Use fixed-lwength types to make the save format more portable
[open-adventure.git] / init.c
diff --git a/init.c b/init.c
index c384f7106f84e685de34eb36ea91c5221daae591..9104a5915ef9c0c43faa5759caba7e80ddf5c939 100644 (file)
--- a/init.c
+++ b/init.c
@@ -84,14 +84,15 @@ int initialise(void)
             drop(k, objects[k].plac);
     }
 
-    /*  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. */
+    /*  Treasure props are initially STATE_NOTFOUND, and are set to
+     *  STATE_FOUND 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. */
     for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
         if (objects[treasure].is_treasure) {
+            ++game.tally;
             if (objects[treasure].inventory != 0)
-                game.objects[treasure].prop = STATE_NOTFOUND;
-            game.tally = game.tally - game.objects[treasure].prop;
+                PROP_SET_NOT_FOUND(treasure);
         }
     }
     game.conds = setbit(COND_HBASE);