view xrogue/wizard.c @ 264:778938a5c21d

UltraRogue: add location for character files. When using the -n option, UltraRogue will look for character files in a single location, similar to save files. The location is chosen by defining CHRDIR in getplay.c, at least until UltraRogue gets integrated with the build systems.
author John "Elwin" Edwards
date Sun, 19 Feb 2017 19:47:09 -0500
parents f54901b9c39b
children
line wrap: on
line source

/*
    wizard.c - Special wizard commands
    
    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.
*/

/*
 * Special wizard commands (some of which are also non-wizard commands
 * under strange circumstances)
 */

int getbless(void);

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

/*
 * create_obj:
 *      Create any object for wizard, scroll, magician, or cleric
 */

void
create_obj(bool prompt, int which_item, int which_type)
{
    reg struct linked_list *item;
    reg struct object *obj;
    reg int wh;
    char *pt;
    reg int ch, whc, newtype = 0, msz, newitem;
    WINDOW *thiswin;

    thiswin = cw;
    if (prompt) {
        bool nogood = TRUE;

        thiswin = hw;
        wclear(hw);
        wprintw(hw,"Item\t\t\tKey\n\n");
        wprintw(hw,"%s\t\t\t%c\n%s\t\t\t%c\n",things[TYP_RING].mi_name,RING,
                things[TYP_STICK].mi_name,STICK);
        wprintw(hw,"%s\t\t\t%c\n%s\t\t\t%c\n",things[TYP_POTION].mi_name,POTION,
                things[TYP_SCROLL].mi_name,SCROLL);
        wprintw(hw,"%s\t\t\t%c\n%s\t\t\t%c\n",things[TYP_ARMOR].mi_name,ARMOR,
                things[TYP_WEAPON].mi_name,WEAPON);
        wprintw(hw,"%s\t%c\n",things[TYP_MM].mi_name,MM);
        wprintw(hw,"%s\t\t\t%c\n",things[TYP_FOOD].mi_name,FOOD);
        if (wizard) {
            wprintw(hw,"%s\t\t%c\n",things[TYP_RELIC].mi_name,RELIC);
            wprintw(hw,"monster\t\t\tm");
        }
        wprintw(hw,"\n\nWhat do you want to create? ");
        draw(hw);
        do {
            ch = wgetch(hw);
            if (ch == ESC) {
                restscr(cw);
                return;
            }
            switch (ch) {
                case RING:
                case STICK:     
                case POTION:
                case SCROLL:    
                case ARMOR:     
                case WEAPON:
                case FOOD:
                case MM:
                    nogood = FALSE;
                    break;
                case RELIC:
                case 'm':
                    if (wizard) 
                        nogood = FALSE;
                    break;
                default:
                    nogood = TRUE;
            }
        } while (nogood);
        newitem = ch;
    }
    else
        newitem = which_item;

    pt = "those";
    msz = 0;
    if(newitem == 'm') {
        /* make monster and be done with it */
        wh = makemonster(TRUE, "create");
        if (wh > 0) {
            creat_mons (&player, wh, TRUE);
            light(&hero);
        }
        return;
    }
    if(newitem == GOLD) pt = "gold";
    else if(isatrap(newitem)) pt = "traps";

    switch(newitem) {
        case POTION:    whc = TYP_POTION;       msz = MAXPOTIONS;
        when SCROLL:    whc = TYP_SCROLL;       msz = MAXSCROLLS;
        when WEAPON:    whc = TYP_WEAPON;       msz = MAXWEAPONS;
        when ARMOR:     whc = TYP_ARMOR;        msz = MAXARMORS;
        when RING:      whc = TYP_RING;         msz = MAXRINGS;
        when STICK:     whc = TYP_STICK;        msz = MAXSTICKS;
        when MM:        whc = TYP_MM;           msz = MAXMM;
        when RELIC:     whc = TYP_RELIC;        msz = MAXRELIC;
        when FOOD:      whc = TYP_FOOD;         msz = MAXFOODS;
        otherwise:
            if (thiswin == hw)
                restscr(cw);
            mpos = 0;
            msg("Even wizards can't create %s !!",pt);
            return;
    }
    if(msz == 1) {              /* if only one type of item */
        ch = 'a';
    }
    else if (prompt) {
        register struct magic_item *wmi;
        char wmn;
        register int ii;
        int old_prob;

        mpos = 0;
        wmi = NULL;
        wmn = 0;
        switch(newitem) {
                case POTION:    wmi = &p_magic[0];
                when SCROLL:    wmi = &s_magic[0];
                when RING:      wmi = &r_magic[0];
                when STICK:     wmi = &ws_magic[0];
                when MM:        wmi = &m_magic[0];
                when RELIC:     wmi = &rel_magic[0];
                when FOOD:      wmi = &foods[0];
                when WEAPON:    wmn = 1;
                when ARMOR:     wmn = 2;
        }
        wclear(hw);
        thiswin = hw;
        if (wmi != NULL) {
            ii = old_prob = 0;
            while (ii < msz) {
                if(wmi->mi_prob == old_prob && wizard == FALSE) { 
                    msz--; /* can't make a unique item */
                }
                else {
                    mvwaddch(hw,ii % 13,ii > 12 ? cols/2 : 0, ii + 'a');
                    waddstr(hw,") ");
                    waddstr(hw,wmi->mi_name);
                    ii++;
                }
                old_prob = wmi->mi_prob;
                wmi++;
            }
        }
        else if (wmn != 0) {
            for(ii = 0 ; ii < msz ; ii++) {
                mvwaddch(hw,ii % 13,ii > 12 ? cols/2 : 0, ii + 'a');
                waddstr(hw,") ");
                if(wmn == 1)
                    waddstr(hw,weaps[ii].w_name);
                else
                    waddstr(hw,armors[ii].a_name);
            }
        }
        sprintf(prbuf,"Which %s? ",things[whc].mi_name);
        mvwaddstr(hw,lines - 1, 0, prbuf);
        draw(hw);
        do {
            ch = wgetch(hw);
            if (ch == ESC) {
                restscr(cw);
                msg("");
                return;
            }
        } until (isalpha(ch));
        if (thiswin == hw)                      /* restore screen if need be */
            restscr(cw);
        newtype = ch - 'a';
        if(newtype < 0 || newtype >= msz) {     /* if an illegal value */
            mpos = 0;
            msg("There is no such %s",things[whc].mi_name);
            return;
        }
    }
    else 
        newtype = which_type;
    item = new_item(sizeof *obj);       /* get some memory */
    obj = OBJPTR(item);
    obj->o_type = newitem;              /* store the new items */
    obj->o_mark[0] = '\0';
    obj->o_which = newtype;
    obj->o_group = 0;
    obj->contents = NULL;
    obj->o_count = 1;
    obj->o_flags = 0;
    obj->o_dplus = obj->o_hplus = 0;
    obj->o_weight = 0;
    wh = obj->o_which;
    mpos = 0;
    if (!wizard)                /* users get 0 to +5 */
        whc = rnd(6);
    else                        /* wizard gets to choose */
        whc = getbless();
    if (whc < 0)
        obj->o_flags |= ISCURSED;
    switch (obj->o_type) {
        case WEAPON:
        case ARMOR:
            if (obj->o_type == WEAPON) {
                init_weapon(obj, wh);
                obj->o_hplus += whc;
                if (!wizard) whc = rnd(6);
                obj->o_dplus += whc;
            }
            else {                              /* armor here */
                obj->o_weight = armors[wh].a_wght;
                obj->o_ac = armors[wh].a_class - whc;
            }
        when RING:
            r_know[wh] = TRUE;
            switch(wh) {
                case R_ADDSTR:
                case R_ADDWISDOM:
                case R_ADDINTEL:
                case R_PROTECT:
                case R_ADDHIT:
                case R_ADDDAM:
                case R_DIGEST:
                    obj->o_ac = whc + 2;
                    break;
                default: 
                    obj->o_ac = 0;
            }
            obj->o_weight = things[TYP_RING].mi_wght;
        when MM:
            if (whc > 1 && m_magic[wh].mi_bless != 0)
                obj->o_flags |= ISBLESSED;
            m_know[wh] = TRUE;
            switch(wh) {
                case MM_JUG:
                    switch(rnd(11)) {
                        case 0: obj->o_ac = P_PHASE;
                        when 1: obj->o_ac = P_CLEAR;
                        when 2: obj->o_ac = P_SEEINVIS;
                        when 3: obj->o_ac = P_HEALING;
                        when 4: obj->o_ac = P_MFIND;
                        when 5: obj->o_ac = P_TFIND;
                        when 6: obj->o_ac = P_HASTE;
                        when 7: obj->o_ac = P_RESTORE;
                        when 8: obj->o_ac = P_FLY;
                        when 9: obj->o_ac = P_SKILL;
                        when 10:obj->o_ac = P_FFIND;
                    }
                when MM_HUNGER:
                case MM_CHOKE:
            if (whc < 0 )
            whc = -whc;     /* cannot be negative */
            obj->o_ac = (whc + 1) * 2;
            break;
                when MM_OPEN:
                case MM_DRUMS:
                case MM_DISAPPEAR:
                case MM_KEOGHTOM:
                    if (whc < 0)
                        whc = -whc;     /* these cannot be negative */
                    obj->o_ac = (whc + 3) * 5;
                    break;
                when MM_BRACERS:
                    obj->o_ac = whc + 4;
                when MM_DISP:
                    obj->o_ac = 3;
                when MM_PROTECT:
                    obj->o_ac = whc + 4;
                when MM_SKILLS:
                    if (whc < 2)
                        obj->o_ac = rnd(NUM_CHARTYPES-1);
                    else
                        obj->o_ac = player.t_ctype;
        when MM_CRYSTAL:
            obj->o_ac = 1;
                otherwise: 
                    obj->o_ac = 0;
            }
            obj->o_weight = things[TYP_MM].mi_wght;
        when STICK:
            if (whc > 1 && ws_magic[wh].mi_bless != 0)
                obj->o_flags |= ISBLESSED;
            ws_know[wh] = TRUE;
            fix_stick(obj);
        when SCROLL:
            if (whc > 3 && s_magic[wh].mi_bless != 0)
                obj->o_flags |= ISBLESSED;
            obj->o_weight = things[TYP_SCROLL].mi_wght;
            s_know[wh] = TRUE;
        when POTION:
            if (whc > 3 && p_magic[wh].mi_bless != 0)
                obj->o_flags |= ISBLESSED;
            obj->o_weight = things[TYP_POTION].mi_wght;
            if (wh == P_ABIL) obj->o_kind = rnd(NUMABILITIES);
            p_know[wh] = TRUE;
        when RELIC:
            obj->o_weight = things[TYP_RELIC].mi_wght;
            switch (obj->o_which) {
                case QUILL_NAGROM: obj->o_charges = QUILLCHARGES;
                when EMORI_CLOAK:  obj->o_charges = 1;
                otherwise: break;
            }
        when FOOD:
            obj->o_weight = things[TYP_FOOD].mi_wght;
    }
    mpos = 0;
    obj->o_flags |= ISKNOW;
    if (add_pack(item, FALSE) == FALSE) {
        obj->o_pos = hero;
        fall(item, TRUE);
    }
}

/*
 * getbless:
 *      Get a blessing for a wizards object
 */

int
getbless(void)
{
        reg char bless;

        msg("Blessing? (+,-,n)");
        bless = wgetch(msgw);
        if (bless == '+')
                return (15);
        else if (bless == '-')
                return (-1);
        else
                return (0);
}

/*
 * get a non-monster death type
 */

int
getdeath(void)
{
    register int i;
    int which_death;
    char label[80];

    clear();
    for (i=0; i<DEATHNUM; i++) {
        sprintf(label, "[%d] %s", i+1, deaths[i].name);
        mvaddstr(i+2, 0, label);
    }
    mvaddstr(0, 0, "Which death? ");
    refresh();

    /* Get the death */
    for (;;) {
        get_str(label, stdscr);
        which_death = atoi(label);
        if ((which_death < 1 || which_death > DEATHNUM)) {
            mvaddstr(0, 0, "Please enter a number in the displayed range -- ");
            refresh();
        }
        else break;
    }
    return(deaths[which_death-1].reason);
}

/*
 * make a monster for the wizard
 * showall -> show uniques and genocided creatures
 */

short
makemonster(bool showall, char *action) 
{
    register int i;
    register short which_monst;
    register int num_monst = NUMMONST, pres_monst=1, num_lines=2*(lines-3);
    int max_monster;
    char monst_name[40];

    /* If we're not showing all, subtract UNIQUES, DINOS, and quartermaster */
    if (!showall) num_monst -= NUMUNIQUE + NUMDINOS + 1;
    max_monster = num_monst;

    /* Print out the monsters */

    if (levtype == OUTSIDE) {
        num_monst = NUMDINOS;
        max_monster = NUMMONST - 1;
        pres_monst = (pres_monst + NUMMONST - NUMDINOS - 1);
    }

    while (num_monst > 0) {
        register int left_limit;

        if (num_monst < num_lines) left_limit = (num_monst+1)/2;
        else left_limit = num_lines/2;

        wclear(hw);
        touchwin(hw);

        /* Print left column */
        wmove(hw, 2, 0);
        for (i=0; i<left_limit; i++) {
            sprintf(monst_name, "[%d] %c%s\n",
                                pres_monst,
                                (showall || monsters[pres_monst].m_normal)
                                    ? ' '
                                    : '*',
                                monsters[pres_monst].m_name);
            waddstr(hw, monst_name);
            pres_monst++;
        }

        /* Print right column */
        for (i=0; i<left_limit && pres_monst<=max_monster; i++) {
            sprintf(monst_name, "[%d] %c%s",
                                pres_monst,
                                (showall || monsters[pres_monst].m_normal)
                                    ? ' '
                                    : '*',
                                monsters[pres_monst].m_name);
            wmove(hw, i+2, cols/2);
            waddstr(hw, monst_name);
            pres_monst++;
        }

        if ((num_monst -= num_lines) > 0) {
            mvwaddstr(hw, lines-1, 0, morestr);
            draw(hw);
            wait_for(' ');
        }

        else {
            mvwaddstr(hw, 0, 0, "Which monster");
            if (!terse) {
                waddstr(hw, " do you wish to ");
                waddstr(hw, action);
            }
            waddstr(hw, "? ");
            draw(hw);
        }
    }

get_monst:
    get_str(monst_name, hw);
    which_monst = atoi(monst_name);
    if (levtype == OUTSIDE)
    if ((which_monst < NUMMONST-NUMDINOS || which_monst > max_monster)) {
        mvwaddstr(hw, 0, 0, "Please enter a number in the displayed range -- ");
        draw(hw);
        goto get_monst;
    }
    if ((which_monst < 1 || which_monst > max_monster)) {
        mvwaddstr(hw, 0, 0, "Please enter a number in the displayed range -- ");
        draw(hw);
        goto get_monst;
    }
    restscr(cw);
    return(which_monst);
}

/*
 * passwd:
 *      see if user knows password
 */

bool
passwd(void)
{
    register char *sp, c;
    char buf[LINELEN];

    msg("Wizard's Password:");
    mpos = 0;
    sp = buf;
    while ((c = wgetch(cw)) != '\n' && c != '\r' && c != '\033') {
        if (c == killchar())
            sp = buf;
        else if (c == erasechar() && sp > buf)
            sp--;
        else
            *sp++ = c;
    }
    if (sp == buf)
        return FALSE;
    *sp = '\0';
    return (strcmp(PASSWD, xcrypt(buf, "mT")) == 0);

    /* don't mess with the password here or elsewhere.
     *
     * If anyone goes wizard they forfeit being placed in the scorefile.
     * So, no need to be secretive about it.  Let them have it!
     *
     * Additionally, you can begin the game as wizard by starting it
     * with a null argument, as in: xrogue ""
     */
}

/*
 * teleport:
 *      Bamf the hero someplace else
 */

void
teleport(void)
{
    register struct room *new_rp = NULL, *old_rp = roomin(&hero);
    register int rm, which;
    coord old;
    bool got_position = FALSE;

    /* Disrupt whatever the hero was doing */
    dsrpt_player();

    /*
     * If the hero wasn't doing something disruptable, NULL out his
     * action anyway and let him know about it.  We don't want him
     * swinging or moving into his old place.
     */
    if (player.t_action != A_NIL) {
        player.t_action = A_NIL;
        msg("You feel momentarily disoriented.");
    }

    old = hero;
    mvwaddch(cw, hero.y, hero.x, mvwinch(stdscr, hero.y, hero.x));
    if (ISWEARING(R_TELCONTROL) || wizard) {
        got_position = move_hero(H_TELEPORT);
        if (!got_position)
            msg("Your attempt fails.");
        else {
            new_rp = roomin(&hero);
            msg("You teleport successfully.");
        }
    }
    if (!got_position) {
        do {
            rm = rnd_room();
            rnd_pos(&rooms[rm], &hero);
        } until(winat(hero.y, hero.x) == FLOOR);
        new_rp = &rooms[rm];
    }
    player.t_oldpos = old;      /* Save last position */

    /* If hero gets moved, darken old room */
    if (old_rp && old_rp != new_rp) {
        old_rp->r_flags |= FORCEDARK;   /* Fake darkness */
        light(&old);
        old_rp->r_flags &= ~FORCEDARK; /* Restore light state */
    }

    /* Darken where we just came from */
    else if (levtype == MAZELEV) light(&old);

    light(&hero);
    mvwaddch(cw, hero.y, hero.x, PLAYER);
    /* if entering a treasure room, wake everyone up......Surprise! */
    if (new_rp->r_flags & ISTREAS)
        wake_room(new_rp);

    /* Reset current room and position */
    oldrp = new_rp;     /* Used in look() */
    player.t_oldpos = hero;
    /*
     * make sure we set/unset the ISINWALL on a teleport
     */
    which = winat(hero.y, hero.x);
    if (isrock(which)) turn_on(player, ISINWALL);
    else turn_off(player, ISINWALL);

    /*
     * turn off ISHELD in case teleportation was done while fighting
     * something that holds you
     */
    if (on(player, ISHELD)) {
        register struct linked_list *ip, *nip;
        register struct thing *mp;

        turn_off(player, ISHELD);
        hold_count = 0;
        for (ip = mlist; ip; ip = nip) {
            mp = THINGPTR(ip);
            nip = next(ip);
            if (on(*mp, DIDHOLD)) {
                turn_off(*mp, DIDHOLD);
                turn_on(*mp, CANHOLD);
            }
            turn_off(*mp, DIDSUFFOCATE); /* Suffocation -- see below */
        }
    }

    /* Make sure player does not suffocate */
    extinguish(suffocate);

    count = 0;
    running = FALSE;
    flushinp();
}

/*
 * whatis:
 *      What a certin object is
 */

void
whatis(struct linked_list *what)
{
    register struct object *obj;
    register struct linked_list *item;

    if (what == NULL) {         /* do we need to ask which one? */
        if ((item = get_item(pack, "identify", IDENTABLE, FALSE, FALSE))==NULL)
            return;
    }
    else
        item = what;
    obj = OBJPTR(item);
    switch (obj->o_type) {
        case SCROLL:
            s_know[obj->o_which] = TRUE;
            if (s_guess[obj->o_which]) {
                free(s_guess[obj->o_which]);
                s_guess[obj->o_which] = NULL;
            }
        when POTION:
            p_know[obj->o_which] = TRUE;
            if (p_guess[obj->o_which]) {
                free(p_guess[obj->o_which]);
                p_guess[obj->o_which] = NULL;
            }
        when STICK:
            ws_know[obj->o_which] = TRUE;
            if (ws_guess[obj->o_which]) {
                free(ws_guess[obj->o_which]);
                ws_guess[obj->o_which] = NULL;
            }
        when RING:
            r_know[obj->o_which] = TRUE;
            if (r_guess[obj->o_which]) {
                free(r_guess[obj->o_which]);
                r_guess[obj->o_which] = NULL;
            }
        when MM:
            /* If it's an identified jug, identify its potion */
            if (obj->o_which == MM_JUG && (obj->o_flags & ISKNOW)) {
                if (obj->o_ac != JUG_EMPTY)
                    p_know[obj->o_ac] = TRUE;
                break;
            }

            m_know[obj->o_which] = TRUE;
            if (m_guess[obj->o_which]) {
                free(m_guess[obj->o_which]);
                m_guess[obj->o_which] = NULL;
            }
        otherwise:
            break;
    }
    obj->o_flags |= ISKNOW;
    if (what == NULL)
        msg(inv_name(obj, FALSE));
}

/* 
 *  Choose a quest item
 *      (if on STARTLEV equipage level = 0)
 */

void
choose_qst(void)
{
    bool doit = TRUE;
    bool escp = TRUE;

    /* let wizard in on this too */
    if (waswizard == TRUE || (levtype == POSTLEV && level == 0)) {
        wclear(hw);
    touchwin(hw);
        wmove(hw, 2, 0);
        wprintw(hw, "a) Cloak of Emori\n");
        wprintw(hw, "b) Ankh of Heil\n");
        wprintw(hw, "c) Quill of Nagrom\n");
        wprintw(hw, "d) Eye of Vecna\n");
        wprintw(hw, "e) Ring of Surtur\n");
        wprintw(hw, "f) Staff of Ming\n");
        wprintw(hw, "g) Wand of Orcus\n");
        wprintw(hw, "h) Rod of Asmodeus\n");
        wprintw(hw, "i) Amulet of Yendor\n");
        wprintw(hw, "j) Amulet of Stonebones\n");
        wprintw(hw, "k) Mandolin of Brian\n"); 
        wprintw(hw, "l) Horn of Geryon\n");
        wprintw(hw, "m) Daggers of Musty Doit\n");
        wprintw(hw, "n) Axe of Aklad\n");
        wprintw(hw, "o) Morning Star of Hruggek\n");
        wprintw(hw, "p) Flail of Yeenoghu\n");
        wprintw(hw, "q) Card of Alteran\n");
        mvwaddstr(hw, 0, 0, "Select a quest item: "); /* prompt */

        if (menu_overlay)  /* Print the selections.  The longest line is
                * Hruggek (26 characters).  The prompt is 21.
                */
            over_win(cw, hw, 20, 29, 0, 21, '\0');
        else
            draw(hw);

        while (doit) {
        switch (wgetch(cw)) {
            case EOF:
            case ESC:
                escp = FALSE;   /* used below */
            doit = FALSE;
            when 'a':
                quest_item = EMORI_CLOAK;
            doit = FALSE;
            when 'b':
                quest_item = HEIL_ANKH;
            doit = FALSE;
            when 'c':
                quest_item = QUILL_NAGROM;
            doit = FALSE;
            when 'd':
                quest_item = EYE_VECNA;
            doit = FALSE;
            when 'e':
                quest_item = SURTUR_RING;
            doit = FALSE;
            when 'f':
                quest_item = MING_STAFF;
            doit = FALSE;
            when 'g':
                quest_item = ORCUS_WAND;
            doit = FALSE;
            when 'h':
                quest_item = ASMO_ROD;
            doit = FALSE;
            when 'i':
                quest_item = YENDOR_AMULET;
            doit = FALSE;
            when 'j':
                quest_item = STONEBONES_AMULET;
            doit = FALSE;
            when 'k':
                quest_item = BRIAN_MANDOLIN;
            doit = FALSE;
            when 'l':
                quest_item = GERYON_HORN;
            doit = FALSE;
            when 'm':
                quest_item = MUSTY_DAGGER;
            doit = FALSE;
            when 'n':
                quest_item = AXE_AKLAD;
            doit = FALSE;
            when 'o':
                quest_item = HRUGGEK_MSTAR;
            doit = FALSE;
            when 'p':
                quest_item = YEENOGHU_FLAIL;
            doit = FALSE;
            when 'q':
                quest_item = ALTERAN_CARD;
            doit = FALSE;
            otherwise:
            doit = TRUE;
        }
    }
    if (menu_overlay) {
            status(FALSE);
            touchwin(cw);
        if (escp == TRUE) {
                msg("Your quest item is the %s.  --More--",
             rel_magic[quest_item].mi_name);
            wait_for(' ');
        }
        return;
    }
    else {
        if (escp == TRUE) {
                wmove(hw, lines-4, 0);
                wprintw(hw, "Your quest item is the %s.",
                    rel_magic[quest_item].mi_name);
        }
            wmove(hw, lines-1, 0);
            wprintw(hw, spacemsg);
            draw(hw);
            wait_for(' ');
            wclear(hw);
            draw(hw);
            wmove(cw, 0, 0);
            wclrtoeol(cw);
            status(FALSE);
            touchwin(cw);
        return;
    }
    }
    else {
        msg("You can no longer select a quest item. ");
        return;
    }
}