view urogue/encumb.c @ 298:5a94c9b3181e

UltraRogue: clear the next_obj field when removing items from the floor. The next_obj field is a pointer which the top item in a stack uses to keep a list of the other items. When removing an item from the stack, rem_obj() failed to set next_obj to NULL, which can cause items in monster inventory to point to items earlier in the inventory list. That causes infinite co-recursion when saving or restoring.
author John "Elwin" Edwards
date Thu, 08 Feb 2018 20:54:34 -0500
parents c495a4f288c6
children
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/*
    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);
}