for (int i = 1; i <= NLOCATIONS; i++) {
game.abbrev[i] = 0;
- if (!(locations[i].description.big == 0 || KEY[i] == 0)) {
- int k = KEY[i];
+ if (!(locations[i].description.big == 0 || TKEY[i] == 0)) {
+ int k = TKEY[i];
if (MOD(labs(TRAVEL[k]), 1000) == 1)
conditions[i] |= (1 << COND_FORCED);
}
* 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 (object_descriptions[k].fixd > 0) {
- DROP(k + NOBJECTS, object_descriptions[k].fixd);
- DROP(k, object_descriptions[k].plac);
+ 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);
}
}
int k = NOBJECTS + 1 - i;
game.fixed[k] = object_descriptions[k].fixd;
if (object_descriptions[k].plac != 0 && object_descriptions[k].fixd <= 0)
- DROP(k, object_descriptions[k].plac);
+ drop(k, object_descriptions[k].plac);
}
/* Treasure props are initially -1, and are set to 0 the first time
game.bonus = 0;
game.clock1 = WARNTIME;
game.clock2 = FLASHTIME;
- game.conds = SETBIT(11);
+ game.conds = setbit(11);
game.saved = 0;
game.closng = false;
game.panic = false;