More comment cleanup.
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1 changed files with 6 additions and 6 deletions
12
main.c
12
main.c
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@ -765,15 +765,15 @@ L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010;
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/* Cave closing and scoring */
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/* These sections handle the closing of the cave. The cave closes "game.clock1"
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/* These sections handle the closing of the cave. The cave closes "clock1"
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* turns after the last treasure has been located (including the pirate's
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* chest, which may of course never show up). Note that the treasures need not
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* have been taken yet, just located. Hence game.clock1 must be large enough to get
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* have been taken yet, just located. Hence clock1 must be large enough to get
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* out of the cave (it only ticks while inside the cave). When it hits zero,
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* we branch to 10000 to start closing the cave, and then sit back and wait for
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* him to try to get out. If he doesn't within game.clock2 turns, we close the
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* him to try to get out. If he doesn't within clock2 turns, we close the
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* cave; if he does try, we assume he panics, and give him a few additional
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* turns to get frantic before we close. When game.clock2 hits zero, we branch to
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* turns to get frantic before we close. When clock2 hits zero, we branch to
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* 11000 to transport him into the final puzzle. Note that the puzzle depends
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* upon all sorts of random things. For instance, there must be no water or
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* oil, since there are beanstalks which we don't want to be able to water,
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@ -785,7 +785,7 @@ L41000: if(TALLY == 1 && PROP[JADE] < 0) goto L40010;
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/* When the first warning comes, we lock the grate, destroy the bridge, kill
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* all the dwarves (and the pirate), remove the troll and bear (unless dead),
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* and set "game.closng" to true. Leave the dragon; too much trouble to move it.
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* and set "closng" to true. Leave the dragon; too much trouble to move it.
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* from now until clock2 runs out, he cannot unlock the grate, move to any
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* location outside the cave, or create the bridge. Nor can he be
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* resurrected if he dies. Note that the snake is already gone, since he got
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@ -820,7 +820,7 @@ L10000: PROP[GRATE]=0;
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* At the ne end, we place empty bottles, a nursery of plants, a bed of
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* oysters, a pile of lamps, rods with stars, sleeping dwarves, and him. At
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* the sw end we place grate over treasures, snake pit, covey of caged birds,
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* more rods, and pillows. A mirror stretches across one wall. many of the
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* more rods, and pillows. A mirror stretches across one wall. Many of the
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* objects come from known locations and/or states (e.g. the snake is known to
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* have been destroyed and needn't be carried away from its old "place"),
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* making the various objects be handled differently. We also drop all other
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