view arogue7/misc.c @ 200:1cd604c827a3

Advanced Rogue 7: initialize multiple variables. MSVC complained that they might be used uninitialized. In some cases, this might have been possible. XRogue already has initializations for all these variables.
author John "Elwin" Edwards
date Wed, 12 Aug 2015 15:42:02 -0400
parents cadff8f047a1
children f9ef86cf22b2
line wrap: on
line source

/*
 * misc.c - routines dealing specifically with miscellaneous magic
 *
 * 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.
 */

#include "curses.h"
#include <stdlib.h>
#include <ctype.h>
#include "rogue.h"
#ifdef PC7300
#include "menu.h"
#endif

/*
 * routines dealing specifically with miscellaneous magic
 */

/*
 * changeclass:
 *	Change the player's class to the specified one.
 */

changeclass(newclass)
int newclass;
{
    if (newclass == player.t_ctype) {
	msg("You feel more skillful.");
	raise_level();
    }
    else {
	/*
	 * reset his class and then use check_level to reset hit
	 * points and the right level for his exp pts
	 * drop exp pts by 10%
	 */
	long save;

	msg("You feel like a whole new person!");

	/*
	 * if he becomes a thief he has to have leather armor
	 */
	if ((newclass == C_THIEF || newclass == C_ASSASIN)	&&
	    cur_armor != NULL					&&
	    cur_armor->o_which != LEATHER			&&
	    cur_armor->o_which != STUDDED_LEATHER ) 
		cur_armor->o_which = STUDDED_LEATHER;
	/*
	 * if he becomes a monk he can't wear armor
	 */
	if (newclass == C_MONK && cur_armor != NULL) {
		cur_armor->o_ac = armors[cur_armor->o_which].a_class - 
				  cur_armor->o_ac;
		cur_armor->o_type = MM;
		cur_armor->o_which = MM_PROTECT;
		cur_armor->o_flags &= ~(ISPROT | ISKNOW | ISMETAL);
		cur_misc[WEAR_CLOAK] = cur_armor;
		cur_armor = NULL;
	}
	/*
	 * if he used to be a spell caster of some sort, kill the fuse
	 */
	if (player.t_ctype == C_MAGICIAN || player.t_ctype == C_RANGER)
		extinguish(spell_recovery);
	if (player.t_ctype == C_DRUID || player.t_ctype == C_RANGER)
		extinguish(chant_recovery);
	if ((player.t_ctype == C_CLERIC || player.t_ctype == C_PALADIN) &&
	     !cur_relic[HEIL_ANKH])
		extinguish(prayer_recovery);
	/*
	 * if he becomes a spell caster of some kind, give him a fuse
	 */
	if (newclass == C_MAGICIAN || newclass == C_RANGER)
		fuse(spell_recovery, 0, SPELLTIME, AFTER);
	if (newclass == C_DRUID || newclass == C_RANGER)
		fuse(chant_recovery, 0, SPELLTIME, AFTER);
	if ((newclass==C_CLERIC || newclass==C_PALADIN) && !cur_misc[HEIL_ANKH])
		fuse(prayer_recovery, 0, SPELLTIME, AFTER);
	/*
	 * if he's changing from a fighter then may have to change
	 * his sword since only fighter can use two-handed
	 * and bastard swords
	 */
	if ((player.t_ctype == C_FIGHTER	||
	     player.t_ctype == C_RANGER		||
	     player.t_ctype == C_PALADIN)		&&
	    cur_weapon != NULL				&&
	    cur_weapon->o_type == WEAPON		&&
	   (cur_weapon->o_which== BASWORD	||
	    cur_weapon->o_which== TWOSWORD )		&&
	   !(newclass == C_FIGHTER		||
	     newclass == C_RANGER		||
	     newclass == C_PALADIN)			&&
	   !(newclass == C_ASSASIN		&&
	     cur_weapon->o_which == BASWORD))
		cur_weapon->o_which = SWORD;

	/*
	 * if he was a thief then take out the trap_look() daemon
	 */
	if (player.t_ctype == C_THIEF || 
	    player.t_ctype == C_MONK  ||
	    player.t_ctype == C_ASSASIN)
	    kill_daemon(trap_look);

	/*
	 * if he becomes a thief then add the trap_look() daemon
	 */
	if (newclass == C_THIEF || newclass == C_ASSASIN || newclass == C_MONK)
	    start_daemon(trap_look, 0, AFTER);
	char_type = player.t_ctype = newclass;
	save = pstats.s_hpt;
	max_stats.s_hpt = pstats.s_hpt = 0;
	max_stats.s_lvl = pstats.s_lvl = 0; 
	max_stats.s_lvladj = pstats.s_lvladj = 0; 
	max_stats.s_exp = pstats.s_exp -= pstats.s_exp/10;
	check_level();
	if (pstats.s_hpt > save) /* don't add to current hits */
	    pstats.s_hpt = save;
    }
}

/*
 * Use the relic that our monster is wielding.
 */
m_use_relic(monster)
register struct thing *monster;
{
    register struct object *obj;

    /* Make sure we really have it */
    if (monster->t_using) obj = OBJPTR(monster->t_using);
    else {
	debug("Relic not set!");
	monster->t_action = A_NIL;
	return;
    }

    /* Now let's see what we're using */
    if (obj->o_type == RELIC) switch (obj->o_which) {
	case MING_STAFF: {
	    static struct object missile = {
	      MISSILE, {0,0}, "", 0, "", "0d4 " , NULL, 0, WS_MISSILE, 100, 1
	    };

	    debug("Firing Ming's staff");
	    sprintf(missile.o_hurldmg, "%dd4", monster->t_stats.s_lvl);
	    do_motion(&missile,
		       monster->t_newpos.y, monster->t_newpos.x, monster);
	    hit_monster(unc(missile.o_pos), &missile, monster);
	    monster->t_artifact = monster->t_artifact * 4 / 5;
	}
	when EMORI_CLOAK:
	    debug("stunning with Emori's cloak");
	    do_zap(monster, obj, &monster->t_newpos, WS_PARALYZE, NULL);
	    obj->o_charges = 0;

	when ASMO_ROD: {
	    char *name;

	    switch (rnd(3)) { /* Select a function */
		case 0:	   name = "lightning bolt";
		when 1:	   name = "flame";
		otherwise: name = "ice";
	    }
	    shoot_bolt(	monster, 
			monster->t_pos, 
			monster->t_newpos, 
			FALSE, 
			monster->t_index, 
			name, 
			roll(monster->t_stats.s_lvl,6));
	    monster->t_artifact /= 2;
	}
	when BRIAN_MANDOLIN:
	    /* Make sure the defendant is still around */
	    if (DISTANCE(monster->t_pos.y, monster->t_pos.x,
			 hero.y, hero.x) < 25) {
		if (!save(VS_MAGIC, &player, -4) &&
		    !ISWEARING(R_ALERT)) {
		    msg("Some beautiful music enthralls you.");
		    player.t_no_move += movement(&player) * FREEZETIME;
		    player.t_action = A_FREEZE;
		    monster->t_artifact = monster->t_artifact * 2 / 3;
		}
		else {
		    msg("You wince at a sour note.");
		    monster->t_artifact /= 3;
		}
	    }
	when GERYON_HORN:
	    /* Make sure the defendant is still around */
	    if (DISTANCE(monster->t_pos.y, monster->t_pos.x,
			 hero.y, hero.x) < 25) {
		if (!ISWEARING(R_HEROISM) &&
		    !save(VS_MAGIC, &player, -4)) {
			turn_on(player, ISFLEE);
			player.t_dest = &monster->t_pos;
			msg("A shrill blast terrifies you.");
			monster->t_artifact = monster->t_artifact * 3 / 4;
		}
		else  {
		    msg("A shrill blast sends chills up your spine.");
		    monster->t_artifact /= 3;
		}
	    }

	otherwise:
	    /* Unknown RELIC! */
	    debug("Unknown wielded relic %d", obj->o_which);
    }
    else debug("Declared relic is %d", obj->o_type);

    turn_off(*monster, CANSURPRISE);
    /* Reset the monsters actions */
    monster->t_action = A_NIL;
    monster->t_using = NULL;
}
 
/*
 * add something to the contents of something else
 */
put_contents(bag, item)
register struct object *bag;		/* the holder of the items */
register struct linked_list *item;	/* the item to put inside  */
{
    register struct linked_list *titem;
    register struct object *tobj;

    bag->o_ac++;
    tobj = OBJPTR(item);
    for (titem = bag->contents; titem != NULL; titem = next(titem)) {
	if ((OBJPTR(titem))->o_which == tobj->o_which)
	    break;
    }
    if (titem == NULL) {	/* if not a duplicate put at beginning */
	attach(bag->contents, item);
    }
    else {
	item->l_prev = titem;
	item->l_next = titem->l_next;
	if (next(titem) != NULL) 
	    (titem->l_next)->l_prev = item;
	titem->l_next = item;
    }
}

/*
 * remove something from something else
 */
take_contents(bag, item)
register struct object *bag;		/* the holder of the items */
register struct linked_list *item;
{

    if (bag->o_ac <= 0) {
	msg("Nothing to take out");
	return;
    }
    bag->o_ac--;
    detach(bag->contents, item);
    if (!add_pack(item, FALSE, NULL))
	put_contents(bag, item);
}


do_bag(item)
register struct linked_list *item;
{

    register struct linked_list *titem = NULL;
    register struct object *obj, *tobj;
    bool doit = TRUE;

    obj = OBJPTR(item);
    while (doit) {
	msg("What do you want to do? (* for a list): ");
	mpos = 0;
	switch (readchar()) {
	    case EOF:
	    case ESCAPE:
		msg ("");
		doit = FALSE;
	    when '1':
		inventory(obj->contents, ALL);

	    when '2':
		if (obj->o_ac >= MAXCONTENTS) {
		    msg("the %s is full", m_magic[obj->o_which].mi_name);
		    break;
		}
		switch (obj->o_which) {
		case MM_BEAKER:
		    titem = get_item(pack, "put in", POTION, FALSE, FALSE);
		when MM_BOOK:
		    titem = get_item(pack, "put in", SCROLL, FALSE, FALSE);
		}
		if (titem == NULL)
		    break;
		detach(pack, titem);
		inpack--;
		put_contents(obj, titem);
	    
	    when '3':
		titem = get_item(obj->contents,"take out",ALL,FALSE,FALSE);
		if (titem == NULL)
		    break;
		take_contents(obj, titem);
		
	    when '4': 
		switch (obj->o_which) {
		case MM_BEAKER: 
		    titem = get_item(obj->contents,"quaff",ALL,FALSE,FALSE);
		    if (titem == NULL)
			break;
		    tobj = OBJPTR(titem);
		    obj->o_ac--;
		    detach(obj->contents, titem);
		    quaff(tobj->o_which, 
			  tobj->o_kind,
			  tobj->o_flags,
			  TRUE);
		    if (p_know[tobj->o_which] && p_guess[tobj->o_which])
		    {
			free(p_guess[tobj->o_which]);
			p_guess[tobj->o_which] = NULL;
		    }
		    else if (!p_know[tobj->o_which]		&& 
			     askme				&&
			     (tobj->o_flags & ISKNOW) == 0	&&
			     (tobj->o_flags & ISPOST) == 0	&&
			     p_guess[tobj->o_which] == NULL) {
			nameitem(titem, FALSE);
		    }
		    o_discard(titem);
		when MM_BOOK:   
		    if (on(player, ISBLIND)) {
			msg("You can't see to read anything");
			break;
		    }
		    titem = get_item(obj->contents,"read",ALL,FALSE,FALSE);
		    if (titem == NULL)
			break;
		    tobj = OBJPTR(titem);
		    obj->o_ac--;
		    detach(obj->contents, titem);
		    read_scroll(tobj->o_which, 
			        tobj->o_flags & (ISCURSED|ISBLESSED),
				TRUE);
		    if (s_know[tobj->o_which] && s_guess[tobj->o_which])
		    {
			free(s_guess[tobj->o_which]);
			s_guess[tobj->o_which] = NULL;
		    }
		    else if (!s_know[tobj->o_which]		&& 
			     askme				&&
			     (tobj->o_flags & ISKNOW) == 0	&&
			     (tobj->o_flags & ISPOST) == 0	&&
			     s_guess[tobj->o_which] == NULL) {
			nameitem(titem, FALSE);
		    }
		    o_discard(titem);
		}
		doit = FALSE;

	    otherwise:
		wclear(hw);
		touchwin(hw);
		mvwaddstr(hw,0,0,"The following operations are available:");
		mvwaddstr(hw,2,0,"[1]\tInventory\n");
		wprintw(hw,"[2]\tPut something in the %s\n",
			m_magic[obj->o_which].mi_name);
		wprintw(hw,"[3]\tTake something out of the %s\n",
			m_magic[obj->o_which].mi_name);
		switch(obj->o_which) {
		    case MM_BEAKER: waddstr(hw,"[4]\tQuaff a potion\n");
		    when MM_BOOK:   waddstr(hw,"[4]\tRead a scroll\n");
		}
		waddstr(hw,"[ESC]\tLeave this menu\n");
		mvwaddstr(hw, lines-1, 0, spacemsg);
		draw(hw);
		wait_for (' ');
		clearok(cw, TRUE);
		touchwin(cw);
	}
    }
}

do_panic(who)
int who;	/* Kind of monster to panic (all if who is NULL) */
{
    register int x,y;
    register struct linked_list *mon, *item;
    register struct thing *th;

    for (x = hero.x-2; x <= hero.x+2; x++) {
	for (y = hero.y-2; y <= hero.y+2; y++) {
	    if (y < 1 || x < 0 || y > lines - 3  || x > cols - 1) 
		continue;
	    if (isalpha(mvwinch(mw, y, x))) {
		if ((mon = find_mons(y, x)) != NULL) {
		    th = THINGPTR(mon);

		    /* Is this the right kind of monster to panic? */
		    if (who && th->t_index != who) continue;

		    if (who || 
			(!on(*th, ISUNDEAD) && !save(VS_MAGIC, th, 0) && off(*th, WASTURNED))) {
			msg("%s %s.", prname(monster_name(th), TRUE),
			    terse ? "panics" : "turns to run in panic");

			turn_on(*th, ISFLEE);
			turn_on(*th, WASTURNED);
			turn_off(*th, CANSURPRISE);

			/* Disrupt what it was doing */
			dsrpt_monster(th, TRUE, TRUE);

			/* If monster was suffocating, stop it */
			if (on(*th, DIDSUFFOCATE)) {
			    turn_off(*th, DIDSUFFOCATE);
			    extinguish(suffocate);
			}

			/* If monster held us, stop it */
			if (on(*th, DIDHOLD) && (--hold_count == 0))
				turn_off(player, ISHELD);
			turn_off(*th, DIDHOLD);

			/*
			 * if he has something he might drop it
			 */
			if ((item = th->t_pack) != NULL		&& 
			    (OBJPTR(item))->o_type != RELIC	&& 
			    rnd(100) < 50) {
				detach(th->t_pack, item);
				fall(item, FALSE);
			}

			/* It is okay to turn tail */
			th->t_oldpos = th->t_pos;
		    }
		    runto(th, &hero);
		}
	    }
	}
    }
}

/*
 * print miscellaneous magic bonuses
 */
char *
misc_name(obj)
register struct object *obj;
{
    static char buf[LINELEN];
    char buf1[LINELEN];

    buf[0] = '\0';
    buf1[0] = '\0';
    if (!(obj->o_flags & ISKNOW))
	return (m_magic[obj->o_which].mi_name);
    switch (obj->o_which) {
	case MM_BRACERS:
	case MM_PROTECT:
	    strcat(buf, num(obj->o_ac, 0));
	    strcat(buf, " ");
    }
    switch (obj->o_which) {
	case MM_G_OGRE:
	case MM_G_DEXTERITY:
	case MM_JEWEL:
	case MM_STRANGLE:
	case MM_R_POWERLESS:
	case MM_DANCE:
	    if (obj->o_flags & ISCURSED)
		strcat(buf, "cursed ");
    }
    strcat(buf, m_magic[obj->o_which].mi_name);
    switch (obj->o_which) {
	case MM_JUG:
	    if (obj->o_ac == JUG_EMPTY)
		strcat(buf1, " [empty]");
	    else if (p_know[obj->o_ac])
		sprintf(buf1, " [containing a potion of %s (%s)]",
			p_magic[obj->o_ac].mi_name,
			p_colors[obj->o_ac]);
	    else sprintf(buf1, " [containing a%s %s liquid]", 
			vowelstr(p_colors[obj->o_ac]),
			p_colors[obj->o_ac]);
	when MM_BEAKER:		
	case MM_BOOK: {
	    sprintf(buf1, " [containing %d]", obj->o_ac);
	}
	when MM_OPEN:
	case MM_HUNGER:
	    sprintf(buf1, " [%d ring%s]", obj->o_charges, 
			  obj->o_charges == 1 ? "" : "s");
	when MM_DRUMS:
	    sprintf(buf1, " [%d beat%s]", obj->o_charges, 
			  obj->o_charges == 1 ? "" : "s");
	when MM_DISAPPEAR:
	case MM_CHOKE:
	    sprintf(buf1, " [%d pinch%s]", obj->o_charges, 
			  obj->o_charges == 1 ? "" : "es");
	when MM_KEOGHTOM:
	    sprintf(buf1, " [%d application%s]", obj->o_charges, 
			  obj->o_charges == 1 ? "" : "s");
	when MM_SKILLS:
	    sprintf(buf1, " [%s]", char_class[obj->o_ac].name);
    }
    strcat (buf, buf1);
    return buf;
}

use_emori()
{
    char selection;	/* Cloak function */
    int state = 0;	/* Menu state */

    msg("What do you want to do? (* for a list): ");
    do {
	selection = tolower(readchar());
	switch (selection) {
	    case '*':
	      if (state != 1) {
		wclear(hw);
		touchwin(hw);
		mvwaddstr(hw, 2, 0,  "[1] Fly\n[2] Stop flying\n");
		waddstr(hw,	     "[3] Turn invisible\n[4] Turn Visible\n");
		mvwaddstr(hw, 0, 0, "What do you want to do? ");
		draw(hw);
		state = 1;	/* Now in prompt window */
	      }
	      break;

	    case ESCAPE:
		if (state == 1) {
		    clearok(cw, TRUE); /* Set up for redraw */
		    touchwin(cw);
		}
		msg("");

		after = FALSE;
		return;

	    when '1':
	    case '2':
	    case '3':
	    case '4':
		if (state == 1) {	/* In prompt window */
		    clearok(cw, TRUE); /* Set up for redraw */
		    touchwin(cw);
		}

		msg("");

		state = 2;	/* Finished */
		break;

	    default:
		if (state == 1) {	/* In the prompt window */
		    mvwaddstr(hw, 0, 0,
				"Please enter a selection between 1 and 4:  ");
		    draw(hw);
		}
		else {	/* Normal window */
		    mpos = 0;
		    msg("Please enter a selection between 1 and 4:  ");
		}
	}
    } while (state != 2);

    /* We now must have a selection between 1 and 4 */
    switch (selection) {
	case '1':	/* Fly */
	    if (on(player, ISFLY)) {
		extinguish(land);	/* Extinguish in case of potion */
		msg("%slready flying.", terse ? "A" : "You are a");
	    }
	    else {
		msg("You feel lighter than air!");
		turn_on(player, ISFLY);
	    }
	when '2':	/* Stop flying */
	    if (off(player, ISFLY))
		msg("%sot flying.", terse ? "N" : "You are n");
	    else {
		if (find_slot(land))
		    msg("%sot flying by the cloak.",
			terse ? "N" : "You are n");
		else land();
	    }
	when '3':	/* Turn invisible */
	    if (off(player, ISINVIS)) {
		turn_on(player, ISINVIS);
		msg("You have a tingling feeling all over your body");
		PLAYER = IPLAYER;
		light(&hero);
	    }
	    else {
		extinguish(appear);	/* Extinguish in case of potion */
		extinguish(dust_appear);/* dust of disappearance        */
		msg("%slready invisible.", terse ? "A" : "You are a");
	    }
	when '4':	/* Turn visible */
	    if (off(player, ISINVIS))
		msg("%sot invisible.", terse ? "N" : "You are n");
	    else {
		if (find_slot(appear) || find_slot(dust_appear))
		    msg("%sot invisible by the cloak.",
			terse ? "N" : "You are n");
		else appear();
	    }
    }
}

#ifdef PC7300
static menu_t Display;				/* The menu structure */
static mitem_t Dispitems[MAXQUILL+1];		/* Info for each line */
static char Displines[MAXQUILL+1][LINELEN+1];	/* The lines themselves */
#endif
/*
 * try to write a scroll with the quill of Nagrom
 */
use_quill(obj)
struct object *obj;
{
    struct linked_list	*item;
    register int	i,
			scroll_ability;
    int			which_scroll,
			curlen,
			maxlen,
			dummy;
    bool		nohw = FALSE;

    i = which_scroll = 0;
    scroll_ability = obj->o_charges;

    /* Prompt for scrolls */
    msg("Which scroll are you writing? (* for list): ");

    which_scroll = (int) (readchar() - 'a');
    if (which_scroll == (int) ESCAPE - (int) 'a') {
	mpos = 0;
	msg("");
	after = FALSE;
	return;
    }
    if (which_scroll >= 0 && which_scroll < MAXQUILL) nohw = TRUE;

    else if (slow_invent) {
	register char c;

	nohw = TRUE;
	do {
	    for (i=0; i<MAXQUILL; i++) {
		msg("");
		mvwaddch(msgw, 0, 0, '[');
		waddch(msgw, (char) ((int) 'a' + i));
		waddstr(msgw, "] A scroll of ");
		waddstr(msgw, s_magic[quill_scrolls[i].s_which].mi_name);
		waddstr(msgw, morestr);
	        clearok(msgw, FALSE);
		draw(msgw);
		do {
		    c = readchar();
		} while (c != ' ' && c != ESCAPE);
		if (c == ESCAPE)
		    break;
	    }
	    msg("");
	    mvwaddstr(msgw, 0, 0, "Which scroll are you writing? ");
	    clearok(msgw, FALSE);
	    draw(msgw);

	    which_scroll = (int) (readchar() - 'a');
	} while (which_scroll != (int) (ESCAPE - 'a') &&
		 (which_scroll < 0 || which_scroll >= MAXQUILL));

	if (which_scroll == (int) (ESCAPE - 'a')) {
	    mpos = 0;
	    msg("");
	    after = FALSE;
	    return;
	}
    }
    else {
	/* Now display the possible scrolls */
	wclear(hw);
	touchwin(hw);
	mvwaddstr(hw, 2, 0, "	Cost		Scroll");
	mvwaddstr(hw, 3, 0,
		"-----------------------------------------------");
	maxlen = 47;	/* Maximum width of header */

	for (i=0; i<MAXQUILL; i++) {
	    wmove(hw, i+4, 0);
	    sprintf(prbuf, "[%c]	%3d	A scroll of %s",
		    (char) ((int) 'a' + i),
		    quill_scrolls[i].s_cost,
		    s_magic[quill_scrolls[i].s_which].mi_name);
#ifdef PC7300
	    /* Put it into the PC menu display */
	    strcpy(Displines[i], prbuf);
	    Dispitems[i].mi_name = Displines[i];
	    Dispitems[i].mi_flags = 0;
	    Dispitems[i].mi_val = i;
#endif
	    waddstr(hw, prbuf);

	    /* Get the length of the line */
	    getyx(hw, dummy, curlen);
	    if (maxlen < curlen) maxlen = curlen;
	}

	sprintf(prbuf, "[Current scroll power = %d]", scroll_ability);
	mvwaddstr(hw, 0, 0, prbuf);
	waddstr(hw, " Which scroll are you writing? ");
	getyx(hw, dummy, curlen);
	if (maxlen < curlen) maxlen = curlen;

#ifdef PC7300
	/* Place an end marker for the items */
	Dispitems[MAXQUILL].mi_name = 0;

	/* Design prompts */
	sprintf(prbuf, "Current scroll power is %d", scroll_ability);

	/* Set up the main menu structure */
	Display.m_label = prbuf;
	Display.m_title = "	Cost		Scroll";
	Display.m_prompt = "Select a scroll or press Cancl to continue.";
	Display.m_curptr = '\0';
	Display.m_markptr = '\0';
	Display.m_flags = M_ASISTITLE;
	Display.m_selcnt = 1;
	Display.m_items = Dispitems;
	Display.m_curi = 0;

	/*
	 * Try to display the menu.  If we don't have a local terminal,
	 * the call will fail and we will just continue with the
	 * normal mode.
	 */
	if (menu(&Display) >= 0) {
	    if (Display.m_selcnt == 0) {
		/* Menu was cancelled */
		after = FALSE;
		return FALSE;	/* all done if abort */
	    }
	    else which_scroll = (int) Display.m_curi->mi_val;
	    goto got_scroll;
	}
#endif
	/* Should we overlay? */
	if (menu_overlay && MAXQUILL + 3 < lines / 2) {
	    over_win(cw, hw, MAXQUILL + 5, maxlen + 3, 0, curlen, NULL);
	}
	else draw(hw);
    }

    if (!nohw) {
	which_scroll = (int) (readchar() - 'a');
	while (which_scroll < 0 || which_scroll >= MAXQUILL) {
	    if (which_scroll == (int) ESCAPE - (int) 'a') {
		after = FALSE;

		/* Restore the screen */
		touchwin(cw);
		if (MAXQUILL + 3 < lines / 2) clearok(cw, FALSE);
		else {
		    msg("");
		    clearok(cw, TRUE);
		}
		return;
	    }
	    wmove(hw, 0, 0);
	    wclrtoeol(hw);
	    waddstr(hw, "Please enter one of the listed scrolls. ");
	    getyx(hw, dummy, curlen);
	    if (maxlen < curlen) maxlen = curlen;

	    /* Should we overlay? */
	    if (menu_overlay && MAXQUILL + 3 < lines / 2) {
		over_win(cw, hw, MAXQUILL + 5, maxlen + 3,
			    0, curlen, NULL);
	    }
	    else draw(hw);

	    which_scroll = (int) (readchar() - 'a');
	}
    }

    /* Now restore the screen if we have to */
    if (!nohw) {
	touchwin(cw);
	if (MAXQUILL + 3 < lines / 2) clearok(cw, FALSE);
	else {
	    msg("");
	    clearok(cw, TRUE);
	}
    }
    else msg("");


#ifdef PC7300
got_scroll:
#endif
    /* We've waited our required time. */
    player.t_using = NULL;
    player.t_action = A_NIL;

    if (quill_scrolls[which_scroll].s_cost > scroll_ability) {
	msg("Your attempt fails.");
	return;
    }

    obj->o_charges -= quill_scrolls[which_scroll].s_cost;
    item = spec_item(SCROLL, quill_scrolls[which_scroll].s_which, 0, 0);
    if (add_pack(item, FALSE, NULL) == FALSE) {
	(OBJPTR(item))->o_pos = hero;
	fall(item, TRUE);
    }
}

use_mm(which)
int which;
{
    register struct object *obj = NULL;
    register struct linked_list *item = NULL;
    bool cursed, blessed, is_mm;

    cursed = FALSE;
    is_mm = FALSE;

    if (which < 0) {	/* A real miscellaneous magic item  */
	/* This is miscellaneous magic.  It takes 3 movement periods to use */
	if (player.t_action != C_USE) {
	    int units;	/* Number of movement units for the item */

	    item = get_item(pack, "use", USEABLE, FALSE, FALSE);

	    /*
	     * Make certain that it is a micellaneous magic item
	     */
	    if (item == NULL)
		return;

	    units = usage_time(item);
	    if (units < 0) return;

	    player.t_using = item;	/* Remember what it is */
	    player.t_action = C_USE;	/* We are quaffing */
	    player.t_no_move = units * movement(&player);
	    return;
	}

	/* We have waited our time, let's use the item */
	item = player.t_using;
	player.t_using = NULL;
	player.t_action = A_NIL;

	is_mm = TRUE;

	obj = OBJPTR(item);
	cursed = (obj->o_flags & ISCURSED) != 0;
	blessed = (obj->o_flags & ISBLESSED) != 0;
	which = obj->o_which;
    }

    if (obj->o_type == POTION) {		/* An potion */
	is_mm = FALSE;
	inpack--;
	detach (pack, item);
	switch (obj->o_which) {
	    case P_POISON:
		if (cur_weapon) {
		    if (cur_weapon->o_type == RELIC) {
			msg("The poison burns off %s", 
			    inv_name(cur_weapon,FALSE));
		    }
		    else {
			cur_weapon->o_flags |= ISPOISON;
			msg("Your weapon has %s gooey stuff on it",
			    p_colors[cur_weapon->o_which]);
		    }
		}
		else 
		    msg("The poison pours on the floor and disappears!");
	}
	o_discard(item);
    }
    else if (obj->o_type == RELIC) {		/* An artifact */
	is_mm = FALSE;
	switch (obj->o_which) {
	    case EMORI_CLOAK:
		use_emori();
	    when QUILL_NAGROM:
		use_quill(obj);
	    when BRIAN_MANDOLIN:
		/* Put monsters around us to sleep */
		read_scroll(S_HOLD, 0, FALSE);
	    when GERYON_HORN:
		/* Chase close monsters away */
		msg("The horn blasts a shrill tone.");
		do_panic(NULL);
	    when HEIL_ANKH:
	    case YENDOR_AMULET:
	    case STONEBONES_AMULET:
		/* Nothing happens by this mode */
		msg("Nothing happens.");
	    when EYE_VECNA:
		msg("The pain subsides...");
	    when SURTUR_RING:
		/* Panic fire giants */
		do_panic(findmindex("fire giant"));
	}
    }
    else switch (which) {		/* Miscellaneous Magic */
	/*
	 * the jug of alchemy manufactures potions when you drink
	 * the potion it will make another after a while
	 */
	case MM_JUG:
	    if (obj->o_ac == JUG_EMPTY) {
		msg("The jug is empty");
		break;
	    }
	    quaff (obj->o_ac, NULL, NULL, FALSE);
	    obj->o_ac = JUG_EMPTY;
	    fuse (alchemy, obj, ALCHEMYTIME, AFTER);
	    if (!(obj->o_flags & ISKNOW))
	        whatis(item);

	/*
	 * the beaker of plentiful potions is used to hold potions
	 * the book of infinite spells is used to hold scrolls
	 */
	when MM_BEAKER:
	case MM_BOOK:
	    do_bag(item);

	/*
	 * the chime of opening opens up secret doors
	 */
	when MM_OPEN:
	{
	    register struct linked_list *exit;
	    register struct room *rp;
	    register coord *cp;

	    if (obj->o_charges <= 0) {
		msg("The chime is cracked!");
		break;
	    }
	    obj->o_charges--;
	    msg("chime... chime... hime... ime... me... e...");
	    if ((rp = roomin(&hero)) == NULL) {
		search(FALSE, TRUE); /* Non-failing search for door */
		break;
	    }
	    for (exit = rp->r_exit; exit != NULL; exit = next(exit)) {
		cp = DOORPTR(exit);
		if (winat(cp->y, cp->x) == SECRETDOOR) {
		    mvaddch (cp->y, cp->x, DOOR);
		    if (cansee (cp->y, cp->x))
			mvwaddch(cw, cp->y, cp->x, DOOR);
		}
	    }
	}

	/*
	 * the chime of hunger just makes the hero hungry
	 */
	when MM_HUNGER:
	    if (obj->o_charges <= 0) {
		msg("The chime is cracked!");
		break;
	    }
	    obj->o_charges--;
	    if (food_left >= MORETIME + 5) {
	        food_left = MORETIME + 5;
	        msg(terse? "Getting hungry" : "You are starting to get hungry");
	        hungry_state = F_HUNGRY;
	    }
	    aggravate(TRUE, TRUE);

	/*
	 * the drums of panic make all creatures within two squares run
	 * from the hero in panic unless they save or they are mindless
	 * undead
	 */
	when MM_DRUMS:
	    if (obj->o_charges <= 0) {
		msg("The drum is broken!");
		break;
	    }
	    obj->o_charges--;
	    do_panic(NULL);
	/*
	 * dust of disappearance makes the player invisible for a while
	 */
	when MM_DISAPPEAR:
	    m_know[MM_DISAPPEAR] = TRUE;
	    if (obj->o_charges <= 0) {
		msg("No more dust!");
		break;
	    }
	    obj->o_charges--;
	    msg("aaAAACHOOOooo. Cough. Cough. Sneeze. Sneeze.");
	    if (!find_slot(dust_appear)) {
		turn_on(player, ISINVIS);
		fuse(dust_appear, 0, DUSTTIME, AFTER);
		PLAYER = IPLAYER;
		light(&hero);
	    }
	    else lengthen(dust_appear, DUSTTIME);

	/*
	 * dust of choking and sneezing can kill the hero if he misses
	 * the save
	 */
	when MM_CHOKE:
	    m_know[MM_CHOKE] = TRUE;
	    if (obj->o_charges <= 0) {
		msg("No more dust!");
		break;
	    }
	    obj->o_charges--;
	    msg("aaAAACHOOOooo. Cough. Cough. Sneeze. Sneeze.");
	    if (!cur_relic[SURTUR_RING] && !save(VS_POISON, &player, 0)) {
		msg ("You choke to death!!! --More--");
		pstats.s_hpt = -1; /* in case he hangs up the phone */
		wait_for(' ');
		death(D_CHOKE);
	    }
	    else {
		msg("You begin to cough and choke uncontrollably");
		if (find_slot(unchoke))
		    lengthen(unchoke, DUSTTIME);
		else
		    fuse(unchoke, 0, DUSTTIME, AFTER);
		turn_on(player, ISHUH);
		turn_on(player, ISBLIND);
		light(&hero);
	    }
		
	when MM_KEOGHTOM:
	    /*
	     * this is a very powerful healing ointment
	     * but it takes a while to put on...
	     */
	    obj->o_charges--;
	    if (on(player, HASDISEASE)) {
		extinguish(cure_disease);
		cure_disease();
		msg(terse ? "You feel yourself improving."
			  : "You begin to feel yourself improving again.");
	    }
	    if (on(player, HASINFEST)) {
		turn_off(player, HASINFEST);
		infest_dam = 0;
		msg(terse ? "You feel yourself improving."
			  : "You begin to feel yourself improving again.");
	    }
	    if (on(player, DOROT)) {
		msg("You feel your skin returning to normal.");
		turn_off(player, DOROT);
	    }
	    pstats.s_hpt += roll(pstats.s_lvl, 6);
	    if (pstats.s_hpt > max_stats.s_hpt)
		pstats.s_hpt = max_stats.s_hpt;
	    sight();
	    msg("You begin to feel much better.");
		
	/*
	 * The book has a character class associated with it.
	 * if your class matches that of the book, it will raise your 
	 * level by one. If your class does not match the one of the book, 
	 * it change your class to that of book.
	 * Note that it takes a while to read.
	 */
	when MM_SKILLS:
	    detach (pack, item);
	    inpack--;
	    changeclass(obj->o_ac);

	otherwise:
	    msg("What a strange magic item you have!");
    }
    status(FALSE);
    if (is_mm && m_know[which] && m_guess[which]) {
	free(m_guess[which]);
	m_guess[which] = NULL;
    }
    else if (is_mm && 
	     !m_know[which] && 
	     askme &&
	     (obj->o_flags & ISKNOW) == 0 &&
	     m_guess[which] == NULL) {
	nameitem(item, FALSE);
    }
    if (item != NULL && which == MM_SKILLS)
	o_discard(item);
    updpack(TRUE, &player);
}

/*
 * usage_time:
 *	Return how long it takes to use an item.  For now we only give time
 *	for MM, RELIC, SCROLL, and POTION items.
 */

int
usage_time(item)
struct linked_list *item;
{
    register struct object *obj;
    register int units = -1;

    obj = OBJPTR(item);
    switch (obj->o_type) {
	case SCROLL:	units = 4;
	when POTION:	units = 3;
	when RELIC:			/* An artifact */
	    switch (obj->o_which) {
		case QUILL_NAGROM:	units = 2;
		when EMORI_CLOAK:	units = 2;
		when BRIAN_MANDOLIN:units = 4;
		when GERYON_HORN:	units = 3;
		when HEIL_ANKH:
		case YENDOR_AMULET:
		case STONEBONES_AMULET:
				    units = 2;
		when EYE_VECNA:
		    /* Do some effects right away! */
		    units = 6;

		    /* The eye will do nothing other than give a headache */
		    pstats.s_hpt -= 35;
		    msg("You feel a sudden shooting pain in your eye!");
		    if (pstats.s_hpt < 0) {
			msg ("The pain is too much for you! -- More --");
			wait_for(' ');
			death(D_RELIC);
		    }
		when SURTUR_RING:
		    units = 3;
		    msg("Your nose tickles a bit.");
	    }
	when MM:
	    switch (obj->o_which) {	/* Miscellaneous Magic */
		case MM_JUG:
		    if (obj->o_ac == JUG_EMPTY) {
			msg("The jug is empty");
			return (-1);
		    }
		    units = 3;
		when MM_BEAKER:
		case MM_BOOK:
		    /* This is a strange case because it can go forever */
		    units = 1;
		when MM_OPEN:
		case MM_HUNGER:
		    /* Chimes */
		    units = 3;
		when MM_DRUMS:
		    units = 3;
		when MM_DISAPPEAR:
		case MM_CHOKE:
		    /* Dust */
		    units = 3;
		when MM_KEOGHTOM:
		    /* Ointment */
		    if (obj->o_charges <= 0) {
			msg("The jar is empty!");
			return (-1);
		    }
		    units = 5;
		when MM_SKILLS:
		    /* A whole book! */
		    units = 15;
		otherwise:
		    /* What is it? */
		    units = -1;
	    }
	otherwise:	units = -1;
    }

    return (units);
}