annotate rogue4/init.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 9535a08ddc39
children 1b73a8641b37
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12
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1 /*
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2 * global variable initializaton
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3 *
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4 * @(#)init.c 4.16 (Berkeley) 3/30/82
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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, 1982 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 <ctype.h>
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15 #include <stdlib.h>
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16 #include <string.h>
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17 #include "rogue.h"
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18
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19 /*
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20 * init_player:
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21 * Roll up the rogue
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22 */
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23 init_player()
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24 {
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25 register THING *obj;
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26
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27 pstats = max_stats;
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28 food_left = HUNGERTIME;
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29 /*
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30 * Give the rogue his weaponry. First a mace.
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31 */
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32 obj = new_item();
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33 obj->o_type = WEAPON;
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34 obj->o_which = MACE;
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35 init_weapon(obj, MACE);
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36 obj->o_hplus = 1;
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37 obj->o_dplus = 1;
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38 obj->o_flags |= ISKNOW;
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39 obj->o_count = 1;
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40 obj->o_group = 0;
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41 add_pack(obj, TRUE);
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42 cur_weapon = obj;
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43 /*
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44 * Now a +1 bow
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45 */
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46 obj = new_item();
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47 obj->o_type = WEAPON;
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48 obj->o_which = BOW;
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49 init_weapon(obj, BOW);
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50 obj->o_hplus = 1;
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51 obj->o_dplus = 0;
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52 obj->o_count = 1;
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53 obj->o_group = 0;
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54 obj->o_flags |= ISKNOW;
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55 add_pack(obj, TRUE);
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56 /*
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57 * Now some arrows
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58 */
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59 obj = new_item();
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60 obj->o_type = WEAPON;
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61 obj->o_which = ARROW;
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62 init_weapon(obj, ARROW);
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63 obj->o_count = rnd(15) + 25;
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64 obj->o_hplus = obj->o_dplus = 0;
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65 obj->o_flags |= ISKNOW;
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66 add_pack(obj, TRUE);
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67 /*
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68 * And his suit of armor
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69 */
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70 obj = new_item();
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71 obj->o_type = ARMOR;
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72 obj->o_which = RING_MAIL;
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73 obj->o_ac = a_class[RING_MAIL] - 1;
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74 obj->o_flags |= ISKNOW;
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75 obj->o_count = 1;
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76 obj->o_group = 0;
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77 cur_armor = obj;
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78 add_pack(obj, TRUE);
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79 /*
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80 * Give him some food too
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81 */
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82 obj = new_item();
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83 obj->o_type = FOOD;
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84 obj->o_count = 1;
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85 obj->o_which = 0;
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86 obj->o_group = 0;
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87 add_pack(obj, TRUE);
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88 }
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89
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90 /*
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91 * Contains defintions and functions for dealing with things like
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92 * potions and scrolls
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93 */
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94
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95 const char *rainbow[NCOLORS] = {
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96 "amber",
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97 "aquamarine",
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98 "black",
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99 "blue",
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100 "brown",
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101 "clear",
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102 "crimson",
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103 "cyan",
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104 "ecru",
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105 "gold",
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106 "green",