#include <stdbool.h>
#include <getopt.h>
#include <signal.h>
+#include <time.h>
#include "main.h"
#include "database.h"
#include "misc.h"
LINK[201], LNLENG, LNPOSN,
PARMS[26], PLACE[101],
SETUP = 0;
-signed char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129];
+char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129];
long ABBNUM, AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS,
BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2,
I, INVENT, IGO, IWEST, J, JADE, K, K2, KEYS, KK,
KNFLOC, KNIFE, KQ, L, LAMP, LIMIT, LL,
LMWARN, LOC, LOCK, LOOK,
- MAGZIN, MAXDIE, MAXTRS, MESH = 123456789,
+ MAGZIN, MAXDIE, MAXTRS,
MESSAG, MIRROR, MXSCOR,
NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ,
ODLOC[7], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER,
lcgstate.a = 1093;
lcgstate.c = 221587;
lcgstate.m = 1048576;
- long seedval = (long)time(NULL);
+ srand(time(NULL));
+ long seedval = (long)rand();
set_seed(seedval);
/* Read the database if we have not yet done so */
L1: SETUP= -1;
I=0;
- ZZWORD=RNDVOC(3,0)+MESH*2;
+ ZZWORD=RNDVOC(3,0);
NOVICE=YES(stdin, 65,1,0);
NEWLOC=1;
LOC=1;
if (logfp)
fprintf(logfp, "seed %ld\n", seedval);
-
+
for (;;) {
if (!do_command(stdin))
break;
score(1);
}
-static bool fallback_handler(signed char *buf)
+static bool fallback_handler(char *buf)
/* fallback handler for commands not handled by FORTRANish parser */
{
long sv;
if (sscanf(buf, "seed %ld", &sv) == 1) {
set_seed(sv);
printf("Seed set to %ld\n", sv);
+ // autogenerated, so don't charge user time for it.
+ --TURNS;
// here we reconfigure any global game state that uses random numbers
- ZZWORD=RNDVOC(3,0)+MESH*2;
+ ZZWORD=RNDVOC(3,0);
return true;
}
return false;
L2602: /*etc*/ ;
} /* end loop */
-/* Kick the random number generator just to add variety to the chase. Also,
- * if closing time, check for any objects being toted with PROP < 0 and set
+/* If closing time, check for any objects being toted with PROP < 0 and set
* the prop to -1-PROP. This way objects won't be described until they've
* been picked up and put down separate from their respective piles. Don't
* tick CLOCK1 unless well into cave (and not at Y2). */
L18999: RSPEAK(SPK);
L19000: RSPEAK(136);
score(0);
+ return true;
}