annotate xrogue/encumb.c @ 264:778938a5c21d

UltraRogue: add location for character files. When using the -n option, UltraRogue will look for character files in a single location, similar to save files. The location is chosen by defining CHRDIR in getplay.c, at least until UltraRogue gets integrated with the build systems.
author John "Elwin" Edwards
date Sun, 19 Feb 2017 19:47:09 -0500
parents 7c1cb43f346e
children e52a8a7ad4c5
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1 /*
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2 encumb.c - Stuff to do with encumberance
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3
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4 XRogue: Expeditions into the Dungeons of Doom
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5 Copyright (C) 1991 Robert Pietkivitch
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6 All rights reserved.
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7
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8 Based on "Advanced Rogue"
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9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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10 All rights reserved.
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11
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12 See the file LICENSE.TXT for full copyright and licensing information.
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13 */
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14
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15 #include <curses.h>
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16 #include "rogue.h"
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17
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18 int packweight(struct thing *tp);
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19
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20 /*
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21 * updpack:
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22 * Update his pack weight and adjust fooduse accordingly
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23 */
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24
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25 void
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26 updpack(int getmax, struct thing *tp)
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27 {
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28
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29 reg int topcarry, curcarry;
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30
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31 if (getmax)
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32 tp->t_stats.s_carry = totalenc(tp); /* get total encumb */
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33 curcarry = packweight(tp); /* get pack weight */
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34
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35 /* Only update food use for the player (for now) */
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36 if (tp == &player) {
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37 topcarry = tp->t_stats.s_carry / 5; /* 20% of total carry */
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38 if(curcarry > 4 * topcarry) {
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39 if(rnd(100) < 80)
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40 foodlev = 3; /* > 80% of pack */
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41 } else if(curcarry > 3 * topcarry) {
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42 if(rnd(100) < 60)
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43 foodlev = 2; /* > 60% of pack */
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44 } else
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45 foodlev = 1; /* <= 60% of pack */
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46 }
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47 tp->t_stats.s_pack = curcarry; /* update pack weight */
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48 }
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49
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50
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51 /*
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52 * packweight:
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53 * Get the total weight of the hero's pack
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54 */
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55
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56 int
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57 packweight(struct thing *tp)
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58 {
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59 reg struct object *obj;
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60 reg struct linked_list *pc;
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61 reg int weight;
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62
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63 weight = 0;
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64 for (pc = tp->t_pack ; pc != NULL ; pc = next(pc)) {
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65 obj = OBJPTR(pc);
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66 weight += itemweight(obj);
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67 }
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68 if (weight < 0) /* in case of amulet */
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69 weight = 0;
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70
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71 /* If this is the player, is he wearing a ring of carrying? */
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72 if (tp == &player && ISWEARING(R_CARRY)) {
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73 register int temp, i;
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74
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75 temp = 0;
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76 for (i=0; i<NUM_FINGERS; i++) {
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77 if (cur_ring[i] != NULL && cur_ring[i]->o_which == R_CARRY) {
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78 if (cur_ring[i]->o_flags & ISCURSED) temp--;
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79 else temp += 2;
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80 }
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81 }
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82 weight -= (temp * weight) / 4;
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83 }
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84
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85 return(weight);
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86 }
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87
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88 /*
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89 * itemweight:
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90 * Get the weight of an object
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91 */
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92
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93 int
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94 itemweight(struct object *wh)
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95 {
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96 reg int weight;
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97 reg int ac;
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98
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99 weight = wh->o_weight; /* get base weight */
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100 switch(wh->o_type) {
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101 case ARMOR:
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102 /*
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103 * subtract 10% for each enchantment
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104 * this will add weight for negative items
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105 */
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106 ac = armors[wh->o_which].a_class - wh->o_ac;
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107 weight = ((weight*10) - (weight*ac)) / 10;
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108 if (weight < 0) weight = 0;
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109 when WEAPON:
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110 if ((wh->o_hplus + wh->o_dplus) > 0)
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111 weight /= 2;
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112 }
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113 if(wh->o_flags & ISCURSED)
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114 weight += weight / 5; /* 20% more for cursed */
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115 weight *= wh->o_count;
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116 return(weight);
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117 }
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118
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119 /*
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120 * playenc:
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121 * Get hero's carrying ability above norm
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122 */
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123
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124 int
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125 playenc(struct thing *tp)
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126 {
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127 register int strength;
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128
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129 if (tp == &player) strength = str_compute();
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130 else strength = tp->t_stats.s_str;
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131
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132 return ((strength-8)*50);
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133 }
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134
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135 /*
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136 * totalenc:
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137 * Get total weight that the hero can carry
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138 */
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139
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140 int
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141 totalenc(struct thing *tp)
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142 {
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143 reg int wtotal;
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144
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145 wtotal = NORMENCB + playenc(tp);
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146 if (tp == &player) switch(hungry_state) {
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147 case F_SATIATED:
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148 case F_OKAY:
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149 case F_HUNGRY: ; /* no change */
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150 when F_WEAK: wtotal -= wtotal / 10; /* 10% off weak */
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151 when F_FAINT: wtotal /= 2; /* 50% off faint */
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152 }
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153 return(wtotal);
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154 }
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155
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156 /*
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157 * whgtchk:
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158 * See if the hero can carry his pack
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159 */
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160
220
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161 void
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162 wghtchk(void)
133
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163 {
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164 reg int dropchk, err = TRUE;
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165 reg char ch;
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166
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167 inwhgt = TRUE;
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168 if (pstats.s_pack > pstats.s_carry) {
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169 ch = mvwinch(stdscr, hero.y, hero.x);
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170 if((ch != FLOOR && ch != PASSAGE)) {
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171 extinguish(wghtchk);
236
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172 fuse(wghtchk, NULL, 1, AFTER);
133
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173 inwhgt = FALSE;
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174 return;
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175 }
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176 extinguish(wghtchk);
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177 msg("Your pack is far too heavy for you.. ");
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178 do {
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179 dropchk = drop((struct linked_list *)NULL);
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180 if(dropchk == 0) {
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181 mpos = 0;
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182 msg("You must drop something");
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183 }
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184 if(dropchk == TRUE)
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185 err = FALSE;
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186 } while(err);
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187 }
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188 inwhgt = FALSE;
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189 }
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190
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191 /*
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192 * hitweight:
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193 * Gets the fighting ability according to current weight
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194 * This returns a +1 hit for light pack weight
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195 * 0 hit for medium pack weight
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196 * -1 hit for heavy pack weight
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197 */
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198
220
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199 int
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200 hitweight(void)
133
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201 {
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202 return(2 - foodlev);
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203 }
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204