Finish moving state arrays into game structure block.
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9 changed files with 200 additions and 202 deletions
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@ -262,7 +262,7 @@ int read_database(FILE* database) {
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* the word following the end of the line). The pointer is negative if this is
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* first line of a message. The text-pointer arrays contain indices of
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* pointer-words in lines. STEXT(N) is short description of location N.
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* LTEXT(N) is long description. PTEXT(N) points to message for PROP(N)=0.
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* LTEXT(N) is long description. PTEXT(N) points to message for game.prop(N)=0.
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* Successive prop messages are found by chasing pointers. RTEXT contains
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* section 6's stuff. CTEXT(N) points to a player-class message. TTEXT is for
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* section 14. We also clear COND (see description of section 9 for details). */
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@ -507,7 +507,7 @@ void read_sound_text(FILE* database)
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/* Finish constructing internal data format */
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/* Having read in the database, certain things are now constructed.
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* PROPS are set to zero. We finish setting up COND by checking for
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* game.propS are set to zero. We finish setting up COND by checking for
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* forced-motion travel entries. The PLAC and FIXD arrays are used
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* to set up game.atloc(N) as the first object at location N, and
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* game.link(OBJ) as the next object at the same location as OBJ.
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