view urogue/encumb.c @ 296:000b1c5b8d63

UltraRogue: fix inventory collision after save and restore. Inventory letters are based on "identifiers" stored in objects' o_ident field. Identifiers are allocated by get_ident(), which keeps a list of objects that have them, to avoid giving the same identifier to multiple objects. The list is not stored in the savefile, so after restore, get_ident() was not aware of existing identifiers. This resulted in picked-up objects having the same inventory letters as objects restored from the file. The restore code now adds all objects with identifiers to the list.
author John "Elwin" Edwards
date Mon, 15 Jan 2018 20:20:35 -0500
parents c495a4f288c6
children
line wrap: on
line source

/*
    encumb.c - Stuff to do with encumberance
 
    UltraRogue: The Ultimate Adventure in the Dungeons of Doom
    Copyright (C) 1985, 1986, 1992, 1993, 1995 Herb Chong
    All rights reserved.

    Based on "Advanced Rogue"
    Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka
    All rights reserved.

    See the file LICENSE.TXT for full copyright and licensing information.
*/

#include "rogue.h"

/*
    updpack()
        Update his pack weight and adjust fooduse accordingly
*/

void
updpack(void)
{
    int curcarry = packweight();

    pstats.s_carry = totalenc();    /* update max encumb */

    if (is_carrying(TR_PURSE))
        pstats.s_carry += 1000;

    foodlev = 0;

    switch ((curcarry * 5) / pstats.s_carry)   /* % of total capacity */
    {
        case 5:     /* 100 % */
            foodlev++;

        case 4:     /* 80 % */
            if (rnd(100) < 80)
                foodlev++;

        case 3:     /* 60 % */
            if (rnd(100) < 60)
                foodlev++;

        case 2:     /* 40 % */
            if (rnd(100) < 40)
                foodlev++;

        case 1:     /* 20 % */
            if (rnd(100) < 20)
                foodlev++;

        case 0:     /* 0 % */
            foodlev++;
    }

    pstats.s_pack = curcarry;   /* update pack weight */

    if (is_carrying(TR_PURSE))  /* makes pack lighter */
        foodlev--;
}


/*
    packweight()
        Get the total weight of the hero's pack
*/

int
packweight(void)
{
    struct linked_list  *pc;
    int weight = 0;

    for (pc = pack; pc != NULL; pc = next(pc))
    {
        struct object   *obj = OBJPTR(pc);

        weight += itemweight(obj) * obj->o_count;
    }

    if (weight < 0)     /* caused by artifacts or blessed items */
        weight = 0;

    return (weight);
}


/*
    itemweight()
        Get the weight of an object
*/

int
itemweight(struct object *wh)
{
    int weight = wh->o_weight;  /* get base weight */
    int ac;

    switch (wh->o_type)
    {
        case ARMOR:  /* 10% for each plus or minus*/
            ac = armors[wh->o_which].a_class - wh->o_ac;
            weight *= (10 - ac) / 10;
            break;

        case WEAPON:
            if ((wh->o_hplus + wh->o_dplus) > 0)
                weight /= 2;
    }

    if (wh->o_flags & ISCURSED)
        weight += weight / 2;   /* +50% for cursed */
    else if (wh->o_flags & ISBLESSED)
        weight -= weight / 5;   /* -20% for blessed */

    if (weight < 0)
        weight = 0;

    return (weight);
}


/*
    playenc()
        Get hero's carrying ability above norm 50 units per point of STR
        over 10, 300 units per plus on R_CARRYING 1000 units for TR_PURSE
*/

int
playenc(void)
{
    int ret_val = (pstats.s_str - 10) * 50;

    if (is_wearing(R_CARRYING))
        ret_val += ring_value(R_CARRYING) * 300;

    return (ret_val);
}


/*
    totalenc()
        Get total weight that the hero can carry
*/

int
totalenc(void)
{
    int wtotal = 1400 + playenc();

    switch (hungry_state)
    {
        case F_OK:
        case F_HUNGRY: /* no change */
            break;

        case F_WEAK:
            wtotal -= wtotal / 4;  /* 25% off weak */
            break;

        case F_FAINT:
            wtotal /= 2;    /* 50% off faint */
            break;
    }

    return (wtotal);
}


/*
    hitweight()
        Gets the fighting ability according to current weight This
        returns a  +2 hit for very light pack weight, +1 hit
        for light pack weight, 0 hit for medium pack weight, -1 hit for heavy
        pack weight, -2 hit for very heavy pack weight
*/

int
hitweight(void)
{
    return(3 - foodlev);
}