void newgame() { fobj = invent = level.buriedobjlist = migrating_objs = (struct obj *)0; fmon = migrating_mons = (struct monst *)0; ftrap = 0; flags.ident = 1; if(wiz1_level.dlevel == 0) init_dungeons(); init_objects(); /* must be before u_init() */ u_init(); init_artifacts(); /* must be after u_init() */ #ifndef NO_SIGNAL (void) signal(SIGINT, (SIG_RET_TYPE) done1); #endif #ifdef NEWS if(flags.news) display_file(NEWS, FALSE); #endif #ifdef MULDGN load_qtlist(); /* load up the quest text info */ quest_init(); if(flags.legacy && moves == 1) com_pager(1); #endif mklev(); u_on_upstairs(); check_special_room(FALSE); vision_reset(); /* set up internals for level (after mklev) */ flags.botlx = 1; /* Move the monster from under you or else * makedog() will fail when it calls makemon(). * - ucsfcgl!kneller */ if(MON_AT(u.ux, u.uy)) mnexto(m_at(u.ux, u.uy)); #ifdef CLIPPING cliparound(u.ux, u.uy); #endif (void) makedog(); docrt(); #ifdef INSURANCE save_currentstate(); #endif return; }
int main(void) { quest_init(); system("clear"); item points=0; printf("\t\t\t\t\tThis is the memory testing game\n" "\t\t\t\t\t-------------------------------\n" "\t\t\tu are going to be asked to memorise a set of numbers and reproduce them back\n\n"); printf("\t\t\t\t\tFirst of all select ur level"); printf("\n\t1\tEasy(3#)\n\t2\tNormal(5#)\n\t3\tDifficult(7#)\n\t0\tEscape(exit)\n"); scanf("%c", &level); while(level!='0') { switch(level) { case '1': points+=memory_test_level(3); break; case '2': points+=memory_test_level(5); break; case '3': points+=memory_test_level(7); break; case '0': statistics(); return 0; default: printf("wrong option. New option > "); goto SCN; } fflush(stdin); printf(" |---------Accumulated points ------- : | %d |\n\n", points); printf(" chose a new level\n"); printf("\n\t1\tEasy(3#)\n\t2\tNormal(5#)\n\t3\tDifficult(7#)\n\t0\tEscape(exit)\n"); SCN:scanf("%c", &level); } return 0; }