1 /*        $NetBSD: object.c,v 1.15 2025/04/07 14:36:28 hgutch Exp $   */
2 
3 /*
4  * Copyright (c) 1988, 1993
5  *        The Regents of the University of California.  All rights reserved.
6  *
7  * This code is derived from software contributed to Berkeley by
8  * Timothy C. Stoehr.
9  *
10  * Redistribution and use in source and binary forms, with or without
11  * modification, are permitted provided that the following conditions
12  * are met:
13  * 1. Redistributions of source code must retain the above copyright
14  *    notice, this list of conditions and the following disclaimer.
15  * 2. Redistributions in binary form must reproduce the above copyright
16  *    notice, this list of conditions and the following disclaimer in the
17  *    documentation and/or other materials provided with the distribution.
18  * 3. Neither the name of the University nor the names of its contributors
19  *    may be used to endorse or promote products derived from this software
20  *    without specific prior written permission.
21  *
22  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
23  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
24  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
25  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
26  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
27  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
28  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
29  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
30  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
31  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
32  * SUCH DAMAGE.
33  */
34 
35 #include <sys/cdefs.h>
36 #ifndef lint
37 #if 0
38 static char sccsid[] = "@(#)object.c    8.1 (Berkeley) 5/31/93";
39 #else
40 __RCSID("$NetBSD: object.c,v 1.15 2025/04/07 14:36:28 hgutch Exp $");
41 #endif
42 #endif /* not lint */
43 
44 /*
45  * object.c
46  *
47  * This source herein may be modified and/or distributed by anybody who
48  * so desires, with the following restrictions:
49  *    1.)  No portion of this notice shall be removed.
50  *    2.)  Credit shall not be taken for the creation of this source.
51  *    3.)  This code is not to be traded, sold, or used for personal
52  *         gain or profit.
53  *
54  */
55 
56 #include "rogue.h"
57 
58 object level_objects;
59 unsigned short dungeon[DROWS][DCOLS];
60 short foods = 0;
61 char *fruit = NULL;
62 
63 static object *free_list = NULL;
64 
65 fighter rogue = {
66           INIT_AW,  /* armor */
67           INIT_AW,  /* weapon */
68           INIT_RINGS,         /* left ring */
69           INIT_RINGS,         /* right ring */
70           INIT_HP,  /* Hp current */
71           INIT_HP,  /* Hp max */
72           INIT_STR, /* Str current */
73           INIT_STR, /* Str max */
74           INIT_PACK,          /* pack */
75           INIT_GOLD,          /* gold */
76           INIT_EXPLEVEL,      /* exp level */
77           INIT_EXP, /* exp points */
78           0, 0,               /* row, col */
79           INIT_CHAR,          /* char */
80           INIT_MOVES          /* moves */
81 };
82 
83 struct id id_potions[POTIONS] = {
84 {100, "blue ",     "of increase strength ", 0},
85 {250, "red ",      "of restore strength ", 0},
86 {100, "green ",    "of healing ", 0},
87 {200, "grey ",     "of extra healing ", 0},
88  {10, "brown ",    "of poison ", 0},
89 {300, "clear ",    "of raise level ", 0},
90  {10, "pink ",     "of blindness ", 0},
91  {25, "white ",    "of hallucination ", 0},
92 {100, "purple ",   "of detect monster ", 0},
93 {100, "black ",    "of detect things ", 0},
94  {10, "yellow ",   "of confusion ", 0},
95  {80, "plaid ",    "of levitation ", 0},
96 {150, "burgundy ", "of haste self ", 0},
97 {145, "beige ",    "of see invisible ", 0}
98 };
99 
100 struct id id_scrolls[SCROLS] = {
101 {505, "", "of protect armor ", 0},
102 {200, "", "of hold monster ", 0},
103 {235, "", "of enchant weapon ", 0},
104 {235, "", "of enchant armor ", 0},
105 {175, "", "of identify ", 0},
106 {190, "", "of teleportation ", 0},
107  {25, "", "of sleep ", 0},
108 {610, "", "of scare monster ", 0},
109 {210, "", "of remove curse ", 0},
110  {80, "", "of create monster ",0},
111  {25, "", "of aggravate monster ",0},
112 {180, "", "of magic mapping ", 0},
113  {90, "", "of confuse monster ", 0}
114 };
115 
116 struct id id_weapons[WEAPONS] = {
117           {150, "short bow ", "", 0},
118             {8, "darts ", "", 0},
119            {15, "arrows ", "", 0},
120            {27, "daggers ", "", 0},
121            {35, "shurikens ", "", 0},
122           {360, "mace ", "", 0},
123           {470, "long sword ", "", 0},
124           {580, "two-handed sword ", "", 0}
125 };
126 
127 struct id id_armors[ARMORS] = {
128           {300, "leather armor ", "", (UNIDENTIFIED)},
129           {300, "ring mail ", "", (UNIDENTIFIED)},
130           {400, "scale mail ", "", (UNIDENTIFIED)},
131           {500, "chain mail ", "", (UNIDENTIFIED)},
132           {600, "banded mail ", "", (UNIDENTIFIED)},
133           {600, "splint mail ", "", (UNIDENTIFIED)},
134           {700, "plate mail ", "", (UNIDENTIFIED)}
135 };
136 
137 struct id id_wands[WANDS] = {
138            {25, "", "of teleport away ",0},
139            {50, "", "of slow monster ", 0},
140             {8, "", "of invisibility ",0},
141            {55, "", "of polymorph ",0},
142             {2, "", "of haste monster ",0},
143            {20, "", "of magic missile ",0},
144            {20, "", "of cancellation ",0},
145             {0, "", "of do nothing ",0},
146            {35, "", "of drain life ",0},
147            {20, "", "of cold ",0},
148            {20, "", "of fire ",0}
149 };
150 
151 struct id id_rings[RINGS] = {
152            {250, "", "of stealth ",0},
153            {100, "", "of teleportation ", 0},
154            {255, "", "of regeneration ",0},
155            {295, "", "of slow digestion ",0},
156            {200, "", "of add strength ",0},
157            {250, "", "of sustain strength ",0},
158            {250, "", "of dexterity ",0},
159             {25, "", "of adornment ",0},
160            {300, "", "of see invisible ",0},
161            {290, "", "of maintain armor ",0},
162            {270, "", "of searching ",0},
163 };
164 
165 static void gr_armor(object *);
166 static void gr_potion(object *);
167 static void gr_scroll(object *);
168 static void gr_wand(object *);
169 static void gr_weapon(object *, int);
170 static unsigned short gr_what_is(void);
171 static void make_party(void);
172 static void plant_gold(short, short, boolean);
173 static void put_gold(void);
174 static void rand_place(object *);
175 
176 void
put_objects(void)177 put_objects(void)
178 {
179           short i, n;
180           object *obj;
181 
182           if (cur_level < max_level) {
183                     return;
184           }
185           n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5);
186           while (rand_percent(33)) {
187                     n++;
188           }
189           if (party_room != NO_ROOM) {
190                     make_party();
191           }
192           for (i = 0; i < n; i++) {
193                     obj = gr_object();
194                     rand_place(obj);
195           }
196           put_gold();
197 }
198 
199 static void
put_gold(void)200 put_gold(void)
201 {
202           short i, j;
203           short row,col;
204           boolean is_maze, is_room;
205 
206           for (i = 0; i < MAXROOMS; i++) {
207                     is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0;
208                     is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0;
209 
210                     if (!(is_room || is_maze)) {
211                               continue;
212                     }
213                     if (is_maze || rand_percent(GOLD_PERCENT)) {
214                               for (j = 0; j < 50; j++) {
215                                         row = get_rand(rooms[i].top_row+1,
216                                         rooms[i].bottom_row-1);
217                                         col = get_rand(rooms[i].left_col+1,
218                                         rooms[i].right_col-1);
219                                         if ((dungeon[row][col] == FLOOR) ||
220                                                   (dungeon[row][col] == TUNNEL)) {
221                                                   plant_gold(row, col, is_maze);
222                                                   break;
223                                         }
224                               }
225                     }
226           }
227 }
228 
229 static void
plant_gold(short row,short col,boolean is_maze)230 plant_gold(short row, short col, boolean is_maze)
231 {
232           object *obj;
233 
234           obj = alloc_object();
235           obj->row = row; obj->col = col;
236           obj->what_is = GOLD;
237           obj->quantity = get_rand((2 * cur_level), (16 * cur_level));
238           if (is_maze) {
239                     obj->quantity += obj->quantity / 2;
240           }
241           dungeon[row][col] |= OBJECT;
242           (void)add_to_pack(obj, &level_objects, 0);
243 }
244 
245 void
place_at(object * obj,int row,int col)246 place_at(object *obj, int row, int col)
247 {
248           obj->row = row;
249           obj->col = col;
250           dungeon[row][col] |= OBJECT;
251           (void)add_to_pack(obj, &level_objects, 0);
252 }
253 
254 object *
object_at(object * pack,short row,short col)255 object_at(object *pack, short row, short col)
256 {
257           object *obj = NULL;
258 
259           if (dungeon[row][col] & (MONSTER | OBJECT)) {
260                     obj = pack->next_object;
261 
262                     while (obj && ((obj->row != row) || (obj->col != col))) {
263                               obj = obj->next_object;
264                     }
265                     if (!obj) {
266                               messagef(1, "object_at(): inconsistent");
267                     }
268           }
269           return(obj);
270 }
271 
272 object *
get_letter_object(int ch)273 get_letter_object(int ch)
274 {
275           object *obj;
276 
277           obj = rogue.pack.next_object;
278 
279           while (obj && (obj->ichar != ch)) {
280                     obj = obj->next_object;
281           }
282           return(obj);
283 }
284 
285 void
free_stuff(object * objlist)286 free_stuff(object *objlist)
287 {
288           object *obj;
289 
290           while (objlist->next_object) {
291                     obj = objlist->next_object;
292                     objlist->next_object =
293                               objlist->next_object->next_object;
294                     free_object(obj);
295           }
296 }
297 
298 const char *
name_of(const object * obj)299 name_of(const object *obj)
300 {
301           const char *retstring;
302 
303           switch(obj->what_is) {
304           case SCROL:
305                     retstring = obj->quantity > 1 ? "scrolls " : "scroll ";
306                     break;
307           case POTION:
308                     retstring = obj->quantity > 1 ? "potions " : "potion ";
309                     break;
310           case FOOD:
311                     if (obj->which_kind == RATION) {
312                               retstring = "food ";
313                     } else {
314                               retstring = fruit;
315                     }
316                     break;
317           case WAND:
318                     retstring = is_wood[obj->which_kind] ? "staff " : "wand ";
319                     break;
320           case WEAPON:
321                     switch(obj->which_kind) {
322                     case DART:
323                               retstring=obj->quantity > 1 ? "darts " : "dart ";
324                               break;
325                     case ARROW:
326                               retstring=obj->quantity > 1 ? "arrows " : "arrow ";
327                               break;
328                     case DAGGER:
329                               retstring=obj->quantity > 1 ? "daggers " : "dagger ";
330                               break;
331                     case SHURIKEN:
332                               retstring=obj->quantity > 1?"shurikens ":"shuriken ";
333                               break;
334                     default:
335                               retstring = id_weapons[obj->which_kind].title;
336                     }
337                     break;
338           case ARMOR:
339                     retstring = "armor ";
340                     break;
341           case RING:
342                               retstring = "ring ";
343                     break;
344           case AMULET:
345                     retstring = "amulet ";
346                     break;
347           default:
348                     retstring = "unknown ";
349                     break;
350           }
351           return(retstring);
352 }
353 
354 object *
gr_object(void)355 gr_object(void)
356 {
357           object *obj;
358 
359           obj = alloc_object();
360 
361           if (foods < (cur_level / 3)) {
362                     obj->what_is = FOOD;
363                     foods++;
364           } else {
365                     obj->what_is = gr_what_is();
366           }
367           switch(obj->what_is) {
368           case SCROL:
369                     gr_scroll(obj);
370                     break;
371           case POTION:
372                     gr_potion(obj);
373                     break;
374           case WEAPON:
375                     gr_weapon(obj, 1);
376                     break;
377           case ARMOR:
378                     gr_armor(obj);
379                     break;
380           case WAND:
381                     gr_wand(obj);
382                     break;
383           case FOOD:
384                     get_food(obj, 0);
385                     break;
386           case RING:
387                     gr_ring(obj, 1);
388                     break;
389           }
390           return(obj);
391 }
392 
393 static unsigned short
gr_what_is(void)394 gr_what_is(void)
395 {
396           short percent;
397           unsigned short what_is;
398 
399           percent = get_rand(1, 91);
400 
401           if (percent <= 30) {
402                     what_is = SCROL;
403           } else if (percent <= 60) {
404                     what_is = POTION;
405           } else if (percent <= 64) {
406                     what_is = WAND;
407           } else if (percent <= 74) {
408                     what_is = WEAPON;
409           } else if (percent <= 83) {
410                     what_is = ARMOR;
411           } else if (percent <= 88) {
412                     what_is = FOOD;
413           } else {
414                     what_is = RING;
415           }
416           return(what_is);
417 }
418 
419 static void
gr_scroll(object * obj)420 gr_scroll(object *obj)
421 {
422           short percent;
423 
424           percent = get_rand(0, 91);
425 
426           obj->what_is = SCROL;
427 
428           if (percent <= 5) {
429                     obj->which_kind = PROTECT_ARMOR;
430           } else if (percent <= 10) {
431                     obj->which_kind = HOLD_MONSTER;
432           } else if (percent <= 20) {
433                     obj->which_kind = CREATE_MONSTER;
434           } else if (percent <= 35) {
435                     obj->which_kind = IDENTIFY;
436           } else if (percent <= 43) {
437                     obj->which_kind = TELEPORT;
438           } else if (percent <= 50) {
439                     obj->which_kind = SLEEP;
440           } else if (percent <= 55) {
441                     obj->which_kind = SCARE_MONSTER;
442           } else if (percent <= 64) {
443                     obj->which_kind = REMOVE_CURSE;
444           } else if (percent <= 69) {
445                     obj->which_kind = ENCH_ARMOR;
446           } else if (percent <= 74) {
447                     obj->which_kind = ENCH_WEAPON;
448           } else if (percent <= 80) {
449                     obj->which_kind = AGGRAVATE_MONSTER;
450           } else if (percent <= 86) {
451                     obj->which_kind = CON_MON;
452           } else {
453                     obj->which_kind = MAGIC_MAPPING;
454           }
455 }
456 
457 static void
gr_potion(object * obj)458 gr_potion(object *obj)
459 {
460           short percent;
461 
462           percent = get_rand(1, 118);
463 
464           obj->what_is = POTION;
465 
466           if (percent <= 5) {
467                     obj->which_kind = RAISE_LEVEL;
468           } else if (percent <= 15) {
469                     obj->which_kind = DETECT_OBJECTS;
470           } else if (percent <= 25) {
471                     obj->which_kind = DETECT_MONSTER;
472           } else if (percent <= 35) {
473                     obj->which_kind = INCREASE_STRENGTH;
474           } else if (percent <= 45) {
475                     obj->which_kind = RESTORE_STRENGTH;
476           } else if (percent <= 55) {
477                     obj->which_kind = HEALING;
478           } else if (percent <= 65) {
479                     obj->which_kind = EXTRA_HEALING;
480           } else if (percent <= 75) {
481                     obj->which_kind = BLINDNESS;
482           } else if (percent <= 85) {
483                     obj->which_kind = HALLUCINATION;
484           } else if (percent <= 95) {
485                     obj->which_kind = CONFUSION;
486           } else if (percent <= 105) {
487                     obj->which_kind = POISON;
488           } else if (percent <= 110) {
489                     obj->which_kind = LEVITATION;
490           } else if (percent <= 114) {
491                     obj->which_kind = HASTE_SELF;
492           } else {
493                     obj->which_kind = SEE_INVISIBLE;
494           }
495 }
496 
497 void
set_weapon_damage(object * obj)498 set_weapon_damage(object *obj)
499 {
500           switch(obj->which_kind) {
501           case BOW:
502           case DART:
503                     obj->damage = "1d1";
504                     break;
505           case ARROW:
506                     obj->damage = "1d2";
507                     break;
508           case DAGGER:
509                     obj->damage = "1d3";
510                     break;
511           case SHURIKEN:
512                     obj->damage = "1d4";
513                     break;
514           case MACE:
515                     obj->damage = "2d3";
516                     break;
517           case LONG_SWORD:
518                     obj->damage = "3d4";
519                     break;
520           case TWO_HANDED_SWORD:
521                     obj->damage = "4d5";
522                     break;
523           }
524 }
525 
526 static void
gr_weapon(object * obj,int assign_wk)527 gr_weapon(object *obj, int assign_wk)
528 {
529           short percent;
530           short i;
531           short blessing, increment;
532 
533           obj->what_is = WEAPON;
534           if (assign_wk) {
535                     obj->which_kind = get_rand(0, (WEAPONS - 1));
536           }
537           if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) ||
538                     (obj->which_kind == SHURIKEN) || (obj->which_kind == DART)) {
539                     obj->quantity = get_rand(3, 15);
540                     obj->quiver = get_rand(0, 126);
541           } else {
542                     obj->quantity = 1;
543           }
544           obj->hit_enchant = obj->d_enchant = 0;
545 
546           percent = get_rand(1, 96);
547           blessing = get_rand(1, 3);
548 
549           if (percent <= 32) {
550                     if (percent <= 16) {
551                               increment = 1;
552                     } else {
553                               increment = -1;
554                               obj->is_cursed = 1;
555                     }
556                     for (i = 0; i < blessing; i++) {
557                               if (coin_toss()) {
558                                         obj->hit_enchant += increment;
559                               } else {
560                                         obj->d_enchant += increment;
561                               }
562                     }
563           }
564           set_weapon_damage(obj);
565 }
566 
567 static void
gr_armor(object * obj)568 gr_armor(object *obj)
569 {
570           short percent;
571           short blessing;
572 
573           obj->what_is = ARMOR;
574           obj->which_kind = get_rand(0, (ARMORS - 1));
575           obj->class = obj->which_kind + 2;
576           if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) {
577                     obj->class--;
578           }
579           obj->is_protected = 0;
580           obj->d_enchant = 0;
581 
582           percent = get_rand(1, 100);
583           blessing = get_rand(1, 3);
584 
585           if (percent <= 16) {
586                     obj->is_cursed = 1;
587                     obj->d_enchant -= blessing;
588           } else if (percent <= 33) {
589                     obj->d_enchant += blessing;
590           }
591 }
592 
593 static void
gr_wand(object * obj)594 gr_wand(object *obj)
595 {
596           obj->what_is = WAND;
597           obj->which_kind = get_rand(0, (WANDS - 1));
598           obj->class = get_rand(3, 7);
599 }
600 
601 void
get_food(object * obj,boolean force_ration)602 get_food(object *obj, boolean force_ration)
603 {
604           obj->what_is = FOOD;
605 
606           if (force_ration || rand_percent(80)) {
607                     obj->which_kind = RATION;
608           } else {
609                     obj->which_kind = FRUIT;
610           }
611 }
612 
613 void
put_stairs(void)614 put_stairs(void)
615 {
616           short row, col;
617 
618           gr_row_col(&row, &col, (FLOOR | TUNNEL));
619           dungeon[row][col] |= STAIRS;
620 }
621 
622 int
get_armor_class(const object * obj)623 get_armor_class(const object *obj)
624 {
625           if (obj) {
626                     return(obj->class + obj->d_enchant);
627           }
628           return(0);
629 }
630 
631 object *
alloc_object(void)632 alloc_object(void)
633 {
634           object *obj;
635 
636           if (free_list) {
637                     obj = free_list;
638                     free_list = free_list->next_object;
639           } else if (!(obj = md_malloc(sizeof(object)))) {
640                               messagef(0, "cannot allocate object, saving game");
641                               save_into_file(error_file);
642                               clean_up("alloc_object:  save failed");
643           }
644           obj->quantity = 1;
645           obj->ichar = 'L';
646           obj->picked_up = obj->is_cursed = 0;
647           obj->in_use_flags = NOT_USED;
648           obj->identified = UNIDENTIFIED;
649           obj->damage = "1d1";
650           return(obj);
651 }
652 
653 void
free_object(object * obj)654 free_object(object *obj)
655 {
656           obj->next_object = free_list;
657           free_list = obj;
658 }
659 
660 static void
make_party(void)661 make_party(void)
662 {
663           short n;
664 
665           party_room = gr_room();
666 
667           n = rand_percent(99) ? party_objects(party_room) : 11;
668           if (rand_percent(99)) {
669                     party_monsters(party_room, n);
670           }
671 }
672 
673 void
show_objects(void)674 show_objects(void)
675 {
676           object *obj;
677           short mc, rc, row, col;
678           object *monster;
679 
680           obj = level_objects.next_object;
681 
682           while (obj) {
683                     row = obj->row;
684                     col = obj->col;
685 
686                     rc = get_mask_char(obj->what_is);
687 
688                     if (dungeon[row][col] & MONSTER) {
689                               if ((monster =
690                                   object_at(&level_monsters, row, col)) != NULL) {
691                                         monster->trail_char = rc;
692                               }
693                     }
694                     mc = mvinch(row, col);
695                     if (((mc < 'A') || (mc > 'Z')) &&
696                               ((row != rogue.row) || (col != rogue.col))) {
697                               mvaddch(row, col, rc);
698                     }
699                     obj = obj->next_object;
700           }
701 
702           monster = level_monsters.next_object;
703 
704           while (monster) {
705                     if (monster->m_flags & IMITATES) {
706                               mvaddch(monster->row, monster->col, (int)monster->disguise);
707                     }
708                     monster = monster->next_monster;
709           }
710 }
711 
712 void
put_amulet(void)713 put_amulet(void)
714 {
715           object *obj;
716 
717           obj = alloc_object();
718           obj->what_is = AMULET;
719           rand_place(obj);
720 }
721 
722 static void
rand_place(object * obj)723 rand_place(object *obj)
724 {
725           short row, col;
726 
727           gr_row_col(&row, &col, (FLOOR | TUNNEL));
728           place_at(obj, row, col);
729 }
730 
731 void
c_object_for_wizard(void)732 c_object_for_wizard(void)
733 {
734           short ch, max, wk;
735           object *obj;
736           char buf[80];
737 
738           max = 0;
739           if (pack_count(NULL) >= MAX_PACK_COUNT) {
740                     messagef(0, "pack full");
741                     return;
742           }
743           messagef(0, "type of object?");
744 
745           while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) {
746                     sound_bell();
747           }
748           check_message();
749 
750           if (ch == '\033') {
751                     return;
752           }
753           obj = alloc_object();
754 
755           switch(ch) {
756           case '!':
757                     obj->what_is = POTION;
758                     max = POTIONS - 1;
759                     break;
760           case '?':
761                     obj->what_is = SCROL;
762                     max = SCROLS - 1;
763                     break;
764           case ',':
765                     obj->what_is = AMULET;
766                     break;
767           case ':':
768                     get_food(obj, 0);
769                     break;
770           case ')':
771                     gr_weapon(obj, 0);
772                     max = WEAPONS - 1;
773                     break;
774           case ']':
775                     gr_armor(obj);
776                     max = ARMORS - 1;
777                     break;
778           case '/':
779                     gr_wand(obj);
780                     max = WANDS - 1;
781                     break;
782           case '=':
783                     max = RINGS - 1;
784                     obj->what_is = RING;
785                     break;
786           }
787           if ((ch != ',') && (ch != ':')) {
788 GIL:
789                     if (get_input_line("which kind?", "", buf, sizeof(buf), "", 0, 1)) {
790                               wk = get_number(buf);
791                               if ((wk >= 0) && (wk <= max)) {
792                                         obj->which_kind = wk;
793                                         if (obj->what_is == RING) {
794                                                   gr_ring(obj, 0);
795                                         }
796                               } else {
797                                         sound_bell();
798                                         goto GIL;
799                               }
800                     } else {
801                               free_object(obj);
802                               return;
803                     }
804           }
805           get_desc(obj, buf, sizeof(buf));
806           messagef(0, "%s", buf);
807           (void)add_to_pack(obj, &rogue.pack, 1);
808 }
809