xref: /dragonfly/games/rogue/object.c (revision 984263bc)
1 /*
2  * Copyright (c) 1988, 1993
3  *	The Regents of the University of California.  All rights reserved.
4  *
5  * This code is derived from software contributed to Berkeley by
6  * Timothy C. Stoehr.
7  *
8  * Redistribution and use in source and binary forms, with or without
9  * modification, are permitted provided that the following conditions
10  * are met:
11  * 1. Redistributions of source code must retain the above copyright
12  *    notice, this list of conditions and the following disclaimer.
13  * 2. Redistributions in binary form must reproduce the above copyright
14  *    notice, this list of conditions and the following disclaimer in the
15  *    documentation and/or other materials provided with the distribution.
16  * 3. All advertising materials mentioning features or use of this software
17  *    must display the following acknowledgement:
18  *	This product includes software developed by the University of
19  *	California, Berkeley and its contributors.
20  * 4. Neither the name of the University nor the names of its contributors
21  *    may be used to endorse or promote products derived from this software
22  *    without specific prior written permission.
23  *
24  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
25  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
26  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
27  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
28  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
29  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
30  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
31  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
32  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
33  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
34  * SUCH DAMAGE.
35  */
36 
37 #ifndef lint
38 #if 0
39 static char sccsid[] = "@(#)object.c	8.1 (Berkeley) 5/31/93";
40 #endif
41 static const char rcsid[] =
42  "$FreeBSD: src/games/rogue/object.c,v 1.5 1999/11/30 03:49:25 billf Exp $";
43 #endif /* not lint */
44 
45 /*
46  * object.c
47  *
48  * This source herein may be modified and/or distributed by anybody who
49  * so desires, with the following restrictions:
50  *    1.)  No portion of this notice shall be removed.
51  *    2.)  Credit shall not be taken for the creation of this source.
52  *    3.)  This code is not to be traded, sold, or used for personal
53  *         gain or profit.
54  *
55  */
56 
57 #include "rogue.h"
58 
59 object level_objects;
60 unsigned short dungeon[DROWS][DCOLS];
61 short foods = 0;
62 object *free_list = (object *) 0;
63 char *fruit = (char *) 0;
64 
65 fighter rogue = {
66 	INIT_AW,	/* armor, weapon */
67 	INIT_RINGS,	/* rings */
68 	INIT_HP,	/* Hp current,max */
69 	INIT_STR,	/* Str current,max */
70 	INIT_PACK,	/* pack */
71 	INIT_GOLD,	/* gold */
72 	INIT_EXP,	/* exp level,points */
73 	0, 0,		/* row, col */
74 	INIT_CHAR,	/* char */
75 	INIT_MOVES	/* moves */
76 };
77 
78 struct id id_potions[POTIONS] = {
79 {100, "blue \0                           ", "of increase strength ", 0},
80 {250, "red \0                            ", "of restore strength ", 0},
81 {100, "green \0                          ", "of healing ", 0},
82 {200, "grey \0                           ", "of extra healing ", 0},
83  {10, "brown \0                          ", "of poison ", 0},
84 {300, "clear \0                          ", "of raise level ", 0},
85  {10, "pink \0                           ", "of blindness ", 0},
86  {25, "white \0                          ", "of hallucination ", 0},
87 {100, "purple \0                         ", "of detect monster ", 0},
88 {100, "black \0                          ", "of detect things ", 0},
89  {10, "yellow \0                         ", "of confusion ", 0},
90  {80, "plaid \0                          ", "of levitation ", 0},
91 {150, "burgundy \0                       ", "of haste self ", 0},
92 {145, "beige \0                          ", "of see invisible ", 0}
93 };
94 
95 struct id id_scrolls[SCROLS] = {
96 {505, "                                   ", "of protect armor ", 0},
97 {200, "                                   ", "of hold monster ", 0},
98 {235, "                                   ", "of enchant weapon ", 0},
99 {235, "                                   ", "of enchant armor ", 0},
100 {175, "                                   ", "of identify ", 0},
101 {190, "                                   ", "of teleportation ", 0},
102  {25, "                                   ", "of sleep ", 0},
103 {610, "                                   ", "of scare monster ", 0},
104 {210, "                                   ", "of remove curse ", 0},
105  {80, "                                   ", "of create monster ",0},
106  {25, "                                   ", "of aggravate monster ",0},
107 {180, "                                   ", "of magic mapping ", 0},
108  {90, "                                   ", "of confuse monster ", 0}
109 };
110 
111 struct id id_weapons[WEAPONS] = {
112 	{150, "short bow ", "", 0},
113 	  {8, "darts ", "", 0},
114 	 {15, "arrows ", "", 0},
115 	 {27, "daggers ", "", 0},
116 	 {35, "shurikens ", "", 0},
117 	{360, "mace ", "", 0},
118 	{470, "long sword ", "", 0},
119 	{580, "two-handed sword ", "", 0}
120 };
121 
122 struct id id_armors[ARMORS] = {
123 	{300, "leather armor ", "", (UNIDENTIFIED)},
124 	{300, "ring mail ", "", (UNIDENTIFIED)},
125 	{400, "scale mail ", "", (UNIDENTIFIED)},
126 	{500, "chain mail ", "", (UNIDENTIFIED)},
127 	{600, "banded mail ", "", (UNIDENTIFIED)},
128 	{600, "splint mail ", "", (UNIDENTIFIED)},
129 	{700, "plate mail ", "", (UNIDENTIFIED)}
130 };
131 
132 struct id id_wands[WANDS] = {
133 	 {25, "                                 ", "of teleport away ",0},
134 	 {50, "                                 ", "of slow monster ", 0},
135 	  {8, "                                 ", "of invisibility ",0},
136 	 {55, "                                 ", "of polymorph ",0},
137 	  {2, "                                 ", "of haste monster ",0},
138 	 {20, "                                 ", "of magic missile ",0},
139 	 {20, "                                 ", "of cancellation ",0},
140 	  {0, "                                 ", "of do nothing ",0},
141 	 {35, "                                 ", "of drain life ",0},
142 	 {20, "                                 ", "of cold ",0},
143 	 {20, "                                 ", "of fire ",0}
144 };
145 
146 struct id id_rings[RINGS] = {
147 	 {250, "                                 ", "of stealth ",0},
148 	 {100, "                                 ", "of teleportation ", 0},
149 	 {255, "                                 ", "of regeneration ",0},
150 	 {295, "                                 ", "of slow digestion ",0},
151 	 {200, "                                 ", "of add strength ",0},
152 	 {250, "                                 ", "of sustain strength ",0},
153 	 {250, "                                 ", "of dexterity ",0},
154 	  {25, "                                 ", "of adornment ",0},
155 	 {300, "                                 ", "of see invisible ",0},
156 	 {290, "                                 ", "of maintain armor ",0},
157 	 {270, "                                 ", "of searching ",0},
158 };
159 
160 extern short cur_level, max_level;
161 extern short party_room;
162 extern char *error_file;
163 extern boolean is_wood[];
164 
165 put_objects()
166 {
167 	short i, n;
168 	object *obj;
169 
170 	if (cur_level < max_level) {
171 		return;
172 	}
173 	n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5);
174 	while (rand_percent(33)) {
175 		n++;
176 	}
177 	if (party_room != NO_ROOM) {
178 		make_party();
179 	}
180 	for (i = 0; i < n; i++) {
181 		obj = gr_object();
182 		rand_place(obj);
183 	}
184 	put_gold();
185 }
186 
187 put_gold()
188 {
189 	short i, j;
190 	short row,col;
191 	boolean is_maze, is_room;
192 
193 	for (i = 0; i < MAXROOMS; i++) {
194 		is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0;
195 		is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0;
196 
197 		if (!(is_room || is_maze)) {
198 			continue;
199 		}
200 		if (is_maze || rand_percent(GOLD_PERCENT)) {
201 			for (j = 0; j < 50; j++) {
202 				row = get_rand(rooms[i].top_row+1,
203 				rooms[i].bottom_row-1);
204 				col = get_rand(rooms[i].left_col+1,
205 				rooms[i].right_col-1);
206 				if ((dungeon[row][col] == FLOOR) ||
207 					(dungeon[row][col] == TUNNEL)) {
208 					plant_gold(row, col, is_maze);
209 					break;
210 				}
211 			}
212 		}
213 	}
214 }
215 
216 plant_gold(row, col, is_maze)
217 short row, col;
218 boolean is_maze;
219 {
220 	object *obj;
221 
222 	obj = alloc_object();
223 	obj->row = row; obj->col = col;
224 	obj->what_is = GOLD;
225 	obj->quantity = get_rand((2 * cur_level), (16 * cur_level));
226 	if (is_maze) {
227 		obj->quantity += obj->quantity / 2;
228 	}
229 	dungeon[row][col] |= OBJECT;
230 	(void) add_to_pack(obj, &level_objects, 0);
231 }
232 
233 place_at(obj, row, col)
234 object *obj;
235 int row, col;
236 {
237 	obj->row = row;
238 	obj->col = col;
239 	dungeon[row][col] |= OBJECT;
240 	(void) add_to_pack(obj, &level_objects, 0);
241 }
242 
243 object *
244 object_at(pack, row, col)
245 object *pack;
246 short row, col;
247 {
248 	object *obj = (object *) 0;
249 
250 	if (dungeon[row][col] & (MONSTER | OBJECT)) {
251 		obj = pack->next_object;
252 
253 		while (obj && ((obj->row != row) || (obj->col != col))) {
254 			obj = obj->next_object;
255 		}
256 		if (!obj) {
257 			message("object_at(): inconsistent", 1);
258 		}
259 	}
260 	return(obj);
261 }
262 
263 object *
264 get_letter_object(ch)
265 int ch;
266 {
267 	object *obj;
268 
269 	obj = rogue.pack.next_object;
270 
271 	while (obj && (obj->ichar != ch)) {
272 		obj = obj->next_object;
273 	}
274 	return(obj);
275 }
276 
277 free_stuff(objlist)
278 object *objlist;
279 {
280 	object *obj;
281 
282 	while (objlist->next_object) {
283 		obj = objlist->next_object;
284 		objlist->next_object =
285 			objlist->next_object->next_object;
286 		free_object(obj);
287 	}
288 }
289 
290 const char *
291 name_of(obj)
292 const object *obj;
293 {
294 	const char *retstring;
295 
296 	switch(obj->what_is) {
297 	case SCROL:
298 		retstring = obj->quantity > 1 ? "scrolls " : "scroll ";
299 		break;
300 	case POTION:
301 		retstring = obj->quantity > 1 ? "potions " : "potion ";
302 		break;
303 	case FOOD:
304 		if (obj->which_kind == RATION) {
305 			retstring = "food ";
306 		} else {
307 			retstring = fruit;
308 		}
309 		break;
310 	case WAND:
311 		retstring = is_wood[obj->which_kind] ? "staff " : "wand ";
312 		break;
313 	case WEAPON:
314 		switch(obj->which_kind) {
315 		case DART:
316 			retstring=obj->quantity > 1 ? "darts " : "dart ";
317 			break;
318 		case ARROW:
319 			retstring=obj->quantity > 1 ? "arrows " : "arrow ";
320 			break;
321 		case DAGGER:
322 			retstring=obj->quantity > 1 ? "daggers " : "dagger ";
323 			break;
324 		case SHURIKEN:
325 			retstring=obj->quantity > 1?"shurikens ":"shuriken ";
326 			break;
327 		default:
328 			retstring = id_weapons[obj->which_kind].title;
329 		}
330 		break;
331 	case ARMOR:
332 		retstring = "armor ";
333 		break;
334 	case RING:
335 			retstring = "ring ";
336 		break;
337 	case AMULET:
338 		retstring = "amulet ";
339 		break;
340 	default:
341 		retstring = "unknown ";
342 		break;
343 	}
344 	return(retstring);
345 }
346 
347 object *
348 gr_object()
349 {
350 	object *obj;
351 
352 	obj = alloc_object();
353 
354 	if (foods < (cur_level / 3)) {
355 		obj->what_is = FOOD;
356 		foods++;
357 	} else {
358 		obj->what_is = gr_what_is();
359 	}
360 	switch(obj->what_is) {
361 	case SCROL:
362 		gr_scroll(obj);
363 		break;
364 	case POTION:
365 		gr_potion(obj);
366 		break;
367 	case WEAPON:
368 		gr_weapon(obj, 1);
369 		break;
370 	case ARMOR:
371 		gr_armor(obj);
372 		break;
373 	case WAND:
374 		gr_wand(obj);
375 		break;
376 	case FOOD:
377 		get_food(obj, 0);
378 		break;
379 	case RING:
380 		gr_ring(obj, 1);
381 		break;
382 	}
383 	return(obj);
384 }
385 
386 unsigned short
387 gr_what_is()
388 {
389 	short percent;
390 	unsigned short what_is;
391 
392 	percent = get_rand(1, 91);
393 
394 	if (percent <= 30) {
395 		what_is = SCROL;
396 	} else if (percent <= 60) {
397 		what_is = POTION;
398 	} else if (percent <= 64) {
399 		what_is = WAND;
400 	} else if (percent <= 74) {
401 		what_is = WEAPON;
402 	} else if (percent <= 83) {
403 		what_is = ARMOR;
404 	} else if (percent <= 88) {
405 		what_is = FOOD;
406 	} else {
407 		what_is = RING;
408 	}
409 	return(what_is);
410 }
411 
412 gr_scroll(obj)
413 object *obj;
414 {
415 	short percent;
416 
417 	percent = get_rand(0, 91);
418 
419 	obj->what_is = SCROL;
420 
421 	if (percent <= 5) {
422 		obj->which_kind = PROTECT_ARMOR;
423 	} else if (percent <= 10) {
424 		obj->which_kind = HOLD_MONSTER;
425 	} else if (percent <= 20) {
426 		obj->which_kind = CREATE_MONSTER;
427 	} else if (percent <= 35) {
428 		obj->which_kind = IDENTIFY;
429 	} else if (percent <= 43) {
430 		obj->which_kind = TELEPORT;
431 	} else if (percent <= 50) {
432 		obj->which_kind = SLEEP;
433 	} else if (percent <= 55) {
434 		obj->which_kind = SCARE_MONSTER;
435 	} else if (percent <= 64) {
436 		obj->which_kind = REMOVE_CURSE;
437 	} else if (percent <= 69) {
438 		obj->which_kind = ENCH_ARMOR;
439 	} else if (percent <= 74) {
440 		obj->which_kind = ENCH_WEAPON;
441 	} else if (percent <= 80) {
442 		obj->which_kind = AGGRAVATE_MONSTER;
443 	} else if (percent <= 86) {
444 		obj->which_kind = CON_MON;
445 	} else {
446 		obj->which_kind = MAGIC_MAPPING;
447 	}
448 }
449 
450 gr_potion(obj)
451 object *obj;
452 {
453 	short percent;
454 
455 	percent = get_rand(1, 118);
456 
457 	obj->what_is = POTION;
458 
459 	if (percent <= 5) {
460 		obj->which_kind = RAISE_LEVEL;
461 	} else if (percent <= 15) {
462 		obj->which_kind = DETECT_OBJECTS;
463 	} else if (percent <= 25) {
464 		obj->which_kind = DETECT_MONSTER;
465 	} else if (percent <= 35) {
466 		obj->which_kind = INCREASE_STRENGTH;
467 	} else if (percent <= 45) {
468 		obj->which_kind = RESTORE_STRENGTH;
469 	} else if (percent <= 55) {
470 		obj->which_kind = HEALING;
471 	} else if (percent <= 65) {
472 		obj->which_kind = EXTRA_HEALING;
473 	} else if (percent <= 75) {
474 		obj->which_kind = BLINDNESS;
475 	} else if (percent <= 85) {
476 		obj->which_kind = HALLUCINATION;
477 	} else if (percent <= 95) {
478 		obj->which_kind = CONFUSION;
479 	} else if (percent <= 105) {
480 		obj->which_kind = POISON;
481 	} else if (percent <= 110) {
482 		obj->which_kind = LEVITATION;
483 	} else if (percent <= 114) {
484 		obj->which_kind = HASTE_SELF;
485 	} else {
486 		obj->which_kind = SEE_INVISIBLE;
487 	}
488 }
489 
490 gr_weapon(obj, assign_wk)
491 object *obj;
492 int assign_wk;
493 {
494 	short percent;
495 	short i;
496 	short blessing, increment;
497 
498 	obj->what_is = WEAPON;
499 	if (assign_wk) {
500 		obj->which_kind = get_rand(0, (WEAPONS - 1));
501 	}
502 	if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) ||
503 		(obj->which_kind == SHURIKEN) | (obj->which_kind == DART)) {
504 		obj->quantity = get_rand(3, 15);
505 		obj->quiver = get_rand(0, 126);
506 	} else {
507 		obj->quantity = 1;
508 	}
509 	obj->hit_enchant = obj->d_enchant = 0;
510 
511 	percent = get_rand(1, 96);
512 	blessing = get_rand(1, 3);
513 
514 	if (percent <= 16) {
515 		increment = 1;
516 	} else if (percent <= 32) {
517 		increment = -1;
518 		obj->is_cursed = 1;
519 	}
520 	if (percent <= 32) {
521 		for (i = 0; i < blessing; i++) {
522 			if (coin_toss()) {
523 				obj->hit_enchant += increment;
524 			} else {
525 				obj->d_enchant += increment;
526 			}
527 		}
528 	}
529 	switch(obj->which_kind) {
530 	case BOW:
531 	case DART:
532 		obj->damage = "1d1";
533 		break;
534 	case ARROW:
535 		obj->damage = "1d2";
536 		break;
537 	case DAGGER:
538 		obj->damage = "1d3";
539 		break;
540 	case SHURIKEN:
541 		obj->damage = "1d4";
542 		break;
543 	case MACE:
544 		obj->damage = "2d3";
545 		break;
546 	case LONG_SWORD:
547 		obj->damage = "3d4";
548 		break;
549 	case TWO_HANDED_SWORD:
550 		obj->damage = "4d5";
551 		break;
552 	}
553 }
554 
555 gr_armor(obj)
556 object *obj;
557 {
558 	short percent;
559 	short blessing;
560 
561 	obj->what_is = ARMOR;
562 	obj->which_kind = get_rand(0, (ARMORS - 1));
563 	obj->class = obj->which_kind + 2;
564 	if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) {
565 		obj->class--;
566 	}
567 	obj->is_protected = 0;
568 	obj->d_enchant = 0;
569 
570 	percent = get_rand(1, 100);
571 	blessing = get_rand(1, 3);
572 
573 	if (percent <= 16) {
574 		obj->is_cursed = 1;
575 		obj->d_enchant -= blessing;
576 	} else if (percent <= 33) {
577 		obj->d_enchant += blessing;
578 	}
579 }
580 
581 gr_wand(obj)
582 object *obj;
583 {
584 	obj->what_is = WAND;
585 	obj->which_kind = get_rand(0, (WANDS - 1));
586 	obj->class = get_rand(3, 7);
587 }
588 
589 get_food(obj, force_ration)
590 object *obj;
591 boolean force_ration;
592 {
593 	obj->what_is = FOOD;
594 
595 	if (force_ration || rand_percent(80)) {
596 		obj->which_kind = RATION;
597 	} else {
598 		obj->which_kind = FRUIT;
599 	}
600 }
601 
602 put_stairs()
603 {
604 	short row, col;
605 
606 	gr_row_col(&row, &col, (FLOOR | TUNNEL));
607 	dungeon[row][col] |= STAIRS;
608 }
609 
610 get_armor_class(obj)
611 const object *obj;
612 {
613 	if (obj) {
614 		return(obj->class + obj->d_enchant);
615 	}
616 	return(0);
617 }
618 
619 object *
620 alloc_object()
621 {
622 	object *obj;
623 
624 	if (free_list) {
625 		obj = free_list;
626 		free_list = free_list->next_object;
627 	} else if (!(obj = (object *) md_malloc(sizeof(object)))) {
628 			message("cannot allocate object, saving game", 0);
629 			save_into_file(error_file);
630 	}
631 	obj->quantity = 1;
632 	obj->ichar = 'L';
633 	obj->picked_up = obj->is_cursed = 0;
634 	obj->in_use_flags = NOT_USED;
635 	obj->identified = UNIDENTIFIED;
636 	obj->damage = "1d1";
637 	return(obj);
638 }
639 
640 free_object(obj)
641 object *obj;
642 {
643 	obj->next_object = free_list;
644 	free_list = obj;
645 }
646 
647 make_party()
648 {
649 	short n;
650 
651 	party_room = gr_room();
652 
653 	n = rand_percent(99) ? party_objects(party_room) : 11;
654 	if (rand_percent(99)) {
655 		party_monsters(party_room, n);
656 	}
657 }
658 
659 show_objects()
660 {
661 	object *obj;
662 	short mc, rc, row, col;
663 	object *monster;
664 
665 	obj = level_objects.next_object;
666 
667 	while (obj) {
668 		row = obj->row;
669 		col = obj->col;
670 
671 		rc = get_mask_char(obj->what_is);
672 
673 		if (dungeon[row][col] & MONSTER) {
674 			if (monster = object_at(&level_monsters, row, col)) {
675 				monster->trail_char = rc;
676 			}
677 		}
678 		mc = mvinch(row, col);
679 		if (((mc < 'A') || (mc > 'Z')) &&
680 			((row != rogue.row) || (col != rogue.col))) {
681 			mvaddch(row, col, rc);
682 		}
683 		obj = obj->next_object;
684 	}
685 
686 	monster = level_monsters.next_object;
687 
688 	while (monster) {
689 		if (monster->m_flags & IMITATES) {
690 			mvaddch(monster->row, monster->col, (int) monster->disguise);
691 		}
692 		monster = monster->next_monster;
693 	}
694 }
695 
696 put_amulet()
697 {
698 	object *obj;
699 
700 	obj = alloc_object();
701 	obj->what_is = AMULET;
702 	rand_place(obj);
703 }
704 
705 rand_place(obj)
706 object *obj;
707 {
708 	short row, col;
709 
710 	gr_row_col(&row, &col, (FLOOR | TUNNEL));
711 	place_at(obj, row, col);
712 }
713 
714 c_object_for_wizard()
715 {
716 	short ch, max, wk;
717 	object *obj;
718 	char buf[80];
719 
720 	if (pack_count((object *) 0) >= MAX_PACK_COUNT) {
721 		message("pack full", 0);
722 		return;
723 	}
724 	message("type of object?", 0);
725 
726 	while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) {
727 		sound_bell();
728 	}
729 	check_message();
730 
731 	if (ch == '\033') {
732 		return;
733 	}
734 	obj = alloc_object();
735 
736 	switch(ch) {
737 	case '!':
738 		obj->what_is = POTION;
739 		max = POTIONS - 1;
740 		break;
741 	case '?':
742 		obj->what_is = SCROL;
743 		max = SCROLS - 1;
744 		break;
745 	case ',':
746 		obj->what_is = AMULET;
747 		break;
748 	case ':':
749 		get_food(obj, 0);
750 		break;
751 	case ')':
752 		gr_weapon(obj, 0);
753 		max = WEAPONS - 1;
754 		break;
755 	case ']':
756 		gr_armor(obj);
757 		max = ARMORS - 1;
758 		break;
759 	case '/':
760 		gr_wand(obj);
761 		max = WANDS - 1;
762 		break;
763 	case '=':
764 		max = RINGS - 1;
765 		obj->what_is = RING;
766 		break;
767 	}
768 	if ((ch != ',') && (ch != ':')) {
769 GIL:
770 		if (get_input_line("which kind?", "", buf, "", 0, 1)) {
771 			wk = get_number(buf);
772 			if ((wk >= 0) && (wk <= max)) {
773 				obj->which_kind = (unsigned short) wk;
774 				if (obj->what_is == RING) {
775 					gr_ring(obj, 0);
776 				}
777 			} else {
778 				sound_bell();
779 				goto GIL;
780 			}
781 		} else {
782 			free_object(obj);
783 			return;
784 		}
785 	}
786 	get_desc(obj, buf);
787 	message(buf, 0);
788 	(void) add_to_pack(obj, &rogue.pack, 1);
789 }
790