Localizing variables
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6 changed files with 37 additions and 43 deletions
21
init.c
21
init.c
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@ -172,20 +172,19 @@
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void initialise(void)
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{
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int i, k;
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if (oldstyle)
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printf("Initialising...\n");
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for (i=1; i<=NOBJECTS; i++) {
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for (int i=1; i<=NOBJECTS; i++) {
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game.place[i]=0;
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game.prop[i]=0;
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game.link[i+NOBJECTS]=game.link[i]=0;
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}
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for (i=1; i<=LOCSIZ; i++) {
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for (int i=1; i<=LOCSIZ; i++) {
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game.abbrev[i]=0;
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if (!(locations[i].description.big == 0 || KEY[i] == 0)) {
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k=KEY[i];
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int k=KEY[i];
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if(MOD(labs(TRAVEL[k]),1000) == 1)COND[i]=2;
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}
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game.atloc[i]=0;
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@ -198,16 +197,16 @@ void initialise(void)
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* This also sets up "game.place" and "fixed" as copies of "PLAC" and
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* "FIXD". Also, since two-placed objects are typically best
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* described last, we'll drop them first. */
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for (i=1; i<=NOBJECTS; i++) {
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k=NOBJECTS + 1 - i;
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for (int i=1; i<=NOBJECTS; i++) {
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int k=NOBJECTS + 1 - i;
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if(FIXD[k] > 0) {
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DROP(k+NOBJECTS,FIXD[k]);
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DROP(k,PLAC[k]);
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}
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}
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for (i=1; i<=NOBJECTS; i++) {
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k=NOBJECTS + 1 - i;
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for (int i=1; i<=NOBJECTS; i++) {
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int k=NOBJECTS + 1 - i;
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game.fixed[k]=FIXD[k];
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if(PLAC[k] != 0 && FIXD[k] <= 0)
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DROP(k,PLAC[k]);
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@ -218,7 +217,7 @@ void initialise(void)
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* they are described. game.tally keeps track of how many are
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* not yet found, so we know when to close the cave. */
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game.tally=0;
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for (i=MINTRS; i<=MAXTRS; i++) {
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for (int i=MINTRS; i<=MAXTRS; i++) {
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if(object_descriptions[i].inventory != 0)
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game.prop[i]= -1;
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game.tally=game.tally-game.prop[i];
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@ -227,7 +226,7 @@ void initialise(void)
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/* Clear the hint stuff. game.hintlc[i] is how long he's been at LOC
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* with cond bit i. game.hinted[i] is true iff hint i has been
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* used. */
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for (i=1; i<=HNTMAX; i++) {
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for (int i=1; i<=HNTMAX; i++) {
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game.hinted[i]=false;
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game.hintlc[i]=0;
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}
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@ -326,7 +325,7 @@ void initialise(void)
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* loc stored in game.chloc2. */
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game.chloc = LOC_114;
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game.chloc2 = LOC_140;
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for (i=1; i<=NDWARVES; i++) {
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for (int i=1; i<=NDWARVES; i++) {
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game.dseen[i]=false;
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}
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game.dflag=0;
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