if(PLAC[K] != 0 && FIXD[K] <= 0)DROP(K,PLAC[K]);
} /* end loop */
-/* Treasures, as noted earlier, are objects 50 through MAXTRS (CURRENTLY 79).
+/* Treasures, as noted earlier, are objects MINTRS through MAXTRS
* Their props are initially -1, and are set to 0 the first time they are
* described. game.tally keeps track of how many are not yet found, so we know
* when to close the cave. */
- MAXTRS=79;
game.tally=0;
- for (I=50; I<=MAXTRS; I++) {
+ for (I=MINTRS; I<=MAXTRS; I++) {
if(PTEXT[I] != 0)game.prop[I]= -1;
game.tally=game.tally-game.prop[I];
} /* end loop */
game.dloc[4]=44;
game.dloc[5]=64;
game.dloc[6]=game.chloc;
- DALTLC=18;
/* Other random flags and counters, as follows:
* game.abbnum How often we should print non-abbreviated descriptions
* 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"
+ * 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)
- * MAXDIE Number of reincarnation messages available (up to 5)
+ * MAXDIE Number of reincarnation messages available (up to 5)
* game.numdie Number of times killed so far
* game.thresh Next #turns threshhold (-1 if none)
* game.trndex Index in TRNVAL of next threshhold (section 14 of database)
if(TRNVLS > 0)game.thresh=MOD(TRNVAL[1],100000)+1;
game.trnluz=0;
game.lmwarn=false;
- IGO=0;
game.iwest=0;
game.knfloc=0;
game.detail=0;