Comment polishing.

This commit is contained in:
Eric S. Raymond 2023-04-15 10:00:23 -04:00
parent ef78c36ddb
commit 869c53d1b1
2 changed files with 8 additions and 6 deletions

View file

@ -64,10 +64,11 @@
* *
* PROP_STASHED is supposed to map a state property value to a * PROP_STASHED is supposed to map a state property value to a
* negative range, where the object cannot be picked up but the value * negative range, where the object cannot be picked up but the value
* can be recovered later. Various objects get this peoperty when * can be recovered later. Various objects get this property when
* the cave starts to close. On;y seems to be signifucant for the bird * the cave starts to close. On;y seems to be signifucant for the bird
* and readable objects, notably the clam/oyster - but the code around * and readable objects, notably the clam/oyster - but the code around
* those test is difficult to read. */ * those test is difficult to read.
*/
#define PROP_STASHIFY(n) (-1 - (n)) #define PROP_STASHIFY(n) (-1 - (n))
#define PROP_IS_STASHED(obj) (game.objects[obj].prop < STATE_NOTFOUND) #define PROP_IS_STASHED(obj) (game.objects[obj].prop < STATE_NOTFOUND)
#define PROP_IS_NOTFOUND(obj) (game.objects[obj].prop == STATE_NOTFOUND) #define PROP_IS_NOTFOUND(obj) (game.objects[obj].prop == STATE_NOTFOUND)

9
main.c
View file

@ -1098,10 +1098,11 @@ static bool do_command(void)
while (command.state <= GIVEN) { while (command.state <= GIVEN) {
if (game.closed) { if (game.closed) {
/* If closing time, check for any objects being toted with /* If closing time, check for any stashed objects
* game.prop < 0 and stash them. This way objects won't be * being toted and unstash them. This way objects
* described until they've been picked up and put down * won't be described until they've been picked up
* separate from their respective piles. */ * and put down separate from their respective
* piles. */
if ((PROP_IS_NOTFOUND(OYSTER) || PROP_IS_STASHED(OYSTER)) && TOTING(OYSTER)) if ((PROP_IS_NOTFOUND(OYSTER) || PROP_IS_STASHED(OYSTER)) && TOTING(OYSTER))
pspeak(OYSTER, look, true, 1); pspeak(OYSTER, look, true, 1);
for (size_t i = 1; i <= NOBJECTS; i++) { for (size_t i = 1; i <= NOBJECTS; i++) {