X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=init.c;h=bbe155ddfad49424066a74d4a0d6d63dd7cb91f6;hp=e5f43c7b3b30426d2eed27565fc3c4f9ffdc6973;hb=e34bd8acf631dd609b4b05252df3a1ea49e24c9b;hpb=1322a347ae5cb97e3c07f3cae60e79919beb2741 diff --git a/init.c b/init.c index e5f43c7..bbe155d 100644 --- a/init.c +++ b/init.c @@ -172,20 +172,19 @@ void initialise(void) { - int i, k; if (oldstyle) printf("Initialising...\n"); - for (i=1; i<=NOBJECTS; i++) { + for (int i=1; i<=NOBJECTS; i++) { game.place[i]=0; game.prop[i]=0; game.link[i+NOBJECTS]=game.link[i]=0; } - for (i=1; i<=LOCSIZ; i++) { + for (int i=1; i<=LOCSIZ; i++) { game.abbrev[i]=0; if (!(locations[i].description.big == 0 || KEY[i] == 0)) { - k=KEY[i]; + int k=KEY[i]; if(MOD(labs(TRAVEL[k]),1000) == 1)COND[i]=2; } game.atloc[i]=0; @@ -198,16 +197,16 @@ void initialise(void) * 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. */ - for (i=1; i<=NOBJECTS; i++) { - k=NOBJECTS + 1 - i; + for (int i=1; i<=NOBJECTS; i++) { + int k=NOBJECTS + 1 - i; if(FIXD[k] > 0) { DROP(k+NOBJECTS,FIXD[k]); DROP(k,PLAC[k]); } } - for (i=1; i<=NOBJECTS; i++) { - k=NOBJECTS + 1 - i; + for (int i=1; i<=NOBJECTS; i++) { + int k=NOBJECTS + 1 - i; game.fixed[k]=FIXD[k]; if(PLAC[k] != 0 && FIXD[k] <= 0) DROP(k,PLAC[k]); @@ -218,7 +217,7 @@ void initialise(void) * they are described. game.tally keeps track of how many are * not yet found, so we know when to close the cave. */ game.tally=0; - for (i=MINTRS; i<=MAXTRS; i++) { + for (int i=MINTRS; i<=MAXTRS; i++) { if(object_descriptions[i].inventory != 0) game.prop[i]= -1; game.tally=game.tally-game.prop[i]; @@ -227,7 +226,7 @@ void initialise(void) /* 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++) { + for (int i=1; i<=HNTMAX; i++) { game.hinted[i]=false; game.hintlc[i]=0; } @@ -324,17 +323,17 @@ void initialise(void) * chest's eventual location inside the maze. This loc is saved * in game.chloc for ref. the dead end in the other maze has its * loc stored in game.chloc2. */ - game.chloc=114; - game.chloc2=140; - for (i=1; i<=NDWARVES; i++) { + game.chloc = LOC_DEADEND12; + game.chloc2 = LOC_DEADEND13; + for (int i=1; i<=NDWARVES; i++) { game.dseen[i]=false; } game.dflag=0; - game.dloc[1]=19; - game.dloc[2]=27; - game.dloc[3]=33; - game.dloc[4]=44; - game.dloc[5]=64; + game.dloc[1] = LOC_KINGHALL; + game.dloc[2] = LOC_WESTBANK; + game.dloc[3] = LOC_Y2; + game.dloc[4] = LOC_ALIKE3; + game.dloc[5] = LOC_COMPLEX; game.dloc[6]=game.chloc; /* Other random flags and counters, as follows: