xref: /dragonfly/games/rogue/object.c (revision 5dfd06ac)
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 1.4 2006/09/02 19:31:07 pavalos 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,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 static void	put_gold(void);
161 static void	plant_gold(short, short, boolean);
162 static unsigned short	gr_what_is(void);
163 static void	gr_scroll(object *);
164 static void	gr_potion(object *);
165 static void	gr_weapon(object *, int);
166 static void	gr_armor(object *);
167 static void	gr_wand(object *);
168 static void	make_party(void);
169 static void	rand_place(object *);
170 
171 void
172 put_objects(void)
173 {
174 	short i, n;
175 	object *obj;
176 
177 	if (cur_level < max_level) {
178 		return;
179 	}
180 	n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5);
181 	while (rand_percent(33)) {
182 		n++;
183 	}
184 	if (party_room != NO_ROOM) {
185 		make_party();
186 	}
187 	for (i = 0; i < n; i++) {
188 		obj = gr_object();
189 		rand_place(obj);
190 	}
191 	put_gold();
192 }
193 
194 static void
195 put_gold(void)
196 {
197 	short i, j;
198 	short row,col;
199 	boolean is_maze, is_room;
200 
201 	for (i = 0; i < MAXROOMS; i++) {
202 		is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0;
203 		is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0;
204 
205 		if (!(is_room || is_maze)) {
206 			continue;
207 		}
208 		if (is_maze || rand_percent(GOLD_PERCENT)) {
209 			for (j = 0; j < 50; j++) {
210 				row = get_rand(rooms[i].top_row+1,
211 				rooms[i].bottom_row-1);
212 				col = get_rand(rooms[i].left_col+1,
213 				rooms[i].right_col-1);
214 				if ((dungeon[row][col] == FLOOR) ||
215 					(dungeon[row][col] == TUNNEL)) {
216 					plant_gold(row, col, is_maze);
217 					break;
218 				}
219 			}
220 		}
221 	}
222 }
223 
224 static void
225 plant_gold(short row, short col, boolean is_maze)
226 {
227 	object *obj;
228 
229 	obj = alloc_object();
230 	obj->row = row; obj->col = col;
231 	obj->what_is = GOLD;
232 	obj->quantity = get_rand((2 * cur_level), (16 * cur_level));
233 	if (is_maze) {
234 		obj->quantity += obj->quantity / 2;
235 	}
236 	dungeon[row][col] |= OBJECT;
237 	add_to_pack(obj, &level_objects, 0);
238 }
239 
240 void
241 place_at(object *obj, int row, int col)
242 {
243 	obj->row = row;
244 	obj->col = col;
245 	dungeon[row][col] |= OBJECT;
246 	add_to_pack(obj, &level_objects, 0);
247 }
248 
249 object *
250 object_at(object *pack, short row, short col)
251 {
252 	object *obj = (object *) 0;
253 
254 	if (dungeon[row][col] & (MONSTER | OBJECT)) {
255 		obj = pack->next_object;
256 
257 		while (obj && ((obj->row != row) || (obj->col != col))) {
258 			obj = obj->next_object;
259 		}
260 		if (!obj) {
261 			message("object_at(): inconsistent", 1);
262 		}
263 	}
264 	return(obj);
265 }
266 
267 object *
268 get_letter_object(int ch)
269 {
270 	object *obj;
271 
272 	obj = rogue.pack.next_object;
273 
274 	while (obj && (obj->ichar != ch)) {
275 		obj = obj->next_object;
276 	}
277 	return(obj);
278 }
279 
280 void
281 free_stuff(object *objlist)
282 {
283 	object *obj;
284 
285 	while (objlist->next_object) {
286 		obj = objlist->next_object;
287 		objlist->next_object =
288 			objlist->next_object->next_object;
289 		free_object(obj);
290 	}
291 }
292 
293 const char *
294 name_of(const object *obj)
295 {
296 	const char *retstring;
297 
298 	switch(obj->what_is) {
299 	case SCROL:
300 		retstring = obj->quantity > 1 ? "scrolls " : "scroll ";
301 		break;
302 	case POTION:
303 		retstring = obj->quantity > 1 ? "potions " : "potion ";
304 		break;
305 	case FOOD:
306 		if (obj->which_kind == RATION) {
307 			retstring = "food ";
308 		} else {
309 			retstring = fruit;
310 		}
311 		break;
312 	case WAND:
313 		retstring = is_wood[obj->which_kind] ? "staff " : "wand ";
314 		break;
315 	case WEAPON:
316 		switch(obj->which_kind) {
317 		case DART:
318 			retstring=obj->quantity > 1 ? "darts " : "dart ";
319 			break;
320 		case ARROW:
321 			retstring=obj->quantity > 1 ? "arrows " : "arrow ";
322 			break;
323 		case DAGGER:
324 			retstring=obj->quantity > 1 ? "daggers " : "dagger ";
325 			break;
326 		case SHURIKEN:
327 			retstring=obj->quantity > 1?"shurikens ":"shuriken ";
328 			break;
329 		default:
330 			retstring = id_weapons[obj->which_kind].title;
331 		}
332 		break;
333 	case ARMOR:
334 		retstring = "armor ";
335 		break;
336 	case RING:
337 			retstring = "ring ";
338 		break;
339 	case AMULET:
340 		retstring = "amulet ";
341 		break;
342 	default:
343 		retstring = "unknown ";
344 		break;
345 	}
346 	return(retstring);
347 }
348 
349 object *
350 gr_object(void)
351 {
352 	object *obj;
353 
354 	obj = alloc_object();
355 
356 	if (foods < (cur_level / 3)) {
357 		obj->what_is = FOOD;
358 		foods++;
359 	} else {
360 		obj->what_is = gr_what_is();
361 	}
362 	switch(obj->what_is) {
363 	case SCROL:
364 		gr_scroll(obj);
365 		break;
366 	case POTION:
367 		gr_potion(obj);
368 		break;
369 	case WEAPON:
370 		gr_weapon(obj, 1);
371 		break;
372 	case ARMOR:
373 		gr_armor(obj);
374 		break;
375 	case WAND:
376 		gr_wand(obj);
377 		break;
378 	case FOOD:
379 		get_food(obj, 0);
380 		break;
381 	case RING:
382 		gr_ring(obj, 1);
383 		break;
384 	}
385 	return(obj);
386 }
387 
388 static unsigned short
389 gr_what_is(void)
390 {
391 	short percent;
392 	unsigned short what_is;
393 
394 	percent = get_rand(1, 91);
395 
396 	if (percent <= 30) {
397 		what_is = SCROL;
398 	} else if (percent <= 60) {
399 		what_is = POTION;
400 	} else if (percent <= 64) {
401 		what_is = WAND;
402 	} else if (percent <= 74) {
403 		what_is = WEAPON;
404 	} else if (percent <= 83) {
405 		what_is = ARMOR;
406 	} else if (percent <= 88) {
407 		what_is = FOOD;
408 	} else {
409 		what_is = RING;
410 	}
411 	return(what_is);
412 }
413 
414 static void
415 gr_scroll(object *obj)
416 {
417 	short percent;
418 
419 	percent = get_rand(0, 91);
420 
421 	obj->what_is = SCROL;
422 
423 	if (percent <= 5) {
424 		obj->which_kind = PROTECT_ARMOR;
425 	} else if (percent <= 10) {
426 		obj->which_kind = HOLD_MONSTER;
427 	} else if (percent <= 20) {
428 		obj->which_kind = CREATE_MONSTER;
429 	} else if (percent <= 35) {
430 		obj->which_kind = IDENTIFY;
431 	} else if (percent <= 43) {
432 		obj->which_kind = TELEPORT;
433 	} else if (percent <= 50) {
434 		obj->which_kind = SLEEP;
435 	} else if (percent <= 55) {
436 		obj->which_kind = SCARE_MONSTER;
437 	} else if (percent <= 64) {
438 		obj->which_kind = REMOVE_CURSE;
439 	} else if (percent <= 69) {
440 		obj->which_kind = ENCH_ARMOR;
441 	} else if (percent <= 74) {
442 		obj->which_kind = ENCH_WEAPON;
443 	} else if (percent <= 80) {
444 		obj->which_kind = AGGRAVATE_MONSTER;
445 	} else if (percent <= 86) {
446 		obj->which_kind = CON_MON;
447 	} else {
448 		obj->which_kind = MAGIC_MAPPING;
449 	}
450 }
451 
452 static void
453 gr_potion(object *obj)
454 {
455 	short percent;
456 
457 	percent = get_rand(1, 118);
458 
459 	obj->what_is = POTION;
460 
461 	if (percent <= 5) {
462 		obj->which_kind = RAISE_LEVEL;
463 	} else if (percent <= 15) {
464 		obj->which_kind = DETECT_OBJECTS;
465 	} else if (percent <= 25) {
466 		obj->which_kind = DETECT_MONSTER;
467 	} else if (percent <= 35) {
468 		obj->which_kind = INCREASE_STRENGTH;
469 	} else if (percent <= 45) {
470 		obj->which_kind = RESTORE_STRENGTH;
471 	} else if (percent <= 55) {
472 		obj->which_kind = HEALING;
473 	} else if (percent <= 65) {
474 		obj->which_kind = EXTRA_HEALING;
475 	} else if (percent <= 75) {
476 		obj->which_kind = BLINDNESS;
477 	} else if (percent <= 85) {
478 		obj->which_kind = HALLUCINATION;
479 	} else if (percent <= 95) {
480 		obj->which_kind = CONFUSION;
481 	} else if (percent <= 105) {
482 		obj->which_kind = POISON;
483 	} else if (percent <= 110) {
484 		obj->which_kind = LEVITATION;
485 	} else if (percent <= 114) {
486 		obj->which_kind = HASTE_SELF;
487 	} else {
488 		obj->which_kind = SEE_INVISIBLE;
489 	}
490 }
491 
492 static void
493 gr_weapon(object *obj, int assign_wk)
494 {
495 	short percent;
496 	short i;
497 	short blessing, increment;
498 
499 	obj->what_is = WEAPON;
500 	if (assign_wk) {
501 		obj->which_kind = get_rand(0, (WEAPONS - 1));
502 	}
503 	if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) ||
504 		(obj->which_kind == SHURIKEN) | (obj->which_kind == DART)) {
505 		obj->quantity = get_rand(3, 15);
506 		obj->quiver = get_rand(0, 126);
507 	} else {
508 		obj->quantity = 1;
509 	}
510 	obj->hit_enchant = obj->d_enchant = 0;
511 
512 	percent = get_rand(1, 96);
513 	blessing = get_rand(1, 3);
514 
515 	if (percent <= 16) {
516 		increment = 1;
517 	} else if (percent <= 32) {
518 		increment = -1;
519 		obj->is_cursed = 1;
520 	}
521 	if (percent <= 32) {
522 		for (i = 0; i < blessing; i++) {
523 			if (coin_toss()) {
524 				obj->hit_enchant += increment;
525 			} else {
526 				obj->d_enchant += increment;
527 			}
528 		}
529 	}
530 	switch(obj->which_kind) {
531 	case BOW:
532 	case DART:
533 		obj->damage = "1d1";
534 		break;
535 	case ARROW:
536 		obj->damage = "1d2";
537 		break;
538 	case DAGGER:
539 		obj->damage = "1d3";
540 		break;
541 	case SHURIKEN:
542 		obj->damage = "1d4";
543 		break;
544 	case MACE:
545 		obj->damage = "2d3";
546 		break;
547 	case LONG_SWORD:
548 		obj->damage = "3d4";
549 		break;
550 	case TWO_HANDED_SWORD:
551 		obj->damage = "4d5";
552 		break;
553 	}
554 }
555 
556 static void
557 gr_armor(object *obj)
558 {
559 	short percent;
560 	short blessing;
561 
562 	obj->what_is = ARMOR;
563 	obj->which_kind = get_rand(0, (ARMORS - 1));
564 	obj->class = obj->which_kind + 2;
565 	if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) {
566 		obj->class--;
567 	}
568 	obj->is_protected = 0;
569 	obj->d_enchant = 0;
570 
571 	percent = get_rand(1, 100);
572 	blessing = get_rand(1, 3);
573 
574 	if (percent <= 16) {
575 		obj->is_cursed = 1;
576 		obj->d_enchant -= blessing;
577 	} else if (percent <= 33) {
578 		obj->d_enchant += blessing;
579 	}
580 }
581 
582 static void
583 gr_wand(object *obj)
584 {
585 	obj->what_is = WAND;
586 	obj->which_kind = get_rand(0, (WANDS - 1));
587 	obj->class = get_rand(3, 7);
588 }
589 
590 void
591 get_food(object *obj, 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 void
603 put_stairs(void)
604 {
605 	short row, col;
606 
607 	gr_row_col(&row, &col, (FLOOR | TUNNEL));
608 	dungeon[row][col] |= STAIRS;
609 }
610 
611 short
612 get_armor_class(const object *obj)
613 {
614 	if (obj) {
615 		return(obj->class + obj->d_enchant);
616 	}
617 	return(0);
618 }
619 
620 object *
621 alloc_object(void)
622 {
623 	object *obj;
624 
625 	if (free_list) {
626 		obj = free_list;
627 		free_list = free_list->next_object;
628 	} else if (!(obj = (object *) md_malloc(sizeof(object)))) {
629 			message("cannot allocate object, saving game", 0);
630 			save_into_file(error_file);
631 	}
632 	obj->quantity = 1;
633 	obj->ichar = 'L';
634 	obj->picked_up = obj->is_cursed = 0;
635 	obj->in_use_flags = NOT_USED;
636 	obj->identified = UNIDENTIFIED;
637 	obj->damage = "1d1";
638 	return(obj);
639 }
640 
641 void
642 free_object(object *obj)
643 {
644 	obj->next_object = free_list;
645 	free_list = obj;
646 }
647 
648 static void
649 make_party(void)
650 {
651 	short n;
652 
653 	party_room = gr_room();
654 
655 	n = rand_percent(99) ? party_objects(party_room) : 11;
656 	if (rand_percent(99)) {
657 		party_monsters(party_room, n);
658 	}
659 }
660 
661 void
662 show_objects(void)
663 {
664 	object *obj;
665 	short mc, rc, row, col;
666 	object *monster;
667 
668 	obj = level_objects.next_object;
669 
670 	while (obj) {
671 		row = obj->row;
672 		col = obj->col;
673 
674 		rc = get_mask_char(obj->what_is);
675 
676 		if (dungeon[row][col] & MONSTER) {
677 			if ((monster = object_at(&level_monsters, row, col))) {
678 				monster->trail_char = rc;
679 			}
680 		}
681 		mc = mvinch(row, col);
682 		if (((mc < 'A') || (mc > 'Z')) &&
683 			((row != rogue.row) || (col != rogue.col))) {
684 			mvaddch(row, col, rc);
685 		}
686 		obj = obj->next_object;
687 	}
688 
689 	monster = level_monsters.next_object;
690 
691 	while (monster) {
692 		if (monster->m_flags & IMITATES) {
693 			mvaddch(monster->row, monster->col, (int) monster->disguise);
694 		}
695 		monster = monster->next_monster;
696 	}
697 }
698 
699 void
700 put_amulet(void)
701 {
702 	object *obj;
703 
704 	obj = alloc_object();
705 	obj->what_is = AMULET;
706 	rand_place(obj);
707 }
708 
709 static void
710 rand_place(object *obj)
711 {
712 	short row, col;
713 
714 	gr_row_col(&row, &col, (FLOOR | TUNNEL));
715 	place_at(obj, row, col);
716 }
717 
718 void
719 c_object_for_wizard(void)
720 {
721 	short ch, max = 0, wk;
722 	object *obj;
723 	char buf[80];
724 
725 	if (pack_count((object *) 0) >= MAX_PACK_COUNT) {
726 		message("pack full", 0);
727 		return;
728 	}
729 	message("type of object?", 0);
730 
731 	while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) {
732 		sound_bell();
733 	}
734 	check_message();
735 
736 	if (ch == '\033') {
737 		return;
738 	}
739 	obj = alloc_object();
740 
741 	switch(ch) {
742 	case '!':
743 		obj->what_is = POTION;
744 		max = POTIONS - 1;
745 		break;
746 	case '?':
747 		obj->what_is = SCROL;
748 		max = SCROLS - 1;
749 		break;
750 	case ',':
751 		obj->what_is = AMULET;
752 		break;
753 	case ':':
754 		get_food(obj, 0);
755 		break;
756 	case ')':
757 		gr_weapon(obj, 0);
758 		max = WEAPONS - 1;
759 		break;
760 	case ']':
761 		gr_armor(obj);
762 		max = ARMORS - 1;
763 		break;
764 	case '/':
765 		gr_wand(obj);
766 		max = WANDS - 1;
767 		break;
768 	case '=':
769 		max = RINGS - 1;
770 		obj->what_is = RING;
771 		break;
772 	}
773 	if ((ch != ',') && (ch != ':')) {
774 GIL:
775 		if (get_input_line("which kind?", "", buf, "", 0, 1)) {
776 			wk = get_number(buf);
777 			if ((wk >= 0) && (wk <= max)) {
778 				obj->which_kind = (unsigned short) wk;
779 				if (obj->what_is == RING) {
780 					gr_ring(obj, 0);
781 				}
782 			} else {
783 				sound_bell();
784 				goto GIL;
785 			}
786 		} else {
787 			free_object(obj);
788 			return;
789 		}
790 	}
791 	get_desc(obj, buf);
792 	message(buf, 0);
793 	add_to_pack(obj, &rogue.pack, 1);
794 }
795