Mercurial > hg > early-roguelike
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); }