void score(long mode)
/* mode is <0 if scoring, >0 if quitting, =0 if died or won */
{
- long i, k, score = 0, mxscor = 0;
+ long score = 0, mxscor = 0;
/* The present scoring algorithm is as follows:
* Objective: Points: Present total possible:
/* First tally up the treasures. Must be in building and not broken.
* Give the poor guy 2 points just for finding each treasure. */
- for (i=MINTRS; i<=MAXTRS; i++) {
+ for (long i=MINTRS; i<=MAXTRS; i++) {
if(object_descriptions[i].inventory != 0) {
- k=12;
+ long k=12;
if(i == CHEST)k=14;
if(i > CHEST)k=16;
if(game.prop[i] >= 0)
mxscor += 2;
/* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */
- for (i=1; i<=HNTMAX; i++) {
+ for (long i=1; i<=HNTMAX; i++) {
if(game.hinted[i])
score=score-HINTS[i][2];
}
if(mode < 0) {
SETPRM(1,score,mxscor);
SETPRM(3,game.turns,game.turns);
- RSPEAK(ARB_259);
+ RSPEAK(GARNERED_POINTS);
return;
}
/* that should be good enough. Let's tell him all about it. */
if(score+game.trnluz+1 >= mxscor && game.trnluz != 0)
- RSPEAK(ARB_242);
+ RSPEAK(TOOK_LONG);
if(score+game.saved+1 >= mxscor && game.saved != 0)
- RSPEAK(ARB_143);
+ RSPEAK(WITHOUT_SUSPENDS);
SETPRM(1,score,mxscor);
SETPRM(3,game.turns,game.turns);
- RSPEAK(ARB_262);
- for (i=1; i<=CLSSES; i++) {
+ RSPEAK(TOTAL_SCORE);
+ for (long i=1; i<=CLSSES; i++) {
if(CVAL[i] >= score) {
newspeak(class_messages[i]);
i=CVAL[i]+1-score;
SETPRM(1,i,i);
- RSPEAK(ARB_263);
+ RSPEAK(NEXT_HIGHER);
exit(0);
}
}
- RSPEAK(ARB_265);
- RSPEAK(ARB_264);
+ RSPEAK(OFF_SCALE);
+ RSPEAK(NO_HIGHER);
exit(0);
}