summaryrefslogtreecommitdiffstats
path: root/larn/global.c
blob: 013aa6f6954951277a871594757d8d2a067d1e67 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
/*	$NetBSD: global.c,v 1.14 2012/06/19 05:30:43 dholland Exp $	*/

/*
 * 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
 * losemspells(x)	subroutine to lose maximum spells
 * raisemspells(x)	subroutine to gain maximum spells
 * makemonst(lev)	function to return monster number for a randomly
 *			selected monster
 * positionplayer()	function to be sure player is not in a wall
 * recalc()		function to recalculate the armor class of the player
 * quit()		subroutine to ask if the player really wants to quit
 */
#include <sys/cdefs.h>
#ifndef lint
__RCSID("$NetBSD: global.c,v 1.14 2012/06/19 05:30:43 dholland Exp $");
#endif /* not lint */

#include <string.h>
#include <unistd.h>
#include "header.h"
#include "extern.h"
extern int      score[], dropflag;
extern char     *what[], *who[];
extern char     winner[];
extern char     sciv[SCORESIZE + 1][26][2];
extern const char *password;

/*
	raiselevel()

	subroutine to raise the player one level
	uses the skill[] array to find level boundarys
	uses c[EXPERIENCE]  c[LEVEL]
 */
void
raiselevel(void)
{
	if (c[LEVEL] < MAXPLEVEL)
		raiseexperience((long) (skill[c[LEVEL]] - c[EXPERIENCE]));
}

/*
    loselevel()

	subroutine to lower the players character level by one
 */
void
loselevel(void)
{
	if (c[LEVEL] > 1)
		loseexperience((long) (c[EXPERIENCE] - skill[c[LEVEL] - 1] + 1));
}

/*
	raiseexperience(x)

	subroutine to increase experience points
 */
void
raiseexperience(long x)
{
	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 %ld", (long) c[LEVEL]);	/* if we changed levels	 */
	}
	bottomline();
}

/*
	loseexperience(x)

	subroutine to lose experience points
 */
void
loseexperience(long x)
{
	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 %ld!", (long) c[LEVEL]);
	}
	bottomline();
}

/*
	losehp(x)
	losemhp(x)

	subroutine to remove hit points from the player
	warning -- will kill player if hp goes to zero
 */
void
losehp(int x)
{
	if ((c[HP] -= x) <= 0) {
		beep();
		lprcat("\n");
		nap(3000);
		died(lastnum);
	}
}

void
losemhp(int x)
{
	c[HP] -= x;
	if (c[HP] < 1)
		c[HP] = 1;
	c[HPMAX] -= x;
	if (c[HPMAX] < 1)
		c[HPMAX] = 1;
}

/*
	raisehp(x)
	raisemhp(x)

	subroutine to gain maximum hit points
 */
void
raisehp(int x)
{
	if ((c[HP] += x) > c[HPMAX])
		c[HP] = c[HPMAX];
}

void
raisemhp(int x)
{
	c[HPMAX] += x;
	c[HP] += x;
}

/*
	raisemspells(x)

	subroutine to gain maximum spells
 */
void
raisemspells(int x)
{
	c[SPELLMAX] += x;
	c[SPELLS] += x;
}

/*
	losemspells(x)

	subroutine to lose maximum spells
 */
void
losemspells(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
 */
int
makemonst(int lev)
{
	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
 */
void
positionplayer(void)
{
	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
 */
void
recalc(void)
{
	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
 */
void
quit(void)
{
	int    i;
	cursors();
	strcpy(lastmonst, "");
	lprcat("\n\nDo you really want to quit?");
	while (1) {
		i = ttgetch();
		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
 */
void
more(void)
{
	lprcat("\n  --- press ");
	standout("space");
	lprcat(" to continue --- ");
	while (ttgetch() != ' ');
}

/*
	function to put something in the players inventory
	returns 0 if success, 1 if a failure
 */
int
take(int theitem, int arg)
{
	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] = theitem;
			ivenarg[i] = arg;
			limit = 0;
			switch (theitem) {
			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
 */
int
drop_object(int k)
{
	int             theitem;
	if ((k < 0) || (k > 25))
		return (0);
	theitem = iven[k];
	cursors();
	if (theitem == 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] = theitem;
	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(theitem, 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
 */
void
enchantarmor(void)
{
	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
 */
void
enchweapon(void)
{
	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
 */
int
pocketfull(void)
{
	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
 */
int
nearbymonst(void)
{
	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
 */
int
stealsomething(void)
{
	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
 */
int
emptyhanded(void)
{
	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
 */
void
creategem(void)
{
	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
 */
void
adjustcvalues(int theitem, int arg)
{
	int    flag;
	flag = 0;
	switch (theitem) {
	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 ask user for a password (no echo)
	returns 1 if entered correctly, 0 if not
 */
static char     gpwbuf[33];
int
getpassword(void)
{
	int    i, j;
	char  *gpwp;
	scbr();			/* system("stty -echo cbreak"); */
	gpwp = gpwbuf;
	lprcat("\nEnter Password: ");
	lflush();
	i = strlen(password);
	for (j = 0; j < i; j++)
		*gpwp++ = ttgetch();
	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
 */
int
getyn(void)
{
	int    i;
	i = 0;
	while (i != 'y' && i != 'n' && i != '\33')
		i = ttgetch();
	return (i);
}

/*
	function to calculate the pack weight of the player
	returns the number of pounds the player is carrying
 */
int
packweight(void)
{
	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 */
int
rnd(int x)
{
	return ((((randx = randx * 1103515245 + 12345) >> 7) % (x)) + 1);
}

int
rund(int x)
{
	return ((((randx = randx * 1103515245 + 12345) >> 7) % (x)));
}
#endif	/* MACRORND */