| In dopewars, each accepted jet applies the 10% debt rate to the current integer balance, so the balance includes prior interest in later updates. | src/dopewars.c L108src/dopewars.h L294src/serverside.c L452–465 | Code |
| dopewars's credits say it derives from an MS-DOS game of the same name by an unknown author, which was based on John E. Dell's MS-DOS game Drug Wars. | AUTHORS L1–3doc/index.html L43–45 | Developer |
| Ben Webb's first GPL release of dopewars, version 1.4.0, came out on 27 April 1999. | NEWS L173–174 | Developer |
| dopewars's “antique” mode tries to keep to the original game as closely as possible. | README.md L52–54 | Developer |
| By default, dopewars plays multiplayer games, connecting to a dopewars server. | README.md L56–59 | Developer |
| Antique mode keeps the first six of the eight locations and drops the gun shop and the pub. | src/dopewars.c L2449–2451src/dopewars.c L2474–2478 | Code |
| dopewars has 12 drugs, each with a price range, from Ludes at 11–60 to Cocaine at 15,000–29,000. Acid, Hashish, Ludes, and Weed can turn cheap; Cocaine, Heroin, Opium, and Speed can turn expensive. | src/dopewars.c L714–734src/dopewars.h L255–260 | Verified |
| Each drug on sale gets a fresh price on every arrival, drawn uniformly from at least its MinPrice to below its MaxPrice; a price event then divides or multiplies one drug's price. | src/dopewars.c L809–815src/serverside.c L3245–3250src/serverside.c L2400–2417 | Verified |
| Each visit puts a random number of drugs on sale, from the location's MinDrug to one less than its MaxDrug; the rest have no price that day. | src/serverside.c L3239–3251 | Verified |
| The eight locations differ in police presence and in how many drugs are on sale, from Manhattan (police 90, 4–9 drugs) to the Ghetto (police 5, 8–11 drugs). | src/dopewars.c L738–748src/dopewars.h L248–252 | Verified |
| Each visit has no price event with probability 0.30, one with 0.42, two with 0.266, and three with 0.014. | src/serverside.c L3213–3219 | Verified |
| A price event picks a random drug that can turn; a cheap drug costs a quarter of a normal price, and an expensive one four times. | src/serverside.c L3221–3237src/dopewars.c L751–756 | Verified |
| A dopewars game starts on 1 December 1984 with $2,000 cash, a $5,500 debt, and a trenchcoat that holds 100. | src/dopewars.c L114src/dopewars.c L86–88src/dopewars.c L882 | Code |
| Each jet to another location takes one day, and asking to jet on the 31st turn ends the game, so a game has 31 days of trading. | src/dopewars.c L226src/serverside.c L452–463 | Code |
| Each jet multiplies the loan shark's debt by 1.10, in integer arithmetic, so $5,500 left unpaid grows to $95,917 over 30 jets. | src/dopewars.c L108src/serverside.c L464 | Verified |
| Each jet multiplies the bank balance by 1.05, so $2,000 deposited grows to $8,614 over 30 jets. | src/dopewars.c L108src/serverside.c L466 | Verified |
| The dopewars loan shark, in the Bronx, only takes repayments and offers no new loans. | src/serverside.c L500–507src/serverside.c L2350–2351src/dopewars.h L216 | Code |
| On arrival, dopewars rolls for an encounter, 24 in 100 below $1 million net worth, 39 in 115 above it, and 54 in 130 above $3 million. | src/serverside.c L2315–2321 | Code |
| An encounter is an offer, a random event, or a police attack, and a location's police presence raises the share of attacks. Half of all offers are a helper who carries drugs, or a bigger trenchcoat in antique mode; the rest offer a gun, unless the game is sanitized or has no guns, the player already carries two more guns than helpers, or the drawn gun won't fit the coat, and then nothing is offered. | src/serverside.c L2441–2459src/serverside.c L3163–3186 | Code |
| One random event in ten is a mugging that leaves 80 to 94 percent of the cash. | src/serverside.c L3052–3058 | Code |
| In antique mode, half of all offers are a bigger trenchcoat for $200 to $299, and each one adds 10 to the coat's space. | src/serverside.c L3164–3168src/serverside.c L64src/serverside.c L3545–3548 | Code |