- /* Now look at how he finished and how far he got. MAXDIE 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 += (MAXDIE - game.numdie) * 10;
- mxscor += MAXDIE * 10;
- if (mode == endgame)
- score += 4;
- mxscor += 4;
- if (game.dflag != 0)score += 25;
- mxscor += 25;
- if (game.closng)score += 25;
- mxscor += 25;
- if (game.closed) {
- if (game.bonus == 0)
- score += 10;
- if (game.bonus == SPLATTER_MESSAGE)
- score += 25;
- if (game.bonus == DEFEAT_MESSAGE)
- score += 30;
- if (game.bonus == VICTORY_MESSAGE)
- score += 45;
- }
- mxscor += 45;
+ /* 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 += (NDEATHS - game.numdie) * 10;
+ mxscor += NDEATHS * 10;
+ if (mode == endgame) {
+ score += 4;
+ }
+ mxscor += 4;
+ if (game.dflag != 0) {
+ score += 25;
+ }
+ mxscor += 25;
+ if (game.closng) {
+ score += 25;
+ }
+ mxscor += 25;
+ if (game.closed) {
+ if (game.bonus == none) {
+ score += 10;
+ }
+ if (game.bonus == splatter) {
+ score += 25;
+ }
+ if (game.bonus == defeat) {
+ score += 30;
+ }
+ if (game.bonus == victory) {
+ score += 45;
+ }
+ }
+ mxscor += 45;