xref: /netbsd/games/larn/global.c (revision bf9ec67e)
1 /*	$NetBSD: global.c,v 1.7 2001/02/05 00:57:33 christos 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  * losespells(x)	subroutine to lose spells
15  * losemspells(x)	subroutine to lose maximum spells
16  * raisespells(x)	subroutine to gain spells
17  * raisemspells(x)	subroutine to gain maximum spells
18  * recalc()		function to recalculate the armor class of the player
19  * makemonst(lev)	function to return monster number for a randomly
20  *			selected monster
21  * positionplayer()	function to be sure player is not in a wall
22  * quit()		subroutine to ask if the player really wants to quit
23  */
24 #include <sys/cdefs.h>
25 #ifndef lint
26 __RCSID("$NetBSD: global.c,v 1.7 2001/02/05 00:57:33 christos Exp $");
27 #endif /* not lint */
28 
29 #include <string.h>
30 #include <unistd.h>
31 #include "header.h"
32 #include "extern.h"
33 extern int      score[], dropflag;
34 extern int      random;		/* the random number seed		*/
35 extern char     *what[], *who[];
36 extern char     winner[];
37 extern char     sciv[SCORESIZE + 1][26][2];
38 extern char    *password;
39 
40 /*
41 	***********
42 	RAISE LEVEL
43 	***********
44 	raiselevel()
45 
46 	subroutine to raise the player one level
47 	uses the skill[] array to find level boundarys
48 	uses c[EXPERIENCE]  c[LEVEL]
49  */
50 void
51 raiselevel()
52 {
53 	if (c[LEVEL] < MAXPLEVEL)
54 		raiseexperience((long) (skill[c[LEVEL]] - c[EXPERIENCE]));
55 }
56 
57 /*
58 	***********
59 	LOOSE LEVEL
60 	***********
61     loselevel()
62 
63 	subroutine to lower the players character level by one
64  */
65 void
66 loselevel()
67 {
68 	if (c[LEVEL] > 1)
69 		loseexperience((long) (c[EXPERIENCE] - skill[c[LEVEL] - 1] + 1));
70 }
71 
72 /*
73 	****************
74 	RAISE EXPERIENCE
75 	****************
76 	raiseexperience(x)
77 
78 	subroutine to increase experience points
79  */
80 void
81 raiseexperience(x)
82 	long   x;
83 {
84 	int    i, tmp;
85 	i = c[LEVEL];
86 	c[EXPERIENCE] += x;
87 	while (c[EXPERIENCE] >= skill[c[LEVEL]] && (c[LEVEL] < MAXPLEVEL)) {
88 		tmp = (c[CONSTITUTION] - c[HARDGAME]) >> 1;
89 		c[LEVEL]++;
90 		raisemhp((int) (rnd(3) + rnd((tmp > 0) ? tmp : 1)));
91 		raisemspells((int) rund(3));
92 		if (c[LEVEL] < 7 - c[HARDGAME])
93 			raisemhp((int) (c[CONSTITUTION] >> 2));
94 	}
95 	if (c[LEVEL] != i) {
96 		cursors();
97 		beep();
98 		lprintf("\nWelcome to level %d", (long) c[LEVEL]);	/* if we changed levels	 */
99 	}
100 	bottomline();
101 }
102 
103 /*
104 	****************
105 	LOOSE EXPERIENCE
106 	****************
107 	loseexperience(x)
108 
109 	subroutine to lose experience points
110  */
111 void
112 loseexperience(x)
113 	long   x;
114 {
115 	int    i, tmp;
116 	i = c[LEVEL];
117 	c[EXPERIENCE] -= x;
118 	if (c[EXPERIENCE] < 0)
119 		c[EXPERIENCE] = 0;
120 	while (c[EXPERIENCE] < skill[c[LEVEL] - 1]) {
121 		if (--c[LEVEL] <= 1)
122 			c[LEVEL] = 1;	/* down one level		 */
123 		tmp = (c[CONSTITUTION] - c[HARDGAME]) >> 1;	/* lose hpoints */
124 		losemhp((int) rnd((tmp > 0) ? tmp : 1));	/* lose hpoints */
125 		if (c[LEVEL] < 7 - c[HARDGAME])
126 			losemhp((int) (c[CONSTITUTION] >> 2));
127 		losemspells((int) rund(3));	/* lose spells		 */
128 	}
129 	if (i != c[LEVEL]) {
130 		cursors();
131 		beep();
132 		lprintf("\nYou went down to level %d!", (long) c[LEVEL]);
133 	}
134 	bottomline();
135 }
136 
137 /*
138 	********
139 	LOOSE HP
140 	********
141 	losehp(x)
142 	losemhp(x)
143 
144 	subroutine to remove hit points from the player
145 	warning -- will kill player if hp goes to zero
146  */
147 void
148 losehp(x)
149 	int    x;
150 {
151 	if ((c[HP] -= x) <= 0) {
152 		beep();
153 		lprcat("\n");
154 		nap(3000);
155 		died(lastnum);
156 	}
157 }
158 
159 void
160 losemhp(x)
161 	int    x;
162 {
163 	c[HP] -= x;
164 	if (c[HP] < 1)
165 		c[HP] = 1;
166 	c[HPMAX] -= x;
167 	if (c[HPMAX] < 1)
168 		c[HPMAX] = 1;
169 }
170 
171 /*
172 	********
173 	RAISE HP
174 	********
175 	raisehp(x)
176 	raisemhp(x)
177 
178 	subroutine to gain maximum hit points
179  */
180 void
181 raisehp(x)
182 	int    x;
183 {
184 	if ((c[HP] += x) > c[HPMAX])
185 		c[HP] = c[HPMAX];
186 }
187 
188 void
189 raisemhp(x)
190 	int    x;
191 {
192 	c[HPMAX] += x;
193 	c[HP] += x;
194 }
195 
196 /*
197 	************
198 	RAISE SPELLS
199 	************
200 	raisespells(x)
201 	raisemspells(x)
202 
203 	subroutine to gain maximum spells
204  */
205 void
206 raisespells(x)
207 	int    x;
208 {
209 	if ((c[SPELLS] += x) > c[SPELLMAX])
210 		c[SPELLS] = c[SPELLMAX];
211 }
212 
213 void
214 raisemspells(x)
215 	int    x;
216 {
217 	c[SPELLMAX] += x;
218 	c[SPELLS] += x;
219 }
220 
221 /*
222 	************
223 	LOOSE SPELLS
224 	************
225 	losespells(x)
226 	losemspells(x)
227 
228 	subroutine to lose maximum spells
229  */
230 void
231 losespells(x)
232 	int    x;
233 {
234 	if ((c[SPELLS] -= x) < 0)
235 		c[SPELLS] = 0;
236 }
237 
238 void
239 losemspells(x)
240 	int    x;
241 {
242 	if ((c[SPELLMAX] -= x) < 0)
243 		c[SPELLMAX] = 0;
244 	if ((c[SPELLS] -= x) < 0)
245 		c[SPELLS] = 0;
246 }
247 
248 /*
249 	makemonst(lev)
250 		int lev;
251 
252 	function to return monster number for a randomly selected monster
253 		for the given cave level
254  */
255 int
256 makemonst(lev)
257 	int    lev;
258 {
259 	int    tmp, x;
260 	if (lev < 1)
261 		lev = 1;
262 	if (lev > 12)
263 		lev = 12;
264 	tmp = WATERLORD;
265 	if (lev < 5)
266 		while (tmp == WATERLORD)
267 			tmp = rnd((x = monstlevel[lev - 1]) ? x : 1);
268 	else
269 		while (tmp == WATERLORD)
270 			tmp = rnd((x = monstlevel[lev - 1] - monstlevel[lev - 4]) ? x : 1) + monstlevel[lev - 4];
271 
272 	while (monster[tmp].genocided && tmp < MAXMONST)
273 		tmp++;		/* genocided? */
274 	return (tmp);
275 }
276 
277 /*
278 	positionplayer()
279 
280 	function to be sure player is not in a wall
281  */
282 void
283 positionplayer()
284 {
285 	int             try;
286 	try = 2;
287 	while ((item[playerx][playery] || mitem[playerx][playery]) && (try))
288 		if (++playerx >= MAXX - 1) {
289 			playerx = 1;
290 			if (++playery >= MAXY - 1) {
291 				playery = 1;
292 				--try;
293 			}
294 		}
295 	if (try == 0)
296 		lprcat("Failure in positionplayer\n");
297 }
298 
299 /*
300 	recalc()	function to recalculate the armor class of the player
301  */
302 void
303 recalc()
304 {
305 	int    i, j, k;
306 	c[AC] = c[MOREDEFENSES];
307 	if (c[WEAR] >= 0)
308 		switch (iven[c[WEAR]]) {
309 		case OSHIELD:
310 			c[AC] += 2 + ivenarg[c[WEAR]];
311 			break;
312 		case OLEATHER:
313 			c[AC] += 2 + ivenarg[c[WEAR]];
314 			break;
315 		case OSTUDLEATHER:
316 			c[AC] += 3 + ivenarg[c[WEAR]];
317 			break;
318 		case ORING:
319 			c[AC] += 5 + ivenarg[c[WEAR]];
320 			break;
321 		case OCHAIN:
322 			c[AC] += 6 + ivenarg[c[WEAR]];
323 			break;
324 		case OSPLINT:
325 			c[AC] += 7 + ivenarg[c[WEAR]];
326 			break;
327 		case OPLATE:
328 			c[AC] += 9 + ivenarg[c[WEAR]];
329 			break;
330 		case OPLATEARMOR:
331 			c[AC] += 10 + ivenarg[c[WEAR]];
332 			break;
333 		case OSSPLATE:
334 			c[AC] += 12 + ivenarg[c[WEAR]];
335 			break;
336 		}
337 
338 	if (c[SHIELD] >= 0)
339 		if (iven[c[SHIELD]] == OSHIELD)
340 			c[AC] += 2 + ivenarg[c[SHIELD]];
341 	if (c[WIELD] < 0)
342 		c[WCLASS] = 0;
343 	else {
344 		i = ivenarg[c[WIELD]];
345 		switch (iven[c[WIELD]]) {
346 		case ODAGGER:
347 			c[WCLASS] = 3 + i;
348 			break;
349 		case OBELT:
350 			c[WCLASS] = 7 + i;
351 			break;
352 		case OSHIELD:
353 			c[WCLASS] = 8 + i;
354 			break;
355 		case OSPEAR:
356 			c[WCLASS] = 10 + i;
357 			break;
358 		case OFLAIL:
359 			c[WCLASS] = 14 + i;
360 			break;
361 		case OBATTLEAXE:
362 			c[WCLASS] = 17 + i;
363 			break;
364 		case OLANCE:
365 			c[WCLASS] = 19 + i;
366 			break;
367 		case OLONGSWORD:
368 			c[WCLASS] = 22 + i;
369 			break;
370 		case O2SWORD:
371 			c[WCLASS] = 26 + i;
372 			break;
373 		case OSWORD:
374 			c[WCLASS] = 32 + i;
375 			break;
376 		case OSWORDofSLASHING:
377 			c[WCLASS] = 30 + i;
378 			break;
379 		case OHAMMER:
380 			c[WCLASS] = 35 + i;
381 			break;
382 		default:
383 			c[WCLASS] = 0;
384 		}
385 	}
386 	c[WCLASS] += c[MOREDAM];
387 
388 	/* now for regeneration abilities based on rings	 */
389 	c[REGEN] = 1;
390 	c[ENERGY] = 0;
391 	j = 0;
392 	for (k = 25; k > 0; k--)
393 		if (iven[k]) {
394 			j = k;
395 			k = 0;
396 		}
397 	for (i = 0; i <= j; i++) {
398 		switch (iven[i]) {
399 		case OPROTRING:
400 			c[AC] += ivenarg[i] + 1;
401 			break;
402 		case ODAMRING:
403 			c[WCLASS] += ivenarg[i] + 1;
404 			break;
405 		case OBELT:
406 			c[WCLASS] += ((ivenarg[i] << 1)) + 2;
407 			break;
408 
409 		case OREGENRING:
410 			c[REGEN] += ivenarg[i] + 1;
411 			break;
412 		case ORINGOFEXTRA:
413 			c[REGEN] += 5 * (ivenarg[i] + 1);
414 			break;
415 		case OENERGYRING:
416 			c[ENERGY] += ivenarg[i] + 1;
417 			break;
418 		}
419 	}
420 }
421 
422 
423 /*
424 	quit()
425 
426 	subroutine to ask if the player really wants to quit
427  */
428 void
429 quit()
430 {
431 	int    i;
432 	cursors();
433 	strcpy(lastmonst, "");
434 	lprcat("\n\nDo you really want to quit?");
435 	while (1) {
436 		i = lgetchar();
437 		if (i == 'y') {
438 			died(300);
439 			return;
440 		}
441 		if ((i == 'n') || (i == '\33')) {
442 			lprcat(" no");
443 			lflush();
444 			return;
445 		}
446 		lprcat("\n");
447 		setbold();
448 		lprcat("Yes");
449 		resetbold();
450 		lprcat(" or ");
451 		setbold();
452 		lprcat("No");
453 		resetbold();
454 		lprcat(" please?   Do you want to quit? ");
455 	}
456 }
457 
458 /*
459 	function to ask --more-- then the user must enter a space
460  */
461 void
462 more()
463 {
464 	lprcat("\n  --- press ");
465 	standout("space");
466 	lprcat(" to continue --- ");
467 	while (lgetchar() != ' ');
468 }
469 
470 /*
471 	function to put something in the players inventory
472 	returns 0 if success, 1 if a failure
473  */
474 int
475 take(itm, arg)
476 	int             itm, arg;
477 {
478 	int    i, limit;
479 	/* cursors(); */
480 	if ((limit = 15 + (c[LEVEL] >> 1)) > 26)
481 		limit = 26;
482 	for (i = 0; i < limit; i++)
483 		if (iven[i] == 0) {
484 			iven[i] = itm;
485 			ivenarg[i] = arg;
486 			limit = 0;
487 			switch (itm) {
488 			case OPROTRING:
489 			case ODAMRING:
490 			case OBELT:
491 				limit = 1;
492 				break;
493 			case ODEXRING:
494 				c[DEXTERITY] += ivenarg[i] + 1;
495 				limit = 1;
496 				break;
497 			case OSTRRING:
498 				c[STREXTRA] += ivenarg[i] + 1;
499 				limit = 1;
500 				break;
501 			case OCLEVERRING:
502 				c[INTELLIGENCE] += ivenarg[i] + 1;
503 				limit = 1;
504 				break;
505 			case OHAMMER:
506 				c[DEXTERITY] += 10;
507 				c[STREXTRA] += 10;
508 				c[INTELLIGENCE] -= 10;
509 				limit = 1;
510 				break;
511 
512 			case OORBOFDRAGON:
513 				c[SLAYING]++;
514 				break;
515 			case OSPIRITSCARAB:
516 				c[NEGATESPIRIT]++;
517 				break;
518 			case OCUBEofUNDEAD:
519 				c[CUBEofUNDEAD]++;
520 				break;
521 			case ONOTHEFT:
522 				c[NOTHEFT]++;
523 				break;
524 			case OSWORDofSLASHING:
525 				c[DEXTERITY] += 5;
526 				limit = 1;
527 				break;
528 			};
529 			lprcat("\nYou pick up:");
530 			srcount = 0;
531 			show3(i);
532 			if (limit)
533 				bottomline();
534 			return (0);
535 		}
536 	lprcat("\nYou can't carry anything else");
537 	return (1);
538 }
539 
540 /*
541 	subroutine to drop an object
542 	returns 1 if something there already else 0
543  */
544 int
545 drop_object(k)
546 	int             k;
547 {
548 	int             itm;
549 	if ((k < 0) || (k > 25))
550 		return (0);
551 	itm = iven[k];
552 	cursors();
553 	if (itm == 0) {
554 		lprintf("\nYou don't have item %c! ", k + 'a');
555 		return (1);
556 	}
557 	if (item[playerx][playery]) {
558 		beep();
559 		lprcat("\nThere's something here already");
560 		return (1);
561 	}
562 	if (playery == MAXY - 1 && playerx == 33)
563 		return (1);	/* not in entrance */
564 	item[playerx][playery] = itm;
565 	iarg[playerx][playery] = ivenarg[k];
566 	srcount = 0;
567 	lprcat("\n  You drop:");
568 	show3(k);		/* show what item you dropped */
569 	know[playerx][playery] = 0;
570 	iven[k] = 0;
571 	if (c[WIELD] == k)
572 		c[WIELD] = -1;
573 	if (c[WEAR] == k)
574 		c[WEAR] = -1;
575 	if (c[SHIELD] == k)
576 		c[SHIELD] = -1;
577 	adjustcvalues(itm, ivenarg[k]);
578 	dropflag = 1;		/* say dropped an item so wont ask to pick it
579 				 * up right away */
580 	return (0);
581 }
582 
583 /*
584 	function to enchant armor player is currently wearing
585  */
586 void
587 enchantarmor()
588 {
589 	int    tmp;
590 	if (c[WEAR] < 0) {
591 		if (c[SHIELD] < 0) {
592 			cursors();
593 			beep();
594 			lprcat("\nYou feel a sense of loss");
595 			return;
596 		} else {
597 			tmp = iven[c[SHIELD]];
598 			if (tmp != OSCROLL)
599 				if (tmp != OPOTION) {
600 					ivenarg[c[SHIELD]]++;
601 					bottomline();
602 				}
603 		}
604 	}
605 	tmp = iven[c[WEAR]];
606 	if (tmp != OSCROLL)
607 		if (tmp != OPOTION) {
608 			ivenarg[c[WEAR]]++;
609 			bottomline();
610 		}
611 }
612 
613 /*
614 	function to enchant a weapon presently being wielded
615  */
616 void
617 enchweapon()
618 {
619 	int    tmp;
620 	if (c[WIELD] < 0) {
621 		cursors();
622 		beep();
623 		lprcat("\nYou feel a sense of loss");
624 		return;
625 	}
626 	tmp = iven[c[WIELD]];
627 	if (tmp != OSCROLL)
628 		if (tmp != OPOTION) {
629 			ivenarg[c[WIELD]]++;
630 			if (tmp == OCLEVERRING)
631 				c[INTELLIGENCE]++;
632 			else if (tmp == OSTRRING)
633 				c[STREXTRA]++;
634 			else if (tmp == ODEXRING)
635 				c[DEXTERITY]++;
636 			bottomline();
637 		}
638 }
639 
640 /*
641 	routine to tell if player can carry one more thing
642 	returns 1 if pockets are full, else 0
643  */
644 int
645 pocketfull()
646 {
647 	int    i, limit;
648 	if ((limit = 15 + (c[LEVEL] >> 1)) > 26)
649 		limit = 26;
650 	for (i = 0; i < limit; i++)
651 		if (iven[i] == 0)
652 			return (0);
653 	return (1);
654 }
655 
656 /*
657 	function to return 1 if a monster is next to the player else returns 0
658  */
659 int
660 nearbymonst()
661 {
662 	int    tmp, tmp2;
663 	for (tmp = playerx - 1; tmp < playerx + 2; tmp++)
664 		for (tmp2 = playery - 1; tmp2 < playery + 2; tmp2++)
665 			if (mitem[tmp][tmp2])
666 				return (1);	/* if monster nearby */
667 	return (0);
668 }
669 
670 /*
671 	function to steal an item from the players pockets
672 	returns 1 if steals something else returns 0
673  */
674 int
675 stealsomething()
676 {
677 	int    i, j;
678 	j = 100;
679 	while (1) {
680 		i = rund(26);
681 		if (iven[i])
682 			if (c[WEAR] != i)
683 				if (c[WIELD] != i)
684 					if (c[SHIELD] != i) {
685 						srcount = 0;
686 						show3(i);
687 						adjustcvalues(iven[i], ivenarg[i]);
688 						iven[i] = 0;
689 						return (1);
690 					}
691 		if (--j <= 0)
692 			return (0);
693 	}
694 }
695 
696 /*
697 	function to return 1 is player carrys nothing else return 0
698  */
699 int
700 emptyhanded()
701 {
702 	int    i;
703 	for (i = 0; i < 26; i++)
704 		if (iven[i])
705 			if (i != c[WIELD])
706 				if (i != c[WEAR])
707 					if (i != c[SHIELD])
708 						return (0);
709 	return (1);
710 }
711 
712 /*
713 	function to create a gem on a square near the player
714  */
715 void
716 creategem()
717 {
718 	int    i, j;
719 	switch (rnd(4)) {
720 	case 1:
721 		i = ODIAMOND;
722 		j = 50;
723 		break;
724 	case 2:
725 		i = ORUBY;
726 		j = 40;
727 		break;
728 	case 3:
729 		i = OEMERALD;
730 		j = 30;
731 		break;
732 	default:
733 		i = OSAPPHIRE;
734 		j = 20;
735 		break;
736 	};
737 	createitem(i, rnd(j) + j / 10);
738 }
739 
740 /*
741 	function to change character levels as needed when dropping an object
742 	that affects these characteristics
743  */
744 void
745 adjustcvalues(itm, arg)
746 	int             itm, arg;
747 {
748 	int    flag;
749 	flag = 0;
750 	switch (itm) {
751 	case ODEXRING:
752 		c[DEXTERITY] -= arg + 1;
753 		flag = 1;
754 		break;
755 	case OSTRRING:
756 		c[STREXTRA] -= arg + 1;
757 		flag = 1;
758 		break;
759 	case OCLEVERRING:
760 		c[INTELLIGENCE] -= arg + 1;
761 		flag = 1;
762 		break;
763 	case OHAMMER:
764 		c[DEXTERITY] -= 10;
765 		c[STREXTRA] -= 10;
766 		c[INTELLIGENCE] += 10;
767 		flag = 1;
768 		break;
769 	case OSWORDofSLASHING:
770 		c[DEXTERITY] -= 5;
771 		flag = 1;
772 		break;
773 	case OORBOFDRAGON:
774 		--c[SLAYING];
775 		return;
776 	case OSPIRITSCARAB:
777 		--c[NEGATESPIRIT];
778 		return;
779 	case OCUBEofUNDEAD:
780 		--c[CUBEofUNDEAD];
781 		return;
782 	case ONOTHEFT:
783 		--c[NOTHEFT];
784 		return;
785 	case OLANCE:
786 		c[LANCEDEATH] = 0;
787 		return;
788 	case OPOTION:
789 	case OSCROLL:
790 		return;
791 
792 	default:
793 		flag = 1;
794 	};
795 	if (flag)
796 		bottomline();
797 }
798 
799 /*
800 	function to read a string from token input "string"
801 	returns a pointer to the string
802  */
803 void
804 gettokstr(str)
805 	char  *str;
806 {
807 	int    i, j;
808 	i = 50;
809 	while ((lgetchar() != '"') && (--i > 0));
810 	i = 36;
811 	while (--i > 0) {
812 		if ((j = lgetchar()) != '"')
813 			*str++ = j;
814 		else
815 			i = 0;
816 	}
817 	*str = 0;
818 	i = 50;
819 	if (j != '"')
820 		/* if end due to too long, then find closing quote */
821 		while ((lgetchar() != '"') && (--i > 0));
822 }
823 
824 /*
825 	function to ask user for a password (no echo)
826 	returns 1 if entered correctly, 0 if not
827  */
828 static char     gpwbuf[33];
829 int
830 getpassword()
831 {
832 	int    i, j;
833 	char  *gpwp;
834 	scbr();			/* system("stty -echo cbreak"); */
835 	gpwp = gpwbuf;
836 	lprcat("\nEnter Password: ");
837 	lflush();
838 	i = strlen(password);
839 	for (j = 0; j < i; j++)
840 		read(0, gpwp++, 1);
841 	gpwbuf[i] = 0;
842 	sncbr();		/* system("stty echo -cbreak"); */
843 	if (strcmp(gpwbuf, password) != 0) {
844 		lprcat("\nSorry\n");
845 		lflush();
846 		return (0);
847 	} else
848 		return (1);
849 }
850 
851 /*
852 	subroutine to get a yes or no response from the user
853 	returns y or n
854  */
855 int
856 getyn()
857 {
858 	int    i;
859 	i = 0;
860 	while (i != 'y' && i != 'n' && i != '\33')
861 		i = lgetchar();
862 	return (i);
863 }
864 
865 /*
866 	function to calculate the pack weight of the player
867 	returns the number of pounds the player is carrying
868  */
869 int
870 packweight()
871 {
872 	int    i, j, k;
873 	k = c[GOLD] / 1000;
874 	j = 25;
875 	while ((iven[j] == 0) && (j > 0))
876 		--j;
877 	for (i = 0; i <= j; i++)
878 		switch (iven[i]) {
879 		case 0:
880 			break;
881 		case OSSPLATE:
882 		case OPLATEARMOR:
883 			k += 40;
884 			break;
885 		case OPLATE:
886 			k += 35;
887 			break;
888 		case OHAMMER:
889 			k += 30;
890 			break;
891 		case OSPLINT:
892 			k += 26;
893 			break;
894 		case OSWORDofSLASHING:
895 		case OCHAIN:
896 		case OBATTLEAXE:
897 		case O2SWORD:
898 			k += 23;
899 			break;
900 		case OLONGSWORD:
901 		case OSWORD:
902 		case ORING:
903 		case OFLAIL:
904 			k += 20;
905 			break;
906 		case OLANCE:
907 		case OSTUDLEATHER:
908 			k += 15;
909 			break;
910 		case OLEATHER:
911 		case OSPEAR:
912 			k += 8;
913 			break;
914 		case OORBOFDRAGON:
915 		case OBELT:
916 			k += 4;
917 			break;
918 		case OSHIELD:
919 			k += 7;
920 			break;
921 		case OCHEST:
922 			k += 30 + ivenarg[i];
923 			break;
924 		default:
925 			k++;
926 		};
927 	return (k);
928 }
929 
930 #ifndef MACRORND
931 /* macros to generate random numbers   1<=rnd(N)<=N   0<=rund(N)<=N-1 */
932 int
933 rnd(x)
934 	int             x;
935 {
936 	return ((((randx = randx * 1103515245 + 12345) >> 7) % (x)) + 1);
937 }
938 
939 int
940 rund(x)
941 	int             x;
942 {
943 	return ((((randx = randx * 1103515245 + 12345) >> 7) % (x)));
944 }
945 #endif	/* MACRORND */
946