annotate arogue5/player.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 34a87d84ea31
children beab22b087a1
Ignore whitespace changes - Everywhere: Within whitespace: At end of lines:
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63
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1 /*
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2 * This file contains functions for dealing with special player abilities
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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 * See the file LICENSE.TXT for full copyright and licensing information.
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9 */
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10
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11 #include "curses.h"
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12 #include "rogue.h"
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13
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14
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15 /*
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16 * affect:
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17 * cleric affecting undead
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18 */
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19
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20 affect()
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21 {
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22 register struct linked_list *item;
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23 register struct thing *tp;
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24 register const char *mname;
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25 bool see;
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26 coord new_pos;
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27
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28 if (player.t_ctype != C_CLERIC && cur_relic[HEIL_ANKH] == 0) {
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29 msg("Only clerics can affect undead.");
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30 return;
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31 }
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32
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33 new_pos.y = hero.y + delta.y;
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34 new_pos.x = hero.x + delta.x;
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35
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36 if (cansee(new_pos.y, new_pos.x)) see = TRUE;
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37 else see = FALSE;
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38
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39 /* Anything there? */
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40 if (new_pos.y < 0 || new_pos.y > LINES-3 ||
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41 new_pos.x < 0 || new_pos.x > COLS-1 ||
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42 mvwinch(mw, new_pos.y, new_pos.x) == ' ') {
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43 msg("Nothing to affect.");
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44 return;
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45 }
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46
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47 if ((item = find_mons(new_pos.y, new_pos.x)) == NULL) {
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48 debug("Affect what @ %d,%d?", new_pos.y, new_pos.x);
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49 return;
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50 }
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51 tp = THINGPTR(item);
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52 mname = monsters[tp->t_index].m_name;
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53
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54 if (on(player, ISINVIS) && off(*tp, CANSEE)) {
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55 sprintf(outstring,"%s%s cannot see you", see ? "The " : "It",
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56 see ? mname : "");
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57 msg(outstring);
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58 return;
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59 }
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60
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61 if (off(*tp, TURNABLE) || on(*tp, WASTURNED))
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62 goto annoy;
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63 turn_off(*tp, TURNABLE);
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64
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65 /* Can cleric kill it? */
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66 if (pstats.s_lvl >= 3 * tp->t_stats.s_lvl) {
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67 unsigned long test; /* For overflow check */
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68
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69 sprintf(outstring,"You have destroyed %s%s.", see ? "the " : "it", see ? mname : "");
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70 msg(outstring);
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71 test = pstats.s_exp + tp->t_stats.s_exp;
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72
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73 /* Be sure there is no overflow before increasing experience */
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74 if (test > pstats.s_exp) pstats.s_exp = test;
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75 killed(item, FALSE, TRUE);
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76 check_level(TRUE);
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77 return;
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78 }
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79
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80 /* Can cleric turn it? */
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81 if (rnd(100) + 1 >
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82 (100 * ((2 * tp->t_stats.s_lvl) - pstats.s_lvl)) / pstats.s_lvl) {
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83 unsigned long test; /* Overflow test */
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84
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85 /* Make the monster flee */
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86 turn_on(*tp, WASTURNED); /* No more fleeing after this */
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87 turn_on(*tp, ISFLEE);
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88 runto(tp, &hero);
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89
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90 /* Let player know */
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91 sprintf(outstring,"You have turned %s%s.", see ? "the " : "it", see ? mname : "");
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92 msg(outstring);
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93
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94 /* get points for turning monster -- but check overflow first */
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95 test = pstats.s_exp + tp->t_stats.s_exp/2;
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96 if (test > pstats.s_exp) pstats.s_exp = test;
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97 check_level(TRUE);
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98
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99 /* If monster was suffocating, stop it */
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100 if (on(*tp, DIDSUFFOCATE)) {
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101 turn_off(*tp, DIDSUFFOCATE);
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102 extinguish(suffocate);
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103 }
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104
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