X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=advent.h;h=8ef8736eefee3bed066cd10fc6fbcabefaebc436;hb=7c3f834bca40b41d7d799f72122559ecf163b6f3;hp=b058797396038e34e20dfc525e79b711860b8a17;hpb=535d9e7964e0033d42f01639ac9dc0e3b169d956;p=open-adventure.git diff --git a/advent.h b/advent.h index b058797..8ef8736 100644 --- a/advent.h +++ b/advent.h @@ -109,7 +109,7 @@ enum phase_codes { GO_DWARFWAKE, }; -typedef long token_t; // word token - someday this will be char[TOKLEN+1] */ +typedef long token_t; // token index */ typedef long vocab_t; // index into a vocabulary array */ typedef long verb_t; // index into an actions array */ typedef long obj_t; // index into the object array */ @@ -119,15 +119,15 @@ struct game_t { unsigned long lcg_a, lcg_c, lcg_m, lcg_x; long abbnum; // How often to print long descriptions score_t bonus; // What kind of finishing bonus we are getting - long chloc; - long chloc2; - long clock1; // # turns from finding last treasure till closing - long clock2; // # turns from first warning till blinding flash + long chloc; // pirate chest location + long chloc2; // pirate chest alternate location + long clock1; // # turns from finding last treasure to close + long clock2; // # turns from warning till blinding flash bool clshnt; // has player read the clue in the endgame? bool closed; // whether we're all the way closed bool closng; // whether it's closing time yet long conds; // min value for cond[loc] if loc has any hints - long detail; + long detail; // level of detail in descriptions /* dflag controls the level of activation of dwarves: * 0 No dwarf stuff yet (wait until reaches Hall Of Mists) @@ -137,44 +137,43 @@ struct game_t { * 3+ Dwarves are mad (increases their accuracy) */ long dflag; - long dkill; - long dtotal; - long foobar; // current progress in saying "FEE FIE FOE FOO". + 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; // How many times he's said "go" instead of the direction - 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 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 long limit; // lifetime of lamp (not set here) bool lmwarn; // has player been warned about lamp going dim? - long loc; - long newloc; + loc_t loc; // where player is now + loc_t newloc; // where player is going bool novice; // asked for instructions at start-up? long numdie; // number of times killed so far - long oldloc; - long oldlc2; - long oldobj; + 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; - long thresh; - long trndex; + long tally; // count of treasures gained + long thresh; // current threshold for endgame scoring tier + long trndex; // FIXME: not used, remove on next format bump long trnluz; // # points lost so far due to turns used long 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]; - long atloc[NLOCATIONS + 1]; + 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]; - long link[NOBJECTS * 2 + 1]; - loc_t place[NOBJECTS + 1]; + 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]; + long prop[NOBJECTS + 1]; // object state array */ }; /*