return false;
}
-/* Check if this loc is eligible for any hints. If been here
- * long enough, branch to help section (on later page). Hints
- * all come back here eventually to finish the loop. Ignore
- * "HINTS" < 4 (special stuff, see database notes).
- */
+/* Check if this loc is eligible for any hints. If been here long
+ * enough, display. Ignore "HINTS" < 4 (special stuff, see database
+ * notes). */
static void checkhints(void)
{
if (COND[game.loc] >= game.conds) {
--game.limit;
/* Another way we can force an end to things is by having the
- * lamp give out. When it gets close, we come here to warn
- * him. First following ar, if the lamp and fresh batteries are
+ * lamp give out. When it gets close, we come here to warn him.
+ * First following arm checks if the lamp and fresh batteries are
* here, in which case we replace the batteries and continue.
- * Second is for other cases of lamp dying. 12400 is when it
- * goes out. Even then, he can explore outside for a while
- * if desired. */
+ * Second is for other cases of lamp dying. Eve after it goes
+ * out, he can explore outside for a while if desired. */
if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == 0 && HERE(LAMP)) {
RSPEAK(REPLACE_BATTERIES);
game.prop[BATTERY] = 1;
* If the data file uses a character other than space (e.g., tab) to
* separate numbers, that character should also translate to 0.
*
- * This procedure may use the map1,map2 arrays to maintain static data for
- * the mapping. MAP2(1) is set to 0 when the program starts
- * and is not changed thereafter unless the routines on this page choose
- * to do so. */
+ * This procedure may use the map1,map2 arrays to maintain
+ * static data for he mapping. MAP2(1) is set to 0 when the
+ * program starts and is not changed thereafter unless the
+ * routines in this module choose to do so. */
LNLENG = 0;
for (long i = 1; i <= (long)sizeof(INLINE) && INLINE[i] != 0; i++) {
long val = INLINE[i];