xref: /netbsd-src/games/rogue/object.c (revision 5e4c038a45edbc7d63b7c2daa76e29f88b64a4e3)
1 /*	$NetBSD: object.c,v 1.8 1998/11/10 13:01:32 hubertf 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. All advertising materials mentioning features or use of this software
19  *    must display the following acknowledgement:
20  *	This product includes software developed by the University of
21  *	California, Berkeley and its contributors.
22  * 4. Neither the name of the University nor the names of its contributors
23  *    may be used to endorse or promote products derived from this software
24  *    without specific prior written permission.
25  *
26  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
27  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
28  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
29  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
30  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
31  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
32  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
33  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
34  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
35  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
36  * SUCH DAMAGE.
37  */
38 
39 #include <sys/cdefs.h>
40 #ifndef lint
41 #if 0
42 static char sccsid[] = "@(#)object.c	8.1 (Berkeley) 5/31/93";
43 #else
44 __RCSID("$NetBSD: object.c,v 1.8 1998/11/10 13:01:32 hubertf Exp $");
45 #endif
46 #endif /* not lint */
47 
48 /*
49  * object.c
50  *
51  * This source herein may be modified and/or distributed by anybody who
52  * so desires, with the following restrictions:
53  *    1.)  No portion of this notice shall be removed.
54  *    2.)  Credit shall not be taken for the creation of this source.
55  *    3.)  This code is not to be traded, sold, or used for personal
56  *         gain or profit.
57  *
58  */
59 
60 #include "rogue.h"
61 
62 object level_objects;
63 unsigned short dungeon[DROWS][DCOLS];
64 short foods = 0;
65 object *free_list = (object *) 0;
66 char *fruit = (char *) 0;
67 
68 fighter rogue = {
69 	INIT_AW,	/* armor */
70 	INIT_AW,	/* weapon */
71 	INIT_RINGS,	/* left ring */
72 	INIT_RINGS,	/* right ring */
73 	INIT_HP,	/* Hp current */
74 	INIT_HP,	/* Hp max */
75 	INIT_STR,	/* Str current */
76 	INIT_STR,	/* Str max */
77 	INIT_PACK,	/* pack */
78 	INIT_GOLD,	/* gold */
79 	INIT_EXPLEVEL,	/* exp level */
80 	INIT_EXP,	/* exp points */
81 	0, 0,		/* row, col */
82 	INIT_CHAR,	/* char */
83 	INIT_MOVES	/* moves */
84 };
85 
86 struct id id_potions[POTIONS] = {
87 {100, "blue \0                           ", "of increase strength ", 0},
88 {250, "red \0                            ", "of restore strength ", 0},
89 {100, "green \0                          ", "of healing ", 0},
90 {200, "grey \0                           ", "of extra healing ", 0},
91  {10, "brown \0                          ", "of poison ", 0},
92 {300, "clear \0                          ", "of raise level ", 0},
93  {10, "pink \0                           ", "of blindness ", 0},
94  {25, "white \0                          ", "of hallucination ", 0},
95 {100, "purple \0                         ", "of detect monster ", 0},
96 {100, "black \0                          ", "of detect things ", 0},
97  {10, "yellow \0                         ", "of confusion ", 0},
98  {80, "plaid \0                          ", "of levitation ", 0},
99 {150, "burgundy \0                       ", "of haste self ", 0},
100 {145, "beige \0                          ", "of see invisible ", 0}
101 };
102 
103 struct id id_scrolls[SCROLS] = {
104 {505, "                                   ", "of protect armor ", 0},
105 {200, "                                   ", "of hold monster ", 0},
106 {235, "                                   ", "of enchant weapon ", 0},
107 {235, "                                   ", "of enchant armor ", 0},
108 {175, "                                   ", "of identify ", 0},
109 {190, "                                   ", "of teleportation ", 0},
110  {25, "                                   ", "of sleep ", 0},
111 {610, "                                   ", "of scare monster ", 0},
112 {210, "                                   ", "of remove curse ", 0},
113  {80, "                                   ", "of create monster ",0},
114  {25, "                                   ", "of aggravate monster ",0},
115 {180, "                                   ", "of magic mapping ", 0},
116  {90, "                                   ", "of confuse monster ", 0}
117 };
118 
119 struct id id_weapons[WEAPONS] = {
120 	{150, "short bow ", "", 0},
121 	  {8, "darts ", "", 0},
122 	 {15, "arrows ", "", 0},
123 	 {27, "daggers ", "", 0},
124 	 {35, "shurikens ", "", 0},
125 	{360, "mace ", "", 0},
126 	{470, "long sword ", "", 0},
127 	{580, "two-handed sword ", "", 0}
128 };
129 
130 struct id id_armors[ARMORS] = {
131 	{300, "leather armor ", "", (UNIDENTIFIED)},
132 	{300, "ring mail ", "", (UNIDENTIFIED)},
133 	{400, "scale mail ", "", (UNIDENTIFIED)},
134 	{500, "chain mail ", "", (UNIDENTIFIED)},
135 	{600, "banded mail ", "", (UNIDENTIFIED)},
136 	{600, "splint mail ", "", (UNIDENTIFIED)},
137 	{700, "plate mail ", "", (UNIDENTIFIED)}
138 };
139 
140 struct id id_wands[WANDS] = {
141 	 {25, "                                 ", "of teleport away ",0},
142 	 {50, "                                 ", "of slow monster ", 0},
143 	  {8, "                                 ", "of invisibility ",0},
144 	 {55, "                                 ", "of polymorph ",0},
145 	  {2, "                                 ", "of haste monster ",0},
146 	 {20, "                                 ", "of magic missile ",0},
147 	 {20, "                                 ", "of cancellation ",0},
148 	  {0, "                                 ", "of do nothing ",0},
149 	 {35, "                                 ", "of drain life ",0},
150 	 {20, "                                 ", "of cold ",0},
151 	 {20, "                                 ", "of fire ",0}
152 };
153 
154 struct id id_rings[RINGS] = {
155 	 {250, "                                 ", "of stealth ",0},
156 	 {100, "                                 ", "of teleportation ", 0},
157 	 {255, "                                 ", "of regeneration ",0},
158 	 {295, "                                 ", "of slow digestion ",0},
159 	 {200, "                                 ", "of add strength ",0},
160 	 {250, "                                 ", "of sustain strength ",0},
161 	 {250, "                                 ", "of dexterity ",0},
162 	  {25, "                                 ", "of adornment ",0},
163 	 {300, "                                 ", "of see invisible ",0},
164 	 {290, "                                 ", "of maintain armor ",0},
165 	 {270, "                                 ", "of searching ",0},
166 };
167 
168 void
169 put_objects()
170 {
171 	short i, n;
172 	object *obj;
173 
174 	if (cur_level < max_level) {
175 		return;
176 	}
177 	n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5);
178 	while (rand_percent(33)) {
179 		n++;
180 	}
181 	if (party_room != NO_ROOM) {
182 		make_party();
183 	}
184 	for (i = 0; i < n; i++) {
185 		obj = gr_object();
186 		rand_place(obj);
187 	}
188 	put_gold();
189 }
190 
191 void
192 put_gold()
193 {
194 	short i, j;
195 	short row,col;
196 	boolean is_maze, is_room;
197 
198 	for (i = 0; i < MAXROOMS; i++) {
199 		is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0;
200 		is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0;
201 
202 		if (!(is_room || is_maze)) {
203 			continue;
204 		}
205 		if (is_maze || rand_percent(GOLD_PERCENT)) {
206 			for (j = 0; j < 50; j++) {
207 				row = get_rand(rooms[i].top_row+1,
208 				rooms[i].bottom_row-1);
209 				col = get_rand(rooms[i].left_col+1,
210 				rooms[i].right_col-1);
211 				if ((dungeon[row][col] == FLOOR) ||
212 					(dungeon[row][col] == TUNNEL)) {
213 					plant_gold(row, col, is_maze);
214 					break;
215 				}
216 			}
217 		}
218 	}
219 }
220 
221 void
222 plant_gold(row, col, is_maze)
223 	short row, col;
224 	boolean is_maze;
225 {
226 	object *obj;
227 
228 	obj = alloc_object();
229 	obj->row = row; obj->col = col;
230 	obj->what_is = GOLD;
231 	obj->quantity = get_rand((2 * cur_level), (16 * cur_level));
232 	if (is_maze) {
233 		obj->quantity += obj->quantity / 2;
234 	}
235 	dungeon[row][col] |= OBJECT;
236 	(void) add_to_pack(obj, &level_objects, 0);
237 }
238 
239 void
240 place_at(obj, row, col)
241 	object *obj;
242 	int row, col;
243 {
244 	obj->row = row;
245 	obj->col = col;
246 	dungeon[row][col] |= OBJECT;
247 	(void) add_to_pack(obj, &level_objects, 0);
248 }
249 
250 object *
251 object_at(pack, row, col)
252 	object *pack;
253 	short row, col;
254 {
255 	object *obj = (object *) 0;
256 
257 	if (dungeon[row][col] & (MONSTER | OBJECT)) {
258 		obj = pack->next_object;
259 
260 		while (obj && ((obj->row != row) || (obj->col != col))) {
261 			obj = obj->next_object;
262 		}
263 		if (!obj) {
264 			message("object_at(): inconsistent", 1);
265 		}
266 	}
267 	return(obj);
268 }
269 
270 object *
271 get_letter_object(ch)
272 	int ch;
273 {
274 	object *obj;
275 
276 	obj = rogue.pack.next_object;
277 
278 	while (obj && (obj->ichar != ch)) {
279 		obj = obj->next_object;
280 	}
281 	return(obj);
282 }
283 
284 void
285 free_stuff(objlist)
286 	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 *
299 name_of(obj)
300 	const object *obj;
301 {
302 	const char *retstring;
303 
304 	switch(obj->what_is) {
305 	case SCROL:
306 		retstring = obj->quantity > 1 ? "scrolls " : "scroll ";
307 		break;
308 	case POTION:
309 		retstring = obj->quantity > 1 ? "potions " : "potion ";
310 		break;
311 	case FOOD:
312 		if (obj->which_kind == RATION) {
313 			retstring = "food ";
314 		} else {
315 			retstring = fruit;
316 		}
317 		break;
318 	case WAND:
319 		retstring = is_wood[obj->which_kind] ? "staff " : "wand ";
320 		break;
321 	case WEAPON:
322 		switch(obj->which_kind) {
323 		case DART:
324 			retstring=obj->quantity > 1 ? "darts " : "dart ";
325 			break;
326 		case ARROW:
327 			retstring=obj->quantity > 1 ? "arrows " : "arrow ";
328 			break;
329 		case DAGGER:
330 			retstring=obj->quantity > 1 ? "daggers " : "dagger ";
331 			break;
332 		case SHURIKEN:
333 			retstring=obj->quantity > 1?"shurikens ":"shuriken ";
334 			break;
335 		default:
336 			retstring = id_weapons[obj->which_kind].title;
337 		}
338 		break;
339 	case ARMOR:
340 		retstring = "armor ";
341 		break;
342 	case RING:
343 			retstring = "ring ";
344 		break;
345 	case AMULET:
346 		retstring = "amulet ";
347 		break;
348 	default:
349 		retstring = "unknown ";
350 		break;
351 	}
352 	return(retstring);
353 }
354 
355 object *
356 gr_object()
357 {
358 	object *obj;
359 
360 	obj = alloc_object();
361 
362 	if (foods < (cur_level / 3)) {
363 		obj->what_is = FOOD;
364 		foods++;
365 	} else {
366 		obj->what_is = gr_what_is();
367 	}
368 	switch(obj->what_is) {
369 	case SCROL:
370 		gr_scroll(obj);
371 		break;
372 	case POTION:
373 		gr_potion(obj);
374 		break;
375 	case WEAPON:
376 		gr_weapon(obj, 1);
377 		break;
378 	case ARMOR:
379 		gr_armor(obj);
380 		break;
381 	case WAND:
382 		gr_wand(obj);
383 		break;
384 	case FOOD:
385 		get_food(obj, 0);
386 		break;
387 	case RING:
388 		gr_ring(obj, 1);
389 		break;
390 	}
391 	return(obj);
392 }
393 
394 unsigned short
395 gr_what_is()
396 {
397 	short percent;
398 	unsigned short what_is;
399 
400 	percent = get_rand(1, 91);
401 
402 	if (percent <= 30) {
403 		what_is = SCROL;
404 	} else if (percent <= 60) {
405 		what_is = POTION;
406 	} else if (percent <= 64) {
407 		what_is = WAND;
408 	} else if (percent <= 74) {
409 		what_is = WEAPON;
410 	} else if (percent <= 83) {
411 		what_is = ARMOR;
412 	} else if (percent <= 88) {
413 		what_is = FOOD;
414 	} else {
415 		what_is = RING;
416 	}
417 	return(what_is);
418 }
419 
420 void
421 gr_scroll(obj)
422 	object *obj;
423 {
424 	short percent;
425 
426 	percent = get_rand(0, 91);
427 
428 	obj->what_is = SCROL;
429 
430 	if (percent <= 5) {
431 		obj->which_kind = PROTECT_ARMOR;
432 	} else if (percent <= 10) {
433 		obj->which_kind = HOLD_MONSTER;
434 	} else if (percent <= 20) {
435 		obj->which_kind = CREATE_MONSTER;
436 	} else if (percent <= 35) {
437 		obj->which_kind = IDENTIFY;
438 	} else if (percent <= 43) {
439 		obj->which_kind = TELEPORT;
440 	} else if (percent <= 50) {
441 		obj->which_kind = SLEEP;
442 	} else if (percent <= 55) {
443 		obj->which_kind = SCARE_MONSTER;
444 	} else if (percent <= 64) {
445 		obj->which_kind = REMOVE_CURSE;
446 	} else if (percent <= 69) {
447 		obj->which_kind = ENCH_ARMOR;
448 	} else if (percent <= 74) {
449 		obj->which_kind = ENCH_WEAPON;
450 	} else if (percent <= 80) {
451 		obj->which_kind = AGGRAVATE_MONSTER;
452 	} else if (percent <= 86) {
453 		obj->which_kind = CON_MON;
454 	} else {
455 		obj->which_kind = MAGIC_MAPPING;
456 	}
457 }
458 
459 void
460 gr_potion(obj)
461 	object *obj;
462 {
463 	short percent;
464 
465 	percent = get_rand(1, 118);
466 
467 	obj->what_is = POTION;
468 
469 	if (percent <= 5) {
470 		obj->which_kind = RAISE_LEVEL;
471 	} else if (percent <= 15) {
472 		obj->which_kind = DETECT_OBJECTS;
473 	} else if (percent <= 25) {
474 		obj->which_kind = DETECT_MONSTER;
475 	} else if (percent <= 35) {
476 		obj->which_kind = INCREASE_STRENGTH;
477 	} else if (percent <= 45) {
478 		obj->which_kind = RESTORE_STRENGTH;
479 	} else if (percent <= 55) {
480 		obj->which_kind = HEALING;
481 	} else if (percent <= 65) {
482 		obj->which_kind = EXTRA_HEALING;
483 	} else if (percent <= 75) {
484 		obj->which_kind = BLINDNESS;
485 	} else if (percent <= 85) {
486 		obj->which_kind = HALLUCINATION;
487 	} else if (percent <= 95) {
488 		obj->which_kind = CONFUSION;
489 	} else if (percent <= 105) {
490 		obj->which_kind = POISON;
491 	} else if (percent <= 110) {
492 		obj->which_kind = LEVITATION;
493 	} else if (percent <= 114) {
494 		obj->which_kind = HASTE_SELF;
495 	} else {
496 		obj->which_kind = SEE_INVISIBLE;
497 	}
498 }
499 
500 void
501 gr_weapon(obj, assign_wk)
502 	object *obj;
503 	int assign_wk;
504 {
505 	short percent;
506 	short i;
507 	short blessing, increment;
508 
509 	obj->what_is = WEAPON;
510 	if (assign_wk) {
511 		obj->which_kind = get_rand(0, (WEAPONS - 1));
512 	}
513 	if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) ||
514 		(obj->which_kind == SHURIKEN) | (obj->which_kind == DART)) {
515 		obj->quantity = get_rand(3, 15);
516 		obj->quiver = get_rand(0, 126);
517 	} else {
518 		obj->quantity = 1;
519 	}
520 	obj->hit_enchant = obj->d_enchant = 0;
521 
522 	percent = get_rand(1, 96);
523 	blessing = get_rand(1, 3);
524 
525 	if (percent <= 32) {
526 		if (percent <= 16) {
527 			increment = 1;
528 		} else {
529 			increment = -1;
530 			obj->is_cursed = 1;
531 		}
532 		for (i = 0; i < blessing; i++) {
533 			if (coin_toss()) {
534 				obj->hit_enchant += increment;
535 			} else {
536 				obj->d_enchant += increment;
537 			}
538 		}
539 	}
540 	switch(obj->which_kind) {
541 	case BOW:
542 	case DART:
543 		obj->damage = "1d1";
544 		break;
545 	case ARROW:
546 		obj->damage = "1d2";
547 		break;
548 	case DAGGER:
549 		obj->damage = "1d3";
550 		break;
551 	case SHURIKEN:
552 		obj->damage = "1d4";
553 		break;
554 	case MACE:
555 		obj->damage = "2d3";
556 		break;
557 	case LONG_SWORD:
558 		obj->damage = "3d4";
559 		break;
560 	case TWO_HANDED_SWORD:
561 		obj->damage = "4d5";
562 		break;
563 	}
564 }
565 
566 void
567 gr_armor(obj)
568 	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 void
594 gr_wand(obj)
595 	object *obj;
596 {
597 	obj->what_is = WAND;
598 	obj->which_kind = get_rand(0, (WANDS - 1));
599 	obj->class = get_rand(3, 7);
600 }
601 
602 void
603 get_food(obj, force_ration)
604 	object *obj;
605 	boolean force_ration;
606 {
607 	obj->what_is = FOOD;
608 
609 	if (force_ration || rand_percent(80)) {
610 		obj->which_kind = RATION;
611 	} else {
612 		obj->which_kind = FRUIT;
613 	}
614 }
615 
616 void
617 put_stairs()
618 {
619 	short row, col;
620 
621 	gr_row_col(&row, &col, (FLOOR | TUNNEL));
622 	dungeon[row][col] |= STAIRS;
623 }
624 
625 int
626 get_armor_class(obj)
627 	const object *obj;
628 {
629 	if (obj) {
630 		return(obj->class + obj->d_enchant);
631 	}
632 	return(0);
633 }
634 
635 object *
636 alloc_object()
637 {
638 	object *obj;
639 
640 	if (free_list) {
641 		obj = free_list;
642 		free_list = free_list->next_object;
643 	} else if (!(obj = (object *) md_malloc(sizeof(object)))) {
644 			message("cannot allocate object, saving game", 0);
645 			save_into_file(error_file);
646 	}
647 	obj->quantity = 1;
648 	obj->ichar = 'L';
649 	obj->picked_up = obj->is_cursed = 0;
650 	obj->in_use_flags = NOT_USED;
651 	obj->identified = UNIDENTIFIED;
652 	obj->damage = "1d1";
653 	return(obj);
654 }
655 
656 void
657 free_object(obj)
658 	object *obj;
659 {
660 	obj->next_object = free_list;
661 	free_list = obj;
662 }
663 
664 void
665 make_party()
666 {
667 	short n;
668 
669 	party_room = gr_room();
670 
671 	n = rand_percent(99) ? party_objects(party_room) : 11;
672 	if (rand_percent(99)) {
673 		party_monsters(party_room, n);
674 	}
675 }
676 
677 void
678 show_objects()
679 {
680 	object *obj;
681 	short mc, rc, row, col;
682 	object *monster;
683 
684 	obj = level_objects.next_object;
685 
686 	while (obj) {
687 		row = obj->row;
688 		col = obj->col;
689 
690 		rc = get_mask_char(obj->what_is);
691 
692 		if (dungeon[row][col] & MONSTER) {
693 			if ((monster =
694 			    object_at(&level_monsters, row, col)) != NULL) {
695 				monster->trail_char = rc;
696 			}
697 		}
698 		mc = mvinch(row, col);
699 		if (((mc < 'A') || (mc > 'Z')) &&
700 			((row != rogue.row) || (col != rogue.col))) {
701 			mvaddch(row, col, rc);
702 		}
703 		obj = obj->next_object;
704 	}
705 
706 	monster = level_monsters.next_object;
707 
708 	while (monster) {
709 		if (monster->m_flags & IMITATES) {
710 			mvaddch(monster->row, monster->col, (int) monster->disguise);
711 		}
712 		monster = monster->next_monster;
713 	}
714 }
715 
716 void
717 put_amulet()
718 {
719 	object *obj;
720 
721 	obj = alloc_object();
722 	obj->what_is = AMULET;
723 	rand_place(obj);
724 }
725 
726 void
727 rand_place(obj)
728 	object *obj;
729 {
730 	short row, col;
731 
732 	gr_row_col(&row, &col, (FLOOR | TUNNEL));
733 	place_at(obj, row, col);
734 }
735 
736 void
737 c_object_for_wizard()
738 {
739 	short ch, max, wk;
740 	object *obj;
741 	char buf[80];
742 
743 	max = 0;
744 	if (pack_count((object *) 0) >= MAX_PACK_COUNT) {
745 		message("pack full", 0);
746 		return;
747 	}
748 	message("type of object?", 0);
749 
750 	while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) {
751 		sound_bell();
752 	}
753 	check_message();
754 
755 	if (ch == '\033') {
756 		return;
757 	}
758 	obj = alloc_object();
759 
760 	switch(ch) {
761 	case '!':
762 		obj->what_is = POTION;
763 		max = POTIONS - 1;
764 		break;
765 	case '?':
766 		obj->what_is = SCROL;
767 		max = SCROLS - 1;
768 		break;
769 	case ',':
770 		obj->what_is = AMULET;
771 		break;
772 	case ':':
773 		get_food(obj, 0);
774 		break;
775 	case ')':
776 		gr_weapon(obj, 0);
777 		max = WEAPONS - 1;
778 		break;
779 	case ']':
780 		gr_armor(obj);
781 		max = ARMORS - 1;
782 		break;
783 	case '/':
784 		gr_wand(obj);
785 		max = WANDS - 1;
786 		break;
787 	case '=':
788 		max = RINGS - 1;
789 		obj->what_is = RING;
790 		break;
791 	}
792 	if ((ch != ',') && (ch != ':')) {
793 GIL:
794 		if (get_input_line("which kind?", "", buf, "", 0, 1)) {
795 			wk = get_number(buf);
796 			if ((wk >= 0) && (wk <= max)) {
797 				obj->which_kind = (unsigned short) wk;
798 				if (obj->what_is == RING) {
799 					gr_ring(obj, 0);
800 				}
801 			} else {
802 				sound_bell();
803 				goto GIL;
804 			}
805 		} else {
806 			free_object(obj);
807 			return;
808 		}
809 	}
810 	get_desc(obj, buf);
811 	message(buf, 0);
812 	(void) add_to_pack(obj, &rogue.pack, 1);
813 }
814