annotate arogue7/player.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 adfa37e67084
children f9ef86cf22b2
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1 /*
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2 * player.c - This file contains functions for dealing with special player
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3 * abilities
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4 *
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5 * Advanced Rogue
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6 * Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
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7 * All rights reserved.
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8 *
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9 * Based on "Rogue: Exploring the Dungeons of Doom"
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10 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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11 * All rights reserved.
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12 *
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13 * See the file LICENSE.TXT for full copyright and licensing information.
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14 */
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15
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16 /*
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17 * This file contains functions for dealing with special player abilities
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18 */
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19
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20 #include <ctype.h>
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21 #include "curses.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 /*
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29 * affect:
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30 * cleric affecting undead
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31 */
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32
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33 affect()
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34 {
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35 register struct linked_list *item;
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36 register struct thing *tp;
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37 register char *mname;
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38 bool see;
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39 coord new_pos;
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40 int lvl;
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41
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42 if (!(player.t_ctype == C_CLERIC ||
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43 (player.t_ctype == C_PALADIN && pstats.s_lvl > 4) ||
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44 cur_relic[HEIL_ANKH] != 0)) {
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45 msg("You cannot affect undead.");
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46 return;
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47 }
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48
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49 new_pos.y = hero.y + player.t_newpos.y;
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50 new_pos.x = hero.x + player.t_newpos.x;
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51
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52 if (cansee(new_pos.y, new_pos.x)) see = TRUE;
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53 else see = FALSE;
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54
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55 /* Anything there? */
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56 if (new_pos.y < 0 || new_pos.y > lines-3 ||
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57 new_pos.x < 0 || new_pos.x > cols-1 ||
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58 mvwinch(mw, new_pos.y, new_pos.x) == ' ') {
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59 msg("Nothing to affect.");
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60 return;
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61 }
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62
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63 if ((item = find_mons(new_pos.y, new_pos.x)) == NULL) {
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64 debug("Affect what @ %d,%d?", new_pos.y, new_pos.x);
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65 return;
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66 }
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67 tp = THINGPTR(item);
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68 mname = monster_name(tp);
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69
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70 if (on(player, ISINVIS) && off(*tp, CANSEE)) {
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71 msg("%s%s cannot see you", see ? "The " : "It",
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72 see ? mname : "");
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73 return;
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74 }
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75
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76 if (off(*tp, TURNABLE) || on(*tp, WASTURNED))
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77 goto annoy;
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78 turn_off(*tp, TURNABLE);
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79
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80 lvl = pstats.s_lvl;
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81 if (player.t_ctype == C_PALADIN && cur_relic[HEIL_ANKH] == 0) {
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82 lvl -= 4;
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83 }
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84 /* Can cleric kill it? */
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85 if (lvl >= 3 * tp->t_stats.s_lvl) {
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86 unsigned long test; /* For overflow check */
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87
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88 msg("You have destroyed %s%s.", see ? "the " : "it", see ? mname : "");
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89 test = pstats.s_exp + tp->t_stats.s_exp;
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90
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91 /* Be sure there is no overflow before increasing experience */
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