpal flag only */
1082 damage += player_ptr->to_d[i] * 100;
1083 damage *= player_ptr->num_blow[i];
1084 total_damage += (damage / 100);
1087 const auto is_bold = cave_has_flag_bold(&floor, y, x, TerrainCharacteristics::PROJECT);
1088 constexpr auto flags = PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM;
1089 project(player_ptr, 0, (is_bold ? 5 : 0), y, x, total_damage * 3 / 2, AttributeType::METEOR, flags);
1095 return _("慶雲鬼忍剣", "Keiun-Kininken");
1098 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。",
1099 "Attacks a monster with extremely powerful damage, but you also take some damage. Hurts an undead monster greatly.");
1105 if (!get_direction(player_ptr, &dir, false, false)) {
1106 return std::nullopt;
1109 return std::nullopt;
1112 y = player_ptr->y + ddy[dir];
1113 x = player_ptr->x + ddx[dir];
1115 if (player_ptr->current_floor_ptr->grid_array[y][x].m_idx) {
1116 do_cmd_attack(player_ptr, y, x, HISSATSU_UNDEAD);
1118 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
1119 return std::nullopt;
1121 take_hit(player_ptr, DAMAGE_NOESCAPE, 100 + randint1(100), _("慶雲鬼忍剣を使った衝撃", "exhaustion on using Keiun-Kininken"));
1127 return _("切腹", "Harakiri");
1130 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'");
1135 if (!get_check(_("本当に自殺しますか?", "Do you really want to commit suicide? "))) {
1136 return std::nullopt;
1138 /* Special Verification for suicide */
1139 prt(_("確認のため '@' を押して下さい。", "Please verify SUICIDE by typing the '@' sign: "), 0, 0);
1145 return std::nullopt;
1147 if (w_ptr->total_winner) {
1148 take_hit(player_ptr, DAMAGE_FORCE, 9999, "Seppuku");
1149 w_ptr->total_winner = true;
1151 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."));
1152 take_hit(player_ptr, DAMAGE_FORCE, 9999, "Seppuku");