xref: /dragonfly/games/rogue/object.c (revision 6e316fcd)
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. Neither the name of the University nor the names of its contributors
17  *    may be used to endorse or promote products derived from this software
18  *    without specific prior written permission.
19  *
20  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
21  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
22  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
23  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
24  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
25  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
26  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
27  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
28  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
29  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
30  * SUCH DAMAGE.
31  *
32  * @(#)object.c	8.1 (Berkeley) 5/31/93
33  * $FreeBSD: src/games/rogue/object.c,v 1.5 1999/11/30 03:49:25 billf Exp $
34  */
35 
36 /*
37  * object.c
38  *
39  * This source herein may be modified and/or distributed by anybody who
40  * so desires, with the following restrictions:
41  *    1.)  No portion of this notice shall be removed.
42  *    2.)  Credit shall not be taken for the creation of this source.
43  *    3.)  This code is not to be traded, sold, or used for personal
44  *         gain or profit.
45  *
46  */
47 
48 #include "rogue.h"
49 
50 object level_objects;
51 unsigned short dungeon[DROWS][DCOLS];
52 short foods = 0;
53 char *fruit = NULL;
54 
55 static object *free_list = NULL;
56 
57 fighter rogue = {
58 	INIT_AW,	/* armor, weapon */
59 	INIT_RINGS,	/* rings */
60 	INIT_HP,INIT_HP,/* Hp current,max */
61 	INIT_STR,	/* Str current,max */
62 	INIT_PACK,	/* pack */
63 	INIT_GOLD,	/* gold */
64 	INIT_EXP,	/* exp level,points */
65 	0, 0,		/* row, col */
66 	INIT_CHAR,	/* char */
67 	INIT_MOVES	/* moves */
68 };
69 
70 struct id id_potions[POTIONS] = {
71 {100, "blue \0                           ", "of increase strength ", 0},
72 {250, "red \0                            ", "of restore strength ", 0},
73 {100, "green \0                          ", "of healing ", 0},
74 {200, "grey \0                           ", "of extra healing ", 0},
75  {10, "brown \0                          ", "of poison ", 0},
76 {300, "clear \0                          ", "of raise level ", 0},
77  {10, "pink \0                           ", "of blindness ", 0},
78  {25, "white \0                          ", "of hallucination ", 0},
79 {100, "purple \0                         ", "of detect monster ", 0},
80 {100, "black \0                          ", "of detect things ", 0},
81  {10, "yellow \0                         ", "of confusion ", 0},
82  {80, "plaid \0                          ", "of levitation ", 0},
83 {150, "burgundy \0                       ", "of haste self ", 0},
84 {145, "beige \0                          ", "of see invisible ", 0}
85 };
86 
87 struct id id_scrolls[SCROLS] = {
88 {505, "                                   ", "of protect armor ", 0},
89 {200, "                                   ", "of hold monster ", 0},
90 {235, "                                   ", "of enchant weapon ", 0},
91 {235, "                                   ", "of enchant armor ", 0},
92 {175, "                                   ", "of identify ", 0},
93 {190, "                                   ", "of teleportation ", 0},
94  {25, "                                   ", "of sleep ", 0},
95 {610, "                                   ", "of scare monster ", 0},
96 {210, "                                   ", "of remove curse ", 0},
97  {80, "                                   ", "of create monster ",0},
98  {25, "                                   ", "of aggravate monster ",0},
99 {180, "                                   ", "of magic mapping ", 0},
100  {90, "                                   ", "of confuse monster ", 0}
101 };
102 
103 struct id id_weapons[WEAPONS] = {
104 	{150, "short bow ", "", 0},
105 	  {8, "darts ", "", 0},
106 	 {15, "arrows ", "", 0},
107 	 {27, "daggers ", "", 0},
108 	 {35, "shurikens ", "", 0},
109 	{360, "mace ", "", 0},
110 	{470, "long sword ", "", 0},
111 	{580, "two-handed sword ", "", 0}
112 };
113 
114 struct id id_armors[ARMORS] = {
115 	{300, "leather armor ", "", (UNIDENTIFIED)},
116 	{300, "ring mail ", "", (UNIDENTIFIED)},
117 	{400, "scale mail ", "", (UNIDENTIFIED)},
118 	{500, "chain mail ", "", (UNIDENTIFIED)},
119 	{600, "banded mail ", "", (UNIDENTIFIED)},
120 	{600, "splint mail ", "", (UNIDENTIFIED)},
121 	{700, "plate mail ", "", (UNIDENTIFIED)}
122 };
123 
124 struct id id_wands[WANDS] = {
125 	 {25, "                                 ", "of teleport away ",0},
126 	 {50, "                                 ", "of slow monster ", 0},
127 	  {8, "                                 ", "of invisibility ",0},
128 	 {55, "                                 ", "of polymorph ",0},
129 	  {2, "                                 ", "of haste monster ",0},
130 	 {20, "                                 ", "of magic missile ",0},
131 	 {20, "                                 ", "of cancellation ",0},
132 	  {0, "                                 ", "of do nothing ",0},
133 	 {35, "                                 ", "of drain life ",0},
134 	 {20, "                                 ", "of cold ",0},
135 	 {20, "                                 ", "of fire ",0}
136 };
137 
138 struct id id_rings[RINGS] = {
139 	 {250, "                                 ", "of stealth ",0},
140 	 {100, "                                 ", "of teleportation ", 0},
141 	 {255, "                                 ", "of regeneration ",0},
142 	 {295, "                                 ", "of slow digestion ",0},
143 	 {200, "                                 ", "of add strength ",0},
144 	 {250, "                                 ", "of sustain strength ",0},
145 	 {250, "                                 ", "of dexterity ",0},
146 	  {25, "                                 ", "of adornment ",0},
147 	 {300, "                                 ", "of see invisible ",0},
148 	 {290, "                                 ", "of maintain armor ",0},
149 	 {270, "                                 ", "of searching ",0},
150 };
151 
152 static void gr_armor(object *);
153 static void gr_potion(object *);
154 static void gr_scroll(object *);
155 static void gr_wand(object *);
156 static void gr_weapon(object *, int);
157 static unsigned short gr_what_is(void);
158 static void make_party(void);
159 static void plant_gold(short, short, boolean);
160 static void put_gold(void);
161 static void rand_place(object *);
162 
163 void
164 put_objects(void)
165 {
166 	short i, n;
167 	object *obj;
168 
169 	if (cur_level < max_level) {
170 		return;
171 	}
172 	n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5);
173 	while (rand_percent(33)) {
174 		n++;
175 	}
176 	if (party_room != NO_ROOM) {
177 		make_party();
178 	}
179 	for (i = 0; i < n; i++) {
180 		obj = gr_object();
181 		rand_place(obj);
182 	}
183 	put_gold();
184 }
185 
186 static void
187 put_gold(void)
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 static void
217 plant_gold(short row, short col, boolean is_maze)
218 {
219 	object *obj;
220 
221 	obj = alloc_object();
222 	obj->row = row; obj->col = col;
223 	obj->what_is = GOLD;
224 	obj->quantity = get_rand((2 * cur_level), (16 * cur_level));
225 	if (is_maze) {
226 		obj->quantity += obj->quantity / 2;
227 	}
228 	dungeon[row][col] |= OBJECT;
229 	add_to_pack(obj, &level_objects, 0);
230 }
231 
232 void
233 place_at(object *obj, int row, int col)
234 {
235 	obj->row = row;
236 	obj->col = col;
237 	dungeon[row][col] |= OBJECT;
238 	add_to_pack(obj, &level_objects, 0);
239 }
240 
241 object *
242 object_at(object *pack, short row, short col)
243 {
244 	object *obj = NULL;
245 
246 	if (dungeon[row][col] & (MONSTER | OBJECT)) {
247 		obj = pack->next_object;
248 
249 		while (obj && ((obj->row != row) || (obj->col != col))) {
250 			obj = obj->next_object;
251 		}
252 		if (!obj) {
253 			message("object_at(): inconsistent", 1);
254 		}
255 	}
256 	return(obj);
257 }
258 
259 object *
260 get_letter_object(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 void
273 free_stuff(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(const object *obj)
287 {
288 	const char *retstring;
289 
290 	switch(obj->what_is) {
291 	case SCROL:
292 		retstring = obj->quantity > 1 ? "scrolls " : "scroll ";
293 		break;
294 	case POTION:
295 		retstring = obj->quantity > 1 ? "potions " : "potion ";
296 		break;
297 	case FOOD:
298 		if (obj->which_kind == RATION) {
299 			retstring = "food ";
300 		} else {
301 			retstring = fruit;
302 		}
303 		break;
304 	case WAND:
305 		retstring = is_wood[obj->which_kind] ? "staff " : "wand ";
306 		break;
307 	case WEAPON:
308 		switch(obj->which_kind) {
309 		case DART:
310 			retstring=obj->quantity > 1 ? "darts " : "dart ";
311 			break;
312 		case ARROW:
313 			retstring=obj->quantity > 1 ? "arrows " : "arrow ";
314 			break;
315 		case DAGGER:
316 			retstring=obj->quantity > 1 ? "daggers " : "dagger ";
317 			break;
318 		case SHURIKEN:
319 			retstring=obj->quantity > 1?"shurikens ":"shuriken ";
320 			break;
321 		default:
322 			retstring = id_weapons[obj->which_kind].title;
323 		}
324 		break;
325 	case ARMOR:
326 		retstring = "armor ";
327 		break;
328 	case RING:
329 			retstring = "ring ";
330 		break;
331 	case AMULET:
332 		retstring = "amulet ";
333 		break;
334 	default:
335 		retstring = "unknown ";
336 		break;
337 	}
338 	return(retstring);
339 }
340 
341 object *
342 gr_object(void)
343 {
344 	object *obj;
345 
346 	obj = alloc_object();
347 
348 	if (foods < (cur_level / 3)) {
349 		obj->what_is = FOOD;
350 		foods++;
351 	} else {
352 		obj->what_is = gr_what_is();
353 	}
354 	switch(obj->what_is) {
355 	case SCROL:
356 		gr_scroll(obj);
357 		break;
358 	case POTION:
359 		gr_potion(obj);
360 		break;
361 	case WEAPON:
362 		gr_weapon(obj, 1);
363 		break;
364 	case ARMOR:
365 		gr_armor(obj);
366 		break;
367 	case WAND:
368 		gr_wand(obj);
369 		break;
370 	case FOOD:
371 		get_food(obj, 0);
372 		break;
373 	case RING:
374 		gr_ring(obj, 1);
375 		break;
376 	}
377 	return(obj);
378 }
379 
380 static unsigned short
381 gr_what_is(void)
382 {
383 	short percent;
384 	unsigned short what_is;
385 
386 	percent = get_rand(1, 91);
387 
388 	if (percent <= 30) {
389 		what_is = SCROL;
390 	} else if (percent <= 60) {
391 		what_is = POTION;
392 	} else if (percent <= 64) {
393 		what_is = WAND;
394 	} else if (percent <= 74) {
395 		what_is = WEAPON;
396 	} else if (percent <= 83) {
397 		what_is = ARMOR;
398 	} else if (percent <= 88) {
399 		what_is = FOOD;
400 	} else {
401 		what_is = RING;
402 	}
403 	return(what_is);
404 }
405 
406 static void
407 gr_scroll(object *obj)
408 {
409 	short percent;
410 
411 	percent = get_rand(0, 91);
412 
413 	obj->what_is = SCROL;
414 
415 	if (percent <= 5) {
416 		obj->which_kind = PROTECT_ARMOR;
417 	} else if (percent <= 10) {
418 		obj->which_kind = HOLD_MONSTER;
419 	} else if (percent <= 20) {
420 		obj->which_kind = CREATE_MONSTER;
421 	} else if (percent <= 35) {
422 		obj->which_kind = IDENTIFY;
423 	} else if (percent <= 43) {
424 		obj->which_kind = TELEPORT;
425 	} else if (percent <= 50) {
426 		obj->which_kind = SLEEP;
427 	} else if (percent <= 55) {
428 		obj->which_kind = SCARE_MONSTER;
429 	} else if (percent <= 64) {
430 		obj->which_kind = REMOVE_CURSE;
431 	} else if (percent <= 69) {
432 		obj->which_kind = ENCH_ARMOR;
433 	} else if (percent <= 74) {
434 		obj->which_kind = ENCH_WEAPON;
435 	} else if (percent <= 80) {
436 		obj->which_kind = AGGRAVATE_MONSTER;
437 	} else if (percent <= 86) {
438 		obj->which_kind = CON_MON;
439 	} else {
440 		obj->which_kind = MAGIC_MAPPING;
441 	}
442 }
443 
444 static void
445 gr_potion(object *obj)
446 {
447 	short percent;
448 
449 	percent = get_rand(1, 118);
450 
451 	obj->what_is = POTION;
452 
453 	if (percent <= 5) {
454 		obj->which_kind = RAISE_LEVEL;
455 	} else if (percent <= 15) {
456 		obj->which_kind = DETECT_OBJECTS;
457 	} else if (percent <= 25) {
458 		obj->which_kind = DETECT_MONSTER;
459 	} else if (percent <= 35) {
460 		obj->which_kind = INCREASE_STRENGTH;
461 	} else if (percent <= 45) {
462 		obj->which_kind = RESTORE_STRENGTH;
463 	} else if (percent <= 55) {
464 		obj->which_kind = HEALING;
465 	} else if (percent <= 65) {
466 		obj->which_kind = EXTRA_HEALING;
467 	} else if (percent <= 75) {
468 		obj->which_kind = BLINDNESS;
469 	} else if (percent <= 85) {
470 		obj->which_kind = HALLUCINATION;
471 	} else if (percent <= 95) {
472 		obj->which_kind = CONFUSION;
473 	} else if (percent <= 105) {
474 		obj->which_kind = POISON;
475 	} else if (percent <= 110) {
476 		obj->which_kind = LEVITATION;
477 	} else if (percent <= 114) {
478 		obj->which_kind = HASTE_SELF;
479 	} else {
480 		obj->which_kind = SEE_INVISIBLE;
481 	}
482 }
483 
484 static void
485 gr_weapon(object *obj, int assign_wk)
486 {
487 	short percent;
488 	short i;
489 	short blessing, increment;
490 
491 	obj->what_is = WEAPON;
492 	if (assign_wk) {
493 		obj->which_kind = get_rand(0, (WEAPONS - 1));
494 	}
495 	if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) ||
496 		(obj->which_kind == SHURIKEN) | (obj->which_kind == DART)) {
497 		obj->quantity = get_rand(3, 15);
498 		obj->quiver = get_rand(0, 126);
499 	} else {
500 		obj->quantity = 1;
501 	}
502 	obj->hit_enchant = obj->d_enchant = 0;
503 
504 	percent = get_rand(1, 96);
505 	blessing = get_rand(1, 3);
506 
507 	if (percent <= 16) {
508 		increment = 1;
509 	} else if (percent <= 32) {
510 		increment = -1;
511 		obj->is_cursed = 1;
512 	}
513 	if (percent <= 32) {
514 		for (i = 0; i < blessing; i++) {
515 			if (coin_toss()) {
516 				obj->hit_enchant += increment;
517 			} else {
518 				obj->d_enchant += increment;
519 			}
520 		}
521 	}
522 	switch(obj->which_kind) {
523 	case BOW:
524 	case DART:
525 		obj->damage = "1d1";
526 		break;
527 	case ARROW:
528 		obj->damage = "1d2";
529 		break;
530 	case DAGGER:
531 		obj->damage = "1d3";
532 		break;
533 	case SHURIKEN:
534 		obj->damage = "1d4";
535 		break;
536 	case MACE:
537 		obj->damage = "2d3";
538 		break;
539 	case LONG_SWORD:
540 		obj->damage = "3d4";
541 		break;
542 	case TWO_HANDED_SWORD:
543 		obj->damage = "4d5";
544 		break;
545 	}
546 }
547 
548 static void
549 gr_armor(object *obj)
550 {
551 	short percent;
552 	short blessing;
553 
554 	obj->what_is = ARMOR;
555 	obj->which_kind = get_rand(0, (ARMORS - 1));
556 	obj->class = obj->which_kind + 2;
557 	if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) {
558 		obj->class--;
559 	}
560 	obj->is_protected = 0;
561 	obj->d_enchant = 0;
562 
563 	percent = get_rand(1, 100);
564 	blessing = get_rand(1, 3);
565 
566 	if (percent <= 16) {
567 		obj->is_cursed = 1;
568 		obj->d_enchant -= blessing;
569 	} else if (percent <= 33) {
570 		obj->d_enchant += blessing;
571 	}
572 }
573 
574 static void
575 gr_wand(object *obj)
576 {
577 	obj->what_is = WAND;
578 	obj->which_kind = get_rand(0, (WANDS - 1));
579 	obj->class = get_rand(3, 7);
580 }
581 
582 void
583 get_food(object *obj, boolean force_ration)
584 {
585 	obj->what_is = FOOD;
586 
587 	if (force_ration || rand_percent(80)) {
588 		obj->which_kind = RATION;
589 	} else {
590 		obj->which_kind = FRUIT;
591 	}
592 }
593 
594 void
595 put_stairs(void)
596 {
597 	short row, col;
598 
599 	gr_row_col(&row, &col, (FLOOR | TUNNEL));
600 	dungeon[row][col] |= STAIRS;
601 }
602 
603 short
604 get_armor_class(const object *obj)
605 {
606 	if (obj) {
607 		return(obj->class + obj->d_enchant);
608 	}
609 	return(0);
610 }
611 
612 object *
613 alloc_object(void)
614 {
615 	object *obj;
616 
617 	if (free_list) {
618 		obj = free_list;
619 		free_list = free_list->next_object;
620 	} else if (!(obj = (object *) md_malloc(sizeof(object)))) {
621 			message("cannot allocate object, saving game", 0);
622 			save_into_file(error_file);
623 			clean_up("alloc_object:  save failed");
624 	}
625 	obj->quantity = 1;
626 	obj->ichar = 'L';
627 	obj->picked_up = obj->is_cursed = 0;
628 	obj->in_use_flags = NOT_USED;
629 	obj->identified = UNIDENTIFIED;
630 	obj->damage = "1d1";
631 	return(obj);
632 }
633 
634 void
635 free_object(object *obj)
636 {
637 	obj->next_object = free_list;
638 	free_list = obj;
639 }
640 
641 static void
642 make_party(void)
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 void
655 show_objects(void)
656 {
657 	object *obj;
658 	short mc, rc, row, col;
659 	object *monster;
660 
661 	obj = level_objects.next_object;
662 
663 	while (obj) {
664 		row = obj->row;
665 		col = obj->col;
666 
667 		rc = get_mask_char(obj->what_is);
668 
669 		if (dungeon[row][col] & MONSTER) {
670 			if ((monster = object_at(&level_monsters, row, col))) {
671 				monster->trail_char = rc;
672 			}
673 		}
674 		mc = mvinch(row, col);
675 		if (((mc < 'A') || (mc > 'Z')) &&
676 			((row != rogue.row) || (col != rogue.col))) {
677 			mvaddch(row, col, rc);
678 		}
679 		obj = obj->next_object;
680 	}
681 
682 	monster = level_monsters.next_object;
683 
684 	while (monster) {
685 		if (monster->m_flags & IMITATES) {
686 			mvaddch(monster->row, monster->col, (int)monster->disguise);
687 		}
688 		monster = monster->next_monster;
689 	}
690 }
691 
692 void
693 put_amulet(void)
694 {
695 	object *obj;
696 
697 	obj = alloc_object();
698 	obj->what_is = AMULET;
699 	rand_place(obj);
700 }
701 
702 static void
703 rand_place(object *obj)
704 {
705 	short row, col;
706 
707 	gr_row_col(&row, &col, (FLOOR | TUNNEL));
708 	place_at(obj, row, col);
709 }
710 
711 void
712 c_object_for_wizard(void)
713 {
714 	short ch, max, wk;
715 	object *obj;
716 	char buf[80];
717 
718 	max = 0;
719 	if (pack_count(NULL) >= MAX_PACK_COUNT) {
720 		message("pack full", 0);
721 		return;
722 	}
723 	message("type of object?", 0);
724 
725 	while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) {
726 		sound_bell();
727 	}
728 	check_message();
729 
730 	if (ch == '\033') {
731 		return;
732 	}
733 	obj = alloc_object();
734 
735 	switch(ch) {
736 	case '!':
737 		obj->what_is = POTION;
738 		max = POTIONS - 1;
739 		break;
740 	case '?':
741 		obj->what_is = SCROL;
742 		max = SCROLS - 1;
743 		break;
744 	case ',':
745 		obj->what_is = AMULET;
746 		break;
747 	case ':':
748 		get_food(obj, 0);
749 		break;
750 	case ')':
751 		gr_weapon(obj, 0);
752 		max = WEAPONS - 1;
753 		break;
754 	case ']':
755 		gr_armor(obj);
756 		max = ARMORS - 1;
757 		break;
758 	case '/':
759 		gr_wand(obj);
760 		max = WANDS - 1;
761 		break;
762 	case '=':
763 		max = RINGS - 1;
764 		obj->what_is = RING;
765 		break;
766 	}
767 	if ((ch != ',') && (ch != ':')) {
768 GIL:
769 		if (get_input_line("which kind?", "", buf, "", 0, 1)) {
770 			wk = get_number(buf);
771 			if ((wk >= 0) && (wk <= max)) {
772 				obj->which_kind = (unsigned short)wk;
773 				if (obj->what_is == RING) {
774 					gr_ring(obj, 0);
775 				}
776 			} else {
777 				sound_bell();
778 				goto GIL;
779 			}
780 		} else {
781 			free_object(obj);
782 			return;
783 		}
784 	}
785 	get_desc(obj, buf);
786 	message(buf, 0);
787 	add_to_pack(obj, &rogue.pack, 1);
788 }
789