Revert structurization changes, they broke database compilation...
...bug showing only if adventure.data was absent. We'll need to sneak up on this more carefully.
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parent
7e5448e974
commit
484ca4e9fd
11 changed files with 485 additions and 533 deletions
46
score.c
46
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 "game.closng" 25 25
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* Reaching "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 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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/* 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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* whether he reached the endgame. And if he got as far as "cave closed"
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* (indicated by "game.closed"), then game.bonus is zero for mundane exits or 133, 134,
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* (indicated by "CLOSED"), then 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-game.numdie)*10;
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SCORE=SCORE+(MAXDIE-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(game.dflag != 0)SCORE=SCORE+25;
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if(DFLAG != 0)SCORE=SCORE+25;
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MXSCOR=MXSCOR+25;
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if(game.closng)SCORE=SCORE+25;
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if(CLOSNG)SCORE=SCORE+25;
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MXSCOR=MXSCOR+25;
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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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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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L20020: MXSCOR=MXSCOR+45;
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/* Did he come to Witt's End as he should? */
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@ -83,9 +83,9 @@ L20020: MXSCOR=MXSCOR+45;
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for (I=1; I<=HNTMAX; I++) {
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if(HINTED[I])SCORE=SCORE-HINTS[I][2];
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} /* end loop */
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if(game.novice)SCORE=SCORE-5;
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if(game.clshint)SCORE=SCORE-10;
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SCORE=SCORE-game.trnluz-game.saved;
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if(NOVICE)SCORE=SCORE-5;
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if(CLSHNT)SCORE=SCORE-10;
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SCORE=SCORE-TRNLUZ-SAVED;
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/* Return to score command if that's where we came from. */
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@ -93,25 +93,25 @@ L20020: MXSCOR=MXSCOR+45;
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/* that should be good enough. Let's tell him all about it. */
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if(SCORE+game.trnluz+1 >= MXSCOR && game.trnluz != 0)RSPEAK(242);
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if(SCORE+game.saved+1 >= MXSCOR && game.saved != 0)RSPEAK(143);
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if(SCORE+TRNLUZ+1 >= MXSCOR && TRNLUZ != 0)RSPEAK(242);
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if(SCORE+SAVED+1 >= MXSCOR && SAVED != 0)RSPEAK(143);
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SETPRM(1,SCORE,MXSCOR);
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SETPRM(3,game.turns,game.turns);
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SETPRM(3,TURNS,TURNS);
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RSPEAK(262);
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for (I=1; I<=CLSSES; I++) {
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if(CVAL[I] >= SCORE) goto L20210;
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/*etc*/ ;
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} /* end loop */
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game.spk=265;
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SPK=265;
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goto L25000;
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L20210: SPEAK(CTEXT[I]);
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game.spk=264;
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SPK=264;
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if(I >= CLSSES) goto L25000;
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I=CVAL[I]+1-SCORE;
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SETPRM(1,I,I);
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game.spk=263;
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L25000: RSPEAK(game.spk);
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SPK=263;
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L25000: RSPEAK(SPK);
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exit(0);
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}
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