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global.c revision 1.1
      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
    622