annotate arogue5/monsters.c @ 162:600873555ec0

Don't swap signal handlers in md_shellescape(). md_shellescape() sets SIGINT and SIGQUIT to be ignored, storing the previous handlers, and restores them after the shell exits. But it mixed up the two handlers. Since the signals were usually handled by the same function, this fix doesn't have much effect, but anything that makes signal code less confusing is a good thing.
author John "Elwin" Edwards
date Mon, 08 Jun 2015 10:01:25 -0400
parents 0ed67132cf10
children 56e748983fa8
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0ed67132cf10 Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
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1 /*
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2 * File with various monster functions in it
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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6 * All rights reserved.
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7 *
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8 * Based on "Rogue: Exploring the Dungeons of Doom"
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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10 * All rights reserved.
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11 *
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12 * See the file LICENSE.TXT for full copyright and licensing information.
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13 */
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14
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15 #include "curses.h"
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16 #include "rogue.h"
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17 #include <ctype.h>
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18 #include <string.h>
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19
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20
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21 /*
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22 * Check_residue takes care of any effect of the monster
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23 */
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24 check_residue(tp)
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25 register struct thing *tp;
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26 {
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27 /*
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28 * Take care of special abilities
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29 */
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30 if (on(*tp, DIDHOLD) && (--hold_count == 0)) turn_off(player, ISHELD);
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31
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32 /* If it has lowered player, give him back a level */
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33 if (on(*tp, DIDDRAIN)) raise_level(FALSE);
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34
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35 /* If frightened of this monster, stop */
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36 if (on(player, ISFLEE) &&
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37 player.t_dest == &tp->t_pos) turn_off(player, ISFLEE);
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38
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39 /* If monster was suffocating player, stop it */
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40 if (on(*tp, DIDSUFFOCATE)) extinguish(suffocate);
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41
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42 /* If something with fire, may darken */
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43 if (on(*tp, HASFIRE)) {
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44 register struct room *rp=roomin(&tp->t_pos);
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45 register struct linked_list *fire_item;
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46
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47 if (rp) {
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48 for (fire_item = rp->r_fires; fire_item != NULL;
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49 fire_item = next(fire_item)) {
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50 if (THINGPTR(fire_item) == tp) {
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51 detach(rp->r_fires, fire_item);
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52 destroy_item(fire_item);
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53 if (rp->r_fires == NULL) {
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54 rp->r_flags &= ~HASFIRE;
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55 if (cansee(tp->t_pos.y, tp->t_pos.x)) light(&hero);
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56 }
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57 break;
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58 }
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59 }
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60 }
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61 }
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62 }
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63
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64 /*
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65 * Creat_mons creates the specified monster -- any if 0
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66 */
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67
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68 bool
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69 creat_mons(person, monster, report)
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70 struct thing *person; /* Where to create next to */
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71 short monster;
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72 bool report;
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73 {
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74 struct linked_list *nitem;
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75 register struct thing *tp;
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76 struct room *rp;
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77 coord *mp;
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78
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79 if (levtype == POSTLEV)
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80 return(FALSE);
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81 if ((mp = fallpos(&(person->t_pos), FALSE, 2)) != NULL) {
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82 nitem = new_item(sizeof (struct thing));
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83 new_monster(nitem,
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84 monster == 0 ? randmonster(FALSE, FALSE)
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85 : monster,
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86 mp,
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87 TRUE);
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88 tp = THINGPTR(nitem);
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89 runto(tp, &hero);
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90 tp->t_no_move = 1; /* since it just got here, it is disoriented */
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91 carry_obj(tp, monsters[tp->t_index].m_carry/2); /* only half chance */
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92 if (on(*tp, HASFIRE)) {
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93 rp = roomin(&tp->t_pos);
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94 if (rp) {
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95 register struct linked_list *fire_item;
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96
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97 /* Put the new fellow in the room list */
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98 fire_item = creat_item();
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99 ldata(fire_item) = (char *) tp;
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100 attach(rp->r_fires, fire_item);
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101
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102 rp->r_flags |= HASFIRE;
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103 }
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