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global.c revision 1.2
      1 #ifndef lint
      2 static char rcsid[] = "$Id: global.c,v 1.2 1993/08/02 17:20:02 mycroft Exp $";
      3 #endif /* not lint */
      4 
      5 /*	global.c 		Larn is copyrighted 1986 by Noah Morgan.
      6  *
      7  *	raiselevel()		subroutine to raise the player one level
      8  *	loselevel()		subroutine to lower the player by one level
      9  *	raiseexperience(x)	subroutine to increase experience points
     10  *	loseexperience(x)	subroutine to lose experience points
     11  *	losehp(x)			subroutine to remove hit points from the player
     12  *	losemhp(x)			subroutine to remove max # hit points from the player
     13  *	raisehp(x)			subroutine to gain hit points
     14  *	raisemhp(x)			subroutine to gain maximum hit points
     15  *	losespells(x)		subroutine to lose spells
     16  *	losemspells(x)		subroutine to lose maximum spells
     17  *	raisespells(x)		subroutine to gain spells
     18  *	raisemspells(x)		subroutine to gain maximum spells
     19  *	recalc()			function to recalculate the armor class of the player
     20  *	makemonst(lev)		function to return monster number for a randomly 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 
     25 #include "header.h"
     26 extern int score[],srcount,dropflag;
     27 extern int random;/*	the random number seed			*/
     28 extern short playerx,playery,lastnum;
     29 extern char cheat,level,monstnamelist[];
     30 extern char lastmonst[],*what[],*who[];
     31 extern char winner[];
     32 extern char logname[],monstlevel[];
     33 extern char sciv[SCORESIZE+1][26][2],*potionname[],*scrollname[];
     34 /*
     35 	***********
     36 	RAISE LEVEL
     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 raiselevel()
     45 	{
     46 	if (c[LEVEL] < MAXPLEVEL) raiseexperience((long)(skill[c[LEVEL]]-c[EXPERIENCE]));
     47 	}
     48 
     49 /*
     50 	***********
     51 	LOOSE LEVEL
     52 	***********
     53     loselevel()
     54 
     55 	subroutine to lower the players character level by one
     56  */
     57 loselevel()
     58 	{
     59 	if (c[LEVEL] > 1) loseexperience((long)(c[EXPERIENCE] - skill[c[LEVEL]-1] + 1));
     60 	}
     61 
     62 /*
     63 	****************
     64 	RAISE EXPERIENCE
     65 	****************
     66 	raiseexperience(x)
     67 
     68 	subroutine to increase experience points
     69  */
     70 raiseexperience(x)
     71 	register long x;
     72 	{
     73 	register int i,tmp;
     74 	i=c[LEVEL];	c[EXPERIENCE]+=x;
     75 	while (c[EXPERIENCE] >= skill[c[LEVEL]] && (c[LEVEL] < MAXPLEVEL))
     76 		{
     77 		tmp = (c[CONSTITUTION]-c[HARDGAME])>>1;
     78 		c[LEVEL]++;	raisemhp((int)(rnd(3)+rnd((tmp>0)?tmp:1)));
     79 		raisemspells((int)rund(3));
     80 		if (c[LEVEL] < 7-c[HARDGAME]) raisemhp((int)(c[CONSTITUTION]>>2));
     81 		}
     82 	if (c[LEVEL] != i)
     83 		{
     84 		cursors();
     85 		beep(); lprintf("\nWelcome to level %d",(long)c[LEVEL]);	/* if we changed levels	*/
     86 		}
     87 	bottomline();
     88 	}
     89 
     90 /*
     91 	****************
     92 	LOOSE EXPERIENCE
     93 	****************
     94 	loseexperience(x)
     95 
     96 	subroutine to lose experience points
     97  */
     98 loseexperience(x)
     99 	register long x;
    100 	{
    101 	register int i,tmp;
    102 	i=c[LEVEL];		c[EXPERIENCE]-=x;
    103 	if (c[EXPERIENCE] < 0) c[EXPERIENCE]=0;
    104 	while (c[EXPERIENCE] < skill[c[LEVEL]-1])
    105 		{
    106 		if (--c[LEVEL] <= 1) c[LEVEL]=1;	/*	down one level		*/
    107 		tmp = (c[CONSTITUTION]-c[HARDGAME])>>1;	/* lose hpoints */
    108 		losemhp((int)rnd((tmp>0)?tmp:1));	/* lose hpoints */
    109 		if (c[LEVEL] < 7-c[HARDGAME]) losemhp((int)(c[CONSTITUTION]>>2));
    110 		losemspells((int)rund(3));				/*	lose spells		*/
    111 		}
    112 	if (i!=c[LEVEL])
    113 		{
    114 		cursors();
    115 		beep(); lprintf("\nYou went down to level %d!",(long)c[LEVEL]);
    116 		}
    117 	bottomline();
    118 	}
    119 
    120 /*
    121 	********
    122 	LOOSE HP
    123 	********
    124 	losehp(x)
    125 	losemhp(x)
    126 
    127 	subroutine to remove hit points from the player
    128 	warning -- will kill player if hp goes to zero
    129  */
    130 losehp(x)
    131 	register int x;
    132 	{
    133 	if ((c[HP] -= x) <= 0)
    134 		{
    135 		beep(); lprcat("\n");  nap(3000);  died(lastnum);
    136 		}
    137 	}
    138 
    139 losemhp(x)
    140 	register int x;
    141 	{
    142 	c[HP] -= x;		if (c[HP] < 1)		c[HP]=1;
    143 	c[HPMAX] -= x;	if (c[HPMAX] < 1)	c[HPMAX]=1;
    144 	}
    145 
    146 /*
    147 	********
    148 	RAISE HP
    149 	********
    150 	raisehp(x)
    151 	raisemhp(x)
    152 
    153 	subroutine to gain maximum hit points
    154  */
    155 raisehp(x)
    156 	register int x;
    157 	{
    158 	if ((c[HP] += x) > c[HPMAX]) c[HP] = c[HPMAX];
    159 	}
    160 
    161 raisemhp(x)
    162 	register int x;
    163 	{
    164 	c[HPMAX] += x;	c[HP] += x;
    165 	}
    166 
    167 /*
    168 	************
    169 	RAISE SPELLS
    170 	************
    171 	raisespells(x)
    172 	raisemspells(x)
    173 
    174 	subroutine to gain maximum spells
    175  */
    176 raisespells(x)
    177 	register int x;
    178 	{
    179 	if ((c[SPELLS] += x) > c[SPELLMAX])	c[SPELLS] = c[SPELLMAX];
    180 	}
    181 
    182 raisemspells(x)
    183 	register int x;
    184 	{
    185 	c[SPELLMAX]+=x; c[SPELLS]+=x;
    186 	}
    187 
    188 /*
    189 	************
    190 	LOOSE SPELLS
    191 	************
    192 	losespells(x)
    193 	losemspells(x)
    194 
    195 	subroutine to lose maximum spells
    196  */
    197 losespells(x)
    198 	register int x;
    199 	{
    200 	if ((c[SPELLS] -= x) < 0) c[SPELLS]=0;
    201 	}
    202 
    203 losemspells(x)
    204 	register int x;
    205 	{
    206 	if ((c[SPELLMAX] -= x) < 0) c[SPELLMAX]=0;
    207 	if ((c[SPELLS] -= x) < 0) c[SPELLS]=0;
    208 	}
    209 
    210 /*
    211 	makemonst(lev)
    212 		int lev;
    213 
    214 	function to return monster number for a randomly selected monster
    215 		for the given cave level
    216  */
    217 makemonst(lev)
    218 	register int lev;
    219 	{
    220 	register int tmp,x;
    221 	if (lev < 1)	lev = 1;			if (lev > 12)	lev = 12;
    222 	tmp=WATERLORD;
    223 	if (lev < 5)
    224 		while (tmp==WATERLORD) tmp=rnd((x=monstlevel[lev-1])?x:1);
    225 	else while (tmp==WATERLORD)
    226 		tmp=rnd((x=monstlevel[lev-1]-monstlevel[lev-4])?x:1)+monstlevel[lev-4];
    227 
    228 	while (monster[tmp].genocided && tmp<MAXMONST) tmp++; /* genocided? */
    229 	return(tmp);
    230 	}
    231 
    232 /*
    233 	positionplayer()
    234 
    235 	function to be sure player is not in a wall
    236  */
    237 positionplayer()
    238 	{
    239 	int try;
    240 	try = 2;
    241 	while ((item[playerx][playery] || mitem[playerx][playery]) && (try))
    242 		if (++playerx >= MAXX-1)
    243 			{
    244 			playerx = 1;
    245 			if (++playery >= MAXY-1)
    246 				{	playery = 1;	--try;	}
    247 			}
    248 	if (try==0)	 lprcat("Failure in positionplayer\n");
    249 	}
    250 
    251 /*
    252 	recalc()	function to recalculate the armor class of the player
    253  */
    254 recalc()
    255 	{
    256 	register int i,j,k;
    257 	c[AC] = c[MOREDEFENSES];
    258 	if (c[WEAR] >= 0)
    259 		switch(iven[c[WEAR]])
    260 			{
    261 			case OSHIELD:		c[AC] += 2 + ivenarg[c[WEAR]]; break;
    262 			case OLEATHER:		c[AC] += 2 + ivenarg[c[WEAR]]; break;
    263 			case OSTUDLEATHER:	c[AC] += 3 + ivenarg[c[WEAR]]; break;
    264 			case ORING:			c[AC] += 5 + ivenarg[c[WEAR]]; break;
    265 			case OCHAIN:		c[AC] += 6 + ivenarg[c[WEAR]]; break;
    266 			case OSPLINT:		c[AC] += 7 + ivenarg[c[WEAR]]; break;
    267 			case OPLATE:		c[AC] += 9 + ivenarg[c[WEAR]]; break;
    268 			case OPLATEARMOR:	c[AC] += 10 + ivenarg[c[WEAR]]; break;
    269 			case OSSPLATE:		c[AC] += 12 + ivenarg[c[WEAR]]; break;
    270 			}
    271 
    272 	if (c[SHIELD] >= 0) if (iven[c[SHIELD]] == OSHIELD) c[AC] += 2 + ivenarg[c[SHIELD]];
    273 	if (c[WIELD] < 0)  c[WCLASS] = 0;  else
    274 		{
    275 		i = ivenarg[c[WIELD]];
    276 		switch(iven[c[WIELD]])
    277 			{
    278 			case ODAGGER:    c[WCLASS] =  3 + i;  break;
    279 			case OBELT:	     c[WCLASS] =  7 + i;  break;
    280 			case OSHIELD:	 c[WCLASS] =  8 + i;  break;
    281 			case OSPEAR:     c[WCLASS] = 10 + i;  break;
    282 			case OFLAIL:     c[WCLASS] = 14 + i;  break;
    283 			case OBATTLEAXE: c[WCLASS] = 17 + i;  break;
    284 			case OLANCE:	 c[WCLASS] = 19 + i;  break;
    285 			case OLONGSWORD: c[WCLASS] = 22 + i;  break;
    286 			case O2SWORD:    c[WCLASS] = 26 + i;  break;
    287 			case OSWORD:     c[WCLASS] = 32 + i;  break;
    288 			case OSWORDofSLASHING: c[WCLASS] = 30 + i; break;
    289 			case OHAMMER:    c[WCLASS] = 35 + i;  break;
    290 			default:	     c[WCLASS] = 0;
    291 			}
    292 		}
    293 	c[WCLASS] += c[MOREDAM];
    294 
    295 /*	now for regeneration abilities based on rings	*/
    296 	c[REGEN]=1;		c[ENERGY]=0;
    297 	j=0;  for (k=25; k>0; k--)  if (iven[k]) {j=k; k=0; }
    298 	for (i=0; i<=j; i++)
    299 		{
    300 		switch(iven[i])
    301 			{
    302 			case OPROTRING: c[AC]     += ivenarg[i] + 1;	break;
    303 			case ODAMRING:  c[WCLASS] += ivenarg[i] + 1;	break;
    304 			case OBELT:     c[WCLASS] += ((ivenarg[i]<<1)) + 2;	break;
    305 
    306 			case OREGENRING:	c[REGEN]  += ivenarg[i] + 1;	break;
    307 			case ORINGOFEXTRA:	c[REGEN]  += 5 * (ivenarg[i]+1); break;
    308 			case OENERGYRING:	c[ENERGY] += ivenarg[i] + 1;	break;
    309 			}
    310 		}
    311 	}
    312 
    313 
    314 /*
    315 	quit()
    316 
    317 	subroutine to ask if the player really wants to quit
    318  */
    319 quit()
    320 	{
    321 	register int i;
    322 	cursors();	strcpy(lastmonst,"");
    323 	lprcat("\n\nDo you really want to quit?");
    324 	while (1)
    325 		{
    326 		i=getchar();
    327 		if (i == 'y')	{ died(300); return; }
    328 		if ((i == 'n') || (i == '\33'))	{ lprcat(" no"); lflush(); return; }
    329 		lprcat("\n");  setbold();  lprcat("Yes");  resetbold();  lprcat(" or ");
    330 		setbold();  lprcat("No");  resetbold();  lprcat(" please?   Do you want to quit? ");
    331 		}
    332 	}
    333 
    334 /*
    335 	function to ask --more-- then the user must enter a space
    336  */
    337 more()
    338 	{
    339 	lprcat("\n  --- press ");  standout("space");  lprcat(" to continue --- ");
    340 	while (getchar() != ' ');
    341 	}
    342 
    343 /*
    344 	function to put something in the players inventory
    345 	returns 0 if success, 1 if a failure
    346  */
    347 take(itm,arg)
    348 	int itm,arg;
    349 	{
    350 	register int i,limit;
    351 /*	cursors(); */
    352 	if ((limit = 15+(c[LEVEL]>>1)) > 26)  limit=26;
    353 	for (i=0; i<limit; i++)
    354 		if (iven[i]==0)
    355 			{
    356 			iven[i] = itm;  ivenarg[i] = arg;  limit=0;
    357 			switch(itm)
    358 				{
    359 				case OPROTRING:	case ODAMRING: case OBELT: limit=1;  break;
    360 				case ODEXRING:		c[DEXTERITY] += ivenarg[i]+1; limit=1;	break;
    361 				case OSTRRING:		c[STREXTRA]  += ivenarg[i]+1;	limit=1; break;
    362 				case OCLEVERRING:	c[INTELLIGENCE] += ivenarg[i]+1;  limit=1; break;
    363 				case OHAMMER:		c[DEXTERITY] += 10;	c[STREXTRA]+=10;
    364 									c[INTELLIGENCE]-=10;	limit=1;	 break;
    365 
    366 				case OORBOFDRAGON:	c[SLAYING]++;		break;
    367 				case OSPIRITSCARAB: c[NEGATESPIRIT]++;	break;
    368 				case OCUBEofUNDEAD: c[CUBEofUNDEAD]++;	break;
    369 				case ONOTHEFT:		c[NOTHEFT]++;		break;
    370 				case OSWORDofSLASHING:	c[DEXTERITY] +=5;	limit=1; break;
    371 				};
    372 			lprcat("\nYou pick up:"); srcount=0;  show3(i);
    373 			if (limit) bottomline();  return(0);
    374 			}
    375 	lprcat("\nYou can't carry anything else");  return(1);
    376 	}
    377 
    378 /*
    379 	subroutine to drop an object  returns 1 if something there already else 0
    380  */
    381 drop_object(k)
    382 	int k;
    383 	{
    384 	int itm;
    385 	if ((k<0) || (k>25)) return(0);
    386 	itm = iven[k];	cursors();
    387 	if (itm==0) { lprintf("\nYou don't have item %c! ",k+'a'); return(1); }
    388 	if (item[playerx][playery])
    389 		{ beep(); lprcat("\nThere's something here already"); return(1); }
    390 	if (playery==MAXY-1 && playerx==33) return(1); /* not in entrance */
    391 	item[playerx][playery] = itm;
    392 	iarg[playerx][playery] = ivenarg[k];
    393 	srcount=0; lprcat("\n  You drop:"); show3(k); /* show what item you dropped*/
    394 	know[playerx][playery] = 0;  iven[k]=0;
    395 	if (c[WIELD]==k) c[WIELD]= -1;		if (c[WEAR]==k)  c[WEAR] = -1;
    396 	if (c[SHIELD]==k) c[SHIELD]= -1;
    397 	adjustcvalues(itm,ivenarg[k]);
    398 	dropflag=1; /* say dropped an item so wont ask to pick it up right away */
    399 	return(0);
    400 	}
    401 
    402 /*
    403 	function to enchant armor player is currently wearing
    404  */
    405 enchantarmor()
    406 	{
    407 	register int tmp;
    408 	if (c[WEAR]<0) { if (c[SHIELD] < 0)
    409 		{ cursors(); beep(); lprcat("\nYou feel a sense of loss"); return; }
    410 					else { tmp=iven[c[SHIELD]]; if (tmp != OSCROLL) if (tmp != OPOTION) { ivenarg[c[SHIELD]]++; bottomline(); } } }
    411 	tmp = iven[c[WEAR]];
    412 	if (tmp!=OSCROLL) if (tmp!=OPOTION)  { ivenarg[c[WEAR]]++;  bottomline(); }
    413 	}
    414 
    415 /*
    416 	function to enchant a weapon presently being wielded
    417  */
    418 enchweapon()
    419 	{
    420 	register int tmp;
    421 	if (c[WIELD]<0)
    422 		{ cursors(); beep(); lprcat("\nYou feel a sense of loss"); return; }
    423 	tmp = iven[c[WIELD]];
    424 	if (tmp!=OSCROLL) if (tmp!=OPOTION)
    425 		{ ivenarg[c[WIELD]]++;
    426 		  if (tmp==OCLEVERRING) c[INTELLIGENCE]++;  else
    427 		  if (tmp==OSTRRING)	c[STREXTRA]++;  else
    428 		  if (tmp==ODEXRING)    c[DEXTERITY]++;		  bottomline(); }
    429 	}
    430 
    431 /*
    432 	routine to tell if player can carry one more thing
    433 	returns 1 if pockets are full, else 0
    434  */
    435 pocketfull()
    436 	{
    437 	register int i,limit;
    438 	if ((limit = 15+(c[LEVEL]>>1)) > 26)  limit=26;
    439 	for (i=0; i<limit; i++) if (iven[i]==0) return(0);
    440 	return(1);
    441 	}
    442 
    443 /*
    444 	function to return 1 if a monster is next to the player else returns 0
    445  */
    446 nearbymonst()
    447 	{
    448 	register int tmp,tmp2;
    449 	for (tmp=playerx-1; tmp<playerx+2; tmp++)
    450 		for (tmp2=playery-1; tmp2<playery+2; tmp2++)
    451 			if (mitem[tmp][tmp2]) return(1); /* if monster nearby */
    452 	return(0);
    453 	}
    454 
    455 /*
    456 	function to steal an item from the players pockets
    457 	returns 1 if steals something else returns 0
    458  */
    459 stealsomething()
    460 	{
    461 	register int i,j;
    462 	j=100;
    463 	while (1)
    464 		{
    465 		i=rund(26);
    466 		if (iven[i]) if (c[WEAR]!=i) if (c[WIELD]!=i) if (c[SHIELD]!=i)
    467 			{
    468 			srcount=0; show3(i);
    469 			adjustcvalues(iven[i],ivenarg[i]);  iven[i]=0; return(1);
    470 			}
    471 		if (--j <= 0) return(0);
    472 		}
    473 	}
    474 
    475 /*
    476 	function to return 1 is player carrys nothing else return 0
    477  */
    478 emptyhanded()
    479 	{
    480 	register int i;
    481 	for (i=0; i<26; i++)
    482 		if (iven[i]) if (i!=c[WIELD]) if (i!=c[WEAR]) if (i!=c[SHIELD]) return(0);
    483 	return(1);
    484 	}
    485 
    486 /*
    487 	function to create a gem on a square near the player
    488  */
    489 creategem()
    490 	{
    491 	register int i,j;
    492 	switch(rnd(4))
    493 		{
    494 		case 1:	 i=ODIAMOND;	j=50;	break;
    495 		case 2:	 i=ORUBY;		j=40;	break;
    496 		case 3:	 i=OEMERALD;	j=30;	break;
    497 		default: i=OSAPPHIRE;	j=20;	break;
    498 		};
    499 	createitem(i,rnd(j)+j/10);
    500 	}
    501 
    502 /*
    503 	function to change character levels as needed when dropping an object
    504 	that affects these characteristics
    505  */
    506 adjustcvalues(itm,arg)
    507 	int itm,arg;
    508 	{
    509 	register int flag;
    510 	flag=0;
    511 	switch(itm)
    512 		{
    513 		case ODEXRING:	c[DEXTERITY] -= arg+1;  flag=1; break;
    514 		case OSTRRING:	c[STREXTRA]  -= arg+1;  flag=1; break;
    515 		case OCLEVERRING: c[INTELLIGENCE] -= arg+1;  flag=1; break;
    516 		case OHAMMER:	c[DEXTERITY] -= 10;	c[STREXTRA] -= 10;
    517 						c[INTELLIGENCE] += 10; flag=1; break;
    518 		case OSWORDofSLASHING:	c[DEXTERITY] -= 5;	flag=1; break;
    519 		case OORBOFDRAGON:		--c[SLAYING];		return;
    520 		case OSPIRITSCARAB:		--c[NEGATESPIRIT];	return;
    521 		case OCUBEofUNDEAD:		--c[CUBEofUNDEAD];	return;
    522 		case ONOTHEFT:			--c[NOTHEFT]; 		return;
    523 		case OLANCE:		c[LANCEDEATH]=0;	return;
    524 		case OPOTION:	case OSCROLL:	return;
    525 
    526 		default:	flag=1;
    527 		};
    528 	if (flag) bottomline();
    529 	}
    530 
    531 /*
    532 	function to read a string from token input "string"
    533 	returns a pointer to the string
    534  */
    535 gettokstr(str)
    536 	register char *str;
    537 	{
    538 	register int i,j;
    539 	i=50;
    540 	while ((getchar() != '"') && (--i > 0));
    541 	i=36;
    542 	while (--i > 0)
    543 		{
    544 		if ((j=getchar()) != '"') *str++ = j;  else i=0;
    545 		}
    546 	*str = 0;
    547 	i=50;
    548 	if (j != '"') while ((getchar() != '"') && (--i > 0)); /* if end due to too long, then find closing quote */
    549 	}
    550 
    551 /*
    552 	function to ask user for a password (no echo)
    553 	returns 1 if entered correctly, 0 if not
    554  */
    555 static char gpwbuf[33];
    556 getpassword()
    557 	{
    558 	register int i,j;
    559 	register char *gpwp;
    560 	extern char *password;
    561 	scbr();	/*	system("stty -echo cbreak"); */
    562 	gpwp = gpwbuf;	lprcat("\nEnter Password: "); lflush();
    563 	i = strlen(password);
    564 	for (j=0; j<i; j++) read(0,gpwp++,1);	  gpwbuf[i]=0;
    565 	sncbr(); /* system("stty echo -cbreak"); */
    566 	if (strcmp(gpwbuf,password) != 0)
    567 		{	lprcat("\nSorry\n");  lflush(); return(0);	}
    568 	else  return(1);
    569 	}
    570 
    571 /*
    572 	subroutine to get a yes or no response from the user
    573 	returns y or n
    574  */
    575 getyn()
    576 	{
    577 	register int i;
    578 	i=0; while (i!='y' && i!='n' && i!='\33') i=getchar();
    579 	return(i);
    580 	}
    581 
    582 /*
    583 	function to calculate the pack weight of the player
    584 	returns the number of pounds the player is carrying
    585  */
    586 packweight()
    587 	{
    588 	register int i,j,k;
    589 	k=c[GOLD]/1000; j=25;  while ((iven[j]==0) && (j>0)) --j;
    590 	for (i=0; i<=j; i++)
    591 		switch(iven[i])
    592 			{
    593 			case 0:												break;
    594 			case OSSPLATE:   case OPLATEARMOR:		k += 40;	break;
    595 			case OPLATE:							k += 35;	break;
    596 			case OHAMMER:							k += 30;	break;
    597 			case OSPLINT:							k += 26;	break;
    598 			case OSWORDofSLASHING:	case OCHAIN:
    599 			case OBATTLEAXE:   		case O2SWORD:	k += 23;	break;
    600 			case OLONGSWORD:   		case OSWORD:
    601 			case ORING:				case OFLAIL:	k += 20;	break;
    602 			case OLANCE: 		case OSTUDLEATHER:	k += 15;	break;
    603 			case OLEATHER:   		case OSPEAR:	k += 8;		break;
    604 			case OORBOFDRAGON:   	case OBELT:		k += 4;		break;
    605 			case OSHIELD:							k += 7;		break;
    606 			case OCHEST:		k += 30 + ivenarg[i];			break;
    607 			default:								k++;
    608 			};
    609 	return(k);
    610 	}
    611 
    612 #ifndef MACRORND
    613 	/* macros to generate random numbers   1<=rnd(N)<=N   0<=rund(N)<=N-1 */
    614 rnd(x)
    615 	int x;
    616 	{
    617 	return((((randx=randx*1103515245+12345)>>7)%(x))+1);
    618 	}
    619 
    620 rund(x)
    621 	int x;
    622 	{
    623 	return((((randx=randx*1103515245+12345)>>7)%(x))  );
    624 	}
    625 #endif MACRORND
    626