This still leaves over a thousand lines of warning messages, mostly related to the return types of daemons and fuses.
181 lines
3.3 KiB
C
181 lines
3.3 KiB
C
/*
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* Stuff to do with encumberence
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*
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* Advanced Rogue
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* Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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* All rights reserved.
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*
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* Based on "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 "curses.h"
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#include "rogue.h"
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int packweight(void);
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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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void
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updpack(bool getmax)
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{
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reg int topcarry, curcarry;
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if (getmax)
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pstats.s_carry = totalenc(); /* get total encumb */
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curcarry = packweight(); /* get pack weight */
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topcarry = pstats.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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} 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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} else
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foodlev = 1; /* <= 60% of pack */
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pstats.s_pack = curcarry; /* update pack weight */
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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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int
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packweight(void)
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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;
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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);
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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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if(ISWEARING(R_HEAVY))
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weight += weight / 4;
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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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int
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itemweight(struct object *wh)
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{
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reg int weight;
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reg int ac;
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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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/*
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* subtract 10% for each enchantment
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* this will add weight for negative items
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*/
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ac = armors[wh->o_which].a_class - wh->o_ac;
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weight = ((weight*10) - (weight*ac)) / 10;
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if (weight < 0) weight = 0;
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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(wh->o_flags & ISCURSED)
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weight += weight / 5; /* 20% more for cursed */
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weight *= wh->o_count;
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return(weight);
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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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int
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playenc(void)
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{
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return ((str_compute()-8)*50);
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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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int
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totalenc(void)
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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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void
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wghtchk(void)
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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 (pstats.s_pack > pstats.s_carry) {
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ch = CCHAR( mvwinch(stdscr, hero.y, hero.x) );
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if((ch != FLOOR && ch != PASSAGE)) {
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extinguish(wghtchk);
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fuse(wghtchk,NULL,1,AFTER);
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inwhgt = FALSE;
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return;
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}
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extinguish(wghtchk);
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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 == 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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int
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hitweight(void)
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{
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return(2 - foodlev);
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}
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