057afceb86
of the x11 based games. I'm not going to tag the originals with bsd_44_lite and do this in two stages since it's just not worth it for this collection, and I've got directory renames to deal with that way. Bleah. Submitted by: jkh
622 lines
15 KiB
C
622 lines
15 KiB
C
/* global.c Larn is copyrighted 1986 by Noah Morgan.
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*
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* raiselevel() subroutine to raise the player one level
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* loselevel() subroutine to lower the player by one level
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* raiseexperience(x) subroutine to increase experience points
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* loseexperience(x) subroutine to lose experience points
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* losehp(x) subroutine to remove hit points from the player
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* losemhp(x) subroutine to remove max # hit points from the player
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* raisehp(x) subroutine to gain hit points
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* raisemhp(x) subroutine to gain maximum hit points
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* losespells(x) subroutine to lose spells
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* losemspells(x) subroutine to lose maximum spells
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* raisespells(x) subroutine to gain spells
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* raisemspells(x) subroutine to gain maximum spells
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* recalc() function to recalculate the armor class of the player
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* makemonst(lev) function to return monster number for a randomly selected monster
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* positionplayer() function to be sure player is not in a wall
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* quit() subroutine to ask if the player really wants to quit
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*/
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#include "header.h"
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extern int score[],srcount,dropflag;
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extern int random;/* the random number seed */
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extern short playerx,playery,lastnum;
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extern char cheat,level,monstnamelist[];
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extern char lastmonst[],*what[],*who[];
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extern char winner[];
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extern char logname[],monstlevel[];
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extern char sciv[SCORESIZE+1][26][2],*potionname[],*scrollname[];
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/*
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***********
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RAISE LEVEL
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***********
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raiselevel()
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subroutine to raise the player one level
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uses the skill[] array to find level boundarys
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uses c[EXPERIENCE] c[LEVEL]
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*/
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raiselevel()
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{
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if (c[LEVEL] < MAXPLEVEL) raiseexperience((long)(skill[c[LEVEL]]-c[EXPERIENCE]));
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}
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/*
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***********
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LOOSE LEVEL
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***********
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loselevel()
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subroutine to lower the players character level by one
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*/
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loselevel()
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{
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if (c[LEVEL] > 1) loseexperience((long)(c[EXPERIENCE] - skill[c[LEVEL]-1] + 1));
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}
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/*
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****************
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RAISE EXPERIENCE
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****************
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raiseexperience(x)
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subroutine to increase experience points
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*/
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raiseexperience(x)
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register long x;
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{
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register int i,tmp;
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i=c[LEVEL]; c[EXPERIENCE]+=x;
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while (c[EXPERIENCE] >= skill[c[LEVEL]] && (c[LEVEL] < MAXPLEVEL))
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{
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tmp = (c[CONSTITUTION]-c[HARDGAME])>>1;
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c[LEVEL]++; raisemhp((int)(rnd(3)+rnd((tmp>0)?tmp:1)));
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raisemspells((int)rund(3));
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if (c[LEVEL] < 7-c[HARDGAME]) raisemhp((int)(c[CONSTITUTION]>>2));
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}
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if (c[LEVEL] != i)
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{
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cursors();
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beep(); lprintf("\nWelcome to level %d",(long)c[LEVEL]); /* if we changed levels */
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}
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bottomline();
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}
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/*
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****************
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LOOSE EXPERIENCE
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****************
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loseexperience(x)
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subroutine to lose experience points
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*/
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loseexperience(x)
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register long x;
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{
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register int i,tmp;
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i=c[LEVEL]; c[EXPERIENCE]-=x;
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if (c[EXPERIENCE] < 0) c[EXPERIENCE]=0;
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while (c[EXPERIENCE] < skill[c[LEVEL]-1])
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{
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if (--c[LEVEL] <= 1) c[LEVEL]=1; /* down one level */
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tmp = (c[CONSTITUTION]-c[HARDGAME])>>1; /* lose hpoints */
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losemhp((int)rnd((tmp>0)?tmp:1)); /* lose hpoints */
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if (c[LEVEL] < 7-c[HARDGAME]) losemhp((int)(c[CONSTITUTION]>>2));
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losemspells((int)rund(3)); /* lose spells */
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}
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if (i!=c[LEVEL])
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{
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cursors();
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beep(); lprintf("\nYou went down to level %d!",(long)c[LEVEL]);
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}
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bottomline();
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}
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/*
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********
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LOOSE HP
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********
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losehp(x)
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losemhp(x)
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subroutine to remove hit points from the player
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warning -- will kill player if hp goes to zero
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*/
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losehp(x)
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register int x;
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{
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if ((c[HP] -= x) <= 0)
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{
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beep(); lprcat("\n"); nap(3000); died(lastnum);
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}
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}
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losemhp(x)
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register int x;
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{
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c[HP] -= x; if (c[HP] < 1) c[HP]=1;
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c[HPMAX] -= x; if (c[HPMAX] < 1) c[HPMAX]=1;
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}
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/*
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********
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RAISE HP
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********
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raisehp(x)
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raisemhp(x)
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subroutine to gain maximum hit points
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*/
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raisehp(x)
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register int x;
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{
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if ((c[HP] += x) > c[HPMAX]) c[HP] = c[HPMAX];
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}
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raisemhp(x)
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register int x;
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{
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c[HPMAX] += x; c[HP] += x;
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}
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/*
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************
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RAISE SPELLS
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************
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raisespells(x)
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raisemspells(x)
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subroutine to gain maximum spells
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*/
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raisespells(x)
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register int x;
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{
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if ((c[SPELLS] += x) > c[SPELLMAX]) c[SPELLS] = c[SPELLMAX];
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}
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raisemspells(x)
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register int x;
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{
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c[SPELLMAX]+=x; c[SPELLS]+=x;
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}
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/*
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************
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LOOSE SPELLS
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************
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losespells(x)
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losemspells(x)
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subroutine to lose maximum spells
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*/
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losespells(x)
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register int x;
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{
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if ((c[SPELLS] -= x) < 0) c[SPELLS]=0;
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}
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losemspells(x)
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register int x;
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{
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if ((c[SPELLMAX] -= x) < 0) c[SPELLMAX]=0;
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if ((c[SPELLS] -= x) < 0) c[SPELLS]=0;
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}
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/*
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makemonst(lev)
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int lev;
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function to return monster number for a randomly selected monster
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for the given cave level
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*/
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makemonst(lev)
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register int lev;
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{
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register int tmp,x;
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if (lev < 1) lev = 1; if (lev > 12) lev = 12;
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tmp=WATERLORD;
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if (lev < 5)
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while (tmp==WATERLORD) tmp=rnd((x=monstlevel[lev-1])?x:1);
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else while (tmp==WATERLORD)
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tmp=rnd((x=monstlevel[lev-1]-monstlevel[lev-4])?x:1)+monstlevel[lev-4];
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while (monster[tmp].genocided && tmp<MAXMONST) tmp++; /* genocided? */
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return(tmp);
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}
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/*
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positionplayer()
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function to be sure player is not in a wall
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*/
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positionplayer()
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{
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int try;
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try = 2;
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while ((item[playerx][playery] || mitem[playerx][playery]) && (try))
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if (++playerx >= MAXX-1)
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{
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playerx = 1;
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if (++playery >= MAXY-1)
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{ playery = 1; --try; }
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}
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if (try==0) lprcat("Failure in positionplayer\n");
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}
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/*
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recalc() function to recalculate the armor class of the player
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*/
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recalc()
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{
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register int i,j,k;
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c[AC] = c[MOREDEFENSES];
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if (c[WEAR] >= 0)
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switch(iven[c[WEAR]])
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{
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case OSHIELD: c[AC] += 2 + ivenarg[c[WEAR]]; break;
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case OLEATHER: c[AC] += 2 + ivenarg[c[WEAR]]; break;
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case OSTUDLEATHER: c[AC] += 3 + ivenarg[c[WEAR]]; break;
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case ORING: c[AC] += 5 + ivenarg[c[WEAR]]; break;
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case OCHAIN: c[AC] += 6 + ivenarg[c[WEAR]]; break;
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case OSPLINT: c[AC] += 7 + ivenarg[c[WEAR]]; break;
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case OPLATE: c[AC] += 9 + ivenarg[c[WEAR]]; break;
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case OPLATEARMOR: c[AC] += 10 + ivenarg[c[WEAR]]; break;
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case OSSPLATE: c[AC] += 12 + ivenarg[c[WEAR]]; break;
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}
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if (c[SHIELD] >= 0) if (iven[c[SHIELD]] == OSHIELD) c[AC] += 2 + ivenarg[c[SHIELD]];
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if (c[WIELD] < 0) c[WCLASS] = 0; else
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{
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i = ivenarg[c[WIELD]];
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switch(iven[c[WIELD]])
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{
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case ODAGGER: c[WCLASS] = 3 + i; break;
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case OBELT: c[WCLASS] = 7 + i; break;
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case OSHIELD: c[WCLASS] = 8 + i; break;
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case OSPEAR: c[WCLASS] = 10 + i; break;
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case OFLAIL: c[WCLASS] = 14 + i; break;
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case OBATTLEAXE: c[WCLASS] = 17 + i; break;
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case OLANCE: c[WCLASS] = 19 + i; break;
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case OLONGSWORD: c[WCLASS] = 22 + i; break;
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case O2SWORD: c[WCLASS] = 26 + i; break;
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case OSWORD: c[WCLASS] = 32 + i; break;
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case OSWORDofSLASHING: c[WCLASS] = 30 + i; break;
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case OHAMMER: c[WCLASS] = 35 + i; break;
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default: c[WCLASS] = 0;
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}
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}
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c[WCLASS] += c[MOREDAM];
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/* now for regeneration abilities based on rings */
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c[REGEN]=1; c[ENERGY]=0;
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j=0; for (k=25; k>0; k--) if (iven[k]) {j=k; k=0; }
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for (i=0; i<=j; i++)
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{
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switch(iven[i])
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{
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case OPROTRING: c[AC] += ivenarg[i] + 1; break;
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case ODAMRING: c[WCLASS] += ivenarg[i] + 1; break;
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case OBELT: c[WCLASS] += ((ivenarg[i]<<1)) + 2; break;
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case OREGENRING: c[REGEN] += ivenarg[i] + 1; break;
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case ORINGOFEXTRA: c[REGEN] += 5 * (ivenarg[i]+1); break;
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case OENERGYRING: c[ENERGY] += ivenarg[i] + 1; break;
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}
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}
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}
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/*
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quit()
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subroutine to ask if the player really wants to quit
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*/
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quit()
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{
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register int i;
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cursors(); strcpy(lastmonst,"");
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lprcat("\n\nDo you really want to quit?");
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while (1)
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{
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i=getchar();
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if (i == 'y') { died(300); return; }
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if ((i == 'n') || (i == '\33')) { lprcat(" no"); lflush(); return; }
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lprcat("\n"); setbold(); lprcat("Yes"); resetbold(); lprcat(" or ");
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setbold(); lprcat("No"); resetbold(); lprcat(" please? Do you want to quit? ");
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}
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}
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/*
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function to ask --more-- then the user must enter a space
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*/
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more()
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{
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lprcat("\n --- press "); standout("space"); lprcat(" to continue --- ");
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while (getchar() != ' ');
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}
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/*
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function to put something in the players inventory
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returns 0 if success, 1 if a failure
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*/
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take(itm,arg)
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int itm,arg;
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{
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register int i,limit;
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/* cursors(); */
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if ((limit = 15+(c[LEVEL]>>1)) > 26) limit=26;
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for (i=0; i<limit; i++)
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if (iven[i]==0)
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{
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iven[i] = itm; ivenarg[i] = arg; limit=0;
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switch(itm)
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{
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case OPROTRING: case ODAMRING: case OBELT: limit=1; break;
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case ODEXRING: c[DEXTERITY] += ivenarg[i]+1; limit=1; break;
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case OSTRRING: c[STREXTRA] += ivenarg[i]+1; limit=1; break;
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case OCLEVERRING: c[INTELLIGENCE] += ivenarg[i]+1; limit=1; break;
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case OHAMMER: c[DEXTERITY] += 10; c[STREXTRA]+=10;
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c[INTELLIGENCE]-=10; limit=1; break;
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case OORBOFDRAGON: c[SLAYING]++; break;
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case OSPIRITSCARAB: c[NEGATESPIRIT]++; break;
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case OCUBEofUNDEAD: c[CUBEofUNDEAD]++; break;
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case ONOTHEFT: c[NOTHEFT]++; break;
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case OSWORDofSLASHING: c[DEXTERITY] +=5; limit=1; break;
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};
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lprcat("\nYou pick up:"); srcount=0; show3(i);
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if (limit) bottomline(); return(0);
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}
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lprcat("\nYou can't carry anything else"); return(1);
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}
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/*
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subroutine to drop an object returns 1 if something there already else 0
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*/
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drop_object(k)
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int k;
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{
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int itm;
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if ((k<0) || (k>25)) return(0);
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itm = iven[k]; cursors();
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if (itm==0) { lprintf("\nYou don't have item %c! ",k+'a'); return(1); }
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if (item[playerx][playery])
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{ beep(); lprcat("\nThere's something here already"); return(1); }
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if (playery==MAXY-1 && playerx==33) return(1); /* not in entrance */
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item[playerx][playery] = itm;
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iarg[playerx][playery] = ivenarg[k];
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srcount=0; lprcat("\n You drop:"); show3(k); /* show what item you dropped*/
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know[playerx][playery] = 0; iven[k]=0;
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if (c[WIELD]==k) c[WIELD]= -1; if (c[WEAR]==k) c[WEAR] = -1;
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if (c[SHIELD]==k) c[SHIELD]= -1;
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adjustcvalues(itm,ivenarg[k]);
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dropflag=1; /* say dropped an item so wont ask to pick it up right away */
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return(0);
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}
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/*
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function to enchant armor player is currently wearing
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*/
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enchantarmor()
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{
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register int tmp;
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if (c[WEAR]<0) { if (c[SHIELD] < 0)
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{ cursors(); beep(); lprcat("\nYou feel a sense of loss"); return; }
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else { tmp=iven[c[SHIELD]]; if (tmp != OSCROLL) if (tmp != OPOTION) { ivenarg[c[SHIELD]]++; bottomline(); } } }
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tmp = iven[c[WEAR]];
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if (tmp!=OSCROLL) if (tmp!=OPOTION) { ivenarg[c[WEAR]]++; bottomline(); }
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}
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/*
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function to enchant a weapon presently being wielded
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*/
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enchweapon()
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{
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register int tmp;
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if (c[WIELD]<0)
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{ cursors(); beep(); lprcat("\nYou feel a sense of loss"); return; }
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tmp = iven[c[WIELD]];
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if (tmp!=OSCROLL) if (tmp!=OPOTION)
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{ ivenarg[c[WIELD]]++;
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if (tmp==OCLEVERRING) c[INTELLIGENCE]++; else
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if (tmp==OSTRRING) c[STREXTRA]++; else
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if (tmp==ODEXRING) c[DEXTERITY]++; bottomline(); }
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}
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/*
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routine to tell if player can carry one more thing
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returns 1 if pockets are full, else 0
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*/
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pocketfull()
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{
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register int i,limit;
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if ((limit = 15+(c[LEVEL]>>1)) > 26) limit=26;
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for (i=0; i<limit; i++) if (iven[i]==0) return(0);
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return(1);
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}
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/*
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function to return 1 if a monster is next to the player else returns 0
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*/
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nearbymonst()
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{
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register int tmp,tmp2;
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for (tmp=playerx-1; tmp<playerx+2; tmp++)
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for (tmp2=playery-1; tmp2<playery+2; tmp2++)
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if (mitem[tmp][tmp2]) return(1); /* if monster nearby */
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return(0);
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}
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/*
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function to steal an item from the players pockets
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returns 1 if steals something else returns 0
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*/
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stealsomething()
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{
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register int i,j;
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j=100;
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while (1)
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{
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i=rund(26);
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if (iven[i]) if (c[WEAR]!=i) if (c[WIELD]!=i) if (c[SHIELD]!=i)
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{
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srcount=0; show3(i);
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adjustcvalues(iven[i],ivenarg[i]); iven[i]=0; return(1);
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}
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if (--j <= 0) return(0);
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}
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}
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/*
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function to return 1 is player carrys nothing else return 0
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*/
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emptyhanded()
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{
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register int i;
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for (i=0; i<26; i++)
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if (iven[i]) if (i!=c[WIELD]) if (i!=c[WEAR]) if (i!=c[SHIELD]) return(0);
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return(1);
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}
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/*
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function to create a gem on a square near the player
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*/
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creategem()
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{
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register int i,j;
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switch(rnd(4))
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{
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case 1: i=ODIAMOND; j=50; break;
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case 2: i=ORUBY; j=40; break;
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case 3: i=OEMERALD; j=30; break;
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default: i=OSAPPHIRE; j=20; break;
|
|
};
|
|
createitem(i,rnd(j)+j/10);
|
|
}
|
|
|
|
/*
|
|
function to change character levels as needed when dropping an object
|
|
that affects these characteristics
|
|
*/
|
|
adjustcvalues(itm,arg)
|
|
int itm,arg;
|
|
{
|
|
register int flag;
|
|
flag=0;
|
|
switch(itm)
|
|
{
|
|
case ODEXRING: c[DEXTERITY] -= arg+1; flag=1; break;
|
|
case OSTRRING: c[STREXTRA] -= arg+1; flag=1; break;
|
|
case OCLEVERRING: c[INTELLIGENCE] -= arg+1; flag=1; break;
|
|
case OHAMMER: c[DEXTERITY] -= 10; c[STREXTRA] -= 10;
|
|
c[INTELLIGENCE] += 10; flag=1; break;
|
|
case OSWORDofSLASHING: c[DEXTERITY] -= 5; flag=1; break;
|
|
case OORBOFDRAGON: --c[SLAYING]; return;
|
|
case OSPIRITSCARAB: --c[NEGATESPIRIT]; return;
|
|
case OCUBEofUNDEAD: --c[CUBEofUNDEAD]; return;
|
|
case ONOTHEFT: --c[NOTHEFT]; return;
|
|
case OLANCE: c[LANCEDEATH]=0; return;
|
|
case OPOTION: case OSCROLL: return;
|
|
|
|
default: flag=1;
|
|
};
|
|
if (flag) bottomline();
|
|
}
|
|
|
|
/*
|
|
function to read a string from token input "string"
|
|
returns a pointer to the string
|
|
*/
|
|
gettokstr(str)
|
|
register char *str;
|
|
{
|
|
register int i,j;
|
|
i=50;
|
|
while ((getchar() != '"') && (--i > 0));
|
|
i=36;
|
|
while (--i > 0)
|
|
{
|
|
if ((j=getchar()) != '"') *str++ = j; else i=0;
|
|
}
|
|
*str = 0;
|
|
i=50;
|
|
if (j != '"') while ((getchar() != '"') && (--i > 0)); /* if end due to too long, then find closing quote */
|
|
}
|
|
|
|
/*
|
|
function to ask user for a password (no echo)
|
|
returns 1 if entered correctly, 0 if not
|
|
*/
|
|
static char gpwbuf[33];
|
|
getpassword()
|
|
{
|
|
register int i,j;
|
|
register char *gpwp;
|
|
extern char *password;
|
|
scbr(); /* system("stty -echo cbreak"); */
|
|
gpwp = gpwbuf; lprcat("\nEnter Password: "); lflush();
|
|
i = strlen(password);
|
|
for (j=0; j<i; j++) read(0,gpwp++,1); gpwbuf[i]=0;
|
|
sncbr(); /* system("stty echo -cbreak"); */
|
|
if (strcmp(gpwbuf,password) != 0)
|
|
{ lprcat("\nSorry\n"); lflush(); return(0); }
|
|
else return(1);
|
|
}
|
|
|
|
/*
|
|
subroutine to get a yes or no response from the user
|
|
returns y or n
|
|
*/
|
|
getyn()
|
|
{
|
|
register int i;
|
|
i=0; while (i!='y' && i!='n' && i!='\33') i=getchar();
|
|
return(i);
|
|
}
|
|
|
|
/*
|
|
function to calculate the pack weight of the player
|
|
returns the number of pounds the player is carrying
|
|
*/
|
|
packweight()
|
|
{
|
|
register int i,j,k;
|
|
k=c[GOLD]/1000; j=25; while ((iven[j]==0) && (j>0)) --j;
|
|
for (i=0; i<=j; i++)
|
|
switch(iven[i])
|
|
{
|
|
case 0: break;
|
|
case OSSPLATE: case OPLATEARMOR: k += 40; break;
|
|
case OPLATE: k += 35; break;
|
|
case OHAMMER: k += 30; break;
|
|
case OSPLINT: k += 26; break;
|
|
case OSWORDofSLASHING: case OCHAIN:
|
|
case OBATTLEAXE: case O2SWORD: k += 23; break;
|
|
case OLONGSWORD: case OSWORD:
|
|
case ORING: case OFLAIL: k += 20; break;
|
|
case OLANCE: case OSTUDLEATHER: k += 15; break;
|
|
case OLEATHER: case OSPEAR: k += 8; break;
|
|
case OORBOFDRAGON: case OBELT: k += 4; break;
|
|
case OSHIELD: k += 7; break;
|
|
case OCHEST: k += 30 + ivenarg[i]; break;
|
|
default: k++;
|
|
};
|
|
return(k);
|
|
}
|
|
|
|
#ifndef MACRORND
|
|
/* macros to generate random numbers 1<=rnd(N)<=N 0<=rund(N)<=N-1 */
|
|
rnd(x)
|
|
int x;
|
|
{
|
|
return((((randx=randx*1103515245+12345)>>7)%(x))+1);
|
|
}
|
|
|
|
rund(x)
|
|
int x;
|
|
{
|
|
return((((randx=randx*1103515245+12345)>>7)%(x)) );
|
|
}
|
|
#endif MACRORND
|