コード例 #1
0
ファイル: use-obj.c プロジェクト: BackupTheBerlios/nangband
/*
 * Activate a wielded object.  Wielded objects never stack.
 * And even if they did, activatable objects never stack.
 *
 * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated.
 * But one could, for example, easily make an activatable "Ring of Plasma".
 *
 * Note that it always takes a turn to activate an artifact, even if
 * the user hits "escape" at the "direction" prompt.
 */
static bool activate_object(object_type *o_ptr, bool *ident)
{
	int k, dir, i, chance;


	/* Check the recharge */
	if (o_ptr->timeout)
	{
		msg_print("It whines, glows and fades...");
		return FALSE;
	}

	/* Activate the artifact */
	message(MSG_ZAP, 0, "You activate it...");

	/* Artifacts */
	if (o_ptr->name1)
	{
		artifact_type *a_ptr = &a_info[o_ptr->name1];
		char o_name[80];

		/* Get the basic name of the object */
		object_desc(o_name, sizeof(o_name), o_ptr, FALSE, 0);

		switch (a_ptr->activation)
		{
			case ACT_ILLUMINATION:
			{
				msg_format("The %s wells with clear light...", o_name);
				lite_area(damroll(2, 15), 3);
				break;
			}

			case ACT_MAGIC_MAP:
			{
				msg_format("The %s shines brightly...", o_name);
				map_area();
				break;
			}

			case ACT_CLAIRVOYANCE:
			{
				msg_format("The %s glows a deep green...", o_name);
				wiz_lite();
				(void)detect_traps();
				(void)detect_doors();
				(void)detect_stairs();
				break;
			}

			case ACT_PROT_EVIL:
			{
				msg_format("The %s lets out a shrill wail...", o_name);
				k = 3 * p_ptr->lev;
				(void)set_protevil(p_ptr->protevil + randint(25) + k);
				break;
			}

			case ACT_DISP_EVIL:
			{
				msg_format("The %s floods the area with goodness...", o_name);
				dispel_evil(p_ptr->lev * 5);
				break;
			}

			case ACT_HASTE2:
			{
				msg_format("The %s glows brightly...", o_name);
				if (!p_ptr->fast)
				{
					(void)set_fast(randint(75) + 75);
				}
				else
				{
					(void)set_fast(p_ptr->fast + 5);
				}
				break;
			}

			case ACT_FIRE3:
			{
				msg_format("The %s glows deep red...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_FIRE, dir, 120, 3);
				break;
			}

			case ACT_FROST5:
			{
				msg_format("The %s glows bright white...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_COLD, dir, 200, 3);
				break;
			}

			case ACT_ELEC2:
			{
				msg_format("The %s glows deep blue...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_ELEC, dir, 250, 3);
				break;
			}

			case ACT_BIZZARE:
			{
				msg_format("The %s glows intensely black...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				ring_of_power(dir);
				break;
			}


			case ACT_STAR_BALL:
			{
				msg_format("Your %s is surrounded by lightning...", o_name);
				for (i = 0; i < 8; i++) fire_ball(GF_ELEC, ddd[i], 150, 3);
				break;
			}

			case ACT_RAGE_BLESS_RESIST:
			{
				msg_format("Your %s glows many colours...", o_name);
				(void)hp_player(30);
				(void)set_afraid(0);
				(void)set_shero(p_ptr->shero + randint(50) + 50);
				(void)set_blessed(p_ptr->blessed + randint(50) + 50);
				(void)set_oppose_acid(p_ptr->oppose_acid + randint(50) + 50);
				(void)set_oppose_elec(p_ptr->oppose_elec + randint(50) + 50);
				(void)set_oppose_fire(p_ptr->oppose_fire + randint(50) + 50);
				(void)set_oppose_cold(p_ptr->oppose_cold + randint(50) + 50);
				(void)set_oppose_pois(p_ptr->oppose_pois + randint(50) + 50);
				break;
			}

			case ACT_HEAL2:
			{
				msg_format("Your %s glows a bright white...", o_name);
				msg_print("You feel much better...");
				(void)hp_player(1000);
				(void)set_cut(0);
				break;
			}

			case ACT_PHASE:
			{
				msg_format("Your %s twists space around you...", o_name);
				teleport_player(10);
				break;
			}

			case ACT_BANISHMENT:
			{
				msg_format("Your %s glows deep blue...", o_name);
				(void)banishment();
				break;
			}

			case ACT_TRAP_DOOR_DEST:
			{
				msg_format("Your %s glows bright red...", o_name);
				destroy_doors_touch();
				break;
			}

			case ACT_DETECT:
			{
				msg_format("Your %s glows bright white...", o_name);
				msg_print("An image forms in your mind...");
				detect_all();
				break;
			}

			case ACT_HEAL1:
			{
				msg_format("Your %s glows deep blue...", o_name);
				msg_print("You feel a warm tingling inside...");
				(void)hp_player(500);
				(void)set_cut(0);
				break;
			}

			case ACT_RESIST:
			{
				msg_format("Your %s glows many colours...", o_name);
				(void)set_oppose_acid(p_ptr->oppose_acid + randint(20) + 20);
				(void)set_oppose_elec(p_ptr->oppose_elec + randint(20) + 20);
				(void)set_oppose_fire(p_ptr->oppose_fire + randint(20) + 20);
				(void)set_oppose_cold(p_ptr->oppose_cold + randint(20) + 20);
				(void)set_oppose_pois(p_ptr->oppose_pois + randint(20) + 20);
				break;
			}

			case ACT_SLEEP:
			{
				msg_format("Your %s glows deep blue...", o_name);
				sleep_monsters_touch();
				break;
			}

			case ACT_RECHARGE1:
			{
				msg_format("Your %s glows bright yellow...", o_name);
				recharge(60);
				break;
			}

			case ACT_TELEPORT:
			{
				msg_format("Your %s twists space around you...", o_name);
				teleport_player(100);
				break;
			}

			case ACT_RESTORE_LIFE:
			{
				msg_format("Your %s glows a deep red...", o_name);
				restore_level();
				break;
			}

			case ACT_MISSILE:
			{
				msg_format("Your %s glows extremely brightly...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_MISSILE, dir, damroll(2, 6));
				break;
			}

			case ACT_FIRE1:
			{
				msg_format("Your %s is covered in fire...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_FIRE, dir, damroll(9, 8));
				break;
			}

			case ACT_FROST1:
			{
				msg_format("Your %s is covered in frost...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_COLD, dir, damroll(6, 8));
				break;
			}

			case ACT_LIGHTNING_BOLT:
			{
				msg_format("Your %s is covered in sparks...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_ELEC, dir, damroll(4, 8));
				break;
			}

			case ACT_ACID1:
			{
				msg_format("Your %s is covered in acid...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_ACID, dir, damroll(5, 8));
				break;
			}

			case ACT_ARROW:
			{
				msg_format("Your %s grows magical spikes...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_ARROW, dir, 150);
				break;
			}

			case ACT_HASTE1:
			{
				msg_format("Your %s glows bright green...", o_name);
				if (!p_ptr->fast)
				{
					(void)set_fast(randint(20) + 20);
				}
				else
				{
					(void)set_fast(p_ptr->fast + 5);
				}
				break;
			}

			case ACT_REM_FEAR_POIS:
			{
				msg_format("Your %s glows deep blue...", o_name);
				(void)set_afraid(0);
				(void)set_poisoned(0);
				break;
			}

			case ACT_STINKING_CLOUD:
			{
				msg_format("Your %s throbs deep green...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_POIS, dir, 12, 3);
				break;
			}

			case ACT_FROST2:
			{
				msg_format("Your %s is covered in frost...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_COLD, dir, 48, 2);
				break;
			}

			case ACT_FROST4:
			{
				msg_format("Your %s glows a pale blue...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_COLD, dir, damroll(12, 8));
				break;
			}

			case ACT_FROST3:
			{
				msg_format("Your %s glows a intense blue...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_COLD, dir, 100, 2);
				break;
			}

			case ACT_FIRE2:
			{
				msg_format("Your %s rages in fire...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_FIRE, dir, 72, 2);
				break;
			}

			case ACT_DRAIN_LIFE2:
			{
				msg_format("Your %s glows black...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				drain_life(dir, 120);
				break;
			}

			case ACT_STONE_TO_MUD:
			{
				msg_format("Your %s pulsates...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				wall_to_mud(dir);
				break;
			}

			case ACT_MASS_BANISHMENT:
			{
				msg_format("Your %s lets out a long, shrill note...", o_name);
				(void)mass_banishment();
				break;
			}

			case ACT_CURE_WOUNDS:
			{
				msg_format("Your %s radiates deep purple...", o_name);
				hp_player(damroll(4, 8));
				(void)set_cut((p_ptr->cut / 2) - 50);
				break;
			}

			case ACT_TELE_AWAY:
			{
				msg_format("Your %s glows deep red...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				teleport_monster(dir);
				break;
			}

			case ACT_WOR:
			{
				msg_format("Your %s glows soft white...", o_name);
				set_recall();
				break;
			}

			case ACT_CONFUSE:
			{
				msg_format("Your %s glows in scintillating colours...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				confuse_monster(dir, 20);
				break;
			}

			case ACT_IDENTIFY:
			{
				msg_format("Your %s glows yellow...", o_name);
				if (!ident_spell()) return FALSE;
				break;
			}

			case ACT_PROBE:
			{
				msg_format("Your %s glows brightly...", o_name);
				probing();
				break;
			}

			case ACT_DRAIN_LIFE1:
			{
				msg_format("Your %s glows white...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				drain_life(dir, 90);
				break;
			}

			case ACT_FIREBRAND:
			{
				msg_format("Your %s glows deep red...", o_name);
				(void)brand_bolts();
				break;
			}

			case ACT_STARLIGHT:
			{
				msg_format("Your %s glows with the light of a thousand stars...", o_name);
				for (k = 0; k < 8; k++) strong_lite_line(ddd[k]);
				break;
			}

			case ACT_MANA_BOLT:
			{
				msg_format("Your %s glows white...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_MANA, dir, damroll(12, 8));
				break;
			}

			case ACT_BERSERKER:
			{
				msg_format("Your %s glows in anger...", o_name);
				set_shero(p_ptr->shero + randint(50) + 50);
				break;
			}
		}

		/* Set the recharge time */
		if (a_ptr->randtime)
			o_ptr->timeout = a_ptr->time + (byte)randint(a_ptr->randtime);
		else
			o_ptr->timeout = a_ptr->time;

		/* Window stuff */
		p_ptr->window |= (PW_INVEN | PW_EQUIP);

		/* Done */
		return FALSE;
	}


	/* Hack -- Dragon Scale Mail can be activated as well */
	if (o_ptr->tval == TV_DRAG_ARMOR)
	{
		/* Get a direction for breathing (or abort) */
		if (!get_aim_dir(&dir)) return FALSE;

		/* Branch on the sub-type */
		switch (o_ptr->sval)
		{
			case SV_DRAGON_BLUE:
			{
				msg_print("You breathe lightning.");
				fire_ball(GF_ELEC, dir, 100, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_WHITE:
			{
				msg_print("You breathe frost.");
				fire_ball(GF_COLD, dir, 110, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_BLACK:
			{
				msg_print("You breathe acid.");
				fire_ball(GF_ACID, dir, 130, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_GREEN:
			{
				msg_print("You breathe poison gas.");
				fire_ball(GF_POIS, dir, 150, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_RED:
			{
				msg_print("You breathe fire.");
				fire_ball(GF_FIRE, dir, 200, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_MULTIHUED:
			{
				chance = rand_int(5);
				msg_format("You breathe %s.",
				           ((chance == 1) ? "lightning" :
				            ((chance == 2) ? "frost" :
				             ((chance == 3) ? "acid" :
				              ((chance == 4) ? "poison gas" : "fire")))));
				fire_ball(((chance == 1) ? GF_ELEC :
				           ((chance == 2) ? GF_COLD :
				            ((chance == 3) ? GF_ACID :
				             ((chance == 4) ? GF_POIS : GF_FIRE)))),
				          dir, 250, 2);
				o_ptr->timeout = rand_int(225) + 225;
				break;
			}

			case SV_DRAGON_BRONZE:
			{
				msg_print("You breathe confusion.");
				fire_ball(GF_CONFUSION, dir, 120, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_GOLD:
			{
				msg_print("You breathe sound.");
				fire_ball(GF_SOUND, dir, 130, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_CHAOS:
			{
				chance = rand_int(2);
				msg_format("You breathe %s.",
				           ((chance == 1 ? "chaos" : "disenchantment")));
				fire_ball((chance == 1 ? GF_CHAOS : GF_DISENCHANT),
				          dir, 220, 2);
				o_ptr->timeout = rand_int(300) + 300;
				break;
			}

			case SV_DRAGON_LAW:
			{
				chance = rand_int(2);
				msg_format("You breathe %s.",
				           ((chance == 1 ? "sound" : "shards")));
				fire_ball((chance == 1 ? GF_SOUND : GF_SHARD),
				          dir, 230, 2);
				o_ptr->timeout = rand_int(300) + 300;
				break;
			}

			case SV_DRAGON_BALANCE:
			{
				chance = rand_int(4);
				msg_format("You breathe %s.",
				           ((chance == 1) ? "chaos" :
				            ((chance == 2) ? "disenchantment" :
				             ((chance == 3) ? "sound" : "shards"))));
				fire_ball(((chance == 1) ? GF_CHAOS :
				           ((chance == 2) ? GF_DISENCHANT :
				            ((chance == 3) ? GF_SOUND : GF_SHARD))),
				          dir, 250, 2);
				o_ptr->timeout = rand_int(300) + 300;
				break;
			}

			case SV_DRAGON_SHINING:
			{
				chance = rand_int(2);
				msg_format("You breathe %s.",
				           ((chance == 0 ? "light" : "darkness")));
				fire_ball((chance == 0 ? GF_LITE : GF_DARK), dir, 200, 2);
				o_ptr->timeout = rand_int(300) + 300;
				break;
			}

			case SV_DRAGON_POWER:
			{
				msg_print("You breathe the elements.");
				fire_ball(GF_MISSILE, dir, 300, 2);
				o_ptr->timeout = rand_int(300) + 300;
				break;
			}
		}

		/* Window stuff */
		p_ptr->window |= (PW_INVEN | PW_EQUIP);

		/* Success */
		return FALSE;
	}

	/* Hack -- some Rings can be activated for double resist and element ball */
	if (o_ptr->tval == TV_RING)
	{
		/* Get a direction for firing (or abort) */
		if (!get_aim_dir(&dir)) return FALSE;

		/* Branch on the sub-type */
		switch (o_ptr->sval)
		{
			case SV_RING_ACID:
			{
				fire_ball(GF_ACID, dir, 70, 2);
				set_oppose_acid(p_ptr->oppose_acid + randint(20) + 20);
				o_ptr->timeout = rand_int(50) + 50;
				break;
			}

			case SV_RING_FLAMES:
			{
				fire_ball(GF_FIRE, dir, 80, 2);
				set_oppose_fire(p_ptr->oppose_fire + randint(20) + 20);
				o_ptr->timeout = rand_int(50) + 50;
				break;
			}

			case SV_RING_ICE:
			{
				fire_ball(GF_COLD, dir, 75, 2);
				set_oppose_cold(p_ptr->oppose_cold + randint(20) + 20);
				o_ptr->timeout = rand_int(50) + 50;
				break;
			}

			case SV_RING_LIGHTNING:
			{
				fire_ball(GF_ELEC, dir, 85, 2);
				set_oppose_elec(p_ptr->oppose_elec + randint(20) + 20);
				o_ptr->timeout = rand_int(50) + 50;
				break;
			}
		}

		/* Window stuff */
		p_ptr->window |= (PW_EQUIP);

		/* Success */
		return FALSE;
	}

	/* Mistake */
	msg_print("Oops.  That object cannot be activated.");

	/* Not used up */
	return (FALSE);
}
コード例 #2
0
ファイル: effects.c プロジェクト: konijn/angband
/*
 * 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;
}
コード例 #3
0
/*
 * Activate a wielded object.  Wielded objects never stack.
 * And even if they did, activatable objects never stack.
 *
 * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated.
 * But one could, for example, easily make an activatable "Ring of Plasma".
 *
 * Note that it always takes a turn to activate an artifact, even if
 * the user hits "escape" at the "direction" prompt.
 */
static bool activate_object(object_type *o_ptr, bool *ident)
{
	int k, dir, i, chance, rod;
	char o_name[80];

	/* Get the basic name of the object */
	rod = object_desc(o_name, sizeof(o_name), o_ptr, FALSE, 0, PAD_IMEN);

	/* Check the recharge */
	if (o_ptr->timeout)
	{
		msg_format("Он%s светится и затухает...",
			(rod == ROD_M ? "" : rod == ROD_F ? "а" : rod == ROD_N ? "о" : "и"));
		return FALSE;
	}

	/* Activate the artifact */
	message(MSG_ZAP, 0, "Вы активируете его...");

	/* Artifacts */
	if (o_ptr->name1)
	{
		artifact_type *a_ptr = &a_info[o_ptr->name1];

		switch (a_ptr->activation)
		{
			case ACT_ILLUMINATION:
			{
				msg_format("%s озаряется чистым светом...", o_name);
				lite_area(damroll(2, 15), 3);
				break;
			}

			case ACT_MAGIC_MAP:
			{
				msg_format("%s ярко сверкает...", o_name);
				map_area();
				break;
			}

			case ACT_CLAIRVOYANCE:
			{
				msg_format("%s светится глубоким зеленым...", o_name);
				wiz_lite();
				(void)detect_traps();
				(void)detect_doors();
				(void)detect_stairs();
				break;
			}

			case ACT_PROT_EVIL:
			{
				msg_format("%s издает протяжный стон...", o_name);
				k = 3 * p_ptr->lev;
				(void)set_protevil(p_ptr->protevil + randint(25) + k);
				break;
			}

			case ACT_DISP_EVIL:
			{
				msg_format("%s заполняет подземелье добром...", o_name);
				dispel_evil(p_ptr->lev * 5);
				break;
			}

			case ACT_HASTE2:
			{
				msg_format("%s ярко светится...", o_name);
				if (!p_ptr->fast)
				{
					(void)set_fast(randint(75) + 75);
				}
				else
				{
					(void)set_fast(p_ptr->fast + 5);
				}
				break;
			}

			case ACT_FIRE3:
			{
				msg_format("%s светится глубоким красным...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_FIRE, dir, 120, 3);
				break;
			}

			case ACT_FROST5:
			{
				msg_format("%s светится ярко-белым...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_COLD, dir, 200, 3);
				break;
			}

			case ACT_ELEC2:
			{
				msg_format("%s светится глубоким синим...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_ELEC, dir, 250, 3);
				break;
			}

			case ACT_BIZZARE:
			{
				msg_format("%s светится черным...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				ring_of_power(dir);
				break;
			}


			case ACT_STAR_BALL:
			{
				msg_format("%s окружается молнией...", o_name);
				for (i = 0; i < 8; i++) fire_ball(GF_ELEC, ddd[i], 150, 3);
				break;
			}

			case ACT_RAGE_BLESS_RESIST:
			{
				msg_format("%s светится всеми цветами...", o_name);
				(void)hp_player(30);
				(void)set_afraid(0);
				(void)set_shero(p_ptr->shero + randint(50) + 50);
				(void)set_blessed(p_ptr->blessed + randint(50) + 50);
				(void)set_oppose_acid(p_ptr->oppose_acid + randint(50) + 50);
				(void)set_oppose_elec(p_ptr->oppose_elec + randint(50) + 50);
				(void)set_oppose_fire(p_ptr->oppose_fire + randint(50) + 50);
				(void)set_oppose_cold(p_ptr->oppose_cold + randint(50) + 50);
				(void)set_oppose_pois(p_ptr->oppose_pois + randint(50) + 50);
				break;
			}

			case ACT_HEAL2:
			{
				msg_format("%s светится ярким белым...", o_name);
				msg_print("Вы чувствуете себя намного лучше...");
				(void)hp_player(1000);
				(void)set_cut(0);
				break;
			}

			case ACT_PHASE:
			{
				msg_format("%s искривляет пространство вокруг вас...", o_name);
				teleport_player(10);
				break;
			}

			case ACT_BANISHMENT:
			{
				msg_format("%s светится угрожающим синим...", o_name);
				if (!banishment()) return FALSE;
				break;
			}

			case ACT_TRAP_DOOR_DEST:
			{
				msg_format("%s светится ярко-красным...", o_name);
				destroy_doors_touch();
				break;
			}

			case ACT_DETECT:
			{
				msg_format("%s светится лучистым белым...", o_name);
				msg_print("Изображение формируется в вашей голове...");
				detect_all();
				break;
			}

			case ACT_HEAL1:
			{
				msg_format("%s светится спокойным синим...", o_name);
				msg_print("Вы чувствуете теплое покалывание...");
				(void)hp_player(500);
				(void)set_cut(0);
				break;
			}

			case ACT_RESIST:
			{
				msg_format("%s светится цветами радуги...", o_name);
				(void)set_oppose_acid(p_ptr->oppose_acid + randint(20) + 20);
				(void)set_oppose_elec(p_ptr->oppose_elec + randint(20) + 20);
				(void)set_oppose_fire(p_ptr->oppose_fire + randint(20) + 20);
				(void)set_oppose_cold(p_ptr->oppose_cold + randint(20) + 20);
				(void)set_oppose_pois(p_ptr->oppose_pois + randint(20) + 20);
				break;
			}

			case ACT_SLEEP:
			{
				msg_format("%s светится ярко-синим...", o_name);
				sleep_monsters_touch();
				break;
			}

			case ACT_RECHARGE1:
			{
				msg_format("%s светится ярко-желтым...", o_name);
				recharge(60);
				break;
			}

			case ACT_TELEPORT:
			{
				msg_format("%s распрямляет пространство вокруг вас...", o_name);
				teleport_player(100);
				break;
			}

			case ACT_RESTORE_LIFE:
			{
				msg_format("%s светится спокойным красным...", o_name);
				restore_level();
				break;
			}

			case ACT_MISSILE:
			{
				msg_format("%s ярко горит...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_MISSILE, dir, damroll(2, 6));
				break;
			}

			case ACT_FIRE1:
			{
				msg_format("%s покрывается пламенем...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_FIRE, dir, damroll(9, 8));
				break;
			}

			case ACT_FROST1:
			{
				msg_format("%s излучает холод...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_COLD, dir, damroll(6, 8));
				break;
			}

			case ACT_LIGHTNING_BOLT:
			{
				msg_format("%s сыплет искрамиs...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_ELEC, dir, damroll(4, 8));
				break;
			}

			case ACT_ACID1:
			{
				msg_format("%s покрывается кислотой...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_ACID, dir, damroll(5, 8));
				break;
			}

			case ACT_ARROW:
			{
				msg_format("%s покрывается шипами...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_ARROW, dir, 150);
				break;
			}

			case ACT_HASTE1:
			{
				msg_format("%s светится ярко-зеленым...", o_name);
				if (!p_ptr->fast)
				{
					(void)set_fast(randint(20) + 20);
				}
				else
				{
					(void)set_fast(p_ptr->fast + 5);
				}
				break;
			}

			case ACT_REM_FEAR_POIS:
			{
				msg_format("%s вспыхивает синим...", o_name);
				(void)set_afraid(0);
				(void)set_poisoned(0);
				break;
			}

			case ACT_STINKING_CLOUD:
			{
				msg_format("%s светится ядовито-зеленым...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_POIS, dir, 12, 3);
				break;
			}

			case ACT_FROST2:
			{
				msg_format("%s покрывается инеем...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_COLD, dir, 48, 2);
				break;
			}

			case ACT_FROST4:
			{
				msg_format("%s горит бледно-синим...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_COLD, dir, damroll(12, 8));
				break;
			}

			case ACT_FROST3:
			{
				msg_format("%s светится насыщенным синим...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_COLD, dir, 100, 2);
				break;
			}

			case ACT_FIRE2:
			{
				msg_format("%s пылает огнем...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_ball(GF_FIRE, dir, 72, 2);
				break;
			}

			case ACT_DRAIN_LIFE2:
			{
				msg_format("%s светится черным...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				drain_life(dir, 120);
				break;
			}

			case ACT_STONE_TO_MUD:
			{
				msg_format("%s пульсирует...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				wall_to_mud(dir);
				break;
			}

			case ACT_MASS_BANISHMENT:
			{
				msg_format("%s издает протяжную ноту...", o_name);
				(void)mass_banishment();
				break;
			}

			case ACT_CURE_WOUNDS:
			{
				msg_format("%s светится глубоким фиолетовым...", o_name);
				hp_player(damroll(4, 8));
				(void)set_cut((p_ptr->cut / 2) - 50);
				break;
			}

			case ACT_TELE_AWAY:
			{
				msg_format("%s вспыхивает глубоким красным...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				teleport_monster(dir);
				break;
			}

			case ACT_WOR:
			{
				msg_format("%s светится мягким белым...", o_name);
				set_recall();
				break;
			}

			case ACT_CONFUSE:
			{
				msg_format("%s светится странными цветами...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				confuse_monster(dir, 20);
				break;
			}

			case ACT_IDENTIFY:
			{
				msg_format("%s вспыхивает желтым...", o_name);
				if (!ident_spell()) return FALSE;
				break;
			}

			case ACT_PROBE:
			{
				msg_format("%s ярко загорается...", o_name);
				probing();
				break;
			}

			case ACT_DRAIN_LIFE1:
			{
				msg_format("%s горит белым...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				drain_life(dir, 90);
				break;
			}

			case ACT_FIREBRAND:
			{
				msg_format("%s светится огненно-красным...", o_name);
				(void)brand_bolts();
				break;
			}

			case ACT_STARLIGHT:
			{
				msg_format("%s вспыхивает светом тысячи звезд...", o_name);
				for (k = 0; k < 8; k++) strong_lite_line(ddd[k]);
				break;
			}

			case ACT_MANA_BOLT:
			{
				msg_format("%s светится белым...", o_name);
				if (!get_aim_dir(&dir)) return FALSE;
				fire_bolt(GF_MANA, dir, damroll(12, 8));
				break;
			}

			case ACT_BERSERKER:
			{
				msg_format("%s горит яростью...", o_name);
				set_shero(p_ptr->shero + randint(50) + 50);
				break;
			}
		}

		/* Set the recharge time */
		if (a_ptr->randtime)
			o_ptr->timeout = a_ptr->time + (byte)randint(a_ptr->randtime);
		else
			o_ptr->timeout = a_ptr->time;

		/* Window stuff */
		p_ptr->window |= (PW_INVEN | PW_EQUIP);

		/* Done */
		return FALSE;
	}


	/* Hack -- Dragon Scale Mail can be activated as well */
	if (o_ptr->tval == TV_DRAG_ARMOR)
	{
		/* Get a direction for breathing (or abort) */
		if (!get_aim_dir(&dir)) return FALSE;

		/* Branch on the sub-type */
		switch (o_ptr->sval)
		{
			case SV_DRAGON_BLUE:
			{
				msg_print("Вы дышите молнией.");
				fire_ball(GF_ELEC, dir, 100, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_WHITE:
			{
				msg_print("Вы дышите холодом.");
				fire_ball(GF_COLD, dir, 110, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_BLACK:
			{
				msg_print("Вы дышите кислотой.");
				fire_ball(GF_ACID, dir, 130, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_GREEN:
			{
				msg_print("Вы дышите ядовитым газом.");
				fire_ball(GF_POIS, dir, 150, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_RED:
			{
				msg_print("Вы дышите огнем.");
				fire_ball(GF_FIRE, dir, 200, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_MULTIHUED:
			{
				chance = rand_int(5);
				msg_format("Вы дышите %s.",
				           ((chance == 1) ? "молнией" :
				            ((chance == 2) ? "холодом" :
				             ((chance == 3) ? "кислотой" :
				              ((chance == 4) ? "ядовитым газом" : "огнем")))));
				fire_ball(((chance == 1) ? GF_ELEC :
				           ((chance == 2) ? GF_COLD :
				            ((chance == 3) ? GF_ACID :
				             ((chance == 4) ? GF_POIS : GF_FIRE)))),
				          dir, 250, 2);
				o_ptr->timeout = rand_int(225) + 225;
				break;
			}

			case SV_DRAGON_BRONZE:
			{
				msg_print("Вы дышите контузией.");
				fire_ball(GF_CONFUSION, dir, 120, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_GOLD:
			{
				msg_print("Вы дышите звуком.");
				fire_ball(GF_SOUND, dir, 130, 2);
				o_ptr->timeout = rand_int(450) + 450;
				break;
			}

			case SV_DRAGON_CHAOS:
			{
				chance = rand_int(2);
				msg_format("Вы дышите %s.",
				           ((chance == 1 ? "хаосом" : "антимагией")));
				fire_ball((chance == 1 ? GF_CHAOS : GF_DISENCHANT),
				          dir, 220, 2);
				o_ptr->timeout = rand_int(300) + 300;
				break;
			}

			case SV_DRAGON_LAW:
			{
				chance = rand_int(2);
				msg_format("Вы дышите %s.",
				           ((chance == 1 ? "звуком" : "осколками")));
				fire_ball((chance == 1 ? GF_SOUND : GF_SHARD),
				          dir, 230, 2);
				o_ptr->timeout = rand_int(300) + 300;
				break;
			}

			case SV_DRAGON_BALANCE:
			{
				chance = rand_int(4);
				msg_format("Вы дышите %s.",
				           ((chance == 1) ? "хаосом" :
				            ((chance == 2) ? "антимагией" :
				             ((chance == 3) ? "звуком" : "осколками"))));
				fire_ball(((chance == 1) ? GF_CHAOS :
				           ((chance == 2) ? GF_DISENCHANT :
				            ((chance == 3) ? GF_SOUND : GF_SHARD))),
				          dir, 250, 2);
				o_ptr->timeout = rand_int(300) + 300;
				break;
			}

			case SV_DRAGON_SHINING:
			{
				chance = rand_int(2);
				msg_format("Вы дышите %s.",
				           ((chance == 0 ? "светом" : "темнотой")));
				fire_ball((chance == 0 ? GF_LITE : GF_DARK), dir, 200, 2);
				o_ptr->timeout = rand_int(300) + 300;
				break;
			}

			case SV_DRAGON_POWER:
			{
				msg_print("Вы дышите элементами.");
				fire_ball(GF_MISSILE, dir, 300, 2);
				o_ptr->timeout = rand_int(300) + 300;
				break;
			}
		}

		/* Window stuff */
		p_ptr->window |= (PW_INVEN | PW_EQUIP);

		/* Success */
		return FALSE;
	}

	/* Hack -- some Rings can be activated for double resist and element ball */
	if (o_ptr->tval == TV_RING)
	{
		/* Get a direction for firing (or abort) */
		if (!get_aim_dir(&dir)) return FALSE;

		/* Branch on the sub-type */
		switch (o_ptr->sval)
		{
			case SV_RING_ACID:
			{
				fire_ball(GF_ACID, dir, 70, 2);
				set_oppose_acid(p_ptr->oppose_acid + randint(20) + 20);
				o_ptr->timeout = rand_int(50) + 50;
				break;
			}

			case SV_RING_FLAMES:
			{
				fire_ball(GF_FIRE, dir, 80, 2);
				set_oppose_fire(p_ptr->oppose_fire + randint(20) + 20);
				o_ptr->timeout = rand_int(50) + 50;
				break;
			}

			case SV_RING_ICE:
			{
				fire_ball(GF_COLD, dir, 75, 2);
				set_oppose_cold(p_ptr->oppose_cold + randint(20) + 20);
				o_ptr->timeout = rand_int(50) + 50;
				break;
			}

			case SV_RING_LIGHTNING:
			{
				fire_ball(GF_ELEC, dir, 85, 2);
				set_oppose_elec(p_ptr->oppose_elec + randint(20) + 20);
				o_ptr->timeout = rand_int(50) + 50;
				break;
			}
		}

		/* Window stuff */
		p_ptr->window |= (PW_EQUIP);

		/* Success */
		return FALSE;
	}

	/* Mistake */
	msg_print("Oops.  That object cannot be activated.");

	/* Not used up */
	return (FALSE);
}