xref: /dragonfly/games/rogue/object.c (revision 3536f98c1c75c45bd29f481cf18b0f90cea395f7)
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
put_objects(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
put_gold(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
plant_gold(short row,short col,boolean is_maze)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
place_at(object * obj,int row,int col)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 *
object_at(object * pack,short row,short col)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 *
get_letter_object(int ch)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
free_stuff(object * objlist)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 *
name_of(const object * obj)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 *
gr_object(void)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
gr_what_is(void)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
gr_scroll(object * obj)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
gr_potion(object * obj)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
gr_weapon(object * obj,int assign_wk)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
gr_armor(object * obj)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
gr_wand(object * obj)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
get_food(object * obj,boolean force_ration)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
put_stairs(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
get_armor_class(const object * obj)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 *
alloc_object(void)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
free_object(object * obj)635 free_object(object *obj)
636 {
637           obj->next_object = free_list;
638           free_list = obj;
639 }
640 
641 static void
make_party(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
show_objects(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
put_amulet(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
rand_place(object * obj)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
c_object_for_wizard(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