view arogue5/encumb.c @ 201:6fb21004a981

Fix some preprocessor directives. Include process.h in the right place, and use the correct definition of PATH_MAX, when compiling on Windows.
author John "Elwin" Edwards
date Wed, 12 Aug 2015 16:56:19 -0400
parents 0ed67132cf10
children 56e748983fa8
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/*
 * Stuff to do with encumberence
 *
 * Advanced Rogue
 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
 * All rights reserved.
 *
 * Based on "Super-Rogue"
 * Copyright (C) 1984 Robert D. Kindelberger
 * 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)
int getmax;
{

	reg int topcarry, curcarry;

	if (getmax)
	    pstats.s_carry = totalenc();	/* get total encumb */
	curcarry = packweight();		/* get pack weight */
	topcarry = pstats.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 */
	pstats.s_pack = curcarry;		/* update pack weight */
}


/*
 * packweight:
 *	Get the total weight of the hero's pack
 */
packweight()
{
	reg struct object *obj;
	reg struct linked_list *pc;
	reg int weight;

	weight = 0;
	for(pc = pack ; pc != NULL ; pc = next(pc)) {
	    obj = OBJPTR(pc);
	    weight += itemweight(obj);
	}
	if(weight < 0)		/* in case of amulet */
	     weight = 0;
	if(ISWEARING(R_HEAVY))
	    weight += 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()
{
	return ((str_compute()-8)*50);
}


/*
 * totalenc:
 *	Get total weight that the hero can carry
 */
totalenc()
{
	reg int wtotal;

	wtotal = NORMENCB + playenc();
	switch(hungry_state) {
		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 == FALSE) {
		    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);
}