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);
}
* "FIXD". Also, since two-placed objects are typically best
* described last, we'll drop them first. */
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);
+ if (objects[i].fixd > 0) {
+ drop(i + NOBJECTS, objects[i].fixd);
+ drop(i, objects[i].plac);
}
}
for (int i = 1; i <= NOBJECTS; i++) {
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);
+ game.fixed[k] = objects[k].fixd;
+ if (objects[k].plac != 0 && objects[k].fixd <= 0)
+ drop(k, objects[k].plac);
}
/* Treasure props are initially -1, and are set to 0 the first time
* not yet found, so we know when to close the cave. */
game.tally = 0;
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
- if (object_descriptions[treasure].is_treasure) {
- if (object_descriptions[treasure].inventory != 0)
+ if (objects[treasure].is_treasure) {
+ if (objects[treasure].inventory != 0)
game.prop[treasure] = -1;
game.tally = game.tally - game.prop[treasure];
}