*
* PROP_STASHED is supposed to map a state property value to a
* negative range, where the object cannot be picked up but the value
- * can be recovered later. Various objects get this peoperty when
+ * can be recovered later. Various objects get this property when
* the cave starts to close. On;y seems to be signifucant for the bird
* and readable objects, notably the clam/oyster - but the code around
- * those test is difficult to read. */
+ * those test is difficult to read.
+ */
#define PROP_STASHIFY(n) (-1 - (n))
#define PROP_IS_STASHED(obj) (game.objects[obj].prop < STATE_NOTFOUND)
#define PROP_IS_NOTFOUND(obj) (game.objects[obj].prop == STATE_NOTFOUND)
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++) {