printf("Initialising...\n");
for (int i=1; i<=NOBJECTS; i++) {
- game.place[i]=0;
- game.prop[i]=0;
+ game.place[i] = NOWHERE;
+ game.prop[i] = 0;
game.link[i+NOBJECTS]=game.link[i]=0;
}
* they are described. game.tally keeps track of how many are
* not yet found, so we know when to close the cave. */
game.tally=0;
- for (int i=MINTRS; i<=MAXTRS; i++) {
- if(object_descriptions[i].inventory != 0)
- game.prop[i]= -1;
- game.tally=game.tally-game.prop[i];
+ for (int treasure=MINTRS; treasure<=MAXTRS; treasure++) {
+ if(object_descriptions[treasure].inventory != 0)
+ game.prop[treasure]= -1;
+ game.tally=game.tally-game.prop[treasure];
}
/* Clear the hint stuff. game.hintlc[i] is how long he's been at LOC
* chest's eventual location inside the maze. This loc is saved
* in game.chloc for ref. the dead end in the other maze has its
* loc stored in game.chloc2. */
- game.chloc = LOC_114;
- game.chloc2 = LOC_140;
+ game.chloc = LOC_DEADEND12;
+ game.chloc2 = LOC_DEADEND13;
for (int i=1; i<=NDWARVES; i++) {
game.dseen[i]=false;
}
game.dflag=0;
- game.dloc[1] = LOC_19;
- game.dloc[2] = LOC_27;
- game.dloc[3] = LOC_33;
- game.dloc[4] = LOC_44;
- game.dloc[5] = LOC_64;
+ game.dloc[1] = LOC_KINGHALL;
+ game.dloc[2] = LOC_WESTBANK;
+ game.dloc[3] = LOC_Y2;
+ game.dloc[4] = LOC_ALIKE3;
+ game.dloc[5] = LOC_COMPLEX;
game.dloc[6]=game.chloc;
/* Other random flags and counters, as follows: