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object.c revision 1.10.10.1
      1 /*	$NetBSD: object.c,v 1.10.10.1 2008/01/09 01:30:57 matt 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 1.10.10.1 2008/01/09 01:30:57 matt 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 object *free_list = (object *) 0;
     62 char *fruit = (char *) 0;
     63 
     64 fighter rogue = {
     65 	INIT_AW,	/* armor */
     66 	INIT_AW,	/* weapon */
     67 	INIT_RINGS,	/* left ring */
     68 	INIT_RINGS,	/* right ring */
     69 	INIT_HP,	/* Hp current */
     70 	INIT_HP,	/* Hp max */
     71 	INIT_STR,	/* Str current */
     72 	INIT_STR,	/* Str max */
     73 	INIT_PACK,	/* pack */
     74 	INIT_GOLD,	/* gold */
     75 	INIT_EXPLEVEL,	/* exp level */
     76 	INIT_EXP,	/* exp points */
     77 	0, 0,		/* row, col */
     78 	INIT_CHAR,	/* char */
     79 	INIT_MOVES	/* moves */
     80 };
     81 
     82 struct id id_potions[POTIONS] = {
     83 {100, "blue ",     "of increase strength ", 0},
     84 {250, "red ",      "of restore strength ", 0},
     85 {100, "green ",    "of healing ", 0},
     86 {200, "grey ",     "of extra healing ", 0},
     87  {10, "brown ",    "of poison ", 0},
     88 {300, "clear ",    "of raise level ", 0},
     89  {10, "pink ",     "of blindness ", 0},
     90  {25, "white ",    "of hallucination ", 0},
     91 {100, "purple ",   "of detect monster ", 0},
     92 {100, "black ",    "of detect things ", 0},
     93  {10, "yellow ",   "of confusion ", 0},
     94  {80, "plaid ",    "of levitation ", 0},
     95 {150, "burgundy ", "of haste self ", 0},
     96 {145, "beige ",    "of see invisible ", 0}
     97 };
     98 
     99 struct id id_scrolls[SCROLS] = {
    100 {505, "", "of protect armor ", 0},
    101 {200, "", "of hold monster ", 0},
    102 {235, "", "of enchant weapon ", 0},
    103 {235, "", "of enchant armor ", 0},
    104 {175, "", "of identify ", 0},
    105 {190, "", "of teleportation ", 0},
    106  {25, "", "of sleep ", 0},
    107 {610, "", "of scare monster ", 0},
    108 {210, "", "of remove curse ", 0},
    109  {80, "", "of create monster ",0},
    110  {25, "", "of aggravate monster ",0},
    111 {180, "", "of magic mapping ", 0},
    112  {90, "", "of confuse monster ", 0}
    113 };
    114 
    115 struct id id_weapons[WEAPONS] = {
    116 	{150, "short bow ", "", 0},
    117 	  {8, "darts ", "", 0},
    118 	 {15, "arrows ", "", 0},
    119 	 {27, "daggers ", "", 0},
    120 	 {35, "shurikens ", "", 0},
    121 	{360, "mace ", "", 0},
    122 	{470, "long sword ", "", 0},
    123 	{580, "two-handed sword ", "", 0}
    124 };
    125 
    126 struct id id_armors[ARMORS] = {
    127 	{300, "leather armor ", "", (UNIDENTIFIED)},
    128 	{300, "ring mail ", "", (UNIDENTIFIED)},
    129 	{400, "scale mail ", "", (UNIDENTIFIED)},
    130 	{500, "chain mail ", "", (UNIDENTIFIED)},
    131 	{600, "banded mail ", "", (UNIDENTIFIED)},
    132 	{600, "splint mail ", "", (UNIDENTIFIED)},
    133 	{700, "plate mail ", "", (UNIDENTIFIED)}
    134 };
    135 
    136 struct id id_wands[WANDS] = {
    137 	 {25, "", "of teleport away ",0},
    138 	 {50, "", "of slow monster ", 0},
    139 	  {8, "", "of invisibility ",0},
    140 	 {55, "", "of polymorph ",0},
    141 	  {2, "", "of haste monster ",0},
    142 	 {20, "", "of magic missile ",0},
    143 	 {20, "", "of cancellation ",0},
    144 	  {0, "", "of do nothing ",0},
    145 	 {35, "", "of drain life ",0},
    146 	 {20, "", "of cold ",0},
    147 	 {20, "", "of fire ",0}
    148 };
    149 
    150 struct id id_rings[RINGS] = {
    151 	 {250, "", "of stealth ",0},
    152 	 {100, "", "of teleportation ", 0},
    153 	 {255, "", "of regeneration ",0},
    154 	 {295, "", "of slow digestion ",0},
    155 	 {200, "", "of add strength ",0},
    156 	 {250, "", "of sustain strength ",0},
    157 	 {250, "", "of dexterity ",0},
    158 	  {25, "", "of adornment ",0},
    159 	 {300, "", "of see invisible ",0},
    160 	 {290, "", "of maintain armor ",0},
    161 	 {270, "", "of searching ",0},
    162 };
    163 
    164 void
    165 put_objects()
    166 {
    167 	short i, n;
    168 	object *obj;
    169 
    170 	if (cur_level < max_level) {
    171 		return;
    172 	}
    173 	n = coin_toss() ? get_rand(2, 4) : get_rand(3, 5);
    174 	while (rand_percent(33)) {
    175 		n++;
    176 	}
    177 	if (party_room != NO_ROOM) {
    178 		make_party();
    179 	}
    180 	for (i = 0; i < n; i++) {
    181 		obj = gr_object();
    182 		rand_place(obj);
    183 	}
    184 	put_gold();
    185 }
    186 
    187 void
    188 put_gold()
    189 {
    190 	short i, j;
    191 	short row,col;
    192 	boolean is_maze, is_room;
    193 
    194 	for (i = 0; i < MAXROOMS; i++) {
    195 		is_maze = (rooms[i].is_room & R_MAZE) ? 1 : 0;
    196 		is_room = (rooms[i].is_room & R_ROOM) ? 1 : 0;
    197 
    198 		if (!(is_room || is_maze)) {
    199 			continue;
    200 		}
    201 		if (is_maze || rand_percent(GOLD_PERCENT)) {
    202 			for (j = 0; j < 50; j++) {
    203 				row = get_rand(rooms[i].top_row+1,
    204 				rooms[i].bottom_row-1);
    205 				col = get_rand(rooms[i].left_col+1,
    206 				rooms[i].right_col-1);
    207 				if ((dungeon[row][col] == FLOOR) ||
    208 					(dungeon[row][col] == TUNNEL)) {
    209 					plant_gold(row, col, is_maze);
    210 					break;
    211 				}
    212 			}
    213 		}
    214 	}
    215 }
    216 
    217 void
    218 plant_gold(row, col, is_maze)
    219 	short row, col;
    220 	boolean is_maze;
    221 {
    222 	object *obj;
    223 
    224 	obj = alloc_object();
    225 	obj->row = row; obj->col = col;
    226 	obj->what_is = GOLD;
    227 	obj->quantity = get_rand((2 * cur_level), (16 * cur_level));
    228 	if (is_maze) {
    229 		obj->quantity += obj->quantity / 2;
    230 	}
    231 	dungeon[row][col] |= OBJECT;
    232 	(void) add_to_pack(obj, &level_objects, 0);
    233 }
    234 
    235 void
    236 place_at(obj, row, col)
    237 	object *obj;
    238 	int row, col;
    239 {
    240 	obj->row = row;
    241 	obj->col = col;
    242 	dungeon[row][col] |= OBJECT;
    243 	(void) add_to_pack(obj, &level_objects, 0);
    244 }
    245 
    246 object *
    247 object_at(pack, row, col)
    248 	object *pack;
    249 	short row, col;
    250 {
    251 	object *obj = (object *) 0;
    252 
    253 	if (dungeon[row][col] & (MONSTER | OBJECT)) {
    254 		obj = pack->next_object;
    255 
    256 		while (obj && ((obj->row != row) || (obj->col != col))) {
    257 			obj = obj->next_object;
    258 		}
    259 		if (!obj) {
    260 			messagef(1, "object_at(): inconsistent");
    261 		}
    262 	}
    263 	return(obj);
    264 }
    265 
    266 object *
    267 get_letter_object(ch)
    268 	int ch;
    269 {
    270 	object *obj;
    271 
    272 	obj = rogue.pack.next_object;
    273 
    274 	while (obj && (obj->ichar != ch)) {
    275 		obj = obj->next_object;
    276 	}
    277 	return(obj);
    278 }
    279 
    280 void
    281 free_stuff(objlist)
    282 	object *objlist;
    283 {
    284 	object *obj;
    285 
    286 	while (objlist->next_object) {
    287 		obj = objlist->next_object;
    288 		objlist->next_object =
    289 			objlist->next_object->next_object;
    290 		free_object(obj);
    291 	}
    292 }
    293 
    294 const char *
    295 name_of(obj)
    296 	const object *obj;
    297 {
    298 	const char *retstring;
    299 
    300 	switch(obj->what_is) {
    301 	case SCROL:
    302 		retstring = obj->quantity > 1 ? "scrolls " : "scroll ";
    303 		break;
    304 	case POTION:
    305 		retstring = obj->quantity > 1 ? "potions " : "potion ";
    306 		break;
    307 	case FOOD:
    308 		if (obj->which_kind == RATION) {
    309 			retstring = "food ";
    310 		} else {
    311 			retstring = fruit;
    312 		}
    313 		break;
    314 	case WAND:
    315 		retstring = is_wood[obj->which_kind] ? "staff " : "wand ";
    316 		break;
    317 	case WEAPON:
    318 		switch(obj->which_kind) {
    319 		case DART:
    320 			retstring=obj->quantity > 1 ? "darts " : "dart ";
    321 			break;
    322 		case ARROW:
    323 			retstring=obj->quantity > 1 ? "arrows " : "arrow ";
    324 			break;
    325 		case DAGGER:
    326 			retstring=obj->quantity > 1 ? "daggers " : "dagger ";
    327 			break;
    328 		case SHURIKEN:
    329 			retstring=obj->quantity > 1?"shurikens ":"shuriken ";
    330 			break;
    331 		default:
    332 			retstring = id_weapons[obj->which_kind].title;
    333 		}
    334 		break;
    335 	case ARMOR:
    336 		retstring = "armor ";
    337 		break;
    338 	case RING:
    339 			retstring = "ring ";
    340 		break;
    341 	case AMULET:
    342 		retstring = "amulet ";
    343 		break;
    344 	default:
    345 		retstring = "unknown ";
    346 		break;
    347 	}
    348 	return(retstring);
    349 }
    350 
    351 object *
    352 gr_object()
    353 {
    354 	object *obj;
    355 
    356 	obj = alloc_object();
    357 
    358 	if (foods < (cur_level / 3)) {
    359 		obj->what_is = FOOD;
    360 		foods++;
    361 	} else {
    362 		obj->what_is = gr_what_is();
    363 	}
    364 	switch(obj->what_is) {
    365 	case SCROL:
    366 		gr_scroll(obj);
    367 		break;
    368 	case POTION:
    369 		gr_potion(obj);
    370 		break;
    371 	case WEAPON:
    372 		gr_weapon(obj, 1);
    373 		break;
    374 	case ARMOR:
    375 		gr_armor(obj);
    376 		break;
    377 	case WAND:
    378 		gr_wand(obj);
    379 		break;
    380 	case FOOD:
    381 		get_food(obj, 0);
    382 		break;
    383 	case RING:
    384 		gr_ring(obj, 1);
    385 		break;
    386 	}
    387 	return(obj);
    388 }
    389 
    390 unsigned short
    391 gr_what_is()
    392 {
    393 	short percent;
    394 	unsigned short what_is;
    395 
    396 	percent = get_rand(1, 91);
    397 
    398 	if (percent <= 30) {
    399 		what_is = SCROL;
    400 	} else if (percent <= 60) {
    401 		what_is = POTION;
    402 	} else if (percent <= 64) {
    403 		what_is = WAND;
    404 	} else if (percent <= 74) {
    405 		what_is = WEAPON;
    406 	} else if (percent <= 83) {
    407 		what_is = ARMOR;
    408 	} else if (percent <= 88) {
    409 		what_is = FOOD;
    410 	} else {
    411 		what_is = RING;
    412 	}
    413 	return(what_is);
    414 }
    415 
    416 void
    417 gr_scroll(obj)
    418 	object *obj;
    419 {
    420 	short percent;
    421 
    422 	percent = get_rand(0, 91);
    423 
    424 	obj->what_is = SCROL;
    425 
    426 	if (percent <= 5) {
    427 		obj->which_kind = PROTECT_ARMOR;
    428 	} else if (percent <= 10) {
    429 		obj->which_kind = HOLD_MONSTER;
    430 	} else if (percent <= 20) {
    431 		obj->which_kind = CREATE_MONSTER;
    432 	} else if (percent <= 35) {
    433 		obj->which_kind = IDENTIFY;
    434 	} else if (percent <= 43) {
    435 		obj->which_kind = TELEPORT;
    436 	} else if (percent <= 50) {
    437 		obj->which_kind = SLEEP;
    438 	} else if (percent <= 55) {
    439 		obj->which_kind = SCARE_MONSTER;
    440 	} else if (percent <= 64) {
    441 		obj->which_kind = REMOVE_CURSE;
    442 	} else if (percent <= 69) {
    443 		obj->which_kind = ENCH_ARMOR;
    444 	} else if (percent <= 74) {
    445 		obj->which_kind = ENCH_WEAPON;
    446 	} else if (percent <= 80) {
    447 		obj->which_kind = AGGRAVATE_MONSTER;
    448 	} else if (percent <= 86) {
    449 		obj->which_kind = CON_MON;
    450 	} else {
    451 		obj->which_kind = MAGIC_MAPPING;
    452 	}
    453 }
    454 
    455 void
    456 gr_potion(obj)
    457 	object *obj;
    458 {
    459 	short percent;
    460 
    461 	percent = get_rand(1, 118);
    462 
    463 	obj->what_is = POTION;
    464 
    465 	if (percent <= 5) {
    466 		obj->which_kind = RAISE_LEVEL;
    467 	} else if (percent <= 15) {
    468 		obj->which_kind = DETECT_OBJECTS;
    469 	} else if (percent <= 25) {
    470 		obj->which_kind = DETECT_MONSTER;
    471 	} else if (percent <= 35) {
    472 		obj->which_kind = INCREASE_STRENGTH;
    473 	} else if (percent <= 45) {
    474 		obj->which_kind = RESTORE_STRENGTH;
    475 	} else if (percent <= 55) {
    476 		obj->which_kind = HEALING;
    477 	} else if (percent <= 65) {
    478 		obj->which_kind = EXTRA_HEALING;
    479 	} else if (percent <= 75) {
    480 		obj->which_kind = BLINDNESS;
    481 	} else if (percent <= 85) {
    482 		obj->which_kind = HALLUCINATION;
    483 	} else if (percent <= 95) {
    484 		obj->which_kind = CONFUSION;
    485 	} else if (percent <= 105) {
    486 		obj->which_kind = POISON;
    487 	} else if (percent <= 110) {
    488 		obj->which_kind = LEVITATION;
    489 	} else if (percent <= 114) {
    490 		obj->which_kind = HASTE_SELF;
    491 	} else {
    492 		obj->which_kind = SEE_INVISIBLE;
    493 	}
    494 }
    495 
    496 void
    497 gr_weapon(obj, assign_wk)
    498 	object *obj;
    499 	int assign_wk;
    500 {
    501 	short percent;
    502 	short i;
    503 	short blessing, increment;
    504 
    505 	obj->what_is = WEAPON;
    506 	if (assign_wk) {
    507 		obj->which_kind = get_rand(0, (WEAPONS - 1));
    508 	}
    509 	if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) ||
    510 		(obj->which_kind == SHURIKEN) | (obj->which_kind == DART)) {
    511 		obj->quantity = get_rand(3, 15);
    512 		obj->quiver = get_rand(0, 126);
    513 	} else {
    514 		obj->quantity = 1;
    515 	}
    516 	obj->hit_enchant = obj->d_enchant = 0;
    517 
    518 	percent = get_rand(1, 96);
    519 	blessing = get_rand(1, 3);
    520 
    521 	if (percent <= 32) {
    522 		if (percent <= 16) {
    523 			increment = 1;
    524 		} else {
    525 			increment = -1;
    526 			obj->is_cursed = 1;
    527 		}
    528 		for (i = 0; i < blessing; i++) {
    529 			if (coin_toss()) {
    530 				obj->hit_enchant += increment;
    531 			} else {
    532 				obj->d_enchant += increment;
    533 			}
    534 		}
    535 	}
    536 	switch(obj->which_kind) {
    537 	case BOW:
    538 	case DART:
    539 		obj->damage = "1d1";
    540 		break;
    541 	case ARROW:
    542 		obj->damage = "1d2";
    543 		break;
    544 	case DAGGER:
    545 		obj->damage = "1d3";
    546 		break;
    547 	case SHURIKEN:
    548 		obj->damage = "1d4";
    549 		break;
    550 	case MACE:
    551 		obj->damage = "2d3";
    552 		break;
    553 	case LONG_SWORD:
    554 		obj->damage = "3d4";
    555 		break;
    556 	case TWO_HANDED_SWORD:
    557 		obj->damage = "4d5";
    558 		break;
    559 	}
    560 }
    561 
    562 void
    563 gr_armor(obj)
    564 	object *obj;
    565 {
    566 	short percent;
    567 	short blessing;
    568 
    569 	obj->what_is = ARMOR;
    570 	obj->which_kind = get_rand(0, (ARMORS - 1));
    571 	obj->class = obj->which_kind + 2;
    572 	if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) {
    573 		obj->class--;
    574 	}
    575 	obj->is_protected = 0;
    576 	obj->d_enchant = 0;
    577 
    578 	percent = get_rand(1, 100);
    579 	blessing = get_rand(1, 3);
    580 
    581 	if (percent <= 16) {
    582 		obj->is_cursed = 1;
    583 		obj->d_enchant -= blessing;
    584 	} else if (percent <= 33) {
    585 		obj->d_enchant += blessing;
    586 	}
    587 }
    588 
    589 void
    590 gr_wand(obj)
    591 	object *obj;
    592 {
    593 	obj->what_is = WAND;
    594 	obj->which_kind = get_rand(0, (WANDS - 1));
    595 	obj->class = get_rand(3, 7);
    596 }
    597 
    598 void
    599 get_food(obj, force_ration)
    600 	object *obj;
    601 	boolean force_ration;
    602 {
    603 	obj->what_is = FOOD;
    604 
    605 	if (force_ration || rand_percent(80)) {
    606 		obj->which_kind = RATION;
    607 	} else {
    608 		obj->which_kind = FRUIT;
    609 	}
    610 }
    611 
    612 void
    613 put_stairs()
    614 {
    615 	short row, col;
    616 
    617 	gr_row_col(&row, &col, (FLOOR | TUNNEL));
    618 	dungeon[row][col] |= STAIRS;
    619 }
    620 
    621 int
    622 get_armor_class(obj)
    623 	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()
    633 {
    634 	object *obj;
    635 
    636 	if (free_list) {
    637 		obj = free_list;
    638 		free_list = free_list->next_object;
    639 	} else if (!(obj = (object *) 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(obj)
    655 	object *obj;
    656 {
    657 	obj->next_object = free_list;
    658 	free_list = obj;
    659 }
    660 
    661 void
    662 make_party()
    663 {
    664 	short n;
    665 
    666 	party_room = gr_room();
    667 
    668 	n = rand_percent(99) ? party_objects(party_room) : 11;
    669 	if (rand_percent(99)) {
    670 		party_monsters(party_room, n);
    671 	}
    672 }
    673 
    674 void
    675 show_objects()
    676 {
    677 	object *obj;
    678 	short mc, rc, row, col;
    679 	object *monster;
    680 
    681 	obj = level_objects.next_object;
    682 
    683 	while (obj) {
    684 		row = obj->row;
    685 		col = obj->col;
    686 
    687 		rc = get_mask_char(obj->what_is);
    688 
    689 		if (dungeon[row][col] & MONSTER) {
    690 			if ((monster =
    691 			    object_at(&level_monsters, row, col)) != NULL) {
    692 				monster->trail_char = rc;
    693 			}
    694 		}
    695 		mc = mvinch(row, col);
    696 		if (((mc < 'A') || (mc > 'Z')) &&
    697 			((row != rogue.row) || (col != rogue.col))) {
    698 			mvaddch(row, col, rc);
    699 		}
    700 		obj = obj->next_object;
    701 	}
    702 
    703 	monster = level_monsters.next_object;
    704 
    705 	while (monster) {
    706 		if (monster->m_flags & IMITATES) {
    707 			mvaddch(monster->row, monster->col, (int) monster->disguise);
    708 		}
    709 		monster = monster->next_monster;
    710 	}
    711 }
    712 
    713 void
    714 put_amulet()
    715 {
    716 	object *obj;
    717 
    718 	obj = alloc_object();
    719 	obj->what_is = AMULET;
    720 	rand_place(obj);
    721 }
    722 
    723 void
    724 rand_place(obj)
    725 	object *obj;
    726 {
    727 	short row, col;
    728 
    729 	gr_row_col(&row, &col, (FLOOR | TUNNEL));
    730 	place_at(obj, row, col);
    731 }
    732 
    733 void
    734 c_object_for_wizard()
    735 {
    736 	short ch, max, wk;
    737 	object *obj;
    738 	char buf[80];
    739 
    740 	max = 0;
    741 	if (pack_count((object *) 0) >= MAX_PACK_COUNT) {
    742 		messagef(0, "pack full");
    743 		return;
    744 	}
    745 	messagef(0, "type of object?");
    746 
    747 	while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) {
    748 		sound_bell();
    749 	}
    750 	check_message();
    751 
    752 	if (ch == '\033') {
    753 		return;
    754 	}
    755 	obj = alloc_object();
    756 
    757 	switch(ch) {
    758 	case '!':
    759 		obj->what_is = POTION;
    760 		max = POTIONS - 1;
    761 		break;
    762 	case '?':
    763 		obj->what_is = SCROL;
    764 		max = SCROLS - 1;
    765 		break;
    766 	case ',':
    767 		obj->what_is = AMULET;
    768 		break;
    769 	case ':':
    770 		get_food(obj, 0);
    771 		break;
    772 	case ')':
    773 		gr_weapon(obj, 0);
    774 		max = WEAPONS - 1;
    775 		break;
    776 	case ']':
    777 		gr_armor(obj);
    778 		max = ARMORS - 1;
    779 		break;
    780 	case '/':
    781 		gr_wand(obj);
    782 		max = WANDS - 1;
    783 		break;
    784 	case '=':
    785 		max = RINGS - 1;
    786 		obj->what_is = RING;
    787 		break;
    788 	}
    789 	if ((ch != ',') && (ch != ':')) {
    790 GIL:
    791 		if (get_input_line("which kind?", "", buf, sizeof(buf), "", 0, 1)) {
    792 			wk = get_number(buf);
    793 			if ((wk >= 0) && (wk <= max)) {
    794 				obj->which_kind = (unsigned short) wk;
    795 				if (obj->what_is == RING) {
    796 					gr_ring(obj, 0);
    797 				}
    798 			} else {
    799 				sound_bell();
    800 				goto GIL;
    801 			}
    802 		} else {
    803 			free_object(obj);
    804 			return;
    805 		}
    806 	}
    807 	get_desc(obj, buf, sizeof(buf));
    808 	messagef(0, "%s", buf);
    809 	(void) add_to_pack(obj, &rogue.pack, 1);
    810 }
    811