Full comments for all game structure members.
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1 changed files with 12 additions and 13 deletions
25
advent.h
25
advent.h
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@ -119,15 +119,15 @@ struct game_t {
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unsigned long lcg_a, lcg_c, lcg_m, lcg_x;
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long abbnum; // How often to print long descriptions
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score_t bonus; // What kind of finishing bonus we are getting
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long chloc;
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long chloc2;
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long clock1; // # turns from finding last treasure till closing
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long chloc; // pirate chest location
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long chloc2; // pirate chest alternate location
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long clock1; // # turns from finding last treasure to close
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long clock2; // # turns from warning till blinding flash
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bool clshnt; // has player read the clue in the endgame?
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bool closed; // whether we're all the way closed
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bool closng; // whether it's closing time yet
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long conds; // min value for cond[loc] if loc has any hints
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long detail;
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long detail; // level of detail in descriptions
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/* dflag controls the level of activation of dwarves:
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* 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
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@ -156,25 +156,24 @@ struct game_t {
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bool panic; // has player found out he's trapped?
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long saved; // point penalty for saves
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long tally; // count of treasures gained
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long thresh;
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long trndex;
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long thresh; // current threshold for endgame scoring tier
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long trndex; // FIXME: not used, remove on next format bump
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long trnluz; // # points lost so far due to turns used
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long turns; // counts commands given (ignores yes/no)
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bool wzdark; // whether the loc he's leaving was dark
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char zzword[TOKLEN + 1]; // randomly generated magic word from bird
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bool blooded; // has player drunk of dragon's blood?
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long abbrev[NLOCATIONS + 1];
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long atloc[NLOCATIONS + 1];
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long abbrev[NLOCATIONS + 1]; // has location been seen?
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long atloc[NLOCATIONS + 1]; // head of object linked list per location
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long dseen[NDWARVES + 1]; // true if dwarf has seen him
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loc_t dloc[NDWARVES + 1]; // location of dwarves, initially hard-wired in
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loc_t odloc[NDWARVES + 1]; // prior loc of each dwarf, initially garbage
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loc_t fixed[NOBJECTS + 1];
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long link[NOBJECTS * 2 + 1];
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loc_t place[NOBJECTS + 1];
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loc_t fixed[NOBJECTS + 1]; // fixed location of object (if not IS_FREE)
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long link[NOBJECTS * 2 + 1]; // object-list links
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loc_t place[NOBJECTS + 1]; // location of object
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long hinted[NHINTS]; // hinted[i] = true iff hint i has been used.
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long hintlc[NHINTS]; // hintlc[i] = how long at LOC with cond bit i
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long prop[NOBJECTS + 1];
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long prop[NOBJECTS + 1]; // object state array */
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};
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/*
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