Document the YAML, remove some dead code, fix typos.
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3 changed files with 48 additions and 26 deletions
36
dungeon.c
36
dungeon.c
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@ -35,7 +35,6 @@ long TABNDX;
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long HNTMAX;
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long PTEXT[NOBJECTS + 1];
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long RTEXT[RTXSIZ + 1];
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long CTEXT[CLSMAX + 1];
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long OBJSND[NOBJECTS + 1];
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long OBJTXT[NOBJECTS + 1];
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long STEXT[LOCSIZ + 1];
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@ -217,15 +216,7 @@ static void read_messages(FILE* database, long sect)
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if (loc == OLDLOC) continue;
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OLDLOC = loc;
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LINES[LINUSE] = -KK;
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if (sect == 14) {
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TRNVLS = TRNVLS + 1;
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if (TRNVLS > TRNSIZ)
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BUG(TOO_MANY_CLASS_OR_TURN_MESSAGES);
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TTEXT[TRNVLS] = LINUSE;
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TRNVAL[TRNVLS] = loc;
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continue;
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}
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if (sect == 10) {
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if (sect == 10 || sect == 14) {
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/* now parsed from YAML */
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continue;
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}
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@ -360,17 +351,17 @@ static void read_sound_text(FILE* database)
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static int read_database(FILE* database)
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{
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/* Clear out the various text-pointer arrays. All text is stored in array
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* lines; each line is preceded by a word pointing to the next pointer (i.e.
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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 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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/* Clear out the various text-pointer arrays. All text is stored
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* in array lines; each line is preceded by a word pointing to
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* the next pointer (i.e. the word following the end of the
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* line). The pointer is negative if this is first line of a
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* message. The text-pointer arrays contain indices of
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* pointer-words in lines. STEXT(N) is short description of
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* location N. LTEXT(N) is long description. PTEXT(N) points to
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* message for game.prop(N)=0. Successive prop messages are
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* found by chasing pointers. RTEXT contains section 6's stuff.
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* TTEXT is for section 14. We also clear COND (see description
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* of section 9 for details). */
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for (int I = 1; I <= NOBJECTS; I++) {
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PTEXT[I] = 0;
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OBJSND[I] = 0;
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@ -379,9 +370,6 @@ static int read_database(FILE* database)
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for (int I = 1; I <= RTXSIZ; I++) {
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RTEXT[I] = 0;
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}
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for (int I = 1; I <= CLSMAX; I++) {
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CTEXT[I] = 0;
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}
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for (int I = 1; I <= LOCSIZ; I++) {
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STEXT[I] = 0;
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LTEXT[I] = 0;
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