for (int i = 1; i <= NLOCATIONS; i++) {
if (!(locations[i].description.big == 0 || tkey[i] == 0)) {
int k = tkey[i];
- if (travel[k].motion == HERE)
+ if (travel[k].motion == HERE) {
conditions[i] |= (1 << COND_FORCED);
+ }
}
}
for (int i = 1; i <= NOBJECTS; i++) {
int k = NOBJECTS + 1 - i;
game.objects[k].fixed = objects[k].fixd;
- if (objects[k].plac != 0 && objects[k].fixd <= 0)
+ if (objects[k].plac != 0 && objects[k].fixd <= 0) {
drop(k, objects[k].plac);
+ }
}
/* Treasure props are initially STATE_NOTFOUND, and are set to
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
if (objects[treasure].is_treasure) {
++game.tally;
- if (objects[treasure].inventory != 0)
+ if (objects[treasure].inventory != 0) {
PROP_SET_NOT_FOUND(treasure);
+ }
}
}
game.conds = setbit(COND_HBASE);