set_seed(seedval);
for (int i = 1; i <= NOBJECTS; i++) {
- game.place[i] = LOC_NOWHERE;
+ game.objects[i].place = LOC_NOWHERE;
}
for (int i = 1; i <= NLOCATIONS; i++) {
}
}
- /* Set up the game.atloc and game.link arrays.
+ /* Set up the game.locs atloc and game.link arrays.
* We'll use the DROP subroutine, which prefaces new objects on the
* lists. Since we want things in the other order, we'll run the
* loop backwards. If the object is in two locs, we drop it twice.
for (int i = 1; i <= NOBJECTS; i++) {
int k = NOBJECTS + 1 - i;
- game.fixed[k] = objects[k].fixd;
+ game.objects[k].fixed = objects[k].fixd;
if (objects[k].plac != 0 && objects[k].fixd <= 0)
drop(k, objects[k].plac);
}
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
if (objects[treasure].is_treasure) {
if (objects[treasure].inventory != 0)
- game.prop[treasure] = STATE_NOTFOUND;
- game.tally = game.tally - game.prop[treasure];
+ PROP_SET_NOT_FOUND(treasure);
+ game.tally = game.tally - game.objects[treasure].prop;
}
}
game.conds = setbit(COND_HBASE);