Mercurial > hg > early-roguelike
view arogue7/things.c @ 146:5a77931393f4
xrogue: add an exit prompt.
This gives the player a chance to see the high score list when playing
via dgamelaunch.
author | John "Elwin" Edwards |
---|---|
date | Wed, 20 May 2015 12:51:16 -0400 |
parents | b786053d2f37 |
children | f9ef86cf22b2 |
line wrap: on
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/* * 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" /* * print out the number of charges on a stick */ char * charge_str(obj) register 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(obj, drop) register 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(obj) register 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 */ drop(item) 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 */ dropcheck(op) register 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(thing_type, allow_curse) 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(type, which, hit, damage) int type, which, hit, 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: obj->o_type = MM; obj->o_ac = hit;