annotate arogue7/command.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 0c775afe0072
children a0a57cf42810
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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 * command.c - Read and execute the user commands
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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 * Read and execute the user commands
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17 *
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18 */
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19
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20 #include "curses.h"
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21 #include <ctype.h>
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22 #include <string.h>
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23 #include <stdlib.h>
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24 #include <signal.h>
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25 #include "mach_dep.h"
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26 #include "rogue.h"
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27 #ifdef PC7300
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28 #include "sys/window.h"
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29 extern struct uwdata wdata;
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30 #endif
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31
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32 /*
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33 * command:
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34 * Process the user commands
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35 */
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36
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37 command()
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38 {
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39 unsigned char ch;
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40 struct linked_list *item;
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41 unsigned char countch, direction, newcount = FALSE;
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42 int segment = 1;
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43 int monst_limit, monst_current;
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44
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45 monst_limit = monst_current = 1;
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46 while (playing) {
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47 /*
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48 * Let the daemons start up, but only do them once a round
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49 * (round = 10 segments).
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50 */
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51 if (segment >= 10) {
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52 do_daemons(BEFORE);
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53 do_fuses(BEFORE);
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54 }
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55
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56 after = TRUE;
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57 do {
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58 /* One more tick of the clock. */
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59 if (segment >= 10 && after && (++turns % DAYLENGTH) == 0) {
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60 daytime ^= TRUE;
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61 if (levtype == OUTSIDE) {
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62 if (daytime) msg("The sun rises above the horizon");
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63 else msg("The sun sinks below the horizon");
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64 }
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65 light(&hero);
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66 }
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67
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68 /*
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69 * Don't bother with these updates unless the player's going
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70 * to do something.
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71 */
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72 if (player.t_action == A_NIL && player.t_no_move <= 1) {
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73 look(after, FALSE);
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74 lastscore = purse;
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75 wmove(cw, hero.y, hero.x);
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76 if (!((running || count) && jump)) {
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77 status(FALSE);
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78 }
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79 }
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80
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81 /* Draw the screen */
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82 if (!((running || count) && jump)) {
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83 wmove(cw, hero.y, hero.x);
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84 draw(cw);
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85 }
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86
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87 after = TRUE;
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88
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89 /*
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90 * Read command or continue run
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91 */
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