Spread documentation from init.c It was empty without anything to document. Reindented, too
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5 changed files with 95 additions and 101 deletions
31
init.c
31
init.c
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@ -30,9 +30,8 @@ void initialise(void)
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* We'll use the DROP subroutine, which prefaces new objects on the
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* lists. Since we want things in the other order, we'll run the
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* loop backwards. If the object is in two locs, we drop it twice.
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* This also sets up "game.place" and "fixed" as copies of "PLAC" and
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* "FIXD". Also, since two-placed objects are typically best
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* described last, we'll drop them first. */
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* Also, since two-placed objects are typically best described
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* last, we'll drop them first. */
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for (int i = NOBJECTS; i >= 1; i--) {
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if (objects[i].fixd > 0) {
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drop(i + NOBJECTS, objects[i].fixd);
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@ -57,31 +56,5 @@ void initialise(void)
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game.tally = game.tally - game.prop[treasure];
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}
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}
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/* Clear the hint stuff. game.hintlc[i] is how long he's been at LOC
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* with cond bit i. game.hinted[i] is true iff hint i has been
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* used. */
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for (int i = 0; i < NHINTS; i++) {
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game.hinted[i] = false;
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game.hintlc[i] = 0;
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}
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/* Initialise the dwarves. game.dloc is loc of dwarves,
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* hard-wired in. game.odloc is prior loc of each dwarf,
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* initially garbage. DALTLC is alternate initial loc for dwarf,
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* in case one of them starts out on top of the adventurer. (No
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* 2 of the 5 initial locs are adjacent.) game.dseen is true if
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* dwarf has seen him. game.dflag controls the level of
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* activation of all this:
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* 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
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* 1 Reached Hall Of Mists, but hasn't met first dwarf
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* 2 Met first dwarf, others start moving, no knives thrown yet
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* 3 A knife has been thrown (first set always misses)
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* 3+ Dwarves are mad (increases their accuracy)
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* Sixth dwarf is special (the pirate). He always starts at his
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* chest's eventual location inside the maze. This loc is saved
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* in game.chloc for ref. the dead end in the other maze has its
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* loc stored in game.chloc2. */
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game.conds = setbit(11);
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}
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