annotate srogue/sticks.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 * Functions to deal with the various sticks one
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3 * might find while wandering around the dungeon.
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4 *
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5 * @(#)sticks.c 9.0 (rdk) 7/17/84
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6 *
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7 * Super-Rogue
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8 * Copyright (C) 1984 Robert D. Kindelberger
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9 * All rights reserved.
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10 *
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11 * Based on "Rogue: Exploring the Dungeons of Doom"
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12 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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13 * All rights reserved.
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14 *
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15 * See the file LICENSE.TXT for full copyright and licensing information.
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16 */
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17
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18 #include <ctype.h>
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19 #include "rogue.h"
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20 #include "rogue.ext"
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21
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22 /*
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23 * fix_stick:
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24 * Init a stick for the hero
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25 */
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26 fix_stick(cur)
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27 struct object *cur;
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28 {
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29 struct rod *rd;
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30
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31 cur->o_type = STICK;
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32 cur->o_charges = 4 + rnd(5);
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33 strcpy(cur->o_hurldmg, "1d1");
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34 rd = &ws_stuff[cur->o_which];
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35 cur->o_weight = rd->ws_wght;
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36 cur->o_vol = rd->ws_vol;
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37 if (strcmp(rd->ws_type, "staff") == 0) {
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38 strcpy(cur->o_damage, "2d3");
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39 cur->o_charges += rnd(5) + 3;
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40 }
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41 else {
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42 strcpy(cur->o_damage, "1d1");
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43 }
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44 switch (cur->o_which) {
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45 case WS_HIT:
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46 if(rnd(100) < 15) {
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47 cur->o_hplus = 9;
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48 cur->o_dplus = 9;
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49 strcpy(cur->o_damage,"3d8");
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50 }
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51 else {
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52 cur->o_hplus = 3;
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53 cur->o_dplus = 3;
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54 strcpy(cur->o_damage,"1d8");
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55 }
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56 when WS_LIGHT:
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57 cur->o_charges += 7 + rnd(9);
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58 }
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59 }
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60
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61 /*
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62 * do_zap:
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63 * Zap a stick at something
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64 */
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65 do_zap(gotdir)
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66 bool gotdir;
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67 {
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68 reg struct linked_list *item;
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69 reg struct object *obj;
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70 reg struct thing *tp;
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71 reg int y, x, wh;
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72 struct room *rp;
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73 bool bless, curse;
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74 int better = 0;
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75
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76 if ((item = get_item("zap with", STICK)) == NULL)
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77 return;
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78 obj = OBJPTR(item);
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79 wh = obj->o_which;
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80 bless = o_on(obj, ISBLESS);
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81 curse = o_on(obj, ISCURSED);
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82 if (obj->o_type != STICK) {
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83 msg("You can't zap with that!");
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84 after = FALSE;
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85 return;
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86 }
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87 if (obj->o_charges == 0) {
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88 msg("Nothing happens.");
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89 return;
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90 }
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91 if (!gotdir)
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92 do {
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93 delta.y = rnd(3) - 1;
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94 delta.x = rnd(3) - 1;
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95 } while (delta.y == 0 && delta.x == 0);
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96 rp = player.t_room;
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97 if (bless)
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98 better = 3;
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99 else if (curse)
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100 better = -3;
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101 switch (wh) {
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102 case WS_SAPLIFE:
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103 if (!bless) {
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104 if (him->s_hpt > 1)
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105 him->s_hpt /= 2; /* zap half his hit points */
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106 }