* can be recovered later. Various objects get this property when
* the cave starts to close. Only seems to be significant for the bird
* and readable objects, notably the clam/oyster - but the code around
- * those test is difficult to read.
+ * those tests is difficult to read.
*/
#define PROP_STASHIFY(n) (-1 - (n))
#define PROP_IS_STASHED(obj) (game.objects[obj].prop < STATE_NOTFOUND)
#else
/* (ESR) Only the boldest of adventurers will explore here. This
* alternate set of definitions for the macros above was an attempt to
- * break from out of the state encoding a per-object "found" member
+ * break out of the state encoding a per-object "found" member
* telling whether or not the player has seen the object.
*
* What's broken when you try to use thus is
/* dflag controls the level of activation of dwarves:
* 0 No dwarf stuff yet (wait until reaches Hall Of Mists)
* 1 Reached Hall Of Mists, but hasn't met first dwarf
- * 2 Met first dwarf, others start moving, no knives thrown
- *yet 3 A knife has been thrown (first set always misses) 3+
- *Dwarves are mad (increases their accuracy) */
+ * 2 Met 1t dwarf, others start moving, no knives thrown yet
+ * 3 A knife has been thrown (first set always misses) 3+
+ * Dwarves are mad (increases their accuracy) */
int32_t dflag;
int32_t dkill; // dwarves killed