/* 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. */
- /* 20010 */ for (I=50; I<=MAXTRS; I++) {
- if(PTEXT[I] == 0) goto L20010;
- K=12;
- if(I == CHEST)K=14;
- if(I > CHEST)K=16;
- if(game.prop[I] >= 0)SCORE=SCORE+2;
- if(game.place[I] == 3 && game.prop[I] == 0)SCORE=SCORE+K-2;
- MXSCOR=MXSCOR+K;
-L20010: /*etc*/ ;
+ for (I=50; I<=MAXTRS; I++) {
+ if(PTEXT[I] != 0) {
+ K=12;
+ if(I == CHEST)K=14;
+ if(I > CHEST)K=16;
+ if(game.prop[I] >= 0)
+ SCORE=SCORE+2;
+ if(game.place[I] == 3 && game.prop[I] == 0)
+ SCORE=SCORE+K-2;
+ mxscor=mxscor+K;
+ }
-/* 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 "game.closed"), then bonus is zero for mundane exits or 133, 134,
- * 135 if he blew it (so to speak). */
+/* 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 "game.closed"), then bonus is zero for
+ * mundane exits or 133, 134, 135 if he blew it (so to speak). */
- MXSCOR=MXSCOR+25;
- 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;
+ mxscor=mxscor+25;
+ if(game.closed) {
+ 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;
+ }
+ mxscor=mxscor+45;
/* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */
for (I=1; I<=HNTMAX; I++) {
/* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */
for (I=1; I<=HNTMAX; I++) {
- 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);
+ 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,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++) {