annotate arogue5/encumb.c @ 87:f871cb0539d3

Don't set the player's ISRUN flag. rogue4 and rogue5 set the player's ISRUN flag upon exit from sleep or holding. This is apparently supposed to indicate that the player can move again. What it actually does is make it harder for monsters to hit the player, until the flag is reset. As this behavior makes little sense and seems like a cheat, it has been deemed a bug and removed.
author John "Elwin" Edwards
date Tue, 13 Aug 2013 09:19:56 -0700
parents 0ed67132cf10
children 56e748983fa8
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1 /*
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2 * Stuff to do with encumberence
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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6 * All rights reserved.
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7 *
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8 * Based on "Super-Rogue"
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9 * Copyright (C) 1984 Robert D. Kindelberger
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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 /*
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19 * updpack:
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20 * Update his pack weight and adjust fooduse accordingly
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21 */
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22 updpack(getmax)
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23 int getmax;
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24 {
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25
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26 reg int topcarry, curcarry;
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27
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28 if (getmax)
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29 pstats.s_carry = totalenc(); /* get total encumb */
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30 curcarry = packweight(); /* get pack weight */
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31 topcarry = pstats.s_carry / 5; /* 20% of total carry */
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32 if(curcarry > 4 * topcarry) {
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33 if(rnd(100) < 80)
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34 foodlev = 3; /* > 80% of pack */
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35 } else if(curcarry > 3 * topcarry) {
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36 if(rnd(100) < 60)
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37 foodlev = 2; /* > 60% of pack */
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38 } else
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39 foodlev = 1; /* <= 60% of pack */
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40 pstats.s_pack = curcarry; /* update pack weight */
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41 }
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42
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43
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44 /*
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45 * packweight:
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46 * Get the total weight of the hero's pack
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47 */
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48 packweight()
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49 {
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50 reg struct object *obj;
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51 reg struct linked_list *pc;
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52 reg int weight;
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53
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54 weight = 0;
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55 for(pc = pack ; pc != NULL ; pc = next(pc)) {
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56 obj = OBJPTR(pc);
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57 weight += itemweight(obj);
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58 }
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59 if(weight < 0) /* in case of amulet */
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60 weight = 0;
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61 if(ISWEARING(R_HEAVY))
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62 weight += weight / 4;
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63 return(weight);
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64 }
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65
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66
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67 /*
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68 * itemweight:
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69 * Get the weight of an object
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70 */
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71 itemweight(wh)
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72 reg struct object *wh;
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73 {
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74 reg int weight;
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75 reg int ac;
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76
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77 weight = wh->o_weight; /* get base weight */
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78 switch(wh->o_type) {
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79 case ARMOR:
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80 /*
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81 * subtract 10% for each enchantment
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82 * this will add weight for negative items
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83 */
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84 ac = armors[wh->o_which].a_class - wh->o_ac;
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85 weight = ((weight*10) - (weight*ac)) / 10;
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86 if (weight < 0) weight = 0;
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87 when WEAPON:
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88 if ((wh->o_hplus + wh->o_dplus) > 0)
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89 weight /= 2;
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90 }
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91 if(wh->o_flags & ISCURSED)
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92 weight += weight / 5; /* 20% more for cursed */
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93 weight *= wh->o_count;
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94 return(weight);
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95 }
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96
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97
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98 /*
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99 * playenc:
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100 * Get hero's carrying ability above norm
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101 */
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102 playenc()
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103 {
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104 return ((str_compute()-8)*50);
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105 }
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