Replace magic MINTRS/MAXTRS with a treasure attribute in YAML.
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25077d0b4e
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7 changed files with 43 additions and 107 deletions
15
init.c
15
init.c
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@ -199,15 +199,16 @@ void initialise(void)
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DROP(k, PLAC[k]);
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}
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/* Treasures, as noted earlier, are objects MINTRS through MAXTRS
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* Their props are initially -1, and are set to 0 the first time
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/* Treasure props are initially -1, and are set to 0 the first time
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* they are described. game.tally keeps track of how many are
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* not yet found, so we know when to close the cave. */
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game.tally = 0;
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for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
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if (object_descriptions[treasure].inventory != 0)
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game.prop[treasure] = -1;
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game.tally = game.tally - game.prop[treasure];
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for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
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if (object_descriptions[treasure].is_treasure) {
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if (object_descriptions[treasure].inventory != 0)
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game.prop[treasure] = -1;
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game.tally = game.tally - game.prop[treasure];
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}
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}
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/* Clear the hint stuff. game.hintlc[i] is how long he's been at LOC
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@ -260,7 +261,7 @@ void initialise(void)
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VOLCANO = VOCWRD(WORD_VOLCANO, 1);
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WATER = VOCWRD(WORD_WATER, 1);
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/* Objects from MINTRS through MAXTRS are treasures. Here are a few. */
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/* Vocabulary for treasures */
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AMBER = VOCWRD(WORD_AMBER, 1);
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CHAIN = VOCWRD(WORD_CHAIN, 1);
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CHEST = VOCWRD(WORD_CHEST, 1);
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