More fixed limits (NOBJECTS, LOCSIZ) stop being fixed.
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985137d9c7
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5 changed files with 8 additions and 15 deletions
13
init.c
13
init.c
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@ -14,23 +14,13 @@
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* 12600 words of message text (LINES, LINSIZ).
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* 885 travel options (TRAVEL, TRVSIZ).
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* 330 vocabulary words (KTAB, ATAB, TABSIZ).
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* 185 locations (KEY, COND, game.abbrev, game.atloc, LOCSIZ).
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* 100 objects (PLAC, game.place, FIXD, game.fixed, game.link (twice),
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* ogame.prop).
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* 35 "action" verbs (ACTSPK, VRBSIZ).
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* 12 different player classifications (CTEXT, CVAL, CLSMAX).
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* 20 hints (game.hintlc, game.hinted, HINTS, HNTSIZ).
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* 5 "# of turns" threshholds (TRNSIZ).
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* There are also limits which cannot be exceeded due to the structure of
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* the database. (E.G., The vocabulary uses n/1000 to determine word type,
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* so there can't be more than 1000 words.) These upper limits are:
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* 1000 non-synonymous vocabulary words
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* 300 locations
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* 100 objects
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* Note:
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* - the object count limit has been abstracted as NOBJECTS
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* - the random message limit has been abstracted as RTXSIZ
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* - maximum locations limit has been abstracted as LOCSIZ
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*/
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/* Description of the database format
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@ -347,11 +337,10 @@ void initialise(void)
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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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* NDEATHS Number of reincarnation messages available (up to 5)
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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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* Logicals were explained earlier */
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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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