Improve comments, eliminate magic numbers.
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2 changed files with 17 additions and 34 deletions
24
init.c
24
init.c
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@ -31,7 +31,7 @@ void initialise(void)
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game.atloc[i] = 0;
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}
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/* Set up the game.atloc and game.link arrays as described above.
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/* Set up the game.atloc and game.link arrays.
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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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@ -178,24 +178,6 @@ void initialise(void)
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game.dloc[5] = LOC_COMPLEX;
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game.dloc[6] = game.chloc;
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/* Other random flags and counters, as follows:
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* game.abbnum How often we should print non-abbreviated descriptions
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* game.bonus Used to determine amount of bonus if he reaches closing
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* game.clock1 Number of turns from finding last treasure till closing
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* game.clock2 Number of turns from first warning till blinding flash
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* game.conds Min value for cond(loc) if loc has any hints
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* game.detail How often we've said "not allowed to give more detail"
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* game.dkill # of dwarves killed (unused in scoring, needed for msg)
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* game.foobar Current progress in saying "FEE FIE FOE FOO".
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* game.holdng Number of objects being carried
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* igo How many times he's said "go XXX" instead of "XXX"
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* game.iwest How many times he's said "west" instead of "w"
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* game.knfloc 0 if no knife here, loc if knife here, -1 after caveat
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* game.limit Lifetime of lamp (not set here)
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* game.numdie Number of times killed so far
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* game.trnluz # points lost so far due to number of turns used
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* game.turns Tallies how many commands he's given (ignores yes/no)
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*/
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game.turns = 0;
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game.trnluz = 0;
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game.lmwarn = false;
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@ -208,8 +190,8 @@ void initialise(void)
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game.dkill = 0;
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game.foobar = 0;
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game.bonus = 0;
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game.clock1 = 30;
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game.clock2 = 50;
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game.clock1 = WARNTIME;
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game.clock2 = FLASHTIME;
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game.conds = SETBIT(11);
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game.saved = 0;
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game.closng = false;
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