Add a comment to the code that fixes the inventory-count bug.
authorEric S. Raymond <esr@thyrsus.com>
Tue, 7 Mar 2023 12:56:04 +0000 (07:56 -0500)
committerEric S. Raymond <esr@thyrsus.com>
Tue, 7 Mar 2023 13:12:36 +0000 (08:12 -0500)
misc.c

diff --git a/misc.c b/misc.c
index b2ad68802672a33c6311ddf3d7a68431757a456a..d04760266c45903d7897ac100e5091df67069d18 100644 (file)
--- a/misc.c
+++ b/misc.c
@@ -617,6 +617,13 @@ void carry(obj_t object, loc_t where)
             return;
         game.place[object] = CARRIED;
 
+       /*
+        * Without this conditional your inventory is overcounted
+        * when you pick up the bird while it's caged. This fixes
+        * a cosmetic bug in the original.
+        *
+        * Possibly this check should be skipped whwn oldstyle is on.
+        */
         if (object != BIRD)
             ++game.holdng;
     }
@@ -641,7 +648,7 @@ void drop(obj_t object, loc_t where)
         if (game.place[object] == CARRIED)
             if (object != BIRD)
                 /* The bird has to be weightless.  This ugly hack (and the
-                 * corresponding code in the drop function) brought to you
+                 * corresponding code in the carry function) brought to you
                  * by the fact that when the bird is caged, we need to be able
                  * to either 'take bird' or 'take cage' and have the right thing
                  * happen.