view arogue5/encumb.c @ 167:a0a57cf42810

ARogue family: don't hide messages caused by moving to a new level. new_level() redraws the whole screen, including the message line, so if msg() has just been called, the message will likely not last long enough to be noticed. These cases have been changed so that msg() is called after new_level(). If a fall through a trapdoor is fatal, "You fall into a trap!" is no longer printed, but the tombstone should make things clear.
author John "Elwin" Edwards
date Mon, 29 Jun 2015 20:37:32 -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);
}