Beispiel #1
0
static void _magic_blueprint_spell(int cmd, variant *res)
{
    switch (cmd)
    {
    case SPELL_NAME:
        var_set_string(res, "Magic Blueprint");
        break;
    case SPELL_DESC:
        if (p_ptr->lev < 20)
            var_set_string(res, "A map to treasure!  Maps the surrounding area.");
        else if (p_ptr->lev < 25)
            var_set_string(res, "A map to treasure!  Maps the surrounding area and detects traps and doors.");
        else if (p_ptr->lev < 30)
            var_set_string(res, "A map to treasure!  Maps the surrounding area and detects traps, doors and objects.");
        else if (p_ptr->lev < 35)
            var_set_string(res, "A map to treasure!  Maps the entire level and detects traps, doors and objects.");
        else
            var_set_string(res, "A map to treasure!  Maps and lights the entire level and detects traps, doors and objects.");
        break;
    case SPELL_SPOIL_DESC:
        var_set_string(res, "Maps nearby area or the entire level (L35). Detects treasure, traps (L20), doors (L20) and objects (25).");
        break;
    case SPELL_CAST:
        {
            int rad = DETECT_RAD_DEFAULT;

            if (p_ptr->lev >= 30)
                rad = DETECT_RAD_ALL;

            map_area(rad);
            detect_treasure(rad);
            detect_objects_gold(rad);
            if (p_ptr->lev >= 20)
            {
                detect_traps(rad, TRUE);
                detect_doors(rad);
            }
            if (p_ptr->lev >= 25)
                detect_objects_normal(rad);

            if (p_ptr->lev >= 35)
                wiz_lite(p_ptr->tim_superstealth > 0);    /* somewhat redundant, but I want level wide trap detection! */

            var_set_bool(res, TRUE);
        }
        break;
    default:
        default_spell(cmd, res);
        break;
    }
}
Beispiel #2
0
static bool cast_mage_spell(int Ind, int spell)
{
	player_type 	*p_ptr = Players[Ind];
	object_type		*o_ptr;
	int py = p_ptr->py;
	int px = p_ptr->px;
	int Depth = p_ptr->dun_depth;

	int dir;

	int plev = p_ptr->lev;

	/* Hack -- chance of "beam" instead of "bolt" */
	int beam = beam_chance(Ind);

	/* MAngband-specific: Projected */
	if (spell >= SPELL_PROJECTED)
	{
		if (!get_aim_dir(Ind, &dir)) return (FALSE);
		(void)project_spell_ball(Ind, dir, spell - SPELL_PROJECTED);
		return (TRUE);
	}

	/* Spells. */
	switch (spell)
	{
		case SPELL_MAGIC_MISSILE:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s fires a magic missile.");
			fire_bolt_or_beam(Ind, beam-10, GF_MISSILE, dir,
			                  damroll(3 + ((plev - 1) / 5), 4));
			break;
		}

		case SPELL_DETECT_MONSTERS:
		{
			(void)detect_creatures(Ind, TRUE);
			break;
		}

		case SPELL_PHASE_DOOR:
		{
			msg_spell("%s blinks away!");
			teleport_player(Ind, 10);
			break;
		}

		case SPELL_LIGHT_AREA:
		{
			(void)lite_area(Ind, damroll(2, (plev / 2)), (plev / 10) + 1);
			break;
		}

		case SPELL_TREASURE_DETECTION:
		{
			(void)detect_treasure(Ind);
			//(void)detect_objects_gold(Ind);
			break;
		}

		case SPELL_CURE_LIGHT_WOUNDS:
		{

			(void)hp_player(Ind, damroll(2, 8));
			(void)set_cut(Ind, p_ptr->cut - 15);
			break;
		}

		case SPELL_OBJECT_DETECTION:
		{
			(void)detect_objects_normal(Ind);
			break;
		}

		case SPELL_FIND_TRAPS_DOORS:
		{
			(void)detect_trap(Ind);//detect_traps(Ind);
			(void)detect_sdoor(Ind);//detect_doors(Ind);
			//(void)detect_stairs(Ind);
			break;
		}

		case SPELL_STINKING_CLOUD:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s casts a stinking cloud.");
			fire_ball(Ind, GF_POIS, dir, 10 + (plev / 2), 2);
			break;
		}

		case SPELL_CONFUSE_MONSTER:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s makes a complicated gesture.");
			(void)confuse_monster(Ind, dir, plev);
			break;
		}

		case SPELL_LIGHTNING_BOLT:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s casts a lightning bolt.");
			fire_beam(Ind, GF_ELEC, dir,
			          damroll(3+((plev-5)/6), 6));
			break;
		}

		case SPELL_TRAP_DOOR_DESTRUCTION:
		{
			(void)destroy_doors_touch(Ind);
			break;
		}

		case SPELL_SLEEP_MONSTER:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s gestures and mumbles calmly.");
			(void)sleep_monster(Ind, dir);
			break;
		}

		case SPELL_CURE_POISON:
		{
			(void)set_poisoned(Ind, 0);
			break;
		}

		case SPELL_TELEPORT_SELF:
		{
			msg_spell("%s teleports away!");
			teleport_player(Ind, plev * 5);
			break;
		}

		case SPELL_SPEAR_OF_LIGHT: /* spear of light */
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_print(Ind, "A line of blue shimmering light appears.");
			msg_spell("A line of blue shimmering light appears out of %s's hands.");
			lite_line(Ind, dir);
			break;
		}

		case SPELL_FROST_BOLT:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s casts a frost bolt.");
			fire_bolt_or_beam(Ind, beam-10, GF_COLD, dir,
			                  damroll(5+((plev-5)/4), 8));
			break;
		}

		case SPELL_TURN_STONE_TO_MUD:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s makes a moving gesture.");
			(void)wall_to_mud(Ind, dir);
			break;
		}

		case SPELL_SATISFY_HUNGER:
		{
			(void)set_food(Ind, PY_FOOD_MAX - 1);
			break;
		}

		case SPELL_RECHARGE_ITEM_I:
		{
			return recharge(Ind, 2 + plev / 5);
		}

		case SPELL_WONDER: /* wonder */
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			(void)spell_wonder(Ind, dir);
			break;
		}

		case SPELL_POLYMORPH_OTHER:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s discharges an everchanging blast of energy.");
			(void)poly_monster(Ind, dir);
			break;
		}

		case SPELL_IDENTIFY:
		{
			return ident_spell(Ind);
		}

		case SPELL_MASS_SLEEP:
		{
			(void)sleep_monsters(Ind);
			break;
		}

		case SPELL_FIRE_BOLT:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s casts a fire bolt.");
			fire_bolt_or_beam(Ind, beam, GF_FIRE, dir,
			                  damroll(6+((plev-5)/4), 8));
			break;
		}

		case SPELL_SLOW_MONSTER:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s makes a lengthy gesture.");
			(void)slow_monster(Ind, dir);
			break;
		}

		case SPELL_FROST_BALL:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s casts a frost ball.");
			fire_ball(Ind, GF_COLD, dir, 30 + (plev), 2);
			break;
		}

		case SPELL_RECHARGE_ITEM_II: /* greater recharging */
		{
			return recharge(Ind, 50 + plev);
		}

		case SPELL_TELEPORT_OTHER:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s makes a rush gesture.");
			(void)teleport_monster(Ind, dir);
			break;
		}

		case SPELL_BEDLAM:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s creates confusion.");
			fire_ball(Ind, GF_OLD_CONF, dir, plev, 4);
			break;
		}

		case SPELL_FIRE_BALL:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s casts a fire ball.");
			fire_ball(Ind, GF_FIRE, dir, 55 + (plev), 2);
			break;
		}

		case SPELL_WORD_OF_DESTRUCTION:
		{
			msg_spell("%s unleashes great power!"); 
			destroy_area(Depth, py, px, 15, TRUE);
			break;
		}

		case SPELL_BANISHMENT:
		{
			return banishment(Ind);
			break;
		}

		case SPELL_DOOR_CREATION:
		{
			(void)door_creation(Ind);
			break;
		}

		case SPELL_STAIR_CREATION:
		{
			(void)stair_creation(Ind);
			break;
		}

		case SPELL_TELEPORT_LEVEL:
		{
			(void)teleport_player_level(Ind);
			break;
		}

		case SPELL_EARTHQUAKE:
		{
		  	msg_spell("%s casts a spell, and the ground shakes!"); 
			earthquake(Depth, py, px, 10);
			break;
		}

		case SPELL_WORD_OF_RECALL:
		{
			o_ptr = &p_ptr->inventory[get_spell_book(Ind, spell)];
			set_recall(Ind, o_ptr);
			break;
		}

		case SPELL_ACID_BOLT:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s casts an acid bolt.");
			fire_bolt_or_beam(Ind, beam, GF_ACID, dir, damroll(8+((plev-5)/4), 8));
			break;
		}

		case SPELL_CLOUD_KILL:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s casts a cloud of death.");
			fire_ball(Ind, GF_POIS, dir, 40 + (plev / 2), 3);
			break;
		}

		case SPELL_ACID_BALL:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s casts an acid ball.");
			fire_ball(Ind, GF_ACID, dir, 40 + (plev), 2);
			break;
		}

		case SPELL_ICE_STORM:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s invokes an ice storm.");
			fire_ball(Ind, GF_ICE, dir, 50 + (plev * 2), 3);
			break;
		}

		case SPELL_METEOR_SWARM:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s casts a meteor shower.");
			fire_swarm(Ind, 2 + plev / 20, GF_METEOR, dir, 30 + plev / 2, 1);
			break;
		}

		case SPELL_MANA_STORM:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s casts a mana ball.");
			fire_ball(Ind, GF_MANA, dir, 300 + (plev * 2), 3);
			break;
		}
		case SPELL_DETECT_INVISIBLE:
		{
			(void)detect_invisible(Ind, TRUE);
			break;
		}

		case SPELL_DETECT_ENCHANTMENT:
		{
			(void)detect_objects_magic(Ind);
			break;
		}

		case SPELL_SHOCK_WAVE:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s casts a shock wave.");
			fire_ball(Ind, GF_SOUND, dir, 10 + plev, 2);
			break;
		}

		case SPELL_EXPLOSION:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s casts an explosion.");
			fire_ball(Ind, GF_SHARDS, dir, 20 + (plev * 2), 2);
			break;
		}

		case SPELL_MASS_BANISHMENT:
		{
			(void)mass_banishment(Ind);
			break;
		}

		case SPELL_RESIST_FIRE:
		{
			(void)set_oppose_fire(Ind, p_ptr->oppose_fire + randint(20) + 20);
			break;
		}

		case SPELL_RESIST_COLD:
		{
			(void)set_oppose_cold(Ind, p_ptr->oppose_cold + randint(20) + 20);
			break;
		}

		case SPELL_ELEMENTAL_BRAND: /* elemental brand */
		{
			if (!get_item(Ind, &dir, item_test(AMMO))) return (FALSE);
			(void)brand_ammo(Ind, dir);
			break;
		}

		case SPELL_RESIST_POISON:
		{
			(void)set_oppose_pois(Ind, p_ptr->oppose_pois + randint(20) + 20);
			break;
		}

		case SPELL_RESISTANCE:
		{
			int time = randint(20) + 20;
			(void)set_oppose_acid(Ind, p_ptr->oppose_acid + time);
			(void)set_oppose_elec(Ind, p_ptr->oppose_elec + time);
			(void)set_oppose_fire(Ind, p_ptr->oppose_fire + time);
			(void)set_oppose_cold(Ind, p_ptr->oppose_cold + time);
			(void)set_oppose_pois(Ind, p_ptr->oppose_pois + time);
			break;
		}

		case SPELL_HEROISM:
		{
			(void)hp_player(Ind, 10);
			(void)set_hero(Ind, p_ptr->hero + randint(25) + 25);
			(void)set_afraid(Ind, 0);
			break;
		}

		case SPELL_SHIELD:
		{
			msg_spell("%s forms a mystic shield."); 
			(void)set_shield(Ind, p_ptr->shield + randint(20) + 30);
			break;
		}

		case SPELL_BERSERKER:
		{
			msg_spell("%s enters a battle rage!");
			(void)hp_player(Ind, 30);
			(void)set_shero(Ind, p_ptr->shero + randint(25) + 25);
			(void)set_afraid(Ind, 0);
			break;
		}

		case SPELL_HASTE_SELF:
		{
			msg_spell("%s starts moving faster."); 
			if (!p_ptr->fast)
			{
				(void)set_fast(Ind, randint(20) + plev);
			}
			else
			{
				(void)set_fast(Ind, p_ptr->fast + randint(5));
			}
			break;
		}

		case SPELL_RIFT:
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("Space warps in a beam from %s.");
			fire_beam(Ind, GF_GRAVITY, dir,	40 + damroll(plev, 7));
			break;
		}

		case SPELL_REND_SOUL: /* rend soul */
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s casts a nether ball.");
			fire_bolt_or_beam(Ind, beam / 4, GF_NETHER, dir, damroll(11, plev));
			break;
		}

		case SPELL_CHAOS_STRIKE: /* chaos strike */
		{
			if (!get_aim_dir(Ind, &dir)) return (FALSE);
			msg_spell("%s casts a ball of chaos.");
			fire_bolt_or_beam(Ind, beam, GF_CHAOS, dir, damroll(13, plev));
			break;
		}

		case SPELL_RUNE_OF_PROTECTION: /* rune of protection */
		{
			if (warding_glyph(Ind))
			{
				msg_spell("%s lays down a rune of protection."); 
			}
			break;
		}

		case SPELL_ENCHANT_ARMOR: /* enchant armor */
		{
			return enchant_spell(Ind, 0, 0, rand_int(3) + plev / 20);
		}

		case SPELL_ENCHANT_WEAPON: /* enchant weapon */
		{
			return enchant_spell(Ind, rand_int(4) + plev / 20,
			                          rand_int(4) + plev / 20, 0);
		}
	}
	
	/* Success */
	return (TRUE);
}
Beispiel #3
0
static bool read_scroll(object_type *o_ptr, bool *ident)
{
	int py = p_ptr->py;
	int px = p_ptr->px;

	int k;

	bool used_up = TRUE;


	/* Analyze the scroll */
	switch (o_ptr->sval)
	{
		case SV_SCROLL_DARKNESS:
		{
			if (!p_ptr->resist_blind)
			{
				(void)set_blind(p_ptr->blind + 3 + randint(5));
			}
			if (unlite_area(10, 3)) *ident = TRUE;
			break;
		}

		case SV_SCROLL_AGGRAVATE_MONSTER:
		{
			msg_print("There is a high pitched humming noise.");
			aggravate_monsters(0);
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_CURSE_ARMOR:
		{
			if (curse_armor()) *ident = TRUE;
			break;
		}

		case SV_SCROLL_CURSE_WEAPON:
		{
			if (curse_weapon()) *ident = TRUE;
			break;
		}

		case SV_SCROLL_SUMMON_MONSTER:
		{
			for (k = 0; k < randint(3); k++)
			{
				if (summon_specific(py, px, p_ptr->depth, 0))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_SCROLL_SUMMON_UNDEAD:
		{
			for (k = 0; k < randint(3); k++)
			{
				if (summon_specific(py, px, p_ptr->depth, SUMMON_UNDEAD))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_SCROLL_TRAP_CREATION:
		{
			if (trap_creation()) *ident = TRUE;
			break;
		}

		case SV_SCROLL_PHASE_DOOR:
		{
			teleport_player(10);
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_TELEPORT:
		{
			teleport_player(100);
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_TELEPORT_LEVEL:
		{
			(void)teleport_player_level();
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_WORD_OF_RECALL:
		{
			set_recall();
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_IDENTIFY:
		{
			*ident = TRUE;
			if (!ident_spell()) used_up = FALSE;
			break;
		}

		case SV_SCROLL_STAR_IDENTIFY:
		{
			*ident = TRUE;
			if (!identify_fully()) used_up = FALSE;
			break;
		}

		case SV_SCROLL_REMOVE_CURSE:
		{
			if (remove_curse())
			{
				msg_print("You feel as if someone is watching over you.");
				*ident = TRUE;
			}
			break;
		}

		case SV_SCROLL_STAR_REMOVE_CURSE:
		{
			remove_all_curse();
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_ENCHANT_ARMOR:
		{
			*ident = TRUE;
			if (!enchant_spell(0, 0, 1)) used_up = FALSE;
			break;
		}

		case SV_SCROLL_ENCHANT_WEAPON_TO_HIT:
		{
			if (!enchant_spell(1, 0, 0)) used_up = FALSE;
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_ENCHANT_WEAPON_TO_DAM:
		{
			if (!enchant_spell(0, 1, 0)) used_up = FALSE;
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_STAR_ENCHANT_ARMOR:
		{
			if (!enchant_spell(0, 0, randint(3) + 2)) used_up = FALSE;
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_STAR_ENCHANT_WEAPON:
		{
			if (!enchant_spell(randint(3), randint(3), 0)) used_up = FALSE;
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_RECHARGING:
		{
			if (!recharge(60)) used_up = FALSE;
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_LIGHT:
		{
			if (lite_area(damroll(2, 8), 2)) *ident = TRUE;
			break;
		}

		case SV_SCROLL_MAPPING:
		{
			map_area();
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_DETECT_GOLD:
		{
			if (detect_treasure()) *ident = TRUE;
			if (detect_objects_gold()) *ident = TRUE;
			break;
		}

		case SV_SCROLL_DETECT_ITEM:
		{
			if (detect_objects_normal()) *ident = TRUE;
			break;
		}

		case SV_SCROLL_DETECT_TRAP:
		{
			if (detect_traps()) *ident = TRUE;
			break;
		}

		case SV_SCROLL_DETECT_DOOR:
		{
			if (detect_doors()) *ident = TRUE;
			if (detect_stairs()) *ident = TRUE;
			break;
		}

		case SV_SCROLL_DETECT_INVIS:
		{
			if (detect_monsters_invis()) *ident = TRUE;
			break;
		}

		case SV_SCROLL_SATISFY_HUNGER:
		{
			if (set_food(PY_FOOD_MAX - 1)) *ident = TRUE;
			break;
		}

		case SV_SCROLL_BLESSING:
		{
			if (set_blessed(p_ptr->blessed + randint(12) + 6)) *ident = TRUE;
			break;
		}

		case SV_SCROLL_HOLY_CHANT:
		{
			if (set_blessed(p_ptr->blessed + randint(24) + 12)) *ident = TRUE;
			break;
		}

		case SV_SCROLL_HOLY_PRAYER:
		{
			if (set_blessed(p_ptr->blessed + randint(48) + 24)) *ident = TRUE;
			break;
		}

		case SV_SCROLL_MONSTER_CONFUSION:
		{
			if (p_ptr->confusing == 0)
			{
				msg_print("Your hands begin to glow.");
				p_ptr->confusing = TRUE;
				*ident = TRUE;
			}
			break;
		}

		case SV_SCROLL_PROTECTION_FROM_EVIL:
		{
			k = 3 * p_ptr->lev;
			if (set_protevil(p_ptr->protevil + randint(25) + k)) *ident = TRUE;
			break;
		}

		case SV_SCROLL_RUNE_OF_PROTECTION:
		{
			warding_glyph();
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_TRAP_DOOR_DESTRUCTION:
		{
			if (destroy_doors_touch()) *ident = TRUE;
			break;
		}

		case SV_SCROLL_STAR_DESTRUCTION:
		{
			destroy_area(py, px, 15, TRUE);
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_DISPEL_UNDEAD:
		{
			if (dispel_undead(60)) *ident = TRUE;
			break;
		}

		case SV_SCROLL_BANISHMENT:
		{
			(void)banishment();
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_MASS_BANISHMENT:
		{
			(void)mass_banishment();
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_ACQUIREMENT:
		{
			acquirement(py, px, 1, TRUE);
			*ident = TRUE;
			break;
		}

		case SV_SCROLL_STAR_ACQUIREMENT:
		{
			acquirement(py, px, randint(2) + 1, TRUE);
			*ident = TRUE;
			break;
		}
	}

	return (used_up);
}
Beispiel #4
0
static bool quaff_potion(object_type *o_ptr, bool *ident)
{
	/* Analyze the potion */
	switch (o_ptr->sval)
	{
		case SV_POTION_WATER:
		case SV_POTION_APPLE_JUICE:
		case SV_POTION_SLIME_MOLD:
		{
			msg_print("You feel less thirsty.");
			*ident = TRUE;
			break;
		}

		case SV_POTION_SLOWNESS:
		{
			if (set_slow(p_ptr->slow + randint(25) + 15)) *ident = TRUE;
			break;
		}

		case SV_POTION_SALT_WATER:
		{
			msg_print("The potion makes you vomit!");
			(void)set_food(PY_FOOD_STARVE - 1);
			(void)set_poisoned(0);
			(void)set_paralyzed(p_ptr->paralyzed + 4);
			*ident = TRUE;
			break;
		}

		case SV_POTION_POISON:
		{
			if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
			{
				if (set_poisoned(p_ptr->poisoned + rand_int(15) + 10))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_POTION_BLINDNESS:
		{
			if (!p_ptr->resist_blind)
			{
				if (set_blind(p_ptr->blind + rand_int(100) + 100))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_POTION_CONFUSION:
		{
			if (!p_ptr->resist_confu)
			{
				if (set_confused(p_ptr->confused + rand_int(20) + 15))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_POTION_SLEEP:
		{
			if (!p_ptr->free_act)
			{
				if (set_paralyzed(p_ptr->paralyzed + rand_int(4) + 4))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_POTION_LOSE_MEMORIES:
		{
			if (!p_ptr->hold_life && (p_ptr->exp > 0))
			{
				msg_print("You feel your memories fade.");
				lose_exp(p_ptr->exp / 4);
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_RUINATION:
		{
			msg_print("Your nerves and muscles feel weak and lifeless!");
			take_hit(damroll(10, 10), "a potion of Ruination");
			(void)dec_stat(A_DEX, 25, TRUE);
			(void)dec_stat(A_WIS, 25, TRUE);
			(void)dec_stat(A_CON, 25, TRUE);
			(void)dec_stat(A_STR, 25, TRUE);
			(void)dec_stat(A_CHR, 25, TRUE);
			(void)dec_stat(A_INT, 25, TRUE);
			*ident = TRUE;
			break;
		}

		case SV_POTION_DEC_STR:
		{
			if (do_dec_stat(A_STR)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_INT:
		{
			if (do_dec_stat(A_INT)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_WIS:
		{
			if (do_dec_stat(A_WIS)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_DEX:
		{
			if (do_dec_stat(A_DEX)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_CON:
		{
			if (do_dec_stat(A_CON)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_CHR:
		{
			if (do_dec_stat(A_CHR)) *ident = TRUE;
			break;
		}

		case SV_POTION_DETONATIONS:
		{
			msg_print("Massive explosions rupture your body!");
			take_hit(damroll(50, 20), "a potion of Detonation");
			(void)set_stun(p_ptr->stun + 75);
			(void)set_cut(p_ptr->cut + 5000);
			*ident = TRUE;
			break;
		}

		case SV_POTION_DEATH:
		{
			msg_print("A feeling of Death flows through your body.");
			take_hit(5000, "a potion of Death");
			*ident = TRUE;
			break;
		}

		case SV_POTION_INFRAVISION:
		{
			if (set_tim_infra(p_ptr->tim_infra + 100 + randint(100)))
			{
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_DETECT_INVIS:
		{
			if (set_tim_invis(p_ptr->tim_invis + 12 + randint(12)))
			{
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_SLOW_POISON:
		{
			if (set_poisoned(p_ptr->poisoned / 2)) *ident = TRUE;
			break;
		}

		case SV_POTION_CURE_POISON:
		{
			if (set_poisoned(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_BOLDNESS:
		{
			if (set_afraid(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_SPEED:
		{
			if (!p_ptr->fast)
			{
				if (set_fast(randint(25) + 15)) *ident = TRUE;
			}
			else
			{
				(void)set_fast(p_ptr->fast + 5);
			}
			break;
		}

		case SV_POTION_RESIST_HEAT:
		{
			if (set_oppose_fire(p_ptr->oppose_fire + randint(10) + 10))
			{
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_RESIST_COLD:
		{
			if (set_oppose_cold(p_ptr->oppose_cold + randint(10) + 10))
			{
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_HEROISM:
		{
			if (hp_player(10)) *ident = TRUE;
			if (set_afraid(0)) *ident = TRUE;
			if (set_hero(p_ptr->hero + randint(25) + 25)) *ident = TRUE;
			break;
		}

		case SV_POTION_BERSERK_STRENGTH:
		{
			if (hp_player(30)) *ident = TRUE;
			if (set_afraid(0)) *ident = TRUE;
			if (set_shero(p_ptr->shero + randint(25) + 25)) *ident = TRUE;
			break;
		}

		case SV_POTION_CURE_LIGHT:
		{
			if (hp_player(damroll(2, 8))) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_cut(p_ptr->cut - 10)) *ident = TRUE;
			break;
		}

		case SV_POTION_CURE_SERIOUS:
		{
			if (hp_player(damroll(4, 8))) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_cut((p_ptr->cut / 2) - 50)) *ident = TRUE;
			break;
		}

		case SV_POTION_CURE_CRITICAL:
		{
			if (hp_player(damroll(6, 8))) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_poisoned(0)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_HEALING:
		{
			if (hp_player(300)) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_poisoned(0)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_STAR_HEALING:
		{
			if (hp_player(1200)) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_poisoned(0)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_LIFE:
		{
			msg_print("You feel life flow through your body!");
			restore_level();
			(void)set_poisoned(0);
			(void)set_blind(0);
			(void)set_confused(0);
			(void)set_image(0);
			(void)set_stun(0);
			(void)set_cut(0);
			(void)do_res_stat(A_STR);
			(void)do_res_stat(A_CON);
			(void)do_res_stat(A_DEX);
			(void)do_res_stat(A_WIS);
			(void)do_res_stat(A_INT);
			(void)do_res_stat(A_CHR);

			/* Recalculate max. hitpoints */
			update_stuff();

			hp_player(5000);

			*ident = TRUE;
			break;
		}

		case SV_POTION_RESTORE_MANA:
		{
			if (p_ptr->csp < p_ptr->msp)
			{
				p_ptr->csp = p_ptr->msp;
				p_ptr->csp_frac = 0;
				msg_print("Your feel your head clear.");
				p_ptr->redraw |= (PR_MANA);
				p_ptr->window |= (PW_PLAYER_0 | PW_PLAYER_1);
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_RESTORE_EXP:
		{
			if (restore_level()) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_STR:
		{
			if (do_res_stat(A_STR)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_INT:
		{
			if (do_res_stat(A_INT)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_WIS:
		{
			if (do_res_stat(A_WIS)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_DEX:
		{
			if (do_res_stat(A_DEX)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_CON:
		{
			if (do_res_stat(A_CON)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_CHR:
		{
			if (do_res_stat(A_CHR)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_STR:
		{
			if (do_inc_stat(A_STR)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_INT:
		{
			if (do_inc_stat(A_INT)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_WIS:
		{
			if (do_inc_stat(A_WIS)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_DEX:
		{
			if (do_inc_stat(A_DEX)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_CON:
		{
			if (do_inc_stat(A_CON)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_CHR:
		{
			if (do_inc_stat(A_CHR)) *ident = TRUE;
			break;
		}

		case SV_POTION_AUGMENTATION:
		{
			if (do_inc_stat(A_STR)) *ident = TRUE;
			if (do_inc_stat(A_INT)) *ident = TRUE;
			if (do_inc_stat(A_WIS)) *ident = TRUE;
			if (do_inc_stat(A_DEX)) *ident = TRUE;
			if (do_inc_stat(A_CON)) *ident = TRUE;
			if (do_inc_stat(A_CHR)) *ident = TRUE;
			break;
		}

		case SV_POTION_ENLIGHTENMENT:
		{
			msg_print("An image of your surroundings forms in your mind...");
			wiz_lite();
			*ident = TRUE;
			break;
		}

		case SV_POTION_STAR_ENLIGHTENMENT:
		{
			msg_print("You begin to feel more enlightened...");
			message_flush();
			wiz_lite();
			(void)do_inc_stat(A_INT);
			(void)do_inc_stat(A_WIS);
			(void)detect_traps();
			(void)detect_doors();
			(void)detect_stairs();
			(void)detect_treasure();
			(void)detect_objects_gold();
			(void)detect_objects_normal();
			identify_pack();
			self_knowledge();
			*ident = TRUE;
			break;
		}

		case SV_POTION_SELF_KNOWLEDGE:
		{
			msg_print("You begin to know yourself a little better...");
			message_flush();
			self_knowledge();
			*ident = TRUE;
			break;
		}

		case SV_POTION_EXPERIENCE:
		{
			if (p_ptr->exp < PY_MAX_EXP)
			{
				s32b ee = (p_ptr->exp / 2) + 10;
				if (ee > 100000L) ee = 100000L;
				msg_print("You feel more experienced.");
				gain_exp(ee);
				*ident = TRUE;
			}
			break;
		}
	}

	return (TRUE);
}
Beispiel #5
0
static bool use_staff(object_type *o_ptr, bool *ident)
{
	int py = p_ptr->py;
	int px = p_ptr->px;

	int k;

	bool use_charge = TRUE;

	/* Analyze the staff */
	switch (o_ptr->sval)
	{
		case SV_STAFF_DARKNESS:
		{
			if (!p_ptr->resist_blind)
			{
				if (set_blind(p_ptr->blind + 3 + randint(5))) *ident = TRUE;
			}
			if (unlite_area(10, 3)) *ident = TRUE;
			break;
		}

		case SV_STAFF_SLOWNESS:
		{
			if (set_slow(p_ptr->slow + randint(30) + 15)) *ident = TRUE;
			break;
		}

		case SV_STAFF_HASTE_MONSTERS:
		{
			if (speed_monsters()) *ident = TRUE;
			break;
		}

		case SV_STAFF_SUMMONING:
		{
			for (k = 0; k < randint(4); k++)
			{
				if (summon_specific(py, px, p_ptr->depth, 0))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_STAFF_TELEPORTATION:
		{
			teleport_player(100);
			*ident = TRUE;
			break;
		}

		case SV_STAFF_IDENTIFY:
		{
			if (!ident_spell()) use_charge = FALSE;
			*ident = TRUE;
			break;
		}

		case SV_STAFF_REMOVE_CURSE:
		{
			if (remove_curse())
			{
				if (!p_ptr->blind)
				{
					msg_print("The staff glows blue for a moment...");
				}
				*ident = TRUE;
			}
			break;
		}

		case SV_STAFF_STARLITE:
		{
			if (!p_ptr->blind)
			{
				msg_print("The end of the staff glows brightly...");
			}
			for (k = 0; k < 8; k++) lite_line(ddd[k]);
			*ident = TRUE;
			break;
		}

		case SV_STAFF_LITE:
		{
			if (lite_area(damroll(2, 8), 2)) *ident = TRUE;
			break;
		}

		case SV_STAFF_MAPPING:
		{
			map_area();
			*ident = TRUE;
			break;
		}

		case SV_STAFF_DETECT_GOLD:
		{
			if (detect_treasure()) *ident = TRUE;
			if (detect_objects_gold()) *ident = TRUE;
			break;
		}

		case SV_STAFF_DETECT_ITEM:
		{
			if (detect_objects_normal()) *ident = TRUE;
			break;
		}

		case SV_STAFF_DETECT_TRAP:
		{
			if (detect_traps()) *ident = TRUE;
			break;
		}

		case SV_STAFF_DETECT_DOOR:
		{
			if (detect_doors()) *ident = TRUE;
			if (detect_stairs()) *ident = TRUE;
			break;
		}

		case SV_STAFF_DETECT_INVIS:
		{
			if (detect_monsters_invis()) *ident = TRUE;
			break;
		}

		case SV_STAFF_DETECT_EVIL:
		{
			if (detect_monsters_evil()) *ident = TRUE;
			break;
		}

		case SV_STAFF_CURE_LIGHT:
		{
			if (hp_player(randint(8))) *ident = TRUE;
			break;
		}

		case SV_STAFF_CURING:
		{
			if (set_blind(0)) *ident = TRUE;
			if (set_poisoned(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_STAFF_HEALING:
		{
			if (hp_player(300)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_STAFF_THE_MAGI:
		{
			if (do_res_stat(A_INT)) *ident = TRUE;
			if (p_ptr->csp < p_ptr->msp)
			{
				p_ptr->csp = p_ptr->msp;
				p_ptr->csp_frac = 0;
				*ident = TRUE;
				msg_print("Your feel your head clear.");
				p_ptr->redraw |= (PR_MANA);
				p_ptr->window |= (PW_PLAYER_0 | PW_PLAYER_1);
			}
			break;
		}

		case SV_STAFF_SLEEP_MONSTERS:
		{
			if (sleep_monsters()) *ident = TRUE;
			break;
		}

		case SV_STAFF_SLOW_MONSTERS:
		{
			if (slow_monsters()) *ident = TRUE;
			break;
		}

		case SV_STAFF_SPEED:
		{
			if (!p_ptr->fast)
			{
				if (set_fast(randint(30) + 15)) *ident = TRUE;
			}
			else
			{
				(void)set_fast(p_ptr->fast + 5);
			}
			break;
		}

		case SV_STAFF_PROBING:
		{
			probing();
			*ident = TRUE;
			break;
		}

		case SV_STAFF_DISPEL_EVIL:
		{
			if (dispel_evil(60)) *ident = TRUE;
			break;
		}

		case SV_STAFF_POWER:
		{
			if (dispel_monsters(120)) *ident = TRUE;
			break;
		}

		case SV_STAFF_HOLINESS:
		{
			if (dispel_evil(120)) *ident = TRUE;
			k = 3 * p_ptr->lev;
			if (set_protevil(p_ptr->protevil + randint(25) + k)) *ident = TRUE;
			if (set_poisoned(0)) *ident = TRUE;
			if (set_afraid(0)) *ident = TRUE;
			if (hp_player(50)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_STAFF_BANISHMENT:
		{
			(void)banishment();
			*ident = TRUE;
			break;
		}

		case SV_STAFF_EARTHQUAKES:
		{
			earthquake(py, px, 10);
			*ident = TRUE;
			break;
		}

		case SV_STAFF_DESTRUCTION:
		{
			destroy_area(py, px, 15, TRUE);
			*ident = TRUE;
			break;
		}
	}

	return (use_charge);
}
Beispiel #6
0
/*
 * do_cmd_mind calls this function if the player's class
 * is 'Aesthete'.
 */
static bool cast_aesthete_spell(int spell)
{
	/* this will vary based on the spells, and what they depend on */
	int plev = p_ptr->lev;
	int py = p_ptr->py;
	int px = p_ptr->px;
	int radius;
	
	/* spell code */
	switch (spell)
	{
    			case 0:  
    			/* Arrogant Laugh (almost bad) */
    			if ((plev * 2) > (randint(130) + 4))
    			{
    				/* for staying in bounds of max 16 range */
    				radius = (plev * 3);
    				/* paranoia */
    				if (radius > 16)
    				{
    					radius = 16;
    				}
	    			msg_print("Creatures Cower in fear before you!");
					project(-1, (plev * 3), py, px, 
											radius, GF_TURN_ALL, PROJECT_KILL);

				}	
    			else
    			{
    			msg_print("Your Arrogant Laugh angers the monsters around you!");
    			aggravate_monsters(-1);
       			}	
    			break;
    			/* Treasure Sense */
				case 1: if (plev > 45)
						{
						detect_traps();
						}
						if (plev > 35)
						{
						detect_objects_magic();
						}
						if (plev > 30)
						{
						detect_objects_normal();
						}
						if (plev > 20)
						{
						detect_objects_gold();
						}
						detect_treasure();
						break;
				/* Enhance weapon */
				case 2: if (plev > 45) 
						{
						brand_weapon();
						}
						else if (plev > 35)
						{
						(void)enchant_spell(rand_int(15) + 1, rand_int(15) + 1, 0);
						}
						else if (plev > 25)
						{
						(void)enchant_spell(rand_int(10) + 1, rand_int(10) + 1, 0);
						}
						else if (plev > 15)
						{
						(void)enchant_spell(rand_int(5) + 1, rand_int(5) + 1, 0);
						}
						else
						{
						(void)enchant_spell(rand_int(3) + 1, rand_int(3) + 1, 0);
						}
						break;
				/* Enhance Armor */
				case 3: 
						if (plev > 45) 
						{
						(void)enchant_spell(0, 0, rand_int(20) + 1);
						}
						else if (plev > 35)
						{
						(void)enchant_spell(0, 0, rand_int(15) + 1);
						}
						else if (plev > 25)
						{
						(void)enchant_spell(0, 0, rand_int(10) + 1);
						}
						else if (plev > 15)
						{
						(void)enchant_spell(0, 0, rand_int(5) + 1);
						}
						else
						{
						(void)enchant_spell(0, 0, rand_int(3) + 1);
						}
						break;
				/* Legendary lore */
				case 4: if (plev > 40)
						{
						identify_fully();
						} 
						else 
						{
						ident_spell();
						}
						 break;
				case 5:  teleport_player(plev * 2);  break;
				case 6:  recharge(plev * 3); break;
				case 7:  alchemy(); break;
				case 8:  set_recall(); break;
				case 9:  break;
				case 10: break;
				case 11: break;
				case 12: break;
				case 13: break;
				case 14: break;
			    case 15: break;
			    case 16: break;
			    case 17: break;
			    case 18: break;
			    case 19: break;
			    case 20: break;
	}

	return TRUE;
}
static bool quaff_potion(object_type *o_ptr, bool *ident)
{
	/* Analyze the potion */
	switch (o_ptr->sval)
	{
		case SV_POTION_WATER:
		case SV_POTION_APPLE_JUICE:
		case SV_POTION_SLIME_MOLD:
		{
			msg_print("Вы утолили жажду.");
			*ident = TRUE;
			break;
		}

		case SV_POTION_SLOWNESS:
		{
			if (set_slow(p_ptr->slow + randint(25) + 15)) *ident = TRUE;
			break;
		}

		case SV_POTION_SALT_WATER:
		{
			msg_print("Вя-а-а! Вас стошнило!");
			(void)set_food(PY_FOOD_STARVE - 1);
			(void)set_poisoned(0);
			(void)set_paralyzed(p_ptr->paralyzed + 4);
			*ident = TRUE;
			break;
		}

		case SV_POTION_POISON:
		{
			if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
			{
				if (set_poisoned(p_ptr->poisoned + rand_int(15) + 10))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_POTION_BLINDNESS:
		{
			if (!p_ptr->resist_blind)
			{
				if (set_blind(p_ptr->blind + rand_int(100) + 100))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_POTION_CONFUSION:
		{
			if (!p_ptr->resist_confu)
			{
				if (set_confused(p_ptr->confused + rand_int(20) + 15))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_POTION_SLEEP:
		{
			if (!p_ptr->free_act)
			{
				if (set_paralyzed(p_ptr->paralyzed + rand_int(4) + 4))
				{
					*ident = TRUE;
				}
			}
			break;
		}

		case SV_POTION_LOSE_MEMORIES:
		{
			if (!p_ptr->hold_life && (p_ptr->exp > 0))
			{
				msg_print("Ваша жизнь меркнет.");
				lose_exp(p_ptr->exp / 4);
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_RUINATION:
		{
			msg_print("Ваши нервы и мускулы кажутся слабыми и безжизненными!");
			take_hit(damroll(10, 10), "зельем Ослабевания");
			(void)dec_stat(A_DEX, 25, TRUE);
			(void)dec_stat(A_WIS, 25, TRUE);
			(void)dec_stat(A_CON, 25, TRUE);
			(void)dec_stat(A_STR, 25, TRUE);
			(void)dec_stat(A_CHR, 25, TRUE);
			(void)dec_stat(A_INT, 25, TRUE);
			*ident = TRUE;
			break;
		}

		case SV_POTION_DEC_STR:
		{
			if (do_dec_stat(A_STR)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_INT:
		{
			if (do_dec_stat(A_INT)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_WIS:
		{
			if (do_dec_stat(A_WIS)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_DEX:
		{
			if (do_dec_stat(A_DEX)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_CON:
		{
			if (do_dec_stat(A_CON)) *ident = TRUE;
			break;
		}

		case SV_POTION_DEC_CHR:
		{
			if (do_dec_stat(A_CHR)) *ident = TRUE;
			break;
		}

		case SV_POTION_DETONATIONS:
		{
			msg_print("Массивные взрывы сотрясают ваше тело!");
			take_hit(damroll(50, 20), "зельем взрыва");
			(void)set_stun(p_ptr->stun + 75);
			(void)set_cut(p_ptr->cut + 5000);
			*ident = TRUE;
			break;
		}

		case SV_POTION_DEATH:
		{
			msg_print("Чувство Смерти протекает сквозь вас...");
			take_hit(5000, "зельем Смерти");
			*ident = TRUE;
			break;
		}

		case SV_POTION_INFRAVISION:
		{
			if (set_tim_infra(p_ptr->tim_infra + 100 + randint(100)))
			{
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_DETECT_INVIS:
		{
			if (set_tim_invis(p_ptr->tim_invis + 12 + randint(12)))
			{
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_SLOW_POISON:
		{
			if (set_poisoned(p_ptr->poisoned / 2)) *ident = TRUE;
			break;
		}

		case SV_POTION_CURE_POISON:
		{
			if (set_poisoned(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_BOLDNESS:
		{
			if (set_afraid(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_SPEED:
		{
			if (!p_ptr->fast)
			{
				if (set_fast(randint(25) + 15)) *ident = TRUE;
			}
			else
			{
				(void)set_fast(p_ptr->fast + 5);
			}
			break;
		}

		case SV_POTION_RESIST_HEAT:
		{
			if (set_oppose_fire(p_ptr->oppose_fire + randint(10) + 10))
			{
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_RESIST_COLD:
		{
			if (set_oppose_cold(p_ptr->oppose_cold + randint(10) + 10))
			{
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_HEROISM:
		{
			if (hp_player(10)) *ident = TRUE;
			if (set_afraid(0)) *ident = TRUE;
			if (set_hero(p_ptr->hero + randint(25) + 25)) *ident = TRUE;
			break;
		}

		case SV_POTION_BERSERK_STRENGTH:
		{
			if (hp_player(30)) *ident = TRUE;
			if (set_afraid(0)) *ident = TRUE;
			if (set_shero(p_ptr->shero + randint(25) + 25)) *ident = TRUE;
			break;
		}

		case SV_POTION_CURE_LIGHT:
		{
			if (hp_player(damroll(2, 8))) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_cut(p_ptr->cut - 10)) *ident = TRUE;
			break;
		}

		case SV_POTION_CURE_SERIOUS:
		{
			if (hp_player(damroll(4, 8))) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_cut((p_ptr->cut / 2) - 50)) *ident = TRUE;
			break;
		}

		case SV_POTION_CURE_CRITICAL:
		{
			if (hp_player(damroll(6, 8))) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_poisoned(0)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_HEALING:
		{
			if (hp_player(300)) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_poisoned(0)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_STAR_HEALING:
		{
			if (hp_player(1200)) *ident = TRUE;
			if (set_blind(0)) *ident = TRUE;
			if (set_confused(0)) *ident = TRUE;
			if (set_poisoned(0)) *ident = TRUE;
			if (set_stun(0)) *ident = TRUE;
			if (set_cut(0)) *ident = TRUE;
			break;
		}

		case SV_POTION_LIFE:
		{
			msg_print("Чуство Жизни протекает в вас!");
			restore_level();
			(void)set_poisoned(0);
			(void)set_blind(0);
			(void)set_confused(0);
			(void)set_image(0);
			(void)set_stun(0);
			(void)set_cut(0);
			(void)do_res_stat(A_STR);
			(void)do_res_stat(A_CON);
			(void)do_res_stat(A_DEX);
			(void)do_res_stat(A_WIS);
			(void)do_res_stat(A_INT);
			(void)do_res_stat(A_CHR);

			/* Recalculate max. hitpoints */
			update_stuff();

			hp_player(5000);

			*ident = TRUE;
			break;
		}

		case SV_POTION_RESTORE_MANA:
		{
			if (p_ptr->csp < p_ptr->msp)
			{
				p_ptr->csp = p_ptr->msp;
				p_ptr->csp_frac = 0;
				msg_print("Ваша голова проясняется.");
				p_ptr->redraw |= (PR_MANA);
				p_ptr->window |= (PW_PLAYER_0 | PW_PLAYER_1);
				*ident = TRUE;
			}
			break;
		}

		case SV_POTION_RESTORE_EXP:
		{
			if (restore_level()) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_STR:
		{
			if (do_res_stat(A_STR)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_INT:
		{
			if (do_res_stat(A_INT)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_WIS:
		{
			if (do_res_stat(A_WIS)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_DEX:
		{
			if (do_res_stat(A_DEX)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_CON:
		{
			if (do_res_stat(A_CON)) *ident = TRUE;
			break;
		}

		case SV_POTION_RES_CHR:
		{
			if (do_res_stat(A_CHR)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_STR:
		{
			if (do_inc_stat(A_STR)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_INT:
		{
			if (do_inc_stat(A_INT)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_WIS:
		{
			if (do_inc_stat(A_WIS)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_DEX:
		{
			if (do_inc_stat(A_DEX)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_CON:
		{
			if (do_inc_stat(A_CON)) *ident = TRUE;
			break;
		}

		case SV_POTION_INC_CHR:
		{
			if (do_inc_stat(A_CHR)) *ident = TRUE;
			break;
		}

		case SV_POTION_AUGMENTATION:
		{
			if (do_inc_stat(A_STR)) *ident = TRUE;
			if (do_inc_stat(A_INT)) *ident = TRUE;
			if (do_inc_stat(A_WIS)) *ident = TRUE;
			if (do_inc_stat(A_DEX)) *ident = TRUE;
			if (do_inc_stat(A_CON)) *ident = TRUE;
			if (do_inc_stat(A_CHR)) *ident = TRUE;
			break;
		}

		case SV_POTION_ENLIGHTENMENT:
		{
			msg_print("Изображение подземелья формируется у вас в голове...");
			wiz_lite();
			*ident = TRUE;
			break;
		}

		case SV_POTION_STAR_ENLIGHTENMENT:
		{
			msg_print("Вы чувствуете себя просвещенным...");
			message_flush();
			wiz_lite();
			(void)do_inc_stat(A_INT);
			(void)do_inc_stat(A_WIS);
			(void)detect_traps();
			(void)detect_doors();
			(void)detect_stairs();
			(void)detect_treasure();
			(void)detect_objects_gold();
			(void)detect_objects_normal();
			identify_pack();
			self_knowledge();
			*ident = TRUE;
			break;
		}

		case SV_POTION_SELF_KNOWLEDGE:
		{
			msg_print("Вы познаете себя немного лучше...");
			message_flush();
			self_knowledge();
			*ident = TRUE;
			break;
		}

		case SV_POTION_EXPERIENCE:
		{
			if (p_ptr->exp < PY_MAX_EXP)
			{
				s32b ee = (p_ptr->exp / 2) + 10;
				if (ee > 100000L) ee = 100000L;
				msg_print("Вы чувствуете себя более опытным.");
				gain_exp(ee);
				*ident = TRUE;
			}
			break;
		}
	}

	return (TRUE);
}