view arogue7/encumb.c @ 234:c10fe421b8fb

Fix various overlooked causes of warnings. GCC5 now produces under 300 lines of warnings, but the remaining ones will require more complex solutions.
author John "Elwin" Edwards
date Sun, 06 Mar 2016 21:02:59 -0500
parents f9ef86cf22b2
children e1cd27c5464f
line wrap: on
line source

/*
 * 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"

int packweight(struct thing *tp);

/*
 * updpack:
 *	Update his pack weight and adjust fooduse accordingly
 */
void
updpack(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
 */
int
packweight(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
 */
int
itemweight(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
 */
int
playenc(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
 */
int
totalenc(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
 */

void
wghtchk(void)
{
	reg int dropchk, err = TRUE;
	reg char ch;

	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
 */

int
hitweight(void)
{
	return(2 - foodlev);
}