Import Super-Rogue 9.0 from the Roguelike Restoration Project (r1490)
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237
srogue/encumb.c
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237
srogue/encumb.c
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/*
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* Stuff to do with encumberence
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*
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* @(#)encumb.c 9.0 (rdk) 7/17/84
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*
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* Super-Rogue
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* Copyright (C) 1984 Robert D. Kindelberger
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* All rights reserved.
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*
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* See the file LICENSE.TXT for full copyright and licensing information.
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*/
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#include "rogue.h"
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#include "rogue.ext"
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/*
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* updpack:
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* Update his pack weight and adjust fooduse accordingly
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*/
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updpack()
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{
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reg int topcarry, curcarry;
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him->s_carry = totalenc(); /* get total encumb */
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curcarry = packweight(); /* get pack weight */
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topcarry = him->s_carry / 5; /* 20% of total carry */
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if (curcarry > 4 * topcarry) {
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if (rnd(100) < 80)
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foodlev = 3; /* > 80% of pack */
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}
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else if (curcarry > 3 * topcarry) {
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if (rnd(100) < 60)
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foodlev = 2; /* > 60% of pack */
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}
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else
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foodlev = 1; /* <= 60% of pack */
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him->s_pack = curcarry; /* update pack weight */
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packvol = pack_vol(); /* update pack volume */
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nochange = FALSE; /* also change display */
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}
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/*
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* packweight:
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* Get the total weight of the hero's pack
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*/
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packweight()
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{
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reg struct object *obj;
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reg struct linked_list *pc;
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reg int weight, i;
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weight = 0;
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for (pc = pack ; pc != NULL ; pc = next(pc)) {
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obj = OBJPTR(pc);
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weight += itemweight(obj) * obj->o_count;
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}
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if (weight < 0) /* in case of amulet */
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weight = 0;
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for (i = LEFT; i <= RIGHT; i += 1) {
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obj = cur_ring[i];
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if (obj != NULL) {
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if (obj->o_type == R_HEAVY && o_off(obj, ISBLESS))
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weight += weight / 4;
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}
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}
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return weight;
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}
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/*
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* itemweight:
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* Get the weight of an object
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*/
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itemweight(wh)
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struct object *wh;
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{
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reg int weight;
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weight = wh->o_weight; /* get base weight */
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switch (wh->o_type) {
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case ARMOR:
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if ((armors[wh->o_which].a_class - wh->o_ac) > 0)
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weight /= 2;
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when WEAPON:
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if ((wh->o_hplus + wh->o_dplus) > 0)
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weight /= 2;
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}
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if (o_on(wh,ISCURSED))
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weight += weight / 5; /* 20% more for cursed */
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if (o_on(wh, ISBLESS))
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weight -= weight / 5; /* 20% less for blessed */
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return weight;
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}
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/*
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* pack_vol:
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* Get the total volume of the hero's pack
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*/
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pack_vol()
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{
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reg struct object *obj;
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reg struct linked_list *pc;
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reg int volume;
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volume = 0;
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for (pc = pack ; pc != NULL ; pc = next(pc)) {
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obj = OBJPTR(pc);
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volume += itemvol(obj);
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}
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return volume;
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}
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/*
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* itemvol:
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* Get the volume of an object
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*/
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itemvol(wh)
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struct object *wh;
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{
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reg int volume, what, extra;
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extra = 0;
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what = getindex(wh->o_type);
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switch (wh->o_type) {
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case ARMOR: extra = armors[wh->o_which].a_vol;
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when WEAPON: extra = weaps[wh->o_which].w_vol;
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when STICK: if (strcmp(ws_stuff[wh->o_which].ws_type,"staff") == 0)
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extra = V_WS_STAFF;
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else
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extra = V_WS_WAND;
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}
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volume = thnginfo[what].mf_vol + extra;
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volume *= wh->o_count;
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return volume;
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}
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/*
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* playenc:
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* Get hero's carrying ability above norm
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*/
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playenc()
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{
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reg estr = him->s_ef.a_str;
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if (estr >= 24)
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return 3000;
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switch(him->s_ef.a_str) {
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case 23: return 2000;
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case 22: return 1500;
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case 21: return 1250;
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case 20: return 1100;
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case 19: return 1000;
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case 18: return 700;
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case 17: return 500;
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case 16: return 350;
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case 15:
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case 14: return 200;
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case 13:
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case 12: return 100;
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case 11:
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case 10:
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case 9:
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case 8: return 0;
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case 7:
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case 6: return -150;
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case 5:
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case 4: return -250;
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}
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return -350;
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}
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/*
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* totalenc:
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* Get total weight that the hero can carry
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*/
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totalenc()
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{
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reg int wtotal;
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wtotal = NORMENCB + playenc();
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switch(hungry_state) {
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case F_OKAY:
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case F_HUNGRY: ; /* no change */
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when F_WEAK: wtotal -= wtotal / 10; /* 10% off weak */
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when F_FAINT: wtotal /= 2; /* 50% off faint */
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}
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return wtotal;
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}
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/*
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* whgtchk:
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* See if the hero can carry his pack
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*/
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wghtchk(fromfuse)
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int fromfuse;
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{
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reg int dropchk, err = TRUE;
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reg char ch;
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inwhgt = TRUE;
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if (him->s_pack > him->s_carry) {
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ch = player.t_oldch;
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extinguish(wghtchk);
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if ((ch != FLOOR && ch != PASSAGE) || isfight) {
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fuse(wghtchk, TRUE, 1);
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inwhgt = FALSE;
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return;
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}
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msg("Your pack is too heavy for you.");
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do {
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dropchk = drop(NULL);
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if (dropchk == SOMTHERE)
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err = FALSE;
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else if (dropchk == FALSE) {
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mpos = 0;
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msg("You must drop something");
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}
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if (dropchk == TRUE)
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err = FALSE;
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} while(err);
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}
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inwhgt = FALSE;
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}
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/*
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* hitweight:
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* Gets the fighting ability according to current weight
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* This returns a +1 hit for light pack weight
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* 0 hit for medium pack weight
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* -1 hit for heavy pack weight
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*/
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hitweight()
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{
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return(2 - foodlev);
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}
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