Mercurial > hg > early-roguelike
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 |
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date | Mon, 08 Jun 2015 10:01:25 -0400 |
parents | 9535a08ddc39 |
children | 1b73a8641b37 |
rev | line source |
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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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