game.atloc[i] = 0;
}
- /* Set up the game.atloc and game.link arrays as described above.
+ /* Set up the game.atloc and game.link arrays.
* We'll use the DROP subroutine, which prefaces new objects on the
* lists. Since we want things in the other order, we'll run the
* loop backwards. If the object is in two locs, we drop it twice.
game.dloc[5] = LOC_COMPLEX;
game.dloc[6] = game.chloc;
- /* Other random flags and counters, as follows:
- * game.abbnum How often we should print non-abbreviated descriptions
- * game.bonus Used to determine amount of bonus if he reaches closing
- * game.clock1 Number of turns from finding last treasure till closing
- * game.clock2 Number of turns from first warning till blinding flash
- * game.conds Min value for cond(loc) if loc has any hints
- * game.detail How often we've said "not allowed to give more detail"
- * 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"
- * 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)
- * 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)
- */
game.turns = 0;
game.trnluz = 0;
game.lmwarn = false;
game.dkill = 0;
game.foobar = 0;
game.bonus = 0;
- game.clock1 = 30;
- game.clock2 = 50;
+ game.clock1 = WARNTIME;
+ game.clock2 = FLASHTIME;
game.conds = SETBIT(11);
game.saved = 0;
game.closng = false;