}
static int finish_init(void) {
- for (I=1; I<=100; I++) {
- game.place[I]=0;
- game.prop[I]=0;
- game.link[I]=0;
- {long x = I+NOBJECTS; game.link[x]=0;}
+ int i;
+ for (i=1; i<=NOBJECTS; i++) {
+ game.place[i]=0;
+ game.prop[i]=0;
+ game.link[i]=0;
+ {long x = i+NOBJECTS; game.link[x]=0;}
} /* end loop */
- /* 1102 */ for (I=1; I<=LOCSIZ; I++) {
- game.abbrev[I]=0;
- if(LTEXT[I] == 0 || KEY[I] == 0) goto L1102;
- K=KEY[I];
- if(MOD(labs(TRAVEL[K]),1000) == 1)COND[I]=2;
-L1102: game.atloc[I]=0;
+ for (i=1; i<=LOCSIZ; i++) {
+ game.abbrev[i]=0;
+ if (!(LTEXT[i] == 0 || KEY[i] == 0)) {
+ K=KEY[i];
+ if(MOD(labs(TRAVEL[K]),1000) == 1)COND[i]=2;
+ }
+ game.atloc[i]=0;
} /* end loop */
-/* Set up the game.atloc and game.link arrays as described above. We'll use the DROP
- * subroutine, which prefaces new objects on the lists. Since we want things
- * in the other order, we'll run the loop backwards. If the object is in two
- * locs, we drop it twice. This also sets up "game.place" and "fixed" as copies of
- * "PLAC" and "FIXD". Also, since two-placed objects are typically best
+/* Set up the game.atloc and game.link arrays as described above.
+ * We'll use the DROP subroutine, which prefaces new objects on the
+ * lists. Since we want things in the other order, we'll run the
+ * loop backwards. If the object is in two locs, we drop it twice.
+ * 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. */
- /* 1106 */ for (I=1; I<=NOBJECTS; I++) {
- K=NOBJECTS + 1 - I;
- if(FIXD[K] <= 0) goto L1106;
- DROP(K+NOBJECTS,FIXD[K]);
- DROP(K,PLAC[K]);
-L1106: /*etc*/ ;
+ for (i=1; i<=NOBJECTS; i++) {
+ K=NOBJECTS + 1 - i;
+ if(FIXD[K] > 0) {
+ DROP(K+NOBJECTS,FIXD[K]);
+ DROP(K,PLAC[K]);
+ }
} /* end loop */
- for (I=1; I<=NOBJECTS; I++) {
- K=NOBJECTS + 1 - I;
- game.fixed[K]=FIXD[K];
- if(PLAC[K] != 0 && FIXD[K] <= 0)DROP(K,PLAC[K]);
+ for (i=1; i<=NOBJECTS; i++) {
+ K=NOBJECTS + 1 - i;
+ game.fixed[K]=FIXD[K];
+ if(PLAC[K] != 0 && FIXD[K] <= 0)
+ DROP(K,PLAC[K]);
} /* end loop */
/* Treasures, as noted earlier, are objects MINTRS through MAXTRS
* when to close the cave. */
game.tally=0;
- for (I=MINTRS; I<=MAXTRS; I++) {
- if(PTEXT[I] != 0)game.prop[I]= -1;
- game.tally=game.tally-game.prop[I];
+ for (i=MINTRS; i<=MAXTRS; i++) {
+ if(PTEXT[i] != 0)
+ game.prop[i]= -1;
+ game.tally=game.tally-game.prop[i];
} /* end loop */
-/* Clear the hint stuff. game.hintlc[I] is how long he's been at LOC with cond bit
- * I. game.hinted[I] is true iff hint I has been used. */
+/* Clear the hint stuff. game.hintlc[i] is how long he's been at LOC
+ * with cond bit i. game.hinted[i] is true iff hint i has been
+ * used. */
- for (I=1; I<=HNTMAX; I++) {
- game.hinted[I]=false;
- game.hintlc[I]=0;
+ for (i=1; i<=HNTMAX; i++) {
+ game.hinted[i]=false;
+ game.hintlc[i]=0;
} /* end loop */
/* Define some handy mnemonics. These correspond to object numbers. */
game.chloc=114;
game.chloc2=140;
- for (I=1; I<=NDWARVES; I++) {
- game.dseen[I]=false;
+ for (i=1; i<=NDWARVES; i++) {
+ game.dseen[i]=false;
} /* end loop */
game.dflag=0;
game.dloc[1]=19;
game.knfloc=0;
game.detail=0;
game.abbnum=5;
- for (I=0; I<=4; I++) {
- {long x = 2*I+81; if(RTEXT[x] != 0)MAXDIE=I+1;}
+ for (i=0; i<=4; i++) {
+ {long x = 2*i+81; if(RTEXT[x] != 0)MAXDIE=i+1;}
} /* end loop */
game.numdie=0;
game.holdng=0;