annotate arogue7/new_level.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 adfa37e67084
children f9ef86cf22b2
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1 /*
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2 * new_level.c - Dig and draw a new level
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3 *
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4 * Advanced Rogue
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5 * Copyright (C) 1984, 1985, 1986 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 "Rogue: Exploring the Dungeons of Doom"
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9 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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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 "curses.h"
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16 #include "rogue.h"
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17 #define TERRASAVE 3
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18
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19 /*
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20 * new_level:
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21 * Dig and draw a new level
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22 *
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23 */
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24
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25 new_level(ltype)
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26 LEVTYPE ltype; /* designates type of level to create */
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27 {
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28 register int rm, i, cnt;
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29 register char ch;
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30 register struct linked_list *item;
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31 register struct thing *tp;
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32 register struct object *obj;
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33 int waslit = 0; /* Was the previous outside level lit? */
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34 int starty, startx, deltay, deltax;
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35 bool fresh=TRUE, vert, top;
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36 struct room *rp;
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37 struct linked_list *nitem, *savmonst=NULL, *savitems=NULL;
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38 coord stairs;
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39
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40 if (wizard) {
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41 msg("Turns: %d", turns); /* Number of turns for last level */
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42 mpos = 0;
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43 }
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44
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45 /* Start player off right */
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46 turn_off(player, ISHELD);
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47 turn_off(player, ISFLEE);
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48 extinguish(suffocate);
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49 hold_count = 0;
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50 trap_tries = 0;
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51
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52 /* Are we just entering a dungeon? If so, how big is it? */
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53 if (ltype != OUTSIDE && nfloors < 0) nfloors = HARDER+10 + rnd(11);
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54
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55 if (level > max_level)
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56 max_level = level;
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57
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58 /* Are we starting a new outside level? */
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59 if (ltype == OUTSIDE) {
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60 register int i, j;
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61
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62 /* Save some information prior to clearing the screen */
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63 if (level == -1 || mvinch(hero.y, hero.x) == '-') vert = TRUE;
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64 else vert = FALSE;
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65
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66 if (level == -1) {
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67 fresh = TRUE;
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68 starty = 2;
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69 startx = 1;
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70 deltay = deltax = 1;
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71 level = 0; /* Restore the level */
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72 }
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73 else { /* Copy several lines of the terrain to the other end */
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74 char cch; /* Copy character */
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75
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76 /* Was the area dark (not magically lit)? */
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77 if (!(rooms[0].r_flags & ISDARK)) waslit = 1;
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78
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79 fresh = FALSE;
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80 if ((vert && hero.y == 1) || (!vert && hero.x == 0)) top = TRUE;
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81 else top = FALSE;
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82 for (i=0; i<TERRASAVE; i++) {
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83 if (vert)
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84 for (j=1; j<cols-1; j++) {
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85 if (top) {
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86 cch = CCHAR( mvinch(i+2, j) );
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87 mvaddch(lines-6+i, j, cch);
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88 }
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89 else {
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90 cch = CCHAR( mvinch(lines-4-i, j) );
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