}
for (int i = 0; i <= NOBJECTS; i++) {
- if (valgame.place[i] < -1 || valgame.place[i] > NLOCATIONS ||
- valgame.fixed[i] < -1 || valgame.fixed[i] > NLOCATIONS) {
+ if (valgame.objects[i].place < -1 || valgame.objects[i].place > NLOCATIONS ||
+ valgame.objects[i].fixed < -1 || valgame.objects[i].fixed > NLOCATIONS) {
return false; // LCOV_EXCL_LINE
}
}
int temp_tally = 0;
for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
if (objects[treasure].is_treasure) {
- if (valgame.prop[treasure] == STATE_NOTFOUND) {
+ if (valgame.objects[treasure].prop == STATE_NOTFOUND) {
++temp_tally;
}
}
/* Check that properties of objects aren't beyond expected */
for (obj_t obj = 0; obj <= NOBJECTS; obj++) {
/* Magic number -2 allows a STASHED version of state 1 */
- if (valgame.prop[obj] < -2 || valgame.prop[obj] > 1) {
+ if (valgame.objects[obj].prop < -2 || valgame.objects[obj].prop > 1) {
switch (obj) {
case RUG:
case DRAGON:
case EGGS:
case VASE:
case CHAIN:
- if (valgame.prop[obj] == 2) // There are multiple different states, but it's convenient to clump them together
+ if (valgame.objects[obj].prop == 2) // There are multiple different states, but it's convenient to clump them together
continue; // LCOV_EXCL_LINE
/* FALLTHRU */
case BEAR:
- if (valgame.prop[BEAR] == CONTENTED_BEAR || valgame.prop[BEAR] == BEAR_DEAD)
+ if (valgame.objects[BEAR].prop == CONTENTED_BEAR || valgame.objects[BEAR].prop == BEAR_DEAD)
continue;
/* FALLTHRU */
default: