-/* File: mind.c */
-
-/* Purpose: Mindcrafter code */
-
-/*
- * 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. Other copyrights may also apply.
+/*!
+ * @file hissatsu.c
+ * @brief 剣術の実装 / Blade arts
+ * @date 2014/01/17
+ * @author
+ * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
+ * This software may be copied and distributed for educational, research,\n
+ * and not for profit purposes provided that this copyright and statement\n
+ * are included in all such copies. Other copyrights may also apply.\n
+ * 2014 Deskull rearranged comment for Doxygen.\n
*/
#include "angband.h"
#define TECHNIC_HISSATSU (REALM_HISSATSU - MIN_TECHNIC)
-/*
- * Allow user to choose a mindcrafter power.
- *
- * If a valid spell is chosen, saves it in '*sn' and returns TRUE
- * If the user hits escape, returns FALSE, and set '*sn' to -1
- * If there are no legal choices, returns FALSE, and sets '*sn' to -2
- *
- * The "prompt" should be "cast", "recite", or "study"
- * The "known" should be TRUE for cast/pray, FALSE for study
- *
- * nb: This function has a (trivial) display bug which will be obvious
- * when you run it. It's probably easy to fix but I haven't tried,
- * sorry.
+
+/*!
+ * @brief 使用可能な剣術を選択する /
+ * Allow user to choose a blade arts.
+ * @param sn 選択した特殊技能ID、キャンセルの場合-1、不正な選択の場合-2を返す
+ * @return 発動可能な魔法を選択した場合TRUE、キャンセル処理か不正な選択が行われた場合FALSEを返す。
+ * @details
+ * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
+ * If the user hits escape, returns FALSE, and set '*sn' to -1\n
+ * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
+ *\n
+ * The "prompt" should be "cast", "recite", or "study"\n
+ * The "known" should be TRUE for cast/pray, FALSE for study\n
+ *\n
+ * nb: This function has a (trivial) display bug which will be obvious\n
+ * when you run it. It's probably easy to fix but I haven't tried,\n
+ * sorry.\n
*/
-static int get_hissatsu_power(int *sn)
+static int get_hissatsu_power(SPELL_IDX *sn)
{
- int i, j = 0;
+ SPELL_IDX i;
+ int j = 0;
int num = 0;
int y = 1;
int x = 15;
int ask = TRUE;
char choice;
char out_val[160];
- char sentaku[32];
-#ifdef JP
-cptr p = "ɬ»¦·õ";
-#else
- cptr p = "special attack";
-#endif
+ SPELL_IDX sentaku[32];
+ cptr p = _("必殺剣", "special attack");
magic_type spell;
bool flag, redraw;
}
/* Build a prompt (accept all spells) */
-#ifdef JP
-(void) strnfmt(out_val, 78, "(%^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? ",
-#endif
- p, I2A(0), "abcdefghijklmnopqrstuvwxyz012345"[num-1], p);
+ (void) strnfmt(out_val, 78,
+ _("(%^s %c-%c, '*'で一覧, ESC) どの%sを使いますか?", "(%^ss %c-%c, *=List, ESC=exit) Use which %s? "),
+ p, I2A(0), "abcdefghijklmnopqrstuvwxyz012345"[num-1], p);
if (use_menu) screen_save();
/* Display a list of spells */
prt("", y, x);
-#ifdef JP
-put_str("̾Á° Lv MP ̾Á° Lv MP ", y, x + 5);
-#else
-put_str("name Lv SP name Lv SP ", y, x + 5);
-#endif
+ put_str(_("名前 Lv MP 名前 Lv MP ",
+ "name Lv SP name Lv SP "), y, x + 5);
prt("", y+1, x);
/* Dump the spells */
for (i = 0, line = 0; i < 32; i++)
if (use_menu)
{
if (i == (menu_line-1))
-#ifdef JP
- strcpy(psi_desc, " ¡Õ");
-#else
- strcpy(psi_desc, " > ");
-#endif
+ strcpy(psi_desc, _(" 》", " > "));
else strcpy(psi_desc, " ");
}
/* 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);
ask = (isupper(choice));
/* Lowercase */
- if (ask) choice = tolower(choice);
+ if (ask) choice = (char)tolower(choice);
/* Extract request */
i = (islower(choice) ? A2I(choice) : -1);
char tmp_val[160];
/* Prompt */
-#ifdef JP
-(void) strnfmt(tmp_val, 78, "%s¤ò»È¤¤¤Þ¤¹¤«¡©", spell_names[technic2magic(REALM_HISSATSU)-1][j]);
-#else
- (void)strnfmt(tmp_val, 78, "Use %s? ", spell_names[technic2magic(REALM_HISSATSU)-1][j]);
-#endif
-
+ (void) strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), do_spell(REALM_HISSATSU, j, SPELL_NAME));
/* Belay that order */
if (!get_check(tmp_val)) continue;
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'.
+/*!
+ * @brief 剣術コマンドのメインルーチン
+ * @return なし
*/
-static bool cast_hissatsu_spell(int spell)
+void do_cmd_hissatsu(void)
{
- int y, x;
- int dir;
-
+ SPELL_IDX n = 0;
+ magic_type spell;
- /* 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:
+ /* not if confused */
+ if (p_ptr->confused)
{
- 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;
+ msg_print(_("混乱していて集中できない!", "You are too confused!"));
+ return;
}
- case 2:
+ if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
{
- if (!do_cmd_throw_aux(1, TRUE, 0)) return FALSE;
- break;
+ if (flush_failure) flush();
+ msg_print(_("武器を持たないと必殺技は使えない!", "You need to wield a weapon!"));
+ return;
}
- case 3:
+ if (!p_ptr->spell_learned1)
{
- 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;
+ msg_print(_("何も技を知らない。", "You don't know any special attacks."));
+ return;
}
- case 4:
+
+ if (p_ptr->special_defense & KATA_MASK)
{
- detect_monsters_mind(DETECT_RAD_DEFAULT);
- break;
+ set_action(ACTION_NONE);
}
- case 5:
+
+ /* get power */
+ if (!get_hissatsu_power(&n)) return;
+
+ spell = technic_info[TECHNIC_HISSATSU][n];
+
+ /* Verify "dangerous" spells */
+ if (spell.smana > p_ptr->csp)
{
- 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;
+ if (flush_failure) flush();
+ /* Warning */
+ msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
+ msg_print(NULL);
+ return;
}
- case 6:
+
+ sound(SOUND_ZAP);
+
+ /* Cast the spell */
+ if (!do_spell(REALM_HISSATSU, n, SPELL_CAST)) return;
+
+ /* Take a turn */
+ p_ptr->energy_use = 100;
+
+ /* Use some mana */
+ p_ptr->csp -= spell.smana;
+
+ /* Limit */
+ if (p_ptr->csp < 0) p_ptr->csp = 0;
+
+ /* Redraw mana */
+ p_ptr->redraw |= (PR_MANA);
+
+ /* Window stuff */
+ p_ptr->window |= (PW_PLAYER);
+ p_ptr->window |= (PW_SPELL);
+}
+
+
+/*!
+ * @brief 剣術コマンドの学習
+ * @return なし
+ */
+void do_cmd_gain_hissatsu(void)
+{
+ OBJECT_IDX item;
+ int i, j;
+
+ object_type *o_ptr;
+ cptr q, s;
+
+ bool gain = FALSE;
+
+ if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
{
- 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;
+ set_action(ACTION_NONE);
}
- case 7:
+
+ if (p_ptr->blind || no_lite())
{
- if (p_ptr->riding)
- {
-#ifdef JP
- msg_print("¾èÇÏÃæ¤Ë¤Ï̵Íý¤À¡£");
-#else
- msg_print("You cannot do it when riding.");
-#endif
- return FALSE;
- }
+ msg_print(_("目が見えない!", "You cannot see!"));
+ return;
+ }
- if (!get_rep_dir2(&dir)) return FALSE;
+ if (p_ptr->confused)
+ {
+ msg_print(_("混乱していて読めない!", "You are too confused!"));
+ return;
+ }
- if (dir == 5) return FALSE;
- y = py + ddy[dir];
- x = px + ddx[dir];
+ if (!(p_ptr->new_spells))
+ {
+ msg_print(_("新しい必殺技を覚えることはできない!", "You cannot learn any new special attacks!"));
+ return;
+ }
- if (!cave[y][x].m_idx)
- {
#ifdef JP
- msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
+ if( p_ptr->new_spells < 10 ){
+ msg_format("あと %d つの必殺技を学べる。", p_ptr->new_spells);
+ }else{
+ msg_format("あと %d 個の必殺技を学べる。", p_ptr->new_spells);
+ }
#else
- msg_print("There is no monster.");
+ msg_format("You can learn %d new special attack%s.", p_ptr->new_spells,
+ (p_ptr->new_spells == 1?"":"s"));
#endif
- return FALSE;
- }
- py_attack(y, x, 0);
-
- if (!player_can_enter(cave[y][x].feat) || is_trap(cave[y][x].feat))
- break;
+ item_tester_tval = TV_HISSATSU_BOOK;
- y += ddy[dir];
- x += ddx[dir];
+ /* Get an item */
+ q = _("どの書から学びますか? ", "Study which book? ");
+ s = _("読める書がない。", "You have no books that you can read.");
- if (player_can_enter(cave[y][x].feat) && !is_trap(cave[y][x].feat) && !cave[y][x].m_idx)
- {
- int oy, ox;
+ if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
- msg_print(NULL);
+ /* Get the item (in the pack) */
+ if (item >= 0)
+ {
+ o_ptr = &inventory[item];
+ }
- /* Save the old location */
- oy = py;
- ox = px;
+ /* Get the item (on the floor) */
+ else
+ {
+ o_ptr = &o_list[0 - item];
+ }
- /* Move the player */
- py = y;
- px = x;
+ for (i = o_ptr->sval * 8; i < o_ptr->sval * 8 + 8; i++)
+ {
+ if (p_ptr->spell_learned1 & (1L << i)) continue;
+ if (technic_info[TECHNIC_HISSATSU][i].slevel > p_ptr->lev) continue;
- forget_flow();
+ p_ptr->spell_learned1 |= (1L << i);
+ p_ptr->spell_worked1 |= (1L << i);
+ msg_format(_("%sの技を覚えた。", "You have learned the special attack of %s."), do_spell(REALM_HISSATSU, i, SPELL_NAME));
+ for (j = 0; j < 64; j++)
+ {
+ /* Stop at the first empty space */
+ if (p_ptr->spell_order[j] == 99) break;
+ }
+ p_ptr->spell_order[j] = i;
+ gain = TRUE;
+ }
- /* Redraw the old spot */
- lite_spot(oy, ox);
+ /* No gain ... */
+ if (!gain)
+ msg_print(_("何も覚えられなかった。", "You were not able to learn any special attacks."));
- /* Redraw the new spot */
- lite_spot(py, px);
+ /* Take a turn */
+ else
+ p_ptr->energy_use = 100;
- /* Check for new panel (redraw map) */
- verify_panel();
+ p_ptr->update |= (PU_SPELLS);
+}
- /* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
- /* Update the monsters */
- p_ptr->update |= (PU_DISTANCE);
+/*!
+ * @brief 剣術のスレイ倍率計算を行う /
+ * Calcurate magnification of hissatsu technics
+ * @param mult 剣術のスレイ効果以前に算出している多要素の倍率(/10倍)
+ * @param flgs 剣術に使用する武器のスレイフラグ配列
+ * @param m_ptr 目標となるモンスターの構造体参照ポインタ
+ * @param mode 剣術のスレイ型ID
+ * @return スレイの倍率(/10倍)
+ */
+s16b mult_hissatsu(int mult, u32b *flgs, monster_type *m_ptr, int mode)
+{
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+ /* 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);
+ }
+ }
- /* Handle stuff XXX XXX XXX */
- handle_stuff();
+ /* 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;
}
- break;
}
- case 8:
+
+ /* Serpent's Tongue (Poison) */
+ if (mode == HISSATSU_POISON)
{
- 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);
+ /* 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
{
-#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 (mult < 25) mult = 25;
}
- break;
}
- case 9:
+
+ /* Zammaken (Nonliving Evil) */
+ if (mode == HISSATSU_ZANMA)
{
- 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
+ if (!monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL))
{
-#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 (mult < 15) mult = 25;
+ else if (mult < 50) mult = MIN(50, mult+20);
}
- break;
}
- case 10:
+
+ /* Rock Smash (Hurt Rock) */
+ if (mode == HISSATSU_HAGAN)
{
- 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
+ if (r_ptr->flags3 & RF3_HURT_ROCK)
{
-#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 (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;
}
- if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
+ }
+
+ /* Midare-Setsugekka (Cold) */
+ if (mode == HISSATSU_COLD)
+ {
+ /* Notice immunity */
+ if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
{
- return TRUE;
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
+ }
}
- if (cave[y][x].m_idx)
+ /* Otherwise, take the damage */
+ else if (have_flag(flgs, TR_BRAND_COLD))
{
- 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++)
+ if (r_ptr->flags3 & RF3_HURT_COLD)
{
- y += ddy[dir];
- x += ddx[dir];
- if (cave_empty_bold(y, x))
+ if (mult < 70) mult = 70;
+ if (is_original_ap_and_seen(m_ptr))
{
- ty = y;
- tx = x;
+ r_ptr->r_flags3 |= RF3_HURT_COLD;
}
- else break;
}
- if ((ty != oy) || (tx != ox))
+ else if (mult < 35) mult = 35;
+ }
+ else
+ {
+ if (r_ptr->flags3 & RF3_HURT_COLD)
{
-#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 (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;
}
- break;
}
- case 11:
+
+ /* Lightning Eagle (Elec) */
+ if (mode == HISSATSU_ELEC)
{
- if (p_ptr->lev > 44)
+ /* 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 (!identify_fully(TRUE)) return FALSE;
+ if (mult < 70) mult = 70;
}
else
{
- if (!ident_spell(TRUE)) return FALSE;
+ if (mult < 50) mult = 50;
}
- 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;
+ /* 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;
}
- case 13:
+
+ /* Keiun-Kininken */
+ if (mode == HISSATSU_UNDEAD)
{
- 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
+ if (r_ptr->flags3 & RF3_UNDEAD)
{
-#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 (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);
}
- break;
+ if (mult == 10) mult = 40;
+ else if (mult < 60) mult = MIN(60, mult+30);
}
- 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);
-
- 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 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 (object_known_p(o_ptr) && (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 (mult > 150) mult = 150;
- 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)
- {
- 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 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);
-
- /* 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:
- {
- 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)) 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, -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 (object_known_p(o_ptr) && (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 */
- if (p_ptr->confused)
- {
-#ifdef JP
-msg_print("º®Í𤷤Ƥ¤¤Æ½¸Ãæ¤Ç¤¤Ê¤¤¡ª");
-#else
- msg_print("You are too confused!");
-#endif
-
- return;
- }
- if (!buki_motteruka(INVEN_RARM))
- {
- if (flush_failure) flush();
-#ifdef JP
-msg_print("Éð´ï¤ò»ý¤¿¤Ê¤¤¤Èɬ»¦µ»¤Ï»È¤¨¤Ê¤¤¡ª");
-#else
- msg_print("You need to wield a weapon!");
-#endif
-
- return;
- }
- if (!p_ptr->spell_learned1)
- {
-#ifdef JP
-msg_print("²¿¤âµ»¤òÃΤé¤Ê¤¤¡£");
-#else
- msg_print("You don't know any special attacks.");
-#endif
-
- return;
- }
-
- if (p_ptr->special_defense & KATA_MASK)
- {
- set_action(ACTION_NONE);
- }
-
- /* get power */
- if (!get_hissatsu_power(&n)) return;
-
- spell = technic_info[TECHNIC_HISSATSU][n];
-
- /* Verify "dangerous" spells */
- if (spell.smana > p_ptr->csp)
- {
- if (flush_failure) flush();
- /* Warning */
-#ifdef JP
-msg_print("£Í£Ð¤¬Â¤ê¤Þ¤»¤ó¡£");
-#else
- msg_print("You do not have enough mana to use this power.");
-#endif
- msg_print(NULL);
- return;
- }
-
- sound(SOUND_ZAP);
-
- /* Cast the spell */
- cast = cast_hissatsu_spell(n);
-
- if (!cast) return;
-
- /* Take a turn */
- energy_use = 100;
-
- /* Use some mana */
- p_ptr->csp -= spell.smana;
-
- /* Limit */
- if (p_ptr->csp < 0) p_ptr->csp = 0;
-
- /* Redraw mana */
- p_ptr->redraw |= (PR_MANA);
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
- p_ptr->window |= (PW_SPELL);
-}
-
-
-void do_cmd_gain_hissatsu(void)
-{
- int item, i, j;
-
- object_type *o_ptr;
- cptr q, s;
-
- bool gain = FALSE;
-
- if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
- {
- set_action(ACTION_NONE);
- }
-
- if (p_ptr->blind || no_lite())
- {
-#ifdef JP
-msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡ª");
-#else
- msg_print("You cannot see!");
-#endif
-
- return;
- }
-
- if (p_ptr->confused)
- {
-#ifdef JP
-msg_print("º®Í𤷤Ƥ¤¤ÆÆɤá¤Ê¤¤¡ª");
-#else
- msg_print("You are too confused!");
-#endif
-
- return;
- }
-
- if (!(p_ptr->new_spells))
- {
-#ifdef JP
-msg_print("¿·¤·¤¤É¬»¦µ»¤ò³Ð¤¨¤ë¤³¤È¤Ï¤Ç¤¤Ê¤¤¡ª");
-#else
- msg_print("You cannot learn any new special attacks!");
-#endif
-
- return;
- }
-
-#ifdef JP
- if( p_ptr->new_spells < 10 ){
- msg_format("¤¢¤È %d ¤Ä¤Îɬ»¦µ»¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells);
- }else{
- msg_format("¤¢¤È %d ¸Ä¤Îɬ»¦µ»¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells);
- }
-#else
- msg_format("You can learn %d new special attack%s.", p_ptr->new_spells,
- (p_ptr->new_spells == 1?"":"s"));
-#endif
-
- item_tester_tval = TV_HISSATSU_BOOK;
-
- /* Get an item */
-#ifdef JP
-q = "¤É¤Î½ñ¤«¤é³Ø¤Ó¤Þ¤¹¤«? ";
-#else
- q = "Study which book? ";
-#endif
-
-#ifdef JP
-s = "Æɤá¤ë½ñ¤¬¤Ê¤¤¡£";
-#else
- s = "You have no books that you can read.";
-#endif
-
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
-
- for (i = o_ptr->sval * 8; i < o_ptr->sval * 8 + 8; i++)
- {
- if (p_ptr->spell_learned1 & (1L << i)) continue;
- if (technic_info[TECHNIC_HISSATSU][i].slevel > p_ptr->lev) continue;
-
- 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]);
-#else
- msg_format("You have learned the special attack of %s.", spell_names[technic2magic(REALM_HISSATSU)-1][i]);
-#endif
- for (j = 0; j < 64; j++)
- {
- /* Stop at the first empty space */
- if (p_ptr->spell_order[j] == 99) break;
- }
- p_ptr->spell_order[j] = i;
- gain = TRUE;
- }
-
- /* No gain ... */
- if (!gain)
-#ifdef JP
- msg_print("²¿¤â³Ð¤¨¤é¤ì¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("You were not able to learn any special attacks.");
-#endif
-
- /* Take a turn */
- else
- energy_use = 100;
-
- p_ptr->update |= (PU_SPELLS);
+ return mult;
}