Mercurial > hg > early-roguelike
annotate arogue7/fight.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 |
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date | Mon, 08 Jun 2015 10:01:25 -0400 |
parents | 66b0263af424 |
children | 1cd604c827a3 |
rev | line source |
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125
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1 /* |
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2 * fight.c - All the fighting gets done here |
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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 * All the fighting gets done here |
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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> |
126 | 22 #include <string.h> |
125
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23 #include "rogue.h" |
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24 |
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25 int hit(struct object *weapon, bool see_att, bool see_def, char *er, char *ee, bool back_stab, bool thrown, bool short_msg); |
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26 #define CONF_DAMAGE -1 |
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27 #define PARAL_DAMAGE -2 |
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28 #define DEST_DAMAGE -3 |
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29 #define DRAIN_DAMAGE -4 |
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30 |
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31 /* |
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32 * returns true if player has a any chance to hit the monster |
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33 */ |
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34 player_can_hit(tp, weap) |
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35 register struct thing *tp; |
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36 register struct object *weap; |
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37 { |
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38 if (off(*tp, CMAGICHIT) && off(*tp, BMAGICHIT) && off(*tp, MAGICHIT)) |
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39 return(TRUE); |
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40 if (weap && weap->o_type == RELIC) |
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41 return(TRUE); |
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42 if (on(*tp, CMAGICHIT) && weap && (weap->o_hplus>2 || weap->o_dplus>2)) |
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43 return(TRUE); |
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44 if (on(*tp, BMAGICHIT) && weap && (weap->o_hplus>1 || weap->o_dplus>1)) |
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45 return(TRUE); |
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46 if (on(*tp, MAGICHIT) && weap && (weap->o_hplus>0 || weap->o_dplus>0)) |
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47 return(TRUE); |
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48 if (player.t_ctype == C_MONK) { |
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49 if (on(*tp, CMAGICHIT) && pstats.s_lvl > 15) |
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50 return(TRUE); |
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51 if (on(*tp, BMAGICHIT) && pstats.s_lvl > 10) |
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52 return(TRUE); |
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53 if (on(*tp, MAGICHIT) && pstats.s_lvl > 5) |
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54 return(TRUE); |
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55 } |
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56 return(FALSE); |
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57 } |
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58 |
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59 /* |
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60 * fight: |
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61 * The player attacks the monster. |
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62 */ |
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63 |
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64 fight(mp, weap, thrown) |
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65 register coord *mp; |
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66 struct object *weap; |
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67 bool thrown; |
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68 { |
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69 register struct thing *tp; |
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70 register struct linked_list *item; |
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71 register bool did_hit = TRUE; |
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72 bool see_def, back_stab = FALSE; |
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73 register char *mname; |
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74 |
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75 /* |
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76 * Find the monster we want to fight |
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77 */ |
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78 if ((item = find_mons(mp->y, mp->x)) == NULL) { |
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79 return(FALSE); /* must have killed him already */ |
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80 } |
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81 tp = THINGPTR(item); |
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82 |
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83 /* |
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84 * Since we are fighting, things are not quiet so no healing takes |
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85 * place. The -1 also tells us that we are in a fight. |
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86 */ |
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87 player.t_quiet = -1; |
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88 tp->t_quiet = -1; |
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89 |
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90 see_def = ((off(*tp, ISINVIS) || on(player, CANSEE)) && |
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91 (off(*tp, ISSHADOW) || on(player, CANSEE)) && |
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