* This also sets up "game.place" and "fixed" as copies of "PLAC" and
* "FIXD". Also, since two-placed objects are typically best
* described last, we'll drop them first. */
- for (int i = 1; i <= NOBJECTS; i++) {
- int k = NOBJECTS + 1 - i;
- if (FIXD[k] > 0) {
- DROP(k + NOBJECTS, FIXD[k]);
- DROP(k, PLAC[k]);
+ for (int i = NOBJECTS; i >= 1; i--) {
+ if (object_descriptions[i].fixd > 0) {
+ DROP(i + NOBJECTS, object_descriptions[i].fixd);
+ DROP(i, object_descriptions[i].plac);
}
}
for (int i = 1; i <= NOBJECTS; i++) {
int k = NOBJECTS + 1 - i;
- game.fixed[k] = FIXD[k];
- if (PLAC[k] != 0 && FIXD[k] <= 0)
- DROP(k, PLAC[k]);
+ game.fixed[k] = object_descriptions[k].fixd;
+ if (object_descriptions[k].plac != 0 && object_descriptions[k].fixd <= 0)
+ DROP(k, object_descriptions[k].plac);
}
/* Treasure props are initially -1, and are set to 0 the first time