Remove a remnant line number.

This commit is contained in:
Eric S. Raymond 2023-04-10 18:33:36 -04:00
parent 4d4e8dce96
commit 88feaab0c0

26
main.c
View file

@ -783,19 +783,19 @@ static bool closecheck(void)
* chest, which may of course never show up). Note that the
* treasures need not 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 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 clock2 hits zero, we
* 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, since the code can't handle it. Also, we can have
* no keys, since there is a grate (having moved the fixed object!)
* there separating him from all the treasures. Most of these
* problems arise from the use of negative prop numbers to suppress
* the object descriptions until he's actually moved the objects. */
* while inside the cave). When it hits zero, we start closing the
* cave, and then sit back and wait for 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 clock2 hits zero, we 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, since the code can't handle it. Also, we can have no keys,
* since there is a grate (having moved the fixed object!) there
* separating him from all the treasures. Most of these problems
* arise from the use of negative prop numbers to suppress the object
* descriptions until he's actually moved the objects. */
{
/* If a turn threshold has been met, apply penalties and tell
* the player about it. */