* 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, LOCSND, LOCSIZ).
+ * 185 locations (KEY, COND, game.abbrev, game.atloc, LOCSIZ).
* 100 objects (PLAC, game.place, FIXD, game.fixed, game.link (twice),
- * ogame.prop, OBJSND, OBJTXT).
+ * ogame.prop).
* 35 "action" verbs (ACTSPK, VRBSIZ).
* 12 different player classifications (CTEXT, CVAL, CLSMAX).
* 20 hints (game.hintlc, game.hinted, HINTS, HNTSIZ).
/* Clear the hint stuff. game.hintlc[i] is how long he's been at LOC
* with cond bit i. game.hinted[i] is true iff hint i has been
* used. */
- for (int i = 0; i < HINT_COUNT; i++) {
+ for (int i = 0; i < NHINTS; i++) {
game.hinted[i] = false;
game.hintlc[i] = 0;
}
* 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)
- * maximum_deaths Number of reincarnation messages available (up to 5)
+ * 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)