bool wzdark; /* whether the loc he's leaving was dark */
long zzword;
bool blooded; /* has player drunk of dragon's blood? */
- long abbrev[LOCSIZ + 1];
- long atloc[LOCSIZ + 1];
+ long abbrev[NLOCATIONS + 1];
+ long atloc[NLOCATIONS + 1];
long dseen[NDWARVES + 1];
long dloc[NDWARVES + 1];
long odloc[NDWARVES + 1];
long TRVS;
long TRNVLS;
long TABNDX;
-long KEY[LOCSIZ + 1];
+long KEY[NLOCATIONS + 1];
long LINES[LINSIZ + 1];
long TRAVEL[TRVSIZ + 1];
long KTAB[TABSIZ + 1];
* pointer-words in lines. PTEXT(N) points to
* message for game.prop(N)=0. Successive prop messages are
* found by chasing pointers. */
- for (int I = 1; I <= LOCSIZ; I++) {
+ for (int I = 1; I <= NLOCATIONS; I++) {
KEY[I] = 0;
}
fprintf(header_file, "\n");
// content variables
- write_1d(header_file, KEY, LOCSIZ + 1, "KEY");
+ write_1d(header_file, KEY, NLOCATIONS + 1, "KEY");
write_1d(header_file, TRAVEL, TRVSIZ + 1, "TRAVEL");
write_1d(header_file, KTAB, TABSIZ + 1, "KTAB");
write_1d(header_file, ATAB, TABSIZ + 1, "ATAB");
game.link[i + NOBJECTS] = game.link[i] = 0;
}
- for (int i = 1; i <= LOCSIZ; i++) {
+ for (int i = 1; i <= NLOCATIONS; i++) {
game.abbrev[i] = 0;
if (!(locations[i].description.big == 0 || KEY[i] == 0)) {
int k = KEY[i];