Separate hissatsu realm process from cmd-spell.c to realm-hissatsu.c/h.
<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
<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
#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
\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
--- /dev/null
+#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
--- /dev/null
+extern cptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode);\r