view xrogue/things.c @ 148:c8fc38d903a3

arogue7: ask about unidentified objects by default. The 'askme' option is on in some games and off in others, probably due to authorial preference. I am going to be consistent and turn it on in all of them.
author John "Elwin" Edwards
date Thu, 21 May 2015 09:02:15 -0400
parents ce0cf824c192
children f54901b9c39b
line wrap: on
line source

/*
    things.c - functions for dealing with things like potions and scrolls
    
    XRogue: Expeditions into the Dungeons of Doom
    Copyright (C) 1991 Robert Pietkivitch
    All rights reserved.
    
    Based on "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, "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 silvery 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");
                when ALTERAN_CARD:
                    strcpy(pb, "A rectangular piece of wood");
                otherwise:
                    strcpy(pb, "A wholly 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 palm)");
                when EYE_VECNA:
                    if (cur_relic[EYE_VECNA]) strcat(pb, " (in forehead)");
                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])
            { 
                misc_name(pb,obj);
            }
            else {
                switch (obj->o_which) {
                    case MM_JUG:
                    case MM_BEAKER:
                    case MM_KEOGHTOM:
                        strcpy(pb, "A crystalline jar");
                    when MM_BOOK:
                    case MM_SKILLS:
                        strcpy(pb, "A dusty book");
                    when MM_ELF_BOOTS:
                    case MM_DANCE:
                        strcpy(pb, "A pair of old boots");
                    when MM_BRACERS:
                        strcpy(pb, "A set of bracers");
                    when MM_OPEN:
                    case MM_HUNGER:
                        strcpy(pb, "A mysterious chime");
                    when MM_DISP:
                    case MM_R_POWERLESS:
                    case MM_PROTECT:
                        strcpy(pb, "A dark looking cloak");
                    when MM_DRUMS:
                        strcpy(pb, "A drum set");
                    when MM_DISAPPEAR:
                    case MM_CHOKE:
                        strcpy(pb, "A small pouch of dust");
                    when MM_G_DEXTERITY:
                    case MM_G_OGRE:
                    case MM_FUMBLE:
                        strcpy(pb, "A set of gauntlets");
                    when MM_ADAPTION:
                    case MM_JEWEL:
                    case MM_STRANGLE:
                        strcpy(pb, "A little necklace");
            when MM_CRYSTAL:
            strcpy(pb, "An unusual looking rock");
                    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 totally bizarre %s", unctrl(obj->o_type));
        wait_for(' ');
    }

    /* 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 = 0;
    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 = 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("You 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("Gloop... 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 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(150) < 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("You 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);
                turn_off(player, NOACID);

            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);

            when MM_G_OGRE:
            case MM_G_DEXTERITY:
                save_max = max_stats.s_str;
                chg_str(-op->o_ac);
                max_stats.s_str = save_max;
        }
    }
    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;
    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);
    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 > 4)
        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 > 1 &&
           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(3) + 1;
                cur->o_dplus -= rnd(3) + 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);
        wait_for(' ');
                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(4)+1;
            }
            else if (blesschance < 40)
                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;
            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;
                    if (cur->o_flags & ISCURSED)
                        cur->o_ac = -cur->o_ac;
                    if (blesschance < r_magic[cur->o_which].mi_bless)
                        cur->o_ac+=rnd(vlevel/10)+1;
                when R_DIGEST:
                    if (cur->o_flags & ISCURSED) 
                        cur->o_ac = -1;
                    else if (blesschance < r_magic[cur->o_which].mi_bless)
                        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;