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[Refactor] #37353 型の置換(QUEST_IDX) / Type replacement.
[hengband/hengband.git] / src / realm-hissatsu.c
1 #include "angband.h"
2 #include "cmd-spell.h"
3 #include "melee.h"
4 #include "monsterrace-hook.h"
5 #include "projection.h"
6
7 /*!
8 * @brief 剣術の各処理を行う
9 * @param spell 剣術ID
10 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_CAST)
11 * @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。
12 */
13 concptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
14 {
15         bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
16         bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
17         bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
18
19         DIRECTION dir;
20         PLAYER_LEVEL plev = p_ptr->lev;
21
22         switch (spell)
23         {
24         case 0:
25                 if (name) return _("飛飯綱", "Tobi-Izuna");
26                 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.");
27
28                 if (cast)
29                 {
30                         project_length = 2;
31                         if (!get_aim_dir(&dir)) return NULL;
32
33                         project_hook(GF_ATTACK, dir, HISSATSU_2, PROJECT_STOP | PROJECT_KILL);
34                 }
35                 break;
36
37         case 1:
38                 if (name) return _("五月雨斬り", "3-Way Attack");
39                 if (desc) return _("3方向に対して攻撃する。", "Attacks in 3 directions in one time.");
40
41                 if (cast)
42                 {
43                         DIRECTION cdir;
44                         POSITION y, x;
45
46                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
47                         if (dir == 5) return NULL;
48
49                         for (cdir = 0; cdir < 8; cdir++)
50                         {
51                                 if (cdd[cdir] == dir) break;
52                         }
53
54                         if (cdir == 8) return NULL;
55
56                         y = p_ptr->y + ddy_cdd[cdir];
57                         x = p_ptr->x + ddx_cdd[cdir];
58                         if (cave[y][x].m_idx)
59                                 py_attack(y, x, 0);
60                         else
61                                 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
62
63                         y = p_ptr->y + ddy_cdd[(cdir + 7) % 8];
64                         x = p_ptr->x + ddx_cdd[(cdir + 7) % 8];
65                         if (cave[y][x].m_idx)
66                                 py_attack(y, x, 0);
67                         else
68                                 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
69
70                         y = p_ptr->y + ddy_cdd[(cdir + 1) % 8];
71                         x = p_ptr->x + ddx_cdd[(cdir + 1) % 8];
72                         if (cave[y][x].m_idx)
73                                 py_attack(y, x, 0);
74                         else
75                                 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
76                 }
77                 break;
78
79         case 2:
80                 if (name) return _("ブーメラン", "Boomerang");
81                 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。",
82                         "Throws current weapon. And it'll return to your hand unless failed.");
83
84                 if (cast)
85                 {
86                         if (!do_cmd_throw(1, TRUE, -1)) return NULL;
87                 }
88                 break;
89
90         case 3:
91                 if (name) return _("焔霊", "Burning Strike");
92                 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.");
93
94                 if (cast)
95                 {
96                         POSITION y, x;
97
98                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
99                         if (dir == 5) return NULL;
100
101                         y = p_ptr->y + ddy[dir];
102                         x = p_ptr->x + ddx[dir];
103
104                         if (cave[y][x].m_idx)
105                                 py_attack(y, x, HISSATSU_FIRE);
106                         else
107                         {
108                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
109                                 return NULL;
110                         }
111                 }
112                 break;
113
114         case 4:
115                 if (name) return _("殺気感知", "Detect Ferocity");
116                 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.");
117
118                 if (cast)
119                 {
120                         detect_monsters_mind(DETECT_RAD_DEFAULT);
121                 }
122                 break;
123
124         case 5:
125                 if (name) return _("みね打ち", "Strike to Stun");
126                 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.");
127
128                 if (cast)
129                 {
130                         POSITION y, x;
131
132                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
133                         if (dir == 5) return NULL;
134
135                         y = p_ptr->y + ddy[dir];
136                         x = p_ptr->x + ddx[dir];
137
138                         if (cave[y][x].m_idx)
139                                 py_attack(y, x, HISSATSU_MINEUCHI);
140                         else
141                         {
142                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
143                                 return NULL;
144                         }
145                 }
146                 break;
147
148         case 6:
149                 if (name) return _("カウンター", "Counter");
150                 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。",
151                         "Prepares to counterattack. When attack by a monster, strikes back using SP each time.");
152
153                 if (cast)
154                 {
155                         if (p_ptr->riding)
156                         {
157                                 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
158                                 return NULL;
159                         }
160                         msg_print(_("相手の攻撃に対して身構えた。", "You prepare to counter blow."));
161                         p_ptr->counter = TRUE;
162                 }
163                 break;
164
165         case 7:
166                 if (name) return _("払い抜け", "Harainuke");
167                 if (desc) return _("攻撃した後、反対側に抜ける。",
168                         "Attacks monster with your weapons normally, then move through counter side of the monster.");
169
170                 if (cast)
171                 {
172                         POSITION y, x;
173
174                         if (p_ptr->riding)
175                         {
176                                 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
177                                 return NULL;
178                         }
179
180                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
181
182                         if (dir == 5) return NULL;
183                         y = p_ptr->y + ddy[dir];
184                         x = p_ptr->x + ddx[dir];
185
186                         if (!cave[y][x].m_idx)
187                         {
188                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
189                                 return NULL;
190                         }
191
192                         py_attack(y, x, 0);
193
194                         if (!player_can_enter(cave[y][x].feat, 0) || is_trap(cave[y][x].feat))
195                                 break;
196
197                         y += ddy[dir];
198                         x += ddx[dir];
199
200                         if (player_can_enter(cave[y][x].feat, 0) && !is_trap(cave[y][x].feat) && !cave[y][x].m_idx)
201                         {
202                                 msg_print(NULL);
203
204                                 /* Move the player */
205                                 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
206                         }
207                 }
208                 break;
209
210         case 8:
211                 if (name) return _("サーペンツタン", "Serpent's Tongue");
212                 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.");
213
214                 if (cast)
215                 {
216                         POSITION y, x;
217
218                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
219                         if (dir == 5) return NULL;
220
221                         y = p_ptr->y + ddy[dir];
222                         x = p_ptr->x + ddx[dir];
223
224                         if (cave[y][x].m_idx)
225                                 py_attack(y, x, HISSATSU_POISON);
226                         else
227                         {
228                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
229                                 return NULL;
230                         }
231                 }
232                 break;
233
234         case 9:
235                 if (name) return _("斬魔剣弐の太刀", "Zammaken");
236                 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。",
237                         "Attacks an evil unliving monster with great damage. No effect to other  monsters.");
238
239                 if (cast)
240                 {
241                         POSITION y, x;
242
243                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
244                         if (dir == 5) return NULL;
245
246                         y = p_ptr->y + ddy[dir];
247                         x = p_ptr->x + ddx[dir];
248
249                         if (cave[y][x].m_idx)
250                                 py_attack(y, x, HISSATSU_ZANMA);
251                         else
252                         {
253                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
254                                 return NULL;
255                         }
256                 }
257                 break;
258
259         case 10:
260                 if (name) return _("裂風剣", "Wind Blast");
261                 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.");
262
263                 if (cast)
264                 {
265                         POSITION y, x;
266
267                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
268                         if (dir == 5) return NULL;
269
270                         y = p_ptr->y + ddy[dir];
271                         x = p_ptr->x + ddx[dir];
272
273                         if (cave[y][x].m_idx)
274                                 py_attack(y, x, 0);
275                         else
276                         {
277                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
278                                 return NULL;
279                         }
280                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
281                         {
282                                 return "";
283                         }
284                         if (cave[y][x].m_idx)
285                         {
286                                 int i;
287                                 POSITION ty = y, tx = x;
288                                 POSITION oy = y, ox = x;
289                                 MONSTER_IDX m_idx = cave[y][x].m_idx;
290                                 monster_type *m_ptr = &m_list[m_idx];
291                                 GAME_TEXT m_name[MAX_NLEN];
292
293                                 monster_desc(m_name, m_ptr, 0);
294
295                                 for (i = 0; i < 5; i++)
296                                 {
297                                         y += ddy[dir];
298                                         x += ddx[dir];
299                                         if (cave_empty_bold(y, x))
300                                         {
301                                                 ty = y;
302                                                 tx = x;
303                                         }
304                                         else break;
305                                 }
306                                 if ((ty != oy) || (tx != ox))
307                                 {
308                                         msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
309                                         cave[oy][ox].m_idx = 0;
310                                         cave[ty][tx].m_idx = m_idx;
311                                         m_ptr->fy = ty;
312                                         m_ptr->fx = tx;
313
314                                         update_monster(m_idx, TRUE);
315                                         lite_spot(oy, ox);
316                                         lite_spot(ty, tx);
317
318                                         if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
319                                                 p_ptr->update |= (PU_MON_LITE);
320                                 }
321                         }
322                 }
323                 break;
324
325         case 11:
326                 if (name) return _("刀匠の目利き", "Judge");
327                 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。",
328                         "Identifies a weapon or armor. Or *identifies* these at level 45.");
329
330                 if (cast)
331                 {
332                         if (plev > 44)
333                         {
334                                 if (!identify_fully(TRUE)) return NULL;
335                         }
336                         else
337                         {
338                                 if (!ident_spell(TRUE)) return NULL;
339                         }
340                 }
341                 break;
342
343         case 12:
344                 if (name) return _("破岩斬", "Rock Smash");
345                 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.");
346
347                 if (cast)
348                 {
349                         POSITION y, x;
350
351                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
352                         if (dir == 5) return NULL;
353
354                         y = p_ptr->y + ddy[dir];
355                         x = p_ptr->x + ddx[dir];
356
357                         if (cave[y][x].m_idx)
358                                 py_attack(y, x, HISSATSU_HAGAN);
359
360                         if (!cave_have_flag_bold(y, x, FF_HURT_ROCK)) break;
361
362                         /* Destroy the feature */
363                         cave_alter_feat(y, x, FF_HURT_ROCK);
364
365                         /* Update some things */
366                         p_ptr->update |= (PU_FLOW);
367                 }
368                 break;
369
370         case 13:
371                 if (name) return _("乱れ雪月花", "Midare-Setsugekka");
372                 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。",
373                         "Attacks a monster with increased number of attacks and more damage unless it has resistance to cold.");
374
375                 if (cast)
376                 {
377                         POSITION y, x;
378
379                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
380                         if (dir == 5) return NULL;
381
382                         y = p_ptr->y + ddy[dir];
383                         x = p_ptr->x + ddx[dir];
384
385                         if (cave[y][x].m_idx)
386                                 py_attack(y, x, HISSATSU_COLD);
387                         else
388                         {
389                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
390                                 return NULL;
391                         }
392                 }
393                 break;
394
395         case 14:
396                 if (name) return _("急所突き", "Spot Aiming");
397                 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。",
398                         "Attempts to kill a monster instantly. If failed cause only 1HP of damage.");
399
400                 if (cast)
401                 {
402                         POSITION y, x;
403
404                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
405                         if (dir == 5) return NULL;
406
407                         y = p_ptr->y + ddy[dir];
408                         x = p_ptr->x + ddx[dir];
409
410                         if (cave[y][x].m_idx)
411                                 py_attack(y, x, HISSATSU_KYUSHO);
412                         else
413                         {
414                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
415                                 return NULL;
416                         }
417                 }
418                 break;
419
420         case 15:
421                 if (name) return _("魔神斬り", "Majingiri");
422                 if (desc) return _("会心の一撃で攻撃する。攻撃がかわされやすい。",
423                         "Attempts to attack with critical hit. But this attack is easy to evade for a monster.");
424
425                 if (cast)
426                 {
427                         POSITION y, x;
428
429                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
430                         if (dir == 5) return NULL;
431
432                         y = p_ptr->y + ddy[dir];
433                         x = p_ptr->x + ddx[dir];
434
435                         if (cave[y][x].m_idx)
436                                 py_attack(y, x, HISSATSU_MAJIN);
437                         else
438                         {
439                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
440                                 return NULL;
441                         }
442                 }
443                 break;
444
445         case 16:
446                 if (name) return _("捨て身", "Desperate Attack");
447                 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。",
448                         "Attacks with all of your power. But all damages you take will be doubled for one turn.");
449
450                 if (cast)
451                 {
452                         POSITION y, x;
453
454                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
455                         if (dir == 5) return NULL;
456
457                         y = p_ptr->y + ddy[dir];
458                         x = p_ptr->x + ddx[dir];
459
460                         if (cave[y][x].m_idx)
461                                 py_attack(y, x, HISSATSU_SUTEMI);
462                         else
463                         {
464                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
465                                 return NULL;
466                         }
467                         p_ptr->sutemi = TRUE;
468                 }
469                 break;
470
471         case 17:
472                 if (name) return _("雷撃鷲爪斬", "Lightning Eagle");
473                 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。",
474                         "Attacks a monster with more damage unless it has resistance to electricity.");
475
476                 if (cast)
477                 {
478                         POSITION y, x;
479
480                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
481                         if (dir == 5) return NULL;
482
483                         y = p_ptr->y + ddy[dir];
484                         x = p_ptr->x + ddx[dir];
485
486                         if (cave[y][x].m_idx)
487                                 py_attack(y, x, HISSATSU_ELEC);
488                         else
489                         {
490                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
491                                 return NULL;
492                         }
493                 }
494                 break;
495
496         case 18:
497                 if (name) return _("入身", "Rush Attack");
498                 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.");
499
500                 if (cast)
501                 {
502                         if (!rush_attack(NULL)) return NULL;
503                 }
504                 break;
505
506         case 19:
507                 if (name) return _("赤流渦", "Bloody Maelstrom");
508                 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。",
509                         "Attacks all adjacent monsters with power corresponding to your cut status. Then increases your cut status. No effect to unliving monsters.");
510
511                 if (cast)
512                 {
513                         POSITION y = 0, x = 0;
514
515                         cave_type       *c_ptr;
516                         monster_type    *m_ptr;
517
518                         if (p_ptr->cut < 300)
519                                 set_cut(p_ptr->cut + 300);
520                         else
521                                 set_cut(p_ptr->cut * 2);
522
523                         for (dir = 0; dir < 8; dir++)
524                         {
525                                 y = p_ptr->y + ddy_ddd[dir];
526                                 x = p_ptr->x + ddx_ddd[dir];
527                                 c_ptr = &cave[y][x];
528
529                                 /* Get the monster */
530                                 m_ptr = &m_list[c_ptr->m_idx];
531
532                                 /* Hack -- attack monsters */
533                                 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
534                                 {
535                                         if (!monster_living(m_ptr->r_idx))
536                                         {
537                                                 GAME_TEXT m_name[MAX_NLEN];
538
539                                                 monster_desc(m_name, m_ptr, 0);
540                                                 msg_format(_("%sには効果がない!", "%s is unharmed!"), m_name);
541                                         }
542                                         else py_attack(y, x, HISSATSU_SEKIRYUKA);
543                                 }
544                         }
545                 }
546                 break;
547
548         case 20:
549                 if (name) return _("激震撃", "Earthquake Blow");
550                 if (desc) return _("地震を起こす。", "Shakes dungeon structure, and results in random swapping of floors and walls.");
551
552                 if (cast)
553                 {
554                         POSITION y, x;
555
556                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
557                         if (dir == 5) return NULL;
558
559                         y = p_ptr->y + ddy[dir];
560                         x = p_ptr->x + ddx[dir];
561
562                         if (cave[y][x].m_idx)
563                                 py_attack(y, x, HISSATSU_QUAKE);
564                         else
565                                 earthquake(p_ptr->y, p_ptr->x, 10);
566                 }
567                 break;
568
569         case 21:
570                 if (name) return _("地走り", "Crack");
571                 if (desc) return _("衝撃波のビームを放つ。", "Fires a beam of shock wave.");
572
573                 if (cast)
574                 {
575                         int total_damage = 0, basedam, i;
576                         BIT_FLAGS flgs[TR_FLAG_SIZE];
577                         object_type *o_ptr;
578                         if (!get_aim_dir(&dir)) return NULL;
579                         msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
580                         for (i = 0; i < 2; i++)
581                         {
582                                 int damage;
583
584                                 if (!buki_motteruka(INVEN_RARM + i)) break;
585                                 o_ptr = &inventory[INVEN_RARM + i];
586                                 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
587                                 damage = o_ptr->to_d * 100;
588                                 object_flags(o_ptr, flgs);
589                                 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
590                                 {
591                                         /* vorpal blade */
592                                         basedam *= 5;
593                                         basedam /= 3;
594                                 }
595                                 else if (have_flag(flgs, TR_VORPAL))
596                                 {
597                                         /* vorpal flag only */
598                                         basedam *= 11;
599                                         basedam /= 9;
600                                 }
601                                 damage += basedam;
602                                 damage *= p_ptr->num_blow[i];
603                                 total_damage += damage / 200;
604                                 if (i) total_damage = total_damage * 7 / 10;
605                         }
606                         fire_beam(GF_FORCE, dir, total_damage);
607                 }
608                 break;
609
610         case 22:
611                 if (name) return _("気迫の雄叫び", "War Cry");
612                 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。",
613                         "Damages all monsters in sight with sound. Aggravate nearby monsters.");
614
615                 if (cast)
616                 {
617                         msg_print(_("雄叫びをあげた!", "You roar out!"));
618                         project_all_los(GF_SOUND, randint1(plev * 3));
619                         aggravate_monsters(0);
620                 }
621                 break;
622
623         case 23:
624                 if (name) return _("無双三段", "Musou-Sandan");
625                 if (desc) return _("強力な3段攻撃を繰り出す。", "Attacks with powerful 3 strikes.");
626
627                 if (cast)
628                 {
629                         int i;
630
631                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
632                         if (dir == 5) return NULL;
633
634                         for (i = 0; i < 3; i++)
635                         {
636                                 POSITION y, x;
637                                 POSITION ny, nx;
638                                 MONSTER_IDX m_idx;
639                                 cave_type *c_ptr;
640                                 monster_type *m_ptr;
641
642                                 y = p_ptr->y + ddy[dir];
643                                 x = p_ptr->x + ddx[dir];
644                                 c_ptr = &cave[y][x];
645
646                                 if (c_ptr->m_idx)
647                                         py_attack(y, x, HISSATSU_3DAN);
648                                 else
649                                 {
650                                         msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
651                                         return NULL;
652                                 }
653
654                                 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
655                                 {
656                                         return "";
657                                 }
658
659                                 /* Monster is dead? */
660                                 if (!c_ptr->m_idx) break;
661
662                                 ny = y + ddy[dir];
663                                 nx = x + ddx[dir];
664                                 m_idx = c_ptr->m_idx;
665                                 m_ptr = &m_list[m_idx];
666
667                                 /* Monster cannot move back? */
668                                 if (!monster_can_enter(ny, nx, &r_info[m_ptr->r_idx], 0))
669                                 {
670                                         /* -more- */
671                                         if (i < 2) msg_print(NULL);
672                                         continue;
673                                 }
674
675                                 c_ptr->m_idx = 0;
676                                 cave[ny][nx].m_idx = m_idx;
677                                 m_ptr->fy = ny;
678                                 m_ptr->fx = nx;
679
680                                 update_monster(m_idx, TRUE);
681
682                                 /* Redraw the old spot */
683                                 lite_spot(y, x);
684
685                                 /* Redraw the new spot */
686                                 lite_spot(ny, nx);
687
688                                 /* Player can move forward? */
689                                 if (player_can_enter(c_ptr->feat, 0))
690                                 {
691                                         /* Move the player */
692                                         if (!move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP)) break;
693                                 }
694                                 else
695                                 {
696                                         break;
697                                 }
698
699                                 /* -more- */
700                                 if (i < 2) msg_print(NULL);
701                         }
702                 }
703                 break;
704
705         case 24:
706                 if (name) return _("吸血鬼の牙", "Vampire's Fang");
707                 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。",
708                         "Attacks with vampiric strikes which absorbs HP from a monster and gives them to you. No effect to unliving monsters.");
709
710                 if (cast)
711                 {
712                         POSITION y, x;
713
714                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
715                         if (dir == 5) return NULL;
716
717                         y = p_ptr->y + ddy[dir];
718                         x = p_ptr->x + ddx[dir];
719
720                         if (cave[y][x].m_idx)
721                                 py_attack(y, x, HISSATSU_DRAIN);
722                         else
723                         {
724                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
725                                 return NULL;
726                         }
727                 }
728                 break;
729
730         case 25:
731                 if (name) return _("幻惑", "Moon Dazzling");
732                 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.");
733
734                 if (cast)
735                 {
736                         msg_print(_("武器を不規則に揺らした...", "You irregularly wave your weapon..."));
737                         project_all_los(GF_ENGETSU, plev * 4);
738                         project_all_los(GF_ENGETSU, plev * 4);
739                         project_all_los(GF_ENGETSU, plev * 4);
740                 }
741                 break;
742
743         case 26:
744                 if (name) return _("百人斬り", "Hundred Slaughter");
745                 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。",
746                         "Performs a series of rush attacks. The series continues while killing each monster in a time and SP remains.");
747
748                 if (cast)
749                 {
750                         const int mana_cost_per_monster = 8;
751                         bool is_new = TRUE;
752                         bool mdeath;
753
754                         do
755                         {
756                                 if (!rush_attack(&mdeath)) break;
757                                 if (is_new)
758                                 {
759                                         /* Reserve needed mana point */
760                                         p_ptr->csp -= technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
761                                         is_new = FALSE;
762                                 }
763                                 else
764                                         p_ptr->csp -= mana_cost_per_monster;
765
766                                 if (!mdeath) break;
767                                 command_dir = 0;
768
769                                 p_ptr->redraw |= PR_MANA;
770                                 handle_stuff();
771                         } while (p_ptr->csp > mana_cost_per_monster);
772
773                         if (is_new) return NULL;
774
775                         /* Restore reserved mana */
776                         p_ptr->csp += technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
777                 }
778                 break;
779
780         case 27:
781                 if (name) return _("天翔龍閃", "Dragonic Flash");
782                 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。",
783                         "Runs toward given location while attacking all monsters on the path.");
784
785                 if (cast)
786                 {
787                         POSITION y, x;
788
789                         if (!tgt_pt(&x, &y)) return NULL;
790
791                         if (!cave_player_teleportable_bold(y, x, 0L) ||
792                                 (distance(y, x, p_ptr->y, p_ptr->x) > MAX_SIGHT / 2) ||
793                                 !projectable(p_ptr->y, p_ptr->x, y, x))
794                         {
795                                 msg_print(_("失敗!", "You cannot move to that place!"));
796                                 break;
797                         }
798                         if (p_ptr->anti_tele)
799                         {
800                                 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
801                                 break;
802                         }
803                         project(0, 0, y, x, HISSATSU_ISSEN, GF_ATTACK, PROJECT_BEAM | PROJECT_KILL, -1);
804                         teleport_player_to(y, x, 0L);
805                 }
806                 break;
807
808         case 28:
809                 if (name) return _("二重の剣撃", "Twin Slash");
810                 if (desc) return _("1ターンで2度攻撃を行う。", "double attacks at a time.");
811
812                 if (cast)
813                 {
814                         POSITION x, y;
815
816                         if (!get_rep_dir(&dir, FALSE)) return NULL;
817
818                         y = p_ptr->y + ddy[dir];
819                         x = p_ptr->x + ddx[dir];
820
821                         if (cave[y][x].m_idx)
822                         {
823                                 py_attack(y, x, 0);
824                                 if (cave[y][x].m_idx)
825                                 {
826                                         handle_stuff();
827                                         py_attack(y, x, 0);
828                                 }
829                         }
830                         else
831                         {
832                                 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"));
833                                 return NULL;
834                         }
835                 }
836                 break;
837
838         case 29:
839                 if (name) return _("虎伏絶刀勢", "Kofuku-Zettousei");
840                 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.");
841
842                 if (cast)
843                 {
844                         int total_damage = 0, basedam, i;
845                         POSITION y, x;
846                         BIT_FLAGS flgs[TR_FLAG_SIZE];
847                         object_type *o_ptr;
848
849                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
850                         if (dir == 5) return NULL;
851
852                         y = p_ptr->y + ddy[dir];
853                         x = p_ptr->x + ddx[dir];
854
855                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
856                         {
857                                 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
858                                 return "";
859                         }
860                         msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
861                         for (i = 0; i < 2; i++)
862                         {
863                                 int damage;
864                                 if (!buki_motteruka(INVEN_RARM + i)) break;
865                                 o_ptr = &inventory[INVEN_RARM + i];
866                                 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
867                                 damage = o_ptr->to_d * 100;
868                                 object_flags(o_ptr, flgs);
869                                 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
870                                 {
871                                         /* vorpal blade */
872                                         basedam *= 5;
873                                         basedam /= 3;
874                                 }
875                                 else if (have_flag(flgs, TR_VORPAL))
876                                 {
877                                         /* vorpal flag only */
878                                         basedam *= 11;
879                                         basedam /= 9;
880                                 }
881                                 damage += basedam;
882                                 damage += p_ptr->to_d[i] * 100;
883                                 damage *= p_ptr->num_blow[i];
884                                 total_damage += (damage / 100);
885                         }
886                         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);
887                 }
888                 break;
889
890         case 30:
891                 if (name) return _("慶雲鬼忍剣", "Keiun-Kininken");
892                 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。",
893                         "Attacks a monster with extremely powerful damage. But you also takes some damages. Hurts a undead monster greatly.");
894
895                 if (cast)
896                 {
897                         POSITION y, x;
898
899                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
900                         if (dir == 5) return NULL;
901
902                         y = p_ptr->y + ddy[dir];
903                         x = p_ptr->x + ddx[dir];
904
905                         if (cave[y][x].m_idx)
906                                 py_attack(y, x, HISSATSU_UNDEAD);
907                         else
908                         {
909                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
910                                 return NULL;
911                         }
912                         take_hit(DAMAGE_NOESCAPE, 100 + randint1(100), _("慶雲鬼忍剣を使った衝撃", "exhaustion on using Keiun-Kininken"), -1);
913                 }
914                 break;
915
916         case 31:
917                 if (name) return _("切腹", "Harakiri");
918                 if (desc) return _("「武士道とは、死ぬことと見つけたり。」", "'Busido is found in death'");
919
920                 if (cast)
921                 {
922                         int i;
923                         if (!get_check(_("本当に自殺しますか?", "Do you really want to commit suicide? "))) return NULL;
924                         /* Special Verification for suicide */
925                         prt(_("確認のため '@' を押して下さい。", "Please verify SUICIDE by typing the '@' sign: "), 0, 0);
926
927                         flush();
928                         i = inkey();
929                         prt("", 0, 0);
930                         if (i != '@') return NULL;
931                         if (p_ptr->total_winner)
932                         {
933                                 take_hit(DAMAGE_FORCE, 9999, "Seppuku", -1);
934                                 p_ptr->total_winner = TRUE;
935                         }
936                         else
937                         {
938                                 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."));
939                                 take_hit(DAMAGE_FORCE, 9999, "Seppuku", -1);
940                         }
941                 }
942                 break;
943         }
944
945         return "";
946 }