Mercurial > hg > early-roguelike
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 |
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date | Mon, 08 Jun 2015 10:01:25 -0400 |
parents | 34a87d84ea31 |
children | beab22b087a1 |
rev | line source |
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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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