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+/* File: cmd6.c */
+
+/* Purpose: Object commands */
+
+/*
+ * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
+ *
+ * This software may be copied and distributed for educational, research, and
+ * not for profit purposes provided that this copyright and statement are
+ * included in all such copies.
+ */
+
+#include "angband.h"
+
+#include "spell_type.h"
+#include "hooks.h"
+
+/*
+ * Forward declare
+ */
+static bool_ activate_spell(object_type * o_ptr, byte choice);
+
+
+/*
+ * General function to find an item by its name
+ */
+cptr get_item_hook_find_obj_what;
+bool_ get_item_hook_find_obj(int *item)
+{
+ int i;
+ char buf[80];
+ char buf2[100];
+
+ strcpy(buf, "");
+ if (!get_string(get_item_hook_find_obj_what, buf, 79))
+ return FALSE;
+
+ for (i = 0; i < INVEN_TOTAL; i++)
+ {
+ object_type *o_ptr = &p_ptr->inventory[i];
+
+ if (!item_tester_okay(o_ptr)) continue;
+
+ object_desc(buf2, o_ptr, -1, 0);
+ if (!strcmp(buf, buf2))
+ {
+ *item = i;
+ return TRUE;
+ }
+ }
+ return FALSE;
+}
+
+
+/*
+ * This file includes code for eating food, drinking potions,
+ * reading scrolls, aiming wands, using staffs, zapping rods,
+ * and activating artifacts.
+ *
+ * In all cases, if the player becomes "aware" of the item's use
+ * by testing it, mark it as "aware" and reward some experience
+ * based on the object's level, always rounding up. If the player
+ * remains "unaware", mark that object "kind" as "tried".
+ *
+ * This code now correctly handles the unstacking of wands, staffs,
+ * and rods. Note the overly paranoid warning about potential pack
+ * overflow, which allows the player to use and drop a stacked item.
+ *
+ * In all "unstacking" scenarios, the "used" object is "carried" as if
+ * the player had just picked it up. In particular, this means that if
+ * the use of an item induces pack overflow, that item will be dropped.
+ *
+ * For simplicity, these routines induce a full "pack reorganization"
+ * which not only combines similar items, but also reorganizes various
+ * items to obey the current "sorting" method. This may require about
+ * 400 item comparisons, but only occasionally.
+ *
+ * There may be a BIG problem with any "effect" that can cause "changes"
+ * to the p_ptr->inventory. For example, a "scroll of recharging" can cause
+ * a wand/staff to "disappear", moving the p_ptr->inventory up. Luckily, the
+ * scrolls all appear BEFORE the staffs/wands, so this is not a problem.
+ * But, for example, a "staff of recharging" could cause MAJOR problems.
+ * In such a case, it will be best to either (1) "postpone" the effect
+ * until the end of the function, or (2) "change" the effect, say, into
+ * giving a staff "negative" charges, or "turning a staff into a stick".
+ * It seems as though a "rod of recharging" might in fact cause problems.
+ * The basic problem is that the act of recharging (and destroying) an
+ * item causes the inducer of that action to "move", causing "o_ptr" to
+ * no longer point at the correct item, with horrifying results.
+ *
+ * Note that food/potions/scrolls no longer use bit-flags for effects,
+ * but instead use the "sval" (which is also used to sort the objects).
+ */
+
+
+/*
+ * Determine the effects of eating a corpse. A corpse can be
+ * eaten whole or cut into pieces for later.
+ */
+static void corpse_effect(object_type *o_ptr, bool_ cutting)
+{
+ monster_race *r_ptr = &r_info[o_ptr->pval2];
+
+ /* Assume no bad effects */
+ bool_ harmful = FALSE;
+
+ byte method, effect, d_dice, d_side;
+
+ int i, dam, idam = 0, mdam, brpow, brdam = 0;
+
+
+ /* How much of the monster's breath attack remains */
+ if (o_ptr->pval <= r_ptr->weight)
+ {
+ brpow = 0;
+ }
+ else
+ {
+ brpow = (o_ptr->pval - r_ptr->weight) / 5;
+ if (brpow > (r_ptr->weight / 5)) brpow = r_ptr->weight / 5;
+ }
+
+ if (o_ptr->weight <= 0) o_ptr->weight = 1;
+ if (o_ptr->pval <= 0) o_ptr->pval = 1;
+
+ /*
+ * The breath is only discharged by accident or by slicing off pieces
+ * of meat, and only by corpses.
+ */
+ if ((o_ptr->sval != SV_CORPSE_CORPSE) ||
+ (rand_int(o_ptr->weight / 5) && !cutting)) brpow = 0;
+
+ /* Immediate effects - poison, acid, fire, etc. */
+ if (!cutting)
+ {
+ for (i = 0; i < 4; i++)
+ {
+ /* skip empty blow slot */
+ if (!r_ptr->blow[i].method) continue;
+
+ method = r_ptr->blow[i].method;
+ effect = r_ptr->blow[i].effect;
+ d_dice = r_ptr->blow[i].d_dice;
+ d_side = r_ptr->blow[i].d_side;
+ dam = damroll(d_dice, d_side) * o_ptr->pval / o_ptr->weight / 2;
+ idam = damroll(d_dice, d_side) *
+ ((o_ptr->weight / o_ptr->pval > 2) ?
+ o_ptr->weight / o_ptr->pval : 2);
+ mdam = maxroll(d_dice, d_side) * 2;
+
+ /* Analyse method */
+ switch (method)
+ {
+ /* Methods that are meaningless after death */
+ case RBM_BITE:
+ case RBM_STING:
+ case RBM_ENGULF:
+ case RBM_DROOL:
+ case RBM_SPIT:
+ case RBM_GAZE:
+ case RBM_WAIL:
+ case RBM_BEG:
+ case RBM_INSULT:
+ case RBM_MOAN:
+ {
+ continue;
+ }
+ }
+
+ /* Analyse effect */
+ switch (effect)
+ {
+ /* Effects that are meaningless after death */
+ case RBE_HURT:
+ case RBE_UN_BONUS:
+ case RBE_UN_POWER:
+ case RBE_EAT_GOLD:
+ case RBE_EAT_ITEM:
+ case RBE_EAT_FOOD:
+ case RBE_EAT_LITE:
+ case RBE_ELEC:
+ case RBE_COLD:
+ case RBE_SHATTER:
+ {
+ break;
+ }
+
+ case RBE_POISON:
+ {
+ if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
+ {
+ set_poisoned(p_ptr->poisoned + dam + idam + 10);
+ harmful = TRUE;
+ }
+
+ break;
+ }
+
+ case RBE_ACID:
+ {
+ /* Total Immunity */
+ if (!(p_ptr->immune_acid || (dam <= 0)))
+ {
+ /* Resist the damage */
+ if (p_ptr->resist_acid) dam = (dam + 2) / 3;
+ if (p_ptr->oppose_acid) dam = (dam + 2) / 3;
+
+ /* Take damage */
+ take_hit(dam, "acidic food");
+ harmful = TRUE;
+ }
+ else
+ {
+ set_oppose_acid(p_ptr->oppose_acid + idam);
+ }
+
+ break;
+ }
+
+ case RBE_FIRE:
+ {
+ /* Totally immune */
+ if (p_ptr->immune_fire || (dam <= 0))
+ {
+ /* Resist the damage */
+ if (p_ptr->resist_fire) dam = (dam + 2) / 3;
+ if (p_ptr->oppose_fire) dam = (dam + 2) / 3;
+
+ /* Take damage */
+ take_hit(dam, "a fiery meal");
+ harmful = TRUE;
+ }
+ else
+ {
+ set_oppose_fire(p_ptr->oppose_fire + idam);
+ }
+
+ break;
+ }
+
+ case RBE_BLIND:
+ {
+ if (!p_ptr->resist_blind)
+ {
+ set_blind(p_ptr->blind + dam * 2 + idam * 2 + 20);
+ }
+
+ break;
+ }
+
+ case RBE_CONFUSE:
+ {
+ if (!p_ptr->resist_conf)
+ {
+ set_confused(p_ptr->confused + dam + idam + 10);
+ }
+ if (!p_ptr->resist_chaos && rand_int(mdam - dam))
+ {
+ set_image(p_ptr->image + dam * 10 + idam * 10 + 100);
+ }
+
+ break;
+ }
+
+ case RBE_HALLU:
+ {
+ if (!p_ptr->resist_chaos && rand_int(mdam - dam))
+ {
+ set_image(p_ptr->image + dam * 10 + idam * 10 + 50);
+ }
+
+ break;
+ }
+
+ case RBE_TERRIFY:
+ {
+ if (!p_ptr->resist_fear)
+ {
+ set_afraid(p_ptr->afraid + dam + idam + 10);
+ }
+
+ break;
+ }
+
+ case RBE_PARALYZE:
+ {
+ if (!p_ptr->free_act)
+ {
+ set_paralyzed(dam + idam + 10);
+ }
+
+ break;
+ }
+
+ case RBE_LOSE_STR:
+ {
+ do_dec_stat(A_STR, STAT_DEC_NORMAL);
+
+ break;
+ }
+
+ case RBE_LOSE_INT:
+ {
+ do_dec_stat(A_INT, STAT_DEC_NORMAL);
+
+ break;
+ }
+
+ case RBE_LOSE_WIS:
+ {
+ do_dec_stat(A_WIS, STAT_DEC_NORMAL);
+
+ break;
+ }
+
+ case RBE_LOSE_DEX:
+ {
+ do_dec_stat(A_DEX, STAT_DEC_NORMAL);
+
+ break;
+ }
+
+ case RBE_LOSE_CON:
+ {
+ do_dec_stat(A_CON, STAT_DEC_NORMAL);
+
+ break;
+ }
+
+ case RBE_LOSE_CHR:
+ {
+ do_dec_stat(A_CHR, STAT_DEC_NORMAL);
+
+ break;
+ }
+
+ /* Don't eat Morgoth's corpse :) */
+ case RBE_LOSE_ALL:
+ {
+ do_dec_stat(A_STR, STAT_DEC_NORMAL);
+ do_dec_stat(A_INT, STAT_DEC_NORMAL);
+ do_dec_stat(A_WIS, STAT_DEC_NORMAL);
+ do_dec_stat(A_DEX, STAT_DEC_NORMAL);
+ do_dec_stat(A_CON, STAT_DEC_NORMAL);
+ do_dec_stat(A_CHR, STAT_DEC_NORMAL);
+ o_ptr->pval = 1;
+
+ break;
+ }
+
+ case RBE_SANITY:
+ {
+ msg_print("You feel your sanity slipping away!");
+ take_sanity_hit(dam, "eating an insane monster");
+
+ break;
+ }
+
+ /* Unlife is bad to eat */
+ case RBE_EXP_10:
+ {
+ msg_print("A black aura surrounds the corpse!");
+
+ if (p_ptr->hold_life && (rand_int(100) < 50))
+ {
+ msg_print("You keep hold of your life force!");
+ }
+ else
+ {
+ s32b d = damroll(10, 6) +
+ (p_ptr->exp / 100) * MON_DRAIN_LIFE;
+
+ if (p_ptr->hold_life)
+ {
+ msg_print("You feel your life slipping away!");
+ lose_exp(d / 10);
+ }
+ else
+ {
+ msg_print("You feel your life draining away!");
+ lose_exp(d);
+ }
+ }
+
+ o_ptr->pval = 1;
+
+ break;
+ }
+
+ case RBE_EXP_20:
+ {
+ msg_print("A black aura surrounds the corpse!");
+
+ if (p_ptr->hold_life && (rand_int(100) < 50))
+ {
+ msg_print("You keep hold of your life force!");
+ }
+ else
+ {
+ s32b d = damroll(20, 6) +
+ (p_ptr->exp / 100) * MON_DRAIN_LIFE;
+
+ if (p_ptr->hold_life)
+ {
+ msg_print("You feel your life slipping away!");
+ lose_exp(d / 10);
+ }
+ else
+ {
+ msg_print("You feel your life draining away!");
+ lose_exp(d);
+ }
+ }
+
+ o_ptr->pval = 1;
+
+ break;
+ }
+
+ case RBE_EXP_40:
+ {
+ msg_print("A black aura surrounds the corpse!");
+
+ if (p_ptr->hold_life && (rand_int(100) < 50))
+ {
+ msg_print("You keep hold of your life force!");
+ }
+ else
+ {
+ s32b d = damroll(40, 6) +
+ (p_ptr->exp / 100) * MON_DRAIN_LIFE;
+
+ if (p_ptr->hold_life)
+ {
+ msg_print("You feel your life slipping away!");
+ lose_exp(d / 10);
+ }
+ else
+ {
+ msg_print("You feel your life draining away!");
+ lose_exp(d);
+ }
+ }
+
+ o_ptr->pval = 1;
+
+ break;
+ }
+
+ case RBE_EXP_80:
+ {
+ msg_print("A black aura surrounds the corpse!");
+
+ if (p_ptr->hold_life && (rand_int(100) < 50))
+ {
+ msg_print("You keep hold of your life force!");
+ }
+ else
+ {
+ s32b d = damroll(80, 6) +
+ (p_ptr->exp / 100) * MON_DRAIN_LIFE;
+
+ if (p_ptr->hold_life)
+ {
+ msg_print("You feel your life slipping away!");
+ lose_exp(d / 10);
+ }
+ else
+ {
+ msg_print("You feel your life draining away!");
+ lose_exp(d);
+ }
+ }
+
+ o_ptr->pval = 1;
+
+ break;
+ }
+ }
+ }
+ } /* if (!cutting) */
+
+
+ /*
+ * The organ that supplies breath attacks is not
+ * immediately emptied upon death, although some types
+ * of breath have no effect.
+ * AMHD's make rather risky meals, and deadly snacks.
+ */
+
+ /* Acid */
+ if (r_ptr->flags4 & RF4_BR_ACID && brpow > 0)
+ {
+ brdam = ((brpow / 3) > 1600 ? 1600 : (brpow / 3));
+
+ msg_print("You are hit by a gush of acid!");
+
+ /* Total Immunity */
+ if (!(p_ptr->immune_acid || (brdam <= 0)))
+ {
+ /* Take damage */
+ acid_dam(brdam, "a gush of acid");
+ harmful = TRUE;
+ }
+ o_ptr->pval = 1;
+ }
+ else if (r_ptr->flags4 & RF4_BR_ACID)
+ {
+ set_oppose_acid(p_ptr->oppose_acid + rand_int(10) + 10);
+ }
+
+ /* Electricity */
+ if (r_ptr->flags4 & RF4_BR_ELEC && brpow > 0)
+ {
+ brdam = ((brpow / 3) > 1600 ? 1600 : (brpow / 3));
+
+ msg_print("You receive a heavy shock!");
+
+ /* Total Immunity */
+ if (!(p_ptr->immune_elec || (brdam <= 0)))
+ {
+ /* Take damage */
+ elec_dam(brdam, "an electric shock");
+ harmful = TRUE;
+ }
+ o_ptr->weight = o_ptr->weight - brpow;
+ o_ptr->pval = o_ptr->weight;
+ }
+ else if (r_ptr->flags4 & RF4_BR_ELEC)
+ {
+ set_oppose_elec(p_ptr->oppose_elec + rand_int(10) + 10);
+ }
+
+ /* Fire */
+ if (r_ptr->flags4 & RF4_BR_FIRE && brpow > 0)
+ {
+ brdam = ((brpow / 3) > 1600 ? 1600 : (brpow / 3));
+
+ msg_print("Roaring flames engulf you!");
+
+ /* Total Immunity */
+ if (!(p_ptr->immune_fire || (brdam <= 0)))
+ {
+ /* Take damage */
+ fire_dam(brdam, "an explosion");
+ harmful = TRUE;
+ }
+ o_ptr->pval = 1;
+ }
+ else if (r_ptr->flags4 & RF4_BR_FIRE)
+ {
+ set_oppose_fire(p_ptr->oppose_fire + rand_int(10) + 10);
+ }
+
+ /* Cold */
+ if (r_ptr->flags4 & RF4_BR_COLD && brpow > 0)
+ {
+ brdam = ((brpow / 3) > 1600 ? 1600 : (brpow / 3));
+
+ msg_print("You are caught in a freezing liquid!");
+
+ /* Total Immunity */
+ if (!(p_ptr->immune_cold || (brdam <= 0)))
+ {
+ /* Take damage */
+ cold_dam(brdam, "a chilling blast");
+ harmful = TRUE;
+ }
+ o_ptr->weight = o_ptr->weight - brpow;
+ o_ptr->pval = o_ptr->weight;
+ }
+ else if (r_ptr->flags4 & RF4_BR_COLD)
+ {
+ set_oppose_cold(p_ptr->oppose_cold + rand_int(10) + 10);
+ }
+
+ /* Poison */
+ if (r_ptr->flags4 & RF4_BR_POIS && brpow > 0)
+ {
+ brdam = ((brpow / 3) > 800 ? 800 : (brpow / 3));
+
+ msg_print("You are surrounded by toxic gases!");
+
+ /* Resist the damage */
+ if (p_ptr->resist_pois) brdam = (brdam + 2) / 3;
+ if (p_ptr->oppose_pois) brdam = (brdam + 2) / 3;
+
+ if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
+ {
+ (void)set_poisoned(p_ptr->poisoned + rand_int(brdam) + 10);
+ }
+
+ /* Take damage */
+ take_hit(brdam, "toxic gases");
+ o_ptr->weight = o_ptr->weight - brpow;
+ o_ptr->pval = o_ptr->weight;
+ harmful = TRUE;
+ }
+
+ /* Nether */
+ if (r_ptr->flags4 & RF4_BR_NETH && brpow > 0)
+ {
+ brdam = ((brpow / 6) > 550 ? 550 : (brpow / 6));
+
+ msg_print("A black aura surrounds the corpse!");
+
+ if (p_ptr->resist_neth)
+ {
+ brdam *= 6;
+ brdam /= (randint(6) + 6);
+ }
+ else
+ {
+ if (p_ptr->hold_life && (rand_int(100) < 75))
+ {
+ msg_print("You keep hold of your life force!");
+ }
+ else if (p_ptr->hold_life)
+ {
+ msg_print("You feel your life slipping away!");
+ lose_exp(200 + (p_ptr->exp / 1000) * MON_DRAIN_LIFE);
+ }
+ else
+ {
+ msg_print("You feel your life draining away!");
+ lose_exp(200 + (p_ptr->exp / 100) * MON_DRAIN_LIFE);
+ }
+ }
+
+ /* Take damage */
+ take_hit(brdam, "an unholy blast");
+ harmful = TRUE;
+ o_ptr->weight = o_ptr->weight - brpow;
+ o_ptr->pval = o_ptr->weight;
+ }
+
+ /* Confusion */
+ if (r_ptr->flags4 & RF4_BR_CONF && brpow > 0)
+ {
+ msg_print("A strange liquid splashes on you!");
+
+ if (!p_ptr->resist_conf)
+ {
+ set_confused(p_ptr->confused + brdam + idam + 10);
+ }
+ o_ptr->weight = o_ptr->weight - brpow;
+ o_ptr->pval = o_ptr->weight;
+ }
+
+ /* Chaos */
+ if (r_ptr->flags4 & RF4_BR_CHAO && brpow > 0)
+ {
+ brdam = ((brpow / 6) > 600 ? 600 : (brpow / 6));
+
+ msg_print("A swirling cloud surrounds you!");
+
+ if (p_ptr->resist_chaos)
+ {
+ brdam *= 6;
+ brdam /= (randint(6) + 6);
+ }
+
+ if (!p_ptr->resist_conf)
+ {
+ (void)set_confused(p_ptr->confused + rand_int(20) + 10);
+ }
+
+ if (!p_ptr->resist_chaos)
+ {
+ (void)set_image(p_ptr->image + randint(10));
+ }
+
+ if (!p_ptr->resist_neth && !p_ptr->resist_chaos)
+ {
+ if (p_ptr->hold_life && (rand_int(100) < 75))
+ {
+ msg_print("You keep hold of your life force!");
+ }
+ else if (p_ptr->hold_life)
+ {
+ msg_print("You feel your life slipping away!");
+ lose_exp(500 + (p_ptr->exp / 1000) * MON_DRAIN_LIFE);
+ }
+ else
+ {
+ msg_print("You feel your life draining away!");
+ lose_exp(5000 + (p_ptr->exp / 100) * MON_DRAIN_LIFE);
+ }
+ }
+
+ /* Take damage */
+ take_hit(brdam, "chaotic forces");
+ o_ptr->pval = 1;
+ }
+
+ /* Disenchantment */
+ if (r_ptr->flags4 & RF4_BR_DISE && brpow > 0)
+ {
+ brdam = ((brpow / 6) > 500 ? 500 : (brpow / 6));
+
+ msg_print("You are blasted by raw mana!");
+
+ if (p_ptr->resist_disen)
+ {
+ brdam *= 6;
+ brdam /= (randint(6) + 6);
+ }
+ else
+ {
+ (void)apply_disenchant(0);
+ }
+
+ /* Take damage */
+ take_hit(brdam, "raw mana");
+ o_ptr->pval = 1;
+ }
+
+ /* Plasma */
+ if (r_ptr->flags4 & RF4_BR_PLAS && brpow > 0)
+ {
+ brdam = ((brpow / 6) > 150 ? 150 : (brpow / 6));
+
+ msg_print("Searing flames engulf the corpse!");
+
+ /* Resist the damage */
+ if (p_ptr->resist_fire || p_ptr->oppose_fire) brdam = (brdam + 2) / 3;
+
+ if (!p_ptr->resist_sound)
+ {
+ int k = (randint((brdam > 40) ? 35 : (brdam * 3 / 4 + 5)));
+ (void)set_stun(p_ptr->stun + k);
+ }
+
+ /* Take damage */
+ take_hit(brdam, "an explosion");
+ harmful = TRUE;
+ o_ptr->pval = 1;
+ }
+
+ /* Hack -- Jellies are immune to acid only if they are already acidic */
+ if (strchr("j", r_ptr->d_char) && (r_ptr->flags3 & RF3_IM_ACID))
+ {
+ dam = damroll(8, 8);
+
+ /* Total Immunity */
+ if (!(p_ptr->immune_acid || (dam <= 0)))
+ {
+ /* Resist the damage */
+ if (p_ptr->resist_acid) dam = (dam + 2) / 3;
+ if (p_ptr->oppose_acid) dam = (dam + 2) / 3;
+
+ /* Take damage */
+ take_hit(dam, "acidic food");
+ }
+ harmful = TRUE;
+ }
+
+ /*
+ * Hack -- Jellies, kobolds, spiders, icky things, molds, and mushrooms
+ * are immune to poison because their body already contains
+ * poisonous chemicals.
+ */
+ if (strchr("ijkmS,", r_ptr->d_char) && (r_ptr->flags3 & RF3_IM_POIS))
+ {
+ if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
+ {
+ set_poisoned(p_ptr->poisoned + rand_int(15) + 10);
+ }
+ harmful = TRUE;
+ }
+
+ /*
+ * Bad effects override good effects
+ * and hacked-up corpses lose intrinsics.
+ */
+ if (!harmful && !cutting && (o_ptr->sval != SV_CORPSE_MEAT))
+ {
+ if (r_ptr->flags3 & RF3_IM_ACID)
+ {
+ set_oppose_acid(p_ptr->oppose_acid + rand_int(10) + 10);
+ }
+ if (r_ptr->flags3 & RF3_IM_ELEC)
+ {
+ set_oppose_elec(p_ptr->oppose_elec + rand_int(10) + 10);
+ }
+ if (r_ptr->flags3 & RF3_IM_FIRE)
+ {
+ set_oppose_fire(p_ptr->oppose_fire + rand_int(10) + 10);
+ }
+ if (r_ptr->flags3 & RF3_IM_COLD)
+ {
+ set_oppose_cold(p_ptr->oppose_cold + rand_int(10) + 10);
+ }
+ if (r_ptr->flags3 & RF3_IM_POIS)
+ {
+ set_oppose_pois(p_ptr->oppose_pois + rand_int(10) + 10);
+ }
+ if (r_ptr->flags3 & RF3_RES_NETH)
+ {
+ set_protevil(p_ptr->protevil + rand_int(25) + 3 * r_ptr->level);
+ }
+ if (r_ptr->flags3 & RF3_RES_PLAS)
+ {
+ set_oppose_fire(p_ptr->oppose_fire + rand_int(20) + 20);
+ }
+ if (r_ptr->flags2 & RF2_SHAPECHANGER)
+ {
+ /* DGDGDG (void)set_mimic(20 , rand_int(MIMIC_VALAR)); */
+ }
+
+ if (r_ptr->flags3 & RF3_DEMON)
+ {
+ /* DGDGDG (void)set_mimic(30 , MIMIC_DEMON); */
+ }
+
+ if (r_ptr->flags3 & RF3_UNDEAD)
+ {
+ /* DGDGDG (void)set_mimic(30 , MIMIC_VAMPIRE); */
+ }
+
+ if (r_ptr->flags3 & RF3_NO_FEAR)
+ {
+ (void)set_afraid(0);
+ }
+ if (r_ptr->flags3 & RF3_NO_STUN)
+ {
+ (void)set_stun(0);
+ }
+ if (r_ptr->flags3 & RF3_NO_CONF)
+ {
+ (void)set_confused(0);
+ }
+ if (r_ptr->flags6 & RF6_S_THUNDERLORD)
+ {
+ summon_specific_friendly(p_ptr->py, p_ptr->px, dun_level, SUMMON_THUNDERLORD, FALSE);
+ }
+ if (r_ptr->flags6 & RF6_S_DEMON)
+ {
+ summon_specific_friendly(p_ptr->py, p_ptr->px, dun_level, SUMMON_DEMON, FALSE);
+ }
+ if (r_ptr->flags6 & RF6_S_KIN)
+ {
+ summon_specific_friendly(p_ptr->py, p_ptr->px, dun_level, SUMMON_KIN, FALSE);
+ }
+ if (r_ptr->flags6 & RF6_S_HI_DEMON)
+ {
+ summon_specific_friendly(p_ptr->py, p_ptr->px, dun_level, SUMMON_HI_DEMON, FALSE);
+ }
+ if (r_ptr->flags6 & RF6_S_MONSTER)
+ {
+ summon_specific_friendly(p_ptr->py, p_ptr->px, dun_level, 0, FALSE);
+ }
+ if (r_ptr->flags6 & RF6_S_MONSTERS)
+ {
+ int k;
+ for (k = 0; k < 8; k++)
+ {
+ summon_specific_friendly(p_ptr->py, p_ptr->px, dun_level, 0, FALSE);
+ }
+ }
+ if (r_ptr->flags6 & RF6_S_UNDEAD)
+ {
+ summon_specific_friendly(p_ptr->py, p_ptr->px, dun_level, SUMMON_UNDEAD, FALSE);
+ }
+ if (r_ptr->flags6 & RF6_S_DRAGON)
+ {
+ summon_specific_friendly(p_ptr->py, p_ptr->px, dun_level, SUMMON_DRAGON, FALSE);
+ }
+ if (r_ptr->flags6 & RF6_S_ANT)
+ {
+ summon_specific_friendly(p_ptr->py, p_ptr->px, dun_level, SUMMON_ANT, FALSE);
+ }
+ if (r_ptr->flags6 & RF6_S_SPIDER)
+ {
+ summon_specific_friendly(p_ptr->py, p_ptr->px, dun_level, SUMMON_SPIDER, FALSE);
+ }
+ if (r_ptr->flags6 & RF6_S_HOUND)
+ {
+ summon_specific_friendly(p_ptr->py, p_ptr->px, dun_level, SUMMON_HOUND, FALSE);
+ }
+ if (r_ptr->flags6 & RF6_S_HYDRA)
+ {
+ summon_specific_friendly(p_ptr->py, p_ptr->px, dun_level, SUMMON_HYDRA, FALSE);
+ }
+ if (r_ptr->flags6 & RF6_S_ANGEL)
+ {
+ summon_specific_friendly(p_ptr->py, p_ptr->px, dun_level, SUMMON_ANGEL, FALSE);
+ }
+ if (r_ptr->flags6 & RF6_S_HI_DRAGON)
+ {
+ summon_specific_friendly(p_ptr->py, p_ptr->px, dun_level, SUMMON_HI_DRAGON, FALSE);
+ }
+ if (r_ptr->flags6 & RF6_S_HI_UNDEAD)
+ {
+ summon_specific_friendly(p_ptr->py, p_ptr->px, dun_level, SUMMON_HI_UNDEAD, FALSE);
+ }
+ if (r_ptr->flags6 & RF6_S_WRAITH)
+ {
+ summon_specific_friendly(p_ptr->py, p_ptr->px, dun_level, SUMMON_WRAITH, FALSE);
+ }
+ if (r_ptr->flags6 & RF6_S_UNIQUE)
+ {
+ summon_specific_friendly(p_ptr->py, p_ptr->px, dun_level, SUMMON_UNIQUE, FALSE);
+ }
+ }
+}
+
+
+/*
+ * Hook to determine if an object is eatable
+ */
+static bool_ item_tester_hook_eatable(object_type *o_ptr)
+{
+ /* Foods and, well, corpses are edible */
+ if ((o_ptr->tval == TV_FOOD) || (o_ptr->tval == TV_CORPSE)) return (TRUE);
+
+ /* Assume not */
+ return (FALSE);
+}
+
+
+/*
+ * Eat some food (from the pack or floor)
+ */
+void do_cmd_eat_food(void)
+{
+ int item, ident, lev, fval = 0;
+
+ object_type *o_ptr;
+ object_type *q_ptr, forge;
+
+ monster_race *r_ptr;
+
+ cptr q, s;
+
+ bool_ destroy = TRUE;
+
+
+ /* Restrict choices to food */
+ item_tester_hook = item_tester_hook_eatable;
+
+ /* Set up the extra finder */
+ get_item_hook_find_obj_what = "Food full name? ";
+ get_item_extra_hook = get_item_hook_find_obj;
+
+ /* Get an item */
+ q = "Eat which item? ";
+ s = "You have nothing to eat.";
+ if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR | USE_EXTRA))) return;
+
+ /* Get the item */
+ o_ptr = get_object(item);
+
+ /* Sound */
+ sound(SOUND_EAT);
+
+
+ /* Take a turn */
+ energy_use = 100;
+
+ /* Identity not known yet */
+ ident = FALSE;
+
+ /* Object level */
+ lev = k_info[o_ptr->k_idx].level;
+
+ /* Scripted foods */
+ hook_eat_in in = { o_ptr };
+ hook_eat_out out = { FALSE };
+
+ if (process_hooks_ret(HOOK_EAT, "d", "(O)", o_ptr))
+ {
+ ident = process_hooks_return[0].num;
+ }
+ else if (process_hooks_new(HOOK_EAT, &in, &out))
+ {
+ ident = out.ident;
+ }
+ /* (not quite) Normal foods */
+ else if (o_ptr->tval == TV_FOOD)
+ {
+ /* Analyze the food */
+ switch (o_ptr->sval)
+ {
+ case SV_FOOD_GREAT_HEALTH:
+ {
+ p_ptr->hp_mod += 70;
+ msg_print("As you eat it you begin to feel your life flow getting stronger.");
+ ident = TRUE;
+ p_ptr->update |= (PU_HP);
+
+ break;
+ }
+
+ case SV_FOOD_POISON:
+ {
+ if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
+ {
+ if (set_poisoned(p_ptr->poisoned + rand_int(10) + 10))
+ {
+ ident = TRUE;
+ }
+ }
+
+ break;
+ }
+
+ case SV_FOOD_BLINDNESS:
+ {
+ if (!p_ptr->resist_blind)
+ {
+ if (set_blind(p_ptr->blind + rand_int(200) + 200))
+ {
+ ident = TRUE;
+ }
+ }
+
+ break;
+ }
+
+ case SV_FOOD_PARANOIA:
+ {
+ if (!p_ptr->resist_fear)
+ {
+ if (set_afraid(p_ptr->afraid + rand_int(10) + 10))
+ {
+ ident = TRUE;
+ }
+ }
+
+ break;
+ }
+
+ case SV_FOOD_CONFUSION:
+ {
+ if (!p_ptr->resist_conf)
+ {
+ if (set_confused(p_ptr->confused + rand_int(10) + 10))
+ {
+ ident = TRUE;
+ }
+ }
+
+ break;
+ }
+
+ case SV_FOOD_HALLUCINATION:
+ {
+ if (!p_ptr->resist_chaos)
+ {
+ if (set_image(p_ptr->image + rand_int(250) + 250))
+ {
+ ident = TRUE;
+ }
+ }
+
+ break;
+ }
+
+ case SV_FOOD_PARALYSIS:
+ {
+ if (!p_ptr->free_act)
+ {
+ if (set_paralyzed(rand_int(10) + 10))
+ {
+ ident = TRUE;
+ }
+ }
+
+ break;
+ }
+
+ case SV_FOOD_WEAKNESS:
+ {
+ take_hit(damroll(6, 6), "poisonous food");
+ (void)do_dec_stat(A_STR, STAT_DEC_NORMAL);
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_FOOD_SICKNESS:
+ {
+ take_hit(damroll(6, 6), "poisonous food");
+ (void)do_dec_stat(A_CON, STAT_DEC_NORMAL);
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_FOOD_STUPIDITY:
+ {
+ take_hit(damroll(8, 8), "poisonous food");
+ (void)do_dec_stat(A_INT, STAT_DEC_NORMAL);
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_FOOD_NAIVETY:
+ {
+ take_hit(damroll(8, 8), "poisonous food");
+ (void)do_dec_stat(A_WIS, STAT_DEC_NORMAL);
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_FOOD_UNHEALTH:
+ {
+ take_hit(damroll(10, 10), "poisonous food");
+ (void)do_dec_stat(A_CON, STAT_DEC_NORMAL);
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_FOOD_DISEASE:
+ {
+ take_hit(damroll(10, 10), "poisonous food");
+ (void)do_dec_stat(A_STR, STAT_DEC_NORMAL);
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_FOOD_CURE_POISON:
+ {
+ if (set_poisoned(0)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_FOOD_CURE_BLINDNESS:
+ {
+ if (set_blind(0)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_FOOD_CURE_PARANOIA:
+ {
+ if (set_afraid(0)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_FOOD_CURE_CONFUSION:
+ {
+ if (set_confused(0)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_FOOD_CURE_SERIOUS:
+ {
+ if (hp_player(damroll(4, 8))) ident = TRUE;
+
+ break;
+ }
+
+ case SV_FOOD_RESTORE_STR:
+ {
+ if (do_res_stat(A_STR, TRUE)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_FOOD_RESTORE_CON:
+ {
+ if (do_res_stat(A_CON, TRUE)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_FOOD_RESTORING:
+ {
+ if (do_res_stat(A_STR, TRUE)) ident = TRUE;
+ if (do_res_stat(A_INT, TRUE)) ident = TRUE;
+ if (do_res_stat(A_WIS, TRUE)) ident = TRUE;
+ if (do_res_stat(A_DEX, TRUE)) ident = TRUE;
+ if (do_res_stat(A_CON, TRUE)) ident = TRUE;
+ if (do_res_stat(A_CHR, TRUE)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_FOOD_FORTUNE_COOKIE:
+ {
+ char rumour[80];
+
+ msg_print("That tastes good.");
+ msg_print("There is message in the cookie. It says:");
+ msg_print(NULL);
+
+ switch (randint(20))
+ {
+ case 1:
+ {
+ get_rnd_line("chainswd.txt", rumour);
+ break;
+ }
+
+ case 2:
+ {
+ get_rnd_line("error.txt", rumour);
+ break;
+ }
+
+ case 3:
+ case 4:
+ case 5:
+ {
+ get_rnd_line("death.txt", rumour);
+ break;
+ }
+
+ default:
+ {
+ get_rnd_line("rumors.txt", rumour);
+ break;
+ }
+ }
+
+ msg_format("%s", rumour);
+ msg_print(NULL);
+
+ ident = TRUE;
+
+ break;
+ }
+
+
+ case SV_FOOD_RATION:
+ case SV_FOOD_BISCUIT:
+ case SV_FOOD_JERKY:
+ {
+ msg_print("That tastes good.");
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_FOOD_SLIME_MOLD:
+ {
+ msg_print("That tastes good.");
+
+ /* 2% chance of getting the mold power */
+ if (magik(2))
+ {
+ ADD_POWER(p_ptr->powers_mod, PWR_GROW_MOLD);
+ p_ptr->update |= PU_POWERS;
+ }
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_FOOD_WAYBREAD:
+ {
+ msg_print("That tastes very good.");
+ (void)set_poisoned(0);
+ (void)hp_player(damroll(4, 8));
+ set_food(PY_FOOD_MAX - 1);
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_FOOD_PINT_OF_ALE:
+ case SV_FOOD_PINT_OF_WINE:
+ {
+ msg_print("That tastes good.");
+
+ ident = TRUE;
+
+ q_ptr = &forge;
+ object_prep(q_ptr, lookup_kind(TV_BOTTLE, 1));
+ q_ptr->number = 1;
+ object_aware(q_ptr);
+ object_known(q_ptr);
+ q_ptr->ident |= IDENT_STOREB;
+ (void)inven_carry(q_ptr, FALSE);
+
+ break;
+ }
+
+ case SV_FOOD_ATHELAS:
+ {
+ msg_print("A fresh, clean essence rises, driving away wounds and poison.");
+
+ (void)set_poisoned(0);
+ (void)set_stun(0);
+ (void)set_cut(0);
+ if (p_ptr->black_breath)
+ {
+ msg_print("The hold of the Black Breath on you is broken!");
+ p_ptr->black_breath = FALSE;
+ }
+
+ ident = TRUE;
+
+ break;
+ }
+ }
+ }
+
+ /* Corpses... */
+ else
+ {
+ r_ptr = &r_info[o_ptr->pval2];
+
+ /* Analyse the corpse */
+ switch (o_ptr->sval)
+ {
+ case SV_CORPSE_CORPSE:
+ {
+ bool_ no_meat = FALSE;
+
+ /* Not all is edible. Apologies if messy. */
+
+ /* Check weight -- they have to have some meat left */
+ if (r_ptr->flags9 & RF9_DROP_SKELETON)
+ {
+ if (o_ptr->weight <= (r_ptr->weight * 3) / 5)
+ {
+ no_meat = TRUE;
+ }
+ }
+
+ /* Non-skeletons are naturally have more allowances */
+ else
+ {
+ if (o_ptr->weight <= (r_ptr->weight * 7) / 20)
+ {
+ no_meat = TRUE;
+ }
+ }
+
+ /* Nothing left to eat */
+ if (no_meat)
+ {
+ msg_print("There is not enough meat.");
+ return;
+ }
+
+
+ /* Check freshness */
+ if (!o_ptr->timeout) msg_print("Ugh! Raw meat!");
+ else msg_print("That tastes good.");
+
+
+ /* A pound of raw meat */
+ o_ptr->pval -= 10;
+ o_ptr->weight -= 10;
+
+ /* Corpses still have meat on them */
+ destroy = FALSE;
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_CORPSE_HEAD:
+ {
+ msg_print("You feel rather sick.");
+
+ /* A pound of raw meat */
+ o_ptr->pval -= 10;
+ o_ptr->weight -= 10;
+
+ /* Corpses still have meat on them */
+ destroy = FALSE;
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_CORPSE_MEAT:
+ {
+ /* Just meat */
+ if (!o_ptr->timeout) msg_print("You quickly swallow the meat.");
+ else msg_print("That tastes good.");
+
+ ident = TRUE;
+
+ /* Those darn microorganisms */
+ if (!o_ptr->timeout && (o_ptr->weight > o_ptr->pval) &&
+ !(p_ptr->resist_pois || p_ptr->oppose_pois))
+ {
+ set_poisoned(p_ptr->poisoned + rand_int(o_ptr->weight - o_ptr->pval) +
+ (o_ptr->weight - o_ptr->pval));
+ }
+
+ break;
+ }
+ }
+
+ corpse_effect(o_ptr, FALSE);
+
+ /* Less nutritious than food rations, but much more of it. */
+ fval = (o_ptr->timeout) ? 2000 : 2500;
+
+ /* Those darn microorganisms */
+ if (!o_ptr->timeout && (o_ptr->weight - o_ptr->pval > 10) &&
+ !(p_ptr->resist_pois || p_ptr->oppose_pois))
+ {
+ set_poisoned(p_ptr->poisoned + rand_int(o_ptr->weight - o_ptr->pval) +
+ (o_ptr->weight - o_ptr->pval));
+ }
+
+ /* Partially cured */
+ if (o_ptr->weight > o_ptr->timeout)
+ {
+ /* Adjust the "timeout" without overflowing */
+ o_ptr->timeout = (o_ptr->timeout * ((100 * o_ptr->timeout) / o_ptr->weight)) / 100;
+ }
+ }
+
+
+ /* Combine / Reorder the pack (later) */
+ p_ptr->notice |= (PN_COMBINE | PN_REORDER);
+
+ /* We have tried it */
+ object_tried(o_ptr);
+
+ /* The player is now aware of the object */
+ if (ident && !object_aware_p(o_ptr))
+ {
+ object_aware(o_ptr);
+ gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
+ }
+
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
+
+ if (!fval) fval = o_ptr->pval;
+
+ /* Food can feed the player, in a different ways */
+
+ /* Vampires */
+ if ((PRACE_FLAG(PR1_VAMPIRE)) || (p_ptr->mimic_form == resolve_mimic_name("Vampire")))
+ {
+ /* Reduced nutritional benefit */
+ /* (void)set_food(p_ptr->food + (fval / 10)); -- No more */
+ msg_print("Mere victuals hold scant sustenance for a being such as yourself.");
+
+ /* Hungry */
+ if (p_ptr->food < PY_FOOD_ALERT)
+ {
+ msg_print("Your hunger can only be satisfied with fresh blood!");
+ }
+ }
+
+ else if (PRACE_FLAG(PR1_NO_FOOD))
+ {
+ if (PRACE_FLAG(PR1_UNDEAD))
+ {
+ msg_print("The food of mortals is poor sustenance for you.");
+ }
+ else
+ {
+ msg_print("Food is poor sustenance for you.");
+ }
+ set_food(p_ptr->food + ((fval) / 40));
+ }
+
+ /* Those living in fresh */
+ else
+ {
+ (void)set_food(p_ptr->food + fval);
+ }
+
+
+ /* Destroy food? */
+ if (destroy)
+ {
+ inc_stack_size(item, -1);
+ }
+}
+
+
+/*
+ * Cut a corpse up for convenient storage
+ */
+void do_cmd_cut_corpse(void)
+{
+ int item, meat = 0, not_meat = 0;
+
+ object_type *o_ptr;
+
+ object_type *i_ptr;
+
+ object_type object_type_body;
+
+ monster_race *r_ptr;
+
+ cptr q, s;
+
+
+ /* Restrict choices to corpses */
+ item_tester_tval = TV_CORPSE;
+
+ /* Get an item */
+ q = "Hack up which corpse? ";
+ s = "You have no corpses.";
+ if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
+
+ /* Get the item */
+ o_ptr = get_object(item);
+
+ r_ptr = &r_info[o_ptr->pval2];
+
+ if ((o_ptr->sval != SV_CORPSE_CORPSE) && (o_ptr->sval != SV_CORPSE_HEAD))
+ {
+ msg_print ("You cannot split that.");
+ return;
+ }
+
+ switch (o_ptr->sval)
+ {
+ case SV_CORPSE_CORPSE:
+ {
+ if (r_ptr->flags9 & RF9_DROP_SKELETON)
+ {
+ not_meat = (r_ptr->weight * 3) / 5;
+ }
+ else
+ {
+ not_meat = (r_ptr->weight * 7) / 20;
+ }
+ meat = r_ptr->weight + r_ptr->weight / 10 - not_meat;
+
+ break;
+ }
+
+ case SV_CORPSE_HEAD:
+ {
+ not_meat = r_ptr->weight / 150;
+ meat = r_ptr->weight / 30 + r_ptr->weight / 300 - not_meat;
+
+ break;
+ }
+ }
+
+ if ((o_ptr->weight <= not_meat) || (meat < 10))
+ {
+ msg_print("There is not enough meat.");
+ return;
+ }
+
+ /* Hacking 10 pounds off */
+ if (meat > 100) meat = 100;
+
+ /* Take a turn */
+ energy_use = 100;
+
+ o_ptr->pval -= meat;
+ o_ptr->weight -= meat;
+
+ msg_print("You hack some meat off the corpse.");
+
+ corpse_effect(o_ptr, TRUE);
+
+ /* Get local object */
+ i_ptr = &object_type_body;
+
+ /* Make some meat */
+ object_prep(i_ptr, lookup_kind(TV_CORPSE, SV_CORPSE_MEAT));
+
+ i_ptr->number = meat / 10;
+ i_ptr->pval2 = o_ptr->pval2;
+
+ /* Length of time before decay */
+ i_ptr->pval = 1000 + rand_int(1000);
+
+ if (inven_carry_okay(i_ptr))
+ {
+ inven_carry(i_ptr, TRUE);
+ }
+ else
+ {
+ drop_near(i_ptr, 0, p_ptr->py, p_ptr->px);
+ }
+}
+
+
+/*
+ * Use a potion to cure some meat
+ *
+ * Salt water works well.
+ */
+void do_cmd_cure_meat(void)
+{
+ int item, num, cure;
+
+ object_type *o_ptr;
+
+ object_type *i_ptr;
+
+ cptr q, s;
+
+
+ /* Restrict choices to corpses */
+ item_tester_tval = TV_CORPSE;
+ item_tester_hook = item_tester_hook_eatable;
+
+ /* Get some meat */
+ q = "Cure which meat? ";
+ s = "You have no meat to cure.";
+ if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
+
+ /* Get the item */
+ o_ptr = get_object(item);
+
+ /* Restrict choices to potions */
+ item_tester_tval = TV_POTION;
+
+ /* Get a potion */
+ q = "Use which potion? ";
+ s = "You have no potions to use.";
+ if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
+
+ /* Get the item */
+ i_ptr = get_object(item);
+
+ if (i_ptr->number > 1)
+ {
+ /* Get a number */
+ get_count(1, i_ptr->number);
+
+ /* Save it */
+ num = command_arg;
+ }
+ else
+ {
+ num = 1;
+ }
+
+ if (num == 0) return;
+
+ /* Take a turn */
+ energy_use = 100;
+
+ q = "You soak the meat.";
+ s = "You soak the meat.";
+
+ switch (i_ptr->sval)
+ {
+ case SV_POTION_SALT_WATER:
+ {
+ q = "You salt the meat.";
+ cure = 200 * num;
+
+ break;
+ }
+
+ case SV_POTION_POISON:
+ {
+ q = "You poison the meat.";
+ cure = 0;
+ o_ptr->pval /= 2;
+ if (o_ptr->pval > o_ptr->weight) o_ptr->pval = o_ptr->weight;
+
+ break;
+ }
+
+ case SV_POTION_CONFUSION:
+ {
+ cure = 80 * num;
+
+ break;
+ }
+
+ case SV_POTION_SLOW_POISON:
+ {
+ cure = 20 * num;
+
+ break;
+ }
+
+ case SV_POTION_CURE_POISON:
+ {
+ cure = 45 * num;
+
+ break;
+ }
+
+ case SV_POTION_DEATH:
+ {
+ q = "You ruin the meat.";
+ cure = 0;
+ o_ptr->pval /= 10;
+ if (o_ptr->pval > o_ptr->weight) o_ptr->pval = o_ptr->weight / 2;
+
+ break;
+ }
+
+ default:
+ {
+ cure = 0;
+
+ break;
+ }
+ }
+
+ /* Message */
+ if (object_known_p(i_ptr)) msg_print(q);
+ else msg_print(s);
+
+ /* The meat is already spoiling */
+ if (((o_ptr->sval == SV_CORPSE_MEAT) && (o_ptr->weight > o_ptr->pval)) ||
+ (o_ptr->weight - o_ptr->pval > 10))
+ {
+ cure = (cure * o_ptr->pval) / (o_ptr->weight * 20);
+ }
+
+ /* Cure the meat */
+ o_ptr->timeout += cure / o_ptr->number;
+
+ if (o_ptr->timeout > o_ptr->pval) o_ptr->timeout = o_ptr->pval;
+
+ /* Use up the potions */
+ inc_stack_size(item, -num);
+}
+
+
+/*
+ * Hook to determine if an object is quaffable
+ */
+static bool_ item_tester_hook_quaffable(object_type *o_ptr)
+{
+ if ((o_ptr->tval == TV_POTION) || (o_ptr->tval == TV_POTION2)) return (TRUE);
+
+ /* Assume not */
+ return (FALSE);
+}
+
+
+static bool_ quaff_potion(int tval, int sval, int pval, int pval2)
+{
+ int ident = FALSE;
+
+
+ /* "Traditional" potions */
+ if (tval == TV_POTION)
+ {
+ switch (sval)
+ {
+ case SV_POTION_WATER:
+ case SV_POTION_APPLE_JUICE:
+ case SV_POTION_SLIME_MOLD:
+ {
+ msg_print("You feel less thirsty.");
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_SLOWNESS:
+ {
+ if (set_slow(p_ptr->slow + randint(25) + 15)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_SALT_WATER:
+ {
+ msg_print("The potion makes you vomit!");
+ (void)set_food(PY_FOOD_STARVE - 1);
+ (void)set_poisoned(0);
+ (void)set_paralyzed(4);
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_POISON:
+ {
+ if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
+ {
+ if (set_poisoned(p_ptr->poisoned + rand_int(15) + 10))
+ {
+ ident = TRUE;
+ }
+ }
+
+ break;
+ }
+
+ case SV_POTION_BLINDNESS:
+ {
+ if (!p_ptr->resist_blind)
+ {
+ if (set_blind(p_ptr->blind + rand_int(100) + 100))
+ {
+ ident = TRUE;
+ }
+ }
+
+ break;
+ }
+
+ /* Booze */
+ case SV_POTION_CONFUSION:
+ {
+ if (!((p_ptr->resist_conf) || (p_ptr->resist_chaos)))
+ {
+ if (set_confused(p_ptr->confused + rand_int(20) + 15))
+ {
+ ident = TRUE;
+ }
+ if (randint(2) == 1)
+ {
+ if (set_image(p_ptr->image + rand_int(150) + 150))
+ {
+ ident = TRUE;
+ }
+ }
+ if (randint(13) == 1)
+ {
+ ident = TRUE;
+ if (randint(3) == 1) lose_all_info();
+ else wiz_dark();
+ teleport_player(100);
+ wiz_dark();
+ msg_print("You wake up elsewhere with a sore head...");
+ msg_print("You can't remember a thing, or how you got here!");
+ }
+ }
+
+ break;
+ }
+
+ case SV_POTION_SLEEP:
+ {
+ if (!p_ptr->free_act)
+ {
+ if (set_paralyzed(rand_int(4) + 4))
+ {
+ ident = TRUE;
+ }
+ }
+
+ break;
+ }
+
+ case SV_POTION_LOSE_MEMORIES:
+ {
+ if (!p_ptr->hold_life && (p_ptr->exp > 0))
+ {
+ msg_print("You feel your memories fade.");
+ lose_exp(p_ptr->exp / 4);
+ ident = TRUE;
+ }
+
+ break;
+ }
+
+ case SV_POTION_RUINATION:
+ {
+ msg_print("Your nerves and muscles feel weak and lifeless!");
+ take_hit(damroll(10, 10), "a potion of Ruination");
+ (void)dec_stat(A_DEX, 25, TRUE);
+ (void)dec_stat(A_WIS, 25, TRUE);
+ (void)dec_stat(A_CON, 25, TRUE);
+ (void)dec_stat(A_STR, 25, TRUE);
+ (void)dec_stat(A_CHR, 25, TRUE);
+ (void)dec_stat(A_INT, 25, TRUE);
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_DEC_STR:
+ {
+ if (do_dec_stat(A_STR, STAT_DEC_NORMAL)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_DEC_INT:
+ {
+ if (do_dec_stat(A_INT, STAT_DEC_NORMAL)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_DEC_WIS:
+ {
+ if (do_dec_stat(A_WIS, STAT_DEC_NORMAL)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_DEC_DEX:
+ {
+ if (do_dec_stat(A_DEX, STAT_DEC_NORMAL)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_DEC_CON:
+ {
+ if (do_dec_stat(A_CON, STAT_DEC_NORMAL)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_DEC_CHR:
+ {
+ if (do_dec_stat(A_CHR, STAT_DEC_NORMAL)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_DETONATIONS:
+ {
+ msg_print("Massive explosions rupture your body!");
+ take_hit(damroll(50, 20), "a potion of Detonation");
+ (void)set_stun(p_ptr->stun + 75);
+ (void)set_cut(p_ptr->cut + 5000);
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_DEATH:
+ {
+ msg_print("A feeling of Death flows through your body.");
+ take_hit(5000, "a potion of Death");
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_INFRAVISION:
+ {
+ if (set_tim_infra(p_ptr->tim_infra + 100 + randint(100)))
+ {
+ ident = TRUE;
+ }
+
+ break;
+ }
+
+ case SV_POTION_DETECT_INVIS:
+ {
+ if (set_tim_invis(p_ptr->tim_invis + 12 + randint(12)))
+ {
+ ident = TRUE;
+ }
+
+ break;
+ }
+
+ case SV_POTION_SLOW_POISON:
+ {
+ if (set_poisoned(p_ptr->poisoned / 2)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_CURE_POISON:
+ {
+ if (set_poisoned(0)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_BOLDNESS:
+ {
+ if (set_afraid(0)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_SPEED:
+ {
+ if (!p_ptr->fast)
+ {
+ if (set_fast(randint(25) + 15, 10)) ident = TRUE;
+ }
+ else
+ {
+ (void)set_fast(p_ptr->fast + 5, 10);
+ }
+
+ break;
+ }
+
+ case SV_POTION_RESIST_HEAT:
+ {
+ if (set_oppose_fire(p_ptr->oppose_fire + randint(10) + 10))
+ {
+ ident = TRUE;
+ }
+
+ break;
+ }
+
+ case SV_POTION_RESIST_COLD:
+ {
+ if (set_oppose_cold(p_ptr->oppose_cold + randint(10) + 10))
+ {
+ ident = TRUE;
+ }
+
+ break;
+ }
+
+ case SV_POTION_HEROISM:
+ {
+ if (set_afraid(0)) ident = TRUE;
+ if (set_hero(p_ptr->hero + randint(25) + 25)) ident = TRUE;
+ if (hp_player(10)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_BESERK_STRENGTH:
+ {
+ if (set_afraid(0)) ident = TRUE;
+ if (set_shero(p_ptr->shero + randint(25) + 25)) ident = TRUE;
+ if (hp_player(30)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_CURE_LIGHT:
+ {
+ if (hp_player(damroll(2, 8))) ident = TRUE;
+ if (set_blind(0)) ident = TRUE;
+ if (set_cut(p_ptr->cut - 10)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_CURE_SERIOUS:
+ {
+ if (hp_player(damroll(4, 8))) ident = TRUE;
+ if (set_blind(0)) ident = TRUE;
+ if (set_confused(0)) ident = TRUE;
+ if (set_cut((p_ptr->cut / 2) - 50)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_CURE_CRITICAL:
+ {
+ if (hp_player(damroll(6, 8))) ident = TRUE;
+ if (set_blind(0)) ident = TRUE;
+ if (set_confused(0)) ident = TRUE;
+ if (set_poisoned(0)) ident = TRUE;
+ if (set_stun(0)) ident = TRUE;
+ if (set_cut(0)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_HEALING:
+ {
+ if (hp_player(300)) ident = TRUE;
+ if (set_blind(0)) ident = TRUE;
+ if (set_confused(0)) ident = TRUE;
+ if (set_poisoned(0)) ident = TRUE;
+ if (set_stun(0)) ident = TRUE;
+ if (set_cut(0)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_STAR_HEALING:
+ {
+ if (hp_player(1200)) ident = TRUE;
+ if (set_blind(0)) ident = TRUE;
+ if (set_confused(0)) ident = TRUE;
+ if (set_poisoned(0)) ident = TRUE;
+ if (set_stun(0)) ident = TRUE;
+ if (set_cut(0)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_LIFE:
+ {
+ msg_print("You feel life flow through your body!");
+ restore_level();
+ hp_player(5000);
+ (void)set_poisoned(0);
+ (void)set_blind(0);
+ (void)set_confused(0);
+ (void)set_image(0);
+ (void)set_stun(0);
+ (void)set_cut(0);
+ (void)do_res_stat(A_STR, TRUE);
+ (void)do_res_stat(A_CON, TRUE);
+ (void)do_res_stat(A_DEX, TRUE);
+ (void)do_res_stat(A_WIS, TRUE);
+ (void)do_res_stat(A_INT, TRUE);
+ (void)do_res_stat(A_CHR, TRUE);
+ if (p_ptr->black_breath)
+ {
+ msg_print("The hold of the Black Breath on you is broken!");
+ }
+ p_ptr->black_breath = FALSE;
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_RESTORE_MANA:
+ {
+ if (p_ptr->csp < p_ptr->msp)
+ {
+ p_ptr->csp = p_ptr->msp;
+ p_ptr->csp_frac = 0;
+ msg_print("Your feel your head clear.");
+ p_ptr->redraw |= (PR_MANA);
+ p_ptr->window |= (PW_PLAYER);
+ ident = TRUE;
+ }
+
+ break;
+ }
+
+ case SV_POTION_RESTORE_EXP:
+ {
+ if (restore_level()) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_RES_STR:
+ {
+ if (do_res_stat(A_STR, TRUE)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_RES_INT:
+ {
+ if (do_res_stat(A_INT, TRUE)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_RES_WIS:
+ {
+ if (do_res_stat(A_WIS, TRUE)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_RES_DEX:
+ {
+ if (do_res_stat(A_DEX, TRUE)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_RES_CON:
+ {
+ if (do_res_stat(A_CON, TRUE)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_RES_CHR:
+ {
+ if (do_res_stat(A_CHR, TRUE)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_INC_STR:
+ {
+ if (do_inc_stat(A_STR)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_INC_INT:
+ {
+ if (do_inc_stat(A_INT)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_INC_WIS:
+ {
+ if (do_inc_stat(A_WIS)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_INC_DEX:
+ {
+ if (do_inc_stat(A_DEX)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_INC_CON:
+ {
+ if (do_inc_stat(A_CON)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_INC_CHR:
+ {
+ if (do_inc_stat(A_CHR)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_AUGMENTATION:
+ {
+ if (do_inc_stat(A_STR)) ident = TRUE;
+ if (do_inc_stat(A_INT)) ident = TRUE;
+ if (do_inc_stat(A_WIS)) ident = TRUE;
+ if (do_inc_stat(A_DEX)) ident = TRUE;
+ if (do_inc_stat(A_CON)) ident = TRUE;
+ if (do_inc_stat(A_CHR)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_ENLIGHTENMENT:
+ {
+ msg_print("An image of your surroundings forms in your mind...");
+ wiz_lite();
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_STAR_ENLIGHTENMENT:
+ {
+ msg_print("You begin to feel more enlightened...");
+ msg_print(NULL);
+ wiz_lite_extra();
+ (void)do_inc_stat(A_INT);
+ (void)do_inc_stat(A_WIS);
+ (void)detect_traps(DEFAULT_RADIUS);
+ (void)detect_doors(DEFAULT_RADIUS);
+ (void)detect_stairs(DEFAULT_RADIUS);
+ (void)detect_treasure(DEFAULT_RADIUS);
+ (void)detect_objects_gold(DEFAULT_RADIUS);
+ (void)detect_objects_normal(DEFAULT_RADIUS);
+ identify_pack();
+ self_knowledge(NULL);
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_SELF_KNOWLEDGE:
+ {
+ msg_print("You begin to know yourself a little better...");
+ msg_print(NULL);
+ self_knowledge(NULL);
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_EXPERIENCE:
+ {
+ if (p_ptr->exp < PY_MAX_EXP)
+ {
+ msg_print("You feel more experienced.");
+ gain_exp(100000L);
+ ident = TRUE;
+ }
+
+ break;
+ }
+
+ case SV_POTION_RESISTANCE:
+ {
+ (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);
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_CURING:
+ {
+ if (hp_player(50)) ident = TRUE;
+ if (set_blind(0)) ident = TRUE;
+ if (set_poisoned(0)) ident = TRUE;
+ if (set_confused(0)) ident = TRUE;
+ if (set_stun(0)) ident = TRUE;
+ if (set_cut(0)) ident = TRUE;
+ if (set_image(0)) ident = TRUE;
+ if (heal_insanity(50)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_INVULNERABILITY:
+ {
+ (void)set_invuln(p_ptr->invuln + randint(7) + 7);
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_NEW_LIFE:
+ {
+ do_cmd_rerate();
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION_BLOOD:
+ {
+ msg_print("You feel the blood of life running through your veins!");
+ ident = TRUE;
+ p_ptr->allow_one_death++;
+
+ break;
+ }
+
+ case SV_POTION_MUTATION:
+ {
+ /* In Theme, Melkor likes players who quaff
+ potions of corruption. */
+ if (game_module_idx == MODULE_THEME)
+ {
+ GOD(GOD_MELKOR)
+ {
+ msg_print("Your quaffing of this potion pleases Melkor!");
+ set_grace(p_ptr->grace + 2);
+ }
+ }
+
+ msg_print("You feel the dark corruptions of Morgoth coming over you!");
+ gain_random_corruption();
+ ident = TRUE;
+ break;
+ }
+
+ case SV_POTION_INVIS:
+ {
+ int t = 30 + randint(30);
+
+ if (set_invis(p_ptr->tim_invis + t, 35))
+ {
+ ident = TRUE;
+ }
+ set_tim_invis(p_ptr->tim_invis + t);
+
+ break;
+ }
+
+ case SV_POTION_LEARNING:
+ {
+ p_ptr->skill_points += rand_range(4, 10 + luck( -4, 4));
+ cmsg_format(TERM_L_GREEN, "You can increase %d more skills.", p_ptr->skill_points);
+
+ break;
+ }
+
+ default:
+ {
+ break;
+ }
+ }
+ }
+
+ /* "Duplicate" potions */
+ else
+ {
+ switch (sval)
+ {
+ case SV_POTION2_MIMIC:
+ {
+ if (!p_ptr->mimic_form)
+ {
+ s32b time = get_mimic_random_duration(pval2);
+
+ set_mimic(time, pval2, (p_ptr->lev * 2) / 3);
+
+ /* Redraw title */
+ p_ptr->redraw |= (PR_TITLE);
+
+ /* Recalculate bonuses */
+ p_ptr->update |= (PU_BONUS);
+
+ ident = TRUE;
+ }
+
+ break;
+ }
+
+ case SV_POTION2_CURE_LIGHT_SANITY:
+ {
+ if (heal_insanity(damroll(4, 8))) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION2_CURE_SERIOUS_SANITY:
+ {
+ if (heal_insanity(damroll(8, 8))) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION2_CURE_CRITICAL_SANITY:
+ {
+ if (heal_insanity(damroll(12, 8))) ident = TRUE;
+
+ break;
+ }
+
+ case SV_POTION2_CURE_SANITY:
+ {
+ if (heal_insanity(damroll(10, 100))) ident = TRUE;
+
+ break;
+ }
+
+ default:
+ {
+ break;
+ }
+ }
+ }
+
+ return (ident);
+}
+
+
+/*
+ * Quaff a potion (from the pack or the floor)
+ */
+void do_cmd_quaff_potion(void)
+{
+ int item, ident, lev;
+
+ object_type *o_ptr;
+
+ object_type *q_ptr, forge;
+
+ cptr q, s;
+
+
+ /* Restrict choices to potions */
+ item_tester_hook = item_tester_hook_quaffable;
+
+ /* Set up the extra finder */
+ get_item_hook_find_obj_what = "Potion full name? ";
+ get_item_extra_hook = get_item_hook_find_obj;
+
+ /* Get an item */
+ q = "Quaff which potion? ";
+ s = "You have no potions to quaff.";
+ if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR | USE_EXTRA))) return;
+
+ /* Get the item */
+ o_ptr = get_object(item);
+
+
+ /* Sound */
+ sound(SOUND_QUAFF);
+
+
+ /* Take a turn */
+ energy_use = 100;
+
+ /* Not identified yet */
+ ident = FALSE;
+
+ /* Object level */
+ lev = k_info[o_ptr->k_idx].level;
+
+ /* Demon Breath corruption can spoil potions. */
+ if (player_has_corruption(CORRUPT_DEMON_BREATH) && magik(9))
+ {
+ msg_print("Your demon breath spoils the potion!");
+ ident = FALSE;
+ }
+ else
+ {
+ /* Normal potion handling */
+ ident = quaff_potion(o_ptr->tval, o_ptr->sval, o_ptr->pval, o_ptr->pval2);
+ }
+
+ /* Combine / Reorder the pack (later) */
+ p_ptr->notice |= (PN_COMBINE | PN_REORDER);
+
+ /* The item has been tried */
+ object_tried(o_ptr);
+
+ /* An identification was made */
+ if (ident && !object_aware_p(o_ptr))
+ {
+ object_aware(o_ptr);
+ gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
+ }
+
+ if (get_skill(SKILL_ALCHEMY))
+ {
+ if (item >= 0)
+ {
+ q_ptr = &forge;
+ object_prep(q_ptr, lookup_kind(TV_BOTTLE, 1));
+ q_ptr->number = 1;
+ object_aware(q_ptr);
+ object_known(q_ptr);
+
+ q_ptr->ident |= IDENT_STOREB;
+
+ (void)inven_carry(q_ptr, FALSE);
+ }
+ }
+
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
+
+
+ /* Potions can feed the player */
+ (void)set_food(p_ptr->food + o_ptr->pval);
+
+
+ /* Destroy potion */
+ inc_stack_size(item, -1);
+}
+
+
+/*
+ * Drink from a fountain
+ */
+void do_cmd_drink_fountain(void)
+{
+ cave_type *c_ptr = &cave[p_ptr->py][p_ptr->px];
+
+ bool_ ident;
+
+ int tval, sval, pval = 0;
+
+ int i;
+
+ char ch;
+
+
+ /* Is the fountain empty? */
+ if (c_ptr->special2 <= 0)
+ {
+ msg_print("The fountain is dried out.");
+ return;
+ }
+
+ /* We quaff or we fill ? */
+ if (!get_com("Do you want to [Q]uaff or [F]ill from the fountain? ", &ch))
+ {
+ return;
+ }
+
+ if ((ch == 'F') || (ch == 'f'))
+ {
+ do_cmd_fill_bottle();
+
+ return;
+ }
+
+ else if ((ch == 'Q') || (ch == 'q'))
+ {
+ if (c_ptr->special <= SV_POTION_LAST)
+ {
+ tval = TV_POTION;
+ sval = c_ptr->special;
+ }
+ else
+ {
+ tval = TV_POTION2;
+ sval = c_ptr->special - SV_POTION_LAST;
+ }
+
+ for (i = 0; i < max_k_idx; i++)
+ {
+ object_kind *k_ptr = &k_info[i];
+
+ if (k_ptr->tval != tval) continue;
+ if (k_ptr->sval != sval) continue;
+
+ pval = k_ptr->pval;
+
+ break;
+ }
+
+ ident = quaff_potion(tval, sval, pval, 0);
+
+ c_ptr->special2--;
+
+ if (c_ptr->special2 <= 0)
+ {
+ cave_set_feat(p_ptr->py, p_ptr->px, FEAT_EMPTY_FOUNTAIN);
+ }
+
+ if (ident) c_ptr->info |= CAVE_IDNT;
+ }
+}
+
+
+/*
+ * Fill an empty bottle
+ */
+void do_cmd_fill_bottle(void)
+{
+ cave_type *c_ptr = &cave[p_ptr->py][p_ptr->px];
+
+ int tval, sval, item, amt = 1;
+
+ object_type *q_ptr, *o_ptr, forge;
+
+ cptr q, s;
+
+ /* Is the fountain empty? */
+ /*
+ * This check is redundant as it is done in do_cmd_drink_fountain()
+ * but I keep this because someone might want to call this directly.
+ * -- Kusunose
+ */
+ if (c_ptr->special2 <= 0)
+ {
+ msg_print("The fountain has dried up.");
+ return;
+ }
+
+ /* Determine the tval/sval of the potion */
+ if (c_ptr->special <= SV_POTION_LAST)
+ {
+ tval = TV_POTION;
+ sval = c_ptr->special;
+ }
+ else
+ {
+ tval = TV_POTION2;
+ sval = c_ptr->special - SV_POTION_LAST;
+ }
+
+ /* Restrict choices to bottles */
+ item_tester_tval = TV_BOTTLE;
+
+ /* Get an item */
+ q = "Fill which bottle? ";
+ s = "You have no bottles to fill.";
+ if (!get_item(&item, q, s, (USE_INVEN))) return;
+ o_ptr = &p_ptr->inventory[item];
+
+ /* Find out how many the player wants */
+ if (o_ptr->number > 1)
+ {
+ /* Get a quantity */
+ amt = get_quantity(NULL, o_ptr->number);
+
+ /* Allow user abort */
+ if (amt <= 0) return;
+ }
+
+ if (amt > c_ptr->special2) amt = c_ptr->special2;
+
+ /* Destroy bottles */
+ inc_stack_size(item, -amt);
+
+ /* Create the potion */
+ q_ptr = &forge;
+ object_prep(q_ptr, lookup_kind(tval, sval));
+ q_ptr->number = amt;
+
+ if (c_ptr->info & CAVE_IDNT)
+ {
+ object_aware(q_ptr);
+ object_known(q_ptr);
+ }
+
+ inven_carry(q_ptr, TRUE);
+
+ c_ptr->special2 -= amt;
+
+ if (c_ptr->special2 <= 0)
+ {
+ cave_set_feat(p_ptr->py, p_ptr->px, FEAT_EMPTY_FOUNTAIN);
+ }
+
+ return;
+}
+
+
+/*
+ * Curse the players armor
+ */
+bool_ curse_armor(void)
+{
+ object_type *o_ptr;
+
+ char o_name[80];
+
+
+ /* Curse the body armor */
+ o_ptr = &p_ptr->inventory[INVEN_BODY];
+
+ /* Nothing to curse */
+ if (!o_ptr->k_idx) return (FALSE);
+
+
+ /* Describe */
+ object_desc(o_name, o_ptr, FALSE, 3);
+
+ /* Attempt a saving throw for artifacts */
+ if (((o_ptr->art_name) || artifact_p(o_ptr)) && (rand_int(100) < 50))
+ {
+ /* Cool */
+ msg_format("A terrible black aura tries to surround your armour, "
+ "but your %s resists the effects!", o_name);
+ }
+
+ /* not artifact or failed save... */
+ else
+ {
+ /* Oops */
+ msg_format("A terrible black aura blasts your %s!", o_name);
+
+ /* Blast the armor */
+ o_ptr->name1 = 0;
+ o_ptr->name2 = EGO_BLASTED;
+ o_ptr->to_a = 0 - randint(5) - randint(5);
+ o_ptr->to_h = 0;
+ o_ptr->to_d = 0;
+ o_ptr->ac = 0;
+ o_ptr->dd = 0;
+ o_ptr->ds = 0;
+ o_ptr->art_flags1 = 0;
+ o_ptr->art_flags2 = 0;
+ o_ptr->art_flags3 = 0;
+ o_ptr->art_flags4 = 0;
+
+ /* Curse it */
+ o_ptr->ident |= (IDENT_CURSED);
+
+ /* Recalculate bonuses */
+ p_ptr->update |= (PU_BONUS);
+
+ /* Recalculate mana */
+ p_ptr->update |= (PU_MANA);
+
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
+ }
+
+ return (TRUE);
+}
+
+
+/*
+ * Curse the players weapon
+ */
+bool_ curse_weapon(void)
+{
+ object_type *o_ptr;
+
+ char o_name[80];
+
+
+ /* Curse the weapon */
+ o_ptr = &p_ptr->inventory[INVEN_WIELD];
+
+ /* Nothing to curse */
+ if (!o_ptr->k_idx) return (FALSE);
+
+
+ /* Describe */
+ object_desc(o_name, o_ptr, FALSE, 3);
+
+ /* Attempt a saving throw */
+ if ((artifact_p(o_ptr) || o_ptr->art_name) && (rand_int(100) < 50))
+ {
+ /* Cool */
+ msg_format("A terrible black aura tries to surround your weapon, "
+ "but your %s resists the effects!", o_name);
+ }
+
+ /* not artifact or failed save... */
+ else
+ {
+ /* Oops */
+ msg_format("A terrible black aura blasts your %s!", o_name);
+
+ /* Shatter the weapon */
+ o_ptr->name1 = 0;
+ o_ptr->name2 = EGO_SHATTERED;
+ o_ptr->to_h = 0 - randint(5) - randint(5);
+ o_ptr->to_d = 0 - randint(5) - randint(5);
+ o_ptr->to_a = 0;
+ o_ptr->ac = 0;
+ o_ptr->dd = 0;
+ o_ptr->ds = 0;
+ o_ptr->art_flags1 = 0;
+ o_ptr->art_flags2 = 0;
+ o_ptr->art_flags3 = 0;
+ o_ptr->art_flags4 = 0;
+
+
+ /* Curse it */
+ o_ptr->ident |= (IDENT_CURSED);
+
+ /* Recalculate bonuses */
+ p_ptr->update |= (PU_BONUS);
+
+ /* Recalculate mana */
+ p_ptr->update |= (PU_MANA);
+
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
+ }
+
+ /* Notice */
+ return (TRUE);
+}
+
+
+/*
+ * Hook to determine if an object is readable
+ */
+static bool_ item_tester_hook_readable(object_type *o_ptr)
+{
+ if ((o_ptr->tval == TV_SCROLL) || (o_ptr->tval == TV_PARCHMENT)) return (TRUE);
+
+ /* Assume not */
+ return (FALSE);
+}
+
+
+/*
+ * Read a scroll (from the pack or floor).
+ *
+ * Certain scrolls can be "aborted" without losing the scroll. These
+ * include scrolls with no effects but recharge or identify, which are
+ * cancelled before use. XXX Reading them still takes a turn, though.
+ */
+void do_cmd_read_scroll(void)
+{
+ int item, k, used_up, ident, lev;
+
+ object_type *o_ptr;
+
+ object_type *q_ptr, forge;
+
+ cptr q, s;
+
+
+ /* Check some conditions */
+ if (p_ptr->blind)
+ {
+ msg_print("You can't see anything.");
+ return;
+ }
+
+ if (no_lite())
+ {
+ msg_print("You have no light by which to read.");
+ return;
+ }
+
+ if (p_ptr->confused)
+ {
+ msg_print("You are too confused!");
+ return;
+ }
+
+
+ /* Restrict choices to scrolls */
+ item_tester_hook = item_tester_hook_readable;
+
+ /* Set up the extra finder */
+ get_item_hook_find_obj_what = "Scroll full name? ";
+ get_item_extra_hook = get_item_hook_find_obj;
+
+ /* Get an item */
+ q = "Read which scroll? ";
+ s = "You have no scrolls to read.";
+ if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR | USE_EXTRA))) return;
+
+ /* Get the item */
+ o_ptr = get_object(item);
+
+ /* Take a turn */
+ energy_use = 100;
+
+ /* Not identified yet */
+ ident = FALSE;
+
+ /* Object level */
+ lev = k_info[o_ptr->k_idx].level;
+
+ /* Assume the scroll will get used up */
+ used_up = TRUE;
+
+ /* Corruption */
+ if (player_has_corruption(CORRUPT_BALROG_AURA) && magik(5))
+ {
+ msg_print("Your demon aura burns the scroll before you read it!");
+ used_up = TRUE;
+ ident = FALSE;
+ }
+
+ /* Scrolls */
+ else if (o_ptr->tval == TV_SCROLL)
+ {
+ /* Analyze the scroll */
+ switch (o_ptr->sval)
+ {
+ case SV_SCROLL_MASS_RESURECTION:
+ {
+ int k;
+
+ ident = TRUE;
+ msg_print("You feel the souls of the dead coming back "
+ "from the Halls of Mandos.");
+
+ for (k = 0; k < max_r_idx; k++)
+ {
+ monster_race *r_ptr = &r_info[k];
+
+ if (r_ptr->flags1 & RF1_UNIQUE &&
+ !(r_ptr->flags9 & RF9_SPECIAL_GENE))
+ {
+ r_ptr->max_num = 1;
+ }
+ }
+
+ break;
+ }
+
+ case SV_SCROLL_DEINCARNATION:
+ {
+ if (!get_check("Do you really want to leave your body? "
+ "(beware, it'll be destroyed!) "))
+ {
+ used_up = FALSE;
+ break;
+ }
+
+ do_cmd_leave_body(FALSE);
+
+ ident = TRUE;
+ used_up = TRUE;
+
+ break;
+ }
+
+ /* original didn't set used_up flag ??? -- pelpel */
+ case SV_SCROLL_RESET_RECALL:
+ {
+ if (!reset_recall(TRUE))
+ {
+ used_up = FALSE;
+ break;
+ }
+
+ msg_format("Recall reset to %s at level %d.",
+ d_info[p_ptr->recall_dungeon].name + d_name,
+ max_dlv[p_ptr->recall_dungeon]);
+
+ ident = TRUE;
+ used_up = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_DIVINATION:
+ {
+ int i, count = 0;
+ char buf[120];
+
+ while (count < 1000)
+ {
+ count++;
+ i = rand_int(MAX_FATES);
+ if (!fates[i].fate) continue;
+ if (fates[i].know) continue;
+
+ msg_print("A message appears on the scroll. It says:");
+ msg_print(NULL);
+
+ fate_desc(buf, i);
+ msg_format("%s", buf);
+
+ msg_print(NULL);
+ msg_print("The scroll disappears in a puff of smoke!");
+
+ fates[i].know = TRUE;
+ ident = TRUE;
+
+ break;
+ }
+
+ break;
+ }
+
+ case SV_SCROLL_DARKNESS:
+ {
+ if (!(p_ptr->resist_blind) && !(p_ptr->resist_dark))
+ {
+ (void)set_blind(p_ptr->blind + 3 + randint(5));
+ }
+ if (unlite_area(10, 3)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_AGGRAVATE_MONSTER:
+ {
+ msg_print("There is a high-pitched humming noise.");
+ aggravate_monsters(1);
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_CURSE_ARMOR:
+ {
+ if (curse_armor()) ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_CURSE_WEAPON:
+ {
+ if (curse_weapon()) ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_SUMMON_MONSTER:
+ {
+ for (k = 0; k < randint(3); k++)
+ {
+ if (summon_specific(p_ptr->py, p_ptr->px, dun_level, 0))
+ {
+ ident = TRUE;
+ }
+ }
+
+ break;
+ }
+
+ case SV_SCROLL_SUMMON_MINE:
+ {
+ if (summon_specific_friendly(p_ptr->py, p_ptr->px, dun_level, SUMMON_MINE, FALSE))
+ {
+ ident = TRUE;
+ }
+
+ break;
+ }
+
+ case SV_SCROLL_SUMMON_UNDEAD:
+ {
+ for (k = 0; k < randint(3); k++)
+ {
+ if (summon_specific(p_ptr->py, p_ptr->px, dun_level, SUMMON_UNDEAD))
+ {
+ ident = TRUE;
+ }
+ }
+
+ break;
+ }
+
+ case SV_SCROLL_TRAP_CREATION:
+ {
+ if (trap_creation()) ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_PHASE_DOOR:
+ {
+ teleport_player(10);
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_TELEPORT:
+ {
+ teleport_player(100);
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_TELEPORT_LEVEL:
+ {
+ (void)teleport_player_level();
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_WORD_OF_RECALL:
+ {
+ if ((dungeon_flags2 & DF2_ASK_LEAVE) && !get_check("Leave this unique level forever? "))
+ {
+ used_up = FALSE;
+ }
+ else
+ {
+ recall_player(21, 15);
+
+ ident = TRUE;
+ }
+
+ break;
+ }
+
+ case SV_SCROLL_IDENTIFY:
+ {
+ ident = TRUE;
+
+ if (!ident_spell()) used_up = FALSE;
+
+ break;
+ }
+
+ case SV_SCROLL_STAR_IDENTIFY:
+ {
+ ident = TRUE;
+
+ if (!identify_fully()) used_up = FALSE;
+
+ break;
+ }
+
+ case SV_SCROLL_REMOVE_CURSE:
+ {
+ if (remove_curse())
+ {
+ msg_print("You feel as if someone is watching over you.");
+ ident = TRUE;
+ }
+
+ break;
+ }
+
+ case SV_SCROLL_STAR_REMOVE_CURSE:
+ {
+ remove_all_curse();
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_ENCHANT_ARMOR:
+ {
+ ident = TRUE;
+
+ if (!enchant_spell(0, 0, 1, 0)) used_up = FALSE;
+
+ break;
+ }
+
+ case SV_SCROLL_ENCHANT_WEAPON_TO_HIT:
+ {
+ if (!enchant_spell(1, 0, 0, 0)) used_up = FALSE;
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_ENCHANT_WEAPON_TO_DAM:
+ {
+ if (!enchant_spell(0, 1, 0, 0)) used_up = FALSE;
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_ENCHANT_WEAPON_PVAL:
+ {
+ if (!enchant_spell(0, 0, 0, 1)) used_up = FALSE;
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_STAR_ENCHANT_ARMOR:
+ {
+ if (!enchant_spell(0, 0, randint(3) + 2, 0)) used_up = FALSE;
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_STAR_ENCHANT_WEAPON:
+ {
+ if (!enchant_spell(randint(3), randint(3), 0, 0)) used_up = FALSE;
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_RECHARGING:
+ {
+ if (!recharge(60)) used_up = FALSE;
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_LIGHT:
+ {
+ if (lite_area(damroll(2, 8), 2)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_MAPPING:
+ {
+ map_area();
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_DETECT_GOLD:
+ {
+ if (detect_treasure(DEFAULT_RADIUS)) ident = TRUE;
+ if (detect_objects_gold(DEFAULT_RADIUS)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_DETECT_ITEM:
+ {
+ if (detect_objects_normal(DEFAULT_RADIUS)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_DETECT_TRAP:
+ {
+ if (detect_traps(DEFAULT_RADIUS)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_DETECT_DOOR:
+ {
+ if (detect_doors(DEFAULT_RADIUS)) ident = TRUE;
+ if (detect_stairs(DEFAULT_RADIUS)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_DETECT_INVIS:
+ {
+ if (detect_monsters_invis(DEFAULT_RADIUS)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_SATISFY_HUNGER:
+ {
+ if (set_food(PY_FOOD_MAX - 1)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_BLESSING:
+ {
+ if (set_blessed(p_ptr->blessed + randint(12) + 6)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_HOLY_CHANT:
+ {
+ if (set_blessed(p_ptr->blessed + randint(24) + 12)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_HOLY_PRAYER:
+ {
+ if (set_blessed(p_ptr->blessed + randint(48) + 24)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_MONSTER_CONFUSION:
+ {
+ if (p_ptr->confusing == 0)
+ {
+ msg_print("Your hands begin to glow.");
+ p_ptr->confusing = TRUE;
+ ident = TRUE;
+ }
+
+ break;
+ }
+
+ case SV_SCROLL_PROTECTION_FROM_EVIL:
+ {
+ k = 3 * p_ptr->lev;
+ if (set_protevil(p_ptr->protevil + randint(25) + k)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_RUNE_OF_PROTECTION:
+ {
+ warding_glyph();
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_TRAP_DOOR_DESTRUCTION:
+ {
+ if (destroy_doors_touch()) ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_STAR_DESTRUCTION:
+ {
+ /* Prevent destruction of quest levels and town */
+ if (!is_quest(dun_level) && dun_level)
+ {
+ destroy_area(p_ptr->py, p_ptr->px, 15, TRUE, FALSE);
+ }
+ else
+ {
+ msg_print("The dungeon trembles...");
+ }
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_DISPEL_UNDEAD:
+ {
+ if (dispel_undead(60)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_GENOCIDE:
+ {
+ (void)genocide(TRUE);
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_MASS_GENOCIDE:
+ {
+ (void)mass_genocide(TRUE);
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_ACQUIREMENT:
+ {
+ acquirement(p_ptr->py, p_ptr->px, 1, TRUE, FALSE);
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_STAR_ACQUIREMENT:
+ {
+ acquirement(p_ptr->py, p_ptr->px, randint(2) + 1, TRUE, FALSE);
+
+ ident = TRUE;
+
+ break;
+ }
+
+ /* ZAngband scrolls */
+ case SV_SCROLL_FIRE:
+ {
+ fire_ball(GF_FIRE, 0, 150, 4);
+
+ /*
+ * Note: "Double" damage since it is centered on
+ * the player ...
+ */
+ if (!p_ptr->oppose_fire && !p_ptr->resist_fire &&
+ !p_ptr->immune_fire)
+ {
+ take_hit(50 + randint(50) + (p_ptr->sensible_fire) ? 20 : 0,
+ "a Scroll of Fire");
+ }
+
+ ident = TRUE;
+
+ break;
+ }
+
+
+ case SV_SCROLL_ICE:
+ {
+ fire_ball(GF_ICE, 0, 175, 4);
+
+ if (!p_ptr->oppose_cold && !p_ptr->resist_cold &&
+ !p_ptr->immune_cold)
+ {
+ take_hit(100 + randint(100), "a Scroll of Ice");
+ }
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_CHAOS:
+ {
+ fire_ball(GF_CHAOS, 0, 222, 4);
+
+ if (!p_ptr->resist_chaos)
+ {
+ take_hit(111 + randint(111), "a Scroll of Chaos");
+ }
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_RUMOR:
+ {
+ char rumour[80];
+
+ msg_print("There is message on the scroll. It says:");
+ msg_print(NULL);
+
+ /* Pick random text */
+ switch (randint(20))
+ {
+ case 1:
+ {
+ get_rnd_line("chainswd.txt", rumour);
+
+ break;
+ }
+
+ case 2:
+ {
+ get_rnd_line("error.txt", rumour);
+
+ break;
+ }
+
+ case 3:
+ case 4:
+ case 5:
+ {
+ get_rnd_line("death.txt", rumour);
+
+ break;
+ }
+
+ default:
+ {
+ get_rnd_line("rumors.txt", rumour);
+
+ break;
+ }
+ }
+
+ msg_format("%s", rumour);
+ msg_print(NULL);
+
+ msg_print("The scroll disappears in a puff of smoke!");
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_SCROLL_ARTIFACT:
+ {
+ ident = TRUE;
+
+ if (!artifact_scroll()) used_up = FALSE;
+
+ break;
+ }
+
+ case SV_SCROLL_STERILIZATION:
+ {
+ msg_print("A neutralising wave radiates from you!");
+ set_no_breeders(randint(100) + 100);
+
+ break;
+ }
+
+ default:
+ {
+ break;
+ }
+ }
+ }
+
+ /* Other readable items */
+ else
+ {
+ /* Maps */
+ if (o_ptr->sval >= 200)
+ {
+ int i, n;
+ char buf[80], fil[20];
+
+ strnfmt(fil, 20, "book-%d.txt", o_ptr->sval);
+
+ n = atoi(get_line(fil, ANGBAND_DIR_FILE, buf, -1));
+
+ /* Parse all the fields */
+ for (i = 0; i < n; i += 4)
+ {
+ /* Grab the fields */
+ int x = atoi(get_line(fil, ANGBAND_DIR_FILE, buf, i + 0));
+ int y = atoi(get_line(fil, ANGBAND_DIR_FILE, buf, i + 1));
+ int w = atoi(get_line(fil, ANGBAND_DIR_FILE, buf, i + 2));
+ int h = atoi(get_line(fil, ANGBAND_DIR_FILE, buf, i + 3));
+
+ reveal_wilderness_around_player(y, x, h, w);
+ }
+ }
+
+ /* Normal parchements */
+ else
+ {
+ /* Save screen */
+ screen_save();
+
+ /* Get the filename */
+ q = format("book-%d.txt", o_ptr->sval);
+
+ /* Peruse the help file */
+ (void)show_file(q, NULL, 0, 0);
+
+ /* Load screen */
+ screen_load();
+
+ if (o_ptr->sval >= 100)
+ {
+ inscription_info[o_ptr->sval - 100].know = TRUE;
+ }
+
+ used_up = FALSE;
+ }
+ }
+
+
+ /* Combine / Reorder the pack (later) */
+ p_ptr->notice |= (PN_COMBINE | PN_REORDER);
+
+ /* The item was tried */
+ object_tried(o_ptr);
+
+ /* An identification was made */
+ if (ident && !object_aware_p(o_ptr))
+ {
+ object_aware(o_ptr);
+ gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
+ }
+
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
+
+
+ /* Hack -- allow certain scrolls to be "preserved" */
+ if (!used_up) return;
+
+ sound(SOUND_SCROLL);
+
+ /* Destroy scroll */
+ inc_stack_size(item, -1);
+
+ if (get_skill(SKILL_ALCHEMY))
+ {
+ if (item >= 0)
+ {
+ q_ptr = &forge;
+ object_prep(q_ptr, lookup_kind(TV_SCROLL, SV_SCROLL_NOTHING));
+ object_aware(q_ptr);
+ object_known(q_ptr);
+
+ q_ptr->ident |= IDENT_STOREB;
+
+ (void)inven_carry(q_ptr, FALSE);
+ }
+ }
+}
+
+
+
+/* Set the 'stick mode' on */
+void set_stick_mode(object_type *o_ptr)
+{
+ s32b bonus = o_ptr->pval3 & 0xFFFF;
+ s32b max = o_ptr->pval3 >> 16;
+
+ get_level_use_stick = bonus;
+ get_level_max_stick = max;
+}
+
+/* Remove 'stick mode' */
+void unset_stick_mode()
+{
+ get_level_use_stick = -1;
+ get_level_max_stick = -1;
+}
+
+
+/*
+ * Activate a device
+ */
+static void activate_stick(s16b s, bool_ *obvious, bool_ *use_charge)
+{
+ spell_type *spell = spell_at(s);
+ casting_result ret;
+
+ assert(obvious != NULL);
+ assert(use_charge != NULL);
+
+ ret = spell_type_produce_effect(spell, -1);
+
+ switch (ret)
+ {
+ case NO_CAST:
+ *use_charge = FALSE;
+ *obvious = FALSE;
+ break;
+ case CAST_HIDDEN:
+ *use_charge = TRUE;
+ *obvious = FALSE;
+ break;
+ case CAST_OBVIOUS:
+ *use_charge = TRUE;
+ *obvious = TRUE;
+ break;
+ default:
+ assert(FALSE);
+ }
+}
+
+
+/*
+ * Use a staff. -RAK-
+ *
+ * One charge of one staff disappears.
+ *
+ * Hack -- staffs of identify can be "cancelled".
+ */
+void do_cmd_use_staff(void)
+{
+ int item, ident, chance;
+
+ bool_ obvious, use_charge;
+
+ object_type *o_ptr;
+
+ u32b f1, f2, f3, f4, f5, esp;
+
+ cptr q, s;
+
+ /* No magic */
+ if (p_ptr->antimagic)
+ {
+ msg_print("Your anti-magic field disrupts any magic attempts.");
+ return;
+ }
+
+ /* Restrict choices to wands */
+ item_tester_tval = TV_STAFF;
+
+ /* Set up the extra finder */
+ get_item_hook_find_obj_what = "Staff full name? ";
+ get_item_extra_hook = get_item_hook_find_obj;
+
+ /* Get an item */
+ q = "Use which staff? ";
+ s = "You have no staff to use.";
+ if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR | USE_EXTRA))) return;
+
+ /* Get the item */
+ o_ptr = get_object(item);
+
+ /* Mega-Hack -- refuse to use a pile from the ground */
+ if ((item < 0) && (o_ptr->number > 1))
+ {
+ msg_print("You must first pick up the staffs.");
+ return;
+ }
+
+ /* Enter device mode */
+ set_stick_mode(o_ptr);
+
+ /* Take a turn */
+ energy_use = 100;
+
+ /* Not identified yet */
+ ident = FALSE;
+
+ /* get the chance */
+ chance = spell_chance(o_ptr->pval2);
+
+ /* Extract object flags */
+ object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
+
+ /* Is it simple to use ? */
+ if (f4 & TR4_EASY_USE)
+ {
+ chance /= 3;
+ }
+
+ /* Give everyone a (slight) chance */
+ if ((chance < USE_DEVICE) && (rand_int(USE_DEVICE - chance + 1) == 0))
+ {
+ chance = USE_DEVICE;
+ }
+
+ /* Roll for usage */
+ if (magik(chance))
+ {
+ if (flush_failure) flush();
+ msg_print("You failed to use the staff properly.");
+ sound(SOUND_FAIL);
+
+ /* Leave device mode */
+ unset_stick_mode();
+ return;
+ }
+
+ /* Notice empty staffs */
+ if (o_ptr->pval <= 0)
+ {
+ if (flush_failure) flush();
+ msg_print("The staff has no charges left.");
+ o_ptr->ident |= (IDENT_EMPTY);
+
+ /* Leave device mode */
+ unset_stick_mode();
+ return;
+ }
+
+
+ /* Sound */
+ sound(SOUND_ZAP);
+
+
+ /* Analyze the staff */
+ activate_stick(o_ptr->pval2, &obvious, &use_charge);
+
+ /* Combine / Reorder the pack (later) */
+ p_ptr->notice |= (PN_COMBINE | PN_REORDER);
+
+ /* Tried the item */
+ object_tried(o_ptr);
+
+ /* An identification was made */
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
+
+
+ /* Hack -- some uses are "free" */
+ if (!use_charge)
+ {
+ /* Leave device mode */
+ unset_stick_mode();
+
+ return;
+ }
+
+ /* An identification was made */
+ if (obvious)
+ {
+ object_aware(o_ptr);
+ }
+
+ /* Use a single charge */
+ o_ptr->pval--;
+
+ /* XXX Hack -- unstack if necessary */
+ if ((item >= 0) && (o_ptr->number > 1))
+ {
+ object_type forge;
+ object_type *q_ptr;
+
+ /* Get local object */
+ q_ptr = &forge;
+
+ /* Obtain a local object */
+ object_copy(q_ptr, o_ptr);
+
+ /* Modify quantity */
+ q_ptr->number = 1;
+
+ /* Restore the charges */
+ o_ptr->pval++;
+
+ /* Unstack the used item */
+ o_ptr->number--;
+ item = inven_carry(q_ptr, FALSE);
+
+ /* Message */
+ msg_print("You unstack your staff.");
+ }
+
+ /* Describe charges in the pack */
+ if (item >= 0)
+ {
+ inven_item_charges(item);
+ }
+
+ /* Describe charges on the floor */
+ else
+ {
+ floor_item_charges(0 - item);
+ }
+
+ /* Leave device mode */
+ unset_stick_mode();
+}
+
+
+/*
+ * Aim a wand (from the pack or floor).
+ *
+ * Use a single charge from a single item.
+ * Handle "unstacking" in a logical manner.
+ *
+ * For simplicity, you cannot use a stack of items from the
+ * ground. This would require too much nasty code.
+ *
+ * There are no wands which can "destroy" themselves, in the p_ptr->inventory
+ * or on the ground, so we can ignore this possibility. Note that this
+ * required giving "wand of wonder" the ability to ignore destruction
+ * by electric balls.
+ *
+ * All wands can be "cancelled" at the "Direction?" prompt for free.
+ *
+ * Note that the basic "bolt" wands do slightly less damage than the
+ * basic "bolt" rods, but the basic "ball" wands do the same damage
+ * as the basic "ball" rods.
+ */
+void do_cmd_aim_wand(void)
+{
+ bool_ obvious, use_charge;
+
+ int item, ident, chance;
+
+ object_type *o_ptr;
+
+ cptr q, s;
+
+ u32b f1, f2, f3, f4, f5, esp;
+
+
+ /* No magic */
+ if (p_ptr->antimagic)
+ {
+ msg_print("Your anti-magic field disrupts any magic attempts.");
+ return;
+ }
+
+ /* Restrict choices to wands */
+ item_tester_tval = TV_WAND;
+
+ /* Set up the extra finder */
+ get_item_hook_find_obj_what = "Wand full name? ";
+ get_item_extra_hook = get_item_hook_find_obj;
+
+ /* Get an item */
+ q = "Aim which wand? ";
+ s = "You have no wand to aim.";
+ if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR | USE_EXTRA))) return;
+
+ /* Get the item */
+ o_ptr = get_object(item);
+
+
+ /* Mega-Hack -- refuse to aim a pile from the ground */
+ if ((item < 0) && (o_ptr->number > 1))
+ {
+ msg_print("You must first pick up the wands.");
+ return;
+ }
+
+ /* Take a turn */
+ energy_use = 100;
+
+ /* Not identified yet */
+ ident = FALSE;
+
+ /* Enter device mode */
+ set_stick_mode(o_ptr);
+
+ /* get the chance */
+ chance = spell_chance(o_ptr->pval2);
+
+ /* Extract object flags */
+ object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
+
+ /* Is it simple to use ? */
+ if (f4 & TR4_EASY_USE)
+ {
+ chance /= 3;
+ }
+
+ /* Roll for usage */
+ if (magik(chance))
+ {
+ if (flush_failure) flush();
+ msg_print("You failed to use the wand properly.");
+ sound(SOUND_FAIL);
+
+ /* Leave device mode */
+ unset_stick_mode();
+ return;
+ }
+
+ /* The wand is already empty! */
+ if (o_ptr->pval <= 0)
+ {
+ if (flush_failure) flush();
+ msg_print("The wand has no charges left.");
+ o_ptr->ident |= (IDENT_EMPTY);
+
+ /* Leave device mode */
+ unset_stick_mode();
+ return;
+ }
+
+
+ /* Sound */
+ sound(SOUND_ZAP);
+
+
+ /* Analyze the wand */
+ activate_stick(o_ptr->pval2, &obvious, &use_charge);
+
+ /* Combine / Reorder the pack (later) */
+ p_ptr->notice |= (PN_COMBINE | PN_REORDER);
+
+ /* Mark it as tried */
+ object_tried(o_ptr);
+
+ /* Hack -- some uses are "free" */
+ if (!use_charge)
+ {
+ /* Leave device mode */
+ unset_stick_mode();
+
+ return;
+ }
+
+ /* An identification was made */
+ if (obvious)
+ {
+ object_aware(o_ptr);
+ }
+
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
+
+
+ /* Use a single charge */
+ o_ptr->pval--;
+
+ /* Describe the charges in the pack */
+ if (item >= 0)
+ {
+ inven_item_charges(item);
+ }
+
+ /* Describe the charges on the floor */
+ else
+ {
+ floor_item_charges(0 - item);
+ }
+
+ /* Leave device mode */
+ unset_stick_mode();
+}
+
+
+
+
+
+
+/*
+ * Activate (zap) a Rod
+ *
+ * Unstack fully charged rods as needed.
+ *
+ * Hack -- rods of perception/genocide can be "cancelled"
+ * All rods can be cancelled at the "Direction?" prompt
+ */
+
+
+/*
+ * Hook to determine if an object is zapable
+ */
+static bool_ item_tester_hook_zapable(object_type *o_ptr)
+{
+ if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_ROD_MAIN)) return (TRUE);
+
+ /* Assume not */
+ return (FALSE);
+}
+
+
+/*
+ * Hook to determine if an object is attachable
+ */
+static bool_ item_tester_hook_attachable(object_type *o_ptr)
+{
+ if ((o_ptr->tval == TV_ROD_MAIN) &&
+ (o_ptr->pval == SV_ROD_NOTHING)) return (TRUE);
+
+ /* Assume not */
+ return (FALSE);
+}
+
+
+/*
+ * Combine a rod and a rod tip
+ */
+void zap_combine_rod_tip(object_type *q_ptr, int tip_item)
+{
+ int item;
+
+ object_type *o_ptr;
+
+ cptr q, s;
+
+ u32b f1, f2, f3, f4, f5, esp;
+ s32b cost;
+
+
+ /* No magic */
+ if (p_ptr->antimagic)
+ {
+ msg_print("Your anti-magic field disrupts any magic attempts.");
+ return;
+ }
+
+ /* Restrict choices to rods */
+ item_tester_hook = item_tester_hook_attachable;
+
+ /* Get an item */
+ q = "Attach the rod tip with which rod? ";
+ s = "You have no rod to attach to.";
+ if (!get_item(&item, q, s, (USE_INVEN))) return;
+
+ /* Get the item */
+ o_ptr = get_object(item);
+
+ /* Examine the rod */
+ object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
+
+ /* Calculate rod tip's mana cost */
+ cost = q_ptr->pval;
+
+ if (f4 & TR4_CHEAPNESS)
+ {
+ cost /= 2;
+ }
+
+ /*
+ * The rod must have at least the same mana capacity as the
+ * rod tip spell needs
+ */
+ if (o_ptr->pval2 < cost)
+ {
+ msg_print("This rod doesn't have enough mana for the rod tip.");
+ return;
+ }
+
+ /* Attach the tip to the rod */
+ o_ptr->pval = q_ptr->sval;
+
+ /* Destroy rod tip */
+ inc_stack_size(tip_item, -1);
+}
+
+
+/*
+ * Zap a rod, or attack a rod tip to a rod
+ */
+void do_cmd_zap_rod(void)
+{
+ int item, ident, chance, dir, lev;
+
+ int cost;
+
+ bool_ require_dir;
+
+ object_type *o_ptr;
+
+ object_kind *tip_ptr;
+
+ u32b f1, f2, f3, f4, f5, esp;
+
+ cptr q, s;
+
+ /* Hack -- let perception get aborted */
+ bool_ use_charge = TRUE;
+
+
+ /* No magic */
+ if (p_ptr->antimagic)
+ {
+ msg_print("Your anti-magic field disrupts any magic attempts.");
+ return;
+ }
+
+
+ /* Restrict choices to rods */
+ item_tester_hook = item_tester_hook_zapable;
+
+ /* Set up the extra finder */
+ get_item_hook_find_obj_what = "Rod full name? ";
+ get_item_extra_hook = get_item_hook_find_obj;
+
+ /* Get an item */
+ q = "Zap which rod? ";
+ s = "You have no rod to zap.";
+ if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR | USE_EXTRA))) return;
+
+ /* Get the item */
+ o_ptr = get_object(item);
+
+
+ /* "Zapping" a Rod Tip on rod of nothing will attach it */
+ if (o_ptr->tval == TV_ROD)
+ {
+ if (item >= 0)
+ {
+ zap_combine_rod_tip(o_ptr, item);
+ return;
+ }
+ else
+ {
+ msg_print("You can't zap a rod tip that's on the floor.");
+ return;
+ }
+ }
+
+
+ /* Non-directed rods */
+ if (o_ptr->pval < SV_ROD_MIN_DIRECTION)
+ {
+ require_dir = FALSE;
+ }
+
+ /* Some rods always require direction */
+ else
+ {
+ switch (o_ptr->pval)
+ {
+ case SV_ROD_DETECT_TRAP:
+ case SV_ROD_HAVOC:
+ case SV_ROD_HOME:
+ {
+ require_dir = FALSE;
+ break;
+ }
+
+ default:
+ {
+ require_dir = TRUE;
+ break;
+ }
+ }
+ }
+
+ /* Get a direction (unless KNOWN not to need it) */
+ if (!object_aware_p(o_ptr) || require_dir)
+ {
+ /* Get a direction, allow cancel */
+ if (!get_aim_dir(&dir)) return;
+ }
+
+ /* Take a turn */
+ energy_use = 100;
+
+ /* Examine the rod */
+ object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
+
+ if (f4 & TR4_FAST_CAST) energy_use /= 2;
+
+ /* Not identified yet */
+ ident = FALSE;
+
+ /* Extract the item level */
+ tip_ptr = &k_info[lookup_kind(TV_ROD, o_ptr->pval)];
+ lev = k_info[lookup_kind(TV_ROD, o_ptr->pval)].level;
+
+ /* Base chance of success */
+ chance = p_ptr->skill_dev;
+
+ /* Confusion hurts skill */
+ if (p_ptr->confused) chance = chance / 2;
+
+ /* High level objects are harder */
+ chance = chance - ((lev > 50) ? 50 : lev);
+
+ if (chance <= 0)
+ {
+ chance = 1;
+ }
+
+ /* Is it simple to use ? */
+ if (f4 & TR4_EASY_USE)
+ {
+ chance *= 10;
+ }
+
+ /* Give everyone a (slight) chance */
+ if ((chance < USE_DEVICE) && (rand_int(USE_DEVICE - chance + 1) == 0))
+ {
+ chance = USE_DEVICE;
+ }
+
+ /* Roll for usage */
+ if ((chance < USE_DEVICE) || (randint(chance) < USE_DEVICE))
+ {
+ /* Flush input if necessary */
+ if (flush_failure) flush();
+
+ /* Message */
+ msg_print("You failed to use the rod properly.");
+
+ sound(SOUND_FAIL);
+
+ return;
+ }
+
+ /* Extract mana cost */
+ cost = tip_ptr->pval;
+
+ /* "Cheapness" ego halven the cost */
+ if (f4 & TR4_CHEAPNESS) cost = cost / 2;
+
+ /* A single rod is still charging */
+ if (o_ptr->timeout < cost)
+ {
+ /* Flush input if necessary */
+ if (flush_failure) flush();
+
+ /* Message */
+ msg_print("The rod does not have enough mana yet.");
+
+ return;
+ }
+
+ /* Increase the timeout by the rod kind's pval. */
+ o_ptr->timeout -= cost;
+
+ /* Sound */
+ sound(SOUND_ZAP);
+
+ /* Analyze the rod */
+ switch (o_ptr->pval)
+ {
+ case SV_ROD_HOME:
+ {
+ ident = TRUE;
+
+ do_cmd_home_trump();
+
+ break;
+ }
+
+ case SV_ROD_DETECT_TRAP:
+ {
+ if (detect_traps(DEFAULT_RADIUS)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_ROD_DETECT_DOOR:
+ {
+ if (detect_doors(DEFAULT_RADIUS)) ident = TRUE;
+ if (detect_stairs(DEFAULT_RADIUS)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_ROD_IDENTIFY:
+ {
+ ident = TRUE;
+
+ if (!ident_spell()) use_charge = FALSE;
+
+ break;
+ }
+
+ case SV_ROD_RECALL:
+ {
+ if ((dungeon_flags2 & DF2_ASK_LEAVE) && !get_check("Leave this unique level forever? "))
+ {
+ use_charge = FALSE;
+ }
+ else
+ {
+ recall_player(21, 15);
+
+ ident = TRUE;
+ }
+
+ break;
+ }
+
+ case SV_ROD_ILLUMINATION:
+ {
+ if (lite_area(damroll(2, 8), 2)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_ROD_MAPPING:
+ {
+ map_area();
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_ROD_DETECTION:
+ {
+ detect_all(DEFAULT_RADIUS);
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_ROD_PROBING:
+ {
+ probing();
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_ROD_CURING:
+ {
+ if (set_blind(0)) ident = TRUE;
+ if (set_poisoned(0)) ident = TRUE;
+ if (set_confused(0)) ident = TRUE;
+ if (set_stun(0)) ident = TRUE;
+ if (set_cut(0)) ident = TRUE;
+ if (set_image(0)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_ROD_HEALING:
+ {
+ if (hp_player(500)) ident = TRUE;
+ if (set_stun(0)) ident = TRUE;
+ if (set_cut(0)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_ROD_RESTORATION:
+ {
+ if (restore_level()) ident = TRUE;
+ if (do_res_stat(A_STR, TRUE)) ident = TRUE;
+ if (do_res_stat(A_INT, TRUE)) ident = TRUE;
+ if (do_res_stat(A_WIS, TRUE)) ident = TRUE;
+ if (do_res_stat(A_DEX, TRUE)) ident = TRUE;
+ if (do_res_stat(A_CON, TRUE)) ident = TRUE;
+ if (do_res_stat(A_CHR, TRUE)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_ROD_SPEED:
+ {
+ if (!p_ptr->fast)
+ {
+ if (set_fast(randint(30) + 15, 10)) ident = TRUE;
+ }
+ else
+ {
+ (void)set_fast(p_ptr->fast + 5, 10);
+ }
+
+ break;
+ }
+
+ case SV_ROD_TELEPORT_AWAY:
+ {
+ if (teleport_monster(dir)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_ROD_DISARMING:
+ {
+ if (disarm_trap(dir)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_ROD_LITE:
+ {
+ msg_print("A line of blue shimmering light appears.");
+ lite_line(dir);
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_ROD_SLEEP_MONSTER:
+ {
+ if (sleep_monster(dir)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_ROD_SLOW_MONSTER:
+ {
+ if (slow_monster(dir)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_ROD_DRAIN_LIFE:
+ {
+ if (drain_life(dir, 75)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_ROD_POLYMORPH:
+ {
+ if (poly_monster(dir)) ident = TRUE;
+
+ break;
+ }
+
+ case SV_ROD_ACID_BOLT:
+ {
+ fire_bolt_or_beam(10, GF_ACID, dir, damroll(6, 8));
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_ROD_ELEC_BOLT:
+ {
+ fire_bolt_or_beam(10, GF_ELEC, dir, damroll(3, 8));
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_ROD_FIRE_BOLT:
+ {
+ fire_bolt_or_beam(10, GF_FIRE, dir, damroll(8, 8));
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_ROD_COLD_BOLT:
+ {
+ fire_bolt_or_beam(10, GF_COLD, dir, damroll(5, 8));
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_ROD_ACID_BALL:
+ {
+ fire_ball(GF_ACID, dir, 60, 2);
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_ROD_ELEC_BALL:
+ {
+ fire_ball(GF_ELEC, dir, 32, 2);
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_ROD_FIRE_BALL:
+ {
+ fire_ball(GF_FIRE, dir, 72, 2);
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_ROD_COLD_BALL:
+ {
+ fire_ball(GF_COLD, dir, 48, 2);
+
+ ident = TRUE;
+
+ break;
+ }
+
+ case SV_ROD_HAVOC:
+ {
+ call_chaos();
+
+ ident = TRUE;
+
+ break;
+ }
+
+ default:
+ {
+ process_hooks(HOOK_ZAP, "(d,d)", o_ptr->tval, o_ptr->sval);
+
+ break;
+ }
+ }
+
+
+ /* Combine / Reorder the pack (later) */
+ p_ptr->notice |= (PN_COMBINE | PN_REORDER);
+
+ /* Tried the object */
+ object_tried(o_ptr);
+
+ /* Successfully determined the object function */
+ if (ident && !object_aware_p(o_ptr))
+ {
+ object_aware(o_ptr);
+ gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
+ }
+
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
+
+ /* Hack -- deal with cancelled zap */
+ if (!use_charge)
+ {
+ o_ptr->timeout += cost;
+
+ return;
+ }
+}
+
+
+
+
+/*
+ * Hook to determine if an object is activable
+ */
+static bool_ item_tester_hook_activate(object_type *o_ptr)
+{
+ u32b f1, f2, f3, f4, f5, esp;
+
+
+ /* Not known */
+ if (!object_known_p(o_ptr)) return (FALSE);
+
+ /* Extract the flags */
+ object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
+
+ /* Check activation flag */
+ if (f3 & (TR3_ACTIVATE)) return (TRUE);
+
+ /* Assume not */
+ return (FALSE);
+}
+
+
+
+/*
+ * Hack -- activate the ring of power
+ */
+int ring_of_power()
+{
+ char ch = 0, p = 0;
+
+ int plev = p_ptr->lev;
+
+ int timeout = 0;
+
+
+ /* Select power to use */
+ while (TRUE)
+ {
+ if (!get_com("[S]ummon a wraith, [R]ule the world or "
+ "[C]ast a powerful attack? ", &ch))
+ {
+ return (0);
+ }
+
+ if (ch == 'S' || ch == 's')
+ {
+ p = 1;
+ break;
+ }
+ if (ch == 'R' || ch == 'r')
+ {
+ p = 2;
+ break;
+ }
+ if (ch == 'C' || ch == 'c')
+ {
+ p = 3;
+ break;
+ }
+ }
+
+ /* Summon a Wraith */
+ if (p == 1)
+ {
+ /* Rewrite this -- pelpel */
+ if (summon_specific_friendly(p_ptr->py, p_ptr->px, ((plev * 3) / 2),
+ (plev > 47 ? SUMMON_HI_UNDEAD_NO_UNIQUES : SUMMON_UNDEAD),
+ (((plev > 24) && (randint(3) == 1)) ? TRUE : FALSE)))
+ {
+ msg_print("Cold winds begin to blow around you, "
+ "carrying with them the stench of decay...");
+ msg_print("Ancient, long-dead forms arise from the ground "
+ "to serve you!");
+ }
+ timeout = 200 + rand_int(200);
+ }
+
+ /* Rule the World -- only if we can really do so */
+ else if (p == 2)
+ {
+ msg_print("The power of the ring destroys the world!");
+ msg_print("The world changes!");
+
+ autosave_checkpoint();
+
+ /* Leaving */
+ p_ptr->leaving = TRUE;
+ timeout = 250 + rand_int(250);
+ }
+
+ /* Cast a powerful spell */
+ else if (p == 3)
+ {
+ int dir;
+
+ if (!get_aim_dir(&dir)) return (0);
+
+ if (rand_int(3) == 0)
+ {
+ msg_print("You call the fire of Mount Doom!");
+ fire_ball(GF_METEOR, dir, 600, 4);
+ }
+ else
+ {
+ msg_print("Your ring tries to take possession of your enemy's mind!");
+ fire_bolt(GF_CHARM, dir, 600);
+ }
+ timeout = 300 + rand_int(300);
+ }
+
+ return (timeout);
+}
+
+
+
+
+/*
+ * Enchant some bolts
+ */
+bool_ brand_bolts(void)
+{
+ int i;
+
+
+ /* Use the first acceptable bolts */
+ for (i = 0; i < INVEN_PACK; i++)
+ {
+ object_type *o_ptr = &p_ptr->inventory[i];
+
+ /* Skip non-bolts */
+ if (o_ptr->tval != TV_BOLT) continue;
+
+ /* Skip artifacts and ego-items */
+ if (o_ptr->art_name || artifact_p(o_ptr) || ego_item_p(o_ptr)) continue;
+
+ /* Skip cursed/broken items */
+ if (cursed_p(o_ptr)) continue;
+
+ /* Randomize */
+ if (rand_int(100) < 75) continue;
+
+ /* Message */
+ msg_print("Your bolts are covered in a fiery aura!");
+
+ /* Ego-item */
+ o_ptr->name2 = EGO_FLAME;
+
+ /* Apply the ego */
+ apply_magic(o_ptr, dun_level, FALSE, FALSE, FALSE);
+
+ /* Enchant */
+ enchant(o_ptr, rand_int(3) + 4, ENCH_TOHIT | ENCH_TODAM);
+
+ /* Notice */
+ return (TRUE);
+ }
+
+ /* Flush */
+ if (flush_failure) flush();
+
+ /* Fail */
+ msg_print("The fiery enchantment failed.");
+
+ /* Notice */
+ return (TRUE);
+}
+
+
+/*
+ * Objects in the p_ptr->inventory can now be activated, and
+ * SOME of those may be able to stack (ego wands or something)
+ * in any case, we can't know that it's impossible. *BUT* we'll
+ * ignore it for now, and the timeout will be set on the entire stack
+ * of objects. Reduces their utility, but oh well.
+ *
+ * Note that it always takes a turn to activate an object, even if
+ * the user hits "escape" at the "direction" prompt.
+ */
+void do_cmd_activate(void)
+{
+ int item, lev, chance;
+
+ char ch, spell_choice;
+
+ object_type *o_ptr;
+
+ u32b f1, f2, f3, f4, f5, esp;
+
+ cptr q, s;
+
+
+ /* Prepare the hook */
+ item_tester_hook = item_tester_hook_activate;
+
+ /* Get an item */
+ command_wrk = USE_EQUIP;
+ q = "Activate which item? ";
+ s = "You have nothing to activate.";
+ if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN))) return;
+
+ /* Get the item */
+ o_ptr = get_object(item);
+
+ /* Extract object flags */
+ object_flags(o_ptr, &f1, &f2, &f3, &f4, &f5, &esp);
+
+ /* Wearable items have to be worn */
+ if (!(f5 & TR5_ACTIVATE_NO_WIELD))
+ {
+ if (item < INVEN_WIELD)
+ {
+ msg_print("You must wear it to activate it.");
+ return;
+ }
+ }
+
+ /* Take a turn */
+ energy_use = 100;
+
+ /* Extract the item level */
+ lev = k_info[o_ptr->k_idx].level;
+
+ /* Hack -- Use artifact level instead */
+ if (artifact_p(o_ptr))
+ {
+ if (o_ptr->tval == TV_RANDART)
+ {
+ lev = random_artifacts[o_ptr->sval].level;
+ }
+ else
+ {
+ lev = a_info[o_ptr->name1].level;
+ }
+ }
+
+ /* Base chance of success */
+ chance = p_ptr->skill_dev;
+
+ /* Confusion hurts skill */
+ if (p_ptr->confused) chance = chance / 2;
+
+ /* Hight level objects are harder */
+ chance = chance - ((lev > 50) ? 50 : lev);
+
+ if (chance <= 0)
+ {
+ chance = 1;
+ }
+
+ /* Is it simple to use ? */
+ if (f4 & TR4_EASY_USE)
+ {
+ chance *= 10;
+ }
+
+ /* Give everyone a (slight) chance */
+ if ((chance < USE_DEVICE) && (rand_int(USE_DEVICE - chance + 1) == 0))
+ {
+ chance = USE_DEVICE;
+ }
+
+ /* Roll for usage */
+ if ((chance < USE_DEVICE) || (randint(chance) < USE_DEVICE))
+ {
+ if (flush_failure) flush();
+ msg_print("You failed to activate it properly.");
+ sound(SOUND_FAIL);
+ return;
+ }
+
+ /* Check the recharge */
+ if (o_ptr->timeout)
+ {
+ /* Mage Staff of Spells -- Have another timeout in xtra2 */
+ if (is_ego_p(o_ptr, EGO_MSTAFF_SPELL) && o_ptr->xtra2)
+ {
+ msg_print("It whines, glows and fades...");
+ return;
+ }
+
+ /* Monster eggs */
+ else if (o_ptr->tval == TV_EGG)
+ {
+ msg_print("You resume the development of the egg.");
+ o_ptr->timeout = 0;
+
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP);
+
+ /* Success */
+ return;
+ }
+
+ /* Normal activatable items */
+ else
+ {
+ msg_print("It whines, glows and fades...");
+ return;
+ }
+ }
+
+
+ /* Activate the item */
+ msg_print("You activate it...");
+
+ /* Sound */
+ sound(SOUND_ZAP);
+
+ /* Lua hook ? -- go first to allow lua to override */
+ if (process_hooks(HOOK_ACTIVATE, "(d)", item))
+ {
+ return;
+ }
+
+ /* New mostly unified activation code
+ This has to be early to allow artifacts to override normal items -- neil */
+
+ if ( activation_aux(o_ptr, TRUE, item) == NULL )
+ {
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP);
+
+ /* Success */
+ return;
+ }
+
+ /* Mage Staff of Spells */
+ if (is_ego_p(o_ptr, EGO_MSTAFF_SPELL))
+ {
+ while (TRUE)
+ {
+ if (!get_com("Use Spell [1] or [2]?", &ch))
+ {
+ return;
+ }
+
+ if (ch == '1')
+ {
+ spell_choice = 1;
+ break;
+ }
+
+ if (ch == '2')
+ {
+ spell_choice = 2;
+ break;
+ }
+ }
+
+ if (spell_choice == 1)
+ {
+ /* Still need to check timeouts because there is another counter */
+ if (o_ptr->timeout)
+ {
+ msg_print("The first spell is still charging!");
+ return;
+ }
+
+ /* Cast spell 1 */
+ activate_spell(o_ptr, spell_choice);
+ }
+ else if (spell_choice == 2)
+ {
+ /* Still need to check timeouts because there is another counter */
+ if (o_ptr->xtra2)
+ {
+ msg_print("The second spell is still charging!");
+ return;
+ }
+
+ /* Cast spell 2 */
+ activate_spell(o_ptr, spell_choice);
+ }
+
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP);
+
+ /* Success */
+ return;
+ }
+
+ /* Monster eggs */
+ if (o_ptr->tval == TV_EGG)
+ {
+ msg_print("You stop the development of the egg.");
+ o_ptr->timeout = -1;
+
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP);
+
+ /* Success */
+ return;
+ }
+
+ /* Musical instruments */
+ if (o_ptr->tval == TV_INSTRUMENT)
+ {
+ /* Horns */
+ if (o_ptr->sval == SV_HORN)
+ {
+ msg_format("Your instrument emits a loud sound!");
+
+ aggravate_monsters(1);
+
+ o_ptr->timeout = 100;
+ }
+
+ /* Success */
+ return;
+ }
+
+ /* Mistake */
+ msg_print("Oops. That object cannot be activated.");
+}
+
+const char *activation_aux(object_type * o_ptr, bool_ doit, int item)
+{
+ static char buf[256];
+ int plev = get_skill(SKILL_DEVICE);
+
+ int i = 0, ii = 0, ij = 0, k, dir, dummy = 0;
+ int chance;
+ bool_ is_junkart = (o_ptr->tval == TV_RANDART);
+
+ int spell = 0;
+
+ /* Junkarts */
+ if (is_junkart)
+ spell = activation_info[o_ptr->pval2].spell;
+
+ /* True Actifacts */
+ if (!spell && o_ptr->name1)
+ spell = a_info[o_ptr->name1].activate;
+
+ /* Random and Alchemist Artifacts */
+ if (!spell && o_ptr->art_name)
+ spell = o_ptr->xtra2;
+
+ /* Ego Items */
+ if (!spell && o_ptr->name2)
+ spell = e_info[o_ptr->name2].activate;
+
+ /* Dual egos with the second ego having the activation */
+ if (!spell && o_ptr->name2b)
+ spell = e_info[o_ptr->name2b].activate;
+
+ /* Intrinsic to item type (rings of Ice, etc) */
+ if (!spell)
+ spell = k_info[o_ptr->k_idx].activate;
+
+ /* Complain about mis-configured .txt files? */
+ if (!spell)
+ return "Unknown!";
+
+ /* Negative means a unified spell index */
+ if (spell < 0)
+ {
+ struct spell_type *spell_ptr = spell_at(-spell);
+ if (doit)
+ {
+ spell_type_produce_effect(spell_ptr, item);
+ o_ptr->timeout = spell_type_activation_roll_timeout(spell_ptr);
+ }
+ else
+ {
+ spell_type_activation_description(spell_ptr, buf);
+ return buf;
+ }
+ }
+ else
+ {
+ /* Activate for attack */
+ switch (spell)
+ {
+ case ACT_GILGALAD:
+ {
+ if (!doit) return "starlight (75) every 75+d75 turns";
+ for (k = 1; k < 10; k++)
+ {
+ if (k - 5) fire_beam(GF_LITE, k, 75);
+ }
+
+ o_ptr->timeout = rand_int(75) + 75;
+
+ break;
+ }
+
+ case ACT_CELEBRIMBOR:
+ {
+ if (!doit) return "temporary ESP (dur 20+d20) every 20+d50 turns";
+ set_tim_esp(p_ptr->tim_esp + randint(20) + 20);
+
+ o_ptr->timeout = rand_int(50) + 20;
+
+ break;
+ }
+
+ case ACT_SKULLCLEAVER:
+ {
+ if (!doit) return "destruction every 200+d200 turns";
+ destroy_area(p_ptr->py, p_ptr->px, 15, TRUE, FALSE);
+
+ o_ptr->timeout = rand_int(200) + 200;
+
+ break;
+ }
+
+ case ACT_HARADRIM:
+ {
+ if (!doit) return "berserk strength every 50+d50 turns";
+ set_afraid(0);
+ set_shero(p_ptr->shero + randint(25) + 25);
+ hp_player(30);
+
+ o_ptr->timeout = rand_int(50) + 50;
+
+ break;
+ }
+
+ case ACT_FUNDIN:
+ {
+ if (!doit) return "dispel evil (x4) every 100+d100 turns";
+ dispel_evil(p_ptr->lev * 4);
+
+ o_ptr->timeout = rand_int(100) + 100;
+
+ break;
+ }
+
+ case ACT_EOL:
+ {
+ if (!doit) return "mana bolt (9d8) 7+d7 turns";
+ if (!get_aim_dir(&dir)) break;
+ fire_bolt(GF_MANA, dir, damroll(9, 8));
+
+ o_ptr->timeout = rand_int(7) + 7;
+
+ break;
+ }
+
+ case ACT_UMBAR:
+ {
+ if (!doit) return "magic arrow (10d10) every 20+d20 turns";
+ if (!get_aim_dir(&dir)) break;
+ fire_bolt(GF_MISSILE, dir, damroll(10, 10));
+
+ o_ptr->timeout = rand_int(20) + 20;
+
+ break;
+ }
+
+ case ACT_NUMENOR:
+ {
+ /* Give full knowledge */
+ /* Hack -- Maximal info */
+ monster_race *r_ptr;
+ cave_type *c_ptr;
+ int x, y, m;
+
+ if (!doit) return "analyze monster every 500+d200 turns";
+
+ if (!tgt_pt(&x, &y)) break;
+
+ c_ptr = &cave[y][x];
+ if (!c_ptr->m_idx) break;
+
+ r_ptr = &r_info[c_ptr->m_idx];
+
+ /* Observe "maximal" attacks */
+ for (m = 0; m < 4; m++)
+ {
+ /* Examine "actual" blows */
+ if (r_ptr->blow[m].effect || r_ptr->blow[m].method)
+ {
+ /* Hack -- maximal observations */
+ r_ptr->r_blows[m] = MAX_UCHAR;
+ }
+ }
+
+ /* Hack -- maximal drops */
+ r_ptr->r_drop_gold = r_ptr->r_drop_item =
+ (((r_ptr->flags1 & (RF1_DROP_4D2)) ? 8 : 0) +
+ ((r_ptr->flags1 & (RF1_DROP_3D2)) ? 6 : 0) +
+ ((r_ptr->flags1 & (RF1_DROP_2D2)) ? 4 : 0) +
+ ((r_ptr->flags1 & (RF1_DROP_1D2)) ? 2 : 0) +
+ ((r_ptr->flags1 & (RF1_DROP_90)) ? 1 : 0) +
+ ((r_ptr->flags1 & (RF1_DROP_60)) ? 1 : 0));
+
+ /* Hack -- but only "valid" drops */
+ if (r_ptr->flags1 & (RF1_ONLY_GOLD)) r_ptr->r_drop_item = 0;
+ if (r_ptr->flags1 & (RF1_ONLY_ITEM)) r_ptr->r_drop_gold = 0;
+
+ /* Hack -- observe many spells */
+ r_ptr->r_cast_inate = MAX_UCHAR;
+ r_ptr->r_cast_spell = MAX_UCHAR;
+
+ /* Hack -- know all the flags */
+ r_ptr->r_flags1 = r_ptr->flags1;
+ r_ptr->r_flags2 = r_ptr->flags2;
+ r_ptr->r_flags3 = r_ptr->flags3;
+ r_ptr->r_flags4 = r_ptr->flags4;
+ r_ptr->r_flags5 = r_ptr->flags5;
+ r_ptr->r_flags6 = r_ptr->flags6;
+ r_ptr->r_flags7 = r_ptr->flags7;
+ r_ptr->r_flags8 = r_ptr->flags8;
+ r_ptr->r_flags9 = r_ptr->flags9;
+
+ o_ptr->timeout = rand_int(200) + 500;
+
+ break;
+ }
+
+ case ACT_KNOWLEDGE:
+ {
+ if (!doit) return "whispers from beyond(sanity drain) 100+d200 turns";
+ identify_fully();
+ take_sanity_hit(damroll(10, 7), "the sounds of the dead");
+
+ o_ptr->timeout = rand_int(200) + 100;
+
+ break;
+ }
+
+ case ACT_UNDEATH:
+ {
+ if (!doit) return "ruination every 10+d10 turns";
+ msg_print("The phial wells with dark light...");
+ unlite_area(damroll(2, 15), 3);
+ take_hit(damroll(10, 10), "activating The Phial of Undeath");
+ (void)dec_stat(A_DEX, 25, STAT_DEC_PERMANENT);
+ (void)dec_stat(A_WIS, 25, STAT_DEC_PERMANENT);
+ (void)dec_stat(A_CON, 25, STAT_DEC_PERMANENT);
+ (void)dec_stat(A_STR, 25, STAT_DEC_PERMANENT);
+ (void)dec_stat(A_CHR, 25, STAT_DEC_PERMANENT);
+ (void)dec_stat(A_INT, 25, STAT_DEC_PERMANENT);
+
+ o_ptr->timeout = rand_int(10) + 10;
+
+ break;
+ }
+
+ case ACT_THRAIN:
+ {
+ if (!doit) return "detection every 30+d30 turns";
+ msg_print("The stone glows a deep green...");
+ detect_all(DEFAULT_RADIUS);
+
+ o_ptr->timeout = rand_int(30) + 30;
+
+ break;
+ }
+
+ case ACT_BARAHIR:
+ {
+ if (!doit) return "dispel small life every 55+d55 turns";
+ msg_print("You exterminate small life.");
+ (void)dispel_monsters(4);
+
+ o_ptr->timeout = rand_int(55) + 55;
+
+ break;
+ }
+
+ case ACT_TULKAS:
+ {
+ if (!doit) return "haste self (75+d75 turns) every 150+d150 turns";
+ msg_print("The ring glows brightly...");
+ if (!p_ptr->fast)
+ {
+ (void)set_fast(randint(75) + 75, 10);
+ }
+ else
+ {
+ (void)set_fast(p_ptr->fast + 5, 10);
+ }
+
+ o_ptr->timeout = rand_int(150) + 150;
+
+ break;
+ }
+
+ case ACT_NARYA:
+ {
+ if (!doit) return "healing (500) every 200+d100 turns";
+ msg_print("The ring glows deep red...");
+ hp_player(500);
+ set_blind(0);
+ set_confused(0);
+ set_poisoned(0);
+ set_stun(0);
+ set_cut(0);
+
+ o_ptr->timeout = rand_int(100) + 200;
+
+ break;
+ }
+
+ case ACT_NENYA:
+ {
+ if (!doit) return "healing (800) every 100+d200 turns";
+ msg_print("The ring glows bright white...");
+ hp_player(800);
+ set_blind(0);
+ set_confused(0);
+ set_poisoned(0);
+ set_stun(0);
+ set_cut(0);
+
+ o_ptr->timeout = rand_int(200) + 100;
+
+ break;
+ }
+
+ case ACT_VILYA:
+ {
+ if (!doit) return "greater healing (900) every 200+d200 turns";
+ msg_print("The ring glows deep blue...");
+ hp_player(900);
+ set_blind(0);
+ set_confused(0);
+ set_poisoned(0);
+ set_stun(0);
+ set_cut(0);
+ if (p_ptr->black_breath)
+ {
+ p_ptr->black_breath = FALSE;
+ msg_print("The hold of the Black Breath on you is broken!");
+ }
+
+ o_ptr->timeout = rand_int(200) + 200;
+
+ break;
+ }
+
+ case ACT_POWER:
+ {
+ if (!doit) return "powerful things";
+ msg_print("The ring glows intensely black...");
+
+ o_ptr->timeout = ring_of_power();
+
+ break;
+ }
+
+
+ /* The Stone of Lore is perilous, for the sake of game balance. */
+ case ACT_STONE_LORE:
+ {
+ if (!doit) return "perilous identify every turn";
+ msg_print("The stone reveals hidden mysteries...");
+ if (!ident_spell()) break;
+
+ if (has_ability(AB_PERFECT_CASTING))
+ {
+ /* Sufficient mana */
+ if (20 <= p_ptr->csp)
+ {
+ /* Use some mana */
+ p_ptr->csp -= 20;
+ }
+
+ /* Over-exert the player */
+ else
+ {
+ int oops = 20 - p_ptr->csp;
+
+ /* No mana left */
+ p_ptr->csp = 0;
+ p_ptr->csp_frac = 0;
+
+ /* Message */
+ msg_print("You are too weak to control the stone!");
+
+ /* Hack -- Bypass free action */
+ (void)set_paralyzed(randint(5 * oops + 1));
+
+ /* Confusing. */
+ (void)set_confused(p_ptr->confused +
+ randint(5 * oops + 1));
+ }
+
+ /* Redraw mana */
+ p_ptr->redraw |= (PR_MANA);
+ }
+
+ take_hit(damroll(1, 12), "perilous secrets");
+
+ /* Confusing. */
+ if (rand_int(5) == 0)
+ {
+ (void)set_confused(p_ptr->confused + randint(10));
+ }
+
+ /* Exercise a little care... */
+ if (rand_int(20) == 0)
+ {
+ take_hit(damroll(4, 10), "perilous secrets");
+ }
+
+ o_ptr->timeout = 1;
+
+ break;
+ }
+
+ case ACT_RAZORBACK:
+ {
+ if (!doit) return "star ball (150) every 1000 turns";
+ msg_print("Your armor is surrounded by lightning...");
+ for (i = 0; i < 8; i++) fire_ball(GF_ELEC, ddd[i], 150, 3);
+
+ o_ptr->timeout = 1000;
+
+ break;
+ }
+
+ case ACT_BLADETURNER:
+ {
+ if (!doit) return "invulnerability (4+d8) every 800 turns";
+ set_invuln(p_ptr->invuln + randint(8) + 4);
+
+ o_ptr->timeout = 800;
+
+ break;
+ }
+
+ case ACT_MEDIATOR:
+ {
+ if (!doit) return "breathe elements (300), berserk rage, bless, and resistance every 400 turns";
+ if (!get_aim_dir(&dir)) break;
+ msg_print("You breathe the elements.");
+ fire_ball(GF_MISSILE, dir, 300, 4);
+ msg_print("Your armor glows many colours...");
+ (void)set_afraid(0);
+ (void)set_shero(p_ptr->shero + randint(50) + 50);
+ (void)hp_player(30);
+ (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);
+
+ o_ptr->timeout = 400;
+
+ break;
+ }
+
+ case ACT_BELEGENNON:
+ {
+ if (!doit) return ("heal (777), curing and heroism every 300 turns");
+ msg_print("A heavenly choir sings...");
+ (void)set_poisoned(0);
+ (void)set_cut(0);
+ (void)set_stun(0);
+ (void)set_confused(0);
+ (void)set_blind(0);
+ (void)set_hero(p_ptr->hero + randint(25) + 25);
+ (void)hp_player(777);
+
+ o_ptr->timeout = 300;
+
+ break;
+ }
+
+ case ACT_GORLIM:
+ {
+ if (!doit) return "rays of fear in every direction";
+ turn_monsters(40 + p_ptr->lev);
+
+ o_ptr->timeout = 3 * (p_ptr->lev + 10);
+
+ break;
+ }
+
+ case ACT_COLLUIN:
+ {
+ if (!doit) return "resistance (20+d20 turns) every 111 turns";
+ msg_print("Your cloak glows many colours...");
+ (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);
+
+ o_ptr->timeout = 111;
+
+ break;
+ }
+
+
+ case ACT_BELANGIL:
+ {
+ if (!doit) return "frost ball (48) every 5+d5 turns";
+ msg_print("Your dagger is covered in frost...");
+ if (!get_aim_dir(&dir)) break;
+ fire_ball(GF_COLD, dir, 48, 2);
+
+ o_ptr->timeout = rand_int(5) + 5;
+
+ break;
+ }
+
+ case ACT_ANGUIREL:
+ {
+ if (!doit) return "a getaway every 35 turns";
+ switch (randint(13))
+ {
+ case 1:
+ case 2:
+ case 3:
+ case 4:
+ case 5:
+ {
+ teleport_player(10);
+
+ break;
+ }
+
+ case 6:
+ case 7:
+ case 8:
+ case 9:
+ case 10:
+ {
+ teleport_player(222);
+
+ break;
+ }
+
+ case 11:
+ case 12:
+ {
+ (void)stair_creation();
+
+ break;
+ }
+
+ default:
+ {
+ if (get_check("Leave this level? "))
+ {
+ autosave_checkpoint();
+
+ /* Leaving */
+ p_ptr->leaving = TRUE;
+ }
+
+ break;
+ }
+ }
+
+ o_ptr->timeout = 35;
+
+ break;
+ }
+
+ case ACT_ERU:
+ {
+ if (!doit) return "healing(7000), curing every 500 turns";
+ msg_print("Your sword glows an intense white...");
+ hp_player(7000);
+ heal_insanity(50);
+ set_blind(0);
+ set_poisoned(0);
+ set_confused(0);
+ set_stun(0);
+ set_cut(0);
+ set_image(0);
+
+ o_ptr->timeout = 500;
+
+ break;
+ }
+
+ case ACT_DAWN:
+ {
+ if (!doit) return "summon the Legion of the Dawn every 500+d500 turns";
+ msg_print("You summon the Legion of the Dawn.");
+ (void)summon_specific_friendly(p_ptr->py, p_ptr->px, dun_level, SUMMON_DAWN, TRUE);
+
+ o_ptr->timeout = 500 + randint(500);
+
+ break;
+ }
+
+ case ACT_FIRESTAR:
+ {
+ if (!doit) return "large fire ball (72) every 100 turns";
+ msg_print("Your morning star rages in fire...");
+ if (!get_aim_dir(&dir)) break;
+ fire_ball(GF_FIRE, dir, 72, 3);
+
+ o_ptr->timeout = 100;
+
+ break;
+ }
+
+ case ACT_TURMIL:
+ {
+ if (!doit) return "drain life (90) every 70 turns";
+ msg_print("Your hammer glows white...");
+ if (!get_aim_dir(&dir)) break;
+ drain_life(dir, 90);
+
+ o_ptr->timeout = 70;
+
+ break;
+ }
+
+ case ACT_CUBRAGOL:
+ {
+ if (!doit) return "fire branding of bolts every 999 turns";
+ msg_print("Your crossbow glows deep red...");
+ (void)brand_bolts();
+
+ o_ptr->timeout = 999;
+
+ break;
+ }
+
+ case ACT_ELESSAR:
+ {
+ if (!doit) return "heal and cure black breath every 200 turns";
+ if (p_ptr->black_breath)
+ {
+ msg_print("The hold of the Black Breath on you is broken!");
+ }
+ p_ptr->black_breath = FALSE;
+ hp_player(100);
+
+ o_ptr->timeout = 200;
+
+ break;
+ }
+
+ case ACT_GANDALF:
+ {
+ if (!doit) return "restore mana every 666 turns";
+ msg_print("Your mage staff glows deep blue...");
+ if (p_ptr->csp < p_ptr->msp)
+ {
+ p_ptr->csp = p_ptr->msp;
+ p_ptr->csp_frac = 0;
+ msg_print("Your feel your head clear.");
+ p_ptr->redraw |= (PR_MANA);
+ p_ptr->window |= (PW_PLAYER);
+ }
+
+ o_ptr->timeout = 666;
+
+ break;
+ }
+
+ case ACT_MARDA:
+ {
+ if (!doit) return "summon a thunderlord every 1000 turns";
+ if (randint(3) == 1)
+ {
+ if (summon_specific(p_ptr->py, p_ptr->px, ((plev * 3) / 2), SUMMON_THUNDERLORD))
+ {
+ msg_print("A Thunderlord comes from thin air!");
+ msg_print("'I will burn you!'");
+ }
+ }
+ else
+ {
+ if (summon_specific_friendly(p_ptr->py, p_ptr->px, ((plev * 3) / 2),
+ SUMMON_THUNDERLORD, (plev == 50 ? TRUE : FALSE)))
+ {
+ msg_print("A Thunderlord comes from thin air!");
+ msg_print("'I will help you in your difficult task.'");
+ }
+ }
+
+ o_ptr->timeout = 1000;
+
+ break;
+ }
+
+ case ACT_PALANTIR:
+ {
+ if (!doit) return "clairvoyance every 100+d100 turns";
+ msg_print("The stone glows a deep green...");
+ wiz_lite_extra();
+ (void)detect_traps(DEFAULT_RADIUS);
+ (void)detect_doors(DEFAULT_RADIUS);
+ (void)detect_stairs(DEFAULT_RADIUS);
+
+ o_ptr->timeout = rand_int(100) + 100;
+
+ break;
+ }
+
+ case ACT_EREBOR:
+ {
+ if (!doit) return "open a secret passage every 75 turns";
+ msg_print("Your pick twists in your hands.");
+
+ if (!get_aim_dir(&dir)) break;
+ if (passwall(dir, TRUE))
+ {
+ msg_print("A passage opens, and you step through.");
+ }
+ else
+ {
+ msg_print("There is no wall there!");
+ }
+
+ o_ptr->timeout = 75;
+
+ break;
+ }
+
+ case ACT_DRUEDAIN:
+ {
+ if (!doit) return "detection every 99 turns";
+ msg_print("Your drum shows you the world.");
+ detect_all(DEFAULT_RADIUS);
+
+ o_ptr->timeout = 99;
+
+ break;
+ }
+
+ case ACT_ROHAN:
+ {
+ if (!doit) return "heroism, berserker, and haste every 250 turns";
+ msg_print("Your horn glows deep red.");
+ set_afraid(0);
+ set_shero(p_ptr->shero + damroll(5, 10) + 30);
+ set_afraid(0);
+ set_hero(p_ptr->hero + damroll(5, 10) + 30);
+ set_fast(p_ptr->fast + damroll(5, 10) + 30, 10);
+ hp_player(30);
+
+ o_ptr->timeout = 250;
+
+ break;
+ }
+
+ case ACT_HELM:
+ {
+ if (!doit) return "sound ball (300) every 300 turns";
+ msg_print("Your horn emits a loud sound.");
+ if (!get_aim_dir(&dir)) break;
+ fire_ball(GF_SOUND, dir, 300, 6);
+
+ o_ptr->timeout = 300;
+
+ break;
+ }
+
+ case ACT_BOROMIR:
+ {
+ if (!doit) return "mass human summoning every 1000 turns";
+ msg_print("Your horn calls for help.");
+ for (i = 0; i < 15; i++)
+ {
+ summon_specific_friendly(p_ptr->py, p_ptr->px, ((plev * 3) / 2), SUMMON_HUMAN, TRUE);
+ }
+
+ o_ptr->timeout = 1000;
+
+ break;
+ }
+
+ case ACT_HURIN:
+ {
+ if (!doit) return "berserker and +10 to speed (50) every 100+d200 turns";
+ if (!p_ptr->fast)
+ {
+ (void)set_fast(randint(50) + 50, 10);
+ }
+ else
+ {
+ (void)set_fast(p_ptr->fast + 5, 10);
+ }
+ hp_player(30);
+ set_afraid(0);
+ set_shero(p_ptr->shero + randint(50) + 50);
+
+ o_ptr->timeout = rand_int(200) + 100;
+
+ break;
+ }
+
+ case ACT_AXE_GOTHMOG:
+ {
+ if (!doit) return "fire ball (300) every 200+d200 turns";
+ msg_print("Your lochaber axe erupts in fire...");
+ if (!get_aim_dir(&dir)) break;
+ fire_ball(GF_FIRE, dir, 300, 4);
+
+ o_ptr->timeout = 200 + rand_int(200);
+
+ break;
+ }
+
+ case ACT_MELKOR:
+ {
+ if (!doit) return "darkness ball (150) every 100 turns";
+ msg_print("Your spear is covered of darkness...");
+ if (!get_aim_dir(&dir)) break;
+ fire_ball(GF_DARK, dir, 150, 3);
+
+ o_ptr->timeout = 100;
+
+ break;
+ }
+
+ case ACT_GROND:
+ {
+ if (!doit) return "alter reality every 100 turns";
+ msg_print("Your hammer hits the floor...");
+ alter_reality();
+
+ o_ptr->timeout = 100;
+
+ break;
+ }
+
+ case ACT_NATUREBANE:
+ {
+ if (!doit) return "dispel monsters (300) every 200+d200 turns";
+ msg_print("Your axe glows blood red...");
+ dispel_monsters(300);
+
+ o_ptr->timeout = 200 + randint(200);
+
+ break;
+ }
+
+ case ACT_NIGHT:
+ {
+ if (!doit) return "vampiric drain (3*100) every 250 turns";
+ msg_print("Your axe emits a black aura...");
+ if (!get_aim_dir(&dir)) break;
+ for (i = 0; i < 3; i++)
+ {
+ if (drain_life(dir, 100)) hp_player(100);
+ }
+
+ o_ptr->timeout = 250;
+
+ break;
+ }
+
+ case ACT_ORCHAST:
+ {
+ if (!doit) return "detect orcs every 10 turns";
+ msg_print("Your weapon glows brightly...");
+ (void)detect_monsters_xxx(RF3_ORC, DEFAULT_RADIUS);
+
+ o_ptr->timeout = 10;
+
+ break;
+ }
+ case ACT_SUNLIGHT:
+ {
+ if (!doit) return "beam of sunlight every 10 turns";
+
+ if (!get_aim_dir(&dir)) break;
+ msg_print("A line of sunlight appears.");
+ lite_line(dir);
+
+ o_ptr->timeout = 10;
+
+ break;
+ }
+
+ case ACT_BO_MISS_1:
+ {
+ if (!doit) return "magic missile (2d6) every 2 turns";
+ msg_print("It glows extremely brightly...");
+ if (!get_aim_dir(&dir)) break;
+ fire_bolt(GF_MISSILE, dir, damroll(2, 6));
+
+ o_ptr->timeout = 2;
+
+ break;
+ }
+
+ case ACT_BA_POIS_1:
+ {
+ if (!doit) return "stinking cloud (12), rad. 3, every 4+d4 turns";
+ msg_print("It throbs deep green...");
+ if (!get_aim_dir(&dir)) break;
+ fire_ball(GF_POIS, dir, 12, 3);
+
+ o_ptr->timeout = rand_int(4) + 4;
+
+ break;
+ }
+
+ case ACT_BO_ELEC_1:
+ {
+ if (!doit) return "lightning bolt (4d8) every 6+d6 turns";
+ msg_print("It is covered in sparks...");
+ if (!get_aim_dir(&dir)) break;
+ fire_bolt(GF_ELEC, dir, damroll(4, 8));
+
+ o_ptr->timeout = rand_int(6) + 6;
+
+ break;
+ }
+
+ case ACT_BO_ACID_1:
+ {
+ if (!doit) return "acid bolt (5d8) every 5+d5 turns";
+ msg_print("It is covered in acid...");
+ if (!get_aim_dir(&dir)) break;
+ fire_bolt(GF_ACID, dir, damroll(5, 8));
+
+ o_ptr->timeout = rand_int(5) + 5;
+
+ break;
+ }
+
+ case ACT_BO_COLD_1:
+ {
+ if (!doit) return "frost bolt (6d8) every 7+d7 turns";
+ msg_print("It is covered in frost...");
+ if (!get_aim_dir(&dir)) break;
+ fire_bolt(GF_COLD, dir, damroll(6, 8));
+
+ o_ptr->timeout = rand_int(7) + 7;
+
+ break;
+ }
+
+ case ACT_BO_FIRE_1:
+ {
+ if (!doit) return "fire bolt (9d8) every 8+d8 turns";
+ msg_print("It is covered in fire...");
+ if (!get_aim_dir(&dir)) break;
+ fire_bolt(GF_FIRE, dir, damroll(9, 8));
+
+ o_ptr->timeout = rand_int(8) + 8;
+
+ break;
+ }
+
+ case ACT_BA_COLD_1:
+ {
+ if (!doit) return "ball of cold (48) every 400 turns";
+ msg_print("It is covered in frost...");
+ if (!get_aim_dir(&dir)) break;
+ fire_ball(GF_COLD, dir, 48, 2);
+
+ o_ptr->timeout = 400;
+
+ break;
+ }
+
+ case ACT_BA_FIRE_1:
+ {
+ if (!doit) return "ball of fire (72) every 400 turns";
+ msg_print("It glows an intense red...");
+ if (!get_aim_dir(&dir)) break;
+ fire_ball(GF_FIRE, dir, 72, 2);
+
+ o_ptr->timeout = 400;
+
+ break;
+ }
+
+ case ACT_DRAIN_1:
+ {
+ if (!doit) return "drain life (100) every 100+d100 turns";
+ msg_print("It glows black...");
+ if (!get_aim_dir(&dir)) break;
+ if (drain_life(dir, 100))
+
+ o_ptr->timeout = rand_int(100) + 100;
+
+ break;
+ }
+
+ case ACT_BA_COLD_2:
+ {
+ if (!doit) return "ball of cold (100) every 300 turns";
+ msg_print("It glows an intense blue...");
+ if (!get_aim_dir(&dir)) break;
+ fire_ball(GF_COLD, dir, 100, 2);
+
+ o_ptr->timeout = 300;
+
+ break;
+ }
+
+ case ACT_BA_ELEC_2:
+ {
+ if (!doit) return "ball of lightning (100) every 500 turns";
+ msg_print("It crackles with electricity...");
+ if (!get_aim_dir(&dir)) break;
+ fire_ball(GF_ELEC, dir, 100, 3);
+
+ o_ptr->timeout = 500;
+
+ break;
+ }
+
+ case ACT_DRAIN_2:
+ {
+ if (!doit) return "drain life (120) every 400 turns";
+ msg_print("It glows black...");
+ if (!get_aim_dir(&dir)) break;
+ drain_life(dir, 120);
+
+ o_ptr->timeout = 400;
+
+ break;
+ }
+
+ case ACT_VAMPIRE_1:
+ {
+ if (!doit) return "vampiric drain (3*50) every 400 turns";
+ if (!get_aim_dir(&dir)) break;
+ for (dummy = 0; dummy < 3; dummy++)
+ {
+ if (drain_life(dir, 50))
+ hp_player(50);
+ }
+
+ o_ptr->timeout = 400;
+
+ break;
+ }
+
+ case ACT_BO_MISS_2:
+ {
+ if (!doit) return "arrows (150) every 90+d90 turns";
+ msg_print("It grows magical spikes...");
+ if (!get_aim_dir(&dir)) break;
+ fire_bolt(GF_ARROW, dir, 150);
+
+ o_ptr->timeout = rand_int(90) + 90;
+
+ break;
+ }
+
+ case ACT_BA_FIRE_2:
+ {
+ if (!doit) return "fire ball (120) every 225+d225 turns";
+ msg_print("It glows deep red...");
+ if (!get_aim_dir(&dir)) break;
+ fire_ball(GF_FIRE, dir, 120, 3);
+
+ o_ptr->timeout = rand_int(225) + 225;
+
+ break;
+ }
+
+ case ACT_BA_COLD_3:
+ {
+ if (!doit) return "ball of cold (200) every 325+d325 turns";
+ msg_print("It glows bright white...");
+ if (!get_aim_dir(&dir)) break;
+ fire_ball(GF_COLD, dir, 200, 3);
+
+ o_ptr->timeout = rand_int(325) + 325;
+
+ break;
+ }
+
+ case ACT_BA_ELEC_3:
+ {
+ if (!doit) return "Lightning Ball (250) every 425+d425 turns";
+ msg_print("It glows deep blue...");
+ if (!get_aim_dir(&dir)) break;
+ fire_ball(GF_ELEC, dir, 250, 3);
+
+ o_ptr->timeout = rand_int(425) + 425;
+
+ break;
+ }
+
+ case ACT_WHIRLWIND:
+ {
+ int y = 0, x = 0;
+ cave_type *c_ptr;
+ monster_type *m_ptr;
+ if (!doit) return "whirlwind attack every 250 turns";
+
+ for (dir = 0; dir <= 9; dir++)
+ {
+ y = p_ptr->py + ddy[dir];
+ x = p_ptr->px + ddx[dir];
+ c_ptr = &cave[y][x];
+
+ /* Get the monster */
+ m_ptr = &m_list[c_ptr->m_idx];
+
+ /* Hack -- attack monsters */
+ if (c_ptr->m_idx && (m_ptr->ml || cave_floor_bold(y, x)))
+ {
+ py_attack(y, x, -1);
+ }
+ }
+
+ o_ptr->timeout = 250;
+
+ break;
+ }
+
+ case ACT_VAMPIRE_2:
+ {
+ if (!doit) return "vampiric drain (3*100) every 400 turns";
+ if (!get_aim_dir(&dir)) break;
+ for (dummy = 0; dummy < 3; dummy++)
+ {
+ if (drain_life(dir, 100))
+ hp_player(100);
+ }
+
+ o_ptr->timeout = 400;
+
+ break;
+ }
+
+
+ case ACT_CALL_CHAOS:
+ {
+ if (!doit) return "call chaos every 350 turns";
+ msg_print("It glows in scintillating colours...");
+ call_chaos();
+
+ o_ptr->timeout = 350;
+
+ break;
+ }
+
+ case ACT_ROCKET:
+ {
+ if (!doit) return "launch rocket (120+level) every 400 turns";
+ if (!get_aim_dir(&dir)) break;
+ msg_print("You launch a rocket!");
+ fire_ball(GF_ROCKET, dir, 120 + (plev), 2);
+
+ o_ptr->timeout = 400;
+
+ break;
+ }
+
+ case ACT_DISP_EVIL:
+ {
+ if (!doit) return "dispel evil (level*5) every 300+d300 turns";
+ msg_print("It floods the area with goodness...");
+ dispel_evil(p_ptr->lev * 5);
+
+ o_ptr->timeout = rand_int(300) + 300;
+
+ break;
+ }
+
+ case ACT_DISP_GOOD:
+ {
+ if (!doit) return "dispel good (level*5) every 300+d300 turns";
+ msg_print("It floods the area with evil...");
+ dispel_good(p_ptr->lev * 5);
+
+ o_ptr->timeout = rand_int(300) + 300;
+
+ break;
+ }
+
+ case ACT_BA_MISS_3:
+ {
+ if (!doit) return "elemental breath (300) every 500 turns";
+ if (!get_aim_dir(&dir)) break;
+ msg_print("You breathe the elements.");
+ fire_ball(GF_MISSILE, dir, 300, 4);
+
+ o_ptr->timeout = 500;
+
+ break;
+ }
+
+ /* Activate for other offensive action */
+
+ case ACT_CONFUSE:
+ {
+ if (!doit) return "confuse monster every 15 turns";
+ msg_print("It glows in scintillating colours...");
+ if (!get_aim_dir(&dir)) break;
+ confuse_monster(dir, 20);
+
+ o_ptr->timeout = 15;
+
+ break;
+ }
+
+ case ACT_SLEEP:
+ {
+ if (!doit) return "sleep nearby monsters every 55 turns";
+ msg_print("It glows deep blue...");
+ sleep_monsters_touch();
+
+ o_ptr->timeout = 55;
+
+ break;
+ }
+
+ case ACT_QUAKE:
+ {
+ if (!doit) return "earthquake (rad 10) every 50 turns";
+ /* Prevent destruction of quest levels and town */
+ if (!is_quest(dun_level) && dun_level)
+ {
+ earthquake(p_ptr->py, p_ptr->px, 10);
+ o_ptr->timeout = 50;
+ }
+
+ break;
+ }
+
+ case ACT_TERROR:
+ {
+ if (!doit) return "terror every 3 * (level+10) turns";
+ turn_monsters(40 + p_ptr->lev);
+
+ o_ptr->timeout = 3 * (p_ptr->lev + 10);
+
+ break;
+ }
+
+ case ACT_TELE_AWAY:
+ {
+ if (!doit) return "teleport away every 200 turns";
+ if (!get_aim_dir(&dir)) break;
+ (void)fire_beam(GF_AWAY_ALL, dir, plev);
+
+ o_ptr->timeout = 200;
+
+ break;
+ }
+
+ case ACT_BANISH_EVIL:
+ {
+ if (!doit) return "banish evil every 250+d250 turns";
+ if (banish_evil(100))
+ {
+ msg_print("The power of the artifact banishes evil!");
+ }
+
+ o_ptr->timeout = 250 + randint(250);
+
+ break;
+ }
+
+ case ACT_GENOCIDE:
+ {
+ if (!doit) return "genocide every 500 turns";
+ msg_print("It glows deep blue...");
+ (void)genocide(TRUE);
+
+ o_ptr->timeout = 500;
+
+ break;
+ }
+
+ case ACT_MASS_GENO:
+ {
+ if (!doit) return "mass genocide every 1000 turns";
+ msg_print("It lets out a long, shrill note...");
+ (void)mass_genocide(TRUE);
+
+ o_ptr->timeout = 1000;
+
+ break;
+ }
+
+ /* Activate for summoning / charming */
+
+ case ACT_CHARM_ANIMAL:
+ {
+ if (!doit) return "charm animal every 300 turns";
+ if (!get_aim_dir(&dir)) break;
+ (void) charm_animal(dir, plev);
+
+ o_ptr->timeout = 300;
+
+ break;
+ }
+
+ case ACT_CHARM_UNDEAD:
+ {
+ if (!doit) return "enslave undead every 333 turns";
+ if (!get_aim_dir(&dir)) break;
+ (void)control_one_undead(dir, plev);
+
+ o_ptr->timeout = 333;
+
+ break;
+ }
+
+ case ACT_CHARM_OTHER:
+ {
+ if (!doit) return "charm monster every 400 turns";
+ if (!get_aim_dir(&dir)) break;
+ (void) charm_monster(dir, plev);
+
+ o_ptr->timeout = 400;
+
+ break;
+ }
+
+ case ACT_CHARM_ANIMALS:
+ {
+ if (!doit) return "animal friendship every 500 turns";
+ (void) charm_animals(plev * 2);
+
+ o_ptr->timeout = 500;
+
+ break;
+ }
+
+ case ACT_CHARM_OTHERS:
+ {
+ if (!doit) return "mass charm every 750 turns";
+ charm_monsters(plev * 2);
+
+ o_ptr->timeout = 750;
+
+ break;
+ }
+
+ case ACT_SUMMON_ANIMAL:
+ {
+ if (!doit) return "summon animal every 200+d300 turns";
+ (void)summon_specific_friendly(p_ptr->py, p_ptr->px, plev, SUMMON_ANIMAL_RANGER, TRUE);
+
+ o_ptr->timeout = 200 + randint(300);
+
+ break;
+ }
+
+ case ACT_SUMMON_PHANTOM:
+ {
+ if (!doit) return "summon phantasmal servant every 200+d200 turns";
+ msg_print("You summon a phantasmal servant.");
+ (void)summon_specific_friendly(p_ptr->py, p_ptr->px, dun_level, SUMMON_PHANTOM, TRUE);
+
+ o_ptr->timeout = 200 + randint(200);
+
+ break;
+ }
+
+ case ACT_SUMMON_ELEMENTAL:
+ {
+ if (!doit) return "summon elemental every 750 turns";
+ if (randint(3) == 1)
+ {
+ if (summon_specific(p_ptr->py, p_ptr->px, ((plev * 3) / 2), SUMMON_ELEMENTAL))
+ {
+ msg_print("An elemental materialises...");
+ msg_print("You fail to control it!");
+ }
+ }
+ else
+ {
+ if (summon_specific_friendly(p_ptr->py, p_ptr->px, ((plev * 3) / 2),
+ SUMMON_ELEMENTAL, (plev == 50 ? TRUE : FALSE)))
+ {
+ msg_print("An elemental materialises...");
+ msg_print("It seems obedient to you.");
+ }
+ }
+
+ o_ptr->timeout = 750;
+
+ break;
+ }
+
+ case ACT_SUMMON_DEMON:
+ {
+ if (!doit) return "summon demon every 666+d333 turns";
+ if (randint(3) == 1)
+ {
+ if (summon_specific(p_ptr->py, p_ptr->px, ((plev * 3) / 2), SUMMON_DEMON))
+ {
+ msg_print("The area fills with a stench of sulphur and brimstone.");
+ msg_print("'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'");
+ }
+ }
+ else
+ {
+ if (summon_specific_friendly(p_ptr->py, p_ptr->px, ((plev * 3) / 2),
+ SUMMON_DEMON, (plev == 50 ? TRUE : FALSE)))
+ {
+ msg_print("The area fills with a stench of sulphur and brimstone.");
+ msg_print("'What is thy bidding... Master?'");
+ }
+ }
+
+ o_ptr->timeout = 666 + randint(333);
+
+ break;
+ }
+
+ case ACT_SUMMON_UNDEAD:
+ {
+ if (!doit) return "summon undead every 666+d333 turns";
+ if (randint(3) == 1)
+ {
+ if (summon_specific(p_ptr->py, p_ptr->px, ((plev * 3) / 2),
+ (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD)))
+ {
+ msg_print("Cold winds begin to blow around you, carrying with them the stench of decay...");
+ msg_print("'The dead arise... to punish you for disturbing them!'");
+ }
+ }
+ else
+ {
+ if (summon_specific_friendly(p_ptr->py, p_ptr->px, ((plev * 3) / 2),
+ (plev > 47 ? SUMMON_HI_UNDEAD_NO_UNIQUES : SUMMON_UNDEAD),
+ (((plev > 24) && (randint(3) == 1)) ? TRUE : FALSE)))
+ {
+ msg_print("Cold winds begin to blow around you, carrying with them the stench of decay...");
+ msg_print("Ancient, long-dead forms arise from the ground to serve you!");
+ }
+ }
+
+ o_ptr->timeout = 666 + randint(333);
+
+ break;
+ }
+
+ /* Activate for healing */
+
+ case ACT_CURE_LW:
+ {
+ if (!doit) return format("cure light wounds every %d turns", (is_junkart ? 50 : 10));
+ (void)set_afraid(0);
+ (void)hp_player(30);
+
+ o_ptr->timeout = 10;
+
+ break;
+ }
+
+ case ACT_CURE_MW:
+ {
+ if (!doit) return format("cure serious wounds every %s turns", (is_junkart? "75" : "3+d3"));
+ msg_print("It radiates deep purple...");
+ hp_player(damroll(4, 8));
+ (void)set_cut((p_ptr->cut / 2) - 50);
+
+ o_ptr->timeout = rand_int(3) + 3;
+
+ break;
+ }
+
+ case ACT_CURE_POISON:
+ {
+ if (!doit) return "remove fear and cure poison every 5 turns";
+ msg_print("It glows deep blue...");
+ (void)set_afraid(0);
+ (void)set_poisoned(0);
+
+ o_ptr->timeout = 5;
+
+ break;
+ }
+
+ case ACT_REST_LIFE:
+ {
+ if (!doit) return "restore life levels every 450 turns";
+ msg_print("It glows a deep red...");
+ restore_level();
+
+ o_ptr->timeout = 450;
+
+ break;
+ }
+
+ case ACT_REST_ALL:
+ {
+ if (!doit) return format("restore stats and life levels every %d turns", (is_junkart ? 200 : 750));
+ msg_print("It glows a deep green...");
+ (void)do_res_stat(A_STR, TRUE);
+ (void)do_res_stat(A_INT, TRUE);
+ (void)do_res_stat(A_WIS, TRUE);
+ (void)do_res_stat(A_DEX, TRUE);
+ (void)do_res_stat(A_CON, TRUE);
+ (void)do_res_stat(A_CHR, TRUE);
+ (void)restore_level();
+
+ o_ptr->timeout = 750;
+
+ break;
+ }
+
+ case ACT_CURE_700:
+ {
+ if (!doit) return format("heal 700 hit points every %d turns", (is_junkart ? 100 : 250));
+ msg_print("It glows deep blue...");
+ msg_print("You feel a warm tingling inside...");
+ (void)hp_player(700);
+ (void)set_cut(0);
+
+ o_ptr->timeout = 250;
+
+ break;
+ }
+
+ case ACT_CURE_1000:
+ {
+ if (!doit) return "heal 1000 hit points every 888 turns";
+ msg_print("It glows a bright white...");
+ msg_print("You feel much better...");
+ (void)hp_player(1000);
+ (void)set_cut(0);
+
+ o_ptr->timeout = 888;
+
+ break;
+ }
+
+ case ACT_ESP:
+ {
+ if (!doit) return "temporary ESP (dur 25+d30) every 200 turns";
+ (void)set_tim_esp(p_ptr->tim_esp + randint(30) + 25);
+
+ o_ptr->timeout = 200;
+
+ break;
+ }
+
+ case ACT_BERSERK:
+ {
+ if (!doit) return "heroism and berserk (dur 50+d50) every 100+d100 turns";
+ (void)set_shero(p_ptr->shero + randint(50) + 50);
+ (void)set_blessed(p_ptr->blessed + randint(50) + 50);
+
+ o_ptr->timeout = 100 + randint(100);
+
+ break;
+ }
+
+ case ACT_PROT_EVIL:
+ {
+ if (!doit) return "protection from evil (dur level*3 + d25) every 225+d225 turns";
+ msg_print("It lets out a shrill wail...");
+ k = 3 * p_ptr->lev;
+ (void)set_protevil(p_ptr->protevil + randint(25) + k);
+
+ o_ptr->timeout = rand_int(225) + 225;
+
+ break;
+ }
+
+ case ACT_RESIST_ALL:
+ {
+ if (!doit) return "resist elements (dur 40+d40) every 200 turns";
+ msg_print("It glows many colours...");
+ (void)set_oppose_acid(p_ptr->oppose_acid + randint(40) + 40);
+ (void)set_oppose_elec(p_ptr->oppose_elec + randint(40) + 40);
+ (void)set_oppose_fire(p_ptr->oppose_fire + randint(40) + 40);
+ (void)set_oppose_cold(p_ptr->oppose_cold + randint(40) + 40);
+ (void)set_oppose_pois(p_ptr->oppose_pois + randint(40) + 40);
+
+ o_ptr->timeout = 200;
+
+ break;
+ }
+
+ case ACT_SPEED:
+ {
+ if (!doit) return "speed (dur 20+d20) every 250 turns";
+ msg_print("It glows bright green...");
+ if (!p_ptr->fast)
+ {
+ (void)set_fast(randint(20) + 20, 10);
+ }
+ else
+ {
+ (void)set_fast(p_ptr->fast + 5, 10);
+ }
+
+ o_ptr->timeout = 250;
+
+ break;
+ }
+
+ case ACT_XTRA_SPEED:
+ {
+ if (!doit) return "speed (dur 75+d75) every 200+d200 turns";
+ msg_print("It glows brightly...");
+ if (!p_ptr->fast)
+ {
+ (void)set_fast(randint(75) + 75, 10);
+ }
+ else
+ {
+ (void)set_fast(p_ptr->fast + 5, 10);
+ }
+
+ o_ptr->timeout = rand_int(200) + 200;
+
+ break;
+ }
+
+ case ACT_WRAITH:
+ {
+ if (!doit) return "wraith form (level/2 + d(level/2)) every 1000 turns";
+ set_shadow(p_ptr->tim_wraith + randint(plev / 2) + (plev / 2));
+
+ o_ptr->timeout = 1000;
+
+ break;
+ }
+
+ case ACT_INVULN:
+ {
+ if (!doit) return "invulnerability (dur 8+d8) every 1000 turns";
+ (void)set_invuln(p_ptr->invuln + randint(8) + 8);
+
+ o_ptr->timeout = 1000;
+
+ break;
+ }
+
+ /* Activate for general purpose effect (detection etc.) */
+
+ case ACT_LIGHT:
+ {
+ if (!doit) return format("light area (dam 2d15) every %s turns", (is_junkart ? "100" : "10+d10"));
+ msg_print("It wells with clear light...");
+ lite_area(damroll(2, 15), 3);
+
+ o_ptr->timeout = rand_int(10) + 10;
+
+ break;
+ }
+
+ case ACT_MAP_LIGHT:
+ {
+ if (!doit) return "light (dam 2d15) & map area every 50+d50 turns";
+ msg_print("It shines brightly...");
+ map_area();
+ lite_area(damroll(2, 15), 3);
+
+ o_ptr->timeout = rand_int(50) + 50;
+
+ break;
+ }
+
+ case ACT_DETECT_ALL:
+ {
+ if (!doit) return "detection every 55+d55 turns";
+ msg_print("It glows bright white...");
+ msg_print("An image forms in your mind...");
+ detect_all(DEFAULT_RADIUS);
+
+ o_ptr->timeout = rand_int(55) + 55;
+
+ break;
+ }
+
+ case ACT_DETECT_XTRA:
+ {
+ if (!doit) return "detection, probing and identify true every 1000 turns";
+ msg_print("It glows brightly...");
+ detect_all(DEFAULT_RADIUS);
+ probing();
+ identify_fully();
+
+ o_ptr->timeout = 1000;
+
+ break;
+ }
+
+ case ACT_ID_FULL:
+ {
+ if (!doit) return "identify true every 750 turns";
+ msg_print("It glows yellow...");
+ identify_fully();
+
+ o_ptr->timeout = 750;
+
+ break;
+ }
+
+ case ACT_ID_PLAIN:
+ {
+ if (!doit) return "identify spell every 10 turns";
+ if (!ident_spell()) break;
+
+ o_ptr->timeout = 10;
+
+ break;
+ }
+
+ case ACT_RUNE_EXPLO:
+ {
+ if (!doit) return "explosive rune every 200 turns";
+ msg_print("It glows bright red...");
+ explosive_rune();
+
+ o_ptr->timeout = 200;
+
+ break;
+ }
+
+ case ACT_RUNE_PROT:
+ {
+ if (!doit) return "rune of protection every 400 turns";
+ msg_print("It glows light blue...");
+ warding_glyph();
+
+ o_ptr->timeout = 400;
+
+ break;
+ }
+
+ case ACT_SATIATE:
+ {
+ if (!doit) return "satisfy hunger every 200 turns";
+ (void)set_food(PY_FOOD_MAX - 1);
+
+ o_ptr->timeout = 200;
+
+ break;
+ }
+
+ case ACT_DEST_DOOR:
+ {
+ if (!doit) return "destroy doors and traps every 10 turns";
+ msg_print("It glows bright red...");
+ destroy_doors_touch();
+
+ o_ptr->timeout = 10;
+
+ break;
+ }
+
+ case ACT_STONE_MUD:
+ {
+ if (!doit) return "stone to mud every 5 turns";
+ msg_print("It pulsates...");
+ if (!get_aim_dir(&dir)) break;
+ wall_to_mud(dir);
+
+ o_ptr->timeout = 5;
+
+ break;
+ }
+
+ case ACT_RECHARGE:
+ {
+ if (!doit) return "recharging every 70 turns";
+ recharge(60);
+
+ o_ptr->timeout = 70;
+
+ break;
+ }
+
+ case ACT_ALCHEMY:
+ {
+ if (!doit) return "alchemy every 500 turns";
+ msg_print("It glows bright yellow...");
+ (void) alchemy();
+
+ o_ptr->timeout = 500;
+
+ break;
+ }
+
+ case ACT_DIM_DOOR:
+ {
+ if (!doit) return "dimension door every 100 turns";
+ if (dungeon_flags2 & DF2_NO_TELEPORT)
+ {
+ msg_print("Not on special levels!");
+ break;
+ }
+
+ msg_print("You open a Void Jumpgate. Choose a destination.");
+ if (!tgt_pt(&ii, &ij)) break;
+
+ p_ptr->energy -= 60 - plev;
+
+ if (!cave_empty_bold(ij, ii) || (cave[ij][ii].info & CAVE_ICKY) ||
+ (distance(ij, ii, p_ptr->py, p_ptr->px) > plev + 2) ||
+ (!rand_int(plev * plev / 2)))
+ {
+ msg_print("You fail to exit the void correctly!");
+ p_ptr->energy -= 100;
+ get_pos_player(10, &ij, &ii);
+ }
+
+ cave_set_feat(p_ptr->py, p_ptr->px, FEAT_BETWEEN);
+ cave_set_feat(ij, ii, FEAT_BETWEEN);
+ cave[p_ptr->py][p_ptr->px].special = ii + (ij << 8);
+ cave[ij][ii].special = p_ptr->px + (p_ptr->py << 8);
+
+ o_ptr->timeout = 100;
+
+ break;
+ }
+
+ case ACT_TELEPORT:
+ {
+ if (!doit) return format("teleport (range 100) every %d turns", (is_junkart? 100 : 45));
+ msg_print("It twists space around you...");
+ teleport_player(100);
+
+ o_ptr->timeout = 45;
+
+ break;
+ }
+
+ case ACT_RECALL:
+ {
+ if (!(dungeon_flags2 & DF2_ASK_LEAVE) || ((dungeon_flags2 & DF2_ASK_LEAVE) && !get_check("Leave this unique level forever? ")))
+ {
+ if (!doit) return "word of recall every 200 turns";
+ msg_print("It glows soft white...");
+ recall_player(20,15);
+
+ o_ptr->timeout = 200;
+ }
+
+ break;
+ }
+
+ case ACT_DEATH:
+ {
+ if (!doit) return "death";
+ take_hit(5000, "activating a death spell");
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_RUINATION:
+ {
+ if (!doit) return "Ruination";
+ msg_print("Your nerves and muscles feel weak and lifeless!");
+
+ take_hit(damroll(10, 10), "activating Ruination");
+ (void)dec_stat(A_DEX, 25, TRUE);
+ (void)dec_stat(A_WIS, 25, TRUE);
+ (void)dec_stat(A_CON, 25, TRUE);
+ (void)dec_stat(A_STR, 25, TRUE);
+ (void)dec_stat(A_CHR, 25, TRUE);
+ (void)dec_stat(A_INT, 25, TRUE);
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_DESTRUC:
+ {
+ if (!doit) return "Destruction every 100 turns";
+ earthquake(p_ptr->py, p_ptr->px, 12);
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_UNINT:
+ {
+ if (!doit) return "decreasing Intelligence";
+ (void)dec_stat(A_INT, 25, FALSE);
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_UNSTR:
+ {
+ if (!doit) return "decreasing Strength";
+ (void)dec_stat(A_STR, 25, FALSE);
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_UNCON:
+ {
+ if (!doit) return "decreasing Constitution";
+ (void)dec_stat(A_CON, 25, FALSE);
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_UNCHR:
+ {
+ if (!doit) return "decreasing Charisma";
+ (void)dec_stat(A_CHR, 25, FALSE);
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_UNDEX:
+ {
+ if (!doit) return "decreasing Dexterity";
+ (void)dec_stat(A_DEX, 25, FALSE);
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_UNWIS:
+ {
+ if (!doit) return "decreasing Wisdom";
+ (void)dec_stat(A_WIS, 25, FALSE);
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_STATLOSS:
+ {
+ if (!doit) return "stat loss";
+ (void)dec_stat(A_STR, 15, FALSE);
+ (void)dec_stat(A_INT, 15, FALSE);
+ (void)dec_stat(A_WIS, 15, FALSE);
+ (void)dec_stat(A_DEX, 15, FALSE);
+ (void)dec_stat(A_CON, 15, FALSE);
+ (void)dec_stat(A_CHR, 15, FALSE);
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_HISTATLOSS:
+ {
+ if (!doit) return "high stat loss";
+ (void)dec_stat(A_STR, 25, FALSE);
+ (void)dec_stat(A_INT, 25, FALSE);
+ (void)dec_stat(A_WIS, 25, FALSE);
+ (void)dec_stat(A_DEX, 25, FALSE);
+ (void)dec_stat(A_CON, 25, FALSE);
+ (void)dec_stat(A_CHR, 25, FALSE);
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_EXPLOSS:
+ {
+ if (!doit) return "experience loss";
+ lose_exp(p_ptr->exp / 20);
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_HIEXPLOSS:
+ {
+ if (!doit) return "high experience loss";
+ lose_exp(p_ptr->exp / 10);
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_SUMMON_MONST:
+ {
+ if (!doit) return "summon monster";
+ summon_specific(p_ptr->py, p_ptr->px, max_dlv[dungeon_type], 0);
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_PARALYZE:
+ {
+ if (!doit) return "paralyze";
+ set_paralyzed(20 + randint(10));
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_HALLU:
+ {
+ if (!doit) return "hallucination every 10 turns";
+ set_image(p_ptr->image + 20 + randint(10));
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_POISON:
+ {
+ if (!doit) return "poison";
+ set_poisoned(p_ptr->poisoned + 20 + randint(10));
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_HUNGER:
+ {
+ if (!doit) return "create hunger";
+ (void)set_food(PY_FOOD_WEAK);
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_STUN:
+ {
+ if (!doit) return "stun";
+ set_stun(p_ptr->stun + 20 + randint(10));
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_CUTS:
+ {
+ if (!doit) return "cuts";
+ set_cut(p_ptr->cut + 20 + randint(10));
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_PARANO:
+ {
+ if (!doit) return "confusion";
+ set_confused(p_ptr->confused + 30 + randint(10));
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_CONFUSION:
+ {
+ if (!doit) return "confusion";
+ set_confused(p_ptr->confused + 20 + randint(10));
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_BLIND:
+ {
+ if (!doit) return "blindness";
+ set_blind(p_ptr->blind + 20 + randint(10));
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_PET_SUMMON:
+ {
+ if (!doit) return "summon pet every 101 turns";
+ summon_specific_friendly(p_ptr->py, p_ptr->px, max_dlv[dungeon_type], 0, FALSE);
+
+ /* Timeout is set before return */
+ /*FINDME*/
+
+ break;
+ }
+
+ case ACT_CURE_PARA:
+ {
+ if (!doit) return "cure confusion every 500 turns";
+ set_confused(0);
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_CURE_HALLU:
+ {
+ if (!doit) return "cure hallucination every 100 turns";
+ set_image(0);
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_CURE_POIS:
+ {
+ if (!doit) return "cure poison every 100 turns";
+ set_poisoned(0);
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_CURE_HUNGER:
+ {
+ if (!doit) return "satisfy hunger every 100 turns";
+ (void)set_food(PY_FOOD_MAX - 1);
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_CURE_STUN:
+ {
+ if (!doit) return "cure stun every 100 turns";
+ set_stun(0);
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_CURE_CUTS:
+ {
+ if (!doit) return "cure cuts every 100 turns";
+ set_cut(0);
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_CURE_FEAR:
+ {
+ if (!doit) return "cure fear every 100 turns";
+ set_afraid(0);
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_CURE_CONF:
+ {
+ if (!doit) return "cure confusion every 100 turns";
+ set_confused(0);
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_CURE_BLIND:
+ {
+ if (!doit) return "cure blindness every 100 turns";
+ set_blind(0);
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_CURING:
+ {
+ if (!doit) return "curing every 110 turns";
+ set_blind(0);
+ set_poisoned(0);
+ set_confused(0);
+ set_stun(0);
+ set_cut(0);
+ set_image(0);
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_DARKNESS:
+ {
+ if (!doit) return "darkness";
+ unlite_area(damroll(2, 10), 10);
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_LEV_TELE:
+ {
+ if (!doit) return "teleport level every 50 turns";
+ teleport_player_level();
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_ACQUIREMENT:
+ {
+ if (!doit) return "acquirement every 3000 turns";
+ acquirement(p_ptr->py, p_ptr->px, 1, FALSE, FALSE);
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_WEIRD:
+ {
+ if (!doit) return "something weird every 5 turns";
+ /* It doesn't do anything */
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_AGGRAVATE:
+ {
+ if (!doit) return "aggravate";
+ aggravate_monsters(1);
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_MUT:
+ {
+ if (!doit) return "gain corruption every 10 turns";
+ gain_random_corruption();
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_CURE_INSANITY:
+ {
+ if (!doit) return "cure insanity every 200 turns";
+ heal_insanity(damroll(10, 10));
+
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_CURE_MUT:
+ {
+ msg_print("Ahah, you wish.");
+ /* Timeout is set before return */
+
+ break;
+ }
+
+ case ACT_LIGHT_ABSORBTION:
+ {
+ int y, x, light = 0, dir;
+ cave_type *c_ptr;
+
+ if (!doit) return "light absorption every 80 turns";
+
+ for (y = p_ptr->py - 6; y <= p_ptr->py + 6; y++)
+ {
+ for (x = p_ptr->px - 6; x <= p_ptr->px + 6; x++)
+ {
+ if (!in_bounds(y, x)) continue;
+
+ c_ptr = &cave[y][x];
+
+ if (distance(y, x, p_ptr->py, p_ptr->px) > 6) continue;
+
+ if (c_ptr->info & CAVE_GLOW)
+ {
+ light++;
+
+ /* No longer in the array */
+ c_ptr->info &= ~(CAVE_TEMP);
+
+ /* Darken the grid */
+ c_ptr->info &= ~(CAVE_GLOW);
+
+ /* Hack -- Forget "boring" grids */
+ if (cave_plain_floor_grid(c_ptr) &&
+ !(c_ptr->info & (CAVE_TRDT)))
+ {
+ /* Forget the grid */
+ c_ptr->info &= ~(CAVE_MARK);
+
+ /* Notice */
+ note_spot(y, x);
+ }
+
+ /* Process affected monsters */
+ if (c_ptr->m_idx)
+ {
+ /* Update the monster */
+ update_mon(c_ptr->m_idx, FALSE);
+ }
+
+ /* Redraw */
+ lite_spot(y, x);
+ }
+ }
+ }
+
+ if (!get_aim_dir(&dir)) return (FALSE);
+
+ msg_print("The light around you is absorbed... "
+ "and released in a powerful bolt!");
+ fire_bolt(GF_LITE, dir, damroll(light, p_ptr->lev));
+
+ /* Timeout is set before return */
+
+ break;
+ }
+ /* Horns of DragonKind (Note that these are new egos)*/
+ case ACT_BA_FIRE_H:
+ {
+ if (!doit) return "large fire ball (300) every 100 turns";
+ fire_ball(GF_FIRE, 5, 300, 7);
+
+ o_ptr->timeout = 100;
+
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP);
+
+ break;
+ }
+ case ACT_BA_COLD_H:
+ {
+ if (!doit) return "large cold ball (300) every 100 turns";
+ fire_ball(GF_COLD, 5, 300, 7);
+
+ o_ptr->timeout = 100;
+
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP);
+
+ break;
+ }
+ case ACT_BA_ELEC_H:
+ {
+ if (!doit) return "large lightning ball (300) every 100 turns";
+ fire_ball(GF_ELEC, 5, 300, 7);
+
+ o_ptr->timeout = 100;
+
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP);
+
+ break;
+ }
+ case ACT_BA_ACID_H:
+ {
+ if (!doit) return "large acid ball (300) every 100 turns";
+ fire_ball(GF_ACID, 5, 300, 7);
+
+ o_ptr->timeout = 100;
+
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP);
+
+ break;
+ }
+
+ case ACT_SPIN:
+ {
+ if (!doit) return "spinning around every 50+d25 turns";
+ do_spin();
+
+ o_ptr->timeout = 50 + randint(25);
+
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP);
+
+ /* Done */
+ break;
+ }
+ case ACT_NOLDOR:
+ {
+ if (!doit) return "detect treasure every 10+d20 turns";
+ detect_treasure(DEFAULT_RADIUS);
+
+ o_ptr->timeout = 10 + randint(20);
+
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP);
+
+ /* Done */
+ break;
+ }
+ case ACT_SPECTRAL:
+ {
+ if (!doit) return "wraith-form every 50+d50 turns";
+ if (!p_ptr->wraith_form)
+ {
+ set_shadow(20 + randint(20));
+ }
+ else
+ {
+ set_shadow(p_ptr->tim_wraith + randint(20));
+ }
+
+ o_ptr->timeout = 50 + randint(50);
+
+ /* Window stuff */
+ p_ptr->window |= PW_INVEN | PW_EQUIP;
+
+ /* Done */
+ break;
+ }
+ case ACT_JUMP:
+ {
+ if (!doit) return "phasing every 10+d10 turns";
+ teleport_player(10);
+ o_ptr->timeout = 10 + randint(10);
+
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP);
+
+ /* Done */
+ break;
+ }
+
+ case ACT_DEST_TELE:
+ {
+ if (!doit) return "teleportation and destruction of the ring";
+ if (!item)
+ {
+ msg_print("You can't activate this when it's there!");
+ }
+ if (get_check("This will destroy the ring. Do you wish to continue? "))
+ {
+ msg_print("The ring explodes into a space distortion.");
+ teleport_player(200);
+
+ /* It explodes, doesn't it ? */
+ take_hit(damroll(2, 10), "an exploding ring");
+
+ inc_stack_size_ex(item, -255, OPTIMIZE, NO_DESCRIBE);
+ }
+
+ break;
+ }
+ /*amulet of serpents dam 100, rad 2 timeout 40+d60 */
+ case ACT_BA_POIS_4:
+ {
+ if (!doit) return "venom breathing every 40+d60 turns";
+ /* Get a direction for breathing (or abort) */
+ if (!get_aim_dir(&dir)) break;
+
+ msg_print("You breathe venom...");
+ fire_ball(GF_POIS, dir, 100, 2);
+
+ o_ptr->timeout = rand_int(60) + 40;
+
+ /* Window stuff */
+ p_ptr->window |= PW_INVEN | PW_EQUIP;
+
+ /* Done */
+ break;
+ }
+ /*rings of X 50,50+d50 dur 20+d20 */
+ case ACT_BA_COLD_4:
+ {
+ if (!doit) return "ball of cold and resist cold every 50+d50 turns";
+ /* Get a direction for breathing (or abort) */
+ if (!get_aim_dir(&dir)) break;
+
+ fire_ball(GF_COLD, dir, 50, 2);
+ (void)set_oppose_cold(p_ptr->oppose_cold + randint(20) + 20);
+
+ o_ptr->timeout = rand_int(50) + 50;
+
+ break;
+ }
+
+ case ACT_BA_FIRE_4:
+ {
+ if (!doit) return "ball of fire and resist fire every 50+d50 turns";
+ /* Get a direction for breathing (or abort) */
+ if (!get_aim_dir(&dir)) break;
+
+ fire_ball(GF_FIRE, dir, 50, 2);
+ (void)set_oppose_fire(p_ptr->oppose_fire + randint(20) + 20);
+
+ o_ptr->timeout = rand_int(50) + 50;
+
+ break;
+ }
+ case ACT_BA_ACID_4:
+ {
+ if (!doit) return "ball of acid and resist acid every 50+d50 turns";
+ /* Get a direction for breathing (or abort) */
+ if (!get_aim_dir(&dir)) break;
+
+ fire_ball(GF_ACID, dir, 50, 2);
+ (void)set_oppose_acid(p_ptr->oppose_acid + randint(20) + 20);
+
+ o_ptr->timeout = rand_int(50) + 50;
+
+ break;
+ }
+
+ case ACT_BA_ELEC_4:
+ {
+ if (!doit) return "ball of lightning and resist lightning every 50+d50 turns";
+ /* Get a direction for breathing (or abort) */
+ if (!get_aim_dir(&dir)) break;
+
+ fire_ball(GF_ELEC, dir, 50, 2);
+ (void)set_oppose_elec(p_ptr->oppose_elec + randint(20) + 20);
+
+ o_ptr->timeout = rand_int(50) + 50;
+
+ break;
+ }
+
+ case ACT_BR_ELEC:
+ {
+ if (!doit) return "breathe lightning (100) every 90+d90 turns";
+ if (!get_aim_dir(&dir)) break;
+ msg_print("You breathe lightning.");
+ fire_ball(GF_ELEC, dir, 100, 2);
+
+ o_ptr->timeout = rand_int(90) + 90;
+
+ break;
+ }
+
+ case ACT_BR_COLD:
+ {
+ if (!doit) return "breathe frost (110) every 90+d90 turns";
+ if (!get_aim_dir(&dir)) break;
+ msg_print("You breathe frost.");
+ fire_ball(GF_COLD, dir, 110, 2);
+
+ o_ptr->timeout = rand_int(90) + 90;
+
+ break;
+ }
+
+ case ACT_BR_FIRE:
+ {
+ if (!doit) return "breathe fire (200) every 90+d90 turns";
+ if (!get_aim_dir(&dir)) break;
+ msg_print("You breathe fire.");
+ fire_ball(GF_FIRE, dir, 200, 2);
+
+ o_ptr->timeout = rand_int(90) + 90;
+
+ break;
+ }
+
+ case ACT_BR_ACID:
+ {
+ if (!doit) return "breathe acid (130) every 90+d90 turns";
+ if (!get_aim_dir(&dir)) break;
+ msg_print("You breathe acid.");
+ fire_ball(GF_ACID, dir, 130, 2);
+
+ o_ptr->timeout = rand_int(90) + 90;
+
+ break;
+ }
+
+ case ACT_BR_POIS:
+ {
+ if (!doit) return "breathe poison gas (150) every 90+d90 turns";
+ if (!get_aim_dir(&dir)) break;
+ msg_print("You breathe poison gas.");
+ fire_ball(GF_POIS, dir, 150, 2);
+
+ o_ptr->timeout = rand_int(90) + 90;
+
+ break;
+ }
+
+ case ACT_BR_MANY:
+ {
+ if (!doit) return "breathe multi-hued (250) every 60+d60 turns";
+ if (!get_aim_dir(&dir)) break;
+ 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(60) + 60;
+
+ break;
+ }
+
+ case ACT_BR_CONF:
+ {
+ if (!doit) return "breathe confusion (120) every 90+d90 turns";
+ if (!get_aim_dir(&dir)) break;
+ msg_print("You breathe confusion.");
+ fire_ball(GF_CONFUSION, dir, 120, 2);
+
+ o_ptr->timeout = rand_int(90) + 90;
+
+ break;
+ }
+
+ case ACT_BR_SOUND:
+ {
+ if (!doit) return "breathe sound (130) every 90+d90 turns";
+ if (!get_aim_dir(&dir)) break;
+ msg_print("You breathe sound.");
+ fire_ball(GF_SOUND, dir, 130, 2);
+
+ o_ptr->timeout = rand_int(90) + 90;
+
+ break;
+ }
+
+ case ACT_BR_CHAOS:
+ {
+ if (!doit) return "breathe chaos/disenchant (220) every 60+d90 turns";
+ if (!get_aim_dir(&dir)) break;
+ 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(90) + 60;
+
+ break;
+ }
+
+ case ACT_BR_SHARD:
+ {
+ if (!doit) return "breathe sound/shards (230) every 60+d90 turns";
+ if (!get_aim_dir(&dir)) break;
+ chance = rand_int(2);
+ msg_format("You breathe %s.",
+ ((chance == 1 ? "sound" : "shards")));
+ fire_ball((chance == 1 ? GF_SOUND : GF_SHARDS),
+ dir, 230, 2);
+
+ o_ptr->timeout = rand_int(90) + 60;
+
+ break;
+ }
+
+ case ACT_BR_BALANCE:
+ {
+ if (!doit) return "breathe balance (250) every 60+d90 turns";
+ if (!get_aim_dir(&dir)) break;
+ 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_SHARDS))),
+ dir, 250, 2);
+
+ o_ptr->timeout = rand_int(90) + 60;
+
+ break;
+ }
+
+ case ACT_BR_LIGHT:
+ {
+ if (!doit) return "breathe light/darkness (200) every 60+d90 turns";
+ if (!get_aim_dir(&dir)) break;
+ 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(90) + 60;
+
+ break;
+ }
+ case ACT_BR_POWER:
+ {
+ if (!doit) return "breathe the elements (300) every 60+d90 turns";
+ if (!get_aim_dir(&dir)) break;
+ msg_print("You breathe the elements.");
+ fire_ball(GF_MISSILE, dir, 300, 3);
+
+ o_ptr->timeout = rand_int(90) + 60;
+
+ break;
+ }
+ case ACT_GROW_MOLD:
+ {
+ if (!doit) return "grow mushrooms every 50+d50 turns";
+ msg_print("You twirl and spores fly everywhere!");
+ for (i = 0; i < 8; i++)
+ summon_specific_friendly(p_ptr->py, p_ptr->px, p_ptr->lev, SUMMON_BIZARRE1, FALSE);
+
+ o_ptr->timeout = randint(50) + 50;
+
+ break;
+ }
+ case ACT_MUSIC:
+ /*
+ fall through to unknown, as music should be
+ handled by calling procedure.
+ */
+
+ default:
+ {
+ msg_format("Unknown activation effect: %d.", spell);
+ if ( !doit ) return "Unknown Activation";
+ return NULL;
+ }
+ }
+ }
+
+ /* Set timeout for junkarts
+ * Note that I still need to set the timeouts for other
+ * (non-random) artifacts above
+ */
+ if (is_junkart && doit)
+ o_ptr->timeout = activation_info[o_ptr->pval2].cost / 10;
+
+ return NULL;
+}
+
+
+static bool_ activate_spell(object_type * o_ptr, byte choice)
+{
+ int mana = 0, gf = 0, mod = 0;
+
+ rune_spell s_ptr;
+
+
+ if (choice == 1)
+ {
+ gf = o_ptr->pval & 0xFFFF;
+ mod = o_ptr->pval3 & 0xFFFF;
+ mana = o_ptr->pval2 & 0xFF;
+ }
+ else if (choice == 2)
+ {
+ gf = o_ptr->pval >> 16;
+ mod = o_ptr->pval3 >> 16;
+ mana = o_ptr->pval2 >> 8;
+ }
+
+ s_ptr.type = gf;
+ s_ptr.rune2 = 1 << mod;
+ s_ptr.mana = mana;
+
+ /* Execute */
+ rune_exec(&s_ptr, 0);
+
+ if (choice == 1) o_ptr->timeout = mana * 5;
+ if (choice == 2) o_ptr->xtra2 = mana * 5;
+
+ return (TRUE);
+}