xref: /minix/games/rogue/object.c (revision ebfedea0)
1 /*	$NetBSD: object.c,v 1.14 2009/08/12 08:44:45 dholland Exp $	*/
2 
3 /*
4  * Copyright (c) 1988, 1993
5  *	The Regents of the University of California.  All rights reserved.
6  *
7  * This code is derived from software contributed to Berkeley by
8  * Timothy C. Stoehr.
9  *
10  * Redistribution and use in source and binary forms, with or without
11  * modification, are permitted provided that the following conditions
12  * are met:
13  * 1. Redistributions of source code must retain the above copyright
14  *    notice, this list of conditions and the following disclaimer.
15  * 2. Redistributions in binary form must reproduce the above copyright
16  *    notice, this list of conditions and the following disclaimer in the
17  *    documentation and/or other materials provided with the distribution.
18  * 3. Neither the name of the University nor the names of its contributors
19  *    may be used to endorse or promote products derived from this software
20  *    without specific prior written permission.
21  *
22  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
23  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
24  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
25  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
26  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
27  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
28  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
29  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
30  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
31  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
32  * SUCH DAMAGE.
33  */
34 
35 #include <sys/cdefs.h>
36 #ifndef lint
37 #if 0
38 static char sccsid[] = "@(#)object.c	8.1 (Berkeley) 5/31/93";
39 #else
40 __RCSID("$NetBSD: object.c,v 1.14 2009/08/12 08:44:45 dholland Exp $");
41 #endif
42 #endif /* not lint */
43 
44 /*
45  * object.c
46  *
47  * This source herein may be modified and/or distributed by anybody who
48  * so desires, with the following restrictions:
49  *    1.)  No portion of this notice shall be removed.
50  *    2.)  Credit shall not be taken for the creation of this source.
51  *    3.)  This code is not to be traded, sold, or used for personal
52  *         gain or profit.
53  *
54  */
55 
56 #include "rogue.h"
57 
58 object level_objects;
59 unsigned short dungeon[DROWS][DCOLS];
60 short foods = 0;
61 char *fruit = NULL;
62 
63 static object *free_list = NULL;
64 
65 fighter rogue = {
66 	INIT_AW,	/* armor */
67 	INIT_AW,	/* weapon */
68 	INIT_RINGS,	/* left ring */
69 	INIT_RINGS,	/* right ring */
70 	INIT_HP,	/* Hp current */
71 	INIT_HP,	/* Hp max */
72 	INIT_STR,	/* Str current */
73 	INIT_STR,	/* Str max */
74 	INIT_PACK,	/* pack */
75 	INIT_GOLD,	/* gold */
76 	INIT_EXPLEVEL,	/* exp level */
77 	INIT_EXP,	/* exp points */
78 	0, 0,		/* row, col */
79 	INIT_CHAR,	/* char */
80 	INIT_MOVES	/* moves */
81 };
82 
83 struct id id_potions[POTIONS] = {
84 {100, "blue ",     "of increase strength ", 0},
85 {250, "red ",      "of restore strength ", 0},
86 {100, "green ",    "of healing ", 0},
87 {200, "grey ",     "of extra healing ", 0},
88  {10, "brown ",    "of poison ", 0},
89 {300, "clear ",    "of raise level ", 0},
90  {10, "pink ",     "of blindness ", 0},
91  {25, "white ",    "of hallucination ", 0},
92 {100, "purple ",   "of detect monster ", 0},
93 {100, "black ",    "of detect things ", 0},
94  {10, "yellow ",   "of confusion ", 0},
95  {80, "plaid ",    "of levitation ", 0},
96 {150, "burgundy ", "of haste self ", 0},
97 {145, "beige ",    "of see invisible ", 0}
98 };
99 
100 struct id id_scrolls[SCROLS] = {
101 {505, "", "of protect armor ", 0},
102 {200, "", "of hold monster ", 0},
103 {235, "", "of enchant weapon ", 0},
104 {235, "", "of enchant armor ", 0},
105 {175, "", "of identify ", 0},
106 {190, "", "of teleportation ", 0},
107  {25, "", "of sleep ", 0},
108 {610, "", "of scare monster ", 0},
109 {210, "", "of remove curse ", 0},
110  {80, "", "of create monster ",0},
111  {25, "", "of aggravate monster ",0},
112 {180, "", "of magic mapping ", 0},
113  {90, "", "of confuse monster ", 0}
114 };
115 
116 struct id id_weapons[WEAPONS] = {
117 	{150, "short bow ", "", 0},
118 	  {8, "darts ", "", 0},
119 	 {15, "arrows ", "", 0},
120 	 {27, "daggers ", "", 0},
121 	 {35, "shurikens ", "", 0},
122 	{360, "mace ", "", 0},
123 	{470, "long sword ", "", 0},
124 	{580, "two-handed sword ", "", 0}
125 };
126 
127 struct id id_armors[ARMORS] = {
128 	{300, "leather armor ", "", (UNIDENTIFIED)},
129 	{300, "ring mail ", "", (UNIDENTIFIED)},
130 	{400, "scale mail ", "", (UNIDENTIFIED)},
131 	{500, "chain mail ", "", (UNIDENTIFIED)},
132 	{600, "banded mail ", "", (UNIDENTIFIED)},
133 	{600, "splint mail ", "", (UNIDENTIFIED)},
134 	{700, "plate mail ", "", (UNIDENTIFIED)}
135 };
136 
137 struct id id_wands[WANDS] = {
138 	 {25, "", "of teleport away ",0},
139 	 {50, "", "of slow monster ", 0},
140 	  {8, "", "of invisibility ",0},
141 	 {55, "", "of polymorph ",0},
142 	  {2, "", "of haste monster ",0},
143 	 {20, "", "of magic missile ",0},
144 	 {20, "", "of cancellation ",0},
145 	  {0, "", "of do nothing ",0},
146 	 {35, "", "of drain life ",0},
147 	 {20, "", "of cold ",0},
148 	 {20, "", "of fire ",0}
149 };
150 
151 struct id id_rings[RINGS] = {
152 	 {250, "", "of stealth ",0},
153 	 {100, "", "of teleportation ", 0},
154 	 {255, "", "of regeneration ",0},
155 	 {295, "", "of slow digestion ",0},
156 	 {200, "", "of add strength ",0},
157 	 {250, "", "of sustain strength ",0},
158 	 {250, "", "of dexterity ",0},
159 	  {25, "", "of adornment ",0},
160 	 {300, "", "of see invisible ",0},
161 	 {290, "", "of maintain armor ",0},
162 	 {270, "", "of searching ",0},
163 };
164 
165 static void gr_armor(object *);
166 static void gr_potion(object *);
167 static void gr_scroll(object *);
168 static void gr_wand(object *);
169 static void gr_weapon(object *, int);
170 static unsigned short gr_what_is(void);
171 static void make_party(void);
172 static void plant_gold(short, short, boolean);
173 static void put_gold(void);
174 static void rand_place(object *);
175 
176 void
177 put_objects(void)
178 {
179 	short i, n;
180 	object *obj;
181 
182 	if (cur_level < max_level) {
183 		return;
184 	}
185 	n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5);
186 	while (rand_percent(33)) {
187 		n++;
188 	}
189 	if (party_room != NO_ROOM) {
190 		make_party();
191 	}
192 	for (i = 0; i < n; i++) {
193 		obj = gr_object();
194 		rand_place(obj);
195 	}
196 	put_gold();
197 }
198 
199 static void
200 put_gold(void)
201 {
202 	short i, j;
203 	short row,col;
204 	boolean is_maze, is_room;
205 
206 	for (i = 0; i < MAXROOMS; i++) {
207 		is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0;
208 		is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0;
209 
210 		if (!(is_room || is_maze)) {
211 			continue;
212 		}
213 		if (is_maze || rand_percent(GOLD_PERCENT)) {
214 			for (j = 0; j < 50; j++) {
215 				row = get_rand(rooms[i].top_row+1,
216 				rooms[i].bottom_row-1);
217 				col = get_rand(rooms[i].left_col+1,
218 				rooms[i].right_col-1);
219 				if ((dungeon[row][col] == FLOOR) ||
220 					(dungeon[row][col] == TUNNEL)) {
221 					plant_gold(row, col, is_maze);
222 					break;
223 				}
224 			}
225 		}
226 	}
227 }
228 
229 static void
230 plant_gold(short row, short col, boolean is_maze)
231 {
232 	object *obj;
233 
234 	obj = alloc_object();
235 	obj->row = row; obj->col = col;
236 	obj->what_is = GOLD;
237 	obj->quantity = get_rand((2 * cur_level), (16 * cur_level));
238 	if (is_maze) {
239 		obj->quantity += obj->quantity / 2;
240 	}
241 	dungeon[row][col] |= OBJECT;
242 	(void)add_to_pack(obj, &level_objects, 0);
243 }
244 
245 void
246 place_at(object *obj, int row, int col)
247 {
248 	obj->row = row;
249 	obj->col = col;
250 	dungeon[row][col] |= OBJECT;
251 	(void)add_to_pack(obj, &level_objects, 0);
252 }
253 
254 object *
255 object_at(object *pack, short row, short col)
256 {
257 	object *obj = NULL;
258 
259 	if (dungeon[row][col] & (MONSTER | OBJECT)) {
260 		obj = pack->next_object;
261 
262 		while (obj && ((obj->row != row) || (obj->col != col))) {
263 			obj = obj->next_object;
264 		}
265 		if (!obj) {
266 			messagef(1, "object_at(): inconsistent");
267 		}
268 	}
269 	return(obj);
270 }
271 
272 object *
273 get_letter_object(int ch)
274 {
275 	object *obj;
276 
277 	obj = rogue.pack.next_object;
278 
279 	while (obj && (obj->ichar != ch)) {
280 		obj = obj->next_object;
281 	}
282 	return(obj);
283 }
284 
285 void
286 free_stuff(object *objlist)
287 {
288 	object *obj;
289 
290 	while (objlist->next_object) {
291 		obj = objlist->next_object;
292 		objlist->next_object =
293 			objlist->next_object->next_object;
294 		free_object(obj);
295 	}
296 }
297 
298 const char *
299 name_of(const object *obj)
300 {
301 	const char *retstring;
302 
303 	switch(obj->what_is) {
304 	case SCROL:
305 		retstring = obj->quantity > 1 ? "scrolls " : "scroll ";
306 		break;
307 	case POTION:
308 		retstring = obj->quantity > 1 ? "potions " : "potion ";
309 		break;
310 	case FOOD:
311 		if (obj->which_kind == RATION) {
312 			retstring = "food ";
313 		} else {
314 			retstring = fruit;
315 		}
316 		break;
317 	case WAND:
318 		retstring = is_wood[obj->which_kind] ? "staff " : "wand ";
319 		break;
320 	case WEAPON:
321 		switch(obj->which_kind) {
322 		case DART:
323 			retstring=obj->quantity > 1 ? "darts " : "dart ";
324 			break;
325 		case ARROW:
326 			retstring=obj->quantity > 1 ? "arrows " : "arrow ";
327 			break;
328 		case DAGGER:
329 			retstring=obj->quantity > 1 ? "daggers " : "dagger ";
330 			break;
331 		case SHURIKEN:
332 			retstring=obj->quantity > 1?"shurikens ":"shuriken ";
333 			break;
334 		default:
335 			retstring = id_weapons[obj->which_kind].title;
336 		}
337 		break;
338 	case ARMOR:
339 		retstring = "armor ";
340 		break;
341 	case RING:
342 			retstring = "ring ";
343 		break;
344 	case AMULET:
345 		retstring = "amulet ";
346 		break;
347 	default:
348 		retstring = "unknown ";
349 		break;
350 	}
351 	return(retstring);
352 }
353 
354 object *
355 gr_object(void)
356 {
357 	object *obj;
358 
359 	obj = alloc_object();
360 
361 	if (foods < (cur_level / 3)) {
362 		obj->what_is = FOOD;
363 		foods++;
364 	} else {
365 		obj->what_is = gr_what_is();
366 	}
367 	switch(obj->what_is) {
368 	case SCROL:
369 		gr_scroll(obj);
370 		break;
371 	case POTION:
372 		gr_potion(obj);
373 		break;
374 	case WEAPON:
375 		gr_weapon(obj, 1);
376 		break;
377 	case ARMOR:
378 		gr_armor(obj);
379 		break;
380 	case WAND:
381 		gr_wand(obj);
382 		break;
383 	case FOOD:
384 		get_food(obj, 0);
385 		break;
386 	case RING:
387 		gr_ring(obj, 1);
388 		break;
389 	}
390 	return(obj);
391 }
392 
393 static unsigned short
394 gr_what_is(void)
395 {
396 	short percent;
397 	unsigned short what_is;
398 
399 	percent = get_rand(1, 91);
400 
401 	if (percent <= 30) {
402 		what_is = SCROL;
403 	} else if (percent <= 60) {
404 		what_is = POTION;
405 	} else if (percent <= 64) {
406 		what_is = WAND;
407 	} else if (percent <= 74) {
408 		what_is = WEAPON;
409 	} else if (percent <= 83) {
410 		what_is = ARMOR;
411 	} else if (percent <= 88) {
412 		what_is = FOOD;
413 	} else {
414 		what_is = RING;
415 	}
416 	return(what_is);
417 }
418 
419 static void
420 gr_scroll(object *obj)
421 {
422 	short percent;
423 
424 	percent = get_rand(0, 91);
425 
426 	obj->what_is = SCROL;
427 
428 	if (percent <= 5) {
429 		obj->which_kind = PROTECT_ARMOR;
430 	} else if (percent <= 10) {
431 		obj->which_kind = HOLD_MONSTER;
432 	} else if (percent <= 20) {
433 		obj->which_kind = CREATE_MONSTER;
434 	} else if (percent <= 35) {
435 		obj->which_kind = IDENTIFY;
436 	} else if (percent <= 43) {
437 		obj->which_kind = TELEPORT;
438 	} else if (percent <= 50) {
439 		obj->which_kind = SLEEP;
440 	} else if (percent <= 55) {
441 		obj->which_kind = SCARE_MONSTER;
442 	} else if (percent <= 64) {
443 		obj->which_kind = REMOVE_CURSE;
444 	} else if (percent <= 69) {
445 		obj->which_kind = ENCH_ARMOR;
446 	} else if (percent <= 74) {
447 		obj->which_kind = ENCH_WEAPON;
448 	} else if (percent <= 80) {
449 		obj->which_kind = AGGRAVATE_MONSTER;
450 	} else if (percent <= 86) {
451 		obj->which_kind = CON_MON;
452 	} else {
453 		obj->which_kind = MAGIC_MAPPING;
454 	}
455 }
456 
457 static void
458 gr_potion(object *obj)
459 {
460 	short percent;
461 
462 	percent = get_rand(1, 118);
463 
464 	obj->what_is = POTION;
465 
466 	if (percent <= 5) {
467 		obj->which_kind = RAISE_LEVEL;
468 	} else if (percent <= 15) {
469 		obj->which_kind = DETECT_OBJECTS;
470 	} else if (percent <= 25) {
471 		obj->which_kind = DETECT_MONSTER;
472 	} else if (percent <= 35) {
473 		obj->which_kind = INCREASE_STRENGTH;
474 	} else if (percent <= 45) {
475 		obj->which_kind = RESTORE_STRENGTH;
476 	} else if (percent <= 55) {
477 		obj->which_kind = HEALING;
478 	} else if (percent <= 65) {
479 		obj->which_kind = EXTRA_HEALING;
480 	} else if (percent <= 75) {
481 		obj->which_kind = BLINDNESS;
482 	} else if (percent <= 85) {
483 		obj->which_kind = HALLUCINATION;
484 	} else if (percent <= 95) {
485 		obj->which_kind = CONFUSION;
486 	} else if (percent <= 105) {
487 		obj->which_kind = POISON;
488 	} else if (percent <= 110) {
489 		obj->which_kind = LEVITATION;
490 	} else if (percent <= 114) {
491 		obj->which_kind = HASTE_SELF;
492 	} else {
493 		obj->which_kind = SEE_INVISIBLE;
494 	}
495 }
496 
497 static void
498 gr_weapon(object *obj, int assign_wk)
499 {
500 	short percent;
501 	short i;
502 	short blessing, increment;
503 
504 	obj->what_is = WEAPON;
505 	if (assign_wk) {
506 		obj->which_kind = get_rand(0, (WEAPONS - 1));
507 	}
508 	if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) ||
509 		(obj->which_kind == SHURIKEN) || (obj->which_kind == DART)) {
510 		obj->quantity = get_rand(3, 15);
511 		obj->quiver = get_rand(0, 126);
512 	} else {
513 		obj->quantity = 1;
514 	}
515 	obj->hit_enchant = obj->d_enchant = 0;
516 
517 	percent = get_rand(1, 96);
518 	blessing = get_rand(1, 3);
519 
520 	if (percent <= 32) {
521 		if (percent <= 16) {
522 			increment = 1;
523 		} else {
524 			increment = -1;
525 			obj->is_cursed = 1;
526 		}
527 		for (i = 0; i < blessing; i++) {
528 			if (coin_toss()) {
529 				obj->hit_enchant += increment;
530 			} else {
531 				obj->d_enchant += increment;
532 			}
533 		}
534 	}
535 	switch(obj->which_kind) {
536 	case BOW:
537 	case DART:
538 		obj->damage = "1d1";
539 		break;
540 	case ARROW:
541 		obj->damage = "1d2";
542 		break;
543 	case DAGGER:
544 		obj->damage = "1d3";
545 		break;
546 	case SHURIKEN:
547 		obj->damage = "1d4";
548 		break;
549 	case MACE:
550 		obj->damage = "2d3";
551 		break;
552 	case LONG_SWORD:
553 		obj->damage = "3d4";
554 		break;
555 	case TWO_HANDED_SWORD:
556 		obj->damage = "4d5";
557 		break;
558 	}
559 }
560 
561 static void
562 gr_armor(object *obj)
563 {
564 	short percent;
565 	short blessing;
566 
567 	obj->what_is = ARMOR;
568 	obj->which_kind = get_rand(0, (ARMORS - 1));
569 	obj->class = obj->which_kind + 2;
570 	if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) {
571 		obj->class--;
572 	}
573 	obj->is_protected = 0;
574 	obj->d_enchant = 0;
575 
576 	percent = get_rand(1, 100);
577 	blessing = get_rand(1, 3);
578 
579 	if (percent <= 16) {
580 		obj->is_cursed = 1;
581 		obj->d_enchant -= blessing;
582 	} else if (percent <= 33) {
583 		obj->d_enchant += blessing;
584 	}
585 }
586 
587 static void
588 gr_wand(object *obj)
589 {
590 	obj->what_is = WAND;
591 	obj->which_kind = get_rand(0, (WANDS - 1));
592 	obj->class = get_rand(3, 7);
593 }
594 
595 void
596 get_food(object *obj, boolean force_ration)
597 {
598 	obj->what_is = FOOD;
599 
600 	if (force_ration || rand_percent(80)) {
601 		obj->which_kind = RATION;
602 	} else {
603 		obj->which_kind = FRUIT;
604 	}
605 }
606 
607 void
608 put_stairs(void)
609 {
610 	short row, col;
611 
612 	gr_row_col(&row, &col, (FLOOR | TUNNEL));
613 	dungeon[row][col] |= STAIRS;
614 }
615 
616 int
617 get_armor_class(const object *obj)
618 {
619 	if (obj) {
620 		return(obj->class + obj->d_enchant);
621 	}
622 	return(0);
623 }
624 
625 object *
626 alloc_object(void)
627 {
628 	object *obj;
629 
630 	if (free_list) {
631 		obj = free_list;
632 		free_list = free_list->next_object;
633 	} else if (!(obj = md_malloc(sizeof(object)))) {
634 			messagef(0, "cannot allocate object, saving game");
635 			save_into_file(error_file);
636 			clean_up("alloc_object:  save failed");
637 	}
638 	obj->quantity = 1;
639 	obj->ichar = 'L';
640 	obj->picked_up = obj->is_cursed = 0;
641 	obj->in_use_flags = NOT_USED;
642 	obj->identified = UNIDENTIFIED;
643 	obj->damage = "1d1";
644 	return(obj);
645 }
646 
647 void
648 free_object(object *obj)
649 {
650 	obj->next_object = free_list;
651 	free_list = obj;
652 }
653 
654 static void
655 make_party(void)
656 {
657 	short n;
658 
659 	party_room = gr_room();
660 
661 	n = rand_percent(99) ? party_objects(party_room) : 11;
662 	if (rand_percent(99)) {
663 		party_monsters(party_room, n);
664 	}
665 }
666 
667 void
668 show_objects(void)
669 {
670 	object *obj;
671 	short mc, rc, row, col;
672 	object *monster;
673 
674 	obj = level_objects.next_object;
675 
676 	while (obj) {
677 		row = obj->row;
678 		col = obj->col;
679 
680 		rc = get_mask_char(obj->what_is);
681 
682 		if (dungeon[row][col] & MONSTER) {
683 			if ((monster =
684 			    object_at(&level_monsters, row, col)) != NULL) {
685 				monster->trail_char = rc;
686 			}
687 		}
688 		mc = mvinch(row, col);
689 		if (((mc < 'A') || (mc > 'Z')) &&
690 			((row != rogue.row) || (col != rogue.col))) {
691 			mvaddch(row, col, rc);
692 		}
693 		obj = obj->next_object;
694 	}
695 
696 	monster = level_monsters.next_object;
697 
698 	while (monster) {
699 		if (monster->m_flags & IMITATES) {
700 			mvaddch(monster->row, monster->col, (int)monster->disguise);
701 		}
702 		monster = monster->next_monster;
703 	}
704 }
705 
706 void
707 put_amulet(void)
708 {
709 	object *obj;
710 
711 	obj = alloc_object();
712 	obj->what_is = AMULET;
713 	rand_place(obj);
714 }
715 
716 static void
717 rand_place(object *obj)
718 {
719 	short row, col;
720 
721 	gr_row_col(&row, &col, (FLOOR | TUNNEL));
722 	place_at(obj, row, col);
723 }
724 
725 void
726 c_object_for_wizard(void)
727 {
728 	short ch, max, wk;
729 	object *obj;
730 	char buf[80];
731 
732 	max = 0;
733 	if (pack_count(NULL) >= MAX_PACK_COUNT) {
734 		messagef(0, "pack full");
735 		return;
736 	}
737 	messagef(0, "type of object?");
738 
739 	while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) {
740 		sound_bell();
741 	}
742 	check_message();
743 
744 	if (ch == '\033') {
745 		return;
746 	}
747 	obj = alloc_object();
748 
749 	switch(ch) {
750 	case '!':
751 		obj->what_is = POTION;
752 		max = POTIONS - 1;
753 		break;
754 	case '?':
755 		obj->what_is = SCROL;
756 		max = SCROLS - 1;
757 		break;
758 	case ',':
759 		obj->what_is = AMULET;
760 		break;
761 	case ':':
762 		get_food(obj, 0);
763 		break;
764 	case ')':
765 		gr_weapon(obj, 0);
766 		max = WEAPONS - 1;
767 		break;
768 	case ']':
769 		gr_armor(obj);
770 		max = ARMORS - 1;
771 		break;
772 	case '/':
773 		gr_wand(obj);
774 		max = WANDS - 1;
775 		break;
776 	case '=':
777 		max = RINGS - 1;
778 		obj->what_is = RING;
779 		break;
780 	}
781 	if ((ch != ',') && (ch != ':')) {
782 GIL:
783 		if (get_input_line("which kind?", "", buf, sizeof(buf), "", 0, 1)) {
784 			wk = get_number(buf);
785 			if ((wk >= 0) && (wk <= max)) {
786 				obj->which_kind = wk;
787 				if (obj->what_is == RING) {
788 					gr_ring(obj, 0);
789 				}
790 			} else {
791 				sound_bell();
792 				goto GIL;
793 			}
794 		} else {
795 			free_object(obj);
796 			return;
797 		}
798 	}
799 	get_desc(obj, buf, sizeof(buf));
800 	messagef(0, "%s", buf);
801 	(void)add_to_pack(obj, &rogue.pack, 1);
802 }
803