annotate rogue3/monsters.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 527e2150eaf0
children
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1 /*
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2 * File with various monster functions in it
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3 *
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4 * @(#)monsters.c 3.18 (Berkeley) 6/15/81
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5 *
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6 * Rogue: Exploring the Dungeons of Doom
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7 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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8 * All rights reserved.
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9 *
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10 * See the file LICENSE.TXT for full copyright and licensing information.
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11 */
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12
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13 #include "curses.h"
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14 #include "rogue.h"
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15 #include <string.h>
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16 #include <ctype.h>
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17
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18 /*
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19 * List of monsters in rough order of vorpalness
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20 */
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21 char lvl_mons[27] = "KJBSHEAOZGLCRQNYTWFIXUMVDP";
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22 char wand_mons[27] = "KJBSH AOZG CRQ Y W IXU V ";
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23
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24 /*
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25 * randmonster:
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26 * Pick a monster to show up. The lower the level,
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27 * the meaner the monster.
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28 */
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29
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30 int
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31 randmonster(int wander)
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32 {
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33 int d;
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34 char *mons;
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35
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36 mons = wander ? wand_mons : lvl_mons;
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37 do
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38 {
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39 d = level + (rnd(10) - 5);
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40 if (d < 1)
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41 d = rnd(5) + 1;
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42 if (d > 26)
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43 d = rnd(5) + 22;
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44 } while (mons[--d] == ' ');
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45 return mons[d];
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46 }
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47
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48 /*
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49 * new_monster:
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50 * Pick a new monster and add it to the list
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51 */
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52
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53 void
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54 new_monster(struct linked_list *item, int type, coord *cp)
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55 {
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56 struct thing *tp;
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57 struct monster *mp;
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58
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59 attach(mlist, item);
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60 tp = (struct thing *) ldata(item);
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61 tp->t_type = type;
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62 tp->t_pos = *cp;
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63 tp->t_oldch = mvwinch(cw, cp->y, cp->x);
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64 mvwaddch(mw, cp->y, cp->x, tp->t_type);
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65 mp = &monsters[tp->t_type-'A'];
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66 tp->t_stats.s_hpt = roll(mp->m_stats.s_lvl, 8);
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67 tp->t_stats.s_lvl = mp->m_stats.s_lvl;
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68 tp->t_stats.s_arm = mp->m_stats.s_arm;
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69 strcpy(tp->t_stats.s_dmg,mp->m_stats.s_dmg);
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70 tp->t_stats.s_exp = mp->m_stats.s_exp;
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71 tp->t_stats.s_str.st_str = 10;
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72 tp->t_flags = mp->m_flags;
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73 tp->t_turn = TRUE;
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74 tp->t_pack = NULL;
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75 if (ISWEARING(R_AGGR))
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76 runto(cp, &hero);
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77 if (type == 'M')
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78 {
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79 int mch = 0;
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80
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81 if (tp->t_pack != NULL)
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82 mch = ((struct object *) ldata(tp->t_pack))->o_type;
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83 else
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84 switch (rnd(level > 25 ? 9 : 8))
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85 {
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86 case 0: mch = GOLD;
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87 when 1: mch = POTION;
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88 when 2: mch = SCROLL;
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89 when 3: mch = STAIRS;
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90 when 4: mch = WEAPON;
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91 when 5: mch = ARMOR;
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92 when 6: mch = RING;
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93 when 7: mch = STICK;
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94 when 8: mch = AMULET;
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95 }
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96 tp->t_disguise = mch;
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97 }
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98 }
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99
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100 /*
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101 * wanderer:
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102 * A wandering monster has awakened and is headed for the player
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103 */
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104
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