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 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)
bool panic; // has player found out he's trapped?
long saved; // point penalty for saves
long tally; // count of treasures gained
- long thresh;
- long trndex;
+ 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 */
};
/*