More comment cleanup.

This commit is contained in:
Eric S. Raymond 2017-05-23 19:49:49 -04:00
parent bbe68abd30
commit 50ed247042

12
main.c
View file

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