NetBSD/games/hack/hack.u_init.c

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/* $NetBSD: hack.u_init.c,v 1.6 2001/03/25 20:44:03 jsm Exp $ */
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/*
* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985.
*/
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#include <sys/cdefs.h>
#ifndef lint
__RCSID("$NetBSD: hack.u_init.c,v 1.6 2001/03/25 20:44:03 jsm Exp $");
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#endif /* not lint */
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#include <ctype.h>
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#include <signal.h>
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#include <stdlib.h>
#include "hack.h"
#include "extern.h"
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#define Strcpy (void) strcpy
#define Strcat (void) strcat
#define UNDEF_TYP 0
#define UNDEF_SPE '\177'
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struct you zerou;
char pl_character[PL_CSIZ];
const char *(roles[]) = { /* must all have distinct first letter */
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/* roles[4] may be changed to -woman */
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"Tourist", "Speleologist", "Fighter", "Knight",
"Cave-man", "Wizard"
};
#define NR_OF_ROLES SIZE(roles)
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char rolesyms[NR_OF_ROLES + 1]; /* filled by u_init() */
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struct trobj {
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uchar trotyp;
schar trspe;
char trolet;
Bitfield(trquan, 6);
Bitfield(trknown, 1);
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};
#ifdef WIZARD
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struct trobj Extra_objs[] = {
{0, 0, 0, 0, 0},
{0, 0, 0, 0, 0}
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};
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#endif /* WIZARD */
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struct trobj Cave_man[] = {
{MACE, 1, WEAPON_SYM, 1, 1},
{BOW, 1, WEAPON_SYM, 1, 1},
{ARROW, 0, WEAPON_SYM, 25, 1}, /* quan is variable */
{LEATHER_ARMOR, 0, ARMOR_SYM, 1, 1},
{0, 0, 0, 0, 0}
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};
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struct trobj Fighter[] = {
{TWO_HANDED_SWORD, 0, WEAPON_SYM, 1, 1},
{RING_MAIL, 0, ARMOR_SYM, 1, 1},
{0, 0, 0, 0, 0}
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};
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struct trobj Knight[] = {
{LONG_SWORD, 0, WEAPON_SYM, 1, 1},
{SPEAR, 2, WEAPON_SYM, 1, 1},
{RING_MAIL, 1, ARMOR_SYM, 1, 1},
{HELMET, 0, ARMOR_SYM, 1, 1},
{SHIELD, 0, ARMOR_SYM, 1, 1},
{PAIR_OF_GLOVES, 0, ARMOR_SYM, 1, 1},
{0, 0, 0, 0, 0}
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};
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struct trobj Speleologist[] = {
{STUDDED_LEATHER_ARMOR, 0, ARMOR_SYM, 1, 1},
{UNDEF_TYP, 0, POTION_SYM, 2, 0},
{FOOD_RATION, 0, FOOD_SYM, 3, 1},
{PICK_AXE, UNDEF_SPE, TOOL_SYM, 1, 0},
{ICE_BOX, 0, TOOL_SYM, 1, 0},
{0, 0, 0, 0, 0}
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};
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struct trobj Tinopener[] = {
{CAN_OPENER, 0, TOOL_SYM, 1, 1},
{0, 0, 0, 0, 0}
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};
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struct trobj Tourist[] = {
{UNDEF_TYP, 0, FOOD_SYM, 10, 1},
{POT_EXTRA_HEALING, 0, POTION_SYM, 2, 0},
{EXPENSIVE_CAMERA, 0, TOOL_SYM, 1, 1},
{DART, 2, WEAPON_SYM, 25, 1}, /* quan is variable */
{0, 0, 0, 0, 0}
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};
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struct trobj Wizard[] = {
{ELVEN_CLOAK, 0, ARMOR_SYM, 1, 1},
{UNDEF_TYP, UNDEF_SPE, WAND_SYM, 2, 0},
{UNDEF_TYP, UNDEF_SPE, RING_SYM, 2, 0},
{UNDEF_TYP, UNDEF_SPE, POTION_SYM, 2, 0},
{UNDEF_TYP, UNDEF_SPE, SCROLL_SYM, 3, 0},
{0, 0, 0, 0, 0}
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};
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void
u_init()
{
int i;
char exper = 'y', pc;
if (flags.female) /* should have been set in HACKOPTIONS */
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roles[4] = "Cave-woman";
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for (i = 0; i < NR_OF_ROLES; i++)
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rolesyms[i] = roles[i][0];
rolesyms[i] = 0;
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if ((pc = pl_character[0]) != '\0') {
if (islower(pc))
pc = toupper(pc);
if ((i = role_index(pc)) >= 0)
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goto got_suffix; /* implies experienced */
printf("\nUnknown role: %c\n", pc);
pl_character[0] = pc = 0;
}
printf("\nAre you an experienced player? [ny] ");
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while (!strchr("ynYN \n\004", (exper = readchar())))
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bell();
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if (exper == '\004') /* Give him an opportunity to get out */
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end_of_input();
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printf("%c\n", exper); /* echo */
if (strchr("Nn \n", exper)) {
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exper = 0;
goto beginner;
}
printf("\nTell me what kind of character you are:\n");
printf("Are you");
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for (i = 0; i < NR_OF_ROLES; i++) {
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printf(" a %s", roles[i]);
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if (i == 2) /* %% */
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printf(",\n\t");
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else if (i < NR_OF_ROLES - 2)
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printf(",");
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else if (i == NR_OF_ROLES - 2)
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printf(" or");
}
printf("? [%s] ", rolesyms);
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while ((pc = readchar()) != '\0') {
if (islower(pc))
pc = toupper(pc);
if ((i = role_index(pc)) >= 0) {
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printf("%c\n", pc); /* echo */
(void) fflush(stdout); /* should be seen */
break;
}
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if (pc == '\n')
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break;
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if (pc == '\004') /* Give him the opportunity to get
* out */
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end_of_input();
bell();
}
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if (pc == '\n')
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pc = 0;
beginner:
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if (!pc) {
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printf("\nI'll choose a character for you.\n");
i = rn2(NR_OF_ROLES);
pc = rolesyms[i];
printf("This game you will be a%s %s.\n",
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exper ? "n experienced" : "",
roles[i]);
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getret();
/* give him some feedback in case mklev takes much time */
(void) putchar('\n');
(void) fflush(stdout);
}
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#if 0
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/*
* Given the above code, I can't see why this would ever change
* anything; it does core pretty well, though. - cmh 4/20/93
*/
if (exper) {
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roles[i][0] = pc;
}
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#endif
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got_suffix:
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(void) strncpy(pl_character, roles[i], PL_CSIZ - 1);
pl_character[PL_CSIZ - 1] = 0;
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flags.beginner = 1;
u = zerou;
u.usym = '@';
u.ulevel = 1;
init_uhunger();
#ifdef QUEST
u.uhorizon = 6;
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#endif /* QUEST */
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uarm = uarm2 = uarmh = uarms = uarmg = uwep = uball = uchain =
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uleft = uright = 0;
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switch (pc) {
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case 'c':
case 'C':
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Cave_man[2].trquan = 12 + rnd(9) * rnd(9);
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u.uhp = u.uhpmax = 16;
u.ustr = u.ustrmax = 18;
ini_inv(Cave_man);
break;
case 't':
case 'T':
Tourist[3].trquan = 20 + rnd(20);
u.ugold = u.ugold0 = rnd(1000);
u.uhp = u.uhpmax = 10;
u.ustr = u.ustrmax = 8;
ini_inv(Tourist);
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if (!rn2(25))
ini_inv(Tinopener);
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break;
case 'w':
case 'W':
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for (i = 1; i <= 4; i++)
if (!rn2(5))
Wizard[i].trquan += rn2(3) - 1;
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u.uhp = u.uhpmax = 15;
u.ustr = u.ustrmax = 16;
ini_inv(Wizard);
break;
case 's':
case 'S':
Fast = INTRINSIC;
Stealth = INTRINSIC;
u.uhp = u.uhpmax = 12;
u.ustr = u.ustrmax = 10;
ini_inv(Speleologist);
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if (!rn2(10))
ini_inv(Tinopener);
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break;
case 'k':
case 'K':
u.uhp = u.uhpmax = 12;
u.ustr = u.ustrmax = 10;
ini_inv(Knight);
break;
case 'f':
case 'F':
u.uhp = u.uhpmax = 14;
u.ustr = u.ustrmax = 17;
ini_inv(Fighter);
break;
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default: /* impossible */
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u.uhp = u.uhpmax = 12;
u.ustr = u.ustrmax = 16;
}
find_ac();
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if (!rn2(20)) {
int d = rn2(7) - 2; /* biased variation */
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u.ustr += d;
u.ustrmax += d;
}
#ifdef WIZARD
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if (wizard)
wiz_inv();
#endif /* WIZARD */
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/* make sure he can carry all he has - especially for T's */
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while (inv_weight() > 0 && u.ustr < 118)
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u.ustr++, u.ustrmax++;
}
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void
ini_inv(trop)
struct trobj *trop;
{
struct obj *obj;
while (trop->trolet) {
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obj = mkobj(trop->trolet);
obj->known = trop->trknown;
/* not obj->dknown = 1; - let him look at it at least once */
obj->cursed = 0;
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if (obj->olet == WEAPON_SYM) {
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obj->quan = trop->trquan;
trop->trquan = 1;
}
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if (trop->trspe != UNDEF_SPE)
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obj->spe = trop->trspe;
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if (trop->trotyp != UNDEF_TYP)
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obj->otyp = trop->trotyp;
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else if (obj->otyp == WAN_WISHING) /* gitpyr!robert */
obj->otyp = WAN_DEATH;
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obj->owt = weight(obj); /* defined after setting otyp+quan */
obj = addinv(obj);
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if (obj->olet == ARMOR_SYM) {
switch (obj->otyp) {
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case SHIELD:
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if (!uarms)
setworn(obj, W_ARMS);
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break;
case HELMET:
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if (!uarmh)
setworn(obj, W_ARMH);
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break;
case PAIR_OF_GLOVES:
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if (!uarmg)
setworn(obj, W_ARMG);
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break;
case ELVEN_CLOAK:
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if (!uarm2)
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setworn(obj, W_ARM);
break;
default:
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if (!uarm)
setworn(obj, W_ARM);
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}
}
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if (obj->olet == WEAPON_SYM)
if (!uwep)
setuwep(obj);
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#ifndef PYRAMID_BUG
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if (--trop->trquan)
continue; /* make a similar object */
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#else
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if (trop->trquan) { /* check if zero first */
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--trop->trquan;
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if (trop->trquan)
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continue; /* make a similar object */
}
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#endif /* PYRAMID_BUG */
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trop++;
}
}
#ifdef WIZARD
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void
wiz_inv()
{
struct trobj *trop = &Extra_objs[0];
char *ep = getenv("INVENT");
int type;
while (ep && *ep) {
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type = atoi(ep);
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ep = strchr(ep, ',');
if (ep)
while (*ep == ',' || *ep == ' ')
ep++;
if (type <= 0 || type > NROFOBJECTS)
continue;
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trop->trotyp = type;
trop->trolet = objects[type].oc_olet;
trop->trspe = 4;
trop->trknown = 1;
trop->trquan = 1;
ini_inv(trop);
}
/* give him a wand of wishing by default */
trop->trotyp = WAN_WISHING;
trop->trolet = WAND_SYM;
trop->trspe = 20;
trop->trknown = 1;
trop->trquan = 1;
ini_inv(trop);
}
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#endif /* WIZARD */
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void
plnamesuffix()
{
char *p;
if ((p = strrchr(plname, '-')) != NULL) {
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*p = 0;
pl_character[0] = p[1];
pl_character[1] = 0;
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if (!plname[0]) {
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askname();
plnamesuffix();
}
}
}
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int
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role_index(pc)
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char pc;
{ /* must be called only from u_init() */
/* so that rolesyms[] is defined */
char *cp;
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if ((cp = strchr(rolesyms, pc)) != NULL)
return (cp - rolesyms);
return (-1);
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}