10 #include "monsterrace-hook.h"
13 #include "player-move.h"
14 #include "player-status.h"
15 #include "player-effects.h"
16 #include "player-damage.h"
20 #include "targeting.h"
21 #include "view-mainwindow.h"
22 #include "spells-floor.h"
27 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_CAST)
28 * @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。
30 concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mode)
32 bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
33 bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
34 bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
37 PLAYER_LEVEL plev = caster_ptr->lev;
42 if (name) return _("飛飯綱", "Tobi-Izuna");
43 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 two squares distant monster.");
48 if (!get_aim_dir(&dir)) return NULL;
50 project_hook(caster_ptr, GF_ATTACK, dir, HISSATSU_2, PROJECT_STOP | PROJECT_KILL);
55 if (name) return _("五月雨斬り", "3-Way Attack");
56 if (desc) return _("3方向に対して攻撃する。", "Attacks in 3 directions in one time.");
63 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
64 if (dir == 5) return NULL;
66 for (cdir = 0; cdir < 8; cdir++)
68 if (cdd[cdir] == dir) break;
71 if (cdir == 8) return NULL;
73 y = caster_ptr->y + ddy_cdd[cdir];
74 x = caster_ptr->x + ddx_cdd[cdir];
75 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
76 py_attack(caster_ptr, y, x, 0);
78 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
80 y = caster_ptr->y + ddy_cdd[(cdir + 7) % 8];
81 x = caster_ptr->x + ddx_cdd[(cdir + 7) % 8];
82 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
83 py_attack(caster_ptr, y, x, 0);
85 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
87 y = caster_ptr->y + ddy_cdd[(cdir + 1) % 8];
88 x = caster_ptr->x + ddx_cdd[(cdir + 1) % 8];
89 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
90 py_attack(caster_ptr, y, x, 0);
92 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
97 if (name) return _("ブーメラン", "Boomerang");
98 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。",
99 "Throws current weapon. And it'll return to your hand unless failed.");
103 if (!do_cmd_throw(caster_ptr, 1, TRUE, -1)) return NULL;
108 if (name) return _("焔霊", "Burning Strike");
109 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.");
115 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
116 if (dir == 5) return NULL;
118 y = caster_ptr->y + ddy[dir];
119 x = caster_ptr->x + ddx[dir];
121 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
122 py_attack(caster_ptr, y, x, HISSATSU_FIRE);
125 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
132 if (name) return _("殺気感知", "Detect Ferocity");
133 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 mindless in your vicinity.");
137 detect_monsters_mind(DETECT_RAD_DEFAULT);
142 if (name) return _("みね打ち", "Strike to Stun");
143 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 in the adjacent.");
149 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
150 if (dir == 5) return NULL;
152 y = caster_ptr->y + ddy[dir];
153 x = caster_ptr->x + ddx[dir];
155 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
156 py_attack(caster_ptr, y, x, HISSATSU_MINEUCHI);
159 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
166 if (name) return _("カウンター", "Counter");
167 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。",
168 "Prepares to counterattack. When attack by a monster, strikes back using SP each time.");
172 if (caster_ptr->riding)
174 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
177 msg_print(_("相手の攻撃に対して身構えた。", "You prepare to counter blow."));
178 caster_ptr->counter = TRUE;
183 if (name) return _("払い抜け", "Harainuke");
184 if (desc) return _("攻撃した後、反対側に抜ける。",
185 "Attacks monster with your weapons normally, then move through counter side of the monster.");
191 if (caster_ptr->riding)
193 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
197 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
199 if (dir == 5) return NULL;
200 y = caster_ptr->y + ddy[dir];
201 x = caster_ptr->x + ddx[dir];
203 if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
205 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
209 py_attack(caster_ptr, y, x, 0);
211 if (!player_can_enter(caster_ptr->current_floor_ptr->grid_array[y][x].feat, 0) || is_trap(caster_ptr->current_floor_ptr->grid_array[y][x].feat))
217 if (player_can_enter(caster_ptr->current_floor_ptr->grid_array[y][x].feat, 0) && !is_trap(caster_ptr->current_floor_ptr->grid_array[y][x].feat) && !caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
220 (void)move_player_effect(caster_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
226 if (name) return _("サーペンツタン", "Serpent's Tongue");
227 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.");
233 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
234 if (dir == 5) return NULL;
236 y = caster_ptr->y + ddy[dir];
237 x = caster_ptr->x + ddx[dir];
239 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
240 py_attack(caster_ptr, y, x, HISSATSU_POISON);
243 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
250 if (name) return _("斬魔剣弐の太刀", "Zammaken");
251 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。",
252 "Attacks an evil unliving monster with great damage. No effect to other monsters.");
258 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
259 if (dir == 5) return NULL;
261 y = caster_ptr->y + ddy[dir];
262 x = caster_ptr->x + ddx[dir];
264 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
265 py_attack(caster_ptr, y, x, HISSATSU_ZANMA);
268 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
275 if (name) return _("裂風剣", "Wind Blast");
276 if (desc) return _("攻撃した相手を後方へ吹き飛ばす。", "Attacks an adjacent monster, and blow it away.");
282 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
283 if (dir == 5) return NULL;
285 y = caster_ptr->y + ddy[dir];
286 x = caster_ptr->x + ddx[dir];
288 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
289 py_attack(caster_ptr, y, x, 0);
292 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
295 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
299 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
302 POSITION ty = y, tx = x;
303 POSITION oy = y, ox = x;
304 MONSTER_IDX m_idx = caster_ptr->current_floor_ptr->grid_array[y][x].m_idx;
305 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
306 GAME_TEXT m_name[MAX_NLEN];
308 monster_desc(m_name, m_ptr, 0);
310 for (i = 0; i < 5; i++)
314 if (cave_empty_bold(p_ptr->current_floor_ptr, y, x))
321 if ((ty != oy) || (tx != ox))
323 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
324 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
325 caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
329 update_monster(caster_ptr, m_idx, TRUE);
333 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
334 caster_ptr->update |= (PU_MON_LITE);
341 if (name) return _("刀匠の目利き", "Judge");
342 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。",
343 "Identifies a weapon or armor. Or *identifies* these at level 45.");
349 if (!identify_fully(TRUE)) return NULL;
353 if (!ident_spell(caster_ptr, TRUE)) return NULL;
359 if (name) return _("破岩斬", "Rock Smash");
360 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 damage a monster made by rocks.");
366 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
367 if (dir == 5) return NULL;
369 y = caster_ptr->y + ddy[dir];
370 x = caster_ptr->x + ddx[dir];
372 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
373 py_attack(caster_ptr, y, x, HISSATSU_HAGAN);
375 if (!cave_have_flag_bold(y, x, FF_HURT_ROCK)) break;
377 /* Destroy the feature */
378 cave_alter_feat(y, x, FF_HURT_ROCK);
379 caster_ptr->update |= (PU_FLOW);
384 if (name) return _("乱れ雪月花", "Midare-Setsugekka");
385 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。",
386 "Attacks a monster with increased number of attacks and more damage unless it has resistance to cold.");
392 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
393 if (dir == 5) return NULL;
395 y = caster_ptr->y + ddy[dir];
396 x = caster_ptr->x + ddx[dir];
398 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
399 py_attack(caster_ptr, y, x, HISSATSU_COLD);
402 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
409 if (name) return _("急所突き", "Spot Aiming");
410 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。",
411 "Attempts to kill a monster instantly. If failed cause only 1HP of damage.");
417 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
418 if (dir == 5) return NULL;
420 y = caster_ptr->y + ddy[dir];
421 x = caster_ptr->x + ddx[dir];
423 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
424 py_attack(caster_ptr, y, x, HISSATSU_KYUSHO);
427 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
434 if (name) return _("魔神斬り", "Majingiri");
435 if (desc) return _("会心の一撃で攻撃する。攻撃がかわされやすい。",
436 "Attempts to attack with critical hit. But this attack is easy to evade for a monster.");
442 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
443 if (dir == 5) return NULL;
445 y = caster_ptr->y + ddy[dir];
446 x = caster_ptr->x + ddx[dir];
448 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
449 py_attack(caster_ptr, y, x, HISSATSU_MAJIN);
452 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
459 if (name) return _("捨て身", "Desperate Attack");
460 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。",
461 "Attacks with all of your power. But all damages you take will be doubled for one current_world_ptr->game_turn.");
467 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
468 if (dir == 5) return NULL;
470 y = caster_ptr->y + ddy[dir];
471 x = caster_ptr->x + ddx[dir];
473 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
474 py_attack(caster_ptr, y, x, HISSATSU_SUTEMI);
477 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
480 caster_ptr->sutemi = TRUE;
485 if (name) return _("雷撃鷲爪斬", "Lightning Eagle");
486 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。",
487 "Attacks a monster with more damage unless it has resistance to electricity.");
493 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
494 if (dir == 5) return NULL;
496 y = caster_ptr->y + ddy[dir];
497 x = caster_ptr->x + ddx[dir];
499 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
500 py_attack(caster_ptr, y, x, HISSATSU_ELEC);
503 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
510 if (name) return _("入身", "Rush Attack");
511 if (desc) return _("素早く相手に近寄り攻撃する。", "Steps close to a monster and attacks at a time.");
515 if (!rush_attack(caster_ptr, NULL)) return NULL;
520 if (name) return _("赤流渦", "Bloody Maelstrom");
521 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。",
522 "Attacks all adjacent monsters with power corresponding to your cut status. Then increases your cut status. No effect to unliving monsters.");
526 POSITION y = 0, x = 0;
531 if (caster_ptr->cut < 300)
532 set_cut(caster_ptr,caster_ptr->cut + 300);
534 set_cut(caster_ptr,caster_ptr->cut * 2);
536 for (dir = 0; dir < 8; dir++)
538 y = caster_ptr->y + ddy_ddd[dir];
539 x = caster_ptr->x + ddx_ddd[dir];
540 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
541 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
543 /* Hack -- attack monsters */
544 if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
546 if (!monster_living(m_ptr->r_idx))
548 GAME_TEXT m_name[MAX_NLEN];
550 monster_desc(m_name, m_ptr, 0);
551 msg_format(_("%sには効果がない!", "%s is unharmed!"), m_name);
553 else py_attack(caster_ptr, y, x, HISSATSU_SEKIRYUKA);
560 if (name) return _("激震撃", "Earthquake Blow");
561 if (desc) return _("地震を起こす。", "Shakes dungeon structure, and results in random swapping of floors and walls.");
567 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
568 if (dir == 5) return NULL;
570 y = caster_ptr->y + ddy[dir];
571 x = caster_ptr->x + ddx[dir];
573 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
574 py_attack(caster_ptr, y, x, HISSATSU_QUAKE);
576 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 10, 0);
581 if (name) return _("地走り", "Crack");
582 if (desc) return _("衝撃波のビームを放つ。", "Fires a beam of shock wave.");
586 int total_damage = 0, basedam, i;
587 BIT_FLAGS flgs[TR_FLAG_SIZE];
589 if (!get_aim_dir(&dir)) return NULL;
590 msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
591 for (i = 0; i < 2; i++)
595 if (!has_melee_weapon(caster_ptr, INVEN_RARM + i)) break;
596 o_ptr = &caster_ptr->inventory_list[INVEN_RARM + i];
597 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
598 damage = o_ptr->to_d * 100;
599 object_flags(o_ptr, flgs);
600 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
606 else if (have_flag(flgs, TR_VORPAL))
608 /* vorpal flag only */
613 damage *= caster_ptr->num_blow[i];
614 total_damage += damage / 200;
615 if (i) total_damage = total_damage * 7 / 10;
617 fire_beam(GF_FORCE, dir, total_damage);
622 if (name) return _("気迫の雄叫び", "War Cry");
623 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。",
624 "Damages all monsters in sight with sound. Aggravate nearby monsters.");
628 msg_print(_("雄叫びをあげた!", "You roar out!"));
629 project_all_los(caster_ptr, GF_SOUND, randint1(plev * 3));
630 aggravate_monsters(0);
635 if (name) return _("無双三段", "Musou-Sandan");
636 if (desc) return _("強力な3段攻撃を繰り出す。", "Attacks with powerful 3 strikes.");
642 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
643 if (dir == 5) return NULL;
645 for (i = 0; i < 3; i++)
653 y = caster_ptr->y + ddy[dir];
654 x = caster_ptr->x + ddx[dir];
655 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
658 py_attack(caster_ptr, y, x, HISSATSU_3DAN);
661 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
665 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
670 /* Monster is dead? */
671 if (!g_ptr->m_idx) break;
675 m_idx = g_ptr->m_idx;
676 m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
678 /* Monster cannot move back? */
679 if (!monster_can_enter(ny, nx, &r_info[m_ptr->r_idx], 0))
682 if (i < 2) msg_print(NULL);
687 caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
691 update_monster(caster_ptr, m_idx, TRUE);
693 /* Redraw the old spot */
696 /* Redraw the new spot */
699 /* Player can move forward? */
700 if (player_can_enter(g_ptr->feat, 0))
702 if (!move_player_effect(caster_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP)) break;
710 if (i < 2) msg_print(NULL);
716 if (name) return _("吸血鬼の牙", "Vampire's Fang");
717 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。",
718 "Attacks with vampiric strikes which absorbs HP from a monster and gives them to you. No effect to unliving monsters.");
724 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
725 if (dir == 5) return NULL;
727 y = caster_ptr->y + ddy[dir];
728 x = caster_ptr->x + ddx[dir];
730 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
731 py_attack(caster_ptr, y, x, HISSATSU_DRAIN);
734 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
741 if (name) return _("幻惑", "Moon Dazzling");
742 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 sleep all waking monsters.");
746 msg_print(_("武器を不規則に揺らした...", "You irregularly wave your weapon..."));
747 project_all_los(caster_ptr, GF_ENGETSU, plev * 4);
748 project_all_los(caster_ptr, GF_ENGETSU, plev * 4);
749 project_all_los(caster_ptr, GF_ENGETSU, plev * 4);
754 if (name) return _("百人斬り", "Hundred Slaughter");
755 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。",
756 "Performs a series of rush attacks. The series continues while killing each monster in a time and SP remains.");
760 const int mana_cost_per_monster = 8;
766 if (!rush_attack(caster_ptr, &mdeath)) break;
769 /* Reserve needed mana point */
770 caster_ptr->csp -= technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
774 caster_ptr->csp -= mana_cost_per_monster;
779 caster_ptr->redraw |= PR_MANA;
781 } while (caster_ptr->csp > mana_cost_per_monster);
783 if (is_new) return NULL;
785 /* Restore reserved mana */
786 caster_ptr->csp += technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
791 if (name) return _("天翔龍閃", "Dragonic Flash");
792 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。",
793 "Runs toward given location while attacking all monsters on the path.");
799 if (!tgt_pt(&x, &y)) return NULL;
801 if (!cave_player_teleportable_bold(y, x, 0L) ||
802 (distance(y, x, caster_ptr->y, caster_ptr->x) > MAX_SIGHT / 2) ||
803 !projectable(caster_ptr->current_floor_ptr, caster_ptr->y, caster_ptr->x, y, x))
805 msg_print(_("失敗!", "You cannot move to that place!"));
808 if (caster_ptr->anti_tele)
810 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
813 project(caster_ptr, 0, 0, y, x, HISSATSU_ISSEN, GF_ATTACK, PROJECT_BEAM | PROJECT_KILL, -1);
814 teleport_player_to(caster_ptr, y, x, 0L);
819 if (name) return _("二重の剣撃", "Twin Slash");
820 if (desc) return _("1ターンで2度攻撃を行う。", "double attacks at a time.");
826 if (!get_rep_dir(&dir, FALSE)) return NULL;
828 y = caster_ptr->y + ddy[dir];
829 x = caster_ptr->x + ddx[dir];
831 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
833 py_attack(caster_ptr, y, x, 0);
834 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
837 py_attack(caster_ptr, y, x, 0);
842 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"));
849 if (name) return _("虎伏絶刀勢", "Kofuku-Zettousei");
850 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 effect nearby monsters.");
854 int total_damage = 0, basedam, i;
856 BIT_FLAGS flgs[TR_FLAG_SIZE];
859 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
860 if (dir == 5) return NULL;
862 y = caster_ptr->y + ddy[dir];
863 x = caster_ptr->x + ddx[dir];
865 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
867 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
870 msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
871 for (i = 0; i < 2; i++)
874 if (!has_melee_weapon(caster_ptr, INVEN_RARM + i)) break;
875 o_ptr = &caster_ptr->inventory_list[INVEN_RARM + i];
876 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
877 damage = o_ptr->to_d * 100;
878 object_flags(o_ptr, flgs);
879 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
885 else if (have_flag(flgs, TR_VORPAL))
887 /* vorpal flag only */
892 damage += caster_ptr->to_d[i] * 100;
893 damage *= caster_ptr->num_blow[i];
894 total_damage += (damage / 100);
896 project(caster_ptr, 0, (cave_have_flag_bold(y, x, FF_PROJECT) ? 5 : 0), y, x, total_damage * 3 / 2, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
901 if (name) return _("慶雲鬼忍剣", "Keiun-Kininken");
902 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。",
903 "Attacks a monster with extremely powerful damage. But you also takes some damages. Hurts a undead monster greatly.");
909 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
910 if (dir == 5) return NULL;
912 y = caster_ptr->y + ddy[dir];
913 x = caster_ptr->x + ddx[dir];
915 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
916 py_attack(caster_ptr, y, x, HISSATSU_UNDEAD);
919 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
922 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);
927 if (name) return _("切腹", "Harakiri");
928 if (desc) return _("「武士道とは、死ぬことと見つけたり。」", "'Busido is found in death'");
933 if (!get_check(_("本当に自殺しますか?", "Do you really want to commit suicide? "))) return NULL;
934 /* Special Verification for suicide */
935 prt(_("確認のため '@' を押して下さい。", "Please verify SUICIDE by typing the '@' sign: "), 0, 0);
940 if (i != '@') return NULL;
941 if (caster_ptr->total_winner)
943 take_hit(caster_ptr, DAMAGE_FORCE, 9999, "Seppuku", -1);
944 caster_ptr->total_winner = TRUE;
948 msg_print(_("武士道とは、死ぬことと見つけたり。", "Meaning of Bushi-do is found in the death."));
949 take_hit(caster_ptr, DAMAGE_FORCE, 9999, "Seppuku", -1);