From e7d1388c4212412fd83a8ae420937b8c3fb1b991 Mon Sep 17 00:00:00 2001 From: Aaron Traas Date: Thu, 29 Jun 2017 15:13:11 -0400 Subject: [PATCH] Updated documentation --- main.c | 26 +++++++++++++------------- 1 file changed, 13 insertions(+), 13 deletions(-) diff --git a/main.c b/main.c index 07534ab..75bb83c 100644 --- a/main.c +++ b/main.c @@ -467,19 +467,19 @@ static bool dwarfmove(void) * If the current loc is zero, it means the clown got himself killed. * We'll allow this maxdie times. NDEATHS is automatically set based * on the number of snide messages available. Each death results in - * a message (81, 83, etc.) which offers reincarnation; if accepted, - * this results in message 82, 84, etc. The last time, if he wants - * another chance, he gets a snide remark as we exit. When - * reincarnated, all objects being carried get dropped at game.oldlc2 - * (presumably the last place prior to being killed) without change - * of props. The loop runs backwards to assure that the bird is - * dropped before the cage. (This kluge could be changed once we're - * sure all references to bird and cage are done by keywords.) The - * lamp is a special case (it wouldn't do to leave it in the cave). - * It is turned off and left outside the building (only if he was - * carrying it, of course). He himself is left inside the building - * (and heaven help him if he tries to xyzzy back into the cave - * without the lamp!). game.oldloc is zapped so he can't just + * a message (obituaries[n]) which offers reincarnation; if accepted, + * this results in message obituaries[0], obituaries[2], etc. The + * last time, if he wants another chance, he gets a snide remark as + * we exit. When reincarnated, all objects being carried get dropped + * at game.oldlc2 (presumably the last place prior to being killed) + * without change of props. The loop runs backwards to assure that + * the bird is dropped before the cage. (This kluge could be changed + * once we're sure all references to bird and cage are done by + * keywords.) The lamp is a special case (it wouldn't do to leave it + * in the cave). It is turned off and left outside the building (only + * if he was carrying it, of course). He himself is left inside the + * building (and heaven help him if he tries to xyzzy back into the + * cave without the lamp!). game.oldloc is zapped so he can't just * "retreat". */ static void croak(void) -- 2.31.1