OSDN Git Service

[Refactor] #37353 混沌の戦士のレイシャル「幻惑の光」を confusing_light() に分離。 / Separate Chaos warrior...
[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 #include "artifact.h"
7 #include "player-status.h"
8
9 /*!
10 * @brief 剣術の各処理を行う
11 * @param spell 剣術ID
12 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_CAST)
13 * @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。
14 */
15 concptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
16 {
17         bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
18         bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
19         bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
20
21         DIRECTION dir;
22         PLAYER_LEVEL plev = p_ptr->lev;
23
24         switch (spell)
25         {
26         case 0:
27                 if (name) return _("飛飯綱", "Tobi-Izuna");
28                 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.");
29
30                 if (cast)
31                 {
32                         project_length = 2;
33                         if (!get_aim_dir(&dir)) return NULL;
34
35                         project_hook(GF_ATTACK, dir, HISSATSU_2, PROJECT_STOP | PROJECT_KILL);
36                 }
37                 break;
38
39         case 1:
40                 if (name) return _("五月雨斬り", "3-Way Attack");
41                 if (desc) return _("3方向に対して攻撃する。", "Attacks in 3 directions in one time.");
42
43                 if (cast)
44                 {
45                         DIRECTION cdir;
46                         POSITION y, x;
47
48                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
49                         if (dir == 5) return NULL;
50
51                         for (cdir = 0; cdir < 8; cdir++)
52                         {
53                                 if (cdd[cdir] == dir) break;
54                         }
55
56                         if (cdir == 8) return NULL;
57
58                         y = p_ptr->y + ddy_cdd[cdir];
59                         x = p_ptr->x + ddx_cdd[cdir];
60                         if (cave[y][x].m_idx)
61                                 py_attack(y, x, 0);
62                         else
63                                 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
64
65                         y = p_ptr->y + ddy_cdd[(cdir + 7) % 8];
66                         x = p_ptr->x + ddx_cdd[(cdir + 7) % 8];
67                         if (cave[y][x].m_idx)
68                                 py_attack(y, x, 0);
69                         else
70                                 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
71
72                         y = p_ptr->y + ddy_cdd[(cdir + 1) % 8];
73                         x = p_ptr->x + ddx_cdd[(cdir + 1) % 8];
74                         if (cave[y][x].m_idx)
75                                 py_attack(y, x, 0);
76                         else
77                                 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
78                 }
79                 break;
80
81         case 2:
82                 if (name) return _("ブーメラン", "Boomerang");
83                 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。",
84                         "Throws current weapon. And it'll return to your hand unless failed.");
85
86                 if (cast)
87                 {
88                         if (!do_cmd_throw(1, TRUE, -1)) return NULL;
89                 }
90                 break;
91
92         case 3:
93                 if (name) return _("焔霊", "Burning Strike");
94                 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.");
95
96                 if (cast)
97                 {
98                         POSITION y, x;
99
100                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
101                         if (dir == 5) return NULL;
102
103                         y = p_ptr->y + ddy[dir];
104                         x = p_ptr->x + ddx[dir];
105
106                         if (cave[y][x].m_idx)
107                                 py_attack(y, x, HISSATSU_FIRE);
108                         else
109                         {
110                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
111                                 return NULL;
112                         }
113                 }
114                 break;
115
116         case 4:
117                 if (name) return _("殺気感知", "Detect Ferocity");
118                 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.");
119
120                 if (cast)
121                 {
122                         detect_monsters_mind(DETECT_RAD_DEFAULT);
123                 }
124                 break;
125
126         case 5:
127                 if (name) return _("みね打ち", "Strike to Stun");
128                 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.");
129
130                 if (cast)
131                 {
132                         POSITION y, x;
133
134                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
135                         if (dir == 5) return NULL;
136
137                         y = p_ptr->y + ddy[dir];
138                         x = p_ptr->x + ddx[dir];
139
140                         if (cave[y][x].m_idx)
141                                 py_attack(y, x, HISSATSU_MINEUCHI);
142                         else
143                         {
144                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
145                                 return NULL;
146                         }
147                 }
148                 break;
149
150         case 6:
151                 if (name) return _("カウンター", "Counter");
152                 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。",
153                         "Prepares to counterattack. When attack by a monster, strikes back using SP each time.");
154
155                 if (cast)
156                 {
157                         if (p_ptr->riding)
158                         {
159                                 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
160                                 return NULL;
161                         }
162                         msg_print(_("相手の攻撃に対して身構えた。", "You prepare to counter blow."));
163                         p_ptr->counter = TRUE;
164                 }
165                 break;
166
167         case 7:
168                 if (name) return _("払い抜け", "Harainuke");
169                 if (desc) return _("攻撃した後、反対側に抜ける。",
170                         "Attacks monster with your weapons normally, then move through counter side of the monster.");
171
172                 if (cast)
173                 {
174                         POSITION y, x;
175
176                         if (p_ptr->riding)
177                         {
178                                 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
179                                 return NULL;
180                         }
181
182                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
183
184                         if (dir == 5) return NULL;
185                         y = p_ptr->y + ddy[dir];
186                         x = p_ptr->x + ddx[dir];
187
188                         if (!cave[y][x].m_idx)
189                         {
190                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
191                                 return NULL;
192                         }
193
194                         py_attack(y, x, 0);
195
196                         if (!player_can_enter(cave[y][x].feat, 0) || is_trap(cave[y][x].feat))
197                                 break;
198
199                         y += ddy[dir];
200                         x += ddx[dir];
201
202                         if (player_can_enter(cave[y][x].feat, 0) && !is_trap(cave[y][x].feat) && !cave[y][x].m_idx)
203                         {
204                                 msg_print(NULL);
205
206                                 /* Move the player */
207                                 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
208                         }
209                 }
210                 break;
211
212         case 8:
213                 if (name) return _("サーペンツタン", "Serpent's Tongue");
214                 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.");
215
216                 if (cast)
217                 {
218                         POSITION y, x;
219
220                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
221                         if (dir == 5) return NULL;
222
223                         y = p_ptr->y + ddy[dir];
224                         x = p_ptr->x + ddx[dir];
225
226                         if (cave[y][x].m_idx)
227                                 py_attack(y, x, HISSATSU_POISON);
228                         else
229                         {
230                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
231                                 return NULL;
232                         }
233                 }
234                 break;
235
236         case 9:
237                 if (name) return _("斬魔剣弐の太刀", "Zammaken");
238                 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。",
239                         "Attacks an evil unliving monster with great damage. No effect to other  monsters.");
240
241                 if (cast)
242                 {
243                         POSITION y, x;
244
245                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
246                         if (dir == 5) return NULL;
247
248                         y = p_ptr->y + ddy[dir];
249                         x = p_ptr->x + ddx[dir];
250
251                         if (cave[y][x].m_idx)
252                                 py_attack(y, x, HISSATSU_ZANMA);
253                         else
254                         {
255                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
256                                 return NULL;
257                         }
258                 }
259                 break;
260
261         case 10:
262                 if (name) return _("裂風剣", "Wind Blast");
263                 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.");
264
265                 if (cast)
266                 {
267                         POSITION y, x;
268
269                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
270                         if (dir == 5) return NULL;
271
272                         y = p_ptr->y + ddy[dir];
273                         x = p_ptr->x + ddx[dir];
274
275                         if (cave[y][x].m_idx)
276                                 py_attack(y, x, 0);
277                         else
278                         {
279                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
280                                 return NULL;
281                         }
282                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
283                         {
284                                 return "";
285                         }
286                         if (cave[y][x].m_idx)
287                         {
288                                 int i;
289                                 POSITION ty = y, tx = x;
290                                 POSITION oy = y, ox = x;
291                                 MONSTER_IDX m_idx = cave[y][x].m_idx;
292                                 monster_type *m_ptr = &m_list[m_idx];
293                                 GAME_TEXT m_name[MAX_NLEN];
294
295                                 monster_desc(m_name, m_ptr, 0);
296
297                                 for (i = 0; i < 5; i++)
298                                 {
299                                         y += ddy[dir];
300                                         x += ddx[dir];
301                                         if (cave_empty_bold(y, x))
302                                         {
303                                                 ty = y;
304                                                 tx = x;
305                                         }
306                                         else break;
307                                 }
308                                 if ((ty != oy) || (tx != ox))
309                                 {
310                                         msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
311                                         cave[oy][ox].m_idx = 0;
312                                         cave[ty][tx].m_idx = m_idx;
313                                         m_ptr->fy = ty;
314                                         m_ptr->fx = tx;
315
316                                         update_monster(m_idx, TRUE);
317                                         lite_spot(oy, ox);
318                                         lite_spot(ty, tx);
319
320                                         if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
321                                                 p_ptr->update |= (PU_MON_LITE);
322                                 }
323                         }
324                 }
325                 break;
326
327         case 11:
328                 if (name) return _("刀匠の目利き", "Judge");
329                 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。",
330                         "Identifies a weapon or armor. Or *identifies* these at level 45.");
331
332                 if (cast)
333                 {
334                         if (plev > 44)
335                         {
336                                 if (!identify_fully(TRUE)) return NULL;
337                         }
338                         else
339                         {
340                                 if (!ident_spell(TRUE)) return NULL;
341                         }
342                 }
343                 break;
344
345         case 12:
346                 if (name) return _("破岩斬", "Rock Smash");
347                 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.");
348
349                 if (cast)
350                 {
351                         POSITION y, x;
352
353                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
354                         if (dir == 5) return NULL;
355
356                         y = p_ptr->y + ddy[dir];
357                         x = p_ptr->x + ddx[dir];
358
359                         if (cave[y][x].m_idx)
360                                 py_attack(y, x, HISSATSU_HAGAN);
361
362                         if (!cave_have_flag_bold(y, x, FF_HURT_ROCK)) break;
363
364                         /* Destroy the feature */
365                         cave_alter_feat(y, x, FF_HURT_ROCK);
366
367                         /* Update some things */
368                         p_ptr->update |= (PU_FLOW);
369                 }
370                 break;
371
372         case 13:
373                 if (name) return _("乱れ雪月花", "Midare-Setsugekka");
374                 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。",
375                         "Attacks a monster with increased number of attacks and more damage unless it has resistance to cold.");
376
377                 if (cast)
378                 {
379                         POSITION y, x;
380
381                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
382                         if (dir == 5) return NULL;
383
384                         y = p_ptr->y + ddy[dir];
385                         x = p_ptr->x + ddx[dir];
386
387                         if (cave[y][x].m_idx)
388                                 py_attack(y, x, HISSATSU_COLD);
389                         else
390                         {
391                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
392                                 return NULL;
393                         }
394                 }
395                 break;
396
397         case 14:
398                 if (name) return _("急所突き", "Spot Aiming");
399                 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。",
400                         "Attempts to kill a monster instantly. If failed cause only 1HP of damage.");
401
402                 if (cast)
403                 {
404                         POSITION y, x;
405
406                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
407                         if (dir == 5) return NULL;
408
409                         y = p_ptr->y + ddy[dir];
410                         x = p_ptr->x + ddx[dir];
411
412                         if (cave[y][x].m_idx)
413                                 py_attack(y, x, HISSATSU_KYUSHO);
414                         else
415                         {
416                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
417                                 return NULL;
418                         }
419                 }
420                 break;
421
422         case 15:
423                 if (name) return _("魔神斬り", "Majingiri");
424                 if (desc) return _("会心の一撃で攻撃する。攻撃がかわされやすい。",
425                         "Attempts to attack with critical hit. But this attack is easy to evade for a monster.");
426
427                 if (cast)
428                 {
429                         POSITION y, x;
430
431                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
432                         if (dir == 5) return NULL;
433
434                         y = p_ptr->y + ddy[dir];
435                         x = p_ptr->x + ddx[dir];
436
437                         if (cave[y][x].m_idx)
438                                 py_attack(y, x, HISSATSU_MAJIN);
439                         else
440                         {
441                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
442                                 return NULL;
443                         }
444                 }
445                 break;
446
447         case 16:
448                 if (name) return _("捨て身", "Desperate Attack");
449                 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。",
450                         "Attacks with all of your power. But all damages you take will be doubled for one turn.");
451
452                 if (cast)
453                 {
454                         POSITION y, x;
455
456                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
457                         if (dir == 5) return NULL;
458
459                         y = p_ptr->y + ddy[dir];
460                         x = p_ptr->x + ddx[dir];
461
462                         if (cave[y][x].m_idx)
463                                 py_attack(y, x, HISSATSU_SUTEMI);
464                         else
465                         {
466                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
467                                 return NULL;
468                         }
469                         p_ptr->sutemi = TRUE;
470                 }
471                 break;
472
473         case 17:
474                 if (name) return _("雷撃鷲爪斬", "Lightning Eagle");
475                 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。",
476                         "Attacks a monster with more damage unless it has resistance to electricity.");
477
478                 if (cast)
479                 {
480                         POSITION y, x;
481
482                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
483                         if (dir == 5) return NULL;
484
485                         y = p_ptr->y + ddy[dir];
486                         x = p_ptr->x + ddx[dir];
487
488                         if (cave[y][x].m_idx)
489                                 py_attack(y, x, HISSATSU_ELEC);
490                         else
491                         {
492                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
493                                 return NULL;
494                         }
495                 }
496                 break;
497
498         case 18:
499                 if (name) return _("入身", "Rush Attack");
500                 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.");
501
502                 if (cast)
503                 {
504                         if (!rush_attack(NULL)) return NULL;
505                 }
506                 break;
507
508         case 19:
509                 if (name) return _("赤流渦", "Bloody Maelstrom");
510                 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。",
511                         "Attacks all adjacent monsters with power corresponding to your cut status. Then increases your cut status. No effect to unliving monsters.");
512
513                 if (cast)
514                 {
515                         POSITION y = 0, x = 0;
516
517                         cave_type       *c_ptr;
518                         monster_type    *m_ptr;
519
520                         if (p_ptr->cut < 300)
521                                 set_cut(p_ptr->cut + 300);
522                         else
523                                 set_cut(p_ptr->cut * 2);
524
525                         for (dir = 0; dir < 8; dir++)
526                         {
527                                 y = p_ptr->y + ddy_ddd[dir];
528                                 x = p_ptr->x + ddx_ddd[dir];
529                                 c_ptr = &cave[y][x];
530
531                                 /* Get the monster */
532                                 m_ptr = &m_list[c_ptr->m_idx];
533
534                                 /* Hack -- attack monsters */
535                                 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
536                                 {
537                                         if (!monster_living(m_ptr->r_idx))
538                                         {
539                                                 GAME_TEXT m_name[MAX_NLEN];
540
541                                                 monster_desc(m_name, m_ptr, 0);
542                                                 msg_format(_("%sには効果がない!", "%s is unharmed!"), m_name);
543                                         }
544                                         else py_attack(y, x, HISSATSU_SEKIRYUKA);
545                                 }
546                         }
547                 }
548                 break;
549
550         case 20:
551                 if (name) return _("激震撃", "Earthquake Blow");
552                 if (desc) return _("地震を起こす。", "Shakes dungeon structure, and results in random swapping of floors and walls.");
553
554                 if (cast)
555                 {
556                         POSITION y, x;
557
558                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
559                         if (dir == 5) return NULL;
560
561                         y = p_ptr->y + ddy[dir];
562                         x = p_ptr->x + ddx[dir];
563
564                         if (cave[y][x].m_idx)
565                                 py_attack(y, x, HISSATSU_QUAKE);
566                         else
567                                 earthquake(p_ptr->y, p_ptr->x, 10);
568                 }
569                 break;
570
571         case 21:
572                 if (name) return _("地走り", "Crack");
573                 if (desc) return _("衝撃波のビームを放つ。", "Fires a beam of shock wave.");
574
575                 if (cast)
576                 {
577                         int total_damage = 0, basedam, i;
578                         BIT_FLAGS flgs[TR_FLAG_SIZE];
579                         object_type *o_ptr;
580                         if (!get_aim_dir(&dir)) return NULL;
581                         msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
582                         for (i = 0; i < 2; i++)
583                         {
584                                 int damage;
585
586                                 if (!has_melee_weapon(INVEN_RARM + i)) break;
587                                 o_ptr = &inventory[INVEN_RARM + i];
588                                 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
589                                 damage = o_ptr->to_d * 100;
590                                 object_flags(o_ptr, flgs);
591                                 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
592                                 {
593                                         /* vorpal blade */
594                                         basedam *= 5;
595                                         basedam /= 3;
596                                 }
597                                 else if (have_flag(flgs, TR_VORPAL))
598                                 {
599                                         /* vorpal flag only */
600                                         basedam *= 11;
601                                         basedam /= 9;
602                                 }
603                                 damage += basedam;
604                                 damage *= p_ptr->num_blow[i];
605                                 total_damage += damage / 200;
606                                 if (i) total_damage = total_damage * 7 / 10;
607                         }
608                         fire_beam(GF_FORCE, dir, total_damage);
609                 }
610                 break;
611
612         case 22:
613                 if (name) return _("気迫の雄叫び", "War Cry");
614                 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。",
615                         "Damages all monsters in sight with sound. Aggravate nearby monsters.");
616
617                 if (cast)
618                 {
619                         msg_print(_("雄叫びをあげた!", "You roar out!"));
620                         project_all_los(GF_SOUND, randint1(plev * 3));
621                         aggravate_monsters(0);
622                 }
623                 break;
624
625         case 23:
626                 if (name) return _("無双三段", "Musou-Sandan");
627                 if (desc) return _("強力な3段攻撃を繰り出す。", "Attacks with powerful 3 strikes.");
628
629                 if (cast)
630                 {
631                         int i;
632
633                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
634                         if (dir == 5) return NULL;
635
636                         for (i = 0; i < 3; i++)
637                         {
638                                 POSITION y, x;
639                                 POSITION ny, nx;
640                                 MONSTER_IDX m_idx;
641                                 cave_type *c_ptr;
642                                 monster_type *m_ptr;
643
644                                 y = p_ptr->y + ddy[dir];
645                                 x = p_ptr->x + ddx[dir];
646                                 c_ptr = &cave[y][x];
647
648                                 if (c_ptr->m_idx)
649                                         py_attack(y, x, HISSATSU_3DAN);
650                                 else
651                                 {
652                                         msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
653                                         return NULL;
654                                 }
655
656                                 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
657                                 {
658                                         return "";
659                                 }
660
661                                 /* Monster is dead? */
662                                 if (!c_ptr->m_idx) break;
663
664                                 ny = y + ddy[dir];
665                                 nx = x + ddx[dir];
666                                 m_idx = c_ptr->m_idx;
667                                 m_ptr = &m_list[m_idx];
668
669                                 /* Monster cannot move back? */
670                                 if (!monster_can_enter(ny, nx, &r_info[m_ptr->r_idx], 0))
671                                 {
672                                         /* -more- */
673                                         if (i < 2) msg_print(NULL);
674                                         continue;
675                                 }
676
677                                 c_ptr->m_idx = 0;
678                                 cave[ny][nx].m_idx = m_idx;
679                                 m_ptr->fy = ny;
680                                 m_ptr->fx = nx;
681
682                                 update_monster(m_idx, TRUE);
683
684                                 /* Redraw the old spot */
685                                 lite_spot(y, x);
686
687                                 /* Redraw the new spot */
688                                 lite_spot(ny, nx);
689
690                                 /* Player can move forward? */
691                                 if (player_can_enter(c_ptr->feat, 0))
692                                 {
693                                         /* Move the player */
694                                         if (!move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP)) break;
695                                 }
696                                 else
697                                 {
698                                         break;
699                                 }
700
701                                 /* -more- */
702                                 if (i < 2) msg_print(NULL);
703                         }
704                 }
705                 break;
706
707         case 24:
708                 if (name) return _("吸血鬼の牙", "Vampire's Fang");
709                 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。",
710                         "Attacks with vampiric strikes which absorbs HP from a monster and gives them to you. No effect to unliving monsters.");
711
712                 if (cast)
713                 {
714                         POSITION y, x;
715
716                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
717                         if (dir == 5) return NULL;
718
719                         y = p_ptr->y + ddy[dir];
720                         x = p_ptr->x + ddx[dir];
721
722                         if (cave[y][x].m_idx)
723                                 py_attack(y, x, HISSATSU_DRAIN);
724                         else
725                         {
726                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
727                                 return NULL;
728                         }
729                 }
730                 break;
731
732         case 25:
733                 if (name) return _("幻惑", "Moon Dazzling");
734                 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.");
735
736                 if (cast)
737                 {
738                         msg_print(_("武器を不規則に揺らした...", "You irregularly wave your weapon..."));
739                         project_all_los(GF_ENGETSU, plev * 4);
740                         project_all_los(GF_ENGETSU, plev * 4);
741                         project_all_los(GF_ENGETSU, plev * 4);
742                 }
743                 break;
744
745         case 26:
746                 if (name) return _("百人斬り", "Hundred Slaughter");
747                 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。",
748                         "Performs a series of rush attacks. The series continues while killing each monster in a time and SP remains.");
749
750                 if (cast)
751                 {
752                         const int mana_cost_per_monster = 8;
753                         bool is_new = TRUE;
754                         bool mdeath;
755
756                         do
757                         {
758                                 if (!rush_attack(&mdeath)) break;
759                                 if (is_new)
760                                 {
761                                         /* Reserve needed mana point */
762                                         p_ptr->csp -= technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
763                                         is_new = FALSE;
764                                 }
765                                 else
766                                         p_ptr->csp -= mana_cost_per_monster;
767
768                                 if (!mdeath) break;
769                                 command_dir = 0;
770
771                                 p_ptr->redraw |= PR_MANA;
772                                 handle_stuff();
773                         } while (p_ptr->csp > mana_cost_per_monster);
774
775                         if (is_new) return NULL;
776
777                         /* Restore reserved mana */
778                         p_ptr->csp += technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
779                 }
780                 break;
781
782         case 27:
783                 if (name) return _("天翔龍閃", "Dragonic Flash");
784                 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。",
785                         "Runs toward given location while attacking all monsters on the path.");
786
787                 if (cast)
788                 {
789                         POSITION y, x;
790
791                         if (!tgt_pt(&x, &y)) return NULL;
792
793                         if (!cave_player_teleportable_bold(y, x, 0L) ||
794                                 (distance(y, x, p_ptr->y, p_ptr->x) > MAX_SIGHT / 2) ||
795                                 !projectable(p_ptr->y, p_ptr->x, y, x))
796                         {
797                                 msg_print(_("失敗!", "You cannot move to that place!"));
798                                 break;
799                         }
800                         if (p_ptr->anti_tele)
801                         {
802                                 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
803                                 break;
804                         }
805                         project(0, 0, y, x, HISSATSU_ISSEN, GF_ATTACK, PROJECT_BEAM | PROJECT_KILL, -1);
806                         teleport_player_to(y, x, 0L);
807                 }
808                 break;
809
810         case 28:
811                 if (name) return _("二重の剣撃", "Twin Slash");
812                 if (desc) return _("1ターンで2度攻撃を行う。", "double attacks at a time.");
813
814                 if (cast)
815                 {
816                         POSITION x, y;
817
818                         if (!get_rep_dir(&dir, FALSE)) return NULL;
819
820                         y = p_ptr->y + ddy[dir];
821                         x = p_ptr->x + ddx[dir];
822
823                         if (cave[y][x].m_idx)
824                         {
825                                 py_attack(y, x, 0);
826                                 if (cave[y][x].m_idx)
827                                 {
828                                         handle_stuff();
829                                         py_attack(y, x, 0);
830                                 }
831                         }
832                         else
833                         {
834                                 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"));
835                                 return NULL;
836                         }
837                 }
838                 break;
839
840         case 29:
841                 if (name) return _("虎伏絶刀勢", "Kofuku-Zettousei");
842                 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.");
843
844                 if (cast)
845                 {
846                         int total_damage = 0, basedam, i;
847                         POSITION y, x;
848                         BIT_FLAGS flgs[TR_FLAG_SIZE];
849                         object_type *o_ptr;
850
851                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
852                         if (dir == 5) return NULL;
853
854                         y = p_ptr->y + ddy[dir];
855                         x = p_ptr->x + ddx[dir];
856
857                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
858                         {
859                                 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
860                                 return "";
861                         }
862                         msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
863                         for (i = 0; i < 2; i++)
864                         {
865                                 int damage;
866                                 if (!has_melee_weapon(INVEN_RARM + i)) break;
867                                 o_ptr = &inventory[INVEN_RARM + i];
868                                 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
869                                 damage = o_ptr->to_d * 100;
870                                 object_flags(o_ptr, flgs);
871                                 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
872                                 {
873                                         /* vorpal blade */
874                                         basedam *= 5;
875                                         basedam /= 3;
876                                 }
877                                 else if (have_flag(flgs, TR_VORPAL))
878                                 {
879                                         /* vorpal flag only */
880                                         basedam *= 11;
881                                         basedam /= 9;
882                                 }
883                                 damage += basedam;
884                                 damage += p_ptr->to_d[i] * 100;
885                                 damage *= p_ptr->num_blow[i];
886                                 total_damage += (damage / 100);
887                         }
888                         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);
889                 }
890                 break;
891
892         case 30:
893                 if (name) return _("慶雲鬼忍剣", "Keiun-Kininken");
894                 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。",
895                         "Attacks a monster with extremely powerful damage. But you also takes some damages. Hurts a undead monster greatly.");
896
897                 if (cast)
898                 {
899                         POSITION y, x;
900
901                         if (!get_direction(&dir, FALSE, FALSE)) return NULL;
902                         if (dir == 5) return NULL;
903
904                         y = p_ptr->y + ddy[dir];
905                         x = p_ptr->x + ddx[dir];
906
907                         if (cave[y][x].m_idx)
908                                 py_attack(y, x, HISSATSU_UNDEAD);
909                         else
910                         {
911                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
912                                 return NULL;
913                         }
914                         take_hit(DAMAGE_NOESCAPE, 100 + randint1(100), _("慶雲鬼忍剣を使った衝撃", "exhaustion on using Keiun-Kininken"), -1);
915                 }
916                 break;
917
918         case 31:
919                 if (name) return _("切腹", "Harakiri");
920                 if (desc) return _("「武士道とは、死ぬことと見つけたり。」", "'Busido is found in death'");
921
922                 if (cast)
923                 {
924                         int i;
925                         if (!get_check(_("本当に自殺しますか?", "Do you really want to commit suicide? "))) return NULL;
926                         /* Special Verification for suicide */
927                         prt(_("確認のため '@' を押して下さい。", "Please verify SUICIDE by typing the '@' sign: "), 0, 0);
928
929                         flush();
930                         i = inkey();
931                         prt("", 0, 0);
932                         if (i != '@') return NULL;
933                         if (p_ptr->total_winner)
934                         {
935                                 take_hit(DAMAGE_FORCE, 9999, "Seppuku", -1);
936                                 p_ptr->total_winner = TRUE;
937                         }
938                         else
939                         {
940                                 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."));
941                                 take_hit(DAMAGE_FORCE, 9999, "Seppuku", -1);
942                         }
943                 }
944                 break;
945         }
946
947         return "";
948 }