1 /*        $NetBSD: global.c,v 1.15 2021/05/02 12:50:45 rillig Exp $   */
2 
3 /*
4  * global.c                   Larn is copyrighted 1986 by Noah Morgan.
5  *
6  * raiselevel()               subroutine to raise the player one level
7  * loselevel()                subroutine to lower the player by one level
8  * raiseexperience(x)         subroutine to increase experience points
9  * loseexperience(x)          subroutine to lose experience points
10  * losehp(x)                  subroutine to remove hit points from the player
11  * losemhp(x)                 subroutine to remove max # hit points from the player
12  * raisehp(x)                 subroutine to gain hit points
13  * raisemhp(x)                subroutine to gain maximum hit points
14  * losemspells(x)   subroutine to lose maximum spells
15  * raisemspells(x)  subroutine to gain maximum spells
16  * makemonst(lev)   function to return monster number for a randomly
17  *                            selected monster
18  * positionplayer() function to be sure player is not in a wall
19  * recalc()                   function to recalculate the armor class of the player
20  * quit()           subroutine to ask if the player really wants to quit
21  */
22 #include <sys/cdefs.h>
23 #ifndef lint
24 __RCSID("$NetBSD: global.c,v 1.15 2021/05/02 12:50:45 rillig Exp $");
25 #endif /* not lint */
26 
27 #include <string.h>
28 #include <unistd.h>
29 #include "header.h"
30 #include "extern.h"
31 extern int      score[], dropflag;
32 extern char     *what[], *who[];
33 extern char     winner[];
34 extern char     sciv[SCORESIZE + 1][26][2];
35 extern const char *password;
36 
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 void
raiselevel(void)45 raiselevel(void)
46 {
47           if (c[LEVEL] < MAXPLEVEL)
48                     raiseexperience((long) (skill[c[LEVEL]] - c[EXPERIENCE]));
49 }
50 
51 /*
52     loselevel()
53 
54           subroutine to lower the players character level by one
55  */
56 void
loselevel(void)57 loselevel(void)
58 {
59           if (c[LEVEL] > 1)
60                     loseexperience((long) (c[EXPERIENCE] - skill[c[LEVEL] - 1] + 1));
61 }
62 
63 /*
64           raiseexperience(x)
65 
66           subroutine to increase experience points
67  */
68 void
raiseexperience(long x)69 raiseexperience(long x)
70 {
71           int    i, tmp;
72           i = c[LEVEL];
73           c[EXPERIENCE] += x;
74           while (c[EXPERIENCE] >= skill[c[LEVEL]] && (c[LEVEL] < MAXPLEVEL)) {
75                     tmp = (c[CONSTITUTION] - c[HARDGAME]) >> 1;
76                     c[LEVEL]++;
77                     raisemhp((int) (rnd(3) + rnd((tmp > 0) ? tmp : 1)));
78                     raisemspells((int) rund(3));
79                     if (c[LEVEL] < 7 - c[HARDGAME])
80                               raisemhp((int) (c[CONSTITUTION] >> 2));
81           }
82           if (c[LEVEL] != i) {
83                     cursors();
84                     beep();
85                     lprintf("\nWelcome to level %ld", (long) c[LEVEL]);         /* if we changed levels        */
86           }
87           bottomline();
88 }
89 
90 /*
91           loseexperience(x)
92 
93           subroutine to lose experience points
94  */
95 void
loseexperience(long x)96 loseexperience(long x)
97 {
98           int    i, tmp;
99           i = c[LEVEL];
100           c[EXPERIENCE] -= x;
101           if (c[EXPERIENCE] < 0)
102                     c[EXPERIENCE] = 0;
103           while (c[EXPERIENCE] < skill[c[LEVEL] - 1]) {
104                     if (--c[LEVEL] <= 1)
105                               c[LEVEL] = 1;       /* down one level              */
106                     tmp = (c[CONSTITUTION] - c[HARDGAME]) >> 1;       /* lose hpoints */
107                     losemhp((int) rnd((tmp > 0) ? tmp : 1));          /* lose hpoints */
108                     if (c[LEVEL] < 7 - c[HARDGAME])
109                               losemhp((int) (c[CONSTITUTION] >> 2));
110                     losemspells((int) rund(3));   /* lose spells                 */
111           }
112           if (i != c[LEVEL]) {
113                     cursors();
114                     beep();
115                     lprintf("\nYou went down to level %ld!", (long) c[LEVEL]);
116           }
117           bottomline();
118 }
119 
120 /*
121           losehp(x)
122           losemhp(x)
123 
124           subroutine to remove hit points from the player
125           warning -- will kill player if hp goes to zero
126  */
127 void
losehp(int x)128 losehp(int x)
129 {
130           if ((c[HP] -= x) <= 0) {
131                     beep();
132                     lprcat("\n");
133                     nap(3000);
134                     died(lastnum);
135           }
136 }
137 
138 void
losemhp(int x)139 losemhp(int x)
140 {
141           c[HP] -= x;
142           if (c[HP] < 1)
143                     c[HP] = 1;
144           c[HPMAX] -= x;
145           if (c[HPMAX] < 1)
146                     c[HPMAX] = 1;
147 }
148 
149 /*
150           raisehp(x)
151           raisemhp(x)
152 
153           subroutine to gain maximum hit points
154  */
155 void
raisehp(int x)156 raisehp(int x)
157 {
158           if ((c[HP] += x) > c[HPMAX])
159                     c[HP] = c[HPMAX];
160 }
161 
162 void
raisemhp(int x)163 raisemhp(int x)
164 {
165           c[HPMAX] += x;
166           c[HP] += x;
167 }
168 
169 /*
170           raisemspells(x)
171 
172           subroutine to gain maximum spells
173  */
174 void
raisemspells(int x)175 raisemspells(int x)
176 {
177           c[SPELLMAX] += x;
178           c[SPELLS] += x;
179 }
180 
181 /*
182           losemspells(x)
183 
184           subroutine to lose maximum spells
185  */
186 void
losemspells(int x)187 losemspells(int x)
188 {
189           if ((c[SPELLMAX] -= x) < 0)
190                     c[SPELLMAX] = 0;
191           if ((c[SPELLS] -= x) < 0)
192                     c[SPELLS] = 0;
193 }
194 
195 /*
196           makemonst(lev)
197                     int lev;
198 
199           function to return monster number for a randomly selected monster
200                     for the given cave level
201  */
202 int
makemonst(int lev)203 makemonst(int lev)
204 {
205           int    tmp, x;
206           if (lev < 1)
207                     lev = 1;
208           if (lev > 12)
209                     lev = 12;
210           tmp = WATERLORD;
211           if (lev < 5)
212                     while (tmp == WATERLORD)
213                               tmp = rnd((x = monstlevel[lev - 1]) ? x : 1);
214           else
215                     while (tmp == WATERLORD)
216                               tmp = rnd((x = monstlevel[lev - 1] - monstlevel[lev - 4]) ? x : 1) + monstlevel[lev - 4];
217 
218           while (monster[tmp].genocided && tmp < MAXMONST)
219                     tmp++;              /* genocided? */
220           return (tmp);
221 }
222 
223 /*
224           positionplayer()
225 
226           function to be sure player is not in a wall
227  */
228 void
positionplayer(void)229 positionplayer(void)
230 {
231           int             try;
232           try = 2;
233           while ((item[playerx][playery] || mitem[playerx][playery]) && (try))
234                     if (++playerx >= MAXX - 1) {
235                               playerx = 1;
236                               if (++playery >= MAXY - 1) {
237                                         playery = 1;
238                                         --try;
239                               }
240                     }
241           if (try == 0)
242                     lprcat("Failure in positionplayer\n");
243 }
244 
245 /*
246           recalc()  function to recalculate the armor class of the player
247  */
248 void
recalc(void)249 recalc(void)
250 {
251           int    i, j, k;
252           c[AC] = c[MOREDEFENSES];
253           if (c[WEAR] >= 0)
254                     switch (iven[c[WEAR]]) {
255                     case OSHIELD:
256                               c[AC] += 2 + ivenarg[c[WEAR]];
257                               break;
258                     case OLEATHER:
259                               c[AC] += 2 + ivenarg[c[WEAR]];
260                               break;
261                     case OSTUDLEATHER:
262                               c[AC] += 3 + ivenarg[c[WEAR]];
263                               break;
264                     case ORING:
265                               c[AC] += 5 + ivenarg[c[WEAR]];
266                               break;
267                     case OCHAIN:
268                               c[AC] += 6 + ivenarg[c[WEAR]];
269                               break;
270                     case OSPLINT:
271                               c[AC] += 7 + ivenarg[c[WEAR]];
272                               break;
273                     case OPLATE:
274                               c[AC] += 9 + ivenarg[c[WEAR]];
275                               break;
276                     case OPLATEARMOR:
277                               c[AC] += 10 + ivenarg[c[WEAR]];
278                               break;
279                     case OSSPLATE:
280                               c[AC] += 12 + ivenarg[c[WEAR]];
281                               break;
282                     }
283 
284           if (c[SHIELD] >= 0)
285                     if (iven[c[SHIELD]] == OSHIELD)
286                               c[AC] += 2 + ivenarg[c[SHIELD]];
287           if (c[WIELD] < 0)
288                     c[WCLASS] = 0;
289           else {
290                     i = ivenarg[c[WIELD]];
291                     switch (iven[c[WIELD]]) {
292                     case ODAGGER:
293                               c[WCLASS] = 3 + i;
294                               break;
295                     case OBELT:
296                               c[WCLASS] = 7 + i;
297                               break;
298                     case OSHIELD:
299                               c[WCLASS] = 8 + i;
300                               break;
301                     case OSPEAR:
302                               c[WCLASS] = 10 + i;
303                               break;
304                     case OFLAIL:
305                               c[WCLASS] = 14 + i;
306                               break;
307                     case OBATTLEAXE:
308                               c[WCLASS] = 17 + i;
309                               break;
310                     case OLANCE:
311                               c[WCLASS] = 19 + i;
312                               break;
313                     case OLONGSWORD:
314                               c[WCLASS] = 22 + i;
315                               break;
316                     case O2SWORD:
317                               c[WCLASS] = 26 + i;
318                               break;
319                     case OSWORD:
320                               c[WCLASS] = 32 + i;
321                               break;
322                     case OSWORDofSLASHING:
323                               c[WCLASS] = 30 + i;
324                               break;
325                     case OHAMMER:
326                               c[WCLASS] = 35 + i;
327                               break;
328                     default:
329                               c[WCLASS] = 0;
330                     }
331           }
332           c[WCLASS] += c[MOREDAM];
333 
334           /* now for regeneration abilities based on rings   */
335           c[REGEN] = 1;
336           c[ENERGY] = 0;
337           j = 0;
338           for (k = 25; k > 0; k--)
339                     if (iven[k]) {
340                               j = k;
341                               k = 0;
342                     }
343           for (i = 0; i <= j; i++) {
344                     switch (iven[i]) {
345                     case OPROTRING:
346                               c[AC] += ivenarg[i] + 1;
347                               break;
348                     case ODAMRING:
349                               c[WCLASS] += ivenarg[i] + 1;
350                               break;
351                     case OBELT:
352                               c[WCLASS] += ((ivenarg[i] << 1)) + 2;
353                               break;
354 
355                     case OREGENRING:
356                               c[REGEN] += ivenarg[i] + 1;
357                               break;
358                     case ORINGOFEXTRA:
359                               c[REGEN] += 5 * (ivenarg[i] + 1);
360                               break;
361                     case OENERGYRING:
362                               c[ENERGY] += ivenarg[i] + 1;
363                               break;
364                     }
365           }
366 }
367 
368 
369 /*
370           quit()
371 
372           subroutine to ask if the player really wants to quit
373  */
374 void
quit(void)375 quit(void)
376 {
377           int    i;
378           cursors();
379           strcpy(lastmonst, "");
380           lprcat("\n\nDo you really want to quit?");
381           while (1) {
382                     i = ttgetch();
383                     if (i == 'y') {
384                               died(300);
385                               return;
386                     }
387                     if ((i == 'n') || (i == '\33')) {
388                               lprcat(" no");
389                               lflush();
390                               return;
391                     }
392                     lprcat("\n");
393                     setbold();
394                     lprcat("Yes");
395                     resetbold();
396                     lprcat(" or ");
397                     setbold();
398                     lprcat("No");
399                     resetbold();
400                     lprcat(" please?   Do you want to quit? ");
401           }
402 }
403 
404 /*
405           function to ask --more-- then the user must enter a space
406  */
407 void
more(void)408 more(void)
409 {
410           lprcat("\n  --- press ");
411           standout("space");
412           lprcat(" to continue --- ");
413           while (ttgetch() != ' ');
414 }
415 
416 /*
417           function to put something in the players inventory
418           returns 0 if success, 1 if a failure
419  */
420 int
take(int theitem,int arg)421 take(int theitem, int arg)
422 {
423           int    i, limit;
424           /* cursors(); */
425           if ((limit = 15 + (c[LEVEL] >> 1)) > 26)
426                     limit = 26;
427           for (i = 0; i < limit; i++)
428                     if (iven[i] == 0) {
429                               iven[i] = theitem;
430                               ivenarg[i] = arg;
431                               limit = 0;
432                               switch (theitem) {
433                               case OPROTRING:
434                               case ODAMRING:
435                               case OBELT:
436                                         limit = 1;
437                                         break;
438                               case ODEXRING:
439                                         c[DEXTERITY] += ivenarg[i] + 1;
440                                         limit = 1;
441                                         break;
442                               case OSTRRING:
443                                         c[STREXTRA] += ivenarg[i] + 1;
444                                         limit = 1;
445                                         break;
446                               case OCLEVERRING:
447                                         c[INTELLIGENCE] += ivenarg[i] + 1;
448                                         limit = 1;
449                                         break;
450                               case OHAMMER:
451                                         c[DEXTERITY] += 10;
452                                         c[STREXTRA] += 10;
453                                         c[INTELLIGENCE] -= 10;
454                                         limit = 1;
455                                         break;
456 
457                               case OORBOFDRAGON:
458                                         c[SLAYING]++;
459                                         break;
460                               case OSPIRITSCARAB:
461                                         c[NEGATESPIRIT]++;
462                                         break;
463                               case OCUBEofUNDEAD:
464                                         c[CUBEofUNDEAD]++;
465                                         break;
466                               case ONOTHEFT:
467                                         c[NOTHEFT]++;
468                                         break;
469                               case OSWORDofSLASHING:
470                                         c[DEXTERITY] += 5;
471                                         limit = 1;
472                                         break;
473                               };
474                               lprcat("\nYou pick up:");
475                               srcount = 0;
476                               show3(i);
477                               if (limit)
478                                         bottomline();
479                               return (0);
480                     }
481           lprcat("\nYou can't carry anything else");
482           return (1);
483 }
484 
485 /*
486           subroutine to drop an object
487           returns 1 if something there already else 0
488  */
489 int
drop_object(int k)490 drop_object(int k)
491 {
492           int             theitem;
493           if ((k < 0) || (k > 25))
494                     return (0);
495           theitem = iven[k];
496           cursors();
497           if (theitem == 0) {
498                     lprintf("\nYou don't have item %c! ", k + 'a');
499                     return (1);
500           }
501           if (item[playerx][playery]) {
502                     beep();
503                     lprcat("\nThere's something here already");
504                     return (1);
505           }
506           if (playery == MAXY - 1 && playerx == 33)
507                     return (1);         /* not in entrance */
508           item[playerx][playery] = theitem;
509           iarg[playerx][playery] = ivenarg[k];
510           srcount = 0;
511           lprcat("\n  You drop:");
512           show3(k);           /* show what item you dropped */
513           know[playerx][playery] = 0;
514           iven[k] = 0;
515           if (c[WIELD] == k)
516                     c[WIELD] = -1;
517           if (c[WEAR] == k)
518                     c[WEAR] = -1;
519           if (c[SHIELD] == k)
520                     c[SHIELD] = -1;
521           adjustcvalues(theitem, ivenarg[k]);
522           dropflag = 1;                 /* say dropped an item so wont ask to pick it
523                                          * up right away */
524           return (0);
525 }
526 
527 /*
528           function to enchant armor player is currently wearing
529  */
530 void
enchantarmor(void)531 enchantarmor(void)
532 {
533           int    tmp;
534           if (c[WEAR] < 0) {
535                     if (c[SHIELD] < 0) {
536                               cursors();
537                               beep();
538                               lprcat("\nYou feel a sense of loss");
539                               return;
540                     } else {
541                               tmp = iven[c[SHIELD]];
542                               if (tmp != OSCROLL)
543                                         if (tmp != OPOTION) {
544                                                   ivenarg[c[SHIELD]]++;
545                                                   bottomline();
546                                         }
547                     }
548           }
549           tmp = iven[c[WEAR]];
550           if (tmp != OSCROLL)
551                     if (tmp != OPOTION) {
552                               ivenarg[c[WEAR]]++;
553                               bottomline();
554                     }
555 }
556 
557 /*
558           function to enchant a weapon presently being wielded
559  */
560 void
enchweapon(void)561 enchweapon(void)
562 {
563           int    tmp;
564           if (c[WIELD] < 0) {
565                     cursors();
566                     beep();
567                     lprcat("\nYou feel a sense of loss");
568                     return;
569           }
570           tmp = iven[c[WIELD]];
571           if (tmp != OSCROLL)
572                     if (tmp != OPOTION) {
573                               ivenarg[c[WIELD]]++;
574                               if (tmp == OCLEVERRING)
575                                         c[INTELLIGENCE]++;
576                               else if (tmp == OSTRRING)
577                                         c[STREXTRA]++;
578                               else if (tmp == ODEXRING)
579                                         c[DEXTERITY]++;
580                               bottomline();
581                     }
582 }
583 
584 /*
585           routine to tell if player can carry one more thing
586           returns 1 if pockets are full, else 0
587  */
588 int
pocketfull(void)589 pocketfull(void)
590 {
591           int    i, limit;
592           if ((limit = 15 + (c[LEVEL] >> 1)) > 26)
593                     limit = 26;
594           for (i = 0; i < limit; i++)
595                     if (iven[i] == 0)
596                               return (0);
597           return (1);
598 }
599 
600 /*
601           function to return 1 if a monster is next to the player else returns 0
602  */
603 int
nearbymonst(void)604 nearbymonst(void)
605 {
606           int    tmp, tmp2;
607           for (tmp = playerx - 1; tmp < playerx + 2; tmp++)
608                     for (tmp2 = playery - 1; tmp2 < playery + 2; tmp2++)
609                               if (mitem[tmp][tmp2])
610                                         return (1);         /* if monster nearby */
611           return (0);
612 }
613 
614 /*
615           function to steal an item from the players pockets
616           returns 1 if steals something else returns 0
617  */
618 int
stealsomething(void)619 stealsomething(void)
620 {
621           int    i, j;
622           j = 100;
623           while (1) {
624                     i = rund(26);
625                     if (iven[i])
626                               if (c[WEAR] != i)
627                                         if (c[WIELD] != i)
628                                                   if (c[SHIELD] != i) {
629                                                             srcount = 0;
630                                                             show3(i);
631                                                             adjustcvalues(iven[i], ivenarg[i]);
632                                                             iven[i] = 0;
633                                                             return (1);
634                                                   }
635                     if (--j <= 0)
636                               return (0);
637           }
638 }
639 
640 /*
641           function to return 1 is player carrys nothing else return 0
642  */
643 int
emptyhanded(void)644 emptyhanded(void)
645 {
646           int    i;
647           for (i = 0; i < 26; i++)
648                     if (iven[i])
649                               if (i != c[WIELD])
650                                         if (i != c[WEAR])
651                                                   if (i != c[SHIELD])
652                                                             return (0);
653           return (1);
654 }
655 
656 /*
657           function to create a gem on a square near the player
658  */
659 void
creategem(void)660 creategem(void)
661 {
662           int    i, j;
663           switch (rnd(4)) {
664           case 1:
665                     i = ODIAMOND;
666                     j = 50;
667                     break;
668           case 2:
669                     i = ORUBY;
670                     j = 40;
671                     break;
672           case 3:
673                     i = OEMERALD;
674                     j = 30;
675                     break;
676           default:
677                     i = OSAPPHIRE;
678                     j = 20;
679                     break;
680           };
681           createitem(i, rnd(j) + j / 10);
682 }
683 
684 /*
685           function to change character levels as needed when dropping an object
686           that affects these characteristics
687  */
688 void
adjustcvalues(int theitem,int arg)689 adjustcvalues(int theitem, int arg)
690 {
691           int    flag;
692           flag = 0;
693           switch (theitem) {
694           case ODEXRING:
695                     c[DEXTERITY] -= arg + 1;
696                     flag = 1;
697                     break;
698           case OSTRRING:
699                     c[STREXTRA] -= arg + 1;
700                     flag = 1;
701                     break;
702           case OCLEVERRING:
703                     c[INTELLIGENCE] -= arg + 1;
704                     flag = 1;
705                     break;
706           case OHAMMER:
707                     c[DEXTERITY] -= 10;
708                     c[STREXTRA] -= 10;
709                     c[INTELLIGENCE] += 10;
710                     flag = 1;
711                     break;
712           case OSWORDofSLASHING:
713                     c[DEXTERITY] -= 5;
714                     flag = 1;
715                     break;
716           case OORBOFDRAGON:
717                     --c[SLAYING];
718                     return;
719           case OSPIRITSCARAB:
720                     --c[NEGATESPIRIT];
721                     return;
722           case OCUBEofUNDEAD:
723                     --c[CUBEofUNDEAD];
724                     return;
725           case ONOTHEFT:
726                     --c[NOTHEFT];
727                     return;
728           case OLANCE:
729                     c[LANCEDEATH] = 0;
730                     return;
731           case OPOTION:
732           case OSCROLL:
733                     return;
734 
735           default:
736                     flag = 1;
737           };
738           if (flag)
739                     bottomline();
740 }
741 
742 /*
743           function to ask user for a password (no echo)
744           returns 1 if entered correctly, 0 if not
745  */
746 static char     gpwbuf[33];
747 int
getpassword(void)748 getpassword(void)
749 {
750           int    i, j;
751           char  *gpwp;
752           scbr();                       /* system("stty -echo cbreak"); */
753           gpwp = gpwbuf;
754           lprcat("\nEnter Password: ");
755           lflush();
756           i = strlen(password);
757           for (j = 0; j < i; j++)
758                     *gpwp++ = ttgetch();
759           gpwbuf[i] = 0;
760           sncbr();            /* system("stty echo -cbreak"); */
761           if (strcmp(gpwbuf, password) != 0) {
762                     lprcat("\nSorry\n");
763                     lflush();
764                     return (0);
765           } else
766                     return (1);
767 }
768 
769 /*
770           subroutine to get a yes or no response from the user
771           returns y or n
772  */
773 int
getyn(void)774 getyn(void)
775 {
776           int    i;
777           i = 0;
778           while (i != 'y' && i != 'n' && i != '\33')
779                     i = ttgetch();
780           return (i);
781 }
782 
783 /*
784           function to calculate the pack weight of the player
785           returns the number of pounds the player is carrying
786  */
787 int
packweight(void)788 packweight(void)
789 {
790           int    i, j, k;
791           k = c[GOLD] / 1000;
792           j = 25;
793           while ((iven[j] == 0) && (j > 0))
794                     --j;
795           for (i = 0; i <= j; i++)
796                     switch (iven[i]) {
797                     case 0:
798                               break;
799                     case OSSPLATE:
800                     case OPLATEARMOR:
801                               k += 40;
802                               break;
803                     case OPLATE:
804                               k += 35;
805                               break;
806                     case OHAMMER:
807                               k += 30;
808                               break;
809                     case OSPLINT:
810                               k += 26;
811                               break;
812                     case OSWORDofSLASHING:
813                     case OCHAIN:
814                     case OBATTLEAXE:
815                     case O2SWORD:
816                               k += 23;
817                               break;
818                     case OLONGSWORD:
819                     case OSWORD:
820                     case ORING:
821                     case OFLAIL:
822                               k += 20;
823                               break;
824                     case OLANCE:
825                     case OSTUDLEATHER:
826                               k += 15;
827                               break;
828                     case OLEATHER:
829                     case OSPEAR:
830                               k += 8;
831                               break;
832                     case OORBOFDRAGON:
833                     case OBELT:
834                               k += 4;
835                               break;
836                     case OSHIELD:
837                               k += 7;
838                               break;
839                     case OCHEST:
840                               k += 30 + ivenarg[i];
841                               break;
842                     default:
843                               k++;
844                     };
845           return (k);
846 }
847 
848 #ifndef MACRORND
849 /* macros to generate random numbers   1<=rnd(N)<=N   0<=rund(N)<=N-1 */
850 int
rnd(int x)851 rnd(int x)
852 {
853           return ((((randx = randx * 1103515245 + 12345) >> 7) % (x)) + 1);
854 }
855 
856 int
rund(int x)857 rund(int x)
858 {
859           return ((((randx = randx * 1103515245 + 12345) >> 7) % (x)));
860 }
861 #endif    /* MACRORND */
862