-
- /* Clear out the various text-pointer arrays. All text is stored in array
- * lines; each line is preceded by a word pointing to the next pointer (i.e.
- * the word following the end of the line). The pointer is negative if this is
- * first line of a message. The text-pointer arrays contain indices of
- * pointer-words in lines. STEXT(N) is short description of location N.
- * LTEXT(N) is long description. PTEXT(N) points to message for game.prop(N)=0.
- * Successive prop messages are found by chasing pointers. RTEXT contains
- * section 6's stuff. CTEXT(N) points to a player-class message. TTEXT is for
- * section 14. We also clear COND (see description of section 9 for details). */
-
- for (int I = 1; I <= NOBJECTS; I++) {
- PTEXT[I] = 0;
- OBJSND[I] = 0;
- OBJTXT[I] = 0;
- }
- for (int I = 1; I <= RTXSIZ; I++) {
- RTEXT[I] = 0;
- }
- for (int I = 1; I <= CLSMAX; I++) {
- CTEXT[I] = 0;
- }
- for (int I = 1; I <= LOCSIZ; I++) {
- STEXT[I] = 0;
- LTEXT[I] = 0;
- COND[I] = 0;
+ /* Clear out the various text-pointer arrays. All text is stored
+ * in array lines; each line is preceded by a word pointing to
+ * the next pointer (i.e. the word following the end of the
+ * line). The pointer is negative if this is first line of a
+ * message. The text-pointer arrays contain indices of
+ * 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 <= NLOCATIONS; I++) {