- long dkill;
- long dtotal;
- long foobar; /* current progress in saying "FEE FIE FOE FOO". */
- long holdng; /* number of objects being carried */
- long iwest; /* How many times he's said "west" instead of "w" */
- long knfloc; /* 0 if no knife here, loc if knife , -1 after caveat */
- long limit; /* lifetime of lamp (not set here) */
- bool lmwarn; /* has player been warned about lamp going dim? */
- long loc;
- long newloc;
- bool novice; /* asked for instructions at start-up? */
- long numdie; /* number of times killed so far */
- long oldloc;
- long oldlc2;
- long oldobj;
- bool panic; /* has player found out he's trapped in the cave? */
- long saved; /* point penalty for saves */
- long tally;
- long thresh;
- long trndex;
- long trnluz; /* # points lost so far due to number of turns used */
- long turns; /* how many commands he's given (ignores yes/no) */
- bool wzdark; /* whether the loc he's leaving was dark */
- char zzword[6];
- bool blooded; /* has player drunk of dragon's blood? */
- long abbrev[NLOCATIONS + 1];
- long atloc[NLOCATIONS + 1];
- long dseen[NDWARVES + 1];
- long dloc[NDWARVES + 1];
- long odloc[NDWARVES + 1];
- long fixed[NOBJECTS + 1];
- long link[NOBJECTS * 2 + 1];
- long place[NOBJECTS + 1];
- long hinted[NHINTS];
- long hintlc[NHINTS];
- long prop[NOBJECTS + 1];
+
+ long dkill; // dwarves killed
+ long dtotal; // total dwarves (including pirate)
+ long foobar; // progress in saying "FEE FIE FOE FOO".
+ long holdng; // number of objects being carried
+ long igo; // # uses of "go" instead of a direction
+ long iwest; // # times he's said "west" instead of "w"
+ long knfloc; // knife location; 0 if none, -1 after caveat
+ turn_t limit; // lifetime of lamp
+ bool lmwarn; // has player been warned about lamp going dim?
+ loc_t loc; // where player is now
+ loc_t newloc; // where player is going
+ bool novice; // asked for instructions at start-up?
+ turn_t numdie; // number of times killed so far
+ loc_t oldloc; // where player was
+ loc_t oldlc2; // where player was two moves ago
+ obj_t oldobj; // last object player handled
+ bool panic; // has player found out he's trapped?
+ long saved; // point penalty for saves
+ long tally; // count of treasures gained
+ long thresh; // current threshold for endgame scoring tier
+ turn_t trndex; // FIXME: not used, remove on next format bump
+ turn_t trnluz; // # points lost so far due to turns used
+ turn_t turns; // counts commands given (ignores yes/no)
+ bool wzdark; // whether the loc he's leaving was dark
+ char zzword[TOKLEN + 1]; // randomly generated magic word from bird
+ bool blooded; // has player drunk of dragon's blood?
+ long abbrev[NLOCATIONS + 1]; // has location been seen?
+ long atloc[NLOCATIONS + 1]; // head of object linked list per location
+ long dseen[NDWARVES + 1]; // true if dwarf has seen him
+ loc_t dloc[NDWARVES + 1]; // location of dwarves, initially hard-wired in
+ loc_t odloc[NDWARVES + 1]; // prior loc of each dwarf, initially garbage
+ loc_t fixed[NOBJECTS + 1]; // fixed location of object (if not IS_FREE)
+ long link[NOBJECTS * 2 + 1]; // object-list links
+ loc_t place[NOBJECTS + 1]; // location of object
+ long hinted[NHINTS]; // hinted[i] = true iff hint i has been used.
+ long hintlc[NHINTS]; // hintlc[i] = how long at LOC with cond bit i
+ long prop[NOBJECTS + 1]; // object state array */