#include "linenoise/linenoise.h"
#include "dungeon.h"
-struct game_t game;
+struct game_t game = {
+ .chloc = LOC_DEADEND12,
+ .chloc2 = LOC_DEADEND13,
+ .dloc[1] = LOC_KINGHALL,
+ .dloc[2] = LOC_WESTBANK,
+ .dloc[3] = LOC_Y2,
+ .dloc[4] = LOC_ALIKE3,
+ .dloc[5] = LOC_COMPLEX,
+ .dloc[6] = LOC_DEADEND12,
+ .abbnum = 5,
+ .clock1 = WARNTIME,
+ .clock2 = FLASHTIME,
+ .blklin = true
+};
FILE *logfp = NULL, *rfp = NULL;
bool oldstyle = false;
for (int i = 1; i <= NOBJECTS; i++) {
game.place[i] = LOC_NOWHERE;
- game.prop[i] = 0;
- game.link[i + NOBJECTS] = game.link[i] = 0;
}
for (int i = 1; i <= NLOCATIONS; i++) {
- game.abbrev[i] = 0;
if (!(locations[i].description.big == 0 || tkey[i] == 0)) {
int k = tkey[i];
if (T_TERMINATE(travel[k]))
conditions[i] |= (1 << COND_FORCED);
}
- game.atloc[i] = 0;
}
/* Set up the game.atloc and game.link arrays.
/* Treasure props are initially -1, and are set to 0 the first time
* they are described. game.tally keeps track of how many are
* not yet found, so we know when to close the cave. */
- game.tally = 0;
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
if (objects[treasure].is_treasure) {
if (objects[treasure].inventory != 0)
* chest's eventual location inside the maze. This loc is saved
* in game.chloc for ref. the dead end in the other maze has its
* loc stored in game.chloc2. */
- game.chloc = LOC_DEADEND12;
- game.chloc2 = LOC_DEADEND13;
- for (int i = 1; i <= NDWARVES; i++) {
- game.dseen[i] = false;
- }
- game.dflag = 0;
- game.dloc[1] = LOC_KINGHALL;
- game.dloc[2] = LOC_WESTBANK;
- game.dloc[3] = LOC_Y2;
- game.dloc[4] = LOC_ALIKE3;
- game.dloc[5] = LOC_COMPLEX;
- game.dloc[6] = game.chloc;
- game.turns = 0;
- game.trnluz = 0;
- game.lmwarn = false;
- game.iwest = 0;
- game.knfloc = 0;
- game.detail = 0;
- game.abbnum = 5;
- game.numdie = 0;
- game.holdng = 0;
- game.dkill = 0;
- game.foobar = 0;
- game.bonus = 0;
- game.clock1 = WARNTIME;
- game.clock2 = FLASHTIME;
game.conds = setbit(11);
- game.saved = 0;
- game.closng = false;
- game.panic = false;
- game.closed = false;
- game.clshnt = false;
- game.novice = false;
- game.blklin = true;
}
#define DIM(a) (sizeof(a)/sizeof(a[0]))
-struct game_t game;
+struct game_t game = {
+ .chloc = LOC_DEADEND12,
+ .chloc2 = LOC_DEADEND13,
+ .dloc[1] = LOC_KINGHALL,
+ .dloc[2] = LOC_WESTBANK,
+ .dloc[3] = LOC_Y2,
+ .dloc[4] = LOC_ALIKE3,
+ .dloc[5] = LOC_COMPLEX,
+ .dloc[6] = LOC_DEADEND12,
+ .abbnum = 5,
+ .clock1 = WARNTIME,
+ .clock2 = FLASHTIME,
+ .blklin = true
+};
FILE *logfp = NULL, *rfp = NULL;
bool oldstyle = false;