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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!).