view xrogue/encumb.c @ 200:1cd604c827a3

Advanced Rogue 7: initialize multiple variables. MSVC complained that they might be used uninitialized. In some cases, this might have been possible. XRogue already has initializations for all these variables.
author John "Elwin" Edwards
date Wed, 12 Aug 2015 15:42:02 -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);
}