annotate arogue7/chase.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 f9ef86cf22b2
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adfa37e67084 Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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1 /*
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2 * chase.c - Code for one object to chase another
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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 /*
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16 * Code for one object to chase another
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17 *
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18 */
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19
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20 #include <ctype.h>
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21 #include <limits.h>
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22 #include "curses.h"
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23 #include "rogue.h"
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24 #define MAXINT INT_MAX
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25 #define MININT INT_MIN
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26
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27
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28 /*
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29 * Canblink checks if the monster can teleport (blink). If so, it will
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30 * try to blink the monster next to the player.
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31 */
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32
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33 bool
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34 can_blink(tp)
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35 register struct thing *tp;
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36 {
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37 register int y, x, index=9;
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38 coord tryp; /* To hold the coordinates for use in diag_ok */
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39 bool spots[9], found_one=FALSE;
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40
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41 /*
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42 * First, can the monster even blink? And if so, there is only a 50%
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43 * chance that it will do so. And it won't blink if it is running or
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44 * held.
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45 */
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46 if (off(*tp, CANBLINK) || (on(*tp, ISHELD)) ||
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47 on(*tp, ISFLEE) ||
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48 tp->t_action == A_FREEZE ||
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49 (rnd(12) < 6)) return(FALSE);
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50
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51
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52 /* Initialize the spots as illegal */
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53 do {
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54 spots[--index] = FALSE;
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55 } while (index > 0);
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56
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57 /* Find a suitable spot next to the player */
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58 for (y=hero.y-1; y<hero.y+2; y++)
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59 for (x=hero.x-1; x<hero.x+2; x++, index++) {
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60 /* Make sure x coordinate is in range and that we are
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61 * not at the player's position
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62 */
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63 if (x<0 || x >= cols || index == 4) continue;
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64
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65 /* Is it OK to move there? */
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66 if (step_ok(y, x, NOMONST, tp) &&
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67 (!isatrap(mvwinch(cw, y, x)) ||
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68 rnd(10) >= tp->t_stats.s_intel ||
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69 on(*tp, ISFLY))) {
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70 /* OK, we can go here. But don't go there if
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71 * monster can't get at player from there
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72 */
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73 tryp.y = y;
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74 tryp.x = x;
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75 if (diag_ok(&tryp, &hero, tp)) {
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76 spots[index] = TRUE;
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77 found_one = TRUE;
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78 }
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79 }
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80 }
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81
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82 /* If we found one, go to it */
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83 if (found_one) {
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84 char rch; /* What's really where the creatures moves to */
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85
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86 /* Find a legal spot */
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87 while (spots[index=rnd(9)] == FALSE) continue;
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88
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89 /* Get the coordinates */
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90 y = hero.y + (index/3) - 1;
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91 x = hero.x + (index % 3) - 1;
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92