annotate rogue3/newlevel.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 * new_level:
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3 * Dig and draw a new level
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4 *
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5 * @(#)new_level.c 3.7 (Berkeley) 6/2/81
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6 *
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7 * Rogue: Exploring the Dungeons of Doom
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8 * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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9 * All rights reserved.
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10 *
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11 * See the file LICENSE.TXT for full copyright and licensing information.
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12 */
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13
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14 #include "curses.h"
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15 #include "rogue.h"
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16
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17 #include <string.h>
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18
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19 void
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20 new_level()
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21 {
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22 int rm, i;
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23 int ch = 0;
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24 coord stairs;
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25
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26 if (level > max_level)
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27 max_level = level;
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28 wclear(cw);
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29 wclear(mw);
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30 clear();
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31 status();
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32 /*
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33 * Free up the monsters on the last level
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34 */
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35 free_list(mlist);
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36 do_rooms(); /* Draw rooms */
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37 do_passages(); /* Draw passages */
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38 no_food++;
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39 put_things(); /* Place objects (if any) */
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40 /*
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41 * Place the staircase down.
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42 */
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43 do {
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44 rm = rnd_room();
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45 rnd_pos(&rooms[rm], &stairs);
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46 } until (winat(stairs.y, stairs.x) == FLOOR);
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47 addch(STAIRS);
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48 /*
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49 * Place the traps
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50 */
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51 if (rnd(10) < level)
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52 {
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53 ntraps = rnd(level/4)+1;
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54 if (ntraps > MAXTRAPS)
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55 ntraps = MAXTRAPS;
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56 i = ntraps;
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57 while (i--)
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58 {
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59 do
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60 {
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61 rm = rnd_room();
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62 rnd_pos(&rooms[rm], &stairs);
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63 } until (winat(stairs.y, stairs.x) == FLOOR);
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64 switch(rnd(6))
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65 {
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66 case 0: ch = TRAPDOOR;
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67 when 1: ch = BEARTRAP;
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68 when 2: ch = SLEEPTRAP;
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69 when 3: ch = ARROWTRAP;
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70 when 4: ch = TELTRAP;
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71 when 5: ch = DARTTRAP;
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72 }
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73 addch(TRAP);
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74 traps[i].tr_type = ch;
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75 traps[i].tr_flags = 0;
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76 traps[i].tr_pos = stairs;
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77 }
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78 }
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79 do
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80 {
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81 rm = rnd_room();
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82 rnd_pos(&rooms[rm], &hero);
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83 }
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84 until(winat(hero.y, hero.x) == FLOOR);
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85 light(&hero);
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86 wmove(cw, hero.y, hero.x);
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87 waddch(cw, PLAYER);
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88 }
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89
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90 /*
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91 * Pick a room that is really there
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92 */
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93
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94 int
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95 rnd_room()
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96 {
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97 int rm;
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98
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99 do
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100 {
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101 rm = rnd(MAXROOMS);
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102 } while (rooms[rm].r_flags & ISGONE);
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103 return rm;
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104 }
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105
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