Mercurial > hg > early-roguelike
annotate rogue3/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 | 527e2150eaf0 |
children | d9e44e18eeec |
rev | line source |
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0
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1 /* |
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2 * Hero movement commands |
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3 * |
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4 * @(#)move.c 3.26 (Berkeley) 6/15/81 |
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5 * |
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6 * Rogue: Exploring the Dungeons of Doom |
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7 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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8 * All rights reserved. |
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9 * |
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10 * See the file LICENSE.TXT for full copyright and licensing information. |
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11 */ |
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12 |
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13 #include "curses.h" |
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14 #include <ctype.h> |
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15 #include "rogue.h" |
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16 |
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17 /* |
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18 * Used to hold the new hero position |
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19 */ |
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20 |
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21 coord nh; |
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22 |
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23 /* |
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24 * do_run: |
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25 * Start the hero running |
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26 */ |
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27 |
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28 void |
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29 do_run(int ch) |
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30 { |
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31 running = TRUE; |
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32 after = FALSE; |
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33 runch = ch; |
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34 } |
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35 |
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36 /* |
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37 * do_move: |
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38 * Check to see that a move is legal. If it is handle the |
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39 * consequences (fighting, picking up, etc.) |
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40 */ |
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41 |
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42 void |
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43 do_move(int dy, int dx) |
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44 { |
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45 int ch; |
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46 |
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47 firstmove = FALSE; |
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48 if (no_move) |
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49 { |
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50 no_move--; |
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51 msg("You are still stuck in the bear trap"); |
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52 return; |
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53 } |
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54 /* |
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55 * Do a confused move (maybe) |
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56 */ |
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57 if (rnd(100) < 80 && on(player, ISHUH)) |
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58 nh = *rndmove(&player); |
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59 else |
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60 { |
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61 nh.y = hero.y + dy; |
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62 nh.x = hero.x + dx; |
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63 } |
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64 |
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65 /* |
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66 * Check if he tried to move off the screen or make an illegal |
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67 * diagonal move, and stop him if he did. |
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68 */ |
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69 if (nh.x < 0 || nh.x > COLS-1 || nh.y < 0 || nh.y > LINES - 1 |
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70 || !diag_ok(&hero, &nh)) |
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71 { |
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72 after = FALSE; |
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73 running = FALSE; |
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74 return; |
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75 } |
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76 if (running && ce(hero, nh)) |
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77 after = running = FALSE; |
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78 ch = winat(nh.y, nh.x); |
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79 if (on(player, ISHELD) && ch != 'F') |
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80 { |
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81 msg("You are being held"); |
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82 return; |
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83 } |
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84 switch(ch) |
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85 { |
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86 case ' ': |
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87 case '|': |
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88 case '-': |
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89 case SECRETDOOR: |
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90 after = running = FALSE; |
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91 return; |
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92 case TRAP: |
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93 ch = be_trapped(&nh); |
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94 if (ch == TRAPDOOR || ch == TELTRAP) |
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95 return; |
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96 goto move_stuff; |
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97 case GOLD: |
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98 case POTION: |
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99 case SCROLL: |
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100 case FOOD: |
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101 case WEAPON: |
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102 case ARMOR: |
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103 case RING: |
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104 case AMULET: |
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105 case STICK: |
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106 running = FALSE; |
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107 take = ch; |