Clean up some comments.

This commit is contained in:
Eric S. Raymond 2024-09-22 22:06:02 -04:00
parent 9c3f4b0c90
commit 354e56a69b
3 changed files with 4 additions and 6 deletions

View file

@ -257,7 +257,7 @@ struct game_t {
bool32_t found; // has the location of this object been found?
#endif
loc_t fixed; // fixed location of object (if not IS_FREE)
int32_t prop; // object state */
int32_t prop; // object state
loc_t place; // location of object
} objects[NOBJECTS + 1];
struct {

2
init.c
View file

@ -77,7 +77,7 @@ int initialise(void) {
* STATE_FOUND the first time they are described. game.tally
* keeps track of how many are not yet found, so we know when to
* close the cave.
* (ESR) Non-trreasures are set to STATE_FOUND explicity so we
* (ESR) Non-treasures are set to STATE_FOUND explicitly so we
* don't rely on the value of uninitialized storage. This is to
* make translation to future languages easier. */
for (int object = 1; object <= NOBJECTS; object++) {

6
misc.c
View file

@ -622,11 +622,9 @@ void move(obj_t object, loc_t where) {
}
void put(obj_t object, loc_t where, int pval) {
/* put() is the same as move(), except it returns a value used to set
* up the negated game.prop values for the repository objects. */
/* put() is the same as move(), except the object is stashed and
* can no longer be picked up. */
move(object, where);
/* (ESR) Read this in combination with the macro defintions in advent.h.
*/
game.objects[object].prop = PROP_STASHIFY(pval);
#ifdef OBJECT_SET_SEEN
OBJECT_SET_SEEN(object);