Mercurial > hg > early-roguelike
view srogue/new_leve.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 | 2128c7dc8a40 |
children | 94a0d9dd5ce1 |
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/* * Do anything associated with a new dungeon level * * @(#)new_level.c 9.0 (rdk) 7/17/84 * * Super-Rogue * Copyright (C) 1984 Robert D. Kindelberger * All rights reserved. * * Based on "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 "rogue.h" #include "rogue.ext" /* * new_level: * Dig and draw a new level */ new_level(ltype) int ltype; { register i; register char ch; struct coord traploc; struct room *rp; if (level > max_level) max_level = level; wclear(cw); wclear(mw); clear(); isfight = FALSE; levtype = ltype; free_list(mlist); /* free monster list */ if (levtype == POSTLEV) do_post(); else { lev_mon(); /* fill in monster list */ if (levtype == MAZELEV) do_maze(); else { /* normal levels */ do_rooms(); /* Draw rooms */ do_passages(); /* Draw passages */ } no_food++; put_things(); /* Place objects (if any) */ } /* * Place the staircase down. */ stairs = *rnd_pos(&rooms[rnd_room()]); mvaddch(stairs.y, stairs.x, STAIRS); ntraps = 0; if (levtype == NORMLEV) { struct trap *trp, *maxtrp; /* Place the traps for normal levels only */ if (rnd(10) < level) { ntraps = rnd(level / 4) + 1; if (ntraps > MAXTRAPS) ntraps = MAXTRAPS; maxtrp = &traps[ntraps]; for (trp = &traps[0]; trp < maxtrp; trp++) { again: switch(rnd(TYPETRAPS + 1)) { case 0: if (rnd(100) > 25) goto again; else ch = POST; when 1: ch = TRAPDOOR; when 2: ch = BEARTRAP; when 3: ch = SLEEPTRAP; when 4: ch = ARROWTRAP; when 5: ch = TELTRAP; when 6: ch = DARTTRAP; when 7: ch = MAZETRAP; when 8: case 9: if (rnd(100) > 80) goto again; else ch = POOL; } trp->tr_flags = 0; traploc = *rnd_pos(&rooms[rnd_room()]); mvaddch(traploc.y,traploc.x,ch); trp->tr_type = ch; trp->tr_pos = traploc; if (ch == POOL || ch == POST) trp->tr_flags |= ISFOUND; if (ch==TELTRAP && rnd(100)<20 && trp<maxtrp-1) { struct coord newloc; newloc = *rnd_pos(&rooms[rnd_room()]); trp->tr_goto = newloc; trp++; trp->tr_goto = traploc; trp->tr_type = TELTRAP; trp->tr_pos = newloc; mvaddch(newloc.y, newloc.x, TELTRAP); } else trp->tr_goto = rndspot; } } } do { rp = &rooms[rnd_room()]; hero = *rnd_pos(rp); } while(levtype==MAZELEV&&DISTANCE(hero.y,hero.x,stairs.y,stairs.x)<10); player.t_room = rp; player.t_oldch = mvinch(hero.y, hero.x); light(&hero); mvwaddch(cw,hero.y,hero.x,PLAYER); nochange = FALSE; } /* * rnd_room: * Pick a room that is really there */ rnd_room() { register rm; if (levtype != NORMLEV) rm = 0; else { do { rm = rnd(MAXROOMS); } while (rf_on(&rooms[rm],ISGONE)); } return rm; } /* * put_things: * put potions and scrolls on this level */ put_things() { register i, cnt, rm; struct linked_list *item; struct object *cur; struct coord tp; /* Throw away stuff left on the previous level (if anything) */ free_list(lvl_obj); /* The only way to get new stuff is to go down into the dungeon. */ if (goingup()) return; /* Do MAXOBJ attempts to put things on a level */ for (i = 0; i < MAXOBJ; i++) { if (rnd(100) < 40) { item = new_thing(FALSE, ANYTHING); attach(lvl_obj, item); cur = OBJPTR(item); cnt = 0; do { /* skip treasure rooms */ rm = rnd_room(); if (++cnt > 500) break; } while(rf_on(&rooms[rm],ISTREAS) && levtype!=MAZELEV); tp = *rnd_pos(&rooms[rm]); mvaddch(tp.y, tp.x, cur->o_type); cur->o_pos = tp; } } /* * If he is really deep in the dungeon and he hasn't found the * amulet yet, put it somewhere on the ground */ if (level >= AMLEVEL && !amulet && rnd(100) < 70) { item = new_thing(FALSE, AMULET, 0); attach(lvl_obj, item); cur = OBJPTR(item); rm = rnd_room(); tp = *rnd_pos(&rooms[rm]); mvaddch(tp.y, tp.x, cur->o_type); cur->o_pos = tp; } for (i = 0; i < MAXROOMS; i++) /* loop through all */ { if (rf_on(&rooms[i],ISTREAS)) /* treasure rooms */ { int numthgs, isfood; numthgs = rnd(level / 3) + 6; while (numthgs-- >= 0) { isfood = TRUE; do { item = new_thing(TRUE, ANYTHING); cur = OBJPTR(item); /* dont create food for */ if (cur->o_type == FOOD) discard(item); /* treasure rooms */ else isfood = FALSE; } while (isfood); attach(lvl_obj, item); tp = *rnd_pos(&rooms[i]); mvaddch(tp.y, tp.x, cur->o_type); cur->o_pos = tp; } } } }