Mercurial > hg > early-roguelike
view srogue/pstats.c @ 254:e940e6c00751
Add some braces to a loop in parse_opts().
A for loop had no braces around its body, which was a single if-else
statement. In Advanced Rogue 5, another statement had been added,
accidentally removing the if-else from the loop. This could have
resulted in an out-of-bounds access to the options array.
In the other games, the added braces are only for clarity.
author | John "Elwin" Edwards |
---|---|
date | Fri, 10 Feb 2017 09:02:58 -0500 |
parents | e7862a021609 |
children | 057c5114e244 |
line wrap: on
line source
/* * Players status routines * * @(#)pstats.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 "rogue.h" #include "rogue.ext" void updabil(int what, int amt, struct real *pst, int how); int hungdam(void); /* * chg_hpt: * Changes players hit points */ void chg_hpt(int howmany, bool alsomax, char what) { nochange = FALSE; if(alsomax) him->s_maxhp += howmany; him->s_hpt += howmany; if (him->s_hpt < 1) { msg(" "); death(what); } } /* * rchg_str: * Update the players real strength */ void rchg_str(int amt) { chg_abil(STR,amt,TRUE); } /* * chg_abil: * Used to modify the hero's abilities */ void chg_abil(int what, int amt, int how) { if (amt == 0) return; if (how == TRUE) { /* real (must be 1st) */ updabil(what,amt,&pstats.s_re,TRUE); how = FALSE; } updabil(what,amt,&pstats.s_ef,how); /* effective */ updpack(); wghtchk(FALSE); } /* * updabil: * Do the actual abilities updating */ void updabil(int what, int amt, struct real *pst, int how) { register int *wh, *mx, *mr; struct real *mst, *msr; bool is_str = FALSE; int rtype; msr = &him->s_re; if (how == TRUE) /* max real abilities */ mst = &max_stats.s_re; else /* max effective abil */ mst = &max_stats.s_ef; switch (what) { case STR: is_str = TRUE; wh = &pst->a_str; mx = &mst->a_str; mr = &msr->a_str; rtype = R_ADDSTR; when DEX: wh = &pst->a_dex; mx = &mst->a_dex; mr = &msr->a_dex; rtype = R_DEX; when CON: wh = &pst->a_con; mx = &mst->a_con; mr = &msr->a_con; rtype = R_CONST; when WIS: wh = &pst->a_wis; mx = &mst->a_wis; mr = &msr->a_wis; rtype = R_KNOW; otherwise: return; } *wh += amt; /* update by amt */ if (amt < 0) { /* if decrement */ if (*wh < MINABIL) /* minimum = 3 */ *wh = MINABIL; if (how == FALSE) { if (*wh < *mr) /* if less than real abil */ *wh = *mr; /* make equal to real */ } } else { /* increment */ int themax; themax = MAXOTHER; /* default maximum */ if (is_str) themax = MAXSTR; /* strength maximum */ if (how != TRUE) themax += ringex(rtype); /* get ring extra */ if (*wh > themax) { /* see if > max (if real) */ *wh = themax; /* max = 18 (24 if str) */ } /* * Check for updating the max player stats. */ if (*wh > *mx) *mx = *wh; } } /* * add_haste: * add a haste to the player */ void add_haste(bool potion) { if (pl_on(ISHASTE)) { msg("You faint from exhaustion."); player.t_nocmd += rnd(8); player.t_flags &= ~ISHASTE; extinguish(nohaste); } else { player.t_flags |= ISHASTE; if (potion) { fuse(nohaste, TRUE, roll(10,10)); msg("You feel yourself moving much faster."); } else { fuse(nohaste, TRUE, roll(40,20)); msg("You find yourself moving much faster."); } } } /* * getpdex: * Gets players added dexterity for fighting */ int getpdex(struct stats *who, bool heave) { reg int edex; edex = who->s_ef.a_dex; if (heave) { /* an object was thrown here */ if (edex > 18) return (edex - 15); switch(edex) { case 18: return 3; case 17: return 2; case 16: return 1; case 15: case 14: case 13: case 12: case 11: case 10: case 9: case 8: case 7: case 6: return 0; case 5: return -1; case 4: return -2; default: return -3; } } else { /* object NOT thrown here (affects armor class) */ if (edex > 18) return (14 - edex); switch(edex) { case 18: return -4; case 17: return -3; case 16: return -2; case 15: return -1; case 14: case 13: case 12: case 11: case 10: case 9: case 8: case 7: return 0; case 6: return 1; case 5: return 2; case 4: return 3; default: return 4; } } } /* * getpwis: * Get a players wisdom for fighting */ int getpwis(struct stats *who) { reg int ewis; ewis = who->s_ef.a_wis; if (ewis > 18) return (ewis - 14); switch(ewis) { case 18: return 4; case 17: return 3; case 16: return 2; case 15: return 1; case 14: case 13: case 12: case 11: case 10: case 9: case 8: return 0; case 7: case 6: return -1; case 5: case 4: return -2; default: return -3; } } /* * getpcon: * Get added hit points from players constitution */ int getpcon(struct stats *who) { reg int econ; econ = who->s_ef.a_con; if (econ > 18) return (econ - 14); switch(econ) { case 18: return 4; case 17: return 3; case 16: return 2; case 15: return 1; case 14: case 13: case 12: case 11: case 10: case 9: case 8: case 7: return 0; case 6: case 5: case 4: return -1; default: return -2; } } /* * str_plus: * compute bonus/penalties for strength on the "to hit" roll */ int str_plus(struct stats *who) { reg int hitplus, str; hitplus = 0; str = who->s_ef.a_str; if (str > 24) /* > 24 */ hitplus = str - 21; else if (str == 24) /* 24 */ hitplus = 3; else if (str > 20) /* 21 to 23 */ hitplus = 2; else if(str >= 17) /* 17 to 20 */ hitplus = 1; else if(str > 7) /* 8 to 16 */ hitplus = 0; else if(str > 5) /* 6 to 7 */ hitplus = -1; else if(str > 3) /* 4 to 5 */ hitplus = -2; else hitplus = -3; /* < 4 */ if (who == him) /* add pack weight if hero */ hitplus += hitweight(); return hitplus; } /* * add_dam: * Compute additional damage done depending on strength */ int add_dam(struct stats *who) { reg int exdam, str; exdam = 0; str = who->s_ef.a_str; if (str > 24) /* > 24 */ exdam = str - 18; else if (str == 24) /* 24 */ exdam = 6; else if (str == 23) /* 23 */ exdam = 5; else if (str > 20) /* 21 to 22 */ exdam = 4; else if (str > 18) /* 19 to 20 */ exdam = 3; else if (str == 18) /* 18 */ exdam = 2; else if (str > 15) /* 16 to 17 */ exdam = 1; else if (str > 6) /* 7 to 14 */ exdam = 0; else exdam = -1; /* 3 to 6 */ if (who == him) exdam += hungdam(); /* add hungry state if hero */ return exdam; } /* * hungdam: * Calculate damage depending on players hungry state */ int hungdam(void) { switch (hungry_state) { case F_OKAY: case F_HUNGRY: return 0; when F_WEAK: return -1; when F_FAINT: return -2; } return 0; } /* * heal_self: * Heal the hero. */ void heal_self(int factor, bool updmaxhp) { him->s_hpt += roll(him->s_lvl + getpcon(him), factor); if (updmaxhp) him->s_maxhp += 1; if (him->s_hpt > him->s_maxhp) him->s_hpt = him->s_maxhp; nochange = FALSE; }