Mercurial > hg > early-roguelike
annotate arogue5/weapons.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 | c49f7927b0fa |
children | 56e748983fa8 |
rev | line source |
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63
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1 /* |
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2 * Functions for dealing with problems brought about by weapons |
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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 <ctype.h> |
67 | 17 #include <string.h> |
63
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18 #include "rogue.h" |
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19 |
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20 |
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21 |
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22 /* |
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23 * do the actual motion on the screen done by an object traveling |
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24 * across the room |
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25 */ |
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26 do_motion(obj, ydelta, xdelta, tp) |
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27 register struct object *obj; |
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28 register int ydelta, xdelta; |
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29 register struct thing *tp; |
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30 { |
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31 |
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32 /* |
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33 * Come fly with us ... |
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34 */ |
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35 obj->o_pos = tp->t_pos; |
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36 for (; ;) { |
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37 register int ch; |
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38 /* |
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39 * Erase the old one |
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40 */ |
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41 if (!ce(obj->o_pos, tp->t_pos) && |
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42 cansee(unc(obj->o_pos)) && |
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43 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') { |
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44 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, show(obj->o_pos.y, obj->o_pos.x)); |
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45 } |
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46 /* |
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47 * Get the new position |
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48 */ |
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49 obj->o_pos.y += ydelta; |
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50 obj->o_pos.x += xdelta; |
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51 if (shoot_ok(ch = winat(obj->o_pos.y, obj->o_pos.x)) && ch != DOOR && !ce(obj->o_pos, hero)) { |
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52 /* |
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53 * It hasn't hit anything yet, so display it |
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54 * If it alright. |
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55 */ |
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56 if (cansee(unc(obj->o_pos)) && |
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57 mvwinch(cw, obj->o_pos.y, obj->o_pos.x) != ' ') { |
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58 mvwaddch(cw, obj->o_pos.y, obj->o_pos.x, obj->o_type); |
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59 draw(cw); |
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60 } |
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61 continue; |
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62 } |
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63 break; |
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64 } |
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65 } |
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66 |
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67 |
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68 /* |
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69 * fall: |
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70 * Drop an item someplace around here. |
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71 */ |
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72 |
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73 fall(item, pr) |
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74 register struct linked_list *item; |
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75 bool pr; |
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76 { |
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77 register struct object *obj; |
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78 register struct room *rp; |
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79 register int i; |
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80 coord *fpos = NULL; |
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81 |
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82 obj = OBJPTR(item); |
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83 /* |
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84 * try to drop the item, look up to 3 squares away for now |
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85 */ |
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86 for (i=1; i<4; i++) { |
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87 if ((fpos = fallpos(&obj->o_pos, FALSE, i)) != NULL) |
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88 break; |
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89 } |
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90 |
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91 if (fpos != NULL) { |
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92 mvaddch(fpos->y, fpos->x, obj->o_type); |
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93 obj->o_pos = *fpos; |
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94 if ((rp = roomin(&hero)) != NULL && |
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95 lit_room(rp)) { |
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96 light(&hero); |
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97 mvwaddch(cw, hero.y, hero.x, PLAYER); |
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98 } |
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99 attach(lvl_obj, item); |
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100 return; |
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101 } |
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102 |
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103 |
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104 if (pr) { |
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