Example #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;
    }
}
Example #2
0
static bool cast_mage_spell(int spell, int dir)
{
	int py = p_ptr->py;
	int px = p_ptr->px;

	int plev = p_ptr->lev;

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

	/* Spells. */
	switch (spell)
	{
		case SPELL_MAGIC_MISSILE:
		{
			fire_bolt_or_beam(beam-10, GF_MISSILE, dir,
			                  damroll(3 + ((plev - 1) / 5), 4));
			break;
		}

		case SPELL_DETECT_MONSTERS:
		{
			(void)detect_monsters_normal(TRUE);
			break;
		}

		case SPELL_PHASE_DOOR:
		{
			teleport_player(10);
			break;
		}

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

		case SPELL_TREASURE_DETECTION:
		{
			(void)detect_treasure(TRUE);
			break;
		}

		case SPELL_CURE_LIGHT_WOUNDS:
		{

			(void)heal_player(15, 15);
			(void)dec_timed(TMD_CUT, 20, TRUE);
			(void)dec_timed(TMD_CONFUSED, 20, TRUE);
			(void)clear_timed(TMD_BLIND, TRUE);
			break;
		}

		case SPELL_FIND_TRAPS_DOORS:
		{
			(void)detect_traps(TRUE);
			(void)detect_doorstairs(TRUE);
			break;
		}

		case SPELL_STINKING_CLOUD:
		{
			fire_ball(GF_POIS, dir, 10 + (plev / 2), 2);
			break;
		}

		case SPELL_CONFUSE_MONSTER:
		{
			(void)confuse_monster(dir, plev, TRUE);
			break;
		}

		case SPELL_LIGHTNING_BOLT:
		{
			fire_beam(GF_ELEC, dir, damroll(3+((plev-5)/6), 6));
			break;
		}

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

		case SPELL_SLEEP_MONSTER:
		{
			(void)sleep_monster(dir, TRUE);
			break;
		}

		case SPELL_CURE_POISON:
		{
			(void)clear_timed(TMD_POISONED, TRUE);
			break;
		}

		case SPELL_TELEPORT_SELF:
		{
			teleport_player(plev * 5);
			break;
		}

		case SPELL_SPEAR_OF_LIGHT:
		{
			msg("A line of blue shimmering light appears.");
			light_line(dir);
			break;
		}

		case SPELL_FROST_BOLT:
		{
			fire_bolt_or_beam(beam-10, GF_COLD, dir,
			                  damroll(5+((plev-5)/4), 8));
			break;
		}

		case SPELL_TURN_STONE_TO_MUD:
		{
			(void)wall_to_mud(dir);
			break;
		}

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

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

		case SPELL_WONDER:
		{
			(void)spell_wonder(dir);
			break;
		}

		case SPELL_POLYMORPH_OTHER:
		{
			(void)poly_monster(dir);
			break;
		}

		case SPELL_IDENTIFY:
		{
			return ident_spell();
		}

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

		case SPELL_FIRE_BOLT:
		{
			fire_bolt_or_beam(beam, GF_FIRE, dir,
			                  damroll(6+((plev-5)/4), 8));
			break;
		}

		case SPELL_SLOW_MONSTER:
		{
			(void)slow_monster(dir);
			break;
		}

		case SPELL_FROST_BALL:
		{
			fire_ball(GF_COLD, dir, 30 + (plev), 2);
			break;
		}

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

		case SPELL_TELEPORT_OTHER:
		{
			(void)teleport_monster(dir);
			break;
		}

		case SPELL_BEDLAM:
		{
			fire_ball(GF_OLD_CONF, dir, plev, 4);
			break;
		}

		case SPELL_FIRE_BALL:
		{
			fire_ball(GF_FIRE, dir, 55 + (plev), 2);
			break;
		}

		case SPELL_WORD_OF_DESTRUCTION:
		{
			destroy_area(py, px, 15, TRUE);
			break;
		}

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

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

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

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

		case SPELL_EARTHQUAKE:
		{
			earthquake(py, px, 10);
			break;
		}

		case SPELL_WORD_OF_RECALL:
		{
			set_recall();
			break;
		}

		case SPELL_ACID_BOLT:
		{
			fire_bolt_or_beam(beam, GF_ACID, dir, damroll(8+((plev-5)/4), 8));
			break;
		}

		case SPELL_CLOUD_KILL:
		{
			fire_ball(GF_POIS, dir, 40 + (plev / 2), 3);
			break;
		}

		case SPELL_ACID_BALL:
		{
			fire_ball(GF_ACID, dir, 40 + (plev), 2);
			break;
		}

		case SPELL_ICE_STORM:
		{
			fire_ball(GF_ICE, dir, 50 + (plev * 2), 3);
			break;
		}

		case SPELL_METEOR_SWARM:
		{
			fire_swarm(2 + plev / 20, GF_METEOR, dir, 30 + plev / 2, 1);
			break;
		}

		case SPELL_MANA_STORM:
		{
			fire_ball(GF_MANA, dir, 300 + (plev * 2), 3);
			break;
		}
		case SPELL_DETECT_INVISIBLE:
		{
			(void)detect_monsters_normal(TRUE);
			(void)detect_monsters_invis(TRUE);
			break;
		}

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

		case SPELL_SHOCK_WAVE:
		{
			fire_ball(GF_SOUND, dir, 10 + plev, 2);
			break;
		}

		case SPELL_EXPLOSION:
		{
			fire_ball(GF_SHARD, dir, 20 + (plev * 2), 2);
			break;
		}

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

		case SPELL_RESIST_FIRE:
		{
			(void)inc_timed(TMD_OPP_FIRE, randint1(20) + 20, TRUE);
			break;
		}

		case SPELL_RESIST_COLD:
		{
			(void)inc_timed(TMD_OPP_COLD, randint1(20) + 20, TRUE);
			break;
		}

		case SPELL_ELEMENTAL_BRAND: /* elemental brand */
		{
			return brand_ammo();
		}

		case SPELL_RESIST_POISON:
		{
			(void)inc_timed(TMD_OPP_POIS, randint1(20) + 20, TRUE);
			break;
		}

		case SPELL_RESISTANCE:
		{
			int time = randint1(20) + 20;
			(void)inc_timed(TMD_OPP_ACID, time, TRUE);
			(void)inc_timed(TMD_OPP_ELEC, time, TRUE);
			(void)inc_timed(TMD_OPP_FIRE, time, TRUE);
			(void)inc_timed(TMD_OPP_COLD, time, TRUE);
			(void)inc_timed(TMD_OPP_POIS, time, TRUE);
			break;
		}

		case SPELL_HEROISM:
		{
			(void)hp_player(10);
			(void)inc_timed(TMD_HERO, randint1(25) + 25, TRUE);
			(void)clear_timed(TMD_AFRAID, TRUE);
			break;
		}

		case SPELL_SHIELD:
		{
			(void)inc_timed(TMD_SHIELD, randint1(20) + 30, TRUE);
			break;
		}

		case SPELL_BERSERKER:
		{
			(void)hp_player(30);
			(void)inc_timed(TMD_SHERO, randint1(25) + 25, TRUE);
			(void)clear_timed(TMD_AFRAID, TRUE);
			break;
		}

		case SPELL_HASTE_SELF:
		{
			if (!p_ptr->timed[TMD_FAST])
			{
				(void)set_timed(TMD_FAST, randint1(20) + plev, TRUE);
			}
			else
			{
				(void)inc_timed(TMD_FAST, randint1(5), TRUE);
			}
			break;
		}

		case SPELL_RIFT:
		{
			fire_beam(GF_GRAVITY, dir,	40 + damroll(plev, 7));
			break;
		}

		case SPELL_REND_SOUL: /* rend soul */
		{
			fire_bolt_or_beam(beam / 4, GF_NETHER, dir, damroll(11, plev));
			break;
		}

		case SPELL_CHAOS_STRIKE: /* chaos strike */
		{
			fire_bolt_or_beam(beam, GF_CHAOS, dir, damroll(13, plev));
			break;
		}

		case SPELL_RUNE_OF_PROTECTION: /* rune of protection */
		{
			(void)warding_glyph();
			break;
		}

		case SPELL_ENCHANT_ARMOR: /* enchant armor */
		{
			return enchant_spell(0, 0, randint0(3) + plev / 20);
		}

		case SPELL_ENCHANT_WEAPON: /* enchant weapon */
		{
			return enchant_spell(randint0(4) + plev / 20,
			                     randint0(4) + plev / 20, 0);
		}
	}

	/* Success */
	return (TRUE);
}
Example #3
0
/*
 * Do an effect, given an object.
 * Boost is the extent to which skill surpasses difficulty, used as % boost. It
 * ranges from 0 to 138.
 */
bool effect_do(effect_type effect, bool *ident, bool aware, int dir, int beam,
	int boost)
{
	int py = p_ptr->py;
	int px = p_ptr->px;
	int dam, chance, dur;

	if (effect < 1 || effect > EF_MAX)
	{
		msg("Bad effect passed to do_effect().  Please report this bug.");
		return FALSE;
	}

	switch (effect)
	{
		case EF_POISON:
		{
			inc_timed(TMD_POISONED, damroll(2, 7) + 10, TRUE, TRUE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_BLIND:
		{
			inc_timed(TMD_BLIND, damroll(4, 25) + 75, TRUE, TRUE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_SCARE:
		{
			inc_timed(TMD_AFRAID, randint0(10) + 10, TRUE, TRUE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_CONFUSE:
		{
			inc_timed(TMD_CONFUSED, damroll(4, 5) + 10, TRUE, TRUE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_HALLUC:
		{
			inc_timed(TMD_IMAGE, randint0(250) + 250, TRUE, TRUE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_PARALYZE:
		{
			inc_timed(TMD_PARALYZED, randint0(5) + 5, TRUE, TRUE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_SLOW:
		{
			if (inc_timed(TMD_SLOW, randint1(25) + 15, TRUE, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_CURE_POISON:
		{
			if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_BLINDNESS:
		{
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_PARANOIA:
		{
			if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_CONFUSION:
		{
			if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_MIND:
		{
			if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_IMAGE, TRUE)) *ident = TRUE;
			if (!of_has(p_ptr->state.flags, OF_RES_CONFU) &&
				inc_timed(TMD_OPP_CONF, damroll(4, 10), TRUE, TRUE))
			    	*ident = TRUE;
			return TRUE;
		}

		case EF_CURE_BODY:
		{
			if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			return TRUE;
		}


		case EF_CURE_LIGHT:
		{
			if (hp_player(20)) *ident = TRUE;
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			if (dec_timed(TMD_CUT, 20, TRUE)) *ident = TRUE;
			if (dec_timed(TMD_CONFUSED, 20, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_SERIOUS:
		{
			if (hp_player(40)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_CRITICAL:
		{
			if (hp_player(60)) *ident = TRUE;
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_AMNESIA, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_FULL:
		{
			int amt = (p_ptr->mhp * 35) / 100;
			if (amt < 300) amt = 300;

			if (hp_player(amt)) *ident = TRUE;
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_AMNESIA, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_FULL2:
		{
			if (hp_player(1200)) *ident = TRUE;
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_AMNESIA, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_TEMP:
		{
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_HEAL1:
		{
			if (hp_player(500)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_HEAL2:
		{
			if (hp_player(1000)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_HEAL3:
		{
			if (hp_player(500)) *ident = TRUE;
			if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_GAIN_EXP:
		{
			if (p_ptr->exp < PY_MAX_EXP)
			{
				msg("You feel more experienced.");
				player_exp_gain(p_ptr, 100000L);
				*ident = TRUE;
			}
			return TRUE;
		}

		case EF_LOSE_EXP:
		{
			if (!check_state(OF_HOLD_LIFE, p_ptr->state.flags) && (p_ptr->exp > 0))
			{
				msg("You feel your memories fade.");
				player_exp_lose(p_ptr, p_ptr->exp / 4, FALSE);
				*ident = TRUE;
			}
			*ident = TRUE;
			wieldeds_notice_flag(OF_HOLD_LIFE);
			return TRUE;
		}

		case EF_RESTORE_EXP:
		{
			if (restore_level()) *ident = TRUE;
			return TRUE;
		}

		case EF_RESTORE_MANA:
		{
			if (p_ptr->csp < p_ptr->msp)
			{
				p_ptr->csp = p_ptr->msp;
				p_ptr->csp_frac = 0;
				msg("Your feel your head clear.");
				p_ptr->redraw |= (PR_MANA);
				*ident = TRUE;
			}
			return TRUE;
		}

		case EF_GAIN_STR:
		case EF_GAIN_INT:
		case EF_GAIN_WIS:
		case EF_GAIN_DEX:
		case EF_GAIN_CON:
		case EF_GAIN_CHR:
		{
			int stat = effect - EF_GAIN_STR;
			if (do_inc_stat(stat)) *ident = TRUE;
			return TRUE;
		}

		case EF_GAIN_ALL:
		{
			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;
			return TRUE;
		}

		case EF_BRAWN:
		{
			/* Pick a random stat to decrease other than strength */
			int stat = randint0(A_MAX-1) + 1;

			if (do_dec_stat(stat, TRUE))
			{
				do_inc_stat(A_STR);
				*ident = TRUE;
			}

			return TRUE;
		}

		case EF_INTELLECT:
		{
			/* Pick a random stat to decrease other than intelligence */
			int stat = randint0(A_MAX-1);
			if (stat >= A_INT) stat++;

			if (do_dec_stat(stat, TRUE))
			{
				do_inc_stat(A_INT);
				*ident = TRUE;
			}

			return TRUE;
		}

		case EF_CONTEMPLATION:
		{
			/* Pick a random stat to decrease other than wisdom */
			int stat = randint0(A_MAX-1);
			if (stat >= A_WIS) stat++;

			if (do_dec_stat(stat, TRUE))
			{
				do_inc_stat(A_WIS);
				*ident = TRUE;
			}

			return TRUE;
		}

		case EF_TOUGHNESS:
		{
			/* Pick a random stat to decrease other than constitution */
			int stat = randint0(A_MAX-1);
			if (stat >= A_CON) stat++;

			if (do_dec_stat(stat, TRUE))
			{
				do_inc_stat(A_CON);
				*ident = TRUE;
			}

			return TRUE;
		}

		case EF_NIMBLENESS:
		{
			/* Pick a random stat to decrease other than dexterity */
			int stat = randint0(A_MAX-1);
			if (stat >= A_DEX) stat++;

			if (do_dec_stat(stat, TRUE))
			{
				do_inc_stat(A_DEX);
				*ident = TRUE;
			}

			return TRUE;
		}

		case EF_PLEASING:
		{
			/* Pick a random stat to decrease other than charisma */
			int stat = randint0(A_MAX-1);

			if (do_dec_stat(stat, TRUE))
			{
				do_inc_stat(A_CHR);
				*ident = TRUE;
			}

			return TRUE;
		}

		case EF_LOSE_STR:
		case EF_LOSE_INT:
		case EF_LOSE_WIS:
		case EF_LOSE_DEX:
		case EF_LOSE_CON:
		case EF_LOSE_CHR:
		{
			int stat = effect - EF_LOSE_STR;

			take_hit(damroll(5, 5), "stat drain");
			(void)do_dec_stat(stat, FALSE);
			*ident = TRUE;

			return TRUE;
		}

		case EF_LOSE_CON2:
		{
			take_hit(damroll(10, 10), "poisonous food");
			(void)do_dec_stat(A_CON, FALSE);
			*ident = TRUE;

			return TRUE;
		}

		case EF_RESTORE_STR:
		case EF_RESTORE_INT:
		case EF_RESTORE_WIS:
		case EF_RESTORE_DEX:
		case EF_RESTORE_CON:
		case EF_RESTORE_CHR:
		{
			int stat = effect - EF_RESTORE_STR;
			if (do_res_stat(stat)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_NONORLYBIG:
		{
			msg("You feel life flow through your body!");
			restore_level();
			(void)clear_timed(TMD_POISONED, TRUE);
			(void)clear_timed(TMD_BLIND, TRUE);
			(void)clear_timed(TMD_CONFUSED, TRUE);
			(void)clear_timed(TMD_IMAGE, TRUE);
			(void)clear_timed(TMD_STUN, TRUE);
			(void)clear_timed(TMD_CUT, TRUE);
			(void)clear_timed(TMD_AMNESIA, TRUE);

			if (do_res_stat(A_STR)) *ident = TRUE;
			if (do_res_stat(A_INT)) *ident = TRUE;
			if (do_res_stat(A_WIS)) *ident = TRUE;
			if (do_res_stat(A_DEX)) *ident = TRUE;
			if (do_res_stat(A_CON)) *ident = TRUE;
			if (do_res_stat(A_CHR)) *ident = TRUE;

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

			hp_player(5000);

			*ident = TRUE;
			return TRUE;
		}

		case EF_RESTORE_ALL:
		{
			/* Life, above, also gives these effects */
			if (do_res_stat(A_STR)) *ident = TRUE;
			if (do_res_stat(A_INT)) *ident = TRUE;
			if (do_res_stat(A_WIS)) *ident = TRUE;
			if (do_res_stat(A_DEX)) *ident = TRUE;
			if (do_res_stat(A_CON)) *ident = TRUE;
			if (do_res_stat(A_CHR)) *ident = TRUE;
			return TRUE;
		}

		case EF_RESTORE_ST_LEV:
		{
			if (restore_level()) *ident = TRUE;
			if (do_res_stat(A_STR)) *ident = TRUE;
			if (do_res_stat(A_INT)) *ident = TRUE;
			if (do_res_stat(A_WIS)) *ident = TRUE;
			if (do_res_stat(A_DEX)) *ident = TRUE;
			if (do_res_stat(A_CON)) *ident = TRUE;
			if (do_res_stat(A_CHR)) *ident = TRUE;
			return TRUE;
		}

		case EF_TMD_INFRA:
		{
			if (inc_timed(TMD_SINFRA, 100 + damroll(4, 25), TRUE, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_TMD_SINVIS:
		{
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			if (inc_timed(TMD_SINVIS, 12 + damroll(2, 6), TRUE, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_TMD_ESP:
		{
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			if (inc_timed(TMD_TELEPATHY, 12 + damroll(6, 6), TRUE, TRUE))
				*ident = TRUE;
			return TRUE;
		}


		case EF_ENLIGHTENMENT:
		{
			msg("An image of your surroundings forms in your mind...");
			wiz_light();
			*ident = TRUE;
			return TRUE;
		}


		case EF_ENLIGHTENMENT2:
		{
			msg("You begin to feel more enlightened...");
			message_flush();
			wiz_light();
			(void)do_inc_stat(A_INT);
			(void)do_inc_stat(A_WIS);
			(void)detect_traps(TRUE);
			(void)detect_doorstairs(TRUE);
			(void)detect_treasure(TRUE);
			identify_pack();
			*ident = TRUE;
			return TRUE;
		}

		case EF_HERO:
		{
			dur = randint1(25) + 25;
			if (hp_player(10)) *ident = TRUE;
			if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE;
			if (inc_timed(TMD_BOLD, dur, TRUE, TRUE)) *ident = TRUE;
			if (inc_timed(TMD_HERO, dur, TRUE, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_SHERO:
		{
			dur = randint1(25) + 25;
			if (hp_player(30)) *ident = TRUE;
			if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE;
			if (inc_timed(TMD_BOLD, dur, TRUE, TRUE)) *ident = TRUE;
			if (inc_timed(TMD_SHERO, dur, TRUE, TRUE)) *ident = TRUE;
			return TRUE;
		}


		case EF_RESIST_ACID:
		{
			if (inc_timed(TMD_OPP_ACID, randint1(10) + 10, TRUE, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_RESIST_ELEC:
		{
			if (inc_timed(TMD_OPP_ELEC, randint1(10) + 10, TRUE, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_RESIST_FIRE:
		{
			if (inc_timed(TMD_OPP_FIRE, randint1(10) + 10, TRUE, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_RESIST_COLD:
		{
			if (inc_timed(TMD_OPP_COLD, randint1(10) + 10, TRUE, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_RESIST_POIS:
		{
			if (inc_timed(TMD_OPP_POIS, randint1(10) + 10, TRUE, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_RESIST_ALL:
		{
			if (inc_timed(TMD_OPP_ACID, randint1(20) + 20, TRUE, TRUE))
				*ident = TRUE;
			if (inc_timed(TMD_OPP_ELEC, randint1(20) + 20, TRUE, TRUE))
				*ident = TRUE;
			if (inc_timed(TMD_OPP_FIRE, randint1(20) + 20, TRUE, TRUE))
				*ident = TRUE;
			if (inc_timed(TMD_OPP_COLD, randint1(20) + 20, TRUE, TRUE))
				*ident = TRUE;
			if (inc_timed(TMD_OPP_POIS, randint1(20) + 20, TRUE, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_DETECT_TREASURE:
		{
			if (detect_treasure(aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_DETECT_TRAP:
		{
			if (detect_traps(aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_DETECT_DOORSTAIR:
		{
			if (detect_doorstairs(aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_DETECT_INVIS:
		{
			if (detect_monsters_invis(aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_DETECT_EVIL:
		{
			if (detect_monsters_evil(aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_DETECT_ALL:
		{
			if (detect_all(aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_ENCHANT_TOHIT:
		{
			*ident = TRUE;
			return enchant_spell(1, 0, 0);
		}

		case EF_ENCHANT_TODAM:
		{
			*ident = TRUE;
			return enchant_spell(0, 1, 0);
		}

		case EF_ENCHANT_WEAPON:
		{
			*ident = TRUE;
			return enchant_spell(randint1(3), randint1(3), 0);
		}

		case EF_ENCHANT_ARMOR:
		{
			*ident = TRUE;
			return enchant_spell(0, 0, 1);
		}

		case EF_ENCHANT_ARMOR2:
		{
			*ident = TRUE;
			return enchant_spell(0, 0, randint1(3) + 2);
		}

		case EF_RESTORE_ITEM:
		{
			*ident = TRUE;
			return restore_item();
		}

		case EF_IDENTIFY:
		{
			*ident = TRUE;
			if (!ident_spell()) return FALSE;
			return TRUE;
		}

		case EF_REMOVE_CURSE:
		{
			if (remove_curse())
			{
				if (!p_ptr->timed[TMD_BLIND])
					msg("The air around your body glows blue for a moment...");
				else
					msg("You feel as if someone is watching over you.");

				*ident = TRUE;
			}
			return TRUE;
		}

		case EF_REMOVE_CURSE2:
		{
			remove_all_curse();
			*ident = TRUE;
			return TRUE;
		}

		case EF_LIGHT:
		{
			if (light_area(damroll(2, 8), 2)) *ident = TRUE;
			return TRUE;
		}

		case EF_SUMMON_MON:
		{
			int i;
			sound(MSG_SUM_MONSTER);

			for (i = 0; i < randint1(3); i++)
			{
				if (summon_specific(py, px, p_ptr->depth, 0, 1))
					*ident = TRUE;
			}
			return TRUE;
		}

		case EF_SUMMON_UNDEAD:
		{
			int i;
			sound(MSG_SUM_UNDEAD);

			for (i = 0; i < randint1(3); i++)
			{
				if (summon_specific(py, px, p_ptr->depth,
					S_UNDEAD, 1))
					*ident = TRUE;
			}
			return TRUE;
		}

		case EF_TELE_PHASE:
		{
			teleport_player(10);
			*ident = TRUE;
			return TRUE;
		}

		case EF_TELE_LONG:
		{
			teleport_player(100);
			*ident = TRUE;
			return TRUE;
		}

		case EF_TELE_LEVEL:
		{
			(void)teleport_player_level();
			*ident = TRUE;
			return TRUE;
		}

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

		case EF_MAPPING:
		{
			map_area();
			*ident = TRUE;
			return TRUE;
		}

		case EF_RUNE:
		{
			warding_glyph();
			*ident = TRUE;
			return TRUE;
		}

		case EF_ACQUIRE:
		{
			acquirement(py, px, p_ptr->depth, 1, TRUE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_ACQUIRE2:
		{
			acquirement(py, px, p_ptr->depth, randint1(2) + 1,
				TRUE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_ANNOY_MON:
		{
			msg("There is a high pitched humming noise.");
			aggravate_monsters(0);
			*ident = TRUE;
			return TRUE;
		}

		case EF_CREATE_TRAP:
		{
			/* Hack -- no traps in the town */
			if (p_ptr->depth == 0)
				return TRUE;

			trap_creation();
			msg("You hear a low-pitched whistling sound.");
			*ident = TRUE;
			return TRUE;
		}

		case EF_DESTROY_TDOORS:
		{
			if (destroy_doors_touch()) *ident = TRUE;
			return TRUE;
		}

		case EF_RECHARGE:
		{
			*ident = TRUE;
			if (!recharge(60)) return FALSE;
			return TRUE;
		}

		case EF_BANISHMENT:
		{
			*ident = TRUE;
			if (!banishment()) return FALSE;
			return TRUE;
		}

		case EF_DARKNESS:
		{
			if (!check_state(OF_RES_DARK, p_ptr->state.flags))
				(void)inc_timed(TMD_BLIND, 3 + randint1(5), TRUE, TRUE);
			unlight_area(10, 3);
			wieldeds_notice_flag(OF_RES_DARK);
			*ident = TRUE;
			return TRUE;
		}

		case EF_PROTEVIL:
		{
			if (inc_timed(TMD_PROTEVIL, randint1(25) + 3 *
				p_ptr->lev, TRUE, TRUE)) *ident = TRUE;
			return TRUE;
		}

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

		case EF_CURSE_WEAPON:
		{
			if (curse_weapon()) *ident = TRUE;
			return TRUE;
		}

		case EF_CURSE_ARMOR:
		{
			if (curse_armor()) *ident = TRUE;
			return TRUE;
		}

		case EF_BLESSING:
		{
			if (inc_timed(TMD_BLESSED, randint1(12) + 6, TRUE, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_BLESSING2:
		{
			if (inc_timed(TMD_BLESSED, randint1(24) + 12, TRUE, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_BLESSING3:
		{
			if (inc_timed(TMD_BLESSED, randint1(48) + 24, TRUE, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_RECALL:
		{
			set_recall();
			*ident = TRUE;
			return TRUE;
		}

		case EF_DEEP_DESCENT:
		{
			int i, target_depth = p_ptr->depth;
			
			/* Calculate target depth */
			for (i = 2; i > 0; i--) {
				if (is_quest(target_depth)) break;
				if (target_depth >= MAX_DEPTH - 1) break;
				
				target_depth++;
			}

			if (target_depth > p_ptr->depth) {
				msgt(MSG_TPLEVEL, "You sink through the floor...");
				dungeon_change_level(target_depth);
				*ident = TRUE;
				return TRUE;
			} else {
				msgt(MSG_TPLEVEL, "You sense a malevolent presence blocking passage to the levels below.");
				*ident = TRUE;
				return FALSE;
			}
		}

		case EF_LOSHASTE:
		{
			if (speed_monsters()) *ident = TRUE;
			return TRUE;
		}

		case EF_LOSSLEEP:
		{
			if (sleep_monsters(aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_LOSSLOW:
		{
			if (slow_monsters()) *ident = TRUE;
			return TRUE;
		}

		case EF_LOSCONF:
		{
			if (confuse_monsters(aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_LOSKILL:
		{
			(void)mass_banishment();
			*ident = TRUE;
			return TRUE;
		}

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

		case EF_DESTRUCTION2:
		{
			destroy_area(py, px, 15, TRUE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_ILLUMINATION:
		{
			if (light_area(damroll(2, 15), 3)) *ident = TRUE;
			return TRUE;
		}

		case EF_CLAIRVOYANCE:
		{
			*ident = TRUE;
			wiz_light();
			(void)detect_traps(TRUE);
			(void)detect_doorstairs(TRUE);
			return TRUE;
		}

		case EF_PROBING:
		{
			*ident = probing();
			return TRUE;
		}

		case EF_STONE_TO_MUD:
		{
			if (wall_to_mud(dir)) *ident = TRUE;
			return TRUE;
		}

		case EF_CONFUSE2:
		{
			*ident = TRUE;
			confuse_monster(dir, 20, aware);
			return TRUE;
		}

		case EF_BIZARRE:
		{
			*ident = TRUE;
			ring_of_power(dir);
			return TRUE;
		}

		case EF_STAR_BALL:
		{
			int i;
			*ident = TRUE;
			for (i = 0; i < 8; i++) fire_ball(GF_ELEC, ddd[i],
				(150 * (100 + boost) / 100), 3);
			return TRUE;
		}

		case EF_RAGE_BLESS_RESIST:
		{
			dur = randint1(50) + 50;
			*ident = TRUE;
			(void)hp_player(30);
			(void)clear_timed(TMD_AFRAID, TRUE);
			(void)inc_timed(TMD_BOLD, dur, TRUE, TRUE);
			(void)inc_timed(TMD_SHERO, dur, TRUE, TRUE);
			(void)inc_timed(TMD_BLESSED, randint1(50) + 50, TRUE, TRUE);
			(void)inc_timed(TMD_OPP_ACID, randint1(50) + 50, TRUE, TRUE);
			(void)inc_timed(TMD_OPP_ELEC, randint1(50) + 50, TRUE, TRUE);
			(void)inc_timed(TMD_OPP_FIRE, randint1(50) + 50, TRUE, TRUE);
			(void)inc_timed(TMD_OPP_COLD, randint1(50) + 50, TRUE, TRUE);
			(void)inc_timed(TMD_OPP_POIS, randint1(50) + 50, TRUE, TRUE);
			return TRUE;
		}

		case EF_SLEEPII:
		{
			*ident = TRUE;
			sleep_monsters_touch(aware);
			return TRUE;
		}

		case EF_RESTORE_LIFE:
		{
			*ident = TRUE;
			restore_level();
			return TRUE;
		}

		case EF_MISSILE:
		{
			*ident = TRUE;
			dam = damroll(3, 4) * (100 + boost) / 100;
			fire_bolt_or_beam(beam, GF_MISSILE, dir, dam);
			return TRUE;
		}

		case EF_DISPEL_EVIL:
		{
			*ident = TRUE;
			dam = p_ptr->lev * 5 * (100 + boost) / 100;
			dispel_evil(dam);
			return TRUE;
		}

		case EF_DISPEL_EVIL60:
		{
			dam = 60 * (100 + boost) / 100;
			if (dispel_evil(dam)) *ident = TRUE;
			return TRUE;
		}

		case EF_DISPEL_UNDEAD:
		{
			dam = 60 * (100 + boost) / 100;
			if (dispel_undead(dam)) *ident = TRUE;
			return TRUE;
		}

		case EF_DISPEL_ALL:
		{
			dam = 120 * (100 + boost) / 100;
			if (dispel_monsters(dam)) *ident = TRUE;
			return TRUE;
		}

		case EF_HASTE:
		{
			if (!p_ptr->timed[TMD_FAST])
			{
				if (set_timed(TMD_FAST, damroll(2, 10) + 20, TRUE)) *ident = TRUE;
			}
			else
			{
				(void)inc_timed(TMD_FAST, 5, TRUE, TRUE);
			}

			return TRUE;
		}

		case EF_HASTE1:
		{
			if (!p_ptr->timed[TMD_FAST])
			{
				if (set_timed(TMD_FAST, randint1(20) + 20, TRUE)) *ident = TRUE;
			}
			else
			{
				(void)inc_timed(TMD_FAST, 5, TRUE, TRUE);
			}

			return TRUE;
		}

		case EF_HASTE2:
		{
			if (!p_ptr->timed[TMD_FAST])
			{
				if (set_timed(TMD_FAST, randint1(75) + 75, TRUE)) *ident = TRUE;
			}
			else
			{
				(void)inc_timed(TMD_FAST, 5, TRUE, TRUE);
			}

			return TRUE;
		}


		case EF_FIRE_BOLT:
		{
			*ident = TRUE;
			dam = damroll(9, 8) * (100 + boost) / 100;
			fire_bolt(GF_FIRE, dir, dam);
			return TRUE;
		}

		case EF_FIRE_BOLT2:
		{
			dam = damroll(12, 8) * (100 + boost) / 100;
			fire_bolt_or_beam(beam, GF_FIRE, dir, dam);
			*ident = TRUE;
			return TRUE;
		}

		case EF_FIRE_BOLT3:
		{
			dam = damroll(16, 8) * (100 + boost) / 100;
			fire_bolt_or_beam(beam, GF_FIRE, dir, dam);
			*ident = TRUE;
			return TRUE;
		}

		case EF_FIRE_BOLT72:
		{
			dam = 72 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_FIRE, dir, dam, 2);
			return TRUE;
		}

		case EF_FIRE_BALL:
		{
			dam = 144 * (100 + boost) / 100;
			fire_ball(GF_FIRE, dir, dam, 2);
			*ident = TRUE;
			return TRUE;
		}

		case EF_FIRE_BALL2:
		{
			dam = 120 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_FIRE, dir, dam, 3);
			return TRUE;
		}

		case EF_FIRE_BALL200:
		{
			dam = 200 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_FIRE, dir, dam, 3);
			return TRUE;
		}

		case EF_COLD_BOLT:
		{
			dam = damroll(6, 8) * (100 + boost) / 100;
			*ident = TRUE;
			fire_bolt_or_beam(beam, GF_COLD, dir, dam);
			return TRUE;
		}

		case EF_COLD_BOLT2:
		{
			dam = damroll(12, 8) * (100 + boost) / 100;
			*ident = TRUE;
			fire_bolt(GF_COLD, dir, dam);
			return TRUE;
		}

		case EF_COLD_BALL2:
		{
			dam = 200 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_COLD, dir, dam, 3);
			return TRUE;
		}

		case EF_COLD_BALL50:
		{
			dam = 50 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_COLD, dir, dam, 2);
			return TRUE;
		}

		case EF_COLD_BALL100:
		{
			dam = 100 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_COLD, dir, dam, 2);
			return TRUE;
		}

		case EF_COLD_BALL160:
		{
			dam = 160 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_COLD, dir, dam, 3);
			return TRUE;
		}

		case EF_ACID_BOLT:
		{
			dam = damroll(5, 8) * (100 + boost) / 100;
			*ident = TRUE;
			fire_bolt(GF_ACID, dir, dam);
			return TRUE;
		}

		case EF_ACID_BOLT2:
		{
			dam = damroll(10, 8) * (100 + boost) / 100;
			fire_bolt_or_beam(beam, GF_ACID, dir, dam);
			*ident = TRUE;
			return TRUE;
		}

		case EF_ACID_BOLT3:
		{
			dam = damroll(12, 8) * (100 + boost) / 100;
			fire_bolt_or_beam(beam, GF_ACID, dir, dam);
			*ident = TRUE;
			return TRUE;
		}

		case EF_ACID_BALL:
		{
			dam = 120 * (100 + boost) / 100;
			fire_ball(GF_ACID, dir, dam, 2);
			*ident = TRUE;
			return TRUE;
		}

		case EF_ELEC_BOLT:
		{
			dam = damroll(6, 6) * (100 + boost) / 100;
			*ident = TRUE;
			fire_beam(GF_ELEC, dir, dam);
			return TRUE;
		}

		case EF_ELEC_BALL:
		{
			dam = 64 * (100 + boost) / 100;
			fire_ball(GF_ELEC, dir, dam, 2);
			*ident = TRUE;
			return TRUE;
		}

		case EF_ELEC_BALL2:
		{
			dam = 250 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_ELEC, dir, dam, 3);
			return TRUE;
		}


		case EF_ARROW:
		{
			dam = 150 * (100 + boost) / 100;
			*ident = TRUE;
			fire_bolt(GF_ARROW, dir, dam);
			return TRUE;
		}

		case EF_REM_FEAR_POIS:
		{
			*ident = TRUE;
			(void)clear_timed(TMD_AFRAID, TRUE);
			(void)clear_timed(TMD_POISONED, TRUE);
			return TRUE;
		}

		case EF_STINKING_CLOUD:
		{
			dam = 12 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_POIS, dir, dam, 3);
			return TRUE;
		}


		case EF_DRAIN_LIFE1:
		{
			dam = 90 * (100 + boost) / 100;
			if (drain_life(dir, dam)) *ident = TRUE;
			return TRUE;
		}

		case EF_DRAIN_LIFE2:
		{
			dam = 120 * (100 + boost) / 100;
			if (drain_life(dir, dam)) *ident = TRUE;
			return TRUE;
		}

		case EF_DRAIN_LIFE3:
		{
			dam = 150 * (100 + boost) / 100;
			if (drain_life(dir, dam)) *ident = TRUE;
			return TRUE;
		}

		case EF_DRAIN_LIFE4:
		{
			dam = 250 * (100 + boost) / 100;
			if (drain_life(dir, dam)) *ident = TRUE;
			return TRUE;
		}

		case EF_FIREBRAND:
		{
			*ident = TRUE;
			if (!brand_bolts()) return FALSE;
			return TRUE;
		}

		case EF_MANA_BOLT:
		{
			dam = damroll(12, 8) * (100 + boost) / 100;
			fire_bolt(GF_MANA, dir, dam);
			*ident = TRUE;
			return TRUE;
		}

		case EF_MON_HEAL:
		{
			if (heal_monster(dir)) *ident = TRUE;
			return TRUE;
		}

		case EF_MON_HASTE:
		{
			if (speed_monster(dir)) *ident = TRUE;
			return TRUE;
		}

		case EF_MON_SLOW:
		{
			if (slow_monster(dir)) *ident = TRUE;
			return TRUE;
		}

		case EF_MON_CONFUSE:
		{
			if (confuse_monster(dir, 10, aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_MON_SLEEP:
		{
			if (sleep_monster(dir, aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_MON_CLONE:
		{
			if (clone_monster(dir)) *ident = TRUE;
			return TRUE;
		}

		case EF_MON_SCARE:
		{
			if (fear_monster(dir, 10, aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_LIGHT_LINE:
		{
			msg("A line of shimmering blue light appears.");
			light_line(dir);
			*ident = TRUE;
			return TRUE;
		}

		case EF_TELE_OTHER:
		{
			if (teleport_monster(dir)) *ident = TRUE;
			return TRUE;
		}

		case EF_DISARMING:
		{
			if (disarm_trap(dir)) *ident = TRUE;
			return TRUE;
		}

		case EF_TDOOR_DEST:
		{
			if (destroy_door(dir)) *ident = TRUE;
			return TRUE;
		}

		case EF_POLYMORPH:
		{
			if (poly_monster(dir)) *ident = TRUE;
			return TRUE;
		}

		case EF_STARLIGHT:
		{
			int i;
			if (!p_ptr->timed[TMD_BLIND])
				msg("Light shoots in all directions!");
			for (i = 0; i < 8; i++) light_line(ddd[i]);
			*ident = TRUE;
			return TRUE;
		}

		case EF_STARLIGHT2:
		{
			int k;
			for (k = 0; k < 8; k++) strong_light_line(ddd[k]);
			*ident = TRUE;
			return TRUE;
		}

		case EF_BERSERKER:
		{
			dur = randint1(50) + 50;
			if (inc_timed(TMD_BOLD, dur, TRUE, TRUE)) *ident = TRUE;
			if (inc_timed(TMD_SHERO, dur, TRUE, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_WONDER:
		{
			if (effect_wonder(dir, randint1(100) + p_ptr->lev / 5,
				beam)) *ident = TRUE;
			return TRUE;
		}

		case EF_WAND_BREATH:
		{
			/* table of random ball effects and their damages */
			const int breath_types[] = {
				GF_ACID, 200,
				GF_ELEC, 160,
				GF_FIRE, 200,
				GF_COLD, 160,
				GF_POIS, 120
			};
			/* pick a random (type, damage) tuple in the table */
			int which = 2 * randint0(sizeof(breath_types) / (2 * sizeof(int)));
			fire_ball(breath_types[which], dir, breath_types[which + 1], 3);
			*ident = TRUE;
			return TRUE;
		}

		case EF_STAFF_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("Your feel your head clear.");
				p_ptr->redraw |= (PR_MANA);
			}
			return TRUE;
		}

		case EF_STAFF_HOLY:
		{
			dam = 120 * (100 + boost) / 100;
			if (dispel_evil(dam)) *ident = TRUE;
			if (inc_timed(TMD_PROTEVIL, randint1(25) + 3 *
				p_ptr->lev, TRUE, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE;
			if (hp_player(50)) *ident = TRUE;
			if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_DRINK_BREATH:
		{
			const int breath_types[] =
			{
				GF_FIRE, 80,
				GF_COLD, 80,
			};

			int which = 2 * randint0(N_ELEMENTS(breath_types) / 2);
			fire_ball(breath_types[which], dir, breath_types[which + 1], 2);
			*ident = TRUE;
			return TRUE;
		}

		case EF_DRINK_GOOD:
		{
			msg("You feel less thirsty.");
			*ident = TRUE;
			return TRUE;
		}

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

		case EF_DRINK_RUIN:
		{
			msg("Your nerves and muscles feel weak and lifeless!");
			take_hit(damroll(10, 10), "a potion of Ruination");
			player_stat_dec(p_ptr, A_DEX, TRUE);
			player_stat_dec(p_ptr, A_WIS, TRUE);
			player_stat_dec(p_ptr, A_CON, TRUE);
			player_stat_dec(p_ptr, A_STR, TRUE);
			player_stat_dec(p_ptr, A_CHR, TRUE);
			player_stat_dec(p_ptr, A_INT, TRUE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_DRINK_DETONATE:
		{
			msg("Massive explosions rupture your body!");
			take_hit(damroll(50, 20), "a potion of Detonation");
			(void)inc_timed(TMD_STUN, 75, TRUE, TRUE);
			(void)inc_timed(TMD_CUT, 5000, TRUE, TRUE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_DRINK_SALT:
		{
			msg("The potion makes you vomit!");
			(void)set_food(PY_FOOD_STARVE - 1);
			(void)clear_timed(TMD_POISONED, TRUE);
			(void)inc_timed(TMD_PARALYZED, 4, TRUE, FALSE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_FOOD_GOOD:
		{
			msg("That tastes good.");
			*ident = TRUE;
			return TRUE;
		}

		case EF_FOOD_WAYBREAD:
		{
			msg("That tastes good.");
			(void)clear_timed(TMD_POISONED, TRUE);
			(void)hp_player(damroll(4, 8));
			*ident = TRUE;
			return TRUE;
		}

		case EF_SHROOM_EMERGENCY:
		{
			(void)set_timed(TMD_IMAGE, rand_spread(250, 50), TRUE);
			(void)set_timed(TMD_OPP_FIRE, rand_spread(30, 10), TRUE);
			(void)set_timed(TMD_OPP_COLD, rand_spread(30, 10), TRUE);
			(void)hp_player(200);
			*ident = TRUE;
			return TRUE;
		}

		case EF_SHROOM_TERROR:
		{
			if (set_timed(TMD_TERROR, rand_spread(100, 20), TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_SHROOM_STONE:
		{
			if (set_timed(TMD_STONESKIN, rand_spread(80, 20), TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_SHROOM_DEBILITY:
		{
			int stat = one_in_(2) ? A_STR : A_CON;

			if (p_ptr->csp < p_ptr->msp)
			{
				p_ptr->csp = p_ptr->msp;
				p_ptr->csp_frac = 0;
				msg("Your feel your head clear.");
				p_ptr->redraw |= (PR_MANA);
				*ident = TRUE;
			}

			(void)do_dec_stat(stat, FALSE);

			*ident = TRUE;
			return TRUE;
		}

		case EF_SHROOM_SPRINTING:
		{
			if (inc_timed(TMD_SPRINT, 100, TRUE, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_SHROOM_PURGING:
		{
			(void)set_food(PY_FOOD_FAINT - 1);
			if (do_res_stat(A_STR)) *ident = TRUE;
			if (do_res_stat(A_CON)) *ident = TRUE;
			if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_RING_ACID:
		{
			dam = 70 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_ACID, dir, dam, 2);
			inc_timed(TMD_OPP_ACID, randint1(20) + 20, TRUE, TRUE);
			return TRUE;
		}

		case EF_RING_FLAMES:
		{
			dam = 80 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_FIRE, dir, dam, 2);
			inc_timed(TMD_OPP_FIRE, randint1(20) + 20, TRUE, TRUE);
			return TRUE;
		}

		case EF_RING_ICE:
		{
			dam = 75 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_COLD, dir, dam, 2);
			inc_timed(TMD_OPP_COLD, randint1(20) + 20, TRUE, TRUE);
			return TRUE;
		}

		case EF_RING_LIGHTNING:
		{
			dam = 85 * (100 + boost) / 100;
			*ident = TRUE;
			fire_ball(GF_ELEC, dir, dam, 2);
			inc_timed(TMD_OPP_ELEC, randint1(20) + 20, TRUE, TRUE);
			return TRUE;
		}

		case EF_DRAGON_BLUE:
		{
			dam = 100 * (100 + boost) / 100;
			msgt(MSG_BR_ELEC, "You breathe lightning.");
			fire_ball(GF_ELEC, dir, dam, 2);
			return TRUE;
		}

		case EF_DRAGON_GREEN:
		{
			dam = 150 * (100 + boost) / 100;
			msgt(MSG_BR_GAS, "You breathe poison gas.");
			fire_ball(GF_POIS, dir, dam, 2);
			return TRUE;
		}

		case EF_DRAGON_RED:
		{
			dam = 200 * (100 + boost) / 100;
			msgt(MSG_BR_FIRE, "You breathe fire.");
			fire_ball(GF_FIRE, dir, dam, 2);
			return TRUE;
		}

		case EF_DRAGON_MULTIHUED:
		{
			static const struct
			{
				int msg_sound;
				const char *msg;
				int typ;
			} mh[] =
			{
				{ MSG_BR_ELEC,  "lightning",  GF_ELEC },
				{ MSG_BR_FROST, "frost",      GF_COLD },
				{ MSG_BR_ACID,  "acid",       GF_ACID },
				{ MSG_BR_GAS,   "poison gas", GF_POIS },
				{ MSG_BR_FIRE,  "fire",       GF_FIRE }
			};

			int chance = randint0(5);
			dam = 250 * (100 + boost) / 100;
			msgt(mh[chance].msg_sound, "You breathe %s.", mh[chance].msg);
			fire_ball(mh[chance].typ, dir, dam, 2);
			return TRUE;
		}

		case EF_DRAGON_BRONZE:
		{
			dam = 120 * (100 + boost) / 100;
			msgt(MSG_BR_CONF, "You breathe confusion.");
			fire_ball(GF_CONFU, dir, dam, 2);
			return TRUE;
		}

		case EF_DRAGON_GOLD:
		{
			dam = 130 * (100 + boost) / 100;
			msgt(MSG_BR_SOUND, "You breathe sound.");
			fire_ball(GF_SOUND, dir, dam, 2);
			return TRUE;
		}

		case EF_DRAGON_CHAOS:
		{
			dam = 220 * (100 + boost) / 100;
			chance = randint0(2);
			msgt((chance == 1 ? MSG_BR_CHAOS : MSG_BR_DISEN),
					"You breathe %s.",
					((chance == 1 ? "chaos" : "disenchantment")));
			fire_ball((chance == 1 ? GF_CHAOS : GF_DISEN),
			          dir, dam, 2);
			return TRUE;
		}

		case EF_DRAGON_LAW:
		{
			dam = 230 * (100 + boost) / 100;
			chance = randint0(2);
			msgt((chance == 1 ? MSG_BR_SOUND : MSG_BR_SHARDS), "You breathe %s.",
			           ((chance == 1 ? "sound" : "shards")));
			fire_ball((chance == 1 ? GF_SOUND : GF_SHARD),
			          dir, dam, 2);
			return TRUE;
		}

		case EF_DRAGON_BALANCE:
		{
			dam = 250 * (100 + boost) / 100;
			chance = randint0(4);
			msg("You breathe %s.",
			           ((chance == 1) ? "chaos" :
			            ((chance == 2) ? "disenchantment" :
			             ((chance == 3) ? "sound" : "shards"))));
			fire_ball(((chance == 1) ? GF_CHAOS :
			           ((chance == 2) ? GF_DISEN :
			            ((chance == 3) ? GF_SOUND : GF_SHARD))),
			          dir, dam, 2);
			return TRUE;
		}

		case EF_DRAGON_SHINING:
		{
			dam = 200 * (100 + boost) / 100;
			chance = randint0(2);
			msgt((chance == 0 ? MSG_BR_LIGHT : MSG_BR_DARK), "You breathe %s.",
			        ((chance == 0 ? "light" : "darkness")));
			fire_ball((chance == 0 ? GF_LIGHT : GF_DARK), dir, dam,
				2);
			return TRUE;
		}

		case EF_DRAGON_POWER:
		{
			dam = 300 * (100 + boost) / 100;
			msgt(MSG_BR_ELEMENTS, "You breathe the elements.");
			fire_ball(GF_MISSILE, dir, dam, 2);
			return TRUE;
		}

		case EF_TRAP_DOOR:
		{
			msg("You fall through a trap door!");
			if (check_state(OF_FEATHER, p_ptr->state.flags)) {
				msg("You float gently down to the next level.");
			} else {
				take_hit(damroll(2, 8), "a trap");
			}
			wieldeds_notice_flag(OF_FEATHER);

			dungeon_change_level(p_ptr->depth + 1);
			return TRUE;
		}

		case EF_TRAP_PIT:
		{
			msg("You fall into a pit!");
			if (check_state(OF_FEATHER, p_ptr->state.flags)) {
				msg("You float gently to the bottom of the pit.");
			} else {
				take_hit(damroll(2, 6), "a trap");
			}
			wieldeds_notice_flag(OF_FEATHER);
			return TRUE;
		}

		case EF_TRAP_PIT_SPIKES:
		{
			msg("You fall into a spiked pit!");

			if (check_state(OF_FEATHER, p_ptr->state.flags)) {
				msg("You float gently to the floor of the pit.");
				msg("You carefully avoid touching the spikes.");
			} else {
				int dam = damroll(2, 6);

				/* Extra spike damage */
				if (one_in_(2)) {
					msg("You are impaled!");
					dam *= 2;
					(void)inc_timed(TMD_CUT, randint1(dam), TRUE, TRUE);
				}

				take_hit(dam, "a trap");
			}
			wieldeds_notice_flag(OF_FEATHER);
			return TRUE;
		}

		case EF_TRAP_PIT_POISON:
		{
			msg("You fall into a spiked pit!");

			if (check_state(OF_FEATHER, p_ptr->state.flags)) {
				msg("You float gently to the floor of the pit.");
				msg("You carefully avoid touching the spikes.");
			} else {
				int dam = damroll(2, 6);

				/* Extra spike damage */
				if (one_in_(2)) {
					msg("You are impaled on poisonous spikes!");
					(void)inc_timed(TMD_CUT, randint1(dam * 2), TRUE, TRUE);
					(void)inc_timed(TMD_POISONED, randint1(dam * 4), TRUE, TRUE);
				}

				take_hit(dam, "a trap");
			}
			wieldeds_notice_flag(OF_FEATHER);
			return TRUE;
		}

		case EF_TRAP_RUNE_SUMMON:
		{
			int i;
			int num = 2 + randint1(3);

			msgt(MSG_SUM_MONSTER, "You are enveloped in a cloud of smoke!");

			/* Remove trap */
			cave->info[py][px] &= ~(CAVE_MARK);
			cave_set_feat(cave, py, px, FEAT_FLOOR);

			for (i = 0; i < num; i++)
				(void)summon_specific(py, px, p_ptr->depth, 0, 1);

			break;
		}

		case EF_TRAP_RUNE_TELEPORT:
		{
			msg("You hit a teleport trap!");
			teleport_player(100);
			return TRUE;		
		}

		case EF_TRAP_SPOT_FIRE:
		{
			int dam;

			msg("You are enveloped in flames!");
			dam = damroll(4, 6);
			dam = adjust_dam(GF_FIRE, dam, RANDOMISE,
					check_for_resist(GF_FIRE, p_ptr->state.flags, TRUE));
			if (dam) {
				take_hit(dam, "a fire trap");
				inven_damage(GF_FIRE, MIN(dam * 5, 300));
			}
			return TRUE;
		}

		case EF_TRAP_SPOT_ACID:
		{
			int dam;

			msg("You are splashed with acid!");
			dam = damroll(4, 6);
			dam = adjust_dam(GF_ACID, dam, RANDOMISE,
					check_for_resist(GF_ACID, p_ptr->state.flags, TRUE));
			if (dam) {
				take_hit(dam, "an acid trap");
				inven_damage(GF_ACID, MIN(dam * 5, 300));
			}
			return TRUE;
		}

		case EF_TRAP_DART_SLOW:
		{
			if (trap_check_hit(125)) {
				msg("A small dart hits you!");
				take_hit(damroll(1, 4), "a trap");
				(void)inc_timed(TMD_SLOW, randint0(20) + 20, TRUE, FALSE);
			} else {
				msg("A small dart barely misses you.");
			}
			return TRUE;
		}

		case EF_TRAP_DART_LOSE_STR:
		{
			if (trap_check_hit(125)) {
				msg("A small dart hits you!");
				take_hit(damroll(1, 4), "a trap");
				(void)do_dec_stat(A_STR, FALSE);
			} else {
				msg("A small dart barely misses you.");
			}
			return TRUE;
		}

		case EF_TRAP_DART_LOSE_DEX:
		{
			if (trap_check_hit(125)) {
				msg("A small dart hits you!");
				take_hit(damroll(1, 4), "a trap");
				(void)do_dec_stat(A_DEX, FALSE);
			} else {
				msg("A small dart barely misses you.");
			}
			return TRUE;
		}

		case EF_TRAP_DART_LOSE_CON:
		{
			if (trap_check_hit(125)) {
				msg("A small dart hits you!");
				take_hit(damroll(1, 4), "a trap");
				(void)do_dec_stat(A_CON, FALSE);
			} else {
				msg("A small dart barely misses you.");
			}
			return TRUE;
		}

		case EF_TRAP_GAS_BLIND:
		{
			msg("You are surrounded by a black gas!");
			(void)inc_timed(TMD_BLIND, randint0(50) + 25, TRUE, TRUE);
			return TRUE;
		}

		case EF_TRAP_GAS_CONFUSE:
		{
			msg("You are surrounded by a gas of scintillating colors!");
			(void)inc_timed(TMD_CONFUSED, randint0(20) + 10, TRUE, TRUE);
			return TRUE;
		}

		case EF_TRAP_GAS_POISON:
		{
			msg("You are surrounded by a pungent green gas!");
			(void)inc_timed(TMD_POISONED, randint0(20) + 10, TRUE, TRUE);
			return TRUE;
		}

		case EF_TRAP_GAS_SLEEP:
		{
			msg("You are surrounded by a strange white mist!");
			(void)inc_timed(TMD_PARALYZED, randint0(10) + 5, TRUE, TRUE);
			return TRUE;
		}


		case EF_XXX:
		case EF_MAX:
			break;
	}

	/* Not used */
	msg("Effect not handled.");
	return FALSE;
}
Example #4
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);
}
Example #5
0
/* Use a staff.					-RAK-	*/
void use()
{
  int32u i;
  int j, k, item_val, chance, y, x;
  register int ident;
  register struct misc *m_ptr;
  register inven_type *i_ptr;

  free_turn_flag = TRUE;
  if (inven_ctr == 0)
    msg_print("But you are not carrying anything.");
  else if (!find_range(TV_STAFF, TV_NEVER, &j, &k))
    msg_print("You are not carrying any staffs.");
  else if (get_item(&item_val, "Use which staff?", j, k, 0))
    {
      i_ptr = &inventory[item_val];
      free_turn_flag = FALSE;
      m_ptr = &py.misc;
      chance = m_ptr->save + stat_adj(A_INT) - (int)i_ptr->level - 5
	+ (class_level_adj[m_ptr->pclass][CLA_DEVICE] * m_ptr->lev / 3);
      if (py.flags.confused > 0)
	chance = chance / 2;
      if (chance <= 0)	chance = 1;
      if (randint(chance) < USE_DEVICE)
	msg_print("You failed to use the staff properly.");
      else if (i_ptr->p1 > 0)
	{
	  i = i_ptr->flags;
	  ident = FALSE;
	  (i_ptr->p1)--;
	  switch(i) {
	  case ST_HEALING:
	    ident = hp_player(300);
	    if (py.flags.stun>0) {
	      if (py.flags.stun>50) {
		py.misc.ptohit+=20;
		py.misc.ptodam+=20;
	      } else {
		py.misc.ptohit+=5;
		py.misc.ptodam+=5;
	      }
	      py.flags.stun=0;
	      ident = TRUE;
	      msg_print("You're head stops stinging.");
	    }
	    if (py.flags.cut>0) {
	      py.flags.cut=0;
	      ident = TRUE;
	      msg_print("You feel better.");
	    }
	    break;
	  case ST_GENOCIDE:
	    genocide(FALSE);
	    ident = TRUE;
	    break;
	  case ST_PROBE:
	    probing();
	    ident = TRUE;
	    break;
          case ST_IDENTIFY:
	    ident_spell();
	    ident = TRUE;
	    break;
	  case ST_HOLYNESS:
	    dispel_creature(EVIL,120);
	    protect_evil();
	    cure_poison();
	    remove_fear();
	    hp_player(50);
	    if (py.flags.stun>0) {
	      if (py.flags.stun>50) {
		py.misc.ptohit+=20;
		py.misc.ptodam+=20;
	      } else {
		py.misc.ptohit+=5;
		py.misc.ptodam+=5;
	      }
	      py.flags.stun=0;
	      ident = TRUE;
	      msg_print("You're head stops stinging.");
	    }
	    if (py.flags.cut>0) {
	      py.flags.cut=0;
	      ident = TRUE;
	      msg_print("You feel better.");
	    }
	    ident = TRUE;
	    break;
	  case ST_MAGI:
            if (res_stat(A_INT)) {
	       msg_print("You have a warm feeling.");
	       ident = TRUE;
	    }
	    m_ptr = &py.misc;
	    if (m_ptr->cmana < m_ptr->mana) {
	      m_ptr->cmana = m_ptr->mana;
	      ident = TRUE;
              msg_print("Your feel your head clear.");
	      prt_cmana();
	    }
	    break;
	  case ST_POWER:
	    dispel_creature(0xFFFFFFFFL,120);
            break;
	  case ST_SURROUND:
	    map_area();
	    ident = TRUE;
	    break;
          case ST_LIGHT:
	    ident = light_area(char_row, char_col);
	    break;
	  case ST_DR_LC:
	    ident = detect_sdoor();
	    break;
	  case ST_TRP_LC:
	    ident = detect_trap();
	    break;
	  case ST_TRE_LC:
	    ident = detect_treasure();
	    break;
	  case ST_OBJ_LC:
	    ident = detect_object();
	    break;
          case ST_TELE:
	    teleport(100);
	    ident = TRUE;
	    break;
	  case ST_EARTH:
	    ident = TRUE;
	    earthquake();
	    break;
          case ST_SUMMON:
	    ident = FALSE;
	    for (k = 0; k < randint(4); k++)
	    {
	      y = char_row;
	      x = char_col;
	      ident |= summon_monster(&y, &x, FALSE);
	    }
	    break;
	  case ST_DEST:
	    ident = TRUE;
	    destroy_area(char_row, char_col);
            break;
	  case ST_STAR:
	    ident = TRUE;
	    starlite(char_row, char_col);
	    break;
	  case ST_HAST_MN:
	    ident = speed_monsters(1);
	    break;
	  case ST_SLOW_MN:
	    ident = speed_monsters(-1);
	    break;
	  case ST_SLEE_MN:
	    ident = sleep_monsters2();
	    break;
	  case ST_CURE_LT:
	    ident = hp_player(randint(8));
	    break;
	  case ST_DET_INV:
	    ident = detect_invisible();
	    break;
          case ST_SPEED:
	    if (py.flags.fast == 0) ident = TRUE;
	    if (py.flags.fast <= 0)
	      py.flags.fast += randint(30) + 15;
	    else
	      py.flags.fast += randint(5);
	    break;
          case ST_SLOW:
	    if (py.flags.slow == 0) ident = TRUE;
	    py.flags.slow += randint(30) + 15;
	    break;
	  case ST_REMOVE:
	    if (remove_curse())
	    {
	      if (py.flags.blind < 1)
	        msg_print("The staff glows blue for a moment..");
	      ident = TRUE;
	    }
	    break;
	  case ST_DET_EVI:
	    ident = detect_evil();
            break;
	  case ST_CURING:
	    if ((cure_blindness()) || (cure_poison()) ||
	    (cure_confusion()) || (py.flags.stun>0) || (py.flags.cut>0))
	      ident = TRUE;
	    if (py.flags.stun>0) {
	      if (py.flags.stun>50) {
		py.misc.ptohit+=20;
		py.misc.ptodam+=20;
	      } else {
		py.misc.ptohit+=5;
		py.misc.ptodam+=5;
	      }
	      py.flags.stun=0;
	      msg_print("You're head stops stinging.");
	    } else if (py.flags.cut>0) {
	      py.flags.cut=0;
	      msg_print("You feel better.");
	    }
	    break;
	  case ST_DSP_EVI:
	    ident = dispel_creature(EVIL, 60);
            break;
	  case ST_DARK:
	    ident = unlight_area(char_row, char_col);
            break;
	  default:
	    msg_print("Internal error in staffs()");
	    break;
	  }
	  if (ident)
	    {
	      if (!known1_p(i_ptr))
		{
		  m_ptr = &py.misc;
		  /* round half-way case up */
		  m_ptr->exp += (i_ptr->level + (m_ptr->lev >> 1)) /
		    m_ptr->lev;
		  prt_experience();

		  identify(&item_val);
		  i_ptr = &inventory[item_val];
		}
	    }
Example #6
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);
}
Example #7
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);
}
Example #8
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);
}
Example #9
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;
}
Example #10
0
/* Scrolls for the reading				-RAK-	*/
void read_scroll()
{
  int32u i;
  int j, k, item_val, y, x;
  int tmp[6], flag, used_up;
  bigvtype out_val, tmp_str;
  register int ident, l;
  register inven_type *i_ptr;
  register struct misc *m_ptr;

  free_turn_flag = TRUE;
  if (py.flags.blind > 0)
    msg_print("You can't see to read the scroll.");
  else if (no_light())
    msg_print("You have no light to read by.");
  else if (py.flags.confused > 0)
    msg_print("You are too confused to read a scroll.");
  else if (inven_ctr == 0)
    msg_print("You are not carrying anything!");
  else if (!find_range(TV_SCROLL1, TV_SCROLL2, &j, &k))
    msg_print ("You are not carrying any scrolls!");
  else if (get_item(&item_val, "Read which scroll?", j, k, 0))
    {
      i_ptr = &inventory[item_val];
      free_turn_flag = FALSE;
      used_up = TRUE;
      i = i_ptr->flags;
      ident = FALSE;

      while (i != 0)
	{
	  j = bit_pos(&i) + 1;
	  if (i_ptr->tval == TV_SCROLL2)
	    j += 32;

	  /* Scrolls.			*/
	  switch(j)
	    {
	    case 1:
	      i_ptr = &inventory[INVEN_WIELD];
	      if (i_ptr->tval != TV_NOTHING)
		{
		  objdes(tmp_str, i_ptr, FALSE);
		  (void) sprintf(out_val, "Your %s glows faintly!", tmp_str);
		  msg_print(out_val);
		  if (enchant(&i_ptr->tohit))
		    {
		      i_ptr->flags &= ~TR_CURSED;
		      calc_bonuses();
		    }
		  else
		    msg_print("The enchantment fails.");
		  ident = TRUE;
		}
	      break;
	    case 2:
	      i_ptr = &inventory[INVEN_WIELD];
	      if (i_ptr->tval != TV_NOTHING)
		{
		  objdes(tmp_str, i_ptr, FALSE);
		  (void) sprintf(out_val, "Your %s glows faintly!", tmp_str);
		  msg_print(out_val);
		  if (enchant(&i_ptr->todam))
		    {
		      i_ptr->flags &= ~TR_CURSED;
		      calc_bonuses ();
		    }
		  else
		    msg_print("The enchantment fails.");
		  ident = TRUE;
		}
	      break;
	    case 3:
	      k = 0;
	      l = 0;
	      if (inventory[INVEN_BODY].tval != TV_NOTHING)
		tmp[k++] = INVEN_BODY;
	      if (inventory[INVEN_ARM].tval != TV_NOTHING)
		tmp[k++] = INVEN_ARM;
	      if (inventory[INVEN_OUTER].tval != TV_NOTHING)
		tmp[k++] = INVEN_OUTER;
	      if (inventory[INVEN_HANDS].tval != TV_NOTHING)
		tmp[k++] = INVEN_HANDS;
	      if (inventory[INVEN_HEAD].tval != TV_NOTHING)
		tmp[k++] = INVEN_HEAD;
	      /* also enchant boots */
	      if (inventory[INVEN_FEET].tval != TV_NOTHING)
		tmp[k++] = INVEN_FEET;

	      if (k > 0)  l = tmp[randint(k)-1];
	      if (TR_CURSED & inventory[INVEN_BODY].flags)
		l = INVEN_BODY;
	      else if (TR_CURSED & inventory[INVEN_ARM].flags)
		l = INVEN_ARM;
	      else if (TR_CURSED & inventory[INVEN_OUTER].flags)
		l = INVEN_OUTER;
	      else if (TR_CURSED & inventory[INVEN_HEAD].flags)
		l = INVEN_HEAD;
	      else if (TR_CURSED & inventory[INVEN_HANDS].flags)
		l = INVEN_HANDS;
	      else if (TR_CURSED & inventory[INVEN_FEET].flags)
		l = INVEN_FEET;

	      if (l > 0)
		{
		  i_ptr = &inventory[l];
		  objdes(tmp_str, i_ptr, FALSE);
		  (void) sprintf(out_val, "Your %s glows faintly!", tmp_str);
		  msg_print(out_val);
		  if (enchant(&i_ptr->toac))
		    {
		      i_ptr->flags &= ~TR_CURSED;
		      calc_bonuses ();
		    }
		  else
		    msg_print("The enchantment fails.");
		  ident = TRUE;
		}
	      break;
	    case 4:
	      msg_print("This is an identify scroll.");
	      ident = TRUE;
	      used_up = ident_spell();

	      /* the identify may merge objects, causing the identify scroll
		 to move to a different place.	Check for that here. */
	      if (i_ptr->tval != TV_SCROLL1 || i_ptr->flags != 0x00000008)
		{
		  item_val--;
		  i_ptr = &inventory[item_val];
		  if (i_ptr->tval != TV_SCROLL1 || i_ptr->flags != 0x00000008)
		    {
		      msg_print("internal error with identify spell.");
		      msg_print("Please tell the wizard!");
		      return;
		    }
		}
	      break;
	    case 5:
	      if (remove_curse())
		{
		  msg_print("You feel as if someone is watching over you.");
		  ident = TRUE;
		}
	      break;
	    case 6:
	      ident = light_area(char_row, char_col);
	      break;
	    case 7:
	      for (k = 0; k < randint(3); k++)
		{
		  y = char_row;
		  x = char_col;
		  ident |= summon_monster(&y, &x, FALSE);
		}
	      break;
	    case 8:
	      teleport(10);
	      ident = TRUE;
	      break;
	    case 9:
	      teleport(100);
	      ident = TRUE;
	      break;
	    case 10:
	      (void) tele_level();
	      ident = TRUE;
	      break;
	    case 11:
	      if (py.flags.confuse_monster == 0)
		{
		  msg_print("Your hands begin to glow.");
		  py.flags.confuse_monster = TRUE;
		  ident = TRUE;
		}
	      break;
	    case 12:
	      ident = TRUE;
	      map_area();
	      break;
	    case 13:
	      ident = sleep_monsters1(char_row, char_col);
	      break;
	    case 14:
	      ident = TRUE;
	      warding_glyph();
	      break;
	    case 15:
	      ident = detect_treasure();
	      break;
	    case 16:
	      ident = detect_object();
	      break;
	    case 17:
	      ident = detect_trap();
	      break;
	    case 18:
	      ident = detect_sdoor();
	      break;
	    case 19:
	      msg_print("This is a mass genocide scroll.");
	      ident = mass_genocide(TRUE);
	      break;
	    case 20:
	      ident = detect_invisible();
	      break;
	    case 21:
	      ident = aggravate_monster(20);
	      if (ident)
		msg_print("There is a high pitched humming noise.");
	      break;
	    case 22:
	      ident = trap_creation();
	      break;
	    case 23:
	      ident = td_destroy();
	      break;
	    case 24:  /* Not Used , used to be door creation */
	      break;
	    case 25:
	      msg_print("This is a Recharge-Item scroll.");
	      ident = TRUE;
	      used_up = recharge(60);
	      break;
	    case 26:
	      msg_print("This is a genocide scroll.");
	      ident = genocide(TRUE);
	      break;
	    case 27:
	      ident = unlight_area(char_row, char_col);
	      break;
	    case 28:
	      ident = protect_evil();
	      break;
	    case 29:
	      ident = TRUE;
	      create_food();
	      break;
	    case 30:
	      ident = dispel_creature(UNDEAD, 60);
	      break;
	    case 31:
	      remove_all_curse();
	      ident = TRUE;
	      break;
	    case 33:
	      i_ptr = &inventory[INVEN_WIELD];
	      if (i_ptr->tval != TV_NOTHING)
		{
		  objdes(tmp_str, i_ptr, FALSE);
		  (void) sprintf(out_val, "Your %s glows brightly!", tmp_str);
		  msg_print(out_val);
		  flag = FALSE;
		  for (k = 0; k < randint(2); k++)
		    if (enchant(&i_ptr->tohit))
		      flag = TRUE;
		  for (k = 0; k < randint(2); k++)
		    if (enchant(&i_ptr->todam))
		      flag = TRUE;
		  if (flag)
		    {
		      i_ptr->flags &= ~TR_CURSED;
		      calc_bonuses ();
		    }
		  else
		    msg_print("The enchantment fails.");
		  ident = TRUE;
		}
	      break;
	    case 34:
	      i_ptr = &inventory[INVEN_WIELD];
	      if (i_ptr->tval != TV_NOTHING)
		{
		  objdes(tmp_str, i_ptr, FALSE);
		  (void)sprintf(out_val,"Your %s glows black, fades.",tmp_str);
		  msg_print(out_val);
		  unmagic_name(i_ptr);
		  i_ptr->tohit = -randint(5) - randint(5);
		  i_ptr->todam = -randint(5) - randint(5);
		  i_ptr->flags = TR_CURSED;
		  py_bonuses(i_ptr, -1);
		  calc_bonuses ();
		  ident = TRUE;
		}
	      break;
	    case 35:
	      k = 0;
	      l = 0;
	      if (inventory[INVEN_BODY].tval != TV_NOTHING)
		tmp[k++] = INVEN_BODY;
	      if (inventory[INVEN_ARM].tval != TV_NOTHING)
		tmp[k++] = INVEN_ARM;
	      if (inventory[INVEN_OUTER].tval != TV_NOTHING)
		tmp[k++] = INVEN_OUTER;
	      if (inventory[INVEN_HANDS].tval != TV_NOTHING)
		tmp[k++] = INVEN_HANDS;
	      if (inventory[INVEN_HEAD].tval != TV_NOTHING)
		tmp[k++] = INVEN_HEAD;
	      /* also enchant boots */
	      if (inventory[INVEN_FEET].tval != TV_NOTHING)
		tmp[k++] = INVEN_FEET;

	      if (k > 0)  l = tmp[randint(k)-1];
	      if (TR_CURSED & inventory[INVEN_BODY].flags)
		l = INVEN_BODY;
	      else if (TR_CURSED & inventory[INVEN_ARM].flags)
		l = INVEN_ARM;
	      else if (TR_CURSED & inventory[INVEN_OUTER].flags)
		l = INVEN_OUTER;
	      else if (TR_CURSED & inventory[INVEN_HEAD].flags)
		l = INVEN_HEAD;
	      else if (TR_CURSED & inventory[INVEN_HANDS].flags)
		l = INVEN_HANDS;
	      else if (TR_CURSED & inventory[INVEN_FEET].flags)
		l = INVEN_FEET;

	      if (l > 0)
		{
		  i_ptr = &inventory[l];
		  objdes(tmp_str, i_ptr, FALSE);
		  (void) sprintf(out_val,"Your %s glows brightly!", tmp_str);
		  msg_print(out_val);
		  flag = FALSE;
		  for (k = 0; k < randint(2) + 1; k++)
		    if (enchant(&i_ptr->toac))
		      flag = TRUE;
		  if (flag)
		    {
		      i_ptr->flags &= ~TR_CURSED;
		      calc_bonuses ();
		    }
		  else
		    msg_print("The enchantment fails.");
		  ident = TRUE;
		}
	      break;
	    case 36:
	      if ((inventory[INVEN_BODY].tval != TV_NOTHING)
		  && (randint(4) == 1))
		k = INVEN_BODY;
	      else if ((inventory[INVEN_ARM].tval != TV_NOTHING)
		       && (randint(3) ==1))
		k = INVEN_ARM;
	      else if ((inventory[INVEN_OUTER].tval != TV_NOTHING)
		       && (randint(3) ==1))
		k = INVEN_OUTER;
	      else if ((inventory[INVEN_HEAD].tval != TV_NOTHING)
		       && (randint(3) ==1))
		k = INVEN_HEAD;
	      else if ((inventory[INVEN_HANDS].tval != TV_NOTHING)
		       && (randint(3) ==1))
		k = INVEN_HANDS;
	      else if ((inventory[INVEN_FEET].tval != TV_NOTHING)
		       && (randint(3) ==1))
		k = INVEN_FEET;
	      else if (inventory[INVEN_BODY].tval != TV_NOTHING)
		k = INVEN_BODY;
	      else if (inventory[INVEN_ARM].tval != TV_NOTHING)
		k = INVEN_ARM;
	      else if (inventory[INVEN_OUTER].tval != TV_NOTHING)
		k = INVEN_OUTER;
	      else if (inventory[INVEN_HEAD].tval != TV_NOTHING)
		k = INVEN_HEAD;
	      else if (inventory[INVEN_HANDS].tval != TV_NOTHING)
		k = INVEN_HANDS;
	      else if (inventory[INVEN_FEET].tval != TV_NOTHING)
		k = INVEN_FEET;
	      else
		k = 0;

	      if (k > 0)
		{
		  i_ptr = &inventory[k];
		  objdes(tmp_str, i_ptr, FALSE);
		  (void)sprintf(out_val,"Your %s glows black, fades.",tmp_str);
		  msg_print(out_val);
		  unmagic_name(i_ptr);
		  i_ptr->flags = TR_CURSED;
		  i_ptr->toac = -randint(5) - randint(5);
		  calc_bonuses ();
		  ident = TRUE;
		}
	      break;
	    case 37:
	      ident = FALSE;
	      for (k = 0; k < randint(3); k++)
		{
		  y = char_row;
		  x = char_col;
		  ident |= summon_undead(&y, &x);
		}
	      break;
	    case 38:
	      ident = TRUE;
	      bless(randint(12)+6);
	      break;
	    case 39:
	      ident = TRUE;
	      bless(randint(24)+12);
	      break;
	    case 40:
	      ident = TRUE;
	      bless(randint(48)+24);
	      break;
	    case 41:
	      ident = TRUE;
	      if (py.flags.word_recall == 0)
		py.flags.word_recall = 25 + randint(30);
	      msg_print("The air about you becomes charged.");
	      break;
	    case 42:
	      destroy_area(char_row, char_col);
	      ident = TRUE;
	      break;
	    case 43:
	      place_special(char_row, char_col, SPECIAL);
	      prt_map();
	      break;
	    case 44:
	      special_random_object(char_row, char_col, 1);
	      prt_map();
	      break;
	    default:
	      msg_print("Internal error in scroll()");
	      break;
	    }
	  /* End of Scrolls.			       */
	}
      i_ptr = &inventory[item_val];
      if (ident)
	{
	  if (!known1_p(i_ptr))
	    {
	      m_ptr = &py.misc;
	      /* round half-way case up */
	      m_ptr->exp += (i_ptr->level +(m_ptr->lev >> 1)) / m_ptr->lev;
	      prt_experience();

	      identify(&item_val);
	      i_ptr = &inventory[item_val];
	    }
	}
Example #11
0
/* Use a staff.					-RAK-	*/
void use()
{
  int32u i;
  int j, k, item_val, chance, y, x;
  register int ident;
  register struct misc *m_ptr;
  register inven_type *i_ptr;

  free_turn_flag = TRUE;
  if (inven_ctr == 0)
    msg_print("But you are not carrying anything.");
  else if (!find_range(TV_STAFF, TV_NEVER, &j, &k))
    msg_print("You are not carrying any staffs.");
  else if (get_item(&item_val, "Use which staff?", j, k, CNIL, CNIL))
    {
      i_ptr = &inventory[item_val];
      free_turn_flag = FALSE;
      m_ptr = &py.misc;
      chance = m_ptr->save + stat_adj(A_INT) - (int)i_ptr->level - 5
	+ (class_level_adj[m_ptr->pclass][CLA_DEVICE] * m_ptr->lev / 3);
      if (py.flags.confused > 0)
	chance = chance / 2;
      if ((chance < USE_DEVICE) && (randint(USE_DEVICE - chance + 1) == 1))
	chance = USE_DEVICE; /* Give everyone a slight chance */
      if (chance <= 0)	chance = 1;
      if (randint(chance) < USE_DEVICE)
	msg_print("You failed to use the staff properly.");
      else if (i_ptr->p1 > 0)
	{
	  i = i_ptr->flags;
	  ident = FALSE;
	  (i_ptr->p1)--;
	  while (i != 0)
	    {
	      j = bit_pos(&i) + 1;
	      /* Staffs.				*/
	      switch(j)
		{
		case 1:
		  ident = light_area(char_row, char_col);
		  break;
		case 2:
		  ident = detect_sdoor();
		  break;
		case 3:
		  ident = detect_trap();
		  break;
		case 4:
		  ident = detect_treasure();
		  break;
		case 5:
		  ident = detect_object();
		  break;
		case 6:
		  teleport(100);
		  ident = TRUE;
		  break;
		case 7:
		  ident = TRUE;
		  earthquake();
		  break;
		case 8:
		  ident = FALSE;
		  for (k = 0; k < randint(4); k++)
		    {
		      y = char_row;
		      x = char_col;
		      ident |= summon_monster(&y, &x, FALSE);
		    }
		  break;
		case 10:
		  ident = TRUE;
		  destroy_area(char_row, char_col);
		  break;
		case 11:
		  ident = TRUE;
		  starlite(char_row, char_col);
		  break;
		case 12:
		  ident = speed_monsters(1);
		  break;
		case 13:
		  ident = speed_monsters(-1);
		  break;
		case 14:
		  ident = sleep_monsters2();
		  break;
		case 15:
		  ident = hp_player(randint(8));
		  break;
		case 16:
		  ident = detect_invisible();
		  break;
		case 17:
		  if (py.flags.fast == 0)
		    ident = TRUE;
		  py.flags.fast += randint(30) + 15;
		  break;
		case 18:
		  if (py.flags.slow == 0)
		    ident = TRUE;
		  py.flags.slow += randint(30) + 15;
		  break;
		case 19:
		  ident = mass_poly();
		  break;
		case 20:
		  if (remove_curse())
		    {
		      if (py.flags.blind < 1)
			msg_print("The staff glows blue for a moment..");
		      ident = TRUE;
		    }
		  break;
		case 21:
		  ident = detect_evil();
		  break;
		case 22:
		  if ((cure_blindness()) || (cure_poison()) ||
		      (cure_confusion()))
		    ident = TRUE;
		  break;
		case 23:
		  ident = dispel_creature(CD_EVIL, 60);
		  break;
		case 25:
		  ident = unlight_area(char_row, char_col);
		  break;
		case 32:
		  /* store bought flag */
		  break;
		default:
		  msg_print("Internal error in staffs()");
		  break;
		}
	      /* End of staff actions.		*/
	    }
	  if (ident)
	    {
	      if (!known1_p(i_ptr))
		{
		  m_ptr = &py.misc;
		  /* round half-way case up */
		  m_ptr->exp += (i_ptr->level + (m_ptr->lev >> 1)) /
		    m_ptr->lev;
		  prt_experience();

		  identify(&item_val);
		  i_ptr = &inventory[item_val];
		}
	    }
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);
}