/* First tally up the treasures. Must be in building and not broken.
* Give the poor guy 2 points just for finding each treasure. */
/* First tally up the treasures. Must be in building and not broken.
* Give the poor guy 2 points just for finding each treasure. */
* 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). */
* 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). */
SETPRM(3,game.turns,game.turns);
RSPEAK(262);
for (i=1; i<=CLSSES; i++) {
SETPRM(3,game.turns,game.turns);
RSPEAK(262);
for (i=1; i<=CLSSES; i++) {