{
int k, used_up, ident, lev;
object_type *o_ptr;
- char Rumor[1024];
/* Get the item (in the pack) */
if (!reset_recall()) used_up = FALSE;
break;
}
+
+ case SV_SCROLL_AMUSEMENT:
+ {
+ ident = TRUE;
+ amusement(py, px, 1, FALSE);
+ break;
+ }
+
+ case SV_SCROLL_STAR_AMUSEMENT:
+ {
+ ident = TRUE;
+ amusement(py, px, randint1(2) + 1, FALSE);
+ break;
+ }
}
}
else if (o_ptr->name1 == ART_GHB)
}
-static int staff_effect(int sval, bool *use_charge, bool magic, bool known)
+static int staff_effect(int sval, bool *use_charge, bool powerful, bool magic, bool known)
{
int k;
int ident = FALSE;
+ int lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
+ int detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
/* Analyze the staff */
switch (sval)
{
if (set_blind(p_ptr->blind + 3 + randint1(5))) ident = TRUE;
}
- if (unlite_area(10, 3)) ident = TRUE;
+ if (unlite_area(10, (powerful ? 6 : 3))) ident = TRUE;
break;
}
case SV_STAFF_SUMMONING:
{
- for (k = 0; k < randint1(4); k++)
+ const int times = randint1(powerful ? 8 : 4);
+ for (k = 0; k < times; k++)
{
if (summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
{
case SV_STAFF_TELEPORTATION:
{
- teleport_player(100, 0L);
+ teleport_player((powerful ? 150 : 100), 0L);
ident = TRUE;
break;
}
case SV_STAFF_IDENTIFY:
{
- if (!ident_spell(FALSE)) *use_charge = FALSE;
+ if (powerful) {
+ if (!identify_fully(FALSE)) *use_charge = FALSE;
+ } else {
+ if (!ident_spell(FALSE)) *use_charge = FALSE;
+ }
ident = TRUE;
break;
}
case SV_STAFF_REMOVE_CURSE:
{
- if (remove_curse())
+ bool result = powerful ? remove_all_curse() : remove_curse();
+ if (result)
{
if (magic)
{
if (!player_bold(y, x)) break;
}
- project(0, 0, y, x, damroll(6 + p_ptr->lev / 8, 10), GF_LITE_WEAK,
+ project(0, 0, y, x, damroll(6 + lev / 8, 10), GF_LITE_WEAK,
(PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
}
ident = TRUE;
case SV_STAFF_LITE:
{
- if (lite_area(damroll(2, 8), 2)) ident = TRUE;
+ if (lite_area(damroll(2, 8), (powerful ? 4 : 2))) ident = TRUE;
break;
}
case SV_STAFF_MAPPING:
{
- map_area(DETECT_RAD_MAP);
+ map_area(powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);
ident = TRUE;
break;
}
case SV_STAFF_DETECT_GOLD:
{
- if (detect_treasure(DETECT_RAD_DEFAULT)) ident = TRUE;
- if (detect_objects_gold(DETECT_RAD_DEFAULT)) ident = TRUE;
+ if (detect_treasure(detect_rad)) ident = TRUE;
+ if (detect_objects_gold(detect_rad)) ident = TRUE;
break;
}
case SV_STAFF_DETECT_ITEM:
{
- if (detect_objects_normal(DETECT_RAD_DEFAULT)) ident = TRUE;
+ if (detect_objects_normal(detect_rad)) ident = TRUE;
break;
}
case SV_STAFF_DETECT_TRAP:
{
- if (detect_traps(DETECT_RAD_DEFAULT, known)) ident = TRUE;
+ if (detect_traps(detect_rad, known)) ident = TRUE;
break;
}
case SV_STAFF_DETECT_DOOR:
{
- if (detect_doors(DETECT_RAD_DEFAULT)) ident = TRUE;
- if (detect_stairs(DETECT_RAD_DEFAULT)) ident = TRUE;
+ if (detect_doors(detect_rad)) ident = TRUE;
+ if (detect_stairs(detect_rad)) ident = TRUE;
break;
}
case SV_STAFF_DETECT_INVIS:
{
- if (detect_monsters_invis(DETECT_RAD_DEFAULT)) ident = TRUE;
+ if (detect_monsters_invis(detect_rad)) ident = TRUE;
break;
}
case SV_STAFF_DETECT_EVIL:
{
- if (detect_monsters_evil(DETECT_RAD_DEFAULT)) ident = TRUE;
+ if (detect_monsters_evil(detect_rad)) ident = TRUE;
break;
}
case SV_STAFF_CURE_LIGHT:
{
- if (hp_player(damroll(2, 8))) ident = TRUE;
+ if (hp_player(damroll((powerful ? 4 : 2), 8))) ident = TRUE;
+ if (powerful) {
+ if (set_blind(0)) ident = TRUE;
+ if (set_poisoned(0)) ident = TRUE;
+ if (set_cut(p_ptr->cut - 10)) ident = TRUE;
+ }
if (set_shero(0,TRUE)) ident = TRUE;
break;
}
case SV_STAFF_HEALING:
{
- if (hp_player(300)) ident = TRUE;
+ if (hp_player(powerful ? 500 : 300)) ident = TRUE;
if (set_stun(0)) ident = TRUE;
if (set_cut(0)) ident = TRUE;
if (set_shero(0,TRUE)) ident = TRUE;
case SV_STAFF_SLEEP_MONSTERS:
{
- if (sleep_monsters()) ident = TRUE;
+ if (sleep_monsters(lev)) ident = TRUE;
break;
}
case SV_STAFF_SLOW_MONSTERS:
{
- if (slow_monsters()) ident = TRUE;
+ if (slow_monsters(lev)) ident = TRUE;
break;
}
case SV_STAFF_SPEED:
{
- if (set_fast(randint1(30) + 15, FALSE)) ident = TRUE;
+ if (set_fast(randint1(30) + (powerful ? 30 : 15), FALSE)) ident = TRUE;
break;
}
case SV_STAFF_DISPEL_EVIL:
{
- if (dispel_evil(80)) ident = TRUE;
+ if (dispel_evil(powerful ? 120 : 80)) ident = TRUE;
break;
}
case SV_STAFF_POWER:
{
- if (dispel_monsters(150)) ident = TRUE;
+ if (dispel_monsters(powerful ? 225 : 150)) ident = TRUE;
break;
}
case SV_STAFF_HOLINESS:
{
- if (dispel_evil(150)) ident = TRUE;
- k = 3 * p_ptr->lev;
+ if (dispel_evil(powerful ? 225 : 150)) ident = TRUE;
+ k = 3 * lev;
if (set_protevil((magic ? 0 : p_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
if (set_poisoned(0)) ident = TRUE;
if (set_afraid(0)) ident = TRUE;
case SV_STAFF_GENOCIDE:
{
- (void)symbol_genocide((magic ? p_ptr->lev + 50 : 200), TRUE);
+ (void)symbol_genocide((magic ? lev + 50 : 200), TRUE);
ident = TRUE;
break;
}
case SV_STAFF_EARTHQUAKES:
{
- if (earthquake(py, px, 10))
+ if (earthquake(py, px, (powerful ? 15 : 10)))
ident = TRUE;
else
#ifdef JP
case SV_STAFF_DESTRUCTION:
{
- if (destroy_area(py, px, 13 + randint0(5), FALSE))
+ if (destroy_area(py, px, (powerful ? 18 : 13) + randint0(5), FALSE))
ident = TRUE;
break;
#else
msg_print("Mighty magics rend your enemies!");
#endif
- project(0, 5, py, px,
- (randint1(200) + 300) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
+ project(0, (powerful ? 7 : 5), py, px,
+ (randint1(200) + (powerful ? 500 : 300)) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
if ((p_ptr->pclass != CLASS_MAGE) && (p_ptr->pclass != CLASS_HIGH_MAGE) && (p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_MAGIC_EATER) && (p_ptr->pclass != CLASS_BLUE_MAGE))
{
#ifdef JP
/* Sound */
sound(SOUND_ZAP);
- ident = staff_effect(o_ptr->sval, &use_charge, FALSE, object_is_aware(o_ptr));
+ ident = staff_effect(o_ptr->sval, &use_charge, FALSE, FALSE, object_is_aware(o_ptr));
if (!(object_is_aware(o_ptr)))
{
}
-static int wand_effect(int sval, int dir, bool magic)
+static int wand_effect(int sval, int dir, bool powerful, bool magic)
{
int ident = FALSE;
+ int lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
+ int rad = powerful ? 3 : 2;
/* XXX Hack -- Wand of wonder can do anything before it */
if (sval == SV_WAND_WONDER)
{
case SV_WAND_HEAL_MONSTER:
{
- if (heal_monster(dir, damroll(10, 10))) ident = TRUE;
+ int dam = damroll((powerful ? 20 : 10), 10);
+ if (heal_monster(dir, dam)) ident = TRUE;
break;
}
case SV_WAND_HASTE_MONSTER:
{
- if (speed_monster(dir)) ident = TRUE;
+ if (speed_monster(dir, lev)) ident = TRUE;
break;
}
case SV_WAND_TELEPORT_AWAY:
{
- if (teleport_monster(dir)) ident = TRUE;
+ int distance = MAX_SIGHT * (powerful ? 8 : 5);
+ if (teleport_monster(dir, distance)) ident = TRUE;
break;
}
case SV_WAND_DISARMING:
{
if (disarm_trap(dir)) ident = TRUE;
+ if (powerful && disarm_traps_touch()) ident = TRUE;
break;
}
case SV_WAND_TRAP_DOOR_DEST:
{
if (destroy_door(dir)) ident = TRUE;
+ if (powerful && destroy_doors_touch()) ident = TRUE;
break;
}
case SV_WAND_STONE_TO_MUD:
{
- if (wall_to_mud(dir)) ident = TRUE;
+ int dam = powerful ? 40 + randint1(60) : 20 + randint1(30);
+ if (wall_to_mud(dir, dam)) ident = TRUE;
break;
}
case SV_WAND_LITE:
{
+ int dam = damroll((powerful ? 12 : 6), 8);
#ifdef JP
msg_print("ÀĤ¯µ±¤¯¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£");
#else
msg_print("A line of blue shimmering light appears.");
#endif
- (void)lite_line(dir);
+ (void)lite_line(dir, dam);
ident = TRUE;
break;
}
case SV_WAND_SLEEP_MONSTER:
{
- if (sleep_monster(dir)) ident = TRUE;
+ if (sleep_monster(dir, lev)) ident = TRUE;
break;
}
case SV_WAND_SLOW_MONSTER:
{
- if (slow_monster(dir)) ident = TRUE;
+ if (slow_monster(dir, lev)) ident = TRUE;
break;
}
case SV_WAND_CONFUSE_MONSTER:
{
- if (confuse_monster(dir, p_ptr->lev)) ident = TRUE;
+ if (confuse_monster(dir, lev)) ident = TRUE;
break;
}
case SV_WAND_FEAR_MONSTER:
{
- if (fear_monster(dir, p_ptr->lev)) ident = TRUE;
+ if (fear_monster(dir, lev)) ident = TRUE;
break;
}
case SV_WAND_DRAIN_LIFE:
{
- if (drain_life(dir, 80 + p_ptr->lev)) ident = TRUE;
+ if (drain_life(dir, 80 + lev)) ident = TRUE;
break;
}
case SV_WAND_POLYMORPH:
{
- if (poly_monster(dir)) ident = TRUE;
+ if (poly_monster(dir, lev)) ident = TRUE;
break;
}
case SV_WAND_STINKING_CLOUD:
{
- fire_ball(GF_POIS, dir, 12 + p_ptr->lev / 4, 2);
+ fire_ball(GF_POIS, dir, 12 + lev / 4, rad);
ident = TRUE;
break;
}
case SV_WAND_MAGIC_MISSILE:
{
- fire_bolt_or_beam(20, GF_MISSILE, dir, damroll(2 + p_ptr->lev / 10, 6));
+ fire_bolt_or_beam(20, GF_MISSILE, dir, damroll(2 + lev / 10, 6));
ident = TRUE;
break;
}
case SV_WAND_ACID_BOLT:
{
- fire_bolt_or_beam(20, GF_ACID, dir, damroll(6 + p_ptr->lev / 7, 8));
+ fire_bolt_or_beam(20, GF_ACID, dir, damroll(6 + lev / 7, 8));
ident = TRUE;
break;
}
case SV_WAND_CHARM_MONSTER:
{
- if (charm_monster(dir, MAX(20, p_ptr->lev)))
+ if (charm_monster(dir, MAX(20, lev)))
ident = TRUE;
break;
}
case SV_WAND_FIRE_BOLT:
{
- fire_bolt_or_beam(20, GF_FIRE, dir, damroll(7 + p_ptr->lev / 6, 8));
+ fire_bolt_or_beam(20, GF_FIRE, dir, damroll(7 + lev / 6, 8));
ident = TRUE;
break;
}
case SV_WAND_COLD_BOLT:
{
- fire_bolt_or_beam(20, GF_COLD, dir, damroll(5 + p_ptr->lev / 8, 8));
+ fire_bolt_or_beam(20, GF_COLD, dir, damroll(5 + lev / 8, 8));
ident = TRUE;
break;
}
case SV_WAND_ACID_BALL:
{
- fire_ball(GF_ACID, dir, 60 + 3 * p_ptr->lev / 4, 2);
+ fire_ball(GF_ACID, dir, 60 + 3 * lev / 4, rad);
ident = TRUE;
break;
}
case SV_WAND_ELEC_BALL:
{
- fire_ball(GF_ELEC, dir, 40 + 3 * p_ptr->lev / 4, 2);
+ fire_ball(GF_ELEC, dir, 40 + 3 * lev / 4, rad);
ident = TRUE;
break;
}
case SV_WAND_FIRE_BALL:
{
- fire_ball(GF_FIRE, dir, 70 + 3 * p_ptr->lev / 4, 2);
+ fire_ball(GF_FIRE, dir, 70 + 3 * lev / 4, rad);
ident = TRUE;
break;
}
case SV_WAND_COLD_BALL:
{
- fire_ball(GF_COLD, dir, 50 + 3 * p_ptr->lev / 4, 2);
+ fire_ball(GF_COLD, dir, 50 + 3 * lev / 4, rad);
ident = TRUE;
break;
}
case SV_WAND_DRAGON_FIRE:
{
- fire_ball(GF_FIRE, dir, 200, -3);
+ fire_ball(GF_FIRE, dir, (powerful ? 300 : 200), -3);
ident = TRUE;
break;
}
case SV_WAND_DRAGON_COLD:
{
- fire_ball(GF_COLD, dir, 180, -3);
+ fire_ball(GF_COLD, dir, (powerful ? 270 : 180), -3);
ident = TRUE;
break;
}
case SV_WAND_DRAGON_BREATH:
{
+ int dam;
+ int typ;
+
switch (randint1(5))
{
case 1:
- {
- fire_ball(GF_ACID, dir, 240, -3);
+ dam = 240;
+ typ = GF_ACID;
break;
- }
-
case 2:
- {
- fire_ball(GF_ELEC, dir, 210, -3);
+ dam = 210;
+ typ = GF_ELEC;
break;
- }
-
case 3:
- {
- fire_ball(GF_FIRE, dir, 240, -3);
+ dam = 240;
+ typ = GF_FIRE;
break;
- }
-
case 4:
- {
- fire_ball(GF_COLD, dir, 210, -3);
+ dam = 210;
+ typ = GF_COLD;
break;
- }
-
default:
- {
- fire_ball(GF_POIS, dir, 180, -3);
+ dam = 180;
+ typ = GF_POIS;
break;
- }
}
+ if (powerful) dam = (dam * 3) / 2;
+
+ fire_ball(typ, dir, dam, -3);
+
ident = TRUE;
break;
}
case SV_WAND_DISINTEGRATE:
{
- fire_ball(GF_DISINTEGRATE, dir, 200 + randint1(p_ptr->lev * 2), 2);
+ fire_ball(GF_DISINTEGRATE, dir, 200 + randint1(lev * 2), rad);
ident = TRUE;
break;
}
msg_print("You launch a rocket!");
#endif
- fire_rocket(GF_ROCKET, dir, 250 + p_ptr->lev * 3, 2);
+ fire_rocket(GF_ROCKET, dir, 250 + lev * 3, rad);
ident = TRUE;
break;
}
case SV_WAND_STRIKING:
{
- fire_bolt(GF_METEOR, dir, damroll(15 + p_ptr->lev / 3, 13));
+ fire_bolt(GF_METEOR, dir, damroll(15 + lev / 3, 13));
ident = TRUE;
break;
}
case SV_WAND_GENOCIDE:
{
- fire_ball_hide(GF_GENOCIDE, dir, magic ? p_ptr->lev + 50 : 250, 0);
+ fire_ball_hide(GF_GENOCIDE, dir, magic ? lev + 50 : 250, 0);
ident = TRUE;
break;
}
/* Sound */
sound(SOUND_ZAP);
- ident = wand_effect(o_ptr->sval, dir, FALSE);
+ ident = wand_effect(o_ptr->sval, dir, FALSE, FALSE);
/* Combine / Reorder the pack (later) */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
}
-static int rod_effect(int sval, int dir, bool *use_charge, bool magic)
+static int rod_effect(int sval, int dir, bool *use_charge, bool powerful, bool magic)
{
int ident = FALSE;
+ int lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
+ int detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
+ int rad = powerful ? 3 : 2;
/* Unused */
(void)magic;
{
case SV_ROD_DETECT_TRAP:
{
- if (detect_traps(DETECT_RAD_DEFAULT, (bool)(dir ? FALSE : TRUE))) ident = TRUE;
+ if (detect_traps(detect_rad, (bool)(dir ? FALSE : TRUE))) ident = TRUE;
break;
}
case SV_ROD_DETECT_DOOR:
{
- if (detect_doors(DETECT_RAD_DEFAULT)) ident = TRUE;
- if (detect_stairs(DETECT_RAD_DEFAULT)) ident = TRUE;
+ if (detect_doors(detect_rad)) ident = TRUE;
+ if (detect_stairs(detect_rad)) ident = TRUE;
break;
}
case SV_ROD_IDENTIFY:
{
- if (!ident_spell(FALSE)) *use_charge = FALSE;
+ if (powerful) {
+ if (!identify_fully(FALSE)) *use_charge = FALSE;
+ } else {
+ if (!ident_spell(FALSE)) *use_charge = FALSE;
+ }
ident = TRUE;
break;
}
case SV_ROD_ILLUMINATION:
{
- if (lite_area(damroll(2, 8), 2)) ident = TRUE;
+ if (lite_area(damroll(2, 8), (powerful ? 4 : 2))) ident = TRUE;
break;
}
case SV_ROD_MAPPING:
{
- map_area(DETECT_RAD_MAP);
+ map_area(powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);
ident = TRUE;
break;
}
case SV_ROD_DETECTION:
{
- detect_all(DETECT_RAD_DEFAULT);
+ detect_all(detect_rad);
ident = TRUE;
break;
}
case SV_ROD_HEALING:
{
- if (hp_player(500)) ident = TRUE;
+ if (hp_player(powerful ? 750 : 500)) ident = TRUE;
if (set_stun(0)) ident = TRUE;
if (set_cut(0)) ident = TRUE;
if (set_shero(0,TRUE)) ident = TRUE;
case SV_ROD_SPEED:
{
- if (set_fast(randint1(30) + 15, FALSE)) ident = TRUE;
+ if (set_fast(randint1(30) + (powerful ? 30 : 15), FALSE)) ident = TRUE;
break;
}
case SV_ROD_PESTICIDE:
{
- if (dispel_monsters(4)) ident = TRUE;
+ if (dispel_monsters(powerful ? 8 : 4)) ident = TRUE;
break;
}
case SV_ROD_TELEPORT_AWAY:
{
- if (teleport_monster(dir)) ident = TRUE;
+ int distance = MAX_SIGHT * (powerful ? 8 : 5);
+ if (teleport_monster(dir, distance)) ident = TRUE;
break;
}
case SV_ROD_DISARMING:
{
if (disarm_trap(dir)) ident = TRUE;
+ if (powerful && disarm_traps_touch()) ident = TRUE;
break;
}
case SV_ROD_LITE:
{
+ int dam = damroll((powerful ? 12 : 6), 8);
#ifdef JP
msg_print("ÀĤ¯µ±¤¯¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£");
#else
msg_print("A line of blue shimmering light appears.");
#endif
- (void)lite_line(dir);
+ (void)lite_line(dir, dam);
ident = TRUE;
break;
}
case SV_ROD_SLEEP_MONSTER:
{
- if (sleep_monster(dir)) ident = TRUE;
+ if (sleep_monster(dir, lev)) ident = TRUE;
break;
}
case SV_ROD_SLOW_MONSTER:
{
- if (slow_monster(dir)) ident = TRUE;
+ if (slow_monster(dir, lev)) ident = TRUE;
break;
}
case SV_ROD_DRAIN_LIFE:
{
- if (drain_life(dir, 70 + 3 * p_ptr->lev / 2)) ident = TRUE;
+ if (drain_life(dir, 70 + 3 * lev / 2)) ident = TRUE;
break;
}
case SV_ROD_POLYMORPH:
{
- if (poly_monster(dir)) ident = TRUE;
+ if (poly_monster(dir, lev)) ident = TRUE;
break;
}
case SV_ROD_ACID_BOLT:
{
- fire_bolt_or_beam(10, GF_ACID, dir, damroll(6 + p_ptr->lev / 7, 8));
+ fire_bolt_or_beam(10, GF_ACID, dir, damroll(6 + lev / 7, 8));
ident = TRUE;
break;
}
case SV_ROD_ELEC_BOLT:
{
- fire_bolt_or_beam(10, GF_ELEC, dir, damroll(4 + p_ptr->lev / 9, 8));
+ fire_bolt_or_beam(10, GF_ELEC, dir, damroll(4 + lev / 9, 8));
ident = TRUE;
break;
}
case SV_ROD_FIRE_BOLT:
{
- fire_bolt_or_beam(10, GF_FIRE, dir, damroll(7 + p_ptr->lev / 6, 8));
+ fire_bolt_or_beam(10, GF_FIRE, dir, damroll(7 + lev / 6, 8));
ident = TRUE;
break;
}
case SV_ROD_COLD_BOLT:
{
- fire_bolt_or_beam(10, GF_COLD, dir, damroll(5 + p_ptr->lev / 8, 8));
+ fire_bolt_or_beam(10, GF_COLD, dir, damroll(5 + lev / 8, 8));
ident = TRUE;
break;
}
case SV_ROD_ACID_BALL:
{
- fire_ball(GF_ACID, dir, 60 + p_ptr->lev, 2);
+ fire_ball(GF_ACID, dir, 60 + lev, rad);
ident = TRUE;
break;
}
case SV_ROD_ELEC_BALL:
{
- fire_ball(GF_ELEC, dir, 40 + p_ptr->lev, 2);
+ fire_ball(GF_ELEC, dir, 40 + lev, rad);
ident = TRUE;
break;
}
case SV_ROD_FIRE_BALL:
{
- fire_ball(GF_FIRE, dir, 70 + p_ptr->lev, 2);
+ fire_ball(GF_FIRE, dir, 70 + lev, rad);
ident = TRUE;
break;
}
case SV_ROD_COLD_BALL:
{
- fire_ball(GF_COLD, dir, 50 + p_ptr->lev, 2);
+ fire_ball(GF_COLD, dir, 50 + lev, rad);
ident = TRUE;
break;
}
case SV_ROD_STONE_TO_MUD:
{
- if (wall_to_mud(dir)) ident = TRUE;
+ int dam = powerful ? 40 + randint1(60) : 20 + randint1(30);
+ if (wall_to_mud(dir, dam)) ident = TRUE;
break;
}
/* Sound */
sound(SOUND_ZAP);
- ident = rod_effect(o_ptr->sval, dir, &use_charge, FALSE);
+ ident = rod_effect(o_ptr->sval, dir, &use_charge, FALSE, FALSE);
/* Increase the timeout by the rod kind's pval. -LM- */
if (use_charge) o_ptr->timeout += k_ptr->pval;
return w1 <= w2;
}
+
/*
* Activate a wielded object. Wielded objects never stack.
* And even if they did, activatable objects never stack.
*/
static void do_cmd_activate_aux(int item)
{
- int k, dir, lev, chance, fail;
+ int dir, lev, chance, fail;
object_type *o_ptr;
bool success;
/* Hack -- use artifact level instead */
if (object_is_fixed_artifact(o_ptr)) lev = a_info[o_ptr->name1].level;
- else if (o_ptr->art_name)
+ else if (object_is_random_artifact(o_ptr))
{
- switch (o_ptr->xtra2)
- {
- case ACT_SUNLIGHT:
- case ACT_BO_MISS_1:
- case ACT_BA_POIS_1:
- case ACT_CONFUSE:
- case ACT_SLEEP:
- case ACT_CURE_LW:
- case ACT_CURE_POISON:
- case ACT_BERSERK:
- case ACT_LIGHT:
- case ACT_DEST_DOOR:
- case ACT_TELEPORT:
- lev = 10;
- break;
- case ACT_BO_ELEC_1:
- case ACT_BO_ACID_1:
- case ACT_BO_COLD_1:
- case ACT_BO_FIRE_1:
- case ACT_MAP_LIGHT:
- case ACT_STONE_MUD:
- case ACT_CURE_MW:
- case ACT_QUAKE:
- lev = 20;
- break;
- case ACT_DRAIN_1:
- case ACT_TELE_AWAY:
- case ACT_ESP:
- case ACT_RESIST_ALL:
- case ACT_DETECT_ALL:
- case ACT_RECALL:
- case ACT_SATIATE:
- case ACT_RECHARGE:
- lev = 30;
- break;
- case ACT_BA_COLD_1:
- case ACT_BA_FIRE_1:
- case ACT_BA_FIRE_2:
- case ACT_TERROR:
- case ACT_PROT_EVIL:
- case ACT_ID_PLAIN:
- case ACT_REST_LIFE:
- case ACT_SPEED:
- case ACT_BANISH_EVIL:
- lev = 40;
- break;
- case ACT_DRAIN_2:
- case ACT_VAMPIRE_1:
- case ACT_BO_MISS_2:
- case ACT_BA_FIRE_3:
- case ACT_WHIRLWIND:
- case ACT_CHARM_ANIMAL:
- case ACT_SUMMON_ANIMAL:
- case ACT_DISP_EVIL:
- case ACT_DISP_GOOD:
- case ACT_XTRA_SPEED:
- case ACT_DETECT_XTRA:
- case ACT_ID_FULL:
- lev = 50;
- break;
- case ACT_VAMPIRE_2:
- case ACT_BA_COLD_3:
- case ACT_BA_ELEC_3:
- case ACT_GENOCIDE:
- case ACT_CHARM_UNDEAD:
- case ACT_CHARM_OTHER:
- case ACT_SUMMON_PHANTOM:
- case ACT_SUMMON_ELEMENTAL:
- case ACT_RUNE_EXPLO:
- lev = 60;
- break;
- case ACT_MASS_GENO:
- case ACT_CHARM_ANIMALS:
- case ACT_CHARM_OTHERS:
- case ACT_CURE_700:
- case ACT_RUNE_PROT:
- case ACT_ALCHEMY:
- case ACT_REST_ALL:
- lev = 70;
- break;
- case ACT_CALL_CHAOS:
- case ACT_ROCKET:
- case ACT_BA_MISS_3:
- case ACT_CURE_1000:
- case ACT_DIM_DOOR:
- case ACT_SUMMON_UNDEAD:
- case ACT_SUMMON_DEMON:
- lev = 80;
- break;
- case ACT_WRAITH:
- case ACT_INVULN:
- lev = 100;
- break;
- default:
- lev = 0;
+ const activation_type* const act_ptr = find_activation_info(o_ptr);
+ if (act_ptr) {
+ lev = act_ptr->level;
}
}
else if (((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) && o_ptr->name2) lev = e_info[o_ptr->name2].level;
#else
msg_print("It shows no reaction.");
#endif
-
sound(SOUND_FAIL);
return;
}
#else
msg_print("You failed to activate it properly.");
#endif
-
sound(SOUND_FAIL);
return;
}
#else
msg_print("It whines, glows and fades...");
#endif
-
- return;
- }
-
-
- /* Activate the artifact */
-#ifdef JP
- msg_print("»ÏÆ°¤µ¤»¤¿...");
-#else
- msg_print("You activate it...");
-#endif
-
-
- /* Sound */
- sound(SOUND_ZAP);
-
- if (o_ptr->name1)
- {
- if (!o_ptr->xtra2) o_ptr->xtra2 = a_info[o_ptr->name1].act_idx;
- }
-
- if (object_is_artifact(o_ptr) && o_ptr->xtra2)
- {
- (void)activate_random_artifact(o_ptr);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- /* Success */
- return;
- }
-
- /* Artifacts */
- else if (object_is_fixed_artifact(o_ptr))
- {
- /* Choose effect */
- switch (o_ptr->name1)
- {
- case ART_CRIMSON:
- {
- int num = 1;
- int i;
- int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
- int tx, ty;
-#ifdef JP
- msg_print("¤»¤Ã¤«¤¯¤À¤«¤é¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¤Ö¤Ã¤Ñ¤Ê¤¹¤¼¡ª");
-#else
- msg_print("I'll fire CRIMSON! SEKKAKUDAKARA!");
-#endif
-
- if (!get_aim_dir(&dir)) return;
-
- /* Use the given direction */
- tx = px + 99 * ddx[dir];
- ty = py + 99 * ddy[dir];
-
- /* Hack -- Use an actual "target" */
- if ((dir == 5) && target_okay())
- {
- tx = target_col;
- ty = target_row;
- }
-
- if (p_ptr->pclass == CLASS_ARCHER)
- {
- /* Extra shot at level 10 */
- if (p_ptr->lev >= 10) num++;
-
- /* Extra shot at level 30 */
- if (p_ptr->lev >= 30) num++;
-
- /* Extra shot at level 45 */
- if (p_ptr->lev >= 45) num++;
- }
-
- for (i = 0; i < num; i++)
- project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
- o_ptr->timeout = 15;
- break;
- }
-
- case ART_BOROMIR:
- {
- if (music_singing_any()) stop_singing();
- if (hex_spelling_any()) stop_hex_spell_all();
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤ÏÎ϶¯¤¤ÆÍÉ÷¤ò¿á¤ÌĤ餷¤¿¡£¼þ°Ï¤ÎŨ¤¬¿Ì¤¨¾å¤Ã¤Æ¤¤¤ë!");
-#else
- msg_print("You wind a mighty blast; your enemies tremble!");
-#endif
- (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
- o_ptr->timeout = randint0(40) + 40;
- break;
- }
- case ART_MURAMASA:
- {
-#ifdef JP
- if (get_check("ËÜÅö¤Ë»È¤¤¤Þ¤¹¤«¡©"))
-#else
- if (get_check("Are you sure?!"))
-#endif
- {
-#ifdef JP
- msg_print("¼Àµ¤¬¿Ì¤¨¤¿¡¥¡¥¡¥");
-#else
- msg_print("The Muramasa pulsates...");
-#endif
- do_inc_stat(A_STR);
- if (one_in_(2))
- {
-#ifdef JP
- msg_print("¼Àµ¤Ï²õ¤ì¤¿¡ª");
-#else
- msg_print("The Muramasa is destroyed!");
-#endif
- curse_weapon(TRUE, item);
- }
- }
- break;
- }
- case ART_INROU:
- {
- int count = 0, i;
- monster_type *m_ptr;
-#ifndef JP
- cptr kakusan = "";
-#endif
-
- if (summon_named_creature(0, py, px, MON_SUKE, PM_FORCE_PET))
- {
-#ifdef JP
- msg_print("¡Ø½õ¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
-#else
- msg_print("Suke-san apperars.");
- kakusan = "Suke-san";
-#endif
- count++;
- }
- if (summon_named_creature(0, py, px, MON_KAKU, PM_FORCE_PET))
- {
-#ifdef JP
- msg_print("¡Ø³Ê¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
-#else
- msg_print("Kaku-san appears.");
- kakusan = "Kaku-san";
-#endif
- count++;
- }
- if (!count)
- {
- for (i = m_max - 1; i > 0; i--)
- {
- m_ptr = &m_list[i];
- if (!m_ptr->r_idx) continue;
- if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
- if (!los(m_ptr->fy, m_ptr->fx, py, px)) continue;
- if (!projectable(m_ptr->fy, m_ptr->fx, py, px)) continue;
- count++;
- break;
- }
- }
-
- if (count)
- {
-#ifdef JP
- msg_print("¡Ö¼Ô¤É¤â¡¢¤Ò¤«¤¨¤ª¤í¤¦¡ª¡ª¡ª¤³¤Î¤ªÊý¤ò¤É¤Ê¤¿¤È¤³¤³¤í¤¨¤ë¡£¡×");
-#else
- msg_format("%^s says 'WHO do you think this person is! Bow your head, down your knees!'", kakusan);
-#endif
-
- sukekaku = TRUE;
- stun_monsters(120);
- confuse_monsters(120);
- turn_monsters(120);
- stasis_monsters(120);
- sukekaku = FALSE;
- }
- else
- {
-#ifdef JP
- msg_print("¤·¤«¤·¡¢²¿¤âµ¯¤¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("Nothing happen.");
-#endif
- }
- o_ptr->timeout = randint0(150) + 150;
- break;
- }
-
- case ART_HYOUSIGI:
- {
-#ifdef JP
- msg_print("Çï»ÒÌÚ¤òÂǤä¿¡£");
-#else
- msg_print("You beat Your wooden clappers.");
-#endif
- aggravate_monsters(0);
- break;
- }
- case ART_BLOOD:
- {
-#ifdef JP
- msg_print("³ù¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your scythe glows brightly!");
-#endif
- get_bloody_moon_flags(o_ptr);
- o_ptr->timeout = 3333;
- if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
- p_ptr->update |= (PU_BONUS | PU_HP);
- break;
- }
- }
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- /* Done */
return;
}
- if (object_is_smith(o_ptr))
+ /* Some lights need enough fuel for activation */
+ if (!o_ptr->xtra4 && (o_ptr->tval == TV_FLASK) &&
+ ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN)))
{
- switch (o_ptr->xtra3-1)
- {
- case ESSENCE_TMP_RES_ACID:
- (void)set_oppose_acid(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(50) + 50;
- return;
-
- case ESSENCE_TMP_RES_ELEC:
- (void)set_oppose_elec(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(50) + 50;
- return;
-
- case ESSENCE_TMP_RES_FIRE:
- (void)set_oppose_fire(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(50) + 50;
- return;
-
- case ESSENCE_TMP_RES_COLD:
- (void)set_oppose_cold(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(50) + 50;
- return;
-
- case TR_IMPACT:
- earthquake(py, px, 5);
- o_ptr->timeout = 100 + randint1(100);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- /* Done */
- return;
- }
- }
-
-
- if (o_ptr->name2 == EGO_TRUMP)
- {
- teleport_player(100, 0L);
- o_ptr->timeout = 50 + randint1(50);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- /* Done */
- return;
- }
-
-
- if (o_ptr->name2 == EGO_LITE_ILLUMINATION)
- {
- if (!o_ptr->xtra4 && ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN)))
- {
#ifdef JP
- msg_print("dzÎÁ¤¬¤Ê¤¤¡£");
+ msg_print("dzÎÁ¤¬¤Ê¤¤¡£");
#else
- msg_print("It has no fuel.");
+ msg_print("It has no fuel.");
#endif
- energy_use = 0;
- return;
- }
- lite_area(damroll(2, 15), 3);
- o_ptr->timeout = randint0(10) + 10;
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- return;
- }
-
-
- if (o_ptr->name2 == EGO_EARTHQUAKES)
- {
- earthquake(py, px, 5);
- o_ptr->timeout = 100 + randint1(100);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- /* Done */
- return;
- }
-
-
- if (o_ptr->name2 == EGO_JUMP)
- {
- teleport_player(10, 0L);
- o_ptr->timeout = 10 + randint1(10);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- /* Done */
+ energy_use = 0;
return;
}
-
- /* Hack -- Dragon Scale Mail can be activated as well */
- if (o_ptr->tval == TV_DRAG_ARMOR)
- {
- /* Get a direction for breathing (or abort) */
- if (!get_aim_dir(&dir)) return;
-
- if (music_singing_any()) stop_singing();
- if (hex_spelling_any()) stop_hex_spell_all();
-
- /* Branch on the sub-type */
- switch (o_ptr->sval)
- {
- case SV_DRAGON_BLUE:
- {
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï°ðºÊ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe lightning.");
-#endif
-
- fire_ball(GF_ELEC, dir, 100, -2);
- o_ptr->timeout = randint0(150) + 150;
- break;
- }
-
- case SV_DRAGON_WHITE:
- {
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤ÏÎ䵤¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe frost.");
-#endif
-
- fire_ball(GF_COLD, dir, 110, -2);
- o_ptr->timeout = randint0(150) + 150;
- break;
- }
-
- case SV_DRAGON_BLACK:
- {
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï»À¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe acid.");
-#endif
-
- fire_ball(GF_ACID, dir, 130, -2);
- o_ptr->timeout = randint0(150) + 150;
- break;
- }
-
- case SV_DRAGON_GREEN:
- {
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤ÏÆÇ¥¬¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe poison gas.");
-#endif
-
- fire_ball(GF_POIS, dir, 150, -2);
- o_ptr->timeout = randint0(180) + 180;
- break;
- }
-
- case SV_DRAGON_RED:
- {
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe fire.");
-#endif
-
- fire_ball(GF_FIRE, dir, 200, -2);
- o_ptr->timeout = randint0(200) + 200;
- break;
- }
-
- case SV_DRAGON_MULTIHUED:
- {
- chance = randint0(5);
-#ifdef JP
- msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
- ((chance == 1) ? "°ðºÊ" :
- ((chance == 2) ? "Î䵤" :
- ((chance == 3) ? "»À" :
- ((chance == 4) ? "ÆÇ¥¬¥¹" : "²Ð±ê")))));
-#else
- msg_format("You breathe %s.",
- ((chance == 1) ? "lightning" :
- ((chance == 2) ? "frost" :
- ((chance == 3) ? "acid" :
- ((chance == 4) ? "poison gas" : "fire")))));
-#endif
-
- 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 = randint0(200) + 200;
- break;
- }
-
- case SV_DRAGON_BRONZE:
- {
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ïº®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe confusion.");
-#endif
-
- fire_ball(GF_CONFUSION, dir, 120, -2);
- o_ptr->timeout = randint0(180) + 180;
- break;
- }
-
- case SV_DRAGON_GOLD:
- {
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï¹ì²»¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe sound.");
-#endif
-
- fire_ball(GF_SOUND, dir, 130, -2);
- o_ptr->timeout = randint0(180) + 180;
- break;
- }
-
- case SV_DRAGON_CHAOS:
- {
- chance = randint0(2);
-#ifdef JP
- msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
- ((chance == 1 ? "¥«¥ª¥¹" : "Îô²½")));
-#else
- msg_format("You breathe %s.",
- ((chance == 1 ? "chaos" : "disenchantment")));
-#endif
-
- fire_ball((chance == 1 ? GF_CHAOS : GF_DISENCHANT),
- dir, 220, -2);
- o_ptr->timeout = randint0(200) + 200;
- break;
- }
-
- case SV_DRAGON_LAW:
- {
- chance = randint0(2);
-#ifdef JP
- msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
- ((chance == 1 ? "¹ì²»" : "ÇËÊÒ")));
-#else
- msg_format("You breathe %s.",
- ((chance == 1 ? "sound" : "shards")));
-#endif
-
- fire_ball((chance == 1 ? GF_SOUND : GF_SHARDS),
- dir, 230, -2);
- o_ptr->timeout = randint0(200) + 200;
- break;
- }
-
- case SV_DRAGON_BALANCE:
- {
- chance = randint0(4);
-#ifdef JP
- msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿",
- ((chance == 1) ? "¥«¥ª¥¹" :
- ((chance == 2) ? "Îô²½" :
- ((chance == 3) ? "¹ì²»" : "ÇËÊÒ"))));
-#else
- msg_format("You breathe %s.",
- ((chance == 1) ? "chaos" :
- ((chance == 2) ? "disenchantment" :
- ((chance == 3) ? "sound" : "shards"))));
-#endif
-
- fire_ball(((chance == 1) ? GF_CHAOS :
- ((chance == 2) ? GF_DISENCHANT :
- ((chance == 3) ? GF_SOUND : GF_SHARDS))),
- dir, 250, -2);
- o_ptr->timeout = randint0(200) + 200;
- break;
- }
-
- case SV_DRAGON_SHINING:
- {
- chance = randint0(2);
-#ifdef JP
- msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
- ((chance == 0 ? "Á®¸÷" : "°Å¹õ")));
-#else
- msg_format("You breathe %s.",
- ((chance == 0 ? "light" : "darkness")));
-#endif
-
- fire_ball((chance == 0 ? GF_LITE : GF_DARK), dir, 200, -2);
- o_ptr->timeout = randint0(200) + 200;
- break;
- }
-
- case SV_DRAGON_POWER:
- {
+ /* Activate the artifact */
#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
+ msg_print("»ÏÆ°¤µ¤»¤¿...");
#else
- msg_print("You breathe the elements.");
+ msg_print("You activate it...");
#endif
- fire_ball(GF_MISSILE, dir, 300, -3);
- o_ptr->timeout = randint0(200) + 200;
- break;
- }
- }
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- /* Success */
- return;
- }
+ /* Sound */
+ sound(SOUND_ZAP);
- else if (o_ptr->tval == TV_RING)
+ /* Activate object */
+ if (activation_index(o_ptr))
{
- if (object_is_ego(o_ptr))
- {
- bool success = TRUE;
-
- switch (o_ptr->name2)
- {
- case EGO_RING_HERO:
- (void)set_afraid(0);
- (void)set_hero(randint1(25) + 25, FALSE);
- (void)hp_player(10);
- o_ptr->timeout = randint1(100)+100;
- break;
- case EGO_RING_MAGIC_MIS:
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_MISSILE, dir, damroll(2, 6));
- o_ptr->timeout = 2;
- break;
- case EGO_RING_FIRE_BOLT:
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_FIRE, dir, damroll(9, 8));
- o_ptr->timeout = randint0(8) + 8;
- break;
- case EGO_RING_COLD_BOLT:
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_COLD, dir, damroll(6, 8));
- o_ptr->timeout = randint0(7) + 7;
- break;
- case EGO_RING_ELEC_BOLT:
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_ELEC, dir, damroll(4, 8));
- o_ptr->timeout = randint0(5) + 5;
- break;
- case EGO_RING_ACID_BOLT:
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_ACID, dir, damroll(5, 8));
- o_ptr->timeout = randint0(6) + 6;
- break;
- case EGO_RING_MANA_BOLT:
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_MANA, dir, 120);
- o_ptr->timeout = randint0(120)+120;
- break;
- case EGO_RING_FIRE_BALL:
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_FIRE, dir, 100, 2);
- o_ptr->timeout = randint0(80) + 80;
- break;
- case EGO_RING_COLD_BALL:
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_COLD, dir, 100, 2);
- o_ptr->timeout = randint0(80) + 80;
- break;
- case EGO_RING_ELEC_BALL:
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_ELEC, dir, 100, 2);
- o_ptr->timeout = randint0(80) + 80;
- break;
- case EGO_RING_ACID_BALL:
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_ACID, dir, 100, 2);
- o_ptr->timeout = randint0(80) + 80;
- break;
- case EGO_RING_MANA_BALL:
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_MANA, dir, 250, 2);
- o_ptr->timeout = 300;
- break;
- case EGO_RING_DRAGON_F:
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_FIRE, dir, 200, -2);
- if (o_ptr->sval == SV_RING_FLAMES)
- {
- (void)set_oppose_fire(randint1(20) + 20, FALSE);
- o_ptr->timeout = 200;
- }
- else o_ptr->timeout = 250;
- break;
- case EGO_RING_DRAGON_C:
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_COLD, dir, 200, -2);
- if (o_ptr->sval == SV_RING_ICE)
- {
- (void)set_oppose_cold(randint1(20) + 20, FALSE);
- o_ptr->timeout = 200;
- }
- else o_ptr->timeout = 250;
- break;
- case EGO_RING_M_DETECT:
- (void)detect_monsters_invis(255);
- (void)detect_monsters_normal(255);
- o_ptr->timeout = 150;
- break;
- case EGO_RING_D_SPEED:
- (void)set_fast(randint1(30) + 15, FALSE);
- o_ptr->timeout = 100;
- break;
- case EGO_RING_BERSERKER:
- (void)set_afraid(0);
- (void)set_shero(randint1(25) + 25, FALSE);
- o_ptr->timeout = randint0(75)+75;
- break;
- case EGO_RING_TELE_AWAY:
- if (!get_aim_dir(&dir)) return;
- teleport_monster(dir);
- o_ptr->timeout = 150;
- break;
- case EGO_RING_TRUE:
- {
- int v = randint1(25)+25;
- (void)set_afraid(0);
- (void)set_hero(v, FALSE);
- (void)hp_player(10);
- (void)set_blessed(v, FALSE);
- (void)set_oppose_acid(v, FALSE);
- (void)set_oppose_elec(v, FALSE);
- (void)set_oppose_fire(v, FALSE);
- (void)set_oppose_cold(v, FALSE);
- (void)set_oppose_pois(v, FALSE);
- (void)set_ultimate_res(v, FALSE);
- o_ptr->timeout = 777;
- break;
- }
- default:
- success = FALSE;
- break;
- }
- if (success) return;
- }
-
- /* Get a direction for breathing (or abort) */
- if (!get_aim_dir(&dir)) return;
-
- switch (o_ptr->sval)
- {
- case SV_RING_ACID:
- {
- fire_ball(GF_ACID, dir, 100, 2);
- (void)set_oppose_acid(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(50) + 50;
- break;
- }
-
- case SV_RING_ICE:
- {
- fire_ball(GF_COLD, dir, 100, 2);
- (void)set_oppose_cold(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(50) + 50;
- break;
- }
-
- case SV_RING_FLAMES:
- {
- fire_ball(GF_FIRE, dir, 100, 2);
- (void)set_oppose_fire(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(50) + 50;
- break;
- }
-
- case SV_RING_ELEC:
- {
- fire_ball(GF_ELEC, dir, 100, 2);
- (void)set_oppose_elec(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(50) + 50;
- break;
- }
- }
+ (void)activate_random_artifact(o_ptr);
/* Window stuff */
p_ptr->window |= (PW_INVEN | PW_EQUIP);
return;
}
- else if (o_ptr->tval == TV_AMULET)
- {
- if (object_is_ego(o_ptr))
- {
- switch (o_ptr->name2)
- {
- case EGO_AMU_IDENT:
- if (!ident_spell(FALSE)) return;
- o_ptr->timeout = 10;
- break;
- case EGO_AMU_CHARM:
- if (!get_aim_dir(&dir)) return;
- charm_monster(dir, MAX(20, p_ptr->lev));
- o_ptr->timeout = 200;
- break;
- case EGO_AMU_JUMP:
- teleport_player(10, 0L);
- o_ptr->timeout = randint0(10) + 10;
- break;
- case EGO_AMU_TELEPORT:
- teleport_player(100, 0L);
- o_ptr->timeout = randint0(50) + 50;
- break;
- case EGO_AMU_D_DOOR:
- (void)dimension_door();
- o_ptr->timeout = 200;
- break;
- case EGO_AMU_RES_FIRE_:
- (void)set_oppose_fire(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(50) + 50;
- break;
- case EGO_AMU_RES_COLD_:
- (void)set_oppose_cold(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(50) + 50;
- break;
- case EGO_AMU_RES_ELEC_:
- (void)set_oppose_elec(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(50) + 50;
- break;
- case EGO_AMU_RES_ACID_:
- (void)set_oppose_acid(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(50) + 50;
- break;
- case EGO_AMU_DETECTION:
- detect_all(DETECT_RAD_DEFAULT);
- o_ptr->timeout = randint0(55)+55;
- break;
- }
- }
- return;
- }
-
+ /* Special items */
else if (o_ptr->tval == TV_WHISTLE)
{
if (music_singing_any()) stop_singing();
prt(format(" %s ¾ó", (menu_line == 1) ? "¡Õ" : " "), 2, 14);
prt(format(" %s ËâË¡ËÀ", (menu_line == 2) ? "¡Õ" : " "), 3, 14);
prt(format(" %s ¥í¥Ã¥É", (menu_line == 3) ? "¡Õ" : " "), 4, 14);
- prt("¤É¤Î¼ïÎà¤ÎËâË¡¤ò»È¤¤¤Þ¤¹¤«¡©", 0, 0);
#else
prt(format(" %s staff", (menu_line == 1) ? "> " : " "), 2, 14);
prt(format(" %s wand", (menu_line == 2) ? "> " : " "), 3, 14);
prt(format(" %s rod", (menu_line == 3) ? "> " : " "), 4, 14);
- prt("Which type of magic do you use?", 0, 0);
#endif
+
+ if (only_browse) prt(_("¤É¤Î¼ïÎà¤ÎËâË¡¤ò¸«¤Þ¤¹¤«¡©", "Which type of magic do you browse?"), 0, 0);
+ else prt(_("¤É¤Î¼ïÎà¤ÎËâË¡¤ò»È¤¤¤Þ¤¹¤«¡©", "Which type of magic do you use?"), 0, 0);
+
choice = inkey();
switch(choice)
{
flag = FALSE;
/* Build a prompt */
-#ifdef JP
-(void) strnfmt(out_val, 78, "('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎËâÎϤò»È¤¤¤Þ¤¹¤«¡©");
-#else
- (void)strnfmt(out_val, 78, "(*=List, ESC=exit) Use which power? ");
-#endif
+ if (only_browse) strnfmt(out_val, 78, _("('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎËâÎϤò¸«¤Þ¤¹¤«¡©",
+ "(*=List, ESC=exit) Browse which power? "));
+ else strnfmt(out_val, 78, _("('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎËâÎϤò»È¤¤¤Þ¤¹¤«¡©",
+ "(*=List, ESC=exit) Use which power? "));
/* Save the screen */
screen_save();
prt(&temp[j], line, 10);
line++;
}
-
-#ifdef JP
- prt("²¿¤«¥¡¼¤ò²¡¤·¤Æ²¼¤µ¤¤¡£",0,0);
-#else
- prt("Hit any key.",0,0);
-#endif
- (void)inkey();
+
continue;
}
/*
* Use eaten rod, wand or staff
*/
-void do_cmd_magic_eater(bool only_browse)
+bool do_cmd_magic_eater(bool only_browse, bool powerful)
{
int item, chance, level, k_idx, tval, sval;
bool use_charge = TRUE;
msg_print("You are too confused!");
#endif
- return;
+ return FALSE;
}
item = select_magic_eater(only_browse);
if (item == -1)
{
energy_use = 0;
- return;
+ return FALSE;
}
if (item >= EATER_EXT*2) {tval = TV_ROD;sval = item - EATER_EXT*2;}
else if (item >= EATER_EXT) {tval = TV_WAND;sval = item - EATER_EXT;}
chg_virtue(V_CHANCE,-1);
energy_use = 100;
- return;
+ return TRUE;
}
else
{
if (tval == TV_ROD)
{
if ((sval >= SV_ROD_MIN_DIRECTION) && (sval != SV_ROD_HAVOC) && (sval != SV_ROD_AGGRAVATE) && (sval != SV_ROD_PESTICIDE))
- if (!get_aim_dir(&dir)) return;
- rod_effect(sval, dir, &use_charge, TRUE);
- if (!use_charge) return;
+ if (!get_aim_dir(&dir)) return FALSE;
+ rod_effect(sval, dir, &use_charge, powerful, TRUE);
+ if (!use_charge) return FALSE;
}
else if (tval == TV_WAND)
{
- if (!get_aim_dir(&dir)) return;
- wand_effect(sval, dir, TRUE);
+ if (!get_aim_dir(&dir)) return FALSE;
+ wand_effect(sval, dir, powerful, TRUE);
}
else
{
- staff_effect(sval, &use_charge, TRUE, TRUE);
- if (!use_charge) return;
+ staff_effect(sval, &use_charge, powerful, TRUE, TRUE);
+ if (!use_charge) return FALSE;
}
if (randint1(100) < chance)
chg_virtue(V_CHANCE,1);
energy_use = 100;
if (tval == TV_ROD) p_ptr->magic_num1[item] += k_info[k_idx].pval * EATER_ROD_CHARGE;
else p_ptr->magic_num1[item] -= EATER_CHARGE;
+
+ return TRUE;
}