-/* THESE SECTIONS HANDLE THE CLOSING OF THE CAVE. THE CAVE CLOSES "CLOCK1"
- * TURNS AFTER THE LAST TREASURE HAS BEEN LOCATED (INCLUDING THE PIRATE'S
- * CHEST, WHICH MAY OF COURSE NEVER SHOW UP). NOTE THAT THE TREASURES NEED NOT
- * HAVE BEEN TAKEN YET, JUST LOCATED. HENCE CLOCK1 MUST BE LARGE ENOUGH TO GET
- * OUT OF THE CAVE (IT ONLY TICKS WHILE INSIDE THE CAVE). WHEN IT HITS ZERO,
- * WE BRANCH TO 10000 TO START CLOSING THE CAVE, AND THEN SIT BACK AND WAIT FOR
- * HIM TO TRY TO GET OUT. IF HE DOESN'T WITHIN CLOCK2 TURNS, WE CLOSE THE
- * CAVE; IF HE DOES TRY, WE ASSUME HE PANICS, AND GIVE HIM A FEW ADDITIONAL
- * TURNS TO GET FRANTIC BEFORE WE CLOSE. WHEN CLOCK2 HITS ZERO, WE BRANCH TO
- * 11000 TO TRANSPORT HIM INTO THE FINAL PUZZLE. NOTE THAT THE PUZZLE DEPENDS
- * UPON ALL SORTS OF RANDOM THINGS. FOR INSTANCE, THERE MUST BE NO WATER OR
- * OIL, SINCE THERE ARE BEANSTALKS WHICH WE DON'T WANT TO BE ABLE TO WATER,
- * SINCE THE CODE CAN'T HANDLE IT. ALSO, WE CAN HAVE NO KEYS, SINCE THERE IS A
- * GRATE (HAVING MOVED THE FIXED OBJECT!) THERE SEPARATING HIM FROM ALL THE
- * TREASURES. MOST OF THESE PROBLEMS ARISE FROM THE USE OF NEGATIVE PROP
- * NUMBERS TO SUPPRESS THE OBJECT DESCRIPTIONS UNTIL HE'S ACTUALLY MOVED THE
- * OBJECTS. */
+/* These sections handle the closing of the cave. The cave closes "game.clock1"
+ * turns after the last treasure has been located (including the pirate's
+ * chest, which may of course never show up). Note that the treasures need not
+ * have been taken yet, just located. Hence game.clock1 must be large enough to get
+ * out of the cave (it only ticks while inside the cave). When it hits zero,
+ * we branch to 10000 to start closing the cave, and then sit back and wait for
+ * him to try to get out. If he doesn't within game.clock2 turns, we close the
+ * cave; if he does try, we assume he panics, and give him a few additional
+ * turns to get frantic before we close. When game.clock2 hits zero, we branch to
+ * 11000 to transport him into the final puzzle. Note that the puzzle depends
+ * upon all sorts of random things. For instance, there must be no water or
+ * oil, since there are beanstalks which we don't want to be able to water,
+ * since the code can't handle it. Also, we can have no keys, since there is a
+ * grate (having moved the fixed object!) there separating him from all the
+ * treasures. Most of these problems arise from the use of negative prop
+ * numbers to suppress the object descriptions until he's actually moved the
+ * objects. */