Mercurial > hg > early-roguelike
view rogue3/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 | ee250e3646fd |
children | 17005af49963 |
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/* * global variable initializaton * * @(#)init.c 3.33 (Berkeley) 6/15/81 * * Rogue: Exploring the Dungeons of Doom * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include "curses.h" #include <ctype.h> #include <string.h> #include <stdlib.h> #include "machdep.h" #include "rogue.h" int playing = TRUE, running = FALSE, wizard = FALSE; int notify = TRUE, fight_flush = FALSE, terse = FALSE, door_stop = FALSE; int jump = FALSE, slow_invent = FALSE, firstmove = FALSE, askme = TRUE; int use_savedir = FALSE; int amulet = FALSE; int in_shell = FALSE; struct linked_list *lvl_obj = NULL, *mlist = NULL; struct object *cur_weapon = NULL; int mpos = 0, no_move = 0, no_command = 0, level = 1, purse = 0, inpack = 0; int total = 0, no_food = 0, count = 0, fung_hit = 0, quiet = 0; int food_left = HUNGERTIME, group = 1, hungry_state = 0; int lastscore = -1; struct thing player; struct room rooms[MAXROOMS]; struct room *oldrp; struct stats max_stats; struct object *cur_armor; struct object *cur_ring[2]; int after; int waswizard; coord oldpos; /* Position before last look() call */ coord delta; /* Change indicated to get_dir() */ int s_know[MAXSCROLLS]; /* Does he know what a scroll does */ int p_know[MAXPOTIONS]; /* Does he know what a potion does */ int r_know[MAXRINGS]; /* Does he know what a ring does */ int ws_know[MAXSTICKS]; /* Does he know what a stick does */ int take; /* Thing the rogue is taking */ int runch; /* Direction player is running */ char whoami[80]; /* Name of player */ char fruit[80]; /* Favorite fruit */ char huh[80]; /* The last message printed */ int dnum; /* Dungeon number */ char *s_names[MAXSCROLLS]; /* Names of the scrolls */ char *p_colors[MAXPOTIONS]; /* Colors of the potions */ char *r_stones[MAXRINGS]; /* Stone settings of the rings */ char *a_names[MAXARMORS]; /* Names of armor types */ char *ws_made[MAXSTICKS]; /* What sticks are made of */ char *s_guess[MAXSCROLLS]; /* Players guess at what scroll is */ char *p_guess[MAXPOTIONS]; /* Players guess at what potion is */ char *r_guess[MAXRINGS]; /* Players guess at what ring is */ char *ws_guess[MAXSTICKS]; /* Players guess at what wand is */ char *ws_type[MAXSTICKS]; /* Is it a wand or a staff */ char file_name[256]; /* Save file name */ char home[PATH_MAX]; /* User's home directory */ unsigned char prbuf[80]; /* Buffer for sprintfs */ int max_hp; /* Player's max hit points */ int ntraps; /* Number of traps on this level */ int max_level; /* Deepest player has gone */ int seed; /* Random number seed */ struct trap traps[MAXTRAPS]; #define ___ 1 #define _x {1,1} struct monster monsters[26] = { /* Name CARRY FLAG str, exp, lvl, amr, hpt, dmg */ { "giant ant", 0, ISMEAN, { _x, 10, 2, 3, ___, "1d6" } }, { "bat", 0, 0, { _x, 1, 1, 3, ___, "1d2" } }, { "centaur", 15, 0, { _x, 15, 4, 4, ___, "1d6/1d6" } }, { "dragon", 100, ISGREED,{ _x,9000, 10, -1, ___, "1d8/1d8/3d10" } }, { "floating eye",0, 0, { _x, 5, 1, 9, ___, "0d0" } }, { "violet fungi",0, ISMEAN, { _x, 85, 8, 3, ___, "000d0" } }, { "gnome", 10, 0, { _x, 8, 1, 5, ___, "1d6" } }, { "hobgoblin", 0, ISMEAN, { _x, 3, 1, 5, ___, "1d8" } }, { "invisible stalker",0,ISINVIS,{ _x,120, 8, 3, ___, "4d4" } }, { "jackal", 0, ISMEAN, { _x, 2, 1, 7, ___, "1d2" } }, { "kobold", 0, ISMEAN, { _x, 1, 1, 7, ___, "1d4" } }, { "leprechaun", 0, 0, { _x, 10, 3, 8, ___, "1d1" } }, { "mimic", 30, 0, { _x,140, 7, 7, ___, "3d4" } }, { "nymph", 100, 0, { _x, 40, 3, 9, ___, "0d0" } }, { "orc", 15, ISBLOCK,{ _x, 5, 1, 6, ___, "1d8" } }, { "purple worm", 70, 0, { _x,7000, 15, 6, ___, "2d12/2d4" } }, { "quasit", 30, ISMEAN, { _x, 35, 3, 2, ___, "1d2/1d2/1d4" } }, { "rust monster",0, ISMEAN, { _x, 25, 5, 2, ___, "0d0/0d0" } }, { "snake", 0, ISMEAN, { _x, 3, 1, 5, ___, "1d3" } }, { "troll", 50, ISREGEN|ISMEAN,{ _x, 55, 6, 4, ___, "1d8/1d8/2d6" } }, { "umber hulk", 40, ISMEAN, { _x,130, 8, 2, ___, "3d4/3d4/2d5" } }, { "vampire", 20, ISREGEN|ISMEAN,{ _x,380, 8, 1, ___, "1d10" } }, { "wraith", 0, 0, { _x, 55, 5, 4, ___, "1d6" } }, { "xorn", 0, ISMEAN, { _x,120, 7, -2, ___, "1d3/1d3/1d3/4d6" } }, { "yeti", 30, 0, { _x, 50, 4, 6, ___, "1d6/1d6" } }, { "zombie", 0, ISMEAN, { _x, 7, 2, 8, ___, "1d8" } } }; #undef ___ /* * init_player: * roll up the rogue */ void init_player() { pstats.s_lvl = 1; pstats.s_exp = 0L; max_hp = pstats.s_hpt = 12; if (rnd(100) == 7) { pstats.s_str.st_str = 18; pstats.s_str.st_add = rnd(100) + 1; } else { pstats.s_str.st_str = 16; pstats.s_str.st_add = 0; } strcpy(pstats.s_dmg,"1d4"); pstats.s_arm = 10; max_stats = pstats; pack = NULL; } /* * Contains defintions and functions for dealing with things like * potions and scrolls */ char *rainbow[] = { "red", "blue", "green", "yellow", "black", "brown", "orange", "pink", "purple", "grey", "white", "silver", "gold", "violet", "clear", "vermilion", "ecru", "turquoise", "magenta", "amber", "topaz", "plaid", "tan", "tangerine" }; #define NCOLORS (sizeof rainbow / sizeof (char *)) int cNCOLORS = NCOLORS; char *sylls[] = { "a", "ab", "ag", "aks", "ala", "an", "ankh", "app", "arg", "arze", "ash", "ban", "bar", "bat", "bek", "bie", "bin", "bit", "bjor", "blu", "bot", "bu", "byt", "comp", "con", "cos", "cre", "dalf", "dan", "den", "do", "e", "eep", "el", "eng", "er", "ere", "erk", "esh", "evs", "fa", "fid", "for", "fri", "fu", "gan", "gar", "glen", "gop", "gre", "ha", "he", "hyd", "i", "ing", "ion", "ip", "ish", "it", "ite", "iv", "jo", "kho", "kli", "klis", "la", "lech", "man", "mar", "me", "mi", "mic", "mik", "mon", "mung", "mur", "nej", "nelg", "nep", "ner", "nes", "nes", "nih", "nin", "o", "od", "ood", "org", "orn", "ox", "oxy", "pay", "pet", "ple", "plu", "po", "pot", "prok", "re", "rea", "rhov", "ri", "ro", "rog", "rok", "rol", "sa", "san", "sat", "see", "sef", "seh", "shu", "ski", "sna", "sne", "snik", "sno", "so", "sol", "sri", "sta", "sun", "ta", "tab", "tem", "ther", "ti", "tox", "trol", "tue", "turs", "u", "ulk", "um", "un", "uni", "ur", "val", "viv", "vly", "vom", "wah", "wed", "werg", "wex", "whon", "wun", "xo", "y", "yot", "yu", "zant", "zap", "zeb", "zim", "zok", "zon", "zum", }; char *stones[] = { "agate", "alexandrite", "amethyst", "carnelian", "diamond", "emerald", "granite", "jade", "kryptonite", "lapus lazuli", "moonstone", "obsidian", "onyx", "opal", "pearl", "ruby", "saphire", "tiger eye", "topaz", "turquoise", }; #define NSTONES (sizeof stones / sizeof (char *)) int cNSTONES = NSTONES; char *wood[] = { "avocado wood", "balsa", "banyan", "birch", "cedar", "cherry", "cinnibar", "driftwood", "ebony", "eucalyptus", "hemlock", "ironwood", "mahogany", "manzanita", "maple", "oak", "persimmon wood", "redwood", "rosewood", "teak", "walnut", "zebra wood", }; #define NWOOD (sizeof wood / sizeof (char *)) int cNWOOD = NWOOD; char *metal[] = { "aluminium", "bone", "brass", "bronze", "copper", "iron", "lead", "pewter", "steel", "tin", "zinc", }; #define NMETAL (sizeof metal / sizeof (char *)) int cNMETAL = NMETAL; struct magic_item things[NUMTHINGS] = { { "", 27 }, /* potion */ { "", 27 }, /* scroll */ { "", 18 }, /* food */ { "", 9 }, /* weapon */ { "", 9 }, /* armor */ { "", 5 }, /* ring */ { "", 5 }, /* stick */ }; struct magic_item s_magic[MAXSCROLLS] = { { "monster confusion", 8, 170 }, { "magic mapping", 5, 180 }, { "light", 10, 100 }, { "hold monster", 2, 200 }, { "sleep", 5, 50 }, { "enchant armor", 8, 130 }, { "identify", 21, 100 }, { "scare monster", 4, 180 }, { "gold detection", 4, 110 }, { "teleportation", 7, 175 }, { "enchant weapon", 10, 150 }, { "create monster", 5, 75 }, { "remove curse", 8, 105 }, { "aggravate monsters", 1, 60 }, { "blank paper", 1, 50 }, { "genocide", 1, 200 }, }; struct magic_item p_magic[MAXPOTIONS] = { { "confusion", 8, 50 }, { "paralysis", 10, 50 }, { "poison", 8, 50 }, { "gain strength", 15, 150 }, { "see invisible", 2, 170 }, { "healing", 15, 130 }, { "monster detection", 6, 120 }, { "magic detection", 6, 105 }, { "raise level", 2, 220 }, { "extra healing", 5, 180 }, { "haste self", 4, 200 }, { "restore strength", 14, 120 }, { "blindness", 4, 50 }, { "thirst quenching", 1, 50 }, }; struct magic_item r_magic[MAXRINGS] = { { "protection", 9, 200 }, { "add strength", 9, 200 }, { "sustain strength", 5, 180 }, { "searching", 10, 200 }, { "see invisible", 10, 175 }, { "adornment", 1, 100 }, { "aggravate monster", 11, 100 }, { "dexterity", 8, 220 }, { "increase damage", 8, 220 }, { "regeneration", 4, 260 }, { "slow digestion", 9, 240 }, { "teleportation", 9, 100 }, { "stealth", 7, 100 }, }; struct magic_item ws_magic[MAXSTICKS] = { { "light", 12, 120 }, { "striking", 9, 115 }, { "lightning", 3, 200 }, { "fire", 3, 200 }, { "cold", 3, 200 }, { "polymorph", 15, 210 }, { "magic missile", 10, 170 }, { "haste monster", 9, 50 }, { "slow monster", 11, 220 }, { "drain life", 9, 210 }, { "nothing", 1, 70 }, { "teleport away", 5, 140 }, { "teleport to", 5, 60 }, { "cancellation", 5, 130 }, }; int a_class[MAXARMORS] = { 8, 7, 7, 6, 5, 4, 4, 3, }; char *a_names[MAXARMORS] = { "leather armor", "ring mail", "studded leather armor", "scale mail", "chain mail", "splint mail", "banded mail", "plate mail", }; int a_chances[MAXARMORS] = { 20, 35, 50, 63, 75, 85, 95, 100 }; #define MAX3(a,b,c) (a > b ? (a > c ? a : c) : (b > c ? b : c)) static int used[MAX3(NCOLORS, NSTONES, NWOOD)]; /* * init_things * Initialize the probabilities for types of things */ void init_things() { struct magic_item *mp; for (mp = &things[1]; mp <= &things[NUMTHINGS-1]; mp++) mp->mi_prob += (mp-1)->mi_prob; badcheck("things", things, NUMTHINGS); } /* * init_colors: * Initialize the potion color scheme for this time */ void init_colors() { int i, j; for (i = 0; i < NCOLORS; i++) used[i] = 0; for (i = 0; i < MAXPOTIONS; i++) { do j = rnd(NCOLORS); until (!used[j]); used[j] = TRUE; p_colors[i] = rainbow[j]; p_know[i] = FALSE; p_guess[i] = NULL; if (i > 0) p_magic[i].mi_prob += p_magic[i-1].mi_prob; } badcheck("potions", p_magic, MAXPOTIONS); } /* * init_names: * Generate the names of the various scrolls */ void init_names() { int nsyl; char *cp, *sp; int i, nwords; for (i = 0; i < MAXSCROLLS; i++) { cp = prbuf; nwords = rnd(4)+2; while(nwords--) { nsyl = rnd(3)+1; while(nsyl--) { sp = sylls[rnd((sizeof sylls) / (sizeof (char *)))]; while(*sp) *cp++ = *sp++; } *cp++ = ' '; } *--cp = '\0'; s_names[i] = (char *) _new(strlen(prbuf)+1); s_know[i] = FALSE; s_guess[i] = NULL; strcpy(s_names[i], prbuf); if (i > 0) s_magic[i].mi_prob += s_magic[i-1].mi_prob; } badcheck("scrolls", s_magic, MAXSCROLLS); } /* * init_stones: * Initialize the ring stone setting scheme for this time */ void init_stones() { int i, j; for (i = 0; i < NSTONES; i++) used[i] = FALSE; for (i = 0; i < MAXRINGS; i++) { do j = rnd(NSTONES); until (!used[j]); used[j] = TRUE; r_stones[i] = stones[j]; r_know[i] = FALSE; r_guess[i] = NULL; if (i > 0) r_magic[i].mi_prob += r_magic[i-1].mi_prob; } badcheck("rings", r_magic, MAXRINGS); } /* * init_materials: * Initialize the construction materials for wands and staffs */ void init_materials() { int i, j; static int metused[NMETAL]; for (i = 0; i < NWOOD; i++) used[i] = FALSE; for (i = 0; i < NMETAL; i++) metused[i] = FALSE; for (i = 0; i < MAXSTICKS; i++) { for (;;) if (rnd(100) > 50) { j = rnd(NMETAL); if (!metused[j]) { metused[j] = TRUE; ws_made[i] = metal[j]; ws_type[i] = "wand"; break; } } else { j = rnd(NWOOD); if (!used[j]) { used[j] = TRUE; ws_made[i] = wood[j]; ws_type[i] = "staff"; break; } } ws_know[i] = FALSE; ws_guess[i] = NULL; if (i > 0) ws_magic[i].mi_prob += ws_magic[i-1].mi_prob; } badcheck("sticks", ws_magic, MAXSTICKS); } void badcheck(char *name, struct magic_item *magic, int bound) { struct magic_item *end; if (magic[bound - 1].mi_prob == 100) return; printf("\nBad percentages for %s:\n", name); for (end = &magic[bound]; magic < end; magic++) printf("%3d%% %s\n", magic->mi_prob, magic->mi_name); printf("[hit RETURN to continue]"); fflush(stdout); while (getchar() != '\n') continue; } struct h_list helpstr[] = { '?', " prints help", '/', " identify object", 'h', " left", 'j', " down", 'k', " up", 'l', " right", 'y', " up & left", 'u', " up & right", 'b', " down & left", 'n', " down & right", 'H', " run left", 'J', " run down", 'K', " run up", 'L', " run right", 'Y', " run up & left", 'U', " run up & right", 'B', " run down & left", 'N', " run down & right", 't', "<dir> throw something", 'f', "<dir> forward until find something", 'p', "<dir> zap a wand in a direction", 'z', " zap a wand or staff", '>', " go down a staircase", 's', " search for trap/secret door", '.', " rest for a turn", 'i', " inventory", 'I', " inventory single item", 'q', " quaff potion", 'r', " read paper", 'e', " eat food", 'w', " wield a weapon", 'W', " wear armor", 'T', " take armor off", 'P', " put on ring", 'R', " remove ring", 'd', " drop object", 'c', " call object", 'o', " examine/set options", CTRL('L'), " redraw screen", CTRL('R'), " repeat last message", ESCAPE, " cancel command", 'v', " print program version number", '!', " shell escape", 'S', " save game", 'Q', " quit", 0, 0 };