annotate arogue7/effects.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 b786053d2f37
children f9ef86cf22b2
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1 /*
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2 * effects.c - functions for dealing with appllying effects to monsters
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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
126
b786053d2f37 arogue7: add missing header includes.
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15 #include <string.h>
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16 #include "curses.h"
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17 #include "rogue.h"
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18
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19 /*
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20 * effect:
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21 * Check for effects of one thing hitting another thing. Return
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22 * the reason code if the defender is killed. Otherwise return 0.
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23 */
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24 effect(att, def, weap, thrown, see_att, see_def)
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25 register struct thing *att, *def;
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26 struct object *weap;
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27 bool thrown;
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28 register bool see_att, see_def;
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29 {
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30 register bool att_player, def_player;
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31 char attname[LINELEN+1], defname[LINELEN+1];
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32
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33 /* See if the attacker or defender is the player */
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34 att_player = (att == &player);
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35 def_player = (def == &player);
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36
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37 /*
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38 * If the player could see the attacker or defender, they can't
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39 * surprise anymore (don't bother checking if they could).
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40 */
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41 if (see_att) turn_off(*att, CANSURPRISE);
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42 if (see_def) turn_off(*def, CANSURPRISE);
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43
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44 /* What are the attacker and defender names? */
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45 if (att_player) strcpy(attname, "you");
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46 else {
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47 if (see_att) strcpy(attname, monster_name(att));
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48 else strcpy(attname, "something");
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49 }
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50
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51 if (def_player) strcpy(defname, "you");
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52 else {
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53 if (see_def) strcpy(defname, monster_name(def));
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54 else strcpy(defname, "something");
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55 }
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56
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57 /*
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58 * See what happens to the attacker first. We can skip this
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59 * whole section, however, if the defender is the player.
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60 * Nothing happens (yet) to anyone just for hitting the player.
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61 */
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62 if (!def_player) {
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63 if (!thrown) { /* Some things require a direct hit. */
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64 /*
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65 * If the attacker hits a rusting monster, The weapon
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66 * may be damaged
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67 */
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68 if (on(*def, CANRUST) && weap &&
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69 weap->o_type != RELIC && (weap->o_flags & ISMETAL) &&
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70 !(weap->o_flags & ISPROT)) {
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71 if ((weap->o_hplus < 1 && weap->o_dplus < 1) ||
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72 roll(1,20) < weap->o_hplus+weap->o_dplus+10) {
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73 if (rnd(100) < 50) weap->o_hplus--;
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74 else weap->o_dplus--;
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75 if (att_player)
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76 msg(terse ? "Your %s weakens!"
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77 : "Your %s appears to be weaker now!",
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78 weaps[weap->o_which].w_name);
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79 }
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80 }
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81 }
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82
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83 /* If the attacker hit something that shrieks, wake the dungeon */
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84 if (on(*def, CANSHRIEK)) {
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85 turn_off(*def, CANSHRIEK);
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86 if (see_def)
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87 msg("%s emits a piercing shriek.", prname(defname, TRUE));
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88 else msg("You hear a piercing shriek.");
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89 aggravate(TRUE, TRUE);
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90 }