annotate srogue/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 2128c7dc8a40
children 94a0d9dd5ce1
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36
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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 9.0 (rdk) 7/17/84
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5 *
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6 * Super-Rogue
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7 * Copyright (C) 1984 Robert D. Kindelberger
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8 * All rights reserved.
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9 *
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10 * Based on "Rogue: Exploring the Dungeons of Doom"
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11 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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12 * All rights reserved.
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13 *
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14 * See the file LICENSE.TXT for full copyright and licensing information.
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15 */
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16
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17 #include <ctype.h>
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18 #include "rogue.h"
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19 #include "rogue.ext"
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20
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21
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22 /*
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23 * fight:
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24 * The player attacks the monster.
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25 */
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26 fight(mp, weap, thrown)
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27 struct coord *mp;
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28 struct object *weap;
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29 bool thrown;
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30 {
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31
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32 reg struct thing *tp;
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33 reg struct stats *st;
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34 reg struct linked_list *item;
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35 bool did_hit = TRUE;
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36
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37 if (pl_on(ISETHER)) /* cant fight when ethereal */
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38 return 0;
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39
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40 if ((item = find_mons(mp->y, mp->x)) == NULL) {
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41 mvaddch(mp->y, mp->x, FLOOR);
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42 mvwaddch(mw, mp->y, mp->x, ' ');
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43 look(FALSE);
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44 msg("That monster must have been an illusion.");
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45 return 0;
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46 }
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47 tp = THINGPTR(item);
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48 st = &tp->t_stats;
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49 /*
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50 * Since we are fighting, things are not quiet so
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51 * no healing takes place.
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52 */
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53 quiet = 0;
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54 isfight = TRUE;
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55 runto(mp, &hero);
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56 /*
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57 * Let him know it was really a mimic (if it was one).
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58 */
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59 if(tp->t_type == 'M' && tp->t_disguise != 'M' && pl_off(ISBLIND)) {
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60 msg("Wait! That's a mimic!");
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61 tp->t_disguise = 'M';
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62 did_hit = thrown;
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63 }
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64 if (did_hit) {
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65 reg char *mname;
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66
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67 did_hit = FALSE;
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68 if (pl_on(ISBLIND))
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69 mname = "it";
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70 else
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71 mname = monsters[tp->t_indx].m_name;
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72 /*
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73 * If the hero can see the invisibles, then
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74 * make it easier to hit.
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75 */
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76 if (pl_on(CANSEE) && on(*tp, ISINVIS) && off(*tp, WASHIT)) {
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77 tp->t_flags |= WASHIT;
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78 st->s_arm += 3;
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79 }
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80 if (roll_em(him, st, weap, thrown)) {
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81 did_hit = TRUE;
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82 if (thrown)
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83 thunk(weap, mname);
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84 else
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85 hit(NULL);
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86 if (pl_on(CANHUH)) {
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87 msg("Your hands stop glowing red");
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88 msg("The %s appears confused.", mname);
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89 tp->t_flags |= ISHUH;
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90 player.t_flags &= ~CANHUH;
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91 /*
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92 * If our hero was stuck by a bone devil,
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93 * release him now because the devil is
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94 * confused.
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95 */
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96 if (pl_on(ISHELD))
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97 unhold(tp->t_type);
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98 }
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99 if (st->s_hpt <= 0)
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100 killed(item, TRUE);
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101 else if (monhurt(tp) && off(*tp, ISWOUND)) {
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102 if (levtype != MAZELEV && tp->t_room != NULL &&
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103 !rf_on(tp->t_room, ISTREAS)) {
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104 tp->t_flags |= ISWOUND;
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105 msg("You wounded %s.",prname(mname,FALSE));
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106 unhold(tp->t_type);