Clean up some comments.
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3 changed files with 4 additions and 6 deletions
2
advent.h
2
advent.h
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@ -257,7 +257,7 @@ struct game_t {
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bool32_t found; // has the location of this object been found?
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bool32_t found; // has the location of this object been found?
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#endif
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#endif
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loc_t fixed; // fixed location of object (if not IS_FREE)
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loc_t fixed; // fixed location of object (if not IS_FREE)
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int32_t prop; // object state */
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int32_t prop; // object state
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loc_t place; // location of object
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loc_t place; // location of object
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} objects[NOBJECTS + 1];
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} objects[NOBJECTS + 1];
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struct {
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struct {
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2
init.c
2
init.c
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@ -77,7 +77,7 @@ int initialise(void) {
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* STATE_FOUND the first time they are described. game.tally
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* STATE_FOUND the first time they are described. game.tally
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* keeps track of how many are not yet found, so we know when to
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* keeps track of how many are not yet found, so we know when to
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* close the cave.
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* close the cave.
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* (ESR) Non-trreasures are set to STATE_FOUND explicity so we
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* (ESR) Non-treasures are set to STATE_FOUND explicitly so we
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* don't rely on the value of uninitialized storage. This is to
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* don't rely on the value of uninitialized storage. This is to
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* make translation to future languages easier. */
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* make translation to future languages easier. */
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for (int object = 1; object <= NOBJECTS; object++) {
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for (int object = 1; object <= NOBJECTS; object++) {
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6
misc.c
6
misc.c
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@ -622,11 +622,9 @@ void move(obj_t object, loc_t where) {
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}
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}
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void put(obj_t object, loc_t where, int pval) {
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void put(obj_t object, loc_t where, int pval) {
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/* put() is the same as move(), except it returns a value used to set
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/* put() is the same as move(), except the object is stashed and
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* up the negated game.prop values for the repository objects. */
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* can no longer be picked up. */
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move(object, where);
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move(object, where);
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/* (ESR) Read this in combination with the macro defintions in advent.h.
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*/
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game.objects[object].prop = PROP_STASHIFY(pval);
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game.objects[object].prop = PROP_STASHIFY(pval);
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#ifdef OBJECT_SET_SEEN
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#ifdef OBJECT_SET_SEEN
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OBJECT_SET_SEEN(object);
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OBJECT_SET_SEEN(object);
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