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3.3.  Fuses

     Fuses are routines	which wait a certain amount of time,
execute,  then	become inactive.  The list of fuses is exam-
ined each time	the  turn  counter  is	incremented  to	 see
whether	any have "burned down".	 If so,	the fuse is executed
and deleted from the list.

     Fuses are typically used for things like waiting  three
turns  and  then collapsing the	room that the player was in,
or (the	bane of	all adventurers) running down the  batteries
in  a lamp.  Fuses are activated by using the $sfus routine.
Up to ten fuses	may be active at one time.  The	 $dfus	rou-
tine may be called if the programmer wishes to delete a	fuse
before it executes (the	player found more batteries!).