view arogue7/things.c @ 306:057c5114e244

Super-Rogue: fix some out-of-range constants. Constants K_ARROW etc., for causes of death other than monsters, are in the 240-255 range. They were often passed to functions taking char, which is usually signed, making the values out of range. The function declarations have been changed to unsigned char, which is also the type used by the scoreboard code.
author John "Elwin" Edwards
date Sat, 17 Apr 2021 15:41:12 -0400
parents f9ef86cf22b2
children
line wrap: on
line source

/*
 * things.c - functions for dealing with things like potions and scrolls
 *
 * Advanced Rogue
 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
 * All rights reserved.
 *
 * Based on "Rogue: Exploring the Dungeons of Doom"
 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
 * All rights reserved.
 *
 * See the file LICENSE.TXT for full copyright and licensing information.
 */

/*
 * Contains functions for dealing with things like
 * potions and scrolls
 *
 */

#include "curses.h"
#include <ctype.h>
#include <string.h>
#include "rogue.h"

int pick_one(struct magic_item *magic, int nitems);
char *blesscurse(int flags);
char *p_kind(struct object *obj);
int extras(void);

/*
 * print out the number of charges on a stick
 */
char *
charge_str(struct object *obj)
{
    static char buf[20];

    if (!(obj->o_flags & ISKNOW))
	buf[0] = '\0';
    else if (terse)
	sprintf(buf, " [%d]", obj->o_charges);
    else
	sprintf(buf, " [%d charges]", obj->o_charges);
    return buf;
}
/*
 * inv_name:
 *	return the name of something as it would appear in an
 *	inventory.
 */
char *
inv_name(struct object *obj, bool drop)
{
    register char *pb;

    pb = prbuf;
    pb[0] = '\0';
    switch(obj->o_type) {
	case SCROLL:
	    if (obj->o_count == 1)
		 sprintf(pb, "A %sscroll ", blesscurse(obj->o_flags));
	    else
		 sprintf(pb, "%d %sscrolls ", 
			obj->o_count, blesscurse(obj->o_flags));
	    pb = &pb[strlen(pb)];
	    if (s_know[obj->o_which] || (obj->o_flags & ISPOST))
		sprintf(pb, "of %s", s_magic[obj->o_which].mi_name);
	    else if (s_guess[obj->o_which])
		sprintf(pb, "named %s", s_guess[obj->o_which]);
	    else
		sprintf(pb, "titled '%s'", s_names[obj->o_which]);
        when POTION:
	    if (obj->o_count == 1)
		 sprintf(pb, "A %spotion ", blesscurse(obj->o_flags));
	    else
		 sprintf(pb, "%d %spotions ", 
			obj->o_count, blesscurse(obj->o_flags));
	    pb = &pb[strlen(pb)];
	    if (p_know[obj->o_which])
		sprintf(pb, "of %s (%s)", p_magic[obj->o_which].mi_name,
		    p_kind(obj));
	    else if (obj->o_flags & ISPOST)
		sprintf(pb, "of %s", p_magic[obj->o_which].mi_name);
	    else if (p_guess[obj->o_which])
		sprintf(pb, "named %s (%s)", p_guess[obj->o_which],
		    p_colors[obj->o_which]);
	    else {
		pb = prbuf;
		if (obj->o_count == 1)
		    sprintf(pb, "A%s %s potion",
			    vowelstr(p_colors[obj->o_which]),
			    p_colors[obj->o_which]);
		else
		    sprintf(pb, "%d %s potions",
			    obj->o_count, p_colors[obj->o_which]);
	    }
	when FOOD:
	    if (obj->o_count == 1)
		sprintf(pb, "A%s %s", vowelstr(foods[obj->o_which].mi_name), 
			foods[obj->o_which].mi_name);
	    else
		sprintf(pb, "%d %ss", obj->o_count,foods[obj->o_which].mi_name);
	when WEAPON:
	    if (obj->o_count > 1)
		sprintf(pb, "%d ", obj->o_count);
	    else
		strcpy(pb, "A ");
	    pb = &pb[strlen(pb)];
	    if (obj->o_flags & ISKNOW) {
		strcat(pb, num(obj->o_hplus, obj->o_dplus));
		strcat (pb, " ");
	    }
	    strcat(pb, weaps[obj->o_which].w_name);
	    if (obj->o_count > 1)
		strcat(pb, "s");
	    if (obj == cur_weapon)
		strcat(pb, " (weapon in hand)");
	    if (obj->o_flags & ISPOISON)
		strcat(pb, " {Poisoned}");
	when ARMOR:
	    if (obj->o_flags & ISKNOW) {
		strcat(pb, num(armors[obj->o_which].a_class - obj->o_ac, 0));
		strcat(pb, " ");
	    }
	    strcat(pb, armors[obj->o_which].a_name);
	    if (obj == cur_armor)
		strcat(pb, " (being worn)");
	when STICK:
	    sprintf(pb, "A %s%s ", 
		blesscurse(obj->o_flags), ws_type[obj->o_which]);
	    pb = &pb[strlen(pb)];
	    if (ws_know[obj->o_which] || obj->o_flags & ISKNOW)
		sprintf(pb, "of %s%s (%s)", ws_magic[obj->o_which].mi_name,
		    charge_str(obj), ws_made[obj->o_which]);
	    else if (obj->o_flags & ISPOST)
		sprintf(pb, "of %s", ws_magic[obj->o_which].mi_name);
	    else if (ws_guess[obj->o_which])
		sprintf(pb, "named %s (%s)", ws_guess[obj->o_which],
		    ws_made[obj->o_which]);
	    else {
		pb = prbuf;
		sprintf(pb, "A %s %s", ws_made[obj->o_which],
		    ws_type[obj->o_which]);
	    }
	    if (obj == cur_weapon)
		strcat(prbuf, " (weapon in hand)");
        when RING:
	    if (r_know[obj->o_which] || obj->o_flags & ISKNOW)
		sprintf(pb, "A%s ring of %s (%s)", ring_num(obj),
		    r_magic[obj->o_which].mi_name, r_stones[obj->o_which]);
	    else if (obj->o_flags & ISPOST)
		sprintf(pb, "A ring of %s", r_magic[obj->o_which].mi_name);
	    else if (r_guess[obj->o_which])
		sprintf(pb, "A ring named %s (%s)",
		    r_guess[obj->o_which], r_stones[obj->o_which]);
	    else
		sprintf(pb, "A%s %s ring", vowelstr(r_stones[obj->o_which]),
		    r_stones[obj->o_which]);
	    if     (obj == cur_ring[LEFT_1] || obj == cur_ring[LEFT_2] ||
		    obj == cur_ring[LEFT_3] || obj == cur_ring[LEFT_4])  
			strcat(pb, " (on left hand)");
	    if	   (obj == cur_ring[RIGHT_1] || obj == cur_ring[RIGHT_2] ||
		    obj == cur_ring[RIGHT_3] || obj == cur_ring[RIGHT_4]) 
			strcat(pb, " (on right hand)");
	when RELIC:
	    if (obj->o_flags & ISKNOW)
		switch(obj->o_which) {
		case QUILL_NAGROM:
		    sprintf(pb, "%s%s", rel_magic[obj->o_which].mi_name, 
			    charge_str(obj));
		otherwise:
		    strcpy(pb, rel_magic[obj->o_which].mi_name);
	    }
	    else switch(obj->o_which) {
		case MUSTY_DAGGER:
		    strcpy(pb, "Two very fine daggers marked MDDE");
		when EMORI_CLOAK:
		    strcpy(pb, "A silk cloak");
		when HEIL_ANKH:
		    strcpy(pb, "A golden ankh");
		when MING_STAFF:
		    strcpy(pb, "A finely carved staff");
		when ORCUS_WAND:
		    strcpy(pb, "A sparkling ivory wand");
		when ASMO_ROD:
		    strcpy(pb, "A glistening ebony rod");
		when YENDOR_AMULET:
		    strcpy(pb, "A silver amulet");
		when STONEBONES_AMULET:
		    strcpy(pb, "A stone amulet");
		when BRIAN_MANDOLIN:
		    strcpy(pb, "A gleaming mandolin");
		when HRUGGEK_MSTAR:
		    strcpy(pb, "A huge morning star");
		when AXE_AKLAD:
		    strcpy(pb, "A jewel encrusted axe");
		when QUILL_NAGROM:
		    strcpy(pb, "A bright white feather");
		when GERYON_HORN:
		    strcpy(pb, "A jet black horn");
		when YEENOGHU_FLAIL:
		    strcpy(pb, "A shimmering flail");
		when SURTUR_RING:
		    strcpy(pb, "A fiery red ring");
		otherwise:
		    strcpy(pb, "A magical item");
	    }

	    /* Take care of wielding and wearing */
	    switch (obj->o_which) {
		case EMORI_CLOAK:
		    if (cur_armor == NULL && cur_misc[WEAR_CLOAK] == NULL)
			strcat(pb, " (being worn)");
		    if (obj->o_charges)
			strcat(pb, " [charged]");
		    else
			strcat(pb, " [discharged]");
		when HEIL_ANKH:
		    if (cur_relic[HEIL_ANKH]) strcat(pb, " (in hand)");
		when EYE_VECNA:
		    if (cur_relic[EYE_VECNA]) strcat(pb, " (in eye socket)");
		when STONEBONES_AMULET:
		    if (cur_relic[STONEBONES_AMULET])
			strcat(pb, " (in chest)");
		when YENDOR_AMULET:
		    if (cur_relic[YENDOR_AMULET])
			strcat(pb, " (in chest)");
		when MUSTY_DAGGER:
		case HRUGGEK_MSTAR:
		case AXE_AKLAD:
		case YEENOGHU_FLAIL:
		case MING_STAFF:
		case ASMO_ROD:
		case ORCUS_WAND:
		    if (cur_weapon == obj) strcat(pb, " (weapon in hand)");
		when SURTUR_RING:
		    if (cur_relic[SURTUR_RING])
			strcat(pb, " (in nose)");
	    }
	when MM:
	    if (m_know[obj->o_which])
			strcpy(pb, misc_name(obj));
	    else {
		switch (obj->o_which) {
		    case MM_JUG:
		    case MM_BEAKER:
			strcpy(pb, "A bottle");
		    when MM_KEOGHTOM:
			strcpy(pb, "A jar");
		    when MM_JEWEL:
			strcpy(pb, "An amulet");
		    when MM_BOOK:
		    case MM_SKILLS:
			strcpy(pb, "A book");
		    when MM_ELF_BOOTS:
		    case MM_DANCE:
			strcpy(pb, "A pair of boots");
		    when MM_BRACERS:
			strcpy(pb, "A pair of bracers");
		    when MM_OPEN:
		    case MM_HUNGER:
			strcpy(pb, "A chime");
		    when MM_DISP:
		    case MM_R_POWERLESS:
		    case MM_PROTECT:
			strcpy(pb, "A cloak");
		    when MM_DRUMS:
			strcpy(pb, "A set of drums");
		    when MM_DISAPPEAR:
		    case MM_CHOKE:
			strcpy(pb, "A pouch of dust");
		    when MM_G_DEXTERITY:
		    case MM_G_OGRE:
		    case MM_FUMBLE:
			strcpy(pb, "A pair of gauntlets");
		    when MM_ADAPTION:
		    case MM_STRANGLE:
			strcpy(pb, "A necklace");
		    otherwise:
			strcpy(pb, "A magical item");
		}
		if (m_guess[obj->o_which]) {
		    strcat(pb, " named: ");
		    strcat(pb, m_guess[obj->o_which]);
		}
	    }
	    if (obj == cur_misc[WEAR_BOOTS]	||
		obj == cur_misc[WEAR_BRACERS]	||
		obj == cur_misc[WEAR_CLOAK]	||
		obj == cur_misc[WEAR_GAUNTLET]	||
		obj == cur_misc[WEAR_NECKLACE]	||
		obj == cur_misc[WEAR_JEWEL]) 
		    strcat(pb, " (being worn)");
	when GOLD:
		sprintf(pb, "%d Pieces of Gold", obj->o_count);
	otherwise:
	    debug("Picked up something funny");
	    sprintf(pb, "Something bizarre %s", unctrl(obj->o_type));
    }

    /* Is it marked? */
    if (obj->o_mark[0]) {
	pb = &pb[strlen(pb)];
	sprintf(pb, " <%s>", obj->o_mark);
    }

    if (obj->o_flags & ISPROT)
	strcat(pb, " [protected]");
    if (drop && isupper(prbuf[0]))
	prbuf[0] = tolower(prbuf[0]);
    else if (!drop && islower(*prbuf))
	*prbuf = toupper(*prbuf);
    if (!drop)
	strcat(pb, ".");
    /* 
     * Truncate if long. Use cols-4 to offset the "pack letter" of a normal
     * inventory listing.
     */
    prbuf[cols-4] = '\0';	
    return prbuf;
}

/*
 * weap_name:
 *	Return the name of a weapon.
 */
char *
weap_name(struct object *obj)
{
    switch (obj->o_type) {
	case WEAPON:
	    return(weaps[obj->o_which].w_name);
	when MISSILE:
	    return(ws_magic[obj->o_which].mi_name);
	when RELIC:
	    switch (obj->o_which) {
		case MUSTY_DAGGER:
		    return("daggers");
		when YEENOGHU_FLAIL:
		    return("flail");
		when AXE_AKLAD:
		    return("axe");
		when HRUGGEK_MSTAR:
		    return("morning star");
		when MING_STAFF:
		    return("staff");
		when ORCUS_WAND:
		    return("wand");
		when ASMO_ROD:
		    return("rod");
	    }
    }
    return("weapon");
}

/*
 * drop:
 *	put something down
 */
bool
drop(struct linked_list *item)
{
    register char ch;
    register struct linked_list *obj, *nobj;
    register struct object *op;

    if (item == NULL) {
	/* We charge 2 movement times to drop something */
	if (player.t_action == C_DROP && player.t_using != NULL) {
	    obj = player.t_using;
	    player.t_using = NULL;
	    player.t_action = A_NIL;
	}

	/* t_action == C_DROP always when called from command() */
	else {
	    if ((obj = get_item(pack, "drop", ALL, FALSE, FALSE)) == NULL) {
		player.t_action = A_NIL;
		player.t_using = NULL;
		return(FALSE);
	    }
	    if (player.t_action == C_DROP) {
		player.t_using = obj;
		player.t_no_move = 2 * movement(&player);
		return(FALSE);	/* We'll come back after we've waited */
	    }
	}

	switch(ch = CCHAR(mvwinch(stdscr, hero.y, hero.x))) {
	case PASSAGE: 
	case SCROLL:
	case POTION:
	case WEAPON:
	case FLOOR:
	case STICK:
	case ARMOR:
	case POOL:
	case RELIC:
	case GOLD:
	case FOOD:
	case RING:
	case MM:
	    break;
	default:
	    msg("Can't leave it here");
	    return(FALSE);
	}
    }
    else {
	obj = item;
    }
    op = OBJPTR(obj);
    if (!dropcheck(op))
	return(FALSE);

    /*
     * If it is a scare monster scroll, curse it
     */
    if (op->o_type == SCROLL && op->o_which == S_SCARE) {
	if (op->o_flags & ISBLESSED)
	    op->o_flags &= ~ISBLESSED;
	else op->o_flags |= ISCURSED;
    }

    /*
     * Take it out of the pack
     */
    if (op->o_count >= 2 && op->o_group == 0)
    {
	nobj = new_item(sizeof *op);
	op->o_count--;
	op = OBJPTR(nobj);
	*op = *(OBJPTR(obj));
	op->o_count = 1;
	obj = nobj;
    }
    else {
	detach(pack, obj);
        inpack--;
    }
    if(ch == POOL) {
	msg("Your %s sinks out of sight.",inv_name(op,TRUE));
	o_discard(obj);
    }
    else if (levtype == POSTLEV) {
	op->o_pos = hero;	/* same place as hero */
	fall(obj,FALSE);
	if (item == NULL)	/* if item wasn't sold */
	    msg("Thanks for your donation to the fiend's flea market.");
    }
    else {
	/*
	 * Link it into the level object list
	 */
	attach(lvl_obj, obj);
	mvaddch(hero.y, hero.x, op->o_type);
	op->o_pos = hero;
	msg("Dropped %s", inv_name(op, TRUE));
    }
    updpack(FALSE, &player);
    return (TRUE);
}

/*
 * do special checks for dropping or unweilding|unwearing|unringing
 */
bool
dropcheck(struct object *op)
{
    int save_max;

    if (op == NULL)
	return TRUE;
    if (levtype == POSTLEV) {
	if ((op->o_flags & ISCURSED) && (op->o_flags & ISKNOW)) {
	    msg("The trader does not accept your shoddy merchandise");
	    return(FALSE);
	}
    }

    /* Player will not drop a relic */
    if (op->o_type == RELIC) {
	/*
	 * There is a 1% cumulative chance per relic that trying to get
	 * rid of it will cause the relic to turn on the player.
	 */
	if (rnd(100) < cur_relic[op->o_which]++) {
	    msg("The artifact turns on you.");
	    msg("It crushes your mind!!! -- More --");
	    pstats.s_hpt = -1;
	    wait_for (' ');
	    death(D_RELIC);
	}
	else {
	    if (terse) msg("Can't release it.");
	    else msg("You cannot bring yourself to release it.");
	    return FALSE;
	}
    }

    /* If we aren't wearing it, we can drop it */
    if (!is_current(op)) return TRUE;

    /* At this point, we know we are wearing the item */
    if (op->o_flags & ISCURSED) {
	msg("You can't.  It appears to be cursed.");
	return FALSE;
    }
    if (op->o_type == RING && cur_misc[WEAR_GAUNTLET] != NULL) {
	msg ("You have to remove your gauntlets first!");
	return FALSE;
    }
    cur_null(op);	/* set current to NULL */
    if (op->o_type == RING) {
	switch (op->o_which) {
	case R_ADDSTR:    save_max = max_stats.s_str;
			  chg_str(-op->o_ac);
			  max_stats.s_str = save_max;
	when R_ADDHIT:    pstats.s_dext -= op->o_ac;
	when R_ADDINTEL:  pstats.s_intel -= op->o_ac;
	when R_ADDWISDOM: pstats.s_wisdom -= op->o_ac;
	when R_SEEINVIS:  if (!ISWEARING(R_SEEINVIS) &&
			      find_slot(unsee) == 0) {
				turn_off(player, CANSEE);
				msg("The tingling feeling leaves your eyes");
			  }
			  light(&hero);
			  mvwaddch(cw, hero.y, hero.x, PLAYER);
	when R_WARMTH:    if (!ISWEARING(R_WARMTH) && !find_slot(nocold)) 
				turn_off(player, NOCOLD);
	when R_FIRE:   	  if (!ISWEARING(R_FIRE)	&& 
			      !cur_relic[SURTUR_RING]	&&
			      !find_slot(nofire))
				turn_off(player, NOFIRE);
	when R_LIGHT: {
			  if(roomin(&hero) != NULL) {
				light(&hero);
				mvwaddch(cw, hero.y, hero.x, PLAYER);
			  }
		      }
	when R_SEARCH:    kill_daemon(ring_search);
	when R_TELEPORT:  kill_daemon(ring_teleport);
	}
    }
    else if (op->o_type == MM) {
	switch (op->o_which) {
	    case MM_ADAPTION:
		turn_off(player, NOGAS);

	    when MM_STRANGLE:
		msg("You can breathe again.....whew!");
		kill_daemon(strangle);

	    when MM_DANCE:
		turn_off(player, ISDANCE);
		msg ("Your feet take a break.....whew!");

	    when MM_FUMBLE:
		kill_daemon(fumble);
	}
    }
    return TRUE;
}

/*
 * return a new thing
 */
struct linked_list *
new_thing(int thing_type, bool allow_curse)
{
    register struct linked_list *item;
    register struct object *cur;
    register int j;
    register int blesschance, cursechance;

    item = new_item(sizeof *cur);
    cur = OBJPTR(item);
    cur->o_hplus = cur->o_dplus = 0;
    strncpy(cur->o_damage, "0d0", sizeof(cur->o_damage));
    strncpy(cur->o_hurldmg, "0d0", sizeof(cur->o_hurldmg));
    cur->o_ac = 0;
    cur->o_count = 1;
    cur->o_group = 0;
    cur->contents = NULL;
    cur->o_flags = 0;
    cur->o_weight = 0;
    cur->o_mark[0] = '\0';
    /*
     * Decide what kind of object it will be
     * If we haven't had food for a while, let it be food.
     */
    blesschance = rnd(100);
    if (allow_curse) cursechance = rnd(100);
    else cursechance = 100;	/* No chance of curse */

    /* Get the type of item (pick one if 'any' is specified) */
    if (thing_type == ALL) j = pick_one(things, NUMTHINGS);
    else j = thing_type;

    /* 
     * make sure he gets his vitamins 
     */
    if (thing_type == ALL && no_food > 3)
	j = 2;	
    /*
     * limit the number of foods on a level because it sometimes
     * gets out of hand in the "deep" levels where there is a 
     * treasure room on most every level with lots of food in it
     */
    while (thing_type == ALL && levtype != POSTLEV && foods_this_level > 2 &&
	   j == 2)
	j = pick_one(things, NUMTHINGS);	/* not too many.... */
    switch (j)
    {
	case TYP_POTION:
	    cur->o_type = POTION;
	    do {
		cur->o_which = pick_one(p_magic, MAXPOTIONS);
	    } while (!allow_curse && p_magic[cur->o_which].mi_curse == 100);
	    cur->o_weight = things[TYP_POTION].mi_wght;
	    if (cursechance < p_magic[cur->o_which].mi_curse)
		cur->o_flags |= ISCURSED;
	    else if (blesschance < p_magic[cur->o_which].mi_bless)
		cur->o_flags |= ISBLESSED;

	    /* If we made a gain ability potion, see what kind it is */
	    if (cur->o_which == P_ABIL) cur->o_kind = rnd(NUMABILITIES);

	when TYP_SCROLL:
	    cur->o_type = SCROLL;
	    do {
		cur->o_which = pick_one(s_magic, MAXSCROLLS);
	    } while (!allow_curse && s_magic[cur->o_which].mi_curse == 100);
	    cur->o_weight = things[TYP_SCROLL].mi_wght;
	    if (cursechance < s_magic[cur->o_which].mi_curse)
		cur->o_flags |= ISCURSED;
	    else if (blesschance < s_magic[cur->o_which].mi_bless)
		cur->o_flags |= ISBLESSED;
	when TYP_FOOD:
	    no_food = 0;
	    cur->o_type = FOOD;
	    cur->o_weight = things[TYP_FOOD].mi_wght;
	    cur->o_count += extras();
	    foods_this_level += cur->o_count;
	    cur->o_which = pick_one(foods, MAXFOODS);
	when TYP_WEAPON:
	    cur->o_type = WEAPON;
	    cur->o_which = rnd(MAXWEAPONS);
	    init_weapon(cur, cur->o_which);
	    if (cursechance < 20)
	    {

		cur->o_flags |= ISCURSED;
		cur->o_hplus -= rnd(2) + 1;
		cur->o_dplus -= rnd(2) + 1;
	    }
	    else if (blesschance < 50) {

		cur->o_hplus += rnd(5) + 1;
		cur->o_dplus += rnd(5) + 1;
	    }
	when TYP_ARMOR:
	    cur->o_type = ARMOR;
	    for (j = 0; j < MAXARMORS; j++)
		if (blesschance < armors[j].a_prob)
		    break;
	    if (j == MAXARMORS)
	    {
		debug("Picked a bad armor %d", blesschance);
		j = 0;
	    }
	    cur->o_which = j;
	    cur->o_ac = armors[j].a_class;
	    cur->o_weight = armors[j].a_wght;
	    if (cursechance < 20)
	    {
		cur->o_flags |= ISCURSED;
		cur->o_ac += rnd(3)+1;
	    }
	    else if (blesschance < 35)
		cur->o_ac -= rnd(3)+1;
	when TYP_RING:
	    cur->o_type = RING;
	    do {
		cur->o_which = pick_one(r_magic, MAXRINGS);
	    } while (!allow_curse && r_magic[cur->o_which].mi_curse == 100);
	    cur->o_weight = things[TYP_RING].mi_wght;
	    if (cursechance < r_magic[cur->o_which].mi_curse)
		cur->o_flags |= ISCURSED;
	    else if (blesschance < r_magic[cur->o_which].mi_bless)
		cur->o_flags |= ISBLESSED;
	    switch (cur->o_which)
	    {
		case R_ADDSTR:
		case R_ADDWISDOM:
		case R_ADDINTEL:
		case R_PROTECT:
		case R_ADDHIT:
		case R_ADDDAM:
		    cur->o_ac = rnd(2) + 1;	/* From 1 to 3 */
		    if (cur->o_flags & ISCURSED)
			cur->o_ac = -cur->o_ac;
		    if (cur->o_flags & ISBLESSED) cur->o_ac++;
		when R_DIGEST:
		    if (cur->o_flags & ISCURSED) cur->o_ac = -1;
		    else if (cur->o_flags & ISBLESSED) cur->o_ac = 2;
		    else cur->o_ac = 1;
	    }
	when TYP_STICK:
	    cur->o_type = STICK;
	    do {
		cur->o_which = pick_one(ws_magic, MAXSTICKS);
	    } while (!allow_curse && ws_magic[cur->o_which].mi_curse == 100);
	    fix_stick(cur);
	    if (cursechance < ws_magic[cur->o_which].mi_curse)
		cur->o_flags |= ISCURSED;
	    else if (blesschance < ws_magic[cur->o_which].mi_bless)
		cur->o_flags |= ISBLESSED;
	when TYP_MM:
	    cur->o_type = MM;
	    do {
		cur->o_which = pick_one(m_magic, MAXMM);
	    } while (!allow_curse && m_magic[cur->o_which].mi_curse == 100);
	    cur->o_weight = things[TYP_MM].mi_wght;
	    if (cursechance < m_magic[cur->o_which].mi_curse)
		cur->o_flags |= ISCURSED;
	    else if (blesschance < m_magic[cur->o_which].mi_bless)
		cur->o_flags |= ISBLESSED;
	    switch (cur->o_which) {
		case MM_JUG:
		    switch(rnd(11)) {
			case 0: cur->o_ac = P_PHASE;
			when 1: cur->o_ac = P_CLEAR;
			when 2: cur->o_ac = P_SEEINVIS;
			when 3: cur->o_ac = P_HEALING;
			when 4: cur->o_ac = P_MFIND;
			when 5: cur->o_ac = P_TFIND;
			when 6: cur->o_ac = P_HASTE;
			when 7: cur->o_ac = P_RESTORE;
			when 8: cur->o_ac = P_FLY;
			when 9: cur->o_ac = P_SKILL;
			when 10:cur->o_ac = P_FFIND;
		    }
		when MM_OPEN:
		    cur->o_ac = (4 + rnd(5)) * 5;
		when MM_HUNGER:
		case MM_DRUMS:
		case MM_DISAPPEAR:
		case MM_CHOKE:
		case MM_KEOGHTOM:
		    cur->o_ac = 3 + (rnd(3)+1) * 3;
		when MM_BRACERS:
		    if (cur->o_flags & ISCURSED) 
			cur->o_ac = -(rnd(3)+1);
		    else
			cur->o_ac = rnd(8)+1;
		when MM_PROTECT:
		    if (cur->o_flags & ISCURSED) 
		    	cur->o_ac = -(rnd(3)+1);
		    else
			cur->o_ac = rnd(5)+1;
		when MM_DISP:
		    cur->o_ac = 2;
		when MM_SKILLS: /*  set it to a character class */
		    cur->o_ac = rnd(NUM_CHARTYPES-1);
		otherwise:
		    cur->o_ac = 0;
	    }
	otherwise:
	    debug("Picked a bad kind of object");
	    wait_for(' ');
    }
    return item;
}

/*
 * provide a new item tailored to specification
 */
struct linked_list *
spec_item(int type, int which, int hit, int damage)
{
    register struct linked_list *item;
    register struct object *obj;

    item = new_item(sizeof *obj);
    obj = OBJPTR(item);
    obj->o_count = 1;
    obj->o_group = 0;
    obj->contents = NULL;
    obj->o_type = type;
    obj->o_which = which;
    strncpy(obj->o_damage, "0d0", sizeof(obj->o_damage));
    strncpy(obj->o_hurldmg, "0d0", sizeof(obj->o_hurldmg));
    obj->o_hplus = 0;
    obj->o_dplus = 0;
    obj->o_flags = 0;
    obj->o_mark[0] = '\0';
    obj->o_text = NULL;
    obj->o_launch = 0;
    obj->o_weight = 0;

    /* Handle special characteristics */
    switch (type) {
	case WEAPON:
	    init_weapon(obj, which);
	    obj->o_hplus = hit;
	    obj->o_dplus = damage;
	    obj->o_ac = 10;

	    if (hit > 0 || damage > 0) obj->o_flags |= ISBLESSED;
	    else if (hit < 0 || damage < 0) obj->o_flags |= ISCURSED;

	when ARMOR:
	    obj->o_ac = armors[which].a_class - hit;
	    if (hit > 0) obj->o_flags |= ISBLESSED;
	    else if (hit < 0) obj->o_flags |= ISCURSED;

	when RING:
	    obj->o_ac = hit;
	    switch (obj->o_which) {
		case R_ADDSTR:
		case R_ADDWISDOM:
		case R_ADDINTEL:
		case R_PROTECT:
		case R_ADDHIT:
		case R_ADDDAM:
		case R_DIGEST:
		    if (hit > 1) obj->o_flags |= ISBLESSED;
		    else if (hit < 0) obj->o_flags |= ISCURSED;
	    }

	when STICK:
	    fix_stick(obj);
	    obj->o_charges = hit;

	when GOLD:
	    obj->o_type = GOLD;
	    obj->o_count = GOLDCALC;
	    obj->o_ac = 11;
	
	when MM: