Mercurial > hg > early-roguelike
view xrogue/encumb.c @ 152:0c775afe0072
arogue7, xrogue: fix command repetition.
In both games, command() loops and calls the action function twice for
each command: once to schedule it by setting player.t_action and
player.t_no_move, and again, to actually do it, once player.t_no_move
has been reduced to 0. Each loop decremented count, so repeated
commands were only repeated half the number of times the player typed.
count is now decremented only when ch has been set to the repeated
command.
author | John "Elwin" Edwards |
---|---|
date | Thu, 28 May 2015 11:08:03 -0400 |
parents | e6179860cb76 |
children | f54901b9c39b |
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/* encumb.c - Stuff to do with encumberance XRogue: Expeditions into the Dungeons of Doom Copyright (C) 1991 Robert Pietkivitch All rights reserved. Based on "Advanced Rogue" Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T All rights reserved. See the file LICENSE.TXT for full copyright and licensing information. */ #include <curses.h> #include "rogue.h" /* * updpack: * Update his pack weight and adjust fooduse accordingly */ updpack(getmax, tp) int getmax; struct thing *tp; { reg int topcarry, curcarry; if (getmax) tp->t_stats.s_carry = totalenc(tp); /* get total encumb */ curcarry = packweight(tp); /* get pack weight */ /* Only update food use for the player (for now) */ if (tp == &player) { topcarry = tp->t_stats.s_carry / 5; /* 20% of total carry */ if(curcarry > 4 * topcarry) { if(rnd(100) < 80) foodlev = 3; /* > 80% of pack */ } else if(curcarry > 3 * topcarry) { if(rnd(100) < 60) foodlev = 2; /* > 60% of pack */ } else foodlev = 1; /* <= 60% of pack */ } tp->t_stats.s_pack = curcarry; /* update pack weight */ } /* * packweight: * Get the total weight of the hero's pack */ packweight(tp) register struct thing *tp; { reg struct object *obj; reg struct linked_list *pc; reg int weight; weight = 0; for (pc = tp->t_pack ; pc != NULL ; pc = next(pc)) { obj = OBJPTR(pc); weight += itemweight(obj); } if (weight < 0) /* in case of amulet */ weight = 0; /* If this is the player, is he wearing a ring of carrying? */ if (tp == &player && ISWEARING(R_CARRY)) { register int temp, i; temp = 0; for (i=0; i<NUM_FINGERS; i++) { if (cur_ring[i] != NULL && cur_ring[i]->o_which == R_CARRY) { if (cur_ring[i]->o_flags & ISCURSED) temp--; else temp += 2; } } weight -= (temp * weight) / 4; } return(weight); } /* * itemweight: * Get the weight of an object */ itemweight(wh) reg struct object *wh; { reg int weight; reg int ac; weight = wh->o_weight; /* get base weight */ switch(wh->o_type) { case ARMOR: /* * subtract 10% for each enchantment * this will add weight for negative items */ ac = armors[wh->o_which].a_class - wh->o_ac; weight = ((weight*10) - (weight*ac)) / 10; if (weight < 0) weight = 0; when WEAPON: if ((wh->o_hplus + wh->o_dplus) > 0) weight /= 2; } if(wh->o_flags & ISCURSED) weight += weight / 5; /* 20% more for cursed */ weight *= wh->o_count; return(weight); } /* * playenc: * Get hero's carrying ability above norm */ playenc(tp) register struct thing *tp; { register int strength; if (tp == &player) strength = str_compute(); else strength = tp->t_stats.s_str; return ((strength-8)*50); } /* * totalenc: * Get total weight that the hero can carry */ totalenc(tp) register struct thing *tp; { reg int wtotal; wtotal = NORMENCB + playenc(tp); if (tp == &player) switch(hungry_state) { case F_SATIATED: case F_OKAY: case F_HUNGRY: ; /* no change */ when F_WEAK: wtotal -= wtotal / 10; /* 10% off weak */ when F_FAINT: wtotal /= 2; /* 50% off faint */ } return(wtotal); } /* * whgtchk: * See if the hero can carry his pack */ wghtchk() { reg int dropchk, err = TRUE; reg char ch; int wghtchk(); inwhgt = TRUE; if (pstats.s_pack > pstats.s_carry) { ch = mvwinch(stdscr, hero.y, hero.x); if((ch != FLOOR && ch != PASSAGE)) { extinguish(wghtchk); fuse(wghtchk, (VOID *)NULL, 1, AFTER); inwhgt = FALSE; return; } extinguish(wghtchk); msg("Your pack is far too heavy for you.. "); do { dropchk = drop((struct linked_list *)NULL); if(dropchk == 0) { mpos = 0; msg("You must drop something"); } if(dropchk == TRUE) err = FALSE; } while(err); } inwhgt = FALSE; } /* * hitweight: * Gets the fighting ability according to current weight * This returns a +1 hit for light pack weight * 0 hit for medium pack weight * -1 hit for heavy pack weight */ hitweight() { return(2 - foodlev); }