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#37353 剣術領域処理を cmd-spell.c から realm-hissatsu.c/h へ分離。
[hengband/hengband.git] / src / realm-hissatsu.c
1 #include "angband.h"\r
2 #include "cmd-spell.h"\r
3 \r
4 /*!\r
5 * @brief \8c\95\8fp\82Ì\8ae\8f\88\97\9d\82ð\8ds\82¤\r
6 * @param spell \8c\95\8fpID\r
7 * @param mode \8f\88\97\9d\93à\97e (SPELL_NAME / SPELL_DESC / SPELL_CAST)\r
8 * @return SPELL_NAME / SPELL_DESC \8e\9e\82É\82Í\95\8e\9a\97ñ\83|\83C\83\93\83^\82ð\95Ô\82·\81BSPELL_CAST\8e\9e\82ÍNULL\95\8e\9a\97ñ\82ð\95Ô\82·\81B\r
9 */\r
10 cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)\r
11 {\r
12         bool name = (mode == SPELL_NAME) ? TRUE : FALSE;\r
13         bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;\r
14         bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;\r
15 \r
16         int dir;\r
17         int plev = p_ptr->lev;\r
18 \r
19         switch (spell)\r
20         {\r
21         case 0:\r
22                 if (name) return _("\94ò\94Ñ\8dj", "Tobi-Izuna");\r
23                 if (desc) return _("2\83}\83X\97£\82ê\82½\82Æ\82±\82ë\82É\82¢\82é\83\82\83\93\83X\83^\81[\82ð\8dU\8c\82\82·\82é\81B", "Attacks a two squares distant monster.");\r
24 \r
25                 if (cast)\r
26                 {\r
27                         project_length = 2;\r
28                         if (!get_aim_dir(&dir)) return NULL;\r
29 \r
30                         project_hook(GF_ATTACK, dir, HISSATSU_2, PROJECT_STOP | PROJECT_KILL);\r
31                 }\r
32                 break;\r
33 \r
34         case 1:\r
35                 if (name) return _("\8cÜ\8c\8e\89J\8ea\82è", "3-Way Attack");\r
36                 if (desc) return _("3\95û\8cü\82É\91Î\82µ\82Ä\8dU\8c\82\82·\82é\81B", "Attacks in 3 directions in one time.");\r
37 \r
38                 if (cast)\r
39                 {\r
40                         int cdir;\r
41                         int y, x;\r
42 \r
43                         if (!get_rep_dir2(&dir)) return NULL;\r
44                         if (dir == 5) return NULL;\r
45 \r
46                         for (cdir = 0; cdir < 8; cdir++)\r
47                         {\r
48                                 if (cdd[cdir] == dir) break;\r
49                         }\r
50 \r
51                         if (cdir == 8) return NULL;\r
52 \r
53                         y = p_ptr->y + ddy_cdd[cdir];\r
54                         x = p_ptr->x + ddx_cdd[cdir];\r
55                         if (cave[y][x].m_idx)\r
56                                 py_attack(y, x, 0);\r
57                         else\r
58                                 msg_print(_("\8dU\8c\82\82Í\8bó\82ð\90Ø\82Á\82½\81B", "You attack the empty air."));\r
59 \r
60                         y = p_ptr->y + ddy_cdd[(cdir + 7) % 8];\r
61                         x = p_ptr->x + ddx_cdd[(cdir + 7) % 8];\r
62                         if (cave[y][x].m_idx)\r
63                                 py_attack(y, x, 0);\r
64                         else\r
65                                 msg_print(_("\8dU\8c\82\82Í\8bó\82ð\90Ø\82Á\82½\81B", "You attack the empty air."));\r
66 \r
67                         y = p_ptr->y + ddy_cdd[(cdir + 1) % 8];\r
68                         x = p_ptr->x + ddx_cdd[(cdir + 1) % 8];\r
69                         if (cave[y][x].m_idx)\r
70                                 py_attack(y, x, 0);\r
71                         else\r
72                                 msg_print(_("\8dU\8c\82\82Í\8bó\82ð\90Ø\82Á\82½\81B", "You attack the empty air."));\r
73                 }\r
74                 break;\r
75 \r
76         case 2:\r
77                 if (name) return _("\83u\81[\83\81\83\89\83\93", "Boomerang");\r
78                 if (desc) return _("\95\90\8aí\82ð\8eè\8c³\82É\96ß\82Á\82Ä\82­\82é\82æ\82¤\82É\93\8a\82°\82é\81B\96ß\82Á\82Ä\82±\82È\82¢\82±\82Æ\82à\82 \82é\81B",\r
79                         "Throws current weapon. And it'll return to your hand unless failed.");\r
80 \r
81                 if (cast)\r
82                 {\r
83                         if (!do_cmd_throw(1, TRUE, -1)) return NULL;\r
84                 }\r
85                 break;\r
86 \r
87         case 3:\r
88                 if (name) return _("\89\8b\97ì", "Burning Strike");\r
89                 if (desc) return _("\89Î\89\8a\91Ï\90«\82Ì\82È\82¢\83\82\83\93\83X\83^\81[\82É\91å\83_\83\81\81[\83W\82ð\97^\82¦\82é\81B", "Attacks a monster with more damage unless it has resistance to fire.");\r
90 \r
91                 if (cast)\r
92                 {\r
93                         int y, x;\r
94 \r
95                         if (!get_rep_dir2(&dir)) return NULL;\r
96                         if (dir == 5) return NULL;\r
97 \r
98                         y = p_ptr->y + ddy[dir];\r
99                         x = p_ptr->x + ddx[dir];\r
100 \r
101                         if (cave[y][x].m_idx)\r
102                                 py_attack(y, x, HISSATSU_FIRE);\r
103                         else\r
104                         {\r
105                                 msg_print(_("\82»\82Ì\95û\8cü\82É\82Í\83\82\83\93\83X\83^\81[\82Í\82¢\82Ü\82¹\82ñ\81B", "There is no monster."));\r
106                                 return NULL;\r
107                         }\r
108                 }\r
109                 break;\r
110 \r
111         case 4:\r
112                 if (name) return _("\8eE\8bC\8a´\92m", "Detect Ferocity");\r
113                 if (desc) return _("\8bß\82­\82Ì\8ev\8dl\82·\82é\82±\82Æ\82ª\82Å\82«\82é\83\82\83\93\83X\83^\81[\82ð\8a´\92m\82·\82é\81B", "Detects all monsters except mindless in your vicinity.");\r
114 \r
115                 if (cast)\r
116                 {\r
117                         detect_monsters_mind(DETECT_RAD_DEFAULT);\r
118                 }\r
119                 break;\r
120 \r
121         case 5:\r
122                 if (name) return _("\82Ý\82Ë\91Å\82¿", "Strike to Stun");\r
123                 if (desc) return _("\91\8a\8eè\82É\83_\83\81\81[\83W\82ð\97^\82¦\82È\82¢\82ª\81A\9eN\9eO\82Æ\82³\82¹\82é\81B", "Attempts to stun a monster in the adjacent.");\r
124 \r
125                 if (cast)\r
126                 {\r
127                         int y, x;\r
128 \r
129                         if (!get_rep_dir2(&dir)) return NULL;\r
130                         if (dir == 5) return NULL;\r
131 \r
132                         y = p_ptr->y + ddy[dir];\r
133                         x = p_ptr->x + ddx[dir];\r
134 \r
135                         if (cave[y][x].m_idx)\r
136                                 py_attack(y, x, HISSATSU_MINEUCHI);\r
137                         else\r
138                         {\r
139                                 msg_print(_("\82»\82Ì\95û\8cü\82É\82Í\83\82\83\93\83X\83^\81[\82Í\82¢\82Ü\82¹\82ñ\81B", "There is no monster."));\r
140                                 return NULL;\r
141                         }\r
142                 }\r
143                 break;\r
144 \r
145         case 6:\r
146                 if (name) return _("\83J\83E\83\93\83^\81[", "Counter");\r
147                 if (desc) return _("\91\8a\8eè\82É\8dU\8c\82\82³\82ê\82½\82Æ\82«\82É\94½\8c\82\82·\82é\81B\94½\8c\82\82·\82é\82½\82Ñ\82ÉMP\82ð\8fÁ\94ï\81B",\r
148                         "Prepares to counterattack. When attack by a monster, strikes back using SP each time.");\r
149 \r
150                 if (cast)\r
151                 {\r
152                         if (p_ptr->riding)\r
153                         {\r
154                                 msg_print(_("\8fæ\94n\92\86\82É\82Í\96³\97\9d\82¾\81B", "You cannot do it when riding."));\r
155                                 return NULL;\r
156                         }\r
157                         msg_print(_("\91\8a\8eè\82Ì\8dU\8c\82\82É\91Î\82µ\82Ä\90g\8d\\82¦\82½\81B", "You prepare to counter blow."));\r
158                         p_ptr->counter = TRUE;\r
159                 }\r
160                 break;\r
161 \r
162         case 7:\r
163                 if (name) return _("\95¥\82¢\94²\82¯", "Harainuke");\r
164                 if (desc) return _("\8dU\8c\82\82µ\82½\8cã\81A\94½\91Î\91¤\82É\94²\82¯\82é\81B",\r
165                         "Attacks monster with your weapons normally, then move through counter side of the monster.");\r
166 \r
167                 if (cast)\r
168                 {\r
169                         POSITION y, x;\r
170 \r
171                         if (p_ptr->riding)\r
172                         {\r
173                                 msg_print(_("\8fæ\94n\92\86\82É\82Í\96³\97\9d\82¾\81B", "You cannot do it when riding."));\r
174                                 return NULL;\r
175                         }\r
176 \r
177                         if (!get_rep_dir2(&dir)) return NULL;\r
178 \r
179                         if (dir == 5) return NULL;\r
180                         y = p_ptr->y + ddy[dir];\r
181                         x = p_ptr->x + ddx[dir];\r
182 \r
183                         if (!cave[y][x].m_idx)\r
184                         {\r
185                                 msg_print(_("\82»\82Ì\95û\8cü\82É\82Í\83\82\83\93\83X\83^\81[\82Í\82¢\82Ü\82¹\82ñ\81B", "There is no monster."));\r
186                                 return NULL;\r
187                         }\r
188 \r
189                         py_attack(y, x, 0);\r
190 \r
191                         if (!player_can_enter(cave[y][x].feat, 0) || is_trap(cave[y][x].feat))\r
192                                 break;\r
193 \r
194                         y += ddy[dir];\r
195                         x += ddx[dir];\r
196 \r
197                         if (player_can_enter(cave[y][x].feat, 0) && !is_trap(cave[y][x].feat) && !cave[y][x].m_idx)\r
198                         {\r
199                                 msg_print(NULL);\r
200 \r
201                                 /* Move the player */\r
202                                 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);\r
203                         }\r
204                 }\r
205                 break;\r
206 \r
207         case 8:\r
208                 if (name) return _("\83T\81[\83y\83\93\83c\83^\83\93", "Serpent's Tongue");\r
209                 if (desc) return _("\93Å\91Ï\90«\82Ì\82È\82¢\83\82\83\93\83X\83^\81[\82É\91å\83_\83\81\81[\83W\82ð\97^\82¦\82é\81B", "Attacks a monster with more damage unless it has resistance to poison.");\r
210 \r
211                 if (cast)\r
212                 {\r
213                         int y, x;\r
214 \r
215                         if (!get_rep_dir2(&dir)) return NULL;\r
216                         if (dir == 5) return NULL;\r
217 \r
218                         y = p_ptr->y + ddy[dir];\r
219                         x = p_ptr->x + ddx[dir];\r
220 \r
221                         if (cave[y][x].m_idx)\r
222                                 py_attack(y, x, HISSATSU_POISON);\r
223                         else\r
224                         {\r
225                                 msg_print(_("\82»\82Ì\95û\8cü\82É\82Í\83\82\83\93\83X\83^\81[\82Í\82¢\82Ü\82¹\82ñ\81B", "There is no monster."));\r
226                                 return NULL;\r
227                         }\r
228                 }\r
229                 break;\r
230 \r
231         case 9:\r
232                 if (name) return _("\8ea\96\82\8c\95\93ó\82Ì\91¾\93\81", "Zammaken");\r
233                 if (desc) return _("\90\96½\82Ì\82È\82¢\8e×\88«\82È\83\82\83\93\83X\83^\81[\82É\91å\83_\83\81\81[\83W\82ð\97^\82¦\82é\82ª\81A\91¼\82Ì\83\82\83\93\83X\83^\81[\82É\82Í\91S\82­\8cø\89Ê\82ª\82È\82¢\81B",\r
234                         "Attacks an evil unliving monster with great damage. No effect to other  monsters.");\r
235 \r
236                 if (cast)\r
237                 {\r
238                         int y, x;\r
239 \r
240                         if (!get_rep_dir2(&dir)) return NULL;\r
241                         if (dir == 5) return NULL;\r
242 \r
243                         y = p_ptr->y + ddy[dir];\r
244                         x = p_ptr->x + ddx[dir];\r
245 \r
246                         if (cave[y][x].m_idx)\r
247                                 py_attack(y, x, HISSATSU_ZANMA);\r
248                         else\r
249                         {\r
250                                 msg_print(_("\82»\82Ì\95û\8cü\82É\82Í\83\82\83\93\83X\83^\81[\82Í\82¢\82Ü\82¹\82ñ\81B", "There is no monster."));\r
251                                 return NULL;\r
252                         }\r
253                 }\r
254                 break;\r
255 \r
256         case 10:\r
257                 if (name) return _("\97ô\95\97\8c\95", "Wind Blast");\r
258                 if (desc) return _("\8dU\8c\82\82µ\82½\91\8a\8eè\82ð\8cã\95û\82Ö\90\81\82«\94ò\82Î\82·\81B", "Attacks an adjacent monster, and blow it away.");\r
259 \r
260                 if (cast)\r
261                 {\r
262                         int y, x;\r
263 \r
264                         if (!get_rep_dir2(&dir)) return NULL;\r
265                         if (dir == 5) return NULL;\r
266 \r
267                         y = p_ptr->y + ddy[dir];\r
268                         x = p_ptr->x + ddx[dir];\r
269 \r
270                         if (cave[y][x].m_idx)\r
271                                 py_attack(y, x, 0);\r
272                         else\r
273                         {\r
274                                 msg_print(_("\82»\82Ì\95û\8cü\82É\82Í\83\82\83\93\83X\83^\81[\82Í\82¢\82Ü\82¹\82ñ\81B", "There is no monster."));\r
275                                 return NULL;\r
276                         }\r
277                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)\r
278                         {\r
279                                 return "";\r
280                         }\r
281                         if (cave[y][x].m_idx)\r
282                         {\r
283                                 int i;\r
284                                 POSITION ty = y, tx = x;\r
285                                 POSITION oy = y, ox = x;\r
286                                 MONSTER_IDX m_idx = cave[y][x].m_idx;\r
287                                 monster_type *m_ptr = &m_list[m_idx];\r
288                                 char m_name[80];\r
289 \r
290                                 monster_desc(m_name, m_ptr, 0);\r
291 \r
292                                 for (i = 0; i < 5; i++)\r
293                                 {\r
294                                         y += ddy[dir];\r
295                                         x += ddx[dir];\r
296                                         if (cave_empty_bold(y, x))\r
297                                         {\r
298                                                 ty = y;\r
299                                                 tx = x;\r
300                                         }\r
301                                         else break;\r
302                                 }\r
303                                 if ((ty != oy) || (tx != ox))\r
304                                 {\r
305                                         msg_format(_("%s\82ð\90\81\82«\94ò\82Î\82µ\82½\81I", "You blow %s away!"), m_name);\r
306                                         cave[oy][ox].m_idx = 0;\r
307                                         cave[ty][tx].m_idx = m_idx;\r
308                                         m_ptr->fy = ty;\r
309                                         m_ptr->fx = tx;\r
310 \r
311                                         update_mon(m_idx, TRUE);\r
312                                         lite_spot(oy, ox);\r
313                                         lite_spot(ty, tx);\r
314 \r
315                                         if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))\r
316                                                 p_ptr->update |= (PU_MON_LITE);\r
317                                 }\r
318                         }\r
319                 }\r
320                 break;\r
321 \r
322         case 11:\r
323                 if (name) return _("\93\81\8f \82Ì\96Ú\97\98\82«", "Judge");\r
324                 if (desc) return _("\95\90\8aí\81E\96h\8bï\82ð1\82Â\8e¯\95Ê\82·\82é\81B\83\8c\83x\83\8b45\88È\8fã\82Å\95\90\8aí\81E\96h\8bï\82Ì\94\\97Í\82ð\8a®\91S\82É\92m\82é\82±\82Æ\82ª\82Å\82«\82é\81B",\r
325                         "Identifies a weapon or armor. Or *identifies* these at level 45.");\r
326 \r
327                 if (cast)\r
328                 {\r
329                         if (plev > 44)\r
330                         {\r
331                                 if (!identify_fully(TRUE)) return NULL;\r
332                         }\r
333                         else\r
334                         {\r
335                                 if (!ident_spell(TRUE)) return NULL;\r
336                         }\r
337                 }\r
338                 break;\r
339 \r
340         case 12:\r
341                 if (name) return _("\94j\8aâ\8ea", "Rock Smash");\r
342                 if (desc) return _("\8aâ\82ð\89ó\82µ\81A\8aâ\90Î\8cn\82Ì\83\82\83\93\83X\83^\81[\82É\91å\83_\83\81\81[\83W\82ð\97^\82¦\82é\81B", "Breaks rock. Or greatly damage a monster made by rocks.");\r
343 \r
344                 if (cast)\r
345                 {\r
346                         int y, x;\r
347 \r
348                         if (!get_rep_dir2(&dir)) return NULL;\r
349                         if (dir == 5) return NULL;\r
350 \r
351                         y = p_ptr->y + ddy[dir];\r
352                         x = p_ptr->x + ddx[dir];\r
353 \r
354                         if (cave[y][x].m_idx)\r
355                                 py_attack(y, x, HISSATSU_HAGAN);\r
356 \r
357                         if (!cave_have_flag_bold(y, x, FF_HURT_ROCK)) break;\r
358 \r
359                         /* Destroy the feature */\r
360                         cave_alter_feat(y, x, FF_HURT_ROCK);\r
361 \r
362                         /* Update some things */\r
363                         p_ptr->update |= (PU_FLOW);\r
364                 }\r
365                 break;\r
366 \r
367         case 13:\r
368                 if (name) return _("\97\90\82ê\90á\8c\8e\89Ô", "Midare-Setsugekka");\r
369                 if (desc) return _("\8dU\8c\82\89ñ\90\94\82ª\91\9d\82¦\81A\97â\8bC\91Ï\90«\82Ì\82È\82¢\83\82\83\93\83X\83^\81[\82É\91å\83_\83\81\81[\83W\82ð\97^\82¦\82é\81B",\r
370                         "Attacks a monster with increased number of attacks and more damage unless it has resistance to cold.");\r
371 \r
372                 if (cast)\r
373                 {\r
374                         int y, x;\r
375 \r
376                         if (!get_rep_dir2(&dir)) return NULL;\r
377                         if (dir == 5) return NULL;\r
378 \r
379                         y = p_ptr->y + ddy[dir];\r
380                         x = p_ptr->x + ddx[dir];\r
381 \r
382                         if (cave[y][x].m_idx)\r
383                                 py_attack(y, x, HISSATSU_COLD);\r
384                         else\r
385                         {\r
386                                 msg_print(_("\82»\82Ì\95û\8cü\82É\82Í\83\82\83\93\83X\83^\81[\82Í\82¢\82Ü\82¹\82ñ\81B", "There is no monster."));\r
387                                 return NULL;\r
388                         }\r
389                 }\r
390                 break;\r
391 \r
392         case 14:\r
393                 if (name) return _("\8b}\8f\8a\93Ë\82«", "Spot Aiming");\r
394                 if (desc) return _("\83\82\83\93\83X\83^\81[\82ð\88ê\8c\82\82Å\93|\82·\8dU\8c\82\82ð\8cJ\82è\8fo\82·\81B\8e¸\94s\82·\82é\82Æ1\93_\82µ\82©\83_\83\81\81[\83W\82ð\97^\82¦\82ç\82ê\82È\82¢\81B",\r
395                         "Attempts to kill a monster instantly. If failed cause only 1HP of damage.");\r
396 \r
397                 if (cast)\r
398                 {\r
399                         int y, x;\r
400 \r
401                         if (!get_rep_dir2(&dir)) return NULL;\r
402                         if (dir == 5) return NULL;\r
403 \r
404                         y = p_ptr->y + ddy[dir];\r
405                         x = p_ptr->x + ddx[dir];\r
406 \r
407                         if (cave[y][x].m_idx)\r
408                                 py_attack(y, x, HISSATSU_KYUSHO);\r
409                         else\r
410                         {\r
411                                 msg_print(_("\82»\82Ì\95û\8cü\82É\82Í\83\82\83\93\83X\83^\81[\82Í\82¢\82Ü\82¹\82ñ\81B", "There is no monster."));\r
412                                 return NULL;\r
413                         }\r
414                 }\r
415                 break;\r
416 \r
417         case 15:\r
418                 if (name) return _("\96\82\90_\8ea\82è", "Majingiri");\r
419                 if (desc) return _("\89ï\90S\82Ì\88ê\8c\82\82Å\8dU\8c\82\82·\82é\81B\8dU\8c\82\82ª\82©\82í\82³\82ê\82â\82·\82¢\81B",\r
420                         "Attempts to attack with critical hit. But this attack is easy to evade for a monster.");\r
421 \r
422                 if (cast)\r
423                 {\r
424                         int y, x;\r
425 \r
426                         if (!get_rep_dir2(&dir)) return NULL;\r
427                         if (dir == 5) return NULL;\r
428 \r
429                         y = p_ptr->y + ddy[dir];\r
430                         x = p_ptr->x + ddx[dir];\r
431 \r
432                         if (cave[y][x].m_idx)\r
433                                 py_attack(y, x, HISSATSU_MAJIN);\r
434                         else\r
435                         {\r
436                                 msg_print(_("\82»\82Ì\95û\8cü\82É\82Í\83\82\83\93\83X\83^\81[\82Í\82¢\82Ü\82¹\82ñ\81B", "There is no monster."));\r
437                                 return NULL;\r
438                         }\r
439                 }\r
440                 break;\r
441 \r
442         case 16:\r
443                 if (name) return _("\8eÌ\82Ä\90g", "Desperate Attack");\r
444                 if (desc) return _("\8b­\97Í\82È\8dU\8c\82\82ð\8cJ\82è\8fo\82·\81B\8e\9f\82Ì\83^\81[\83\93\82Ü\82Å\82Ì\8aÔ\81A\90H\82ç\82¤\83_\83\81\81[\83W\82ª\91\9d\82¦\82é\81B",\r
445                         "Attacks with all of your power. But all damages you take will be doubled for one turn.");\r
446 \r
447                 if (cast)\r
448                 {\r
449                         int y, x;\r
450 \r
451                         if (!get_rep_dir2(&dir)) return NULL;\r
452                         if (dir == 5) return NULL;\r
453 \r
454                         y = p_ptr->y + ddy[dir];\r
455                         x = p_ptr->x + ddx[dir];\r
456 \r
457                         if (cave[y][x].m_idx)\r
458                                 py_attack(y, x, HISSATSU_SUTEMI);\r
459                         else\r
460                         {\r
461                                 msg_print(_("\82»\82Ì\95û\8cü\82É\82Í\83\82\83\93\83X\83^\81[\82Í\82¢\82Ü\82¹\82ñ\81B", "There is no monster."));\r
462                                 return NULL;\r
463                         }\r
464                         p_ptr->sutemi = TRUE;\r
465                 }\r
466                 break;\r
467 \r
468         case 17:\r
469                 if (name) return _("\97\8b\8c\82\98h\92Ü\8ea", "Lightning Eagle");\r
470                 if (desc) return _("\93d\8c\82\91Ï\90«\82Ì\82È\82¢\83\82\83\93\83X\83^\81[\82É\94ñ\8fí\82É\91å\82«\82¢\83_\83\81\81[\83W\82ð\97^\82¦\82é\81B",\r
471                         "Attacks a monster with more damage unless it has resistance to electricity.");\r
472 \r
473                 if (cast)\r
474                 {\r
475                         int y, x;\r
476 \r
477                         if (!get_rep_dir2(&dir)) return NULL;\r
478                         if (dir == 5) return NULL;\r
479 \r
480                         y = p_ptr->y + ddy[dir];\r
481                         x = p_ptr->x + ddx[dir];\r
482 \r
483                         if (cave[y][x].m_idx)\r
484                                 py_attack(y, x, HISSATSU_ELEC);\r
485                         else\r
486                         {\r
487                                 msg_print(_("\82»\82Ì\95û\8cü\82É\82Í\83\82\83\93\83X\83^\81[\82Í\82¢\82Ü\82¹\82ñ\81B", "There is no monster."));\r
488                                 return NULL;\r
489                         }\r
490                 }\r
491                 break;\r
492 \r
493         case 18:\r
494                 if (name) return _("\93ü\90g", "Rush Attack");\r
495                 if (desc) return _("\91f\91\81\82­\91\8a\8eè\82É\8bß\8añ\82è\8dU\8c\82\82·\82é\81B", "Steps close to a monster and attacks at a time.");\r
496 \r
497                 if (cast)\r
498                 {\r
499                         if (!rush_attack(NULL)) return NULL;\r
500                 }\r
501                 break;\r
502 \r
503         case 19:\r
504                 if (name) return _("\90Ô\97¬\89Q", "Bloody Maelstrom");\r
505                 if (desc) return _("\8e©\95ª\8e©\90g\82à\8f\9d\82ð\8dì\82è\82Â\82Â\81A\82»\82Ì\8f\9d\82ª\90[\82¢\82Ù\82Ç\91å\82«\82¢\88Ð\97Í\82Å\91S\95û\8cü\82Ì\93G\82ð\8dU\8c\82\82Å\82«\82é\81B\90\82«\82Ä\82¢\82È\82¢\83\82\83\93\83X\83^\81[\82É\82Í\8cø\89Ê\82ª\82È\82¢\81B",\r
506                         "Attacks all adjacent monsters with power corresponding to your cut status. Then increases your cut status. No effect to unliving monsters.");\r
507 \r
508                 if (cast)\r
509                 {\r
510                         int y = 0, x = 0;\r
511 \r
512                         cave_type       *c_ptr;\r
513                         monster_type    *m_ptr;\r
514 \r
515                         if (p_ptr->cut < 300)\r
516                                 set_cut(p_ptr->cut + 300);\r
517                         else\r
518                                 set_cut(p_ptr->cut * 2);\r
519 \r
520                         for (dir = 0; dir < 8; dir++)\r
521                         {\r
522                                 y = p_ptr->y + ddy_ddd[dir];\r
523                                 x = p_ptr->x + ddx_ddd[dir];\r
524                                 c_ptr = &cave[y][x];\r
525 \r
526                                 /* Get the monster */\r
527                                 m_ptr = &m_list[c_ptr->m_idx];\r
528 \r
529                                 /* Hack -- attack monsters */\r
530                                 if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))\r
531                                 {\r
532                                         if (!monster_living(&r_info[m_ptr->r_idx]))\r
533                                         {\r
534                                                 char m_name[80];\r
535 \r
536                                                 monster_desc(m_name, m_ptr, 0);\r
537                                                 msg_format(_("%s\82É\82Í\8cø\89Ê\82ª\82È\82¢\81I", "%s is unharmed!"), m_name);\r
538                                         }\r
539                                         else py_attack(y, x, HISSATSU_SEKIRYUKA);\r
540                                 }\r
541                         }\r
542                 }\r
543                 break;\r
544 \r
545         case 20:\r
546                 if (name) return _("\8c\83\90k\8c\82", "Earthquake Blow");\r
547                 if (desc) return _("\92n\90k\82ð\8bN\82±\82·\81B", "Shakes dungeon structure, and results in random swapping of floors and walls.");\r
548 \r
549                 if (cast)\r
550                 {\r
551                         int y, x;\r
552 \r
553                         if (!get_rep_dir2(&dir)) return NULL;\r
554                         if (dir == 5) return NULL;\r
555 \r
556                         y = p_ptr->y + ddy[dir];\r
557                         x = p_ptr->x + ddx[dir];\r
558 \r
559                         if (cave[y][x].m_idx)\r
560                                 py_attack(y, x, HISSATSU_QUAKE);\r
561                         else\r
562                                 earthquake(p_ptr->y, p_ptr->x, 10);\r
563                 }\r
564                 break;\r
565 \r
566         case 21:\r
567                 if (name) return _("\92n\91\96\82è", "Crack");\r
568                 if (desc) return _("\8fÕ\8c\82\94g\82Ì\83r\81[\83\80\82ð\95ú\82Â\81B", "Fires a beam of shock wave.");\r
569 \r
570                 if (cast)\r
571                 {\r
572                         int total_damage = 0, basedam, i;\r
573                         u32b flgs[TR_FLAG_SIZE];\r
574                         object_type *o_ptr;\r
575                         if (!get_aim_dir(&dir)) return NULL;\r
576                         msg_print(_("\95\90\8aí\82ð\91å\82«\82­\90U\82è\89º\82ë\82µ\82½\81B", "You swing your weapon downward."));\r
577                         for (i = 0; i < 2; i++)\r
578                         {\r
579                                 int damage;\r
580 \r
581                                 if (!buki_motteruka(INVEN_RARM + i)) break;\r
582                                 o_ptr = &inventory[INVEN_RARM + i];\r
583                                 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;\r
584                                 damage = o_ptr->to_d * 100;\r
585                                 object_flags(o_ptr, flgs);\r
586                                 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))\r
587                                 {\r
588                                         /* vorpal blade */\r
589                                         basedam *= 5;\r
590                                         basedam /= 3;\r
591                                 }\r
592                                 else if (have_flag(flgs, TR_VORPAL))\r
593                                 {\r
594                                         /* vorpal flag only */\r
595                                         basedam *= 11;\r
596                                         basedam /= 9;\r
597                                 }\r
598                                 damage += basedam;\r
599                                 damage *= p_ptr->num_blow[i];\r
600                                 total_damage += damage / 200;\r
601                                 if (i) total_damage = total_damage * 7 / 10;\r
602                         }\r
603                         fire_beam(GF_FORCE, dir, total_damage);\r
604                 }\r
605                 break;\r
606 \r
607         case 22:\r
608                 if (name) return _("\8bC\94\97\82Ì\97Y\8b©\82Ñ", "War Cry");\r
609                 if (desc) return _("\8e\8b\8aE\93à\82Ì\91S\83\82\83\93\83X\83^\81[\82É\91Î\82µ\82Ä\8d\8c\89¹\82Ì\8dU\8c\82\82ð\8ds\82¤\81B\82³\82ç\82É\81A\8bß\82­\82É\82¢\82é\83\82\83\93\83X\83^\81[\82ð\93{\82ç\82¹\82é\81B",\r
610                         "Damages all monsters in sight with sound. Aggravate nearby monsters.");\r
611 \r
612                 if (cast)\r
613                 {\r
614                         msg_print(_("\97Y\8b©\82Ñ\82ð\82 \82°\82½\81I", "You roar out!"));\r
615                         project_hack(GF_SOUND, randint1(plev * 3));\r
616                         aggravate_monsters(0);\r
617                 }\r
618                 break;\r
619 \r
620         case 23:\r
621                 if (name) return _("\96³\91o\8eO\92i", "Musou-Sandan");\r
622                 if (desc) return _("\8b­\97Í\82È3\92i\8dU\8c\82\82ð\8cJ\82è\8fo\82·\81B", "Attacks with powerful 3 strikes.");\r
623 \r
624                 if (cast)\r
625                 {\r
626                         int i;\r
627 \r
628                         if (!get_rep_dir2(&dir)) return NULL;\r
629                         if (dir == 5) return NULL;\r
630 \r
631                         for (i = 0; i < 3; i++)\r
632                         {\r
633                                 POSITION y, x;\r
634                                 POSITION ny, nx;\r
635                                 MONSTER_IDX m_idx;\r
636                                 cave_type *c_ptr;\r
637                                 monster_type *m_ptr;\r
638 \r
639                                 y = p_ptr->y + ddy[dir];\r
640                                 x = p_ptr->x + ddx[dir];\r
641                                 c_ptr = &cave[y][x];\r
642 \r
643                                 if (c_ptr->m_idx)\r
644                                         py_attack(y, x, HISSATSU_3DAN);\r
645                                 else\r
646                                 {\r
647                                         msg_print(_("\82»\82Ì\95û\8cü\82É\82Í\83\82\83\93\83X\83^\81[\82Í\82¢\82Ü\82¹\82ñ\81B", "There is no monster."));\r
648                                         return NULL;\r
649                                 }\r
650 \r
651                                 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)\r
652                                 {\r
653                                         return "";\r
654                                 }\r
655 \r
656                                 /* Monster is dead? */\r
657                                 if (!c_ptr->m_idx) break;\r
658 \r
659                                 ny = y + ddy[dir];\r
660                                 nx = x + ddx[dir];\r
661                                 m_idx = c_ptr->m_idx;\r
662                                 m_ptr = &m_list[m_idx];\r
663 \r
664                                 /* Monster cannot move back? */\r
665                                 if (!monster_can_enter(ny, nx, &r_info[m_ptr->r_idx], 0))\r
666                                 {\r
667                                         /* -more- */\r
668                                         if (i < 2) msg_print(NULL);\r
669                                         continue;\r
670                                 }\r
671 \r
672                                 c_ptr->m_idx = 0;\r
673                                 cave[ny][nx].m_idx = m_idx;\r
674                                 m_ptr->fy = ny;\r
675                                 m_ptr->fx = nx;\r
676 \r
677                                 update_mon(m_idx, TRUE);\r
678 \r
679                                 /* Redraw the old spot */\r
680                                 lite_spot(y, x);\r
681 \r
682                                 /* Redraw the new spot */\r
683                                 lite_spot(ny, nx);\r
684 \r
685                                 /* Player can move forward? */\r
686                                 if (player_can_enter(c_ptr->feat, 0))\r
687                                 {\r
688                                         /* Move the player */\r
689                                         if (!move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP)) break;\r
690                                 }\r
691                                 else\r
692                                 {\r
693                                         break;\r
694                                 }\r
695 \r
696                                 /* -more- */\r
697                                 if (i < 2) msg_print(NULL);\r
698                         }\r
699                 }\r
700                 break;\r
701 \r
702         case 24:\r
703                 if (name) return _("\8bz\8c\8c\8bS\82Ì\89å", "Vampire's Fang");\r
704                 if (desc) return _("\8dU\8c\82\82µ\82½\91\8a\8eè\82Ì\91Ì\97Í\82ð\8bz\82¢\82Æ\82è\81A\8e©\95ª\82Ì\91Ì\97Í\82ð\89ñ\95\9c\82³\82¹\82é\81B\90\96½\82ð\8e\9d\82½\82È\82¢\83\82\83\93\83X\83^\81[\82É\82Í\92Ê\82\82È\82¢\81B",\r
705                         "Attacks with vampiric strikes which absorbs HP from a monster and gives them to you. No effect to unliving monsters.");\r
706 \r
707                 if (cast)\r
708                 {\r
709                         int y, x;\r
710 \r
711                         if (!get_rep_dir2(&dir)) return NULL;\r
712                         if (dir == 5) return NULL;\r
713 \r
714                         y = p_ptr->y + ddy[dir];\r
715                         x = p_ptr->x + ddx[dir];\r
716 \r
717                         if (cave[y][x].m_idx)\r
718                                 py_attack(y, x, HISSATSU_DRAIN);\r
719                         else\r
720                         {\r
721                                 msg_print(_("\82»\82Ì\95û\8cü\82É\82Í\83\82\83\93\83X\83^\81[\82Í\82¢\82Ü\82¹\82ñ\81B", "There is no monster."));\r
722                                 return NULL;\r
723                         }\r
724                 }\r
725                 break;\r
726 \r
727         case 25:\r
728                 if (name) return _("\8c\98f", "Moon Dazzling");\r
729                 if (desc) return _("\8e\8b\8aE\93à\82Ì\8bN\82«\82Ä\82¢\82é\91S\83\82\83\93\83X\83^\81[\82É\9eN\9eO\81A\8d¬\97\90\81A\96°\82è\82ð\97^\82¦\82æ\82¤\82Æ\82·\82é\81B", "Attempts to stun, confuse and sleep all waking monsters.");\r
730 \r
731                 if (cast)\r
732                 {\r
733                         msg_print(_("\95\90\8aí\82ð\95s\8bK\91¥\82É\97h\82ç\82µ\82½\81D\81D\81D", "You irregularly wave your weapon..."));\r
734                         project_hack(GF_ENGETSU, plev * 4);\r
735                         project_hack(GF_ENGETSU, plev * 4);\r
736                         project_hack(GF_ENGETSU, plev * 4);\r
737                 }\r
738                 break;\r
739 \r
740         case 26:\r
741                 if (name) return _("\95S\90l\8ea\82è", "Hundred Slaughter");\r
742                 if (desc) return _("\98A\91±\82µ\82Ä\93ü\90g\82Å\83\82\83\93\83X\83^\81[\82ð\8dU\8c\82\82·\82é\81B\8dU\8c\82\82·\82é\82½\82Ñ\82ÉMP\82ð\8fÁ\94ï\81BMP\82ª\82È\82­\82È\82é\82©\81A\83\82\83\93\83X\83^\81[\82ð\93|\82¹\82È\82©\82Á\82½\82ç\95S\90l\8ea\82è\82Í\8fI\97¹\82·\82é\81B",\r
743                         "Performs a series of rush attacks. The series continues while killing each monster in a time and SP remains.");\r
744 \r
745                 if (cast)\r
746                 {\r
747                         const int mana_cost_per_monster = 8;\r
748                         bool is_new = TRUE;\r
749                         bool mdeath;\r
750 \r
751                         do\r
752                         {\r
753                                 if (!rush_attack(&mdeath)) break;\r
754                                 if (is_new)\r
755                                 {\r
756                                         /* Reserve needed mana point */\r
757                                         p_ptr->csp -= technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;\r
758                                         is_new = FALSE;\r
759                                 }\r
760                                 else\r
761                                         p_ptr->csp -= mana_cost_per_monster;\r
762 \r
763                                 if (!mdeath) break;\r
764                                 command_dir = 0;\r
765 \r
766                                 p_ptr->redraw |= PR_MANA;\r
767                                 handle_stuff();\r
768                         } while (p_ptr->csp > mana_cost_per_monster);\r
769 \r
770                         if (is_new) return NULL;\r
771 \r
772                         /* Restore reserved mana */\r
773                         p_ptr->csp += technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;\r
774                 }\r
775                 break;\r
776 \r
777         case 27:\r
778                 if (name) return _("\93VãÄ\97´\91M", "Dragonic Flash");\r
779                 if (desc) return _("\8e\8b\8aE\93à\82Ì\8fê\8f\8a\82ð\8ew\92è\82µ\82Ä\81A\82»\82Ì\8fê\8f\8a\82Æ\8e©\95ª\82Ì\8aÔ\82É\82¢\82é\91S\83\82\83\93\83X\83^\81[\82ð\8dU\8c\82\82µ\81A\82»\82Ì\8fê\8f\8a\82É\88Ú\93®\82·\82é\81B",\r
780                         "Runs toward given location while attacking all monsters on the path.");\r
781 \r
782                 if (cast)\r
783                 {\r
784                         POSITION y, x;\r
785 \r
786                         if (!tgt_pt(&x, &y)) return NULL;\r
787 \r
788                         if (!cave_player_teleportable_bold(y, x, 0L) ||\r
789                                 (distance(y, x, p_ptr->y, p_ptr->x) > MAX_SIGHT / 2) ||\r
790                                 !projectable(p_ptr->y, p_ptr->x, y, x))\r
791                         {\r
792                                 msg_print(_("\8e¸\94s\81I", "You cannot move to that place!"));\r
793                                 break;\r
794                         }\r
795                         if (p_ptr->anti_tele)\r
796                         {\r
797                                 msg_print(_("\95s\8ev\8bc\82È\97Í\82ª\83e\83\8c\83|\81[\83g\82ð\96h\82¢\82¾\81I", "A mysterious force prevents you from teleporting!"));\r
798                                 break;\r
799                         }\r
800                         project(0, 0, y, x, HISSATSU_ISSEN, GF_ATTACK, PROJECT_BEAM | PROJECT_KILL, -1);\r
801                         teleport_player_to(y, x, 0L);\r
802                 }\r
803                 break;\r
804 \r
805         case 28:\r
806                 if (name) return _("\93ñ\8fd\82Ì\8c\95\8c\82", "Twin Slash");\r
807                 if (desc) return _("1\83^\81[\83\93\82Å2\93x\8dU\8c\82\82ð\8ds\82¤\81B", "double attacks at a time.");\r
808 \r
809                 if (cast)\r
810                 {\r
811                         int x, y;\r
812 \r
813                         if (!get_rep_dir(&dir, FALSE)) return NULL;\r
814 \r
815                         y = p_ptr->y + ddy[dir];\r
816                         x = p_ptr->x + ddx[dir];\r
817 \r
818                         if (cave[y][x].m_idx)\r
819                         {\r
820                                 py_attack(y, x, 0);\r
821                                 if (cave[y][x].m_idx)\r
822                                 {\r
823                                         handle_stuff();\r
824                                         py_attack(y, x, 0);\r
825                                 }\r
826                         }\r
827                         else\r
828                         {\r
829                                 msg_print(_("\82»\82Ì\95û\8cü\82É\82Í\83\82\83\93\83X\83^\81[\82Í\82¢\82Ü\82¹\82ñ\81B", "You don't see any monster in this direction"));\r
830                                 return NULL;\r
831                         }\r
832                 }\r
833                 break;\r
834 \r
835         case 29:\r
836                 if (name) return _("\8cÕ\95\9a\90â\93\81\90¨", "Kofuku-Zettousei");\r
837                 if (desc) return _("\8b­\97Í\82È\8dU\8c\82\82ð\8ds\82¢\81A\8bß\82­\82Ì\8fê\8f\8a\82É\82à\8cø\89Ê\82ª\8by\82Ô\81B", "Performs a powerful attack which even effect nearby monsters.");\r
838 \r
839                 if (cast)\r
840                 {\r
841                         int total_damage = 0, basedam, i;\r
842                         int y, x;\r
843                         u32b flgs[TR_FLAG_SIZE];\r
844                         object_type *o_ptr;\r
845 \r
846                         if (!get_rep_dir2(&dir)) return NULL;\r
847                         if (dir == 5) return NULL;\r
848 \r
849                         y = p_ptr->y + ddy[dir];\r
850                         x = p_ptr->x + ddx[dir];\r
851 \r
852                         if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)\r
853                         {\r
854                                 msg_print(_("\82È\82º\82©\8dU\8c\82\82·\82é\82±\82Æ\82ª\82Å\82«\82È\82¢\81B", "Something prevent you from attacking."));\r
855                                 return "";\r
856                         }\r
857                         msg_print(_("\95\90\8aí\82ð\91å\82«\82­\90U\82è\89º\82ë\82µ\82½\81B", "You swing your weapon downward."));\r
858                         for (i = 0; i < 2; i++)\r
859                         {\r
860                                 int damage;\r
861                                 if (!buki_motteruka(INVEN_RARM + i)) break;\r
862                                 o_ptr = &inventory[INVEN_RARM + i];\r
863                                 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;\r
864                                 damage = o_ptr->to_d * 100;\r
865                                 object_flags(o_ptr, flgs);\r
866                                 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))\r
867                                 {\r
868                                         /* vorpal blade */\r
869                                         basedam *= 5;\r
870                                         basedam /= 3;\r
871                                 }\r
872                                 else if (have_flag(flgs, TR_VORPAL))\r
873                                 {\r
874                                         /* vorpal flag only */\r
875                                         basedam *= 11;\r
876                                         basedam /= 9;\r
877                                 }\r
878                                 damage += basedam;\r
879                                 damage += p_ptr->to_d[i] * 100;\r
880                                 damage *= p_ptr->num_blow[i];\r
881                                 total_damage += (damage / 100);\r
882                         }\r
883                         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);\r
884                 }\r
885                 break;\r
886 \r
887         case 30:\r
888                 if (name) return _("\8cc\89_\8bS\94E\8c\95", "Keiun-Kininken");\r
889                 if (desc) return _("\8e©\95ª\82à\83_\83\81\81[\83W\82ð\82­\82ç\82¤\82ª\81A\91\8a\8eè\82É\94ñ\8fí\82É\91å\82«\82È\83_\83\81\81[\83W\82ð\97^\82¦\82é\81B\83A\83\93\83f\83b\83h\82É\82Í\93Á\82É\8cø\89Ê\82ª\82 \82é\81B",\r
890                         "Attacks a monster with extremely powerful damage. But you also takes some damages. Hurts a undead monster greatly.");\r
891 \r
892                 if (cast)\r
893                 {\r
894                         int y, x;\r
895 \r
896                         if (!get_rep_dir2(&dir)) return NULL;\r
897                         if (dir == 5) return NULL;\r
898 \r
899                         y = p_ptr->y + ddy[dir];\r
900                         x = p_ptr->x + ddx[dir];\r
901 \r
902                         if (cave[y][x].m_idx)\r
903                                 py_attack(y, x, HISSATSU_UNDEAD);\r
904                         else\r
905                         {\r
906                                 msg_print(_("\82»\82Ì\95û\8cü\82É\82Í\83\82\83\93\83X\83^\81[\82Í\82¢\82Ü\82¹\82ñ\81B", "There is no monster."));\r
907                                 return NULL;\r
908                         }\r
909                         take_hit(DAMAGE_NOESCAPE, 100 + randint1(100), _("\8cc\89_\8bS\94E\8c\95\82ð\8eg\82Á\82½\8fÕ\8c\82", "exhaustion on using Keiun-Kininken"), -1);\r
910                 }\r
911                 break;\r
912 \r
913         case 31:\r
914                 if (name) return _("\90Ø\95 ", "Harakiri");\r
915                 if (desc) return _("\81u\95\90\8em\93¹\82Æ\82Í\81A\8e\80\82Ê\82±\82Æ\82Æ\8c©\82Â\82¯\82½\82è\81B\81v", "'Busido is found in death'");\r
916 \r
917                 if (cast)\r
918                 {\r
919                         int i;\r
920                         if (!get_check(_("\96{\93\96\82É\8e©\8eE\82µ\82Ü\82·\82©\81H", "Do you really want to commit suicide? "))) return NULL;\r
921                         /* Special Verification for suicide */\r
922                         prt(_("\8am\94F\82Ì\82½\82ß '@' \82ð\89\9f\82µ\82Ä\89º\82³\82¢\81B", "Please verify SUICIDE by typing the '@' sign: "), 0, 0);\r
923 \r
924                         flush();\r
925                         i = inkey();\r
926                         prt("", 0, 0);\r
927                         if (i != '@') return NULL;\r
928                         if (p_ptr->total_winner)\r
929                         {\r
930                                 take_hit(DAMAGE_FORCE, 9999, "Seppuku", -1);\r
931                                 p_ptr->total_winner = TRUE;\r
932                         }\r
933                         else\r
934                         {\r
935                                 msg_print(_("\95\90\8em\93¹\82Æ\82Í\81A\8e\80\82Ê\82±\82Æ\82Æ\8c©\82Â\82¯\82½\82è\81B", "Meaning of Bushi-do is found in the death."));\r
936                                 take_hit(DAMAGE_FORCE, 9999, "Seppuku", -1);\r
937                         }\r
938                 }\r
939                 break;\r
940         }\r
941 \r
942         return "";\r
943 }\r