#include "angband.h"
#include "cmd-spell.h"
-#include "monster-hook.h"
+#include "melee.h"
+#include "monsterrace-hook.h"
+#include "projection.h"
+#include "artifact.h"
+#include "monster.h"
+#include "player-status.h"
+#include "feature.h"
/*!
* @brief 剣術の各処理を行う
* @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_CAST)
* @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。
*/
-cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
+concptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
{
bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
{
case 0:
if (name) return _("飛飯綱", "Tobi-Izuna");
- 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.");
+ 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 monster two squares away.");
if (cast)
{
case 1:
if (name) return _("五月雨斬り", "3-Way Attack");
- if (desc) return _("3方向に対して攻撃する。", "Attacks in 3 directions in one time.");
+ if (desc) return _("3方向に対して攻撃する。", "Attacks in 3 directions at one time.");
if (cast)
{
y = p_ptr->y + ddy_cdd[cdir];
x = p_ptr->x + ddx_cdd[cdir];
- if (cave[y][x].m_idx)
+ if (current_floor_ptr->grid_array[y][x].m_idx)
py_attack(y, x, 0);
else
msg_print(_("攻撃は空を切った。", "You attack the empty air."));
y = p_ptr->y + ddy_cdd[(cdir + 7) % 8];
x = p_ptr->x + ddx_cdd[(cdir + 7) % 8];
- if (cave[y][x].m_idx)
+ if (current_floor_ptr->grid_array[y][x].m_idx)
py_attack(y, x, 0);
else
msg_print(_("攻撃は空を切った。", "You attack the empty air."));
y = p_ptr->y + ddy_cdd[(cdir + 1) % 8];
x = p_ptr->x + ddx_cdd[(cdir + 1) % 8];
- if (cave[y][x].m_idx)
+ if (current_floor_ptr->grid_array[y][x].m_idx)
py_attack(y, x, 0);
else
msg_print(_("攻撃は空を切った。", "You attack the empty air."));
case 2:
if (name) return _("ブーメラン", "Boomerang");
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。",
- "Throws current weapon. And it'll return to your hand unless failed.");
+ "Throws current weapon. It'll return to your hand unless the action failed.");
if (cast)
{
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- if (cave[y][x].m_idx)
+ if (current_floor_ptr->grid_array[y][x].m_idx)
py_attack(y, x, HISSATSU_FIRE);
else
{
case 4:
if (name) return _("殺気感知", "Detect Ferocity");
- 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.");
+ 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 the mindless in your vicinity.");
if (cast)
{
case 5:
if (name) return _("みね打ち", "Strike to Stun");
- 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.");
+ 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 next to you.");
if (cast)
{
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- if (cave[y][x].m_idx)
+ if (current_floor_ptr->grid_array[y][x].m_idx)
py_attack(y, x, HISSATSU_MINEUCHI);
else
{
case 6:
if (name) return _("カウンター", "Counter");
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。",
- "Prepares to counterattack. When attack by a monster, strikes back using SP each time.");
+ "Prepares to counterattack. When attacked by a monster, strikes back using SP each time.");
if (cast)
{
msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
return NULL;
}
- msg_print(_("相手の攻撃に対して身構えた。", "You prepare to counter blow."));
+ msg_print(_("相手の攻撃に対して身構えた。", "You prepare to counterattack."));
p_ptr->counter = TRUE;
}
break;
case 7:
if (name) return _("払い抜け", "Harainuke");
if (desc) return _("攻撃した後、反対側に抜ける。",
- "Attacks monster with your weapons normally, then move through counter side of the monster.");
+ "In one action, attacks a monster with your weapons normally and then moves to the space beyond the monster if that space is not blocked.");
if (cast)
{
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- if (!cave[y][x].m_idx)
+ if (!current_floor_ptr->grid_array[y][x].m_idx)
{
msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
return NULL;
py_attack(y, x, 0);
- if (!player_can_enter(cave[y][x].feat, 0) || is_trap(cave[y][x].feat))
+ if (!player_can_enter(current_floor_ptr->grid_array[y][x].feat, 0) || is_trap(current_floor_ptr->grid_array[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)
+ if (player_can_enter(current_floor_ptr->grid_array[y][x].feat, 0) && !is_trap(current_floor_ptr->grid_array[y][x].feat) && !current_floor_ptr->grid_array[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);
}
}
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- if (cave[y][x].m_idx)
+ if (current_floor_ptr->grid_array[y][x].m_idx)
py_attack(y, x, HISSATSU_POISON);
else
{
case 9:
if (name) return _("斬魔剣弐の太刀", "Zammaken");
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。",
- "Attacks an evil unliving monster with great damage. No effect to other monsters.");
+ "Attacks an evil unliving monster with great damage. Has no effect on other monsters.");
if (cast)
{
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- if (cave[y][x].m_idx)
+ if (current_floor_ptr->grid_array[y][x].m_idx)
py_attack(y, x, HISSATSU_ZANMA);
else
{
case 10:
if (name) return _("裂風剣", "Wind Blast");
- 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.");
+ if (desc) return _("攻撃した相手を後方へ吹き飛ばす。", "Attacks an adjacent monster and blows it away.");
if (cast)
{
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- if (cave[y][x].m_idx)
+ if (current_floor_ptr->grid_array[y][x].m_idx)
py_attack(y, x, 0);
else
{
msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
return NULL;
}
- if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
+ if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
{
return "";
}
- if (cave[y][x].m_idx)
+ if (current_floor_ptr->grid_array[y][x].m_idx)
{
int i;
POSITION ty = y, tx = x;
POSITION oy = y, ox = x;
- MONSTER_IDX m_idx = cave[y][x].m_idx;
- monster_type *m_ptr = &m_list[m_idx];
- char m_name[80];
+ MONSTER_IDX m_idx = current_floor_ptr->grid_array[y][x].m_idx;
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
if ((ty != oy) || (tx != ox))
{
msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
- cave[oy][ox].m_idx = 0;
- cave[ty][tx].m_idx = m_idx;
+ current_floor_ptr->grid_array[oy][ox].m_idx = 0;
+ current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
m_ptr->fy = ty;
m_ptr->fx = tx;
case 11:
if (name) return _("刀匠の目利き", "Judge");
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。",
- "Identifies a weapon or armor. Or *identifies* these at level 45.");
+ "Identifies a weapon or armor. *Identifies* the item at level 45.");
if (cast)
{
case 12:
if (name) return _("破岩斬", "Rock Smash");
- 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.");
+ 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 damages a monster made of rocks.");
if (cast)
{
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- if (cave[y][x].m_idx)
+ if (current_floor_ptr->grid_array[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_FLOW);
}
break;
case 13:
if (name) return _("乱れ雪月花", "Midare-Setsugekka");
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。",
- "Attacks a monster with increased number of attacks and more damage unless it has resistance to cold.");
+ "Attacks a monster with an increased number of attacks and more damage unless it has resistance to cold.");
if (cast)
{
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- if (cave[y][x].m_idx)
+ if (current_floor_ptr->grid_array[y][x].m_idx)
py_attack(y, x, HISSATSU_COLD);
else
{
case 14:
if (name) return _("急所突き", "Spot Aiming");
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。",
- "Attempts to kill a monster instantly. If failed cause only 1HP of damage.");
+ "Attempts to kill a monster instantly. If that fails, causes only 1HP of damage.");
if (cast)
{
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- if (cave[y][x].m_idx)
+ if (current_floor_ptr->grid_array[y][x].m_idx)
py_attack(y, x, HISSATSU_KYUSHO);
else
{
case 15:
if (name) return _("魔神斬り", "Majingiri");
if (desc) return _("会心の一撃で攻撃する。攻撃がかわされやすい。",
- "Attempts to attack with critical hit. But this attack is easy to evade for a monster.");
+ "Attempts to attack with a critical hit, but this attack is easy to evade for a monster.");
if (cast)
{
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- if (cave[y][x].m_idx)
+ if (current_floor_ptr->grid_array[y][x].m_idx)
py_attack(y, x, HISSATSU_MAJIN);
else
{
case 16:
if (name) return _("捨て身", "Desperate Attack");
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。",
- "Attacks with all of your power. But all damages you take will be doubled for one turn.");
+ "Attacks with all of your power, but all damage you take will be doubled for one turn.");
if (cast)
{
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- if (cave[y][x].m_idx)
+ if (current_floor_ptr->grid_array[y][x].m_idx)
py_attack(y, x, HISSATSU_SUTEMI);
else
{
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- if (cave[y][x].m_idx)
+ if (current_floor_ptr->grid_array[y][x].m_idx)
py_attack(y, x, HISSATSU_ELEC);
else
{
case 18:
if (name) return _("入身", "Rush Attack");
- 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.");
+ if (desc) return _("素早く相手に近寄り攻撃する。", "Steps close to a monster and attacks at the same time.");
if (cast)
{
case 19:
if (name) return _("赤流渦", "Bloody Maelstrom");
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。",
- "Attacks all adjacent monsters with power corresponding to your cut status. Then increases your cut status. No effect to unliving monsters.");
+ "Attacks all adjacent monsters with power corresponding to your cuts. Then increases your cuts. Has no effect on unliving monsters.");
if (cast)
{
POSITION y = 0, x = 0;
- cave_type *c_ptr;
+ grid_type *g_ptr;
monster_type *m_ptr;
if (p_ptr->cut < 300)
{
y = p_ptr->y + ddy_ddd[dir];
x = p_ptr->x + ddx_ddd[dir];
- c_ptr = &cave[y][x];
-
- /* Get the monster */
- m_ptr = &m_list[c_ptr->m_idx];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
+ m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
/* Hack -- attack monsters */
- if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
+ if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
{
if (!monster_living(m_ptr->r_idx))
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%sには効果がない!", "%s is unharmed!"), m_name);
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- if (cave[y][x].m_idx)
+ if (current_floor_ptr->grid_array[y][x].m_idx)
py_attack(y, x, HISSATSU_QUAKE);
else
earthquake(p_ptr->y, p_ptr->x, 10);
case 21:
if (name) return _("地走り", "Crack");
- if (desc) return _("衝撃波のビームを放つ。", "Fires a beam of shock wave.");
+ if (desc) return _("衝撃波のビームを放つ。", "Fires a shock wave as a beam.");
if (cast)
{
{
int damage;
- if (!buki_motteruka(INVEN_RARM + i)) break;
+ if (!has_melee_weapon(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;
case 22:
if (name) return _("気迫の雄叫び", "War Cry");
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。",
- "Damages all monsters in sight with sound. Aggravate nearby monsters.");
+ "Damages all monsters in sight with sound. Aggravates nearby monsters.");
if (cast)
{
- msg_print(_("雄叫びをあげた!", "You roar out!"));
- project_hack(GF_SOUND, randint1(plev * 3));
+ msg_print(_("雄叫びをあげた!", "You roar!"));
+ project_all_los(GF_SOUND, randint1(plev * 3));
aggravate_monsters(0);
}
break;
case 23:
if (name) return _("無双三段", "Musou-Sandan");
- if (desc) return _("強力な3段攻撃を繰り出す。", "Attacks with powerful 3 strikes.");
+ if (desc) return _("強力な3段攻撃を繰り出す。", "Attacks with three powerful strikes.");
if (cast)
{
POSITION y, x;
POSITION ny, nx;
MONSTER_IDX m_idx;
- cave_type *c_ptr;
+ grid_type *g_ptr;
monster_type *m_ptr;
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- c_ptr = &cave[y][x];
+ g_ptr = ¤t_floor_ptr->grid_array[y][x];
- if (c_ptr->m_idx)
+ if (g_ptr->m_idx)
py_attack(y, x, HISSATSU_3DAN);
else
{
return NULL;
}
- if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
+ if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
{
return "";
}
/* Monster is dead? */
- if (!c_ptr->m_idx) break;
+ if (!g_ptr->m_idx) break;
ny = y + ddy[dir];
nx = x + ddx[dir];
- m_idx = c_ptr->m_idx;
- m_ptr = &m_list[m_idx];
+ m_idx = g_ptr->m_idx;
+ m_ptr = ¤t_floor_ptr->m_list[m_idx];
/* Monster cannot move back? */
if (!monster_can_enter(ny, nx, &r_info[m_ptr->r_idx], 0))
continue;
}
- c_ptr->m_idx = 0;
- cave[ny][nx].m_idx = m_idx;
+ g_ptr->m_idx = 0;
+ current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
m_ptr->fy = ny;
m_ptr->fx = nx;
lite_spot(ny, nx);
/* Player can move forward? */
- if (player_can_enter(c_ptr->feat, 0))
+ if (player_can_enter(g_ptr->feat, 0))
{
- /* Move the player */
if (!move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP)) break;
}
else
case 24:
if (name) return _("吸血鬼の牙", "Vampire's Fang");
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。",
- "Attacks with vampiric strikes which absorbs HP from a monster and gives them to you. No effect to unliving monsters.");
+ "Attacks with vampiric strikes which absorb HP from a monster and heal you. Has no effect on unliving monsters.");
if (cast)
{
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- if (cave[y][x].m_idx)
+ if (current_floor_ptr->grid_array[y][x].m_idx)
py_attack(y, x, HISSATSU_DRAIN);
else
{
case 25:
if (name) return _("幻惑", "Moon Dazzling");
- 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.");
+ 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 put to sleep all waking monsters.");
if (cast)
{
msg_print(_("武器を不規則に揺らした...", "You irregularly wave your weapon..."));
- project_hack(GF_ENGETSU, plev * 4);
- project_hack(GF_ENGETSU, plev * 4);
- project_hack(GF_ENGETSU, plev * 4);
+ project_all_los(GF_ENGETSU, plev * 4);
+ project_all_los(GF_ENGETSU, plev * 4);
+ project_all_los(GF_ENGETSU, plev * 4);
}
break;
case 26:
if (name) return _("百人斬り", "Hundred Slaughter");
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。",
- "Performs a series of rush attacks. The series continues while killing each monster in a time and SP remains.");
+ "Performs a series of rush attacks. The series continues as long as the attacked monster dies and you have sufficient SP.");
if (cast)
{
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- if (cave[y][x].m_idx)
+ if (current_floor_ptr->grid_array[y][x].m_idx)
{
py_attack(y, x, 0);
- if (cave[y][x].m_idx)
+ if (current_floor_ptr->grid_array[y][x].m_idx)
{
handle_stuff();
py_attack(y, x, 0);
case 29:
if (name) return _("虎伏絶刀勢", "Kofuku-Zettousei");
- 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.");
+ 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 affects nearby monsters.");
if (cast)
{
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
+ if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
{
- msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
+ msg_print(_("なぜか攻撃することができない。", "Something prevents you from attacking."));
return "";
}
msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
for (i = 0; i < 2; i++)
{
int damage;
- if (!buki_motteruka(INVEN_RARM + i)) break;
+ if (!has_melee_weapon(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;
case 30:
if (name) return _("慶雲鬼忍剣", "Keiun-Kininken");
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。",
- "Attacks a monster with extremely powerful damage. But you also takes some damages. Hurts a undead monster greatly.");
+ "Attacks a monster with extremely powerful damage, but you also take some damage. Hurts an undead monster greatly.");
if (cast)
{
y = p_ptr->y + ddy[dir];
x = p_ptr->x + ddx[dir];
- if (cave[y][x].m_idx)
+ if (current_floor_ptr->grid_array[y][x].m_idx)
py_attack(y, x, HISSATSU_UNDEAD);
else
{
case 31:
if (name) return _("切腹", "Harakiri");
- if (desc) return _("「武士道とは、死ぬことと見つけたり。」", "'Busido is found in death'");
+ if (desc) return _("「武士道とは、死ぬことと見つけたり。」", "'Bushido, the way of warriors, is found in death'");
if (cast)
{
}
else
{
- 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."));
+ msg_print(_("武士道とは、死ぬことと見つけたり。", "The meaning of bushido is found in death."));
take_hit(DAMAGE_FORCE, 9999, "Seppuku", -1);
}
}