-/*
- * do_cmd_cast calls this function if the player's class
- * is 'mindcrafter'.
- */
-static bool cast_hissatsu_spell(int spell)
-{
- int y, x;
- int dir;
-
-
- /* spell code */
- switch (spell)
- {
- case 0:
- project_length = 2;
- if (!get_aim_dir(&dir)) return FALSE;
- project_hook(GF_ATTACK, dir, HISSATSU_2, PROJECT_STOP | PROJECT_KILL);
-
- break;
- case 1:
- {
- int cdir;
- if (!get_rep_dir2(&dir)) return FALSE;
- if (dir == 5) return FALSE;
- for (cdir = 0;cdir < 8; cdir++)
- {
- if (cdd[cdir] == dir) break;
- }
- if (cdir == 8) return FALSE;
- y = py + ddy_cdd[cdir];
- x = px + ddx_cdd[cdir];
- if (cave[y][x].m_idx)
- py_attack(y, x, 0);
- else
-#ifdef JP
- msg_print("¹¶·â¤Ï¶õ¤òÀڤä¿¡£");
-#else
- msg_print("You attack the empty air.");
-#endif
- y = py + ddy_cdd[(cdir + 7) % 8];
- x = px + ddx_cdd[(cdir + 7) % 8];
- if (cave[y][x].m_idx)
- py_attack(y, x, 0);
- else
-#ifdef JP
- msg_print("¹¶·â¤Ï¶õ¤òÀڤä¿¡£");
-#else
- msg_print("You attack the empty air.");
-#endif
- y = py + ddy_cdd[(cdir + 1) % 8];
- x = px + ddx_cdd[(cdir + 1) % 8];
- if (cave[y][x].m_idx)
- py_attack(y, x, 0);
- else
-#ifdef JP
- msg_print("¹¶·â¤Ï¶õ¤òÀڤä¿¡£");
-#else
- msg_print("You attack the empty air.");
-#endif
-
- break;
- }
- case 2:
- {
- if (!do_cmd_throw_aux(1, TRUE, 0)) return FALSE;
- break;
- }
- case 3:
- {
- if (!get_rep_dir2(&dir)) return FALSE;
- if (dir == 5) return FALSE;
- y = py + ddy[dir];
- x = px + ddx[dir];
- if (cave[y][x].m_idx)
- py_attack(y, x, HISSATSU_FIRE);
- else
- {
-#ifdef JP
- msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
-#else
- msg_print("There is no monster.");
-#endif
- return FALSE;
- }
- break;
- }
- case 4:
- {
- detect_monsters_mind(DETECT_RAD_DEFAULT);
- break;
- }
- case 5:
- {
- if (!get_rep_dir2(&dir)) return FALSE;
- if (dir == 5) return FALSE;
- y = py + ddy[dir];
- x = px + ddx[dir];
- if (cave[y][x].m_idx)
- py_attack(y, x, HISSATSU_MINEUCHI);
- else
- {
-#ifdef JP
- msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
-#else
- msg_print("There is no monster.");
-#endif
- return FALSE;
- }
- break;
- }
- case 6:
- {
- if (p_ptr->riding)
- {
-#ifdef JP
- msg_print("¾èÇÏÃæ¤Ë¤Ï̵Íý¤À¡£");
-#else
- msg_print("You cannot do it when riding.");
-#endif
- return FALSE;
- }
-#ifdef JP
- msg_print("Áê¼ê¤Î¹¶·â¤ËÂФ·¤Æ¿È¹½¤¨¤¿¡£");
-#else
- msg_print("You prepare to counter blow.");
-#endif
- p_ptr->counter = TRUE;
- break;
- }
- case 7:
- {
- if (p_ptr->riding)
- {
-#ifdef JP
- msg_print("¾èÇÏÃæ¤Ë¤Ï̵Íý¤À¡£");
-#else
- msg_print("You cannot do it when riding.");
-#endif
- return FALSE;
- }
-
- if (!get_rep_dir2(&dir)) return FALSE;
-
- if (dir == 5) return FALSE;
- y = py + ddy[dir];
- x = px + ddx[dir];
-
- if (!cave[y][x].m_idx)
- {
-#ifdef JP
- msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
-#else
- msg_print("There is no monster.");
-#endif
- return FALSE;
- }
-
- py_attack(y, x, 0);
-
- if (!player_can_enter(cave[y][x].feat, 0) || is_trap(cave[y][x].feat))
- break;
-
- y += ddy[dir];
- x += ddx[dir];
-
- if (player_can_enter(cave[y][x].feat, 0) && !is_trap(cave[y][x].feat) && !cave[y][x].m_idx)
- {
- msg_print(NULL);
-
- /* Move the player */
- (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
- }
- break;
- }
- case 8:
- {
- if (!get_rep_dir2(&dir)) return FALSE;
- if (dir == 5) return FALSE;
- y = py + ddy[dir];
- x = px + ddx[dir];
- if (cave[y][x].m_idx)
- py_attack(y, x, HISSATSU_POISON);
- else
- {
-#ifdef JP
- msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
-#else
- msg_print("There is no monster.");
-#endif
- return FALSE;
- }
- break;
- }
- case 9:
- {
- if (!get_rep_dir2(&dir)) return FALSE;
- if (dir == 5) return FALSE;
- y = py + ddy[dir];
- x = px + ddx[dir];
- if (cave[y][x].m_idx)
- py_attack(y, x, HISSATSU_ZANMA);
- else
- {
-#ifdef JP
- msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
-#else
- msg_print("There is no monster.");
-#endif
- return FALSE;
- }
- break;
- }
- case 10:
- {
- if (!get_rep_dir2(&dir)) return FALSE;
- if (dir == 5) return FALSE;
- y = py + ddy[dir];
- x = px + ddx[dir];
- if (cave[y][x].m_idx)
- py_attack(y, x, 0);
- else
- {
-#ifdef JP
- msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
-#else
- msg_print("There is no monster.");
-#endif
- return FALSE;
- }
- if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
- {
- return TRUE;
- }
- if (cave[y][x].m_idx)
- {
- int i;
- int ty = y, tx = x;
- int oy = y, ox = x;
- int m_idx = cave[y][x].m_idx;
- monster_type *m_ptr = &m_list[m_idx];
- char m_name[80];
-
- monster_desc(m_name, m_ptr, 0);
-
- for (i = 0; i < 5; i++)
- {
- y += ddy[dir];
- x += ddx[dir];
- if (cave_empty_bold(y, x))
- {
- ty = y;
- tx = x;
- }
- else break;
- }
- if ((ty != oy) || (tx != ox))
- {
-#ifdef JP
- msg_format("%s¤ò¿á¤Èô¤Ð¤·¤¿¡ª", m_name);
-#else
- msg_format("You blow %s away!", m_name);
-#endif
- cave[oy][ox].m_idx = 0;
- cave[ty][tx].m_idx = m_idx;
- m_ptr->fy = ty;
- m_ptr->fx = tx;
-
- update_mon(m_idx, TRUE);
- lite_spot(oy, ox);
- lite_spot(ty, tx);
-
- if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
- p_ptr->update |= (PU_MON_LITE);
- }
- }
- break;
- }
- case 11:
- {
- if (p_ptr->lev > 44)
- {
- if (!identify_fully(TRUE)) return FALSE;
- }
- else
- {
- if (!ident_spell(TRUE)) return FALSE;
- }
- break;
- }
- case 12:
- {
- if (!get_rep_dir2(&dir)) return FALSE;
- if (dir == 5) return FALSE;
- y = py + ddy[dir];
- x = px + ddx[dir];
- if (cave[y][x].m_idx)
- py_attack(y, x, HISSATSU_HAGAN);
-
- if (!cave_have_flag_bold(y, x, FF_HURT_ROCK)) break;
-
- /* Destroy the feature */
- cave_alter_feat(y, x, FF_HURT_ROCK);
-
- /* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
-
- break;
- }
- case 13:
- {
- if (!get_rep_dir2(&dir)) return FALSE;
- if (dir == 5) return FALSE;
- y = py + ddy[dir];
- x = px + ddx[dir];
- if (cave[y][x].m_idx)
- py_attack(y, x, HISSATSU_COLD);
- else
- {
-#ifdef JP
- msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
-#else
- msg_print("There is no monster.");
-#endif
- return FALSE;
- }
- break;
- }
- case 14:
- {
- if (!get_rep_dir2(&dir)) return FALSE;
- if (dir == 5) return FALSE;
- y = py + ddy[dir];
- x = px + ddx[dir];
- if (cave[y][x].m_idx)
- py_attack(y, x, HISSATSU_KYUSHO);
- else
- {
-#ifdef JP
- msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
-#else
- msg_print("There is no monster.");
-#endif
- return FALSE;
- }
- break;
- }
- case 15:
- {
- if (!get_rep_dir2(&dir)) return FALSE;
- if (dir == 5) return FALSE;
- y = py + ddy[dir];
- x = px + ddx[dir];
- if (cave[y][x].m_idx)
- py_attack(y, x, HISSATSU_MAJIN);
- else
- {
-#ifdef JP
- msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
-#else
- msg_print("There is no monster.");
-#endif
- return FALSE;
- }
- break;
- }
- case 16:
- {
- if (!get_rep_dir2(&dir)) return FALSE;
- if (dir == 5) return FALSE;
- y = py + ddy[dir];
- x = px + ddx[dir];
- if (cave[y][x].m_idx)
- py_attack(y, x, HISSATSU_SUTEMI);
- else
- {
-#ifdef JP
- msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
-#else
- msg_print("There is no monster.");
-#endif
- return FALSE;
- }
- p_ptr->sutemi = TRUE;
- break;
- }
- case 17:
- {
- if (!get_rep_dir2(&dir)) return FALSE;
- if (dir == 5) return FALSE;
- y = py + ddy[dir];
- x = px + ddx[dir];
- if (cave[y][x].m_idx)
- py_attack(y, x, HISSATSU_ELEC);
- else
- {
-#ifdef JP
- msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
-#else
- msg_print("There is no monster.");
-#endif
- return FALSE;
- }
- break;
- }
- case 18:
- return rush_attack(NULL);
- case 19: /* Whirlwind Attack */
- {
- int y = 0, x = 0;
- cave_type *c_ptr;
- monster_type *m_ptr;
-
- if (p_ptr->cut < 300)
- set_cut(p_ptr->cut + 300);
- else
- set_cut(p_ptr->cut * 2);
-
- for (dir = 0; dir < 8; dir++)
- {
- y = py + ddy_ddd[dir];
- x = px + ddx_ddd[dir];
- c_ptr = &cave[y][x];
-
- /* Get the monster */
- m_ptr = &m_list[c_ptr->m_idx];
-
- /* Hack -- attack monsters */
- if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
- {
- if (!monster_living(&r_info[m_ptr->r_idx]))
- {
- char m_name[80];
-
- monster_desc(m_name, m_ptr, 0);
-#ifdef JP
- msg_format("%s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤¤¡ª", m_name);
-#else
- msg_format("%s is unharmed!", m_name);
-#endif
- }
- else py_attack(y, x, HISSATSU_SEKIRYUKA);
- }
- }
- break;
- }
- case 20:
- {
- if (!get_rep_dir2(&dir)) return FALSE;
- if (dir == 5) return FALSE;
- y = py + ddy[dir];
- x = px + ddx[dir];
- if (cave[y][x].m_idx)
- py_attack(y, x, HISSATSU_QUAKE);
- else
- {
- earthquake(py, px, 10);
- }
- break;
- }
- case 21:
- {
- int total_damage = 0, basedam, i;
- u32b flgs[TR_FLAG_SIZE];
- object_type *o_ptr;
- if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
- msg_print("Éð´ï¤òÂ礤¯¿¶¤ê²¼¤í¤·¤¿¡£");
-#else
- msg_print("You swing your weapon downward.");
-#endif
- for (i = 0; i < 2; i++)
- {
- int damage;
-
- if (!buki_motteruka(INVEN_RARM+i)) break;
- o_ptr = &inventory[INVEN_RARM+i];
- basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
- damage = o_ptr->to_d * 100;
- object_flags(o_ptr, flgs);
- if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
- {
- /* vorpal blade */
- basedam *= 5;
- basedam /= 3;
- }
- else if (have_flag(flgs, TR_VORPAL))
- {
- /* vorpal flag only */
- basedam *= 11;
- basedam /= 9;
- }
- damage += basedam;
- damage *= p_ptr->num_blow[i];
- total_damage += damage / 200;
- if (i) total_damage = total_damage*7/10;
- }
- fire_beam(GF_FORCE, dir, total_damage);
- break;
- }
- case 22:
- {
-#ifdef JP
- msg_print("ͺ¶«¤Ó¤ò¤¢¤²¤¿¡ª");
-#else
- msg_print("You roar out!");
-#endif
- project_hack(GF_SOUND, randint1(p_ptr->lev * 3));
- aggravate_monsters(0);
- break;
- }
- case 23:
- {
- int i;
- if (!get_rep_dir2(&dir)) return FALSE;
- if (dir == 5) return FALSE;
- for (i = 0; i < 3; i++)
- {
- int ny, nx;
- int m_idx;
- cave_type *c_ptr;
- monster_type *m_ptr;
-
- y = py + ddy[dir];
- x = px + ddx[dir];
- c_ptr = &cave[y][x];
-
- if (c_ptr->m_idx)
- py_attack(y, x, HISSATSU_3DAN);
- else
- {
-#ifdef JP
- msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
-#else
- msg_print("There is no monster.");
-#endif
- return FALSE;
- }
-
- if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
- {
- return TRUE;
- }
-
- /* Monster is dead? */
- if (!c_ptr->m_idx) break;
-
- ny = y + ddy[dir];
- nx = x + ddx[dir];
- m_idx = c_ptr->m_idx;
- m_ptr = &m_list[m_idx];
-
- /* Monster cannot move back? */
- if (!monster_can_enter(ny, nx, &r_info[m_ptr->r_idx], 0))
- {
- /* -more- */
- if (i < 2) msg_print(NULL);
- continue;
- }
-
- c_ptr->m_idx = 0;
- cave[ny][nx].m_idx = m_idx;
- m_ptr->fy = ny;
- m_ptr->fx = nx;
-
- update_mon(m_idx, TRUE);
-
- /* Redraw the old spot */
- lite_spot(y, x);
-
- /* Redraw the new spot */
- lite_spot(ny, nx);
-
- /* Player can move forward? */
- if (player_can_enter(c_ptr->feat, 0))
- {
- /* Move the player */
- if (!move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP)) break;
- }
-
- /* -more- */
- if (i < 2) msg_print(NULL);
- }
- break;
- }
- case 24:
- {
- if (!get_rep_dir2(&dir)) return FALSE;
- if (dir == 5) return FALSE;
- y = py + ddy[dir];
- x = px + ddx[dir];
- if (cave[y][x].m_idx)
- py_attack(y, x, HISSATSU_DRAIN);
- else
- {
-#ifdef JP
- msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
-#else
- msg_print("There is no monster.");
-#endif
- return FALSE;
- }
- break;
- }
- case 25:
- {
-#ifdef JP
- msg_print("Éð´ï¤òÉÔµ¬Â§¤ËÍɤ餷¤¿¡¥¡¥¡¥");
-#else
- msg_print("You irregularly wave your weapon...");
-#endif
- project_hack(GF_ENGETSU, p_ptr->lev * 4);
- project_hack(GF_ENGETSU, p_ptr->lev * 4);
- project_hack(GF_ENGETSU, p_ptr->lev * 4);
- break;
- }
- case 26:
- {
-#define NEED_MANA_PER_MONSTER 8
- bool new = TRUE;
- bool mdeath;
- /* int count = 0; currently unused */
- do
- {
- if (!rush_attack(&mdeath)) break;
- if (new)
- {
- /* Reserve needed mana point */
- p_ptr->csp -= technic_info[TECHNIC_HISSATSU][26].smana;
- new = FALSE;
- }
- else
- p_ptr->csp -= NEED_MANA_PER_MONSTER;
- if (!mdeath) break;
- /* count++; currently unused */
- command_dir = 0;
- p_ptr->redraw |= PR_MANA;
- handle_stuff();
- }
- while (p_ptr->csp > NEED_MANA_PER_MONSTER);
- if (new) return FALSE;
-
- /* Restore reserved mana */
- p_ptr->csp += technic_info[TECHNIC_HISSATSU][26].smana;
- break;
-
-#undef NEED_MANA_PER_MONSTER
- }
- case 27:
- {
- if (!tgt_pt(&x, &y)) return FALSE;
- if (!cave_player_teleportable_bold(y, x, FALSE) ||
- (distance(y, x, py, px) > MAX_SIGHT / 2) ||
- !projectable(py, px, y, x))
- {
-#ifdef JP
- msg_print("¼ºÇÔ¡ª");
-#else
- msg_print("You cannot move to that place!");
-#endif
- break;
- }
- if (p_ptr->anti_tele)
- {
-#ifdef JP
- msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
-#else
- msg_print("A mysterious force prevents you from teleporting!");
-#endif
-
- break;
- }
- project(0, 0, y, x, HISSATSU_ISSEN, GF_ATTACK, PROJECT_BEAM | PROJECT_KILL, -1);
- teleport_player_to(y, x, TRUE, FALSE);
- break;
- }
- case 28:
- {
- int x, y;
-
- if (!get_rep_dir(&dir, FALSE)) return FALSE;
- y = py + ddy[dir];
- x = px + ddx[dir];
- if (cave[y][x].m_idx)
- {
- py_attack(y, x, 0);
- if (cave[y][x].m_idx)
- {
- handle_stuff();
- py_attack(y, x, 0);
- }
- }
- else
- {
-#ifdef JP
-msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
-#else
- msg_print("You don't see any monster in this direction");
-#endif
- return FALSE;
- }
- break;
- }
- case 29:
- {
- int total_damage = 0, basedam, i;
- int y, x;
- u32b flgs[TR_FLAG_SIZE];
- object_type *o_ptr;
-
- if (!get_rep_dir2(&dir)) return FALSE;
- if (dir == 5) return FALSE;
- y = py + ddy[dir];
- x = px + ddx[dir];
- if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
- {
-#ifdef JP
- msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤Ê¤¤¡£");
-#else
- msg_print("Something prevent you from attacking.");
-#endif
- return TRUE;
- }
-#ifdef JP
- msg_print("Éð´ï¤òÂ礤¯¿¶¤ê²¼¤í¤·¤¿¡£");
-#else
- msg_print("You swing your weapon downward.");
-#endif
- for (i = 0; i < 2; i++)
- {
- int damage;
- if (!buki_motteruka(INVEN_RARM+i)) break;
- o_ptr = &inventory[INVEN_RARM+i];
- basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
- damage = o_ptr->to_d * 100;
- object_flags(o_ptr, flgs);
- if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
- {
- /* vorpal blade */
- basedam *= 5;
- basedam /= 3;
- }
- else if (have_flag(flgs, TR_VORPAL))
- {
- /* vorpal flag only */
- basedam *= 11;
- basedam /= 9;
- }
- damage += basedam;
- damage += p_ptr->to_d[i] * 100;
- damage *= p_ptr->num_blow[i];
- total_damage += (damage / 100);
- }
- 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);
- break;
- }
- case 30:
- {
- if (!get_rep_dir2(&dir)) return FALSE;
- if (dir == 5) return FALSE;
- y = py + ddy[dir];
- x = px + ddx[dir];
- if (cave[y][x].m_idx)
- py_attack(y, x, HISSATSU_UNDEAD);
- else
- {
-#ifdef JP
- msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
-#else
- msg_print("There is no monster.");
-#endif
- return FALSE;
- }
-#ifdef JP
- take_hit(DAMAGE_NOESCAPE, 100 + randint1(100), "·Ä±Àµ´Ç¦·õ¤ò»È¤Ã¤¿¾×·â", -1);
-#else
- take_hit(DAMAGE_NOESCAPE, 100 + randint1(100), "exhaustion on using Keiun-Kininken", -1);
-#endif
- break;
- }
- case 31:
- {
- int i;
-#ifdef JP
-if (!get_check("ËÜÅö¤Ë¼«»¦¤·¤Þ¤¹¤«¡©")) return FALSE;
-#else
- if (!get_check("Do you really want to commit suicide? ")) return FALSE;
-#endif
- /* Special Verification for suicide */
-#ifdef JP
-prt("³Îǧ¤Î¤¿¤á '@' ¤ò²¡¤·¤Æ²¼¤µ¤¤¡£", 0, 0);
-#else
- prt("Please verify SUICIDE by typing the '@' sign: ", 0, 0);
-#endif
-
- flush();
- i = inkey();
- prt("", 0, 0);
- if (i != '@') return FALSE;
- if (p_ptr->total_winner)
- {
- take_hit(DAMAGE_FORCE, 9999, "Seppuku", -1);
- p_ptr->total_winner = TRUE;
- }
- else
- {
-#ifdef JP
- msg_print("Éð»ÎÆ»¤È¤Ï¡¢»à¤Ì¤³¤È¤È¸«¤Ä¤±¤¿¤ê¡£");
- take_hit(DAMAGE_FORCE, 9999, "ÀÚÊ¢", -1);
-#else
- msg_print("Meaning of Bushi-do is found in the death.");
- take_hit(DAMAGE_FORCE, 9999, "Seppuku", -1);
-#endif
- }
- break;
- }
- default:
-#ifdef JP
-msg_print("¤Ê¤Ë¡©");
-#else
- msg_print("Zap?");
-#endif
-
- }
-
- return TRUE;
-}
-
-
-/*
- * do_cmd_cast calls this function if the player's class
- * is 'mindcrafter'.