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Corrected subject/verb agreement in English spell description. Merged two sentences...
[hengband/hengband.git] / src / realm-hissatsu.c
1 #include "angband.h"
2 #include "core.h"
3 #include "util.h"
4
5 #include "cmd-spell.h"
6 #include "cmd-basic.h"
7 #include "dungeon.h"
8 #include "floor.h"
9 #include "melee.h"
10 #include "monsterrace-hook.h"
11 #include "artifact.h"
12 #include "monster.h"
13 #include "player-move.h"
14 #include "player-status.h"
15 #include "player-effects.h"
16 #include "player-damage.h"
17 #include "feature.h"
18 #include "spells.h"
19 #include "grid.h"
20 #include "targeting.h"
21 #include "view-mainwindow.h"
22 #include "spells-floor.h"
23 #include "world.h"
24
25 /*!
26 * @brief 剣術の各処理を行う
27 * @param caster_ptr プレーヤーへの参照ポインタ
28 * @param spell 剣術ID
29 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_CAST)
30 * @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。
31 */
32 concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mode)
33 {
34         bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
35         bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
36         bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
37
38         DIRECTION dir;
39         PLAYER_LEVEL plev = caster_ptr->lev;
40
41         switch (spell)
42         {
43         case 0:
44                 if (name) return _("飛飯綱", "Tobi-Izuna");
45                 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 monster two squares away.");
46
47                 if (cast)
48                 {
49                         project_length = 2;
50                         if (!get_aim_dir(caster_ptr, &dir)) return NULL;
51
52                         project_hook(caster_ptr, GF_ATTACK, dir, HISSATSU_2, PROJECT_STOP | PROJECT_KILL);
53                 }
54                 break;
55
56         case 1:
57                 if (name) return _("五月雨斬り", "3-Way Attack");
58                 if (desc) return _("3方向に対して攻撃する。", "Attacks in 3 directions at one time.");
59
60                 if (cast)
61                 {
62                         DIRECTION cdir;
63                         POSITION y, x;
64
65                         if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
66                         if (dir == 5) return NULL;
67
68                         for (cdir = 0; cdir < 8; cdir++)
69                         {
70                                 if (cdd[cdir] == dir) break;
71                         }
72
73                         if (cdir == 8) return NULL;
74
75                         y = caster_ptr->y + ddy_cdd[cdir];
76                         x = caster_ptr->x + ddx_cdd[cdir];
77                         if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
78                                 py_attack(caster_ptr, y, x, 0);
79                         else
80                                 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
81
82                         y = caster_ptr->y + ddy_cdd[(cdir + 7) % 8];
83                         x = caster_ptr->x + ddx_cdd[(cdir + 7) % 8];
84                         if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
85                                 py_attack(caster_ptr, y, x, 0);
86                         else
87                                 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
88
89                         y = caster_ptr->y + ddy_cdd[(cdir + 1) % 8];
90                         x = caster_ptr->x + ddx_cdd[(cdir + 1) % 8];
91                         if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
92                                 py_attack(caster_ptr, y, x, 0);
93                         else
94                                 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
95                 }
96                 break;
97
98         case 2:
99                 if (name) return _("ブーメラン", "Boomerang");
100                 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。",
101                         "Throws current weapon. It'll return to your hand unless the action failed.");
102
103                 if (cast)
104                 {
105                         if (!do_cmd_throw(caster_ptr, 1, TRUE, -1)) return NULL;
106                 }
107                 break;
108
109         case 3:
110                 if (name) return _("焔霊", "Burning Strike");
111                 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.");
112
113                 if (cast)
114                 {
115                         POSITION y, x;
116
117                         if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
118                         if (dir == 5) return NULL;
119
120                         y = caster_ptr->y + ddy[dir];
121                         x = caster_ptr->x + ddx[dir];
122
123                         if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
124                                 py_attack(caster_ptr, y, x, HISSATSU_FIRE);
125                         else
126                         {
127                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
128                                 return NULL;
129                         }
130                 }
131                 break;
132
133         case 4:
134                 if (name) return _("殺気感知", "Detect Ferocity");
135                 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 the mindless in your vicinity.");
136
137                 if (cast)
138                 {
139                         detect_monsters_mind(caster_ptr, DETECT_RAD_DEFAULT);
140                 }
141                 break;
142
143         case 5:
144                 if (name) return _("みね打ち", "Strike to Stun");
145                 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 next to you.");
146
147                 if (cast)
148                 {
149                         POSITION y, x;
150
151                         if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
152                         if (dir == 5) return NULL;
153
154                         y = caster_ptr->y + ddy[dir];
155                         x = caster_ptr->x + ddx[dir];
156
157                         if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
158                                 py_attack(caster_ptr, y, x, HISSATSU_MINEUCHI);
159                         else
160                         {
161                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
162                                 return NULL;
163                         }
164                 }
165                 break;
166
167         case 6:
168                 if (name) return _("カウンター", "Counter");
169                 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。",
170                         "Prepares to counterattack. When attacked by a monster, strikes back using SP each time.");
171
172                 if (cast)
173                 {
174                         if (caster_ptr->riding)
175                         {
176                                 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
177                                 return NULL;
178                         }
179                         msg_print(_("相手の攻撃に対して身構えた。", "You prepare to counterattack."));
180                         caster_ptr->counter = TRUE;
181                 }
182                 break;
183
184         case 7:
185                 if (name) return _("払い抜け", "Harainuke");
186                 if (desc) return _("攻撃した後、反対側に抜ける。",
187                         "In one action, attacks a monster with your weapons normally and then moves to the space beyond the monster if that space is not blocked.");
188
189                 if (cast)
190                 {
191                         POSITION y, x;
192
193                         if (caster_ptr->riding)
194                         {
195                                 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
196                                 return NULL;
197                         }
198
199                         if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
200
201                         if (dir == 5) return NULL;
202                         y = caster_ptr->y + ddy[dir];
203                         x = caster_ptr->x + ddx[dir];
204
205                         if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
206                         {
207                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
208                                 return NULL;
209                         }
210
211                         py_attack(caster_ptr, y, x, 0);
212
213                         if (!player_can_enter(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat, 0) || is_trap(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat))
214                                 break;
215
216                         y += ddy[dir];
217                         x += ddx[dir];
218
219                         if (player_can_enter(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat, 0) && !is_trap(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat) && !caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
220                         {
221                                 msg_print(NULL);
222                                 (void)move_player_effect(caster_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
223                         }
224                 }
225                 break;
226
227         case 8:
228                 if (name) return _("サーペンツタン", "Serpent's Tongue");
229                 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.");
230
231                 if (cast)
232                 {
233                         POSITION y, x;
234
235                         if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
236                         if (dir == 5) return NULL;
237
238                         y = caster_ptr->y + ddy[dir];
239                         x = caster_ptr->x + ddx[dir];
240
241                         if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
242                                 py_attack(caster_ptr, y, x, HISSATSU_POISON);
243                         else
244                         {
245                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
246                                 return NULL;
247                         }
248                 }
249                 break;
250
251         case 9:
252                 if (name) return _("斬魔剣弐の太刀", "Zammaken");
253                 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。",
254                         "Attacks an evil unliving monster with great damage. Has no effect on other monsters.");
255
256                 if (cast)
257                 {
258                         POSITION y, x;
259
260                         if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
261                         if (dir == 5) return NULL;
262
263                         y = caster_ptr->y + ddy[dir];
264                         x = caster_ptr->x + ddx[dir];
265
266                         if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
267                                 py_attack(caster_ptr, y, x, HISSATSU_ZANMA);
268                         else
269                         {
270                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
271                                 return NULL;
272                         }
273                 }
274                 break;
275
276         case 10:
277                 if (name) return _("裂風剣", "Wind Blast");
278                 if (desc) return _("攻撃した相手を後方へ吹き飛ばす。", "Attacks an adjacent monster and blows it away.");
279
280                 if (cast)
281                 {
282                         POSITION y, x;
283
284                         if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
285                         if (dir == 5) return NULL;
286
287                         y = caster_ptr->y + ddy[dir];
288                         x = caster_ptr->x + ddx[dir];
289
290                         if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
291                                 py_attack(caster_ptr, y, x, 0);
292                         else
293                         {
294                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
295                                 return NULL;
296                         }
297                         if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
298                         {
299                                 return "";
300                         }
301                         if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
302                         {
303                                 int i;
304                                 POSITION ty = y, tx = x;
305                                 POSITION oy = y, ox = x;
306                                 MONSTER_IDX m_idx = caster_ptr->current_floor_ptr->grid_array[y][x].m_idx;
307                                 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
308                                 GAME_TEXT m_name[MAX_NLEN];
309
310                                 monster_desc(caster_ptr, m_name, m_ptr, 0);
311
312                                 for (i = 0; i < 5; i++)
313                                 {
314                                         y += ddy[dir];
315                                         x += ddx[dir];
316                                         if (is_cave_empty_bold(caster_ptr, y, x))
317                                         {
318                                                 ty = y;
319                                                 tx = x;
320                                         }
321                                         else break;
322                                 }
323                                 if ((ty != oy) || (tx != ox))
324                                 {
325                                         msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
326                                         caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
327                                         caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
328                                         m_ptr->fy = ty;
329                                         m_ptr->fx = tx;
330
331                                         update_monster(caster_ptr, m_idx, TRUE);
332                                         lite_spot(caster_ptr, oy, ox);
333                                         lite_spot(caster_ptr, ty, tx);
334
335                                         if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
336                                                 caster_ptr->update |= (PU_MON_LITE);
337                                 }
338                         }
339                 }
340                 break;
341
342         case 11:
343                 if (name) return _("刀匠の目利き", "Judge");
344                 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。",
345                         "Identifies a weapon or armor. *Identifies* the item at level 45.");
346
347                 if (cast)
348                 {
349                         if (plev > 44)
350                         {
351                                 if (!identify_fully(caster_ptr, TRUE)) return NULL;
352                         }
353                         else
354                         {
355                                 if (!ident_spell(caster_ptr, TRUE)) return NULL;
356                         }
357                 }
358                 break;
359
360         case 12:
361                 if (name) return _("破岩斬", "Rock Smash");
362                 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 damages a monster made of rocks.");
363
364                 if (cast)
365                 {
366                         POSITION y, x;
367
368                         if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
369                         if (dir == 5) return NULL;
370
371                         y = caster_ptr->y + ddy[dir];
372                         x = caster_ptr->x + ddx[dir];
373
374                         if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
375                                 py_attack(caster_ptr, y, x, HISSATSU_HAGAN);
376
377                         if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_HURT_ROCK)) break;
378
379                         /* Destroy the feature */
380                         cave_alter_feat(caster_ptr, y, x, FF_HURT_ROCK);
381                         caster_ptr->update |= (PU_FLOW);
382                 }
383                 break;
384
385         case 13:
386                 if (name) return _("乱れ雪月花", "Midare-Setsugekka");
387                 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。",
388                         "Attacks a monster with an increased number of attacks and more damage unless it has resistance to cold.");
389
390                 if (cast)
391                 {
392                         POSITION y, x;
393
394                         if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
395                         if (dir == 5) return NULL;
396
397                         y = caster_ptr->y + ddy[dir];
398                         x = caster_ptr->x + ddx[dir];
399
400                         if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
401                                 py_attack(caster_ptr, y, x, HISSATSU_COLD);
402                         else
403                         {
404                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
405                                 return NULL;
406                         }
407                 }
408                 break;
409
410         case 14:
411                 if (name) return _("急所突き", "Spot Aiming");
412                 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。",
413                         "Attempts to kill a monster instantly. If that fails, causes only 1HP of damage.");
414
415                 if (cast)
416                 {
417                         POSITION y, x;
418
419                         if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
420                         if (dir == 5) return NULL;
421
422                         y = caster_ptr->y + ddy[dir];
423                         x = caster_ptr->x + ddx[dir];
424
425                         if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
426                                 py_attack(caster_ptr, y, x, HISSATSU_KYUSHO);
427                         else
428                         {
429                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
430                                 return NULL;
431                         }
432                 }
433                 break;
434
435         case 15:
436                 if (name) return _("魔神斬り", "Majingiri");
437                 if (desc) return _("会心の一撃で攻撃する。攻撃がかわされやすい。",
438                         "Attempts to attack with a critical hit, but this attack is easy to evade for a monster.");
439
440                 if (cast)
441                 {
442                         POSITION y, x;
443
444                         if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
445                         if (dir == 5) return NULL;
446
447                         y = caster_ptr->y + ddy[dir];
448                         x = caster_ptr->x + ddx[dir];
449
450                         if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
451                                 py_attack(caster_ptr, y, x, HISSATSU_MAJIN);
452                         else
453                         {
454                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
455                                 return NULL;
456                         }
457                 }
458                 break;
459
460         case 16:
461                 if (name) return _("捨て身", "Desperate Attack");
462                 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。",
463                         "Attacks with all of your power, but all damage you take will be doubled for one turn.");
464
465                 if (cast)
466                 {
467                         POSITION y, x;
468
469                         if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
470                         if (dir == 5) return NULL;
471
472                         y = caster_ptr->y + ddy[dir];
473                         x = caster_ptr->x + ddx[dir];
474
475                         if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
476                                 py_attack(caster_ptr, y, x, HISSATSU_SUTEMI);
477                         else
478                         {
479                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
480                                 return NULL;
481                         }
482                         caster_ptr->sutemi = TRUE;
483                 }
484                 break;
485
486         case 17:
487                 if (name) return _("雷撃鷲爪斬", "Lightning Eagle");
488                 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。",
489                         "Attacks a monster with more damage unless it has resistance to electricity.");
490
491                 if (cast)
492                 {
493                         POSITION y, x;
494
495                         if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
496                         if (dir == 5) return NULL;
497
498                         y = caster_ptr->y + ddy[dir];
499                         x = caster_ptr->x + ddx[dir];
500
501                         if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
502                                 py_attack(caster_ptr, y, x, HISSATSU_ELEC);
503                         else
504                         {
505                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
506                                 return NULL;
507                         }
508                 }
509                 break;
510
511         case 18:
512                 if (name) return _("入身", "Rush Attack");
513                 if (desc) return _("素早く相手に近寄り攻撃する。", "Steps close to a monster and attacks at the same time.");
514
515                 if (cast)
516                 {
517                         if (!rush_attack(caster_ptr, NULL)) return NULL;
518                 }
519                 break;
520
521         case 19:
522                 if (name) return _("赤流渦", "Bloody Maelstrom");
523                 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。",
524                         "Attacks all adjacent monsters with power corresponding to your cuts. Then increases your cuts. Has no effect on unliving monsters.");
525
526                 if (cast)
527                 {
528                         POSITION y = 0, x = 0;
529
530                         grid_type       *g_ptr;
531                         monster_type    *m_ptr;
532
533                         if (caster_ptr->cut < 300)
534                                 set_cut(caster_ptr,caster_ptr->cut + 300);
535                         else
536                                 set_cut(caster_ptr,caster_ptr->cut * 2);
537
538                         for (dir = 0; dir < 8; dir++)
539                         {
540                                 y = caster_ptr->y + ddy_ddd[dir];
541                                 x = caster_ptr->x + ddx_ddd[dir];
542                                 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
543                                 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
544
545                                 /* Hack -- attack monsters */
546                                 if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)))
547                                 {
548                                         if (!monster_living(m_ptr->r_idx))
549                                         {
550                                                 GAME_TEXT m_name[MAX_NLEN];
551
552                                                 monster_desc(caster_ptr, m_name, m_ptr, 0);
553                                                 msg_format(_("%sには効果がない!", "%s is unharmed!"), m_name);
554                                         }
555                                         else py_attack(caster_ptr, y, x, HISSATSU_SEKIRYUKA);
556                                 }
557                         }
558                 }
559                 break;
560
561         case 20:
562                 if (name) return _("激震撃", "Earthquake Blow");
563                 if (desc) return _("地震を起こす。", "Shakes dungeon structure, and results in random swapping of floors and walls.");
564
565                 if (cast)
566                 {
567                         POSITION y, x;
568
569                         if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
570                         if (dir == 5) return NULL;
571
572                         y = caster_ptr->y + ddy[dir];
573                         x = caster_ptr->x + ddx[dir];
574
575                         if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
576                                 py_attack(caster_ptr, y, x, HISSATSU_QUAKE);
577                         else
578                                 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 10, 0);
579                 }
580                 break;
581
582         case 21:
583                 if (name) return _("地走り", "Crack");
584                 if (desc) return _("衝撃波のビームを放つ。", "Fires a shock wave as a beam.");
585
586                 if (cast)
587                 {
588                         int total_damage = 0, basedam, i;
589                         BIT_FLAGS flgs[TR_FLAG_SIZE];
590                         object_type *o_ptr;
591                         if (!get_aim_dir(caster_ptr, &dir)) return NULL;
592                         msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
593                         for (i = 0; i < 2; i++)
594                         {
595                                 int damage;
596
597                                 if (!has_melee_weapon(caster_ptr, INVEN_RARM + i)) break;
598                                 o_ptr = &caster_ptr->inventory_list[INVEN_RARM + i];
599                                 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
600                                 damage = o_ptr->to_d * 100;
601                                 object_flags(o_ptr, flgs);
602                                 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
603                                 {
604                                         /* vorpal blade */
605                                         basedam *= 5;
606                                         basedam /= 3;
607                                 }
608                                 else if (have_flag(flgs, TR_VORPAL))
609                                 {
610                                         /* vorpal flag only */
611                                         basedam *= 11;
612                                         basedam /= 9;
613                                 }
614                                 damage += basedam;
615                                 damage *= caster_ptr->num_blow[i];
616                                 total_damage += damage / 200;
617                                 if (i) total_damage = total_damage * 7 / 10;
618                         }
619                         fire_beam(caster_ptr, GF_FORCE, dir, total_damage);
620                 }
621                 break;
622
623         case 22:
624                 if (name) return _("気迫の雄叫び", "War Cry");
625                 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。",
626                         "Damages all monsters in sight with sound. Aggravates nearby monsters.");
627
628                 if (cast)
629                 {
630                         msg_print(_("雄叫びをあげた!", "You roar!"));
631                         project_all_los(caster_ptr, GF_SOUND, randint1(plev * 3));
632                         aggravate_monsters(caster_ptr, 0);
633                 }
634                 break;
635
636         case 23:
637                 if (name) return _("無双三段", "Musou-Sandan");
638                 if (desc) return _("強力な3段攻撃を繰り出す。", "Attacks with three powerful strikes.");
639
640                 if (cast)
641                 {
642                         int i;
643
644                         if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
645                         if (dir == 5) return NULL;
646
647                         for (i = 0; i < 3; i++)
648                         {
649                                 POSITION y, x;
650                                 POSITION ny, nx;
651                                 MONSTER_IDX m_idx;
652                                 grid_type *g_ptr;
653                                 monster_type *m_ptr;
654
655                                 y = caster_ptr->y + ddy[dir];
656                                 x = caster_ptr->x + ddx[dir];
657                                 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
658
659                                 if (g_ptr->m_idx)
660                                         py_attack(caster_ptr, y, x, HISSATSU_3DAN);
661                                 else
662                                 {
663                                         msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
664                                         return NULL;
665                                 }
666
667                                 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
668                                 {
669                                         return "";
670                                 }
671
672                                 /* Monster is dead? */
673                                 if (!g_ptr->m_idx) break;
674
675                                 ny = y + ddy[dir];
676                                 nx = x + ddx[dir];
677                                 m_idx = g_ptr->m_idx;
678                                 m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
679
680                                 /* Monster cannot move back? */
681                                 if (!monster_can_enter(caster_ptr, ny, nx, &r_info[m_ptr->r_idx], 0))
682                                 {
683                                         /* -more- */
684                                         if (i < 2) msg_print(NULL);
685                                         continue;
686                                 }
687
688                                 g_ptr->m_idx = 0;
689                                 caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
690                                 m_ptr->fy = ny;
691                                 m_ptr->fx = nx;
692
693                                 update_monster(caster_ptr, m_idx, TRUE);
694
695                                 /* Redraw the old spot */
696                                 lite_spot(caster_ptr, y, x);
697
698                                 /* Redraw the new spot */
699                                 lite_spot(caster_ptr, ny, nx);
700
701                                 /* Player can move forward? */
702                                 if (player_can_enter(caster_ptr, g_ptr->feat, 0))
703                                 {
704                                         if (!move_player_effect(caster_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP)) break;
705                                 }
706                                 else
707                                 {
708                                         break;
709                                 }
710
711                                 /* -more- */
712                                 if (i < 2) msg_print(NULL);
713                         }
714                 }
715                 break;
716
717         case 24:
718                 if (name) return _("吸血鬼の牙", "Vampire's Fang");
719                 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。",
720                         "Attacks with vampiric strikes which absorb HP from a monster and heal you. Has no effect on unliving monsters.");
721
722                 if (cast)
723                 {
724                         POSITION y, x;
725
726                         if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
727                         if (dir == 5) return NULL;
728
729                         y = caster_ptr->y + ddy[dir];
730                         x = caster_ptr->x + ddx[dir];
731
732                         if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
733                                 py_attack(caster_ptr, y, x, HISSATSU_DRAIN);
734                         else
735                         {
736                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
737                                 return NULL;
738                         }
739                 }
740                 break;
741
742         case 25:
743                 if (name) return _("幻惑", "Moon Dazzling");
744                 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 put to sleep all waking monsters.");
745
746                 if (cast)
747                 {
748                         msg_print(_("武器を不規則に揺らした...", "You irregularly wave your weapon..."));
749                         project_all_los(caster_ptr, GF_ENGETSU, plev * 4);
750                         project_all_los(caster_ptr, GF_ENGETSU, plev * 4);
751                         project_all_los(caster_ptr, GF_ENGETSU, plev * 4);
752                 }
753                 break;
754
755         case 26:
756                 if (name) return _("百人斬り", "Hundred Slaughter");
757                 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。",
758                         "Performs a series of rush attacks. The series continues as long as the attacked monster dies and you have sufficient SP.");
759
760                 if (cast)
761                 {
762                         const int mana_cost_per_monster = 8;
763                         bool is_new = TRUE;
764                         bool mdeath;
765
766                         do
767                         {
768                                 if (!rush_attack(caster_ptr, &mdeath)) break;
769                                 if (is_new)
770                                 {
771                                         /* Reserve needed mana point */
772                                         caster_ptr->csp -= technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
773                                         is_new = FALSE;
774                                 }
775                                 else
776                                         caster_ptr->csp -= mana_cost_per_monster;
777
778                                 if (!mdeath) break;
779                                 command_dir = 0;
780
781                                 caster_ptr->redraw |= PR_MANA;
782                                 handle_stuff(caster_ptr);
783                         } while (caster_ptr->csp > mana_cost_per_monster);
784
785                         if (is_new) return NULL;
786
787                         /* Restore reserved mana */
788                         caster_ptr->csp += technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
789                 }
790                 break;
791
792         case 27:
793                 if (name) return _("天翔龍閃", "Dragonic Flash");
794                 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。",
795                         "Runs toward given location while attacking all monsters on the path.");
796
797                 if (cast)
798                 {
799                         POSITION y, x;
800
801                         if (!tgt_pt(caster_ptr, &x, &y)) return NULL;
802
803                         if (!cave_player_teleportable_bold(caster_ptr, y, x, 0L) ||
804                                 (distance(y, x, caster_ptr->y, caster_ptr->x) > MAX_SIGHT / 2) ||
805                                 !projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y, x))
806                         {
807                                 msg_print(_("失敗!", "You cannot move to that place!"));
808                                 break;
809                         }
810                         if (caster_ptr->anti_tele)
811                         {
812                                 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
813                                 break;
814                         }
815                         project(caster_ptr, 0, 0, y, x, HISSATSU_ISSEN, GF_ATTACK, PROJECT_BEAM | PROJECT_KILL, -1);
816                         teleport_player_to(caster_ptr, y, x, 0L);
817                 }
818                 break;
819
820         case 28:
821                 if (name) return _("二重の剣撃", "Twin Slash");
822                 if (desc) return _("1ターンで2度攻撃を行う。", "double attacks at a time.");
823
824                 if (cast)
825                 {
826                         POSITION x, y;
827
828                         if (!get_rep_dir(caster_ptr, &dir, FALSE)) return NULL;
829
830                         y = caster_ptr->y + ddy[dir];
831                         x = caster_ptr->x + ddx[dir];
832
833                         if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
834                         {
835                                 py_attack(caster_ptr, y, x, 0);
836                                 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
837                                 {
838                                         handle_stuff(caster_ptr);
839                                         py_attack(caster_ptr, y, x, 0);
840                                 }
841                         }
842                         else
843                         {
844                                 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"));
845                                 return NULL;
846                         }
847                 }
848                 break;
849
850         case 29:
851                 if (name) return _("虎伏絶刀勢", "Kofuku-Zettousei");
852                 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 affects nearby monsters.");
853
854                 if (cast)
855                 {
856                         int total_damage = 0, basedam, i;
857                         POSITION y, x;
858                         BIT_FLAGS flgs[TR_FLAG_SIZE];
859                         object_type *o_ptr;
860
861                         if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
862                         if (dir == 5) return NULL;
863
864                         y = caster_ptr->y + ddy[dir];
865                         x = caster_ptr->x + ddx[dir];
866
867                         if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
868                         {
869                                 msg_print(_("なぜか攻撃することができない。", "Something prevents you from attacking."));
870                                 return "";
871                         }
872                         msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
873                         for (i = 0; i < 2; i++)
874                         {
875                                 int damage;
876                                 if (!has_melee_weapon(caster_ptr, INVEN_RARM + i)) break;
877                                 o_ptr = &caster_ptr->inventory_list[INVEN_RARM + i];
878                                 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
879                                 damage = o_ptr->to_d * 100;
880                                 object_flags(o_ptr, flgs);
881                                 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
882                                 {
883                                         /* vorpal blade */
884                                         basedam *= 5;
885                                         basedam /= 3;
886                                 }
887                                 else if (have_flag(flgs, TR_VORPAL))
888                                 {
889                                         /* vorpal flag only */
890                                         basedam *= 11;
891                                         basedam /= 9;
892                                 }
893                                 damage += basedam;
894                                 damage += caster_ptr->to_d[i] * 100;
895                                 damage *= caster_ptr->num_blow[i];
896                                 total_damage += (damage / 100);
897                         }
898                         project(caster_ptr, 0, (cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT) ? 5 : 0), y, x, total_damage * 3 / 2, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
899                 }
900                 break;
901
902         case 30:
903                 if (name) return _("慶雲鬼忍剣", "Keiun-Kininken");
904                 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。",
905                         "Attacks a monster with extremely powerful damage, but you also take some damage. Hurts an undead monster greatly.");
906
907                 if (cast)
908                 {
909                         POSITION y, x;
910
911                         if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
912                         if (dir == 5) return NULL;
913
914                         y = caster_ptr->y + ddy[dir];
915                         x = caster_ptr->x + ddx[dir];
916
917                         if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
918                                 py_attack(caster_ptr, y, x, HISSATSU_UNDEAD);
919                         else
920                         {
921                                 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
922                                 return NULL;
923                         }
924                         take_hit(caster_ptr, DAMAGE_NOESCAPE, 100 + randint1(100), _("慶雲鬼忍剣を使った衝撃", "exhaustion on using Keiun-Kininken"), -1);
925                 }
926                 break;
927
928         case 31:
929                 if (name) return _("切腹", "Harakiri");
930                 if (desc) return _("「武士道とは、死ぬことと見つけたり。」", "'Bushido, the way of warriors, is found in death'");
931
932                 if (cast)
933                 {
934                         int i;
935                         if (!get_check(_("本当に自殺しますか?", "Do you really want to commit suicide? "))) return NULL;
936                         /* Special Verification for suicide */
937                         prt(_("確認のため '@' を押して下さい。", "Please verify SUICIDE by typing the '@' sign: "), 0, 0);
938
939                         flush();
940                         i = inkey();
941                         prt("", 0, 0);
942                         if (i != '@') return NULL;
943                         if (current_world_ptr->total_winner)
944                         {
945                                 take_hit(caster_ptr, DAMAGE_FORCE, 9999, "Seppuku", -1);
946                                 current_world_ptr->total_winner = TRUE;
947                         }
948                         else
949                         {
950                                 msg_print(_("武士道とは、死ぬことと見つけたり。", "The meaning of bushido is found in death."));
951                                 take_hit(caster_ptr, DAMAGE_FORCE, 9999, "Seppuku", -1);
952                         }
953                 }
954                 break;
955         }
956
957         return "";
958 }