Full comments for all game structure members.

This commit is contained in:
Eric S. Raymond 2017-07-20 18:24:57 -04:00
parent 617f368673
commit 7c3f834bca

View file

@ -119,15 +119,15 @@ struct game_t {
unsigned long lcg_a, lcg_c, lcg_m, lcg_x; unsigned long lcg_a, lcg_c, lcg_m, lcg_x;
long abbnum; // How often to print long descriptions long abbnum; // How often to print long descriptions
score_t bonus; // What kind of finishing bonus we are getting score_t bonus; // What kind of finishing bonus we are getting
long chloc; long chloc; // pirate chest location
long chloc2; long chloc2; // pirate chest alternate location
long clock1; // # turns from finding last treasure till closing long clock1; // # turns from finding last treasure to close
long clock2; // # turns from warning till blinding flash long clock2; // # turns from warning till blinding flash
bool clshnt; // has player read the clue in the endgame? bool clshnt; // has player read the clue in the endgame?
bool closed; // whether we're all the way closed bool closed; // whether we're all the way closed
bool closng; // whether it's closing time yet bool closng; // whether it's closing time yet
long conds; // min value for cond[loc] if loc has any hints long conds; // min value for cond[loc] if loc has any hints
long detail; long detail; // level of detail in descriptions
/* dflag controls the level of activation of dwarves: /* dflag controls the level of activation of dwarves:
* 0 No dwarf stuff yet (wait until reaches Hall Of Mists) * 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
@ -156,25 +156,24 @@ struct game_t {
bool panic; // has player found out he's trapped? bool panic; // has player found out he's trapped?
long saved; // point penalty for saves long saved; // point penalty for saves
long tally; // count of treasures gained long tally; // count of treasures gained
long thresh; long thresh; // current threshold for endgame scoring tier
long trndex; long trndex; // FIXME: not used, remove on next format bump
long trnluz; // # points lost so far due to turns used long trnluz; // # points lost so far due to turns used
long turns; // counts commands given (ignores yes/no) long turns; // counts commands given (ignores yes/no)
bool wzdark; // whether the loc he's leaving was dark bool wzdark; // whether the loc he's leaving was dark
char zzword[TOKLEN + 1]; // randomly generated magic word from bird char zzword[TOKLEN + 1]; // randomly generated magic word from bird
bool blooded; // has player drunk of dragon's blood? bool blooded; // has player drunk of dragon's blood?
long abbrev[NLOCATIONS + 1]; long abbrev[NLOCATIONS + 1]; // has location been seen?
long atloc[NLOCATIONS + 1]; long atloc[NLOCATIONS + 1]; // head of object linked list per location
long dseen[NDWARVES + 1]; // true if dwarf has seen him long dseen[NDWARVES + 1]; // true if dwarf has seen him
loc_t dloc[NDWARVES + 1]; // location of dwarves, initially hard-wired in loc_t dloc[NDWARVES + 1]; // location of dwarves, initially hard-wired in
loc_t odloc[NDWARVES + 1]; // prior loc of each dwarf, initially garbage loc_t odloc[NDWARVES + 1]; // prior loc of each dwarf, initially garbage
loc_t fixed[NOBJECTS + 1]; loc_t fixed[NOBJECTS + 1]; // fixed location of object (if not IS_FREE)
long link[NOBJECTS * 2 + 1]; long link[NOBJECTS * 2 + 1]; // object-list links
loc_t place[NOBJECTS + 1]; loc_t place[NOBJECTS + 1]; // location of object
long hinted[NHINTS]; // hinted[i] = true iff hint i has been used. long hinted[NHINTS]; // hinted[i] = true iff hint i has been used.
long hintlc[NHINTS]; // hintlc[i] = how long at LOC with cond bit i long hintlc[NHINTS]; // hintlc[i] = how long at LOC with cond bit i
long prop[NOBJECTS + 1]; // object state array */
long prop[NOBJECTS + 1];
}; };
/* /*