Remove a remnant line number.
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4d4e8dce96
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1 changed files with 13 additions and 13 deletions
26
main.c
26
main.c
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@ -783,19 +783,19 @@ static bool closecheck(void)
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* chest, which may of course never show up). Note that the
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* treasures need not have been taken yet, just located. Hence
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* clock1 must be large enough to get out of the cave (it only ticks
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* while inside the cave). When it hits zero, we branch to 10000 to
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* start closing the cave, and then sit back and wait for him to try
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* to get out. If he doesn't within clock2 turns, we close the cave;
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* if he does try, we assume he panics, and give him a few additional
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* turns to get frantic before we close. When clock2 hits zero, we
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* transport him into the final puzzle. Note that the puzzle depends
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* upon all sorts of random things. For instance, there must be no
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* water or oil, since there are beanstalks which we don't want to be
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* able to water, since the code can't handle it. Also, we can have
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* no keys, since there is a grate (having moved the fixed object!)
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* there separating him from all the treasures. Most of these
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* problems arise from the use of negative prop numbers to suppress
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* the object descriptions until he's actually moved the objects. */
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* while inside the cave). When it hits zero, we start closing the
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* cave, and then sit back and wait for him to try to get out. If he
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* doesn't within clock2 turns, we close the cave; if he does try, we
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* assume he panics, and give him a few additional turns to get
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* frantic before we close. When clock2 hits zero, we transport him
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* into the final puzzle. Note that the puzzle depends upon all
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* sorts of random things. For instance, there must be no water or
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* oil, since there are beanstalks which we don't want to be able to
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* water, since the code can't handle it. Also, we can have no keys,
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* since there is a grate (having moved the fixed object!) there
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* separating him from all the treasures. Most of these problems
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* arise from the use of negative prop numbers to suppress the object
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* descriptions until he's actually moved the objects. */
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{
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/* If a turn threshold has been met, apply penalties and tell
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* the player about it. */
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