Remove obsolete comment part.
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index 7f5d8a1f8b9b979d01a20097d3c0e720d7ea954c..2dfa8802cb2d6301b176f451e89da8d714076d61 100644 (file)
--- a/main.c
+++ b/main.c
@@ -152,8 +152,8 @@ static void checkhints(void) {
                                        game.hints[hint].lc = 0;
                                        return;
                                case 4: /* dark */
-                                       if (!PROP_IS_NOTFOUND(EMERALD) &&
-                                           PROP_IS_NOTFOUND(PYRAMID)) {
+                                       if (!OBJECT_IS_NOTFOUND(EMERALD) &&
+                                           OBJECT_IS_NOTFOUND(PYRAMID)) {
                                                break;
                                        }
                                        game.hints[hint].lc = 0;
@@ -188,7 +188,7 @@ static void checkhints(void) {
                                        return;
                                case 9: /* jade */
                                        if (game.tally == 1 &&
-                                           PROP_IS_STASHED_OR_UNSEEN(JADE)) {
+                                           OBJECT_IS_STASHED_OR_UNSEEN(JADE)) {
                                                break;
                                        }
                                        game.hints[hint].lc = 0;
@@ -231,8 +231,8 @@ static bool spotted_by_pirate(int i) {
         *  tally=1 for an unseen chest, let the pirate be spotted.  Note
         *  that game.objexts,place[CHEST] = LOC_NOWHERE might mean that he's
         * thrown it to the troll, but in that case he's seen the chest
-        *  PROP_IS_FOUND(CHEST) == true. */
-       if (game.loc == game.chloc || !PROP_IS_NOTFOUND(CHEST)) {
+        *  OBJECT_IS_FOUND(CHEST) == true. */
+       if (game.loc == game.chloc || !OBJECT_IS_NOTFOUND(CHEST)) {
                return true;
        }
        int snarfed = 0;
@@ -1061,11 +1061,11 @@ static void listobjects(void) {
                         * running this code only on objects with the treasure
                         * property set. Nope.  There is mystery here.
                         */
-                       if (PROP_IS_STASHED_OR_UNSEEN(obj)) {
+                       if (OBJECT_IS_STASHED_OR_UNSEEN(obj)) {
                                if (game.closed) {
                                        continue;
                                }
-                               PROP_SET_FOUND(obj);
+                               OBJECT_SET_FOUND(obj);
                                if (obj == RUG) {
                                        game.objects[RUG].prop = RUG_DRAGON;
                                }
@@ -1266,25 +1266,27 @@ static bool do_command(void) {
                                 * way objects won't be described until they've
                                 * been picked up and put down separate from
                                 * their respective piles. */
-                               if ((PROP_IS_NOTFOUND(OYSTER) ||
-                                    PROP_IS_STASHED(OYSTER)) &&
+                               if ((OBJECT_IS_NOTFOUND(OYSTER) ||
+                                    OBJECT_IS_STASHED(OYSTER)) &&
                                    TOTING(OYSTER)) {
                                        pspeak(OYSTER, look, true, 1);
                                }
                                for (size_t i = 1; i <= NOBJECTS; i++) {
-                                       if (TOTING(i) && (PROP_IS_NOTFOUND(i) ||
-                                                         PROP_IS_STASHED(i))) {
+                                       if (TOTING(i) && (OBJECT_IS_NOTFOUND(i) ||
+                                                         OBJECT_IS_STASHED(i))) {
                                                game.objects[i].prop =
-                                                   PROP_STASHED(i);
+                                                   OBJECT_STASHED(i);
                                        }
                                }
                        }
 
-                       /* Check to see if the room is dark. If the knife is
-                        * here, and it's dark, the knife permanently disappears
-                        */
+                       /* Check to see if the room is dark. */
                        game.wzdark = DARK(game.loc);
-                       if (game.knfloc != LOC_NOWHERE &&
+                    
+                       /* If the knife is not here it permanently disappears.
+                       * Possibly this should fire if the knife is here but
+                       * the room is dark? */
+                       if (game.knfloc > LOC_NOWHERE &&
                            game.knfloc != game.loc) {
                                game.knfloc = LOC_NOWHERE;
                        }