view arogue7/encumb.c @ 162:600873555ec0

Don't swap signal handlers in md_shellescape(). md_shellescape() sets SIGINT and SIGQUIT to be ignored, storing the previous handlers, and restores them after the shell exits. But it mixed up the two handlers. Since the signals were usually handled by the same function, this fix doesn't have much effect, but anything that makes signal code less confusing is a good thing.
author John "Elwin" Edwards
date Mon, 08 Jun 2015 10:01:25 -0400
parents adfa37e67084
children f9ef86cf22b2
line wrap: on
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/*
 * encumb.c  -  Stuff to do with encumberence
 *
 * Advanced Rogue
 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
 * All rights reserved.
 *
 * Based on "Rogue: Exploring the Dungeons of Doom"
 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
 * All rights reserved.
 *
 * See the file LICENSE.TXT for full copyright and licensing information.
 */

/*
 * Stuff to do with encumberence
 *
 */

#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]->o_which == R_CARRY) {
		    if (cur_ring[i]->o_flags & ISCURSED) temp--;
		    else temp++;
		}
	    }
	    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 = CCHAR( mvwinch(stdscr, hero.y, hero.x) );
	    if((ch != FLOOR && ch != PASSAGE)) {
		extinguish(wghtchk);
		fuse(wghtchk,TRUE,1,AFTER);
		inwhgt = FALSE;
		return;
	    }
	    extinguish(wghtchk);
	    msg("Your pack is too heavy for you");
	    do {
		dropchk = drop(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);
}