#define PROP_IS_INVALID(val) (val < -MAX_STATE || val > MAX_STATE)
#define OBJECT_IS_STASHED(obj) (game.objects[obj].prop < 0)
#define OBJECT_IS_NOTFOUND(obj) (!game.objects[obj].found)
-#define OBJECT_IS_FOUND(obj) \
+#define OBJECT_IS_FOUND(obj) \
(game.objects[obj].found && game.objects[obj].prop == 0)
-#define OBJECT_IS_STASHED_OR_UNSEEN(obj) \
+#define OBJECT_IS_STASHED_OR_UNSEEN(obj) \
(!game.objects[obj].found || game.objects[obj].prop < 0)
-#define OBJECT_SET_FOUND(obj) \
+#define OBJECT_SET_FOUND(obj) \
do { \
game.objects[obj].found = true; \
game.objects[obj].prop = STATE_FOUND; \
pspeak(OYSTER, look, true, 1);
}
for (size_t i = 1; i <= NOBJECTS; i++) {
- if (TOTING(i) && (OBJECT_IS_NOTFOUND(i) ||
- OBJECT_IS_STASHED(i))) {
+ if (TOTING(i) &&
+ (OBJECT_IS_NOTFOUND(i) ||
+ OBJECT_IS_STASHED(i))) {
game.objects[i].prop =
OBJECT_STASHED(i);
}
/* Check to see if the room is dark. */
game.wzdark = DARK(game.loc);
-
+
/* If the knife is not here it permanently disappears.
- * Possibly this should fire if the knife is here but
- * the room is dark? */
+ * 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;