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v3.0.0 Alpha5 OSDN最終版
[hengband/hengband.git] / src / realm-hissatsu.c
diff --git a/src/realm-hissatsu.c b/src/realm-hissatsu.c
deleted file mode 100644 (file)
index 8e6ec67..0000000
+++ /dev/null
@@ -1,958 +0,0 @@
-#include "angband.h"
-#include "core.h"
-#include "util.h"
-
-#include "cmd-spell.h"
-#include "cmd-basic.h"
-#include "dungeon.h"
-#include "floor.h"
-#include "melee.h"
-#include "monsterrace-hook.h"
-#include "artifact.h"
-#include "monster.h"
-#include "player-move.h"
-#include "player-status.h"
-#include "player-effects.h"
-#include "player-damage.h"
-#include "feature.h"
-#include "spells.h"
-#include "grid.h"
-#include "targeting.h"
-#include "view-mainwindow.h"
-#include "spells-floor.h"
-#include "world.h"
-
-/*!
-* @brief 剣術の各処理を行う
-* @param caster_ptr プレーヤーへの参照ポインタ
-* @param spell 剣術ID
-* @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_CAST)
-* @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。
-*/
-concptr do_hissatsu_spell(player_type *caster_ptr, SPELL_IDX spell, BIT_FLAGS mode)
-{
-       bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
-       bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
-       bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
-
-       DIRECTION dir;
-       PLAYER_LEVEL plev = caster_ptr->lev;
-
-       switch (spell)
-       {
-       case 0:
-               if (name) return _("飛飯綱", "Tobi-Izuna");
-               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.");
-
-               if (cast)
-               {
-                       project_length = 2;
-                       if (!get_aim_dir(caster_ptr, &dir)) return NULL;
-
-                       project_hook(caster_ptr, GF_ATTACK, dir, HISSATSU_2, PROJECT_STOP | PROJECT_KILL);
-               }
-               break;
-
-       case 1:
-               if (name) return _("五月雨斬り", "3-Way Attack");
-               if (desc) return _("3方向に対して攻撃する。", "Attacks in 3 directions at one time.");
-
-               if (cast)
-               {
-                       DIRECTION cdir;
-                       POSITION y, x;
-
-                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
-                       if (dir == 5) return NULL;
-
-                       for (cdir = 0; cdir < 8; cdir++)
-                       {
-                               if (cdd[cdir] == dir) break;
-                       }
-
-                       if (cdir == 8) return NULL;
-
-                       y = caster_ptr->y + ddy_cdd[cdir];
-                       x = caster_ptr->x + ddx_cdd[cdir];
-                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               py_attack(caster_ptr, y, x, 0);
-                       else
-                               msg_print(_("攻撃は空を切った。", "You attack the empty air."));
-
-                       y = caster_ptr->y + ddy_cdd[(cdir + 7) % 8];
-                       x = caster_ptr->x + ddx_cdd[(cdir + 7) % 8];
-                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               py_attack(caster_ptr, y, x, 0);
-                       else
-                               msg_print(_("攻撃は空を切った。", "You attack the empty air."));
-
-                       y = caster_ptr->y + ddy_cdd[(cdir + 1) % 8];
-                       x = caster_ptr->x + ddx_cdd[(cdir + 1) % 8];
-                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               py_attack(caster_ptr, y, x, 0);
-                       else
-                               msg_print(_("攻撃は空を切った。", "You attack the empty air."));
-               }
-               break;
-
-       case 2:
-               if (name) return _("ブーメラン", "Boomerang");
-               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。",
-                       "Throws current weapon. It'll return to your hand unless the action failed.");
-
-               if (cast)
-               {
-                       if (!do_cmd_throw(caster_ptr, 1, TRUE, -1)) return NULL;
-               }
-               break;
-
-       case 3:
-               if (name) return _("焔霊", "Burning Strike");
-               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.");
-
-               if (cast)
-               {
-                       POSITION y, x;
-
-                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
-                       if (dir == 5) return NULL;
-
-                       y = caster_ptr->y + ddy[dir];
-                       x = caster_ptr->x + ddx[dir];
-
-                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               py_attack(caster_ptr, y, x, HISSATSU_FIRE);
-                       else
-                       {
-                               msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
-                               return NULL;
-                       }
-               }
-               break;
-
-       case 4:
-               if (name) return _("殺気感知", "Detect Ferocity");
-               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.");
-
-               if (cast)
-               {
-                       detect_monsters_mind(caster_ptr, DETECT_RAD_DEFAULT);
-               }
-               break;
-
-       case 5:
-               if (name) return _("みね打ち", "Strike to Stun");
-               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.");
-
-               if (cast)
-               {
-                       POSITION y, x;
-
-                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
-                       if (dir == 5) return NULL;
-
-                       y = caster_ptr->y + ddy[dir];
-                       x = caster_ptr->x + ddx[dir];
-
-                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               py_attack(caster_ptr, y, x, HISSATSU_MINEUCHI);
-                       else
-                       {
-                               msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
-                               return NULL;
-                       }
-               }
-               break;
-
-       case 6:
-               if (name) return _("カウンター", "Counter");
-               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。",
-                       "Prepares to counterattack. When attacked by a monster, strikes back using SP each time.");
-
-               if (cast)
-               {
-                       if (caster_ptr->riding)
-                       {
-                               msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
-                               return NULL;
-                       }
-                       msg_print(_("相手の攻撃に対して身構えた。", "You prepare to counterattack."));
-                       caster_ptr->counter = TRUE;
-               }
-               break;
-
-       case 7:
-               if (name) return _("払い抜け", "Harainuke");
-               if (desc) return _("攻撃した後、反対側に抜ける。",
-                       "Attacks monster with your weapons normally, then move through counter side of the monster.");
-
-               if (cast)
-               {
-                       POSITION y, x;
-
-                       if (caster_ptr->riding)
-                       {
-                               msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
-                               return NULL;
-                       }
-
-                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
-
-                       if (dir == 5) return NULL;
-                       y = caster_ptr->y + ddy[dir];
-                       x = caster_ptr->x + ddx[dir];
-
-                       if (!caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                       {
-                               msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
-                               return NULL;
-                       }
-
-                       py_attack(caster_ptr, y, x, 0);
-
-                       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))
-                               break;
-
-                       y += ddy[dir];
-                       x += ddx[dir];
-
-                       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)
-                       {
-                               msg_print(NULL);
-                               (void)move_player_effect(caster_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
-                       }
-               }
-               break;
-
-       case 8:
-               if (name) return _("サーペンツタン", "Serpent's Tongue");
-               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.");
-
-               if (cast)
-               {
-                       POSITION y, x;
-
-                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
-                       if (dir == 5) return NULL;
-
-                       y = caster_ptr->y + ddy[dir];
-                       x = caster_ptr->x + ddx[dir];
-
-                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               py_attack(caster_ptr, y, x, HISSATSU_POISON);
-                       else
-                       {
-                               msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
-                               return NULL;
-                       }
-               }
-               break;
-
-       case 9:
-               if (name) return _("斬魔剣弐の太刀", "Zammaken");
-               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。",
-                       "Attacks an evil unliving monster with great damage. Has no effect on other monsters.");
-
-               if (cast)
-               {
-                       POSITION y, x;
-
-                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
-                       if (dir == 5) return NULL;
-
-                       y = caster_ptr->y + ddy[dir];
-                       x = caster_ptr->x + ddx[dir];
-
-                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               py_attack(caster_ptr, y, x, HISSATSU_ZANMA);
-                       else
-                       {
-                               msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
-                               return NULL;
-                       }
-               }
-               break;
-
-       case 10:
-               if (name) return _("裂風剣", "Wind Blast");
-               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.");
-
-               if (cast)
-               {
-                       POSITION y, x;
-
-                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
-                       if (dir == 5) return NULL;
-
-                       y = caster_ptr->y + ddy[dir];
-                       x = caster_ptr->x + ddx[dir];
-
-                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               py_attack(caster_ptr, y, x, 0);
-                       else
-                       {
-                               msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
-                               return NULL;
-                       }
-                       if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
-                       {
-                               return "";
-                       }
-                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                       {
-                               int i;
-                               POSITION ty = y, tx = x;
-                               POSITION oy = y, ox = x;
-                               MONSTER_IDX m_idx = caster_ptr->current_floor_ptr->grid_array[y][x].m_idx;
-                               monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
-                               GAME_TEXT m_name[MAX_NLEN];
-
-                               monster_desc(caster_ptr, m_name, m_ptr, 0);
-
-                               for (i = 0; i < 5; i++)
-                               {
-                                       y += ddy[dir];
-                                       x += ddx[dir];
-                                       if (is_cave_empty_bold(caster_ptr, y, x))
-                                       {
-                                               ty = y;
-                                               tx = x;
-                                       }
-                                       else break;
-                               }
-                               if ((ty != oy) || (tx != ox))
-                               {
-                                       msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
-                                       caster_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = 0;
-                                       caster_ptr->current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
-                                       m_ptr->fy = ty;
-                                       m_ptr->fx = tx;
-
-                                       update_monster(caster_ptr, m_idx, TRUE);
-                                       lite_spot(caster_ptr, oy, ox);
-                                       lite_spot(caster_ptr, ty, tx);
-
-                                       if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
-                                               caster_ptr->update |= (PU_MON_LITE);
-                               }
-                       }
-               }
-               break;
-
-       case 11:
-               if (name) return _("刀匠の目利き", "Judge");
-               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。",
-                       "Identifies a weapon or armor. *Identifies* the item at level 45.");
-
-               if (cast)
-               {
-                       if (plev > 44)
-                       {
-                               if (!identify_fully(caster_ptr, TRUE)) return NULL;
-                       }
-                       else
-                       {
-                               if (!ident_spell(caster_ptr, TRUE)) return NULL;
-                       }
-               }
-               break;
-
-       case 12:
-               if (name) return _("破岩斬", "Rock Smash");
-               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.");
-
-               if (cast)
-               {
-                       POSITION y, x;
-
-                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
-                       if (dir == 5) return NULL;
-
-                       y = caster_ptr->y + ddy[dir];
-                       x = caster_ptr->x + ddx[dir];
-
-                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               py_attack(caster_ptr, y, x, HISSATSU_HAGAN);
-
-                       if (!cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_HURT_ROCK)) break;
-
-                       /* Destroy the feature */
-                       cave_alter_feat(caster_ptr, y, x, FF_HURT_ROCK);
-                       caster_ptr->update |= (PU_FLOW);
-               }
-               break;
-
-       case 13:
-               if (name) return _("乱れ雪月花", "Midare-Setsugekka");
-               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。",
-                       "Attacks a monster with an increased number of attacks and more damage unless it has resistance to cold.");
-
-               if (cast)
-               {
-                       POSITION y, x;
-
-                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
-                       if (dir == 5) return NULL;
-
-                       y = caster_ptr->y + ddy[dir];
-                       x = caster_ptr->x + ddx[dir];
-
-                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               py_attack(caster_ptr, y, x, HISSATSU_COLD);
-                       else
-                       {
-                               msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
-                               return NULL;
-                       }
-               }
-               break;
-
-       case 14:
-               if (name) return _("急所突き", "Spot Aiming");
-               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。",
-                       "Attempts to kill a monster instantly. If that fails, causes only 1HP of damage.");
-
-               if (cast)
-               {
-                       POSITION y, x;
-
-                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
-                       if (dir == 5) return NULL;
-
-                       y = caster_ptr->y + ddy[dir];
-                       x = caster_ptr->x + ddx[dir];
-
-                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               py_attack(caster_ptr, y, x, HISSATSU_KYUSHO);
-                       else
-                       {
-                               msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
-                               return NULL;
-                       }
-               }
-               break;
-
-       case 15:
-               if (name) return _("魔神斬り", "Majingiri");
-               if (desc) return _("会心の一撃で攻撃する。攻撃がかわされやすい。",
-                       "Attempts to attack with a critical hit, but this attack is easy to evade for a monster.");
-
-               if (cast)
-               {
-                       POSITION y, x;
-
-                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
-                       if (dir == 5) return NULL;
-
-                       y = caster_ptr->y + ddy[dir];
-                       x = caster_ptr->x + ddx[dir];
-
-                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               py_attack(caster_ptr, y, x, HISSATSU_MAJIN);
-                       else
-                       {
-                               msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
-                               return NULL;
-                       }
-               }
-               break;
-
-       case 16:
-               if (name) return _("捨て身", "Desperate Attack");
-               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。",
-                       "Attacks with all of your power, but all damage you take will be doubled for one turn.");
-
-               if (cast)
-               {
-                       POSITION y, x;
-
-                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
-                       if (dir == 5) return NULL;
-
-                       y = caster_ptr->y + ddy[dir];
-                       x = caster_ptr->x + ddx[dir];
-
-                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               py_attack(caster_ptr, y, x, HISSATSU_SUTEMI);
-                       else
-                       {
-                               msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
-                               return NULL;
-                       }
-                       caster_ptr->sutemi = TRUE;
-               }
-               break;
-
-       case 17:
-               if (name) return _("雷撃鷲爪斬", "Lightning Eagle");
-               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。",
-                       "Attacks a monster with more damage unless it has resistance to electricity.");
-
-               if (cast)
-               {
-                       POSITION y, x;
-
-                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
-                       if (dir == 5) return NULL;
-
-                       y = caster_ptr->y + ddy[dir];
-                       x = caster_ptr->x + ddx[dir];
-
-                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               py_attack(caster_ptr, y, x, HISSATSU_ELEC);
-                       else
-                       {
-                               msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
-                               return NULL;
-                       }
-               }
-               break;
-
-       case 18:
-               if (name) return _("入身", "Rush Attack");
-               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.");
-
-               if (cast)
-               {
-                       if (!rush_attack(caster_ptr, NULL)) return NULL;
-               }
-               break;
-
-       case 19:
-               if (name) return _("赤流渦", "Bloody Maelstrom");
-               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。",
-                       "Attacks all adjacent monsters with power corresponding to your cut status. Then increases your cut status. Has no effect on unliving monsters.");
-
-               if (cast)
-               {
-                       POSITION y = 0, x = 0;
-
-                       grid_type       *g_ptr;
-                       monster_type    *m_ptr;
-
-                       if (caster_ptr->cut < 300)
-                               set_cut(caster_ptr,caster_ptr->cut + 300);
-                       else
-                               set_cut(caster_ptr,caster_ptr->cut * 2);
-
-                       for (dir = 0; dir < 8; dir++)
-                       {
-                               y = caster_ptr->y + ddy_ddd[dir];
-                               x = caster_ptr->x + ddx_ddd[dir];
-                               g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
-                               m_ptr = &caster_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
-
-                               /* Hack -- attack monsters */
-                               if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(caster_ptr->current_floor_ptr, y, x, FF_PROJECT)))
-                               {
-                                       if (!monster_living(m_ptr->r_idx))
-                                       {
-                                               GAME_TEXT m_name[MAX_NLEN];
-
-                                               monster_desc(caster_ptr, m_name, m_ptr, 0);
-                                               msg_format(_("%sには効果がない!", "%s is unharmed!"), m_name);
-                                       }
-                                       else py_attack(caster_ptr, y, x, HISSATSU_SEKIRYUKA);
-                               }
-                       }
-               }
-               break;
-
-       case 20:
-               if (name) return _("激震撃", "Earthquake Blow");
-               if (desc) return _("地震を起こす。", "Shakes dungeon structure, and results in random swapping of floors and walls.");
-
-               if (cast)
-               {
-                       POSITION y, x;
-
-                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
-                       if (dir == 5) return NULL;
-
-                       y = caster_ptr->y + ddy[dir];
-                       x = caster_ptr->x + ddx[dir];
-
-                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               py_attack(caster_ptr, y, x, HISSATSU_QUAKE);
-                       else
-                               earthquake(caster_ptr, caster_ptr->y, caster_ptr->x, 10, 0);
-               }
-               break;
-
-       case 21:
-               if (name) return _("地走り", "Crack");
-               if (desc) return _("衝撃波のビームを放つ。", "Fires a shock wave as a beam.");
-
-               if (cast)
-               {
-                       int total_damage = 0, basedam, i;
-                       BIT_FLAGS flgs[TR_FLAG_SIZE];
-                       object_type *o_ptr;
-                       if (!get_aim_dir(caster_ptr, &dir)) return NULL;
-                       msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
-                       for (i = 0; i < 2; i++)
-                       {
-                               int damage;
-
-                               if (!has_melee_weapon(caster_ptr, INVEN_RARM + i)) break;
-                               o_ptr = &caster_ptr->inventory_list[INVEN_RARM + i];
-                               basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
-                               damage = o_ptr->to_d * 100;
-                               object_flags(o_ptr, flgs);
-                               if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
-                               {
-                                       /* vorpal blade */
-                                       basedam *= 5;
-                                       basedam /= 3;
-                               }
-                               else if (have_flag(flgs, TR_VORPAL))
-                               {
-                                       /* vorpal flag only */
-                                       basedam *= 11;
-                                       basedam /= 9;
-                               }
-                               damage += basedam;
-                               damage *= caster_ptr->num_blow[i];
-                               total_damage += damage / 200;
-                               if (i) total_damage = total_damage * 7 / 10;
-                       }
-                       fire_beam(caster_ptr, GF_FORCE, dir, total_damage);
-               }
-               break;
-
-       case 22:
-               if (name) return _("気迫の雄叫び", "War Cry");
-               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。",
-                       "Damages all monsters in sight with sound. Aggravates nearby monsters.");
-
-               if (cast)
-               {
-                       msg_print(_("雄叫びをあげた!", "You roar!"));
-                       project_all_los(caster_ptr, GF_SOUND, randint1(plev * 3));
-                       aggravate_monsters(caster_ptr, 0);
-               }
-               break;
-
-       case 23:
-               if (name) return _("無双三段", "Musou-Sandan");
-               if (desc) return _("強力な3段攻撃を繰り出す。", "Attacks with three powerful strikes.");
-
-               if (cast)
-               {
-                       int i;
-
-                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
-                       if (dir == 5) return NULL;
-
-                       for (i = 0; i < 3; i++)
-                       {
-                               POSITION y, x;
-                               POSITION ny, nx;
-                               MONSTER_IDX m_idx;
-                               grid_type *g_ptr;
-                               monster_type *m_ptr;
-
-                               y = caster_ptr->y + ddy[dir];
-                               x = caster_ptr->x + ddx[dir];
-                               g_ptr = &caster_ptr->current_floor_ptr->grid_array[y][x];
-
-                               if (g_ptr->m_idx)
-                                       py_attack(caster_ptr, y, x, HISSATSU_3DAN);
-                               else
-                               {
-                                       msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
-                                       return NULL;
-                               }
-
-                               if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
-                               {
-                                       return "";
-                               }
-
-                               /* Monster is dead? */
-                               if (!g_ptr->m_idx) break;
-
-                               ny = y + ddy[dir];
-                               nx = x + ddx[dir];
-                               m_idx = g_ptr->m_idx;
-                               m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
-
-                               /* Monster cannot move back? */
-                               if (!monster_can_enter(caster_ptr, ny, nx, &r_info[m_ptr->r_idx], 0))
-                               {
-                                       /* -more- */
-                                       if (i < 2) msg_print(NULL);
-                                       continue;
-                               }
-
-                               g_ptr->m_idx = 0;
-                               caster_ptr->current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
-                               m_ptr->fy = ny;
-                               m_ptr->fx = nx;
-
-                               update_monster(caster_ptr, m_idx, TRUE);
-
-                               /* Redraw the old spot */
-                               lite_spot(caster_ptr, y, x);
-
-                               /* Redraw the new spot */
-                               lite_spot(caster_ptr, ny, nx);
-
-                               /* Player can move forward? */
-                               if (player_can_enter(caster_ptr, g_ptr->feat, 0))
-                               {
-                                       if (!move_player_effect(caster_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP)) break;
-                               }
-                               else
-                               {
-                                       break;
-                               }
-
-                               /* -more- */
-                               if (i < 2) msg_print(NULL);
-                       }
-               }
-               break;
-
-       case 24:
-               if (name) return _("吸血鬼の牙", "Vampire's Fang");
-               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。",
-                       "Attacks with vampiric strikes which absorb HP from a monster and heal you. Has no effect to unliving monsters.");
-
-               if (cast)
-               {
-                       POSITION y, x;
-
-                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
-                       if (dir == 5) return NULL;
-
-                       y = caster_ptr->y + ddy[dir];
-                       x = caster_ptr->x + ddx[dir];
-
-                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               py_attack(caster_ptr, y, x, HISSATSU_DRAIN);
-                       else
-                       {
-                               msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
-                               return NULL;
-                       }
-               }
-               break;
-
-       case 25:
-               if (name) return _("幻惑", "Moon Dazzling");
-               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.");
-
-               if (cast)
-               {
-                       msg_print(_("武器を不規則に揺らした...", "You irregularly wave your weapon..."));
-                       project_all_los(caster_ptr, GF_ENGETSU, plev * 4);
-                       project_all_los(caster_ptr, GF_ENGETSU, plev * 4);
-                       project_all_los(caster_ptr, GF_ENGETSU, plev * 4);
-               }
-               break;
-
-       case 26:
-               if (name) return _("百人斬り", "Hundred Slaughter");
-               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。",
-                       "Performs a series of rush attacks. The series continues as long as the attacked monster dies and you have sufficient SP.");
-
-               if (cast)
-               {
-                       const int mana_cost_per_monster = 8;
-                       bool is_new = TRUE;
-                       bool mdeath;
-
-                       do
-                       {
-                               if (!rush_attack(caster_ptr, &mdeath)) break;
-                               if (is_new)
-                               {
-                                       /* Reserve needed mana point */
-                                       caster_ptr->csp -= technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
-                                       is_new = FALSE;
-                               }
-                               else
-                                       caster_ptr->csp -= mana_cost_per_monster;
-
-                               if (!mdeath) break;
-                               command_dir = 0;
-
-                               caster_ptr->redraw |= PR_MANA;
-                               handle_stuff(caster_ptr);
-                       } while (caster_ptr->csp > mana_cost_per_monster);
-
-                       if (is_new) return NULL;
-
-                       /* Restore reserved mana */
-                       caster_ptr->csp += technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
-               }
-               break;
-
-       case 27:
-               if (name) return _("天翔龍閃", "Dragonic Flash");
-               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。",
-                       "Runs toward given location while attacking all monsters on the path.");
-
-               if (cast)
-               {
-                       POSITION y, x;
-
-                       if (!tgt_pt(caster_ptr, &x, &y)) return NULL;
-
-                       if (!cave_player_teleportable_bold(caster_ptr, y, x, 0L) ||
-                               (distance(y, x, caster_ptr->y, caster_ptr->x) > MAX_SIGHT / 2) ||
-                               !projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y, x))
-                       {
-                               msg_print(_("失敗!", "You cannot move to that place!"));
-                               break;
-                       }
-                       if (caster_ptr->anti_tele)
-                       {
-                               msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
-                               break;
-                       }
-                       project(caster_ptr, 0, 0, y, x, HISSATSU_ISSEN, GF_ATTACK, PROJECT_BEAM | PROJECT_KILL, -1);
-                       teleport_player_to(caster_ptr, y, x, 0L);
-               }
-               break;
-
-       case 28:
-               if (name) return _("二重の剣撃", "Twin Slash");
-               if (desc) return _("1ターンで2度攻撃を行う。", "double attacks at a time.");
-
-               if (cast)
-               {
-                       POSITION x, y;
-
-                       if (!get_rep_dir(caster_ptr, &dir, FALSE)) return NULL;
-
-                       y = caster_ptr->y + ddy[dir];
-                       x = caster_ptr->x + ddx[dir];
-
-                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                       {
-                               py_attack(caster_ptr, y, x, 0);
-                               if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               {
-                                       handle_stuff(caster_ptr);
-                                       py_attack(caster_ptr, y, x, 0);
-                               }
-                       }
-                       else
-                       {
-                               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"));
-                               return NULL;
-                       }
-               }
-               break;
-
-       case 29:
-               if (name) return _("虎伏絶刀勢", "Kofuku-Zettousei");
-               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 effects nearby monsters.");
-
-               if (cast)
-               {
-                       int total_damage = 0, basedam, i;
-                       POSITION y, x;
-                       BIT_FLAGS flgs[TR_FLAG_SIZE];
-                       object_type *o_ptr;
-
-                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
-                       if (dir == 5) return NULL;
-
-                       y = caster_ptr->y + ddy[dir];
-                       x = caster_ptr->x + ddx[dir];
-
-                       if (d_info[caster_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
-                       {
-                               msg_print(_("なぜか攻撃することができない。", "Something prevents you from attacking."));
-                               return "";
-                       }
-                       msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
-                       for (i = 0; i < 2; i++)
-                       {
-                               int damage;
-                               if (!has_melee_weapon(caster_ptr, INVEN_RARM + i)) break;
-                               o_ptr = &caster_ptr->inventory_list[INVEN_RARM + i];
-                               basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
-                               damage = o_ptr->to_d * 100;
-                               object_flags(o_ptr, flgs);
-                               if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
-                               {
-                                       /* vorpal blade */
-                                       basedam *= 5;
-                                       basedam /= 3;
-                               }
-                               else if (have_flag(flgs, TR_VORPAL))
-                               {
-                                       /* vorpal flag only */
-                                       basedam *= 11;
-                                       basedam /= 9;
-                               }
-                               damage += basedam;
-                               damage += caster_ptr->to_d[i] * 100;
-                               damage *= caster_ptr->num_blow[i];
-                               total_damage += (damage / 100);
-                       }
-                       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);
-               }
-               break;
-
-       case 30:
-               if (name) return _("慶雲鬼忍剣", "Keiun-Kininken");
-               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。",
-                       "Attacks a monster with extremely powerful damage. But you also takes some damage. Hurts an undead monster greatly.");
-
-               if (cast)
-               {
-                       POSITION y, x;
-
-                       if (!get_direction(caster_ptr, &dir, FALSE, FALSE)) return NULL;
-                       if (dir == 5) return NULL;
-
-                       y = caster_ptr->y + ddy[dir];
-                       x = caster_ptr->x + ddx[dir];
-
-                       if (caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
-                               py_attack(caster_ptr, y, x, HISSATSU_UNDEAD);
-                       else
-                       {
-                               msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
-                               return NULL;
-                       }
-                       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);
-               }
-               break;
-
-       case 31:
-               if (name) return _("切腹", "Harakiri");
-               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'");
-
-               if (cast)
-               {
-                       int i;
-                       if (!get_check(_("本当に自殺しますか?", "Do you really want to commit suicide? "))) return NULL;
-                       /* Special Verification for suicide */
-                       prt(_("確認のため '@' を押して下さい。", "Please verify SUICIDE by typing the '@' sign: "), 0, 0);
-
-                       flush();
-                       i = inkey();
-                       prt("", 0, 0);
-                       if (i != '@') return NULL;
-                       if (current_world_ptr->total_winner)
-                       {
-                               take_hit(caster_ptr, DAMAGE_FORCE, 9999, "Seppuku", -1);
-                               current_world_ptr->total_winner = TRUE;
-                       }
-                       else
-                       {
-                               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."));
-                               take_hit(caster_ptr, DAMAGE_FORCE, 9999, "Seppuku", -1);
-                       }
-               }
-               break;
-       }
-
-       return "";
-}