#include <stdlib.h>
#include <stdbool.h>
#include <unistd.h>
+#include "newdb.h"
#include "common.h"
// Global variables for use in functions below that can gradually disappear as code is cleaned up
long TRVS;
long TRNVLS;
long TABNDX;
-long OBJSND[NOBJECTS + 1];
-long OBJTXT[NOBJECTS + 1];
-long KEY[LOCSIZ + 1];
+long KEY[NLOCATIONS + 1];
long LINES[LINSIZ + 1];
long TRAVEL[TRVSIZ + 1];
long KTAB[TABSIZ + 1];
}
}
-/* Read the sound/text info, store in OBJSND, OBJTXT */
+/* Read the sound/text info */
static void read_sound_text(FILE* database)
{
long K;
while ((K = GETNUM(database)) != -1) {
long KK = GETNUM(NULL);
long I = GETNUM(NULL);
- if (I != 0) {
- OBJSND[K] = (KK > 0 ? KK : 0);
- OBJTXT[K] = (I > 0 ? I : 0);
- continue;
- }
+ /* this stuff is in YAML now */
}
}
* 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 <= NOBJECTS; I++) {
- OBJSND[I] = 0;
- OBJTXT[I] = 0;
- }
- 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, OBJSND, NOBJECTS + 1, "OBJSND");
- write_1d(header_file, OBJTXT, NOBJECTS + 1, "OBJTXT");
- 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");