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object.c revision 1.4
      1 /*	$NetBSD: object.c,v 1.4 1997/10/12 11:45:34 lukem 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 1.4 1997/10/12 11:45:34 lukem 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 {
    243 	obj->row = row;
    244 	obj->col = col;
    245 	dungeon[row][col] |= OBJECT;
    246 	(void) add_to_pack(obj, &level_objects, 0);
    247 }
    248 
    249 object *
    250 object_at(pack, row, col)
    251 	object *pack;
    252 	short row, col;
    253 {
    254 	object *obj = (object *) 0;
    255 
    256 	if (dungeon[row][col] & (MONSTER | OBJECT)) {
    257 		obj = pack->next_object;
    258 
    259 		while (obj && ((obj->row != row) || (obj->col != col))) {
    260 			obj = obj->next_object;
    261 		}
    262 		if (!obj) {
    263 			message("object_at(): inconsistent", 1);
    264 		}
    265 	}
    266 	return(obj);
    267 }
    268 
    269 object *
    270 get_letter_object(ch)
    271 {
    272 	object *obj;
    273 
    274 	obj = rogue.pack.next_object;
    275 
    276 	while (obj && (obj->ichar != ch)) {
    277 		obj = obj->next_object;
    278 	}
    279 	return(obj);
    280 }
    281 
    282 void
    283 free_stuff(objlist)
    284 	object *objlist;
    285 {
    286 	object *obj;
    287 
    288 	while (objlist->next_object) {
    289 		obj = objlist->next_object;
    290 		objlist->next_object =
    291 			objlist->next_object->next_object;
    292 		free_object(obj);
    293 	}
    294 }
    295 
    296 char *
    297 name_of(obj)
    298 	object *obj;
    299 {
    300 	char *retstring;
    301 
    302 	switch(obj->what_is) {
    303 	case SCROL:
    304 		retstring = obj->quantity > 1 ? "scrolls " : "scroll ";
    305 		break;
    306 	case POTION:
    307 		retstring = obj->quantity > 1 ? "potions " : "potion ";
    308 		break;
    309 	case FOOD:
    310 		if (obj->which_kind == RATION) {
    311 			retstring = "food ";
    312 		} else {
    313 			retstring = fruit;
    314 		}
    315 		break;
    316 	case WAND:
    317 		retstring = is_wood[obj->which_kind] ? "staff " : "wand ";
    318 		break;
    319 	case WEAPON:
    320 		switch(obj->which_kind) {
    321 		case DART:
    322 			retstring=obj->quantity > 1 ? "darts " : "dart ";
    323 			break;
    324 		case ARROW:
    325 			retstring=obj->quantity > 1 ? "arrows " : "arrow ";
    326 			break;
    327 		case DAGGER:
    328 			retstring=obj->quantity > 1 ? "daggers " : "dagger ";
    329 			break;
    330 		case SHURIKEN:
    331 			retstring=obj->quantity > 1?"shurikens ":"shuriken ";
    332 			break;
    333 		default:
    334 			retstring = id_weapons[obj->which_kind].title;
    335 		}
    336 		break;
    337 	case ARMOR:
    338 		retstring = "armor ";
    339 		break;
    340 	case RING:
    341 			retstring = "ring ";
    342 		break;
    343 	case AMULET:
    344 		retstring = "amulet ";
    345 		break;
    346 	default:
    347 		retstring = "unknown ";
    348 		break;
    349 	}
    350 	return(retstring);
    351 }
    352 
    353 object *
    354 gr_object()
    355 {
    356 	object *obj;
    357 
    358 	obj = alloc_object();
    359 
    360 	if (foods < (cur_level / 3)) {
    361 		obj->what_is = FOOD;
    362 		foods++;
    363 	} else {
    364 		obj->what_is = gr_what_is();
    365 	}
    366 	switch(obj->what_is) {
    367 	case SCROL:
    368 		gr_scroll(obj);
    369 		break;
    370 	case POTION:
    371 		gr_potion(obj);
    372 		break;
    373 	case WEAPON:
    374 		gr_weapon(obj, 1);
    375 		break;
    376 	case ARMOR:
    377 		gr_armor(obj);
    378 		break;
    379 	case WAND:
    380 		gr_wand(obj);
    381 		break;
    382 	case FOOD:
    383 		get_food(obj, 0);
    384 		break;
    385 	case RING:
    386 		gr_ring(obj, 1);
    387 		break;
    388 	}
    389 	return(obj);
    390 }
    391 
    392 unsigned short
    393 gr_what_is()
    394 {
    395 	short percent;
    396 	unsigned short what_is;
    397 
    398 	percent = get_rand(1, 91);
    399 
    400 	if (percent <= 30) {
    401 		what_is = SCROL;
    402 	} else if (percent <= 60) {
    403 		what_is = POTION;
    404 	} else if (percent <= 64) {
    405 		what_is = WAND;
    406 	} else if (percent <= 74) {
    407 		what_is = WEAPON;
    408 	} else if (percent <= 83) {
    409 		what_is = ARMOR;
    410 	} else if (percent <= 88) {
    411 		what_is = FOOD;
    412 	} else {
    413 		what_is = RING;
    414 	}
    415 	return(what_is);
    416 }
    417 
    418 void
    419 gr_scroll(obj)
    420 	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 void
    458 gr_potion(obj)
    459 	object *obj;
    460 {
    461 	short percent;
    462 
    463 	percent = get_rand(1, 118);
    464 
    465 	obj->what_is = POTION;
    466 
    467 	if (percent <= 5) {
    468 		obj->which_kind = RAISE_LEVEL;
    469 	} else if (percent <= 15) {
    470 		obj->which_kind = DETECT_OBJECTS;
    471 	} else if (percent <= 25) {
    472 		obj->which_kind = DETECT_MONSTER;
    473 	} else if (percent <= 35) {
    474 		obj->which_kind = INCREASE_STRENGTH;
    475 	} else if (percent <= 45) {
    476 		obj->which_kind = RESTORE_STRENGTH;
    477 	} else if (percent <= 55) {
    478 		obj->which_kind = HEALING;
    479 	} else if (percent <= 65) {
    480 		obj->which_kind = EXTRA_HEALING;
    481 	} else if (percent <= 75) {
    482 		obj->which_kind = BLINDNESS;
    483 	} else if (percent <= 85) {
    484 		obj->which_kind = HALLUCINATION;
    485 	} else if (percent <= 95) {
    486 		obj->which_kind = CONFUSION;
    487 	} else if (percent <= 105) {
    488 		obj->which_kind = POISON;
    489 	} else if (percent <= 110) {
    490 		obj->which_kind = LEVITATION;
    491 	} else if (percent <= 114) {
    492 		obj->which_kind = HASTE_SELF;
    493 	} else {
    494 		obj->which_kind = SEE_INVISIBLE;
    495 	}
    496 }
    497 
    498 void
    499 gr_weapon(obj, assign_wk)
    500 	object *obj;
    501 	int assign_wk;
    502 {
    503 	short percent;
    504 	short i;
    505 	short blessing, increment;
    506 
    507 	obj->what_is = WEAPON;
    508 	if (assign_wk) {
    509 		obj->which_kind = get_rand(0, (WEAPONS - 1));
    510 	}
    511 	if ((obj->which_kind == ARROW) || (obj->which_kind == DAGGER) ||
    512 		(obj->which_kind == SHURIKEN) | (obj->which_kind == DART)) {
    513 		obj->quantity = get_rand(3, 15);
    514 		obj->quiver = get_rand(0, 126);
    515 	} else {
    516 		obj->quantity = 1;
    517 	}
    518 	obj->hit_enchant = obj->d_enchant = 0;
    519 
    520 	percent = get_rand(1, 96);
    521 	blessing = get_rand(1, 3);
    522 
    523 	if (percent <= 16) {
    524 		increment = 1;
    525 	} else if (percent <= 32) {
    526 		increment = -1;
    527 		obj->is_cursed = 1;
    528 	}
    529 	if (percent <= 32) {
    530 		for (i = 0; i < blessing; i++) {
    531 			if (coin_toss()) {
    532 				obj->hit_enchant += increment;
    533 			} else {
    534 				obj->d_enchant += increment;
    535 			}
    536 		}
    537 	}
    538 	switch(obj->which_kind) {
    539 	case BOW:
    540 	case DART:
    541 		obj->damage = "1d1";
    542 		break;
    543 	case ARROW:
    544 		obj->damage = "1d2";
    545 		break;
    546 	case DAGGER:
    547 		obj->damage = "1d3";
    548 		break;
    549 	case SHURIKEN:
    550 		obj->damage = "1d4";
    551 		break;
    552 	case MACE:
    553 		obj->damage = "2d3";
    554 		break;
    555 	case LONG_SWORD:
    556 		obj->damage = "3d4";
    557 		break;
    558 	case TWO_HANDED_SWORD:
    559 		obj->damage = "4d5";
    560 		break;
    561 	}
    562 }
    563 
    564 void
    565 gr_armor(obj)
    566 	object *obj;
    567 {
    568 	short percent;
    569 	short blessing;
    570 
    571 	obj->what_is = ARMOR;
    572 	obj->which_kind = get_rand(0, (ARMORS - 1));
    573 	obj->class = obj->which_kind + 2;
    574 	if ((obj->which_kind == PLATE) || (obj->which_kind == SPLINT)) {
    575 		obj->class--;
    576 	}
    577 	obj->is_protected = 0;
    578 	obj->d_enchant = 0;
    579 
    580 	percent = get_rand(1, 100);
    581 	blessing = get_rand(1, 3);
    582 
    583 	if (percent <= 16) {
    584 		obj->is_cursed = 1;
    585 		obj->d_enchant -= blessing;
    586 	} else if (percent <= 33) {
    587 		obj->d_enchant += blessing;
    588 	}
    589 }
    590 
    591 void
    592 gr_wand(obj)
    593 	object *obj;
    594 {
    595 	obj->what_is = WAND;
    596 	obj->which_kind = get_rand(0, (WANDS - 1));
    597 	obj->class = get_rand(3, 7);
    598 }
    599 
    600 void
    601 get_food(obj, force_ration)
    602 	object *obj;
    603 	boolean force_ration;
    604 {
    605 	obj->what_is = FOOD;
    606 
    607 	if (force_ration || rand_percent(80)) {
    608 		obj->which_kind = RATION;
    609 	} else {
    610 		obj->which_kind = FRUIT;
    611 	}
    612 }
    613 
    614 void
    615 put_stairs()
    616 {
    617 	short row, col;
    618 
    619 	gr_row_col(&row, &col, (FLOOR | TUNNEL));
    620 	dungeon[row][col] |= STAIRS;
    621 }
    622 
    623 int
    624 get_armor_class(obj)
    625 	object *obj;
    626 {
    627 	if (obj) {
    628 		return(obj->class + obj->d_enchant);
    629 	}
    630 	return(0);
    631 }
    632 
    633 object *
    634 alloc_object()
    635 {
    636 	object *obj;
    637 
    638 	if (free_list) {
    639 		obj = free_list;
    640 		free_list = free_list->next_object;
    641 	} else if (!(obj = (object *) md_malloc(sizeof(object)))) {
    642 			message("cannot allocate object, saving game", 0);
    643 			save_into_file(error_file);
    644 	}
    645 	obj->quantity = 1;
    646 	obj->ichar = 'L';
    647 	obj->picked_up = obj->is_cursed = 0;
    648 	obj->in_use_flags = NOT_USED;
    649 	obj->identified = UNIDENTIFIED;
    650 	obj->damage = "1d1";
    651 	return(obj);
    652 }
    653 
    654 void
    655 free_object(obj)
    656 	object *obj;
    657 {
    658 	obj->next_object = free_list;
    659 	free_list = obj;
    660 }
    661 
    662 void
    663 make_party()
    664 {
    665 	short n;
    666 
    667 	party_room = gr_room();
    668 
    669 	n = rand_percent(99) ? party_objects(party_room) : 11;
    670 	if (rand_percent(99)) {
    671 		party_monsters(party_room, n);
    672 	}
    673 }
    674 
    675 void
    676 show_objects()
    677 {
    678 	object *obj;
    679 	short mc, rc, row, col;
    680 	object *monster;
    681 
    682 	obj = level_objects.next_object;
    683 
    684 	while (obj) {
    685 		row = obj->row;
    686 		col = obj->col;
    687 
    688 		rc = get_mask_char(obj->what_is);
    689 
    690 		if (dungeon[row][col] & MONSTER) {
    691 			if ((monster =
    692 			    object_at(&level_monsters, row, col)) != NULL) {
    693 				monster->trail_char = rc;
    694 			}
    695 		}
    696 		mc = mvinch(row, col);
    697 		if (((mc < 'A') || (mc > 'Z')) &&
    698 			((row != rogue.row) || (col != rogue.col))) {
    699 			mvaddch(row, col, rc);
    700 		}
    701 		obj = obj->next_object;
    702 	}
    703 
    704 	monster = level_monsters.next_object;
    705 
    706 	while (monster) {
    707 		if (monster->m_flags & IMITATES) {
    708 			mvaddch(monster->row, monster->col, (int) monster->disguise);
    709 		}
    710 		monster = monster->next_monster;
    711 	}
    712 }
    713 
    714 void
    715 put_amulet()
    716 {
    717 	object *obj;
    718 
    719 	obj = alloc_object();
    720 	obj->what_is = AMULET;
    721 	rand_place(obj);
    722 }
    723 
    724 void
    725 rand_place(obj)
    726 	object *obj;
    727 {
    728 	short row, col;
    729 
    730 	gr_row_col(&row, &col, (FLOOR | TUNNEL));
    731 	place_at(obj, row, col);
    732 }
    733 
    734 void
    735 c_object_for_wizard()
    736 {
    737 	short ch, max, wk;
    738 	object *obj;
    739 	char buf[80];
    740 
    741 	max = 0;
    742 	if (pack_count((object *) 0) >= MAX_PACK_COUNT) {
    743 		message("pack full", 0);
    744 		return;
    745 	}
    746 	message("type of object?", 0);
    747 
    748 	while (r_index("!?:)]=/,\033", (ch = rgetchar()), 0) == -1) {
    749 		sound_bell();
    750 	}
    751 	check_message();
    752 
    753 	if (ch == '\033') {
    754 		return;
    755 	}
    756 	obj = alloc_object();
    757 
    758 	switch(ch) {
    759 	case '!':
    760 		obj->what_is = POTION;
    761 		max = POTIONS - 1;
    762 		break;
    763 	case '?':
    764 		obj->what_is = SCROL;
    765 		max = SCROLS - 1;
    766 		break;
    767 	case ',':
    768 		obj->what_is = AMULET;
    769 		break;
    770 	case ':':
    771 		get_food(obj, 0);
    772 		break;
    773 	case ')':
    774 		gr_weapon(obj, 0);
    775 		max = WEAPONS - 1;
    776 		break;
    777 	case ']':
    778 		gr_armor(obj);
    779 		max = ARMORS - 1;
    780 		break;
    781 	case '/':
    782 		gr_wand(obj);
    783 		max = WANDS - 1;
    784 		break;
    785 	case '=':
    786 		max = RINGS - 1;
    787 		obj->what_is = RING;
    788 		break;
    789 	}
    790 	if ((ch != ',') && (ch != ':')) {
    791 GIL:
    792 		if (get_input_line("which kind?", "", buf, "", 0, 1)) {
    793 			wk = get_number(buf);
    794 			if ((wk >= 0) && (wk <= max)) {
    795 				obj->which_kind = (unsigned short) wk;
    796 				if (obj->what_is == RING) {
    797 					gr_ring(obj, 0);
    798 				}
    799 			} else {
    800 				sound_bell();
    801 				goto GIL;
    802 			}
    803 		} else {
    804 			free_object(obj);
    805 			return;
    806 		}
    807 	}
    808 	get_desc(obj, buf);
    809 	message(buf, 0);
    810 	(void) add_to_pack(obj, &rogue.pack, 1);
    811 }
    812