void InitCharactersTables() { InitReputationTable(); InitMoraleTable(); InitFaceDescribeTable(); } void InitReputationTable() { ReputationTable[REPUTATIONT_HORROR] = "Horror of High Seas"; ReputationTable[REPUTATIONT_BASTARD] = "Bloody Bastard"; ReputationTable[REPUTATIONT_SWINDLER] = "Cynic Swindler"; ReputationTable[REPUTATIONT_RASCAL] = "Quirky Rascal"; ReputationTable[REPUTATIONT_NEUTRAL] = "Neutral"; ReputationTable[REPUTATIONT_PLAIN] = "Plain Fellow"; ReputationTable[REPUTATIONT_GOOD] = "Good Matey"; ReputationTable[REPUTATIONT_VERYGOOD] = "Very Good"; ReputationTable[REPUTATIONT_HERO] = "Hero"; } void InitMoraleTable() { MoraleTable[MORALET_TREACHEROUS] = "Treacherous"; MoraleTable[MORALET_AWFUL] = "Awful"; MoraleTable[MORALET_LOW] = "Low"; MoraleTable[MORALET_POOR] = "Poor"; MoraleTable[MORALET_NORMAL] = "Normal"; MoraleTable[MORALET_ELATED] = "Elated"; MoraleTable[MORALET_GOOD] = "Good"; MoraleTable[MORALET_HIGH] = "High"; MoraleTable[MORALET_EXCELLENT] = "Excellent"; MoraleTable[MORALET_HEROIC] = "Heroic"; } void InitFaceDescribeTable() { int i; for(i=0; i