/* テスト */
/*
 * File: effects.c
 * Purpose: Big switch statement for every effect in the game
 *
 * Copyright (c) 2007 Andrew Sidwell
 *
 * This work is free software; you can redistribute it and/or modify it
 * under the terms of either:
 *
 * a) the GNU General Public License as published by the Free Software
 *    Foundation, version 2, or
 *
 * b) the "Angband licence":
 *    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.  Other copyrights may also apply.
 */
extern "C"
{
#include "angband.h"
#include "effects.h"
}
extern void message_flush(void);
extern void msg_print(const _TCHAR *msg);

/*
 * Entries for spell/activation descriptions
 */
typedef struct
{
	u16b index;          /* Effect index */
	bool aim;            /* Whether the effect requires aiming */
	u16b power;	     /* Power rating for obj-power.c */
	const _TCHAR *desc;    /* Effect description */
} info_entry;

/*
 * Useful things about effects.
 */
static const info_entry effects[] =
{
	#define EFFECT(w, x, r, y, z)    { EF_##w, x, r, y },
	#include "list-effects.h"
	#undef EFFECT
};

/*
 * Utility functions
 */
bool effect_aim(int effect)
{
	if (effect < 1 || effect > EF_MAX)
		return FALSE;

	return effects[effect].aim;
}

int effect_power(int effect)
{
	if (effect < 1 || effect > EF_MAX)
		return FALSE;

	return effects[effect].power;
}

const _TCHAR *effect_desc(int effect)
{
	if (effect < 1 || effect > EF_MAX)
		return FALSE;

	return effects[effect].desc;
}

bool effect_obvious(int effect)
{
	if (effect == EF_IDENTIFY)
		return TRUE;

	return FALSE;
}

/*
 * The "wonder" effect.
 *
 * Returns TRUE if the effect is evident.
 */
bool effect_wonder(int dir, int die, int beam)
{
/* This spell should become more useful (more
   controlled) as the player gains experience levels.
   Thus, add 1/5 of the player's level to the die roll.
   This eliminates the worst effects later on, while
   keeping the results quite random.  It also allows
   some potent effects only at high level. */

	bool visible = FALSE;
	int py = p_ptr->py;
	int px = p_ptr->px;
	int plev = p_ptr->lev;

	if (die > 100)
	{
		/* above 100 the effect is always visible */
		msg_print(L"You feel a surge of power!");
		visible = TRUE;
	}

	if (die < 8) visible = clone_monster(dir);
	else if (die < 14) visible = speed_monster(dir);
	else if (die < 26) visible = heal_monster(dir);
	else if (die < 31) visible = poly_monster(dir);
	else if (die < 36)
		visible = fire_bolt_or_beam(beam - 10, GF_MISSILE, dir,
		                            damroll(3 + ((plev - 1) / 5), 4));
	else if (die < 41) visible = confuse_monster(dir, plev);
	else if (die < 46) visible = fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
	else if (die < 51) visible = lite_line(dir);
	else if (die < 56)
		visible = fire_beam(GF_ELEC, dir, damroll(3+((plev-5)/6), 6));
	else if (die < 61)
		visible = fire_bolt_or_beam(beam-10, GF_COLD, dir,
		                            damroll(5+((plev-5)/4), 8));
	else if (die < 66)
		visible = fire_bolt_or_beam(beam, GF_ACID, dir,
		                            damroll(6+((plev-5)/4), 8));
	else if (die < 71)
		visible = fire_bolt_or_beam(beam, GF_FIRE, dir,
		                            damroll(8+((plev-5)/4), 8));
	else if (die < 76) visible = drain_life(dir, 75);
	else if (die < 81) visible = fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
	else if (die < 86) visible = fire_ball(GF_ACID, dir, 40 + plev, 2);
	else if (die < 91) visible = fire_ball(GF_ICE, dir, 70 + plev, 3);
	else if (die < 96) visible = fire_ball(GF_FIRE, dir, 80 + plev, 3);
	/* above 100 'visible' is already true */
	else if (die < 101) drain_life(dir, 100 + plev);
	else if (die < 104) earthquake(py, px, 12);
	else if (die < 106) destroy_area(py, px, 15, TRUE);
	else if (die < 108) banishment();
	else if (die < 110) dispel_monsters(120);
	else /* RARE */
	{
		dispel_monsters(150);
		slow_monsters();
		sleep_monsters();
		hp_player(300);
	}

	return visible;
}

/*
 * Do an effect, given an object.
 */
bool effect_do(int effect, bool *ident, bool aware, int dir, int beam)
{
	int py = p_ptr->py;
	int px = p_ptr->px;

	if (effect < 1 || effect > EF_MAX)
	{
		msg_print(L"Bad effect passed to do_effect().  Please report this bug.");
		return FALSE;
	}

	switch (effect)
	{
		case EF_POISON:
		{
			if (!p_ptr->state.resist_pois)
			{
				if (!p_ptr->timed[TMD_OPP_POIS] &&
						inc_timed(TMD_POISONED, damroll(2, 7) + 10, TRUE))
					*ident = TRUE;
			}
			else
			{
				object_notice_flag(1, TR1_RES_POIS);
			}

			return TRUE;
		}

		case EF_BLIND:
		{
			if (!p_ptr->state.resist_blind)
			{
				if (inc_timed(TMD_BLIND, damroll(4, 25) + 75, TRUE))
					*ident = TRUE;
			}
			else
			{
				object_notice_flag(1, TR1_RES_BLIND);
			}

			return TRUE;
		}

		case EF_SCARE:
		{
			if (!p_ptr->state.resist_fear)
			{
				if (inc_timed(TMD_AFRAID, randint0(10) + 10, TRUE))
					*ident = TRUE;
			}
			else
			{
				object_notice_flag(1, TR1_RES_FEAR);
			}

			return TRUE;
		}

		case EF_CONFUSE:
		{
			if (!p_ptr->state.resist_confu)
			{
				if (inc_timed(TMD_CONFUSED, damroll(4, 5) + 10, TRUE))
					*ident = TRUE;
			}
			else
			{
				object_notice_flag(1, TR1_RES_CONFU);
			}

			return TRUE;
		}

		case EF_HALLUC:
		{
			if (!p_ptr->state.resist_chaos)
			{
				if (inc_timed(TMD_IMAGE, randint0(250) + 250, TRUE))
					*ident = TRUE;
			}
			else
			{
				object_notice_flag(1, TR1_RES_CHAOS);
			}

			return TRUE;
		}

		case EF_PARALYZE:
		{
			if (!p_ptr->state.free_act)
			{
				if (inc_timed(TMD_PARALYZED, randint0(5) + 5, TRUE))
					*ident = TRUE;
			}
			else
			{
				object_notice_flag(2, TR2_FREE_ACT);
			}

			return TRUE;
		}

		case EF_SLOW:
		{
			if (inc_timed(TMD_SLOW, randint1(25) + 15, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_POISON:
		{
			if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_BLINDNESS:
		{
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_PARANOIA:
		{
			if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_CONFUSION:
		{
			if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_MIND:
		{
			if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_IMAGE, TRUE)) *ident = TRUE;
			if (!p_ptr->state.resist_confu &&
					inc_timed(TMD_OPP_CONF, damroll(4, 10), TRUE))
			    	*ident = TRUE;
			return TRUE;
		}

		case EF_CURE_BODY:
		{
			if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_LIGHT:
		{
			if (heal_player(15, 15)) *ident = TRUE;
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			if (dec_timed(TMD_CUT, 20, TRUE)) *ident = TRUE;
			if (dec_timed(TMD_CONFUSED, 20, TRUE)) *ident = TRUE;

			return TRUE;
		}

		case EF_CURE_SERIOUS:
		{
			if (heal_player(20, 25)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE;

			return TRUE;
		}

		case EF_CURE_CRITICAL:
		{
			if (heal_player(25, 30)) *ident = TRUE;
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_AMNESIA, TRUE)) *ident = TRUE;

			return TRUE;
		}

		case EF_CURE_FULL:
		{
			int amt = (p_ptr->mhp * 35) / 100;
			if (amt < 300) amt = 300;

			if (hp_player(amt)) *ident = TRUE;
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_AMNESIA, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_FULL2:
		{
			if (hp_player(1200)) *ident = TRUE;
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_AMNESIA, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_TEMP:
		{
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CONFUSED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_HEAL1:
		{
			if (hp_player(500)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_HEAL2:
		{
			if (hp_player(1000)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_HEAL3:
		{
			if (hp_player(500)) *ident = TRUE;
			if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_GAIN_EXP:
		{
			if (p_ptr->exp < PY_MAX_EXP)
			{
				msg_print(L"You feel more experienced.");
				gain_exp(100000L);
				*ident = TRUE;
			}
			return TRUE;
		}

		case EF_LOSE_EXP:
		{
			if (!p_ptr->state.hold_life && (p_ptr->exp > 0))
			{
				msg_print(L"You feel your memories fade.");
				lose_exp(p_ptr->exp / 4);
				*ident = TRUE;
			}
			else
			{
				object_notice_flag(2, TR2_HOLD_LIFE);
			}
			return TRUE;
		}

		case EF_RESTORE_EXP:
		{
			if (restore_level()) *ident = TRUE;
			return TRUE;
		}

		case EF_RESTORE_MANA:
		{
			if (p_ptr->csp < p_ptr->msp)
			{
				p_ptr->csp = p_ptr->msp;
				p_ptr->csp_frac = 0;
				msg_print(L"Your feel your head clear.");
				p_ptr->redraw |= (PR_MANA);
				*ident = TRUE;
			}
			return TRUE;
		}

		case EF_GAIN_STR:
		case EF_GAIN_INT:
		case EF_GAIN_WIS:
		case EF_GAIN_DEX:
		case EF_GAIN_CON:
		case EF_GAIN_CHR:
		{
			int stat = effect - EF_GAIN_STR;
			if (do_inc_stat(stat)) *ident = TRUE;
			return TRUE;
		}

		case EF_GAIN_ALL:
		{
			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;
			return TRUE;
		}

		case EF_BRAWN:
		{
			/* Pick a random stat to decrease other than strength */
			int stat = randint0(A_MAX-1) + 1;
			
			if (!do_dec_stat(stat, TRUE)) return FALSE;
			if (do_inc_stat(A_STR)) *ident = TRUE;
			return TRUE;
		}

		case EF_INTELLECT:
		{
			/* Pick a random stat to decrease other than intelligence */
			int stat = randint0(A_MAX-1);
			if (stat >= A_INT) stat++;
			
			if (!do_dec_stat(stat, TRUE)) return FALSE;
			if (do_inc_stat(A_INT)) *ident = TRUE;
			return TRUE;
		}

		case EF_CONTEMPLATION:
		{
			/* Pick a random stat to decrease other than wisdom */
			int stat = randint0(A_MAX-1);
			if (stat >= A_WIS) stat++;
			
			if (!do_dec_stat(stat, TRUE)) return FALSE;
			if (do_inc_stat(A_WIS)) *ident = TRUE;
			return TRUE;
		}

		case EF_TOUGHNESS:
		{
			/* Pick a random stat to decrease other than constitution */
			int stat = randint0(A_MAX-1);
			if (stat >= A_CON) stat++;
			
			if (!do_dec_stat(stat, TRUE)) return FALSE;
			if (do_inc_stat(A_CON)) *ident = TRUE;
			return TRUE;
		}

		case EF_NIMBLENESS:
		{
			/* Pick a random stat to decrease other than dexterity */
			int stat = randint0(A_MAX-1);
			if (stat >= A_DEX) stat++;
			
			if (!do_dec_stat(stat, TRUE)) return FALSE;
			if (do_inc_stat(A_DEX)) *ident = TRUE;
			return TRUE;
		}

		case EF_PLEASING:
		{
			/* Pick a random stat to decrease other than charisma */
			int stat = randint0(A_MAX-1);
			
			if (!do_dec_stat(stat, TRUE)) return FALSE;
			if (do_inc_stat(A_CHR)) *ident = TRUE;
			return TRUE;
		}

		case EF_LOSE_STR:
		case EF_LOSE_INT:
		case EF_LOSE_WIS:
		case EF_LOSE_DEX:
		case EF_LOSE_CON:
		case EF_LOSE_CHR:
		{
			int stat = effect - EF_LOSE_STR;

			take_hit(damroll(5, 5), L"stat drain");
			(void)do_dec_stat(stat, FALSE);
			*ident = TRUE;

			return TRUE;
		}

		case EF_LOSE_CON2:
		{
			take_hit(damroll(10, 10), L"poisonous food");
			(void)do_dec_stat(A_CON, FALSE);
			*ident = TRUE;

			return TRUE;
		}

		case EF_RESTORE_STR:
		case EF_RESTORE_INT:
		case EF_RESTORE_WIS:
		case EF_RESTORE_DEX:
		case EF_RESTORE_CON:
		case EF_RESTORE_CHR:
		{
			int stat = effect - EF_RESTORE_STR;
			if (do_res_stat(stat)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURE_NONORLYBIG:
		{
			msg_print(L"You feel life flow through your body!");
			restore_level();
			(void)clear_timed(TMD_POISONED, TRUE);
			(void)clear_timed(TMD_BLIND, TRUE);
			(void)clear_timed(TMD_CONFUSED, TRUE);
			(void)clear_timed(TMD_IMAGE, TRUE);
			(void)clear_timed(TMD_STUN, TRUE);
			(void)clear_timed(TMD_CUT, TRUE);
			(void)clear_timed(TMD_AMNESIA, TRUE);

			/* Recalculate max. hitpoints */
			update_stuff();

			hp_player(5000);

			*ident = TRUE;

			/* Now restore all */
		}

		case EF_RESTORE_ALL:
		{
			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;
			return TRUE;
		}

		case EF_RESTORE_ST_LEV:
		{
			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;
			return TRUE;
		}

		case EF_TMD_INFRA:
		{
			if (inc_timed(TMD_SINFRA, 100 + damroll(4, 25), TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_TMD_SINVIS:
		{
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			if (inc_timed(TMD_SINVIS, 12 + damroll(2, 6), TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_TMD_ESP:
		{
			if (clear_timed(TMD_BLIND, TRUE)) *ident = TRUE;
			if (inc_timed(TMD_TELEPATHY, 12 + damroll(6, 6), TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_ENLIGHTENMENT:
		{
			msg_print(L"An image of your surroundings forms in your mind...");
			wiz_lite();
			*ident = TRUE;
			return TRUE;
		}

		case EF_ENLIGHTENMENT2:
		{
			msg_print(L"You begin to feel more enlightened...");
			message_flush();
			wiz_lite();
			(void)do_inc_stat(A_INT);
			(void)do_inc_stat(A_WIS);
			(void)detect_traps(TRUE);
			(void)detect_doorstairs(TRUE);
			(void)detect_treasure(TRUE);
			identify_pack();
			self_knowledge(TRUE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_SELF_KNOW:
		{
			msg_print(L"You begin to know yourself a little better...");
			message_flush();
			self_knowledge(TRUE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_HERO:
		{
			if (hp_player(10)) *ident = TRUE;
			if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE;
			if (inc_timed(TMD_HERO, randint1(25) + 25, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_SHERO:
		{
			if (hp_player(30)) *ident = TRUE;
			if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE;
			if (inc_timed(TMD_SHERO, randint1(25) + 25, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_RESIST_ACID:
		{
			if (inc_timed(TMD_OPP_ACID, randint1(10) + 10, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_RESIST_ELEC:
		{
			if (inc_timed(TMD_OPP_ELEC, randint1(10) + 10, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_RESIST_FIRE:
		{
			if (inc_timed(TMD_OPP_FIRE, randint1(10) + 10, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_RESIST_COLD:
		{
			if (inc_timed(TMD_OPP_COLD, randint1(10) + 10, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_RESIST_POIS:
		{
			if (inc_timed(TMD_OPP_POIS, randint1(10) + 10, TRUE))
				*ident = TRUE;
			return TRUE;
		}

		case EF_RESIST_ALL:
		{
			if (inc_timed(TMD_OPP_ACID, randint1(20) + 20, TRUE)) *ident = TRUE;
			if (inc_timed(TMD_OPP_ELEC, randint1(20) + 20, TRUE)) *ident = TRUE;
			if (inc_timed(TMD_OPP_FIRE, randint1(20) + 20, TRUE)) *ident = TRUE;
			if (inc_timed(TMD_OPP_COLD, randint1(20) + 20, TRUE)) *ident = TRUE;
			if (inc_timed(TMD_OPP_POIS, randint1(20) + 20, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_DETECT_TREASURE:
		{
			if (detect_treasure(aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_DETECT_TRAP:
		{
			if (detect_traps(aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_DETECT_DOORSTAIR:
		{
			if (detect_doorstairs(aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_DETECT_INVIS:
		{
			if (detect_monsters_invis(aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_DETECT_EVIL:
		{
			if (detect_monsters_evil(aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_DETECT_ALL:
		{
			if (detect_all(aware)) *ident = TRUE;
			return TRUE;
		}

		case EF_ENCHANT_TOHIT:
		{
			*ident = TRUE;
			if (!enchant_spell(1, 0, 0)) return FALSE;
			return TRUE;
		}

		case EF_ENCHANT_TODAM:
		{
			*ident = TRUE;
			if (!enchant_spell(0, 1, 0)) return FALSE;
			return TRUE;
		}

		case EF_ENCHANT_WEAPON:
		{
			*ident = TRUE;
			if (!enchant_spell(randint1(3), randint1(3), 0)) return FALSE;
			return TRUE;
		}

		case EF_ENCHANT_ARMOR:
		{
			*ident = TRUE;
			if (!enchant_spell(0, 0, 1)) return FALSE;
			return TRUE;
		}

		case EF_ENCHANT_ARMOR2:
		{
			*ident = TRUE;
			if (!enchant_spell(0, 0, randint1(3) + 2)) return FALSE;
			return TRUE;
		}

		case EF_IDENTIFY:
		{
			*ident = TRUE;
			if (!ident_spell()) return FALSE;
			return TRUE;
		}

		case EF_REMOVE_CURSE:
		{
			if (remove_curse())
			{
				if (!p_ptr->timed[TMD_BLIND])
					msg_print(L"The air around your body glows blue for a moment...");
				else
					msg_print(L"You feel as if someone is watching over you.");

				*ident = TRUE;
			}
			return TRUE;
		}

		case EF_REMOVE_CURSE2:
		{
			remove_all_curse();
			*ident = TRUE;
			return TRUE;
		}

		case EF_LIGHT:
		{
			if (lite_area(damroll(2, 8), 2)) *ident = TRUE;
			return TRUE;
		}
		
		case EF_SUMMON_MON:
		{
			int i;
			sound(MSG_SUM_MONSTER);

			for (i = 0; i < randint1(3); i++)
			{
				if (summon_specific(py, px, p_ptr->depth, 0))
					*ident = TRUE;
			}
			return TRUE;
		}

		case EF_SUMMON_UNDEAD:
		{
			int i;
			sound(MSG_SUM_UNDEAD);

			for (i = 0; i < randint1(3); i++)
			{
				if (summon_specific(py, px, p_ptr->depth, SUMMON_UNDEAD))
					*ident = TRUE;
			}
			return TRUE;
		}

		case EF_TELE_PHASE:
		{
			teleport_player(10);
			*ident = TRUE;
			return TRUE;
		}

		case EF_TELE_LONG:
		{
			teleport_player(100);
			*ident = TRUE;
			return TRUE;
		}

		case EF_TELE_LEVEL:
		{
			(void)teleport_player_level();
			*ident = TRUE;
			return TRUE;
		}

		case EF_CONFUSING:
		{
			if (p_ptr->confusing == 0)
			{
				msg_print(L"Your hands begin to glow.");
				p_ptr->confusing = TRUE;
				*ident = TRUE;
			}
			return TRUE;
		}

		case EF_MAPPING:
		{
			map_area();
			*ident = TRUE;
			return TRUE;
		}

		case EF_RUNE:
		{
			warding_glyph();
			*ident = TRUE;
			return TRUE;
		}

		case EF_ACQUIRE:
		{
			acquirement(py, px, p_ptr->depth, 1, TRUE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_ACQUIRE2:
		{
			acquirement(py, px, p_ptr->depth, randint1(2) + 1, TRUE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_ANNOY_MON:
		{
			msg_print(L"There is a high pitched humming noise.");
			aggravate_monsters(0);
			*ident = TRUE;
			return TRUE;
		}

		case EF_CREATE_TRAP:
		{
			/* Hack -- no traps in the town */
			if (p_ptr->depth == 0)
				return TRUE;

			trap_creation();
			msg_print(L"You hear a low-pitched whistling sound.");
			*ident = TRUE;
			return TRUE;
		}

		case EF_DESTROY_TDOORS:
		{
			if (destroy_doors_touch()) *ident = TRUE;
			return TRUE;
		}

		case EF_RECHARGE:
		{
			*ident = TRUE;
			if (!recharge(60)) return FALSE;
			return TRUE;
		}

		case EF_BANISHMENT:
		{
			*ident = TRUE;
			if (!banishment()) return FALSE;
			return TRUE;
		}

		case EF_DARKNESS:
		{
			if (!p_ptr->state.resist_blind)
				(void)inc_timed(TMD_BLIND, 3 + randint1(5), TRUE);
			else
				object_notice_flag(1, TR1_RES_BLIND);

			if (unlite_area(10, 3)) *ident = TRUE;
			return TRUE;
		}

		case EF_PROTEVIL:
		{
			if (inc_timed(TMD_PROTEVIL, randint1(25) + 3 * p_ptr->lev, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_SATISFY:
		{
			if (set_food(PY_FOOD_MAX - 1)) *ident = TRUE;
			return TRUE;
		}

		case EF_CURSE_WEAPON:
		{
			if (curse_weapon()) *ident = TRUE;
			return TRUE;
		}

		case EF_CURSE_ARMOR:
		{
			if (curse_armor()) *ident = TRUE;
			return TRUE;
		}

		case EF_BLESSING:
		{
			if (inc_timed(TMD_BLESSED, randint1(12) + 6, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_BLESSING2:
		{
			if (inc_timed(TMD_BLESSED, randint1(24) + 12, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_BLESSING3:
		{
			if (inc_timed(TMD_BLESSED, randint1(48) + 24, TRUE)) *ident = TRUE;
			return TRUE;
		}

		case EF_RECALL:
		{
			set_recall();
			*ident = TRUE;
			return TRUE;
		}

		case EF_DEEP_DESCENT:
		{
			int i = 2;
			int new_max = p_ptr->max_depth;

			do
			{
				if (is_quest(new_max)) continue;
				if (new_max >= MAX_DEPTH-1) continue;
				new_max++;
			} while (--i);

			if (new_max == p_ptr->max_depth)
				return TRUE;

			p_ptr->max_depth = new_max;
			*ident = TRUE;

			if (p_ptr->depth == 0)
			{
				set_recall();
				msg_print(L"The lower reaches of the dungeon beckon.");
			}
			else
			{
				message(MSG_TPLEVEL, 0, L"You sink through the floor...");
				dungeon_change_level(p_ptr->max_depth);
			}

			*ident = TRUE;
			return TRUE;
		}

		case EF_LOSHASTE:
		{
			if (speed_monsters()) *ident = TRUE;
			return TRUE;
		}

		case EF_LOSSLEEP:
		{
			if (sleep_monsters()) *ident = TRUE;
			return TRUE;
		}

		case EF_LOSSLOW:
		{
			if (slow_monsters()) *ident = TRUE;
			return TRUE;
		}

		case EF_LOSCONF:
		{
			if (confuse_monsters()) *ident = TRUE;
			return TRUE;
		}

		case EF_LOSKILL:
		{
			(void)mass_banishment();
			*ident = TRUE;
			return TRUE;
		}

		case EF_EARTHQUAKES:
		{
			earthquake(py, px, 10);
			*ident = TRUE;
			return TRUE;
		}

		case EF_DESTRUCTION2:
		{
			destroy_area(py, px, 15, TRUE);
			*ident = TRUE;
			return TRUE;
		}

		case EF_ILLUMINATION:
		{
			if (lite_area(damroll(2, 15), 3)) *ident = TRUE;
			return TRUE;
		}

		case EF_CLAIRVOYANCE:
		{
			*ident = TRUE;
			wiz_lite();
			(void)detect_traps(TRUE);
			(void)detect_doorstairs(TRUE);
			return TRUE;
		}

		case EF_PROBING:
		{
			*ident = probing();
			return TRUE;
		}

		case EF_STONE_TO_MUD:
		{
			if (wall_to_mud(dir)) *ident = TRUE;
			return TRUE;
		}

		case EF_CONFUSE2:
		{
			*ident = TRUE;
			confuse_monster(dir, 20);
			return TRUE;
		}

		case EF_BIZARRE:
		{
			*ident = TRUE;
			ring_of_power(dir);
			return TRUE;
		}

		case EF_STAR_BALL:
		{
			int i;
			*ident = TRUE;
			for (i = 0; i < 8; i++) fire_ball(GF_ELEC, ddd[i], 150, 3);
			return TRUE;
		}

		case EF_RAGE_BLESS_RESIST:
		{
			*ident = TRUE;
			(void)hp_player(30);
			(void)clear_timed(TMD_AFRAID, TRUE);
			(void)inc_timed(TMD_SHERO, randint1(50) + 50, TRUE);
			(void)inc_timed(TMD_BLESSED, randint1(50) + 50, TRUE);
			(void)inc_timed(TMD_OPP_ACID, randint1(50) + 50, TRUE);
			(void)inc_timed(TMD_OPP_ELEC, randint1(50) + 50, TRUE);
			(void)inc_timed(TMD_OPP_FIRE, randint1(50) + 50, TRUE);
			(void)inc_timed(TMD_OPP_COLD, randint1(50) + 50, TRUE);
			(void)inc_timed(TMD_OPP_POIS, randint1(50) + 50, TRUE);
			return TRUE;
		}

		case EF_SLEEPII:
		{
			*ident = TRUE;
			sleep_monsters_touch();
			return TRUE;
		}

		case EF_RESTORE_LIFE:
		{
			*ident = TRUE;
			restore_level();
			return TRUE;
		}

		case EF_MISSILE:
		{
			*ident = TRUE;
			fire_bolt_or_beam(beam, GF_MISSILE, dir, damroll(3, 4));
			return TRUE;
		}

		case EF_DISPEL_EVIL:
		{
			*ident = TRUE;
			dispel_evil(p_ptr->lev * 5);
			return TRUE;
		}

		case EF_DISPEL_EVIL60:
		{
			if (dispel_evil(60)) *ident = TRUE;
			return TRUE;
		}

		case EF_DISPEL_UNDEAD:
		{
			if (dispel_undead(60)) *ident = TRUE;
			return TRUE;
		}

		case EF_DISPEL_ALL:
		{
			if (dispel_monsters(120)) *ident = TRUE;
			return TRUE;
		}
		case EF_HASTE:
		{
			if (!p_ptr->timed[TMD_FAST])
			{
				if (set_timed(TMD_FAST, damroll(2, 10) + 20, TRUE)) *ident = TRUE;
			}
			else
			{
				(void)inc_timed(TMD_FAST, 5, TRUE);
			}
			return TRUE;
		}
		case EF_HASTE1:
		{
			if (!p_ptr->timed[TMD_FAST])
			{
				if (set_timed(TMD_FAST, randint1(20) + 20, TRUE)) *ident = TRUE;
			}
			else
			{
				(void)inc_timed(TMD_FAST, 5, TRUE);
			}
			return TRUE;
		}
		case EF_HASTE2:
		{
			if (!p_ptr->timed[TMD_FAST])
			{
				if (set_timed(TMD_FAST, randint1(75) + 75, TRUE)) *ident = TRUE;
			}
			else
			{
				(void)inc_timed(TMD_FAST, 5, TRUE);
			}

			return TRUE;
		}
		case EF_FIRE_BOLT:
		{
			*ident = TRUE;
			fire_bolt(GF_FIRE, dir, damroll(9, 8));
			return TRUE;
		}
		case EF_FIRE_BOLT2:
		{
			fire_bolt_or_beam(beam, GF_FIRE, dir, damroll(12, 8));
			*ident = TRUE;
			return TRUE;
		}
		case EF_FIRE_BOLT3:
		{
			fire_bolt_or_beam(beam, GF_FIRE, dir, damroll(16, 8));
			*ident = TRUE;
			return TRUE;
		}
		case EF_FIRE_BOLT72:
		{
			*ident = TRUE;
			fire_ball(GF_FIRE, dir, 72, 2);
			return TRUE;
		}
		case EF_FIRE_BALL:
		{
			fire_ball(GF_FIRE, dir, 144, 2);
			*ident = TRUE;
			return TRUE;
		}
		case EF_FIRE_BALL2:
		{
			*ident = TRUE;
			fire_ball(GF_FIRE, dir, 120, 3);
			return TRUE;
		}
		case EF_FIRE_BALL200:
		{
			*ident = TRUE;
			fire_ball(GF_FIRE, dir, 200, 3);
			return TRUE;
		}
		case EF_COLD_BOLT:
		{
			*ident = TRUE;
			fire_bolt_or_beam(beam, GF_COLD, dir, damroll(6, 8));
			return TRUE;
		}
		case EF_COLD_BOLT2:
		{
			*ident = TRUE;
			fire_bolt(GF_COLD, dir, damroll(12, 8));
			return TRUE;
		}
		case EF_COLD_BALL2:
		{
			*ident = TRUE;
			fire_ball(GF_COLD, dir, 200, 3);
			return TRUE;
		}
		case EF_COLD_BALL50:
		{
			*ident = TRUE;
			fire_ball(GF_COLD, dir, 50, 2);
			return TRUE;
		}
		case EF_COLD_BALL100:
		{
			*ident = TRUE;
			fire_ball(GF_COLD, dir, 100, 2);
			return TRUE;
		}
		case EF_COLD_BALL160:
		{
			*ident = TRUE;
			fire_ball(GF_COLD, dir, 160, 3);
			return TRUE;
		}
		case EF_ACID_BOLT:
		{
			*ident = TRUE;
			fire_bolt(GF_ACID, dir, damroll(5, 8));
			return TRUE;
		}
		case EF_ACID_BOLT2:
		{
			fire_bolt_or_beam(beam, GF_ACID, dir, damroll(10, 8));
			*ident = TRUE;
			return TRUE;
		}
		case EF_ACID_BOLT3:
		{
			fire_bolt_or_beam(beam, GF_ACID, dir, damroll(12, 8));
			*ident = TRUE;
			return TRUE;
		}
		case EF_ACID_BALL:
		{
			fire_ball(GF_ACID, dir, 120, 2);
			*ident = TRUE;
			return TRUE;
		}
		case EF_ELEC_BOLT:
		{
			*ident = TRUE;
			fire_bolt_or_beam(beam, GF_ELEC, dir, damroll(6, 6));
			return TRUE;
		}
		case EF_ELEC_BALL:
		{
			fire_ball(GF_ELEC, dir, 64, 2);
			*ident = TRUE;
			return TRUE;
		}
		case EF_ELEC_BALL2:
		{
			*ident = TRUE;
			fire_ball(GF_ELEC, dir, 250, 3);
			return TRUE;
		}
		case EF_ARROW:
		{
			*ident = TRUE;
			fire_bolt(GF_ARROW, dir, 150);
			return TRUE;
		}
		case EF_REM_FEAR_POIS:
		{
			*ident = TRUE;
			(void)clear_timed(TMD_AFRAID, TRUE);
			(void)clear_timed(TMD_POISONED, TRUE);
			return TRUE;
		}
		case EF_STINKING_CLOUD:
		{
			*ident = TRUE;
			fire_ball(GF_POIS, dir, 12, 3);
			return TRUE;
		}
		case EF_DRAIN_LIFE1:
		{
			if (drain_life(dir, 90)) *ident = TRUE;
			return TRUE;
		}
		case EF_DRAIN_LIFE2:
		{
			if (drain_life(dir, 120)) *ident = TRUE;
			return TRUE;
		}
		case EF_DRAIN_LIFE3:
		{
			if (drain_life(dir, 150)) *ident = TRUE;
			return TRUE;
		}
		case EF_DRAIN_LIFE4:
		{
			if (drain_life(dir, 250)) *ident = TRUE;
			return TRUE;
		}
		case EF_FIREBRAND:
		{
			*ident = TRUE;
			if (!brand_bolts()) return FALSE;
			return TRUE;
		}
		case EF_MANA_BOLT:
		{
			fire_bolt(GF_MANA, dir, damroll(12, 8));
			*ident = TRUE;
			return TRUE;
		}
		case EF_MON_HEAL:
		{
			if (heal_monster(dir)) *ident = TRUE;
			return TRUE;
		}
		case EF_MON_HASTE:
		{
			if (speed_monster(dir)) *ident = TRUE;
			return TRUE;
		}
		case EF_MON_SLOW:
		{
			if (slow_monster(dir)) *ident = TRUE;
			return TRUE;
		}
		case EF_MON_CONFUSE:
		{
			if (confuse_monster(dir, 10)) *ident = TRUE;
			return TRUE;
		}
		case EF_MON_SLEEP:
		{
			if (sleep_monster(dir)) *ident = TRUE;
			return TRUE;
		}
		case EF_MON_CLONE:
		{
			if (clone_monster(dir)) *ident = TRUE;
			return TRUE;
		}
		case EF_MON_SCARE:
		{
			if (fear_monster(dir, 10)) *ident = TRUE;
			return TRUE;
		}
		case EF_LIGHT_LINE:
		{
			msg_print(L"A line of shimmering blue light appears.");
			lite_line(dir);
			*ident = TRUE;
			return TRUE;
		}
		case EF_TELE_OTHER:
		{
			if (teleport_monster(dir)) *ident = TRUE;
			return TRUE;
		}
		case EF_DISARMING:
		{
			if (disarm_trap(dir)) *ident = TRUE;
			return TRUE;
		}
		case EF_TDOOR_DEST:
		{
			if (destroy_door(dir)) *ident = TRUE;
			return TRUE;
		}
		case EF_POLYMORPH:
		{
			if (poly_monster(dir)) *ident = TRUE;
			return TRUE;
		}
		case EF_STARLIGHT:
		{
			int i;
			if (!p_ptr->timed[TMD_BLIND])
				msg_print(L"Light shoots in all directions!");
			for (i = 0; i < 8; i++) lite_line(ddd[i]);
			*ident = TRUE;
			return TRUE;
		}
		case EF_STARLIGHT2:
		{
			int k;
			for (k = 0; k < 8; k++) strong_lite_line(ddd[k]);
			*ident = TRUE;
			return TRUE;
		}
		case EF_BERSERKER:
		{
			if (inc_timed(TMD_SHERO, randint1(50) + 50, TRUE)) *ident = TRUE;
			return TRUE;
		}
		case EF_WONDER:
		{
			if (effect_wonder(dir, randint1(100) + p_ptr->lev / 5, beam)) *ident = TRUE;
			return TRUE;
		}
		case EF_WAND_BREATH:
		{
			/* table of random ball effects and their damages */
			const int breath_types[] = {
				GF_ACID, 200,
				GF_ELEC, 160,
				GF_FIRE, 200,
				GF_COLD, 160,
				GF_POIS, 120
			};
			/* pick a random (type, damage) tuple in the table */
			int which = 2 * randint0(sizeof(breath_types) / (2 * sizeof(int)));
			if (fire_ball(breath_types[which], dir, breath_types[which + 1], 3))
				*ident = TRUE;
			return TRUE;
		}
		case EF_STAFF_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(L"Your feel your head clear.");
				p_ptr->redraw |= (PR_MANA);
			}
			return TRUE;
		}
		case EF_STAFF_HOLY:
		{
			if (dispel_evil(120)) *ident = TRUE;
			if (inc_timed(TMD_PROTEVIL, randint1(25) + 3 * p_ptr->lev, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_AFRAID, TRUE)) *ident = TRUE;
			if (hp_player(50)) *ident = TRUE;
			if (clear_timed(TMD_STUN, TRUE)) *ident = TRUE;
			if (clear_timed(TMD_CUT, TRUE)) *ident = TRUE;
			return TRUE;
		}
		case EF_DRINK_BREATH:
		{
			const int breath_types[] =
			{
				GF_FIRE, 80,
				GF_COLD, 80,
			};

			int which = 2 * randint0(N_ELEMENTS(breath_types) / 2);
			fire_ball(breath_types[which], dir, breath_types[which + 1], 2);
			*ident = TRUE;
			return TRUE;
		}
		case EF_DRINK_GOOD:
		{
			msg_print(L"You feel less thirsty.");
			*ident = TRUE;
			return TRUE;
		}
		case EF_DRINK_DEATH:
		{
			msg_print(L"A feeling of Death flows through your body.");
			take_hit(5000, L"a potion of Death");
			*ident = TRUE;
			return TRUE;
		}
		case EF_DRINK_RUIN:
		{
			msg_print(L"Your nerves and muscles feel weak and lifeless!");
			take_hit(damroll(10, 10), L"a potion of Ruination");
			(void)dec_stat(A_DEX, TRUE);
			(void)dec_stat(A_WIS, TRUE);
			(void)dec_stat(A_CON, TRUE);
			(void)dec_stat(A_STR, TRUE);
			(void)dec_stat(A_CHR, TRUE);
			(void)dec_stat(A_INT, TRUE);
			*ident = TRUE;
			return TRUE;
		}
		case EF_DRINK_DETONATE:
		{
			msg_print(L"Massive explosions rupture your body!");
			take_hit(damroll(50, 20), L"a potion of Detonation");
			(void)inc_timed(TMD_STUN, 75, TRUE);
			(void)inc_timed(TMD_CUT, 5000, TRUE);
			*ident = TRUE;
			return TRUE;
		}
		case EF_DRINK_SALT:
		{
			msg_print(L"The potion makes you vomit!");
			(void)set_food(PY_FOOD_STARVE - 1);
			(void)clear_timed(TMD_POISONED, TRUE);
			(void)inc_timed(TMD_PARALYZED, 4, TRUE);
			*ident = TRUE;
			return TRUE;
		}
		case EF_FOOD_GOOD:
		{
			msg_print(L"That tastes good.");
			*ident = TRUE;
			return TRUE;
		}
		case EF_FOOD_WAYBREAD:
		{
			msg_print(L"That tastes good.");
			(void)clear_timed(TMD_POISONED, TRUE);
			(void)hp_player(damroll(4, 8));
			*ident = TRUE;
			return TRUE;
		}
		case EF_SHROOM_EMERGENCY:
		{
			(void)set_timed(TMD_IMAGE, rand_spread(250, 50), TRUE);
			(void)set_timed(TMD_OPP_FIRE, rand_spread(30, 10), TRUE);
			(void)set_timed(TMD_OPP_COLD, rand_spread(30, 10), TRUE);
			(void)hp_player(200);
			*ident = TRUE;
			return TRUE;
		}
		case EF_SHROOM_TERROR:
		{
			if (set_timed(TMD_TERROR, rand_spread(100, 20), TRUE))
				*ident = TRUE;
			return TRUE;
		}
		case EF_SHROOM_STONE:
		{
			if (set_timed(TMD_STONESKIN, rand_spread(80, 20), TRUE))
				*ident = TRUE;
			return TRUE;
		}
		case EF_SHROOM_DEBILITY:
		{
			int stat = one_in_(2) ? A_STR : A_CON;

			if (p_ptr->csp < p_ptr->msp)
			{
				p_ptr->csp = p_ptr->msp;
				p_ptr->csp_frac = 0;
				msg_print(L"Your feel your head clear.");
				p_ptr->redraw |= (PR_MANA);
				*ident = TRUE;
			}
			(void)do_dec_stat(stat, FALSE);

			*ident = TRUE;
			return TRUE;
		}
		case EF_SHROOM_SPRINTING:
		{
			if (inc_timed(TMD_SPRINT, 100, TRUE)) *ident = TRUE;
			return TRUE;
		}
		case EF_SHROOM_PURGING:
		{
			(void)set_food(PY_FOOD_FAINT - 1);
			if (do_res_stat(A_STR)) *ident = TRUE;
			if (do_res_stat(A_CON)) *ident = TRUE;
			if (clear_timed(TMD_POISONED, TRUE)) *ident = TRUE;
			return TRUE;
		}
		case EF_RING_ACID:
		{
			*ident = TRUE;
			fire_ball(GF_ACID, dir, 70, 2);
			inc_timed(TMD_OPP_ACID, randint1(20) + 20, TRUE);
			return TRUE;
		}
		case EF_RING_FLAMES:
		{
			*ident = TRUE;
			fire_ball(GF_FIRE, dir, 80, 2);
			inc_timed(TMD_OPP_FIRE, randint1(20) + 20, TRUE);
			return TRUE;
		}
		case EF_RING_ICE:
		{
			*ident = TRUE;
			fire_ball(GF_COLD, dir, 75, 2);
			inc_timed(TMD_OPP_COLD, randint1(20) + 20, TRUE);
			return TRUE;
		}
		case EF_RING_LIGHTNING:
		{
			*ident = TRUE;
			fire_ball(GF_ELEC, dir, 85, 2);
			inc_timed(TMD_OPP_ELEC, randint1(20) + 20, TRUE);
			return TRUE;
		}
		case EF_DRAGON_BLUE:
		{
			sound(MSG_BR_ELEC);
			msg_print(L"You breathe lightning.");
			fire_ball(GF_ELEC, dir, 100, 2);
			return TRUE;
		}
		case EF_DRAGON_GREEN:
		{
			sound(MSG_BR_GAS);
			msg_print(L"You breathe poison gas.");
			fire_ball(GF_POIS, dir, 150, 2);
			return TRUE;
		}
		case EF_DRAGON_RED:
		{
			sound(MSG_BR_FIRE);
			msg_print(L"You breathe fire.");
			fire_ball(GF_FIRE, dir, 200, 2);
			return TRUE;
		}
		case EF_DRAGON_MULTIHUED:
		{
			static const struct
			{
				int sound;
				const _TCHAR *msg;
				int typ;
			} mh[] =
			{
				{ MSG_BR_ELEC,  L"lightning",  GF_ELEC },
				{ MSG_BR_FROST, L"frost",      GF_COLD },
				{ MSG_BR_ACID,  L"acid",       GF_ACID },
				{ MSG_BR_GAS,   L"poison gas", GF_POIS },
				{ MSG_BR_FIRE,  L"fire",       GF_FIRE }
			};

			int chance = randint0(5);
			sound(mh[chance].sound);
			msg_format(L"You breathe %s.", mh[chance].msg);
			fire_ball(mh[chance].typ, dir, 250, 2);
			return TRUE;
		}
		case EF_DRAGON_BRONZE:
		{
			sound(MSG_BR_CONF);
			msg_print(L"You breathe confusion.");
			fire_ball(GF_CONFUSION, dir, 120, 2);
			return TRUE;
		}
		case EF_DRAGON_GOLD:
		{
			sound(MSG_BR_SOUND);
			msg_print(L"You breathe sound.");
			fire_ball(GF_SOUND, dir, 130, 2);
			return TRUE;
		}
		case EF_DRAGON_CHAOS:
		{
			int chance = randint0(2);
			sound(((chance == 1 ? MSG_BR_CHAOS : MSG_BR_DISENCHANT)));
			msg_format(L"You breathe %s.",
			           ((chance == 1 ? L"chaos" : L"disenchantment")));
			fire_ball((chance == 1 ? GF_CHAOS : GF_DISENCHANT),
			          dir, 220, 2);
			return TRUE;
		}
		case EF_DRAGON_LAW:
		{
			int chance = randint0(2);
			sound(((chance == 1 ? MSG_BR_SOUND : MSG_BR_SHARDS)));
			msg_format(L"You breathe %s.",
			           ((chance == 1 ? L"sound" : L"shards")));
			fire_ball((chance == 1 ? GF_SOUND : GF_SHARD),
			          dir, 230, 2);
			return TRUE;
		}
		case EF_DRAGON_BALANCE:
		{
			int chance = randint0(4);
			msg_format(L"You breathe %s.",
			           ((chance == 1) ? L"chaos" :
			            ((chance == 2) ? L"disenchantment" :
			             ((chance == 3) ? L"sound" : L"shards"))));
			fire_ball(((chance == 1) ? GF_CHAOS :
			           ((chance == 2) ? GF_DISENCHANT :
			            ((chance == 3) ? GF_SOUND : GF_SHARD))),
			          dir, 250, 2);
			return TRUE;
		}
		case EF_DRAGON_SHINING:
		{
			int chance = randint0(2);
			sound(((chance == 0 ? MSG_BR_LIGHT : MSG_BR_DARK)));
			msg_format(L"You breathe %s.",
			           ((chance == 0 ? L"light" : L"darkness")));
			fire_ball((chance == 0 ? GF_LITE : GF_DARK), dir, 200, 2);
			return TRUE;
		}
		case EF_DRAGON_POWER:
		{
			sound(MSG_BR_ELEMENTS);
			msg_print(L"You breathe the elements.");
			fire_ball(GF_MISSILE, dir, 300, 2);
			return TRUE;
		}
		case EF_TRAP_DOOR:
		case EF_TRAP_PIT:
		case EF_TRAP_PIT_SPIKES:
		case EF_TRAP_PIT_POISON:
		case EF_TRAP_RUNE_SUMMON:
		case EF_TRAP_RUNE_TELEPORT:
		case EF_TRAP_SPOT_FIRE:
		case EF_TRAP_SPOT_ACID:
		case EF_TRAP_DART_SLOW:
		case EF_TRAP_DART_LOSE_STR:
		case EF_TRAP_DART_LOSE_DEX:
		case EF_TRAP_DART_LOSE_CON:
		case EF_TRAP_GAS_BLIND:
		case EF_TRAP_GAS_CONFUSE:
		case EF_TRAP_GAS_POISON:
		case EF_TRAP_GAS_SLEEP:
		{
			break;
		}
		case EF_XXX:
		case EF_MAX:
			break;
	}
	/* Not used */
	msg_print(L"Effect not handled.");
	return FALSE;
}
