Begin gathering saveable game state into a structure. Not yet complete.
No logic changes. A bunch of globals turn into fields (with the same names except for lowercasing) in struct game_t. Eventually this will allow drastic simplification of the save/load logic.
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dc9d9e467b
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11 changed files with 260 additions and 231 deletions
26
score.c
26
score.c
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@ -18,7 +18,7 @@ void score(long MODE) {
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* Each treasure > chest 16 224
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* Surviving (MAX-NUM)*10 30
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* Not quitting 4 4
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* Reaching "CLOSNG" 25 25
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* Reaching "game.closng" 25 25
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* "Closed": Quit/Killed 10
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* Klutzed 25
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* Wrong way 30
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@ -46,26 +46,26 @@ void score(long MODE) {
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L20010: /*etc*/ ;
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} /* end loop */
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/* Now look at how he finished and how far he got. MAXDIE and NUMDIE tell us
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* how well he survived. DFLAG will
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* tell us if he ever got suitably deep into the cave. CLOSNG still indicates
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/* Now look at how he finished and how far he got. MAXDIE and game.numdie tell us
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* how well he survived. game.dflag will
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* tell us if he ever got suitably deep into the cave. game.closng still indicates
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* whether he reached the endgame. And if he got as far as "cave closed"
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* (indicated by "CLOSED"), then bonus is zero for mundane exits or 133, 134,
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* (indicated by "game.closed"), then game.bonus is zero for mundane exits or 133, 134,
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* 135 if he blew it (so to speak). */
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SCORE=SCORE+(MAXDIE-NUMDIE)*10;
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SCORE=SCORE+(MAXDIE-game.numdie)*10;
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MXSCOR=MXSCOR+MAXDIE*10;
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if(MODE == 0)SCORE=SCORE+4;
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MXSCOR=MXSCOR+4;
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if(DFLAG != 0)SCORE=SCORE+25;
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if(game.dflag != 0)SCORE=SCORE+25;
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MXSCOR=MXSCOR+25;
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if(CLOSNG)SCORE=SCORE+25;
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if(game.closng)SCORE=SCORE+25;
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MXSCOR=MXSCOR+25;
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if(!CLOSED) goto L20020;
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if(BONUS == 0)SCORE=SCORE+10;
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if(BONUS == 135)SCORE=SCORE+25;
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if(BONUS == 134)SCORE=SCORE+30;
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if(BONUS == 133)SCORE=SCORE+45;
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if(!game.closed) goto L20020;
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if(game.bonus == 0)SCORE=SCORE+10;
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if(game.bonus == 135)SCORE=SCORE+25;
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if(game.bonus == 134)SCORE=SCORE+30;
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if(game.bonus == 133)SCORE=SCORE+45;
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L20020: MXSCOR=MXSCOR+45;
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/* Did he come to Witt's End as he should? */
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