/* 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"



/*
 * 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 inventory.  For example, a "scroll of recharging" can cause
 * a wand/staff to "disappear", moving the 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).
 */






/*
 * Eat some food (from the pack or floor)
 */
void do_cmd_eat_food(void)
{
  int			item, ident, lev;
  bool goat = FALSE;

  object_type		*o_ptr;


  /* Restrict choices to food */
  item_tester_tval = TV_FOOD;

  /* Get an item (from inven or floor) */
  if (!get_item(&item, "Eat which item? ", FALSE, TRUE, TRUE))
    {
      if (item == -2) msg_print("You have nothing to eat.");
      return;
    }

  /* Get the item (in the pack) */
  if (item >= 0)
    {
      o_ptr = &inventory[item];
    }

  /* Get the item (on the floor) */
  else
    {
      o_ptr = &o_list[0 - 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;

  /* Goats can eat anything. */
  if (p_ptr->schange == SHAPE_GOAT) goat = TRUE;

  /* Analyze the food */
  switch (o_ptr->sval)
    {
    case SV_FOOD_POISON:
      {
	if (!(p_ptr->resist_pois || p_ptr->oppose_pois || goat))
	  {
	    if (set_poisoned(p_ptr->poisoned + rand_int(10) + 10))
	      {
		ident = TRUE;
	      }
	  }
	break;
      }

    case SV_FOOD_BLINDNESS:
      {
	if (!(p_ptr->resist_blind || goat))
	  {
	    if (set_blind(p_ptr->blind + rand_int(200) + 200))
	      {
		ident = TRUE;
	      }
	  }
	break;
      }

    case SV_FOOD_PARANOIA:
      {
	if (!(p_ptr->resist_fear || goat))
	  {
	    if (set_afraid(p_ptr->afraid + rand_int(10) + 10))
	      {
		ident = TRUE;
	      }
	  }
	break;
      }

    case SV_FOOD_CONFUSION:
      {
	if (!(p_ptr->resist_conf || goat))
	  {
	    if (set_confused(p_ptr->confused + rand_int(10) + 10))
	      {
		ident = TRUE;
	      }
	  }
	break;
      }

    case SV_FOOD_HALLUCINATION:
      {
	if (!(p_ptr->resist_chaos || goat))
	  {
	    if (set_image(p_ptr->image + rand_int(250) + 250))
	      {
		ident = TRUE;
	      }
	  }
	break;
      }

    case SV_FOOD_PARALYSIS:
      {
	if (!(p_ptr->free_act || goat))
	  {
	    if (set_paralyzed(p_ptr->paralyzed + rand_int(10) + 10))
	      {
		ident = TRUE;
	      }
	  }
	break;
      }

    case SV_FOOD_WEAKNESS:
      {
	if (!goat)
	  {
	    take_hit(damroll(6, 6), "poisonous food.");
	    (void)do_dec_stat(A_STR);
	    ident = TRUE;
	  }
	break;
      }

    case SV_FOOD_SICKNESS:
      {
	if (!goat)
	  {
	    take_hit(damroll(6, 6), "poisonous food.");
	    (void)do_dec_stat(A_CON);
	    ident = TRUE;
	  }
	break;
      }

    case SV_FOOD_STUPIDITY:
      {
	if (!goat)
	  {
	    take_hit(damroll(8, 8), "poisonous food.");
	    (void)do_dec_stat(A_INT);
	    ident = TRUE;
	  }
	break;
      }

    case SV_FOOD_NAIVETY:
      {
	if (!goat)
	  {
	    take_hit(damroll(8, 8), "poisonous food.");
	    (void)do_dec_stat(A_WIS);
	    ident = TRUE;
	  }
	break;
      }

    case SV_FOOD_UNHEALTH:
      {
	if (!goat)
	  {
	    take_hit(damroll(10, 10), "poisonous food.");
	    (void)do_dec_stat(A_CON);
	    ident = TRUE;
	  }
	break;
      }

    case SV_FOOD_DISEASE:
      {
	if (!goat)
	  {
	    take_hit(damroll(10, 10), "poisonous food.");
	    (void)do_dec_stat(A_STR);
	    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)) ident = TRUE;
	break;
      }

    case SV_FOOD_RESTORE_CON:
      {
	if (do_res_stat(A_CON)) ident = TRUE;
	break;
      }

    case SV_FOOD_RESTORING:
      {
	if(restore_stats()) ident = TRUE;
	break;
      }


    case SV_FOOD_RATION:
    case SV_FOOD_BISCUIT:
    case SV_FOOD_JERKY:
    case SV_FOOD_SLIME_MOLD:
      {
	msg_print("That tastes good.");
	ident = TRUE;
	break;
      }

    case SV_FOOD_WAYBREAD:
      {
	msg_print("That tastes good.");
	(void)set_poisoned(0);
	(void)hp_player(damroll(4, 8));
	ident = TRUE;
	break;
      }

    case SV_FOOD_PINT_OF_ALE:
    case SV_FOOD_PINT_OF_WINE:
      {
	msg_print("That tastes good.");
	ident = TRUE;
	break;
      }
    }


  /* 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);
  /* Food can feed the player */
  (void)set_food(p_ptr->food + o_ptr->pval);

  /* Destroy a food in the pack */
  if (item >= 0)
    {
      inven_item_increase(item, -1);
      inven_item_describe(item);
      inven_item_optimize(item);
    }

  /* Destroy a food on the floor */
  else
    {
      floor_item_increase(0 - item, -1);
      floor_item_describe(0 - item);
      floor_item_optimize(0 - item);
    }
}




/*
 * Quaff a potion (from the pack or the floor)
 */
void do_cmd_quaff_potion(void)
{
  int		item, ident, lev;

  object_type	*o_ptr;


  /* Restrict choices to potions */
  item_tester_tval = TV_POTION;

  /* Get an item (from inven or floor) */
  if (!get_item(&item, "Quaff which potion? ", FALSE, TRUE, TRUE))
    {
      if (item == -2) msg_print("You have no potions to quaff.");
      return;
    }

  /* Get the item (in the pack) */
  if (item >= 0)
    {
      o_ptr = &inventory[item];
    }

  /* Get the item (on the floor) */
  else
    {
      o_ptr = &o_list[0 - 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;

  /* Analyze the potion */
  switch (o_ptr->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(p_ptr->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;
      }

    case SV_POTION_CONFUSION:
      {
	if (!p_ptr->resist_conf)
	  {
	    if (set_confused(p_ptr->confused + rand_int(20) + 15))
	      {
		ident = TRUE;
	      }
	  }
	break;
      }

    case SV_POTION_SLEEP:
      {
	if (!p_ptr->free_act)
	  {
	    if (set_paralyzed(p_ptr->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)) ident = TRUE;
	break;
      }

    case SV_POTION_DEC_INT:
      {
	if (do_dec_stat(A_INT)) ident = TRUE;
	break;
      }

    case SV_POTION_DEC_WIS:
      {
	if (do_dec_stat(A_WIS)) ident = TRUE;
	break;
      }

    case SV_POTION_DEC_DEX:
      {
	if (do_dec_stat(A_DEX)) ident = TRUE;
	break;
      }

    case SV_POTION_DEC_CON:
      {
	if (do_dec_stat(A_CON)) ident = TRUE;
	break;
      }

    case SV_POTION_DEC_CHR:
      {
	if (do_dec_stat(A_CHR)) 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_INVIS:
      {
	int t = 30 + randint(30);
	if (set_tim_invis(p_ptr->tim_invis + t))
	  {
	    ident = TRUE;
	  }
	(void)set_detect_inv(p_ptr->detect_inv + t);
	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)) ident = TRUE;
	  }
	else
	  {
	    (void)set_fast(p_ptr->fast + 5);
	  }
	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 (hp_player(10)) ident = TRUE;
	if (set_afraid(0)) ident = TRUE;
	if (set_hero(p_ptr->hero + randint(25) + 25)) ident = TRUE;
	break;
      }

    case SV_POTION_BESERK_STRENGTH:
      {
	if (hp_player(30)) ident = TRUE;
	if (set_afraid(0)) ident = TRUE;
	if (set_shero(p_ptr->shero + randint(25) + 25)) 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);
	(void)do_res_stat(A_CON);
	(void)do_res_stat(A_DEX);
	(void)do_res_stat(A_WIS);
	(void)do_res_stat(A_INT);
	(void)do_res_stat(A_CHR);
	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)) ident = TRUE;
	break;
      }

    case SV_POTION_RES_INT:
      {
	if (do_res_stat(A_INT)) ident = TRUE;
	break;
      }

    case SV_POTION_RES_WIS:
      {
	if (do_res_stat(A_WIS)) ident = TRUE;
	break;
      }

    case SV_POTION_RES_DEX:
      {
	if (do_res_stat(A_DEX)) ident = TRUE;
	break;
      }

    case SV_POTION_RES_CON:
      {
	if (do_res_stat(A_CON)) ident = TRUE;
	break;
      }

    case SV_POTION_RES_CHR:
      {
	if (do_res_stat(A_CHR)) 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();
	(void)do_inc_stat(A_INT);
	(void)do_inc_stat(A_WIS);
	(void)detect_traps();
	(void)detect_doors();
	(void)detect_objects_gold();
	(void)detect_objects_normal();
	identify_pack();
	self_knowledge();
	ident = TRUE;
	break;
      }

    case SV_POTION_SELF_KNOWLEDGE:
      {
	msg_print("You begin to know yourself a little better...");
	msg_print(NULL);
	self_knowledge();
	ident = TRUE;
	break;
      }

    case SV_POTION_EXPERIENCE:
      {
	if (p_ptr->exp < PY_MAX_EXP)
	  {
	    s32b ee = (p_ptr->lev *p_ptr->lev *40);
	    msg_print("You feel more experienced.");
	    gain_exp(ee);
	    p_ptr->tot_exp -= ee;	/* Don't get points for this */
	    ident = TRUE;
	  }
	break;
      }
    }


  /* 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);
    }

  /* 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 a potion in the pack */
  if (item >= 0)
    {
      inven_item_increase(item, -1);
      inven_item_describe(item);
      inven_item_optimize(item);
    }

  /* Destroy a potion on the floor */
  else
    {
      floor_item_increase(0 - item, -1);
      floor_item_describe(0 - item);
      floor_item_optimize(0 - item);
    }
}


/*
 * Curse the players armor
 */
static bool curse_armor(void)
{
  object_type *o_ptr;

  char o_name[80];


  /* Curse the body armor */
  o_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 (artifact_p(o_ptr) && (rand_int(100) < 50))
    {
      /* Cool */
      msg_format("A %s tries to %s, but your %s resists the effects!",
		 "terrible black aura", "surround your armor", 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;

      /* Curse it */
      o_ptr->ident |= (IDENT_CURSED);

      /* Break it */
      o_ptr->ident |= (IDENT_BROKEN);

      /* 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
 */
static bool curse_weapon(void)
{
  object_type *o_ptr;

  char o_name[80];


  /* Curse the weapon */
  o_ptr = &inventory[INVEN_WIELD];
  if (p_ptr->twoweap && randint(2)) o_ptr = &inventory[INVEN_ARM];

  /* 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) && (rand_int(100) < 50))
    {
      /* Cool */
      msg_format("A %s tries to %s, but your %s resists the effects!",
		 "terrible black aura", "surround your weapon", 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;

      /* Curse it */
      o_ptr->ident |= (IDENT_CURSED);

      /* Break it */
      o_ptr->ident |= (IDENT_BROKEN);

      /* 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);
}


/*
 * 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;


  /* Check some conditions */
  if (p_ptr->blind)
    {
      msg_print("You can't see anything.");
      return;
    }
  if (no_lite())
    {
      msg_print("You have no light to read by.");
      return;
    }
  if (p_ptr->confused)
    {
      msg_print("You are too confused!");
      return;
    }


  /* Restrict choices to scrolls */
  item_tester_tval = TV_SCROLL;

  /* Get an item (from inven or floor) */
  if (!get_item(&item, "Read which scroll? ", FALSE, TRUE, TRUE))
    {
      if (item == -2) msg_print("You have no scrolls to read.");
      return;
    }

  /* Get the item (in the pack) */
  if (item >= 0)
    {
      o_ptr = &inventory[item];
    }

  /* Get the item (on the floor) */
  else
    {
      o_ptr = &o_list[0 - 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;

  /* Analyze the scroll */
  switch (o_ptr->sval)
    {
    case SV_SCROLL_DARKNESS:
      {
	if (!p_ptr->resist_blind)
	  {
	    (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(py, px, dun_level, 0))
	      {
		ident = TRUE;
	      }
	  }
	break;
      }

    case SV_SCROLL_SUMMON_UNDEAD:
      {
	for (k = 0; k < randint(3); k++)
	  {
	    if (summon_specific(py, 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:
      {
	recall_player();
	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)) used_up = FALSE;
	break;
      }

    case SV_SCROLL_ENCHANT_WEAPON_TO_HIT:
      {
	if (!enchant_spell(1, 0, 0)) used_up = FALSE;
	ident = TRUE;
	break;
      }

    case SV_SCROLL_ENCHANT_WEAPON_TO_DAM:
      {
	if (!enchant_spell(0, 1, 0)) used_up = FALSE;
	ident = TRUE;
	break;
      }

    case SV_SCROLL_STAR_ENCHANT_ARMOR:
      {
	if (!enchant_spell(0, 0, randint(3) + 2)) used_up = FALSE;
	ident = TRUE;
	break;
      }

    case SV_SCROLL_STAR_ENCHANT_WEAPON:
      {
	if (!enchant_spell(randint(3), randint(3), 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()) ident = TRUE;
	if (detect_objects_gold()) ident = TRUE;			break;
      }

    case SV_SCROLL_DETECT_ITEM:
      {
	if (detect_objects_normal()) ident = TRUE;
	break;
      }

    case SV_SCROLL_DETECT_TRAP:
      {
	if (detect_traps()) ident = TRUE;
	break;
      }
    case SV_SCROLL_DETECT_DOOR:
      {
	if (detect_doors()) ident = TRUE;
	if (detect_stairs()) ident = TRUE;
	break;
      }

    case SV_SCROLL_DETECT_INVIS:
      {
	if (detect_monsters_invis()) 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_QUESTING:
      {
	if (dun_level>0)
	  {
	    msg_print("This scroll does not work in the dungeon.");
	    used_up = FALSE;
	  }
	else
	  {
	    msg_print("A multi-dimentional gate appears.");
	    (void) stair_creation(TRUE);
	  }
	ident = TRUE;
	break;
      }

    case SV_SCROLL_STAR_DESTRUCTION:
      {
	destroy_area(py, px, 15, TRUE);
	ident = TRUE;
	break;
      }

    case SV_SCROLL_DISPEL_UNDEAD:
      {
	if (dispel_undead(60)) ident = TRUE;
	break;
      }

    case SV_SCROLL_GENOCIDE:
      {
	(void)genocide();
	ident = TRUE;
	break;
      }

    case SV_SCROLL_MASS_GENOCIDE:
      {
	(void)mass_genocide();
	ident = TRUE;
	break;
      }

    case SV_SCROLL_ACQUIREMENT:
      {
	acquirement(py, px, 1, TRUE);
	ident = TRUE;
	break;
      }

    case SV_SCROLL_STAR_ACQUIREMENT:
      {
	acquirement(py, px, randint(2) + 1, TRUE);
	ident = TRUE;
	break;
      }
    }

  /* 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;


  /* Destroy a scroll in the pack */
  if (item >= 0)
    {
      inven_item_increase(item, -1);
      inven_item_describe(item);
      inven_item_optimize(item);
    }

  /* Destroy a scroll on the floor */
  else
    {
      floor_item_increase(0 - item, -1);
      floor_item_describe(0 - item);
      floor_item_optimize(0 - item);
    }
}







/*
 * 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, k, lev;
  object_type		*o_ptr;
  /* Hack -- let staffs of identify get aborted */
  bool use_charge = TRUE;

  /* Restrict choices to wands */
  item_tester_tval = TV_STAFF;

  /* Get an item (from inven or floor) */
  if (!get_item(&item, "Use which staff? ", FALSE, TRUE, TRUE))
    {
      if (item == -2) msg_print("You have no staff to use.");
      return;
    }

  /* Get the item (in the pack) */
  if (item >= 0)
    {
      o_ptr = &inventory[item];
    }

  /* Get the item (on the floor) */
  else
    {
      o_ptr = &o_list[0 - 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;
    }

  /* Take a turn */
  energy_use = 100;

  /* Not identified yet */
  ident = FALSE;

  /* Extract the item level */
  lev = k_info[o_ptr->k_idx].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);

  /* 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 use the staff properly.");
      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);
      return;
    }

  /* Sound */
  sound(SOUND_ZAP);

  /* Analyze the staff */
  switch (o_ptr->sval)
    {
    case SV_STAFF_DARKNESS:
      {
	if (!p_ptr->resist_blind)
	  {
	    if (set_blind(p_ptr->blind + 3 + randint(5))) ident = TRUE;
	  }
	if (unlite_area(10, 3)) ident = TRUE;
	break;
      }

    case SV_STAFF_SLOWNESS:
      {
	if (set_slow(p_ptr->slow + randint(30) + 15)) ident = TRUE;
	break;
      }

    case SV_STAFF_HASTE_MONSTERS:
      {
	if (speed_monsters()) ident = TRUE;
	break;
      }

    case SV_STAFF_SUMMONING:
      {
	for (k = 0; k < randint(4); k++)
	  {
	    if (summon_specific(py, px, dun_level, 0))
	      {
		ident = TRUE;
	      }
	  }
	break;
      }

    case SV_STAFF_TELEPORTATION:
      {
	teleport_player(100);
	ident = TRUE;
	break;
      }

    case SV_STAFF_IDENTIFY:
      {
	if (!ident_spell()) use_charge = FALSE;
	ident = TRUE;
	break;
      }
    case SV_STAFF_REMOVE_CURSE:
      {
	if (remove_curse())
	  {
	    if (!p_ptr->blind)
	      {
		msg_print("The staff glows blue for a moment...");
	      }
	    ident = TRUE;
	  }
	break;
      }

    case SV_STAFF_STARLITE:
      {
	if (!p_ptr->blind)
	  {
	    msg_print("The end of the staff glows brightly...");
	  }
	for (k = 0; k < 8; k++) lite_line(ddd[k]);
	ident = TRUE;
	break;
      }

    case SV_STAFF_LITE:
      {
	if (lite_area(damroll(2, 8), 2)) ident = TRUE;
	break;
      }

    case SV_STAFF_MAPPING:
      {
	map_area();
	ident = TRUE;
	break;
      }

    case SV_STAFF_DETECT_GOLD:
      {
	if (detect_treasure()) ident = TRUE;
	if (detect_objects_gold()) ident = TRUE;			break;
	break;
      }

    case SV_STAFF_DETECT_ITEM:
      {
	if (detect_objects_normal()) ident = TRUE;
	break;
      }

    case SV_STAFF_DETECT_TRAP:
      {
	if (detect_traps()) ident = TRUE;
	break;
      }

    case SV_STAFF_DETECT_DOOR:
      {
	if (detect_doors()) ident = TRUE;
	if (detect_stairs()) ident = TRUE;
	break;
      }
    case SV_STAFF_DETECT_INVIS:
      {
	if (detect_monsters_invis()) ident = TRUE;
	break;
      }

    case SV_STAFF_DETECT_EVIL:
      {
	if (detect_general(0, RF3_EVIL, "evil")) ident = TRUE;
	break;
      }

    case SV_STAFF_CURE_LIGHT:
      {
	if (hp_player(randint(8))) ident = TRUE;
	break;
      }

    case SV_STAFF_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;
	break;
      }

    case SV_STAFF_HEALING:
      {
	if (hp_player(300)) ident = TRUE;
	if (set_stun(0)) ident = TRUE;
	if (set_cut(0)) ident = TRUE;
	break;
      }

    case SV_STAFF_THE_MAGI:
      {
	if (do_res_stat(A_INT)) ident = TRUE;
	if (p_ptr->csp < p_ptr->msp)
	  {
	    p_ptr->csp = p_ptr->msp;
	    p_ptr->csp_frac = 0;
	    ident = TRUE;
	    msg_print("Your feel your head clear.");
	    p_ptr->redraw |= (PR_MANA);
	    p_ptr->window |= (PW_PLAYER);
	  }
	break;
      }

    case SV_STAFF_SLEEP_MONSTERS:
      {
	if (sleep_monsters()) ident = TRUE;
	break;
      }

    case SV_STAFF_SLOW_MONSTERS:
      {
	if (slow_monsters()) ident = TRUE;
	break;
      }

    case SV_STAFF_SPEED:
      {
	if (!p_ptr->fast)
	  {
	    if (set_fast(randint(30) + 15)) ident = TRUE;
	  }
	else
	  {
	    (void)set_fast(p_ptr->fast + 5);
	  }
	break;
      }

    case SV_STAFF_PROBING:
      {
	probing();
	ident = TRUE;
	break;
      }

    case SV_STAFF_DISPEL_EVIL:
      {
	if (dispel_evil(60)) ident = TRUE;
	break;
      }
    case SV_STAFF_POWER:
      {
	if (dispel_creature(120)) ident = TRUE;
	break;
      }

    case SV_STAFF_HOLINESS:
      {
	if (dispel_evil(120)) ident = TRUE;
	k = 3 * p_ptr->lev;
	if (set_protevil(p_ptr->protevil + randint(25) + k)) ident = TRUE;
	if (set_poisoned(0)) ident = TRUE;
	if (set_afraid(0)) ident = TRUE;
	if (hp_player(50)) ident = TRUE;
	if (set_stun(0)) ident = TRUE;
	if (set_cut(0)) ident = TRUE;
	break;
      }
    case SV_STAFF_GENOCIDE:
      {
	(void)genocide();
	ident = TRUE;
	break;
      }

    case SV_STAFF_EARTHQUAKES:
      {
	earthquake(py, px, 10);
	ident = TRUE;
	break;
      }

    case SV_STAFF_DESTRUCTION:
      {
	destroy_area(py, px, 15, TRUE);
	ident = TRUE;
	break;
      }
    }

  /* Combine / Reorder the pack (later) */
  p_ptr->notice |= (PN_COMBINE | PN_REORDER);

  /* Tried the item */
  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 -- some uses are "free" */
  if (!use_charge) return;


  /* Use a single charge */
  o_ptr->pval--;

  /* XXX Hack -- unstack if necessary */
  if ((item >= 0) && (o_ptr->number > 1))
    {
      /* Make a fake item */
      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--;
      total_weight -= q_ptr->weight;
      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);
    }
}


/*
 * 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 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)
{
  int			item, lev, ident, chance, dir, sval;

  object_type		*o_ptr;


  /* Restrict choices to wands */
  item_tester_tval = TV_WAND;

  /* Get an item (from inven or floor) */
  if (!get_item(&item, "Aim which wand? ", FALSE, TRUE, TRUE))
    {
      if (item == -2) msg_print("You have no wand to aim.");
      return;
    }

  /* Get the item (in the pack) */
  if (item >= 0)
    {
      o_ptr = &inventory[item];
    }

  /* Get the item (on the floor) */
  else
    {
      o_ptr = &o_list[0 - 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;
    }

  /* Allow direction to be cancelled for free */
  if (!get_aim_dir(&dir)) return;


  /* Take a turn */
  energy_use = 100;

  /* Not identified yet */
  ident = FALSE;

  /* Get the level */
  lev = k_info[o_ptr->k_idx].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);

  /* 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 use the wand properly.");
      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);
      return;
    }

  /* Sound */
  sound(SOUND_ZAP);

  /* XXX Hack -- Extract the "sval" effect */
  /* XXX Hack -- Extract the "sval" effect */
  sval = o_ptr->sval;

  /* XXX Hack -- Wand of wonder can do anything before it */
  if (sval == SV_WAND_WONDER) sval = rand_int(SV_WAND_WONDER);

  /* Analyze the wand */
  switch (sval)
    {
    case SV_WAND_HEAL_MONSTER:
      {
	if (heal_monster(dir)) ident = TRUE;
	break;
      }
    case SV_WAND_HASTE_MONSTER:
      {
	if (speed_monster(dir)) ident = TRUE;
	break;
      }

    case SV_WAND_CLONE_MONSTER:
      {
	if (clone_monster(dir)) ident = TRUE;
	break;
      }

    case SV_WAND_TELEPORT_AWAY:
      {
	if (teleport_monster(dir)) ident = TRUE;
	break;
      }

    case SV_WAND_DISARMING:
      {
	if (disarm_trap(dir)) ident = TRUE;
	break;
      }

    case SV_WAND_TRAP_DOOR_DEST:
      {
	if (destroy_door(dir)) ident = TRUE;
	break;
      }
    case SV_WAND_STONE_TO_MUD:
      {
	if (wall_to_mud(dir)) ident = TRUE;
	break;
      }

    case SV_WAND_LITE:
      {
	msg_print("A line of blue shimmering light appears.");
	lite_line(dir);
	ident = TRUE;
	break;
      }

    case SV_WAND_SLEEP_MONSTER:
      {
	if (sleep_monster(dir)) ident = TRUE;
	break;
      }

    case SV_WAND_SLOW_MONSTER:
      {
	if (slow_monster(dir)) ident = TRUE;
	break;
      }

    case SV_WAND_CONFUSE_MONSTER:
      {
	if (confuse_monster(dir, 10)) ident = TRUE;
	break;
      }

    case SV_WAND_FEAR_MONSTER:
      {
	if (fear_monster(dir, 10)) ident = TRUE;
	break;
      }

    case SV_WAND_DRAIN_LIFE:
      {
	if (drain_life(dir, 75)) ident = TRUE;
	break;
      }
    case SV_WAND_POLYMORPH:
      {
	if (poly_monster(dir)) ident = TRUE;
	break;
      }

    case SV_WAND_STINKING_CLOUD:
      {
	fire_ball(GF_POIS, dir, 12, 2);
	ident = TRUE;
	break;
      }
    case SV_WAND_MAGIC_MISSILE:
      {
	fire_bolt_or_beam(20, GF_MISSILE, dir, damroll(2, 6));
	ident = TRUE;
	break;
      }

    case SV_WAND_ACID_BOLT:
      {
	fire_bolt_or_beam(20, GF_ACID, dir, damroll(5, 8));
	ident = TRUE;
	break;
      }

    case SV_WAND_ELEC_BOLT:
      {
	fire_bolt_or_beam(20, GF_ELEC, dir, damroll(3, 8));
	ident = TRUE;
	break;
      }

    case SV_WAND_FIRE_BOLT:
      {
	fire_bolt_or_beam(20, GF_FIRE, dir, damroll(6, 8));
	ident = TRUE;
	break;
      }

    case SV_WAND_COLD_BOLT:
      {
	fire_bolt_or_beam(20, GF_COLD, dir, damroll(3, 8));
	ident = TRUE;
	break;
      }

    case SV_WAND_ACID_BALL:
      {
	fire_ball(GF_ACID, dir, 60, 2);
	ident = TRUE;
	break;
      }
    case SV_WAND_ELEC_BALL:
      {
	fire_ball(GF_ELEC, dir, 32, 2);
	ident = TRUE;
	break;
      }

    case SV_WAND_FIRE_BALL:
      {
	fire_ball(GF_FIRE, dir, 72, 2);
	ident = TRUE;
	break;
      }
    case SV_WAND_COLD_BALL:
      {
	fire_ball(GF_COLD, dir, 48, 2);
	ident = TRUE;
	break;
      }

    case SV_WAND_WONDER:
      {
	msg_print("Oops.  Wand of wonder activated.");
	break;
      }

    case SV_WAND_DRAGON_FIRE:
      {
	fire_ball(GF_FIRE, dir, 100, 3);
	ident = TRUE;
	break;
      }
    case SV_WAND_DRAGON_COLD:
      {
	fire_ball(GF_COLD, dir, 80, 3);
	ident = TRUE;
	break;
      }

    case SV_WAND_DRAGON_BREATH:
      {
	switch (randint(5))
	  {
	  case 1:
	    {
	      fire_ball(GF_ACID, dir, 100, 3);
	      break;
	    }

	  case 2:
	    {
	      fire_ball(GF_ELEC, dir, 80, 3);
	      break;
	    }

	  case 3:
	    {
	      fire_ball(GF_FIRE, dir, 100, 3);
	      break;
	    }

	  case 4:
	    {
	      fire_ball(GF_COLD, dir, 80, 3);
	      break;
	    }
	  default:
	    {
	      fire_ball(GF_POIS, dir, 60, 3);
	      break;
	    }
	  }

	ident = TRUE;
	break;
      }

    case SV_WAND_ANNIHILATION:
      {
	if (drain_life(dir, 125)) ident = TRUE;
	break;
      }
    }
  /* Combine / Reorder the pack (later) */
  p_ptr->notice |= (PN_COMBINE | PN_REORDER);

  /* Mark it as tried */
  object_tried(o_ptr);

  /* Apply identification */
  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);


  /* Use a single charge */
  o_ptr->pval--;

  /* Hack -- unstack if necessary */
  if ((item >= 0) && (o_ptr->number > 1))
    {
      /* Make a fake item */
      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--;
      total_weight -= q_ptr->weight;
      item = inven_carry(q_ptr, FALSE);

      /* Message */
      msg_print("You unstack your wand.");
    }
  /* 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);
    }
}




/*
 * 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
 */
void do_cmd_zap_rod(void)
{
  int                 item, ident, chance, dir, lev;

  object_type		*o_ptr;

  /* Hack -- let perception get aborted */
  bool use_charge = TRUE;


  /* Restrict choices to rods */
  item_tester_tval = TV_ROD;

  /* Get an item (from inven or floor) */
  if (!get_item(&item, "Zap which rod? ", FALSE, TRUE, TRUE))
    {
      if (item == -2) msg_print("You have no rod to zap.");
      return;
    }

  /* Get the item (in the pack) */
  if (item >= 0)
    {
      o_ptr = &inventory[item];
    }

  /* Get the item (on the floor) */
  else
    {
      o_ptr = &o_list[0 - item];
    }


  /* Mega-Hack -- refuse to zap a pile from the ground */
  if ((item < 0) && (o_ptr->number > 1))
    {
      msg_print("You must first pick up the rods.");
      return;
    }


  /* Get a direction (unless KNOWN not to need it) */
  if ((o_ptr->sval >= SV_ROD_MIN_DIRECTION) || !object_aware_p(o_ptr))
    {
      /* Get a direction, allow cancel */
      if (!get_aim_dir(&dir)) return;
    }


  /* Take a turn */
  energy_use = 100;

  /* Not identified yet */
  ident = FALSE;

  /* Extract the item level */
  lev = k_info[o_ptr->k_idx].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);

  /* 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 use the rod properly.");
      return;
    }

  /* Still charging */
  if (o_ptr->pval)
    {
      if (flush_failure) flush();
      msg_print("The rod is still charging.");
      return;
    }


  /* Analyze the rod */
  switch (o_ptr->sval)
    {
    case SV_ROD_DETECT_TRAP:
      {
	if (detect_traps()) ident = TRUE;
	o_ptr->pval = 50;
	break;
      }

    case SV_ROD_DETECT_DOOR:
      {
	if (detect_doors()) ident = TRUE;
	o_ptr->pval = 70;
	break;
      }

    case SV_ROD_IDENTIFY:
      {
	ident = TRUE;
	if (!ident_spell()) use_charge = FALSE;
	o_ptr->pval = 10;
	break;
      }

    case SV_ROD_RECALL:
      {
	if (p_ptr->word_recall == 0)
	  {
	    msg_print("The air about you becomes charged...");
	    p_ptr->word_recall = 15 + randint(20);
	  }
	else
	  {
	    msg_print("A tension leaves the air around you...");
	    p_ptr->word_recall = 0;
	  }
	ident = TRUE;
	o_ptr->pval = 60;
	break;
      }

    case SV_ROD_ILLUMINATION:
      {
	if (lite_area(damroll(2, 8), 2)) ident = TRUE;
	o_ptr->pval = 30;
	break;
      }

    case SV_ROD_MAPPING:
      {
	map_area();
	ident = TRUE;
	o_ptr->pval = 99;
	break;
      }
    case SV_ROD_DETECTION:
      {
	detect_all();
	ident = TRUE;
	o_ptr->pval = 99;
	break;
      }
    case SV_ROD_PROBING:
      {
	probing();
	ident = TRUE;
	o_ptr->pval = 50;
	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;
	o_ptr->pval = 999;
	break;
      }

    case SV_ROD_HEALING:
      {
	if (hp_player(500)) ident = TRUE;
	if (set_stun(0)) ident = TRUE;
	if (set_cut(0)) ident = TRUE;
	o_ptr->pval = 999;
	break;
      }

    case SV_ROD_RESTORATION:
      {
	if (restore_level()) ident = TRUE;
	if (do_res_stat(A_STR)) ident = TRUE;
	if (do_res_stat(A_INT)) ident = TRUE;
	if (do_res_stat(A_WIS)) ident = TRUE;
	if (do_res_stat(A_DEX)) ident = TRUE;
	if (do_res_stat(A_CON)) ident = TRUE;
	if (do_res_stat(A_CHR)) ident = TRUE;
	o_ptr->pval = 999;
	break;
      }

    case SV_ROD_SPEED:
      {
	if (!p_ptr->fast)
	  {
	    if (set_fast(randint(30) + 15)) ident = TRUE;
	  }
	else
	  {
	    (void)set_fast(p_ptr->fast + 5);
	  }
	o_ptr->pval = 99;
	break;
      }
    case SV_ROD_TELEPORT_AWAY:
      {
	if (teleport_monster(dir)) ident = TRUE;
	o_ptr->pval = 25;
	break;
      }

    case SV_ROD_DISARMING:
      {
	if (disarm_trap(dir)) ident = TRUE;
	o_ptr->pval = 30;
	break;
      }
    case SV_ROD_LITE:
      {
	msg_print("A line of blue shimmering light appears.");
	lite_line(dir);
	ident = TRUE;
	o_ptr->pval = 9;
	break;
      }

    case SV_ROD_SLEEP_MONSTER:
      {
	if (sleep_monster(dir)) ident = TRUE;
	o_ptr->pval = 18;
	break;
      }
    case SV_ROD_SLOW_MONSTER:
      {
	if (slow_monster(dir)) ident = TRUE;
	o_ptr->pval = 20;
	break;
      }

    case SV_ROD_DRAIN_LIFE:
      {
	if (drain_life(dir, 75)) ident = TRUE;
	o_ptr->pval = 23;
	break;
      }

    case SV_ROD_POLYMORPH:
      {
	if (poly_monster(dir)) ident = TRUE;
	o_ptr->pval = 25;
	break;
      }
    case SV_ROD_ACID_BOLT:
      {
	fire_bolt_or_beam(10, GF_ACID, dir, damroll(6, 8));
	ident = TRUE;
	o_ptr->pval = 12;
	break;
      }

    case SV_ROD_ELEC_BOLT:
      {
	fire_bolt_or_beam(10, GF_ELEC, dir, damroll(3, 8));
	ident = TRUE;
	o_ptr->pval = 11;
	break;
      }

    case SV_ROD_FIRE_BOLT:
      {
	fire_bolt_or_beam(10, GF_FIRE, dir, damroll(8, 8));
	ident = TRUE;
	o_ptr->pval = 15;
	break;
      }

    case SV_ROD_COLD_BOLT:
      {
	fire_bolt_or_beam(10, GF_COLD, dir, damroll(5, 8));
	ident = TRUE;
	o_ptr->pval = 13;
	break;
      }

    case SV_ROD_ACID_BALL:
      {
	fire_ball(GF_ACID, dir, 60, 2);
	ident = TRUE;
	o_ptr->pval = 27;
	break;
      }

    case SV_ROD_ELEC_BALL:
      {
	fire_ball(GF_ELEC, dir, 32, 2);
	ident = TRUE;
	o_ptr->pval = 23;
	break;
      }

    case SV_ROD_FIRE_BALL:
      {
	fire_ball(GF_FIRE, dir, 72, 2);
	ident = TRUE;
	o_ptr->pval = 30;
	break;
      }

    case SV_ROD_COLD_BALL:
      {
	fire_ball(GF_COLD, dir, 48, 2);
	ident = TRUE;
	o_ptr->pval = 25;
	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->pval = 0;
      return;
    }
  /* 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 "charge" */
      o_ptr->pval = 0;

      /* Unstack the used item */
      o_ptr->number--;
      total_weight -= q_ptr->weight;
      item = inven_carry(q_ptr, FALSE);

      /* Message */
      msg_print("You unstack your rod.");
    }
}



/*
 * Hook to determine if an object is activatable
 */
static bool item_tester_hook_activate(object_type *o_ptr)
{
  u32b f1, f2, f3;

  /* Not known */
  if (!object_known_p(o_ptr)) return (FALSE);

  /* Extract the flags */
  object_flags(o_ptr, &f1, &f2, &f3);

  /* Check activation flag */
  if (f3 & (TR3_ACTIVATE)) return (TRUE);

  /* Assume not */
  return (FALSE);
}



/*
 * Hack -- activate the ring of power
 */
static void ring_of_power(int dir)
{
  /* Pick a random effect */
  switch (randint(10))
    {
    case 1:
    case 2:
      {
	/* Message */
	msg_print("You are surrounded by a malignant aura.");
	/* Decrease all stats (permanently) */
	(void)dec_stat(A_STR, 50, TRUE);
	(void)dec_stat(A_INT, 50, TRUE);
	(void)dec_stat(A_WIS, 50, TRUE);
	(void)dec_stat(A_DEX, 50, TRUE);
	(void)dec_stat(A_CON, 50, TRUE);
	(void)dec_stat(A_CHR, 50, TRUE);

	/* Lose some experience (permanently) */
	p_ptr->exp -= (p_ptr->exp / 4);
	p_ptr->max_exp -= (p_ptr->exp / 4);
	check_experience();

	break;
      }

    case 3:
      {
	/* Message */
	msg_print("You are surrounded by a powerful aura.");

	/* Dispel monsters */
	dispel_creature(1000);

	break;
      }

    case 4:
    case 5:
    case 6:
      {
	/* Mana Ball */
	fire_ball(GF_MANA, dir, 300, 3);

	break;
      }

    case 7:
    case 8:
    case 9:
    case 10:
      {
	/* Mana Bolt */
	fire_bolt(GF_MANA, dir, 250);

	break;
      }
    }
}


/*
 * Enchant some bolts
 */
static bool brand_bolts(void)
{
  int i;

  /* Use the first acceptable bolts */
  for (i = 0; i < INVEN_PACK; i++)
    {
      object_type *o_ptr = &inventory[i];
      /* Skip non-bolts */
      if (o_ptr->tval != TV_BOLT) continue;
      /* Skip artifacts and ego-items */
      if (artifact_p(o_ptr) || ego_item_p(o_ptr)) continue;
      /* Skip cursed/broken items */
      if (cursed_p(o_ptr) || broken_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;

      /* 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);
}


/*
 * Activate a wielded object.  Wielded objects never stack.
 * And even if they did, activatable objects never stack.
 *
 * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated.
 * But one could, for example, easily make an activatable "Ring of Plasma".
 *
 * Note that it always takes a turn to activate an artifact, even if
 * the user hits "escape" at the "direction" prompt.
 */
void do_cmd_activate(void)
{
  int         item, i, k, dir, lev, chance;

  object_type *o_ptr;


  /* Prepare the hook */
  item_tester_hook = item_tester_hook_activate;
  /* Get an item (from equip) */
  if (!get_item(&item, "Activate which item? ", TRUE, FALSE, FALSE))
    {
      if (item == -2) msg_print("You have nothing to activate.");
      return;
    }

  /* Get the item (in the pack) */
  if (item >= 0)
    {
      o_ptr = &inventory[item];
    }

  /* Get the item (on the floor) */
  else
    {
      o_ptr = &o_list[0 - item];
    }

  /* 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)) 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);

  /* 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.");
      return;
    }

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

  /* Wonder Twin Powers... Activate! */
  msg_print("You activate it...");


  /* Artifacts activate by name */
  if (o_ptr->name1)
    {
      /* This needs to be changed */
      switch (o_ptr->name1)
	{
	case ART_NARTHANC:
	  {
	    msg_print("Your dagger is covered in fire...");
	    if (!get_aim_dir(&dir)) return;
	    fire_bolt(GF_FIRE, dir, damroll(9, 8));
	    o_ptr->timeout = rand_int(8) + 8;
	    break;
	  }

	case ART_NIMTHANC:
	  {
	    msg_print("Your dagger is covered in frost...");
	    if (!get_aim_dir(&dir)) return;
	    fire_bolt(GF_COLD, dir, damroll(6, 8));
	    o_ptr->timeout = rand_int(7) + 7;
	    break;
	  }
	case ART_DETHANC:
	  {
	    msg_print("Your dagger is covered in sparks...");
	    if (!get_aim_dir(&dir)) return;
	    fire_bolt(GF_ELEC, dir, damroll(4, 8));
	    o_ptr->timeout = rand_int(6) + 6;
	    break;
	  }
	case ART_RILIA:
	  {
	    msg_print("Your dagger throbs deep green...");
	    if (!get_aim_dir(&dir)) return;
	    fire_ball(GF_POIS, dir, 12, 3);
	    o_ptr->timeout = rand_int(4) + 4;
	    break;
	  }

	case ART_BELANGIL:
	  {
	    msg_print("Your dagger is covered in frost...");
	    if (!get_aim_dir(&dir)) return;
	    fire_ball(GF_COLD, dir, 48, 2);
	    o_ptr->timeout = rand_int(5) + 5;
	    break;
	  }
	case ART_DAL:
	  {
	    msg_print("You feel energy flow through your feet...");
	    (void)set_afraid(0);
	    (void)set_poisoned(0);
	    o_ptr->timeout = 5;
	    break;
	  }

	case ART_RINGIL:
	  {
	    msg_print("Your sword glows an intense blue...");
	    if (!get_aim_dir(&dir)) return;
	    fire_ball(GF_COLD, dir, 100, 2);
	    o_ptr->timeout = 300;
	    break;
	  }

	case ART_ANDURIL:
	  {
	    msg_print("Your sword glows an intense red...");
	    if (!get_aim_dir(&dir)) return;
	    fire_ball(GF_FIRE, dir, 72, 2);
	    o_ptr->timeout = 400;
	    break;
	  }

	case ART_FIRESTAR:
	  {
	    msg_print("Your morningstar rages in fire...");
	    if (!get_aim_dir(&dir)) return;
	    fire_ball(GF_FIRE, dir, 72, 3);
	    o_ptr->timeout = 100;
	    break;
	  }

	case ART_FEANOR:
	  {
	    if (!p_ptr->fast)
	      {
		(void)set_fast(randint(20) + 20);
	      }
	    else
	      {
		(void)set_fast(p_ptr->fast + 5);
	      }
	    o_ptr->timeout = 200;
	    break;
	  }

	case ART_THEODEN:
	  {
	    msg_print("The blade of your axe glows black...");
	    if (!get_aim_dir(&dir)) return;
	    drain_life(dir, 120);
	    o_ptr->timeout = 400;
	    break;
	  }

	case ART_TURMIL:
	  {
	    msg_print("The head of your hammer glows white...");
	    if (!get_aim_dir(&dir)) return;
	    drain_life(dir, 90);
	    o_ptr->timeout = 70;
	    break;
	  }

	case ART_CASPANION:
	  {
	    msg_print("Your armor glows bright red...");
	    destroy_doors_touch();
	    o_ptr->timeout = 10;
	    break;
	  }

	case ART_AVAVIR:
	  {
	    if (p_ptr->word_recall == 0)
	      {
		p_ptr->word_recall = randint(20) + 15;
		msg_print("The air about you becomes charged...");
	      }
	    else
	      {
		p_ptr->word_recall = 0;
		msg_print("A tension leaves the air around you...");
	      }
	    o_ptr->timeout = 200;
	    break;
	  }
	case ART_TARATOL:
	  {
	    if (!p_ptr->fast)
	      {
		(void)set_fast(randint(20) + 20);
	      }
	    else
	      {
		(void)set_fast(p_ptr->fast + 5);
	      }
	    o_ptr->timeout = rand_int(100) + 100;
	    break;
	  }

	case ART_ERIRIL:
	  {
	    /* Identify and combine pack */
	    (void)ident_spell();
	    /* XXX Note that the artifact is always de-charged */
	    o_ptr->timeout = 10;
	    break;
	  }

	case ART_OLORIN:
	  {
	    probing();
	    o_ptr->timeout = 20;
	    break;
	  }

	case ART_EONWE:
	  {
	    msg_print("Your axe lets out a long, shrill note...");
	    (void)mass_genocide();
	    o_ptr->timeout = 1000;
	    break;
	  }

	case ART_LOTHARANG:
	  {
	    msg_print("Your battle axe 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 ART_CUBRAGOL:
	  {
	    (void)brand_bolts();
	    o_ptr->timeout = 999;
	    break;
	  }
	case ART_ARUNRUTH:
	  {
	    msg_print("Your sword glows a pale blue...");
	    if (!get_aim_dir(&dir)) return;
	    fire_bolt(GF_COLD, dir, damroll(12, 8));
	    o_ptr->timeout = 500;
	    break;
	  }

	case ART_AEGLOS:
	  {
	    msg_print("Your spear glows a bright white...");
	    if (!get_aim_dir(&dir)) return;
	    fire_ball(GF_COLD, dir, 100, 2);
	    o_ptr->timeout = 500;
	    break;
	  }

	case ART_OROME:
	  {
	    msg_print("Your spear pulsates...");
	    if (!get_aim_dir(&dir)) return;
	    wall_to_mud(dir);
	    o_ptr->timeout = 5;
	    break;
	  }
	case ART_SKULLCLEAVER:
	  {
	    msg_print("You strike your mace against the ground...");
	    destroy_area(py, px, 15, TRUE);
	    take_hit(damroll(5, 10), "activating Skullcleaver.");
	    o_ptr->timeout = 650;
	    break;
	  }
	case ART_SOULKEEPER:
	  {
	    msg_print("Your armor glows a bright white...");
	    msg_print("You feel much better...");
	    (void)hp_player(1000);
	    (void)set_cut(0);
	    o_ptr->timeout = 888;
	    break;
	  }

	case ART_BELEGENNON:
	  {
	    msg_print("Your armor twists space around you...");
	    teleport_player(10);
	    o_ptr->timeout = 2;
	    break;
	  }

	case ART_CELEBORN:
	  {
	    (void)genocide();
	    o_ptr->timeout = 500;
	    break;
	  }

	case ART_ULMO:
	  {
	    msg_print("Your trident glows deep red...");
	    if (!get_aim_dir(&dir)) return;
	    teleport_monster(dir);
	    o_ptr->timeout = 150;
	    break;
	  }

	case ART_COLLUIN:
	  {
	    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 ART_HOLCOLLETH:
	  {
	    msg_print("Your cloak glows deep blue...");
	    sleep_monsters_touch();
	    o_ptr->timeout = 55;
	    break;
	  }

	case ART_THINGOL:
	  {
	    msg_print("Your cloak glows bright yellow...");
	    recharge(60);
	    o_ptr->timeout = 70;
	    break;
	  }

	case ART_COLANNON:
	  {
	    msg_print("Your cloak twists space around you...");
	    teleport_player(100);
	    o_ptr->timeout = 45;
	    break;
	  }

	case ART_LUTHIEN:
	  {
	    msg_print("Your cloak glows a deep red...");
	    restore_level();
	    o_ptr->timeout = 450;
	    break;
	  }
	case ART_CAMMITHRIM:
	  {
	    msg_print("Your gloves glow extremely brightly...");
	    if (!get_aim_dir(&dir)) return;
	    fire_bolt(GF_MISSILE, dir, damroll(2, 6));
	    o_ptr->timeout = 2;
	    break;
	  }

	case ART_PAURHACH:
	  {
	    msg_print("Your gauntlets are covered in fire...");
	    if (!get_aim_dir(&dir)) return;
	    fire_bolt(GF_FIRE, dir, damroll(9, 8));
	    o_ptr->timeout = rand_int(8) + 8;
	    break;
	  }

	case ART_PAURNIMMEN:
	  {
	    msg_print("Your gauntlets are covered in frost...");
	    if (!get_aim_dir(&dir)) return;
	    fire_bolt(GF_COLD, dir, damroll(6, 8));
	    o_ptr->timeout = rand_int(7) + 7;
	    break;
	  }

	case ART_PAURAEGEN:
	  {
	    msg_print("Your gauntlets are covered in sparks...");
	    if (!get_aim_dir(&dir)) return;
	    fire_bolt(GF_ELEC, dir, damroll(4, 8));
	    o_ptr->timeout = rand_int(6) + 6;
	    break;
	  }
	case ART_PAURNEN:
	  {
	    msg_print("Your gauntlets are covered in acid...");
	    if (!get_aim_dir(&dir)) return;
	    fire_bolt(GF_ACID, dir, damroll(5, 8));
	    o_ptr->timeout = rand_int(5) + 5;
	    break;
	  }

	case ART_FINGOLFIN:
	  {
	    msg_print("Magical spikes appear on your cesti...");
	    if (!get_aim_dir(&dir)) return;
	    fire_bolt(GF_ARROW, dir, 150);
	    o_ptr->timeout = rand_int(90) + 90;
	    break;
	  }
	case ART_HOLHENNETH:
	  {
	    msg_print("An image forms in your mind...");
	    detect_all();
	    o_ptr->timeout = rand_int(55) + 55;
	    break;
	  }

	case ART_GONDOR:
	  {
	    msg_print("You feel a warm tingling inside...");
	    (void)hp_player(500);
	    (void)set_cut(0);
	    o_ptr->timeout = 500;
	    break;
	  }
	case ART_RAZORBACK:
	  {
	    msg_print("You are surrounded by lightning!");
	    for (i = 0; i < 8; i++) fire_ball(GF_ELEC, ddd[i], 150, 3);
	    o_ptr->timeout = 1000;
	    break;
	  }

	case ART_BLADETURNER:
	  {
	    msg_print("Your armor glows many colours...");
	    (void)hp_player(30);
	    (void)set_afraid(0);
	    (void)set_shero(p_ptr->shero + randint(50) + 50);
	    (void)set_blessed(p_ptr->blessed + randint(50) + 50);
	    (void)set_oppose_acid(p_ptr->oppose_acid + randint(50) + 50);
	    (void)set_oppose_elec(p_ptr->oppose_elec + randint(50) + 50);
	    (void)set_oppose_fire(p_ptr->oppose_fire + randint(50) + 50);
	    (void)set_oppose_cold(p_ptr->oppose_cold + randint(50) + 50);
	    (void)set_oppose_pois(p_ptr->oppose_pois + randint(50) + 50);
	    o_ptr->timeout = 400;
	    break;
	  }

	case ART_GALADRIEL:
	  {
	    msg_print("The phial wells with clear light...");
	    lite_area(damroll(2, 15), 3);
	    o_ptr->timeout = rand_int(10) + 10;
	    break;
	  }
	case ART_ELENDIL:
	  {
	    msg_print("The star shines brightly...");
	    map_area();
	    o_ptr->timeout = rand_int(50) + 50;
	    break;
	  }

	case ART_THRAIN:
	  {
	    msg_print("The stone glows a deep green...");
	    wiz_lite();
	    (void)detect_doors();
	    (void)detect_traps();
	    o_ptr->timeout = rand_int(100) + 100;
	    break;
	  }

	case ART_INGWE:
	  {
	    msg_print("An aura of good floods the area...");
	    dispel_evil(p_ptr->lev * 5);
	    o_ptr->timeout = rand_int(300) + 300;
	    break;
	  }

	case ART_CARLAMMAS:
	  {
	    msg_print("The amulet 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 ART_TULKAS:
	  {
	    msg_print("The ring glows brightly...");
	    if (!p_ptr->fast)
	      {
		(void)set_fast(randint(75) + 75);
	      }
	    else
	      {
		(void)set_fast(p_ptr->fast + 5);
	      }
	    o_ptr->timeout = rand_int(150) + 150;
	    break;
	  }

	case ART_NARYA:
	  {
	    msg_print("The ring glows deep red...");
	    if (!get_aim_dir(&dir)) return;
	    fire_ball(GF_FIRE, dir, 120, 3);
	    o_ptr->timeout = rand_int(225) + 225;
	    break;
	  }

	case ART_NENYA:
	  {
	    msg_print("The ring glows bright white...");
	    if (!get_aim_dir(&dir)) return;
	    fire_ball(GF_COLD, dir, 200, 3);
	    o_ptr->timeout = rand_int(325) + 325;
	    break;
	  }

	case ART_VILYA:
	  {
	    msg_print("The ring glows deep blue...");
	    if (!get_aim_dir(&dir)) return;
	    fire_ball(GF_ELEC, dir, 250, 3);
	    o_ptr->timeout = rand_int(425) + 425;
	    break;
	  }

	case ART_POWER:
	  {
	    msg_print("The ring glows intensely black...");
	    if (!get_aim_dir(&dir)) return;
	    ring_of_power(dir);
	    o_ptr->timeout = rand_int(450) + 450;
	    break;
	  }
	}
      /* Window stuff */
      p_ptr->window |= (PW_INVEN | PW_EQUIP);

      /* Done */
      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;
      /* Branch on the sub-type */
      switch (o_ptr->sval)
	{
	case SV_DRAGON_BLUE:
	  {
	    msg_print("You breathe lightning.");
	    fire_ball(GF_ELEC, dir, 100, 2);
	    o_ptr->timeout = rand_int(450) + 450;
	    break;
	  }
	case SV_DRAGON_WHITE:
	  {
	    msg_print("You breathe frost.");
	    fire_ball(GF_COLD, dir, 110, 2);
	    o_ptr->timeout = rand_int(450) + 450;
	    break;
	  }

	case SV_DRAGON_BLACK:
	  {
	    msg_print("You breathe acid.");
	    fire_ball(GF_ACID, dir, 130, 2);
	    o_ptr->timeout = rand_int(450) + 450;
	    break;
	  }
	case SV_DRAGON_GREEN:
	  {
	    msg_print("You breathe poison gas.");
	    fire_ball(GF_POIS, dir, 150, 2);
	    o_ptr->timeout = rand_int(450) + 450;
	    break;
	  }

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

	case SV_DRAGON_MULTIHUED:
	  {
	    chance = rand_int(5);
	    msg_format("You breathe %s.",
		       ((chance == 1) ? "lightning" :
			((chance == 2) ? "frost" :
			 ((chance == 3) ? "acid" :
			  ((chance == 4) ? "poison gas" : "fire")))));
	    fire_ball(((chance == 1) ? GF_ELEC :
		       ((chance == 2) ? GF_COLD :
			((chance == 3) ? GF_ACID :
			 ((chance == 4) ? GF_POIS : GF_FIRE)))),
		      dir, 250, 2);
	    o_ptr->timeout = rand_int(225) + 225;
	    break;
	  }
	case SV_DRAGON_BRONZE:
	  {
	    msg_print("You breathe confusion.");
	    fire_ball(GF_CONFUSION, dir, 120, 2);
	    o_ptr->timeout = rand_int(450) + 450;
	    break;
	  }

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

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

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

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

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

	case SV_DRAGON_POWER:
	  {
	    msg_print("You breathe the elements.");
	    fire_ball(GF_MISSILE, dir, 300, 2);
	    o_ptr->timeout = rand_int(300) + 300;
	    break;
	  }
	}
      /* Window stuff */
      p_ptr->window |= (PW_INVEN | PW_EQUIP);

      /* Success */
      return;
    }


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


