Mercurial > hg > early-roguelike
annotate arogue7/move.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 | adfa37e67084 |
children | a0a57cf42810 |
rev | line source |
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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
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1 /* |
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2 * move.c - Hero movement 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 * Hero movement 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 "rogue.h" |
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23 #ifdef PC7300 |
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24 #include "menu.h" |
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25 #endif |
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26 |
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27 /* |
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28 * Used to hold the new hero position |
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29 */ |
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30 |
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31 static coord nh; |
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32 |
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33 static char Moves[3][3] = { |
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34 { 'y', 'k', 'u' }, |
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35 { 'h', '.', 'l' }, |
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36 { 'b', 'j', 'n' } |
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37 }; |
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38 |
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39 /* |
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40 * be_trapped: |
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41 * The guy stepped on a trap.... Make him pay. |
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42 */ |
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43 |
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44 be_trapped(th, tc) |
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45 register struct thing *th; |
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46 register coord *tc; |
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47 { |
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48 register struct trap *tp; |
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49 register char ch, *mname; |
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50 register bool is_player = (th == &player), |
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51 can_see; |
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52 register struct linked_list *mitem; |
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53 register struct thing *mp; |
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54 |
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55 |
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56 /* Can the player see the creature? */ |
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57 can_see = (cansee(tc->y, tc->x) && (is_player || !invisible(th))); |
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58 |
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59 tp = trap_at(tc->y, tc->x); |
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60 /* |
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61 * if he's wearing boots of elvenkind, he won't set off the trap |
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62 * unless its a magic pool (they're not really traps) |
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63 */ |
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64 if (is_player && |
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65 cur_misc[WEAR_BOOTS] != NULL && |
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66 cur_misc[WEAR_BOOTS]->o_which == MM_ELF_BOOTS && |
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67 tp->tr_type != POOL) |
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68 return '\0'; |
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69 |
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70 /* |
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71 * if the creature is flying then it won't set off the trap |
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72 */ |
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73 if (on(*th, ISFLY)) |
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74 return '\0'; |
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75 |
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76 tp->tr_flags |= ISFOUND; |
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77 |
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78 if (!is_player) { |
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79 mitem = find_mons(th->t_pos.y, th->t_pos.x); |
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80 mname = monster_name(th); |
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81 } |
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82 else { |
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83 count = running = FALSE; |
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84 mvwaddch(cw, tp->tr_pos.y, tp->tr_pos.x, tp->tr_type); |
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85 } |
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86 switch (ch = tp->tr_type) { |
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87 case TRAPDOOR: |
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88 if (is_player) { |
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89 level++; |
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90 pstats.s_hpt -= roll(1, 10); |
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91 msg("You fell into a trap!"); |
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92 if (pstats.s_hpt <= 0) death(D_FALL); |
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