10 #include "monsterrace-hook.h"
13 #include "player-move.h"
14 #include "player-status.h"
15 #include "player-effects.h"
19 #include "targeting.h"
20 #include "view-mainwindow.h"
25 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_CAST)
26 * @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。
28 concptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
30 bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
31 bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
32 bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
35 PLAYER_LEVEL plev = p_ptr->lev;
40 if (name) return _("飛飯綱", "Tobi-Izuna");
41 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.");
46 if (!get_aim_dir(&dir)) return NULL;
48 project_hook(GF_ATTACK, dir, HISSATSU_2, PROJECT_STOP | PROJECT_KILL);
53 if (name) return _("五月雨斬り", "3-Way Attack");
54 if (desc) return _("3方向に対して攻撃する。", "Attacks in 3 directions in one time.");
61 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
62 if (dir == 5) return NULL;
64 for (cdir = 0; cdir < 8; cdir++)
66 if (cdd[cdir] == dir) break;
69 if (cdir == 8) return NULL;
71 y = p_ptr->y + ddy_cdd[cdir];
72 x = p_ptr->x + ddx_cdd[cdir];
73 if (current_floor_ptr->grid_array[y][x].m_idx)
76 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
78 y = p_ptr->y + ddy_cdd[(cdir + 7) % 8];
79 x = p_ptr->x + ddx_cdd[(cdir + 7) % 8];
80 if (current_floor_ptr->grid_array[y][x].m_idx)
83 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
85 y = p_ptr->y + ddy_cdd[(cdir + 1) % 8];
86 x = p_ptr->x + ddx_cdd[(cdir + 1) % 8];
87 if (current_floor_ptr->grid_array[y][x].m_idx)
90 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
95 if (name) return _("ブーメラン", "Boomerang");
96 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。",
97 "Throws current weapon. And it'll return to your hand unless failed.");
101 if (!do_cmd_throw(1, TRUE, -1)) return NULL;
106 if (name) return _("焔霊", "Burning Strike");
107 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.");
113 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
114 if (dir == 5) return NULL;
116 y = p_ptr->y + ddy[dir];
117 x = p_ptr->x + ddx[dir];
119 if (current_floor_ptr->grid_array[y][x].m_idx)
120 py_attack(y, x, HISSATSU_FIRE);
123 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
130 if (name) return _("殺気感知", "Detect Ferocity");
131 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.");
135 detect_monsters_mind(DETECT_RAD_DEFAULT);
140 if (name) return _("みね打ち", "Strike to Stun");
141 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.");
147 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
148 if (dir == 5) return NULL;
150 y = p_ptr->y + ddy[dir];
151 x = p_ptr->x + ddx[dir];
153 if (current_floor_ptr->grid_array[y][x].m_idx)
154 py_attack(y, x, HISSATSU_MINEUCHI);
157 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
164 if (name) return _("カウンター", "Counter");
165 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。",
166 "Prepares to counterattack. When attack by a monster, strikes back using SP each time.");
172 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
175 msg_print(_("相手の攻撃に対して身構えた。", "You prepare to counter blow."));
176 p_ptr->counter = TRUE;
181 if (name) return _("払い抜け", "Harainuke");
182 if (desc) return _("攻撃した後、反対側に抜ける。",
183 "Attacks monster with your weapons normally, then move through counter side of the monster.");
191 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
195 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
197 if (dir == 5) return NULL;
198 y = p_ptr->y + ddy[dir];
199 x = p_ptr->x + ddx[dir];
201 if (!current_floor_ptr->grid_array[y][x].m_idx)
203 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
209 if (!player_can_enter(current_floor_ptr->grid_array[y][x].feat, 0) || is_trap(current_floor_ptr->grid_array[y][x].feat))
215 if (player_can_enter(current_floor_ptr->grid_array[y][x].feat, 0) && !is_trap(current_floor_ptr->grid_array[y][x].feat) && !current_floor_ptr->grid_array[y][x].m_idx)
218 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
224 if (name) return _("サーペンツタン", "Serpent's Tongue");
225 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.");
231 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
232 if (dir == 5) return NULL;
234 y = p_ptr->y + ddy[dir];
235 x = p_ptr->x + ddx[dir];
237 if (current_floor_ptr->grid_array[y][x].m_idx)
238 py_attack(y, x, HISSATSU_POISON);
241 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
248 if (name) return _("斬魔剣弐の太刀", "Zammaken");
249 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。",
250 "Attacks an evil unliving monster with great damage. No effect to other monsters.");
256 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
257 if (dir == 5) return NULL;
259 y = p_ptr->y + ddy[dir];
260 x = p_ptr->x + ddx[dir];
262 if (current_floor_ptr->grid_array[y][x].m_idx)
263 py_attack(y, x, HISSATSU_ZANMA);
266 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
273 if (name) return _("裂風剣", "Wind Blast");
274 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.");
280 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
281 if (dir == 5) return NULL;
283 y = p_ptr->y + ddy[dir];
284 x = p_ptr->x + ddx[dir];
286 if (current_floor_ptr->grid_array[y][x].m_idx)
290 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
293 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
297 if (current_floor_ptr->grid_array[y][x].m_idx)
300 POSITION ty = y, tx = x;
301 POSITION oy = y, ox = x;
302 MONSTER_IDX m_idx = current_floor_ptr->grid_array[y][x].m_idx;
303 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
304 GAME_TEXT m_name[MAX_NLEN];
306 monster_desc(m_name, m_ptr, 0);
308 for (i = 0; i < 5; i++)
312 if (cave_empty_bold(y, x))
319 if ((ty != oy) || (tx != ox))
321 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
322 current_floor_ptr->grid_array[oy][ox].m_idx = 0;
323 current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
327 update_monster(m_idx, TRUE);
331 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
332 p_ptr->update |= (PU_MON_LITE);
339 if (name) return _("刀匠の目利き", "Judge");
340 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。",
341 "Identifies a weapon or armor. Or *identifies* these at level 45.");
347 if (!identify_fully(TRUE)) return NULL;
351 if (!ident_spell(TRUE)) return NULL;
357 if (name) return _("破岩斬", "Rock Smash");
358 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.");
364 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
365 if (dir == 5) return NULL;
367 y = p_ptr->y + ddy[dir];
368 x = p_ptr->x + ddx[dir];
370 if (current_floor_ptr->grid_array[y][x].m_idx)
371 py_attack(y, x, HISSATSU_HAGAN);
373 if (!cave_have_flag_bold(y, x, FF_HURT_ROCK)) break;
375 /* Destroy the feature */
376 cave_alter_feat(y, x, FF_HURT_ROCK);
377 p_ptr->update |= (PU_FLOW);
382 if (name) return _("乱れ雪月花", "Midare-Setsugekka");
383 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。",
384 "Attacks a monster with increased number of attacks and more damage unless it has resistance to cold.");
390 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
391 if (dir == 5) return NULL;
393 y = p_ptr->y + ddy[dir];
394 x = p_ptr->x + ddx[dir];
396 if (current_floor_ptr->grid_array[y][x].m_idx)
397 py_attack(y, x, HISSATSU_COLD);
400 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
407 if (name) return _("急所突き", "Spot Aiming");
408 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。",
409 "Attempts to kill a monster instantly. If failed cause only 1HP of damage.");
415 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
416 if (dir == 5) return NULL;
418 y = p_ptr->y + ddy[dir];
419 x = p_ptr->x + ddx[dir];
421 if (current_floor_ptr->grid_array[y][x].m_idx)
422 py_attack(y, x, HISSATSU_KYUSHO);
425 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
432 if (name) return _("魔神斬り", "Majingiri");
433 if (desc) return _("会心の一撃で攻撃する。攻撃がかわされやすい。",
434 "Attempts to attack with critical hit. But this attack is easy to evade for a monster.");
440 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
441 if (dir == 5) return NULL;
443 y = p_ptr->y + ddy[dir];
444 x = p_ptr->x + ddx[dir];
446 if (current_floor_ptr->grid_array[y][x].m_idx)
447 py_attack(y, x, HISSATSU_MAJIN);
450 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
457 if (name) return _("捨て身", "Desperate Attack");
458 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。",
459 "Attacks with all of your power. But all damages you take will be doubled for one current_world_ptr->game_turn.");
465 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
466 if (dir == 5) return NULL;
468 y = p_ptr->y + ddy[dir];
469 x = p_ptr->x + ddx[dir];
471 if (current_floor_ptr->grid_array[y][x].m_idx)
472 py_attack(y, x, HISSATSU_SUTEMI);
475 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
478 p_ptr->sutemi = TRUE;
483 if (name) return _("雷撃鷲爪斬", "Lightning Eagle");
484 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。",
485 "Attacks a monster with more damage unless it has resistance to electricity.");
491 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
492 if (dir == 5) return NULL;
494 y = p_ptr->y + ddy[dir];
495 x = p_ptr->x + ddx[dir];
497 if (current_floor_ptr->grid_array[y][x].m_idx)
498 py_attack(y, x, HISSATSU_ELEC);
501 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
508 if (name) return _("入身", "Rush Attack");
509 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.");
513 if (!rush_attack(NULL)) return NULL;
518 if (name) return _("赤流渦", "Bloody Maelstrom");
519 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。",
520 "Attacks all adjacent monsters with power corresponding to your cut status. Then increases your cut status. No effect to unliving monsters.");
524 POSITION y = 0, x = 0;
529 if (p_ptr->cut < 300)
530 set_cut(p_ptr->cut + 300);
532 set_cut(p_ptr->cut * 2);
534 for (dir = 0; dir < 8; dir++)
536 y = p_ptr->y + ddy_ddd[dir];
537 x = p_ptr->x + ddx_ddd[dir];
538 g_ptr = ¤t_floor_ptr->grid_array[y][x];
539 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
541 /* Hack -- attack monsters */
542 if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
544 if (!monster_living(m_ptr->r_idx))
546 GAME_TEXT m_name[MAX_NLEN];
548 monster_desc(m_name, m_ptr, 0);
549 msg_format(_("%sには効果がない!", "%s is unharmed!"), m_name);
551 else py_attack(y, x, HISSATSU_SEKIRYUKA);
558 if (name) return _("激震撃", "Earthquake Blow");
559 if (desc) return _("地震を起こす。", "Shakes dungeon structure, and results in random swapping of floors and walls.");
565 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
566 if (dir == 5) return NULL;
568 y = p_ptr->y + ddy[dir];
569 x = p_ptr->x + ddx[dir];
571 if (current_floor_ptr->grid_array[y][x].m_idx)
572 py_attack(y, x, HISSATSU_QUAKE);
574 earthquake(p_ptr->y, p_ptr->x, 10);
579 if (name) return _("地走り", "Crack");
580 if (desc) return _("衝撃波のビームを放つ。", "Fires a beam of shock wave.");
584 int total_damage = 0, basedam, i;
585 BIT_FLAGS flgs[TR_FLAG_SIZE];
587 if (!get_aim_dir(&dir)) return NULL;
588 msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
589 for (i = 0; i < 2; i++)
593 if (!has_melee_weapon(INVEN_RARM + i)) break;
594 o_ptr = &p_ptr->inventory_list[INVEN_RARM + i];
595 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
596 damage = o_ptr->to_d * 100;
597 object_flags(o_ptr, flgs);
598 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
604 else if (have_flag(flgs, TR_VORPAL))
606 /* vorpal flag only */
611 damage *= p_ptr->num_blow[i];
612 total_damage += damage / 200;
613 if (i) total_damage = total_damage * 7 / 10;
615 fire_beam(GF_FORCE, dir, total_damage);
620 if (name) return _("気迫の雄叫び", "War Cry");
621 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。",
622 "Damages all monsters in sight with sound. Aggravate nearby monsters.");
626 msg_print(_("雄叫びをあげた!", "You roar out!"));
627 project_all_los(GF_SOUND, randint1(plev * 3));
628 aggravate_monsters(0);
633 if (name) return _("無双三段", "Musou-Sandan");
634 if (desc) return _("強力な3段攻撃を繰り出す。", "Attacks with powerful 3 strikes.");
640 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
641 if (dir == 5) return NULL;
643 for (i = 0; i < 3; i++)
651 y = p_ptr->y + ddy[dir];
652 x = p_ptr->x + ddx[dir];
653 g_ptr = ¤t_floor_ptr->grid_array[y][x];
656 py_attack(y, x, HISSATSU_3DAN);
659 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
663 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
668 /* Monster is dead? */
669 if (!g_ptr->m_idx) break;
673 m_idx = g_ptr->m_idx;
674 m_ptr = ¤t_floor_ptr->m_list[m_idx];
676 /* Monster cannot move back? */
677 if (!monster_can_enter(ny, nx, &r_info[m_ptr->r_idx], 0))
680 if (i < 2) msg_print(NULL);
685 current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
689 update_monster(m_idx, TRUE);
691 /* Redraw the old spot */
694 /* Redraw the new spot */
697 /* Player can move forward? */
698 if (player_can_enter(g_ptr->feat, 0))
700 if (!move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP)) break;
708 if (i < 2) msg_print(NULL);
714 if (name) return _("吸血鬼の牙", "Vampire's Fang");
715 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。",
716 "Attacks with vampiric strikes which absorbs HP from a monster and gives them to you. No effect to unliving monsters.");
722 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
723 if (dir == 5) return NULL;
725 y = p_ptr->y + ddy[dir];
726 x = p_ptr->x + ddx[dir];
728 if (current_floor_ptr->grid_array[y][x].m_idx)
729 py_attack(y, x, HISSATSU_DRAIN);
732 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
739 if (name) return _("幻惑", "Moon Dazzling");
740 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.");
744 msg_print(_("武器を不規則に揺らした...", "You irregularly wave your weapon..."));
745 project_all_los(GF_ENGETSU, plev * 4);
746 project_all_los(GF_ENGETSU, plev * 4);
747 project_all_los(GF_ENGETSU, plev * 4);
752 if (name) return _("百人斬り", "Hundred Slaughter");
753 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。",
754 "Performs a series of rush attacks. The series continues while killing each monster in a time and SP remains.");
758 const int mana_cost_per_monster = 8;
764 if (!rush_attack(&mdeath)) break;
767 /* Reserve needed mana point */
768 p_ptr->csp -= technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
772 p_ptr->csp -= mana_cost_per_monster;
777 p_ptr->redraw |= PR_MANA;
779 } while (p_ptr->csp > mana_cost_per_monster);
781 if (is_new) return NULL;
783 /* Restore reserved mana */
784 p_ptr->csp += technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
789 if (name) return _("天翔龍閃", "Dragonic Flash");
790 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。",
791 "Runs toward given location while attacking all monsters on the path.");
797 if (!tgt_pt(&x, &y)) return NULL;
799 if (!cave_player_teleportable_bold(y, x, 0L) ||
800 (distance(y, x, p_ptr->y, p_ptr->x) > MAX_SIGHT / 2) ||
801 !projectable(p_ptr->y, p_ptr->x, y, x))
803 msg_print(_("失敗!", "You cannot move to that place!"));
806 if (p_ptr->anti_tele)
808 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
811 project(0, 0, y, x, HISSATSU_ISSEN, GF_ATTACK, PROJECT_BEAM | PROJECT_KILL, -1);
812 teleport_player_to(y, x, 0L);
817 if (name) return _("二重の剣撃", "Twin Slash");
818 if (desc) return _("1ターンで2度攻撃を行う。", "double attacks at a time.");
824 if (!get_rep_dir(&dir, FALSE)) return NULL;
826 y = p_ptr->y + ddy[dir];
827 x = p_ptr->x + ddx[dir];
829 if (current_floor_ptr->grid_array[y][x].m_idx)
832 if (current_floor_ptr->grid_array[y][x].m_idx)
840 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"));
847 if (name) return _("虎伏絶刀勢", "Kofuku-Zettousei");
848 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.");
852 int total_damage = 0, basedam, i;
854 BIT_FLAGS flgs[TR_FLAG_SIZE];
857 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
858 if (dir == 5) return NULL;
860 y = p_ptr->y + ddy[dir];
861 x = p_ptr->x + ddx[dir];
863 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
865 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
868 msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
869 for (i = 0; i < 2; i++)
872 if (!has_melee_weapon(INVEN_RARM + i)) break;
873 o_ptr = &p_ptr->inventory_list[INVEN_RARM + i];
874 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
875 damage = o_ptr->to_d * 100;
876 object_flags(o_ptr, flgs);
877 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
883 else if (have_flag(flgs, TR_VORPAL))
885 /* vorpal flag only */
890 damage += p_ptr->to_d[i] * 100;
891 damage *= p_ptr->num_blow[i];
892 total_damage += (damage / 100);
894 project(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);
899 if (name) return _("慶雲鬼忍剣", "Keiun-Kininken");
900 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。",
901 "Attacks a monster with extremely powerful damage. But you also takes some damages. Hurts a undead monster greatly.");
907 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
908 if (dir == 5) return NULL;
910 y = p_ptr->y + ddy[dir];
911 x = p_ptr->x + ddx[dir];
913 if (current_floor_ptr->grid_array[y][x].m_idx)
914 py_attack(y, x, HISSATSU_UNDEAD);
917 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
920 take_hit(DAMAGE_NOESCAPE, 100 + randint1(100), _("慶雲鬼忍剣を使った衝撃", "exhaustion on using Keiun-Kininken"), -1);
925 if (name) return _("切腹", "Harakiri");
926 if (desc) return _("「武士道とは、死ぬことと見つけたり。」", "'Busido is found in death'");
931 if (!get_check(_("本当に自殺しますか?", "Do you really want to commit suicide? "))) return NULL;
932 /* Special Verification for suicide */
933 prt(_("確認のため '@' を押して下さい。", "Please verify SUICIDE by typing the '@' sign: "), 0, 0);
938 if (i != '@') return NULL;
939 if (p_ptr->total_winner)
941 take_hit(DAMAGE_FORCE, 9999, "Seppuku", -1);
942 p_ptr->total_winner = TRUE;
946 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."));
947 take_hit(DAMAGE_FORCE, 9999, "Seppuku", -1);