bool32_t found; // has the location of this object been found?
#endif
loc_t fixed; // fixed location of object (if not IS_FREE)
- int32_t prop; // object state */
+ int32_t prop; // object state
loc_t place; // location of object
} objects[NOBJECTS + 1];
struct {
* STATE_FOUND the first time they are described. game.tally
* keeps track of how many are not yet found, so we know when to
* close the cave.
- * (ESR) Non-trreasures are set to STATE_FOUND explicity so we
+ * (ESR) Non-treasures are set to STATE_FOUND explicitly so we
* don't rely on the value of uninitialized storage. This is to
* make translation to future languages easier. */
for (int object = 1; object <= NOBJECTS; object++) {
}
void put(obj_t object, loc_t where, int pval) {
- /* put() is the same as move(), except it returns a value used to set
- * up the negated game.prop values for the repository objects. */
+ /* put() is the same as move(), except the object is stashed and
+ * can no longer be picked up. */
move(object, where);
- /* (ESR) Read this in combination with the macro defintions in advent.h.
- */
game.objects[object].prop = PROP_STASHIFY(pval);
#ifdef OBJECT_SET_SEEN
OBJECT_SET_SEEN(object);