annotate arogue7/actions.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 adfa37e67084
children 1cd604c827a3
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1 /*
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2 * actions.c - functions for dealing with monster actions
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985, 1986 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 <ctype.h>
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16 #include <limits.h>
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17 #include "curses.h"
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18 #include "rogue.h"
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19 #define MAXINT INT_MAX
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20 #define MININT INT_MIN
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21 /*
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22 * Did we disrupt a spell?
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23 */
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24 dsrpt_monster(tp, always, see_him)
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25 register struct thing *tp;
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26 bool always, see_him;
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27 {
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28 switch (tp->t_action) {
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29 case A_SUMMON:
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30 case A_MISSILE:
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31 case A_SLOW:
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32 tp->t_action = A_NIL; /* Just make the old fellow start over again */
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33 tp->t_no_move = movement(tp);
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34 tp->t_using = NULL;/* Just to be on the safe side */
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35 turn_on(*tp, WASDISRUPTED);
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36 if (see_him)
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37 msg("%s's spell has been disrupted.",prname(monster_name(tp),TRUE));
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38 /*
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39 * maybe choose something else to do next time since player
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40 * is disrupting us
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41 */
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42 tp->t_summon *= 2;
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43 tp->t_cast /= 2;
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44 return;
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45 }
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46
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47 /* We may want to disrupt other actions, too */
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48 if (always) {
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49 tp->t_action = A_NIL; /* Just make the old fellow start over again */
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50 tp->t_no_move = movement(tp);
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51 tp->t_using = NULL;/* Just to be on the safe side */
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52 }
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53 }
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54
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55 dsrpt_player()
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56 {
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57 int which, action;
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58 struct linked_list *item;
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59 struct object *obj;
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60
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61 action = player.t_action;
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62 which = player.t_selection;
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63
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64 switch (action) {
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65 case C_CAST: /* Did we disrupt a spell? */
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66 case C_PRAY:
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67 case C_CHANT:
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68 {
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69 msg("Your %s was disrupted!", action == C_CAST ? "spell" : "prayer");
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70
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71 /* Charge him anyway */
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72 if (action == C_CAST)
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73 spell_power += magic_spells[which].s_cost;
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74 else if (action == C_PRAY)
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75 pray_time += cleric_spells[which].s_cost;
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76 else if (action == C_CHANT)
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77 chant_time += druid_spells[which].s_cost;
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78 }
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79 when C_COUNT: /* counting of gold? */
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80 {
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81 if (purse > 0) {
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82 msg("Your gold goes flying everywhere!");
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83 do {
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84 item = spec_item(GOLD, NULL, NULL, NULL);
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85 obj = OBJPTR(item);
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86 obj->o_count = min(purse, rnd(10)+1);
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87 purse -= obj->o_count;
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88 obj->o_pos = hero;
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89 fall(item, FALSE);
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90 } while (purse > 0 && rnd(10) != 1);
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91 }