annotate arogue7/pack.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 cadff8f047a1
children 1cd604c827a3
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1 /*
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2 * pack.c - Routines to deal with the pack.
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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 #include "curses.h"
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16 #include <ctype.h>
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b786053d2f37 arogue7: add missing header includes.
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17 #include <string.h>
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18 #include "rogue.h"
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19 #ifdef PC7300
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20 #include "menu.h"
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21 #endif
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22
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23 /*
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24 * Routines to deal with the pack
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25 */
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26
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27 /*
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28 * add_pack:
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29 * Pick up an object and add it to the pack. If the argument is non-null
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30 * use it as the linked_list pointer instead of gettting it off the ground.
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31 */
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32 bool
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33 add_pack(item, silent, packret)
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34 register struct linked_list *item, **packret;
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35 bool silent;
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36 {
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37 register struct linked_list *ip, *lp, *ap;
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38 register struct object *obj, *op;
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39 register bool exact, from_floor;
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40
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41 if (packret != NULL)
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42 *packret = NULL;
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43
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44 if (item == NULL)
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45 {
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46 from_floor = TRUE;
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47 if ((item = find_obj(hero.y, hero.x)) == NULL)
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48 return(FALSE);
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49 }
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50 else
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51 from_floor = FALSE;
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52 obj = OBJPTR(item);
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53 /*
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54 * If it is gold, just add its value to rogue's purse and get rid
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55 * of it.
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56 */
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57 if (obj->o_type == GOLD) {
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58 register struct linked_list *mitem;
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59 register struct thing *tp;
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60
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61 if (!silent) {
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62 if (!terse) addmsg("You found ");
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63 msg("%d gold pieces.", obj->o_count);
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64 }
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65
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66 /* First make sure no greedy monster is after this gold.
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67 * If so, make the monster run after the rogue instead.
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68 */
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69 for (mitem = mlist; mitem != NULL; mitem = next(mitem)) {
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70 tp = THINGPTR(mitem);
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71 if (tp->t_dest == &obj->o_pos) tp->t_dest = &hero;
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72 }
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73
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74 purse += obj->o_count;
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75 if (from_floor) {
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76 detach(lvl_obj, item);
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77 if ((ap = find_obj(hero.y, hero.x)) == NULL)
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78 mvaddch(hero.y,hero.x,(roomin(&hero)==NULL ? PASSAGE : FLOOR));
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79 else
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80 mvaddch(hero.y,hero.x,(OBJPTR(ap))->o_type);
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81 }
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82 o_discard(item);
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83 return(TRUE);
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84 }
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85
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86 /*
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87 * see if he can carry any more weight
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88 */
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89 if (itemweight(obj) + pstats.s_pack > pstats.s_carry) {
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90 msg("Too much for you to carry.");
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91 return FALSE;
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92 }