view srogue/encumb.c @ 179:ca876944b196

Advanced Rogue 7: rename magic users to magicians. Class names with spaces in them confuse anything that parses the logfile. The documentation does refer mostly to magicians.
author John "Elwin" Edwards
date Sat, 22 Aug 2015 10:55:53 -0400
parents 2128c7dc8a40
children 94a0d9dd5ce1
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/*
 * Stuff to do with encumberence
 *
 * @(#)encumb.c		9.0	(rdk)	 7/17/84
 *
 * Super-Rogue
 * Copyright (C) 1984 Robert D. Kindelberger
 * All rights reserved.
 *
 * See the file LICENSE.TXT for full copyright and licensing information.
 */

#include "rogue.h"
#include "rogue.ext"

/*
 * updpack:
 *	Update his pack weight and adjust fooduse accordingly
 */
updpack()
{
	reg int topcarry, curcarry;

	him->s_carry = totalenc();			/* get total encumb */
	curcarry = packweight();			/* get pack weight */
	topcarry = him->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 */
	him->s_pack = curcarry;				/* update pack weight */
	packvol = pack_vol();				/* update pack volume */
	nochange = FALSE;					/* also change display */
}


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

	weight = 0;
	for (pc = pack ; pc != NULL ; pc = next(pc)) {
		obj = OBJPTR(pc);
		weight += itemweight(obj) * obj->o_count;
	}
	if (weight < 0)		/* in case of amulet */
		 weight = 0;
	for (i = LEFT; i <= RIGHT; i += 1) {
		obj = cur_ring[i];
		if (obj != NULL) {
			if (obj->o_type == R_HEAVY && o_off(obj, ISBLESS))
				weight += weight / 4;
		}
	}
	return weight;
}


/*
 * itemweight:
 *	Get the weight of an object
 */
itemweight(wh)
struct object *wh;
{
	reg int weight;

	weight = wh->o_weight;		/* get base weight */
	switch (wh->o_type) {
		case ARMOR:
			if ((armors[wh->o_which].a_class - wh->o_ac) > 0)
				weight /= 2;
		when WEAPON:
			if ((wh->o_hplus + wh->o_dplus) > 0)
				weight /= 2;
	}
	if (o_on(wh,ISCURSED))
		weight += weight / 5;	/* 20% more for cursed */
	if (o_on(wh, ISBLESS))
		weight -= weight / 5;	/* 20% less for blessed */
	return weight;
}

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

	volume = 0;
	for (pc = pack ; pc != NULL ; pc = next(pc)) {
		obj = OBJPTR(pc);
		volume += itemvol(obj);
	}
	return volume;
}

/*
 * itemvol:
 *	Get the volume of an object
 */
itemvol(wh)
struct object *wh;
{
	reg int volume, what, extra;

	extra = 0;
	what = getindex(wh->o_type);
	switch (wh->o_type) {
		case ARMOR:		extra = armors[wh->o_which].a_vol;
		when WEAPON:	extra = weaps[wh->o_which].w_vol;
		when STICK:		if (strcmp(ws_stuff[wh->o_which].ws_type,"staff") == 0)
							extra = V_WS_STAFF;
						else
							extra = V_WS_WAND;
	}
	volume = thnginfo[what].mf_vol + extra;
	volume *= wh->o_count;
	return volume;
}

/*
 * playenc:
 *	Get hero's carrying ability above norm
 */
playenc()
{
	reg estr = him->s_ef.a_str;
	if (estr >= 24)
		return 3000;
	switch(him->s_ef.a_str) {
		case 23: return 2000;
		case 22: return 1500;
		case 21: return 1250;
		case 20: return 1100;
		case 19: return 1000;
		case 18: return 700;
		case 17: return 500;
		case 16: return 350;
		case 15:
		case 14: return 200;
		case 13:
		case 12: return 100;
		case 11:
		case 10:
		case  9:
		case  8: return 0;
		case  7:
		case  6: return -150;
		case  5:
		case  4: return -250;
	}
	return -350;
}


/*
 * 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(fromfuse)
int fromfuse;
{
	reg int dropchk, err = TRUE;
	reg char ch;

	inwhgt = TRUE;
	if (him->s_pack > him->s_carry) {
		ch = player.t_oldch;
		extinguish(wghtchk);
		if ((ch != FLOOR && ch != PASSAGE) || isfight) {
			fuse(wghtchk, TRUE, 1);
			inwhgt = FALSE;
			return;
		}
		msg("Your pack is too heavy for you.");
		do {
			dropchk = drop(NULL);
			if (dropchk == SOMTHERE)
				err = FALSE;
			else 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);
}