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1.1 ! root 1: /* global.c Larn is copyrighted 1986 by Noah Morgan. ! 2: * ! 3: * raiselevel() subroutine to raise the player one level ! 4: * loselevel() subroutine to lower the player by one level ! 5: * raiseexperience(x) subroutine to increase experience points ! 6: * loseexperience(x) subroutine to lose experience points ! 7: * losehp(x) subroutine to remove hit points from the player ! 8: * losemhp(x) subroutine to remove max # hit points from the player ! 9: * raisehp(x) subroutine to gain hit points ! 10: * raisemhp(x) subroutine to gain maximum hit points ! 11: * losespells(x) subroutine to lose spells ! 12: * losemspells(x) subroutine to lose maximum spells ! 13: * raisespells(x) subroutine to gain spells ! 14: * raisemspells(x) subroutine to gain maximum spells ! 15: * recalc() function to recalculate the armor class of the player ! 16: * makemonst(lev) function to return monster number for a randomly selected monster ! 17: * positionplayer() function to be sure player is not in a wall ! 18: * quit() subroutine to ask if the player really wants to quit ! 19: */ ! 20: ! 21: #include "header.h" ! 22: extern int score[],srcount,dropflag; ! 23: extern int random;/* the random number seed */ ! 24: extern short playerx,playery,lastnum; ! 25: extern char cheat,level,monstnamelist[]; ! 26: extern char lastmonst[],*what[],*who[]; ! 27: extern char winner[]; ! 28: extern char logname[],monstlevel[]; ! 29: extern char sciv[SCORESIZE+1][26][2],*potionname[],*scrollname[]; ! 30: /* ! 31: *********** ! 32: RAISE LEVEL ! 33: *********** ! 34: raiselevel() ! 35: ! 36: subroutine to raise the player one level ! 37: uses the skill[] array to find level boundarys ! 38: uses c[EXPERIENCE] c[LEVEL] ! 39: */ ! 40: raiselevel() ! 41: { ! 42: if (c[LEVEL] < MAXPLEVEL) raiseexperience((long)(skill[c[LEVEL]]-c[EXPERIENCE])); ! 43: } ! 44: ! 45: /* ! 46: *********** ! 47: LOOSE LEVEL ! 48: *********** ! 49: loselevel() ! 50: ! 51: subroutine to lower the players character level by one ! 52: */ ! 53: loselevel() ! 54: { ! 55: if (c[LEVEL] > 1) loseexperience((long)(c[EXPERIENCE] - skill[c[LEVEL]-1] + 1)); ! 56: } ! 57: ! 58: /* ! 59: **************** ! 60: RAISE EXPERIENCE ! 61: **************** ! 62: raiseexperience(x) ! 63: ! 64: subroutine to increase experience points ! 65: */ ! 66: raiseexperience(x) ! 67: register long x; ! 68: { ! 69: register int i,tmp; ! 70: i=c[LEVEL]; c[EXPERIENCE]+=x; ! 71: while (c[EXPERIENCE] >= skill[c[LEVEL]] && (c[LEVEL] < MAXPLEVEL)) ! 72: { ! 73: tmp = (c[CONSTITUTION]-c[HARDGAME])>>1; ! 74: c[LEVEL]++; raisemhp((int)(rnd(3)+rnd((tmp>0)?tmp:1))); ! 75: raisemspells((int)rund(3)); ! 76: if (c[LEVEL] < 7-c[HARDGAME]) raisemhp((int)(c[CONSTITUTION]>>2)); ! 77: } ! 78: if (c[LEVEL] != i) ! 79: { ! 80: cursors(); ! 81: beep(); lprintf("\nWelcome to level %d",(long)c[LEVEL]); /* if we changed levels */ ! 82: } ! 83: bottomline(); ! 84: } ! 85: ! 86: /* ! 87: **************** ! 88: LOOSE EXPERIENCE ! 89: **************** ! 90: loseexperience(x) ! 91: ! 92: subroutine to lose experience points ! 93: */ ! 94: loseexperience(x) ! 95: register long x; ! 96: { ! 97: register int i,tmp; ! 98: i=c[LEVEL]; c[EXPERIENCE]-=x; ! 99: if (c[EXPERIENCE] < 0) c[EXPERIENCE]=0; ! 100: while (c[EXPERIENCE] < skill[c[LEVEL]-1]) ! 101: { ! 102: if (--c[LEVEL] <= 1) c[LEVEL]=1; /* down one level */ ! 103: tmp = (c[CONSTITUTION]-c[HARDGAME])>>1; /* lose hpoints */ ! 104: losemhp((int)rnd((tmp>0)?tmp:1)); /* lose hpoints */ ! 105: if (c[LEVEL] < 7-c[HARDGAME]) losemhp((int)(c[CONSTITUTION]>>2)); ! 106: losemspells((int)rund(3)); /* lose spells */ ! 107: } ! 108: if (i!=c[LEVEL]) ! 109: { ! 110: cursors(); ! 111: beep(); lprintf("\nYou went down to level %d!",(long)c[LEVEL]); ! 112: } ! 113: bottomline(); ! 114: } ! 115: ! 116: /* ! 117: ******** ! 118: LOOSE HP ! 119: ******** ! 120: losehp(x) ! 121: losemhp(x) ! 122: ! 123: subroutine to remove hit points from the player ! 124: warning -- will kill player if hp goes to zero ! 125: */ ! 126: losehp(x) ! 127: register int x; ! 128: { ! 129: if ((c[HP] -= x) <= 0) ! 130: { ! 131: beep(); lprcat("\n"); nap(3000); died(lastnum); ! 132: } ! 133: } ! 134: ! 135: losemhp(x) ! 136: register int x; ! 137: { ! 138: c[HP] -= x; if (c[HP] < 1) c[HP]=1; ! 139: c[HPMAX] -= x; if (c[HPMAX] < 1) c[HPMAX]=1; ! 140: } ! 141: ! 142: /* ! 143: ******** ! 144: RAISE HP ! 145: ******** ! 146: raisehp(x) ! 147: raisemhp(x) ! 148: ! 149: subroutine to gain maximum hit points ! 150: */ ! 151: raisehp(x) ! 152: register int x; ! 153: { ! 154: if ((c[HP] += x) > c[HPMAX]) c[HP] = c[HPMAX]; ! 155: } ! 156: ! 157: raisemhp(x) ! 158: register int x; ! 159: { ! 160: c[HPMAX] += x; c[HP] += x; ! 161: } ! 162: ! 163: /* ! 164: ************ ! 165: RAISE SPELLS ! 166: ************ ! 167: raisespells(x) ! 168: raisemspells(x) ! 169: ! 170: subroutine to gain maximum spells ! 171: */ ! 172: raisespells(x) ! 173: register int x; ! 174: { ! 175: if ((c[SPELLS] += x) > c[SPELLMAX]) c[SPELLS] = c[SPELLMAX]; ! 176: } ! 177: ! 178: raisemspells(x) ! 179: register int x; ! 180: { ! 181: c[SPELLMAX]+=x; c[SPELLS]+=x; ! 182: } ! 183: ! 184: /* ! 185: ************ ! 186: LOOSE SPELLS ! 187: ************ ! 188: losespells(x) ! 189: losemspells(x) ! 190: ! 191: subroutine to lose maximum spells ! 192: */ ! 193: losespells(x) ! 194: register int x; ! 195: { ! 196: if ((c[SPELLS] -= x) < 0) c[SPELLS]=0; ! 197: } ! 198: ! 199: losemspells(x) ! 200: register int x; ! 201: { ! 202: if ((c[SPELLMAX] -= x) < 0) c[SPELLMAX]=0; ! 203: if ((c[SPELLS] -= x) < 0) c[SPELLS]=0; ! 204: } ! 205: ! 206: /* ! 207: makemonst(lev) ! 208: int lev; ! 209: ! 210: function to return monster number for a randomly selected monster ! 211: for the given cave level ! 212: */ ! 213: makemonst(lev) ! 214: register int lev; ! 215: { ! 216: register int tmp,x; ! 217: if (lev < 1) lev = 1; if (lev > 12) lev = 12; ! 218: tmp=WATERLORD; ! 219: if (lev < 5) ! 220: while (tmp==WATERLORD) tmp=rnd((x=monstlevel[lev-1])?x:1); ! 221: else while (tmp==WATERLORD) ! 222: tmp=rnd((x=monstlevel[lev-1]-monstlevel[lev-4])?x:1)+monstlevel[lev-4]; ! 223: ! 224: while (monster[tmp].genocided && tmp<MAXMONST) tmp++; /* genocided? */ ! 225: return(tmp); ! 226: } ! 227: ! 228: /* ! 229: positionplayer() ! 230: ! 231: function to be sure player is not in a wall ! 232: */ ! 233: positionplayer() ! 234: { ! 235: int try; ! 236: try = 2; ! 237: while ((item[playerx][playery] || mitem[playerx][playery]) && (try)) ! 238: if (++playerx >= MAXX-1) ! 239: { ! 240: playerx = 1; ! 241: if (++playery >= MAXY-1) ! 242: { playery = 1; --try; } ! 243: } ! 244: if (try==0) lprcat("Failure in positionplayer\n"); ! 245: } ! 246: ! 247: /* ! 248: recalc() function to recalculate the armor class of the player ! 249: */ ! 250: recalc() ! 251: { ! 252: register int i,j,k; ! 253: c[AC] = c[MOREDEFENSES]; ! 254: if (c[WEAR] >= 0) ! 255: switch(iven[c[WEAR]]) ! 256: { ! 257: case OSHIELD: c[AC] += 2 + ivenarg[c[WEAR]]; break; ! 258: case OLEATHER: c[AC] += 2 + ivenarg[c[WEAR]]; break; ! 259: case OSTUDLEATHER: c[AC] += 3 + ivenarg[c[WEAR]]; break; ! 260: case ORING: c[AC] += 5 + ivenarg[c[WEAR]]; break; ! 261: case OCHAIN: c[AC] += 6 + ivenarg[c[WEAR]]; break; ! 262: case OSPLINT: c[AC] += 7 + ivenarg[c[WEAR]]; break; ! 263: case OPLATE: c[AC] += 9 + ivenarg[c[WEAR]]; break; ! 264: case OPLATEARMOR: c[AC] += 10 + ivenarg[c[WEAR]]; break; ! 265: case OSSPLATE: c[AC] += 12 + ivenarg[c[WEAR]]; break; ! 266: } ! 267: ! 268: if (c[SHIELD] >= 0) if (iven[c[SHIELD]] == OSHIELD) c[AC] += 2 + ivenarg[c[SHIELD]]; ! 269: if (c[WIELD] < 0) c[WCLASS] = 0; else ! 270: { ! 271: i = ivenarg[c[WIELD]]; ! 272: switch(iven[c[WIELD]]) ! 273: { ! 274: case ODAGGER: c[WCLASS] = 3 + i; break; ! 275: case OBELT: c[WCLASS] = 7 + i; break; ! 276: case OSHIELD: c[WCLASS] = 8 + i; break; ! 277: case OSPEAR: c[WCLASS] = 10 + i; break; ! 278: case OFLAIL: c[WCLASS] = 14 + i; break; ! 279: case OBATTLEAXE: c[WCLASS] = 17 + i; break; ! 280: case OLANCE: c[WCLASS] = 19 + i; break; ! 281: case OLONGSWORD: c[WCLASS] = 22 + i; break; ! 282: case O2SWORD: c[WCLASS] = 26 + i; break; ! 283: case OSWORD: c[WCLASS] = 32 + i; break; ! 284: case OSWORDofSLASHING: c[WCLASS] = 30 + i; break; ! 285: case OHAMMER: c[WCLASS] = 35 + i; break; ! 286: default: c[WCLASS] = 0; ! 287: } ! 288: } ! 289: c[WCLASS] += c[MOREDAM]; ! 290: ! 291: /* now for regeneration abilities based on rings */ ! 292: c[REGEN]=1; c[ENERGY]=0; ! 293: j=0; for (k=25; k>0; k--) if (iven[k]) {j=k; k=0; } ! 294: for (i=0; i<=j; i++) ! 295: { ! 296: switch(iven[i]) ! 297: { ! 298: case OPROTRING: c[AC] += ivenarg[i] + 1; break; ! 299: case ODAMRING: c[WCLASS] += ivenarg[i] + 1; break; ! 300: case OBELT: c[WCLASS] += ((ivenarg[i]<<1)) + 2; break; ! 301: ! 302: case OREGENRING: c[REGEN] += ivenarg[i] + 1; break; ! 303: case ORINGOFEXTRA: c[REGEN] += 5 * (ivenarg[i]+1); break; ! 304: case OENERGYRING: c[ENERGY] += ivenarg[i] + 1; break; ! 305: } ! 306: } ! 307: } ! 308: ! 309: ! 310: /* ! 311: quit() ! 312: ! 313: subroutine to ask if the player really wants to quit ! 314: */ ! 315: quit() ! 316: { ! 317: register int i; ! 318: cursors(); strcpy(lastmonst,""); ! 319: lprcat("\n\nDo you really want to quit?"); ! 320: while (1) ! 321: { ! 322: i=getchar(); ! 323: if (i == 'y') { died(300); return; } ! 324: if ((i == 'n') || (i == '\33')) { lprcat(" no"); lflush(); return; } ! 325: lprcat("\n"); setbold(); lprcat("Yes"); resetbold(); lprcat(" or "); ! 326: setbold(); lprcat("No"); resetbold(); lprcat(" please? Do you want to quit? "); ! 327: } ! 328: } ! 329: ! 330: /* ! 331: function to ask --more-- then the user must enter a space ! 332: */ ! 333: more() ! 334: { ! 335: lprcat("\n --- press "); standout("space"); lprcat(" to continue --- "); ! 336: while (getchar() != ' '); ! 337: } ! 338: ! 339: /* ! 340: function to put something in the players inventory ! 341: returns 0 if success, 1 if a failure ! 342: */ ! 343: take(itm,arg) ! 344: int itm,arg; ! 345: { ! 346: register int i,limit; ! 347: /* cursors(); */ ! 348: if ((limit = 15+(c[LEVEL]>>1)) > 26) limit=26; ! 349: for (i=0; i<limit; i++) ! 350: if (iven[i]==0) ! 351: { ! 352: iven[i] = itm; ivenarg[i] = arg; limit=0; ! 353: switch(itm) ! 354: { ! 355: case OPROTRING: case ODAMRING: case OBELT: limit=1; break; ! 356: case ODEXRING: c[DEXTERITY] += ivenarg[i]+1; limit=1; break; ! 357: case OSTRRING: c[STREXTRA] += ivenarg[i]+1; limit=1; break; ! 358: case OCLEVERRING: c[INTELLIGENCE] += ivenarg[i]+1; limit=1; break; ! 359: case OHAMMER: c[DEXTERITY] += 10; c[STREXTRA]+=10; ! 360: c[INTELLIGENCE]-=10; limit=1; break; ! 361: ! 362: case OORBOFDRAGON: c[SLAYING]++; break; ! 363: case OSPIRITSCARAB: c[NEGATESPIRIT]++; break; ! 364: case OCUBEofUNDEAD: c[CUBEofUNDEAD]++; break; ! 365: case ONOTHEFT: c[NOTHEFT]++; break; ! 366: case OSWORDofSLASHING: c[DEXTERITY] +=5; limit=1; break; ! 367: }; ! 368: lprcat("\nYou pick up:"); srcount=0; show3(i); ! 369: if (limit) bottomline(); return(0); ! 370: } ! 371: lprcat("\nYou can't carry anything else"); return(1); ! 372: } ! 373: ! 374: /* ! 375: subroutine to drop an object returns 1 if something there already else 0 ! 376: */ ! 377: drop_object(k) ! 378: int k; ! 379: { ! 380: int itm; ! 381: if ((k<0) || (k>25)) return(0); ! 382: itm = iven[k]; cursors(); ! 383: if (itm==0) { lprintf("\nYou don't have item %c! ",k+'a'); return(1); } ! 384: if (item[playerx][playery]) ! 385: { beep(); lprcat("\nThere's something here already"); return(1); } ! 386: if (playery==MAXY-1 && playerx==33) return(1); /* not in entrance */ ! 387: item[playerx][playery] = itm; ! 388: iarg[playerx][playery] = ivenarg[k]; ! 389: srcount=0; lprcat("\n You drop:"); show3(k); /* show what item you dropped*/ ! 390: know[playerx][playery] = 0; iven[k]=0; ! 391: if (c[WIELD]==k) c[WIELD]= -1; if (c[WEAR]==k) c[WEAR] = -1; ! 392: if (c[SHIELD]==k) c[SHIELD]= -1; ! 393: adjustcvalues(itm,ivenarg[k]); ! 394: dropflag=1; /* say dropped an item so wont ask to pick it up right away */ ! 395: return(0); ! 396: } ! 397: ! 398: /* ! 399: function to enchant armor player is currently wearing ! 400: */ ! 401: enchantarmor() ! 402: { ! 403: register int tmp; ! 404: if (c[WEAR]<0) { if (c[SHIELD] < 0) ! 405: { cursors(); beep(); lprcat("\nYou feel a sense of loss"); return; } ! 406: else { tmp=iven[c[SHIELD]]; if (tmp != OSCROLL) if (tmp != OPOTION) { ivenarg[c[SHIELD]]++; bottomline(); } } } ! 407: tmp = iven[c[WEAR]]; ! 408: if (tmp!=OSCROLL) if (tmp!=OPOTION) { ivenarg[c[WEAR]]++; bottomline(); } ! 409: } ! 410: ! 411: /* ! 412: function to enchant a weapon presently being wielded ! 413: */ ! 414: enchweapon() ! 415: { ! 416: register int tmp; ! 417: if (c[WIELD]<0) ! 418: { cursors(); beep(); lprcat("\nYou feel a sense of loss"); return; } ! 419: tmp = iven[c[WIELD]]; ! 420: if (tmp!=OSCROLL) if (tmp!=OPOTION) ! 421: { ivenarg[c[WIELD]]++; ! 422: if (tmp==OCLEVERRING) c[INTELLIGENCE]++; else ! 423: if (tmp==OSTRRING) c[STREXTRA]++; else ! 424: if (tmp==ODEXRING) c[DEXTERITY]++; bottomline(); } ! 425: } ! 426: ! 427: /* ! 428: routine to tell if player can carry one more thing ! 429: returns 1 if pockets are full, else 0 ! 430: */ ! 431: pocketfull() ! 432: { ! 433: register int i,limit; ! 434: if ((limit = 15+(c[LEVEL]>>1)) > 26) limit=26; ! 435: for (i=0; i<limit; i++) if (iven[i]==0) return(0); ! 436: return(1); ! 437: } ! 438: ! 439: /* ! 440: function to return 1 if a monster is next to the player else returns 0 ! 441: */ ! 442: nearbymonst() ! 443: { ! 444: register int tmp,tmp2; ! 445: for (tmp=playerx-1; tmp<playerx+2; tmp++) ! 446: for (tmp2=playery-1; tmp2<playery+2; tmp2++) ! 447: if (mitem[tmp][tmp2]) return(1); /* if monster nearby */ ! 448: return(0); ! 449: } ! 450: ! 451: /* ! 452: function to steal an item from the players pockets ! 453: returns 1 if steals something else returns 0 ! 454: */ ! 455: stealsomething() ! 456: { ! 457: register int i,j; ! 458: j=100; ! 459: while (1) ! 460: { ! 461: i=rund(26); ! 462: if (iven[i]) if (c[WEAR]!=i) if (c[WIELD]!=i) if (c[SHIELD]!=i) ! 463: { ! 464: srcount=0; show3(i); ! 465: adjustcvalues(iven[i],ivenarg[i]); iven[i]=0; return(1); ! 466: } ! 467: if (--j <= 0) return(0); ! 468: } ! 469: } ! 470: ! 471: /* ! 472: function to return 1 is player carrys nothing else return 0 ! 473: */ ! 474: emptyhanded() ! 475: { ! 476: register int i; ! 477: for (i=0; i<26; i++) ! 478: if (iven[i]) if (i!=c[WIELD]) if (i!=c[WEAR]) if (i!=c[SHIELD]) return(0); ! 479: return(1); ! 480: } ! 481: ! 482: /* ! 483: function to create a gem on a square near the player ! 484: */ ! 485: creategem() ! 486: { ! 487: register int i,j; ! 488: switch(rnd(4)) ! 489: { ! 490: case 1: i=ODIAMOND; j=50; break; ! 491: case 2: i=ORUBY; j=40; break; ! 492: case 3: i=OEMERALD; j=30; break; ! 493: default: i=OSAPPHIRE; j=20; break; ! 494: }; ! 495: createitem(i,rnd(j)+j/10); ! 496: } ! 497: ! 498: /* ! 499: function to change character levels as needed when dropping an object ! 500: that affects these characteristics ! 501: */ ! 502: adjustcvalues(itm,arg) ! 503: int itm,arg; ! 504: { ! 505: register int flag; ! 506: flag=0; ! 507: switch(itm) ! 508: { ! 509: case ODEXRING: c[DEXTERITY] -= arg+1; flag=1; break; ! 510: case OSTRRING: c[STREXTRA] -= arg+1; flag=1; break; ! 511: case OCLEVERRING: c[INTELLIGENCE] -= arg+1; flag=1; break; ! 512: case OHAMMER: c[DEXTERITY] -= 10; c[STREXTRA] -= 10; ! 513: c[INTELLIGENCE] += 10; flag=1; break; ! 514: case OSWORDofSLASHING: c[DEXTERITY] -= 5; flag=1; break; ! 515: case OORBOFDRAGON: --c[SLAYING]; return; ! 516: case OSPIRITSCARAB: --c[NEGATESPIRIT]; return; ! 517: case OCUBEofUNDEAD: --c[CUBEofUNDEAD]; return; ! 518: case ONOTHEFT: --c[NOTHEFT]; return; ! 519: case OLANCE: c[LANCEDEATH]=0; return; ! 520: case OPOTION: case OSCROLL: return; ! 521: ! 522: default: flag=1; ! 523: }; ! 524: if (flag) bottomline(); ! 525: } ! 526: ! 527: /* ! 528: function to read a string from token input "string" ! 529: returns a pointer to the string ! 530: */ ! 531: gettokstr(str) ! 532: register char *str; ! 533: { ! 534: register int i,j; ! 535: i=50; ! 536: while ((getchar() != '"') && (--i > 0)); ! 537: i=36; ! 538: while (--i > 0) ! 539: { ! 540: if ((j=getchar()) != '"') *str++ = j; else i=0; ! 541: } ! 542: *str = 0; ! 543: i=50; ! 544: if (j != '"') while ((getchar() != '"') && (--i > 0)); /* if end due to too long, then find closing quote */ ! 545: } ! 546: ! 547: /* ! 548: function to ask user for a password (no echo) ! 549: returns 1 if entered correctly, 0 if not ! 550: */ ! 551: static char gpwbuf[33]; ! 552: getpassword() ! 553: { ! 554: register int i,j; ! 555: register char *gpwp; ! 556: extern char *password; ! 557: scbr(); /* system("stty -echo cbreak"); */ ! 558: gpwp = gpwbuf; lprcat("\nEnter Password: "); lflush(); ! 559: i = strlen(password); ! 560: for (j=0; j<i; j++) read(0,gpwp++,1); gpwbuf[i]=0; ! 561: sncbr(); /* system("stty echo -cbreak"); */ ! 562: if (strcmp(gpwbuf,password) != 0) ! 563: { lprcat("\nSorry\n"); lflush(); return(0); } ! 564: else return(1); ! 565: } ! 566: ! 567: /* ! 568: subroutine to get a yes or no response from the user ! 569: returns y or n ! 570: */ ! 571: getyn() ! 572: { ! 573: register int i; ! 574: i=0; while (i!='y' && i!='n' && i!='\33') i=getchar(); ! 575: return(i); ! 576: } ! 577: ! 578: /* ! 579: function to calculate the pack weight of the player ! 580: returns the number of pounds the player is carrying ! 581: */ ! 582: packweight() ! 583: { ! 584: register int i,j,k; ! 585: k=c[GOLD]/1000; j=25; while ((iven[j]==0) && (j>0)) --j; ! 586: for (i=0; i<=j; i++) ! 587: switch(iven[i]) ! 588: { ! 589: case 0: break; ! 590: case OSSPLATE: case OPLATEARMOR: k += 40; break; ! 591: case OPLATE: k += 35; break; ! 592: case OHAMMER: k += 30; break; ! 593: case OSPLINT: k += 26; break; ! 594: case OSWORDofSLASHING: case OCHAIN: ! 595: case OBATTLEAXE: case O2SWORD: k += 23; break; ! 596: case OLONGSWORD: case OSWORD: ! 597: case ORING: case OFLAIL: k += 20; break; ! 598: case OLANCE: case OSTUDLEATHER: k += 15; break; ! 599: case OLEATHER: case OSPEAR: k += 8; break; ! 600: case OORBOFDRAGON: case OBELT: k += 4; break; ! 601: case OSHIELD: k += 7; break; ! 602: case OCHEST: k += 30 + ivenarg[i]; break; ! 603: default: k++; ! 604: }; ! 605: return(k); ! 606: } ! 607: ! 608: #ifndef MACRORND ! 609: /* macros to generate random numbers 1<=rnd(N)<=N 0<=rund(N)<=N-1 */ ! 610: rnd(x) ! 611: int x; ! 612: { ! 613: return((((randx=randx*1103515245+12345)>>7)%(x))+1); ! 614: } ! 615: ! 616: rund(x) ! 617: int x; ! 618: { ! 619: return((((randx=randx*1103515245+12345)>>7)%(x)) ); ! 620: } ! 621: #endif MACRORND
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