/* Purpose: Mindcrafter code */
/*
- * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
+ * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
*
- * This software may be copied and distributed for educational, research, and
- * not for profit purposes provided that this copyright and statement are
- * included in all such copies.
+ * This software may be copied and distributed for educational, research,
+ * and not for profit purposes provided that this copyright and statement
+ * are included in all such copies. Other copyrights may also apply.
*/
#include "angband.h"
}
/* Build a prompt (accept all spells) */
+ (void) strnfmt(out_val, 78,
#ifdef JP
-(void) strnfmt(out_val, 78, "(%^s %c-%c, '*'¤Ç°ìÍ÷, ESC) ¤É¤Î%s¤ò»È¤¤¤Þ¤¹¤«¡©",
+ "(%^s %c-%c, '*'¤Ç°ìÍ÷, ESC) ¤É¤Î%s¤ò»È¤¤¤Þ¤¹¤«¡©",
#else
- (void)strnfmt(out_val, 78, "(%^ss %c-%c, *=List, ESC=exit) Use which %s? ",
+ "(%^ss %c-%c, *=List, ESC=exit) Use which %s? ",
#endif
- p, I2A(0), "abcdefghijklmnopqrstuvwxyz012345"[num-1], p);
+ p, I2A(0), "abcdefghijklmnopqrstuvwxyz012345"[num-1], p);
if (use_menu) screen_save();
/* Get a spell from the user */
- choice= always_show_list ? ESCAPE:1 ;
- while (!flag)
- {
+ choice= always_show_list ? ESCAPE:1 ;
+ while (!flag)
+ {
if(choice==ESCAPE) choice = ' ';
else if( !get_com(out_val, &choice, FALSE) )break;
{
screen_load();
return (FALSE);
- break;
}
case '8':
/* Dump the spell --(-- */
strcat(psi_desc, format(" %-18s%2d %3d",
- spell_names[technic2magic(REALM_HISSATSU)-1][i],
- spell.slevel, spell.smana));
+ do_spell(REALM_HISSATSU, i, SPELL_NAME),
+ spell.slevel, spell.smana));
prt(psi_desc, y + (line%17) + (line >= 17), x+(line/17)*30);
prt("", y + (line%17) + (line >= 17) + 1, x+(line/17)*30);
}
/* Prompt */
#ifdef JP
-(void) strnfmt(tmp_val, 78, "%s¤ò»È¤¤¤Þ¤¹¤«¡©", spell_names[technic2magic(REALM_HISSATSU)-1][j]);
+ (void) strnfmt(tmp_val, 78, "%s¤ò»È¤¤¤Þ¤¹¤«¡©", do_spell(REALM_HISSATSU, j, SPELL_NAME));
#else
- (void)strnfmt(tmp_val, 78, "Use %s? ", spell_names[technic2magic(REALM_HISSATSU)-1][j]);
+ (void)strnfmt(tmp_val, 78, "Use %s? ", do_spell(REALM_HISSATSU, j, SPELL_NAME));
#endif
if (redraw) screen_load();
/* Show choices */
- if (show_choices)
- {
- /* Update */
- p_ptr->window |= (PW_SPELL);
+ p_ptr->window |= (PW_SPELL);
+
+ /* Window stuff */
+ window_stuff();
- /* Window stuff */
- window_stuff();
- }
/* Abort if needed */
if (!flag) return (FALSE);
* 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 | PROJECT_NO_REF);
-
- 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) || is_trap(cave[y][x].feat))
- break;
-
- y += ddy[dir];
- x += ddx[dir];
-
- if (player_can_enter(cave[y][x].feat) && !is_trap(cave[y][x].feat) && !cave[y][x].m_idx)
- {
- int oy, ox;
-
- msg_print(NULL);
-
- /* Save the old location */
- oy = py;
- ox = px;
-
- /* Move the player */
- py = y;
- px = x;
-
- forget_flow();
-
- /* Redraw the old spot */
- lite_spot(oy, ox);
-
- /* Redraw the new spot */
- lite_spot(py, px);
-
- /* Check for new panel (redraw map) */
- verify_panel();
-
- /* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
-
- /* Update the monsters */
- p_ptr->update |= (PU_DISTANCE);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
- /* Handle stuff XXX XXX XXX */
- handle_stuff();
- }
- 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);
- }
- }
- break;
- }
- case 11:
- {
- if (p_ptr->lev > 44)
- {
- if (!identify_fully(TRUE, FALSE)) return FALSE;
- }
- else
- {
- if (!ident_spell(TRUE, FALSE)) 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);
-
- /* Non-walls (etc) */
- if (cave_floor_bold(y, x)) break;
-
- /* Permanent walls */
- if (cave[y][x].feat >= FEAT_PERM_EXTRA) break;
-
- if (cave[y][x].feat < FEAT_DOOR_HEAD) break;
-
- /* Forget the wall */
- cave[y][x].info &= ~(CAVE_MARK);
-
- /* Destroy the feature */
- cave[y][x].feat = floor_type[randint0(100)];
-
- /* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
-
- lite_spot(y, x);
-
- 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:
- project_length = 5;
- if (!get_aim_dir(&dir)) return FALSE;
- project_hook(GF_ATTACK, dir, HISSATSU_NYUSIN, PROJECT_STOP | PROJECT_KILL | PROJECT_NO_REF);
-
- break;
- 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_floor_bold(y, x)))
- {
- if (r_info[m_list[c_ptr->m_idx].r_idx].flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING))
- {
- char m_name[80];
-
- monster_desc(m_name, &m_list[c_ptr->m_idx], 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 f1, f2, f3;
- 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, &f1, &f2, &f3);
- if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
- {
- /* vorpal blade */
- basedam *= 5;
- basedam /= 3;
- }
- else if (object_known_p(o_ptr) && (f1 & TR1_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;
- y = py + ddy[dir];
- x = px + ddx[dir];
- for (i = 0; i < 3; i++)
- {
- if (cave[y][x].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;
- }
- if (cave[y][x].m_idx)
- {
- int oy, ox;
- int ny = y + ddy[dir];
- int nx = x + ddx[dir];
- int m_idx = cave[y][x].m_idx;
- monster_type *m_ptr = &m_list[m_idx];
- if (cave_empty_bold(ny, nx))
- {
- cave[y][x].m_idx = 0;
- cave[ny][nx].m_idx = m_idx;
- m_ptr->fy = ny;
- m_ptr->fx = nx;
-
- update_mon(m_idx, TRUE);
-
- /* Save the old location */
- oy = py;
- ox = px;
-
- /* Move the player */
- py = y;
- px = x;
-
- if (p_ptr->riding)
- {
- int tmp;
- tmp = cave[py][px].m_idx;
- cave[py][px].m_idx = cave[oy][ox].m_idx;
- cave[oy][ox].m_idx = tmp;
- m_list[p_ptr->riding].fy = py;
- m_list[p_ptr->riding].fx = px;
- update_mon(cave[py][px].m_idx, TRUE);
- }
-
- forget_flow();
-
- /* Redraw the old spot */
- lite_spot(oy, ox);
-
- /* Redraw the new spot */
- lite_spot(py, px);
-
- /* Redraw the new spot */
- lite_spot(ny, nx);
-
- /* Check for new panel (redraw map) */
- verify_panel();
-
- /* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
-
- /* Update the monsters */
- p_ptr->update |= (PU_DISTANCE);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
- /* Handle stuff XXX XXX XXX */
- handle_stuff();
-
- if (i < 2) msg_print(NULL);
- y += ddy[dir];
- x += ddx[dir];
- }
- }
- else break;
- }
- 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:
- {
- bool new = TRUE;
- int count = 0;
- do
- {
- project_length = 5;
- if (!get_aim_dir(&dir)) break;
- if (new)
- /* Reserve needed mana point */
- p_ptr->csp -= technic_info[TECHNIC_HISSATSU][26].smana;
- else
- p_ptr->csp -= 8;
- new = FALSE;
- if (!project_hook(GF_ATTACK, dir, HISSATSU_NYUSIN, PROJECT_STOP | PROJECT_KILL | PROJECT_NO_REF)) break;
- count++;
- command_dir = 0;
- p_ptr->redraw |= PR_MANA;
- handle_stuff();
- } while (p_ptr->csp > 8);
- if (new) return FALSE;
-
- /* Restore reserved mana */
- p_ptr->csp += technic_info[TECHNIC_HISSATSU][26].smana;
-
- break;
- }
- case 27:
- {
- if (!tgt_pt(&x, &y)) return FALSE;
- if (!cave_empty_bold(y, x) || (cave[y][x].info & CAVE_ICKY) ||
- (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 | PROJECT_NO_REF, -1);
- teleport_player_to(y, x, TRUE);
- 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 f1, f2, f3;
- 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, &f1, &f2, &f3);
- if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
- {
- /* vorpal blade */
- basedam *= 5;
- basedam /= 3;
- }
- else if (object_known_p(o_ptr) && (f1 & TR1_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_floor_bold(y, x) ? 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'.
- */
void do_cmd_hissatsu(void)
{
int n = 0;
magic_type spell;
- bool cast;
/* not if confused */
return;
}
- if (!buki_motteruka(INVEN_RARM))
+ if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
{
if (flush_failure) flush();
#ifdef JP
#ifdef JP
msg_print("²¿¤âµ»¤òÃΤé¤Ê¤¤¡£");
#else
- msg_print("You don't know any martial arts.");
+ msg_print("You don't know any special attacks.");
#endif
return;
sound(SOUND_ZAP);
/* Cast the spell */
- cast = cast_hissatsu_spell(n);
-
- if (!cast) return;
+ if (!do_spell(REALM_HISSATSU, n, SPELL_CAST)) return;
/* Take a turn */
energy_use = 100;
p_ptr->spell_learned1 |= (1L << i);
p_ptr->spell_worked1 |= (1L << i);
#ifdef JP
- msg_format("%s¤Îµ»¤ò³Ð¤¨¤¿¡£", spell_names[technic2magic(REALM_HISSATSU)-1][i]);
+ msg_format("%s¤Îµ»¤ò³Ð¤¨¤¿¡£", do_spell(REALM_HISSATSU, i, SPELL_NAME));
#else
- msg_format("You have learned the special attack of %s.", spell_names[technic2magic(REALM_HISSATSU)-1][i]);
+ msg_format("You have learned the special attack of %s.", do_spell(REALM_HISSATSU, i, SPELL_NAME));
#endif
for (j = 0; j < 64; j++)
{
p_ptr->spell_order[j] = i;
gain = TRUE;
}
+
+ /* No gain ... */
if (!gain)
#ifdef JP
msg_print("²¿¤â³Ð¤¨¤é¤ì¤Ê¤«¤Ã¤¿¡£");
msg_print("You were not able to learn any special attacks.");
#endif
+ /* Take a turn */
+ else
+ energy_use = 100;
+
p_ptr->update |= (PU_SPELLS);
}