10 #include "monsterrace-hook.h"
13 #include "player-move.h"
14 #include "player-status.h"
15 #include "player-effects.h"
16 #include "player-damage.h"
18 #include "spell/technic-info-table.h"
20 #include "targeting.h"
21 #include "view/display-main-window.h"
22 #include "spells-floor.h"
24 #include "effect/spells-effect-util.h"
28 * @param caster_ptr プレーヤーへの参照ポインタ
30 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_CAST)
31 * @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。
33 concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mode)
35 bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
36 bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
37 bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
40 PLAYER_LEVEL plev = caster_ptr->lev;
45 if (name) return _("飛飯綱", "Tobi-Izuna");
46 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.");
51 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
53 project_hook(caster_ptr, GF_ATTACK, dir, HISSATSU_2, PROJECT_STOP | PROJECT_KILL);
58 if (name) return _("五月雨斬り", "3-Way Attack");
59 if (desc) return _("3方向に対して攻撃する。", "Attacks in 3 directions at one time.");
66 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
67 if (dir == 5) return NULL;
69 for (cdir = 0; cdir < 8; cdir++)
71 if (cdd[cdir] == dir) break;
74 if (cdir == 8) return NULL;
76 y = caster_ptr->y + ddy_cdd[cdir];
77 x = caster_ptr->x + ddx_cdd[cdir];
78 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
79 py_attack(caster_ptr, y, x, 0);
81 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
83 y = caster_ptr->y + ddy_cdd[(cdir + 7) % 8];
84 x = caster_ptr->x + ddx_cdd[(cdir + 7) % 8];
85 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
86 py_attack(caster_ptr, y, x, 0);
88 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
90 y = caster_ptr->y + ddy_cdd[(cdir + 1) % 8];
91 x = caster_ptr->x + ddx_cdd[(cdir + 1) % 8];
92 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
93 py_attack(caster_ptr, y, x, 0);
95 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
100 if (name) return _("ブーメラン", "Boomerang");
101 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。",
102 "Throws current weapon. It'll return to your hand unless the action failed.");
106 if (!do_cmd_throw(caster_ptr, 1, TRUE, -1)) return NULL;
111 if (name) return _("焔霊", "Burning Strike");
112 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.");
118 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
119 if (dir == 5) return NULL;
121 y = caster_ptr->y + ddy[dir];
122 x = caster_ptr->x + ddx[dir];
124 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
125 py_attack(caster_ptr, y, x, HISSATSU_FIRE);
128 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
135 if (name) return _("殺気感知", "Detect Ferocity");
136 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.");
140 detect_monsters_mind(caster_ptr, DETECT_RAD_DEFAULT);
145 if (name) return _("みね打ち", "Strike to Stun");
146 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.");
152 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
153 if (dir == 5) return NULL;
155 y = caster_ptr->y + ddy[dir];
156 x = caster_ptr->x + ddx[dir];
158 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
159 py_attack(caster_ptr, y, x, HISSATSU_MINEUCHI);
162 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
169 if (name) return _("カウンター", "Counter");
170 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。",
171 "Prepares to counterattack. When attacked by a monster, strikes back using SP each time.");
175 if (caster_ptr->riding)
177 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
180 msg_print(_("相手の攻撃に対して身構えた。", "You prepare to counterattack."));
181 caster_ptr->counter = TRUE;
186 if (name) return _("払い抜け", "Harainuke");
187 if (desc) return _("攻撃した後、反対側に抜ける。",
188 "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.");
194 if (caster_ptr->riding)
196 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
200 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
202 if (dir == 5) return NULL;
203 y = caster_ptr->y + ddy[dir];
204 x = caster_ptr->x + ddx[dir];
206 if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
208 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
212 py_attack(caster_ptr, y, x, 0);
214 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))
220 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)
223 (void)move_player_effect(caster_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
229 if (name) return _("サーペンツタン", "Serpent's Tongue");
230 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.");
236 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
237 if (dir == 5) return NULL;
239 y = caster_ptr->y + ddy[dir];
240 x = caster_ptr->x + ddx[dir];
242 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
243 py_attack(caster_ptr, y, x, HISSATSU_POISON);
246 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
253 if (name) return _("斬魔剣弐の太刀", "Zammaken");
254 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。",
255 "Attacks an evil unliving monster with great damage. Has no effect on other monsters.");
261 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
262 if (dir == 5) return NULL;
264 y = caster_ptr->y + ddy[dir];
265 x = caster_ptr->x + ddx[dir];
267 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
268 py_attack(caster_ptr, y, x, HISSATSU_ZANMA);
271 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
278 if (name) return _("裂風剣", "Wind Blast");
279 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.");
285 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
286 if (dir == 5) return NULL;
288 y = caster_ptr->y + ddy[dir];
289 x = caster_ptr->x + ddx[dir];
291 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
292 py_attack(caster_ptr, y, x, 0);
295 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
298 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
302 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
305 POSITION ty = y, tx = x;
306 POSITION oy = y, ox = x;
307 MONSTER_IDX m_idx = caster_ptr->current_floor_ptr->grid_array[y][x].m_idx;
308 monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
309 GAME_TEXT m_name[MAX_NLEN];
311 monster_desc(caster_ptr, m_name, m_ptr, 0);
313 for (i = 0; i < 5; i++)
317 if (is_cave_empty_bold(caster_ptr, y, x))
324 if ((ty != oy) || (tx != ox))
326 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
327 caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
328 caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
332 update_monster(caster_ptr, m_idx, TRUE);
333 lite_spot(caster_ptr, oy, ox);
334 lite_spot(caster_ptr, ty, tx);
336 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
337 caster_ptr->update |= (PU_MON_LITE);
344 if (name) return _("刀匠の目利き", "Judge");
345 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。",
346 "Identifies a weapon or armor. *Identifies* the item at level 45.");
352 if (!identify_fully(caster_ptr, TRUE)) return NULL;
356 if (!ident_spell(caster_ptr, TRUE)) return NULL;
362 if (name) return _("破岩斬", "Rock Smash");
363 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.");
369 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
370 if (dir == 5) return NULL;
372 y = caster_ptr->y + ddy[dir];
373 x = caster_ptr->x + ddx[dir];
375 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
376 py_attack(caster_ptr, y, x, HISSATSU_HAGAN);
378 if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_HURT_ROCK)) break;
380 /* Destroy the feature */
381 cave_alter_feat(caster_ptr, y, x, FF_HURT_ROCK);
382 caster_ptr->update |= (PU_FLOW);
387 if (name) return _("乱れ雪月花", "Midare-Setsugekka");
388 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。",
389 "Attacks a monster with an increased number of attacks and more damage unless it has resistance to cold.");
395 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
396 if (dir == 5) return NULL;
398 y = caster_ptr->y + ddy[dir];
399 x = caster_ptr->x + ddx[dir];
401 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
402 py_attack(caster_ptr, y, x, HISSATSU_COLD);
405 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
412 if (name) return _("急所突き", "Spot Aiming");
413 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。",
414 "Attempts to kill a monster instantly. If that fails, causes only 1HP of damage.");
420 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
421 if (dir == 5) return NULL;
423 y = caster_ptr->y + ddy[dir];
424 x = caster_ptr->x + ddx[dir];
426 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
427 py_attack(caster_ptr, y, x, HISSATSU_KYUSHO);
430 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
437 if (name) return _("魔神斬り", "Majingiri");
438 if (desc) return _("会心の一撃で攻撃する。攻撃がかわされやすい。",
439 "Attempts to attack with a critical hit, but this attack is easy to evade for a monster.");
445 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
446 if (dir == 5) return NULL;
448 y = caster_ptr->y + ddy[dir];
449 x = caster_ptr->x + ddx[dir];
451 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
452 py_attack(caster_ptr, y, x, HISSATSU_MAJIN);
455 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
462 if (name) return _("捨て身", "Desperate Attack");
463 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。",
464 "Attacks with all of your power, but all damage you take will be doubled for one turn.");
470 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
471 if (dir == 5) return NULL;
473 y = caster_ptr->y + ddy[dir];
474 x = caster_ptr->x + ddx[dir];
476 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
477 py_attack(caster_ptr, y, x, HISSATSU_SUTEMI);
480 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
483 caster_ptr->sutemi = TRUE;
488 if (name) return _("雷撃鷲爪斬", "Lightning Eagle");
489 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。",
490 "Attacks a monster with more damage unless it has resistance to electricity.");
496 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
497 if (dir == 5) return NULL;
499 y = caster_ptr->y + ddy[dir];
500 x = caster_ptr->x + ddx[dir];
502 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
503 py_attack(caster_ptr, y, x, HISSATSU_ELEC);
506 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
513 if (name) return _("入身", "Rush Attack");
514 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.");
518 if (!rush_attack(caster_ptr, NULL)) return NULL;
523 if (name) return _("赤流渦", "Bloody Maelstrom");
524 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。",
525 "Attacks all adjacent monsters with power corresponding to your cuts. Then increases your cuts. Has no effect on unliving monsters.");
529 POSITION y = 0, x = 0;
534 if (caster_ptr->cut < 300)
535 set_cut(caster_ptr,caster_ptr->cut + 300);
537 set_cut(caster_ptr,caster_ptr->cut * 2);
539 for (dir = 0; dir < 8; dir++)
541 y = caster_ptr->y + ddy_ddd[dir];
542 x = caster_ptr->x + ddx_ddd[dir];
543 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
544 m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
546 /* Hack -- attack monsters */
547 if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)))
549 if (!monster_living(m_ptr->r_idx))
551 GAME_TEXT m_name[MAX_NLEN];
553 monster_desc(caster_ptr, m_name, m_ptr, 0);
554 msg_format(_("%sには効果がない!", "%s is unharmed!"), m_name);
556 else py_attack(caster_ptr, y, x, HISSATSU_SEKIRYUKA);
563 if (name) return _("激震撃", "Earthquake Blow");
564 if (desc) return _("地震を起こす。", "Shakes dungeon structure, and results in random swapping of floors and walls.");
570 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
571 if (dir == 5) return NULL;
573 y = caster_ptr->y + ddy[dir];
574 x = caster_ptr->x + ddx[dir];
576 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
577 py_attack(caster_ptr, y, x, HISSATSU_QUAKE);
579 earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 10, 0);
584 if (name) return _("地走り", "Crack");
585 if (desc) return _("衝撃波のビームを放つ。", "Fires a shock wave as a beam.");
589 int total_damage = 0, basedam, i;
590 BIT_FLAGS flgs[TR_FLAG_SIZE];
592 if (!get_aim_dir(caster_ptr, &dir)) return NULL;
593 msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
594 for (i = 0; i < 2; i++)
598 if (!has_melee_weapon(caster_ptr, INVEN_RARM + i)) break;
599 o_ptr = &caster_ptr->inventory_list[INVEN_RARM + i];
600 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
601 damage = o_ptr->to_d * 100;
602 object_flags(o_ptr, flgs);
603 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
609 else if (have_flag(flgs, TR_VORPAL))
611 /* vorpal flag only */
616 damage *= caster_ptr->num_blow[i];
617 total_damage += damage / 200;
618 if (i) total_damage = total_damage * 7 / 10;
620 fire_beam(caster_ptr, GF_FORCE, dir, total_damage);
625 if (name) return _("気迫の雄叫び", "War Cry");
626 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。",
627 "Damages all monsters in sight with sound. Aggravates nearby monsters.");
631 msg_print(_("雄叫びをあげた!", "You roar!"));
632 project_all_los(caster_ptr, GF_SOUND, randint1(plev * 3));
633 aggravate_monsters(caster_ptr, 0);
638 if (name) return _("無双三段", "Musou-Sandan");
639 if (desc) return _("強力な3段攻撃を繰り出す。", "Attacks with three powerful strikes.");
645 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
646 if (dir == 5) return NULL;
648 for (i = 0; i < 3; i++)
656 y = caster_ptr->y + ddy[dir];
657 x = caster_ptr->x + ddx[dir];
658 g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
661 py_attack(caster_ptr, y, x, HISSATSU_3DAN);
664 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
668 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
673 /* Monster is dead? */
674 if (!g_ptr->m_idx) break;
678 m_idx = g_ptr->m_idx;
679 m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
681 /* Monster cannot move back? */
682 if (!monster_can_enter(caster_ptr, ny, nx, &r_info[m_ptr->r_idx], 0))
685 if (i < 2) msg_print(NULL);
690 caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
694 update_monster(caster_ptr, m_idx, TRUE);
696 /* Redraw the old spot */
697 lite_spot(caster_ptr, y, x);
699 /* Redraw the new spot */
700 lite_spot(caster_ptr, ny, nx);
702 /* Player can move forward? */
703 if (player_can_enter(caster_ptr, g_ptr->feat, 0))
705 if (!move_player_effect(caster_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP)) break;
713 if (i < 2) msg_print(NULL);
719 if (name) return _("吸血鬼の牙", "Vampire's Fang");
720 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。",
721 "Attacks with vampiric strikes which absorb HP from a monster and heal you. Has no effect on unliving monsters.");
727 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
728 if (dir == 5) return NULL;
730 y = caster_ptr->y + ddy[dir];
731 x = caster_ptr->x + ddx[dir];
733 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
734 py_attack(caster_ptr, y, x, HISSATSU_DRAIN);
737 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
744 if (name) return _("幻惑", "Moon Dazzling");
745 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.");
749 msg_print(_("武器を不規則に揺らした...", "You irregularly wave your weapon..."));
750 project_all_los(caster_ptr, GF_ENGETSU, plev * 4);
751 project_all_los(caster_ptr, GF_ENGETSU, plev * 4);
752 project_all_los(caster_ptr, GF_ENGETSU, plev * 4);
757 if (name) return _("百人斬り", "Hundred Slaughter");
758 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。",
759 "Performs a series of rush attacks. The series continues as long as the attacked monster dies and you have sufficient SP.");
763 const int mana_cost_per_monster = 8;
769 if (!rush_attack(caster_ptr, &mdeath)) break;
772 /* Reserve needed mana point */
773 caster_ptr->csp -= technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
777 caster_ptr->csp -= mana_cost_per_monster;
782 caster_ptr->redraw |= PR_MANA;
783 handle_stuff(caster_ptr);
784 } while (caster_ptr->csp > mana_cost_per_monster);
786 if (is_new) return NULL;
788 /* Restore reserved mana */
789 caster_ptr->csp += technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
794 if (name) return _("天翔龍閃", "Dragonic Flash");
795 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。",
796 "Runs toward given location while attacking all monsters on the path.");
802 if (!tgt_pt(caster_ptr, &x, &y)) return NULL;
804 if (!cave_player_teleportable_bold(caster_ptr, y, x, 0L) ||
805 (distance(y, x, caster_ptr->y, caster_ptr->x) > MAX_SIGHT / 2) ||
806 !projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y, x))
808 msg_print(_("失敗!", "You cannot move to that place!"));
811 if (caster_ptr->anti_tele)
813 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
816 project(caster_ptr, 0, 0, y, x, HISSATSU_ISSEN, GF_ATTACK, PROJECT_BEAM | PROJECT_KILL, -1);
817 teleport_player_to(caster_ptr, y, x, 0L);
822 if (name) return _("二重の剣撃", "Twin Slash");
823 if (desc) return _("1ターンで2度攻撃を行う。", "double attacks at a time.");
829 if (!get_rep_dir(caster_ptr, &dir, FALSE)) return NULL;
831 y = caster_ptr->y + ddy[dir];
832 x = caster_ptr->x + ddx[dir];
834 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
836 py_attack(caster_ptr, y, x, 0);
837 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
839 handle_stuff(caster_ptr);
840 py_attack(caster_ptr, y, x, 0);
845 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"));
852 if (name) return _("虎伏絶刀勢", "Kofuku-Zettousei");
853 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.");
857 int total_damage = 0, basedam, i;
859 BIT_FLAGS flgs[TR_FLAG_SIZE];
862 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
863 if (dir == 5) return NULL;
865 y = caster_ptr->y + ddy[dir];
866 x = caster_ptr->x + ddx[dir];
868 if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
870 msg_print(_("なぜか攻撃することができない。", "Something prevents you from attacking."));
873 msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
874 for (i = 0; i < 2; i++)
877 if (!has_melee_weapon(caster_ptr, INVEN_RARM + i)) break;
878 o_ptr = &caster_ptr->inventory_list[INVEN_RARM + i];
879 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
880 damage = o_ptr->to_d * 100;
881 object_flags(o_ptr, flgs);
882 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
888 else if (have_flag(flgs, TR_VORPAL))
890 /* vorpal flag only */
895 damage += caster_ptr->to_d[i] * 100;
896 damage *= caster_ptr->num_blow[i];
897 total_damage += (damage / 100);
899 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);
904 if (name) return _("慶雲鬼忍剣", "Keiun-Kininken");
905 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。",
906 "Attacks a monster with extremely powerful damage, but you also take some damage. Hurts an undead monster greatly.");
912 if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
913 if (dir == 5) return NULL;
915 y = caster_ptr->y + ddy[dir];
916 x = caster_ptr->x + ddx[dir];
918 if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
919 py_attack(caster_ptr, y, x, HISSATSU_UNDEAD);
922 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
925 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);
930 if (name) return _("切腹", "Harakiri");
931 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'");
936 if (!get_check(_("本当に自殺しますか?", "Do you really want to commit suicide? "))) return NULL;
937 /* Special Verification for suicide */
938 prt(_("確認のため '@' を押して下さい。", "Please verify SUICIDE by typing the '@' sign: "), 0, 0);
943 if (i != '@') return NULL;
944 if (current_world_ptr->total_winner)
946 take_hit(caster_ptr, DAMAGE_FORCE, 9999, "Seppuku", -1);
947 current_world_ptr->total_winner = TRUE;
951 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."));
952 take_hit(caster_ptr, DAMAGE_FORCE, 9999, "Seppuku", -1);