[comp.sources.games] v11i089: larn - dungeon type adventure game, Part06/11

billr@saab.CNA.TEK.COM (Bill Randle) (12/19/90)

Submitted-by: routley@tle.ENET.DEC.COM (Kevin Routley)
Posting-number: Volume 11, Issue 89
Archive-name: larn/Part06
Environment: Unix, VMS, MS-DOS, termcap



#! /bin/sh
# This is a shell archive.  Remove anything before this line, then unpack
# it by saving it into a file and typing "sh file".  To overwrite existing
# files, type "sh file -c".  You can also feed this as standard input via
# unshar, or by typing "sh <file", e.g..  If this archive is complete, you
# will see the following message at the end:
#		"End of archive 6 (of 11)."
# Contents:  larn.maz larn122.doc tgetstr.c
# Wrapped by billr@saab on Tue Dec 18 10:14:19 1990
PATH=/bin:/usr/bin:/usr/ucb ; export PATH
if test -f 'larn.maz' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'larn.maz'\"
else
echo shar: Extracting \"'larn.maz'\" \(27769 characters\)
sed "s/^X//" >'larn.maz' <<'END_OF_FILE'
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X#  ####   #######      #  ###  -## ##--## ## ##   ###      # -.D  #
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fi
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fi
if test -f 'larn122.doc' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'larn122.doc'\"
else
echo shar: Extracting \"'larn122.doc'\" \(18526 characters\)
sed "s/^X//" >'larn122.doc' <<'END_OF_FILE'
X
X
X                 PC LARN version 12.2 for IBM PC Compatibles
X                 -------------------------------------------
X
X
X     Table of contents
X     -----------------
X
X
X        1.  Introduction
X        2.  System requirements
X        3.  Files Supplied
X        4.  Installation
X        5.  Configuration
X        6.  Command line options
X        7.  TERMCAP
X        8.  WIZARD mode
X        9.  History and other Information
X
X
X
X
X     1. Introduction
X     ---------------
X
X     LARN is a dungeon type adventure game similar in concept to HACK, ROGUE 
X     or MORIA, but with a different feel and winning criteria.  LARN was 
X     released for the UNIX environment in 1986 by Noah Morgan.  It was 
X     subsequently ported to the MS-DOS environment by Don Kneller.  Kevin 
X     Routley has been working on enhancements to LARN on and off for the
X     past year.
X
X
X     2. System requirements
X     ----------------------
X
X     PC LARN requires:
X
X       - MS-DOS or PC-DOS 2.x or above.
X
X       - at least 256K of RAM.
X
X       - disk storage capacity of at least 360K, although twice that much is
X         preferred if you want to "checkpoint" your game to prevent
X         accidental lose due to a system failure.
X
X       - the ANSI.SYS device driver must be installed (although the NANSI.SYS
X         driver is *strongly* preferred and has been included in this
X         distribution).  You should install either ANSI.SYS or NANSI.SYS, but
X         not both.  To install NANSI.SYS, put the line "device=NANSI.SYS" in
X         your CONFIG.SYS file.  See the TERMCAP section for further details.
X
X
X     3. Files supplied
X     -----------------
X
X     The following files should be included in this LARN122.ZIP file:
X
X       LARN122.DOC       This documentation.
X
X       LARN122.FIX       Changes made between LARN V12.0 and V12.2.
X
X       LARN122.EXE       The executable file.
X
X       LARN.FTN          Fortune cookie messages.
X
X       LARN.HLP          A help file, which can be read with the "?"
X                         command in LARN.
X
X       LARN.MAZ          Some maze levels are pre-calculated and
X                         stored here.
X
X       LARN.OPT          An example LARN.OPT file (see the CONFIGURATION
X                         section).
X
X       TERMCAP           A file describing the escape sequences to send
X                         to the terminal.  The supplied TERMCAP file is
X                         for monochrome systems.  See the TERMCAP section
X                         for details on changing TERMCAP.
X
X       NANSI.DOC         The documentation for NANSI.SYS.
X
X       NANSI.SYS         A new ANSI.SYS that is *much* faster than
X                         ANSI.SYS and supports the line insert and line
X                         delete escape sequence that LARN uses.  This
X                         excellent product is written by Daniel Kegel.
X                         See the TERMCAP section and NANSI.DOC for more
X                         details.
X
X
X     4. Installation
X     ---------------
X
X     NANSI.SYS or ANSI.SYS must be installed as a device driver on your 
X     system in order for LARN to work (see System Requirements above).
X
X     For a hard disk system I suggest creating a \GAMES\LARN directory and
X     placing LARN and the provided support files in that directory.  Following
X     that, you would place \GAMES\LARN in your PATH.
X
X     LARN will create several other files (LARN.SCR, LARN.PID, LARN.LOG)
X     in that directory.  Also, save files (LARN.SAV) and checkpoint files
X     (LARN.CKP) will go in there by default.  You will want to set the
X     'larndir:' option in your LARN.OPT file (see the Configuration section
X     below) to point to this directory.
X
X     For two-floppy systems, I would suggest the following:
X
X         o place LARN122.EXE, LARN.OPT and TERMCAP. on disk one.
X
X         o place LARN.FTN, LARN.MAZ, and LARN.HLP on disk two.  This will
X           be the 'larndir:' disk (see the Configuration section below).
X           LARN.SCR, LARN.PID, LARN.LOG, save files, and checkpoint files
X           will go on this disk.
X
X
X     5. Configuration
X     ----------------
X
X     PC LARN is configured by options placed in the file LARN.OPT.
X     When PC LARN starts up, it looks in the current directory for
X     this file, then in directories along your PATH.  Here are the
X     options that can be put in LARN.OPT.
X
X     Options that are followed with a colon, ":", take at least one
X     argument.  Options without a colon are boolean, meaning you select
X     that option merely by mentioning it.
X
X
X     These options are only in PC LARN:
X
X       cursor:        start-line     end-line
X            Normally, LARN uses the standard DOS cursor (the flashing
X            underscore) to show where your player is located.  This can be
X            difficult to see.  This option results in a *BIOS* call to change
X            the cursor size.  For a monochrome display, the normal value of
X            start-line and end-line is 11 and 12.  Values of 4 and 9 give a
X            larger cursor which is not too obtrusive.
X
X            If "cursor" is not specified, no BIOS call is made.
X
X       DECRainbow
X            Put this in LARN.OPT if your computer is a DEC Rainbow and you
X            want to use graphics characters for drawing the maze.  You can
X            use any characters from the ASCII character set and from the
X            "line-drawing" character set.  To use line-drawing characters,
X            take the decimal value of the character and add 128 to it.  This
X            makes the values of line-drawing characters lie between decimal
X            128 and 255 and tells PC LARN you want a line-drawing character.
X
X            Every attempt has been made with PC LARN V12.2 to maintain
X            DECRainbow compatibility as provided by Don Kneller.
X            Unfortunately, since I do not have access to a Rainbow, I cannot
X            make any guarentees.
X
X       graphics:      wallc     floorc
X            In UNIX LARN, the wall character is a # and the floor character
X            is a blank (which makes it almost impossible to tell where you've
X            been).  In PC LARN, the default wall character is also a # but
X            the default floor character is a period.
X
X            This option allows you to change these characters to something
X            you like.  Suggested characters are 176 (a graphic block) and
X            249 (a central dot).
X
X            Almost all ASCII (non-graphics) characters already represent
X            objects in LARN, so you should only choose numbers that are
X            in the graphics character set (i.e. those with decimal values
X            greater than 128).
X
X       keypad
X            This enables the keypad for use with LARN.  A *BIOS* call is used
X            to read the keypad.  The correspondance between keypad and game
X            command is:
X
X                   Keypad                   Command
X                   7  8  9         u+l(y)    up(k)    u+r(u)
X                    \ | /                 \    |    /
X                   4 -5- 6        left(h)   nothing   right(l)
X                    / | \                 /    |    \
X                   1  2  3         d+l(b)    down(j)  d+r(n)
X                 Ins             inventory(i)
X
X            The letter in () is the game command letter. "u+l" means up and
X            left.  The keypad "7" is translated to the command for moving one
X            space up and left.  With shift the commands are the same as the
X            uppercase letters.
X
X       larndir:       directory
X            Sets "directory" to be the place LARN looks for files.  For hard
X            disks set this to be \GAMES\LARN.  For 2-floppy systems, use B:
X
X            If "larndir" is not specified, the current directory is assumed.
X
X       ramlevels:     number
X            This number is the maximum number of levels PC LARN will keep in
X            memory.  The number can be between 1 and 14.  Normally, PC LARN
X            will use as much memory as available, but you may want to use
X            less so there will be enough memory to start up a second copy of
X            COMMAND.COM with the LARN command `!'.  If there isn't enough
X            memory for COMMAND.COM, LARN will clear the screen and prompt
X            with "A>" until return is struck, then go back to the game.
X
X            If "ramlevels" is not specified, a value of 14 is used.  If
X            "number" is less than 14, LARN will use a swapfile to store the
X            oldest levels.  Note that a level takes about 8K of memory.
X
X       rawio
X            This option causes the input and output of your computer to be
X            switched to "raw" mode.  The advantage of this is faster output
X            and better handling of special characters ^S and ^P.
X
X            ===========  WARNING ==========
X            Some computers (eg. DEC Rainbows) hang if rawio is attempted.
X            ==============================
X
X       swapfile:      filename
X            This is the name of the swap file that will be used if ramlevels
X            is less than 14.  If all the levels fit in memory, no swap file
X            will be used.  You may want to put the swapfile on a RAMdisk.
X            If "swapfile" is not specified, LARN.SWP in directory larndir
X            will be used.
X
X
X
X     The following are options found in UNIX LARN as well:
X
X       auto-pickup
X            Starts you out in 'automatic pickup' mode.  Whenever the player
X            moves onto an object, it will be picked up.  This mode can be
X            toggled with the '@' command while in the game.
X
X       bold-objects
X            By specifying this option, all objects in the game will be
X            highlighted.  The 'highlight-objects' and 'inverse-objects'
X            specify which highlighting method will be used.
X
X            The default is non-bold objects, except if the 'original-objects'
X            option is specified, when it is *forced* on (to distinguish
X            monsters and objects that are represented by the same
X            character).
X
X       enable-checkpointing
X            With this option, the game is saved every 400 moves.  If your
X            system crashes it is possible to recover from the last checkpoint
X            file (LARN.CPK in the LARN directory) with the command "larn ++".
X
X       highlight-objects
X            If the 'bold-objects' option is specified, this option causes
X            objects to be highlighted with bolding.
X
X       inverse-objects
X            If the 'bold-objects' option is specified, this option causes
X            objects to be highlighted with inverse video.  The default is
X            'highlight-objects'.
X
X       monster:       name
X            Sets the name of a monster.  If the name has a space in it,
X            enclose it in double quotes (eg "tooth fairy").  The leading
X            character determines which monster the name goes with (e.g.
X            "monster: bee" and "monster: Buzzbomb" change the names of
X            bugbears and Bats, respectively).
X
X       name:          yourname
X            Sets the name of the player.  If you want a space in your name,
X            enclose it in double quotes (eg "Mad Max").
X
X       no-introduction
X            Skip displaying the opening messages.
X
X       no-beep
X            Disable sound from the speaker.
X
X       original-objects
X            Like 'prompting' mode, this mode is provided for compatibility
X            with LARN V12.0.  By specifying this option, the characters
X            used to show objects in the game are the same as in 12.0.  The
X            default is to use characters that are closer to those used with
X            HACK, ROGUE and MORIA.
X
X       prompt-on-objects
X            By specifying this option, you enable 'prompting' mode.  In this
X            mode, the player is prompted for the action to perform when
X            encountering an object (e.g. 'Eat, pick up, or ignore?').
X            Prompting mode is provided for compatibility with LARN V12.0, and
X            is off by default.
X
X       savefile:      filename
X            The filename to use for saving the game.  The default is LARN.SAV
X            in the LARN directory.  For a 2-floppy system you might try
X            B:LARN.SAV if the LARN directory is on the A disk drive.
X
X
X     6. Command line options
X     -----------------------
X
X     There are several command line options that can modify the behavior of
X     LARN.  These are:
X
X       -o optionfile  Use this as the option file rather than LARN.OPT.  As
X                      with LARN.OPT, the current directory then directories
X                      along your path are searched for this file which
X                      supplies configuration information.
X
X       -s             Show scores.
X
X       -l             Show log file.  You have to know the Wizard's password
X                      to do this.
X
X       -i             Show all scores including the inventories of dead
X                      players.
X
X       -c             Create a new score file.  You have to know the Wizard's
X                      password to do this.  Erasing LARN.SCR has the same
X                      effect.
X
X       -n             No welcoming message.  Prevents printing of the short
X                      introduction to LARN.  Putting the "no-introduction"
X                      configuration option in LARN.OPT has the same effect.
X
X       -#             Where # is a number from 0 to 9.  This sets the
X                      difficulty of LARN to this level.  Normally, LARN
X                      starts out with difficulty 0 and increases in
X                      difficulty by 1 when you win at the current level.
X                      Thus the game automatically gets more difficult.
X
X       -h             A help screen that shows the command line arguments.
X
X       -p             Prompt for actions on objects.  Specifying the
X                      'prompt-on-objects' option in LARN.OPT has the same
X                      affect.
X
X       ++             Restore a game from a checkpoint file.  If you have
X                      checkpointing enabled (with the "enable-checkpointing"
X                      configuration option in LARN.OPT) then LARN writes a
X                      checkpoint file every 400 moves.  Should your system
X                      crash you can recover the game from the checkpoint file
X                      with this command line option
X
X       For example:  "larn -n -o bobslarn.opt" starts up LARN with no
X       introductory message and uses bobslarn.opt file for configuration 
X       options.  "larn ++" tries to restore LARN from a checkpoint file.
X
X
X     7. TERMCAP
X     ----------
X
X     LARN uses the UNIX "termcap" to select escape sequences to be sent to
X     the terminal driver (either ANSI.SYS or NANSI.SYS) to change video modes.
X     When LARN starts up, it checks in the environment for the variable called
X     "TERM".  The DOS command:
X       set TERM ibmpc-ega
X     will give the environment variable "TERM" the value "ibmpc-ega".  By
X     default, LARN assumes the value of TERM is "ibmpc-mono".
X
X     Then LARN looks in the file called "TERMCAP" for a termininiefinition
X     with the same name as the value of TERM.  LARN first looks for TERMCAP in
X     the current directory, then in directory "\ETC" (the normal UNIX place),
X     then in directories along your PATH.
X
X     The TERMCAP file uses 2 letter codes to describe each escape sequence
X     and \E to mean ESC (the escape character is decimal 27).  Each entry is
X     enclosed in colons.  For example, to start underscore mode on a monochrome
X     display, we want to send the sequence "ESC[4m".  This looks like
X     ":us=\E4m:" as a termcap entry.
X
X     The following sequences are used by LARN:
X
X       ti   terminal initialization.  You could have something like:
X                 :ti=\E44;37m:
X            which would mean to select blue background and white foreground.
X
X       te   terminal end.  To reset your terminal to white on black:
X                 :te=\E0m:
X
X       so   stand out.  Select red forground, keeping the blue background:
X                 :so=\E31m:
X
X       se   standout end.  Back to white on blue:
X                 :se=\E44;37m:
X
X       al   insert line.  This is *not* available in ANSI.SYS, so remove this
X            entry if you're using ANSI.
X
X       dl   delete line.  This is *not* available in ANSI.SYS, so remove this
X            entry if you're using ANSI.
X
X     If you want to make your own TERMCAP entry, copy the "ibmpc-mono"
X     entry, replace the name (eg use "ibmpc-color" or "ibmpc-ega" or whatever),
X     then replace the sequences with whatever you please.  The possible escape
X     sequences are generally listed in the DOS manual in the description of
X     ANSI.SYS, as well as in the NANSI.DOC file.
X
X     Remember to change the environment variable "TERM" to reflect which
X     TERMCAP entry you want!  You should probably put a "set TERM=..." line in
X     your AUTOEXEC.BAT file.
X
X
X     8. WIZARD mode
X     --------------
X
X     There is a WIZARD mode for testing features of the game.  To get into
X     WIZARD mode, type in an underscore "_" and answer the prompt for the
X     password with "pvnert(x)".  Wizards are non-scoring characters that get
X     enlightenment, everlasting expanded awareness and one of every object in
X     the game.
X
X
X     9. History and Other Information
X     --------------------------------
X
X     Noah Morgan originally created LARN 12.0 and released the UNIX
X     version to the USENET in 1986.  Don Kneller ported the UNIX
X     version to MSDOS (both IBM PCs and DEC Rainbows).
X
X     Kevin Routley has been working on LARN enhancements on and off for
X     the past two years.  Version 12.1 had a limited distribution.
X     Version 12.2 is the last version from Kevin that will maintain
X     savefile compatibility with version 12.0 savefiles.  Future
X     versions (if any) will be released as Shareware.
X
X     Other editions of Larn have been distributed by others, namely
X     LARN13 and Ultra-Larn.  For better or for worse, neither of these
X     versions were as 'true' to the original concepts and feel of Larn
X     12.0.
X
X     I hope you enjoy this version of LARN.  Please send any questions,
X     suggestions, requests, or comments regarding LARN and LARN V12.2
X     in particular to:
X
X                 Kevin Routley
X                 421 Midhurst Road
X                 Nashua, NH  03062
X
X                 July 1, 1990
END_OF_FILE
if test 18526 -ne `wc -c <'larn122.doc'`; then
    echo shar: \"'larn122.doc'\" unpacked with wrong size!
fi
# end of 'larn122.doc'
fi
if test -f 'tgetstr.c' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'tgetstr.c'\"
else
echo shar: Extracting \"'tgetstr.c'\" \(6347 characters\)
sed "s/^X//" >'tgetstr.c' <<'END_OF_FILE'
X/************************************************************************
X *									*
X *			Copyright (c) 1982, Fred Fish			*
X *			    All Rights Reserved				*
X *									*
X *	This software and/or documentation is released for public	*
X *	distribution for personal, non-commercial use only.		*
X *	Limited rights to use, modify, and redistribute are hereby	*
X *	granted for non-commercial purposes, provided that all		*
X *	copyright notices remain intact and all changes are clearly	*
X *	documented.  The author makes no warranty of any kind with	*
X *	respect to this product and explicitly disclaims any implied	*
X *	warranties of merchantability or fitness for any particular	*
X *	purpose.							*
X *									*
X ************************************************************************
X */
X
X
X/*
X *  LIBRARY FUNCTION
X *
X *	tgetstr   extract string capability from termcap entry
X *
X *  KEY WORDS
X *
X *	termcap
X *
X *  SYNOPSIS
X *
X *	char *tgetstr(id,area)
X *	char *id;
X *	char **area;
X *
X *  DESCRIPTION
X *
X *	Gets the string capability for <id>, placing it in
X *	the buffer at *area, and advancing *area to point
X *	to next available storage.
X *
X *	For example, if the following capabilities are
X *	in the termcap file:
X *
X *		ZZ=zzzz
X *		YY=yyyyyy
X *		WW=www
X *
X *	then successive calls using YY, ZZ, and WW will
X *	build the following buffer:
X *
X *		yyyyyy0zzzz0www0
X *
X *	The first call will return a pointer to yyyyyy, the
X *	second will return a pointer to zzzz and the third
X *	will return a pointer to www.  Note that each
X *	string is null terminated, as are all C strings.
X *
X *	Characters preceded by the carot character (\136)
X *	are mapped into the corresponding control character.
X *	For example, the two character sequence ^A becomes
X *	a single control-A (\001) character.
X *
X *	The escape character is the normal C backslash and
X *	the normal C escape sequences are recognized, along
X *	with a special sequence for the ASCII escape character
X *	(\033).  The recognized sequences are:
X *
X *		\E   =>  '\033'  (ASCII escape character)
X *		\b   =>  '\010'  (ASCII backspace character)
X *		\f   =>  '\014'  (ASCII form feed character)
X *		\n   =>  '\012'  (ASCII newline/linefeed char)
X *		\r   =>  '\015'  (ASCII carriage return char)
X *		\t   =>  '\011'  (ASCII tab character)
X *		\ddd =>  '\ddd'  (arbitrary ASCII digit)
X *		\x   =>  'x'     (ordinary ASCII character)
X *
X */
X
X#include <stdio.h>
X#include <ctype.h>
X#ifdef VMS
X# define index strchr
X#endif VMS
X
X#ifdef ULTRIX
X# include <strings.h>
X
X#endif
X
Xextern char *_tcpbuf;		/* Termcap entry buffer pointer */
X
X/*
X *  PSEUDO CODE
X *
X *	Begin tgetstr
X *	    Initialize pointer to the termcap entry buffer.
X *	    While there is a field to process
X *		Skip over the field separator character.
X *		If this is the entry we want then
X *		    If the entry is not a string then
X *			Return NULL.
X *		    Else
X *			Transfer string and rtn pointer.
X *		    End if
X *		End if
X *	    End while
X *	    Return NULL
X *	End tgetstr
X *
X */
X
Xchar *tgetstr(id,area)
Xchar *id;
Xchar **area;
X{
X    char *bp;
X#ifdef MSDOS
X    extern char *index();
X#endif
X    char *decode();
X
X    bp = _tcpbuf;
X    while ((bp = (char *)index(bp,':')) != NULL) {
X	bp++;
X	if (*bp++ == id[0] && *bp != NULL && *bp++ == id[1]) {
X	    if (*bp != NULL && *bp++ != '=') {
X		return(NULL);
X	    } else {
X		return(decode(bp,area));
X	    }
X	}
X    }
X    return(NULL);
X}
X
X/*
X *  INTERNAL FUNCTION
X *
X *	decode   transfer string capability, decoding escapes
X *
X *  SYNOPSIS
X *
X *	static char *decode(bp,area)
X *	char *bp;
X *	char **area;
X *
X *  DESCRIPTION
X *
X *	Transfers the string capability, up to the next ':'
X *	character, or null, to the buffer pointed to by
X *	the pointer in *area.  Note that the initial
X *	value of *area and *area is updated to point
X *	to the next available location after the null
X *	terminating the transfered string.
X *
X *  BUGS
X *
X *	There is no overflow checking done on the destination
X *	buffer, so it better be large enough to hold
X *	all expected strings.
X *
X */
X
X/*
X *  PSEUDO CODE
X *
X *	Begin decode
X *	    Initialize the transfer pointer.
X *	    While there is an input character left to process
X *		Switch on input character
X *		Case ESCAPE:
X *		    Decode and xfer the escaped sequence.
X *		    Break
X *		Case CONTROLIFY:
X *		    Controlify and xfer the next character.
X *		    Advance the buffer pointer.
X *		    Break
X *		Default:
X *		    Xfer a normal character.
X *		End switch
X *	    End while
X *	    Null terminate the output string.
X *	    Remember where the output string starts.
X *	    Update the output buffer pointer.
X *	    Return pointer to the output string.
X *	End decode
X *
X */
X
Xstatic char *decode(bp,area)
Xchar *bp;
Xchar **area;
X{
X    char *cp, *bgn;
X    char *do_esc();
X
X    cp = *area;
X    while (*bp != NULL && *bp != ':') {
X	switch(*bp) {
X	case '\\':
X	    bp = do_esc(cp++,++bp);
X	    break;
X	case '^':
X	    *cp++ = *++bp & 037;
X	    bp++;
X	    break;
X	default:
X	    *cp++ = *bp++;
X	    break;
X	}
X    }
X    *cp++ = (char) NULL;
X    bgn = *area;
X    *area = cp;
X    return(bgn);
X}
X
X/*
X *  INTERNAL FUNCTION
X *
X *	do_esc    process an escaped sequence
X *
X *  SYNOPSIS
X *
X *	char *do_esc(out,in);
X *	char *out;
X *	char *in;
X *
X *  DESCRIPTION
X *
X *	Processes an escape sequence pointed to by
X *	in, transfering it to location pointed to
X *	by out, and updating the pointer to in.
X *
X */
X
X/*
X *  PSEUDO CODE
X *
X *	Begin do_esc
X *	    If the first character is not a NULL then
X *		If is a digit then
X *		    Set value to zero.
X *		    For up to 3 digits
X *		        Accumulate the sum.
X *		    End for
X *		    Transfer the sum.
X *	        Else if character is in remap list then
X *		    Transfer the remapped character.
X *		    Advance the input pointer once.
X *	        Else
X *		    Simply transfer the character.
X *	        End if
X *	    End if
X *	    Return updated input pointer.
X *	End do_esc
X *
X */
X
Xstatic char *maplist = {
X    "E\033b\bf\fn\nr\rt\t"
X};
X
Xchar *do_esc(out,in)
Xchar *out;
Xchar *in;
X{
X    int count;
X    char ch;
X    char *cp;
X
X    if (*in != NULL) {
X	if (isdigit(*in)) {
X	    ch = 0;
X	    for (count = 0; count < 3 && isdigit(*in); in++) {
X		 ch <<= 3;
X		 ch |= (*in - '0');
X	    }
X	    *out++ = ch;
X	} else if ((cp = (char *)index(maplist,*in)) != NULL) {
X	    *out++ = *++cp;
X	    in++;
X	} else {
X	    *out++ = *in++;
X	}
X    }
X    return(in);
X}
END_OF_FILE
if test 6347 -ne `wc -c <'tgetstr.c'`; then
    echo shar: \"'tgetstr.c'\" unpacked with wrong size!
fi
# end of 'tgetstr.c'
fi
echo shar: End of archive 6 \(of 11\).
cp /dev/null ark6isdone
MISSING=""
for I in 1 2 3 4 5 6 7 8 9 10 11 ; do
    if test ! -f ark${I}isdone ; then
	MISSING="${MISSING} ${I}"
    fi
done
if test "${MISSING}" = "" ; then
    echo You have unpacked all 11 archives.
    rm -f ark[1-9]isdone ark[1-9][0-9]isdone
else
    echo You still need to unpack the following archives:
    echo "        " ${MISSING}
fi
##  End of shell archive.
exit 0