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.objects[treasure].prop = STATE_NOTFOUND;
- game.tally = game.tally - game.objects[treasure].prop;
+ PROP_SET_NOT_FOUND(treasure);
}
}
game.conds = setbit(COND_HBASE);