view xrogue/encumb.c @ 245:e7aab31362af

Rogue V[345], Super-Rogue: Fix violet fungi/venus flytraps. Violet fungi (renamed venus flytraps in Rogue V5) do an increasing amount of damage each time they hit. If they miss, you still suffer the same number of HP. This worked by keeping a counter and printing new damage strings into monsters[5].m_stats.s_dmg, which is the "prototype" of that particular monster. Each individual monster has its own damage string. Apparently these were once char *, pointing to the same string as the prototype. When the s_dmg member was changed to be an internal char array, changing the prototype's damage string no longer had any effect on actual monsters. As a result, flytraps did no damage on a hit, or only one point in V5. The mechanism for doing damage on a miss continued to work. This has been fixed by overwriting the individual monster's damage string instead of the prototype's. It is now no longer necessary to reset the damage string when the flytrap is killed. The method for resetting it when the hero teleports away had to be modified. Comments referencing the long-unused xstr have been removed.
author John "Elwin" Edwards
date Sun, 01 May 2016 19:39:56 -0400
parents 7c1cb43f346e
children e52a8a7ad4c5
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/*
    encumb.c - Stuff to do with encumberance
    
    XRogue: Expeditions into the Dungeons of Doom
    Copyright (C) 1991 Robert Pietkivitch
    All rights reserved.
    
    Based on "Advanced Rogue"
    Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
    All rights reserved.

    See the file LICENSE.TXT for full copyright and licensing information.
*/

#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] != NULL && cur_ring[i]->o_which == R_CARRY) {
                    if (cur_ring[i]->o_flags & ISCURSED) temp--;
                    else temp += 2;
                }
            }
            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 = mvwinch(stdscr, hero.y, hero.x);
            if((ch != FLOOR && ch != PASSAGE)) {
                extinguish(wghtchk);
                fuse(wghtchk, NULL, 1, AFTER);
                inwhgt = FALSE;
                return;
            }
            extinguish(wghtchk);
            msg("Your pack is far too heavy for you.. ");
            do {
                dropchk = drop((struct linked_list *)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);
}