/* * Stuff to do with encumberence * * Advanced Rogue * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T * All rights reserved. * * Based on "Super-Rogue" * Copyright (C) 1984 Robert D. Kindelberger * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include "curses.h" #include "rogue.h" int packweight(void); /* * updpack: * Update his pack weight and adjust fooduse accordingly */ void updpack(bool getmax) { reg int topcarry, curcarry; if (getmax) pstats.s_carry = totalenc(); /* get total encumb */ curcarry = packweight(); /* get pack weight */ topcarry = pstats.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 */ pstats.s_pack = curcarry; /* update pack weight */ } /* * 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; weight = 0; for(pc = pack ; pc != NULL ; pc = next(pc)) { obj = OBJPTR(pc); weight += itemweight(obj); } if(weight < 0) /* in case of amulet */ weight = 0; if(ISWEARING(R_HEAVY)) weight += 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(void) { return ((str_compute()-8)*50); } /* * 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(void) { reg int dropchk, err = TRUE; reg char ch; inwhgt = TRUE; if (pstats.s_pack > pstats.s_carry) { ch = CCHAR( 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 too heavy for you"); do { dropchk = drop(NULL); 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); }