X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=score.c;h=6e0fc5380a1f11920d4d27cac3463c67670836b7;hp=e0a5be1e822eb8638b61c43b4c713492166cb0fc;hb=7e5448e9740f211771262dbd4870aedf88c8f3a4;hpb=18767d52dd053cf6c851ded2597697674ca255c1 diff --git a/score.c b/score.c index e0a5be1..6e0fc53 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(CLSHNT)SCORE=SCORE-10; - SCORE=SCORE-TRNLUZ-SAVED; + if(game.novice)SCORE=SCORE-5; + if(game.clshint)SCORE=SCORE-10; + SCORE=SCORE-game.trnluz-game.saved; /* Return to score command if that's where we came from. */ @@ -93,25 +93,25 @@ 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.trnluz+1 >= MXSCOR && game.trnluz != 0)RSPEAK(242); + if(SCORE+game.saved+1 >= MXSCOR && game.saved != 0)RSPEAK(143); SETPRM(1,SCORE,MXSCOR); - SETPRM(3,TURNS,TURNS); + SETPRM(3,game.turns,game.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; + game.spk=265; goto L25000; L20210: SPEAK(CTEXT[I]); - SPK=264; + game.spk=264; if(I >= CLSSES) goto L25000; I=CVAL[I]+1-SCORE; SETPRM(1,I,I); - SPK=263; -L25000: RSPEAK(SPK); + game.spk=263; +L25000: RSPEAK(game.spk); exit(0); }