- /* Start-up, dwarf stuff */
- make_zzword(game.zzword);
+ /* Treasure props are initially STATE_NOTFOUND, and are set to
+ * 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
+ * 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++) {
+ if (objects[object].is_treasure) {
+ ++game.tally;
+ if (objects[object].inventory != NULL) {
+ OBJECT_SET_NOT_FOUND(object);
+ }
+ } else {
+ OBJECT_SET_FOUND(object);
+ }
+ }
+ game.conds = setbit(COND_HBASE);