Localizing variables

This commit is contained in:
NHOrus 2017-06-15 16:16:21 +03:00
parent e5f9c4fbea
commit f1f7cfd4e9
6 changed files with 37 additions and 43 deletions

21
init.c
View file

@ -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;
}
@ -326,7 +325,7 @@ void initialise(void)
* loc stored in game.chloc2. */
game.chloc = LOC_114;
game.chloc2 = LOC_140;
for (i=1; i<=NDWARVES; i++) {
for (int i=1; i<=NDWARVES; i++) {
game.dseen[i]=false;
}
game.dflag=0;