view arogue5/things.c @ 168:82b2a046d151

arogue7: fix inventory display bug again. Removing the call to msg() in restore() resulted in msgw remaining as it was when the game was saved. This results in another display glitch like that fixed by r163. Adding an empty message puts msgw into a reliable state.
author John "Elwin" Edwards
date Tue, 30 Jun 2015 12:00:02 -0400
parents c49f7927b0fa
children c4f2e1bda8b0
line wrap: on
line source

/*
 * Contains functions for dealing with things like
 * potions and scrolls
 *
 * Advanced Rogue
 * Copyright (C) 1984, 1985 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.
 */

#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, "called %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 (obj->o_flags & ISPOST)
		sprintf(pb, "of %s", p_magic[obj->o_which].mi_name);
	    else if (p_know[obj->o_which])
		sprintf(pb, "of %s (%s)", p_magic[obj->o_which].mi_name,
		    p_colors[obj->o_which]);
	    else if (p_guess[obj->o_which])
		sprintf(pb, "called %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_which == 1)
		if (obj->o_count == 1)
		    sprintf(pb, "A%s %s", vowelstr(fruit), fruit);
		else
		    sprintf(pb, "%d %ss", obj->o_count, fruit);
	    else
		if (obj->o_count == 1)
		    strcpy(pb, "Some food");
		else
		    sprintf(pb, "%d rations of food", obj->o_count);
	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)");
	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 (obj->o_flags & ISPOST)
		sprintf(pb, "of %s", ws_magic[obj->o_which].mi_name);
	    else if (ws_know[obj->o_which])
		sprintf(pb, "of %s%s (%s)", ws_magic[obj->o_which].mi_name,
		    charge_str(obj), ws_made[obj->o_which]);
	    else if (ws_guess[obj->o_which])
		sprintf(pb, "called %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 (obj->o_flags & ISPOST)
		sprintf(pb, "A ring of %s", r_magic[obj->o_which].mi_name);
	    else if (r_know[obj->o_which])
		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 (r_guess[obj->o_which])
		sprintf(pb, "A ring called %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)
		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 BRIAN_MANDOLIN:
		    strcpy(pb, "A gleaming mandolin");
		when HRUGGEK_MSTAR:
		    strcpy(pb, "A huge morning star");
		when GERYON_HORN:
		    strcpy(pb, "A jet black horn");
		when YEENOGHU_FLAIL:
		    strcpy(pb, "A shimmering flail");
		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)");
		when HEIL_ANKH:
		    if (cur_relic[HEIL_ANKH]) strcat(pb, " (in hand)");
		when YENDOR_AMULET:
		    if (cur_relic[YENDOR_AMULET] &&
			cur_misc[WEAR_JEWEL] == NULL)
			strcat(pb, " (in chest)");
		when MUSTY_DAGGER:
		case HRUGGEK_MSTAR:
		case YEENOGHU_FLAIL:
		case MING_STAFF:
		case ASMO_ROD:
		case ORCUS_WAND:
		    if (cur_weapon == obj) strcat(pb, " (weapon in hand)");
	    }
	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, " called: ");
		    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 RELIC:
	    switch (obj->o_which) {
		case MUSTY_DAGGER:
		    return("daggers");
		when YEENOGHU_FLAIL:
		    return("flail");
		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 = 0;
    register struct linked_list *obj, *nobj;
    register struct object *op;

    if (item == NULL) {
	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);
	}
	if ((obj = get_item(pack, "drop", ALL)) == NULL)
	    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);
    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 (cw,' ');
	    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 == cur_armor) {
	waste_time();
    }
    else if (op->o_type == RING) {
	if (cur_misc[WEAR_GAUNTLET] != NULL) {
	    msg ("You have to remove your gauntlets first!");
	    return FALSE;
	}

	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 (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:    turn_off(player, NOCOLD);
	when R_FIRE:   	  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);
	}
    }
    cur_null(op);	/* set current to NULL */
    return TRUE;
}

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

    item = new_item(sizeof *cur);
    cur = OBJPTR(item);
    cur->o_hplus = cur->o_dplus = 0;
    strcpy(cur->o_damage,"0d0");
    strcpy(cur->o_hurldmg,"0d0");
    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);
    cursechance = rnd(100);

    /* 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;
	    cur->o_which = pick_one(p_magic, MAXPOTIONS);
	    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;
	when TYP_SCROLL:
	    cur->o_type = SCROLL;
	    cur->o_which = pick_one(s_magic, MAXSCROLLS);
	    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;
	    if (rnd(100) > 10)
		cur->o_which = 0;
	    else
		cur->o_which = 1;
	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 ((k = rnd(100)) < 20)
	    {
		cur->o_flags |= ISCURSED;
		cur->o_ac += rnd(3)+1;
	    }
	    else if (k < 35)
		cur->o_ac -= rnd(3)+1;
	when TYP_RING:
	    cur->o_type = RING;
	    cur->o_which = pick_one(r_magic, MAXRINGS);
	    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;
	    cur->o_which = pick_one(ws_magic, MAXSTICKS);
	    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;
	    cur->o_which = pick_one(m_magic, MAXMM);
	    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(7)) {
			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 MM_OPEN:
		case 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:
		    cur->o_ac = rnd(4);	/*  set it to some character class */
		otherwise:
		    cur->o_ac = 0;
	    }
	otherwise:
	    debug("Picked a bad kind of object");
	    wait_for(msg,' ');
    }
    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;
    strcpy(obj->o_damage,"0d0");
    strcpy(obj->o_hurldmg,"0d0");
    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;

	when RELIC:
	    /* Handle weight here since these are all created uniquely */
	    obj->o_weight = things[TYP_RELIC].mi_wght;

    }
    return(item);
}

/*
 * pick an item out of a list of nitems possible magic items
 */
pick_one(magic, nitems)
register struct magic_item *magic;
int nitems;
{
    register struct magic_item *end;
    register int i;
    register struct magic_item *start;

    start = magic;
    for (end = &magic[nitems], i = rnd(1000); magic < end; magic++)
	if (i < magic->mi_prob)
	    break;
    if (magic == end)
    {
	if (wizard)
	{
	    sprintf(outstring,"bad pick_one: %d from %d items", i, nitems);
	    msg(outstring);
	    for (magic = start; magic < end; magic++){
		sprintf(outstring,"%s: %d%%", magic->mi_name, magic->mi_prob);
		msg(outstring);
	    }
	}
	magic = start;
    }
    return (int)(magic - start);
}


/* blesscurse returns whether, according to the flag, the object is
 * blessed, cursed, or neither
 */

char *
blesscurse(flags)
int flags;
{
    if (flags & ISKNOW)  {
	if (flags & ISCURSED) return("cursed ");
	if (flags & ISBLESSED) return("blessed ");
	return("normal ");
    }
    return("");
}

/*
 * extras:
 *	Return the number of extra items to be created
 */
extras()
{
	reg int i;

	i = rnd(100);
	if (i < 4)		/* 4% for 2 more */
	    return (2);
	else if (i < 11)	/* 7% for 1 more */
	    return (1);
	else			/* otherwise no more */
	    return (0);
}