annotate arogue5/wear.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 f2951c4e28d9
children 56e748983fa8
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1 /*
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2 * This file contains misc functions for dealing with armor
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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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c49f7927b0fa arogue5: add missing header files.
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17 #include <string.h>
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18 #include <stdlib.h>
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19
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20
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21 /*
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22 * take_off:
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23 * Get the armor off of the players back
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24 */
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25
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26 take_off()
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27 {
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28 register struct object *obj;
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29 register struct linked_list *item;
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30
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31 /* What does player want to take off? */
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32 if ((item = get_item(pack, "take off", REMOVABLE)) == NULL)
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33 return;
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34
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35 obj = OBJPTR(item);
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36 if (!is_current(obj)) {
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37 sprintf(outstring,"Not wearing %c) %s", pack_char(pack, obj),inv_name(obj, TRUE));
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38 msg(outstring);
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39 return;
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40 }
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41
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42 /* Can the player remove the item? */
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43 if (!dropcheck(obj)) return;
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44 updpack(TRUE);
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45
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46 sprintf(outstring,"Was wearing %c) %s", pack_char(pack, obj),inv_name(obj,TRUE));
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47 msg(outstring);
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48 }
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49
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50 /*
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51 * wear:
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52 * The player wants to wear something, so let him/her put it on.
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53 */
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54
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55 wear()
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56 {
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57 register struct linked_list *item;
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58 register struct object *obj;
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59 register int i;
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60 char buf[LINELEN];
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61
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62
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63 /* What does player want to wear? */
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64 if ((item = get_item(pack, "wear", WEARABLE)) == NULL)
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65 return;
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66
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67 obj = OBJPTR(item);
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68
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69 switch (obj->o_type) {
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70 case ARMOR:
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71 if (cur_armor != NULL) {
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72 addmsg("You are already wearing armor");
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73 if (!terse) addmsg(". You'll have to take it off first.");
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74 endmsg();
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75 after = FALSE;
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76 return;
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77 }
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78 if (cur_misc[WEAR_BRACERS] != NULL) {
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79 msg("You can't wear armor with bracers of defense.");
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80 return;
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81 }
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82 if (cur_misc[WEAR_CLOAK] != NULL || cur_relic[EMORI_CLOAK]) {
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83 msg("You can't wear armor with a cloak.");
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84 return;
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85 }
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86 if (player.t_ctype == C_THIEF &&
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87 (obj->o_which != LEATHER && obj->o_which != STUDDED_LEATHER)) {
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88 if (terse) msg("Thieves can't wear that type of armor");
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89 else
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90 msg("Thieves can only wear leather or studded leather armor");
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91 return;
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92 }
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93 waste_time();
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94 obj->o_flags |= ISKNOW;
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95 cur_armor = obj;
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96 addmsg(terse ? "W" : "You are now w");
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97 msg("earing %s.", armors[obj->o_which].a_name);
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98
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99 when MM:
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100 switch (obj->o_which) {
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101 /*
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102 * when wearing the boots of elvenkind the player will not
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103 * set off any traps
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104 */
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