X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fhissatsu.c;h=5851735fd2c5fa3a56767e2aa82fbc6971650c28;hb=ef5fc5bd6d0b59af4087c2b1f741e8f24860604d;hp=85d44c098ea9c64128c573f4bfdb8086018b7f76;hpb=f374608ad2867230f25524ddd16fb2921ef118bb;p=hengband%2Fhengband.git diff --git a/src/hissatsu.c b/src/hissatsu.c index 85d44c098..5851735fd 100644 --- a/src/hissatsu.c +++ b/src/hissatsu.c @@ -1,62 +1,63 @@ -/* File: mind.c */ - -/* Purpose: Mindcrafter code */ - -/* - * Copyright (c) 1989 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. +/*! + * @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" +#include "monster-hook.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; - int num = 0; - int y = 1; - int x = 15; - int plev = p_ptr->lev; - 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 i; + int j = 0; + int num = 0; + POSITION y = 1; + POSITION x = 15; + PLAYER_LEVEL plev = p_ptr->lev; + int ask = TRUE; + char choice; + char out_val[160]; + SPELL_IDX sentaku[32]; + cptr p = _("必殺剣", "special attack"); + COMMAND_CODE code; magic_type spell; - bool flag, redraw; + bool flag, redraw; int menu_line = (use_menu ? 1 : 0); /* Assume cancelled */ *sn = (-1); -#ifdef ALLOW_REPEAT /* TNB */ - /* Get the spell, if available */ - if (repeat_pull(sn)) + if (repeat_pull(&code)) { + *sn = (SPELL_IDX)code; /* Verify the spell */ if (technic_info[TECHNIC_HISSATSU][*sn].slevel <= plev) { @@ -65,8 +66,6 @@ cptr p = "ɬ } } -#endif /* ALLOW_REPEAT -- TNB */ - /* Nothing chosen yet */ flag = FALSE; @@ -83,20 +82,17 @@ cptr p = "ɬ } /* 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(); /* 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; @@ -108,7 +104,6 @@ cptr p = "ɬ { screen_load(); return (FALSE); - break; } case '8': @@ -194,11 +189,8 @@ cptr p = "ɬ /* 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++) @@ -215,11 +207,7 @@ put_str("name Lv SP name Lv SP ", y, x + 5); 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, " "); } @@ -235,8 +223,8 @@ put_str("name Lv SP name Lv SP ", y, x + 5); /* 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); } @@ -264,7 +252,7 @@ put_str("name Lv SP name Lv SP ", y, x + 5); ask = (isupper(choice)); /* Lowercase */ - if (ask) choice = tolower(choice); + if (ask) choice = (char)tolower(choice); /* Extract request */ i = (islower(choice) ? A2I(choice) : -1); @@ -292,12 +280,7 @@ put_str("name Lv SP name Lv SP ", y, x + 5); 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; @@ -311,14 +294,10 @@ put_str("name Lv SP name Lv SP ", y, x + 5); 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(); - } /* Abort if needed */ if (!flag) return (FALSE); @@ -326,1112 +305,360 @@ put_str("name Lv SP name Lv SP ", y, x + 5); /* Save the choice */ (*sn) = j; -#ifdef ALLOW_REPEAT /* TNB */ - - repeat_push(*sn); - -#endif /* ALLOW_REPEAT -- TNB */ + repeat_push((COMMAND_CODE)j); /* Success */ return (TRUE); } -/* - * 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 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); + SPELL_IDX n = 0; + magic_type spell; - 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; + + 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); + + 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]; + 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); + 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) + */ +MULTIPLY mult_hissatsu(MULTIPLY mult, BIT_FLAGS *flgs, monster_type *m_ptr, BIT_FLAGS 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)) + { + MULTIPLY 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; - } - 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); - - 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 (is_original_ap_and_seen(m_ptr)) { - 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礭¤¯¿¶¤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; - 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; + r_ptr->r_flags3 |= RF3_UNDEAD; } - 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)) 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礭¤¯¿¶¤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 + if (mult == 10) mult = 70; + else if (mult < 140) mult = MIN(140, mult+60); } - break; - } - default: -#ifdef JP -msg_print("¤Ê¤Ë¡©"); -#else - msg_print("Zap?"); -#endif - + if (mult == 10) mult = 40; + else if (mult < 60) mult = MIN(60, mult+30); } - 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 martial arts."); -#endif - - return; - } - - if (p_ptr->special_defense & KATA_MASK) - { - set_action(ACTION_NONE); - } + if (mult > 150) mult = 150; - /* 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; }