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[Refactor] #37353 ART_* を artifact.h へ分離。 / Separate ART_* to artifact.h.
[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 #include "projection.h"
6 #include "artifact.h"
7
8 /*!
9 * @brief 剣術の各処理を行う
10 * @param spell 剣術ID
11 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_CAST)
12 * @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。
13 */
14 concptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
15 {
16         bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
17         bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
18         bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
19
20         DIRECTION dir;
21         PLAYER_LEVEL plev = p_ptr->lev;
22
23         switch (spell)
24         {
25         case 0:
26                 if (name) return _("飛飯綱", "Tobi-Izuna");
27                 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.");
28
29                 if (cast)
30                 {
31                         project_length = 2;
32                         if (!get_aim_dir(&dir)) return NULL;
33
34                         project_hook(GF_ATTACK, dir, HISSATSU_2, PROJECT_STOP | PROJECT_KILL);
35                 }
36                 break;
37
38         case 1:
39                 if (name) return _("五月雨斬り", "3-Way Attack");
40                 if (desc) return _("3方向に対して攻撃する。", "Attacks in 3 directions in one time.");
41
42                 if (cast)
43                 {
44                         DIRECTION cdir;
45                         POSITION y, x;
46
47                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
48                         if (dir == 5) return NULL;
49
50                         for (cdir = 0; cdir < 8; cdir++)
51                         {
52                                 if (cdd[cdir] == dir) break;
53                         }
54
55                         if (cdir == 8) return NULL;
56
57                         y = p_ptr->y + ddy_cdd[cdir];
58                         x = p_ptr->x + ddx_cdd[cdir];
59                         if (cave[y][x].m_idx)
60                                 py_attack(y, x, 0);
61                         else
62                                 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
63
64                         y = p_ptr->y + ddy_cdd[(cdir + 7) % 8];
65                         x = p_ptr->x + ddx_cdd[(cdir + 7) % 8];
66                         if (cave[y][x].m_idx)
67                                 py_attack(y, x, 0);
68                         else
69                                 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
70
71                         y = p_ptr->y + ddy_cdd[(cdir + 1) % 8];
72                         x = p_ptr->x + ddx_cdd[(cdir + 1) % 8];
73                         if (cave[y][x].m_idx)
74                                 py_attack(y, x, 0);
75                         else
76                                 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
77                 }
78                 break;
79
80         case 2:
81                 if (name) return _("ブーメラン", "Boomerang");
82                 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。",
83                         "Throws current weapon. And it'll return to your hand unless failed.");
84
85                 if (cast)
86                 {
87                         if (!do_cmd_throw(1, TRUE, -1)) return NULL;
88                 }
89                 break;
90
91         case 3:
92                 if (name) return _("焔霊", "Burning Strike");
93                 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.");
94
95                 if (cast)
96                 {
97                         POSITION y, x;
98
99                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
100                         if (dir == 5) return NULL;
101
102                         y = p_ptr->y + ddy[dir];
103                         x = p_ptr->x + ddx[dir];
104
105                         if (cave[y][x].m_idx)
106                                 py_attack(y, x, HISSATSU_FIRE);
107                         else
108                         {
109                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
110                                 return NULL;
111                         }
112                 }
113                 break;
114
115         case 4:
116                 if (name) return _("殺気感知", "Detect Ferocity");
117                 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.");
118
119                 if (cast)
120                 {
121                         detect_monsters_mind(DETECT_RAD_DEFAULT);
122                 }
123                 break;
124
125         case 5:
126                 if (name) return _("みね打ち", "Strike to Stun");
127                 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.");
128
129                 if (cast)
130                 {
131                         POSITION y, x;
132
133                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
134                         if (dir == 5) return NULL;
135
136                         y = p_ptr->y + ddy[dir];
137                         x = p_ptr->x + ddx[dir];
138
139                         if (cave[y][x].m_idx)
140                                 py_attack(y, x, HISSATSU_MINEUCHI);
141                         else
142                         {
143                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
144                                 return NULL;
145                         }
146                 }
147                 break;
148
149         case 6:
150                 if (name) return _("カウンター", "Counter");
151                 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。",
152                         "Prepares to counterattack. When attack by a monster, strikes back using SP each time.");
153
154                 if (cast)
155                 {
156                         if (p_ptr->riding)
157                         {
158                                 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
159                                 return NULL;
160                         }
161                         msg_print(_("相手の攻撃に対して身構えた。", "You prepare to counter blow."));
162                         p_ptr->counter = TRUE;
163                 }
164                 break;
165
166         case 7:
167                 if (name) return _("払い抜け", "Harainuke");
168                 if (desc) return _("攻撃した後、反対側に抜ける。",
169                         "Attacks monster with your weapons normally, then move through counter side of the monster.");
170
171                 if (cast)
172                 {
173                         POSITION y, x;
174
175                         if (p_ptr->riding)
176                         {
177                                 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
178                                 return NULL;
179                         }
180
181                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
182
183                         if (dir == 5) return NULL;
184                         y = p_ptr->y + ddy[dir];
185                         x = p_ptr->x + ddx[dir];
186
187                         if (!cave[y][x].m_idx)
188                         {
189                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
190                                 return NULL;
191                         }
192
193                         py_attack(y, x, 0);
194
195                         if (!player_can_enter(cave[y][x].feat, 0) || is_trap(cave[y][x].feat))
196                                 break;
197
198                         y += ddy[dir];
199                         x += ddx[dir];
200
201                         if (player_can_enter(cave[y][x].feat, 0) && !is_trap(cave[y][x].feat) && !cave[y][x].m_idx)
202                         {
203                                 msg_print(NULL);
204
205                                 /* Move the player */
206                                 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
207                         }
208                 }
209                 break;
210
211         case 8:
212                 if (name) return _("サーペンツタン", "Serpent's Tongue");
213                 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.");
214
215                 if (cast)
216                 {
217                         POSITION y, x;
218
219                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
220                         if (dir == 5) return NULL;
221
222                         y = p_ptr->y + ddy[dir];
223                         x = p_ptr->x + ddx[dir];
224
225                         if (cave[y][x].m_idx)
226                                 py_attack(y, x, HISSATSU_POISON);
227                         else
228                         {
229                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
230                                 return NULL;
231                         }
232                 }
233                 break;
234
235         case 9:
236                 if (name) return _("斬魔剣弐の太刀", "Zammaken");
237                 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。",
238                         "Attacks an evil unliving monster with great damage. No effect to other  monsters.");
239
240                 if (cast)
241                 {
242                         POSITION y, x;
243
244                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
245                         if (dir == 5) return NULL;
246
247                         y = p_ptr->y + ddy[dir];
248                         x = p_ptr->x + ddx[dir];
249
250                         if (cave[y][x].m_idx)
251                                 py_attack(y, x, HISSATSU_ZANMA);
252                         else
253                         {
254                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
255                                 return NULL;
256                         }
257                 }
258                 break;
259
260         case 10:
261                 if (name) return _("裂風剣", "Wind Blast");
262                 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.");
263
264                 if (cast)
265                 {
266                         POSITION y, x;
267
268                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
269                         if (dir == 5) return NULL;
270
271                         y = p_ptr->y + ddy[dir];
272                         x = p_ptr->x + ddx[dir];
273
274                         if (cave[y][x].m_idx)
275                                 py_attack(y, x, 0);
276                         else
277                         {
278                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
279                                 return NULL;
280                         }
281                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
282                         {
283                                 return "";
284                         }
285                         if (cave[y][x].m_idx)
286                         {
287                                 int i;
288                                 POSITION ty = y, tx = x;
289                                 POSITION oy = y, ox = x;
290                                 MONSTER_IDX m_idx = cave[y][x].m_idx;
291                                 monster_type *m_ptr = &m_list[m_idx];
292                                 GAME_TEXT m_name[MAX_NLEN];
293
294                                 monster_desc(m_name, m_ptr, 0);
295
296                                 for (i = 0; i < 5; i++)
297                                 {
298                                         y += ddy[dir];
299                                         x += ddx[dir];
300                                         if (cave_empty_bold(y, x))
301                                         {
302                                                 ty = y;
303                                                 tx = x;
304                                         }
305                                         else break;
306                                 }
307                                 if ((ty != oy) || (tx != ox))
308                                 {
309                                         msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
310                                         cave[oy][ox].m_idx = 0;
311                                         cave[ty][tx].m_idx = m_idx;
312                                         m_ptr->fy = ty;
313                                         m_ptr->fx = tx;
314
315                                         update_monster(m_idx, TRUE);
316                                         lite_spot(oy, ox);
317                                         lite_spot(ty, tx);
318
319                                         if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
320                                                 p_ptr->update |= (PU_MON_LITE);
321                                 }
322                         }
323                 }
324                 break;
325
326         case 11:
327                 if (name) return _("刀匠の目利き", "Judge");
328                 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。",
329                         "Identifies a weapon or armor. Or *identifies* these at level 45.");
330
331                 if (cast)
332                 {
333                         if (plev > 44)
334                         {
335                                 if (!identify_fully(TRUE)) return NULL;
336                         }
337                         else
338                         {
339                                 if (!ident_spell(TRUE)) return NULL;
340                         }
341                 }
342                 break;
343
344         case 12:
345                 if (name) return _("破岩斬", "Rock Smash");
346                 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.");
347
348                 if (cast)
349                 {
350                         POSITION y, x;
351
352                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
353                         if (dir == 5) return NULL;
354
355                         y = p_ptr->y + ddy[dir];
356                         x = p_ptr->x + ddx[dir];
357
358                         if (cave[y][x].m_idx)
359                                 py_attack(y, x, HISSATSU_HAGAN);
360
361                         if (!cave_have_flag_bold(y, x, FF_HURT_ROCK)) break;
362
363                         /* Destroy the feature */
364                         cave_alter_feat(y, x, FF_HURT_ROCK);
365
366                         /* Update some things */
367                         p_ptr->update |= (PU_FLOW);
368                 }
369                 break;
370
371         case 13:
372                 if (name) return _("乱れ雪月花", "Midare-Setsugekka");
373                 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。",
374                         "Attacks a monster with increased number of attacks and more damage unless it has resistance to cold.");
375
376                 if (cast)
377                 {
378                         POSITION y, x;
379
380                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
381                         if (dir == 5) return NULL;
382
383                         y = p_ptr->y + ddy[dir];
384                         x = p_ptr->x + ddx[dir];
385
386                         if (cave[y][x].m_idx)
387                                 py_attack(y, x, HISSATSU_COLD);
388                         else
389                         {
390                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
391                                 return NULL;
392                         }
393                 }
394                 break;
395
396         case 14:
397                 if (name) return _("急所突き", "Spot Aiming");
398                 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。",
399                         "Attempts to kill a monster instantly. If failed cause only 1HP of damage.");
400
401                 if (cast)
402                 {
403                         POSITION y, x;
404
405                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
406                         if (dir == 5) return NULL;
407
408                         y = p_ptr->y + ddy[dir];
409                         x = p_ptr->x + ddx[dir];
410
411                         if (cave[y][x].m_idx)
412                                 py_attack(y, x, HISSATSU_KYUSHO);
413                         else
414                         {
415                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
416                                 return NULL;
417                         }
418                 }
419                 break;
420
421         case 15:
422                 if (name) return _("魔神斬り", "Majingiri");
423                 if (desc) return _("会心の一撃で攻撃する。攻撃がかわされやすい。",
424                         "Attempts to attack with critical hit. But this attack is easy to evade for a monster.");
425
426                 if (cast)
427                 {
428                         POSITION y, x;
429
430                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
431                         if (dir == 5) return NULL;
432
433                         y = p_ptr->y + ddy[dir];
434                         x = p_ptr->x + ddx[dir];
435
436                         if (cave[y][x].m_idx)
437                                 py_attack(y, x, HISSATSU_MAJIN);
438                         else
439                         {
440                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
441                                 return NULL;
442                         }
443                 }
444                 break;
445
446         case 16:
447                 if (name) return _("捨て身", "Desperate Attack");
448                 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。",
449                         "Attacks with all of your power. But all damages you take will be doubled for one turn.");
450
451                 if (cast)
452                 {
453                         POSITION y, x;
454
455                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
456                         if (dir == 5) return NULL;
457
458                         y = p_ptr->y + ddy[dir];
459                         x = p_ptr->x + ddx[dir];
460
461                         if (cave[y][x].m_idx)
462                                 py_attack(y, x, HISSATSU_SUTEMI);
463                         else
464                         {
465                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
466                                 return NULL;
467                         }
468                         p_ptr->sutemi = TRUE;
469                 }
470                 break;
471
472         case 17:
473                 if (name) return _("雷撃鷲爪斬", "Lightning Eagle");
474                 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。",
475                         "Attacks a monster with more damage unless it has resistance to electricity.");
476
477                 if (cast)
478                 {
479                         POSITION y, x;
480
481                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
482                         if (dir == 5) return NULL;
483
484                         y = p_ptr->y + ddy[dir];
485                         x = p_ptr->x + ddx[dir];
486
487                         if (cave[y][x].m_idx)
488                                 py_attack(y, x, HISSATSU_ELEC);
489                         else
490                         {
491                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
492                                 return NULL;
493                         }
494                 }
495                 break;
496
497         case 18:
498                 if (name) return _("入身", "Rush Attack");
499                 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.");
500
501                 if (cast)
502                 {
503                         if (!rush_attack(NULL)) return NULL;
504                 }
505                 break;
506
507         case 19:
508                 if (name) return _("赤流渦", "Bloody Maelstrom");
509                 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。",
510                         "Attacks all adjacent monsters with power corresponding to your cut status. Then increases your cut status. No effect to unliving monsters.");
511
512                 if (cast)
513                 {
514                         POSITION y = 0, x = 0;
515
516                         cave_type       *c_ptr;
517                         monster_type    *m_ptr;
518
519                         if (p_ptr->cut < 300)
520                                 set_cut(p_ptr->cut + 300);
521                         else
522                                 set_cut(p_ptr->cut * 2);
523
524                         for (dir = 0; dir < 8; dir++)
525                         {
526                                 y = p_ptr->y + ddy_ddd[dir];
527                                 x = p_ptr->x + ddx_ddd[dir];
528                                 c_ptr = &cave[y][x];
529
530                                 /* Get the monster */
531                                 m_ptr = &m_list[c_ptr->m_idx];
532
533                                 /* Hack -- attack monsters */
534                                 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
535                                 {
536                                         if (!monster_living(m_ptr->r_idx))
537                                         {
538                                                 GAME_TEXT m_name[MAX_NLEN];
539
540                                                 monster_desc(m_name, m_ptr, 0);
541                                                 msg_format(_("%sには効果がない!", "%s is unharmed!"), m_name);
542                                         }
543                                         else py_attack(y, x, HISSATSU_SEKIRYUKA);
544                                 }
545                         }
546                 }
547                 break;
548
549         case 20:
550                 if (name) return _("激震撃", "Earthquake Blow");
551                 if (desc) return _("地震を起こす。", "Shakes dungeon structure, and results in random swapping of floors and walls.");
552
553                 if (cast)
554                 {
555                         POSITION y, x;
556
557                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
558                         if (dir == 5) return NULL;
559
560                         y = p_ptr->y + ddy[dir];
561                         x = p_ptr->x + ddx[dir];
562
563                         if (cave[y][x].m_idx)
564                                 py_attack(y, x, HISSATSU_QUAKE);
565                         else
566                                 earthquake(p_ptr->y, p_ptr->x, 10);
567                 }
568                 break;
569
570         case 21:
571                 if (name) return _("地走り", "Crack");
572                 if (desc) return _("衝撃波のビームを放つ。", "Fires a beam of shock wave.");
573
574                 if (cast)
575                 {
576                         int total_damage = 0, basedam, i;
577                         BIT_FLAGS flgs[TR_FLAG_SIZE];
578                         object_type *o_ptr;
579                         if (!get_aim_dir(&dir)) return NULL;
580                         msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
581                         for (i = 0; i < 2; i++)
582                         {
583                                 int damage;
584
585                                 if (!buki_motteruka(INVEN_RARM + i)) break;
586                                 o_ptr = &inventory[INVEN_RARM + i];
587                                 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
588                                 damage = o_ptr->to_d * 100;
589                                 object_flags(o_ptr, flgs);
590                                 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
591                                 {
592                                         /* vorpal blade */
593                                         basedam *= 5;
594                                         basedam /= 3;
595                                 }
596                                 else if (have_flag(flgs, TR_VORPAL))
597                                 {
598                                         /* vorpal flag only */
599                                         basedam *= 11;
600                                         basedam /= 9;
601                                 }
602                                 damage += basedam;
603                                 damage *= p_ptr->num_blow[i];
604                                 total_damage += damage / 200;
605                                 if (i) total_damage = total_damage * 7 / 10;
606                         }
607                         fire_beam(GF_FORCE, dir, total_damage);
608                 }
609                 break;
610
611         case 22:
612                 if (name) return _("気迫の雄叫び", "War Cry");
613                 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。",
614                         "Damages all monsters in sight with sound. Aggravate nearby monsters.");
615
616                 if (cast)
617                 {
618                         msg_print(_("雄叫びをあげた!", "You roar out!"));
619                         project_all_los(GF_SOUND, randint1(plev * 3));
620                         aggravate_monsters(0);
621                 }
622                 break;
623
624         case 23:
625                 if (name) return _("無双三段", "Musou-Sandan");
626                 if (desc) return _("強力な3段攻撃を繰り出す。", "Attacks with powerful 3 strikes.");
627
628                 if (cast)
629                 {
630                         int i;
631
632                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
633                         if (dir == 5) return NULL;
634
635                         for (i = 0; i < 3; i++)
636                         {
637                                 POSITION y, x;
638                                 POSITION ny, nx;
639                                 MONSTER_IDX m_idx;
640                                 cave_type *c_ptr;
641                                 monster_type *m_ptr;
642
643                                 y = p_ptr->y + ddy[dir];
644                                 x = p_ptr->x + ddx[dir];
645                                 c_ptr = &cave[y][x];
646
647                                 if (c_ptr->m_idx)
648                                         py_attack(y, x, HISSATSU_3DAN);
649                                 else
650                                 {
651                                         msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
652                                         return NULL;
653                                 }
654
655                                 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
656                                 {
657                                         return "";
658                                 }
659
660                                 /* Monster is dead? */
661                                 if (!c_ptr->m_idx) break;
662
663                                 ny = y + ddy[dir];
664                                 nx = x + ddx[dir];
665                                 m_idx = c_ptr->m_idx;
666                                 m_ptr = &m_list[m_idx];
667
668                                 /* Monster cannot move back? */
669                                 if (!monster_can_enter(ny, nx, &r_info[m_ptr->r_idx], 0))
670                                 {
671                                         /* -more- */
672                                         if (i < 2) msg_print(NULL);
673                                         continue;
674                                 }
675
676                                 c_ptr->m_idx = 0;
677                                 cave[ny][nx].m_idx = m_idx;
678                                 m_ptr->fy = ny;
679                                 m_ptr->fx = nx;
680
681                                 update_monster(m_idx, TRUE);
682
683                                 /* Redraw the old spot */
684                                 lite_spot(y, x);
685
686                                 /* Redraw the new spot */
687                                 lite_spot(ny, nx);
688
689                                 /* Player can move forward? */
690                                 if (player_can_enter(c_ptr->feat, 0))
691                                 {
692                                         /* Move the player */
693                                         if (!move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP)) break;
694                                 }
695                                 else
696                                 {
697                                         break;
698                                 }
699
700                                 /* -more- */
701                                 if (i < 2) msg_print(NULL);
702                         }
703                 }
704                 break;
705
706         case 24:
707                 if (name) return _("吸血鬼の牙", "Vampire's Fang");
708                 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。",
709                         "Attacks with vampiric strikes which absorbs HP from a monster and gives them to you. No effect to unliving monsters.");
710
711                 if (cast)
712                 {
713                         POSITION y, x;
714
715                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
716                         if (dir == 5) return NULL;
717
718                         y = p_ptr->y + ddy[dir];
719                         x = p_ptr->x + ddx[dir];
720
721                         if (cave[y][x].m_idx)
722                                 py_attack(y, x, HISSATSU_DRAIN);
723                         else
724                         {
725                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
726                                 return NULL;
727                         }
728                 }
729                 break;
730
731         case 25:
732                 if (name) return _("幻惑", "Moon Dazzling");
733                 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.");
734
735                 if (cast)
736                 {
737                         msg_print(_("武器を不規則に揺らした...", "You irregularly wave your weapon..."));
738                         project_all_los(GF_ENGETSU, plev * 4);
739                         project_all_los(GF_ENGETSU, plev * 4);
740                         project_all_los(GF_ENGETSU, plev * 4);
741                 }
742                 break;
743
744         case 26:
745                 if (name) return _("百人斬り", "Hundred Slaughter");
746                 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。",
747                         "Performs a series of rush attacks. The series continues while killing each monster in a time and SP remains.");
748
749                 if (cast)
750                 {
751                         const int mana_cost_per_monster = 8;
752                         bool is_new = TRUE;
753                         bool mdeath;
754
755                         do
756                         {
757                                 if (!rush_attack(&mdeath)) break;
758                                 if (is_new)
759                                 {
760                                         /* Reserve needed mana point */
761                                         p_ptr->csp -= technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
762                                         is_new = FALSE;
763                                 }
764                                 else
765                                         p_ptr->csp -= mana_cost_per_monster;
766
767                                 if (!mdeath) break;
768                                 command_dir = 0;
769
770                                 p_ptr->redraw |= PR_MANA;
771                                 handle_stuff();
772                         } while (p_ptr->csp > mana_cost_per_monster);
773
774                         if (is_new) return NULL;
775
776                         /* Restore reserved mana */
777                         p_ptr->csp += technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
778                 }
779                 break;
780
781         case 27:
782                 if (name) return _("天翔龍閃", "Dragonic Flash");
783                 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。",
784                         "Runs toward given location while attacking all monsters on the path.");
785
786                 if (cast)
787                 {
788                         POSITION y, x;
789
790                         if (!tgt_pt(&x, &y)) return NULL;
791
792                         if (!cave_player_teleportable_bold(y, x, 0L) ||
793                                 (distance(y, x, p_ptr->y, p_ptr->x) > MAX_SIGHT / 2) ||
794                                 !projectable(p_ptr->y, p_ptr->x, y, x))
795                         {
796                                 msg_print(_("失敗!", "You cannot move to that place!"));
797                                 break;
798                         }
799                         if (p_ptr->anti_tele)
800                         {
801                                 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
802                                 break;
803                         }
804                         project(0, 0, y, x, HISSATSU_ISSEN, GF_ATTACK, PROJECT_BEAM | PROJECT_KILL, -1);
805                         teleport_player_to(y, x, 0L);
806                 }
807                 break;
808
809         case 28:
810                 if (name) return _("二重の剣撃", "Twin Slash");
811                 if (desc) return _("1ターンで2度攻撃を行う。", "double attacks at a time.");
812
813                 if (cast)
814                 {
815                         POSITION x, y;
816
817                         if (!get_rep_dir(&dir, FALSE)) return NULL;
818
819                         y = p_ptr->y + ddy[dir];
820                         x = p_ptr->x + ddx[dir];
821
822                         if (cave[y][x].m_idx)
823                         {
824                                 py_attack(y, x, 0);
825                                 if (cave[y][x].m_idx)
826                                 {
827                                         handle_stuff();
828                                         py_attack(y, x, 0);
829                                 }
830                         }
831                         else
832                         {
833                                 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"));
834                                 return NULL;
835                         }
836                 }
837                 break;
838
839         case 29:
840                 if (name) return _("虎伏絶刀勢", "Kofuku-Zettousei");
841                 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.");
842
843                 if (cast)
844                 {
845                         int total_damage = 0, basedam, i;
846                         POSITION y, x;
847                         BIT_FLAGS flgs[TR_FLAG_SIZE];
848                         object_type *o_ptr;
849
850                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
851                         if (dir == 5) return NULL;
852
853                         y = p_ptr->y + ddy[dir];
854                         x = p_ptr->x + ddx[dir];
855
856                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
857                         {
858                                 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
859                                 return "";
860                         }
861                         msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
862                         for (i = 0; i < 2; i++)
863                         {
864                                 int damage;
865                                 if (!buki_motteruka(INVEN_RARM + i)) break;
866                                 o_ptr = &inventory[INVEN_RARM + i];
867                                 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
868                                 damage = o_ptr->to_d * 100;
869                                 object_flags(o_ptr, flgs);
870                                 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
871                                 {
872                                         /* vorpal blade */
873                                         basedam *= 5;
874                                         basedam /= 3;
875                                 }
876                                 else if (have_flag(flgs, TR_VORPAL))
877                                 {
878                                         /* vorpal flag only */
879                                         basedam *= 11;
880                                         basedam /= 9;
881                                 }
882                                 damage += basedam;
883                                 damage += p_ptr->to_d[i] * 100;
884                                 damage *= p_ptr->num_blow[i];
885                                 total_damage += (damage / 100);
886                         }
887                         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);
888                 }
889                 break;
890
891         case 30:
892                 if (name) return _("慶雲鬼忍剣", "Keiun-Kininken");
893                 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。",
894                         "Attacks a monster with extremely powerful damage. But you also takes some damages. Hurts a undead monster greatly.");
895
896                 if (cast)
897                 {
898                         POSITION y, x;
899
900                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
901                         if (dir == 5) return NULL;
902
903                         y = p_ptr->y + ddy[dir];
904                         x = p_ptr->x + ddx[dir];
905
906                         if (cave[y][x].m_idx)
907                                 py_attack(y, x, HISSATSU_UNDEAD);
908                         else
909                         {
910                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
911                                 return NULL;
912                         }
913                         take_hit(DAMAGE_NOESCAPE, 100 + randint1(100), _("慶雲鬼忍剣を使った衝撃", "exhaustion on using Keiun-Kininken"), -1);
914                 }
915                 break;
916
917         case 31:
918                 if (name) return _("切腹", "Harakiri");
919                 if (desc) return _("「武士道とは、死ぬことと見つけたり。」", "'Busido is found in death'");
920
921                 if (cast)
922                 {
923                         int i;
924                         if (!get_check(_("本当に自殺しますか?", "Do you really want to commit suicide? "))) return NULL;
925                         /* Special Verification for suicide */
926                         prt(_("確認のため '@' を押して下さい。", "Please verify SUICIDE by typing the '@' sign: "), 0, 0);
927
928                         flush();
929                         i = inkey();
930                         prt("", 0, 0);
931                         if (i != '@') return NULL;
932                         if (p_ptr->total_winner)
933                         {
934                                 take_hit(DAMAGE_FORCE, 9999, "Seppuku", -1);
935                                 p_ptr->total_winner = TRUE;
936                         }
937                         else
938                         {
939                                 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."));
940                                 take_hit(DAMAGE_FORCE, 9999, "Seppuku", -1);
941                         }
942                 }
943                 break;
944         }
945
946         return "";
947 }