Mercurial > hg > early-roguelike
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 |
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date | Mon, 08 Jun 2015 10:01:25 -0400 |
parents | 0ed67132cf10 |
children | 56e748983fa8 |
rev | line source |
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63
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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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