Exemplo n.º 1
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;


	/* 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);
}
Exemplo n.º 2
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);
}