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[Refactor] #37353 wand_effect()のインデント修正。 / Fix indent of wand_effect().
[hengband/hengband.git] / src / realm-hissatsu.c
1 #include "angband.h"
2 #include "cmd-spell.h"
3 #include "melee.h"
4 #include "monsterrace-hook.h"
5
6 /*!
7 * @brief 剣術の各処理を行う
8 * @param spell 剣術ID
9 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_CAST)
10 * @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。
11 */
12 concptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
13 {
14         bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
15         bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
16         bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
17
18         DIRECTION dir;
19         PLAYER_LEVEL plev = p_ptr->lev;
20
21         switch (spell)
22         {
23         case 0:
24                 if (name) return _("飛飯綱", "Tobi-Izuna");
25                 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.");
26
27                 if (cast)
28                 {
29                         project_length = 2;
30                         if (!get_aim_dir(&dir)) return NULL;
31
32                         project_hook(GF_ATTACK, dir, HISSATSU_2, PROJECT_STOP | PROJECT_KILL);
33                 }
34                 break;
35
36         case 1:
37                 if (name) return _("五月雨斬り", "3-Way Attack");
38                 if (desc) return _("3方向に対して攻撃する。", "Attacks in 3 directions in one time.");
39
40                 if (cast)
41                 {
42                         DIRECTION cdir;
43                         POSITION y, x;
44
45                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
46                         if (dir == 5) return NULL;
47
48                         for (cdir = 0; cdir < 8; cdir++)
49                         {
50                                 if (cdd[cdir] == dir) break;
51                         }
52
53                         if (cdir == 8) return NULL;
54
55                         y = p_ptr->y + ddy_cdd[cdir];
56                         x = p_ptr->x + ddx_cdd[cdir];
57                         if (cave[y][x].m_idx)
58                                 py_attack(y, x, 0);
59                         else
60                                 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
61
62                         y = p_ptr->y + ddy_cdd[(cdir + 7) % 8];
63                         x = p_ptr->x + ddx_cdd[(cdir + 7) % 8];
64                         if (cave[y][x].m_idx)
65                                 py_attack(y, x, 0);
66                         else
67                                 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
68
69                         y = p_ptr->y + ddy_cdd[(cdir + 1) % 8];
70                         x = p_ptr->x + ddx_cdd[(cdir + 1) % 8];
71                         if (cave[y][x].m_idx)
72                                 py_attack(y, x, 0);
73                         else
74                                 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
75                 }
76                 break;
77
78         case 2:
79                 if (name) return _("ブーメラン", "Boomerang");
80                 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。",
81                         "Throws current weapon. And it'll return to your hand unless failed.");
82
83                 if (cast)
84                 {
85                         if (!do_cmd_throw(1, TRUE, -1)) return NULL;
86                 }
87                 break;
88
89         case 3:
90                 if (name) return _("焔霊", "Burning Strike");
91                 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.");
92
93                 if (cast)
94                 {
95                         POSITION y, x;
96
97                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
98                         if (dir == 5) return NULL;
99
100                         y = p_ptr->y + ddy[dir];
101                         x = p_ptr->x + ddx[dir];
102
103                         if (cave[y][x].m_idx)
104                                 py_attack(y, x, HISSATSU_FIRE);
105                         else
106                         {
107                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
108                                 return NULL;
109                         }
110                 }
111                 break;
112
113         case 4:
114                 if (name) return _("殺気感知", "Detect Ferocity");
115                 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.");
116
117                 if (cast)
118                 {
119                         detect_monsters_mind(DETECT_RAD_DEFAULT);
120                 }
121                 break;
122
123         case 5:
124                 if (name) return _("みね打ち", "Strike to Stun");
125                 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.");
126
127                 if (cast)
128                 {
129                         POSITION y, x;
130
131                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
132                         if (dir == 5) return NULL;
133
134                         y = p_ptr->y + ddy[dir];
135                         x = p_ptr->x + ddx[dir];
136
137                         if (cave[y][x].m_idx)
138                                 py_attack(y, x, HISSATSU_MINEUCHI);
139                         else
140                         {
141                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
142                                 return NULL;
143                         }
144                 }
145                 break;
146
147         case 6:
148                 if (name) return _("カウンター", "Counter");
149                 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。",
150                         "Prepares to counterattack. When attack by a monster, strikes back using SP each time.");
151
152                 if (cast)
153                 {
154                         if (p_ptr->riding)
155                         {
156                                 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
157                                 return NULL;
158                         }
159                         msg_print(_("相手の攻撃に対して身構えた。", "You prepare to counter blow."));
160                         p_ptr->counter = TRUE;
161                 }
162                 break;
163
164         case 7:
165                 if (name) return _("払い抜け", "Harainuke");
166                 if (desc) return _("攻撃した後、反対側に抜ける。",
167                         "Attacks monster with your weapons normally, then move through counter side of the monster.");
168
169                 if (cast)
170                 {
171                         POSITION y, x;
172
173                         if (p_ptr->riding)
174                         {
175                                 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
176                                 return NULL;
177                         }
178
179                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
180
181                         if (dir == 5) return NULL;
182                         y = p_ptr->y + ddy[dir];
183                         x = p_ptr->x + ddx[dir];
184
185                         if (!cave[y][x].m_idx)
186                         {
187                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
188                                 return NULL;
189                         }
190
191                         py_attack(y, x, 0);
192
193                         if (!player_can_enter(cave[y][x].feat, 0) || is_trap(cave[y][x].feat))
194                                 break;
195
196                         y += ddy[dir];
197                         x += ddx[dir];
198
199                         if (player_can_enter(cave[y][x].feat, 0) && !is_trap(cave[y][x].feat) && !cave[y][x].m_idx)
200                         {
201                                 msg_print(NULL);
202
203                                 /* Move the player */
204                                 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
205                         }
206                 }
207                 break;
208
209         case 8:
210                 if (name) return _("サーペンツタン", "Serpent's Tongue");
211                 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.");
212
213                 if (cast)
214                 {
215                         POSITION y, x;
216
217                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
218                         if (dir == 5) return NULL;
219
220                         y = p_ptr->y + ddy[dir];
221                         x = p_ptr->x + ddx[dir];
222
223                         if (cave[y][x].m_idx)
224                                 py_attack(y, x, HISSATSU_POISON);
225                         else
226                         {
227                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
228                                 return NULL;
229                         }
230                 }
231                 break;
232
233         case 9:
234                 if (name) return _("斬魔剣弐の太刀", "Zammaken");
235                 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。",
236                         "Attacks an evil unliving monster with great damage. No effect to other  monsters.");
237
238                 if (cast)
239                 {
240                         POSITION y, x;
241
242                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
243                         if (dir == 5) return NULL;
244
245                         y = p_ptr->y + ddy[dir];
246                         x = p_ptr->x + ddx[dir];
247
248                         if (cave[y][x].m_idx)
249                                 py_attack(y, x, HISSATSU_ZANMA);
250                         else
251                         {
252                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
253                                 return NULL;
254                         }
255                 }
256                 break;
257
258         case 10:
259                 if (name) return _("裂風剣", "Wind Blast");
260                 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.");
261
262                 if (cast)
263                 {
264                         POSITION y, x;
265
266                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
267                         if (dir == 5) return NULL;
268
269                         y = p_ptr->y + ddy[dir];
270                         x = p_ptr->x + ddx[dir];
271
272                         if (cave[y][x].m_idx)
273                                 py_attack(y, x, 0);
274                         else
275                         {
276                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
277                                 return NULL;
278                         }
279                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
280                         {
281                                 return "";
282                         }
283                         if (cave[y][x].m_idx)
284                         {
285                                 int i;
286                                 POSITION ty = y, tx = x;
287                                 POSITION oy = y, ox = x;
288                                 MONSTER_IDX m_idx = cave[y][x].m_idx;
289                                 monster_type *m_ptr = &m_list[m_idx];
290                                 GAME_TEXT m_name[MAX_NLEN];
291
292                                 monster_desc(m_name, m_ptr, 0);
293
294                                 for (i = 0; i < 5; i++)
295                                 {
296                                         y += ddy[dir];
297                                         x += ddx[dir];
298                                         if (cave_empty_bold(y, x))
299                                         {
300                                                 ty = y;
301                                                 tx = x;
302                                         }
303                                         else break;
304                                 }
305                                 if ((ty != oy) || (tx != ox))
306                                 {
307                                         msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
308                                         cave[oy][ox].m_idx = 0;
309                                         cave[ty][tx].m_idx = m_idx;
310                                         m_ptr->fy = ty;
311                                         m_ptr->fx = tx;
312
313                                         update_monster(m_idx, TRUE);
314                                         lite_spot(oy, ox);
315                                         lite_spot(ty, tx);
316
317                                         if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
318                                                 p_ptr->update |= (PU_MON_LITE);
319                                 }
320                         }
321                 }
322                 break;
323
324         case 11:
325                 if (name) return _("刀匠の目利き", "Judge");
326                 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。",
327                         "Identifies a weapon or armor. Or *identifies* these at level 45.");
328
329                 if (cast)
330                 {
331                         if (plev > 44)
332                         {
333                                 if (!identify_fully(TRUE)) return NULL;
334                         }
335                         else
336                         {
337                                 if (!ident_spell(TRUE)) return NULL;
338                         }
339                 }
340                 break;
341
342         case 12:
343                 if (name) return _("破岩斬", "Rock Smash");
344                 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.");
345
346                 if (cast)
347                 {
348                         POSITION y, x;
349
350                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
351                         if (dir == 5) return NULL;
352
353                         y = p_ptr->y + ddy[dir];
354                         x = p_ptr->x + ddx[dir];
355
356                         if (cave[y][x].m_idx)
357                                 py_attack(y, x, HISSATSU_HAGAN);
358
359                         if (!cave_have_flag_bold(y, x, FF_HURT_ROCK)) break;
360
361                         /* Destroy the feature */
362                         cave_alter_feat(y, x, FF_HURT_ROCK);
363
364                         /* Update some things */
365                         p_ptr->update |= (PU_FLOW);
366                 }
367                 break;
368
369         case 13:
370                 if (name) return _("乱れ雪月花", "Midare-Setsugekka");
371                 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。",
372                         "Attacks a monster with increased number of attacks and more damage unless it has resistance to cold.");
373
374                 if (cast)
375                 {
376                         POSITION y, x;
377
378                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
379                         if (dir == 5) return NULL;
380
381                         y = p_ptr->y + ddy[dir];
382                         x = p_ptr->x + ddx[dir];
383
384                         if (cave[y][x].m_idx)
385                                 py_attack(y, x, HISSATSU_COLD);
386                         else
387                         {
388                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
389                                 return NULL;
390                         }
391                 }
392                 break;
393
394         case 14:
395                 if (name) return _("急所突き", "Spot Aiming");
396                 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。",
397                         "Attempts to kill a monster instantly. If failed cause only 1HP of damage.");
398
399                 if (cast)
400                 {
401                         POSITION y, x;
402
403                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
404                         if (dir == 5) return NULL;
405
406                         y = p_ptr->y + ddy[dir];
407                         x = p_ptr->x + ddx[dir];
408
409                         if (cave[y][x].m_idx)
410                                 py_attack(y, x, HISSATSU_KYUSHO);
411                         else
412                         {
413                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
414                                 return NULL;
415                         }
416                 }
417                 break;
418
419         case 15:
420                 if (name) return _("魔神斬り", "Majingiri");
421                 if (desc) return _("会心の一撃で攻撃する。攻撃がかわされやすい。",
422                         "Attempts to attack with critical hit. But this attack is easy to evade for a monster.");
423
424                 if (cast)
425                 {
426                         POSITION y, x;
427
428                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
429                         if (dir == 5) return NULL;
430
431                         y = p_ptr->y + ddy[dir];
432                         x = p_ptr->x + ddx[dir];
433
434                         if (cave[y][x].m_idx)
435                                 py_attack(y, x, HISSATSU_MAJIN);
436                         else
437                         {
438                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
439                                 return NULL;
440                         }
441                 }
442                 break;
443
444         case 16:
445                 if (name) return _("捨て身", "Desperate Attack");
446                 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。",
447                         "Attacks with all of your power. But all damages you take will be doubled for one turn.");
448
449                 if (cast)
450                 {
451                         POSITION y, x;
452
453                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
454                         if (dir == 5) return NULL;
455
456                         y = p_ptr->y + ddy[dir];
457                         x = p_ptr->x + ddx[dir];
458
459                         if (cave[y][x].m_idx)
460                                 py_attack(y, x, HISSATSU_SUTEMI);
461                         else
462                         {
463                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
464                                 return NULL;
465                         }
466                         p_ptr->sutemi = TRUE;
467                 }
468                 break;
469
470         case 17:
471                 if (name) return _("雷撃鷲爪斬", "Lightning Eagle");
472                 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。",
473                         "Attacks a monster with more damage unless it has resistance to electricity.");
474
475                 if (cast)
476                 {
477                         POSITION y, x;
478
479                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
480                         if (dir == 5) return NULL;
481
482                         y = p_ptr->y + ddy[dir];
483                         x = p_ptr->x + ddx[dir];
484
485                         if (cave[y][x].m_idx)
486                                 py_attack(y, x, HISSATSU_ELEC);
487                         else
488                         {
489                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
490                                 return NULL;
491                         }
492                 }
493                 break;
494
495         case 18:
496                 if (name) return _("入身", "Rush Attack");
497                 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.");
498
499                 if (cast)
500                 {
501                         if (!rush_attack(NULL)) return NULL;
502                 }
503                 break;
504
505         case 19:
506                 if (name) return _("赤流渦", "Bloody Maelstrom");
507                 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。",
508                         "Attacks all adjacent monsters with power corresponding to your cut status. Then increases your cut status. No effect to unliving monsters.");
509
510                 if (cast)
511                 {
512                         POSITION y = 0, x = 0;
513
514                         cave_type       *c_ptr;
515                         monster_type    *m_ptr;
516
517                         if (p_ptr->cut < 300)
518                                 set_cut(p_ptr->cut + 300);
519                         else
520                                 set_cut(p_ptr->cut * 2);
521
522                         for (dir = 0; dir < 8; dir++)
523                         {
524                                 y = p_ptr->y + ddy_ddd[dir];
525                                 x = p_ptr->x + ddx_ddd[dir];
526                                 c_ptr = &cave[y][x];
527
528                                 /* Get the monster */
529                                 m_ptr = &m_list[c_ptr->m_idx];
530
531                                 /* Hack -- attack monsters */
532                                 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
533                                 {
534                                         if (!monster_living(m_ptr->r_idx))
535                                         {
536                                                 GAME_TEXT m_name[MAX_NLEN];
537
538                                                 monster_desc(m_name, m_ptr, 0);
539                                                 msg_format(_("%sには効果がない!", "%s is unharmed!"), m_name);
540                                         }
541                                         else py_attack(y, x, HISSATSU_SEKIRYUKA);
542                                 }
543                         }
544                 }
545                 break;
546
547         case 20:
548                 if (name) return _("激震撃", "Earthquake Blow");
549                 if (desc) return _("地震を起こす。", "Shakes dungeon structure, and results in random swapping of floors and walls.");
550
551                 if (cast)
552                 {
553                         POSITION y, x;
554
555                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
556                         if (dir == 5) return NULL;
557
558                         y = p_ptr->y + ddy[dir];
559                         x = p_ptr->x + ddx[dir];
560
561                         if (cave[y][x].m_idx)
562                                 py_attack(y, x, HISSATSU_QUAKE);
563                         else
564                                 earthquake(p_ptr->y, p_ptr->x, 10);
565                 }
566                 break;
567
568         case 21:
569                 if (name) return _("地走り", "Crack");
570                 if (desc) return _("衝撃波のビームを放つ。", "Fires a beam of shock wave.");
571
572                 if (cast)
573                 {
574                         int total_damage = 0, basedam, i;
575                         BIT_FLAGS flgs[TR_FLAG_SIZE];
576                         object_type *o_ptr;
577                         if (!get_aim_dir(&dir)) return NULL;
578                         msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
579                         for (i = 0; i < 2; i++)
580                         {
581                                 int damage;
582
583                                 if (!buki_motteruka(INVEN_RARM + i)) break;
584                                 o_ptr = &inventory[INVEN_RARM + i];
585                                 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
586                                 damage = o_ptr->to_d * 100;
587                                 object_flags(o_ptr, flgs);
588                                 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
589                                 {
590                                         /* vorpal blade */
591                                         basedam *= 5;
592                                         basedam /= 3;
593                                 }
594                                 else if (have_flag(flgs, TR_VORPAL))
595                                 {
596                                         /* vorpal flag only */
597                                         basedam *= 11;
598                                         basedam /= 9;
599                                 }
600                                 damage += basedam;
601                                 damage *= p_ptr->num_blow[i];
602                                 total_damage += damage / 200;
603                                 if (i) total_damage = total_damage * 7 / 10;
604                         }
605                         fire_beam(GF_FORCE, dir, total_damage);
606                 }
607                 break;
608
609         case 22:
610                 if (name) return _("気迫の雄叫び", "War Cry");
611                 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。",
612                         "Damages all monsters in sight with sound. Aggravate nearby monsters.");
613
614                 if (cast)
615                 {
616                         msg_print(_("雄叫びをあげた!", "You roar out!"));
617                         project_all_los(GF_SOUND, randint1(plev * 3));
618                         aggravate_monsters(0);
619                 }
620                 break;
621
622         case 23:
623                 if (name) return _("無双三段", "Musou-Sandan");
624                 if (desc) return _("強力な3段攻撃を繰り出す。", "Attacks with powerful 3 strikes.");
625
626                 if (cast)
627                 {
628                         int i;
629
630                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
631                         if (dir == 5) return NULL;
632
633                         for (i = 0; i < 3; i++)
634                         {
635                                 POSITION y, x;
636                                 POSITION ny, nx;
637                                 MONSTER_IDX m_idx;
638                                 cave_type *c_ptr;
639                                 monster_type *m_ptr;
640
641                                 y = p_ptr->y + ddy[dir];
642                                 x = p_ptr->x + ddx[dir];
643                                 c_ptr = &cave[y][x];
644
645                                 if (c_ptr->m_idx)
646                                         py_attack(y, x, HISSATSU_3DAN);
647                                 else
648                                 {
649                                         msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
650                                         return NULL;
651                                 }
652
653                                 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
654                                 {
655                                         return "";
656                                 }
657
658                                 /* Monster is dead? */
659                                 if (!c_ptr->m_idx) break;
660
661                                 ny = y + ddy[dir];
662                                 nx = x + ddx[dir];
663                                 m_idx = c_ptr->m_idx;
664                                 m_ptr = &m_list[m_idx];
665
666                                 /* Monster cannot move back? */
667                                 if (!monster_can_enter(ny, nx, &r_info[m_ptr->r_idx], 0))
668                                 {
669                                         /* -more- */
670                                         if (i < 2) msg_print(NULL);
671                                         continue;
672                                 }
673
674                                 c_ptr->m_idx = 0;
675                                 cave[ny][nx].m_idx = m_idx;
676                                 m_ptr->fy = ny;
677                                 m_ptr->fx = nx;
678
679                                 update_monster(m_idx, TRUE);
680
681                                 /* Redraw the old spot */
682                                 lite_spot(y, x);
683
684                                 /* Redraw the new spot */
685                                 lite_spot(ny, nx);
686
687                                 /* Player can move forward? */
688                                 if (player_can_enter(c_ptr->feat, 0))
689                                 {
690                                         /* Move the player */
691                                         if (!move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP)) break;
692                                 }
693                                 else
694                                 {
695                                         break;
696                                 }
697
698                                 /* -more- */
699                                 if (i < 2) msg_print(NULL);
700                         }
701                 }
702                 break;
703
704         case 24:
705                 if (name) return _("吸血鬼の牙", "Vampire's Fang");
706                 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。",
707                         "Attacks with vampiric strikes which absorbs HP from a monster and gives them to you. No effect to unliving monsters.");
708
709                 if (cast)
710                 {
711                         POSITION y, x;
712
713                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
714                         if (dir == 5) return NULL;
715
716                         y = p_ptr->y + ddy[dir];
717                         x = p_ptr->x + ddx[dir];
718
719                         if (cave[y][x].m_idx)
720                                 py_attack(y, x, HISSATSU_DRAIN);
721                         else
722                         {
723                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
724                                 return NULL;
725                         }
726                 }
727                 break;
728
729         case 25:
730                 if (name) return _("幻惑", "Moon Dazzling");
731                 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.");
732
733                 if (cast)
734                 {
735                         msg_print(_("武器を不規則に揺らした...", "You irregularly wave your weapon..."));
736                         project_all_los(GF_ENGETSU, plev * 4);
737                         project_all_los(GF_ENGETSU, plev * 4);
738                         project_all_los(GF_ENGETSU, plev * 4);
739                 }
740                 break;
741
742         case 26:
743                 if (name) return _("百人斬り", "Hundred Slaughter");
744                 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。",
745                         "Performs a series of rush attacks. The series continues while killing each monster in a time and SP remains.");
746
747                 if (cast)
748                 {
749                         const int mana_cost_per_monster = 8;
750                         bool is_new = TRUE;
751                         bool mdeath;
752
753                         do
754                         {
755                                 if (!rush_attack(&mdeath)) break;
756                                 if (is_new)
757                                 {
758                                         /* Reserve needed mana point */
759                                         p_ptr->csp -= technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
760                                         is_new = FALSE;
761                                 }
762                                 else
763                                         p_ptr->csp -= mana_cost_per_monster;
764
765                                 if (!mdeath) break;
766                                 command_dir = 0;
767
768                                 p_ptr->redraw |= PR_MANA;
769                                 handle_stuff();
770                         } while (p_ptr->csp > mana_cost_per_monster);
771
772                         if (is_new) return NULL;
773
774                         /* Restore reserved mana */
775                         p_ptr->csp += technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
776                 }
777                 break;
778
779         case 27:
780                 if (name) return _("天翔龍閃", "Dragonic Flash");
781                 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。",
782                         "Runs toward given location while attacking all monsters on the path.");
783
784                 if (cast)
785                 {
786                         POSITION y, x;
787
788                         if (!tgt_pt(&x, &y)) return NULL;
789
790                         if (!cave_player_teleportable_bold(y, x, 0L) ||
791                                 (distance(y, x, p_ptr->y, p_ptr->x) > MAX_SIGHT / 2) ||
792                                 !projectable(p_ptr->y, p_ptr->x, y, x))
793                         {
794                                 msg_print(_("失敗!", "You cannot move to that place!"));
795                                 break;
796                         }
797                         if (p_ptr->anti_tele)
798                         {
799                                 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
800                                 break;
801                         }
802                         project(0, 0, y, x, HISSATSU_ISSEN, GF_ATTACK, PROJECT_BEAM | PROJECT_KILL, -1);
803                         teleport_player_to(y, x, 0L);
804                 }
805                 break;
806
807         case 28:
808                 if (name) return _("二重の剣撃", "Twin Slash");
809                 if (desc) return _("1ターンで2度攻撃を行う。", "double attacks at a time.");
810
811                 if (cast)
812                 {
813                         POSITION x, y;
814
815                         if (!get_rep_dir(&dir, FALSE)) return NULL;
816
817                         y = p_ptr->y + ddy[dir];
818                         x = p_ptr->x + ddx[dir];
819
820                         if (cave[y][x].m_idx)
821                         {
822                                 py_attack(y, x, 0);
823                                 if (cave[y][x].m_idx)
824                                 {
825                                         handle_stuff();
826                                         py_attack(y, x, 0);
827                                 }
828                         }
829                         else
830                         {
831                                 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"));
832                                 return NULL;
833                         }
834                 }
835                 break;
836
837         case 29:
838                 if (name) return _("虎伏絶刀勢", "Kofuku-Zettousei");
839                 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.");
840
841                 if (cast)
842                 {
843                         int total_damage = 0, basedam, i;
844                         POSITION y, x;
845                         BIT_FLAGS flgs[TR_FLAG_SIZE];
846                         object_type *o_ptr;
847
848                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
849                         if (dir == 5) return NULL;
850
851                         y = p_ptr->y + ddy[dir];
852                         x = p_ptr->x + ddx[dir];
853
854                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
855                         {
856                                 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
857                                 return "";
858                         }
859                         msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
860                         for (i = 0; i < 2; i++)
861                         {
862                                 int damage;
863                                 if (!buki_motteruka(INVEN_RARM + i)) break;
864                                 o_ptr = &inventory[INVEN_RARM + i];
865                                 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
866                                 damage = o_ptr->to_d * 100;
867                                 object_flags(o_ptr, flgs);
868                                 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
869                                 {
870                                         /* vorpal blade */
871                                         basedam *= 5;
872                                         basedam /= 3;
873                                 }
874                                 else if (have_flag(flgs, TR_VORPAL))
875                                 {
876                                         /* vorpal flag only */
877                                         basedam *= 11;
878                                         basedam /= 9;
879                                 }
880                                 damage += basedam;
881                                 damage += p_ptr->to_d[i] * 100;
882                                 damage *= p_ptr->num_blow[i];
883                                 total_damage += (damage / 100);
884                         }
885                         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);
886                 }
887                 break;
888
889         case 30:
890                 if (name) return _("慶雲鬼忍剣", "Keiun-Kininken");
891                 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。",
892                         "Attacks a monster with extremely powerful damage. But you also takes some damages. Hurts a undead monster greatly.");
893
894                 if (cast)
895                 {
896                         POSITION y, x;
897
898                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
899                         if (dir == 5) return NULL;
900
901                         y = p_ptr->y + ddy[dir];
902                         x = p_ptr->x + ddx[dir];
903
904                         if (cave[y][x].m_idx)
905                                 py_attack(y, x, HISSATSU_UNDEAD);
906                         else
907                         {
908                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
909                                 return NULL;
910                         }
911                         take_hit(DAMAGE_NOESCAPE, 100 + randint1(100), _("慶雲鬼忍剣を使った衝撃", "exhaustion on using Keiun-Kininken"), -1);
912                 }
913                 break;
914
915         case 31:
916                 if (name) return _("切腹", "Harakiri");
917                 if (desc) return _("「武士道とは、死ぬことと見つけたり。」", "'Busido is found in death'");
918
919                 if (cast)
920                 {
921                         int i;
922                         if (!get_check(_("本当に自殺しますか?", "Do you really want to commit suicide? "))) return NULL;
923                         /* Special Verification for suicide */
924                         prt(_("確認のため '@' を押して下さい。", "Please verify SUICIDE by typing the '@' sign: "), 0, 0);
925
926                         flush();
927                         i = inkey();
928                         prt("", 0, 0);
929                         if (i != '@') return NULL;
930                         if (p_ptr->total_winner)
931                         {
932                                 take_hit(DAMAGE_FORCE, 9999, "Seppuku", -1);
933                                 p_ptr->total_winner = TRUE;
934                         }
935                         else
936                         {
937                                 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."));
938                                 take_hit(DAMAGE_FORCE, 9999, "Seppuku", -1);
939                         }
940                 }
941                 break;
942         }
943
944         return "";
945 }