annotate srogue/scrolls.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 3aa87373c908
children 382ff498acdd
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1 /*
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2 * Read a scroll and let it happen
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3 *
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4 * @(#)scrolls.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 <stdlib.h>
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18 #include <string.h>
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19 #include <ctype.h>
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20 #include "rogue.h"
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21 #include "rogue.ext"
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22
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23 /*
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24 * read_scroll:
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25 * Let the hero read a scroll
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26 */
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27 read_scroll()
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28 {
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29 reg struct object *obj;
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30 reg struct linked_list *item;
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31 reg int i, j, wh;
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32 reg char ch, nch;
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33 struct room *rp;
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34 struct linked_list *titem;
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35 char buf[LINLEN];
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36 bool bless, curse;
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37
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38 if ((item = get_item("read", SCROLL)) == NULL)
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39 return;
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40 obj = OBJPTR(item);
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41 if (obj->o_type != SCROLL) {
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42 msg("Nothing to read.");
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43 after = FALSE;
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44 return;
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45 }
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46 msg("As you read the scroll, it vanishes.");
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47 wh = obj->o_which;
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48 bless = o_on(obj, ISBLESS);
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49 curse = o_on(obj, ISCURSED);
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50 del_pack(item); /* Get rid of the thing */
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51
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52 /*
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53 * Calculate the effect it has on the hero
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54 */
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55 switch(wh) {
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56 case S_KNOWALL:
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57 if (!curse) {
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58 idenpack(); /* identify all the pack */
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59 msg("You feel more knowledgable.");
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60 chg_abil(WIS,1,TRUE);
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61 s_know[S_KNOWALL] = TRUE;
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62 }
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63 when S_CONFUSE:
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64 if (!curse) {
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65 /*
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66 * Scroll of monster confusion. Give him that power.
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67 */
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68 msg("Your hands begin to glow red.");
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69 player.t_flags |= CANHUH;
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70 s_know[S_CONFUSE] = TRUE;
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71 }
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72 when S_LIGHT:
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73 rp = player.t_room;
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74 if (!curse) {
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75 if (rp == NULL) {
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76 s_know[S_LIGHT] = TRUE;
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77 msg("The corridor glows and then fades.");
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78 }
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79 else {
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80 if (rf_on(rp,ISDARK)) {
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81 s_know[S_LIGHT] = TRUE;
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82 msg("The room is lit.");
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83 rp->r_flags &= ~ISDARK;
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84 }
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85 light(&hero);
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86 mvwaddch(cw, hero.y, hero.x, PLAYER);
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87 }
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88 }
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89 when S_ARMOR:
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90 if (!curse) {
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91 if (cur_armor != NULL && o_off(cur_armor,ISPROT)) {
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92 s_know[S_ARMOR] = TRUE;
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93 msg("Your armor glows faintly for a moment.");
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94 if (o_on(cur_armor,ISCURSED))
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95 cur_armor->o_ac = armors[cur_armor->o_which].a_class;
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96 else
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97 cur_armor->o_ac--;
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98 resoflg(cur_armor,ISCURSED);
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99 }
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100 }
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101 when S_HOLD:
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102 if (!curse) {
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103 /*
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104 * Hold monster scroll. Stop all monsters within 3 spaces
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105 * from chasing after the hero.