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++) {
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);
}
- /* Treasure props are initially -1, and are set to 0 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. */
+ /* 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. */
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
if (objects[treasure].is_treasure) {
+ ++game.tally;
if (objects[treasure].inventory != 0)
- game.prop[treasure] = STATE_NOTFOUND;
- game.tally = game.tally - game.prop[treasure];
+ PROP_SET_NOT_FOUND(treasure);
}
}
game.conds = setbit(COND_HBASE);