* scoring and wrap-up
*/
-static long mxscor; /* ugh..the price for having score() not exit. */
+static int mxscor; /* ugh..the price for having score() not exit. */
long score(enum termination mode)
/* mode is 'scoregame' if scoring, 'quitgame' if quitting, 'endgame' if died
* or won */
{
- long score = 0;
+ int score = 0;
/* The present scoring algorithm is as follows:
* Objective: Points: Present total possible:
if (!objects[i].is_treasure)
continue;
if (objects[i].inventory != 0) {
- long k = 12;
+ int k = 12;
if (i == CHEST)
k = 14;
if (i > CHEST)
mxscor += 2;
/* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */
- for (long i = 0; i < NHINTS; i++) {
+ for (int 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)NCLASSES; i++) {
+ for (int i = 1; i <= (long)NCLASSES; i++) {
if (classes[i].threshold >= points) {
speak(classes[i].message);
i = classes[i].threshold + 1 - points;