From 869c53d1b1ae2d1da6cbb37070e76054e65cd559 Mon Sep 17 00:00:00 2001 From: "Eric S. Raymond" Date: Sat, 15 Apr 2023 10:00:23 -0400 Subject: [PATCH] Comment polishing. --- advent.h | 5 +++-- main.c | 9 +++++---- 2 files changed, 8 insertions(+), 6 deletions(-) diff --git a/advent.h b/advent.h index 4188b17..946fcae 100644 --- a/advent.h +++ b/advent.h @@ -64,10 +64,11 @@ * * 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) diff --git a/main.c b/main.c index c688018..cbaf92c 100644 --- a/main.c +++ b/main.c @@ -1098,10 +1098,11 @@ static bool do_command(void) 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++) { -- 2.31.1