xref: /dragonfly/games/rogue/object.c (revision 1d1731fa)
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  * @(#)object.c	8.1 (Berkeley) 5/31/93
37  * $FreeBSD: src/games/rogue/object.c,v 1.5 1999/11/30 03:49:25 billf Exp $
38  * $DragonFly: src/games/rogue/object.c,v 1.3 2003/08/26 23:52:50 drhodus Exp $
39  */
40 
41 /*
42  * object.c
43  *
44  * This source herein may be modified and/or distributed by anybody who
45  * so desires, with the following restrictions:
46  *    1.)  No portion of this notice shall be removed.
47  *    2.)  Credit shall not be taken for the creation of this source.
48  *    3.)  This code is not to be traded, sold, or used for personal
49  *         gain or profit.
50  *
51  */
52 
53 #include "rogue.h"
54 
55 object level_objects;
56 unsigned short dungeon[DROWS][DCOLS];
57 short foods = 0;
58 object *free_list = (object *) 0;
59 char *fruit = (char *) 0;
60 
61 fighter rogue = {
62 	INIT_AW,	/* armor, weapon */
63 	INIT_RINGS,	/* rings */
64 	INIT_HP,	/* Hp current,max */
65 	INIT_STR,	/* Str current,max */
66 	INIT_PACK,	/* pack */
67 	INIT_GOLD,	/* gold */
68 	INIT_EXP,	/* exp level,points */
69 	0, 0,		/* row, col */
70 	INIT_CHAR,	/* char */
71 	INIT_MOVES	/* moves */
72 };
73 
74 struct id id_potions[POTIONS] = {
75 {100, "blue \0                           ", "of increase strength ", 0},
76 {250, "red \0                            ", "of restore strength ", 0},
77 {100, "green \0                          ", "of healing ", 0},
78 {200, "grey \0                           ", "of extra healing ", 0},
79  {10, "brown \0                          ", "of poison ", 0},
80 {300, "clear \0                          ", "of raise level ", 0},
81  {10, "pink \0                           ", "of blindness ", 0},
82  {25, "white \0                          ", "of hallucination ", 0},
83 {100, "purple \0                         ", "of detect monster ", 0},
84 {100, "black \0                          ", "of detect things ", 0},
85  {10, "yellow \0                         ", "of confusion ", 0},
86  {80, "plaid \0                          ", "of levitation ", 0},
87 {150, "burgundy \0                       ", "of haste self ", 0},
88 {145, "beige \0                          ", "of see invisible ", 0}
89 };
90 
91 struct id id_scrolls[SCROLS] = {
92 {505, "                                   ", "of protect armor ", 0},
93 {200, "                                   ", "of hold monster ", 0},
94 {235, "                                   ", "of enchant weapon ", 0},
95 {235, "                                   ", "of enchant armor ", 0},
96 {175, "                                   ", "of identify ", 0},
97 {190, "                                   ", "of teleportation ", 0},
98  {25, "                                   ", "of sleep ", 0},
99 {610, "                                   ", "of scare monster ", 0},
100 {210, "                                   ", "of remove curse ", 0},
101  {80, "                                   ", "of create monster ",0},
102  {25, "                                   ", "of aggravate monster ",0},
103 {180, "                                   ", "of magic mapping ", 0},
104  {90, "                                   ", "of confuse monster ", 0}
105 };
106 
107 struct id id_weapons[WEAPONS] = {
108 	{150, "short bow ", "", 0},
109 	  {8, "darts ", "", 0},
110 	 {15, "arrows ", "", 0},
111 	 {27, "daggers ", "", 0},
112 	 {35, "shurikens ", "", 0},
113 	{360, "mace ", "", 0},
114 	{470, "long sword ", "", 0},
115 	{580, "two-handed sword ", "", 0}
116 };
117 
118 struct id id_armors[ARMORS] = {
119 	{300, "leather armor ", "", (UNIDENTIFIED)},
120 	{300, "ring mail ", "", (UNIDENTIFIED)},
121 	{400, "scale mail ", "", (UNIDENTIFIED)},
122 	{500, "chain mail ", "", (UNIDENTIFIED)},
123 	{600, "banded mail ", "", (UNIDENTIFIED)},
124 	{600, "splint mail ", "", (UNIDENTIFIED)},
125 	{700, "plate mail ", "", (UNIDENTIFIED)}
126 };
127 
128 struct id id_wands[WANDS] = {
129 	 {25, "                                 ", "of teleport away ",0},
130 	 {50, "                                 ", "of slow monster ", 0},
131 	  {8, "                                 ", "of invisibility ",0},
132 	 {55, "                                 ", "of polymorph ",0},
133 	  {2, "                                 ", "of haste monster ",0},
134 	 {20, "                                 ", "of magic missile ",0},
135 	 {20, "                                 ", "of cancellation ",0},
136 	  {0, "                                 ", "of do nothing ",0},
137 	 {35, "                                 ", "of drain life ",0},
138 	 {20, "                                 ", "of cold ",0},
139 	 {20, "                                 ", "of fire ",0}
140 };
141 
142 struct id id_rings[RINGS] = {
143 	 {250, "                                 ", "of stealth ",0},
144 	 {100, "                                 ", "of teleportation ", 0},
145 	 {255, "                                 ", "of regeneration ",0},
146 	 {295, "                                 ", "of slow digestion ",0},
147 	 {200, "                                 ", "of add strength ",0},
148 	 {250, "                                 ", "of sustain strength ",0},
149 	 {250, "                                 ", "of dexterity ",0},
150 	  {25, "                                 ", "of adornment ",0},
151 	 {300, "                                 ", "of see invisible ",0},
152 	 {290, "                                 ", "of maintain armor ",0},
153 	 {270, "                                 ", "of searching ",0},
154 };
155 
156 extern short cur_level, max_level;
157 extern short party_room;
158 extern boolean is_wood[];
159 
160 put_objects()
161 {
162 	short i, n;
163 	object *obj;
164 
165 	if (cur_level < max_level) {
166 		return;
167 	}
168 	n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5);
169 	while (rand_percent(33)) {
170 		n++;
171 	}
172 	if (party_room != NO_ROOM) {
173 		make_party();
174 	}
175 	for (i = 0; i < n; i++) {
176 		obj = gr_object();
177 		rand_place(obj);
178 	}
179 	put_gold();
180 }
181 
182 put_gold()
183 {
184 	short i, j;
185 	short row,col;
186 	boolean is_maze, is_room;
187 
188 	for (i = 0; i < MAXROOMS; i++) {
189 		is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0;
190 		is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0;
191 
192 		if (!(is_room || is_maze)) {
193 			continue;
194 		}
195 		if (is_maze || rand_percent(GOLD_PERCENT)) {
196 			for (j = 0; j < 50; j++) {
197 				row = get_rand(rooms[i].top_row+1,
198 				rooms[i].bottom_row-1);
199 				col = get_rand(rooms[i].left_col+1,
200 				rooms[i].right_col-1);
201 				if ((dungeon[row][col] == FLOOR) ||
202 					(dungeon[row][col] == TUNNEL)) {
203 					plant_gold(row, col, is_maze);
204 					break;
205 				}
206 			}
207 		}
208 	}
209 }
210 
211 plant_gold(row, col, is_maze)
212 short row, col;
213 boolean is_maze;
214 {
215 	object *obj;
216 
217 	obj = alloc_object();
218 	obj->row = row; obj->col = col;
219 	obj->what_is = GOLD;
220 	obj->quantity = get_rand((2 * cur_level), (16 * cur_level));
221 	if (is_maze) {
222 		obj->quantity += obj->quantity / 2;
223 	}
224 	dungeon[row][col] |= OBJECT;
225 	(void) add_to_pack(obj, &level_objects, 0);
226 }
227 
228 place_at(obj, row, col)
229 object *obj;
230 int row, col;
231 {
232 	obj->row = row;
233 	obj->col = col;
234 	dungeon[row][col] |= OBJECT;
235 	(void) add_to_pack(obj, &level_objects, 0);
236 }
237 
238 object *
239 object_at(pack, row, col)
240 object *pack;
241 short row, col;
242 {
243 	object *obj = (object *) 0;
244 
245 	if (dungeon[row][col] & (MONSTER | OBJECT)) {
246 		obj = pack->next_object;
247 
248 		while (obj && ((obj->row != row) || (obj->col != col))) {
249 			obj = obj->next_object;
250 		}
251 		if (!obj) {
252 			message("object_at(): inconsistent", 1);
253 		}
254 	}
255 	return(obj);
256 }
257 
258 object *
259 get_letter_object(ch)
260 int ch;
261 {
262 	object *obj;
263 
264 	obj = rogue.pack.next_object;
265 
266 	while (obj && (obj->ichar != ch)) {
267 		obj = obj->next_object;
268 	}
269 	return(obj);
270 }
271 
272 free_stuff(objlist)
273 object *objlist;
274 {
275 	object *obj;
276 
277 	while (objlist->next_object) {
278 		obj = objlist->next_object;
279 		objlist->next_object =
280 			objlist->next_object->next_object;
281 		free_object(obj);
282 	}
283 }
284 
285 const char *
286 name_of(obj)
287 const object *obj;
288 {
289 	const char *retstring;
290 
291 	switch(obj->what_is) {
292 	case SCROL:
293 		retstring = obj->quantity > 1 ? "scrolls " : "scroll ";
294 		break;
295 	case POTION:
296 		retstring = obj->quantity > 1 ? "potions " : "potion ";
297 		break;
298 	case FOOD:
299 		if (obj->which_kind == RATION) {
300 			retstring = "food ";
301 		} else {
302 			retstring = fruit;
303 		}
304 		break;
305 	case WAND:
306 		retstring = is_wood[obj->which_kind] ? "staff " : "wand ";
307 		break;
308 	case WEAPON:
309 		switch(obj->which_kind) {
310 		case DART:
311 			retstring=obj->quantity > 1 ? "darts " : "dart ";
312 			break;
313 		case ARROW:
314 			retstring=obj->quantity > 1 ? "arrows " : "arrow ";
315 			break;
316 		case DAGGER:
317 			retstring=obj->quantity > 1 ? "daggers " : "dagger ";
318 			break;
319 		case SHURIKEN:
320 			retstring=obj->quantity > 1?"shurikens ":"shuriken ";
321 			break;
322 		default:
323 			retstring = id_weapons[obj->which_kind].title;
324 		}
325 		break;
326 	case ARMOR:
327 		retstring = "armor ";
328 		break;
329 	case RING:
330 			retstring = "ring ";
331 		break;
332 	case AMULET:
333 		retstring = "amulet ";
334 		break;
335 	default:
336 		retstring = "unknown ";
337 		break;
338 	}
339 	return(retstring);
340 }
341 
342 object *
343 gr_object()
344 {
345 	object *obj;
346 
347 	obj = alloc_object();
348 
349 	if (foods < (cur_level / 3)) {
350 		obj->what_is = FOOD;
351 		foods++;
352 	} else {
353 		obj->what_is = gr_what_is();
354 	}
355 	switch(obj->what_is) {
356 	case SCROL:
357 		gr_scroll(obj);
358 		break;
359 	case POTION:
360 		gr_potion(obj);
361 		break;
362 	case WEAPON:
363 		gr_weapon(obj, 1);
364 		break;
365 	case ARMOR:
366 		gr_armor(obj);
367 		break;
368 	case WAND:
369 		gr_wand(obj);
370 		break;
371 	case FOOD:
372 		get_food(obj, 0);
373 		break;
374 	case RING:
375 		gr_ring(obj, 1);
376 		break;
377 	}
378 	return(obj);
379 }
380 
381 unsigned short
382 gr_what_is()
383 {
384 	short percent;
385 	unsigned short what_is;
386 
387 	percent = get_rand(1, 91);
388 
389 	if (percent <= 30) {
390 		what_is = SCROL;
391 	} else if (percent <= 60) {
392 		what_is = POTION;
393 	} else if (percent <= 64) {
394 		what_is = WAND;
395 	} else if (percent <= 74) {
396 		what_is = WEAPON;
397 	} else if (percent <= 83) {
398 		what_is = ARMOR;
399 	} else if (percent <= 88) {
400 		what_is = FOOD;
401 	} else {
402 		what_is = RING;
403 	}
404 	return(what_is);
405 }
406 
407 gr_scroll(obj)
408 object *obj;
409 {
410 	short percent;
411 
412 	percent = get_rand(0, 91);
413 
414 	obj->what_is = SCROL;
415 
416 	if (percent <= 5) {
417 		obj->which_kind = PROTECT_ARMOR;
418 	} else if (percent <= 10) {
419 		obj->which_kind = HOLD_MONSTER;
420 	} else if (percent <= 20) {
421 		obj->which_kind = CREATE_MONSTER;
422 	} else if (percent <= 35) {
423 		obj->which_kind = IDENTIFY;
424 	} else if (percent <= 43) {
425 		obj->which_kind = TELEPORT;
426 	} else if (percent <= 50) {
427 		obj->which_kind = SLEEP;
428 	} else if (percent <= 55) {
429 		obj->which_kind = SCARE_MONSTER;
430 	} else if (percent <= 64) {
431 		obj->which_kind = REMOVE_CURSE;
432 	} else if (percent <= 69) {
433 		obj->which_kind = ENCH_ARMOR;
434 	} else if (percent <= 74) {
435 		obj->which_kind = ENCH_WEAPON;
436 	} else if (percent <= 80) {
437 		obj->which_kind = AGGRAVATE_MONSTER;
438 	} else if (percent <= 86) {
439 		obj->which_kind = CON_MON;
440 	} else {
441 		obj->which_kind = MAGIC_MAPPING;
442 	}
443 }
444 
445 gr_potion(obj)
446 object *obj;
447 {
448 	short percent;
449 
450 	percent = get_rand(1, 118);
451 
452 	obj->what_is = POTION;
453 
454 	if (percent <= 5) {
455 		obj->which_kind = RAISE_LEVEL;
456 	} else if (percent <= 15) {
457 		obj->which_kind = DETECT_OBJECTS;
458 	} else if (percent <= 25) {
459 		obj->which_kind = DETECT_MONSTER;
460 	} else if (percent <= 35) {
461 		obj->which_kind = INCREASE_STRENGTH;
462 	} else if (percent <= 45) {
463 		obj->which_kind = RESTORE_STRENGTH;
464 	} else if (percent <= 55) {
465 		obj->which_kind = HEALING;
466 	} else if (percent <= 65) {
467 		obj->which_kind = EXTRA_HEALING;
468 	} else if (percent <= 75) {
469 		obj->which_kind = BLINDNESS;
470 	} else if (percent <= 85) {
471 		obj->which_kind = HALLUCINATION;
472 	} else if (percent <= 95) {
473 		obj->which_kind = CONFUSION;
474 	} else if (percent <= 105) {
475 		obj->which_kind = POISON;
476 	} else if (percent <= 110) {
477 		obj->which_kind = LEVITATION;
478 	} else if (percent <= 114) {
479 		obj->which_kind = HASTE_SELF;
480 	} else {
481 		obj->which_kind = SEE_INVISIBLE;
482 	}
483 }
484 
485 gr_weapon(obj, assign_wk)
486 object *obj;
487 int assign_wk;
488 {
489 	short percent;
490 	short i;
491 	short blessing, increment;
492 
493 	obj->what_is = WEAPON;
494 	if (assign_wk) {
495 		obj->which_kind = get_rand(0, (WEAPONS - 1));
496 	}
497 	if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) ||
498 		(obj->which_kind == SHURIKEN) | (obj->which_kind == DART)) {
499 		obj->quantity = get_rand(3, 15);
500 		obj->quiver = get_rand(0, 126);
501 	} else {
502 		obj->quantity = 1;
503 	}
504 	obj->hit_enchant = obj->d_enchant = 0;
505 
506 	percent = get_rand(1, 96);
507 	blessing = get_rand(1, 3);
508 
509 	if (percent <= 16) {
510 		increment = 1;
511 	} else if (percent <= 32) {
512 		increment = -1;
513 		obj->is_cursed = 1;
514 	}
515 	if (percent <= 32) {
516 		for (i = 0; i < blessing; i++) {
517 			if (coin_toss()) {
518 				obj->hit_enchant += increment;
519 			} else {
520 				obj->d_enchant += increment;
521 			}
522 		}
523 	}
524 	switch(obj->which_kind) {
525 	case BOW:
526 	case DART:
527 		obj->damage = "1d1";
528 		break;
529 	case ARROW:
530 		obj->damage = "1d2";
531 		break;
532 	case DAGGER:
533 		obj->damage = "1d3";
534 		break;
535 	case SHURIKEN:
536 		obj->damage = "1d4";
537 		break;
538 	case MACE:
539 		obj->damage = "2d3";
540 		break;
541 	case LONG_SWORD:
542 		obj->damage = "3d4";
543 		break;
544 	case TWO_HANDED_SWORD:
545 		obj->damage = "4d5";
546 		break;
547 	}
548 }
549 
550 gr_armor(obj)
551 object *obj;
552 {
553 	short percent;
554 	short blessing;
555 
556 	obj->what_is = ARMOR;
557 	obj->which_kind = get_rand(0, (ARMORS - 1));
558 	obj->class = obj->which_kind + 2;
559 	if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) {
560 		obj->class--;
561 	}
562 	obj->is_protected = 0;
563 	obj->d_enchant = 0;
564 
565 	percent = get_rand(1, 100);
566 	blessing = get_rand(1, 3);
567 
568 	if (percent <= 16) {
569 		obj->is_cursed = 1;
570 		obj->d_enchant -= blessing;
571 	} else if (percent <= 33) {
572 		obj->d_enchant += blessing;
573 	}
574 }
575 
576 gr_wand(obj)
577 object *obj;
578 {
579 	obj->what_is = WAND;
580 	obj->which_kind = get_rand(0, (WANDS - 1));
581 	obj->class = get_rand(3, 7);
582 }
583 
584 get_food(obj, force_ration)
585 object *obj;
586 boolean force_ration;
587 {
588 	obj->what_is = FOOD;
589 
590 	if (force_ration || rand_percent(80)) {
591 		obj->which_kind = RATION;
592 	} else {
593 		obj->which_kind = FRUIT;
594 	}
595 }
596 
597 put_stairs()
598 {
599 	short row, col;
600 
601 	gr_row_col(&row, &col, (FLOOR | TUNNEL));
602 	dungeon[row][col] |= STAIRS;
603 }
604 
605 get_armor_class(obj)
606 const object *obj;
607 {
608 	if (obj) {
609 		return(obj->class + obj->d_enchant);
610 	}
611 	return(0);
612 }
613 
614 object *
615 alloc_object()
616 {
617 	object *obj;
618 
619 	if (free_list) {
620 		obj = free_list;
621 		free_list = free_list->next_object;
622 	} else if (!(obj = (object *) md_malloc(sizeof(object)))) {
623 			message("cannot allocate object, saving game", 0);
624 			save_into_file(error_file);
625 	}
626 	obj->quantity = 1;
627 	obj->ichar = 'L';
628 	obj->picked_up = obj->is_cursed = 0;
629 	obj->in_use_flags = NOT_USED;
630 	obj->identified = UNIDENTIFIED;
631 	obj->damage = "1d1";
632 	return(obj);
633 }
634 
635 free_object(obj)
636 object *obj;
637 {
638 	obj->next_object = free_list;
639 	free_list = obj;
640 }
641 
642 make_party()
643 {
644 	short n;
645 
646 	party_room = gr_room();
647 
648 	n = rand_percent(99) ? party_objects(party_room) : 11;
649 	if (rand_percent(99)) {
650 		party_monsters(party_room, n);
651 	}
652 }
653 
654 show_objects()
655 {
656 	object *obj;
657 	short mc, rc, row, col;
658 	object *monster;
659 
660 	obj = level_objects.next_object;
661 
662 	while (obj) {
663 		row = obj->row;
664 		col = obj->col;
665 
666 		rc = get_mask_char(obj->what_is);
667 
668 		if (dungeon[row][col] & MONSTER) {
669 			if (monster = object_at(&level_monsters, row, col)) {
670 				monster->trail_char = rc;
671 			}
672 		}
673 		mc = mvinch(row, col);
674 		if (((mc < 'A') || (mc > 'Z')) &&
675 			((row != rogue.row) || (col != rogue.col))) {
676 			mvaddch(row, col, rc);
677 		}
678 		obj = obj->next_object;
679 	}
680 
681 	monster = level_monsters.next_object;
682 
683 	while (monster) {
684 		if (monster->m_flags & IMITATES) {
685 			mvaddch(monster->row, monster->col, (int) monster->disguise);
686 		}
687 		monster = monster->next_monster;
688 	}
689 }
690 
691 put_amulet()
692 {
693 	object *obj;
694 
695 	obj = alloc_object();
696 	obj->what_is = AMULET;
697 	rand_place(obj);
698 }
699 
700 rand_place(obj)
701 object *obj;
702 {
703 	short row, col;
704 
705 	gr_row_col(&row, &col, (FLOOR | TUNNEL));
706 	place_at(obj, row, col);
707 }
708 
709 c_object_for_wizard()
710 {
711 	short ch, max, wk;
712 	object *obj;
713 	char buf[80];
714 
715 	if (pack_count((object *) 0) >= MAX_PACK_COUNT) {
716 		message("pack full", 0);
717 		return;
718 	}
719 	message("type of object?", 0);
720 
721 	while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) {
722 		sound_bell();
723 	}
724 	check_message();
725 
726 	if (ch == '\033') {
727 		return;
728 	}
729 	obj = alloc_object();
730 
731 	switch(ch) {
732 	case '!':
733 		obj->what_is = POTION;
734 		max = POTIONS - 1;
735 		break;
736 	case '?':
737 		obj->what_is = SCROL;
738 		max = SCROLS - 1;
739 		break;
740 	case ',':
741 		obj->what_is = AMULET;
742 		break;
743 	case ':':
744 		get_food(obj, 0);
745 		break;
746 	case ')':
747 		gr_weapon(obj, 0);
748 		max = WEAPONS - 1;
749 		break;
750 	case ']':
751 		gr_armor(obj);
752 		max = ARMORS - 1;
753 		break;
754 	case '/':
755 		gr_wand(obj);
756 		max = WANDS - 1;
757 		break;
758 	case '=':
759 		max = RINGS - 1;
760 		obj->what_is = RING;
761 		break;
762 	}
763 	if ((ch != ',') && (ch != ':')) {
764 GIL:
765 		if (get_input_line("which kind?", "", buf, "", 0, 1)) {
766 			wk = get_number(buf);
767 			if ((wk >= 0) && (wk <= max)) {
768 				obj->which_kind = (unsigned short) wk;
769 				if (obj->what_is == RING) {
770 					gr_ring(obj, 0);
771 				}
772 			} else {
773 				sound_bell();
774 				goto GIL;
775 			}
776 		} else {
777 			free_object(obj);
778 			return;
779 		}
780 	}
781 	get_desc(obj, buf);
782 	message(buf, 0);
783 	(void) add_to_pack(obj, &rogue.pack, 1);
784 }
785