mirror of
https://git.FreeBSD.org/src.git
synced 2024-12-29 12:03:03 +00:00
850b77e689
Add revoke before shell exit. Fix mail sending procedure. Convert to random() Implement nap.
621 lines
15 KiB
C
621 lines
15 KiB
C
/* global.c Larn is copyrighted 1986 by Noah Morgan.
|
|
*
|
|
* raiselevel() subroutine to raise the player one level
|
|
* loselevel() subroutine to lower the player by one level
|
|
* raiseexperience(x) subroutine to increase experience points
|
|
* loseexperience(x) subroutine to lose experience points
|
|
* losehp(x) subroutine to remove hit points from the player
|
|
* losemhp(x) subroutine to remove max # hit points from the player
|
|
* raisehp(x) subroutine to gain hit points
|
|
* raisemhp(x) subroutine to gain maximum hit points
|
|
* losespells(x) subroutine to lose spells
|
|
* losemspells(x) subroutine to lose maximum spells
|
|
* raisespells(x) subroutine to gain spells
|
|
* raisemspells(x) subroutine to gain maximum spells
|
|
* recalc() function to recalculate the armor class of the player
|
|
* makemonst(lev) function to return monster number for a randomly selected monster
|
|
* positionplayer() function to be sure player is not in a wall
|
|
* quit() subroutine to ask if the player really wants to quit
|
|
*/
|
|
|
|
#include "header.h"
|
|
extern int score[],srcount,dropflag;
|
|
extern short playerx,playery,lastnum;
|
|
extern char cheat,level,monstnamelist[];
|
|
extern char lastmonst[],*what[],*who[];
|
|
extern char winner[];
|
|
extern char logname[],monstlevel[];
|
|
extern char sciv[SCORESIZE+1][26][2],*potionname[],*scrollname[];
|
|
/*
|
|
***********
|
|
RAISE LEVEL
|
|
***********
|
|
raiselevel()
|
|
|
|
subroutine to raise the player one level
|
|
uses the skill[] array to find level boundarys
|
|
uses c[EXPERIENCE] c[LEVEL]
|
|
*/
|
|
raiselevel()
|
|
{
|
|
if (c[LEVEL] < MAXPLEVEL) raiseexperience((long)(skill[c[LEVEL]]-c[EXPERIENCE]));
|
|
}
|
|
|
|
/*
|
|
***********
|
|
LOOSE LEVEL
|
|
***********
|
|
loselevel()
|
|
|
|
subroutine to lower the players character level by one
|
|
*/
|
|
loselevel()
|
|
{
|
|
if (c[LEVEL] > 1) loseexperience((long)(c[EXPERIENCE] - skill[c[LEVEL]-1] + 1));
|
|
}
|
|
|
|
/*
|
|
****************
|
|
RAISE EXPERIENCE
|
|
****************
|
|
raiseexperience(x)
|
|
|
|
subroutine to increase experience points
|
|
*/
|
|
raiseexperience(x)
|
|
register long x;
|
|
{
|
|
register int i,tmp;
|
|
i=c[LEVEL]; c[EXPERIENCE]+=x;
|
|
while (c[EXPERIENCE] >= skill[c[LEVEL]] && (c[LEVEL] < MAXPLEVEL))
|
|
{
|
|
tmp = (c[CONSTITUTION]-c[HARDGAME])>>1;
|
|
c[LEVEL]++; raisemhp((int)(rnd(3)+rnd((tmp>0)?tmp:1)));
|
|
raisemspells((int)rund(3));
|
|
if (c[LEVEL] < 7-c[HARDGAME]) raisemhp((int)(c[CONSTITUTION]>>2));
|
|
}
|
|
if (c[LEVEL] != i)
|
|
{
|
|
cursors();
|
|
beep(); lprintf("\nWelcome to level %d",(long)c[LEVEL]); /* if we changed levels */
|
|
}
|
|
bottomline();
|
|
}
|
|
|
|
/*
|
|
****************
|
|
LOOSE EXPERIENCE
|
|
****************
|
|
loseexperience(x)
|
|
|
|
subroutine to lose experience points
|
|
*/
|
|
loseexperience(x)
|
|
register long x;
|
|
{
|
|
register int i,tmp;
|
|
i=c[LEVEL]; c[EXPERIENCE]-=x;
|
|
if (c[EXPERIENCE] < 0) c[EXPERIENCE]=0;
|
|
while (c[EXPERIENCE] < skill[c[LEVEL]-1])
|
|
{
|
|
if (--c[LEVEL] <= 1) c[LEVEL]=1; /* down one level */
|
|
tmp = (c[CONSTITUTION]-c[HARDGAME])>>1; /* lose hpoints */
|
|
losemhp((int)rnd((tmp>0)?tmp:1)); /* lose hpoints */
|
|
if (c[LEVEL] < 7-c[HARDGAME]) losemhp((int)(c[CONSTITUTION]>>2));
|
|
losemspells((int)rund(3)); /* lose spells */
|
|
}
|
|
if (i!=c[LEVEL])
|
|
{
|
|
cursors();
|
|
beep(); lprintf("\nYou went down to level %d!",(long)c[LEVEL]);
|
|
}
|
|
bottomline();
|
|
}
|
|
|
|
/*
|
|
********
|
|
LOOSE HP
|
|
********
|
|
losehp(x)
|
|
losemhp(x)
|
|
|
|
subroutine to remove hit points from the player
|
|
warning -- will kill player if hp goes to zero
|
|
*/
|
|
losehp(x)
|
|
register int x;
|
|
{
|
|
if ((c[HP] -= x) <= 0)
|
|
{
|
|
beep(); lprcat("\n"); nap(3000); died(lastnum);
|
|
}
|
|
}
|
|
|
|
losemhp(x)
|
|
register int x;
|
|
{
|
|
c[HP] -= x; if (c[HP] < 1) c[HP]=1;
|
|
c[HPMAX] -= x; if (c[HPMAX] < 1) c[HPMAX]=1;
|
|
}
|
|
|
|
/*
|
|
********
|
|
RAISE HP
|
|
********
|
|
raisehp(x)
|
|
raisemhp(x)
|
|
|
|
subroutine to gain maximum hit points
|
|
*/
|
|
raisehp(x)
|
|
register int x;
|
|
{
|
|
if ((c[HP] += x) > c[HPMAX]) c[HP] = c[HPMAX];
|
|
}
|
|
|
|
raisemhp(x)
|
|
register int x;
|
|
{
|
|
c[HPMAX] += x; c[HP] += x;
|
|
}
|
|
|
|
/*
|
|
************
|
|
RAISE SPELLS
|
|
************
|
|
raisespells(x)
|
|
raisemspells(x)
|
|
|
|
subroutine to gain maximum spells
|
|
*/
|
|
raisespells(x)
|
|
register int x;
|
|
{
|
|
if ((c[SPELLS] += x) > c[SPELLMAX]) c[SPELLS] = c[SPELLMAX];
|
|
}
|
|
|
|
raisemspells(x)
|
|
register int x;
|
|
{
|
|
c[SPELLMAX]+=x; c[SPELLS]+=x;
|
|
}
|
|
|
|
/*
|
|
************
|
|
LOOSE SPELLS
|
|
************
|
|
losespells(x)
|
|
losemspells(x)
|
|
|
|
subroutine to lose maximum spells
|
|
*/
|
|
losespells(x)
|
|
register int x;
|
|
{
|
|
if ((c[SPELLS] -= x) < 0) c[SPELLS]=0;
|
|
}
|
|
|
|
losemspells(x)
|
|
register int x;
|
|
{
|
|
if ((c[SPELLMAX] -= x) < 0) c[SPELLMAX]=0;
|
|
if ((c[SPELLS] -= x) < 0) c[SPELLS]=0;
|
|
}
|
|
|
|
/*
|
|
makemonst(lev)
|
|
int lev;
|
|
|
|
function to return monster number for a randomly selected monster
|
|
for the given cave level
|
|
*/
|
|
makemonst(lev)
|
|
register int lev;
|
|
{
|
|
register int tmp,x;
|
|
if (lev < 1) lev = 1; if (lev > 12) lev = 12;
|
|
tmp=WATERLORD;
|
|
if (lev < 5)
|
|
while (tmp==WATERLORD) tmp=rnd((x=monstlevel[lev-1])?x:1);
|
|
else while (tmp==WATERLORD)
|
|
tmp=rnd((x=monstlevel[lev-1]-monstlevel[lev-4])?x:1)+monstlevel[lev-4];
|
|
|
|
while (monster[tmp].genocided && tmp<MAXMONST) tmp++; /* genocided? */
|
|
return(tmp);
|
|
}
|
|
|
|
/*
|
|
positionplayer()
|
|
|
|
function to be sure player is not in a wall
|
|
*/
|
|
positionplayer()
|
|
{
|
|
int try;
|
|
try = 2;
|
|
while ((item[playerx][playery] || mitem[playerx][playery]) && (try))
|
|
if (++playerx >= MAXX-1)
|
|
{
|
|
playerx = 1;
|
|
if (++playery >= MAXY-1)
|
|
{ playery = 1; --try; }
|
|
}
|
|
if (try==0) lprcat("Failure in positionplayer\n");
|
|
}
|
|
|
|
/*
|
|
recalc() function to recalculate the armor class of the player
|
|
*/
|
|
recalc()
|
|
{
|
|
register int i,j,k;
|
|
c[AC] = c[MOREDEFENSES];
|
|
if (c[WEAR] >= 0)
|
|
switch(iven[c[WEAR]])
|
|
{
|
|
case OSHIELD: c[AC] += 2 + ivenarg[c[WEAR]]; break;
|
|
case OLEATHER: c[AC] += 2 + ivenarg[c[WEAR]]; break;
|
|
case OSTUDLEATHER: c[AC] += 3 + ivenarg[c[WEAR]]; break;
|
|
case ORING: c[AC] += 5 + ivenarg[c[WEAR]]; break;
|
|
case OCHAIN: c[AC] += 6 + ivenarg[c[WEAR]]; break;
|
|
case OSPLINT: c[AC] += 7 + ivenarg[c[WEAR]]; break;
|
|
case OPLATE: c[AC] += 9 + ivenarg[c[WEAR]]; break;
|
|
case OPLATEARMOR: c[AC] += 10 + ivenarg[c[WEAR]]; break;
|
|
case OSSPLATE: c[AC] += 12 + ivenarg[c[WEAR]]; break;
|
|
}
|
|
|
|
if (c[SHIELD] >= 0) if (iven[c[SHIELD]] == OSHIELD) c[AC] += 2 + ivenarg[c[SHIELD]];
|
|
if (c[WIELD] < 0) c[WCLASS] = 0; else
|
|
{
|
|
i = ivenarg[c[WIELD]];
|
|
switch(iven[c[WIELD]])
|
|
{
|
|
case ODAGGER: c[WCLASS] = 3 + i; break;
|
|
case OBELT: c[WCLASS] = 7 + i; break;
|
|
case OSHIELD: c[WCLASS] = 8 + i; break;
|
|
case OSPEAR: c[WCLASS] = 10 + i; break;
|
|
case OFLAIL: c[WCLASS] = 14 + i; break;
|
|
case OBATTLEAXE: c[WCLASS] = 17 + i; break;
|
|
case OLANCE: c[WCLASS] = 19 + i; break;
|
|
case OLONGSWORD: c[WCLASS] = 22 + i; break;
|
|
case O2SWORD: c[WCLASS] = 26 + i; break;
|
|
case OSWORD: c[WCLASS] = 32 + i; break;
|
|
case OSWORDofSLASHING: c[WCLASS] = 30 + i; break;
|
|
case OHAMMER: c[WCLASS] = 35 + i; break;
|
|
default: c[WCLASS] = 0;
|
|
}
|
|
}
|
|
c[WCLASS] += c[MOREDAM];
|
|
|
|
/* now for regeneration abilities based on rings */
|
|
c[REGEN]=1; c[ENERGY]=0;
|
|
j=0; for (k=25; k>0; k--) if (iven[k]) {j=k; k=0; }
|
|
for (i=0; i<=j; i++)
|
|
{
|
|
switch(iven[i])
|
|
{
|
|
case OPROTRING: c[AC] += ivenarg[i] + 1; break;
|
|
case ODAMRING: c[WCLASS] += ivenarg[i] + 1; break;
|
|
case OBELT: c[WCLASS] += ((ivenarg[i]<<1)) + 2; break;
|
|
|
|
case OREGENRING: c[REGEN] += ivenarg[i] + 1; break;
|
|
case ORINGOFEXTRA: c[REGEN] += 5 * (ivenarg[i]+1); break;
|
|
case OENERGYRING: c[ENERGY] += ivenarg[i] + 1; break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
quit()
|
|
|
|
subroutine to ask if the player really wants to quit
|
|
*/
|
|
quit()
|
|
{
|
|
register int i;
|
|
cursors(); strcpy(lastmonst,"");
|
|
lprcat("\n\nDo you really want to quit?");
|
|
while (1)
|
|
{
|
|
i=getchar();
|
|
if (i == 'y') { died(300); return; }
|
|
if ((i == 'n') || (i == '\33')) { lprcat(" no"); lflush(); return; }
|
|
lprcat("\n"); setbold(); lprcat("Yes"); resetbold(); lprcat(" or ");
|
|
setbold(); lprcat("No"); resetbold(); lprcat(" please? Do you want to quit? ");
|
|
}
|
|
}
|
|
|
|
/*
|
|
function to ask --more-- then the user must enter a space
|
|
*/
|
|
more()
|
|
{
|
|
lprcat("\n --- press "); standout("space"); lprcat(" to continue --- ");
|
|
while (getchar() != ' ');
|
|
}
|
|
|
|
/*
|
|
function to put something in the players inventory
|
|
returns 0 if success, 1 if a failure
|
|
*/
|
|
take(itm,arg)
|
|
int itm,arg;
|
|
{
|
|
register int i,limit;
|
|
/* cursors(); */
|
|
if ((limit = 15+(c[LEVEL]>>1)) > 26) limit=26;
|
|
for (i=0; i<limit; i++)
|
|
if (iven[i]==0)
|
|
{
|
|
iven[i] = itm; ivenarg[i] = arg; limit=0;
|
|
switch(itm)
|
|
{
|
|
case OPROTRING: case ODAMRING: case OBELT: limit=1; break;
|
|
case ODEXRING: c[DEXTERITY] += ivenarg[i]+1; limit=1; break;
|
|
case OSTRRING: c[STREXTRA] += ivenarg[i]+1; limit=1; break;
|
|
case OCLEVERRING: c[INTELLIGENCE] += ivenarg[i]+1; limit=1; break;
|
|
case OHAMMER: c[DEXTERITY] += 10; c[STREXTRA]+=10;
|
|
c[INTELLIGENCE]-=10; limit=1; break;
|
|
|
|
case OORBOFDRAGON: c[SLAYING]++; break;
|
|
case OSPIRITSCARAB: c[NEGATESPIRIT]++; break;
|
|
case OCUBEofUNDEAD: c[CUBEofUNDEAD]++; break;
|
|
case ONOTHEFT: c[NOTHEFT]++; break;
|
|
case OSWORDofSLASHING: c[DEXTERITY] +=5; limit=1; break;
|
|
};
|
|
lprcat("\nYou pick up:"); srcount=0; show3(i);
|
|
if (limit) bottomline(); return(0);
|
|
}
|
|
lprcat("\nYou can't carry anything else"); return(1);
|
|
}
|
|
|
|
/*
|
|
subroutine to drop an object returns 1 if something there already else 0
|
|
*/
|
|
drop_object(k)
|
|
int k;
|
|
{
|
|
int itm;
|
|
if ((k<0) || (k>25)) return(0);
|
|
itm = iven[k]; cursors();
|
|
if (itm==0) { lprintf("\nYou don't have item %c! ",k+'a'); return(1); }
|
|
if (item[playerx][playery])
|
|
{ beep(); lprcat("\nThere's something here already"); return(1); }
|
|
if (playery==MAXY-1 && playerx==33) return(1); /* not in entrance */
|
|
item[playerx][playery] = itm;
|
|
iarg[playerx][playery] = ivenarg[k];
|
|
srcount=0; lprcat("\n You drop:"); show3(k); /* show what item you dropped*/
|
|
know[playerx][playery] = 0; iven[k]=0;
|
|
if (c[WIELD]==k) c[WIELD]= -1; if (c[WEAR]==k) c[WEAR] = -1;
|
|
if (c[SHIELD]==k) c[SHIELD]= -1;
|
|
adjustcvalues(itm,ivenarg[k]);
|
|
dropflag=1; /* say dropped an item so wont ask to pick it up right away */
|
|
return(0);
|
|
}
|
|
|
|
/*
|
|
function to enchant armor player is currently wearing
|
|
*/
|
|
enchantarmor()
|
|
{
|
|
register int tmp;
|
|
if (c[WEAR]<0) { if (c[SHIELD] < 0)
|
|
{ cursors(); beep(); lprcat("\nYou feel a sense of loss"); return; }
|
|
else { tmp=iven[c[SHIELD]]; if (tmp != OSCROLL) if (tmp != OPOTION) { ivenarg[c[SHIELD]]++; bottomline(); } } }
|
|
tmp = iven[c[WEAR]];
|
|
if (tmp!=OSCROLL) if (tmp!=OPOTION) { ivenarg[c[WEAR]]++; bottomline(); }
|
|
}
|
|
|
|
/*
|
|
function to enchant a weapon presently being wielded
|
|
*/
|
|
enchweapon()
|
|
{
|
|
register int tmp;
|
|
if (c[WIELD]<0)
|
|
{ cursors(); beep(); lprcat("\nYou feel a sense of loss"); return; }
|
|
tmp = iven[c[WIELD]];
|
|
if (tmp!=OSCROLL) if (tmp!=OPOTION)
|
|
{ ivenarg[c[WIELD]]++;
|
|
if (tmp==OCLEVERRING) c[INTELLIGENCE]++; else
|
|
if (tmp==OSTRRING) c[STREXTRA]++; else
|
|
if (tmp==ODEXRING) c[DEXTERITY]++; bottomline(); }
|
|
}
|
|
|
|
/*
|
|
routine to tell if player can carry one more thing
|
|
returns 1 if pockets are full, else 0
|
|
*/
|
|
pocketfull()
|
|
{
|
|
register int i,limit;
|
|
if ((limit = 15+(c[LEVEL]>>1)) > 26) limit=26;
|
|
for (i=0; i<limit; i++) if (iven[i]==0) return(0);
|
|
return(1);
|
|
}
|
|
|
|
/*
|
|
function to return 1 if a monster is next to the player else returns 0
|
|
*/
|
|
nearbymonst()
|
|
{
|
|
register int tmp,tmp2;
|
|
for (tmp=playerx-1; tmp<playerx+2; tmp++)
|
|
for (tmp2=playery-1; tmp2<playery+2; tmp2++)
|
|
if (mitem[tmp][tmp2]) return(1); /* if monster nearby */
|
|
return(0);
|
|
}
|
|
|
|
/*
|
|
function to steal an item from the players pockets
|
|
returns 1 if steals something else returns 0
|
|
*/
|
|
stealsomething()
|
|
{
|
|
register int i,j;
|
|
j=100;
|
|
while (1)
|
|
{
|
|
i=rund(26);
|
|
if (iven[i]) if (c[WEAR]!=i) if (c[WIELD]!=i) if (c[SHIELD]!=i)
|
|
{
|
|
srcount=0; show3(i);
|
|
adjustcvalues(iven[i],ivenarg[i]); iven[i]=0; return(1);
|
|
}
|
|
if (--j <= 0) return(0);
|
|
}
|
|
}
|
|
|
|
/*
|
|
function to return 1 is player carrys nothing else return 0
|
|
*/
|
|
emptyhanded()
|
|
{
|
|
register int i;
|
|
for (i=0; i<26; i++)
|
|
if (iven[i]) if (i!=c[WIELD]) if (i!=c[WEAR]) if (i!=c[SHIELD]) return(0);
|
|
return(1);
|
|
}
|
|
|
|
/*
|
|
function to create a gem on a square near the player
|
|
*/
|
|
creategem()
|
|
{
|
|
register int i,j;
|
|
switch(rnd(4))
|
|
{
|
|
case 1: i=ODIAMOND; j=50; break;
|
|
case 2: i=ORUBY; j=40; break;
|
|
case 3: i=OEMERALD; j=30; break;
|
|
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((random()%x)+1);
|
|
}
|
|
|
|
rund(x)
|
|
int x;
|
|
{
|
|
return(random()%x);
|
|
}
|
|
#endif MACRORND
|