}
}
- /* Now look at how he finished and how far he got. maximum_deaths and
+ /* Now look at how he finished and how far he got. NDEATHS and
* game.numdie tell us how well he survived. game.dflag will tell us
* if he ever got suitably deep into the cave. game.closng still
* indicates whether he reached the endgame. And if he got as far as
* "cave closed" (indicated by "game.closed"), then bonus is zero for
* mundane exits or 133, 134, 135 if he blew it (so to speak). */
- score += (maximum_deaths - game.numdie) * 10;
- mxscor += maximum_deaths * 10;
+ score += (NDEATHS - game.numdie) * 10;
+ mxscor += NDEATHS * 10;
if (mode == endgame)
score += 4;
mxscor += 4;
mxscor += 2;
/* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */
- for (long i = 0; i < HINT_COUNT; i++) {
+ for (long i = 0; i < NHINTS; i++) {
if (game.hinted[i])
score = score - hints[i].penalty;
}
if (points + game.saved + 1 >= mxscor && game.saved != 0)
rspeak(WITHOUT_SUSPENDS);
rspeak(TOTAL_SCORE, points, mxscor, game.turns, game.turns);
- for (long i = 1; i <= (long)CLSSES; i++) {
+ for (long i = 1; i <= (long)NCLASSES; i++) {
if (classes[i].threshold >= points) {
speak(classes[i].message);
i = classes[i].threshold + 1 - points;