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      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
    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
    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
    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
    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 *
    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 *
    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
    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 *
    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 *
    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
    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
    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
    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
    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
    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
    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
    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
    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
    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
    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 *
    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
    654 free_object(object *obj)
    655 {
    656 	obj->next_object = free_list;
    657 	free_list = obj;
    658 }
    659 
    660 static 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
    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
    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
    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
    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