xref: /dragonfly/games/rogue/object.c (revision c69bf40f)
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  * $DragonFly: src/games/rogue/object.c,v 1.4 2006/09/02 19:31:07 pavalos Exp $
35  */
36 
37 /*
38  * object.c
39  *
40  * This source herein may be modified and/or distributed by anybody who
41  * so desires, with the following restrictions:
42  *    1.)  No portion of this notice shall be removed.
43  *    2.)  Credit shall not be taken for the creation of this source.
44  *    3.)  This code is not to be traded, sold, or used for personal
45  *         gain or profit.
46  *
47  */
48 
49 #include "rogue.h"
50 
51 object level_objects;
52 unsigned short dungeon[DROWS][DCOLS];
53 short foods = 0;
54 object *free_list = NULL;
55 char *fruit = 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 extern short cur_level, max_level;
153 extern short party_room;
154 extern boolean is_wood[];
155 
156 static void gr_armor(object *);
157 static void gr_potion(object *);
158 static void gr_scroll(object *);
159 static void gr_wand(object *);
160 static void gr_weapon(object *, int);
161 static unsigned short gr_what_is(void);
162 static void make_party(void);
163 static void plant_gold(short, short, boolean);
164 static void put_gold(void);
165 static void rand_place(object *);
166 
167 void
168 put_objects(void)
169 {
170 	short i, n;
171 	object *obj;
172 
173 	if (cur_level < max_level) {
174 		return;
175 	}
176 	n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5);
177 	while (rand_percent(33)) {
178 		n++;
179 	}
180 	if (party_room != NO_ROOM) {
181 		make_party();
182 	}
183 	for (i = 0; i < n; i++) {
184 		obj = gr_object();
185 		rand_place(obj);
186 	}
187 	put_gold();
188 }
189 
190 static void
191 put_gold(void)
192 {
193 	short i, j;
194 	short row,col;
195 	boolean is_maze, is_room;
196 
197 	for (i = 0; i < MAXROOMS; i++) {
198 		is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0;
199 		is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0;
200 
201 		if (!(is_room || is_maze)) {
202 			continue;
203 		}
204 		if (is_maze || rand_percent(GOLD_PERCENT)) {
205 			for (j = 0; j < 50; j++) {
206 				row = get_rand(rooms[i].top_row+1,
207 				rooms[i].bottom_row-1);
208 				col = get_rand(rooms[i].left_col+1,
209 				rooms[i].right_col-1);
210 				if ((dungeon[row][col] == FLOOR) ||
211 					(dungeon[row][col] == TUNNEL)) {
212 					plant_gold(row, col, is_maze);
213 					break;
214 				}
215 			}
216 		}
217 	}
218 }
219 
220 static void
221 plant_gold(short row, short col, boolean is_maze)
222 {
223 	object *obj;
224 
225 	obj = alloc_object();
226 	obj->row = row; obj->col = col;
227 	obj->what_is = GOLD;
228 	obj->quantity = get_rand((2 * cur_level), (16 * cur_level));
229 	if (is_maze) {
230 		obj->quantity += obj->quantity / 2;
231 	}
232 	dungeon[row][col] |= OBJECT;
233 	add_to_pack(obj, &level_objects, 0);
234 }
235 
236 void
237 place_at(object *obj, int row, int col)
238 {
239 	obj->row = row;
240 	obj->col = col;
241 	dungeon[row][col] |= OBJECT;
242 	add_to_pack(obj, &level_objects, 0);
243 }
244 
245 object *
246 object_at(object *pack, short row, short col)
247 {
248 	object *obj = NULL;
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(int ch)
265 {
266 	object *obj;
267 
268 	obj = rogue.pack.next_object;
269 
270 	while (obj && (obj->ichar != ch)) {
271 		obj = obj->next_object;
272 	}
273 	return(obj);
274 }
275 
276 void
277 free_stuff(object *objlist)
278 {
279 	object *obj;
280 
281 	while (objlist->next_object) {
282 		obj = objlist->next_object;
283 		objlist->next_object =
284 			objlist->next_object->next_object;
285 		free_object(obj);
286 	}
287 }
288 
289 const char *
290 name_of(const object *obj)
291 {
292 	const char *retstring;
293 
294 	switch(obj->what_is) {
295 	case SCROL:
296 		retstring = obj->quantity > 1 ? "scrolls " : "scroll ";
297 		break;
298 	case POTION:
299 		retstring = obj->quantity > 1 ? "potions " : "potion ";
300 		break;
301 	case FOOD:
302 		if (obj->which_kind == RATION) {
303 			retstring = "food ";
304 		} else {
305 			retstring = fruit;
306 		}
307 		break;
308 	case WAND:
309 		retstring = is_wood[obj->which_kind] ? "staff " : "wand ";
310 		break;
311 	case WEAPON:
312 		switch(obj->which_kind) {
313 		case DART:
314 			retstring=obj->quantity > 1 ? "darts " : "dart ";
315 			break;
316 		case ARROW:
317 			retstring=obj->quantity > 1 ? "arrows " : "arrow ";
318 			break;
319 		case DAGGER:
320 			retstring=obj->quantity > 1 ? "daggers " : "dagger ";
321 			break;
322 		case SHURIKEN:
323 			retstring=obj->quantity > 1?"shurikens ":"shuriken ";
324 			break;
325 		default:
326 			retstring = id_weapons[obj->which_kind].title;
327 		}
328 		break;
329 	case ARMOR:
330 		retstring = "armor ";
331 		break;
332 	case RING:
333 			retstring = "ring ";
334 		break;
335 	case AMULET:
336 		retstring = "amulet ";
337 		break;
338 	default:
339 		retstring = "unknown ";
340 		break;
341 	}
342 	return(retstring);
343 }
344 
345 object *
346 gr_object(void)
347 {
348 	object *obj;
349 
350 	obj = alloc_object();
351 
352 	if (foods < (cur_level / 3)) {
353 		obj->what_is = FOOD;
354 		foods++;
355 	} else {
356 		obj->what_is = gr_what_is();
357 	}
358 	switch(obj->what_is) {
359 	case SCROL:
360 		gr_scroll(obj);
361 		break;
362 	case POTION:
363 		gr_potion(obj);
364 		break;
365 	case WEAPON:
366 		gr_weapon(obj, 1);
367 		break;
368 	case ARMOR:
369 		gr_armor(obj);
370 		break;
371 	case WAND:
372 		gr_wand(obj);
373 		break;
374 	case FOOD:
375 		get_food(obj, 0);
376 		break;
377 	case RING:
378 		gr_ring(obj, 1);
379 		break;
380 	}
381 	return(obj);
382 }
383 
384 static unsigned short
385 gr_what_is(void)
386 {
387 	short percent;
388 	unsigned short what_is;
389 
390 	percent = get_rand(1, 91);
391 
392 	if (percent <= 30) {
393 		what_is = SCROL;
394 	} else if (percent <= 60) {
395 		what_is = POTION;
396 	} else if (percent <= 64) {
397 		what_is = WAND;
398 	} else if (percent <= 74) {
399 		what_is = WEAPON;
400 	} else if (percent <= 83) {
401 		what_is = ARMOR;
402 	} else if (percent <= 88) {
403 		what_is = FOOD;
404 	} else {
405 		what_is = RING;
406 	}
407 	return(what_is);
408 }
409 
410 static void
411 gr_scroll(object *obj)
412 {
413 	short percent;
414 
415 	percent = get_rand(0, 91);
416 
417 	obj->what_is = SCROL;
418 
419 	if (percent <= 5) {
420 		obj->which_kind = PROTECT_ARMOR;
421 	} else if (percent <= 10) {
422 		obj->which_kind = HOLD_MONSTER;
423 	} else if (percent <= 20) {
424 		obj->which_kind = CREATE_MONSTER;
425 	} else if (percent <= 35) {
426 		obj->which_kind = IDENTIFY;
427 	} else if (percent <= 43) {
428 		obj->which_kind = TELEPORT;
429 	} else if (percent <= 50) {
430 		obj->which_kind = SLEEP;
431 	} else if (percent <= 55) {
432 		obj->which_kind = SCARE_MONSTER;
433 	} else if (percent <= 64) {
434 		obj->which_kind = REMOVE_CURSE;
435 	} else if (percent <= 69) {
436 		obj->which_kind = ENCH_ARMOR;
437 	} else if (percent <= 74) {
438 		obj->which_kind = ENCH_WEAPON;
439 	} else if (percent <= 80) {
440 		obj->which_kind = AGGRAVATE_MONSTER;
441 	} else if (percent <= 86) {
442 		obj->which_kind = CON_MON;
443 	} else {
444 		obj->which_kind = MAGIC_MAPPING;
445 	}
446 }
447 
448 static void
449 gr_potion(object *obj)
450 {
451 	short percent;
452 
453 	percent = get_rand(1, 118);
454 
455 	obj->what_is = POTION;
456 
457 	if (percent <= 5) {
458 		obj->which_kind = RAISE_LEVEL;
459 	} else if (percent <= 15) {
460 		obj->which_kind = DETECT_OBJECTS;
461 	} else if (percent <= 25) {
462 		obj->which_kind = DETECT_MONSTER;
463 	} else if (percent <= 35) {
464 		obj->which_kind = INCREASE_STRENGTH;
465 	} else if (percent <= 45) {
466 		obj->which_kind = RESTORE_STRENGTH;
467 	} else if (percent <= 55) {
468 		obj->which_kind = HEALING;
469 	} else if (percent <= 65) {
470 		obj->which_kind = EXTRA_HEALING;
471 	} else if (percent <= 75) {
472 		obj->which_kind = BLINDNESS;
473 	} else if (percent <= 85) {
474 		obj->which_kind = HALLUCINATION;
475 	} else if (percent <= 95) {
476 		obj->which_kind = CONFUSION;
477 	} else if (percent <= 105) {
478 		obj->which_kind = POISON;
479 	} else if (percent <= 110) {
480 		obj->which_kind = LEVITATION;
481 	} else if (percent <= 114) {
482 		obj->which_kind = HASTE_SELF;
483 	} else {
484 		obj->which_kind = SEE_INVISIBLE;
485 	}
486 }
487 
488 static void
489 gr_weapon(object *obj, int assign_wk)
490 {
491 	short percent;
492 	short i;
493 	short blessing, increment;
494 
495 	obj->what_is = WEAPON;
496 	if (assign_wk) {
497 		obj->which_kind = get_rand(0, (WEAPONS - 1));
498 	}
499 	if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) ||
500 		(obj->which_kind == SHURIKEN) | (obj->which_kind == DART)) {
501 		obj->quantity = get_rand(3, 15);
502 		obj->quiver = get_rand(0, 126);
503 	} else {
504 		obj->quantity = 1;
505 	}
506 	obj->hit_enchant = obj->d_enchant = 0;
507 
508 	percent = get_rand(1, 96);
509 	blessing = get_rand(1, 3);
510 
511 	if (percent <= 16) {
512 		increment = 1;
513 	} else if (percent <= 32) {
514 		increment = -1;
515 		obj->is_cursed = 1;
516 	}
517 	if (percent <= 32) {
518 		for (i = 0; i < blessing; i++) {
519 			if (coin_toss()) {
520 				obj->hit_enchant += increment;
521 			} else {
522 				obj->d_enchant += increment;
523 			}
524 		}
525 	}
526 	switch(obj->which_kind) {
527 	case BOW:
528 	case DART:
529 		obj->damage = "1d1";
530 		break;
531 	case ARROW:
532 		obj->damage = "1d2";
533 		break;
534 	case DAGGER:
535 		obj->damage = "1d3";
536 		break;
537 	case SHURIKEN:
538 		obj->damage = "1d4";
539 		break;
540 	case MACE:
541 		obj->damage = "2d3";
542 		break;
543 	case LONG_SWORD:
544 		obj->damage = "3d4";
545 		break;
546 	case TWO_HANDED_SWORD:
547 		obj->damage = "4d5";
548 		break;
549 	}
550 }
551 
552 static void
553 gr_armor(object *obj)
554 {
555 	short percent;
556 	short blessing;
557 
558 	obj->what_is = ARMOR;
559 	obj->which_kind = get_rand(0, (ARMORS - 1));
560 	obj->class = obj->which_kind + 2;
561 	if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) {
562 		obj->class--;
563 	}
564 	obj->is_protected = 0;
565 	obj->d_enchant = 0;
566 
567 	percent = get_rand(1, 100);
568 	blessing = get_rand(1, 3);
569 
570 	if (percent <= 16) {
571 		obj->is_cursed = 1;
572 		obj->d_enchant -= blessing;
573 	} else if (percent <= 33) {
574 		obj->d_enchant += blessing;
575 	}
576 }
577 
578 static void
579 gr_wand(object *obj)
580 {
581 	obj->what_is = WAND;
582 	obj->which_kind = get_rand(0, (WANDS - 1));
583 	obj->class = get_rand(3, 7);
584 }
585 
586 void
587 get_food(object *obj, boolean force_ration)
588 {
589 	obj->what_is = FOOD;
590 
591 	if (force_ration || rand_percent(80)) {
592 		obj->which_kind = RATION;
593 	} else {
594 		obj->which_kind = FRUIT;
595 	}
596 }
597 
598 void
599 put_stairs(void)
600 {
601 	short row, col;
602 
603 	gr_row_col(&row, &col, (FLOOR | TUNNEL));
604 	dungeon[row][col] |= STAIRS;
605 }
606 
607 short
608 get_armor_class(const object *obj)
609 {
610 	if (obj) {
611 		return(obj->class + obj->d_enchant);
612 	}
613 	return(0);
614 }
615 
616 object *
617 alloc_object(void)
618 {
619 	object *obj;
620 
621 	if (free_list) {
622 		obj = free_list;
623 		free_list = free_list->next_object;
624 	} else if (!(obj = (object *) md_malloc(sizeof(object)))) {
625 			message("cannot allocate object, saving game", 0);
626 			save_into_file(error_file);
627 	}
628 	obj->quantity = 1;
629 	obj->ichar = 'L';
630 	obj->picked_up = obj->is_cursed = 0;
631 	obj->in_use_flags = NOT_USED;
632 	obj->identified = UNIDENTIFIED;
633 	obj->damage = "1d1";
634 	return(obj);
635 }
636 
637 void
638 free_object(object *obj)
639 {
640 	obj->next_object = free_list;
641 	free_list = obj;
642 }
643 
644 static void
645 make_party(void)
646 {
647 	short n;
648 
649 	party_room = gr_room();
650 
651 	n = rand_percent(99) ? party_objects(party_room) : 11;
652 	if (rand_percent(99)) {
653 		party_monsters(party_room, n);
654 	}
655 }
656 
657 void
658 show_objects(void)
659 {
660 	object *obj;
661 	short mc, rc, row, col;
662 	object *monster;
663 
664 	obj = level_objects.next_object;
665 
666 	while (obj) {
667 		row = obj->row;
668 		col = obj->col;
669 
670 		rc = get_mask_char(obj->what_is);
671 
672 		if (dungeon[row][col] & MONSTER) {
673 			if ((monster = object_at(&level_monsters, row, col))) {
674 				monster->trail_char = rc;
675 			}
676 		}
677 		mc = mvinch(row, col);
678 		if (((mc < 'A') || (mc > 'Z')) &&
679 			((row != rogue.row) || (col != rogue.col))) {
680 			mvaddch(row, col, rc);
681 		}
682 		obj = obj->next_object;
683 	}
684 
685 	monster = level_monsters.next_object;
686 
687 	while (monster) {
688 		if (monster->m_flags & IMITATES) {
689 			mvaddch(monster->row, monster->col, (int)monster->disguise);
690 		}
691 		monster = monster->next_monster;
692 	}
693 }
694 
695 void
696 put_amulet(void)
697 {
698 	object *obj;
699 
700 	obj = alloc_object();
701 	obj->what_is = AMULET;
702 	rand_place(obj);
703 }
704 
705 static void
706 rand_place(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 void
715 c_object_for_wizard(void)
716 {
717 	short ch, max, wk;
718 	object *obj;
719 	char buf[80];
720 
721 	max = 0;
722 	if (pack_count(NULL) >= MAX_PACK_COUNT) {
723 		message("pack full", 0);
724 		return;
725 	}
726 	message("type of object?", 0);
727 
728 	while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) {
729 		sound_bell();
730 	}
731 	check_message();
732 
733 	if (ch == '\033') {
734 		return;
735 	}
736 	obj = alloc_object();
737 
738 	switch(ch) {
739 	case '!':
740 		obj->what_is = POTION;
741 		max = POTIONS - 1;
742 		break;
743 	case '?':
744 		obj->what_is = SCROL;
745 		max = SCROLS - 1;
746 		break;
747 	case ',':
748 		obj->what_is = AMULET;
749 		break;
750 	case ':':
751 		get_food(obj, 0);
752 		break;
753 	case ')':
754 		gr_weapon(obj, 0);
755 		max = WEAPONS - 1;
756 		break;
757 	case ']':
758 		gr_armor(obj);
759 		max = ARMORS - 1;
760 		break;
761 	case '/':
762 		gr_wand(obj);
763 		max = WANDS - 1;
764 		break;
765 	case '=':
766 		max = RINGS - 1;
767 		obj->what_is = RING;
768 		break;
769 	}
770 	if ((ch != ',') && (ch != ':')) {
771 GIL:
772 		if (get_input_line("which kind?", "", buf, "", 0, 1)) {
773 			wk = get_number(buf);
774 			if ((wk >= 0) && (wk <= max)) {
775 				obj->which_kind = (unsigned short)wk;
776 				if (obj->what_is == RING) {
777 					gr_ring(obj, 0);
778 				}
779 			} else {
780 				sound_bell();
781 				goto GIL;
782 			}
783 		} else {
784 			free_object(obj);
785 			return;
786 		}
787 	}
788 	get_desc(obj, buf);
789 	message(buf, 0);
790 	add_to_pack(obj, &rogue.pack, 1);
791 }
792