10 #include "monsterrace-hook.h"
13 #include "player-move.h"
14 #include "player-status.h"
15 #include "player-effects.h"
16 #include "player-damage.h"
20 #include "targeting.h"
21 #include "view-mainwindow.h"
26 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_CAST)
27 * @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 concptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
31 bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
32 bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
33 bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
36 PLAYER_LEVEL plev = p_ptr->lev;
41 if (name) return _("飛飯綱", "Tobi-Izuna");
42 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.");
47 if (!get_aim_dir(&dir)) return NULL;
49 project_hook(GF_ATTACK, dir, HISSATSU_2, PROJECT_STOP | PROJECT_KILL);
54 if (name) return _("五月雨斬り", "3-Way Attack");
55 if (desc) return _("3方向に対して攻撃する。", "Attacks in 3 directions in one time.");
62 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
63 if (dir == 5) return NULL;
65 for (cdir = 0; cdir < 8; cdir++)
67 if (cdd[cdir] == dir) break;
70 if (cdir == 8) return NULL;
72 y = p_ptr->y + ddy_cdd[cdir];
73 x = p_ptr->x + ddx_cdd[cdir];
74 if (current_floor_ptr->grid_array[y][x].m_idx)
77 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
79 y = p_ptr->y + ddy_cdd[(cdir + 7) % 8];
80 x = p_ptr->x + ddx_cdd[(cdir + 7) % 8];
81 if (current_floor_ptr->grid_array[y][x].m_idx)
84 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
86 y = p_ptr->y + ddy_cdd[(cdir + 1) % 8];
87 x = p_ptr->x + ddx_cdd[(cdir + 1) % 8];
88 if (current_floor_ptr->grid_array[y][x].m_idx)
91 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
96 if (name) return _("ブーメラン", "Boomerang");
97 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。",
98 "Throws current weapon. And it'll return to your hand unless failed.");
102 if (!do_cmd_throw(1, TRUE, -1)) return NULL;
107 if (name) return _("焔霊", "Burning Strike");
108 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.");
114 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
115 if (dir == 5) return NULL;
117 y = p_ptr->y + ddy[dir];
118 x = p_ptr->x + ddx[dir];
120 if (current_floor_ptr->grid_array[y][x].m_idx)
121 py_attack(y, x, HISSATSU_FIRE);
124 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
131 if (name) return _("殺気感知", "Detect Ferocity");
132 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.");
136 detect_monsters_mind(DETECT_RAD_DEFAULT);
141 if (name) return _("みね打ち", "Strike to Stun");
142 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.");
148 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
149 if (dir == 5) return NULL;
151 y = p_ptr->y + ddy[dir];
152 x = p_ptr->x + ddx[dir];
154 if (current_floor_ptr->grid_array[y][x].m_idx)
155 py_attack(y, x, HISSATSU_MINEUCHI);
158 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
165 if (name) return _("カウンター", "Counter");
166 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。",
167 "Prepares to counterattack. When attack by a monster, strikes back using SP each time.");
173 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
176 msg_print(_("相手の攻撃に対して身構えた。", "You prepare to counter blow."));
177 p_ptr->counter = TRUE;
182 if (name) return _("払い抜け", "Harainuke");
183 if (desc) return _("攻撃した後、反対側に抜ける。",
184 "Attacks monster with your weapons normally, then move through counter side of the monster.");
192 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
196 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
198 if (dir == 5) return NULL;
199 y = p_ptr->y + ddy[dir];
200 x = p_ptr->x + ddx[dir];
202 if (!current_floor_ptr->grid_array[y][x].m_idx)
204 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
210 if (!player_can_enter(current_floor_ptr->grid_array[y][x].feat, 0) || is_trap(current_floor_ptr->grid_array[y][x].feat))
216 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)
219 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
225 if (name) return _("サーペンツタン", "Serpent's Tongue");
226 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.");
232 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
233 if (dir == 5) return NULL;
235 y = p_ptr->y + ddy[dir];
236 x = p_ptr->x + ddx[dir];
238 if (current_floor_ptr->grid_array[y][x].m_idx)
239 py_attack(y, x, HISSATSU_POISON);
242 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
249 if (name) return _("斬魔剣弐の太刀", "Zammaken");
250 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。",
251 "Attacks an evil unliving monster with great damage. No effect to other monsters.");
257 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
258 if (dir == 5) return NULL;
260 y = p_ptr->y + ddy[dir];
261 x = p_ptr->x + ddx[dir];
263 if (current_floor_ptr->grid_array[y][x].m_idx)
264 py_attack(y, x, HISSATSU_ZANMA);
267 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
274 if (name) return _("裂風剣", "Wind Blast");
275 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.");
281 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
282 if (dir == 5) return NULL;
284 y = p_ptr->y + ddy[dir];
285 x = p_ptr->x + ddx[dir];
287 if (current_floor_ptr->grid_array[y][x].m_idx)
291 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
294 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
298 if (current_floor_ptr->grid_array[y][x].m_idx)
301 POSITION ty = y, tx = x;
302 POSITION oy = y, ox = x;
303 MONSTER_IDX m_idx = current_floor_ptr->grid_array[y][x].m_idx;
304 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
305 GAME_TEXT m_name[MAX_NLEN];
307 monster_desc(m_name, m_ptr, 0);
309 for (i = 0; i < 5; i++)
313 if (cave_empty_bold(y, x))
320 if ((ty != oy) || (tx != ox))
322 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
323 current_floor_ptr->grid_array[oy][ox].m_idx = 0;
324 current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
328 update_monster(m_idx, TRUE);
332 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
333 p_ptr->update |= (PU_MON_LITE);
340 if (name) return _("刀匠の目利き", "Judge");
341 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。",
342 "Identifies a weapon or armor. Or *identifies* these at level 45.");
348 if (!identify_fully(TRUE)) return NULL;
352 if (!ident_spell(TRUE)) return NULL;
358 if (name) return _("破岩斬", "Rock Smash");
359 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.");
365 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
366 if (dir == 5) return NULL;
368 y = p_ptr->y + ddy[dir];
369 x = p_ptr->x + ddx[dir];
371 if (current_floor_ptr->grid_array[y][x].m_idx)
372 py_attack(y, x, HISSATSU_HAGAN);
374 if (!cave_have_flag_bold(y, x, FF_HURT_ROCK)) break;
376 /* Destroy the feature */
377 cave_alter_feat(y, x, FF_HURT_ROCK);
378 p_ptr->update |= (PU_FLOW);
383 if (name) return _("乱れ雪月花", "Midare-Setsugekka");
384 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。",
385 "Attacks a monster with increased number of attacks and more damage unless it has resistance to cold.");
391 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
392 if (dir == 5) return NULL;
394 y = p_ptr->y + ddy[dir];
395 x = p_ptr->x + ddx[dir];
397 if (current_floor_ptr->grid_array[y][x].m_idx)
398 py_attack(y, x, HISSATSU_COLD);
401 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
408 if (name) return _("急所突き", "Spot Aiming");
409 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。",
410 "Attempts to kill a monster instantly. If failed cause only 1HP of damage.");
416 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
417 if (dir == 5) return NULL;
419 y = p_ptr->y + ddy[dir];
420 x = p_ptr->x + ddx[dir];
422 if (current_floor_ptr->grid_array[y][x].m_idx)
423 py_attack(y, x, HISSATSU_KYUSHO);
426 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
433 if (name) return _("魔神斬り", "Majingiri");
434 if (desc) return _("会心の一撃で攻撃する。攻撃がかわされやすい。",
435 "Attempts to attack with critical hit. But this attack is easy to evade for a monster.");
441 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
442 if (dir == 5) return NULL;
444 y = p_ptr->y + ddy[dir];
445 x = p_ptr->x + ddx[dir];
447 if (current_floor_ptr->grid_array[y][x].m_idx)
448 py_attack(y, x, HISSATSU_MAJIN);
451 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
458 if (name) return _("捨て身", "Desperate Attack");
459 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。",
460 "Attacks with all of your power. But all damages you take will be doubled for one current_world_ptr->game_turn.");
466 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
467 if (dir == 5) return NULL;
469 y = p_ptr->y + ddy[dir];
470 x = p_ptr->x + ddx[dir];
472 if (current_floor_ptr->grid_array[y][x].m_idx)
473 py_attack(y, x, HISSATSU_SUTEMI);
476 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
479 p_ptr->sutemi = TRUE;
484 if (name) return _("雷撃鷲爪斬", "Lightning Eagle");
485 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。",
486 "Attacks a monster with more damage unless it has resistance to electricity.");
492 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
493 if (dir == 5) return NULL;
495 y = p_ptr->y + ddy[dir];
496 x = p_ptr->x + ddx[dir];
498 if (current_floor_ptr->grid_array[y][x].m_idx)
499 py_attack(y, x, HISSATSU_ELEC);
502 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
509 if (name) return _("入身", "Rush Attack");
510 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.");
514 if (!rush_attack(NULL)) return NULL;
519 if (name) return _("赤流渦", "Bloody Maelstrom");
520 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。",
521 "Attacks all adjacent monsters with power corresponding to your cut status. Then increases your cut status. No effect to unliving monsters.");
525 POSITION y = 0, x = 0;
530 if (p_ptr->cut < 300)
531 set_cut(p_ptr->cut + 300);
533 set_cut(p_ptr->cut * 2);
535 for (dir = 0; dir < 8; dir++)
537 y = p_ptr->y + ddy_ddd[dir];
538 x = p_ptr->x + ddx_ddd[dir];
539 g_ptr = ¤t_floor_ptr->grid_array[y][x];
540 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
542 /* Hack -- attack monsters */
543 if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
545 if (!monster_living(m_ptr->r_idx))
547 GAME_TEXT m_name[MAX_NLEN];
549 monster_desc(m_name, m_ptr, 0);
550 msg_format(_("%sには効果がない!", "%s is unharmed!"), m_name);
552 else py_attack(y, x, HISSATSU_SEKIRYUKA);
559 if (name) return _("激震撃", "Earthquake Blow");
560 if (desc) return _("地震を起こす。", "Shakes dungeon structure, and results in random swapping of floors and walls.");
566 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
567 if (dir == 5) return NULL;
569 y = p_ptr->y + ddy[dir];
570 x = p_ptr->x + ddx[dir];
572 if (current_floor_ptr->grid_array[y][x].m_idx)
573 py_attack(y, x, HISSATSU_QUAKE);
575 earthquake(p_ptr->y, p_ptr->x, 10, 0);
580 if (name) return _("地走り", "Crack");
581 if (desc) return _("衝撃波のビームを放つ。", "Fires a beam of shock wave.");
585 int total_damage = 0, basedam, i;
586 BIT_FLAGS flgs[TR_FLAG_SIZE];
588 if (!get_aim_dir(&dir)) return NULL;
589 msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
590 for (i = 0; i < 2; i++)
594 if (!has_melee_weapon(INVEN_RARM + i)) break;
595 o_ptr = &p_ptr->inventory_list[INVEN_RARM + i];
596 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
597 damage = o_ptr->to_d * 100;
598 object_flags(o_ptr, flgs);
599 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
605 else if (have_flag(flgs, TR_VORPAL))
607 /* vorpal flag only */
612 damage *= p_ptr->num_blow[i];
613 total_damage += damage / 200;
614 if (i) total_damage = total_damage * 7 / 10;
616 fire_beam(GF_FORCE, dir, total_damage);
621 if (name) return _("気迫の雄叫び", "War Cry");
622 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。",
623 "Damages all monsters in sight with sound. Aggravate nearby monsters.");
627 msg_print(_("雄叫びをあげた!", "You roar out!"));
628 project_all_los(GF_SOUND, randint1(plev * 3));
629 aggravate_monsters(0);
634 if (name) return _("無双三段", "Musou-Sandan");
635 if (desc) return _("強力な3段攻撃を繰り出す。", "Attacks with powerful 3 strikes.");
641 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
642 if (dir == 5) return NULL;
644 for (i = 0; i < 3; i++)
652 y = p_ptr->y + ddy[dir];
653 x = p_ptr->x + ddx[dir];
654 g_ptr = ¤t_floor_ptr->grid_array[y][x];
657 py_attack(y, x, HISSATSU_3DAN);
660 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
664 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
669 /* Monster is dead? */
670 if (!g_ptr->m_idx) break;
674 m_idx = g_ptr->m_idx;
675 m_ptr = ¤t_floor_ptr->m_list[m_idx];
677 /* Monster cannot move back? */
678 if (!monster_can_enter(ny, nx, &r_info[m_ptr->r_idx], 0))
681 if (i < 2) msg_print(NULL);
686 current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
690 update_monster(m_idx, TRUE);
692 /* Redraw the old spot */
695 /* Redraw the new spot */
698 /* Player can move forward? */
699 if (player_can_enter(g_ptr->feat, 0))
701 if (!move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP)) break;
709 if (i < 2) msg_print(NULL);
715 if (name) return _("吸血鬼の牙", "Vampire's Fang");
716 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。",
717 "Attacks with vampiric strikes which absorbs HP from a monster and gives them to you. No effect to unliving monsters.");
723 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
724 if (dir == 5) return NULL;
726 y = p_ptr->y + ddy[dir];
727 x = p_ptr->x + ddx[dir];
729 if (current_floor_ptr->grid_array[y][x].m_idx)
730 py_attack(y, x, HISSATSU_DRAIN);
733 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
740 if (name) return _("幻惑", "Moon Dazzling");
741 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.");
745 msg_print(_("武器を不規則に揺らした...", "You irregularly wave your weapon..."));
746 project_all_los(GF_ENGETSU, plev * 4);
747 project_all_los(GF_ENGETSU, plev * 4);
748 project_all_los(GF_ENGETSU, plev * 4);
753 if (name) return _("百人斬り", "Hundred Slaughter");
754 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。",
755 "Performs a series of rush attacks. The series continues while killing each monster in a time and SP remains.");
759 const int mana_cost_per_monster = 8;
765 if (!rush_attack(&mdeath)) break;
768 /* Reserve needed mana point */
769 p_ptr->csp -= technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
773 p_ptr->csp -= mana_cost_per_monster;
778 p_ptr->redraw |= PR_MANA;
780 } while (p_ptr->csp > mana_cost_per_monster);
782 if (is_new) return NULL;
784 /* Restore reserved mana */
785 p_ptr->csp += technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
790 if (name) return _("天翔龍閃", "Dragonic Flash");
791 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。",
792 "Runs toward given location while attacking all monsters on the path.");
798 if (!tgt_pt(&x, &y)) return NULL;
800 if (!cave_player_teleportable_bold(y, x, 0L) ||
801 (distance(y, x, p_ptr->y, p_ptr->x) > MAX_SIGHT / 2) ||
802 !projectable(p_ptr->y, p_ptr->x, y, x))
804 msg_print(_("失敗!", "You cannot move to that place!"));
807 if (p_ptr->anti_tele)
809 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
812 project(0, 0, y, x, HISSATSU_ISSEN, GF_ATTACK, PROJECT_BEAM | PROJECT_KILL, -1);
813 teleport_player_to(y, x, 0L);
818 if (name) return _("二重の剣撃", "Twin Slash");
819 if (desc) return _("1ターンで2度攻撃を行う。", "double attacks at a time.");
825 if (!get_rep_dir(&dir, FALSE)) return NULL;
827 y = p_ptr->y + ddy[dir];
828 x = p_ptr->x + ddx[dir];
830 if (current_floor_ptr->grid_array[y][x].m_idx)
833 if (current_floor_ptr->grid_array[y][x].m_idx)
841 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"));
848 if (name) return _("虎伏絶刀勢", "Kofuku-Zettousei");
849 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.");
853 int total_damage = 0, basedam, i;
855 BIT_FLAGS flgs[TR_FLAG_SIZE];
858 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
859 if (dir == 5) return NULL;
861 y = p_ptr->y + ddy[dir];
862 x = p_ptr->x + ddx[dir];
864 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
866 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
869 msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
870 for (i = 0; i < 2; i++)
873 if (!has_melee_weapon(INVEN_RARM + i)) break;
874 o_ptr = &p_ptr->inventory_list[INVEN_RARM + i];
875 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
876 damage = o_ptr->to_d * 100;
877 object_flags(o_ptr, flgs);
878 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
884 else if (have_flag(flgs, TR_VORPAL))
886 /* vorpal flag only */
891 damage += p_ptr->to_d[i] * 100;
892 damage *= p_ptr->num_blow[i];
893 total_damage += (damage / 100);
895 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);
900 if (name) return _("慶雲鬼忍剣", "Keiun-Kininken");
901 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。",
902 "Attacks a monster with extremely powerful damage. But you also takes some damages. Hurts a undead monster greatly.");
908 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
909 if (dir == 5) return NULL;
911 y = p_ptr->y + ddy[dir];
912 x = p_ptr->x + ddx[dir];
914 if (current_floor_ptr->grid_array[y][x].m_idx)
915 py_attack(y, x, HISSATSU_UNDEAD);
918 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
921 take_hit(DAMAGE_NOESCAPE, 100 + randint1(100), _("慶雲鬼忍剣を使った衝撃", "exhaustion on using Keiun-Kininken"), -1);
926 if (name) return _("切腹", "Harakiri");
927 if (desc) return _("「武士道とは、死ぬことと見つけたり。」", "'Busido is found in death'");
932 if (!get_check(_("本当に自殺しますか?", "Do you really want to commit suicide? "))) return NULL;
933 /* Special Verification for suicide */
934 prt(_("確認のため '@' を押して下さい。", "Please verify SUICIDE by typing the '@' sign: "), 0, 0);
939 if (i != '@') return NULL;
940 if (p_ptr->total_winner)
942 take_hit(DAMAGE_FORCE, 9999, "Seppuku", -1);
943 p_ptr->total_winner = TRUE;
947 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."));
948 take_hit(DAMAGE_FORCE, 9999, "Seppuku", -1);