[comp.sources.games] v02i075: umoria - single player dungeon simulation, Part10/16

games-request@tekred.TEK.COM (11/05/87)

Submitted by: "James E. Wilson" <wilson@ji.berkeley.edu>
Comp.sources.games: Volume 2, Issue 75
Archive-name: umoria/Part10




#! /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 10 (of 16)."
# Contents:  Moria_hours misc1.c scrolls.c
# Wrapped by billr@tekred on Wed Nov  4 09:59:58 1987
PATH=/bin:/usr/bin:/usr/ucb ; export PATH
if test -f Moria_hours -a "${1}" != "-c" ; then 
  echo shar: Will not over-write existing file \"Moria_hours\"
else
echo shar: Extracting \"Moria_hours\" \(352 characters\)
sed "s/^X//" >Moria_hours <<'END_OF_Moria_hours'
X    Moria operating hours are:
X    |    AM     |    PM     |
X    1         111         111
X    2123456789012123456789012
XSUN:XXXXXXXXXXXXXXXXXXXXXXXX
XMON:XXXXXXXX.........XXXXXXX
XTUE:XXXXXXXX.........XXXXXXX
XWED:XXXXXXXX.........XXXXXXX
XTHU:XXXXXXXX.........XXXXXXX
XFRI:XXXXXXXX.........XXXXXXX
XSAT:XXXXXXXXXXXXXXXXXXXXXXXX
X       (X==Open; .==Closed)
END_OF_Moria_hours
if test 352 -ne `wc -c <Moria_hours`; then
    echo shar: \"Moria_hours\" unpacked with wrong size!
fi
# end of overwriting check
fi
if test -f misc1.c -a "${1}" != "-c" ; then 
  echo shar: Will not over-write existing file \"misc1.c\"
else
echo shar: Extracting \"misc1.c\" \(39748 characters\)
sed "s/^X//" >misc1.c <<'END_OF_misc1.c'
X#include <time.h>
X#include <math.h>
X#include <stdio.h>
X#ifdef USG
X#include <string.h>
X#else
X#include <strings.h>
X#endif
X#include <sys/types.h>
X
X#include "config.h"
X#include "constants.h"
X#include "types.h"
X/* SUN4 has a variable called class in the include file <math.h>
X   avoid a conflict by not defining my class in the file externs.h */
X#define DONT_DEFINE_CLASS
X#include "externs.h"
X
Xlong time();
Xstruct tm *localtime();
Xdouble sqrt();
Xdouble cos();
Xdouble fabs();
X#if defined(ultrix) || defined(sun) || defined(USG)
Xint getuid();
Xint geteuid();
Xint getgid();
Xint getegid();
X#else
Xuid_t getuid();
Xuid_t geteuid();
Xuid_t getgid();
Xuid_t getegid();
X#endif
X
X#ifdef USG
Xvoid srand();
X#else
Xlong random();
Xchar *initstate();
Xchar *setstate();
X#endif
X
X#ifdef ultrix
Xvoid srandom();
X#endif
X
X/* gets a new random seed for the random number generator */
Xinit_seeds()
X{
X  long clock;
X  int euid;
X
X  /* in case game is setuid root */
X  if ((euid = geteuid()) == 0)
X    euid = (int)time((long *)0);
X
X  clock = time((long *)0);
X  clock = clock * getpid() * euid;
X#ifdef USG
X  /* can't do this, sigh */
X#else
X  (void) initstate((unsigned int)clock, randes_state, STATE_SIZE);
X#endif
X  randes_seed = (unsigned int)clock;
X
X  clock = time((long *)0);
X  clock = clock * getpid() * euid;
X#ifdef USG
X  /* can't do this */
X#else
X  (void) initstate((unsigned int)clock, town_state, STATE_SIZE);
X#endif
X  town_seed = (unsigned int)clock;
X
X  clock = time((long *)0);
X  clock = clock * getpid() * euid * getuid();
X#ifdef USG
X  /* can't do this, do fake it */
X  srand((unsigned int)clock);
X#else
X  (void) initstate((unsigned int)clock, norm_state, STATE_SIZE);
X#endif
X}
X
X
X/* change to different random number generator state */
X/*ARGSUSED*/
Xset_seed(state, seed)
Xchar *state;
Xint seed;
X{
X#ifdef USG
X  srand((unsigned)seed);
X#else
X  (void) setstate(state);
X  /* want reproducible state here, so call srandom */
X  srandom(seed);
X#endif
X}
X
X
X/* restore the normal random generator state */
Xreset_seed()
X{
X#ifdef USG
X  /* can't do this, so just call srand() with the current time */
X  srand((unsigned int)(time ((long *)0)));
X#else
X  (void) setstate(norm_state);
X#endif
X}
X
X
X/* Returns the day number; 0==Sunday...6==Saturday 	-RAK-	*/
Xint day_num()
X{
X  long clock;
X  struct tm *time_struct;
X
X  clock = time((long *)0);
X  time_struct = localtime(&clock);
X  return (time_struct->tm_wday);
X}
X
X
X/* Returns the hour number; 0==midnight...23==11 PM	-RAK-	*/
Xint hour_num()
X{
X  long clock;
X  struct tm *time_struct;
X
X  clock = time((long *)0);
X  time_struct = localtime(&clock);
X  return (time_struct->tm_hour);
X}
X
X
X/* Check the day-time strings to see if open		-RAK-	*/
Xint check_time()
X{
X switch ((int)days[day_num()][(hour_num()+4)]) {
X   case '.':  return(FALSE);    /* Closed                */
X   case 'X':  return(TRUE);     /* Normal hours          */
X   default:   return(FALSE);    /* Other, assumed closed */
X   }
X}
X
X
X/* Generates a random integer x where 1<==X<==MAXVAL	-RAK-	*/
Xint randint(maxval)
Xint maxval;
X{
X  long randval;
X
X#ifdef USG
X  randval = rand(); /* only returns numbers from 0 to 2**15-1 */
X#else
X  randval = random() >> 16;
X#endif
X  return ((randval % maxval) + 1);
X}
X
X/* For i := 1 to y do sum := sum + randint(x) */
Xint rand_rep(num, die)
Xint num;
Xint die;
X{
X  int sum = 0;
X  int i;
X
X  for (i = 0; i < num; i++)
X    sum += randint(die);
X  return(sum);
X}
X
X/* Generates a random integer number of NORMAL distribution -RAK-*/
Xint randnor(mean, stand)
Xint mean;
Xint stand;
X{
X  return ((int)((sqrt(-2.0*log(randint((int)9999999)/10000000.0))*
X		 cos(6.283*(randint((int)9999999)/10000000.0))*stand) + mean));
X}
X
X
X/* Returns position of first set bit			-RAK-	*/
X/*     and clears that bit */
Xint bit_pos(test)
Xunsigned int *test;
X{
X  int i;
X  int mask = 0x1;
X
X  for (i = 0; i < sizeof(int)*8; i++) {
X    if (*test & mask) {
X      *test &= ~mask;
X      return(i);
X    }
X    mask <<= 1;
X  }
X
X  /* no one bits found */
X  return(-1);
X}
X
X/* Checks a co-ordinate for in bounds status		-RAK-	*/
Xint in_bounds(y, x)
Xint y, x;
X{
X  if ((y > 0) && (y < cur_height-1) && (x > 0) && (x < cur_width-1)) 
X    return(TRUE);
X  else
X    return(FALSE);
X}
X
X
X/* Distance between two points				-RAK-	*/
Xint distance(y1, x1, y2, x2)
Xint y1, x1, y2, x2;
X{
X  int dy, dx;
X
X  dy = abs(y1 - y2);
X  dx = abs(x1 - x2);
X
X  return( (2 * (dy + dx) - (dy > dx ? dx : dy)) / 2);
X}
X
X/* Checks points north, south, east, and west for a type -RAK-	*/
Xint next_to4(y, x, elem_a, elem_b, elem_c)
Xint y, x;
Xint elem_a, elem_b, elem_c;
X{
X  int i;
X
X  i = 0;
X  if (y > 0)
X    if ((cave[y-1][x].fval == elem_a) || (cave[y-1][x].fval == elem_b) ||
X	(cave[y-1][x].fval == elem_c))
X      i++;
X  if (y < cur_height-1) 
X    if ((cave[y+1][x].fval == elem_a) || (cave[y+1][x].fval == elem_b) ||
X	(cave[y+1][x].fval == elem_c))
X      i++;
X  if (x > 0) 
X    if ((cave[y][x-1].fval == elem_a) || (cave[y][x-1].fval == elem_b) ||
X	(cave[y][x-1].fval == elem_c))
X      i++;
X  if (x < cur_width-1)
X    if ((cave[y][x+1].fval == elem_a) || (cave[y][x+1].fval == elem_b) ||
X	(cave[y][x+1].fval == elem_c))
X      i++;
X  return(i);
X}
X
X
X/* Checks all adjacent spots for elements		-RAK-	*/
Xint next_to8(y, x, elem_a, elem_b, elem_c)
Xint y, x;
Xint elem_a, elem_b, elem_c;
X{
X  int i, j, k;
X
X  i = 0;
X  for (j = (y - 1); j <= (y + 1); j++)
X    for (k = (x - 1); k <= (x + 1); k++)
X      if (in_bounds(j, k)) 
X	if ((cave[j][k].fval == elem_a) || (cave[j][k].fval == elem_b) ||
X	    (cave[j][k].fval == elem_c)) 
X	  i++;
X  return(i);
X}
X
X
X/* Link all free space in treasure list together 		*/
Xtlink()
X{
X  int i;
X
X  for (i = 0; i < MAX_TALLOC; i++)
X    {
X      t_list[i] = blank_treasure;
X      t_list[i].p1 = i - 1;
X    }
X  tcptr = MAX_TALLOC - 1;
X}
X
X
X/* Link all free space in monster list together			*/
Xmlink()
X{
X  int i;
X  
X  for (i = 0; i < MAX_MALLOC; i++)
X    {
X      m_list[i] = blank_monster;
X      m_list[i].nptr = i - 1;
X    }
X  m_list[1].nptr = 0;
X  muptr = 0;
X  mfptr = MAX_MALLOC - 1;
X}
X
X
X/* Initializes M_LEVEL array for use with PLACE_MONSTER	-RAK-	*/
Xinit_m_level()
X{
X  int i, j, k;
X
X  i = 0;
X  j = 0;
X  k = MAX_CREATURES - WIN_MON_TOT;
X  while (j <= MAX_MONS_LEVEL) {
X    m_level[j] = 0;
X    while ((i < k) && (c_list[i].level == j)) 
X      {
X	m_level[j]++;
X	i++;
X      }
X    j++;
X  }
X  for (i = 2; i <= MAX_MONS_LEVEL; i++)
X    m_level[i] += m_level[i-1];
X}
X
X
X/* Initializes T_LEVEL array for use with PLACE_OBJECT	-RAK-	*/
Xinit_t_level()
X{
X  int i, j;
X
X  i = 0;
X  j = 0;
X  while ((j < MAX_OBJ_LEVEL) && (i < MAX_OBJECTS))
X    {
X      while ((i < MAX_OBJECTS) && (object_list[i].level == j))
X	{
X	  t_level[j]++;
X	  i++;
X	}
X      j++;
X    }
X  for (i = 1; i < MAX_OBJ_LEVEL; i++)
X    t_level[i] += t_level[i-1];
X}
X
X
X/* Adjust prices of objects				-RAK-	*/
Xprice_adjust()
X{
X  int i;
X
X  for (i = 0; i < MAX_OBJECTS; i++)
X    object_list[i].cost = object_list[i].cost*COST_ADJ + 0.99;
X  for (i = 0; i < INVEN_INIT_MAX; i++)
X    inventory_init[i].cost = inventory_init[i].cost*COST_ADJ + 0.99;
X}
X
X
X/* Converts input string into a dice roll		-RAK-	*/
X/*       Normal input string will look like "2d6", "3d8"... etc. */
Xint damroll(dice)
Xchar *dice;
X{
X  int num, sides;
X
X  num = 0;
X  sides = 0;
X  (void) sscanf(dice, "%d d %d", &num, &sides);
X  return(rand_rep(num, sides));
X}  
X
X
X/* Returns true if no obstructions between two given points -RAK-*/
Xint los(y1, x1, y2, x2)
Xint y1, x1, y2, x2;
X{
X  int ty, tx, stepy, stepx, p1, p2;
X  double slp, tmp;
X  int flag;
X
X  ty = (y1 - y2);
X  tx = (x1 - x2);
X  flag = TRUE;
X  if ((ty != 0) || (tx != 0)) 
X    {
X      if (ty < 0) 
X	stepy = -1;
X      else
X	stepy = 1;
X      if (tx < 0) 
X	stepx = -1;
X      else
X	stepx = 1;
X      if (ty == 0) 
X	{
X	  do
X	    {
X	      x2 += stepx;
X	      flag = cave[y2][x2].fopen;
X	    }
X	  while((x1 != x2) && (flag));
X	}
X      else if (tx == 0)
X	{
X	  do
X	    {
X	      y2 += stepy;
X	      flag = cave[y2][x2].fopen;
X	    }
X	  while((y1 != y2) && (flag));
X	}
X      else if (abs(ty) > abs(tx)) 
X	{
X	  slp = fabs((double)tx / (double)ty) * stepx;
X	  tmp = x2;
X	  do
X	    {
X	      y2 += stepy;
X	      tmp += slp;
X              /* round to nearest integer */
X	      p1 = (int)floor(tmp - 0.1 + 0.5);
X	      p2 = (int)floor(tmp + 0.1 + 0.5);
X	      if ((!cave[y2][p1].fopen) && (!cave[y2][p2].fopen)) 
X		  flag = FALSE;
X	    }
X	  while((y1 != y2) && (flag));
X	}
X      else
X	{
X	  slp = fabs((double)ty / (double)tx) * stepy;
X	  tmp = y2;
X	  do
X	    {
X	      x2 += stepx;
X	      tmp += slp;
X              /* round to nearest integer */
X	      p1 = (int)floor(tmp - 0.1 + 0.5);
X	      p2 = (int)floor(tmp + 0.1 + 0.5);
X	      if ((!cave[p1][x2].fopen) && (!cave[p2][x2].fopen)) 
X		flag = FALSE;
X	    }
X	  while((x1 != x2) && (flag));
X	}
X    }
X  return(flag);
X}
X
X
X/* Returns symbol for given row, column			-RAK-	*/
Xloc_symbol(y, x, sym)
Xint y, x;
Xchar *sym;
X{
X  cave_type *cave_ptr;
X  monster_type *mon_ptr;
X
X  cave_ptr = &cave[y][x];
X  if ((cave_ptr->cptr == 1) && (!find_flag)) 
X    *sym = '@';
X  else if (py.flags.blind > 0) 
X    *sym = ' ';
X  else
X    {
X      if (cave_ptr->cptr > 1) 
X	{
X	  mon_ptr = &m_list[cave_ptr->cptr];
X	  if ((mon_ptr->ml) &&
X	      (((c_list[mon_ptr->mptr].cmove & 0x00010000) == 0) ||
X	       (py.flags.see_inv))) 
X	    *sym = c_list[mon_ptr->mptr].cchar;
X	  else if (cave_ptr->tptr != 0) 
X	    *sym = t_list[cave_ptr->tptr].tchar;
X	  else if (cave_ptr->fval < 10) 
X	    *sym = '.';
X	  else
X	    *sym = '#';
X	}
X      else if (cave_ptr->tptr != 0) 
X	*sym = t_list[cave_ptr->tptr].tchar;
X      else if (cave_ptr->fval < 10) 
X	*sym = '.';
X      else
X	*sym = '#';
X    }
X}
X
X
X/* Tests a spot for light or field mark status		-RAK-	*/
Xint test_light(y, x)
Xint y, x;
X{
X  cave_type *cave_ptr;
X
X  cave_ptr = &cave[y][x];
X  if ((cave_ptr->pl) || (cave_ptr->fm) || (cave_ptr->tl)) 
X    return(TRUE);
X  else
X    return(FALSE);
X}
X
X
X/* Prints the map of the dungeon 			-RAK-	*/
Xprt_map()
X{
X  int i, j, k, l, m;
X  int ypos, isp;
X  /* this eliminates lint warning: xpos may be used before set */
X  int xpos = 0;    
X  vtype floor_str;
X  char tmp_char[2];
X  int flag;
X  cave_type *cave_ptr;
X
X  k = 0;                          /* Used for erasing dirty lines  */
X  l = 13;                         /* Erasure starts in this column */
X  for (i = panel_row_min; i <= panel_row_max; i++)  /* Top to bottom */
X    {
X      k++;                     /* Increment dirty line ctr      */
X      if (used_line[k])        /* If line is dirty...           */
X	{
X	  erase_line(k, l);        /* erase it.                    */
X	  used_line[k] = FALSE;   /* Now it's a clean line         */
X	}
X      floor_str[0] = '\0';              /* Floor_str is string to be printed*/
X      ypos = i;                   /* Save row                      */
X      flag = FALSE;                /* False until floor_str != ""   */
X      isp = 0;                     /* Number of blanks encountered  */
X      for (j = panel_col_min; j <= panel_col_max; j++)  /* Left to right */
X	{
X	  cave_ptr = &cave[i][j];    /* Get character for location    */
X	  if (test_light(i, j)) 
X	    loc_symbol(i, j, tmp_char);
X	  else if ((cave_ptr->cptr == 1) && (!find_flag)) 
X	    tmp_char[0] = '@';
X	  else if (cave_ptr->cptr > 1) 
X	    if (m_list[cave_ptr->cptr].ml) 
X	      loc_symbol(i, j, tmp_char);
X	    else
X	      tmp_char[0] = ' ';
X	  else
X	    tmp_char[0] = ' ';
X	  if (tmp_char[0] == ' ') /* If blank...                   */
X	    {
X	      if (flag)       /* If floor_str != ""        */
X		{
X		  isp++;      /* Increment blank ctr           */
X		  if (isp > 3)        /* Too many blanks, print*/
X		    {                 /* floor_str and reset   */
X		      print(floor_str, ypos, xpos);
X		      flag = FALSE;
X		      isp = 0;
X		    }
X		}
X	    }
X	  else
X	    {
X	      if (flag)       /* Floor_str != ""               */
X		{
X		  if (isp > 0)        /* Add on the blanks     */
X		    {
X		      for (m = 0; m < isp; m++)
X			(void) strcat(floor_str, " ");
X		      isp = 0;
X		    }                  /* Add on the character  */
X		  tmp_char[1] = '\0';
X		  (void) strcat(floor_str, tmp_char);
X		}
X	      else
X		{             /* Floor_str == ""                */
X		  xpos = j;     /* Save column for printing      */
X		  flag = TRUE;   /* Set flag to true              */
X		  floor_str[0] = tmp_char[0];  /* Floor_str != ""       */
X		  floor_str[1] = '\0';
X		}
X	    }
X	}
X      if (flag)                 /* Print remainder, if any       */
X	print(floor_str, ypos, xpos);
X    }
X}
X
X
X/* Compact monsters					-RAK-	*/
Xcompact_monsters()
X{
X  int i, j, k, cur_dis;
X  int delete_1, delete_any;
X  monster_type *mon_ptr;
X  
X  cur_dis = 66;
X  delete_any = FALSE;
X  do
X    {
X      i = muptr;
X      j = 0;
X      while (i > 0)
X	{
X	  delete_1 = FALSE;
X	  k = m_list[i].nptr;
X	  mon_ptr = &m_list[i];
X	  if (cur_dis > mon_ptr->cdis) 
X	    if (randint(3) == 1) 
X	      {
X		if (j == 0) 
X		  muptr = k;
X		else
X		  m_list[j].nptr = k;
X		cave[mon_ptr->fy][mon_ptr->fx].cptr = 0;
X		m_list[i] = blank_monster;
X		m_list[i].nptr = mfptr;
X		mfptr = i;
X		delete_1 = TRUE;
X		delete_any = TRUE;
X	      }
X	  if (!delete_1)
X	    j = i;
X	  i = k;
X	}
X      if (!delete_any)
X	cur_dis -= 6;
X    }
X  while (!delete_any);
X  if (cur_dis < 66)
X    prt_map();
X}
X
X
X/* Returns a pointer to next free space			-RAK-	*/
Xpopm(x)
Xint *x;
X{
X  if (mfptr <= 1)
X    compact_monsters();
X  *x = mfptr;
X  mfptr = m_list[*x].nptr;
X}
X
X
X/* Pushs a record back onto free space list		-RAK-	*/
Xpushm(x)
Xint x;
X{
X  m_list[x] = blank_monster;
X  m_list[x].nptr = mfptr;
X  mfptr = x;
X}
X
X
X/* Gives Max hit points					-RAK-	*/
Xint max_hp(hp_str)
Xchar *hp_str;
X{
X  int num, die;
X
X  (void) sscanf(hp_str, "%d d %d", &num, &die);
X  return(num*die);
X}
X
X
X/* Places a monster at given location			-RAK-	*/
Xplace_monster(y, x, z, slp)
Xint y, x, z;
Xint slp;
X{
X  int cur_pos;
X  monster_type *mon_ptr;
X
X  popm(&cur_pos);
X  mon_ptr = &m_list[cur_pos];
X  mon_ptr->fy = y;
X  mon_ptr->fx = x;
X  mon_ptr->mptr = z;
X  mon_ptr->nptr = muptr;
X  muptr = cur_pos;
X  if (c_list[z].cdefense & 0x4000)
X    mon_ptr->hp = max_hp(c_list[z].hd);
X  else
X    mon_ptr->hp = damroll(c_list[z].hd);
X  mon_ptr->cspeed = c_list[z].speed + py.flags.speed;
X  mon_ptr->stunned = 0;
X  mon_ptr->cdis = distance(char_row, char_col,y,x);
X  cave[y][x].cptr = cur_pos;
X  if (slp) 
X    {
X      if (c_list[z].sleep == 0)
X	mon_ptr->csleep = 0;
X      else
X	mon_ptr->csleep = (c_list[z].sleep/5.0) + randint(c_list[z].sleep);
X    }
X  else
X    mon_ptr->csleep = 0;
X}
X
X
X/* Places a monster at given location			-RAK-	*/
Xplace_win_monster()
X{
X  int cur_pos;
X  int y, x;
X  monster_type *mon_ptr;
X
X  if (!total_winner) 
X    {
X      popm(&cur_pos);
X      mon_ptr = &m_list[cur_pos];
X      do 
X	{
X	  y = randint(cur_height-2);
X	  x = randint(cur_width-2);
X	}
X      while (((cave[y][x].fval != 1) && (cave[y][x].fval != 2) &&
X		(cave[y][x].fval != 4)) ||
X	     (cave[y][x].cptr != 0) ||
X	     (cave[y][x].tptr != 0) ||
X	     (distance(y,x,char_row, char_col) <= MAX_SIGHT));
X      mon_ptr->fy = y;
X      mon_ptr->fx = x;
X      mon_ptr->mptr = randint(WIN_MON_TOT) - 1 + m_level[MAX_MONS_LEVEL] +
X	m_level[0];
X      mon_ptr->nptr = muptr;
X      muptr = cur_pos;
X      if (c_list[mon_ptr->mptr].cdefense & 0x4000)
X	mon_ptr->hp = max_hp(c_list[mon_ptr->mptr].hd);
X      else
X	mon_ptr->hp = damroll(c_list[mon_ptr->mptr].hd);
X      mon_ptr->cspeed = c_list[mon_ptr->mptr].speed + py.flags.speed;
X      mon_ptr->stunned = 0;
X      mon_ptr->cdis = distance(char_row, char_col,y,x);
X      cave[y][x].cptr = cur_pos;
X      mon_ptr->csleep = 0;
X    }
X}
X
X/* Allocates a random monster				-RAK-	*/
Xalloc_monster(alloc_set, num, dis, slp)
Xint (*alloc_set)();
Xint num, dis;
Xint slp;
X{
X  int y, x, i, j, k;
X
X  for (i = 0; i < num; i++)
X    {
X      do 
X	{
X	  y = randint(cur_height-2);
X	  x = randint(cur_width-2);
X	}
X      while ((!(*alloc_set)(cave[y][x].fval)) ||
X		 (cave[y][x].cptr != 0) ||
X		 (!cave[y][x].fopen) ||
X		 (distance(y,x,char_row, char_col) <= dis));
X      if (dun_level == 0) 
X	j = randint(m_level[0]) - 1;
X      else if (dun_level >= MAX_MONS_LEVEL) 
X	j = randint(m_level[MAX_MONS_LEVEL]) - 1 + m_level[0];
X      else if (randint(MON_NASTY) == 1)
X	{
X	  j = dun_level + abs(randnor(0, 4)) + 1;
X	  if (j > MAX_MONS_LEVEL)
X	    j = MAX_MONS_LEVEL;
X	  k = m_level[j] - m_level[j-1];
X	  j = randint(k) - 1 + m_level[j-1];
X	}
X      else
X	j = randint(m_level[dun_level]) - 1 + m_level[0];
X      place_monster(y, x, j, slp);
X    }
X}
X
X
X/* Places creature adjacent to given location		-RAK-	*/
Xint summon_monster(y, x, slp)
Xint *y, *x;
Xint slp;
X{
X  int i, j, k, l, m;
X  cave_type *cave_ptr;
X  int summon;
X
X  i = 0;
X  m = dun_level + MON_SUMMON_ADJ;
X  summon = FALSE;
X  if (m > MAX_MONS_LEVEL) 
X    l = MAX_MONS_LEVEL;
X  else
X    l = m;
X  if (dun_level == 0) 
X    l = randint(m_level[0]) - 1;
X  else
X    l = randint(m_level[l]) - 1 + m_level[0];
X  do
X    {
X      j = *y - 2 + randint(3);
X      k = *x - 2 + randint(3);
X      if (in_bounds(j, k)) 
X	{
X	  cave_ptr = &cave[j][k];
X	  if ((cave_ptr->fval == 1) || (cave_ptr->fval == 2) ||
X	      (cave_ptr->fval == 4) || (cave_ptr->fval == 5))
X	    if (cave_ptr->cptr == 0) 
X	      if (cave_ptr->fopen) 
X		{
X		  place_monster(j, k, l, slp);
X		  summon = TRUE;
X		  i = 9;
X		  *y = j;
X		  *x = k;
X		}
X	}
X      i++;
X    }
X  while (i <= 9);
X  return(summon);
X}
X
X
X/* Places undead adjacent to given location		-RAK-	*/
Xint summon_undead(y, x)
Xint *y, *x;
X{
X  int i, j, k, l, m, ctr;
X  int summon;
X  cave_type *cave_ptr;
X
X  i = 0;
X  summon = FALSE;
X  l = m_level[MAX_MONS_LEVEL] + m_level[0];
X  do
X    {
X      m = randint(l) - 1;
X      ctr = 0;
X      do 
X	{
X	  if (c_list[m].cdefense & 0x0008)
X	    {
X	      ctr = 20;
X	      l  = 0;
X	    }
X	  else
X	    {
X	      m++;
X	      if (m > l) 
X		ctr = 20;
X	      else
X		ctr++;
X	    }
X	}
X      while (ctr <= 19);
X    }
X  while(l != 0);
X  do
X    {
X      j = *y - 2 + randint(3);
X      k = *x - 2 + randint(3);
X      if (in_bounds(j, k)) 
X	{
X	  cave_ptr = &cave[j][k];
X	  if ((cave_ptr->fval == 1) || (cave_ptr->fval == 2) ||
X	      (cave_ptr->fval == 4) || (cave_ptr->fval == 5))
X	    if ((cave_ptr->cptr == 0) && (cave_ptr->fopen)) 
X	      {
X		place_monster(j, k, m, FALSE);
X		summon = TRUE;
X		i = 9;
X		*y = j;
X		*x = k;
X	      }
X	}
X      i++;
X    }
X  while(i <= 9);
X  return(summon);
X}
X
X
X/* If too many objects on floor level, delete some of them-RAK-	*/
Xcompact_objects()
X{
X  int i, j, ctr, cur_dis;
X  int flag;
X  cave_type *cave_ptr;
X  treasure_type *t_ptr;
X
X  ctr = 0;
X  cur_dis = 66;
X  do
X    {
X      for (i = 0; i < cur_height; i++)
X	for (j = 0; j < cur_width; j++)
X	  {
X	    cave_ptr = &cave[i][j];
X	    if (cave_ptr->tptr != 0) 
X	      if (distance(i, j, char_row, char_col) > cur_dis) 
X		{
X		  flag = FALSE;
X		  t_ptr = &t_list[cave_ptr->tptr];
X		  switch(t_ptr->tval)
X		    {
X		    case 102:
X		      if ((t_ptr->subval == 1) || (t_ptr->subval == 6) ||
X			  (t_ptr->subval == 9))
X			flag = TRUE;
X		      else if (randint(4) == 1) 
X			flag = TRUE;
X		      break;
X		    case 103:
X		      flag = TRUE;
X		      break;
X		    case 104: case 105:
X		      if (randint(4) == 1)  flag = TRUE;
X		      break;
X		    case 107: case 108:
X		      break;
X		    default:
X		      if (randint(8) == 1)  flag = TRUE;
X		    }
X		  if (flag) 
X		    {
X		      cave_ptr->fopen = TRUE;
X		      t_list[cave_ptr->tptr] = blank_treasure;
X		      t_list[cave_ptr->tptr].p1 = tcptr;
X		      tcptr = cave_ptr->tptr;
X		      cave_ptr->tptr = 0;
X		      ctr++;
X		    }
X		}
X	    if (ctr == 0)  cur_dis -= 6;
X	  }
X    }
X  while (ctr <= 0);
X  if (cur_dis < 66)  prt_map();
X}
X
X
X
X/* Gives pointer to next free space			-RAK-	*/
Xpopt(x)
Xint *x;
X{
X  if (tcptr < 1)
X    compact_objects();
X  *x = tcptr;
X  tcptr = t_list[*x].p1;
X}
X
X
X/* Pushs a record back onto free space list		-RAK-	*/
Xpusht(x)
Xint x;
X{
X  t_list[x] = blank_treasure;
X  t_list[x].p1 = tcptr;
X  tcptr = x;
X}
X
X
X/* Order the treasure list by level			-RAK-	*/
Xsort_objects()
X{
X  int i, j, k, gap;
X  treasure_type tmp;
X
X  gap = MAX_OBJECTS / 2;
X  while (gap > 0)
X    {
X      for (i = gap; i < MAX_OBJECTS; i++)
X	{
X	  j = i - gap;
X	  while (j >= 0)
X	    {
X	      k = j + gap;
X	      if (object_list[j].level > object_list[k].level) 
X		{
X		  tmp = object_list[j];
X		  object_list[j] = object_list[k];
X		  object_list[k] = tmp;
X		}
X	      else
X		j = -1;
X	      j -= gap;
X	    }
X	}
X      gap /= 2;
X    }
X}
X
X
X/* Boolean : is object enchanted 	  -RAK- */
Xint magik(chance)
Xint chance;
X{
X  if (randint(100) <= chance) 
X    return(TRUE);
X  else
X    return(FALSE);
X}
X
X
X/* Enchant a bonus based on degree desired -RAK- */
Xint m_bonus(base, max_std, level)
Xint base, max_std, level;
X{
X  int x, stand_dev;
X
X  stand_dev = (OBJ_STD_ADJ*level) + OBJ_STD_MIN;
X  if (stand_dev > max_std)
X    stand_dev = max_std;
X  x = (abs(randnor(0, stand_dev))/10.0) + base;
X  if (x < base) 
X    return(base);
X  else
X    return(x);
X}
X
X
X/* Chance of treasure having magic abilities		-RAK-	*/
X/* Chance increases with each dungeon level                      */
Xmagic_treasure(x, level)
Xint x, level;
X{
X  int chance, special, cursed, i;
X  treasure_type *t_ptr;
X
X  chance = OBJ_BASE_MAGIC + level;
X  if (chance > OBJ_BASE_MAX)
X    chance = OBJ_BASE_MAX;
X  special = (chance/OBJ_DIV_SPECIAL);
X  cursed  = (chance/OBJ_DIV_CURSED);
X  t_ptr = &t_list[x];
X/*  I vehemently disagree with this!! */
X/*  t_ptr->level = level;  */
X  /* Depending on treasure type, it can have certain magical properties*/
X  switch (t_ptr->tval)
X    {
X    case 34: case 35: case 36:  /* Armor and shields*/
X      if (magik(chance)) 
X	{
X	  t_ptr->toac = m_bonus(1, 30, level);
X	  if (magik(special)) 
X	    switch(randint(9))
X	      {
X	      case 1: 
X		t_ptr->flags |= 0x02380000;
X		(void) strcat(t_ptr->name, " (R)");
X		t_ptr->toac += 5;
X		t_ptr->cost += 2500;
X		break;
X	      case 2:    /* Resist Acid   */
X		t_ptr->flags |= 0x00100000;
X		(void) strcat(t_ptr->name, " (RA)");
X		t_ptr->cost += 1000;
X		break;
X	      case 3: case 4:    /* Resist Fire   */
X		t_ptr->flags |= 0x00080000;
X		(void) strcat(t_ptr->name, " (RF)");
X		t_ptr->cost += 600;
X		break;
X	      case 5: case 6:   /* Resist Cold   */
X		t_ptr->flags |= 0x00200000;
X		(void) strcat(t_ptr->name, " (RC)");
X		t_ptr->cost += 600;
X		break;
X	      case 7: case 8: case 9:  /* Resist Lightning*/
X		t_ptr->flags |= 0x02000000;
X		(void) strcat(t_ptr->name, " (RL)");
X		t_ptr->cost += 500;
X		break;
X	      }
X	}
X      else if (magik(cursed)) 
X	{
X	  t_ptr->toac = -m_bonus(1, 40, level);
X	  t_ptr->cost = 0;
X	  t_ptr->flags |= 0x80000000;
X	}
X      break;
X
X    case 21: case 22: case 23:  /* Weapons       */
X      if (magik(chance)) 
X	{
X	  t_ptr->tohit = m_bonus(0, 40, level);
X	  t_ptr->todam = m_bonus(0, 40, level);
X	  if (magik(special)) 
X	    switch(randint(16))
X	      {
X		case 1:   /* Holy Avenger  */
X		t_ptr->flags |= 0x01418001;
X		t_ptr->tohit += 5;
X		t_ptr->todam += 5;
X		t_ptr->toac  = randint(4);
X		t_ptr->p1    = randint(4) - 1;
X		(void) strcat(t_ptr->name, " (HA)");
X		t_ptr->cost += t_ptr->p1*500;
X		t_ptr->cost += 10000;
X		break;
X	      case 2:   /* Defender      */
X		t_ptr->flags |= 0x07B80900;
X		t_ptr->tohit += 3;
X		t_ptr->todam += 3;
X		t_ptr->toac  = 5 + randint(5);
X		(void) strcat(t_ptr->name, " [%P4] (DF)");
X		t_ptr->p1    = randint(3);
X		t_ptr->cost += t_ptr->p1*500;
X		t_ptr->cost += 7500;
X		break;
X	      case 3: case 4:    /* Slay Monster  */
X		t_ptr->flags |= 0x01004000;
X		t_ptr->tohit += 3;
X		t_ptr->todam += 3;
X		(void) strcat(t_ptr->name, " (SM)");
X		t_ptr->cost += 5000;
X		break;
X	      case 5: case 6:   /* Slay Dragon   */
X		t_ptr->flags |= 0x00002000;
X		t_ptr->tohit += 3;
X		t_ptr->todam += 3;
X		(void) strcat(t_ptr->name, " (SD)");
X		t_ptr->cost += 4000;
X		break;
X	      case 7: case 8:     /* Slay Evil     */
X		t_ptr->flags |= 0x00008000;
X		t_ptr->tohit += 3;
X		t_ptr->todam += 3;
X		(void) strcat(t_ptr->name, " (SE)");
X		t_ptr->cost += 4000;
X		break;
X	      case 9: case 10:   /* Slay Undead   */
X		t_ptr->flags |= 0x00010000;
X		t_ptr->tohit += 2;
X		t_ptr->todam += 2;
X		(void) strcat(t_ptr->name, " (SU)");
X		t_ptr->cost += 3000;
X		break;
X	      case 11: case 12: case 13:   /* Flame Tongue  */
X		t_ptr->flags |= 0x00040000;
X		t_ptr->tohit++;
X		t_ptr->todam += 3;
X		(void) strcat(t_ptr->name, " (FT)");
X		t_ptr->cost += 2000;
X		break;
X	      case 14: case 15: case 16:   /* Frost Brand   */
X		t_ptr->flags |= 0x00020000;
X		t_ptr->tohit++;
X		t_ptr->todam++;
X		(void) strcat(t_ptr->name, " (FB)");
X		t_ptr->cost += 1200;
X		break;
X	      }
X	}
X      else if (magik(cursed)) 
X	{
X	  t_ptr->tohit = -m_bonus(1, 55, level);
X	  t_ptr->todam = -m_bonus(1, 55, level);
X	  t_ptr->flags |= 0x80000000;
X	  t_ptr->cost = 0;
X	}
X      break;
X      
X    case 20:  /* Bows, crossbows, and slings   */
X      if (magik(chance)) 
X	t_ptr->tohit = m_bonus(1, 30, level);
X      else if (magik(cursed)) 
X	{
X	  t_ptr->tohit = -m_bonus(1, 50, level);
X	  t_ptr->flags |= 0x80000000;
X	  t_ptr->cost = 0;
X	}
X      break;
X
X    case 25:  /* Digging tools         */
X      if (magik(chance)) 
X	switch(randint(3))
X	  {
X	  case 1: case 2:
X	    t_ptr->p1 = m_bonus(2, 25, level);
X	    t_ptr->cost += t_ptr->p1*100;
X	    break;
X	  case 3:
X	    t_ptr->p1 = -m_bonus(1, 30, level);
X	    t_ptr->cost = 0;
X	    t_ptr->flags |= 0x80000000;
X	  }
X      break;
X    
X    case 31:  /* Gloves and Gauntlets  */
X      if (magik(chance)) 
X	{
X	  t_ptr->toac = m_bonus(1, 20, level);
X	  if (magik(special)) 
X	    switch(randint(2))
X	      {
X	      case 1:
X		t_ptr->flags |= 0x00800000;
X		(void) strcat(t_ptr->name, " of Free Action");
X		t_ptr->cost += 1000;
X		break;
X	      case 2:
X		t_ptr->tohit = 1 + randint(3);
X		t_ptr->todam = 1 + randint(3);
X		(void) strcat(t_ptr->name, " of Slaying");
X		t_ptr->cost += (t_ptr->tohit+t_ptr->todam)*250;
X		break;
X	      }
X	}
X      else if (magik(cursed)) 
X	{
X	  if (magik(special)) 
X	    switch(randint(2))
X	      {
X	      case 1:
X		t_ptr->flags |= 0x80000002;
X		(void) strcat(t_ptr->name, " of Clumsiness");
X		t_ptr->p1 = 1;
X		break;
X	      case 2:
X		t_ptr->flags |= 0x80000001;
X		(void) strcat(t_ptr->name, " of Weakness");
X		t_ptr->p1 = 1;
X		break;
X	      }
X	  t_ptr->toac = -m_bonus(1, 40, level);
X	  t_ptr->p1   = -m_bonus(1, 10, level);
X	  t_ptr->flags |= 0x80000000;
X	  t_ptr->cost = 0;
X	}
X      break;
X
X    case 30:  /* Boots */
X      if (magik(chance)) 
X	{
X	  t_ptr->toac = m_bonus(1, 20, level);
X	  if (magik(special)) 
X	    switch(randint(12))
X	      {
X	      case 1:
X		t_ptr->flags |= 0x00001000;
X		(void) strcat(t_ptr->name, " of Speed");
X		t_ptr->p1 = 1;
X		t_ptr->cost += 5000;
X		break;
X	      case 2: case 3: case 4: case 5:
X		t_ptr->flags |= 0x00000100;
X		(void) strcat(t_ptr->name, " of Stealth");
X		t_ptr->cost += 500;
X		break;
X	      default:
X		t_ptr->flags |= 0x04000000;
X		(void) strcat(t_ptr->name, " of Slow descent");
X		t_ptr->cost += 250;
X		break;
X	      }
X	}
X      else if (magik(cursed)) 
X	{
X	switch(randint(3))
X	  {
X	    case 1:
X	    t_ptr->flags |= 0x80001000;
X	    (void) strcat(t_ptr->name, " of Slowness");
X	    t_ptr->p1 = -1;
X	    break;
X	  case 2:
X	    t_ptr->flags |= 0x80000200;
X	    (void) strcat(t_ptr->name, " of Noise");
X	    break;
X	  case 3:
X	    t_ptr->flags |= 0x80000000;
X	    (void) strcat(t_ptr->name, " of Great Mass");
X	    t_ptr->weight *= 5;
X	    break;
X	  }
X	t_ptr->cost = 0;
X	t_ptr->ac = -m_bonus(2, 45, level);
X      }
X      break;
X
X    case 33:  /* Helms */
X      if (magik(chance)) 
X	{
X	  t_ptr->toac = m_bonus(1, 20, level);
X	  if (magik(special)) 
X	    switch(t_ptr->subval)
X	      {
X	      case 1: case 2: case 3: case 4: case 5:
X		switch(randint(3))
X		  {
X		  case 1: 
X		    t_ptr->p1 = randint(2);
X		    t_ptr->flags |= 0x00000008;
X		    (void) strcat(t_ptr->name, " of Intelligence");
X		    t_ptr->cost += t_ptr->p1*500;
X		    break;
X		  case 2:
X		    t_ptr->p1 = randint(2);
X		    t_ptr->flags |= 0x00000010;
X		      (void) strcat(t_ptr->name, " of Wisdom");
X		    t_ptr->cost += t_ptr->p1*500;
X		    break;
X		  case 3:
X		    t_ptr->p1 = 1 + randint(4);
X		    t_ptr->flags |= 0x40000000;
X		    (void) strcat(t_ptr->name, " of Infra-Vision");
X		    t_ptr->cost += t_ptr->p1*250;
X		    break;
X		  }
X		break;
X	      case 6: case 7: case 8:
X		switch(randint(6))
X		  {
X		  case 1:
X		    t_ptr->p1 = randint(3);
X		    t_ptr->flags |= 0x00800007;
X		    (void) strcat(t_ptr->name, " of Might");
X		    t_ptr->cost += 1000 + t_ptr->p1*500;
X		    break;
X		  case 2:
X		    t_ptr->p1 = randint(3);
X		    t_ptr->flags |= 0x00000030;
X		    (void) strcat(t_ptr->name, " of Lordliness");
X		    t_ptr->cost += 1000 + t_ptr->p1*500;
X		    break;
X		  case 3:
X		    t_ptr->p1 = randint(3);
X		    t_ptr->flags |= 0x01380008;
X		    (void) strcat(t_ptr->name, " of the Magi");
X		    t_ptr->cost += 3000 + t_ptr->p1*500;
X		    break;
X		  case 4:
X		    t_ptr->p1 = randint(3);
X		    t_ptr->flags |= 0x00000020;
X		    (void) strcat(t_ptr->name, " of Beauty");
X		    t_ptr->cost += 750;
X		    break;
X		  case 5:
X		    t_ptr->p1 = 1 + randint(4);
X		    t_ptr->flags |= 0x01000040;
X		    (void) strcat(t_ptr->name, " of Seeing");
X		    t_ptr->cost += 1000 + t_ptr->p1*100;
X		    break;
X		  case 6:
X		    t_ptr->flags |= 0x00000800;
X		    (void) strcat(t_ptr->name, " of Regeneration");
X		    t_ptr->cost += 1500;
X		    break;
X		  }
X		break;
X	      }
X	  else if (magik(cursed)) 
X	    {
X	      t_ptr->toac = -m_bonus(1, 45, level);
X	      t_ptr->flags |= 0x80000000;
X	      t_ptr->cost = 0;
X	      if (magik(special)) 
X	      switch(randint(7))
X		{
X		case 1:
X		  t_ptr->p1 = -1;
X		  t_ptr->flags |= 0x00000008;
X		  (void) strcat(t_ptr->name, " of Stupidity");
X		  break;
X		case 2:
X		  t_ptr->p1 = -1;
X		  t_ptr->flags |= 0x00000010;
X		  (void) strcat(t_ptr->name, " of Dullness");
X		  break;
X		case 3:
X		  t_ptr->flags |= 0x08000000;
X		  (void) strcat(t_ptr->name, " of Blindness");
X		  break;
X		case 4:
X		  t_ptr->flags |= 0x10000000;
X		  (void) strcat(t_ptr->name, " of Timidness");
X		  break;
X		case 5:
X		  t_ptr->p1 = -1;
X		  t_ptr->flags |= 0x00000001;
X		  (void) strcat(t_ptr->name, " of Weakness");
X		  break;
X		case 6:
X		  t_ptr->flags |= 0x00000400;
X		  (void) strcat(t_ptr->name, " of Teleportation");
X		  break;
X		case 7:
X		  t_ptr->p1 = -1;
X		  t_ptr->flags |= 0x00000020;
X		  (void) strcat(t_ptr->name, " of Ugliness");
X		  break;
X		}
X	      t_ptr->p1 *= randint(5);
X	    }
X	}
X      break;
X
X    case 45: /* Rings         */
X      switch(t_ptr->subval)
X	{
X	case 1: case 2: case 3: case 4: case 5: case 6:
X	  if (magik(cursed)) 
X	    {
X	      t_ptr->p1 = -m_bonus(1, 20, level);
X	      t_ptr->flags |= 0x80000000;
X	      t_ptr->cost = -t_ptr->cost;
X	    }
X	  else
X	    {
X	      t_ptr->p1 = m_bonus(1, 10, level);
X	      t_ptr->cost += t_ptr->p1*100;
X	    }
X	  break;
X	case 7:
X	  if (magik(cursed)) 
X	    {
X	      t_ptr->p1 = -randint(3);
X	      t_ptr->flags |= 0x80000000;
X	      t_ptr->cost = -t_ptr->cost;
X	    }
X	  else
X	    t_ptr->p1 = 1;
X	  break;
X	case 8:
X	  t_ptr->p1 = 5*m_bonus(1, 20, level);
X	  t_ptr->cost += t_ptr->p1*100;
X	  break;
X	case 22:     /* Increase damage       */
X	  t_ptr->todam = m_bonus(1, 20, level);
X	  t_ptr->cost += t_ptr->todam*100;
X	  if (magik(cursed)) 
X	    {
X	      t_ptr->todam = -t_ptr->todam;
X	      t_ptr->flags |= 0x80000000;
X	      t_ptr->cost = -t_ptr->cost;
X	    }
X	  break;
X	case 23:     /* Increase To-Hit       */
X	  t_ptr->tohit = m_bonus(1, 20, level);
X	  t_ptr->cost += t_ptr->todam*100;
X	  if (magik(cursed)) 
X	    {
X	      t_ptr->tohit = -t_ptr->tohit;
X	      t_ptr->flags |= 0x80000000;
X	      t_ptr->cost = -t_ptr->cost;
X	    }
X	  break;
X	case 24:     /* Protection            */
X	  t_ptr->toac = m_bonus(1, 20, level);
X	  t_ptr->cost += t_ptr->todam*100;
X	  if (magik(cursed)) 
X	    {
X	      t_ptr->toac = -t_ptr->toac;
X	      t_ptr->flags |= 0x80000000;
X	      t_ptr->cost = -t_ptr->cost;
X	    }
X	  break;
X	case 33:     /* Slaying       */
X	  t_ptr->todam = m_bonus(1, 25, level);
X	  t_ptr->tohit = m_bonus(1, 25, level);
X	  t_ptr->cost += (t_ptr->tohit+t_ptr->todam)*100;
X	  if (magik(cursed)) 
X	    {
X	      t_ptr->tohit = -t_ptr->tohit;
X	      t_ptr->todam = -t_ptr->todam;
X	      t_ptr->flags |= 0x80000000;
X	      t_ptr->cost = -t_ptr->cost;
X	    }
X	  break;
X	default:
X	  break;
X	}
X      break;
X
X    case 40: /* Amulets       */
X      switch(t_ptr->subval)
X	{
X	case 1: case 2: case 3: case 4: case 5: case 6:
X	  if (magik(cursed)) 
X	    {
X	      t_ptr->p1 = -m_bonus(1, 20, level);
X	      t_ptr->flags |= 0x80000000;
X	      t_ptr->cost = -t_ptr->cost;
X	    }
X	  else
X	    {
X	      t_ptr->p1 = m_bonus(1, 10, level);
X	      t_ptr->cost += t_ptr->p1*100;
X	    }
X	  break;
X	case 7:
X	  t_ptr->p1 = 5*m_bonus(1, 25, level);
X	  if (magik(cursed)) 
X	    {
X	      t_ptr->p1 = -t_ptr->p1;
X	      t_ptr->cost = -t_ptr->cost;
X	      t_ptr->flags |= 0x80000000;
X	    }
X	  else
X	    t_ptr->cost += 20*t_ptr->p1;
X	  break;
X	default:
X	  break;
X	}
X      break;
X
X      /* Subval should be even for store, odd for dungeon*/
X      /* Dungeon found ones will be partially charged    */
X    case 15: /* Lamps and torches*/
X      if ((t_ptr->subval % 2) == 1) 
X	t_ptr->p1 = randint(t_ptr->p1);
X      break;
X
X    case 65: /* Wands         */
X      switch(t_ptr->subval)
X	{
X	case 1:   t_ptr->p1 = randint(10) + 	 6; break;
X	case 2:   t_ptr->p1 = randint(8)  + 	 6; break;
X	case 3:   t_ptr->p1 = randint(5)  + 	 6; break;
X	case 4:   t_ptr->p1 = randint(8)  + 	 6; break;
X	case 5:   t_ptr->p1 = randint(4)  + 	 3; break;
X	case 6:   t_ptr->p1 = randint(8)  + 	 6; break;
X	case 7:   t_ptr->p1 = randint(20) + 	 12; break;
X	case 8:   t_ptr->p1 = randint(20) + 	 12; break;
X	case 9:   t_ptr->p1 = randint(10) + 	 6; break;
X	case 10:   t_ptr->p1 = randint(12) + 	 6; break;
X	case 11:   t_ptr->p1 = randint(10) + 	 12; break;
X	case 12:   t_ptr->p1 = randint(3)  + 	 3; break;
X	case 13:   t_ptr->p1 = randint(8)  + 	 6; break;
X	case 14:   t_ptr->p1 = randint(10) + 	 6; break;
X	case 15:   t_ptr->p1 = randint(5)  + 	 3; break;
X	case 16:   t_ptr->p1 = randint(5)  + 	 3; break;
X	case 17:   t_ptr->p1 = randint(5)  + 	 6; break;
X	case 18:   t_ptr->p1 = randint(5)  + 	 4; break;
X	case 19:   t_ptr->p1 = randint(8)  + 	 4; break;
X	case 20:   t_ptr->p1 = randint(6)  + 	 2; break;
X	case 21:   t_ptr->p1 = randint(4)  + 	 2; break;
X	case 22:   t_ptr->p1 = randint(8)  + 	 6; break;
X	case 23:   t_ptr->p1 = randint(5)  + 	 2; break;
X	case 24:   t_ptr->p1 = randint(12) + 12; break;
X	default:
X	  break;
X	}
X      break;
X
X    case 55: /* Staffs        */
X      switch(t_ptr->subval)
X	{
X	case 1:   t_ptr->p1 = randint(20) + 	 12; break;
X	case 2:   t_ptr->p1 = randint(8)  + 	 6; break;
X	case 3:   t_ptr->p1 = randint(5)  + 	 6; break;
X	case 4:   t_ptr->p1 = randint(20) + 	 12; break;
X	case 5:   t_ptr->p1 = randint(15) + 	 6; break;
X	case 6:   t_ptr->p1 = randint(4)  + 	 5; break;
X	case 7:   t_ptr->p1 = randint(5)  + 	 3; break;
X	case 8:   t_ptr->p1 = randint(3)  + 	 1; break;
X	case 9:   t_ptr->p1 = randint(3)  + 	 1; break;
X	case 10:   t_ptr->p1 = randint(3)  + 	 1; break;
X	case 11:   t_ptr->p1 = randint(5)  + 	 6; break;
X	case 12:   t_ptr->p1 = randint(10) + 	 12; break;
X	case 13:   t_ptr->p1 = randint(5)  + 	 6; break;
X	case 14:   t_ptr->p1 = randint(5)  + 	 6; break;
X	case 15:   t_ptr->p1 = randint(5)  + 	 6; break;
X	case 16:   t_ptr->p1 = randint(10) + 	 12; break;
X	case 17:   t_ptr->p1 = randint(3)  + 	 4; break;
X	case 18:   t_ptr->p1 = randint(5)  + 	 6; break;
X	case 19:   t_ptr->p1 = randint(5)  + 	 6; break;
X	case 20:   t_ptr->p1 = randint(3)  + 	 4; break;
X	case 21:   t_ptr->p1 = randint(10) + 	 12; break;
X	case 22:   t_ptr->p1 = randint(3)  + 	 4; break;
X	case 23:   t_ptr->p1 = randint(3)  + 	 4; break;
X	case 24:   t_ptr->p1 = randint(3)  + 	 1; break;
X	case 25:   t_ptr->p1 = randint(10) + 6; break;
X	default:
X	  break;
X	}
X      break;
X
X    case 32: /* Cloaks        */
X      if (magik(chance)) 
X	{
X	  if (magik(special)) 
X	    switch(randint(2))
X	      {
X	      case 1:
X		(void) strcat(t_ptr->name, " of Protection");
X		t_ptr->toac = m_bonus(2, 40, level);
X		t_ptr->cost += 250 + t_ptr->toac*100;
X		break;
X	      case 2:
X		t_ptr->toac = m_bonus(1, 20, level);
X		t_ptr->p1 = randint(3);
X		t_ptr->flags |= 0x00000100;
X		(void) strcat(t_ptr->name, " of Stealth (%P1)");
X		t_ptr->cost += t_ptr->p1*500 + t_ptr->toac*100;
X		break;
X	      }
X	  else
X	    {
X	      t_ptr->toac = m_bonus(1, 20, level);
X	      t_ptr->cost += t_ptr->toac+100;
X	    }
X	}
X      else if (magik(cursed)) 
X	switch(randint(3))
X	  {
X	  case 1:
X	    t_ptr->flags |= 0x80000200;
X	    (void) strcat(t_ptr->name, " of Irritation");
X	    t_ptr->ac   =  0;
X	    t_ptr->toac  = -m_bonus(1, 10, level);
X	    t_ptr->tohit = -m_bonus(1, 10, level);
X	    t_ptr->todam = -m_bonus(1, 10, level);
X	    t_ptr->cost =  0;
X	    break;
X	  case 2:
X	    t_ptr->flags |= 0x80000000;
X	    (void) strcat(t_ptr->name, " of Vulnerability");
X	    t_ptr->ac   = 0;
X	    t_ptr->toac = -m_bonus(10, 100, level+50);
X	    t_ptr->cost = 0;
X	    break;
X	  case 3:
X	    t_ptr->flags |= 0x80000000;
X	    (void) strcat(t_ptr->name, " of Enveloping");
X	    t_ptr->toac  = -m_bonus(1, 10, level);
X	    t_ptr->tohit = -m_bonus(2, 40, level+10);
X	    t_ptr->todam = -m_bonus(2, 40, level+10);
X	    t_ptr->cost = 0;
X	    break;
X	  }
X      break;
X
X    case 2: /* Chests        */
X      switch(randint(level+4))
X	{
X	case 1:
X	  t_ptr->flags = 0;
X	  (void) strcat(t_ptr->name, "^ (Empty)");
X	  break;
X	case 2:
X	  t_ptr->flags |= 0x00000001;
X	  (void) strcat(t_ptr->name, "^ (Locked)");
X	  break;
X	case 3: case 4:
X	  t_ptr->flags |= 0x00000011;
X	  (void) strcat(t_ptr->name, "^ (Poison Needle)");
X	  break;
X	case 5: case 6:
X	  t_ptr->flags |= 0x00000021;
X	  (void) strcat(t_ptr->name, "^ (Poison Needle)");
X	  break;
X	case 7: case 8: case 9:
X	  t_ptr->flags |= 0x00000041;
X	  (void) strcat(t_ptr->name, "^ (Gas Trap)");
X	  break;
X	case 10: case 11:
X	  t_ptr->flags |= 0x00000081;
X	  (void) strcat(t_ptr->name, "^ (Explosion Device)");
X	  break;
X	case 12: case 13: case 14:
X	  t_ptr->flags |= 0x00000101;
X	  (void) strcat(t_ptr->name, "^ (Summoning Runes)");
X	  break;
X	case 15: case 16: case 17:
X	  t_ptr->flags |= 0x00000071;
X	  (void) strcat(t_ptr->name, "^ (Multiple Traps)");
X	  break;
X	default:
X	  t_ptr->flags |= 0x00000181;
X	  (void) strcat(t_ptr->name, "^ (Multiple Traps)");
X	  break;
X	}
X      break;
X
X    case 10: case 11: case 12: case 13:  /* Arrows, bolts, ammo, and spikes */
X      if ((t_ptr->tval == 11) || (t_ptr->tval == 12))
X	if (magik(chance)) 
X	  {
X	    t_ptr->tohit = m_bonus(1, 35, level);
X	    t_ptr->todam = m_bonus(1, 35, level);
X	    if (magik(special)) 
X	      switch(t_ptr->tval)  /*SWITCH 1*/
X		{
X		case 11: case 12:
X		  switch(randint(10))   /*SWITCH 2*/
X		    {
X		    case 1: case 2: case 3:
X		      (void) strcat(t_ptr->name, " of Slaying");
X		      t_ptr->tohit += 5;
X		      t_ptr->todam += 5;
X		      t_ptr->cost += 20;
X		      break;
X		    case 4: case 5:
X		      t_ptr->flags |= 0x00040000;
X		      t_ptr->tohit += 2;
X		      t_ptr->todam += 4;
X		      (void) strcat(t_ptr->name, " of Fire");
X		      t_ptr->cost += 25;
X		      break;
X		    case 6: case 7:
X		      t_ptr->flags |= 0x00008000;
X		      t_ptr->tohit += 3;
X		      t_ptr->todam += 3;
X		      (void) strcat(t_ptr->name, " of Slay Evil");
X		      t_ptr->cost += 25;
X		      break;
X		    case 8: case 9:
X		      t_ptr->flags |= 0x01004000;
X		      t_ptr->tohit += 2;
X		      t_ptr->todam += 2;
X		      (void) strcat(t_ptr->name, " of Slay Monster");
X		      t_ptr->cost += 30;
X		      break;
X		    case 10:
X		      t_ptr->flags |= 0x00002000;
X		      t_ptr->tohit += 10;
X		      t_ptr->todam += 10;
X		      (void) strcat(t_ptr->name, " of Dragon Slaying");
X		      t_ptr->cost += 35;
X		      break;
X		    } /*SWITCH 2*/
X		default:
X		  break;
X		}  /*SWITCH 1*/
X	  }
X	else if (magik(cursed)) 
X	  {
X	    t_ptr->tohit = -m_bonus(5, 55, level);
X	    t_ptr->todam = -m_bonus(5, 55, level);
X	    t_ptr->flags |= 0x80000000;
X	    t_ptr->cost = 0;
X	  }
X
X      t_ptr->number = 0;
X      for (i = 0; i < 7; i++)
X	t_ptr->number += randint(6);
X      missile_ctr++;
X      if (missile_ctr > 65534) 
X	missile_ctr = 1;
X      t_ptr->subval = missile_ctr + 512;
X      break;
X
X    default:
X      break;
X    }
X}
X
X
END_OF_misc1.c
if test 39748 -ne `wc -c <misc1.c`; then
    echo shar: \"misc1.c\" unpacked with wrong size!
fi
# end of overwriting check
fi
if test -f scrolls.c -a "${1}" != "-c" ; then 
  echo shar: Will not over-write existing file \"scrolls.c\"
else
echo shar: Extracting \"scrolls.c\" \(10750 characters\)
sed "s/^X//" >scrolls.c <<'END_OF_scrolls.c'
X#include <stdio.h>
X
X#include "constants.h"
X#include "types.h"
X#include "externs.h"
X
X#ifdef sun   /* correct SUN stupidity in the stdio.h file */
Xchar *sprintf();
X#endif
X
Xextern int moria_flag;
X
X
X/* Scrolls for the reading				-RAK-	*/
Xread_scroll()
X{
X  unsigned int i;
X  int j, k, l, item_val;
X  int y, x;
X  int tmp[5];
X  vtype out_val, tmp_str;
X  int redraw, ident, first, flag;
X  treasure_type *i_ptr;
X  struct misc *m_ptr;
X
X  first = TRUE;
X  reset_flag = TRUE;
X  if (inven_ctr > 0) 
X    {
X      if (find_range(70, 71, &j, &k)) 
X	if (py.flags.blind > 0) 
X	  msg_print("You can't see to read the scroll.");
X	else if (no_light()) 
X	  msg_print("You have no light to read by.");
X	else if (py.flags.confused > 0) 
X	  {
X	    msg_print("The text seems to swim about the page!");
X	    msg_print("You are too confused to scanf...");
X	  }
X	else
X	  {
X	    redraw = FALSE;
X	    if (get_item(&item_val, "Read which scroll?", &redraw, j, k)) 
X	      {
X		i_ptr = &inventory[item_val];
X		if (redraw)  draw_cave();
X		reset_flag = FALSE;
X		i = i_ptr->flags;
X		ident = FALSE;
X
X		while (i != 0)
X		  {
X		    j = bit_pos(&i) + 1;
X		    if (i_ptr->tval == 71)
X		      j += 31;
X		    if (first) 
X		      if ((j != 4) && (j != 25)) 
X			{
X			  msg_print("As you read the scroll it vanishes.");
X			  first = FALSE;
X			}
X
X		    /* Scrolls...			*/
X		    switch(j)
X		      {
X		      case 1:
X			i_ptr = &inventory[22];
X			if (i_ptr->tval != 0) 
X			  {
X			    objdes(tmp_str, 22, FALSE);
X			    (void) sprintf(out_val, "Your %s glows faintly!",
X					   tmp_str);
X			    msg_print(out_val);
X			    if (enchant(&i_ptr->tohit)) 
X			      {
X				i_ptr->flags &= 0x7FFFFFFF;
X				py_bonuses(blank_treasure, 0);
X			      }
X			    else
X			      msg_print("The enchantment fails...");
X			  }
X			ident = TRUE;
X			break;
X		      case 2:
X			i_ptr = &inventory[22];
X			if (i_ptr->tval != 0) 
X			  {
X			    objdes(tmp_str, 22, FALSE);
X			    (void) sprintf(out_val, "Your %s glows faintly!",
X					   tmp_str);
X			    msg_print(out_val);
X			    if (enchant(&i_ptr->todam)) 
X			      {
X				i_ptr->flags &= 0x7FFFFFFF;
X				py_bonuses(blank_treasure, 0);
X			      }
X			    else
X			      msg_print("The enchantment fails...");
X			  }
X			ident = TRUE;
X			break;
X		      case 3:
X			k = 0;
X			l = 0;
X			if (inventory[25].tval != 0) 
X			  {
X			    k++;
X			    tmp[k] = 25;
X			  }
X			if (inventory[26].tval != 0) 
X			  {
X			    k++;
X			    tmp[k] = 26;
X			  }
X			if (inventory[31].tval != 0) 
X			  {
X			    k++;
X			    tmp[k] = 31;
X			  }
X			if (inventory[27].tval != 0) 
X			  {
X			    k++;
X			    tmp[k] = 27;
X			  }
X			if (inventory[23].tval != 0) 
X			  {
X			    k++;
X			    tmp[k] = 23;
X			  }
X			if (k > 0)  l = tmp[randint(k)];
X			if (0x80000000 & inventory[25].flags)
X			  l = 25;
X			else if (0x80000000 & inventory[26].flags)
X			  l = 26;
X			else if (0x80000000 & inventory[31].flags)
X			  l = 31;
X			else if (0x80000000 & inventory[23].flags)
X			  l = 23;
X			else if (0x80000000 & inventory[27].flags)
X			  l = 27;
X			if (l > 0) 
X			  {
X			    i_ptr = &inventory[l];
X			    objdes(tmp_str, l, FALSE);
X			    (void) sprintf(out_val, "Your %s glows faintly!",
X					   tmp_str);
X			    if (enchant(&i_ptr->toac)) 
X			      {
X				i_ptr->flags &= 0x7FFFFFFF;
X				py_bonuses(blank_treasure, 0);
X			      }
X			    else
X			      msg_print("The enchantment fails...");
X			  }
X			ident = TRUE;
X			break;
X		      case 4:
X			identify(inventory[item_val]);
X			msg_print("This is an identify scroll");
X			msg_print(" ");
X			if (ident_spell())  first = FALSE;
X			break;
X		      case 5:
X			if (remove_curse()) 
X			  {
X		     msg_print("You feel as if someone is watching over you.");
X			    ident = TRUE;
X			  }
X			break;
X		      case 6:
X			ident = light_area(char_row, char_col);
X			break;
X		      case 7:
X			ident = FALSE;
X			for (k = 0; k < randint(3); k++)
X			  {
X			    y = char_row;
X			    x = char_col;
X			    ident |= summon_monster(&y, &x, FALSE);
X			  }
X			break;
X		      case 8:
X			teleport(10);
X			ident = TRUE;
X			break;
X		      case 9:
X			teleport(100);
X			ident = TRUE;
X			break;
X		      case 10:
X			dun_level += (-3) + 2*randint(2);
X			if (dun_level < 1) 
X			  dun_level = 1;
X			moria_flag = TRUE;
X			ident = TRUE;
X			break;
X		      case 11:
X			msg_print("Your hands begin to glow.");
X			py.flags.confuse_monster = TRUE;
X			ident = TRUE;
X			break;
X		      case 12:
X			ident = map_area();
X			break;
X		      case 13:
X			ident = sleep_monsters1(char_row, char_col);
X			break;
X		      case 14:
X			ident = warding_glyph();
X			break;
X		      case 15:
X			ident = detect_treasure();
X			break;
X		      case 16:
X			ident = detect_object();
X			break;
X		      case 17:
X			ident = detect_trap();
X			break;
X		      case 18:
X			ident = detect_sdoor();
X			break;
X		      case 19:
X			msg_print("This is a mass genocide scroll.");
X			msg_print(" ");
X			ident = mass_genocide();
X			break;
X		      case 20:
X			ident = detect_invisible();
X			break;
X		      case 21:
X			ident = aggravate_monster(20);
X			msg_print("There is a high pitched humming noise");
X			break;
X		      case 22:
X			ident = trap_creation();
X			break;
X		      case 23:
X			ident = td_destroy();
X			break;
X		      case 24:
X			ident = door_creation();
X			break;
X		      case 25:
X			identify(inventory[item_val]);
X			msg_print("This is a Recharge-Item scroll.");
X			msg_print(" ");
X			if (recharge(60))  first = FALSE;
X			break;
X		      case 26:
X			msg_print("This is a genocide scroll.");
X			msg_print(" ");
X			ident = genocide();
X			break;
X		      case 27:
X			ident = unlight_area(char_row, char_col);
X			break;
X		      case 28:
X			ident = protect_evil();
X			break;
X		      case 29:
X			ident = create_food();
X			break;
X		      case 30:
X			ident = dispell_creature(0x0008, 60);
X			break;
X		      case 31:
X			msg_print("That scroll appeared to be blank.");
X			ident = TRUE;
X			break;
X		      case 32:
X			i_ptr = &inventory[22];
X			if (i_ptr->tval != 0) 
X			  {
X			    objdes(tmp_str, 22, FALSE);
X			    (void) sprintf(out_val, "Your %s glows brightly!",
X				    tmp_str);
X			    msg_print(out_val);
X			    flag = FALSE;
X			    for (k = 0; k < randint(2); k++)
X			      if (enchant(&i_ptr->tohit)) 
X				flag = TRUE;
X			    for (k = 0; k < randint(2); k++)
X			      if (enchant(&i_ptr->todam)) 
X				flag = TRUE;
X			    if (flag) 
X			      {
X				i_ptr->flags &= 0x7FFFFFFF;
X				py_bonuses(blank_treasure, 0);
X			      }
X			    else
X			      msg_print("The enchantment fails...");
X			  }
X			ident = TRUE;
X			break;
X		      case 33:
X			i_ptr = &inventory[22];
X			if (i_ptr->tval != 0) 
X			  {
X			    inventory[INVEN_MAX] = inventory[22];
X			    objdes(tmp_str, 22, FALSE);
X			    (void)sprintf(out_val,"Your %s glows black, fades",
X				    tmp_str);
X			    msg_print(out_val);
X			    i_ptr->tohit = -randint(5) - randint(5);
X			    i_ptr->todam = -randint(5) - randint(5);
X			    i_ptr->flags = 0x80000000;
X			    py_bonuses(inventory[INVEN_MAX], -1);
X			    ident = TRUE;
X			  }
X			break;
X		      case 34:
X			if (0x80000000 & inventory[25].flags)
X			  k = 25;
X			else if (0x80000000 & inventory[26].flags)
X			  k = 26;
X			else if (0x80000000 & inventory[31].flags)
X			  k = 31;
X			else if (0x80000000 & inventory[23].flags)
X			  k = 23;
X			else if (0x80000000 & inventory[27].flags)
X			  k = 27;
X			else if (inventory[25].tval != 0) 
X			  k = 25;
X			else if (inventory[26].tval !=0) 
X			  k = 26;
X			else if (inventory[23].tval != 0) 
X			  k = 23;
X			else if (inventory[27].tval != 0) 
X			  k = 27;
X			else
X			  k = 0;
X			if (k > 0) 
X			  {
X			    i_ptr = &inventory[k];
X			    objdes(tmp_str, k, FALSE);
X			    (void) sprintf(out_val,"Your %s glows brightly!",
X					   tmp_str);
X			    msg_print(out_val);
X			    flag = FALSE;
X			    for (k = 0; k < randint(2) + 1; k++)
X			      if (enchant(&i_ptr->toac)) 
X				flag = TRUE;
X			    if (flag) 
X			      {
X				i_ptr->flags &= 0x7FFFFFFF;
X				py_bonuses(blank_treasure, 0);
X			      }
X			    else
X			      msg_print("The enchantment fails...");
X			  }
X			ident = TRUE;
X			break;
X		      case 35:
X			if ((inventory[25].tval != 0) && (randint(4) == 1)) 
X			  k = 25;
X			else if ((inventory[26].tval != 0) && (randint(3) ==1))
X			  k = 26;
X			else if ((inventory[31].tval != 0) && (randint(3) ==1))
X			  k = 31;
X			else if ((inventory[23].tval != 0) && (randint(3) ==1))
X			  k = 23;
X			else if ((inventory[27].tval != 0) && (randint(3) ==1))
X			  k = 27;
X			else if (inventory[25].tval != 0) 
X			  k = 25;
X			else if (inventory[26].tval != 0) 
X			  k = 26;
X			else if (inventory[31].tval != 0) 
X			  k = 31;
X			else if (inventory[23].tval != 0) 
X			  k = 23;
X			else if (inventory[27].tval != 0) 
X			  k = 27;
X			else
X			  k = 0;
X			if (k > 0) 
X			  {
X			    i_ptr = &inventory[k];
X			    inventory[INVEN_MAX] = inventory[k];
X			    objdes(tmp_str, k, FALSE);
X			   (void)sprintf(out_val,"Your %s glows black, fades.",
X				    tmp_str);
X			    msg_print(out_val);
X			    i_ptr->flags = 0x80000000;
X			    i_ptr->toac = -randint(5) - randint(5);
X			    py_bonuses(inventory[INVEN_MAX], -1);
X			    ident = TRUE;
X			  }
X			break;
X		      case 36:
X			ident = FALSE;
X			for (k = 0; k < randint(3); k++)
X			  {
X			    y = char_row;
X			    x = char_col;
X			    ident |= summon_undead(&y, &x);
X			  }
X			break;
X		      case 37:
X			ident = bless(randint(12)+6);
X			break;
X		      case 38:
X			ident = bless(randint(24)+12);
X			break;
X		      case 39:
X			ident = bless(randint(48)+24);
X			break;
X		      case 40:
X			ident = TRUE;
X			py.flags.word_recall = 25 + randint(30);
X			msg_print("The air about you becomes charged...");
X			break;
X		      case 41:
X			ident = destroy_area(char_row, char_col);
X			break;
X		      case 42:  
X			break;
X		      case 43:  
X			break;
X		      case 44:  
X			break;
X		      case 45:  
X			break;
X		      case 46:  
X			break;
X		      case 47:  
X			break;
X		      case 48:  
X			break;
X		      case 49:  
X			break;
X		      case 50:  
X			break;
X		      case 51:  
X			break;
X		      case 52:  
X			break;
X		      case 53:  
X			break;
X		      case 54:  
X			break;
X		      case 55:  
X			break;
X		      case 56:  
X			break;
X		      case 57:  
X			break;
X		      case 58:  
X			break;
X		      case 59:  
X			break;
X		      case 60:  
X			break;
X		      case 61:  
X			break;
X		      case 62:  
X			break;
X		      default:
X			break;
X		      }
X		    /* End of Scrolls...                         */
X		  }
X		if (!reset_flag) 
X		  {
X		    if (ident) 
X		      identify(inventory[item_val]);
X		    if (!first) 
X		      {
X			desc_remain(item_val);
X			inven_destroy(item_val);
X			if (i_ptr->flags != 0) 
X			  {
X			    m_ptr = &py.misc;
X			    m_ptr->exp += (i_ptr->level/m_ptr->lev);
X			    prt_experience();
X			  }
X		      }
X		  }
X	      }
X	    else
X	      if (redraw)  draw_cave();
X	  }
X      else
X	msg_print("You are not carrying any scrolls.");
X    }
X  else
X    msg_print("But you are not carrying anything.");
X}
END_OF_scrolls.c
if test 10750 -ne `wc -c <scrolls.c`; then
    echo shar: \"scrolls.c\" unpacked with wrong size!
fi
# end of overwriting check
fi
echo shar: End of archive 10 \(of 16\).
cp /dev/null ark10isdone
MISSING=""
for I in 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 ; do
    if test ! -f ark${I}isdone ; then
	MISSING="${MISSING} ${I}"
    fi
done
if test "${MISSING}" = "" ; then
    echo You have unpacked all 16 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