#define TRNSIZ 5
#define TABSIZ 330
#define VRBSIZ 35
-#define HNTSIZ 20
#define TRVSIZ 885
#define TOKLEN 5
#define HINTLEN 5
* section 6's stuff. CTEXT(N) points to a player-class message. TTEXT is for
* section 14. We also clear COND (see description of section 9 for details). */
- for (int I=1; I<=300; I++) {
- if(I <= NOBJECTS) PTEXT[I] = 0;
- if(I <= RTXSIZ) RTEXT[I] = 0;
- if(I <= CLSMAX) CTEXT[I] = 0;
- if(I <= NOBJECTS) OBJSND[I] = 0;
- if(I <= NOBJECTS) OBJTXT[I] = 0;
- if(I > LOCSIZ) break;
+ for (int I=1; I<=NOBJECTS; I++) {
+ PTEXT[I] = 0;
+ OBJSND[I] = 0;
+ OBJTXT[I] = 0;
+ }
+ for (int I=1; I<=RTXSIZ; I++) {
+ RTEXT[I] = 0;
+ }
+ for (int I=1; I<=CLSMAX; I++) {
+ CTEXT[I] = 0;
+ }
+ for (int I=1; I<=LOCSIZ; I++) {
STEXT[I] = 0;
LTEXT[I] = 0;
COND[I] = 0;
/* Having read in the database, certain things are now constructed.
* PROPS are set to zero. We finish setting up COND by checking for
* forced-motion travel entries. The PLAC and FIXD arrays are used
- * to set up ATLOC(N) as the first object at location N, and
- * LINK(OBJ) as the next object at the same location as OBJ.
- * (OBJ>NOBJECTS indicates that FIXED(OBJ-NOBJECTS)=LOC; LINK(OBJ) is
+ * to set up game.atloc(N) as the first object at location N, and
+ * game.link(OBJ) as the next object at the same location as OBJ.
+ * (OBJ>NOBJECTS indicates that game.fixed(OBJ-NOBJECTS)=LOC; game.link(OBJ) is
* still the correct link to use.) game.abbrev is zeroed; it controls
* whether the abbreviated description is printed. Counts modulo 5
* unless "LOOK" is used. */