}
-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;
/*
* 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;
}