#define GAMELIMIT 330 /* base limit of turns */
#define NOVICELIMIT 1000 /* limit of turns for novice */
#define WARNTIME 30 /* late game starts at game.limit-this */
+#define FLASHTIME 50 /*turns from first warning till blinding flash */
#define PANICTIME 15 /* time left after closing */
#define BATTERYLIFE 2500 /* turn limit increment from batteries */
struct game_t {
unsigned long lcg_a, lcg_c, lcg_m, lcg_x;
- long abbnum;
+ long abbnum; /* How often to print non-abbreviated descriptions */
long blklin;
long bonus;
long chloc;
long chloc2;
- long clock1;
- long clock2;
+ long clock1; /* # turns from finding last treasure till closing */
+ long clock2; /* # turns from first 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;
+ long conds; /* min value for cond(loc) if loc has any hints */
long detail;
long dflag;
long dkill;
long dtotal;
- long foobar;
- long holdng;
- long iwest;
- long knfloc;
- long limit;
+ 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;
+ 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;
+ long saved; /* point penalty for saves */
long tally;
long thresh;
long trndex;
- long trnluz;
- long turns;
+ 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 */
long zzword;
bool blooded; /* has player drunk of dragon's blood? */
game.atloc[i] = 0;
}
- /* Set up the game.atloc and game.link arrays as described above.
+ /* Set up the game.atloc and game.link arrays.
* We'll use the DROP subroutine, which prefaces new objects on the
* lists. Since we want things in the other order, we'll run the
* loop backwards. If the object is in two locs, we drop it twice.
game.dloc[5] = LOC_COMPLEX;
game.dloc[6] = game.chloc;
- /* Other random flags and counters, as follows:
- * game.abbnum How often we should print non-abbreviated descriptions
- * game.bonus Used to determine amount of bonus if he reaches closing
- * game.clock1 Number of turns from finding last treasure till closing
- * game.clock2 Number of turns from first warning till blinding flash
- * game.conds Min value for cond(loc) if loc has any hints
- * game.detail How often we've said "not allowed to give more detail"
- * game.dkill # of dwarves killed (unused in scoring, needed for msg)
- * game.foobar Current progress in saying "FEE FIE FOE FOO".
- * game.holdng Number of objects being carried
- * igo How many times he's said "go XXX" instead of "XXX"
- * game.iwest How many times he's said "west" instead of "w"
- * game.knfloc 0 if no knife here, loc if knife here, -1 after caveat
- * game.limit Lifetime of lamp (not set here)
- * game.numdie Number of times killed so far
- * game.trnluz # points lost so far due to number of turns used
- * game.turns Tallies how many commands he's given (ignores yes/no)
- */
game.turns = 0;
game.trnluz = 0;
game.lmwarn = false;
game.dkill = 0;
game.foobar = 0;
game.bonus = 0;
- game.clock1 = 30;
- game.clock2 = 50;
+ game.clock1 = WARNTIME;
+ game.clock2 = FLASHTIME;
game.conds = SETBIT(11);
game.saved = 0;
game.closng = false;