obj = obj - NOBJECTS;
if (obj == STEPS && TOTING(NUGGET))
continue;
+ /* (ESR) Warning: it looks like you could get away with
+ * running this code only on objects with the treasure
+ * property set. Nope. There is mystery here.
+ */
if (PROP_IS_STASHED_OR_UNSEEN(obj)) {
if (game.closed)
continue;
while (command.state <= GIVEN) {
if (game.closed) {
- /* If closing time, check for any objects being toted with
- * game.prop < 0 and stash them. This way objects won't be
- * described until they've been picked up and put down
- * separate from their respective piles. */
+ /* If closing time, check for any stashed objects
+ * being toted and unstash them. This 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)) && TOTING(OYSTER))
pspeak(OYSTER, look, true, 1);
for (size_t i = 1; i <= NOBJECTS; i++) {