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[hengband/hengband.git] / src / realm-hissatsu.c
1 #include "angband.h"
2 #include "core.h"
3 #include "util.h"
4
5 #include "cmd-spell.h"
6 #include "cmd-basic.h"
7 #include "dungeon.h"
8 #include "floor.h"
9 #include "melee.h"
10 #include "monsterrace-hook.h"
11 #include "artifact.h"
12 #include "monster.h"
13 #include "player-move.h"
14 #include "player-status.h"
15 #include "player-effects.h"
16 #include "player-damage.h"
17 #include "feature.h"
18 #include "spells.h"
19 #include "grid.h"
20 #include "targeting.h"
21 #include "view-mainwindow.h"
22 #include "spells-floor.h"
23
24 /*!
25 * @brief 剣術の各処理を行う
26 * @param spell 剣術ID
27 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_CAST)
28 * @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。
29 */
30 concptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
31 {
32         bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
33         bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
34         bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
35
36         DIRECTION dir;
37         PLAYER_LEVEL plev = p_ptr->lev;
38
39         switch (spell)
40         {
41         case 0:
42                 if (name) return _("飛飯綱", "Tobi-Izuna");
43                 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.");
44
45                 if (cast)
46                 {
47                         project_length = 2;
48                         if (!get_aim_dir(&dir)) return NULL;
49
50                         project_hook(GF_ATTACK, dir, HISSATSU_2, PROJECT_STOP | PROJECT_KILL);
51                 }
52                 break;
53
54         case 1:
55                 if (name) return _("五月雨斬り", "3-Way Attack");
56                 if (desc) return _("3方向に対して攻撃する。", "Attacks in 3 directions in one time.");
57
58                 if (cast)
59                 {
60                         DIRECTION cdir;
61                         POSITION y, x;
62
63                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
64                         if (dir == 5) return NULL;
65
66                         for (cdir = 0; cdir < 8; cdir++)
67                         {
68                                 if (cdd[cdir] == dir) break;
69                         }
70
71                         if (cdir == 8) return NULL;
72
73                         y = p_ptr->y + ddy_cdd[cdir];
74                         x = p_ptr->x + ddx_cdd[cdir];
75                         if (current_floor_ptr->grid_array[y][x].m_idx)
76                                 py_attack(y, x, 0);
77                         else
78                                 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
79
80                         y = p_ptr->y + ddy_cdd[(cdir + 7) % 8];
81                         x = p_ptr->x + ddx_cdd[(cdir + 7) % 8];
82                         if (current_floor_ptr->grid_array[y][x].m_idx)
83                                 py_attack(y, x, 0);
84                         else
85                                 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
86
87                         y = p_ptr->y + ddy_cdd[(cdir + 1) % 8];
88                         x = p_ptr->x + ddx_cdd[(cdir + 1) % 8];
89                         if (current_floor_ptr->grid_array[y][x].m_idx)
90                                 py_attack(y, x, 0);
91                         else
92                                 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
93                 }
94                 break;
95
96         case 2:
97                 if (name) return _("ブーメラン", "Boomerang");
98                 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。",
99                         "Throws current weapon. And it'll return to your hand unless failed.");
100
101                 if (cast)
102                 {
103                         if (!do_cmd_throw(p_ptr, 1, TRUE, -1)) return NULL;
104                 }
105                 break;
106
107         case 3:
108                 if (name) return _("焔霊", "Burning Strike");
109                 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.");
110
111                 if (cast)
112                 {
113                         POSITION y, x;
114
115                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
116                         if (dir == 5) return NULL;
117
118                         y = p_ptr->y + ddy[dir];
119                         x = p_ptr->x + ddx[dir];
120
121                         if (current_floor_ptr->grid_array[y][x].m_idx)
122                                 py_attack(y, x, HISSATSU_FIRE);
123                         else
124                         {
125                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
126                                 return NULL;
127                         }
128                 }
129                 break;
130
131         case 4:
132                 if (name) return _("殺気感知", "Detect Ferocity");
133                 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.");
134
135                 if (cast)
136                 {
137                         detect_monsters_mind(DETECT_RAD_DEFAULT);
138                 }
139                 break;
140
141         case 5:
142                 if (name) return _("みね打ち", "Strike to Stun");
143                 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.");
144
145                 if (cast)
146                 {
147                         POSITION y, x;
148
149                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
150                         if (dir == 5) return NULL;
151
152                         y = p_ptr->y + ddy[dir];
153                         x = p_ptr->x + ddx[dir];
154
155                         if (current_floor_ptr->grid_array[y][x].m_idx)
156                                 py_attack(y, x, HISSATSU_MINEUCHI);
157                         else
158                         {
159                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
160                                 return NULL;
161                         }
162                 }
163                 break;
164
165         case 6:
166                 if (name) return _("カウンター", "Counter");
167                 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。",
168                         "Prepares to counterattack. When attack by a monster, strikes back using SP each time.");
169
170                 if (cast)
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                         msg_print(_("相手の攻撃に対して身構えた。", "You prepare to counter blow."));
178                         p_ptr->counter = TRUE;
179                 }
180                 break;
181
182         case 7:
183                 if (name) return _("払い抜け", "Harainuke");
184                 if (desc) return _("攻撃した後、反対側に抜ける。",
185                         "Attacks monster with your weapons normally, then move through counter side of the monster.");
186
187                 if (cast)
188                 {
189                         POSITION y, x;
190
191                         if (p_ptr->riding)
192                         {
193                                 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
194                                 return NULL;
195                         }
196
197                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
198
199                         if (dir == 5) return NULL;
200                         y = p_ptr->y + ddy[dir];
201                         x = p_ptr->x + ddx[dir];
202
203                         if (!current_floor_ptr->grid_array[y][x].m_idx)
204                         {
205                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
206                                 return NULL;
207                         }
208
209                         py_attack(y, x, 0);
210
211                         if (!player_can_enter(current_floor_ptr->grid_array[y][x].feat, 0) || is_trap(current_floor_ptr->grid_array[y][x].feat))
212                                 break;
213
214                         y += ddy[dir];
215                         x += ddx[dir];
216
217                         if (player_can_enter(current_floor_ptr->grid_array[y][x].feat, 0) && !is_trap(current_floor_ptr->grid_array[y][x].feat) && !current_floor_ptr->grid_array[y][x].m_idx)
218                         {
219                                 msg_print(NULL);
220                                 (void)move_player_effect(p_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
221                         }
222                 }
223                 break;
224
225         case 8:
226                 if (name) return _("サーペンツタン", "Serpent's Tongue");
227                 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.");
228
229                 if (cast)
230                 {
231                         POSITION y, x;
232
233                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
234                         if (dir == 5) return NULL;
235
236                         y = p_ptr->y + ddy[dir];
237                         x = p_ptr->x + ddx[dir];
238
239                         if (current_floor_ptr->grid_array[y][x].m_idx)
240                                 py_attack(y, x, HISSATSU_POISON);
241                         else
242                         {
243                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
244                                 return NULL;
245                         }
246                 }
247                 break;
248
249         case 9:
250                 if (name) return _("斬魔剣弐の太刀", "Zammaken");
251                 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。",
252                         "Attacks an evil unliving monster with great damage. No effect to other  monsters.");
253
254                 if (cast)
255                 {
256                         POSITION y, x;
257
258                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
259                         if (dir == 5) return NULL;
260
261                         y = p_ptr->y + ddy[dir];
262                         x = p_ptr->x + ddx[dir];
263
264                         if (current_floor_ptr->grid_array[y][x].m_idx)
265                                 py_attack(y, x, HISSATSU_ZANMA);
266                         else
267                         {
268                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
269                                 return NULL;
270                         }
271                 }
272                 break;
273
274         case 10:
275                 if (name) return _("裂風剣", "Wind Blast");
276                 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.");
277
278                 if (cast)
279                 {
280                         POSITION y, x;
281
282                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
283                         if (dir == 5) return NULL;
284
285                         y = p_ptr->y + ddy[dir];
286                         x = p_ptr->x + ddx[dir];
287
288                         if (current_floor_ptr->grid_array[y][x].m_idx)
289                                 py_attack(y, x, 0);
290                         else
291                         {
292                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
293                                 return NULL;
294                         }
295                         if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
296                         {
297                                 return "";
298                         }
299                         if (current_floor_ptr->grid_array[y][x].m_idx)
300                         {
301                                 int i;
302                                 POSITION ty = y, tx = x;
303                                 POSITION oy = y, ox = x;
304                                 MONSTER_IDX m_idx = current_floor_ptr->grid_array[y][x].m_idx;
305                                 monster_type *m_ptr = &current_floor_ptr->m_list[m_idx];
306                                 GAME_TEXT m_name[MAX_NLEN];
307
308                                 monster_desc(m_name, m_ptr, 0);
309
310                                 for (i = 0; i < 5; i++)
311                                 {
312                                         y += ddy[dir];
313                                         x += ddx[dir];
314                                         if (cave_empty_bold(y, x))
315                                         {
316                                                 ty = y;
317                                                 tx = x;
318                                         }
319                                         else break;
320                                 }
321                                 if ((ty != oy) || (tx != ox))
322                                 {
323                                         msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
324                                         current_floor_ptr->grid_array[oy][ox].m_idx = 0;
325                                         current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
326                                         m_ptr->fy = ty;
327                                         m_ptr->fx = tx;
328
329                                         update_monster(m_idx, TRUE);
330                                         lite_spot(oy, ox);
331                                         lite_spot(ty, tx);
332
333                                         if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
334                                                 p_ptr->update |= (PU_MON_LITE);
335                                 }
336                         }
337                 }
338                 break;
339
340         case 11:
341                 if (name) return _("刀匠の目利き", "Judge");
342                 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。",
343                         "Identifies a weapon or armor. Or *identifies* these at level 45.");
344
345                 if (cast)
346                 {
347                         if (plev > 44)
348                         {
349                                 if (!identify_fully(TRUE)) return NULL;
350                         }
351                         else
352                         {
353                                 if (!ident_spell(TRUE)) return NULL;
354                         }
355                 }
356                 break;
357
358         case 12:
359                 if (name) return _("破岩斬", "Rock Smash");
360                 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.");
361
362                 if (cast)
363                 {
364                         POSITION y, x;
365
366                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
367                         if (dir == 5) return NULL;
368
369                         y = p_ptr->y + ddy[dir];
370                         x = p_ptr->x + ddx[dir];
371
372                         if (current_floor_ptr->grid_array[y][x].m_idx)
373                                 py_attack(y, x, HISSATSU_HAGAN);
374
375                         if (!cave_have_flag_bold(y, x, FF_HURT_ROCK)) break;
376
377                         /* Destroy the feature */
378                         cave_alter_feat(y, x, FF_HURT_ROCK);
379                         p_ptr->update |= (PU_FLOW);
380                 }
381                 break;
382
383         case 13:
384                 if (name) return _("乱れ雪月花", "Midare-Setsugekka");
385                 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。",
386                         "Attacks a monster with increased number of attacks and more damage unless it has resistance to cold.");
387
388                 if (cast)
389                 {
390                         POSITION y, x;
391
392                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
393                         if (dir == 5) return NULL;
394
395                         y = p_ptr->y + ddy[dir];
396                         x = p_ptr->x + ddx[dir];
397
398                         if (current_floor_ptr->grid_array[y][x].m_idx)
399                                 py_attack(y, x, HISSATSU_COLD);
400                         else
401                         {
402                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
403                                 return NULL;
404                         }
405                 }
406                 break;
407
408         case 14:
409                 if (name) return _("急所突き", "Spot Aiming");
410                 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。",
411                         "Attempts to kill a monster instantly. If failed cause only 1HP of damage.");
412
413                 if (cast)
414                 {
415                         POSITION y, x;
416
417                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
418                         if (dir == 5) return NULL;
419
420                         y = p_ptr->y + ddy[dir];
421                         x = p_ptr->x + ddx[dir];
422
423                         if (current_floor_ptr->grid_array[y][x].m_idx)
424                                 py_attack(y, x, HISSATSU_KYUSHO);
425                         else
426                         {
427                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
428                                 return NULL;
429                         }
430                 }
431                 break;
432
433         case 15:
434                 if (name) return _("魔神斬り", "Majingiri");
435                 if (desc) return _("会心の一撃で攻撃する。攻撃がかわされやすい。",
436                         "Attempts to attack with critical hit. But this attack is easy to evade for a monster.");
437
438                 if (cast)
439                 {
440                         POSITION y, x;
441
442                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
443                         if (dir == 5) return NULL;
444
445                         y = p_ptr->y + ddy[dir];
446                         x = p_ptr->x + ddx[dir];
447
448                         if (current_floor_ptr->grid_array[y][x].m_idx)
449                                 py_attack(y, x, HISSATSU_MAJIN);
450                         else
451                         {
452                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
453                                 return NULL;
454                         }
455                 }
456                 break;
457
458         case 16:
459                 if (name) return _("捨て身", "Desperate Attack");
460                 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。",
461                         "Attacks with all of your power. But all damages you take will be doubled for one current_world_ptr->game_turn.");
462
463                 if (cast)
464                 {
465                         POSITION y, x;
466
467                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
468                         if (dir == 5) return NULL;
469
470                         y = p_ptr->y + ddy[dir];
471                         x = p_ptr->x + ddx[dir];
472
473                         if (current_floor_ptr->grid_array[y][x].m_idx)
474                                 py_attack(y, x, HISSATSU_SUTEMI);
475                         else
476                         {
477                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
478                                 return NULL;
479                         }
480                         p_ptr->sutemi = TRUE;
481                 }
482                 break;
483
484         case 17:
485                 if (name) return _("雷撃鷲爪斬", "Lightning Eagle");
486                 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。",
487                         "Attacks a monster with more damage unless it has resistance to electricity.");
488
489                 if (cast)
490                 {
491                         POSITION y, x;
492
493                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
494                         if (dir == 5) return NULL;
495
496                         y = p_ptr->y + ddy[dir];
497                         x = p_ptr->x + ddx[dir];
498
499                         if (current_floor_ptr->grid_array[y][x].m_idx)
500                                 py_attack(y, x, HISSATSU_ELEC);
501                         else
502                         {
503                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
504                                 return NULL;
505                         }
506                 }
507                 break;
508
509         case 18:
510                 if (name) return _("入身", "Rush Attack");
511                 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.");
512
513                 if (cast)
514                 {
515                         if (!rush_attack(NULL)) return NULL;
516                 }
517                 break;
518
519         case 19:
520                 if (name) return _("赤流渦", "Bloody Maelstrom");
521                 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。",
522                         "Attacks all adjacent monsters with power corresponding to your cut status. Then increases your cut status. No effect to unliving monsters.");
523
524                 if (cast)
525                 {
526                         POSITION y = 0, x = 0;
527
528                         grid_type       *g_ptr;
529                         monster_type    *m_ptr;
530
531                         if (p_ptr->cut < 300)
532                                 set_cut(p_ptr,p_ptr->cut + 300);
533                         else
534                                 set_cut(p_ptr,p_ptr->cut * 2);
535
536                         for (dir = 0; dir < 8; dir++)
537                         {
538                                 y = p_ptr->y + ddy_ddd[dir];
539                                 x = p_ptr->x + ddx_ddd[dir];
540                                 g_ptr = &current_floor_ptr->grid_array[y][x];
541                                 m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
542
543                                 /* Hack -- attack monsters */
544                                 if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
545                                 {
546                                         if (!monster_living(m_ptr->r_idx))
547                                         {
548                                                 GAME_TEXT m_name[MAX_NLEN];
549
550                                                 monster_desc(m_name, m_ptr, 0);
551                                                 msg_format(_("%sには効果がない!", "%s is unharmed!"), m_name);
552                                         }
553                                         else py_attack(y, x, HISSATSU_SEKIRYUKA);
554                                 }
555                         }
556                 }
557                 break;
558
559         case 20:
560                 if (name) return _("激震撃", "Earthquake Blow");
561                 if (desc) return _("地震を起こす。", "Shakes dungeon structure, and results in random swapping of floors and walls.");
562
563                 if (cast)
564                 {
565                         POSITION y, x;
566
567                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
568                         if (dir == 5) return NULL;
569
570                         y = p_ptr->y + ddy[dir];
571                         x = p_ptr->x + ddx[dir];
572
573                         if (current_floor_ptr->grid_array[y][x].m_idx)
574                                 py_attack(y, x, HISSATSU_QUAKE);
575                         else
576                                 earthquake(p_ptr->y, p_ptr->x, 10, 0);
577                 }
578                 break;
579
580         case 21:
581                 if (name) return _("地走り", "Crack");
582                 if (desc) return _("衝撃波のビームを放つ。", "Fires a beam of shock wave.");
583
584                 if (cast)
585                 {
586                         int total_damage = 0, basedam, i;
587                         BIT_FLAGS flgs[TR_FLAG_SIZE];
588                         object_type *o_ptr;
589                         if (!get_aim_dir(&dir)) return NULL;
590                         msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
591                         for (i = 0; i < 2; i++)
592                         {
593                                 int damage;
594
595                                 if (!has_melee_weapon(p_ptr, INVEN_RARM + i)) break;
596                                 o_ptr = &p_ptr->inventory_list[INVEN_RARM + i];
597                                 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
598                                 damage = o_ptr->to_d * 100;
599                                 object_flags(o_ptr, flgs);
600                                 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
601                                 {
602                                         /* vorpal blade */
603                                         basedam *= 5;
604                                         basedam /= 3;
605                                 }
606                                 else if (have_flag(flgs, TR_VORPAL))
607                                 {
608                                         /* vorpal flag only */
609                                         basedam *= 11;
610                                         basedam /= 9;
611                                 }
612                                 damage += basedam;
613                                 damage *= p_ptr->num_blow[i];
614                                 total_damage += damage / 200;
615                                 if (i) total_damage = total_damage * 7 / 10;
616                         }
617                         fire_beam(GF_FORCE, dir, total_damage);
618                 }
619                 break;
620
621         case 22:
622                 if (name) return _("気迫の雄叫び", "War Cry");
623                 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。",
624                         "Damages all monsters in sight with sound. Aggravate nearby monsters.");
625
626                 if (cast)
627                 {
628                         msg_print(_("雄叫びをあげた!", "You roar out!"));
629                         project_all_los(GF_SOUND, randint1(plev * 3));
630                         aggravate_monsters(0);
631                 }
632                 break;
633
634         case 23:
635                 if (name) return _("無双三段", "Musou-Sandan");
636                 if (desc) return _("強力な3段攻撃を繰り出す。", "Attacks with powerful 3 strikes.");
637
638                 if (cast)
639                 {
640                         int i;
641
642                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
643                         if (dir == 5) return NULL;
644
645                         for (i = 0; i < 3; i++)
646                         {
647                                 POSITION y, x;
648                                 POSITION ny, nx;
649                                 MONSTER_IDX m_idx;
650                                 grid_type *g_ptr;
651                                 monster_type *m_ptr;
652
653                                 y = p_ptr->y + ddy[dir];
654                                 x = p_ptr->x + ddx[dir];
655                                 g_ptr = &current_floor_ptr->grid_array[y][x];
656
657                                 if (g_ptr->m_idx)
658                                         py_attack(y, x, HISSATSU_3DAN);
659                                 else
660                                 {
661                                         msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
662                                         return NULL;
663                                 }
664
665                                 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
666                                 {
667                                         return "";
668                                 }
669
670                                 /* Monster is dead? */
671                                 if (!g_ptr->m_idx) break;
672
673                                 ny = y + ddy[dir];
674                                 nx = x + ddx[dir];
675                                 m_idx = g_ptr->m_idx;
676                                 m_ptr = &current_floor_ptr->m_list[m_idx];
677
678                                 /* Monster cannot move back? */
679                                 if (!monster_can_enter(ny, nx, &r_info[m_ptr->r_idx], 0))
680                                 {
681                                         /* -more- */
682                                         if (i < 2) msg_print(NULL);
683                                         continue;
684                                 }
685
686                                 g_ptr->m_idx = 0;
687                                 current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
688                                 m_ptr->fy = ny;
689                                 m_ptr->fx = nx;
690
691                                 update_monster(m_idx, TRUE);
692
693                                 /* Redraw the old spot */
694                                 lite_spot(y, x);
695
696                                 /* Redraw the new spot */
697                                 lite_spot(ny, nx);
698
699                                 /* Player can move forward? */
700                                 if (player_can_enter(g_ptr->feat, 0))
701                                 {
702                                         if (!move_player_effect(p_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP)) break;
703                                 }
704                                 else
705                                 {
706                                         break;
707                                 }
708
709                                 /* -more- */
710                                 if (i < 2) msg_print(NULL);
711                         }
712                 }
713                 break;
714
715         case 24:
716                 if (name) return _("吸血鬼の牙", "Vampire's Fang");
717                 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。",
718                         "Attacks with vampiric strikes which absorbs HP from a monster and gives them to you. No effect to unliving monsters.");
719
720                 if (cast)
721                 {
722                         POSITION y, x;
723
724                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
725                         if (dir == 5) return NULL;
726
727                         y = p_ptr->y + ddy[dir];
728                         x = p_ptr->x + ddx[dir];
729
730                         if (current_floor_ptr->grid_array[y][x].m_idx)
731                                 py_attack(y, x, HISSATSU_DRAIN);
732                         else
733                         {
734                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
735                                 return NULL;
736                         }
737                 }
738                 break;
739
740         case 25:
741                 if (name) return _("幻惑", "Moon Dazzling");
742                 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.");
743
744                 if (cast)
745                 {
746                         msg_print(_("武器を不規則に揺らした...", "You irregularly wave your weapon..."));
747                         project_all_los(GF_ENGETSU, plev * 4);
748                         project_all_los(GF_ENGETSU, plev * 4);
749                         project_all_los(GF_ENGETSU, plev * 4);
750                 }
751                 break;
752
753         case 26:
754                 if (name) return _("百人斬り", "Hundred Slaughter");
755                 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。",
756                         "Performs a series of rush attacks. The series continues while killing each monster in a time and SP remains.");
757
758                 if (cast)
759                 {
760                         const int mana_cost_per_monster = 8;
761                         bool is_new = TRUE;
762                         bool mdeath;
763
764                         do
765                         {
766                                 if (!rush_attack(&mdeath)) break;
767                                 if (is_new)
768                                 {
769                                         /* Reserve needed mana point */
770                                         p_ptr->csp -= technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
771                                         is_new = FALSE;
772                                 }
773                                 else
774                                         p_ptr->csp -= mana_cost_per_monster;
775
776                                 if (!mdeath) break;
777                                 command_dir = 0;
778
779                                 p_ptr->redraw |= PR_MANA;
780                                 handle_stuff();
781                         } while (p_ptr->csp > mana_cost_per_monster);
782
783                         if (is_new) return NULL;
784
785                         /* Restore reserved mana */
786                         p_ptr->csp += technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
787                 }
788                 break;
789
790         case 27:
791                 if (name) return _("天翔龍閃", "Dragonic Flash");
792                 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。",
793                         "Runs toward given location while attacking all monsters on the path.");
794
795                 if (cast)
796                 {
797                         POSITION y, x;
798
799                         if (!tgt_pt(&x, &y)) return NULL;
800
801                         if (!cave_player_teleportable_bold(y, x, 0L) ||
802                                 (distance(y, x, p_ptr->y, p_ptr->x) > MAX_SIGHT / 2) ||
803                                 !projectable(p_ptr->y, p_ptr->x, y, x))
804                         {
805                                 msg_print(_("失敗!", "You cannot move to that place!"));
806                                 break;
807                         }
808                         if (p_ptr->anti_tele)
809                         {
810                                 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
811                                 break;
812                         }
813                         project(0, 0, y, x, HISSATSU_ISSEN, GF_ATTACK, PROJECT_BEAM | PROJECT_KILL, -1);
814                         teleport_player_to(y, x, 0L);
815                 }
816                 break;
817
818         case 28:
819                 if (name) return _("二重の剣撃", "Twin Slash");
820                 if (desc) return _("1ターンで2度攻撃を行う。", "double attacks at a time.");
821
822                 if (cast)
823                 {
824                         POSITION x, y;
825
826                         if (!get_rep_dir(&dir, FALSE)) return NULL;
827
828                         y = p_ptr->y + ddy[dir];
829                         x = p_ptr->x + ddx[dir];
830
831                         if (current_floor_ptr->grid_array[y][x].m_idx)
832                         {
833                                 py_attack(y, x, 0);
834                                 if (current_floor_ptr->grid_array[y][x].m_idx)
835                                 {
836                                         handle_stuff();
837                                         py_attack(y, x, 0);
838                                 }
839                         }
840                         else
841                         {
842                                 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"));
843                                 return NULL;
844                         }
845                 }
846                 break;
847
848         case 29:
849                 if (name) return _("虎伏絶刀勢", "Kofuku-Zettousei");
850                 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.");
851
852                 if (cast)
853                 {
854                         int total_damage = 0, basedam, i;
855                         POSITION y, x;
856                         BIT_FLAGS flgs[TR_FLAG_SIZE];
857                         object_type *o_ptr;
858
859                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
860                         if (dir == 5) return NULL;
861
862                         y = p_ptr->y + ddy[dir];
863                         x = p_ptr->x + ddx[dir];
864
865                         if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
866                         {
867                                 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
868                                 return "";
869                         }
870                         msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
871                         for (i = 0; i < 2; i++)
872                         {
873                                 int damage;
874                                 if (!has_melee_weapon(p_ptr, INVEN_RARM + i)) break;
875                                 o_ptr = &p_ptr->inventory_list[INVEN_RARM + i];
876                                 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
877                                 damage = o_ptr->to_d * 100;
878                                 object_flags(o_ptr, flgs);
879                                 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
880                                 {
881                                         /* vorpal blade */
882                                         basedam *= 5;
883                                         basedam /= 3;
884                                 }
885                                 else if (have_flag(flgs, TR_VORPAL))
886                                 {
887                                         /* vorpal flag only */
888                                         basedam *= 11;
889                                         basedam /= 9;
890                                 }
891                                 damage += basedam;
892                                 damage += p_ptr->to_d[i] * 100;
893                                 damage *= p_ptr->num_blow[i];
894                                 total_damage += (damage / 100);
895                         }
896                         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);
897                 }
898                 break;
899
900         case 30:
901                 if (name) return _("慶雲鬼忍剣", "Keiun-Kininken");
902                 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。",
903                         "Attacks a monster with extremely powerful damage. But you also takes some damages. Hurts a undead monster greatly.");
904
905                 if (cast)
906                 {
907                         POSITION y, x;
908
909                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
910                         if (dir == 5) return NULL;
911
912                         y = p_ptr->y + ddy[dir];
913                         x = p_ptr->x + ddx[dir];
914
915                         if (current_floor_ptr->grid_array[y][x].m_idx)
916                                 py_attack(y, x, HISSATSU_UNDEAD);
917                         else
918                         {
919                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
920                                 return NULL;
921                         }
922                         take_hit(p_ptr, DAMAGE_NOESCAPE, 100 + randint1(100), _("慶雲鬼忍剣を使った衝撃", "exhaustion on using Keiun-Kininken"), -1);
923                 }
924                 break;
925
926         case 31:
927                 if (name) return _("切腹", "Harakiri");
928                 if (desc) return _("「武士道とは、死ぬことと見つけたり。」", "'Busido is found in death'");
929
930                 if (cast)
931                 {
932                         int i;
933                         if (!get_check(_("本当に自殺しますか?", "Do you really want to commit suicide? "))) return NULL;
934                         /* Special Verification for suicide */
935                         prt(_("確認のため '@' を押して下さい。", "Please verify SUICIDE by typing the '@' sign: "), 0, 0);
936
937                         flush();
938                         i = inkey();
939                         prt("", 0, 0);
940                         if (i != '@') return NULL;
941                         if (p_ptr->total_winner)
942                         {
943                                 take_hit(p_ptr, DAMAGE_FORCE, 9999, "Seppuku", -1);
944                                 p_ptr->total_winner = TRUE;
945                         }
946                         else
947                         {
948                                 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."));
949                                 take_hit(p_ptr, DAMAGE_FORCE, 9999, "Seppuku", -1);
950                         }
951                 }
952                 break;
953         }
954
955         return "";
956 }