10 #include "monsterrace-hook.h"
13 #include "player-move.h"
14 #include "player-status.h"
15 #include "player-effects.h"
16 #include "player-damage.h"
20 #include "targeting.h"
21 #include "view-mainwindow.h"
22 #include "spells-floor.h"
28 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_CAST)
29 * @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。
31 concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mode)
33 bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
34 bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
35 bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
38 PLAYER_LEVEL plev = caster_ptr->lev;
43 if (name) return _("飛飯綱", "Tobi-Izuna");
44 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.");
49 if (!get_aim_dir(&dir)) return NULL;
51 project_hook(caster_ptr, GF_ATTACK, dir, HISSATSU_2, PROJECT_STOP | PROJECT_KILL);
56 if (name) return _("五月雨斬り", "3-Way Attack");
57 if (desc) return _("3方向に対して攻撃する。", "Attacks in 3 directions in one time.");
64 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
65 if (dir == 5) return NULL;
67 for (cdir = 0; cdir < 8; cdir++)
69 if (cdd[cdir] == dir) break;
72 if (cdir == 8) return NULL;
74 y = caster_ptr->y + ddy_cdd[cdir];
75 x = caster_ptr->x + ddx_cdd[cdir];
76 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
77 py_attack(caster_ptr, y, x, 0);
79 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
81 y = caster_ptr->y + ddy_cdd[(cdir + 7) % 8];
82 x = caster_ptr->x + ddx_cdd[(cdir + 7) % 8];
83 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
84 py_attack(caster_ptr, y, x, 0);
86 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
88 y = caster_ptr->y + ddy_cdd[(cdir + 1) % 8];
89 x = caster_ptr->x + ddx_cdd[(cdir + 1) % 8];
90 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
91 py_attack(caster_ptr, y, x, 0);
93 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
98 if (name) return _("ブーメラン", "Boomerang");
99 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。",
100 "Throws current weapon. And it'll return to your hand unless failed.");
104 if (!do_cmd_throw(caster_ptr, 1, TRUE, -1)) return NULL;
109 if (name) return _("焔霊", "Burning Strike");
110 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.");
116 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
117 if (dir == 5) return NULL;
119 y = caster_ptr->y + ddy[dir];
120 x = caster_ptr->x + ddx[dir];
122 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
123 py_attack(caster_ptr, y, x, HISSATSU_FIRE);
126 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
133 if (name) return _("殺気感知", "Detect Ferocity");
134 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.");
138 detect_monsters_mind(DETECT_RAD_DEFAULT);
143 if (name) return _("みね打ち", "Strike to Stun");
144 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.");
150 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
151 if (dir == 5) return NULL;
153 y = caster_ptr->y + ddy[dir];
154 x = caster_ptr->x + ddx[dir];
156 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
157 py_attack(caster_ptr, y, x, HISSATSU_MINEUCHI);
160 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
167 if (name) return _("カウンター", "Counter");
168 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。",
169 "Prepares to counterattack. When attack by a monster, strikes back using SP each time.");
173 if (caster_ptr->riding)
175 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
178 msg_print(_("相手の攻撃に対して身構えた。", "You prepare to counter blow."));
179 caster_ptr->counter = TRUE;
184 if (name) return _("払い抜け", "Harainuke");
185 if (desc) return _("攻撃した後、反対側に抜ける。",
186 "Attacks monster with your weapons normally, then move through counter side of the monster.");
192 if (caster_ptr->riding)
194 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
198 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
200 if (dir == 5) return NULL;
201 y = caster_ptr->y + ddy[dir];
202 x = caster_ptr->x + ddx[dir];
204 if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
206 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
210 py_attack(caster_ptr, y, x, 0);
212 if (!player_can_enter(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat, 0) || is_trap(caster_ptr->current_floor_ptr->grid_array[y][x].feat))
218 if (player_can_enter(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat, 0) && !is_trap(caster_ptr->current_floor_ptr->grid_array[y][x].feat) && !caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
221 (void)move_player_effect(caster_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
227 if (name) return _("サーペンツタン", "Serpent's Tongue");
228 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.");
234 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
235 if (dir == 5) return NULL;
237 y = caster_ptr->y + ddy[dir];
238 x = caster_ptr->x + ddx[dir];
240 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
241 py_attack(caster_ptr, y, x, HISSATSU_POISON);
244 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
251 if (name) return _("斬魔剣弐の太刀", "Zammaken");
252 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。",
253 "Attacks an evil unliving monster with great damage. No effect to other monsters.");
259 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
260 if (dir == 5) return NULL;
262 y = caster_ptr->y + ddy[dir];
263 x = caster_ptr->x + ddx[dir];
265 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
266 py_attack(caster_ptr, y, x, HISSATSU_ZANMA);
269 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
276 if (name) return _("裂風剣", "Wind Blast");
277 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.");
283 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
284 if (dir == 5) return NULL;
286 y = caster_ptr->y + ddy[dir];
287 x = caster_ptr->x + ddx[dir];
289 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
290 py_attack(caster_ptr, y, x, 0);
293 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
296 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
300 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
303 POSITION ty = y, tx = x;
304 POSITION oy = y, ox = x;
305 MONSTER_IDX m_idx = caster_ptr->current_floor_ptr->grid_array[y][x].m_idx;
306 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
307 GAME_TEXT m_name[MAX_NLEN];
309 monster_desc(m_name, m_ptr, 0);
311 for (i = 0; i < 5; i++)
315 if (cave_empty_bold(p_ptr->current_floor_ptr, y, x))
322 if ((ty != oy) || (tx != ox))
324 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
325 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
326 caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
330 update_monster(caster_ptr, m_idx, TRUE);
334 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
335 caster_ptr->update |= (PU_MON_LITE);
342 if (name) return _("刀匠の目利き", "Judge");
343 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。",
344 "Identifies a weapon or armor. Or *identifies* these at level 45.");
350 if (!identify_fully(TRUE)) return NULL;
354 if (!ident_spell(caster_ptr, TRUE)) return NULL;
360 if (name) return _("破岩斬", "Rock Smash");
361 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.");
367 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
368 if (dir == 5) return NULL;
370 y = caster_ptr->y + ddy[dir];
371 x = caster_ptr->x + ddx[dir];
373 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
374 py_attack(caster_ptr, y, x, HISSATSU_HAGAN);
376 if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_HURT_ROCK)) break;
378 /* Destroy the feature */
379 cave_alter_feat(y, x, FF_HURT_ROCK);
380 caster_ptr->update |= (PU_FLOW);
385 if (name) return _("乱れ雪月花", "Midare-Setsugekka");
386 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。",
387 "Attacks a monster with increased number of attacks and more damage unless it has resistance to cold.");
393 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
394 if (dir == 5) return NULL;
396 y = caster_ptr->y + ddy[dir];
397 x = caster_ptr->x + ddx[dir];
399 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
400 py_attack(caster_ptr, y, x, HISSATSU_COLD);
403 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
410 if (name) return _("急所突き", "Spot Aiming");
411 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。",
412 "Attempts to kill a monster instantly. If failed cause only 1HP of damage.");
418 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
419 if (dir == 5) return NULL;
421 y = caster_ptr->y + ddy[dir];
422 x = caster_ptr->x + ddx[dir];
424 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
425 py_attack(caster_ptr, y, x, HISSATSU_KYUSHO);
428 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
435 if (name) return _("魔神斬り", "Majingiri");
436 if (desc) return _("会心の一撃で攻撃する。攻撃がかわされやすい。",
437 "Attempts to attack with critical hit. But this attack is easy to evade for a monster.");
443 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
444 if (dir == 5) return NULL;
446 y = caster_ptr->y + ddy[dir];
447 x = caster_ptr->x + ddx[dir];
449 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
450 py_attack(caster_ptr, y, x, HISSATSU_MAJIN);
453 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
460 if (name) return _("捨て身", "Desperate Attack");
461 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。",
462 "Attacks with all of your power. But all damages you take will be doubled for one current_world_ptr->game_turn.");
468 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
469 if (dir == 5) return NULL;
471 y = caster_ptr->y + ddy[dir];
472 x = caster_ptr->x + ddx[dir];
474 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
475 py_attack(caster_ptr, y, x, HISSATSU_SUTEMI);
478 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
481 caster_ptr->sutemi = TRUE;
486 if (name) return _("雷撃鷲爪斬", "Lightning Eagle");
487 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。",
488 "Attacks a monster with more damage unless it has resistance to electricity.");
494 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
495 if (dir == 5) return NULL;
497 y = caster_ptr->y + ddy[dir];
498 x = caster_ptr->x + ddx[dir];
500 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
501 py_attack(caster_ptr, y, x, HISSATSU_ELEC);
504 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
511 if (name) return _("入身", "Rush Attack");
512 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.");
516 if (!rush_attack(caster_ptr, NULL)) return NULL;
521 if (name) return _("赤流渦", "Bloody Maelstrom");
522 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。",
523 "Attacks all adjacent monsters with power corresponding to your cut status. Then increases your cut status. No effect to unliving monsters.");
527 POSITION y = 0, x = 0;
532 if (caster_ptr->cut < 300)
533 set_cut(caster_ptr,caster_ptr->cut + 300);
535 set_cut(caster_ptr,caster_ptr->cut * 2);
537 for (dir = 0; dir < 8; dir++)
539 y = caster_ptr->y + ddy_ddd[dir];
540 x = caster_ptr->x + ddx_ddd[dir];
541 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
542 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
544 /* Hack -- attack monsters */
545 if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)))
547 if (!monster_living(m_ptr->r_idx))
549 GAME_TEXT m_name[MAX_NLEN];
551 monster_desc(m_name, m_ptr, 0);
552 msg_format(_("%sには効果がない!", "%s is unharmed!"), m_name);
554 else py_attack(caster_ptr, y, x, HISSATSU_SEKIRYUKA);
561 if (name) return _("激震撃", "Earthquake Blow");
562 if (desc) return _("地震を起こす。", "Shakes dungeon structure, and results in random swapping of floors and walls.");
568 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
569 if (dir == 5) return NULL;
571 y = caster_ptr->y + ddy[dir];
572 x = caster_ptr->x + ddx[dir];
574 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
575 py_attack(caster_ptr, y, x, HISSATSU_QUAKE);
577 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 10, 0);
582 if (name) return _("地走り", "Crack");
583 if (desc) return _("衝撃波のビームを放つ。", "Fires a beam of shock wave.");
587 int total_damage = 0, basedam, i;
588 BIT_FLAGS flgs[TR_FLAG_SIZE];
590 if (!get_aim_dir(&dir)) return NULL;
591 msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
592 for (i = 0; i < 2; i++)
596 if (!has_melee_weapon(caster_ptr, INVEN_RARM + i)) break;
597 o_ptr = &caster_ptr->inventory_list[INVEN_RARM + i];
598 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
599 damage = o_ptr->to_d * 100;
600 object_flags(o_ptr, flgs);
601 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
607 else if (have_flag(flgs, TR_VORPAL))
609 /* vorpal flag only */
614 damage *= caster_ptr->num_blow[i];
615 total_damage += damage / 200;
616 if (i) total_damage = total_damage * 7 / 10;
618 fire_beam(caster_ptr, GF_FORCE, dir, total_damage);
623 if (name) return _("気迫の雄叫び", "War Cry");
624 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。",
625 "Damages all monsters in sight with sound. Aggravate nearby monsters.");
629 msg_print(_("雄叫びをあげた!", "You roar out!"));
630 project_all_los(caster_ptr, GF_SOUND, randint1(plev * 3));
631 aggravate_monsters(0);
636 if (name) return _("無双三段", "Musou-Sandan");
637 if (desc) return _("強力な3段攻撃を繰り出す。", "Attacks with powerful 3 strikes.");
643 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
644 if (dir == 5) return NULL;
646 for (i = 0; i < 3; i++)
654 y = caster_ptr->y + ddy[dir];
655 x = caster_ptr->x + ddx[dir];
656 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
659 py_attack(caster_ptr, y, x, HISSATSU_3DAN);
662 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
666 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
671 /* Monster is dead? */
672 if (!g_ptr->m_idx) break;
676 m_idx = g_ptr->m_idx;
677 m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
679 /* Monster cannot move back? */
680 if (!monster_can_enter(ny, nx, &r_info[m_ptr->r_idx], 0))
683 if (i < 2) msg_print(NULL);
688 caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
692 update_monster(caster_ptr, m_idx, TRUE);
694 /* Redraw the old spot */
697 /* Redraw the new spot */
700 /* Player can move forward? */
701 if (player_can_enter(caster_ptr, g_ptr->feat, 0))
703 if (!move_player_effect(caster_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP)) break;
711 if (i < 2) msg_print(NULL);
717 if (name) return _("吸血鬼の牙", "Vampire's Fang");
718 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。",
719 "Attacks with vampiric strikes which absorbs HP from a monster and gives them to you. No effect to unliving monsters.");
725 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
726 if (dir == 5) return NULL;
728 y = caster_ptr->y + ddy[dir];
729 x = caster_ptr->x + ddx[dir];
731 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
732 py_attack(caster_ptr, y, x, HISSATSU_DRAIN);
735 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
742 if (name) return _("幻惑", "Moon Dazzling");
743 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.");
747 msg_print(_("武器を不規則に揺らした...", "You irregularly wave your weapon..."));
748 project_all_los(caster_ptr, GF_ENGETSU, plev * 4);
749 project_all_los(caster_ptr, GF_ENGETSU, plev * 4);
750 project_all_los(caster_ptr, GF_ENGETSU, plev * 4);
755 if (name) return _("百人斬り", "Hundred Slaughter");
756 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。",
757 "Performs a series of rush attacks. The series continues while killing each monster in a time and SP remains.");
761 const int mana_cost_per_monster = 8;
767 if (!rush_attack(caster_ptr, &mdeath)) break;
770 /* Reserve needed mana point */
771 caster_ptr->csp -= technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
775 caster_ptr->csp -= mana_cost_per_monster;
780 caster_ptr->redraw |= PR_MANA;
782 } while (caster_ptr->csp > mana_cost_per_monster);
784 if (is_new) return NULL;
786 /* Restore reserved mana */
787 caster_ptr->csp += technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
792 if (name) return _("天翔龍閃", "Dragonic Flash");
793 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。",
794 "Runs toward given location while attacking all monsters on the path.");
800 if (!tgt_pt(caster_ptr, &x, &y)) return NULL;
802 if (!cave_player_teleportable_bold(y, x, 0L) ||
803 (distance(y, x, caster_ptr->y, caster_ptr->x) > MAX_SIGHT / 2) ||
804 !projectable(caster_ptr->current_floor_ptr, caster_ptr->y, caster_ptr->x, y, x))
806 msg_print(_("失敗!", "You cannot move to that place!"));
809 if (caster_ptr->anti_tele)
811 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
814 project(caster_ptr, 0, 0, y, x, HISSATSU_ISSEN, GF_ATTACK, PROJECT_BEAM | PROJECT_KILL, -1);
815 teleport_player_to(caster_ptr, y, x, 0L);
820 if (name) return _("二重の剣撃", "Twin Slash");
821 if (desc) return _("1ターンで2度攻撃を行う。", "double attacks at a time.");
827 if (!get_rep_dir(&dir, FALSE)) return NULL;
829 y = caster_ptr->y + ddy[dir];
830 x = caster_ptr->x + ddx[dir];
832 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
834 py_attack(caster_ptr, y, x, 0);
835 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
838 py_attack(caster_ptr, y, x, 0);
843 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"));
850 if (name) return _("虎伏絶刀勢", "Kofuku-Zettousei");
851 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.");
855 int total_damage = 0, basedam, i;
857 BIT_FLAGS flgs[TR_FLAG_SIZE];
860 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
861 if (dir == 5) return NULL;
863 y = caster_ptr->y + ddy[dir];
864 x = caster_ptr->x + ddx[dir];
866 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
868 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
871 msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
872 for (i = 0; i < 2; i++)
875 if (!has_melee_weapon(caster_ptr, INVEN_RARM + i)) break;
876 o_ptr = &caster_ptr->inventory_list[INVEN_RARM + i];
877 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
878 damage = o_ptr->to_d * 100;
879 object_flags(o_ptr, flgs);
880 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
886 else if (have_flag(flgs, TR_VORPAL))
888 /* vorpal flag only */
893 damage += caster_ptr->to_d[i] * 100;
894 damage *= caster_ptr->num_blow[i];
895 total_damage += (damage / 100);
897 project(caster_ptr, 0, (cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT) ? 5 : 0), y, x, total_damage * 3 / 2, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
902 if (name) return _("慶雲鬼忍剣", "Keiun-Kininken");
903 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。",
904 "Attacks a monster with extremely powerful damage. But you also takes some damages. Hurts a undead monster greatly.");
910 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
911 if (dir == 5) return NULL;
913 y = caster_ptr->y + ddy[dir];
914 x = caster_ptr->x + ddx[dir];
916 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
917 py_attack(caster_ptr, y, x, HISSATSU_UNDEAD);
920 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
923 take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(100), _("慶雲鬼忍剣を使った衝撃", "exhaustion on using Keiun-Kininken"), -1);
928 if (name) return _("切腹", "Harakiri");
929 if (desc) return _("「武士道とは、死ぬことと見つけたり。」", "'Busido is found in death'");
934 if (!get_check(_("本当に自殺しますか?", "Do you really want to commit suicide? "))) return NULL;
935 /* Special Verification for suicide */
936 prt(_("確認のため '@' を押して下さい。", "Please verify SUICIDE by typing the '@' sign: "), 0, 0);
941 if (i != '@') return NULL;
942 if (current_world_ptr->total_winner)
944 take_hit(caster_ptr, DAMAGE_FORCE, 9999, "Seppuku", -1);
945 current_world_ptr->total_winner = TRUE;
949 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."));
950 take_hit(caster_ptr, DAMAGE_FORCE, 9999, "Seppuku", -1);