Fold object vocab words into the objects[] structure.
[open-adventure.git] / init.c
diff --git a/init.c b/init.c
index 6582a74df718669a7ed1e20ca0088096bab75bae..89f9abb0e042623044bcd57e78aac719f14e4678 100644 (file)
--- a/init.c
+++ b/init.c
@@ -23,8 +23,8 @@ void initialise(void)
 
     for (int i = 1; i <= NLOCATIONS; i++) {
         game.abbrev[i] = 0;
-        if (!(locations[i].description.big == 0 || KEY[i] == 0)) {
-            int k = KEY[i];
+        if (!(locations[i].description.big == 0 || TKEY[i] == 0)) {
+            int k = TKEY[i];
             if (MOD(labs(TRAVEL[k]), 1000) == 1)
                conditions[i] |= (1 << COND_FORCED);
         }
@@ -39,17 +39,17 @@ void initialise(void)
      *  "FIXD".  Also, since two-placed objects are typically best
      *  described last, we'll drop them first. */
     for (int i = NOBJECTS; i >= 1; i--) {
-        if (object_descriptions[i].fixd > 0) {
-            drop(i + NOBJECTS, object_descriptions[i].fixd);
-            drop(i, object_descriptions[i].plac);
+        if (objects[i].fixd > 0) {
+            drop(i + NOBJECTS, objects[i].fixd);
+            drop(i, objects[i].plac);
         }
     }
 
     for (int i = 1; i <= NOBJECTS; i++) {
         int k = NOBJECTS + 1 - i;
-        game.fixed[k] = object_descriptions[k].fixd;
-        if (object_descriptions[k].plac != 0 && object_descriptions[k].fixd <= 0)
-            drop(k, object_descriptions[k].plac);
+        game.fixed[k] = objects[k].fixd;
+        if (objects[k].plac != 0 && objects[k].fixd <= 0)
+            drop(k, objects[k].plac);
     }
 
     /*  Treasure props are initially -1, and are set to 0 the first time
@@ -57,8 +57,8 @@ void initialise(void)
      *  not yet found, so we know when to close the cave. */
     game.tally = 0;
     for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
-       if (object_descriptions[treasure].is_treasure) {
-           if (object_descriptions[treasure].inventory != 0)
+       if (objects[treasure].is_treasure) {
+           if (objects[treasure].inventory != 0)
                game.prop[treasure] = -1;
            game.tally = game.tally - game.prop[treasure];
        }