Comment polishing.
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2 changed files with 8 additions and 6 deletions
5
advent.h
5
advent.h
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@ -64,10 +64,11 @@
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*
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* PROP_STASHED is supposed to map a state property value to a
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* negative range, where the object cannot be picked up but the value
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* can be recovered later. Various objects get this peoperty when
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* can be recovered later. Various objects get this property when
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* the cave starts to close. On;y seems to be signifucant for the bird
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* and readable objects, notably the clam/oyster - but the code around
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* those test is difficult to read. */
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* those test is difficult to read.
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*/
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#define PROP_STASHIFY(n) (-1 - (n))
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#define PROP_IS_STASHED(obj) (game.objects[obj].prop < STATE_NOTFOUND)
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#define PROP_IS_NOTFOUND(obj) (game.objects[obj].prop == STATE_NOTFOUND)
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9
main.c
9
main.c
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@ -1098,10 +1098,11 @@ static bool do_command(void)
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while (command.state <= GIVEN) {
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if (game.closed) {
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/* If closing time, check for any objects being toted with
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* game.prop < 0 and stash them. This way objects won't be
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* described until they've been picked up and put down
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* separate from their respective piles. */
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/* If closing time, check for any stashed objects
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* being toted and unstash them. This way objects
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* won't be described until they've been picked up
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* and put down separate from their respective
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* piles. */
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if ((PROP_IS_NOTFOUND(OYSTER) || PROP_IS_STASHED(OYSTER)) && TOTING(OYSTER))
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pspeak(OYSTER, look, true, 1);
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for (size_t i = 1; i <= NOBJECTS; i++) {
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