Spread documentation from init.c It was empty without anything to document. Reindented, too

This commit is contained in:
NHOrus 2017-07-01 14:36:54 +03:00 committed by Eric S. Raymond
parent 7f2c118e56
commit 0a87fc9f78
5 changed files with 95 additions and 101 deletions

31
init.c
View file

@ -30,9 +30,8 @@ void initialise(void)
* 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.
* This also sets up "game.place" and "fixed" as copies of "PLAC" and
* "FIXD". Also, since two-placed objects are typically best
* described last, we'll drop them first. */
* Also, since two-placed objects are typically best described
* last, we'll drop them first. */
for (int i = NOBJECTS; i >= 1; i--) {
if (objects[i].fixd > 0) {
drop(i + NOBJECTS, objects[i].fixd);
@ -57,31 +56,5 @@ void initialise(void)
game.tally = game.tally - game.prop[treasure];
}
}
/* 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 < NHINTS; i++) {
game.hinted[i] = false;
game.hintlc[i] = 0;
}
/* Initialise the dwarves. game.dloc is loc of dwarves,
* hard-wired in. game.odloc is prior loc of each dwarf,
* initially garbage. DALTLC is alternate initial loc for dwarf,
* in case one of them starts out on top of the adventurer. (No
* 2 of the 5 initial locs are adjacent.) game.dseen is true if
* dwarf has seen him. game.dflag controls the level of
* activation of all this:
* 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
* 1 Reached Hall Of Mists, but hasn't met first dwarf
* 2 Met first dwarf, others start moving, no knives thrown yet
* 3 A knife has been thrown (first set always misses)
* 3+ Dwarves are mad (increases their accuracy)
* Sixth dwarf is special (the pirate). He always starts at his
* chest's eventual location inside the maze. This loc is saved
* in game.chloc for ref. the dead end in the other maze has its
* loc stored in game.chloc2. */
game.conds = setbit(11);
}