game.link[i + NOBJECTS] = game.link[i] = 0;
}
- for (int i = 1; i <= LOCSIZ; i++) {
+ for (int i = 1; i <= NLOCATIONS; i++) {
game.abbrev[i] = 0;
if (!(locations[i].description.big == 0 || KEY[i] == 0)) {
int k = KEY[i];
DROP(k, PLAC[k]);
}
- /* Treasures, as noted earlier, are objects MINTRS through MAXTRS
- * Their props are initially -1, and are set to 0 the first time
+ /* 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. */
game.tally = 0;
- for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
- if (object_descriptions[treasure].inventory != 0)
- game.prop[treasure] = -1;
- game.tally = game.tally - game.prop[treasure];
+ for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
+ if (object_descriptions[treasure].is_treasure) {
+ if (object_descriptions[treasure].inventory != 0)
+ game.prop[treasure] = -1;
+ game.tally = game.tally - game.prop[treasure];
+ }
}
/* Clear the hint stuff. game.hintlc[i] is how long he's been at LOC
VOLCANO = VOCWRD(WORD_VOLCANO, 1);
WATER = VOCWRD(WORD_WATER, 1);
- /* Objects from MINTRS through MAXTRS are treasures. Here are a few. */
+ /* Vocabulary for treasures */
AMBER = VOCWRD(WORD_AMBER, 1);
CHAIN = VOCWRD(WORD_CHAIN, 1);
CHEST = VOCWRD(WORD_CHEST, 1);