}
}
- /* Now look at how he finished and how far he got. MAXDIE and
+ /* Now look at how he finished and how far he got. maximum_deaths 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;
+ score += (maximum_deaths - game.numdie) * 10;
+ mxscor += maximum_deaths * 10;
if (mode == endgame)
score += 4;
mxscor += 4;
mxscor += 45;
/* Did he come to Witt's End as he should? */
- if (game.place[MAGZIN] == LOC_WITTSEND)
+ if (game.place[MAGAZINE] == LOC_WITTSEND)
score += 1;
mxscor += 1;
/* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */
for (long i = 1; i <= HNTMAX; i++) {
if (game.hinted[i])
- score = score - HINTS[i][2];
+ score = score - hints[i-1].penalty;
}
if (game.novice)
score -= 5;
SETPRM(3, game.turns, game.turns);
RSPEAK(TOTAL_SCORE);
for (long i = 1; i <= (long)CLSSES; i++) {
- if (CVAL[i] >= points) {
- speak(class_messages[i]);
- i = CVAL[i] + 1 - points;
+ if (classes[i].threshold >= points) {
+ speak(classes[i].message);
+ i = classes[i].threshold + 1 - points;
SETPRM(1, i, i);
RSPEAK(NEXT_HIGHER);
exit(0);