X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Frealm%2Frealm-hissatsu.c;h=eb85d6fd9bc2323203c61a717353e9a7fab030dd;hb=955dd0b9392009a79a0303fb6892fcd0ff4d7717;hp=420184520515d32562d80935edadb8d17c66c445;hpb=68ac689afa66f27eb06f725f845dda521fd2f093;p=hengband%2Fhengband.git diff --git a/src/realm/realm-hissatsu.c b/src/realm/realm-hissatsu.c index 420184520..eb85d6fd9 100644 --- a/src/realm/realm-hissatsu.c +++ b/src/realm/realm-hissatsu.c @@ -1,969 +1,1019 @@ #include "realm/realm-hissatsu.h" +#include "art-definition/art-sword-types.h" #include "cmd-action/cmd-attack.h" #include "cmd-action/cmd-spell.h" -#include "cmd/cmd-basic.h" +#include "cmd-item/cmd-throw.h" #include "combat/combat-options-type.h" +#include "core/asking-player.h" +#include "core/player-redraw-types.h" +#include "core/player-update-types.h" #include "core/stuff-handler.h" +#include "dungeon/dungeon-flag-types.h" #include "dungeon/dungeon.h" #include "effect/effect-characteristics.h" #include "effect/spells-effect-util.h" -#include "grid/feature.h" +#include "floor/cave.h" +#include "floor/floor.h" +#include "grid/feature-flag-types.h" #include "grid/grid.h" -#include "io/targeting.h" -#include "mind/racial-ninja.h" -#include "monster/monster-race-hook.h" -#include "monster/monster.h" -#include "object-enchant/artifact.h" +#include "inventory/inventory-slot-types.h" +#include "io/input-key-acceptor.h" +#include "io/input-key-requester.h" +#include "mind/mind-ninja.h" +#include "monster-race/monster-race-hook.h" +#include "monster-race/monster-race.h" +#include "monster-race/race-flags7.h" +#include "monster/monster-describer.h" +#include "monster/monster-info.h" +#include "monster/monster-update.h" #include "object-enchant/tr-types.h" +#include "object/object-flags.h" #include "player/player-damage.h" -#include "player/player-effects.h" #include "player/player-move.h" #include "player/player-status.h" +#include "spell-kind/earthquake.h" +#include "spell-kind/spells-detection.h" +#include "spell-kind/spells-launcher.h" +#include "spell-kind/spells-perception.h" +#include "spell-kind/spells-sight.h" +#include "spell-kind/spells-teleport.h" #include "spell/process-effect.h" -#include "spell/spells-detection.h" -#include "spell/spells-floor.h" -#include "spell/spells-launcher.h" -#include "spell/spells-sight.h" -#include "spell/spells-teleport.h" -#include "spell/spells-type.h" -#include "spell/spells-util.h" -#include "spell/spells3.h" +#include "spell/spell-types.h" #include "spell/technic-info-table.h" -#include "util/util.h" -#include "view/display-main-window.h" +#include "status/bad-status-setter.h" +#include "system/floor-type-definition.h" +#include "target/grid-selector.h" +#include "target/target-getter.h" +#include "term/screen-processor.h" +#include "util/bit-flags-calculator.h" +#include "view/display-messages.h" #include "world/world.h" /*! -* @brief 剣術の各処理を行う -* @param caster_ptr プレーヤーへの参照ポインタ -* @param spell 剣術ID -* @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。 -*/ + * @brief 剣術の各処理を行う + * @param caster_ptr プレーヤーへの参照ポインタ + * @param spell 剣術ID + * @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。 + */ concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, spell_type mode) { - bool name = (mode == SPELL_NAME) ? TRUE : FALSE; - bool desc = (mode == SPELL_DESC) ? TRUE : FALSE; - bool cast = (mode == SPELL_CAST) ? TRUE : FALSE; - - DIRECTION dir; - PLAYER_LEVEL plev = caster_ptr->lev; - - switch (spell) - { - 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 monster two squares away."); - - if (cast) - { - project_length = 2; - if (!get_aim_dir(caster_ptr, &dir)) return NULL; - - project_hook(caster_ptr, GF_ATTACK, dir, HISSATSU_2, PROJECT_STOP | PROJECT_KILL); - } - break; - - 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 at one time."); - - if (cast) - { - DIRECTION cdir; - POSITION y, x; - - if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL; - if (dir == 5) return NULL; - - for (cdir = 0; cdir < 8; cdir++) - { - if (cdd[cdir] == dir) break; - } - - if (cdir == 8) return NULL; - - y = caster_ptr->y + ddy_cdd[cdir]; - x = caster_ptr->x + ddx_cdd[cdir]; - if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) - do_cmd_attack(caster_ptr, y, x, 0); - else - msg_print(_("攻撃は空を切った。", "You attack the empty air.")); - - y = caster_ptr->y + ddy_cdd[(cdir + 7) % 8]; - x = caster_ptr->x + ddx_cdd[(cdir + 7) % 8]; - if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) - do_cmd_attack(caster_ptr, y, x, 0); - else - msg_print(_("攻撃は空を切った。", "You attack the empty air.")); - - y = caster_ptr->y + ddy_cdd[(cdir + 1) % 8]; - x = caster_ptr->x + ddx_cdd[(cdir + 1) % 8]; - if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) - do_cmd_attack(caster_ptr, y, x, 0); - else - msg_print(_("攻撃は空を切った。", "You attack the empty air.")); - } - break; - - 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. It'll return to your hand unless the action failed."); - - if (cast) - { - if (!do_cmd_throw(caster_ptr, 1, TRUE, -1)) return NULL; - } - break; - - case 3: - if (name) return _("焔霊", "Burning Strike"); - if (desc) return _("火炎耐性のないモンスターに大ダメージを与える。", "Attacks a monster with more damage unless it has resistance to fire."); - - if (cast) - { - POSITION y, x; - - if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL; - if (dir == 5) return NULL; - - y = caster_ptr->y + ddy[dir]; - x = caster_ptr->x + ddx[dir]; - - if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) - do_cmd_attack(caster_ptr, y, x, HISSATSU_FIRE); - 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; - } - } - break; - - 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 the mindless in your vicinity."); - - if (cast) - { - detect_monsters_mind(caster_ptr, DETECT_RAD_DEFAULT); - } - break; - - 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 next to you."); - - if (cast) - { - POSITION y, x; - - if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL; - if (dir == 5) return NULL; - - y = caster_ptr->y + ddy[dir]; - x = caster_ptr->x + ddx[dir]; - - if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) - do_cmd_attack(caster_ptr, y, x, HISSATSU_MINEUCHI); - 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; - } - } - break; - - 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 attacked by a monster, strikes back using SP each time."); - - if (cast) - { - if (caster_ptr->riding) - { - 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 counterattack.")); - caster_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。", - "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) - { - POSITION y, x; - - if (caster_ptr->riding) - { - msg_print(_("乗馬中には無理だ。", "You cannot do it when riding.")); - return NULL; - } - - if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL; - - if (dir == 5) return NULL; - y = caster_ptr->y + ddy[dir]; - x = caster_ptr->x + ddx[dir]; - - if (!caster_ptr->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; - } - - do_cmd_attack(caster_ptr, y, x, 0); - - if (!player_can_enter(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat, 0) || is_trap(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat)) - break; - - y += ddy[dir]; - x += ddx[dir]; - - if (player_can_enter(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat, 0) && !is_trap(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat) && !caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) - { - msg_print(NULL); - (void)move_player_effect(caster_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP); - } - } - break; - - case 8: - if (name) return _("サーペンツタン", "Serpent's Tongue"); - if (desc) return _("毒耐性のないモンスターに大ダメージを与える。", "Attacks a monster with more damage unless it has resistance to poison."); - - if (cast) - { - POSITION y, x; - - if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL; - if (dir == 5) return NULL; - - y = caster_ptr->y + ddy[dir]; - x = caster_ptr->x + ddx[dir]; - - if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) - do_cmd_attack(caster_ptr, y, x, HISSATSU_POISON); - 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; - } - } - break; - - 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. Has no effect on other monsters."); - - if (cast) - { - POSITION y, x; - - if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL; - if (dir == 5) return NULL; - - y = caster_ptr->y + ddy[dir]; - x = caster_ptr->x + ddx[dir]; - - if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) - do_cmd_attack(caster_ptr, y, x, HISSATSU_ZANMA); - 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; - } - } - break; - - 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 blows it away."); - - if (cast) - { - POSITION y, x; - - if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL; - if (dir == 5) return NULL; - - y = caster_ptr->y + ddy[dir]; - x = caster_ptr->x + ddx[dir]; - - if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) - do_cmd_attack(caster_ptr, 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[caster_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) - { - return ""; - } - if (caster_ptr->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 = caster_ptr->current_floor_ptr->grid_array[y][x].m_idx; - monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx]; - GAME_TEXT m_name[MAX_NLEN]; - - monster_desc(caster_ptr, m_name, m_ptr, 0); - - for (i = 0; i < 5; i++) - { - y += ddy[dir]; - x += ddx[dir]; - if (is_cave_empty_bold(caster_ptr, y, x)) - { - ty = y; - tx = x; - } - else break; - } - if ((ty != oy) || (tx != ox)) - { - msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name); - caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0; - caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx; - m_ptr->fy = ty; - m_ptr->fx = tx; - - update_monster(caster_ptr, m_idx, TRUE); - lite_spot(caster_ptr, oy, ox); - lite_spot(caster_ptr, ty, tx); - - if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) - caster_ptr->update |= (PU_MON_LITE); - } - } - } - break; - - 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. *Identifies* the item at level 45."); - - if (cast) - { - if (plev > 44) - { - if (!identify_fully(caster_ptr, TRUE, 0)) return NULL; - } - else - { - if (!ident_spell(caster_ptr, TRUE, 0)) return NULL; - } - } - break; - - 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 damages a monster made of rocks."); - - if (cast) - { - POSITION y, x; - - if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL; - if (dir == 5) return NULL; - - y = caster_ptr->y + ddy[dir]; - x = caster_ptr->x + ddx[dir]; - - if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) - do_cmd_attack(caster_ptr, y, x, HISSATSU_HAGAN); - - if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_HURT_ROCK)) break; - - /* Destroy the feature */ - cave_alter_feat(caster_ptr, y, x, FF_HURT_ROCK); - caster_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 an increased number of attacks and more damage unless it has resistance to cold."); - - if (cast) - { - POSITION y, x; - - if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL; - if (dir == 5) return NULL; - - y = caster_ptr->y + ddy[dir]; - x = caster_ptr->x + ddx[dir]; - - if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) - do_cmd_attack(caster_ptr, y, x, HISSATSU_COLD); - 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; - } - } - break; - - 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 that fails, causes only 1HP of damage."); - - if (cast) - { - POSITION y, x; - - if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL; - if (dir == 5) return NULL; - - y = caster_ptr->y + ddy[dir]; - x = caster_ptr->x + ddx[dir]; - - if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) - do_cmd_attack(caster_ptr, y, x, HISSATSU_KYUSHO); - 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; - } - } - break; - - 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 a critical hit, but this attack is easy to evade for a monster."); - - if (cast) - { - POSITION y, x; - - if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL; - if (dir == 5) return NULL; - - y = caster_ptr->y + ddy[dir]; - x = caster_ptr->x + ddx[dir]; - - if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) - do_cmd_attack(caster_ptr, y, x, HISSATSU_MAJIN); - 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; - } - } - break; - - 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 damage you take will be doubled for one turn."); - - if (cast) - { - POSITION y, x; - - if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL; - if (dir == 5) return NULL; - - y = caster_ptr->y + ddy[dir]; - x = caster_ptr->x + ddx[dir]; - - if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) - do_cmd_attack(caster_ptr, y, x, HISSATSU_SUTEMI); - 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; - } - caster_ptr->sutemi = TRUE; - } - break; - - case 17: - if (name) return _("雷撃鷲爪斬", "Lightning Eagle"); - if (desc) return _("電撃耐性のないモンスターに非常に大きいダメージを与える。", - "Attacks a monster with more damage unless it has resistance to electricity."); - - if (cast) - { - POSITION y, x; - - if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL; - if (dir == 5) return NULL; - - y = caster_ptr->y + ddy[dir]; - x = caster_ptr->x + ddx[dir]; - - if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) - do_cmd_attack(caster_ptr, y, x, HISSATSU_ELEC); - 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; - } - } - break; - - 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 the same time."); - - if (cast) - { - if (!rush_attack(caster_ptr, NULL)) return NULL; - } - break; - - 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 cuts. Then increases your cuts. Has no effect on unliving monsters."); - - if (cast) - { - POSITION y = 0, x = 0; - - grid_type *g_ptr; - monster_type *m_ptr; - - if (caster_ptr->cut < 300) - set_cut(caster_ptr,caster_ptr->cut + 300); - else - set_cut(caster_ptr,caster_ptr->cut * 2); - - for (dir = 0; dir < 8; dir++) - { - y = caster_ptr->y + ddy_ddd[dir]; - x = caster_ptr->x + ddx_ddd[dir]; - g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x]; - m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx]; - - /* Hack -- attack monsters */ - if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT))) - { - if (!monster_living(m_ptr->r_idx)) - { - GAME_TEXT m_name[MAX_NLEN]; - - monster_desc(caster_ptr, m_name, m_ptr, 0); - msg_format(_("%sには効果がない!", "%s is unharmed!"), m_name); - } - else do_cmd_attack(caster_ptr, y, x, HISSATSU_SEKIRYUKA); - } - } - } - break; - - case 20: - if (name) return _("激震撃", "Earthquake Blow"); - if (desc) return _("地震を起こす。", "Shakes dungeon structure, and results in random swapping of floors and walls."); - - if (cast) - { - POSITION y, x; - - if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL; - if (dir == 5) return NULL; - - y = caster_ptr->y + ddy[dir]; - x = caster_ptr->x + ddx[dir]; - - if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) - do_cmd_attack(caster_ptr, y, x, HISSATSU_QUAKE); - else - earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 10, 0); - } - break; - - case 21: - if (name) return _("地走り", "Crack"); - if (desc) return _("衝撃波のビームを放つ。", "Fires a shock wave as a beam."); - - if (cast) - { - int total_damage = 0, basedam, i; - BIT_FLAGS flgs[TR_FLAG_SIZE]; - object_type *o_ptr; - if (!get_aim_dir(caster_ptr, &dir)) return NULL; - 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 (!has_melee_weapon(caster_ptr, INVEN_RARM + i)) break; - o_ptr = &caster_ptr->inventory_list[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 *= caster_ptr->num_blow[i]; - total_damage += damage / 200; - if (i) total_damage = total_damage * 7 / 10; - } - fire_beam(caster_ptr, GF_FORCE, dir, total_damage); - } - break; - - 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. Aggravates nearby monsters."); - - if (cast) - { - msg_print(_("雄叫びをあげた!", "You roar!")); - project_all_los(caster_ptr, GF_SOUND, randint1(plev * 3)); - aggravate_monsters(caster_ptr, 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 three powerful strikes."); - - if (cast) - { - int i; - - if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL; - if (dir == 5) return NULL; - - for (i = 0; i < 3; i++) - { - POSITION y, x; - POSITION ny, nx; - MONSTER_IDX m_idx; - grid_type *g_ptr; - monster_type *m_ptr; - - y = caster_ptr->y + ddy[dir]; - x = caster_ptr->x + ddx[dir]; - g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x]; - - if (g_ptr->m_idx) - do_cmd_attack(caster_ptr, y, x, HISSATSU_3DAN); - 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[caster_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) - { - return ""; - } - - /* Monster is dead? */ - if (!g_ptr->m_idx) break; - - ny = y + ddy[dir]; - nx = x + ddx[dir]; - m_idx = g_ptr->m_idx; - m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx]; - - /* Monster cannot move back? */ - if (!monster_can_enter(caster_ptr, ny, nx, &r_info[m_ptr->r_idx], 0)) - { - /* -more- */ - if (i < 2) msg_print(NULL); - continue; - } - - g_ptr->m_idx = 0; - caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx; - m_ptr->fy = ny; - m_ptr->fx = nx; - - update_monster(caster_ptr, m_idx, TRUE); - - /* Redraw the old spot */ - lite_spot(caster_ptr, y, x); - - /* Redraw the new spot */ - lite_spot(caster_ptr, ny, nx); - - /* Player can move forward? */ - if (player_can_enter(caster_ptr, g_ptr->feat, 0)) - { - if (!move_player_effect(caster_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP)) break; - } - else - { - break; - } - - /* -more- */ - if (i < 2) msg_print(NULL); - } - } - break; - - 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 absorb HP from a monster and heal you. Has no effect on unliving monsters."); - - if (cast) - { - POSITION y, x; - - if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL; - if (dir == 5) return NULL; - - y = caster_ptr->y + ddy[dir]; - x = caster_ptr->x + ddx[dir]; - - if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) - do_cmd_attack(caster_ptr, y, x, HISSATSU_DRAIN); - 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; - } - } - break; - - 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 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_all_los(caster_ptr, GF_ENGETSU, plev * 4); - project_all_los(caster_ptr, GF_ENGETSU, plev * 4); - project_all_los(caster_ptr, 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 as long as the attacked monster dies and you have sufficient SP."); - - if (cast) - { - const int mana_cost_per_monster = 8; - bool is_new = TRUE; - bool mdeath; - - do - { - if (!rush_attack(caster_ptr, &mdeath)) break; - if (is_new) - { - /* Reserve needed mana point */ - caster_ptr->csp -= technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana; - is_new = FALSE; - } - else - caster_ptr->csp -= mana_cost_per_monster; - - if (!mdeath) break; - command_dir = 0; - - caster_ptr->redraw |= PR_MANA; - handle_stuff(caster_ptr); - } while (caster_ptr->csp > mana_cost_per_monster); - - if (is_new) return NULL; - - /* Restore reserved mana */ - caster_ptr->csp += technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana; - } - break; - - case 27: - if (name) return _("天翔龍閃", "Dragonic Flash"); - if (desc) return _("視界内の場所を指定して、その場所と自分の間にいる全モンスターを攻撃し、その場所に移動する。", - "Runs toward given location while attacking all monsters on the path."); - - if (cast) - { - POSITION y, x; - - if (!tgt_pt(caster_ptr, &x, &y)) return NULL; - - if (!cave_player_teleportable_bold(caster_ptr, y, x, TELEPORT_SPONTANEOUS) || - (distance(y, x, caster_ptr->y, caster_ptr->x) > MAX_SIGHT / 2) || - !projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y, x)) - { - msg_print(_("失敗!", "You cannot move to that place!")); - break; - } - if (caster_ptr->anti_tele) - { - msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!")); - break; - } - project(caster_ptr, 0, 0, y, x, HISSATSU_ISSEN, GF_ATTACK, PROJECT_BEAM | PROJECT_KILL, -1); - teleport_player_to(caster_ptr, y, x, TELEPORT_SPONTANEOUS); - } - break; - - case 28: - if (name) return _("二重の剣撃", "Twin Slash"); - if (desc) return _("1ターンで2度攻撃を行う。", "double attacks at a time."); - - if (cast) - { - POSITION x, y; - - if (!get_rep_dir(caster_ptr, &dir, FALSE)) return NULL; - - y = caster_ptr->y + ddy[dir]; - x = caster_ptr->x + ddx[dir]; - - if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) - { - do_cmd_attack(caster_ptr, y, x, 0); - if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) - { - handle_stuff(caster_ptr); - do_cmd_attack(caster_ptr, y, x, 0); - } - } - else - { - msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction")); - return NULL; - } - } - break; - - 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 affects nearby monsters."); - - if (cast) - { - int total_damage = 0, basedam, i; - POSITION y, x; - BIT_FLAGS flgs[TR_FLAG_SIZE]; - object_type *o_ptr; - - if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL; - if (dir == 5) return NULL; - - y = caster_ptr->y + ddy[dir]; - x = caster_ptr->x + ddx[dir]; - - if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) - { - 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 (!has_melee_weapon(caster_ptr, INVEN_RARM + i)) break; - o_ptr = &caster_ptr->inventory_list[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 += caster_ptr->to_d[i] * 100; - damage *= caster_ptr->num_blow[i]; - total_damage += (damage / 100); - } - project(caster_ptr, 0, (cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT) ? 5 : 0), y, x, total_damage * 3 / 2, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1); - } - break; - - 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 take some damage. Hurts an undead monster greatly."); - - if (cast) - { - POSITION y, x; - - if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL; - if (dir == 5) return NULL; - - y = caster_ptr->y + ddy[dir]; - x = caster_ptr->x + ddx[dir]; - - if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) - do_cmd_attack(caster_ptr, y, x, HISSATSU_UNDEAD); - 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; - } - take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(100), _("慶雲鬼忍剣を使った衝撃", "exhaustion on using Keiun-Kininken"), -1); - } - break; - - 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。」", "'Bushido, the way of warriors, is found in death'"); - - if (cast) - { - int i; - if (!get_check(_("本当に自殺しますか?", "Do you really want to commit suicide? "))) return NULL; - /* Special Verification for suicide */ - prt(_("確認のため '@' を押して下さい。", "Please verify SUICIDE by typing the '@' sign: "), 0, 0); - - flush(); - i = inkey(); - prt("", 0, 0); - if (i != '@') return NULL; - if (current_world_ptr->total_winner) - { - take_hit(caster_ptr, DAMAGE_FORCE, 9999, "Seppuku", -1); - current_world_ptr->total_winner = TRUE; - } - else - { - 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(caster_ptr, DAMAGE_FORCE, 9999, "Seppuku", -1); - } - } - break; - } - - return ""; + bool name = (mode == SPELL_NAME) ? TRUE : FALSE; + bool desc = (mode == SPELL_DESC) ? TRUE : FALSE; + bool cast = (mode == SPELL_CAST) ? TRUE : FALSE; + + DIRECTION dir; + PLAYER_LEVEL plev = caster_ptr->lev; + + switch (spell) { + 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 monster two squares away."); + + if (cast) { + project_length = 2; + if (!get_aim_dir(caster_ptr, &dir)) + return NULL; + + project_hook(caster_ptr, GF_ATTACK, dir, HISSATSU_2, PROJECT_STOP | PROJECT_KILL); + } + break; + + 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 at one time."); + + if (cast) { + DIRECTION cdir; + POSITION y, x; + + if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) + return NULL; + if (dir == 5) + return NULL; + + for (cdir = 0; cdir < 8; cdir++) { + if (cdd[cdir] == dir) + break; + } + + if (cdir == 8) + return NULL; + + y = caster_ptr->y + ddy_cdd[cdir]; + x = caster_ptr->x + ddx_cdd[cdir]; + if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) + do_cmd_attack(caster_ptr, y, x, 0); + else + msg_print(_("攻撃は空を切った。", "You attack the empty air.")); + + y = caster_ptr->y + ddy_cdd[(cdir + 7) % 8]; + x = caster_ptr->x + ddx_cdd[(cdir + 7) % 8]; + if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) + do_cmd_attack(caster_ptr, y, x, 0); + else + msg_print(_("攻撃は空を切った。", "You attack the empty air.")); + + y = caster_ptr->y + ddy_cdd[(cdir + 1) % 8]; + x = caster_ptr->x + ddx_cdd[(cdir + 1) % 8]; + if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) + do_cmd_attack(caster_ptr, y, x, 0); + else + msg_print(_("攻撃は空を切った。", "You attack the empty air.")); + } + break; + + 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. It'll return to your hand unless the action failed."); + + if (cast) { + if (!do_cmd_throw(caster_ptr, 1, TRUE, -1)) + return NULL; + } + break; + + case 3: + if (name) + return _("焔霊", "Burning Strike"); + if (desc) + return _("火炎耐性のないモンスターに大ダメージを与える。", "Attacks a monster with more damage unless it has resistance to fire."); + + if (cast) { + POSITION y, x; + + if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) + return NULL; + if (dir == 5) + return NULL; + + y = caster_ptr->y + ddy[dir]; + x = caster_ptr->x + ddx[dir]; + + if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) + do_cmd_attack(caster_ptr, y, x, HISSATSU_FIRE); + 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; + } + } + break; + + 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 the mindless in your vicinity."); + + if (cast) { + detect_monsters_mind(caster_ptr, DETECT_RAD_DEFAULT); + } + break; + + 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 next to you."); + + if (cast) { + POSITION y, x; + + if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) + return NULL; + if (dir == 5) + return NULL; + + y = caster_ptr->y + ddy[dir]; + x = caster_ptr->x + ddx[dir]; + + if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) + do_cmd_attack(caster_ptr, y, x, HISSATSU_MINEUCHI); + 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; + } + } + break; + + 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 attacked by a monster, strikes back using SP each time."); + + if (cast) { + if (caster_ptr->riding) { + 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 counterattack.")); + caster_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。", + "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) { + POSITION y, x; + + if (caster_ptr->riding) { + msg_print(_("乗馬中には無理だ。", "You cannot do it when riding.")); + return NULL; + } + + if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) + return NULL; + + if (dir == 5) + return NULL; + y = caster_ptr->y + ddy[dir]; + x = caster_ptr->x + ddx[dir]; + + if (!caster_ptr->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; + } + + do_cmd_attack(caster_ptr, y, x, 0); + + if (!player_can_enter(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat, 0) + || is_trap(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat)) + break; + + y += ddy[dir]; + x += ddx[dir]; + + if (player_can_enter(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat, 0) + && !is_trap(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat) && !caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) { + msg_print(NULL); + (void)move_player_effect(caster_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP); + } + } + break; + + case 8: + if (name) + return _("サーペンツタン", "Serpent's Tongue"); + if (desc) + return _("毒耐性のないモンスターに大ダメージを与える。", "Attacks a monster with more damage unless it has resistance to poison."); + + if (cast) { + POSITION y, x; + + if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) + return NULL; + if (dir == 5) + return NULL; + + y = caster_ptr->y + ddy[dir]; + x = caster_ptr->x + ddx[dir]; + + if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) + do_cmd_attack(caster_ptr, y, x, HISSATSU_POISON); + 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; + } + } + break; + + 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. Has no effect on other monsters."); + + if (cast) { + POSITION y, x; + + if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) + return NULL; + if (dir == 5) + return NULL; + + y = caster_ptr->y + ddy[dir]; + x = caster_ptr->x + ddx[dir]; + + if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) + do_cmd_attack(caster_ptr, y, x, HISSATSU_ZANMA); + 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; + } + } + break; + + 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 blows it away."); + + if (cast) { + POSITION y, x; + + if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) + return NULL; + if (dir == 5) + return NULL; + + y = caster_ptr->y + ddy[dir]; + x = caster_ptr->x + ddx[dir]; + + if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) + do_cmd_attack(caster_ptr, 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[caster_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) { + return ""; + } + if (caster_ptr->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 = caster_ptr->current_floor_ptr->grid_array[y][x].m_idx; + monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx]; + GAME_TEXT m_name[MAX_NLEN]; + + monster_desc(caster_ptr, m_name, m_ptr, 0); + + for (i = 0; i < 5; i++) { + y += ddy[dir]; + x += ddx[dir]; + if (is_cave_empty_bold(caster_ptr, y, x)) { + ty = y; + tx = x; + } else + break; + } + if ((ty != oy) || (tx != ox)) { + msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name); + caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0; + caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx; + m_ptr->fy = ty; + m_ptr->fx = tx; + + update_monster(caster_ptr, m_idx, TRUE); + lite_spot(caster_ptr, oy, ox); + lite_spot(caster_ptr, ty, tx); + + if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) + caster_ptr->update |= (PU_MON_LITE); + } + } + } + break; + + 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. *Identifies* the item at level 45."); + + if (cast) { + if (plev > 44) { + if (!identify_fully(caster_ptr, TRUE, 0)) + return NULL; + } else { + if (!ident_spell(caster_ptr, TRUE, 0)) + return NULL; + } + } + break; + + 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 damages a monster made of rocks."); + + if (cast) { + POSITION y, x; + + if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) + return NULL; + if (dir == 5) + return NULL; + + y = caster_ptr->y + ddy[dir]; + x = caster_ptr->x + ddx[dir]; + + if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) + do_cmd_attack(caster_ptr, y, x, HISSATSU_HAGAN); + + if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_HURT_ROCK)) + break; + + /* Destroy the feature */ + cave_alter_feat(caster_ptr, y, x, FF_HURT_ROCK); + caster_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 an increased number of attacks and more damage unless it has resistance to cold."); + + if (cast) { + POSITION y, x; + + if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) + return NULL; + if (dir == 5) + return NULL; + + y = caster_ptr->y + ddy[dir]; + x = caster_ptr->x + ddx[dir]; + + if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) + do_cmd_attack(caster_ptr, y, x, HISSATSU_COLD); + 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; + } + } + break; + + 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 that fails, causes only 1HP of damage."); + + if (cast) { + POSITION y, x; + + if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) + return NULL; + if (dir == 5) + return NULL; + + y = caster_ptr->y + ddy[dir]; + x = caster_ptr->x + ddx[dir]; + + if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) + do_cmd_attack(caster_ptr, y, x, HISSATSU_KYUSHO); + 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; + } + } + break; + + 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 a critical hit, but this attack is easy to evade for a monster."); + + if (cast) { + POSITION y, x; + + if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) + return NULL; + if (dir == 5) + return NULL; + + y = caster_ptr->y + ddy[dir]; + x = caster_ptr->x + ddx[dir]; + + if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) + do_cmd_attack(caster_ptr, y, x, HISSATSU_MAJIN); + 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; + } + } + break; + + 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 damage you take will be doubled for one turn."); + + if (cast) { + POSITION y, x; + + if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) + return NULL; + if (dir == 5) + return NULL; + + y = caster_ptr->y + ddy[dir]; + x = caster_ptr->x + ddx[dir]; + + if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) + do_cmd_attack(caster_ptr, y, x, HISSATSU_SUTEMI); + 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; + } + caster_ptr->sutemi = TRUE; + } + break; + + case 17: + if (name) + return _("雷撃鷲爪斬", "Lightning Eagle"); + if (desc) + return _("電撃耐性のないモンスターに非常に大きいダメージを与える。", "Attacks a monster with more damage unless it has resistance to electricity."); + + if (cast) { + POSITION y, x; + + if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) + return NULL; + if (dir == 5) + return NULL; + + y = caster_ptr->y + ddy[dir]; + x = caster_ptr->x + ddx[dir]; + + if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) + do_cmd_attack(caster_ptr, y, x, HISSATSU_ELEC); + 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; + } + } + break; + + 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 the same time."); + + if (cast) { + if (!rush_attack(caster_ptr, NULL)) + return NULL; + } + break; + + 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 cuts. Then increases your cuts. Has no effect on unliving monsters."); + + if (cast) { + POSITION y = 0, x = 0; + + grid_type *g_ptr; + monster_type *m_ptr; + + if (caster_ptr->cut < 300) + set_cut(caster_ptr, caster_ptr->cut + 300); + else + set_cut(caster_ptr, caster_ptr->cut * 2); + + for (dir = 0; dir < 8; dir++) { + y = caster_ptr->y + ddy_ddd[dir]; + x = caster_ptr->x + ddx_ddd[dir]; + g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x]; + m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx]; + + /* Hack -- attack monsters */ + if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT))) { + if (!monster_living(m_ptr->r_idx)) { + GAME_TEXT m_name[MAX_NLEN]; + + monster_desc(caster_ptr, m_name, m_ptr, 0); + msg_format(_("%sには効果がない!", "%s is unharmed!"), m_name); + } else + do_cmd_attack(caster_ptr, y, x, HISSATSU_SEKIRYUKA); + } + } + } + break; + + case 20: + if (name) + return _("激震撃", "Earthquake Blow"); + if (desc) + return _("地震を起こす。", "Shakes dungeon structure, and results in random swapping of floors and walls."); + + if (cast) { + POSITION y, x; + + if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) + return NULL; + if (dir == 5) + return NULL; + + y = caster_ptr->y + ddy[dir]; + x = caster_ptr->x + ddx[dir]; + + if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) + do_cmd_attack(caster_ptr, y, x, HISSATSU_QUAKE); + else + earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 10, 0); + } + break; + + case 21: + if (name) + return _("地走り", "Crack"); + if (desc) + return _("衝撃波のビームを放つ。", "Fires a shock wave as a beam."); + + if (cast) { + int total_damage = 0, basedam, i; + BIT_FLAGS flgs[TR_FLAG_SIZE]; + object_type *o_ptr; + if (!get_aim_dir(caster_ptr, &dir)) + return NULL; + 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 (!has_melee_weapon(caster_ptr, INVEN_RARM + i)) + break; + o_ptr = &caster_ptr->inventory_list[INVEN_RARM + i]; + basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50; + damage = o_ptr->to_d * 100; + object_flags(caster_ptr, 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 *= caster_ptr->num_blow[i]; + total_damage += damage / 200; + if (i) + total_damage = total_damage * 7 / 10; + } + fire_beam(caster_ptr, GF_FORCE, dir, total_damage); + } + break; + + 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. Aggravates nearby monsters."); + + if (cast) { + msg_print(_("雄叫びをあげた!", "You roar!")); + project_all_los(caster_ptr, GF_SOUND, randint1(plev * 3)); + aggravate_monsters(caster_ptr, 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 three powerful strikes."); + + if (cast) { + int i; + + if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) + return NULL; + if (dir == 5) + return NULL; + + for (i = 0; i < 3; i++) { + POSITION y, x; + POSITION ny, nx; + MONSTER_IDX m_idx; + grid_type *g_ptr; + monster_type *m_ptr; + + y = caster_ptr->y + ddy[dir]; + x = caster_ptr->x + ddx[dir]; + g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x]; + + if (g_ptr->m_idx) + do_cmd_attack(caster_ptr, y, x, HISSATSU_3DAN); + 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[caster_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) { + return ""; + } + + /* Monster is dead? */ + if (!g_ptr->m_idx) + break; + + ny = y + ddy[dir]; + nx = x + ddx[dir]; + m_idx = g_ptr->m_idx; + m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx]; + + /* Monster cannot move back? */ + if (!monster_can_enter(caster_ptr, ny, nx, &r_info[m_ptr->r_idx], 0)) { + /* -more- */ + if (i < 2) + msg_print(NULL); + continue; + } + + g_ptr->m_idx = 0; + caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx; + m_ptr->fy = ny; + m_ptr->fx = nx; + + update_monster(caster_ptr, m_idx, TRUE); + + /* Redraw the old spot */ + lite_spot(caster_ptr, y, x); + + /* Redraw the new spot */ + lite_spot(caster_ptr, ny, nx); + + /* Player can move forward? */ + if (player_can_enter(caster_ptr, g_ptr->feat, 0)) { + if (!move_player_effect(caster_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP)) + break; + } else { + break; + } + + /* -more- */ + if (i < 2) + msg_print(NULL); + } + } + break; + + 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 absorb HP from a monster and heal you. Has no effect on unliving monsters."); + + if (cast) { + POSITION y, x; + + if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) + return NULL; + if (dir == 5) + return NULL; + + y = caster_ptr->y + ddy[dir]; + x = caster_ptr->x + ddx[dir]; + + if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) + do_cmd_attack(caster_ptr, y, x, HISSATSU_DRAIN); + 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; + } + } + break; + + 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 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_all_los(caster_ptr, GF_ENGETSU, plev * 4); + project_all_los(caster_ptr, GF_ENGETSU, plev * 4); + project_all_los(caster_ptr, 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 as long as the attacked monster dies and you have sufficient SP."); + + if (cast) { + const int mana_cost_per_monster = 8; + bool is_new = TRUE; + bool mdeath; + + do { + if (!rush_attack(caster_ptr, &mdeath)) + break; + if (is_new) { + /* Reserve needed mana point */ + caster_ptr->csp -= technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana; + is_new = FALSE; + } else + caster_ptr->csp -= mana_cost_per_monster; + + if (!mdeath) + break; + command_dir = 0; + + caster_ptr->redraw |= PR_MANA; + handle_stuff(caster_ptr); + } while (caster_ptr->csp > mana_cost_per_monster); + + if (is_new) + return NULL; + + /* Restore reserved mana */ + caster_ptr->csp += technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana; + } + break; + + case 27: + if (name) + return _("天翔龍閃", "Dragonic Flash"); + if (desc) + return _("視界内の場所を指定して、その場所と自分の間にいる全モンスターを攻撃し、その場所に移動する。", + "Runs toward given location while attacking all monsters on the path."); + + if (cast) { + POSITION y, x; + + if (!tgt_pt(caster_ptr, &x, &y)) + return NULL; + + if (!cave_player_teleportable_bold(caster_ptr, y, x, TELEPORT_SPONTANEOUS) || (distance(y, x, caster_ptr->y, caster_ptr->x) > MAX_SIGHT / 2) + || !projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y, x)) { + msg_print(_("失敗!", "You cannot move to that place!")); + break; + } + if (caster_ptr->anti_tele) { + msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!")); + break; + } + project(caster_ptr, 0, 0, y, x, HISSATSU_ISSEN, GF_ATTACK, PROJECT_BEAM | PROJECT_KILL, -1); + teleport_player_to(caster_ptr, y, x, TELEPORT_SPONTANEOUS); + } + break; + + case 28: + if (name) + return _("二重の剣撃", "Twin Slash"); + if (desc) + return _("1ターンで2度攻撃を行う。", "double attacks at a time."); + + if (cast) { + POSITION x, y; + + if (!get_rep_dir(caster_ptr, &dir, FALSE)) + return NULL; + + y = caster_ptr->y + ddy[dir]; + x = caster_ptr->x + ddx[dir]; + + if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) { + do_cmd_attack(caster_ptr, y, x, 0); + if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) { + handle_stuff(caster_ptr); + do_cmd_attack(caster_ptr, y, x, 0); + } + } else { + msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction")); + return NULL; + } + } + break; + + 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 affects nearby monsters."); + + if (cast) { + int total_damage = 0, basedam, i; + POSITION y, x; + BIT_FLAGS flgs[TR_FLAG_SIZE]; + object_type *o_ptr; + + if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) + return NULL; + if (dir == 5) + return NULL; + + y = caster_ptr->y + ddy[dir]; + x = caster_ptr->x + ddx[dir]; + + if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) { + 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 (!has_melee_weapon(caster_ptr, INVEN_RARM + i)) + break; + o_ptr = &caster_ptr->inventory_list[INVEN_RARM + i]; + basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50; + damage = o_ptr->to_d * 100; + object_flags(caster_ptr, 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 += caster_ptr->to_d[i] * 100; + damage *= caster_ptr->num_blow[i]; + total_damage += (damage / 100); + } + project(caster_ptr, 0, (cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT) ? 5 : 0), y, x, total_damage * 3 / 2, GF_METEOR, + PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1); + } + break; + + 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 take some damage. Hurts an undead monster greatly."); + + if (cast) { + POSITION y, x; + + if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) + return NULL; + if (dir == 5) + return NULL; + + y = caster_ptr->y + ddy[dir]; + x = caster_ptr->x + ddx[dir]; + + if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx) + do_cmd_attack(caster_ptr, y, x, HISSATSU_UNDEAD); + 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; + } + take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(100), _("慶雲鬼忍剣を使った衝撃", "exhaustion on using Keiun-Kininken"), -1); + } + break; + + 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。」", "'Bushido, the way of warriors, is found in death'"); + + if (cast) { + int i; + if (!get_check(_("本当に自殺しますか?", "Do you really want to commit suicide? "))) + return NULL; + /* Special Verification for suicide */ + prt(_("確認のため '@' を押して下さい。", "Please verify SUICIDE by typing the '@' sign: "), 0, 0); + + flush(); + i = inkey(); + prt("", 0, 0); + if (i != '@') + return NULL; + if (current_world_ptr->total_winner) { + take_hit(caster_ptr, DAMAGE_FORCE, 9999, "Seppuku", -1); + current_world_ptr->total_winner = TRUE; + } else { + 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(caster_ptr, DAMAGE_FORCE, 9999, "Seppuku", -1); + } + } + break; + } + + return ""; }