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[Refactor] #37353 型の置換。 / Type replacement.
[hengband/hengband.git] / src / realm-hissatsu.c
1 #include "angband.h"
2 #include "cmd-spell.h"
3
4 /*!
5 * @brief 剣術の各処理を行う
6 * @param spell 剣術ID
7 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_CAST)
8 * @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。
9 */
10 cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
11 {
12         bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
13         bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
14         bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
15
16         DIRECTION dir;
17         PLAYER_LEVEL plev = p_ptr->lev;
18
19         switch (spell)
20         {
21         case 0:
22                 if (name) return _("飛飯綱", "Tobi-Izuna");
23                 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.");
24
25                 if (cast)
26                 {
27                         project_length = 2;
28                         if (!get_aim_dir(&dir)) return NULL;
29
30                         project_hook(GF_ATTACK, dir, HISSATSU_2, PROJECT_STOP | PROJECT_KILL);
31                 }
32                 break;
33
34         case 1:
35                 if (name) return _("五月雨斬り", "3-Way Attack");
36                 if (desc) return _("3方向に対して攻撃する。", "Attacks in 3 directions in one time.");
37
38                 if (cast)
39                 {
40                         DIRECTION cdir;
41                         POSITION y, x;
42
43                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
44                         if (dir == 5) return NULL;
45
46                         for (cdir = 0; cdir < 8; cdir++)
47                         {
48                                 if (cdd[cdir] == dir) break;
49                         }
50
51                         if (cdir == 8) return NULL;
52
53                         y = p_ptr->y + ddy_cdd[cdir];
54                         x = p_ptr->x + ddx_cdd[cdir];
55                         if (cave[y][x].m_idx)
56                                 py_attack(y, x, 0);
57                         else
58                                 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
59
60                         y = p_ptr->y + ddy_cdd[(cdir + 7) % 8];
61                         x = p_ptr->x + ddx_cdd[(cdir + 7) % 8];
62                         if (cave[y][x].m_idx)
63                                 py_attack(y, x, 0);
64                         else
65                                 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
66
67                         y = p_ptr->y + ddy_cdd[(cdir + 1) % 8];
68                         x = p_ptr->x + ddx_cdd[(cdir + 1) % 8];
69                         if (cave[y][x].m_idx)
70                                 py_attack(y, x, 0);
71                         else
72                                 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
73                 }
74                 break;
75
76         case 2:
77                 if (name) return _("ブーメラン", "Boomerang");
78                 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。",
79                         "Throws current weapon. And it'll return to your hand unless failed.");
80
81                 if (cast)
82                 {
83                         if (!do_cmd_throw(1, TRUE, -1)) return NULL;
84                 }
85                 break;
86
87         case 3:
88                 if (name) return _("焔霊", "Burning Strike");
89                 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.");
90
91                 if (cast)
92                 {
93                         POSITION y, x;
94
95                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
96                         if (dir == 5) return NULL;
97
98                         y = p_ptr->y + ddy[dir];
99                         x = p_ptr->x + ddx[dir];
100
101                         if (cave[y][x].m_idx)
102                                 py_attack(y, x, HISSATSU_FIRE);
103                         else
104                         {
105                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
106                                 return NULL;
107                         }
108                 }
109                 break;
110
111         case 4:
112                 if (name) return _("殺気感知", "Detect Ferocity");
113                 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.");
114
115                 if (cast)
116                 {
117                         detect_monsters_mind(DETECT_RAD_DEFAULT);
118                 }
119                 break;
120
121         case 5:
122                 if (name) return _("みね打ち", "Strike to Stun");
123                 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.");
124
125                 if (cast)
126                 {
127                         POSITION y, x;
128
129                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
130                         if (dir == 5) return NULL;
131
132                         y = p_ptr->y + ddy[dir];
133                         x = p_ptr->x + ddx[dir];
134
135                         if (cave[y][x].m_idx)
136                                 py_attack(y, x, HISSATSU_MINEUCHI);
137                         else
138                         {
139                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
140                                 return NULL;
141                         }
142                 }
143                 break;
144
145         case 6:
146                 if (name) return _("カウンター", "Counter");
147                 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。",
148                         "Prepares to counterattack. When attack by a monster, strikes back using SP each time.");
149
150                 if (cast)
151                 {
152                         if (p_ptr->riding)
153                         {
154                                 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
155                                 return NULL;
156                         }
157                         msg_print(_("相手の攻撃に対して身構えた。", "You prepare to counter blow."));
158                         p_ptr->counter = TRUE;
159                 }
160                 break;
161
162         case 7:
163                 if (name) return _("払い抜け", "Harainuke");
164                 if (desc) return _("攻撃した後、反対側に抜ける。",
165                         "Attacks monster with your weapons normally, then move through counter side of the monster.");
166
167                 if (cast)
168                 {
169                         POSITION y, x;
170
171                         if (p_ptr->riding)
172                         {
173                                 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
174                                 return NULL;
175                         }
176
177                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
178
179                         if (dir == 5) return NULL;
180                         y = p_ptr->y + ddy[dir];
181                         x = p_ptr->x + ddx[dir];
182
183                         if (!cave[y][x].m_idx)
184                         {
185                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
186                                 return NULL;
187                         }
188
189                         py_attack(y, x, 0);
190
191                         if (!player_can_enter(cave[y][x].feat, 0) || is_trap(cave[y][x].feat))
192                                 break;
193
194                         y += ddy[dir];
195                         x += ddx[dir];
196
197                         if (player_can_enter(cave[y][x].feat, 0) && !is_trap(cave[y][x].feat) && !cave[y][x].m_idx)
198                         {
199                                 msg_print(NULL);
200
201                                 /* Move the player */
202                                 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
203                         }
204                 }
205                 break;
206
207         case 8:
208                 if (name) return _("サーペンツタン", "Serpent's Tongue");
209                 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.");
210
211                 if (cast)
212                 {
213                         POSITION y, x;
214
215                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
216                         if (dir == 5) return NULL;
217
218                         y = p_ptr->y + ddy[dir];
219                         x = p_ptr->x + ddx[dir];
220
221                         if (cave[y][x].m_idx)
222                                 py_attack(y, x, HISSATSU_POISON);
223                         else
224                         {
225                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
226                                 return NULL;
227                         }
228                 }
229                 break;
230
231         case 9:
232                 if (name) return _("斬魔剣弐の太刀", "Zammaken");
233                 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。",
234                         "Attacks an evil unliving monster with great damage. No effect to other  monsters.");
235
236                 if (cast)
237                 {
238                         POSITION y, x;
239
240                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
241                         if (dir == 5) return NULL;
242
243                         y = p_ptr->y + ddy[dir];
244                         x = p_ptr->x + ddx[dir];
245
246                         if (cave[y][x].m_idx)
247                                 py_attack(y, x, HISSATSU_ZANMA);
248                         else
249                         {
250                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
251                                 return NULL;
252                         }
253                 }
254                 break;
255
256         case 10:
257                 if (name) return _("裂風剣", "Wind Blast");
258                 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.");
259
260                 if (cast)
261                 {
262                         POSITION y, x;
263
264                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
265                         if (dir == 5) return NULL;
266
267                         y = p_ptr->y + ddy[dir];
268                         x = p_ptr->x + ddx[dir];
269
270                         if (cave[y][x].m_idx)
271                                 py_attack(y, x, 0);
272                         else
273                         {
274                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
275                                 return NULL;
276                         }
277                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
278                         {
279                                 return "";
280                         }
281                         if (cave[y][x].m_idx)
282                         {
283                                 int i;
284                                 POSITION ty = y, tx = x;
285                                 POSITION oy = y, ox = x;
286                                 MONSTER_IDX m_idx = cave[y][x].m_idx;
287                                 monster_type *m_ptr = &m_list[m_idx];
288                                 char m_name[80];
289
290                                 monster_desc(m_name, m_ptr, 0);
291
292                                 for (i = 0; i < 5; i++)
293                                 {
294                                         y += ddy[dir];
295                                         x += ddx[dir];
296                                         if (cave_empty_bold(y, x))
297                                         {
298                                                 ty = y;
299                                                 tx = x;
300                                         }
301                                         else break;
302                                 }
303                                 if ((ty != oy) || (tx != ox))
304                                 {
305                                         msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
306                                         cave[oy][ox].m_idx = 0;
307                                         cave[ty][tx].m_idx = m_idx;
308                                         m_ptr->fy = ty;
309                                         m_ptr->fx = tx;
310
311                                         update_mon(m_idx, TRUE);
312                                         lite_spot(oy, ox);
313                                         lite_spot(ty, tx);
314
315                                         if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
316                                                 p_ptr->update |= (PU_MON_LITE);
317                                 }
318                         }
319                 }
320                 break;
321
322         case 11:
323                 if (name) return _("刀匠の目利き", "Judge");
324                 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。",
325                         "Identifies a weapon or armor. Or *identifies* these at level 45.");
326
327                 if (cast)
328                 {
329                         if (plev > 44)
330                         {
331                                 if (!identify_fully(TRUE)) return NULL;
332                         }
333                         else
334                         {
335                                 if (!ident_spell(TRUE)) return NULL;
336                         }
337                 }
338                 break;
339
340         case 12:
341                 if (name) return _("破岩斬", "Rock Smash");
342                 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.");
343
344                 if (cast)
345                 {
346                         POSITION y, x;
347
348                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
349                         if (dir == 5) return NULL;
350
351                         y = p_ptr->y + ddy[dir];
352                         x = p_ptr->x + ddx[dir];
353
354                         if (cave[y][x].m_idx)
355                                 py_attack(y, x, HISSATSU_HAGAN);
356
357                         if (!cave_have_flag_bold(y, x, FF_HURT_ROCK)) break;
358
359                         /* Destroy the feature */
360                         cave_alter_feat(y, x, FF_HURT_ROCK);
361
362                         /* Update some things */
363                         p_ptr->update |= (PU_FLOW);
364                 }
365                 break;
366
367         case 13:
368                 if (name) return _("乱れ雪月花", "Midare-Setsugekka");
369                 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。",
370                         "Attacks a monster with increased number of attacks and more damage unless it has resistance to cold.");
371
372                 if (cast)
373                 {
374                         POSITION y, x;
375
376                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
377                         if (dir == 5) return NULL;
378
379                         y = p_ptr->y + ddy[dir];
380                         x = p_ptr->x + ddx[dir];
381
382                         if (cave[y][x].m_idx)
383                                 py_attack(y, x, HISSATSU_COLD);
384                         else
385                         {
386                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
387                                 return NULL;
388                         }
389                 }
390                 break;
391
392         case 14:
393                 if (name) return _("急所突き", "Spot Aiming");
394                 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。",
395                         "Attempts to kill a monster instantly. If failed cause only 1HP of damage.");
396
397                 if (cast)
398                 {
399                         POSITION y, x;
400
401                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
402                         if (dir == 5) return NULL;
403
404                         y = p_ptr->y + ddy[dir];
405                         x = p_ptr->x + ddx[dir];
406
407                         if (cave[y][x].m_idx)
408                                 py_attack(y, x, HISSATSU_KYUSHO);
409                         else
410                         {
411                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
412                                 return NULL;
413                         }
414                 }
415                 break;
416
417         case 15:
418                 if (name) return _("魔神斬り", "Majingiri");
419                 if (desc) return _("会心の一撃で攻撃する。攻撃がかわされやすい。",
420                         "Attempts to attack with critical hit. But this attack is easy to evade for a monster.");
421
422                 if (cast)
423                 {
424                         POSITION y, x;
425
426                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
427                         if (dir == 5) return NULL;
428
429                         y = p_ptr->y + ddy[dir];
430                         x = p_ptr->x + ddx[dir];
431
432                         if (cave[y][x].m_idx)
433                                 py_attack(y, x, HISSATSU_MAJIN);
434                         else
435                         {
436                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
437                                 return NULL;
438                         }
439                 }
440                 break;
441
442         case 16:
443                 if (name) return _("捨て身", "Desperate Attack");
444                 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。",
445                         "Attacks with all of your power. But all damages you take will be doubled for one turn.");
446
447                 if (cast)
448                 {
449                         POSITION y, x;
450
451                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
452                         if (dir == 5) return NULL;
453
454                         y = p_ptr->y + ddy[dir];
455                         x = p_ptr->x + ddx[dir];
456
457                         if (cave[y][x].m_idx)
458                                 py_attack(y, x, HISSATSU_SUTEMI);
459                         else
460                         {
461                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
462                                 return NULL;
463                         }
464                         p_ptr->sutemi = TRUE;
465                 }
466                 break;
467
468         case 17:
469                 if (name) return _("雷撃鷲爪斬", "Lightning Eagle");
470                 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。",
471                         "Attacks a monster with more damage unless it has resistance to electricity.");
472
473                 if (cast)
474                 {
475                         POSITION y, x;
476
477                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
478                         if (dir == 5) return NULL;
479
480                         y = p_ptr->y + ddy[dir];
481                         x = p_ptr->x + ddx[dir];
482
483                         if (cave[y][x].m_idx)
484                                 py_attack(y, x, HISSATSU_ELEC);
485                         else
486                         {
487                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
488                                 return NULL;
489                         }
490                 }
491                 break;
492
493         case 18:
494                 if (name) return _("入身", "Rush Attack");
495                 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.");
496
497                 if (cast)
498                 {
499                         if (!rush_attack(NULL)) return NULL;
500                 }
501                 break;
502
503         case 19:
504                 if (name) return _("赤流渦", "Bloody Maelstrom");
505                 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。",
506                         "Attacks all adjacent monsters with power corresponding to your cut status. Then increases your cut status. No effect to unliving monsters.");
507
508                 if (cast)
509                 {
510                         POSITION y = 0, x = 0;
511
512                         cave_type       *c_ptr;
513                         monster_type    *m_ptr;
514
515                         if (p_ptr->cut < 300)
516                                 set_cut(p_ptr->cut + 300);
517                         else
518                                 set_cut(p_ptr->cut * 2);
519
520                         for (dir = 0; dir < 8; dir++)
521                         {
522                                 y = p_ptr->y + ddy_ddd[dir];
523                                 x = p_ptr->x + ddx_ddd[dir];
524                                 c_ptr = &cave[y][x];
525
526                                 /* Get the monster */
527                                 m_ptr = &m_list[c_ptr->m_idx];
528
529                                 /* Hack -- attack monsters */
530                                 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
531                                 {
532                                         if (!monster_living(&r_info[m_ptr->r_idx]))
533                                         {
534                                                 char m_name[80];
535
536                                                 monster_desc(m_name, m_ptr, 0);
537                                                 msg_format(_("%sには効果がない!", "%s is unharmed!"), m_name);
538                                         }
539                                         else py_attack(y, x, HISSATSU_SEKIRYUKA);
540                                 }
541                         }
542                 }
543                 break;
544
545         case 20:
546                 if (name) return _("激震撃", "Earthquake Blow");
547                 if (desc) return _("地震を起こす。", "Shakes dungeon structure, and results in random swapping of floors and walls.");
548
549                 if (cast)
550                 {
551                         POSITION y, x;
552
553                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
554                         if (dir == 5) return NULL;
555
556                         y = p_ptr->y + ddy[dir];
557                         x = p_ptr->x + ddx[dir];
558
559                         if (cave[y][x].m_idx)
560                                 py_attack(y, x, HISSATSU_QUAKE);
561                         else
562                                 earthquake(p_ptr->y, p_ptr->x, 10);
563                 }
564                 break;
565
566         case 21:
567                 if (name) return _("地走り", "Crack");
568                 if (desc) return _("衝撃波のビームを放つ。", "Fires a beam of shock wave.");
569
570                 if (cast)
571                 {
572                         int total_damage = 0, basedam, i;
573                         BIT_FLAGS flgs[TR_FLAG_SIZE];
574                         object_type *o_ptr;
575                         if (!get_aim_dir(&dir)) return NULL;
576                         msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
577                         for (i = 0; i < 2; i++)
578                         {
579                                 int damage;
580
581                                 if (!buki_motteruka(INVEN_RARM + i)) break;
582                                 o_ptr = &inventory[INVEN_RARM + i];
583                                 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
584                                 damage = o_ptr->to_d * 100;
585                                 object_flags(o_ptr, flgs);
586                                 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
587                                 {
588                                         /* vorpal blade */
589                                         basedam *= 5;
590                                         basedam /= 3;
591                                 }
592                                 else if (have_flag(flgs, TR_VORPAL))
593                                 {
594                                         /* vorpal flag only */
595                                         basedam *= 11;
596                                         basedam /= 9;
597                                 }
598                                 damage += basedam;
599                                 damage *= p_ptr->num_blow[i];
600                                 total_damage += damage / 200;
601                                 if (i) total_damage = total_damage * 7 / 10;
602                         }
603                         fire_beam(GF_FORCE, dir, total_damage);
604                 }
605                 break;
606
607         case 22:
608                 if (name) return _("気迫の雄叫び", "War Cry");
609                 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。",
610                         "Damages all monsters in sight with sound. Aggravate nearby monsters.");
611
612                 if (cast)
613                 {
614                         msg_print(_("雄叫びをあげた!", "You roar out!"));
615                         project_hack(GF_SOUND, randint1(plev * 3));
616                         aggravate_monsters(0);
617                 }
618                 break;
619
620         case 23:
621                 if (name) return _("無双三段", "Musou-Sandan");
622                 if (desc) return _("強力な3段攻撃を繰り出す。", "Attacks with powerful 3 strikes.");
623
624                 if (cast)
625                 {
626                         int i;
627
628                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
629                         if (dir == 5) return NULL;
630
631                         for (i = 0; i < 3; i++)
632                         {
633                                 POSITION y, x;
634                                 POSITION ny, nx;
635                                 MONSTER_IDX m_idx;
636                                 cave_type *c_ptr;
637                                 monster_type *m_ptr;
638
639                                 y = p_ptr->y + ddy[dir];
640                                 x = p_ptr->x + ddx[dir];
641                                 c_ptr = &cave[y][x];
642
643                                 if (c_ptr->m_idx)
644                                         py_attack(y, x, HISSATSU_3DAN);
645                                 else
646                                 {
647                                         msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
648                                         return NULL;
649                                 }
650
651                                 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
652                                 {
653                                         return "";
654                                 }
655
656                                 /* Monster is dead? */
657                                 if (!c_ptr->m_idx) break;
658
659                                 ny = y + ddy[dir];
660                                 nx = x + ddx[dir];
661                                 m_idx = c_ptr->m_idx;
662                                 m_ptr = &m_list[m_idx];
663
664                                 /* Monster cannot move back? */
665                                 if (!monster_can_enter(ny, nx, &r_info[m_ptr->r_idx], 0))
666                                 {
667                                         /* -more- */
668                                         if (i < 2) msg_print(NULL);
669                                         continue;
670                                 }
671
672                                 c_ptr->m_idx = 0;
673                                 cave[ny][nx].m_idx = m_idx;
674                                 m_ptr->fy = ny;
675                                 m_ptr->fx = nx;
676
677                                 update_mon(m_idx, TRUE);
678
679                                 /* Redraw the old spot */
680                                 lite_spot(y, x);
681
682                                 /* Redraw the new spot */
683                                 lite_spot(ny, nx);
684
685                                 /* Player can move forward? */
686                                 if (player_can_enter(c_ptr->feat, 0))
687                                 {
688                                         /* Move the player */
689                                         if (!move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP)) break;
690                                 }
691                                 else
692                                 {
693                                         break;
694                                 }
695
696                                 /* -more- */
697                                 if (i < 2) msg_print(NULL);
698                         }
699                 }
700                 break;
701
702         case 24:
703                 if (name) return _("吸血鬼の牙", "Vampire's Fang");
704                 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。",
705                         "Attacks with vampiric strikes which absorbs HP from a monster and gives them to you. No effect to unliving monsters.");
706
707                 if (cast)
708                 {
709                         POSITION y, x;
710
711                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
712                         if (dir == 5) return NULL;
713
714                         y = p_ptr->y + ddy[dir];
715                         x = p_ptr->x + ddx[dir];
716
717                         if (cave[y][x].m_idx)
718                                 py_attack(y, x, HISSATSU_DRAIN);
719                         else
720                         {
721                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
722                                 return NULL;
723                         }
724                 }
725                 break;
726
727         case 25:
728                 if (name) return _("幻惑", "Moon Dazzling");
729                 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.");
730
731                 if (cast)
732                 {
733                         msg_print(_("武器を不規則に揺らした...", "You irregularly wave your weapon..."));
734                         project_hack(GF_ENGETSU, plev * 4);
735                         project_hack(GF_ENGETSU, plev * 4);
736                         project_hack(GF_ENGETSU, plev * 4);
737                 }
738                 break;
739
740         case 26:
741                 if (name) return _("百人斬り", "Hundred Slaughter");
742                 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。",
743                         "Performs a series of rush attacks. The series continues while killing each monster in a time and SP remains.");
744
745                 if (cast)
746                 {
747                         const int mana_cost_per_monster = 8;
748                         bool is_new = TRUE;
749                         bool mdeath;
750
751                         do
752                         {
753                                 if (!rush_attack(&mdeath)) break;
754                                 if (is_new)
755                                 {
756                                         /* Reserve needed mana point */
757                                         p_ptr->csp -= technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
758                                         is_new = FALSE;
759                                 }
760                                 else
761                                         p_ptr->csp -= mana_cost_per_monster;
762
763                                 if (!mdeath) break;
764                                 command_dir = 0;
765
766                                 p_ptr->redraw |= PR_MANA;
767                                 handle_stuff();
768                         } while (p_ptr->csp > mana_cost_per_monster);
769
770                         if (is_new) return NULL;
771
772                         /* Restore reserved mana */
773                         p_ptr->csp += technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
774                 }
775                 break;
776
777         case 27:
778                 if (name) return _("天翔龍閃", "Dragonic Flash");
779                 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。",
780                         "Runs toward given location while attacking all monsters on the path.");
781
782                 if (cast)
783                 {
784                         POSITION y, x;
785
786                         if (!tgt_pt(&x, &y)) return NULL;
787
788                         if (!cave_player_teleportable_bold(y, x, 0L) ||
789                                 (distance(y, x, p_ptr->y, p_ptr->x) > MAX_SIGHT / 2) ||
790                                 !projectable(p_ptr->y, p_ptr->x, y, x))
791                         {
792                                 msg_print(_("失敗!", "You cannot move to that place!"));
793                                 break;
794                         }
795                         if (p_ptr->anti_tele)
796                         {
797                                 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
798                                 break;
799                         }
800                         project(0, 0, y, x, HISSATSU_ISSEN, GF_ATTACK, PROJECT_BEAM | PROJECT_KILL, -1);
801                         teleport_player_to(y, x, 0L);
802                 }
803                 break;
804
805         case 28:
806                 if (name) return _("二重の剣撃", "Twin Slash");
807                 if (desc) return _("1ターンで2度攻撃を行う。", "double attacks at a time.");
808
809                 if (cast)
810                 {
811                         POSITION x, y;
812
813                         if (!get_rep_dir(&dir, FALSE)) return NULL;
814
815                         y = p_ptr->y + ddy[dir];
816                         x = p_ptr->x + ddx[dir];
817
818                         if (cave[y][x].m_idx)
819                         {
820                                 py_attack(y, x, 0);
821                                 if (cave[y][x].m_idx)
822                                 {
823                                         handle_stuff();
824                                         py_attack(y, x, 0);
825                                 }
826                         }
827                         else
828                         {
829                                 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"));
830                                 return NULL;
831                         }
832                 }
833                 break;
834
835         case 29:
836                 if (name) return _("虎伏絶刀勢", "Kofuku-Zettousei");
837                 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.");
838
839                 if (cast)
840                 {
841                         int total_damage = 0, basedam, i;
842                         POSITION y, x;
843                         BIT_FLAGS flgs[TR_FLAG_SIZE];
844                         object_type *o_ptr;
845
846                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
847                         if (dir == 5) return NULL;
848
849                         y = p_ptr->y + ddy[dir];
850                         x = p_ptr->x + ddx[dir];
851
852                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
853                         {
854                                 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
855                                 return "";
856                         }
857                         msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
858                         for (i = 0; i < 2; i++)
859                         {
860                                 int damage;
861                                 if (!buki_motteruka(INVEN_RARM + i)) break;
862                                 o_ptr = &inventory[INVEN_RARM + i];
863                                 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
864                                 damage = o_ptr->to_d * 100;
865                                 object_flags(o_ptr, flgs);
866                                 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
867                                 {
868                                         /* vorpal blade */
869                                         basedam *= 5;
870                                         basedam /= 3;
871                                 }
872                                 else if (have_flag(flgs, TR_VORPAL))
873                                 {
874                                         /* vorpal flag only */
875                                         basedam *= 11;
876                                         basedam /= 9;
877                                 }
878                                 damage += basedam;
879                                 damage += p_ptr->to_d[i] * 100;
880                                 damage *= p_ptr->num_blow[i];
881                                 total_damage += (damage / 100);
882                         }
883                         project(0, (cave_have_flag_bold(y, x, FF_PROJECT) ? 5 : 0), y, x, total_damage * 3 / 2, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
884                 }
885                 break;
886
887         case 30:
888                 if (name) return _("慶雲鬼忍剣", "Keiun-Kininken");
889                 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。",
890                         "Attacks a monster with extremely powerful damage. But you also takes some damages. Hurts a undead monster greatly.");
891
892                 if (cast)
893                 {
894                         POSITION y, x;
895
896                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
897                         if (dir == 5) return NULL;
898
899                         y = p_ptr->y + ddy[dir];
900                         x = p_ptr->x + ddx[dir];
901
902                         if (cave[y][x].m_idx)
903                                 py_attack(y, x, HISSATSU_UNDEAD);
904                         else
905                         {
906                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
907                                 return NULL;
908                         }
909                         take_hit(DAMAGE_NOESCAPE, 100 + randint1(100), _("慶雲鬼忍剣を使った衝撃", "exhaustion on using Keiun-Kininken"), -1);
910                 }
911                 break;
912
913         case 31:
914                 if (name) return _("切腹", "Harakiri");
915                 if (desc) return _("「武士道とは、死ぬことと見つけたり。」", "'Busido is found in death'");
916
917                 if (cast)
918                 {
919                         int i;
920                         if (!get_check(_("本当に自殺しますか?", "Do you really want to commit suicide? "))) return NULL;
921                         /* Special Verification for suicide */
922                         prt(_("確認のため '@' を押して下さい。", "Please verify SUICIDE by typing the '@' sign: "), 0, 0);
923
924                         flush();
925                         i = inkey();
926                         prt("", 0, 0);
927                         if (i != '@') return NULL;
928                         if (p_ptr->total_winner)
929                         {
930                                 take_hit(DAMAGE_FORCE, 9999, "Seppuku", -1);
931                                 p_ptr->total_winner = TRUE;
932                         }
933                         else
934                         {
935                                 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."));
936                                 take_hit(DAMAGE_FORCE, 9999, "Seppuku", -1);
937                         }
938                 }
939                 break;
940         }
941
942         return "";
943 }