* 12600 words of message text (LINES, LINSIZ).
* 885 travel options (TRAVEL, TRVSIZ).
* 330 vocabulary words (KTAB, ATAB, TABSIZ).
- * 185 locations (KEY, COND, game.abbrev, game.atloc, LOCSIZ).
- * 100 objects (PLAC, game.place, FIXD, game.fixed, game.link (twice),
- * ogame.prop).
* 35 "action" verbs (ACTSPK, VRBSIZ).
- * 12 different player classifications (CTEXT, CVAL, CLSMAX).
- * 20 hints (game.hintlc, game.hinted, HINTS, HNTSIZ).
- * 5 "# of turns" threshholds (TRNSIZ).
* There are also limits which cannot be exceeded due to the structure of
* the database. (E.G., The vocabulary uses n/1000 to determine word type,
* so there can't be more than 1000 words.) These upper limits are:
* 1000 non-synonymous vocabulary words
* 300 locations
* 100 objects
- * Note:
- * - the object count limit has been abstracted as NOBJECTS
- * - the random message limit has been abstracted as RTXSIZ
- * - maximum locations limit has been abstracted as LOCSIZ
*/
/* Description of the database format
* 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)
- * NDEATHS Number of reincarnation messages available (up to 5)
* 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)
- * Logicals were explained earlier */
+ */
game.turns = 0;
game.trnluz = 0;
game.lmwarn = false;