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[hengband/hengband.git] / src / realm-hissatsu.c
1 #include "angband.h"
2 #include "cmd-spell.h"
3 #include "monster-hook.h"
4
5 /*!
6 * @brief 剣術の各処理を行う
7 * @param spell 剣術ID
8 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_CAST)
9 * @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。
10 */
11 cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
12 {
13         bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
14         bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
15         bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
16
17         DIRECTION dir;
18         PLAYER_LEVEL plev = p_ptr->lev;
19
20         switch (spell)
21         {
22         case 0:
23                 if (name) return _("飛飯綱", "Tobi-Izuna");
24                 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.");
25
26                 if (cast)
27                 {
28                         project_length = 2;
29                         if (!get_aim_dir(&dir)) return NULL;
30
31                         project_hook(GF_ATTACK, dir, HISSATSU_2, PROJECT_STOP | PROJECT_KILL);
32                 }
33                 break;
34
35         case 1:
36                 if (name) return _("五月雨斬り", "3-Way Attack");
37                 if (desc) return _("3方向に対して攻撃する。", "Attacks in 3 directions in one time.");
38
39                 if (cast)
40                 {
41                         DIRECTION cdir;
42                         POSITION y, x;
43
44                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
45                         if (dir == 5) return NULL;
46
47                         for (cdir = 0; cdir < 8; cdir++)
48                         {
49                                 if (cdd[cdir] == dir) break;
50                         }
51
52                         if (cdir == 8) return NULL;
53
54                         y = p_ptr->y + ddy_cdd[cdir];
55                         x = p_ptr->x + ddx_cdd[cdir];
56                         if (cave[y][x].m_idx)
57                                 py_attack(y, x, 0);
58                         else
59                                 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
60
61                         y = p_ptr->y + ddy_cdd[(cdir + 7) % 8];
62                         x = p_ptr->x + ddx_cdd[(cdir + 7) % 8];
63                         if (cave[y][x].m_idx)
64                                 py_attack(y, x, 0);
65                         else
66                                 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
67
68                         y = p_ptr->y + ddy_cdd[(cdir + 1) % 8];
69                         x = p_ptr->x + ddx_cdd[(cdir + 1) % 8];
70                         if (cave[y][x].m_idx)
71                                 py_attack(y, x, 0);
72                         else
73                                 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
74                 }
75                 break;
76
77         case 2:
78                 if (name) return _("ブーメラン", "Boomerang");
79                 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。",
80                         "Throws current weapon. And it'll return to your hand unless failed.");
81
82                 if (cast)
83                 {
84                         if (!do_cmd_throw(1, TRUE, -1)) return NULL;
85                 }
86                 break;
87
88         case 3:
89                 if (name) return _("焔霊", "Burning Strike");
90                 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.");
91
92                 if (cast)
93                 {
94                         POSITION y, x;
95
96                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
97                         if (dir == 5) return NULL;
98
99                         y = p_ptr->y + ddy[dir];
100                         x = p_ptr->x + ddx[dir];
101
102                         if (cave[y][x].m_idx)
103                                 py_attack(y, x, HISSATSU_FIRE);
104                         else
105                         {
106                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
107                                 return NULL;
108                         }
109                 }
110                 break;
111
112         case 4:
113                 if (name) return _("殺気感知", "Detect Ferocity");
114                 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.");
115
116                 if (cast)
117                 {
118                         detect_monsters_mind(DETECT_RAD_DEFAULT);
119                 }
120                 break;
121
122         case 5:
123                 if (name) return _("みね打ち", "Strike to Stun");
124                 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.");
125
126                 if (cast)
127                 {
128                         POSITION y, x;
129
130                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
131                         if (dir == 5) return NULL;
132
133                         y = p_ptr->y + ddy[dir];
134                         x = p_ptr->x + ddx[dir];
135
136                         if (cave[y][x].m_idx)
137                                 py_attack(y, x, HISSATSU_MINEUCHI);
138                         else
139                         {
140                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
141                                 return NULL;
142                         }
143                 }
144                 break;
145
146         case 6:
147                 if (name) return _("カウンター", "Counter");
148                 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。",
149                         "Prepares to counterattack. When attack by a monster, strikes back using SP each time.");
150
151                 if (cast)
152                 {
153                         if (p_ptr->riding)
154                         {
155                                 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
156                                 return NULL;
157                         }
158                         msg_print(_("相手の攻撃に対して身構えた。", "You prepare to counter blow."));
159                         p_ptr->counter = TRUE;
160                 }
161                 break;
162
163         case 7:
164                 if (name) return _("払い抜け", "Harainuke");
165                 if (desc) return _("攻撃した後、反対側に抜ける。",
166                         "Attacks monster with your weapons normally, then move through counter side of the monster.");
167
168                 if (cast)
169                 {
170                         POSITION y, x;
171
172                         if (p_ptr->riding)
173                         {
174                                 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
175                                 return NULL;
176                         }
177
178                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
179
180                         if (dir == 5) return NULL;
181                         y = p_ptr->y + ddy[dir];
182                         x = p_ptr->x + ddx[dir];
183
184                         if (!cave[y][x].m_idx)
185                         {
186                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
187                                 return NULL;
188                         }
189
190                         py_attack(y, x, 0);
191
192                         if (!player_can_enter(cave[y][x].feat, 0) || is_trap(cave[y][x].feat))
193                                 break;
194
195                         y += ddy[dir];
196                         x += ddx[dir];
197
198                         if (player_can_enter(cave[y][x].feat, 0) && !is_trap(cave[y][x].feat) && !cave[y][x].m_idx)
199                         {
200                                 msg_print(NULL);
201
202                                 /* Move the player */
203                                 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
204                         }
205                 }
206                 break;
207
208         case 8:
209                 if (name) return _("サーペンツタン", "Serpent's Tongue");
210                 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.");
211
212                 if (cast)
213                 {
214                         POSITION y, x;
215
216                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
217                         if (dir == 5) return NULL;
218
219                         y = p_ptr->y + ddy[dir];
220                         x = p_ptr->x + ddx[dir];
221
222                         if (cave[y][x].m_idx)
223                                 py_attack(y, x, HISSATSU_POISON);
224                         else
225                         {
226                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
227                                 return NULL;
228                         }
229                 }
230                 break;
231
232         case 9:
233                 if (name) return _("斬魔剣弐の太刀", "Zammaken");
234                 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。",
235                         "Attacks an evil unliving monster with great damage. No effect to other  monsters.");
236
237                 if (cast)
238                 {
239                         POSITION y, x;
240
241                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
242                         if (dir == 5) return NULL;
243
244                         y = p_ptr->y + ddy[dir];
245                         x = p_ptr->x + ddx[dir];
246
247                         if (cave[y][x].m_idx)
248                                 py_attack(y, x, HISSATSU_ZANMA);
249                         else
250                         {
251                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
252                                 return NULL;
253                         }
254                 }
255                 break;
256
257         case 10:
258                 if (name) return _("裂風剣", "Wind Blast");
259                 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.");
260
261                 if (cast)
262                 {
263                         POSITION y, x;
264
265                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
266                         if (dir == 5) return NULL;
267
268                         y = p_ptr->y + ddy[dir];
269                         x = p_ptr->x + ddx[dir];
270
271                         if (cave[y][x].m_idx)
272                                 py_attack(y, x, 0);
273                         else
274                         {
275                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
276                                 return NULL;
277                         }
278                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
279                         {
280                                 return "";
281                         }
282                         if (cave[y][x].m_idx)
283                         {
284                                 int i;
285                                 POSITION ty = y, tx = x;
286                                 POSITION oy = y, ox = x;
287                                 MONSTER_IDX m_idx = cave[y][x].m_idx;
288                                 monster_type *m_ptr = &m_list[m_idx];
289                                 char m_name[80];
290
291                                 monster_desc(m_name, m_ptr, 0);
292
293                                 for (i = 0; i < 5; i++)
294                                 {
295                                         y += ddy[dir];
296                                         x += ddx[dir];
297                                         if (cave_empty_bold(y, x))
298                                         {
299                                                 ty = y;
300                                                 tx = x;
301                                         }
302                                         else break;
303                                 }
304                                 if ((ty != oy) || (tx != ox))
305                                 {
306                                         msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
307                                         cave[oy][ox].m_idx = 0;
308                                         cave[ty][tx].m_idx = m_idx;
309                                         m_ptr->fy = ty;
310                                         m_ptr->fx = tx;
311
312                                         update_monster(m_idx, TRUE);
313                                         lite_spot(oy, ox);
314                                         lite_spot(ty, tx);
315
316                                         if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
317                                                 p_ptr->update |= (PU_MON_LITE);
318                                 }
319                         }
320                 }
321                 break;
322
323         case 11:
324                 if (name) return _("刀匠の目利き", "Judge");
325                 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。",
326                         "Identifies a weapon or armor. Or *identifies* these at level 45.");
327
328                 if (cast)
329                 {
330                         if (plev > 44)
331                         {
332                                 if (!identify_fully(TRUE)) return NULL;
333                         }
334                         else
335                         {
336                                 if (!ident_spell(TRUE)) return NULL;
337                         }
338                 }
339                 break;
340
341         case 12:
342                 if (name) return _("破岩斬", "Rock Smash");
343                 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.");
344
345                 if (cast)
346                 {
347                         POSITION y, x;
348
349                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
350                         if (dir == 5) return NULL;
351
352                         y = p_ptr->y + ddy[dir];
353                         x = p_ptr->x + ddx[dir];
354
355                         if (cave[y][x].m_idx)
356                                 py_attack(y, x, HISSATSU_HAGAN);
357
358                         if (!cave_have_flag_bold(y, x, FF_HURT_ROCK)) break;
359
360                         /* Destroy the feature */
361                         cave_alter_feat(y, x, FF_HURT_ROCK);
362
363                         /* Update some things */
364                         p_ptr->update |= (PU_FLOW);
365                 }
366                 break;
367
368         case 13:
369                 if (name) return _("乱れ雪月花", "Midare-Setsugekka");
370                 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。",
371                         "Attacks a monster with increased number of attacks and more damage unless it has resistance to cold.");
372
373                 if (cast)
374                 {
375                         POSITION y, x;
376
377                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
378                         if (dir == 5) return NULL;
379
380                         y = p_ptr->y + ddy[dir];
381                         x = p_ptr->x + ddx[dir];
382
383                         if (cave[y][x].m_idx)
384                                 py_attack(y, x, HISSATSU_COLD);
385                         else
386                         {
387                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
388                                 return NULL;
389                         }
390                 }
391                 break;
392
393         case 14:
394                 if (name) return _("急所突き", "Spot Aiming");
395                 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。",
396                         "Attempts to kill a monster instantly. If failed cause only 1HP of damage.");
397
398                 if (cast)
399                 {
400                         POSITION y, x;
401
402                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
403                         if (dir == 5) return NULL;
404
405                         y = p_ptr->y + ddy[dir];
406                         x = p_ptr->x + ddx[dir];
407
408                         if (cave[y][x].m_idx)
409                                 py_attack(y, x, HISSATSU_KYUSHO);
410                         else
411                         {
412                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
413                                 return NULL;
414                         }
415                 }
416                 break;
417
418         case 15:
419                 if (name) return _("魔神斬り", "Majingiri");
420                 if (desc) return _("会心の一撃で攻撃する。攻撃がかわされやすい。",
421                         "Attempts to attack with critical hit. But this attack is easy to evade for a monster.");
422
423                 if (cast)
424                 {
425                         POSITION y, x;
426
427                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
428                         if (dir == 5) return NULL;
429
430                         y = p_ptr->y + ddy[dir];
431                         x = p_ptr->x + ddx[dir];
432
433                         if (cave[y][x].m_idx)
434                                 py_attack(y, x, HISSATSU_MAJIN);
435                         else
436                         {
437                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
438                                 return NULL;
439                         }
440                 }
441                 break;
442
443         case 16:
444                 if (name) return _("捨て身", "Desperate Attack");
445                 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。",
446                         "Attacks with all of your power. But all damages you take will be doubled for one turn.");
447
448                 if (cast)
449                 {
450                         POSITION y, x;
451
452                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
453                         if (dir == 5) return NULL;
454
455                         y = p_ptr->y + ddy[dir];
456                         x = p_ptr->x + ddx[dir];
457
458                         if (cave[y][x].m_idx)
459                                 py_attack(y, x, HISSATSU_SUTEMI);
460                         else
461                         {
462                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
463                                 return NULL;
464                         }
465                         p_ptr->sutemi = TRUE;
466                 }
467                 break;
468
469         case 17:
470                 if (name) return _("雷撃鷲爪斬", "Lightning Eagle");
471                 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。",
472                         "Attacks a monster with more damage unless it has resistance to electricity.");
473
474                 if (cast)
475                 {
476                         POSITION y, x;
477
478                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
479                         if (dir == 5) return NULL;
480
481                         y = p_ptr->y + ddy[dir];
482                         x = p_ptr->x + ddx[dir];
483
484                         if (cave[y][x].m_idx)
485                                 py_attack(y, x, HISSATSU_ELEC);
486                         else
487                         {
488                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
489                                 return NULL;
490                         }
491                 }
492                 break;
493
494         case 18:
495                 if (name) return _("入身", "Rush Attack");
496                 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.");
497
498                 if (cast)
499                 {
500                         if (!rush_attack(NULL)) return NULL;
501                 }
502                 break;
503
504         case 19:
505                 if (name) return _("赤流渦", "Bloody Maelstrom");
506                 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。",
507                         "Attacks all adjacent monsters with power corresponding to your cut status. Then increases your cut status. No effect to unliving monsters.");
508
509                 if (cast)
510                 {
511                         POSITION y = 0, x = 0;
512
513                         cave_type       *c_ptr;
514                         monster_type    *m_ptr;
515
516                         if (p_ptr->cut < 300)
517                                 set_cut(p_ptr->cut + 300);
518                         else
519                                 set_cut(p_ptr->cut * 2);
520
521                         for (dir = 0; dir < 8; dir++)
522                         {
523                                 y = p_ptr->y + ddy_ddd[dir];
524                                 x = p_ptr->x + ddx_ddd[dir];
525                                 c_ptr = &cave[y][x];
526
527                                 /* Get the monster */
528                                 m_ptr = &m_list[c_ptr->m_idx];
529
530                                 /* Hack -- attack monsters */
531                                 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
532                                 {
533                                         if (!monster_living(&r_info[m_ptr->r_idx]))
534                                         {
535                                                 char m_name[80];
536
537                                                 monster_desc(m_name, m_ptr, 0);
538                                                 msg_format(_("%sには効果がない!", "%s is unharmed!"), m_name);
539                                         }
540                                         else py_attack(y, x, HISSATSU_SEKIRYUKA);
541                                 }
542                         }
543                 }
544                 break;
545
546         case 20:
547                 if (name) return _("激震撃", "Earthquake Blow");
548                 if (desc) return _("地震を起こす。", "Shakes dungeon structure, and results in random swapping of floors and walls.");
549
550                 if (cast)
551                 {
552                         POSITION y, x;
553
554                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
555                         if (dir == 5) return NULL;
556
557                         y = p_ptr->y + ddy[dir];
558                         x = p_ptr->x + ddx[dir];
559
560                         if (cave[y][x].m_idx)
561                                 py_attack(y, x, HISSATSU_QUAKE);
562                         else
563                                 earthquake(p_ptr->y, p_ptr->x, 10);
564                 }
565                 break;
566
567         case 21:
568                 if (name) return _("地走り", "Crack");
569                 if (desc) return _("衝撃波のビームを放つ。", "Fires a beam of shock wave.");
570
571                 if (cast)
572                 {
573                         int total_damage = 0, basedam, i;
574                         BIT_FLAGS flgs[TR_FLAG_SIZE];
575                         object_type *o_ptr;
576                         if (!get_aim_dir(&dir)) return NULL;
577                         msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
578                         for (i = 0; i < 2; i++)
579                         {
580                                 int damage;
581
582                                 if (!buki_motteruka(INVEN_RARM + i)) break;
583                                 o_ptr = &inventory[INVEN_RARM + i];
584                                 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
585                                 damage = o_ptr->to_d * 100;
586                                 object_flags(o_ptr, flgs);
587                                 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
588                                 {
589                                         /* vorpal blade */
590                                         basedam *= 5;
591                                         basedam /= 3;
592                                 }
593                                 else if (have_flag(flgs, TR_VORPAL))
594                                 {
595                                         /* vorpal flag only */
596                                         basedam *= 11;
597                                         basedam /= 9;
598                                 }
599                                 damage += basedam;
600                                 damage *= p_ptr->num_blow[i];
601                                 total_damage += damage / 200;
602                                 if (i) total_damage = total_damage * 7 / 10;
603                         }
604                         fire_beam(GF_FORCE, dir, total_damage);
605                 }
606                 break;
607
608         case 22:
609                 if (name) return _("気迫の雄叫び", "War Cry");
610                 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。",
611                         "Damages all monsters in sight with sound. Aggravate nearby monsters.");
612
613                 if (cast)
614                 {
615                         msg_print(_("雄叫びをあげた!", "You roar out!"));
616                         project_hack(GF_SOUND, randint1(plev * 3));
617                         aggravate_monsters(0);
618                 }
619                 break;
620
621         case 23:
622                 if (name) return _("無双三段", "Musou-Sandan");
623                 if (desc) return _("強力な3段攻撃を繰り出す。", "Attacks with powerful 3 strikes.");
624
625                 if (cast)
626                 {
627                         int i;
628
629                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
630                         if (dir == 5) return NULL;
631
632                         for (i = 0; i < 3; i++)
633                         {
634                                 POSITION y, x;
635                                 POSITION ny, nx;
636                                 MONSTER_IDX m_idx;
637                                 cave_type *c_ptr;
638                                 monster_type *m_ptr;
639
640                                 y = p_ptr->y + ddy[dir];
641                                 x = p_ptr->x + ddx[dir];
642                                 c_ptr = &cave[y][x];
643
644                                 if (c_ptr->m_idx)
645                                         py_attack(y, x, HISSATSU_3DAN);
646                                 else
647                                 {
648                                         msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
649                                         return NULL;
650                                 }
651
652                                 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
653                                 {
654                                         return "";
655                                 }
656
657                                 /* Monster is dead? */
658                                 if (!c_ptr->m_idx) break;
659
660                                 ny = y + ddy[dir];
661                                 nx = x + ddx[dir];
662                                 m_idx = c_ptr->m_idx;
663                                 m_ptr = &m_list[m_idx];
664
665                                 /* Monster cannot move back? */
666                                 if (!monster_can_enter(ny, nx, &r_info[m_ptr->r_idx], 0))
667                                 {
668                                         /* -more- */
669                                         if (i < 2) msg_print(NULL);
670                                         continue;
671                                 }
672
673                                 c_ptr->m_idx = 0;
674                                 cave[ny][nx].m_idx = m_idx;
675                                 m_ptr->fy = ny;
676                                 m_ptr->fx = nx;
677
678                                 update_monster(m_idx, TRUE);
679
680                                 /* Redraw the old spot */
681                                 lite_spot(y, x);
682
683                                 /* Redraw the new spot */
684                                 lite_spot(ny, nx);
685
686                                 /* Player can move forward? */
687                                 if (player_can_enter(c_ptr->feat, 0))
688                                 {
689                                         /* Move the player */
690                                         if (!move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP)) break;
691                                 }
692                                 else
693                                 {
694                                         break;
695                                 }
696
697                                 /* -more- */
698                                 if (i < 2) msg_print(NULL);
699                         }
700                 }
701                 break;
702
703         case 24:
704                 if (name) return _("吸血鬼の牙", "Vampire's Fang");
705                 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。",
706                         "Attacks with vampiric strikes which absorbs HP from a monster and gives them to you. No effect to unliving monsters.");
707
708                 if (cast)
709                 {
710                         POSITION y, x;
711
712                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
713                         if (dir == 5) return NULL;
714
715                         y = p_ptr->y + ddy[dir];
716                         x = p_ptr->x + ddx[dir];
717
718                         if (cave[y][x].m_idx)
719                                 py_attack(y, x, HISSATSU_DRAIN);
720                         else
721                         {
722                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
723                                 return NULL;
724                         }
725                 }
726                 break;
727
728         case 25:
729                 if (name) return _("幻惑", "Moon Dazzling");
730                 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.");
731
732                 if (cast)
733                 {
734                         msg_print(_("武器を不規則に揺らした...", "You irregularly wave your weapon..."));
735                         project_hack(GF_ENGETSU, plev * 4);
736                         project_hack(GF_ENGETSU, plev * 4);
737                         project_hack(GF_ENGETSU, plev * 4);
738                 }
739                 break;
740
741         case 26:
742                 if (name) return _("百人斬り", "Hundred Slaughter");
743                 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。",
744                         "Performs a series of rush attacks. The series continues while killing each monster in a time and SP remains.");
745
746                 if (cast)
747                 {
748                         const int mana_cost_per_monster = 8;
749                         bool is_new = TRUE;
750                         bool mdeath;
751
752                         do
753                         {
754                                 if (!rush_attack(&mdeath)) break;
755                                 if (is_new)
756                                 {
757                                         /* Reserve needed mana point */
758                                         p_ptr->csp -= technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
759                                         is_new = FALSE;
760                                 }
761                                 else
762                                         p_ptr->csp -= mana_cost_per_monster;
763
764                                 if (!mdeath) break;
765                                 command_dir = 0;
766
767                                 p_ptr->redraw |= PR_MANA;
768                                 handle_stuff();
769                         } while (p_ptr->csp > mana_cost_per_monster);
770
771                         if (is_new) return NULL;
772
773                         /* Restore reserved mana */
774                         p_ptr->csp += technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
775                 }
776                 break;
777
778         case 27:
779                 if (name) return _("天翔龍閃", "Dragonic Flash");
780                 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。",
781                         "Runs toward given location while attacking all monsters on the path.");
782
783                 if (cast)
784                 {
785                         POSITION y, x;
786
787                         if (!tgt_pt(&x, &y)) return NULL;
788
789                         if (!cave_player_teleportable_bold(y, x, 0L) ||
790                                 (distance(y, x, p_ptr->y, p_ptr->x) > MAX_SIGHT / 2) ||
791                                 !projectable(p_ptr->y, p_ptr->x, y, x))
792                         {
793                                 msg_print(_("失敗!", "You cannot move to that place!"));
794                                 break;
795                         }
796                         if (p_ptr->anti_tele)
797                         {
798                                 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
799                                 break;
800                         }
801                         project(0, 0, y, x, HISSATSU_ISSEN, GF_ATTACK, PROJECT_BEAM | PROJECT_KILL, -1);
802                         teleport_player_to(y, x, 0L);
803                 }
804                 break;
805
806         case 28:
807                 if (name) return _("二重の剣撃", "Twin Slash");
808                 if (desc) return _("1ターンで2度攻撃を行う。", "double attacks at a time.");
809
810                 if (cast)
811                 {
812                         POSITION x, y;
813
814                         if (!get_rep_dir(&dir, FALSE)) return NULL;
815
816                         y = p_ptr->y + ddy[dir];
817                         x = p_ptr->x + ddx[dir];
818
819                         if (cave[y][x].m_idx)
820                         {
821                                 py_attack(y, x, 0);
822                                 if (cave[y][x].m_idx)
823                                 {
824                                         handle_stuff();
825                                         py_attack(y, x, 0);
826                                 }
827                         }
828                         else
829                         {
830                                 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"));
831                                 return NULL;
832                         }
833                 }
834                 break;
835
836         case 29:
837                 if (name) return _("虎伏絶刀勢", "Kofuku-Zettousei");
838                 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.");
839
840                 if (cast)
841                 {
842                         int total_damage = 0, basedam, i;
843                         POSITION y, x;
844                         BIT_FLAGS flgs[TR_FLAG_SIZE];
845                         object_type *o_ptr;
846
847                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
848                         if (dir == 5) return NULL;
849
850                         y = p_ptr->y + ddy[dir];
851                         x = p_ptr->x + ddx[dir];
852
853                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
854                         {
855                                 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
856                                 return "";
857                         }
858                         msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
859                         for (i = 0; i < 2; i++)
860                         {
861                                 int damage;
862                                 if (!buki_motteruka(INVEN_RARM + i)) break;
863                                 o_ptr = &inventory[INVEN_RARM + i];
864                                 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
865                                 damage = o_ptr->to_d * 100;
866                                 object_flags(o_ptr, flgs);
867                                 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
868                                 {
869                                         /* vorpal blade */
870                                         basedam *= 5;
871                                         basedam /= 3;
872                                 }
873                                 else if (have_flag(flgs, TR_VORPAL))
874                                 {
875                                         /* vorpal flag only */
876                                         basedam *= 11;
877                                         basedam /= 9;
878                                 }
879                                 damage += basedam;
880                                 damage += p_ptr->to_d[i] * 100;
881                                 damage *= p_ptr->num_blow[i];
882                                 total_damage += (damage / 100);
883                         }
884                         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);
885                 }
886                 break;
887
888         case 30:
889                 if (name) return _("慶雲鬼忍剣", "Keiun-Kininken");
890                 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。",
891                         "Attacks a monster with extremely powerful damage. But you also takes some damages. Hurts a undead monster greatly.");
892
893                 if (cast)
894                 {
895                         POSITION y, x;
896
897                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
898                         if (dir == 5) return NULL;
899
900                         y = p_ptr->y + ddy[dir];
901                         x = p_ptr->x + ddx[dir];
902
903                         if (cave[y][x].m_idx)
904                                 py_attack(y, x, HISSATSU_UNDEAD);
905                         else
906                         {
907                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
908                                 return NULL;
909                         }
910                         take_hit(DAMAGE_NOESCAPE, 100 + randint1(100), _("慶雲鬼忍剣を使った衝撃", "exhaustion on using Keiun-Kininken"), -1);
911                 }
912                 break;
913
914         case 31:
915                 if (name) return _("切腹", "Harakiri");
916                 if (desc) return _("「武士道とは、死ぬことと見つけたり。」", "'Busido is found in death'");
917
918                 if (cast)
919                 {
920                         int i;
921                         if (!get_check(_("本当に自殺しますか?", "Do you really want to commit suicide? "))) return NULL;
922                         /* Special Verification for suicide */
923                         prt(_("確認のため '@' を押して下さい。", "Please verify SUICIDE by typing the '@' sign: "), 0, 0);
924
925                         flush();
926                         i = inkey();
927                         prt("", 0, 0);
928                         if (i != '@') return NULL;
929                         if (p_ptr->total_winner)
930                         {
931                                 take_hit(DAMAGE_FORCE, 9999, "Seppuku", -1);
932                                 p_ptr->total_winner = TRUE;
933                         }
934                         else
935                         {
936                                 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."));
937                                 take_hit(DAMAGE_FORCE, 9999, "Seppuku", -1);
938                         }
939                 }
940                 break;
941         }
942
943         return "";
944 }