/* Dump the spell --(-- */
strcat(psi_desc, format(" %-18s%2d %3d",
- spell_names[technic2magic(REALM_HISSATSU)-1][i],
+ 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
* 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) || 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 | PU_MON_LITE);
-
- /* 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);
-
- 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);
-
- /* 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_set_feat(y, x, floor_type[randint0(100)]);
-
- /* 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_floor_bold(y, x)))
- {
- 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 oy, ox;
- int ny, nx;
- int m_idx;
- monster_type *m_ptr;
-
- y = py + ddy[dir];
- x = px + ddx[dir];
-
- 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;
- }
-
- /* Monster is dead? */
- if (!cave[y][x].m_idx) break;
-
- ny = y + ddy[dir];
- nx = x + ddx[dir];
- m_idx = cave[y][x].m_idx;
- m_ptr = &m_list[m_idx];
-
- /* Monster cannot move back? */
- if (!monster_can_enter(ny, nx, &r_info[m_ptr->r_idx])) continue;
-
- 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);
-
- /* Player can move forward? */
- if (player_can_enter(cave[y][x].feat))
- {
- /* Save the old location */
- oy = py;
- ox = px;
-
- /* Move the player */
- py = y;
- px = x;
-
- if (p_ptr->riding)
- {
- cave[oy][ox].m_idx = cave[py][px].m_idx;
- cave[py][px].m_idx = p_ptr->riding;
- m_list[p_ptr->riding].fy = py;
- m_list[p_ptr->riding].fx = px;
- update_mon(p_ptr->riding, TRUE);
- }
-
- forget_flow();
-
- /* Redraw the old spot */
- lite_spot(oy, ox);
-
- /* Redraw the new spot */
- lite_spot(py, px);
- }
-
- /* Redraw the old spot */
- lite_spot(y, x);
-
- /* 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 | PU_MON_LITE);
-
- /* Update the monsters */
- p_ptr->update |= (PU_DISTANCE);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
- /* Handle stuff */
- handle_stuff();
-
- /* -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_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, -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 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_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
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->update |= (PU_SPELLS);
}
+
+
+/*
+ * Calcurate magnification of hissatsu technics
+ */
+s16b mult_hissatsu(int mult, u32b *flgs, monster_type *m_ptr, int mode)
+{
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+ /* Burning Strike (Fire) */
+ if (mode == HISSATSU_FIRE)
+ {
+ /* Notice immunity */
+ if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
+ {
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
+ }
+ }
+
+ /* Otherwise, take the damage */
+ else if (have_flag(flgs, TR_BRAND_FIRE))
+ {
+ if (r_ptr->flags3 & RF3_HURT_FIRE)
+ {
+ if (mult < 70) mult = 70;
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flags3 |= RF3_HURT_FIRE;
+ }
+ }
+ else if (mult < 35) mult = 35;
+ }
+ else
+ {
+ if (r_ptr->flags3 & RF3_HURT_FIRE)
+ {
+ if (mult < 50) mult = 50;
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flags3 |= RF3_HURT_FIRE;
+ }
+ }
+ else if (mult < 25) mult = 25;
+ }
+ }
+
+ /* Serpent's Tongue (Poison) */
+ if (mode == HISSATSU_POISON)
+ {
+ /* Notice immunity */
+ if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
+ {
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
+ }
+ }
+
+ /* Otherwise, take the damage */
+ else if (have_flag(flgs, TR_BRAND_POIS))
+ {
+ if (mult < 35) mult = 35;
+ }
+ else
+ {
+ if (mult < 25) mult = 25;
+ }
+ }
+
+ /* Zammaken (Nonliving Evil) */
+ if (mode == HISSATSU_ZANMA)
+ {
+ if (!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL))
+ {
+ if (mult < 15) mult = 25;
+ else if (mult < 50) mult = MIN(50, mult+20);
+ }
+ }
+
+ /* Rock Smash (Hurt Rock) */
+ if (mode == HISSATSU_HAGAN)
+ {
+ if (r_ptr->flags3 & RF3_HURT_ROCK)
+ {
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flags3 |= RF3_HURT_ROCK;
+ }
+ if (mult == 10) mult = 40;
+ else if (mult < 60) mult = 60;
+ }
+ }
+
+ /* Midare-Setsugekka (Cold) */
+ if (mode == HISSATSU_COLD)
+ {
+ /* Notice immunity */
+ if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
+ {
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
+ }
+ }
+ /* Otherwise, take the damage */
+ else if (have_flag(flgs, TR_BRAND_COLD))
+ {
+ if (r_ptr->flags3 & RF3_HURT_COLD)
+ {
+ if (mult < 70) mult = 70;
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flags3 |= RF3_HURT_COLD;
+ }
+ }
+ else if (mult < 35) mult = 35;
+ }
+ else
+ {
+ if (r_ptr->flags3 & RF3_HURT_COLD)
+ {
+ if (mult < 50) mult = 50;
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flags3 |= RF3_HURT_COLD;
+ }
+ }
+ else if (mult < 25) mult = 25;
+ }
+ }
+
+ /* Lightning Eagle (Elec) */
+ if (mode == HISSATSU_ELEC)
+ {
+ /* Notice immunity */
+ if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
+ {
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
+ }
+ }
+
+ /* Otherwise, take the damage */
+ else if (have_flag(flgs, TR_BRAND_ELEC))
+ {
+ if (mult < 70) mult = 70;
+ }
+ else
+ {
+ if (mult < 50) mult = 50;
+ }
+ }
+
+ /* Bloody Maelstrom */
+ if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(r_ptr))
+ {
+ int tmp = MIN(100, MAX(10, p_ptr->cut / 10));
+ if (mult < tmp) mult = tmp;
+ }
+
+ /* Keiun-Kininken */
+ if (mode == HISSATSU_UNDEAD)
+ {
+ if (r_ptr->flags3 & RF3_UNDEAD)
+ {
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flags3 |= RF3_UNDEAD;
+ }
+ if (mult == 10) mult = 70;
+ else if (mult < 140) mult = MIN(140, mult+60);
+ }
+ if (mult == 10) mult = 40;
+ else if (mult < 60) mult = MIN(60, mult+30);
+ }
+
+ if (mult > 150) mult = 150;
+
+ return mult;
+}