annotate rogue4/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
date Mon, 08 Jun 2015 10:01:25 -0400
parents 9535a08ddc39
children 1b73a8641b37
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12
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1 /*
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2 * All the fighting gets done here
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3 *
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4 * @(#)fight.c 4.30 (Berkeley) 4/6/82
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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, 1982 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 <string.h>
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16 #include "rogue.h"
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17
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18 long e_levels[] = {
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19 10L,20L,40L,80L,160L,320L,640L,1280L,2560L,5120L,10240L,20480L,
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20 40920L, 81920L, 163840L, 327680L, 655360L, 1310720L, 2621440L, 0L
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21 };
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22
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23 /*
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24 * fight:
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25 * The player attacks the monster.
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26 */
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27 fight(mp, mn, weap, thrown)
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28 register coord *mp;
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29 char mn;
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30 register THING *weap;
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31 bool thrown;
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32 {
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33 register THING *tp;
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34 register bool did_hit = TRUE;
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35 register const char *mname;
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36
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37 /*
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38 * Find the monster we want to fight
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39 */
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40 #ifdef WIZARD
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41 if ((tp = moat(mp->y, mp->x)) == NULL)
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42 debug("Fight what @ %d,%d", mp->y, mp->x);
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43 #else
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44 tp = moat(mp->y, mp->x);
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45 #endif
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46 /*
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47 * Since we are fighting, things are not quiet so no healing takes
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48 * place.
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49 */
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50 count = quiet = 0;
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51 runto(mp, &hero);
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52 /*
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53 * Let him know it was really a mimic (if it was one).
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54 */
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55 if (tp->t_type == 'M' && tp->t_disguise != 'M' && !on(player, ISBLIND))
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56 {
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57 tp->t_disguise = 'M';
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58 if (!thrown)
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59 return FALSE;
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60 msg("wait! That's a mimic!");
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61 }
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62 did_hit = FALSE;
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63 if (on(player, ISBLIND))
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64 mname = "it";
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65 else
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66 mname = monsters[mn-'A'].m_name;
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67 if (roll_em(&player, tp, weap, thrown))
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68 {
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69 did_hit = FALSE;
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70 if (thrown)
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71 thunk(weap, mname);
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72 else
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73 hit(NULL, mname);
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74 if (on(player, CANHUH))
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75 {
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76 did_hit = TRUE;
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77 tp->t_flags |= ISHUH;
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78 player.t_flags &= ~CANHUH;
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79 msg("your hands stop glowing red");
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80 }
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81 if (tp->t_stats.s_hpt <= 0)
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82 killed(tp, TRUE);
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83 else if (did_hit && !on(player, ISBLIND))
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84 msg("the %s appears confused", mname);
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85 did_hit = TRUE;
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86 }
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87 else
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88 if (thrown)
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89 bounce(weap, mname);
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90 else
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91 miss(NULL, mname);
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92 return did_hit;
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93 }
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94
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95 /*
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96 * attack:
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97 * The monster attacks the player
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98 */
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99 attack(mp)
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100 register THING *mp;
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101 {
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102 register const char *mname;
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103
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104 /*
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105 * Since this is an attack, stop running and any healing that was
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