/*
* 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 <string.h>
#include "rogue.h"
#include "rogue.ext"
int packweight(void);
int pack_vol(void);
/*
* updpack:
* Update his pack weight and adjust fooduse accordingly
*/
void
updpack(void)
{
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
*/
int
packweight(void)
{
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
*/
int
itemweight(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
*/
int
pack_vol(void)
{
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
*/
int
itemvol(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
*/
int
playenc(void)
{
reg int 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
*/
int
totalenc(void)
{
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
*/
void
wghtchk(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
*/
int
hitweight(void)
{
return(2 - foodlev);
}