annotate arogue5/maze.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 0ed67132cf10
children 56e748983fa8
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1 /*
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2 * maze
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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6 * All rights reserved.
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7 *
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8 * Based on "Super-Rogue"
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9 * Copyright (C) 1984 Robert D. Kindelberger
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10 * All rights reserved.
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11 *
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12 * See the file LICENSE.TXT for full copyright and licensing information.
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13 */
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14
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15 #include <stdlib.h>
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16 #include "curses.h"
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17 #include "rogue.h"
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18
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19 struct cell {
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20 char y_pos;
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21 char x_pos;
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22 };
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23
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24 struct bordercells {
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25 char num_pos; /* number of frontier cells next to you */
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26 struct cell conn[4]; /* the y,x position of above cell */
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27 } border_cells;
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28
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29 static char *frontier,
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30 *bits;
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31 static int maze_lines,
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32 maze_cols;
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33 char *moffset(),
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34 *foffset();
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35
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36
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37 /*
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38 * crankout:
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39 * Does actual drawing of maze to window
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40 */
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41 crankout()
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42 {
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43 reg int x, y;
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44
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45 for (y = 0; y < LINES - 3; y++) {
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46 move(y + 1, 0);
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47 for (x = 0; x < COLS - 1; x++) {
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48 if (*moffset(y, x)) { /* here is a wall */
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49 if(y==0 || y==LINES-4) /* top or bottom line */
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50 addch('-');
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51 else if(x==0 || x==COLS-2) /* left | right side */
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52 addch('|');
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53 else if (y % 2 == 0 && x % 2 == 0) {
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54 if(*moffset(y, x-1) || *moffset(y, x+1))
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55 addch('-');
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56 else
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57 addch('|');
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58 }
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59 else if (y % 2 == 0)
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60 addch('-');
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61 else
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62 addch('|');
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63 }
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64 else
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65 addch(FLOOR);
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66 }
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67 }
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68 }
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69
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70 /*
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71 * domaze:
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72 * Draw the maze on this level.
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73 */
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74 do_maze()
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75 {
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76 reg int least;
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77 reg struct room *rp;
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78 reg struct linked_list *item;
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79 reg struct object *obj;
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80 int cnt;
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81 bool treas;
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82 coord tp;
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83
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84 for (rp = rooms; rp < &rooms[MAXROOMS]; rp++) {
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85 rp->r_flags = ISGONE; /* kill all rooms */
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86 rp->r_fires = NULL; /* no fires */
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87 }
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88 rp = &rooms[0]; /* point to only room */
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89 rp->r_flags = ISDARK; /* mazes always dark */
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90 rp->r_pos.x = 0; /* room fills whole screen */
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91 rp->r_pos.y = 1;
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92 rp->r_max.x = COLS - 1;
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93 rp->r_max.y = LINES - 3;
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94 draw_maze(); /* put maze into window */
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95 /*
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96 * add some gold to make it worth looking for
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97 */
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98 item = spec_item(GOLD, NULL, NULL, NULL);
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99 obj = OBJPTR(item);
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100 obj->o_count *= (rnd(10) + 1); /* add in one large hunk */
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101 attach(lvl_obj, item);
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102 cnt = 0;
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103 do {
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104 rnd_pos(rp, &tp);
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105 } until (mvinch(tp.y, tp.x) == FLOOR || cnt++ > 5000);
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106 mvaddch(tp.y, tp.x, GOLD);