annotate rogue4/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 9535a08ddc39
children 1b73a8641b37
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12
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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 4.24 (Berkeley) 4/6/82
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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 <string.h>
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15 #include <ctype.h>
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16 #include "rogue.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 * NOTE: This not initialized using strings so that xstr doesn't set up
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22 * the string not to be saved. Otherwise genocide is lost through
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23 * saving a game.
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24 */
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25 char lvl_mons[] = {
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26 'K', 'J', 'B', 'S', 'H', 'E', 'A', 'O', 'Z', 'G', 'L', 'C', 'R',
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27 'Q', 'N', 'Y', 'T', 'W', 'F', 'I', 'X', 'U', 'M', 'V', 'P', 'D',
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28 '\0'
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29 };
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30
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31 char wand_mons[] = {
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32 'K', 'J', 'B', 'S', 'H', ' ', 'A', 'O', 'Z', 'G', ' ', 'C', 'R',
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33 'Q', ' ', 'Y', 'T', 'W', ' ', 'I', 'X', 'U', ' ', 'V', 'P', ' ',
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34 '\0'
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35 };
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36
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37 /*
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38 * randmonster:
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39 * Pick a monster to show up. The lower the level,
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40 * the meaner the monster.
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41 */
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42 randmonster(wander)
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43 bool wander;
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44 {
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45 register int d;
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46 register char *mons;
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47
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48 mons = wander ? wand_mons : lvl_mons;
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49 do
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50 {
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51 d = level + (rnd(10) - 5);
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52 if (d < 1)
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53 d = rnd(5) + 1;
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54 if (d > 26)
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55 d = rnd(5) + 22;
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56 } while (mons[--d] == ' ');
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57 return mons[d];
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58 }
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59
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60 /*
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61 * new_monster:
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62 * Pick a new monster and add it to the list
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63 */
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64 new_monster(tp, type, cp)
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65 register THING *tp;
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66 char type;
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67 register coord *cp;
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68 {
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69 register struct monster *mp;
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70 register int lev_add;
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71
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72 if ((lev_add = level - AMULETLEVEL) < 0)
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73 lev_add = 0;
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74 attach(mlist, tp);
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75 tp->t_type = type;
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76 tp->t_disguise = type;
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77 tp->t_pos = *cp;
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78 tp->t_oldch = mvinch(cp->y, cp->x);
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79 tp->t_room = roomin(cp);
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80 moat(cp->y, cp->x) = tp;
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81 mp = &monsters[tp->t_type-'A'];
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82 tp->t_stats.s_lvl = mp->m_stats.s_lvl + lev_add;
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83 tp->t_stats.s_maxhp = tp->t_stats.s_hpt = roll(tp->t_stats.s_lvl, 8);
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84 tp->t_stats.s_arm = mp->m_stats.s_arm - lev_add;
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85 strncpy(tp->t_stats.s_dmg,mp->m_stats.s_dmg,16);
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86 tp->t_stats.s_str = mp->m_stats.s_str;
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87 tp->t_stats.s_exp = mp->m_stats.s_exp + lev_add * 10 + exp_add(tp);
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88 tp->t_flags = mp->m_flags;
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89 tp->t_turn = TRUE;
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90 tp->t_pack = NULL;
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91 if (ISWEARING(R_AGGR))
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92 runto(cp, &hero);
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93 if (type == 'M')
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94 switch (rnd(level > 25 ? 9 : 8))
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95 {
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96 case 0: tp->t_disguise = GOLD;
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97 when 1: tp->t_disguise = POTION;
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98 when 2: tp->t_disguise = SCROLL;
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99 when 3: tp->t_disguise = STAIRS;
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100 when 4: tp->t_disguise = WEAPON;
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101 when 5: tp->t_disguise = ARMOR;
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102 when 6: tp->t_disguise = RING;
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103 when 7: tp->t_disguise = STICK;
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