X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=score.c;h=3940dd1773aa12c35e258e38d96182c9c21c7935;hb=fa1f8591629eccdaf53da24c29fdf02acb84255f;hp=e0a5be1e822eb8638b61c43b4c713492166cb0fc;hpb=18767d52dd053cf6c851ded2597697674ca255c1;p=open-adventure.git diff --git a/score.c b/score.c index e0a5be1..3940dd1 100644 --- a/score.c +++ b/score.c @@ -18,7 +18,7 @@ void score(long MODE) { * Each treasure > chest 16 224 * Surviving (MAX-NUM)*10 30 * Not quitting 4 4 - * Reaching "CLOSNG" 25 25 + * Reaching "game.closng" 25 25 * "Closed": Quit/Killed 10 * Klutzed 25 * Wrong way 30 @@ -29,10 +29,10 @@ void score(long MODE) { * Points can also be deducted for using hints or too many turns, or for * saving intermediate positions. */ -L20000: SCORE=0; + SCORE=0; MXSCOR=0; -/* First tally up the treasures. must be in building and not broken. +/* First tally up the treasures. Must be in building and not broken. * Give the poor guy 2 points just for finding each treasure. */ /* 20010 */ for (I=50; I<=MAXTRS; I++) { @@ -46,26 +46,26 @@ L20000: SCORE=0; L20010: /*etc*/ ; } /* end loop */ -/* Now look at how he finished and how far he got. MAXDIE and NUMDIE tell us - * how well he survived. DFLAG will - * tell us if he ever got suitably deep into the cave. CLOSNG still indicates +/* 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 "CLOSED"), then bonus is zero for mundane exits or 133, 134, + * (indicated by "game.closed"), then game.bonus is zero for mundane exits or 133, 134, * 135 if he blew it (so to speak). */ - SCORE=SCORE+(MAXDIE-NUMDIE)*10; + SCORE=SCORE+(MAXDIE-game.numdie)*10; MXSCOR=MXSCOR+MAXDIE*10; if(MODE == 0)SCORE=SCORE+4; MXSCOR=MXSCOR+4; - if(DFLAG != 0)SCORE=SCORE+25; + if(game.dflag != 0)SCORE=SCORE+25; MXSCOR=MXSCOR+25; - if(CLOSNG)SCORE=SCORE+25; + if(game.closng)SCORE=SCORE+25; MXSCOR=MXSCOR+25; - if(!CLOSED) goto L20020; - if(BONUS == 0)SCORE=SCORE+10; - if(BONUS == 135)SCORE=SCORE+25; - if(BONUS == 134)SCORE=SCORE+30; - if(BONUS == 133)SCORE=SCORE+45; + if(!game.closed) goto L20020; + if(game.bonus == 0)SCORE=SCORE+10; + if(game.bonus == 135)SCORE=SCORE+25; + if(game.bonus == 134)SCORE=SCORE+30; + if(game.bonus == 133)SCORE=SCORE+45; L20020: MXSCOR=MXSCOR+45; /* Did he come to Witt's End as he should? */ @@ -80,12 +80,12 @@ L20020: MXSCOR=MXSCOR+45; /* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */ - /* 20030 */ for (I=1; I<=HNTMAX; I++) { -L20030: if(HINTED[I])SCORE=SCORE-HINTS[I][2]; + for (I=1; I<=HNTMAX; I++) { + if(HINTED[I])SCORE=SCORE-HINTS[I][2]; } /* end loop */ - if(NOVICE)SCORE=SCORE-5; + if(game.novice)SCORE=SCORE-5; if(CLSHNT)SCORE=SCORE-10; - SCORE=SCORE-TRNLUZ-SAVED; + SCORE=SCORE-TRNLUZ-game.saved; /* Return to score command if that's where we came from. */ @@ -94,13 +94,13 @@ L20030: if(HINTED[I])SCORE=SCORE-HINTS[I][2]; /* that should be good enough. Let's tell him all about it. */ if(SCORE+TRNLUZ+1 >= MXSCOR && TRNLUZ != 0)RSPEAK(242); - if(SCORE+SAVED+1 >= MXSCOR && SAVED != 0)RSPEAK(143); + if(SCORE+game.saved+1 >= MXSCOR && game.saved != 0)RSPEAK(143); SETPRM(1,SCORE,MXSCOR); SETPRM(3,TURNS,TURNS); RSPEAK(262); - /* 20200 */ for (I=1; I<=CLSSES; I++) { + for (I=1; I<=CLSSES; I++) { if(CVAL[I] >= SCORE) goto L20210; -L20200: /*etc*/ ; + /*etc*/ ; } /* end loop */ SPK=265; goto L25000;