xref: /netbsd/games/larn/global.c (revision abca1099)
1 /*	$NetBSD: global.c,v 1.15 2021/05/02 12:50:45 rillig Exp $	*/
2 
3 /*
4  * global.c 		Larn is copyrighted 1986 by Noah Morgan.
5  *
6  * raiselevel()		subroutine to raise the player one level
7  * loselevel()		subroutine to lower the player by one level
8  * raiseexperience(x)	subroutine to increase experience points
9  * loseexperience(x)	subroutine to lose experience points
10  * losehp(x)		subroutine to remove hit points from the player
11  * losemhp(x)		subroutine to remove max # hit points from the player
12  * raisehp(x) 		subroutine to gain hit points
13  * raisemhp(x)		subroutine to gain maximum hit points
14  * losemspells(x)	subroutine to lose maximum spells
15  * raisemspells(x)	subroutine to gain maximum spells
16  * makemonst(lev)	function to return monster number for a randomly
17  *			selected monster
18  * positionplayer()	function to be sure player is not in a wall
19  * recalc()		function to recalculate the armor class of the player
20  * quit()		subroutine to ask if the player really wants to quit
21  */
22 #include <sys/cdefs.h>
23 #ifndef lint
24 __RCSID("$NetBSD: global.c,v 1.15 2021/05/02 12:50:45 rillig Exp $");
25 #endif /* not lint */
26 
27 #include <string.h>
28 #include <unistd.h>
29 #include "header.h"
30 #include "extern.h"
31 extern int      score[], dropflag;
32 extern char     *what[], *who[];
33 extern char     winner[];
34 extern char     sciv[SCORESIZE + 1][26][2];
35 extern const char *password;
36 
37 /*
38 	raiselevel()
39 
40 	subroutine to raise the player one level
41 	uses the skill[] array to find level boundarys
42 	uses c[EXPERIENCE]  c[LEVEL]
43  */
44 void
raiselevel(void)45 raiselevel(void)
46 {
47 	if (c[LEVEL] < MAXPLEVEL)
48 		raiseexperience((long) (skill[c[LEVEL]] - c[EXPERIENCE]));
49 }
50 
51 /*
52     loselevel()
53 
54 	subroutine to lower the players character level by one
55  */
56 void
loselevel(void)57 loselevel(void)
58 {
59 	if (c[LEVEL] > 1)
60 		loseexperience((long) (c[EXPERIENCE] - skill[c[LEVEL] - 1] + 1));
61 }
62 
63 /*
64 	raiseexperience(x)
65 
66 	subroutine to increase experience points
67  */
68 void
raiseexperience(long x)69 raiseexperience(long x)
70 {
71 	int    i, tmp;
72 	i = c[LEVEL];
73 	c[EXPERIENCE] += x;
74 	while (c[EXPERIENCE] >= skill[c[LEVEL]] && (c[LEVEL] < MAXPLEVEL)) {
75 		tmp = (c[CONSTITUTION] - c[HARDGAME]) >> 1;
76 		c[LEVEL]++;
77 		raisemhp((int) (rnd(3) + rnd((tmp > 0) ? tmp : 1)));
78 		raisemspells((int) rund(3));
79 		if (c[LEVEL] < 7 - c[HARDGAME])
80 			raisemhp((int) (c[CONSTITUTION] >> 2));
81 	}
82 	if (c[LEVEL] != i) {
83 		cursors();
84 		beep();
85 		lprintf("\nWelcome to level %ld", (long) c[LEVEL]);	/* if we changed levels	 */
86 	}
87 	bottomline();
88 }
89 
90 /*
91 	loseexperience(x)
92 
93 	subroutine to lose experience points
94  */
95 void
loseexperience(long x)96 loseexperience(long x)
97 {
98 	int    i, tmp;
99 	i = c[LEVEL];
100 	c[EXPERIENCE] -= x;
101 	if (c[EXPERIENCE] < 0)
102 		c[EXPERIENCE] = 0;
103 	while (c[EXPERIENCE] < skill[c[LEVEL] - 1]) {
104 		if (--c[LEVEL] <= 1)
105 			c[LEVEL] = 1;	/* down one level		 */
106 		tmp = (c[CONSTITUTION] - c[HARDGAME]) >> 1;	/* lose hpoints */
107 		losemhp((int) rnd((tmp > 0) ? tmp : 1));	/* lose hpoints */
108 		if (c[LEVEL] < 7 - c[HARDGAME])
109 			losemhp((int) (c[CONSTITUTION] >> 2));
110 		losemspells((int) rund(3));	/* lose spells		 */
111 	}
112 	if (i != c[LEVEL]) {
113 		cursors();
114 		beep();
115 		lprintf("\nYou went down to level %ld!", (long) c[LEVEL]);
116 	}
117 	bottomline();
118 }
119 
120 /*
121 	losehp(x)
122 	losemhp(x)
123 
124 	subroutine to remove hit points from the player
125 	warning -- will kill player if hp goes to zero
126  */
127 void
losehp(int x)128 losehp(int x)
129 {
130 	if ((c[HP] -= x) <= 0) {
131 		beep();
132 		lprcat("\n");
133 		nap(3000);
134 		died(lastnum);
135 	}
136 }
137 
138 void
losemhp(int x)139 losemhp(int x)
140 {
141 	c[HP] -= x;
142 	if (c[HP] < 1)
143 		c[HP] = 1;
144 	c[HPMAX] -= x;
145 	if (c[HPMAX] < 1)
146 		c[HPMAX] = 1;
147 }
148 
149 /*
150 	raisehp(x)
151 	raisemhp(x)
152 
153 	subroutine to gain maximum hit points
154  */
155 void
raisehp(int x)156 raisehp(int x)
157 {
158 	if ((c[HP] += x) > c[HPMAX])
159 		c[HP] = c[HPMAX];
160 }
161 
162 void
raisemhp(int x)163 raisemhp(int x)
164 {
165 	c[HPMAX] += x;
166 	c[HP] += x;
167 }
168 
169 /*
170 	raisemspells(x)
171 
172 	subroutine to gain maximum spells
173  */
174 void
raisemspells(int x)175 raisemspells(int x)
176 {
177 	c[SPELLMAX] += x;
178 	c[SPELLS] += x;
179 }
180 
181 /*
182 	losemspells(x)
183 
184 	subroutine to lose maximum spells
185  */
186 void
losemspells(int x)187 losemspells(int x)
188 {
189 	if ((c[SPELLMAX] -= x) < 0)
190 		c[SPELLMAX] = 0;
191 	if ((c[SPELLS] -= x) < 0)
192 		c[SPELLS] = 0;
193 }
194 
195 /*
196 	makemonst(lev)
197 		int lev;
198 
199 	function to return monster number for a randomly selected monster
200 		for the given cave level
201  */
202 int
makemonst(int lev)203 makemonst(int lev)
204 {
205 	int    tmp, x;
206 	if (lev < 1)
207 		lev = 1;
208 	if (lev > 12)
209 		lev = 12;
210 	tmp = WATERLORD;
211 	if (lev < 5)
212 		while (tmp == WATERLORD)
213 			tmp = rnd((x = monstlevel[lev - 1]) ? x : 1);
214 	else
215 		while (tmp == WATERLORD)
216 			tmp = rnd((x = monstlevel[lev - 1] - monstlevel[lev - 4]) ? x : 1) + monstlevel[lev - 4];
217 
218 	while (monster[tmp].genocided && tmp < MAXMONST)
219 		tmp++;		/* genocided? */
220 	return (tmp);
221 }
222 
223 /*
224 	positionplayer()
225 
226 	function to be sure player is not in a wall
227  */
228 void
positionplayer(void)229 positionplayer(void)
230 {
231 	int             try;
232 	try = 2;
233 	while ((item[playerx][playery] || mitem[playerx][playery]) && (try))
234 		if (++playerx >= MAXX - 1) {
235 			playerx = 1;
236 			if (++playery >= MAXY - 1) {
237 				playery = 1;
238 				--try;
239 			}
240 		}
241 	if (try == 0)
242 		lprcat("Failure in positionplayer\n");
243 }
244 
245 /*
246 	recalc()	function to recalculate the armor class of the player
247  */
248 void
recalc(void)249 recalc(void)
250 {
251 	int    i, j, k;
252 	c[AC] = c[MOREDEFENSES];
253 	if (c[WEAR] >= 0)
254 		switch (iven[c[WEAR]]) {
255 		case OSHIELD:
256 			c[AC] += 2 + ivenarg[c[WEAR]];
257 			break;
258 		case OLEATHER:
259 			c[AC] += 2 + ivenarg[c[WEAR]];
260 			break;
261 		case OSTUDLEATHER:
262 			c[AC] += 3 + ivenarg[c[WEAR]];
263 			break;
264 		case ORING:
265 			c[AC] += 5 + ivenarg[c[WEAR]];
266 			break;
267 		case OCHAIN:
268 			c[AC] += 6 + ivenarg[c[WEAR]];
269 			break;
270 		case OSPLINT:
271 			c[AC] += 7 + ivenarg[c[WEAR]];
272 			break;
273 		case OPLATE:
274 			c[AC] += 9 + ivenarg[c[WEAR]];
275 			break;
276 		case OPLATEARMOR:
277 			c[AC] += 10 + ivenarg[c[WEAR]];
278 			break;
279 		case OSSPLATE:
280 			c[AC] += 12 + ivenarg[c[WEAR]];
281 			break;
282 		}
283 
284 	if (c[SHIELD] >= 0)
285 		if (iven[c[SHIELD]] == OSHIELD)
286 			c[AC] += 2 + ivenarg[c[SHIELD]];
287 	if (c[WIELD] < 0)
288 		c[WCLASS] = 0;
289 	else {
290 		i = ivenarg[c[WIELD]];
291 		switch (iven[c[WIELD]]) {
292 		case ODAGGER:
293 			c[WCLASS] = 3 + i;
294 			break;
295 		case OBELT:
296 			c[WCLASS] = 7 + i;
297 			break;
298 		case OSHIELD:
299 			c[WCLASS] = 8 + i;
300 			break;
301 		case OSPEAR:
302 			c[WCLASS] = 10 + i;
303 			break;
304 		case OFLAIL:
305 			c[WCLASS] = 14 + i;
306 			break;
307 		case OBATTLEAXE:
308 			c[WCLASS] = 17 + i;
309 			break;
310 		case OLANCE:
311 			c[WCLASS] = 19 + i;
312 			break;
313 		case OLONGSWORD:
314 			c[WCLASS] = 22 + i;
315 			break;
316 		case O2SWORD:
317 			c[WCLASS] = 26 + i;
318 			break;
319 		case OSWORD:
320 			c[WCLASS] = 32 + i;
321 			break;
322 		case OSWORDofSLASHING:
323 			c[WCLASS] = 30 + i;
324 			break;
325 		case OHAMMER:
326 			c[WCLASS] = 35 + i;
327 			break;
328 		default:
329 			c[WCLASS] = 0;
330 		}
331 	}
332 	c[WCLASS] += c[MOREDAM];
333 
334 	/* now for regeneration abilities based on rings	 */
335 	c[REGEN] = 1;
336 	c[ENERGY] = 0;
337 	j = 0;
338 	for (k = 25; k > 0; k--)
339 		if (iven[k]) {
340 			j = k;
341 			k = 0;
342 		}
343 	for (i = 0; i <= j; i++) {
344 		switch (iven[i]) {
345 		case OPROTRING:
346 			c[AC] += ivenarg[i] + 1;
347 			break;
348 		case ODAMRING:
349 			c[WCLASS] += ivenarg[i] + 1;
350 			break;
351 		case OBELT:
352 			c[WCLASS] += ((ivenarg[i] << 1)) + 2;
353 			break;
354 
355 		case OREGENRING:
356 			c[REGEN] += ivenarg[i] + 1;
357 			break;
358 		case ORINGOFEXTRA:
359 			c[REGEN] += 5 * (ivenarg[i] + 1);
360 			break;
361 		case OENERGYRING:
362 			c[ENERGY] += ivenarg[i] + 1;
363 			break;
364 		}
365 	}
366 }
367 
368 
369 /*
370 	quit()
371 
372 	subroutine to ask if the player really wants to quit
373  */
374 void
quit(void)375 quit(void)
376 {
377 	int    i;
378 	cursors();
379 	strcpy(lastmonst, "");
380 	lprcat("\n\nDo you really want to quit?");
381 	while (1) {
382 		i = ttgetch();
383 		if (i == 'y') {
384 			died(300);
385 			return;
386 		}
387 		if ((i == 'n') || (i == '\33')) {
388 			lprcat(" no");
389 			lflush();
390 			return;
391 		}
392 		lprcat("\n");
393 		setbold();
394 		lprcat("Yes");
395 		resetbold();
396 		lprcat(" or ");
397 		setbold();
398 		lprcat("No");
399 		resetbold();
400 		lprcat(" please?   Do you want to quit? ");
401 	}
402 }
403 
404 /*
405 	function to ask --more-- then the user must enter a space
406  */
407 void
more(void)408 more(void)
409 {
410 	lprcat("\n  --- press ");
411 	standout("space");
412 	lprcat(" to continue --- ");
413 	while (ttgetch() != ' ');
414 }
415 
416 /*
417 	function to put something in the players inventory
418 	returns 0 if success, 1 if a failure
419  */
420 int
take(int theitem,int arg)421 take(int theitem, int arg)
422 {
423 	int    i, limit;
424 	/* cursors(); */
425 	if ((limit = 15 + (c[LEVEL] >> 1)) > 26)
426 		limit = 26;
427 	for (i = 0; i < limit; i++)
428 		if (iven[i] == 0) {
429 			iven[i] = theitem;
430 			ivenarg[i] = arg;
431 			limit = 0;
432 			switch (theitem) {
433 			case OPROTRING:
434 			case ODAMRING:
435 			case OBELT:
436 				limit = 1;
437 				break;
438 			case ODEXRING:
439 				c[DEXTERITY] += ivenarg[i] + 1;
440 				limit = 1;
441 				break;
442 			case OSTRRING:
443 				c[STREXTRA] += ivenarg[i] + 1;
444 				limit = 1;
445 				break;
446 			case OCLEVERRING:
447 				c[INTELLIGENCE] += ivenarg[i] + 1;
448 				limit = 1;
449 				break;
450 			case OHAMMER:
451 				c[DEXTERITY] += 10;
452 				c[STREXTRA] += 10;
453 				c[INTELLIGENCE] -= 10;
454 				limit = 1;
455 				break;
456 
457 			case OORBOFDRAGON:
458 				c[SLAYING]++;
459 				break;
460 			case OSPIRITSCARAB:
461 				c[NEGATESPIRIT]++;
462 				break;
463 			case OCUBEofUNDEAD:
464 				c[CUBEofUNDEAD]++;
465 				break;
466 			case ONOTHEFT:
467 				c[NOTHEFT]++;
468 				break;
469 			case OSWORDofSLASHING:
470 				c[DEXTERITY] += 5;
471 				limit = 1;
472 				break;
473 			};
474 			lprcat("\nYou pick up:");
475 			srcount = 0;
476 			show3(i);
477 			if (limit)
478 				bottomline();
479 			return (0);
480 		}
481 	lprcat("\nYou can't carry anything else");
482 	return (1);
483 }
484 
485 /*
486 	subroutine to drop an object
487 	returns 1 if something there already else 0
488  */
489 int
drop_object(int k)490 drop_object(int k)
491 {
492 	int             theitem;
493 	if ((k < 0) || (k > 25))
494 		return (0);
495 	theitem = iven[k];
496 	cursors();
497 	if (theitem == 0) {
498 		lprintf("\nYou don't have item %c! ", k + 'a');
499 		return (1);
500 	}
501 	if (item[playerx][playery]) {
502 		beep();
503 		lprcat("\nThere's something here already");
504 		return (1);
505 	}
506 	if (playery == MAXY - 1 && playerx == 33)
507 		return (1);	/* not in entrance */
508 	item[playerx][playery] = theitem;
509 	iarg[playerx][playery] = ivenarg[k];
510 	srcount = 0;
511 	lprcat("\n  You drop:");
512 	show3(k);		/* show what item you dropped */
513 	know[playerx][playery] = 0;
514 	iven[k] = 0;
515 	if (c[WIELD] == k)
516 		c[WIELD] = -1;
517 	if (c[WEAR] == k)
518 		c[WEAR] = -1;
519 	if (c[SHIELD] == k)
520 		c[SHIELD] = -1;
521 	adjustcvalues(theitem, ivenarg[k]);
522 	dropflag = 1;		/* say dropped an item so wont ask to pick it
523 				 * up right away */
524 	return (0);
525 }
526 
527 /*
528 	function to enchant armor player is currently wearing
529  */
530 void
enchantarmor(void)531 enchantarmor(void)
532 {
533 	int    tmp;
534 	if (c[WEAR] < 0) {
535 		if (c[SHIELD] < 0) {
536 			cursors();
537 			beep();
538 			lprcat("\nYou feel a sense of loss");
539 			return;
540 		} else {
541 			tmp = iven[c[SHIELD]];
542 			if (tmp != OSCROLL)
543 				if (tmp != OPOTION) {
544 					ivenarg[c[SHIELD]]++;
545 					bottomline();
546 				}
547 		}
548 	}
549 	tmp = iven[c[WEAR]];
550 	if (tmp != OSCROLL)
551 		if (tmp != OPOTION) {
552 			ivenarg[c[WEAR]]++;
553 			bottomline();
554 		}
555 }
556 
557 /*
558 	function to enchant a weapon presently being wielded
559  */
560 void
enchweapon(void)561 enchweapon(void)
562 {
563 	int    tmp;
564 	if (c[WIELD] < 0) {
565 		cursors();
566 		beep();
567 		lprcat("\nYou feel a sense of loss");
568 		return;
569 	}
570 	tmp = iven[c[WIELD]];
571 	if (tmp != OSCROLL)
572 		if (tmp != OPOTION) {
573 			ivenarg[c[WIELD]]++;
574 			if (tmp == OCLEVERRING)
575 				c[INTELLIGENCE]++;
576 			else if (tmp == OSTRRING)
577 				c[STREXTRA]++;
578 			else if (tmp == ODEXRING)
579 				c[DEXTERITY]++;
580 			bottomline();
581 		}
582 }
583 
584 /*
585 	routine to tell if player can carry one more thing
586 	returns 1 if pockets are full, else 0
587  */
588 int
pocketfull(void)589 pocketfull(void)
590 {
591 	int    i, limit;
592 	if ((limit = 15 + (c[LEVEL] >> 1)) > 26)
593 		limit = 26;
594 	for (i = 0; i < limit; i++)
595 		if (iven[i] == 0)
596 			return (0);
597 	return (1);
598 }
599 
600 /*
601 	function to return 1 if a monster is next to the player else returns 0
602  */
603 int
nearbymonst(void)604 nearbymonst(void)
605 {
606 	int    tmp, tmp2;
607 	for (tmp = playerx - 1; tmp < playerx + 2; tmp++)
608 		for (tmp2 = playery - 1; tmp2 < playery + 2; tmp2++)
609 			if (mitem[tmp][tmp2])
610 				return (1);	/* if monster nearby */
611 	return (0);
612 }
613 
614 /*
615 	function to steal an item from the players pockets
616 	returns 1 if steals something else returns 0
617  */
618 int
stealsomething(void)619 stealsomething(void)
620 {
621 	int    i, j;
622 	j = 100;
623 	while (1) {
624 		i = rund(26);
625 		if (iven[i])
626 			if (c[WEAR] != i)
627 				if (c[WIELD] != i)
628 					if (c[SHIELD] != i) {
629 						srcount = 0;
630 						show3(i);
631 						adjustcvalues(iven[i], ivenarg[i]);
632 						iven[i] = 0;
633 						return (1);
634 					}
635 		if (--j <= 0)
636 			return (0);
637 	}
638 }
639 
640 /*
641 	function to return 1 is player carrys nothing else return 0
642  */
643 int
emptyhanded(void)644 emptyhanded(void)
645 {
646 	int    i;
647 	for (i = 0; i < 26; i++)
648 		if (iven[i])
649 			if (i != c[WIELD])
650 				if (i != c[WEAR])
651 					if (i != c[SHIELD])
652 						return (0);
653 	return (1);
654 }
655 
656 /*
657 	function to create a gem on a square near the player
658  */
659 void
creategem(void)660 creategem(void)
661 {
662 	int    i, j;
663 	switch (rnd(4)) {
664 	case 1:
665 		i = ODIAMOND;
666 		j = 50;
667 		break;
668 	case 2:
669 		i = ORUBY;
670 		j = 40;
671 		break;
672 	case 3:
673 		i = OEMERALD;
674 		j = 30;
675 		break;
676 	default:
677 		i = OSAPPHIRE;
678 		j = 20;
679 		break;
680 	};
681 	createitem(i, rnd(j) + j / 10);
682 }
683 
684 /*
685 	function to change character levels as needed when dropping an object
686 	that affects these characteristics
687  */
688 void
adjustcvalues(int theitem,int arg)689 adjustcvalues(int theitem, int arg)
690 {
691 	int    flag;
692 	flag = 0;
693 	switch (theitem) {
694 	case ODEXRING:
695 		c[DEXTERITY] -= arg + 1;
696 		flag = 1;
697 		break;
698 	case OSTRRING:
699 		c[STREXTRA] -= arg + 1;
700 		flag = 1;
701 		break;
702 	case OCLEVERRING:
703 		c[INTELLIGENCE] -= arg + 1;
704 		flag = 1;
705 		break;
706 	case OHAMMER:
707 		c[DEXTERITY] -= 10;
708 		c[STREXTRA] -= 10;
709 		c[INTELLIGENCE] += 10;
710 		flag = 1;
711 		break;
712 	case OSWORDofSLASHING:
713 		c[DEXTERITY] -= 5;
714 		flag = 1;
715 		break;
716 	case OORBOFDRAGON:
717 		--c[SLAYING];
718 		return;
719 	case OSPIRITSCARAB:
720 		--c[NEGATESPIRIT];
721 		return;
722 	case OCUBEofUNDEAD:
723 		--c[CUBEofUNDEAD];
724 		return;
725 	case ONOTHEFT:
726 		--c[NOTHEFT];
727 		return;
728 	case OLANCE:
729 		c[LANCEDEATH] = 0;
730 		return;
731 	case OPOTION:
732 	case OSCROLL:
733 		return;
734 
735 	default:
736 		flag = 1;
737 	};
738 	if (flag)
739 		bottomline();
740 }
741 
742 /*
743 	function to ask user for a password (no echo)
744 	returns 1 if entered correctly, 0 if not
745  */
746 static char     gpwbuf[33];
747 int
getpassword(void)748 getpassword(void)
749 {
750 	int    i, j;
751 	char  *gpwp;
752 	scbr();			/* system("stty -echo cbreak"); */
753 	gpwp = gpwbuf;
754 	lprcat("\nEnter Password: ");
755 	lflush();
756 	i = strlen(password);
757 	for (j = 0; j < i; j++)
758 		*gpwp++ = ttgetch();
759 	gpwbuf[i] = 0;
760 	sncbr();		/* system("stty echo -cbreak"); */
761 	if (strcmp(gpwbuf, password) != 0) {
762 		lprcat("\nSorry\n");
763 		lflush();
764 		return (0);
765 	} else
766 		return (1);
767 }
768 
769 /*
770 	subroutine to get a yes or no response from the user
771 	returns y or n
772  */
773 int
getyn(void)774 getyn(void)
775 {
776 	int    i;
777 	i = 0;
778 	while (i != 'y' && i != 'n' && i != '\33')
779 		i = ttgetch();
780 	return (i);
781 }
782 
783 /*
784 	function to calculate the pack weight of the player
785 	returns the number of pounds the player is carrying
786  */
787 int
packweight(void)788 packweight(void)
789 {
790 	int    i, j, k;
791 	k = c[GOLD] / 1000;
792 	j = 25;
793 	while ((iven[j] == 0) && (j > 0))
794 		--j;
795 	for (i = 0; i <= j; i++)
796 		switch (iven[i]) {
797 		case 0:
798 			break;
799 		case OSSPLATE:
800 		case OPLATEARMOR:
801 			k += 40;
802 			break;
803 		case OPLATE:
804 			k += 35;
805 			break;
806 		case OHAMMER:
807 			k += 30;
808 			break;
809 		case OSPLINT:
810 			k += 26;
811 			break;
812 		case OSWORDofSLASHING:
813 		case OCHAIN:
814 		case OBATTLEAXE:
815 		case O2SWORD:
816 			k += 23;
817 			break;
818 		case OLONGSWORD:
819 		case OSWORD:
820 		case ORING:
821 		case OFLAIL:
822 			k += 20;
823 			break;
824 		case OLANCE:
825 		case OSTUDLEATHER:
826 			k += 15;
827 			break;
828 		case OLEATHER:
829 		case OSPEAR:
830 			k += 8;
831 			break;
832 		case OORBOFDRAGON:
833 		case OBELT:
834 			k += 4;
835 			break;
836 		case OSHIELD:
837 			k += 7;
838 			break;
839 		case OCHEST:
840 			k += 30 + ivenarg[i];
841 			break;
842 		default:
843 			k++;
844 		};
845 	return (k);
846 }
847 
848 #ifndef MACRORND
849 /* macros to generate random numbers   1<=rnd(N)<=N   0<=rund(N)<=N-1 */
850 int
rnd(int x)851 rnd(int x)
852 {
853 	return ((((randx = randx * 1103515245 + 12345) >> 7) % (x)) + 1);
854 }
855 
856 int
rund(int x)857 rund(int x)
858 {
859 	return ((((randx = randx * 1103515245 + 12345) >> 7) % (x)));
860 }
861 #endif	/* MACRORND */
862