#define PROP_IS_STASHED_OR_UNSEEN(obj) (game.objects[obj].prop < 0)
#define PROP_SET_FOUND(obj) (game.objects[obj].prop = STATE_FOUND)
#define PROP_SET_NOT_FOUND(obj) (game.objects[obj].prop = STATE_NOTFOUND)
+#define PROP_IS_NOTFOUND2(g, o) (g.objects[o].prop == STATE_NOTFOUND)
#define PROMPT "> "
* objects come from known locations and/or states (e.g. the
* snake is known to have been destroyed and needn't be
* carried away from its old "place"), making the various
- * objects be handled differently. We also drop all other
- * objects he might be carrying (lest he have some which
+ * objects be handled differently. We also drop all other
+ * objects he might be acrrying (lest he have some which
* could cause trouble, such as the keys). We describe the
* flash of light and trundle back. */
put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
put(OYSTER, LOC_NE, STATE_FOUND);
put(LAMP, LOC_NE, LAMP_DARK);
put(ROD, LOC_NE, STATE_FOUND);
- put(DWARF, LOC_NE, 0);
+ put(DWARF, LOC_NE, STATE_FOUND);
game.loc = LOC_NE;
game.oldloc = LOC_NE;
game.newloc = LOC_NE;
int temp_tally = 0;
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
if (objects[treasure].is_treasure) {
- if (valgame.objects[treasure].prop == STATE_NOTFOUND) {
+ if (PROP_IS_NOTFOUND2(valgame, treasure)) {
++temp_tally;
}
}