view xrogue/misc.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 cadff8f047a1
children f54901b9c39b
line wrap: on
line source

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

    See the file LICENSE.TXT for full copyright and licensing information.
*/

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

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

changeclass(newclass)
long *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 are transformed into a %s! ", char_class[*newclass].name);

        /*
         * if he becomes a thief or an assassin give him studded leather armor
         */
        if ((*newclass == C_THIEF || *newclass == C_ASSASSIN) &&
            cur_armor != NULL && cur_armor->o_which != STUDDED_LEATHER)
                cur_armor->o_which = STUDDED_LEATHER;
        /*
         * if he becomes a monk he can't wear any armor
     * so give him a cloak of protection
         */
        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);
                cur_misc[WEAR_CLOAK] = cur_armor;
                cur_armor = NULL;
        }
    /*
     * otherwise give him plate armor
     */
        if ((*newclass != C_THIEF ||
         *newclass != C_ASSASSIN || *newclass != C_MONK) &&
         cur_armor != NULL && cur_armor->o_which != PLATE_ARMOR) 
                cur_armor->o_which = PLATE_ARMOR;

        /*
         * 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_MONK)
                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, (VOID *)NULL, SPELLTIME, AFTER);
        if (*newclass == C_DRUID || *newclass == C_MONK)
                fuse(chant_recovery, (VOID *)NULL, SPELLTIME, AFTER);
        if ((*newclass==C_CLERIC || *newclass==C_PALADIN) && !cur_misc[HEIL_ANKH])
                fuse(prayer_recovery, (VOID *)NULL, SPELLTIME, AFTER);
        /*
         * if he's changing from a fighter, ranger, or paladin then we
     * may have to change his sword since only these types can wield
     * the two-handed sword.
         */
        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)  &&
        cur_weapon->o_which == TWOSWORD)
                cur_weapon->o_which = SWORD;

        /*
         * if he's changing from a thief, assassin, fighter, or monk
     * then we may have to change his sword again since only these
     * types can wield the bastard sword.
         */
        if ((player.t_ctype == C_THIEF  || player.t_ctype == C_ASSASSIN ||
            player.t_ctype == C_FIGHTER || player.t_ctype == C_MONK)    &&
        cur_weapon != NULL && cur_weapon->o_type == WEAPON &&
            (cur_weapon->o_which == BASWORD  ||
            cur_weapon->o_which == TWOSWORD) &&
            !(*newclass == C_THIEF || *newclass == C_ASSASSIN ||
            *newclass == C_MONK)   &&
        cur_weapon->o_which == BASWORD)
                cur_weapon->o_which = SWORD;

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

        /*
         * if he becomes a thief, assassin, or monk then add 
     * the trap_look() daemon
         */
        if (*newclass == C_THIEF || *newclass == C_ASSASSIN ||
        *newclass == C_MONK)
                start_daemon(trap_look, (VOID *)NULL, AFTER);

    /* adjust stats */
        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 + rnd(4);
        check_level();
        if (pstats.s_hpt > save) /* don't add to current hits */
            pstats.s_hpt = save;
    }
    dsrpt_player(); /* this should disrupt whatever we were doing */
}

/*
 * 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))
        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 (wgetch(cw)) {
            case EOF:
            case ESC:
                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");
                }
        /* this is confusing! <press space to continue> */
                /* waddstr(hw,"[ESC]\tLeave this menu\n"); */
                mvwaddstr(hw, lines-1, 0, spacemsg);
                draw(hw);
                wait_for (' ');
                restscr(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 && th->t_stats.s_intel < 14) || 
                        (!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) < 67) {
                                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
 */

int
misc_name(str,obj)
char *str;
register struct object *obj;
{
    char buf1[LINELEN];

    *str = 0;
    buf1[0] = 0;

    if (!(obj->o_flags & ISKNOW))
    {
        strcat(str,m_magic[obj->o_which].mi_name);
        return(0);
    }

    switch (obj->o_which) 
    {
        case MM_BRACERS:
        case MM_PROTECT:
            strcat(str, num(obj->o_ac, 0));
            strcat(str, " ");
    }
    switch (obj->o_which) {
    case MM_CRYSTAL:
            if (obj->o_flags & ISBLESSED)
                strcat(str, "glowing ");
    }
    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(str, "cursed ");
        when MM_CRYSTAL:
            if (obj->o_flags & ISCURSED)
                strcat(str, "opaque ");
    }
    strcat(str, 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(str, buf1);
    
    return(0);
}

use_emori()
{
    char selection;     /* Cloak function */
    int state = 0;      /* Menu state */

    msg("What do you want to do? (* for a list): ");
    do {
        selection = wgetch(cw);
        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 ESC:
                if (state == 1) {
                    restscr(cw);
                }
                msg("");

                after = FALSE;
                return;

            when '1':
            case '2':
            case '3':
            case '4':
                if (state == 1) {       /* In prompt window */
                    restscr(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();
            }
    }
}

/*
 * 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 = 0,
                        dummy = 0;
    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) (wgetch(cw) - 'a');
    msg("");    /* Get rid of the prompt */
    if (which_scroll == (int) ESC - (int) 'a') {
        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 = wgetch(cw);
                } while (c != ' ' && c != ESC);
                if (c == ESC)
                    break;
            }
            msg("");
            mvwaddstr(msgw, 0, 0, "Which scroll are you writing? ");
            clearok(msgw, FALSE);
            draw(msgw);

            which_scroll = (int) (wgetch(cw) - 'a');
        } while (which_scroll != (int) (ESC - 'a') &&
                 (which_scroll < 0 || which_scroll >= MAXQUILL));

        if (which_scroll == (int) (ESC - '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);
            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;

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

    if (!nohw) {