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#37353 剣術領域処理を cmd-spell.c から realm-hissatsu.c/h へ分離。
authorDeskull <deskull@users.sourceforge.jp>
Sat, 15 Sep 2018 07:14:09 +0000 (16:14 +0900)
committerDeskull <deskull@users.sourceforge.jp>
Sat, 15 Sep 2018 07:14:09 +0000 (16:14 +0900)
Separate hissatsu realm process from cmd-spell.c to realm-hissatsu.c/h.

Hengband_vcs2015/Hengband/Hengband.vcxproj
Hengband_vcs2015/Hengband/Hengband.vcxproj.filters
src/cmd-spell.c
src/realm-hissatsu.c [new file with mode: 0644]
src/realm-hissatsu.h [new file with mode: 0644]

index d09a735..406cdf2 100644 (file)
     <ClCompile Include="..\..\src\realm-crusade.c" />\r
     <ClCompile Include="..\..\src\realm-daemon.c" />\r
     <ClCompile Include="..\..\src\realm-death.c" />\r
+    <ClCompile Include="..\..\src\realm-hissatsu.c" />\r
     <ClCompile Include="..\..\src\realm-nature.c" />\r
     <ClCompile Include="..\..\src\realm-song.c" />\r
     <ClCompile Include="..\..\src\realm-sorcery.c" />\r
     <ClInclude Include="..\..\src\realm-crusade.h" />\r
     <ClInclude Include="..\..\src\realm-daemon.h" />\r
     <ClInclude Include="..\..\src\realm-death.h" />\r
+    <ClInclude Include="..\..\src\realm-hissatsu.h" />\r
     <ClInclude Include="..\..\src\realm-life.h" />\r
     <ClInclude Include="..\..\src\realm-nature.h" />\r
     <ClInclude Include="..\..\src\realm-song.h" />\r
index e79352a..bb99cbc 100644 (file)
     <ClCompile Include="..\..\src\realm-song.c">\r
       <Filter>Source</Filter>\r
     </ClCompile>\r
+    <ClCompile Include="..\..\src\realm-hissatsu.c">\r
+      <Filter>Source</Filter>\r
+    </ClCompile>\r
   </ItemGroup>\r
   <ItemGroup>\r
     <ClInclude Include="..\..\src\angband.h">\r
     <ClInclude Include="..\..\src\realm-song.h">\r
       <Filter>Header</Filter>\r
     </ClInclude>\r
+    <ClInclude Include="..\..\src\realm-hissatsu.h">\r
+      <Filter>Header</Filter>\r
+    </ClInclude>\r
   </ItemGroup>\r
   <ItemGroup>\r
     <ResourceCompile Include="..\..\src\angband.rc" />\r
index 417d29b..ef2475b 100644 (file)
 #include "realm-crusade.h"\r
 #include "realm-daemon.h"\r
 #include "realm-death.h"\r
+#include "realm-hissatsu.h"\r
 #include "realm-life.h"\r
-#include "realm-song.h"\r
 #include "realm-nature.h"\r
+#include "realm-song.h"\r
 #include "realm-sorcery.h"\r
 #include "realm-trump.h"\r
 \r
@@ -179,948 +180,6 @@ cptr info_weight(int weight)
 \r
 \r
 /*!\r
- * @brief 剣術の各処理を行う\r
- * @param spell 剣術ID\r
- * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_CAST)\r
- * @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。\r
- */\r
-static cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)\r
-{\r
-       bool name = (mode == SPELL_NAME) ? TRUE : FALSE;\r
-       bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;\r
-       bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;\r
-\r
-       int dir;\r
-       int plev = p_ptr->lev;\r
-\r
-       switch (spell)\r
-       {\r
-       case 0:\r
-               if (name) return _("飛飯綱", "Tobi-Izuna");\r
-               if (desc) return _("2マス離れたところにいるモンスターを攻撃する。", "Attacks a two squares distant monster.");\r
-    \r
-               if (cast)\r
-               {\r
-                       project_length = 2;\r
-                       if (!get_aim_dir(&dir)) return NULL;\r
-\r
-                       project_hook(GF_ATTACK, dir, HISSATSU_2, PROJECT_STOP | PROJECT_KILL);\r
-               }\r
-               break;\r
-\r
-       case 1:\r
-               if (name) return _("五月雨斬り", "3-Way Attack");\r
-               if (desc) return _("3方向に対して攻撃する。", "Attacks in 3 directions in one time.");\r
-    \r
-               if (cast)\r
-               {\r
-                       int cdir;\r
-                       int y, x;\r
-\r
-                       if (!get_rep_dir2(&dir)) return NULL;\r
-                       if (dir == 5) return NULL;\r
-\r
-                       for (cdir = 0;cdir < 8; cdir++)\r
-                       {\r
-                               if (cdd[cdir] == dir) break;\r
-                       }\r
-\r
-                       if (cdir == 8) return NULL;\r
-\r
-                       y = p_ptr->y + ddy_cdd[cdir];\r
-                       x = p_ptr->x + ddx_cdd[cdir];\r
-                       if (cave[y][x].m_idx)\r
-                               py_attack(y, x, 0);\r
-                       else\r
-                               msg_print(_("攻撃は空を切った。", "You attack the empty air."));\r
-                       \r
-                       y = p_ptr->y + ddy_cdd[(cdir + 7) % 8];\r
-                       x = p_ptr->x + ddx_cdd[(cdir + 7) % 8];\r
-                       if (cave[y][x].m_idx)\r
-                               py_attack(y, x, 0);\r
-                       else\r
-                               msg_print(_("攻撃は空を切った。", "You attack the empty air."));\r
-                       \r
-                       y = p_ptr->y + ddy_cdd[(cdir + 1) % 8];\r
-                       x = p_ptr->x + ddx_cdd[(cdir + 1) % 8];\r
-                       if (cave[y][x].m_idx)\r
-                               py_attack(y, x, 0);\r
-                       else\r
-                               msg_print(_("攻撃は空を切った。", "You attack the empty air."));\r
-               }\r
-               break;\r
-\r
-       case 2:\r
-               if (name) return _("ブーメラン", "Boomerang");\r
-               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。", \r
-                       "Throws current weapon. And it'll return to your hand unless failed.");\r
-    \r
-               if (cast)\r
-               {\r
-                       if (!do_cmd_throw(1, TRUE, -1)) return NULL;\r
-               }\r
-               break;\r
-\r
-       case 3:\r
-               if (name) return _("焔霊", "Burning Strike");\r
-               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.");\r
-    \r
-               if (cast)\r
-               {\r
-                       int y, x;\r
-\r
-                       if (!get_rep_dir2(&dir)) return NULL;\r
-                       if (dir == 5) return NULL;\r
-\r
-                       y = p_ptr->y + ddy[dir];\r
-                       x = p_ptr->x + ddx[dir];\r
-\r
-                       if (cave[y][x].m_idx)\r
-                               py_attack(y, x, HISSATSU_FIRE);\r
-                       else\r
-                       {\r
-                               msg_print(_("その方向にはモンスターはいません。", "There is no monster."));\r
-                               return NULL;\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 4:\r
-               if (name) return _("殺気感知", "Detect Ferocity");\r
-               if (desc) return _("近くの思考することができるモンスターを感知する。", "Detects all monsters except mindless in your vicinity.");\r
-    \r
-               if (cast)\r
-               {\r
-                       detect_monsters_mind(DETECT_RAD_DEFAULT);\r
-               }\r
-               break;\r
-\r
-       case 5:\r
-               if (name) return _("みね打ち", "Strike to Stun");\r
-               if (desc) return _("相手にダメージを与えないが、朦朧とさせる。", "Attempts to stun a monster in the adjacent.");\r
-    \r
-               if (cast)\r
-               {\r
-                       int y, x;\r
-\r
-                       if (!get_rep_dir2(&dir)) return NULL;\r
-                       if (dir == 5) return NULL;\r
-\r
-                       y = p_ptr->y + ddy[dir];\r
-                       x = p_ptr->x + ddx[dir];\r
-\r
-                       if (cave[y][x].m_idx)\r
-                               py_attack(y, x, HISSATSU_MINEUCHI);\r
-                       else\r
-                       {\r
-                               msg_print(_("その方向にはモンスターはいません。", "There is no monster."));\r
-                               return NULL;\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 6:\r
-               if (name) return _("カウンター", "Counter");\r
-               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。", \r
-                       "Prepares to counterattack. When attack by a monster, strikes back using SP each time.");\r
-    \r
-               if (cast)\r
-               {\r
-                       if (p_ptr->riding)\r
-                       {\r
-                               msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));\r
-                               return NULL;\r
-                       }\r
-                       msg_print(_("相手の攻撃に対して身構えた。", "You prepare to counter blow."));\r
-                       p_ptr->counter = TRUE;\r
-               }\r
-               break;\r
-\r
-       case 7:\r
-               if (name) return _("払い抜け", "Harainuke");\r
-               if (desc) return _("攻撃した後、反対側に抜ける。", \r
-                       "Attacks monster with your weapons normally, then move through counter side of the monster.");\r
-    \r
-               if (cast)\r
-               {\r
-                       POSITION y, x;\r
-\r
-                       if (p_ptr->riding)\r
-                       {\r
-                               msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));\r
-                               return NULL;\r
-                       }\r
-       \r
-                       if (!get_rep_dir2(&dir)) return NULL;\r
-       \r
-                       if (dir == 5) return NULL;\r
-                       y = p_ptr->y + ddy[dir];\r
-                       x = p_ptr->x + ddx[dir];\r
-       \r
-                       if (!cave[y][x].m_idx)\r
-                       {\r
-                               msg_print(_("その方向にはモンスターはいません。", "There is no monster."));\r
-                               return NULL;\r
-                       }\r
-       \r
-                       py_attack(y, x, 0);\r
-       \r
-                       if (!player_can_enter(cave[y][x].feat, 0) || is_trap(cave[y][x].feat))\r
-                               break;\r
-       \r
-                       y += ddy[dir];\r
-                       x += ddx[dir];\r
-       \r
-                       if (player_can_enter(cave[y][x].feat, 0) && !is_trap(cave[y][x].feat) && !cave[y][x].m_idx)\r
-                       {\r
-                               msg_print(NULL);\r
-       \r
-                               /* Move the player */\r
-                               (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 8:\r
-               if (name) return _("サーペンツタン", "Serpent's Tongue");\r
-               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.");\r
-    \r
-               if (cast)\r
-               {\r
-                       int y, x;\r
-\r
-                       if (!get_rep_dir2(&dir)) return NULL;\r
-                       if (dir == 5) return NULL;\r
-\r
-                       y = p_ptr->y + ddy[dir];\r
-                       x = p_ptr->x + ddx[dir];\r
-\r
-                       if (cave[y][x].m_idx)\r
-                               py_attack(y, x, HISSATSU_POISON);\r
-                       else\r
-                       {\r
-                               msg_print(_("その方向にはモンスターはいません。", "There is no monster."));\r
-                               return NULL;\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 9:\r
-               if (name) return _("斬魔剣弐の太刀", "Zammaken");\r
-               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。", \r
-                       "Attacks an evil unliving monster with great damage. No effect to other  monsters.");\r
-    \r
-               if (cast)\r
-               {\r
-                       int y, x;\r
-\r
-                       if (!get_rep_dir2(&dir)) return NULL;\r
-                       if (dir == 5) return NULL;\r
-\r
-                       y = p_ptr->y + ddy[dir];\r
-                       x = p_ptr->x + ddx[dir];\r
-\r
-                       if (cave[y][x].m_idx)\r
-                               py_attack(y, x, HISSATSU_ZANMA);\r
-                       else\r
-                       {\r
-                               msg_print(_("その方向にはモンスターはいません。", "There is no monster."));\r
-                               return NULL;\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 10:\r
-               if (name) return _("裂風剣", "Wind Blast");\r
-               if (desc) return _("攻撃した相手を後方へ吹き飛ばす。", "Attacks an adjacent monster, and blow it away.");\r
-    \r
-               if (cast)\r
-               {\r
-                       int y, x;\r
-\r
-                       if (!get_rep_dir2(&dir)) return NULL;\r
-                       if (dir == 5) return NULL;\r
-\r
-                       y = p_ptr->y + ddy[dir];\r
-                       x = p_ptr->x + ddx[dir];\r
-\r
-                       if (cave[y][x].m_idx)\r
-                               py_attack(y, x, 0);\r
-                       else\r
-                       {\r
-                               msg_print(_("その方向にはモンスターはいません。", "There is no monster."));\r
-                               return NULL;\r
-                       }\r
-                       if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)\r
-                       {\r
-                               return "";\r
-                       }\r
-                       if (cave[y][x].m_idx)\r
-                       {\r
-                               int i;\r
-                               POSITION ty = y, tx = x;\r
-                               POSITION oy = y, ox = x;\r
-                               MONSTER_IDX m_idx = cave[y][x].m_idx;\r
-                               monster_type *m_ptr = &m_list[m_idx];\r
-                               char m_name[80];\r
-       \r
-                               monster_desc(m_name, m_ptr, 0);\r
-       \r
-                               for (i = 0; i < 5; i++)\r
-                               {\r
-                                       y += ddy[dir];\r
-                                       x += ddx[dir];\r
-                                       if (cave_empty_bold(y, x))\r
-                                       {\r
-                                               ty = y;\r
-                                               tx = x;\r
-                                       }\r
-                                       else break;\r
-                               }\r
-                               if ((ty != oy) || (tx != ox))\r
-                               {\r
-                                       msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);\r
-                                       cave[oy][ox].m_idx = 0;\r
-                                       cave[ty][tx].m_idx = m_idx;\r
-                                       m_ptr->fy = ty;\r
-                                       m_ptr->fx = tx;\r
-       \r
-                                       update_mon(m_idx, TRUE);\r
-                                       lite_spot(oy, ox);\r
-                                       lite_spot(ty, tx);\r
-       \r
-                                       if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))\r
-                                               p_ptr->update |= (PU_MON_LITE);\r
-                               }\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 11:\r
-               if (name) return _("刀匠の目利き", "Judge");\r
-               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。", \r
-                       "Identifies a weapon or armor. Or *identifies* these at level 45.");\r
-    \r
-               if (cast)\r
-               {\r
-                       if (plev > 44)\r
-                       {\r
-                               if (!identify_fully(TRUE)) return NULL;\r
-                       }\r
-                       else\r
-                       {\r
-                               if (!ident_spell(TRUE)) return NULL;\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 12:\r
-               if (name) return _("破岩斬", "Rock Smash");\r
-               if (desc) return _("岩を壊し、岩石系のモンスターに大ダメージを与える。", "Breaks rock. Or greatly damage a monster made by rocks.");\r
-    \r
-               if (cast)\r
-               {\r
-                       int y, x;\r
-\r
-                       if (!get_rep_dir2(&dir)) return NULL;\r
-                       if (dir == 5) return NULL;\r
-\r
-                       y = p_ptr->y + ddy[dir];\r
-                       x = p_ptr->x + ddx[dir];\r
-\r
-                       if (cave[y][x].m_idx)\r
-                               py_attack(y, x, HISSATSU_HAGAN);\r
-       \r
-                       if (!cave_have_flag_bold(y, x, FF_HURT_ROCK)) break;\r
-       \r
-                       /* Destroy the feature */\r
-                       cave_alter_feat(y, x, FF_HURT_ROCK);\r
-       \r
-                       /* Update some things */\r
-                       p_ptr->update |= (PU_FLOW);\r
-               }\r
-               break;\r
-\r
-       case 13:\r
-               if (name) return _("乱れ雪月花", "Midare-Setsugekka");\r
-               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。", \r
-                       "Attacks a monster with increased number of attacks and more damage unless it has resistance to cold.");\r
-    \r
-               if (cast)\r
-               {\r
-                       int y, x;\r
-\r
-                       if (!get_rep_dir2(&dir)) return NULL;\r
-                       if (dir == 5) return NULL;\r
-\r
-                       y = p_ptr->y + ddy[dir];\r
-                       x = p_ptr->x + ddx[dir];\r
-\r
-                       if (cave[y][x].m_idx)\r
-                               py_attack(y, x, HISSATSU_COLD);\r
-                       else\r
-                       {\r
-                               msg_print(_("その方向にはモンスターはいません。", "There is no monster."));\r
-                               return NULL;\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 14:\r
-               if (name) return _("急所突き", "Spot Aiming");\r
-               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。", \r
-                       "Attempts to kill a monster instantly. If failed cause only 1HP of damage.");\r
-    \r
-               if (cast)\r
-               {\r
-                       int y, x;\r
-\r
-                       if (!get_rep_dir2(&dir)) return NULL;\r
-                       if (dir == 5) return NULL;\r
-\r
-                       y = p_ptr->y + ddy[dir];\r
-                       x = p_ptr->x + ddx[dir];\r
-\r
-                       if (cave[y][x].m_idx)\r
-                               py_attack(y, x, HISSATSU_KYUSHO);\r
-                       else\r
-                       {\r
-                               msg_print(_("その方向にはモンスターはいません。", "There is no monster."));\r
-                               return NULL;\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 15:\r
-               if (name) return _("魔神斬り", "Majingiri");\r
-               if (desc) return _("会心の一撃で攻撃する。攻撃がかわされやすい。", \r
-                       "Attempts to attack with critical hit. But this attack is easy to evade for a monster.");\r
-    \r
-               if (cast)\r
-               {\r
-                       int y, x;\r
-\r
-                       if (!get_rep_dir2(&dir)) return NULL;\r
-                       if (dir == 5) return NULL;\r
-\r
-                       y = p_ptr->y + ddy[dir];\r
-                       x = p_ptr->x + ddx[dir];\r
-\r
-                       if (cave[y][x].m_idx)\r
-                               py_attack(y, x, HISSATSU_MAJIN);\r
-                       else\r
-                       {\r
-                               msg_print(_("その方向にはモンスターはいません。", "There is no monster."));\r
-                               return NULL;\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 16:\r
-               if (name) return _("捨て身", "Desperate Attack");\r
-               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。", \r
-                       "Attacks with all of your power. But all damages you take will be doubled for one turn.");\r
-    \r
-               if (cast)\r
-               {\r
-                       int y, x;\r
-\r
-                       if (!get_rep_dir2(&dir)) return NULL;\r
-                       if (dir == 5) return NULL;\r
-\r
-                       y = p_ptr->y + ddy[dir];\r
-                       x = p_ptr->x + ddx[dir];\r
-\r
-                       if (cave[y][x].m_idx)\r
-                               py_attack(y, x, HISSATSU_SUTEMI);\r
-                       else\r
-                       {\r
-                               msg_print(_("その方向にはモンスターはいません。", "There is no monster."));\r
-                               return NULL;\r
-                       }\r
-                       p_ptr->sutemi = TRUE;\r
-               }\r
-               break;\r
-\r
-       case 17:\r
-               if (name) return _("雷撃鷲爪斬", "Lightning Eagle");\r
-               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。", \r
-                       "Attacks a monster with more damage unless it has resistance to electricity.");\r
-    \r
-               if (cast)\r
-               {\r
-                       int y, x;\r
-\r
-                       if (!get_rep_dir2(&dir)) return NULL;\r
-                       if (dir == 5) return NULL;\r
-\r
-                       y = p_ptr->y + ddy[dir];\r
-                       x = p_ptr->x + ddx[dir];\r
-\r
-                       if (cave[y][x].m_idx)\r
-                               py_attack(y, x, HISSATSU_ELEC);\r
-                       else\r
-                       {\r
-                               msg_print(_("その方向にはモンスターはいません。", "There is no monster."));\r
-                               return NULL;\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 18:\r
-               if (name) return _("入身", "Rush Attack");\r
-               if (desc) return _("素早く相手に近寄り攻撃する。", "Steps close to a monster and attacks at a time.");\r
-    \r
-               if (cast)\r
-               {\r
-                       if (!rush_attack(NULL)) return NULL;\r
-               }\r
-               break;\r
-\r
-       case 19:\r
-               if (name) return _("赤流渦", "Bloody Maelstrom");\r
-               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。", \r
-                       "Attacks all adjacent monsters with power corresponding to your cut status. Then increases your cut status. No effect to unliving monsters.");\r
-    \r
-               if (cast)\r
-               {\r
-                       int y = 0, x = 0;\r
-\r
-                       cave_type       *c_ptr;\r
-                       monster_type    *m_ptr;\r
-       \r
-                       if (p_ptr->cut < 300)\r
-                               set_cut(p_ptr->cut + 300);\r
-                       else\r
-                               set_cut(p_ptr->cut * 2);\r
-       \r
-                       for (dir = 0; dir < 8; dir++)\r
-                       {\r
-                               y = p_ptr->y + ddy_ddd[dir];\r
-                               x = p_ptr->x + ddx_ddd[dir];\r
-                               c_ptr = &cave[y][x];\r
-       \r
-                               /* Get the monster */\r
-                               m_ptr = &m_list[c_ptr->m_idx];\r
-       \r
-                               /* Hack -- attack monsters */\r
-                               if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))\r
-                               {\r
-                                       if (!monster_living(&r_info[m_ptr->r_idx]))\r
-                                       {\r
-                                               char m_name[80];\r
-       \r
-                                               monster_desc(m_name, m_ptr, 0);\r
-                                               msg_format(_("%sには効果がない!", "%s is unharmed!"), m_name);\r
-                                       }\r
-                                       else py_attack(y, x, HISSATSU_SEKIRYUKA);\r
-                               }\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 20:\r
-               if (name) return _("激震撃", "Earthquake Blow");\r
-               if (desc) return _("地震を起こす。", "Shakes dungeon structure, and results in random swapping of floors and walls.");\r
-    \r
-               if (cast)\r
-               {\r
-                       int y,x;\r
-\r
-                       if (!get_rep_dir2(&dir)) return NULL;\r
-                       if (dir == 5) return NULL;\r
-\r
-                       y = p_ptr->y + ddy[dir];\r
-                       x = p_ptr->x + ddx[dir];\r
-\r
-                       if (cave[y][x].m_idx)\r
-                               py_attack(y, x, HISSATSU_QUAKE);\r
-                       else\r
-                               earthquake(p_ptr->y, p_ptr->x, 10);\r
-               }\r
-               break;\r
-\r
-       case 21:\r
-               if (name) return _("地走り", "Crack");\r
-               if (desc) return _("衝撃波のビームを放つ。", "Fires a beam of shock wave.");\r
-    \r
-               if (cast)\r
-               {\r
-                       int total_damage = 0, basedam, i;\r
-                       u32b flgs[TR_FLAG_SIZE];\r
-                       object_type *o_ptr;\r
-                       if (!get_aim_dir(&dir)) return NULL;\r
-                       msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));\r
-                       for (i = 0; i < 2; i++)\r
-                       {\r
-                               int damage;\r
-       \r
-                               if (!buki_motteruka(INVEN_RARM+i)) break;\r
-                               o_ptr = &inventory[INVEN_RARM+i];\r
-                               basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;\r
-                               damage = o_ptr->to_d * 100;\r
-                               object_flags(o_ptr, flgs);\r
-                               if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))\r
-                               {\r
-                                       /* vorpal blade */\r
-                                       basedam *= 5;\r
-                                       basedam /= 3;\r
-                               }\r
-                               else if (have_flag(flgs, TR_VORPAL))\r
-                               {\r
-                                       /* vorpal flag only */\r
-                                       basedam *= 11;\r
-                                       basedam /= 9;\r
-                               }\r
-                               damage += basedam;\r
-                               damage *= p_ptr->num_blow[i];\r
-                               total_damage += damage / 200;\r
-                               if (i) total_damage = total_damage*7/10;\r
-                       }\r
-                       fire_beam(GF_FORCE, dir, total_damage);\r
-               }\r
-               break;\r
-\r
-       case 22:\r
-               if (name) return _("気迫の雄叫び", "War Cry");\r
-               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。", \r
-                       "Damages all monsters in sight with sound. Aggravate nearby monsters.");\r
-    \r
-               if (cast)\r
-               {\r
-                       msg_print(_("雄叫びをあげた!", "You roar out!"));\r
-                       project_hack(GF_SOUND, randint1(plev * 3));\r
-                       aggravate_monsters(0);\r
-               }\r
-               break;\r
-\r
-       case 23:\r
-               if (name) return _("無双三段", "Musou-Sandan");\r
-               if (desc) return _("強力な3段攻撃を繰り出す。", "Attacks with powerful 3 strikes.");\r
-    \r
-               if (cast)\r
-               {\r
-                       int i;\r
-\r
-                       if (!get_rep_dir2(&dir)) return NULL;\r
-                       if (dir == 5) return NULL;\r
-\r
-                       for (i = 0; i < 3; i++)\r
-                       {\r
-                               POSITION y, x;\r
-                               POSITION ny, nx;\r
-                               MONSTER_IDX m_idx;\r
-                               cave_type *c_ptr;\r
-                               monster_type *m_ptr;\r
-       \r
-                               y = p_ptr->y + ddy[dir];\r
-                               x = p_ptr->x + ddx[dir];\r
-                               c_ptr = &cave[y][x];\r
-       \r
-                               if (c_ptr->m_idx)\r
-                                       py_attack(y, x, HISSATSU_3DAN);\r
-                               else\r
-                               {\r
-                                       msg_print(_("その方向にはモンスターはいません。", "There is no monster."));\r
-                                       return NULL;\r
-                               }\r
-       \r
-                               if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)\r
-                               {\r
-                                       return "";\r
-                               }\r
-       \r
-                               /* Monster is dead? */\r
-                               if (!c_ptr->m_idx) break;\r
-       \r
-                               ny = y + ddy[dir];\r
-                               nx = x + ddx[dir];\r
-                               m_idx = c_ptr->m_idx;\r
-                               m_ptr = &m_list[m_idx];\r
-       \r
-                               /* Monster cannot move back? */\r
-                               if (!monster_can_enter(ny, nx, &r_info[m_ptr->r_idx], 0))\r
-                               {\r
-                                       /* -more- */\r
-                                       if (i < 2) msg_print(NULL);\r
-                                       continue;\r
-                               }\r
-       \r
-                               c_ptr->m_idx = 0;\r
-                               cave[ny][nx].m_idx = m_idx;\r
-                               m_ptr->fy = ny;\r
-                               m_ptr->fx = nx;\r
-       \r
-                               update_mon(m_idx, TRUE);\r
-       \r
-                               /* Redraw the old spot */\r
-                               lite_spot(y, x);\r
-       \r
-                               /* Redraw the new spot */\r
-                               lite_spot(ny, nx);\r
-       \r
-                               /* Player can move forward? */\r
-                               if (player_can_enter(c_ptr->feat, 0))\r
-                               {\r
-                                       /* Move the player */\r
-                                       if (!move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP)) break;\r
-                               }\r
-                               else\r
-                               {\r
-                                       break;\r
-                               }\r
-\r
-                               /* -more- */\r
-                               if (i < 2) msg_print(NULL);\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 24:\r
-               if (name) return _("吸血鬼の牙", "Vampire's Fang");\r
-               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。", \r
-                       "Attacks with vampiric strikes which absorbs HP from a monster and gives them to you. No effect to unliving monsters.");\r
-    \r
-               if (cast)\r
-               {\r
-                       int y, x;\r
-\r
-                       if (!get_rep_dir2(&dir)) return NULL;\r
-                       if (dir == 5) return NULL;\r
-\r
-                       y = p_ptr->y + ddy[dir];\r
-                       x = p_ptr->x + ddx[dir];\r
-\r
-                       if (cave[y][x].m_idx)\r
-                               py_attack(y, x, HISSATSU_DRAIN);\r
-                       else\r
-                       {\r
-                                       msg_print(_("その方向にはモンスターはいません。", "There is no monster."));\r
-                               return NULL;\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 25:\r
-               if (name) return _("幻惑", "Moon Dazzling");\r
-               if (desc) return _("視界内の起きている全モンスターに朦朧、混乱、眠りを与えようとする。", "Attempts to stun, confuse and sleep all waking monsters.");\r
-    \r
-               if (cast)\r
-               {\r
-                       msg_print(_("武器を不規則に揺らした...", "You irregularly wave your weapon..."));\r
-                       project_hack(GF_ENGETSU, plev * 4);\r
-                       project_hack(GF_ENGETSU, plev * 4);\r
-                       project_hack(GF_ENGETSU, plev * 4);\r
-               }\r
-               break;\r
-\r
-       case 26:\r
-               if (name) return _("百人斬り", "Hundred Slaughter");\r
-               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。", \r
-                       "Performs a series of rush attacks. The series continues while killing each monster in a time and SP remains.");\r
-    \r
-               if (cast)\r
-               {\r
-                       const int mana_cost_per_monster = 8;\r
-                       bool is_new = TRUE;\r
-                       bool mdeath;\r
-\r
-                       do\r
-                       {\r
-                               if (!rush_attack(&mdeath)) break;\r
-                               if (is_new)\r
-                               {\r
-                                       /* Reserve needed mana point */\r
-                                       p_ptr->csp -= technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;\r
-                                       is_new = FALSE;\r
-                               }\r
-                               else\r
-                                       p_ptr->csp -= mana_cost_per_monster;\r
-\r
-                               if (!mdeath) break;\r
-                               command_dir = 0;\r
-\r
-                               p_ptr->redraw |= PR_MANA;\r
-                               handle_stuff();\r
-                       }\r
-                       while (p_ptr->csp > mana_cost_per_monster);\r
-\r
-                       if (is_new) return NULL;\r
-       \r
-                       /* Restore reserved mana */\r
-                       p_ptr->csp += technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;\r
-               }\r
-               break;\r
-\r
-       case 27:\r
-               if (name) return _("天翔龍閃", "Dragonic Flash");\r
-               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。", \r
-                       "Runs toward given location while attacking all monsters on the path.");\r
-    \r
-               if (cast)\r
-               {\r
-                       POSITION y, x;\r
-\r
-                       if (!tgt_pt(&x, &y)) return NULL;\r
-\r
-                       if (!cave_player_teleportable_bold(y, x, 0L) ||\r
-                           (distance(y, x, p_ptr->y, p_ptr->x) > MAX_SIGHT / 2) ||\r
-                           !projectable(p_ptr->y, p_ptr->x, y, x))\r
-                       {\r
-                               msg_print(_("失敗!", "You cannot move to that place!"));\r
-                               break;\r
-                       }\r
-                       if (p_ptr->anti_tele)\r
-                       {\r
-                               msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));\r
-                               break;\r
-                       }\r
-                       project(0, 0, y, x, HISSATSU_ISSEN, GF_ATTACK, PROJECT_BEAM | PROJECT_KILL, -1);\r
-                       teleport_player_to(y, x, 0L);\r
-               }\r
-               break;\r
-\r
-       case 28:\r
-               if (name) return _("二重の剣撃", "Twin Slash");\r
-               if (desc) return _("1ターンで2度攻撃を行う。", "double attacks at a time.");\r
-    \r
-               if (cast)\r
-               {\r
-                       int x, y;\r
-       \r
-                       if (!get_rep_dir(&dir, FALSE)) return NULL;\r
-\r
-                       y = p_ptr->y + ddy[dir];\r
-                       x = p_ptr->x + ddx[dir];\r
-\r
-                       if (cave[y][x].m_idx)\r
-                       {\r
-                               py_attack(y, x, 0);\r
-                               if (cave[y][x].m_idx)\r
-                               {\r
-                                       handle_stuff();\r
-                                       py_attack(y, x, 0);\r
-                               }\r
-                       }\r
-                       else\r
-                       {\r
-                               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"));\r
-                               return NULL;\r
-                       }\r
-               }\r
-               break;\r
-\r
-       case 29:\r
-               if (name) return _("虎伏絶刀勢", "Kofuku-Zettousei");\r
-               if (desc) return _("強力な攻撃を行い、近くの場所にも効果が及ぶ。", "Performs a powerful attack which even effect nearby monsters.");\r
-    \r
-               if (cast)\r
-               {\r
-                       int total_damage = 0, basedam, i;\r
-                       int y, x;\r
-                       u32b flgs[TR_FLAG_SIZE];\r
-                       object_type *o_ptr;\r
-       \r
-                       if (!get_rep_dir2(&dir)) return NULL;\r
-                       if (dir == 5) return NULL;\r
-\r
-                       y = p_ptr->y + ddy[dir];\r
-                       x = p_ptr->x + ddx[dir];\r
-\r
-                       if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)\r
-                       {\r
-                               msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));\r
-                               return "";\r
-                       }\r
-                       msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));\r
-                       for (i = 0; i < 2; i++)\r
-                       {\r
-                               int damage;\r
-                               if (!buki_motteruka(INVEN_RARM+i)) break;\r
-                               o_ptr = &inventory[INVEN_RARM+i];\r
-                               basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;\r
-                               damage = o_ptr->to_d * 100;\r
-                               object_flags(o_ptr, flgs);\r
-                               if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))\r
-                               {\r
-                                       /* vorpal blade */\r
-                                       basedam *= 5;\r
-                                       basedam /= 3;\r
-                               }\r
-                               else if (have_flag(flgs, TR_VORPAL))\r
-                               {\r
-                                       /* vorpal flag only */\r
-                                       basedam *= 11;\r
-                                       basedam /= 9;\r
-                               }\r
-                               damage += basedam;\r
-                               damage += p_ptr->to_d[i] * 100;\r
-                               damage *= p_ptr->num_blow[i];\r
-                               total_damage += (damage / 100);\r
-                       }\r
-                       project(0, (cave_have_flag_bold(y, x, FF_PROJECT) ? 5 : 0), y, x, total_damage * 3 / 2, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);\r
-               }\r
-               break;\r
-\r
-       case 30:\r
-               if (name) return _("慶雲鬼忍剣", "Keiun-Kininken");\r
-               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。", \r
-                       "Attacks a monster with extremely powerful damage. But you also takes some damages. Hurts a undead monster greatly.");\r
-    \r
-               if (cast)\r
-               {\r
-                       int y, x;\r
-\r
-                       if (!get_rep_dir2(&dir)) return NULL;\r
-                       if (dir == 5) return NULL;\r
-\r
-                       y = p_ptr->y + ddy[dir];\r
-                       x = p_ptr->x + ddx[dir];\r
-\r
-                       if (cave[y][x].m_idx)\r
-                               py_attack(y, x, HISSATSU_UNDEAD);\r
-                       else\r
-                       {\r
-                               msg_print(_("その方向にはモンスターはいません。", "There is no monster."));\r
-                               return NULL;\r
-                       }\r
-                       take_hit(DAMAGE_NOESCAPE, 100 + randint1(100), _("慶雲鬼忍剣を使った衝撃", "exhaustion on using Keiun-Kininken"), -1);\r
-               }\r
-               break;\r
-\r
-       case 31:\r
-               if (name) return _("切腹", "Harakiri");\r
-               if (desc) return _("「武士道とは、死ぬことと見つけたり。」", "'Busido is found in death'");\r
-\r
-               if (cast)\r
-               {\r
-                       int i;\r
-                       if (!get_check(_("本当に自殺しますか?", "Do you really want to commit suicide? "))) return NULL;\r
-                               /* Special Verification for suicide */\r
-                       prt(_("確認のため '@' を押して下さい。", "Please verify SUICIDE by typing the '@' sign: "), 0, 0);\r
-       \r
-                       flush();\r
-                       i = inkey();\r
-                       prt("", 0, 0);\r
-                       if (i != '@') return NULL;\r
-                       if (p_ptr->total_winner)\r
-                       {\r
-                               take_hit(DAMAGE_FORCE, 9999, "Seppuku", -1);\r
-                               p_ptr->total_winner = TRUE;\r
-                       }\r
-                       else\r
-                       {\r
-                               msg_print(_("武士道とは、死ぬことと見つけたり。", "Meaning of Bushi-do is found in the death."));\r
-                               take_hit(DAMAGE_FORCE, 9999, "Seppuku", -1);\r
-                       }\r
-               }\r
-               break;\r
-       }\r
-\r
-       return "";\r
-}\r
-\r
-/*!\r
  * @brief 呪術領域の武器呪縛の対象にできる武器かどうかを返す。 / An "item_tester_hook" for offer\r
  * @param o_ptr オブジェクト構造体の参照ポインタ\r
  * @return 呪縛可能な武器ならばTRUEを返す\r
diff --git a/src/realm-hissatsu.c b/src/realm-hissatsu.c
new file mode 100644 (file)
index 0000000..b4315d3
--- /dev/null
@@ -0,0 +1,943 @@
+#include "angband.h"\r
+#include "cmd-spell.h"\r
+\r
+/*!\r
+* @brief \8c\95\8fp\82Ì\8ae\8f\88\97\9d\82ð\8ds\82¤\r
+* @param spell \8c\95\8fpID\r
+* @param mode \8f\88\97\9d\93à\97e (SPELL_NAME / SPELL_DESC / SPELL_CAST)\r
+* @return SPELL_NAME / SPELL_DESC \8e\9e\82É\82Í\95\8e\9a\97ñ\83|\83C\83\93\83^\82ð\95Ô\82·\81BSPELL_CAST\8e\9e\82ÍNULL\95\8e\9a\97ñ\82ð\95Ô\82·\81B\r
+*/\r
+cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)\r
+{\r
+       bool name = (mode == SPELL_NAME) ? TRUE : FALSE;\r
+       bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;\r
+       bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;\r
+\r
+       int dir;\r
+       int plev = p_ptr->lev;\r
+\r
+       switch (spell)\r
+       {\r
+       case 0:\r
+               if (name) return _("\94ò\94Ñ\8dj", "Tobi-Izuna");\r
+               if (desc) return _("2\83}\83X\97£\82ê\82½\82Æ\82±\82ë\82É\82¢\82é\83\82\83\93\83X\83^\81[\82ð\8dU\8c\82\82·\82é\81B", "Attacks a two squares distant monster.");\r
+\r
+               if (cast)\r
+               {\r
+                       project_length = 2;\r
+                       if (!get_aim_dir(&dir)) return NULL;\r
+\r
+                       project_hook(GF_ATTACK, dir, HISSATSU_2, PROJECT_STOP | PROJECT_KILL);\r
+               }\r
+               break;\r
+\r
+       case 1:\r
+               if (name) return _("\8cÜ\8c\8e\89J\8ea\82è", "3-Way Attack");\r
+               if (desc) return _("3\95û\8cü\82É\91Î\82µ\82Ä\8dU\8c\82\82·\82é\81B", "Attacks in 3 directions in one time.");\r
+\r
+               if (cast)\r
+               {\r
+                       int cdir;\r
+                       int y, x;\r
+\r
+                       if (!get_rep_dir2(&dir)) return NULL;\r
+                       if (dir == 5) return NULL;\r
+\r
+                       for (cdir = 0; cdir < 8; cdir++)\r
+                       {\r
+                               if (cdd[cdir] == dir) break;\r
+                       }\r
+\r
+                       if (cdir == 8) return NULL;\r
+\r
+                       y = p_ptr->y + ddy_cdd[cdir];\r
+                       x = p_ptr->x + ddx_cdd[cdir];\r
+                       if (cave[y][x].m_idx)\r
+                               py_attack(y, x, 0);\r
+                       else\r
+                               msg_print(_("\8dU\8c\82\82Í\8bó\82ð\90Ø\82Á\82½\81B", "You attack the empty air."));\r
+\r
+                       y = p_ptr->y + ddy_cdd[(cdir + 7) % 8];\r
+                       x = p_ptr->x + ddx_cdd[(cdir + 7) % 8];\r
+                       if (cave[y][x].m_idx)\r
+                               py_attack(y, x, 0);\r
+                       else\r
+                               msg_print(_("\8dU\8c\82\82Í\8bó\82ð\90Ø\82Á\82½\81B", "You attack the empty air."));\r
+\r
+                       y = p_ptr->y + ddy_cdd[(cdir + 1) % 8];\r
+                       x = p_ptr->x + ddx_cdd[(cdir + 1) % 8];\r
+                       if (cave[y][x].m_idx)\r
+                               py_attack(y, x, 0);\r
+                       else\r
+                               msg_print(_("\8dU\8c\82\82Í\8bó\82ð\90Ø\82Á\82½\81B", "You attack the empty air."));\r
+               }\r
+               break;\r
+\r
+       case 2:\r
+               if (name) return _("\83u\81[\83\81\83\89\83\93", "Boomerang");\r
+               if (desc) return _("\95\90\8aí\82ð\8eè\8c³\82É\96ß\82Á\82Ä\82­\82é\82æ\82¤\82É\93\8a\82°\82é\81B\96ß\82Á\82Ä\82±\82È\82¢\82±\82Æ\82à\82 \82é\81B",\r
+                       "Throws current weapon. And it'll return to your hand unless failed.");\r
+\r
+               if (cast)\r
+               {\r
+                       if (!do_cmd_throw(1, TRUE, -1)) return NULL;\r
+               }\r
+               break;\r
+\r
+       case 3:\r
+               if (name) return _("\89\8b\97ì", "Burning Strike");\r
+               if (desc) return _("\89Î\89\8a\91Ï\90«\82Ì\82È\82¢\83\82\83\93\83X\83^\81[\82É\91å\83_\83\81\81[\83W\82ð\97^\82¦\82é\81B", "Attacks a monster with more damage unless it has resistance to fire.");\r
+\r
+               if (cast)\r
+               {\r
+                       int y, x;\r
+\r
+                       if (!get_rep_dir2(&dir)) return NULL;\r
+                       if (dir == 5) return NULL;\r
+\r
+                       y = p_ptr->y + ddy[dir];\r
+                       x = p_ptr->x + ddx[dir];\r
+\r
+                       if (cave[y][x].m_idx)\r
+                               py_attack(y, x, HISSATSU_FIRE);\r
+                       else\r
+                       {\r
+                               msg_print(_("\82»\82Ì\95û\8cü\82É\82Í\83\82\83\93\83X\83^\81[\82Í\82¢\82Ü\82¹\82ñ\81B", "There is no monster."));\r
+                               return NULL;\r
+                       }\r
+               }\r
+               break;\r
+\r
+       case 4:\r
+               if (name) return _("\8eE\8bC\8a´\92m", "Detect Ferocity");\r
+               if (desc) return _("\8bß\82­\82Ì\8ev\8dl\82·\82é\82±\82Æ\82ª\82Å\82«\82é\83\82\83\93\83X\83^\81[\82ð\8a´\92m\82·\82é\81B", "Detects all monsters except mindless in your vicinity.");\r
+\r
+               if (cast)\r
+               {\r
+                       detect_monsters_mind(DETECT_RAD_DEFAULT);\r
+               }\r
+               break;\r
+\r
+       case 5:\r
+               if (name) return _("\82Ý\82Ë\91Å\82¿", "Strike to Stun");\r
+               if (desc) return _("\91\8a\8eè\82É\83_\83\81\81[\83W\82ð\97^\82¦\82È\82¢\82ª\81A\9eN\9eO\82Æ\82³\82¹\82é\81B", "Attempts to stun a monster in the adjacent.");\r
+\r
+               if (cast)\r
+               {\r
+                       int y, x;\r
+\r
+                       if (!get_rep_dir2(&dir)) return NULL;\r
+                       if (dir == 5) return NULL;\r
+\r
+                       y = p_ptr->y + ddy[dir];\r
+                       x = p_ptr->x + ddx[dir];\r
+\r
+                       if (cave[y][x].m_idx)\r
+                               py_attack(y, x, HISSATSU_MINEUCHI);\r
+                       else\r
+                       {\r
+                               msg_print(_("\82»\82Ì\95û\8cü\82É\82Í\83\82\83\93\83X\83^\81[\82Í\82¢\82Ü\82¹\82ñ\81B", "There is no monster."));\r
+                               return NULL;\r
+                       }\r
+               }\r
+               break;\r
+\r
+       case 6:\r
+               if (name) return _("\83J\83E\83\93\83^\81[", "Counter");\r
+               if (desc) return _("\91\8a\8eè\82É\8dU\8c\82\82³\82ê\82½\82Æ\82«\82É\94½\8c\82\82·\82é\81B\94½\8c\82\82·\82é\82½\82Ñ\82ÉMP\82ð\8fÁ\94ï\81B",\r
+                       "Prepares to counterattack. When attack by a monster, strikes back using SP each time.");\r
+\r
+               if (cast)\r
+               {\r
+                       if (p_ptr->riding)\r
+                       {\r
+                               msg_print(_("\8fæ\94n\92\86\82É\82Í\96³\97\9d\82¾\81B", "You cannot do it when riding."));\r
+                               return NULL;\r
+                       }\r
+                       msg_print(_("\91\8a\8eè\82Ì\8dU\8c\82\82É\91Î\82µ\82Ä\90g\8d\\82¦\82½\81B", "You prepare to counter blow."));\r
+                       p_ptr->counter = TRUE;\r
+               }\r
+               break;\r
+\r
+       case 7:\r
+               if (name) return _("\95¥\82¢\94²\82¯", "Harainuke");\r
+               if (desc) return _("\8dU\8c\82\82µ\82½\8cã\81A\94½\91Î\91¤\82É\94²\82¯\82é\81B",\r
+                       "Attacks monster with your weapons normally, then move through counter side of the monster.");\r
+\r
+               if (cast)\r
+               {\r
+                       POSITION y, x;\r
+\r
+                       if (p_ptr->riding)\r
+                       {\r
+                               msg_print(_("\8fæ\94n\92\86\82É\82Í\96³\97\9d\82¾\81B", "You cannot do it when riding."));\r
+                               return NULL;\r
+                       }\r
+\r
+                       if (!get_rep_dir2(&dir)) return NULL;\r
+\r
+                       if (dir == 5) return NULL;\r
+                       y = p_ptr->y + ddy[dir];\r
+                       x = p_ptr->x + ddx[dir];\r
+\r
+                       if (!cave[y][x].m_idx)\r
+                       {\r
+                               msg_print(_("\82»\82Ì\95û\8cü\82É\82Í\83\82\83\93\83X\83^\81[\82Í\82¢\82Ü\82¹\82ñ\81B", "There is no monster."));\r
+                               return NULL;\r
+                       }\r
+\r
+                       py_attack(y, x, 0);\r
+\r
+                       if (!player_can_enter(cave[y][x].feat, 0) || is_trap(cave[y][x].feat))\r
+                               break;\r
+\r
+                       y += ddy[dir];\r
+                       x += ddx[dir];\r
+\r
+                       if (player_can_enter(cave[y][x].feat, 0) && !is_trap(cave[y][x].feat) && !cave[y][x].m_idx)\r
+                       {\r
+                               msg_print(NULL);\r
+\r
+                               /* Move the player */\r
+                               (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);\r
+                       }\r
+               }\r
+               break;\r
+\r
+       case 8:\r
+               if (name) return _("\83T\81[\83y\83\93\83c\83^\83\93", "Serpent's Tongue");\r
+               if (desc) return _("\93Å\91Ï\90«\82Ì\82È\82¢\83\82\83\93\83X\83^\81[\82É\91å\83_\83\81\81[\83W\82ð\97^\82¦\82é\81B", "Attacks a monster with more damage unless it has resistance to poison.");\r
+\r
+               if (cast)\r
+               {\r
+                       int y, x;\r
+\r
+                       if (!get_rep_dir2(&dir)) return NULL;\r
+                       if (dir == 5) return NULL;\r
+\r
+                       y = p_ptr->y + ddy[dir];\r
+                       x = p_ptr->x + ddx[dir];\r
+\r
+                       if (cave[y][x].m_idx)\r
+                               py_attack(y, x, HISSATSU_POISON);\r
+                       else\r
+                       {\r
+                               msg_print(_("\82»\82Ì\95û\8cü\82É\82Í\83\82\83\93\83X\83^\81[\82Í\82¢\82Ü\82¹\82ñ\81B", "There is no monster."));\r
+                               return NULL;\r
+                       }\r
+               }\r
+               break;\r
+\r
+       case 9:\r
+               if (name) return _("\8ea\96\82\8c\95\93ó\82Ì\91¾\93\81", "Zammaken");\r
+               if (desc) return _("\90\96½\82Ì\82È\82¢\8e×\88«\82È\83\82\83\93\83X\83^\81[\82É\91å\83_\83\81\81[\83W\82ð\97^\82¦\82é\82ª\81A\91¼\82Ì\83\82\83\93\83X\83^\81[\82É\82Í\91S\82­\8cø\89Ê\82ª\82È\82¢\81B",\r
+                       "Attacks an evil unliving monster with great damage. No effect to other  monsters.");\r
+\r
+               if (cast)\r
+               {\r
+                       int y, x;\r
+\r
+                       if (!get_rep_dir2(&dir)) return NULL;\r
+                       if (dir == 5) return NULL;\r
+\r
+                       y = p_ptr->y + ddy[dir];\r
+                       x = p_ptr->x + ddx[dir];\r
+\r
+                       if (cave[y][x].m_idx)\r
+                               py_attack(y, x, HISSATSU_ZANMA);\r
+                       else\r
+                       {\r
+                               msg_print(_("\82»\82Ì\95û\8cü\82É\82Í\83\82\83\93\83X\83^\81[\82Í\82¢\82Ü\82¹\82ñ\81B", "There is no monster."));\r
+                               return NULL;\r
+                       }\r
+               }\r
+               break;\r
+\r
+       case 10:\r
+               if (name) return _("\97ô\95\97\8c\95", "Wind Blast");\r
+               if (desc) return _("\8dU\8c\82\82µ\82½\91\8a\8eè\82ð\8cã\95û\82Ö\90\81\82«\94ò\82Î\82·\81B", "Attacks an adjacent monster, and blow it away.");\r
+\r
+               if (cast)\r
+               {\r
+                       int y, x;\r
+\r
+                       if (!get_rep_dir2(&dir)) return NULL;\r
+                       if (dir == 5) return NULL;\r
+\r
+                       y = p_ptr->y + ddy[dir];\r
+                       x = p_ptr->x + ddx[dir];\r
+\r
+                       if (cave[y][x].m_idx)\r
+                               py_attack(y, x, 0);\r
+                       else\r
+                       {\r
+                               msg_print(_("\82»\82Ì\95û\8cü\82É\82Í\83\82\83\93\83X\83^\81[\82Í\82¢\82Ü\82¹\82ñ\81B", "There is no monster."));\r
+                               return NULL;\r
+                       }\r
+                       if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)\r
+                       {\r
+                               return "";\r
+                       }\r
+                       if (cave[y][x].m_idx)\r
+                       {\r
+                               int i;\r
+                               POSITION ty = y, tx = x;\r
+                               POSITION oy = y, ox = x;\r
+                               MONSTER_IDX m_idx = cave[y][x].m_idx;\r
+                               monster_type *m_ptr = &m_list[m_idx];\r
+                               char m_name[80];\r
+\r
+                               monster_desc(m_name, m_ptr, 0);\r
+\r
+                               for (i = 0; i < 5; i++)\r
+                               {\r
+                                       y += ddy[dir];\r
+                                       x += ddx[dir];\r
+                                       if (cave_empty_bold(y, x))\r
+                                       {\r
+                                               ty = y;\r
+                                               tx = x;\r
+                                       }\r
+                                       else break;\r
+                               }\r
+                               if ((ty != oy) || (tx != ox))\r
+                               {\r
+                                       msg_format(_("%s\82ð\90\81\82«\94ò\82Î\82µ\82½\81I", "You blow %s away!"), m_name);\r
+                                       cave[oy][ox].m_idx = 0;\r
+                                       cave[ty][tx].m_idx = m_idx;\r
+                                       m_ptr->fy = ty;\r
+                                       m_ptr->fx = tx;\r
+\r
+                                       update_mon(m_idx, TRUE);\r
+                                       lite_spot(oy, ox);\r
+                                       lite_spot(ty, tx);\r
+\r
+                                       if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))\r
+                                               p_ptr->update |= (PU_MON_LITE);\r
+                               }\r
+                       }\r
+               }\r
+               break;\r
+\r
+       case 11:\r
+               if (name) return _("\93\81\8f \82Ì\96Ú\97\98\82«", "Judge");\r
+               if (desc) return _("\95\90\8aí\81E\96h\8bï\82ð1\82Â\8e¯\95Ê\82·\82é\81B\83\8c\83x\83\8b45\88È\8fã\82Å\95\90\8aí\81E\96h\8bï\82Ì\94\\97Í\82ð\8a®\91S\82É\92m\82é\82±\82Æ\82ª\82Å\82«\82é\81B",\r
+                       "Identifies a weapon or armor. Or *identifies* these at level 45.");\r
+\r
+               if (cast)\r
+               {\r
+                       if (plev > 44)\r
+                       {\r
+                               if (!identify_fully(TRUE)) return NULL;\r
+                       }\r
+                       else\r
+                       {\r
+                               if (!ident_spell(TRUE)) return NULL;\r
+                       }\r
+               }\r
+               break;\r
+\r
+       case 12:\r
+               if (name) return _("\94j\8aâ\8ea", "Rock Smash");\r
+               if (desc) return _("\8aâ\82ð\89ó\82µ\81A\8aâ\90Î\8cn\82Ì\83\82\83\93\83X\83^\81[\82É\91å\83_\83\81\81[\83W\82ð\97^\82¦\82é\81B", "Breaks rock. Or greatly damage a monster made by rocks.");\r
+\r
+               if (cast)\r
+               {\r
+                       int y, x;\r
+\r
+                       if (!get_rep_dir2(&dir)) return NULL;\r
+                       if (dir == 5) return NULL;\r
+\r
+                       y = p_ptr->y + ddy[dir];\r
+                       x = p_ptr->x + ddx[dir];\r
+\r
+                       if (cave[y][x].m_idx)\r
+                               py_attack(y, x, HISSATSU_HAGAN);\r
+\r
+                       if (!cave_have_flag_bold(y, x, FF_HURT_ROCK)) break;\r
+\r
+                       /* Destroy the feature */\r
+                       cave_alter_feat(y, x, FF_HURT_ROCK);\r
+\r
+                       /* Update some things */\r
+                       p_ptr->update |= (PU_FLOW);\r
+               }\r
+               break;\r
+\r
+       case 13:\r
+               if (name) return _("\97\90\82ê\90á\8c\8e\89Ô", "Midare-Setsugekka");\r
+               if (desc) return _("\8dU\8c\82\89ñ\90\94\82ª\91\9d\82¦\81A\97â\8bC\91Ï\90«\82Ì\82È\82¢\83\82\83\93\83X\83^\81[\82É\91å\83_\83\81\81[\83W\82ð\97^\82¦\82é\81B",\r
+                       "Attacks a monster with increased number of attacks and more damage unless it has resistance to cold.");\r
+\r
+               if (cast)\r
+               {\r
+                       int y, x;\r
+\r
+                       if (!get_rep_dir2(&dir)) return NULL;\r
+                       if (dir == 5) return NULL;\r
+\r
+                       y = p_ptr->y + ddy[dir];\r
+                       x = p_ptr->x + ddx[dir];\r
+\r
+                       if (cave[y][x].m_idx)\r
+                               py_attack(y, x, HISSATSU_COLD);\r
+                       else\r
+                       {\r
+                               msg_print(_("\82»\82Ì\95û\8cü\82É\82Í\83\82\83\93\83X\83^\81[\82Í\82¢\82Ü\82¹\82ñ\81B", "There is no monster."));\r
+                               return NULL;\r
+                       }\r
+               }\r
+               break;\r
+\r
+       case 14:\r
+               if (name) return _("\8b}\8f\8a\93Ë\82«", "Spot Aiming");\r
+               if (desc) return _("\83\82\83\93\83X\83^\81[\82ð\88ê\8c\82\82Å\93|\82·\8dU\8c\82\82ð\8cJ\82è\8fo\82·\81B\8e¸\94s\82·\82é\82Æ1\93_\82µ\82©\83_\83\81\81[\83W\82ð\97^\82¦\82ç\82ê\82È\82¢\81B",\r
+                       "Attempts to kill a monster instantly. If failed cause only 1HP of damage.");\r
+\r
+               if (cast)\r
+               {\r
+                       int y, x;\r
+\r
+                       if (!get_rep_dir2(&dir)) return NULL;\r
+                       if (dir == 5) return NULL;\r
+\r
+                       y = p_ptr->y + ddy[dir];\r
+                       x = p_ptr->x + ddx[dir];\r
+\r
+                       if (cave[y][x].m_idx)\r
+                               py_attack(y, x, HISSATSU_KYUSHO);\r
+                       else\r
+                       {\r
+                               msg_print(_("\82»\82Ì\95û\8cü\82É\82Í\83\82\83\93\83X\83^\81[\82Í\82¢\82Ü\82¹\82ñ\81B", "There is no monster."));\r
+                               return NULL;\r
+                       }\r
+               }\r
+               break;\r
+\r
+       case 15:\r
+               if (name) return _("\96\82\90_\8ea\82è", "Majingiri");\r
+               if (desc) return _("\89ï\90S\82Ì\88ê\8c\82\82Å\8dU\8c\82\82·\82é\81B\8dU\8c\82\82ª\82©\82í\82³\82ê\82â\82·\82¢\81B",\r
+                       "Attempts to attack with critical hit. But this attack is easy to evade for a monster.");\r
+\r
+               if (cast)\r
+               {\r
+                       int y, x;\r
+\r
+                       if (!get_rep_dir2(&dir)) return NULL;\r
+                       if (dir == 5) return NULL;\r
+\r
+                       y = p_ptr->y + ddy[dir];\r
+                       x = p_ptr->x + ddx[dir];\r
+\r
+                       if (cave[y][x].m_idx)\r
+                               py_attack(y, x, HISSATSU_MAJIN);\r
+                       else\r
+                       {\r
+                               msg_print(_("\82»\82Ì\95û\8cü\82É\82Í\83\82\83\93\83X\83^\81[\82Í\82¢\82Ü\82¹\82ñ\81B", "There is no monster."));\r
+                               return NULL;\r
+                       }\r
+               }\r
+               break;\r
+\r
+       case 16:\r
+               if (name) return _("\8eÌ\82Ä\90g", "Desperate Attack");\r
+               if (desc) return _("\8b­\97Í\82È\8dU\8c\82\82ð\8cJ\82è\8fo\82·\81B\8e\9f\82Ì\83^\81[\83\93\82Ü\82Å\82Ì\8aÔ\81A\90H\82ç\82¤\83_\83\81\81[\83W\82ª\91\9d\82¦\82é\81B",\r
+                       "Attacks with all of your power. But all damages you take will be doubled for one turn.");\r
+\r
+               if (cast)\r
+               {\r
+                       int y, x;\r
+\r
+                       if (!get_rep_dir2(&dir)) return NULL;\r
+                       if (dir == 5) return NULL;\r
+\r
+                       y = p_ptr->y + ddy[dir];\r
+                       x = p_ptr->x + ddx[dir];\r
+\r
+                       if (cave[y][x].m_idx)\r
+                               py_attack(y, x, HISSATSU_SUTEMI);\r
+                       else\r
+                       {\r
+                               msg_print(_("\82»\82Ì\95û\8cü\82É\82Í\83\82\83\93\83X\83^\81[\82Í\82¢\82Ü\82¹\82ñ\81B", "There is no monster."));\r
+                               return NULL;\r
+                       }\r
+                       p_ptr->sutemi = TRUE;\r
+               }\r
+               break;\r
+\r
+       case 17:\r
+               if (name) return _("\97\8b\8c\82\98h\92Ü\8ea", "Lightning Eagle");\r
+               if (desc) return _("\93d\8c\82\91Ï\90«\82Ì\82È\82¢\83\82\83\93\83X\83^\81[\82É\94ñ\8fí\82É\91å\82«\82¢\83_\83\81\81[\83W\82ð\97^\82¦\82é\81B",\r
+                       "Attacks a monster with more damage unless it has resistance to electricity.");\r
+\r
+               if (cast)\r
+               {\r
+                       int y, x;\r
+\r
+                       if (!get_rep_dir2(&dir)) return NULL;\r
+                       if (dir == 5) return NULL;\r
+\r
+                       y = p_ptr->y + ddy[dir];\r
+                       x = p_ptr->x + ddx[dir];\r
+\r
+                       if (cave[y][x].m_idx)\r
+                               py_attack(y, x, HISSATSU_ELEC);\r
+                       else\r
+                       {\r
+                               msg_print(_("\82»\82Ì\95û\8cü\82É\82Í\83\82\83\93\83X\83^\81[\82Í\82¢\82Ü\82¹\82ñ\81B", "There is no monster."));\r
+                               return NULL;\r
+                       }\r
+               }\r
+               break;\r
+\r
+       case 18:\r
+               if (name) return _("\93ü\90g", "Rush Attack");\r
+               if (desc) return _("\91f\91\81\82­\91\8a\8eè\82É\8bß\8añ\82è\8dU\8c\82\82·\82é\81B", "Steps close to a monster and attacks at a time.");\r
+\r
+               if (cast)\r
+               {\r
+                       if (!rush_attack(NULL)) return NULL;\r
+               }\r
+               break;\r
+\r
+       case 19:\r
+               if (name) return _("\90Ô\97¬\89Q", "Bloody Maelstrom");\r
+               if (desc) return _("\8e©\95ª\8e©\90g\82à\8f\9d\82ð\8dì\82è\82Â\82Â\81A\82»\82Ì\8f\9d\82ª\90[\82¢\82Ù\82Ç\91å\82«\82¢\88Ð\97Í\82Å\91S\95û\8cü\82Ì\93G\82ð\8dU\8c\82\82Å\82«\82é\81B\90\82«\82Ä\82¢\82È\82¢\83\82\83\93\83X\83^\81[\82É\82Í\8cø\89Ê\82ª\82È\82¢\81B",\r
+                       "Attacks all adjacent monsters with power corresponding to your cut status. Then increases your cut status. No effect to unliving monsters.");\r
+\r
+               if (cast)\r
+               {\r
+                       int y = 0, x = 0;\r
+\r
+                       cave_type       *c_ptr;\r
+                       monster_type    *m_ptr;\r
+\r
+                       if (p_ptr->cut < 300)\r
+                               set_cut(p_ptr->cut + 300);\r
+                       else\r
+                               set_cut(p_ptr->cut * 2);\r
+\r
+                       for (dir = 0; dir < 8; dir++)\r
+                       {\r
+                               y = p_ptr->y + ddy_ddd[dir];\r
+                               x = p_ptr->x + ddx_ddd[dir];\r
+                               c_ptr = &cave[y][x];\r
+\r
+                               /* Get the monster */\r
+                               m_ptr = &m_list[c_ptr->m_idx];\r
+\r
+                               /* Hack -- attack monsters */\r
+                               if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))\r
+                               {\r
+                                       if (!monster_living(&r_info[m_ptr->r_idx]))\r
+                                       {\r
+                                               char m_name[80];\r
+\r
+                                               monster_desc(m_name, m_ptr, 0);\r
+                                               msg_format(_("%s\82É\82Í\8cø\89Ê\82ª\82È\82¢\81I", "%s is unharmed!"), m_name);\r
+                                       }\r
+                                       else py_attack(y, x, HISSATSU_SEKIRYUKA);\r
+                               }\r
+                       }\r
+               }\r
+               break;\r
+\r
+       case 20:\r
+               if (name) return _("\8c\83\90k\8c\82", "Earthquake Blow");\r
+               if (desc) return _("\92n\90k\82ð\8bN\82±\82·\81B", "Shakes dungeon structure, and results in random swapping of floors and walls.");\r
+\r
+               if (cast)\r
+               {\r
+                       int y, x;\r
+\r
+                       if (!get_rep_dir2(&dir)) return NULL;\r
+                       if (dir == 5) return NULL;\r
+\r
+                       y = p_ptr->y + ddy[dir];\r
+                       x = p_ptr->x + ddx[dir];\r
+\r
+                       if (cave[y][x].m_idx)\r
+                               py_attack(y, x, HISSATSU_QUAKE);\r
+                       else\r
+                               earthquake(p_ptr->y, p_ptr->x, 10);\r
+               }\r
+               break;\r
+\r
+       case 21:\r
+               if (name) return _("\92n\91\96\82è", "Crack");\r
+               if (desc) return _("\8fÕ\8c\82\94g\82Ì\83r\81[\83\80\82ð\95ú\82Â\81B", "Fires a beam of shock wave.");\r
+\r
+               if (cast)\r
+               {\r
+                       int total_damage = 0, basedam, i;\r
+                       u32b flgs[TR_FLAG_SIZE];\r
+                       object_type *o_ptr;\r
+                       if (!get_aim_dir(&dir)) return NULL;\r
+                       msg_print(_("\95\90\8aí\82ð\91å\82«\82­\90U\82è\89º\82ë\82µ\82½\81B", "You swing your weapon downward."));\r
+                       for (i = 0; i < 2; i++)\r
+                       {\r
+                               int damage;\r
+\r
+                               if (!buki_motteruka(INVEN_RARM + i)) break;\r
+                               o_ptr = &inventory[INVEN_RARM + i];\r
+                               basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;\r
+                               damage = o_ptr->to_d * 100;\r
+                               object_flags(o_ptr, flgs);\r
+                               if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))\r
+                               {\r
+                                       /* vorpal blade */\r
+                                       basedam *= 5;\r
+                                       basedam /= 3;\r
+                               }\r
+                               else if (have_flag(flgs, TR_VORPAL))\r
+                               {\r
+                                       /* vorpal flag only */\r
+                                       basedam *= 11;\r
+                                       basedam /= 9;\r
+                               }\r
+                               damage += basedam;\r
+                               damage *= p_ptr->num_blow[i];\r
+                               total_damage += damage / 200;\r
+                               if (i) total_damage = total_damage * 7 / 10;\r
+                       }\r
+                       fire_beam(GF_FORCE, dir, total_damage);\r
+               }\r
+               break;\r
+\r
+       case 22:\r
+               if (name) return _("\8bC\94\97\82Ì\97Y\8b©\82Ñ", "War Cry");\r
+               if (desc) return _("\8e\8b\8aE\93à\82Ì\91S\83\82\83\93\83X\83^\81[\82É\91Î\82µ\82Ä\8d\8c\89¹\82Ì\8dU\8c\82\82ð\8ds\82¤\81B\82³\82ç\82É\81A\8bß\82­\82É\82¢\82é\83\82\83\93\83X\83^\81[\82ð\93{\82ç\82¹\82é\81B",\r
+                       "Damages all monsters in sight with sound. Aggravate nearby monsters.");\r
+\r
+               if (cast)\r
+               {\r
+                       msg_print(_("\97Y\8b©\82Ñ\82ð\82 \82°\82½\81I", "You roar out!"));\r
+                       project_hack(GF_SOUND, randint1(plev * 3));\r
+                       aggravate_monsters(0);\r
+               }\r
+               break;\r
+\r
+       case 23:\r
+               if (name) return _("\96³\91o\8eO\92i", "Musou-Sandan");\r
+               if (desc) return _("\8b­\97Í\82È3\92i\8dU\8c\82\82ð\8cJ\82è\8fo\82·\81B", "Attacks with powerful 3 strikes.");\r
+\r
+               if (cast)\r
+               {\r
+                       int i;\r
+\r
+                       if (!get_rep_dir2(&dir)) return NULL;\r
+                       if (dir == 5) return NULL;\r
+\r
+                       for (i = 0; i < 3; i++)\r
+                       {\r
+                               POSITION y, x;\r
+                               POSITION ny, nx;\r
+                               MONSTER_IDX m_idx;\r
+                               cave_type *c_ptr;\r
+                               monster_type *m_ptr;\r
+\r
+                               y = p_ptr->y + ddy[dir];\r
+                               x = p_ptr->x + ddx[dir];\r
+                               c_ptr = &cave[y][x];\r
+\r
+                               if (c_ptr->m_idx)\r
+                                       py_attack(y, x, HISSATSU_3DAN);\r
+                               else\r
+                               {\r
+                                       msg_print(_("\82»\82Ì\95û\8cü\82É\82Í\83\82\83\93\83X\83^\81[\82Í\82¢\82Ü\82¹\82ñ\81B", "There is no monster."));\r
+                                       return NULL;\r
+                               }\r
+\r
+                               if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)\r
+                               {\r
+                                       return "";\r
+                               }\r
+\r
+                               /* Monster is dead? */\r
+                               if (!c_ptr->m_idx) break;\r
+\r
+                               ny = y + ddy[dir];\r
+                               nx = x + ddx[dir];\r
+                               m_idx = c_ptr->m_idx;\r
+                               m_ptr = &m_list[m_idx];\r
+\r
+                               /* Monster cannot move back? */\r
+                               if (!monster_can_enter(ny, nx, &r_info[m_ptr->r_idx], 0))\r
+                               {\r
+                                       /* -more- */\r
+                                       if (i < 2) msg_print(NULL);\r
+                                       continue;\r
+                               }\r
+\r
+                               c_ptr->m_idx = 0;\r
+                               cave[ny][nx].m_idx = m_idx;\r
+                               m_ptr->fy = ny;\r
+                               m_ptr->fx = nx;\r
+\r
+                               update_mon(m_idx, TRUE);\r
+\r
+                               /* Redraw the old spot */\r
+                               lite_spot(y, x);\r
+\r
+                               /* Redraw the new spot */\r
+                               lite_spot(ny, nx);\r
+\r
+                               /* Player can move forward? */\r
+                               if (player_can_enter(c_ptr->feat, 0))\r
+                               {\r
+                                       /* Move the player */\r
+                                       if (!move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP)) break;\r
+                               }\r
+                               else\r
+                               {\r
+                                       break;\r
+                               }\r
+\r
+                               /* -more- */\r
+                               if (i < 2) msg_print(NULL);\r
+                       }\r
+               }\r
+               break;\r
+\r
+       case 24:\r
+               if (name) return _("\8bz\8c\8c\8bS\82Ì\89å", "Vampire's Fang");\r
+               if (desc) return _("\8dU\8c\82\82µ\82½\91\8a\8eè\82Ì\91Ì\97Í\82ð\8bz\82¢\82Æ\82è\81A\8e©\95ª\82Ì\91Ì\97Í\82ð\89ñ\95\9c\82³\82¹\82é\81B\90\96½\82ð\8e\9d\82½\82È\82¢\83\82\83\93\83X\83^\81[\82É\82Í\92Ê\82\82È\82¢\81B",\r
+                       "Attacks with vampiric strikes which absorbs HP from a monster and gives them to you. No effect to unliving monsters.");\r
+\r
+               if (cast)\r
+               {\r
+                       int y, x;\r
+\r
+                       if (!get_rep_dir2(&dir)) return NULL;\r
+                       if (dir == 5) return NULL;\r
+\r
+                       y = p_ptr->y + ddy[dir];\r
+                       x = p_ptr->x + ddx[dir];\r
+\r
+                       if (cave[y][x].m_idx)\r
+                               py_attack(y, x, HISSATSU_DRAIN);\r
+                       else\r
+                       {\r
+                               msg_print(_("\82»\82Ì\95û\8cü\82É\82Í\83\82\83\93\83X\83^\81[\82Í\82¢\82Ü\82¹\82ñ\81B", "There is no monster."));\r
+                               return NULL;\r
+                       }\r
+               }\r
+               break;\r
+\r
+       case 25:\r
+               if (name) return _("\8c\98f", "Moon Dazzling");\r
+               if (desc) return _("\8e\8b\8aE\93à\82Ì\8bN\82«\82Ä\82¢\82é\91S\83\82\83\93\83X\83^\81[\82É\9eN\9eO\81A\8d¬\97\90\81A\96°\82è\82ð\97^\82¦\82æ\82¤\82Æ\82·\82é\81B", "Attempts to stun, confuse and sleep all waking monsters.");\r
+\r
+               if (cast)\r
+               {\r
+                       msg_print(_("\95\90\8aí\82ð\95s\8bK\91¥\82É\97h\82ç\82µ\82½\81D\81D\81D", "You irregularly wave your weapon..."));\r
+                       project_hack(GF_ENGETSU, plev * 4);\r
+                       project_hack(GF_ENGETSU, plev * 4);\r
+                       project_hack(GF_ENGETSU, plev * 4);\r
+               }\r
+               break;\r
+\r
+       case 26:\r
+               if (name) return _("\95S\90l\8ea\82è", "Hundred Slaughter");\r
+               if (desc) return _("\98A\91±\82µ\82Ä\93ü\90g\82Å\83\82\83\93\83X\83^\81[\82ð\8dU\8c\82\82·\82é\81B\8dU\8c\82\82·\82é\82½\82Ñ\82ÉMP\82ð\8fÁ\94ï\81BMP\82ª\82È\82­\82È\82é\82©\81A\83\82\83\93\83X\83^\81[\82ð\93|\82¹\82È\82©\82Á\82½\82ç\95S\90l\8ea\82è\82Í\8fI\97¹\82·\82é\81B",\r
+                       "Performs a series of rush attacks. The series continues while killing each monster in a time and SP remains.");\r
+\r
+               if (cast)\r
+               {\r
+                       const int mana_cost_per_monster = 8;\r
+                       bool is_new = TRUE;\r
+                       bool mdeath;\r
+\r
+                       do\r
+                       {\r
+                               if (!rush_attack(&mdeath)) break;\r
+                               if (is_new)\r
+                               {\r
+                                       /* Reserve needed mana point */\r
+                                       p_ptr->csp -= technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;\r
+                                       is_new = FALSE;\r
+                               }\r
+                               else\r
+                                       p_ptr->csp -= mana_cost_per_monster;\r
+\r
+                               if (!mdeath) break;\r
+                               command_dir = 0;\r
+\r
+                               p_ptr->redraw |= PR_MANA;\r
+                               handle_stuff();\r
+                       } while (p_ptr->csp > mana_cost_per_monster);\r
+\r
+                       if (is_new) return NULL;\r
+\r
+                       /* Restore reserved mana */\r
+                       p_ptr->csp += technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;\r
+               }\r
+               break;\r
+\r
+       case 27:\r
+               if (name) return _("\93VãÄ\97´\91M", "Dragonic Flash");\r
+               if (desc) return _("\8e\8b\8aE\93à\82Ì\8fê\8f\8a\82ð\8ew\92è\82µ\82Ä\81A\82»\82Ì\8fê\8f\8a\82Æ\8e©\95ª\82Ì\8aÔ\82É\82¢\82é\91S\83\82\83\93\83X\83^\81[\82ð\8dU\8c\82\82µ\81A\82»\82Ì\8fê\8f\8a\82É\88Ú\93®\82·\82é\81B",\r
+                       "Runs toward given location while attacking all monsters on the path.");\r
+\r
+               if (cast)\r
+               {\r
+                       POSITION y, x;\r
+\r
+                       if (!tgt_pt(&x, &y)) return NULL;\r
+\r
+                       if (!cave_player_teleportable_bold(y, x, 0L) ||\r
+                               (distance(y, x, p_ptr->y, p_ptr->x) > MAX_SIGHT / 2) ||\r
+                               !projectable(p_ptr->y, p_ptr->x, y, x))\r
+                       {\r
+                               msg_print(_("\8e¸\94s\81I", "You cannot move to that place!"));\r
+                               break;\r
+                       }\r
+                       if (p_ptr->anti_tele)\r
+                       {\r
+                               msg_print(_("\95s\8ev\8bc\82È\97Í\82ª\83e\83\8c\83|\81[\83g\82ð\96h\82¢\82¾\81I", "A mysterious force prevents you from teleporting!"));\r
+                               break;\r
+                       }\r
+                       project(0, 0, y, x, HISSATSU_ISSEN, GF_ATTACK, PROJECT_BEAM | PROJECT_KILL, -1);\r
+                       teleport_player_to(y, x, 0L);\r
+               }\r
+               break;\r
+\r
+       case 28:\r
+               if (name) return _("\93ñ\8fd\82Ì\8c\95\8c\82", "Twin Slash");\r
+               if (desc) return _("1\83^\81[\83\93\82Å2\93x\8dU\8c\82\82ð\8ds\82¤\81B", "double attacks at a time.");\r
+\r
+               if (cast)\r
+               {\r
+                       int x, y;\r
+\r
+                       if (!get_rep_dir(&dir, FALSE)) return NULL;\r
+\r
+                       y = p_ptr->y + ddy[dir];\r
+                       x = p_ptr->x + ddx[dir];\r
+\r
+                       if (cave[y][x].m_idx)\r
+                       {\r
+                               py_attack(y, x, 0);\r
+                               if (cave[y][x].m_idx)\r
+                               {\r
+                                       handle_stuff();\r
+                                       py_attack(y, x, 0);\r
+                               }\r
+                       }\r
+                       else\r
+                       {\r
+                               msg_print(_("\82»\82Ì\95û\8cü\82É\82Í\83\82\83\93\83X\83^\81[\82Í\82¢\82Ü\82¹\82ñ\81B", "You don't see any monster in this direction"));\r
+                               return NULL;\r
+                       }\r
+               }\r
+               break;\r
+\r
+       case 29:\r
+               if (name) return _("\8cÕ\95\9a\90â\93\81\90¨", "Kofuku-Zettousei");\r
+               if (desc) return _("\8b­\97Í\82È\8dU\8c\82\82ð\8ds\82¢\81A\8bß\82­\82Ì\8fê\8f\8a\82É\82à\8cø\89Ê\82ª\8by\82Ô\81B", "Performs a powerful attack which even effect nearby monsters.");\r
+\r
+               if (cast)\r
+               {\r
+                       int total_damage = 0, basedam, i;\r
+                       int y, x;\r
+                       u32b flgs[TR_FLAG_SIZE];\r
+                       object_type *o_ptr;\r
+\r
+                       if (!get_rep_dir2(&dir)) return NULL;\r
+                       if (dir == 5) return NULL;\r
+\r
+                       y = p_ptr->y + ddy[dir];\r
+                       x = p_ptr->x + ddx[dir];\r
+\r
+                       if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)\r
+                       {\r
+                               msg_print(_("\82È\82º\82©\8dU\8c\82\82·\82é\82±\82Æ\82ª\82Å\82«\82È\82¢\81B", "Something prevent you from attacking."));\r
+                               return "";\r
+                       }\r
+                       msg_print(_("\95\90\8aí\82ð\91å\82«\82­\90U\82è\89º\82ë\82µ\82½\81B", "You swing your weapon downward."));\r
+                       for (i = 0; i < 2; i++)\r
+                       {\r
+                               int damage;\r
+                               if (!buki_motteruka(INVEN_RARM + i)) break;\r
+                               o_ptr = &inventory[INVEN_RARM + i];\r
+                               basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;\r
+                               damage = o_ptr->to_d * 100;\r
+                               object_flags(o_ptr, flgs);\r
+                               if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))\r
+                               {\r
+                                       /* vorpal blade */\r
+                                       basedam *= 5;\r
+                                       basedam /= 3;\r
+                               }\r
+                               else if (have_flag(flgs, TR_VORPAL))\r
+                               {\r
+                                       /* vorpal flag only */\r
+                                       basedam *= 11;\r
+                                       basedam /= 9;\r
+                               }\r
+                               damage += basedam;\r
+                               damage += p_ptr->to_d[i] * 100;\r
+                               damage *= p_ptr->num_blow[i];\r
+                               total_damage += (damage / 100);\r
+                       }\r
+                       project(0, (cave_have_flag_bold(y, x, FF_PROJECT) ? 5 : 0), y, x, total_damage * 3 / 2, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);\r
+               }\r
+               break;\r
+\r
+       case 30:\r
+               if (name) return _("\8cc\89_\8bS\94E\8c\95", "Keiun-Kininken");\r
+               if (desc) return _("\8e©\95ª\82à\83_\83\81\81[\83W\82ð\82­\82ç\82¤\82ª\81A\91\8a\8eè\82É\94ñ\8fí\82É\91å\82«\82È\83_\83\81\81[\83W\82ð\97^\82¦\82é\81B\83A\83\93\83f\83b\83h\82É\82Í\93Á\82É\8cø\89Ê\82ª\82 \82é\81B",\r
+                       "Attacks a monster with extremely powerful damage. But you also takes some damages. Hurts a undead monster greatly.");\r
+\r
+               if (cast)\r
+               {\r
+                       int y, x;\r
+\r
+                       if (!get_rep_dir2(&dir)) return NULL;\r
+                       if (dir == 5) return NULL;\r
+\r
+                       y = p_ptr->y + ddy[dir];\r
+                       x = p_ptr->x + ddx[dir];\r
+\r
+                       if (cave[y][x].m_idx)\r
+                               py_attack(y, x, HISSATSU_UNDEAD);\r
+                       else\r
+                       {\r
+                               msg_print(_("\82»\82Ì\95û\8cü\82É\82Í\83\82\83\93\83X\83^\81[\82Í\82¢\82Ü\82¹\82ñ\81B", "There is no monster."));\r
+                               return NULL;\r
+                       }\r
+                       take_hit(DAMAGE_NOESCAPE, 100 + randint1(100), _("\8cc\89_\8bS\94E\8c\95\82ð\8eg\82Á\82½\8fÕ\8c\82", "exhaustion on using Keiun-Kininken"), -1);\r
+               }\r
+               break;\r
+\r
+       case 31:\r
+               if (name) return _("\90Ø\95 ", "Harakiri");\r
+               if (desc) return _("\81u\95\90\8em\93¹\82Æ\82Í\81A\8e\80\82Ê\82±\82Æ\82Æ\8c©\82Â\82¯\82½\82è\81B\81v", "'Busido is found in death'");\r
+\r
+               if (cast)\r
+               {\r
+                       int i;\r
+                       if (!get_check(_("\96{\93\96\82É\8e©\8eE\82µ\82Ü\82·\82©\81H", "Do you really want to commit suicide? "))) return NULL;\r
+                       /* Special Verification for suicide */\r
+                       prt(_("\8am\94F\82Ì\82½\82ß '@' \82ð\89\9f\82µ\82Ä\89º\82³\82¢\81B", "Please verify SUICIDE by typing the '@' sign: "), 0, 0);\r
+\r
+                       flush();\r
+                       i = inkey();\r
+                       prt("", 0, 0);\r
+                       if (i != '@') return NULL;\r
+                       if (p_ptr->total_winner)\r
+                       {\r
+                               take_hit(DAMAGE_FORCE, 9999, "Seppuku", -1);\r
+                               p_ptr->total_winner = TRUE;\r
+                       }\r
+                       else\r
+                       {\r
+                               msg_print(_("\95\90\8em\93¹\82Æ\82Í\81A\8e\80\82Ê\82±\82Æ\82Æ\8c©\82Â\82¯\82½\82è\81B", "Meaning of Bushi-do is found in the death."));\r
+                               take_hit(DAMAGE_FORCE, 9999, "Seppuku", -1);\r
+                       }\r
+               }\r
+               break;\r
+       }\r
+\r
+       return "";\r
+}\r
diff --git a/src/realm-hissatsu.h b/src/realm-hissatsu.h
new file mode 100644 (file)
index 0000000..0682b85
--- /dev/null
@@ -0,0 +1 @@
+extern cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode);\r