view arogue7/encumb.c @ 163:89deb1197a2d

arogue7: fix a display bug when viewing inventory after restoring. The restore() function displayed a status message via wprintw() instead of using the msg() functions. If the inventory was then viewed before a call to msg(), msgw would obscure the first lines of the inventory list. There are surely more bugs related to messages.
author John "Elwin" Edwards
date Fri, 12 Jun 2015 12:09:16 -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);
}