/* Check for RNG overflow. Truncate */
if (valgame.lcg_x >= LCG_M) {
- valgame.lcg_x %= LCG_M; // LCOV_EXCL_LINE
- }
-
- /* Check for RNG underflow. Transpose */
- if (valgame.lcg_x < LCG_M) {
- valgame.lcg_x = LCG_M + (valgame.lcg_x % LCG_M);
+ return false;
}
/* Bounds check for locations */
int temp_tally = 0;
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
if (objects[treasure].is_treasure) {
- if (PROP_IS_NOTFOUND2(valgame, treasure)) {
+ if (OBJECT_IS_NOTFOUND2(valgame, treasure)) {
++temp_tally;
}
}