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