Pack more globals into the game block structure.

This commit is contained in:
Eric S. Raymond 2017-06-07 00:41:51 -04:00
parent bb78ca96ce
commit 62ee15c892
7 changed files with 109 additions and 101 deletions

View file

@ -199,7 +199,7 @@ L9040: if(OBJ == CLAM || OBJ == OYSTER) goto L9046;
if(OBJ == GRATE || OBJ == CHAIN)SPK=31;
if(SPK != 31 || !HERE(KEYS)) return(2011);
if(OBJ == CHAIN) goto L9048;
if(!CLOSNG) goto L9043;
if(!game.closng) goto L9043;
K=130;
if(!PANIC)game.clock2=15;
PANIC=true;
@ -257,7 +257,7 @@ L9070: if(OBJ == URN) goto L9073;
if(LIMIT < 0) return(2011);
PROP[LAMP]=1;
RSPEAK(39);
if(WZDARK) return(2000);
if(game.wzdark) return(2000);
return(2012);
L9073: SPK=38;
@ -289,12 +289,12 @@ L9086: PROP[LAMP]=0;
/* Wave. No effect unless waving rod at fissure or at bird. */
L9090: if((!TOTING(OBJ)) && (OBJ != ROD || !TOTING(ROD2)))SPK=29;
if(OBJ != ROD || !TOTING(OBJ) || (!HERE(BIRD) && (CLOSNG || !AT(FISSUR))))
if(OBJ != ROD || !TOTING(OBJ) || (!HERE(BIRD) && (game.closng || !AT(FISSUR))))
return(2011);
if(HERE(BIRD))SPK=206+MOD(PROP[BIRD],2);
if(SPK == 206 && LOC == PLACE[STEPS] && PROP[JADE] < 0) goto L9094;
if(CLOSED) return(18999);
if(CLOSNG || !AT(FISSUR)) return(2011);
if(game.closed) return(18999);
if(game.closng || !AT(FISSUR)) return(2011);
if(HERE(BIRD))RSPEAK(SPK);
PROP[FISSUR]=1-PROP[FISSUR];
PSPEAK(FISSUR,2-PROP[FISSUR]);
@ -399,7 +399,7 @@ L8180: if(YES(input,22,54,54)) score(1);
L9190: if(AT(OBJ) || (LIQ(0) == OBJ && AT(BOTTLE)) || K == LIQLOC(LOC) || (OBJ ==
DWARF && ATDWRF(LOC) > 0))SPK=94;
if(CLOSED)SPK=138;
if(game.closed)SPK=138;
if(TOTING(OBJ))SPK=24;
return(2011);
@ -409,9 +409,9 @@ L8200: SPK=98;
/* 8201 */ for (I=1; I<=NOBJECTS; I++) {
if(I == BEAR || !TOTING(I)) goto L8201;
if(SPK == 98)RSPEAK(99);
BLKLIN=false;
game.blklin=false;
PSPEAK(I,-1);
BLKLIN=true;
game.blklin=true;
SPK=0;
L8201: /*etc*/ ;
} /* end loop */
@ -425,11 +425,11 @@ L9220: return(fill());
/* Blast. No effect unless you've got dynamite, which is a neat trick! */
L9230: if(PROP[ROD2] < 0 || !CLOSED) return(2011);
BONUS=133;
if(LOC == 115)BONUS=134;
if(HERE(ROD2))BONUS=135;
RSPEAK(BONUS);
L9230: if(PROP[ROD2] < 0 || !game.closed) return(2011);
game.bonus=133;
if(LOC == 115)game.bonus=134;
if(HERE(ROD2))game.bonus=135;
RSPEAK(game.bonus);
score(0);
/* Score. Call scoring routine but tell it to return. */
@ -468,8 +468,8 @@ L8252: FOOBAR=K;
/* Brief. Intransitive only. Suppress long descriptions after first time. */
L8260: SPK=156;
ABBNUM=10000;
DETAIL=3;
game.abbnum=10000;
game.detail=3;
return(2011);
/* Read. Print stuff based on objtxt. Oyster (?) is special case. */
@ -492,7 +492,7 @@ L9275: CLSHNT=YES(input,192,193,54);
L9280: if(OBJ == MIRROR)SPK=148;
if(OBJ == VASE && PROP[VASE] == 0) goto L9282;
if(OBJ != MIRROR || !CLOSED) return(2011);
if(OBJ != MIRROR || !game.closed) return(2011);
SPK=197;
return(18999);
@ -504,7 +504,7 @@ L9282: SPK=198;
/* Wake. Only use is to disturb the dwarves. */
L9290: if(OBJ != DWARF || !CLOSED) return(2011);
L9290: if(OBJ != DWARF || !game.closed) return(2011);
SPK=199;
return(18999);
@ -533,12 +533,12 @@ L8305: DATIME(&I,&K);
* suspended or resumed are guaranteed to match. If unsure whether a value
* needs to be saved, include it. Overkill can't hurt. Pad the last savwds
* with junk variables to bring it up to 7 values. */
SAVWDS(ABBNUM,BLKLIN,BONUS,game.clock1,game.clock2,CLOSED,CLOSNG);
SAVWDS(DETAIL,DFLAG,DKILL,DTOTAL,FOOBAR,HOLDNG,IWEST);
SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
SAVWDS(game.detail,DFLAG,game.dkill,game.dtotal,FOOBAR,HOLDNG,IWEST);
SAVWDS(KNFLOC,LIMIT,LL,LMWARN,LOC,NEWLOC,NUMDIE);
SAVWDS(OBJ,game.oldlc2,game.oldloc,OLDOBJ,PANIC,SAVED,SETUP);
SAVWDS(SPK,TALLY,THRESH,TRNDEX,TRNLUZ,TURNS,OBJTXT[OYSTER]);
SAVWDS(VERB,WD1,WD1X,WD2,WZDARK,game.zzword,OBJSND[BIRD]);
SAVWDS(VERB,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
SAVWDS(OBJTXT[SIGN],CLSHNT,NOVICE,K,K,K,K);
SAVARR(ABB,LOCSIZ);
SAVARR(ATLOC,LOCSIZ);

View file

@ -61,7 +61,7 @@ int discard(bool just_do_it) {
if(!TOTING(OBJ)) return(2011);
if(OBJ != BIRD || !HERE(SNAKE)) goto L9023;
RSPEAK(30);
if(CLOSED) return(19000);
if(game.closed) return(19000);
DSTROY(SNAKE);
/* SET PROP FOR USE BY TRAVEL OPTIONS */
PROP[SNAKE]=1;
@ -148,7 +148,7 @@ int attack(FILE *input) {
if(OBJ > NOBJECTS) return(8000);
L9124: if(OBJ == BIRD) {
SPK=137;
if(CLOSED) return(2011);
if(game.closed) return(2011);
DSTROY(BIRD);
PROP[BIRD]=0;
SPK=45;
@ -162,7 +162,7 @@ L9126: if(OBJ == 0)SPK=44;
if(OBJ == CLAM || OBJ == OYSTER)SPK=150;
if(OBJ == SNAKE)SPK=46;
if(OBJ == DWARF)SPK=49;
if(OBJ == DWARF && CLOSED) return(19000);
if(OBJ == DWARF && game.closed) return(19000);
if(OBJ == DRAGON)SPK=167;
if(OBJ == TROLL)SPK=157;
if(OBJ == OGRE)SPK=203;
@ -236,8 +236,8 @@ L9172: SPK=48;
game.dseen[I]=false;
game.dloc[I]=0;
SPK=47;
DKILL=DKILL+1;
if(DKILL == 1)SPK=149;
game.dkill=game.dkill+1;
if(game.dkill == 1)SPK=149;
L9175: RSPEAK(SPK);
DROP(AXE,LOC);
K=NUL;
@ -278,7 +278,7 @@ L9212: if(OBJ != SNAKE && OBJ != DRAGON && OBJ != TROLL) goto L9213;
SPK=102;
if(OBJ == DRAGON && PROP[DRAGON] != 0)SPK=110;
if(OBJ == TROLL)SPK=182;
if(OBJ != SNAKE || CLOSED || !HERE(BIRD)) return(2011);
if(OBJ != SNAKE || game.closed || !HERE(BIRD)) return(2011);
SPK=101;
DSTROY(BIRD);
PROP[BIRD]=0;

View file

@ -14,10 +14,22 @@ typedef long token_t; /* word token - someday this will be char[TOKLEN+1] */
typedef long vocab_t; /* index into a vocabulary array */
struct game_t {
long abbnum;
long blklin;
long bonus;
long chloc;
long chloc2;
long clock1;
long clock2;
long closed;
long closng;
long conds;
long detail;
long dkill;
long dtotal;
long oldloc;
long oldlc2;
long wzdark;
long zzword;
long dseen[NDWARVES+1];
long dloc[NDWARVES+1];
@ -90,12 +102,9 @@ extern unsigned long get_next_lcg_value(void);
extern long randrange(long);
extern void score(long);
extern long ABBNUM, AMBER, ATTACK, AXE, BACK, BATTER, BEAR,
BIRD, BLOOD, BONUS,
BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2,
CLAM, CLOSED, CLOSNG, CLSHNT,
COINS, CONDS, DALTLC, DETAIL,
DKILL, DOOR, DPRSSN, DRAGON, DTOTAL, DWARF, EGGS,
extern long AMBER, ATTACK, AXE, BACK, BATTER, BEAR,
BIRD, BLOOD, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
CLAM, CLSHNT, COINS, DALTLC, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOBAR, FOOD,
GRATE, HINT, HINTED[], HINTLC[],
I, INVENT, IGO, IWEST, J, JADE, K, K2, KEYS, KK,
@ -110,6 +119,5 @@ extern long ABBNUM, AMBER, ATTACK, AXE, BACK, BATTER, BEAR,
STREAM, TALLY, THRESH, THROW, TK[], TRIDNT,
TRNDEX, TRNLUZ, TROLL, TROLL2,
TURNS, URN, V1, V2, VASE, VEND, VERB,
VOLCAN, VRSION, WATER, WD1, WD1X, WD2, WD2X,
WZDARK;
VOLCAN, VRSION, WATER, WD1, WD1X, WD2, WD2X;

35
init.c
View file

@ -325,11 +325,11 @@ L1106: /*etc*/ ;
* 3 A knife has been thrown (first set always misses)
* 3+ Dwarves are mad (increases their accuracy)
* Sixth dwarf is special (the pirate). He always starts at his chest's
* eventual location inside the maze. This loc is saved in CHLOC for ref.
* the dead end in the other maze has its loc stored in CHLOC2. */
* eventual location inside the maze. This loc is saved in game.chloc for ref.
* the dead end in the other maze has its loc stored in game.chloc2. */
CHLOC=114;
CHLOC2=140;
game.chloc=114;
game.chloc2=140;
for (I=1; I<=NDWARVES; I++) {
game.dseen[I]=false;
} /* end loop */
@ -339,17 +339,17 @@ L1106: /*etc*/ ;
game.dloc[3]=33;
game.dloc[4]=44;
game.dloc[5]=64;
game.dloc[6]=CHLOC;
game.dloc[6]=game.chloc;
DALTLC=18;
/* Other random flags and counters, as follows:
* ABBNUM How often we should print non-abbreviated descriptions
* BONUS Used to determine amount of bonus if he reaches closing
* game.abbnum How often we should print non-abbreviated descriptions
* game.bonus Used to determine amount of bonus if he reaches closing
* game.clock1 Number of turns from finding last treasure till closing
* game.clock2 Number of turns from first warning till blinding flash
* CONDS Min value for cond(loc) if loc has any hints
* DETAIL How often we've said "not allowed to give more detail"
* DKILL Number of dwarves killed (unused in scoring, needed for msg)
* game.conds Min value for cond(loc) if loc has any hints
* game.detail How often we've said "not allowed to give more detail"
* game.dkill # of dwarves killed (unused in scoring, needed for msg)
* FOOBAR Current progress in saying "FEE FIE FOE FOO".
* HOLDNG Number of objects being carried
* IGO How many times he's said "go XXX" instead of "XXX"
@ -373,26 +373,27 @@ L1106: /*etc*/ ;
IGO=0;
IWEST=0;
KNFLOC=0;
DETAIL=0;
ABBNUM=5;
game.detail=0;
game.abbnum=5;
for (I=0; I<=4; I++) {
{long x = 2*I+81; if(RTEXT[x] != 0)MAXDIE=I+1;}
} /* end loop */
NUMDIE=0;
HOLDNG=0;
DKILL=0;
game.dkill=0;
FOOBAR=0;
BONUS=0;
game.bonus=0;
game.clock1=30;
game.clock2=50;
CONDS=SETBIT(11);
game.conds=SETBIT(11);
SAVED=0;
CLOSNG=false;
game.closng=false;
PANIC=false;
CLOSED=false;
game.closed=false;
CLSHNT=false;
NOVICE=false;
SETUP=1;
game.blklin=true;
/* if we can ever think of how, we should save it at this point */

73
main.c
View file

@ -14,17 +14,17 @@
struct game_t game;
long ABB[186], ATLOC[186], BLKLIN = true, DFLAG,
long ABB[186], ATLOC[186], DFLAG,
FIXED[NOBJECTS+1], HOLDNG,
LINK[NOBJECTS*2 + 1], LNLENG, LNPOSN,
PARMS[26], PLACE[NOBJECTS+1],
SETUP = 0;
char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129];
long ABBNUM, AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS,
BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2,
CLAM, CLOSED, CLOSNG, CLSHNT, COINS, CONDS, DALTLC, DETAIL,
DKILL, DOOR, DPRSSN, DRAGON, DTOTAL, DWARF, EGGS,
long AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
CLAM, CLSHNT, COINS, DALTLC,
DOOR, DPRSSN, DRAGON, DWARF, EGGS,
EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOBAR, FOOD,
GRATE, HINT, HINTED[21], HINTLC[21],
I, INVENT, IGO, IWEST, J, JADE, K, K2, KEYS, KK,
@ -40,8 +40,7 @@ long ABBNUM, AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD, BONUS,
STREAM, TALLY, THRESH, THROW, TK[21], TRIDNT,
TRNDEX, TRNLUZ, TROLL, TROLL2,
TURNS, URN, V1, V2, VASE, VEND, VERB,
VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X,
WZDARK = false;
VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X;
FILE *logfp;
bool oldstyle = false;
lcg_state lcgstate;
@ -95,13 +94,13 @@ int main(int argc, char *argv[]) {
/* Logical variables:
*
* CLOSED says whether we're all the way closed
* CLOSNG says whether it's closing time yet
* game.closed says whether we're all the way closed
* game.closng says whether it's closing time yet
* CLSHNT says whether he's read the clue in the endgame
* LMWARN says whether he's been warned about lamp going dim
* NOVICE says whether he asked for instructions at start-up
* PANIC says whether he's found out he's trapped in the cave
* WZDARK says whether the loc he's leaving was dark */
* game.wzdark says whether the loc he's leaving was dark */
#include "funcs.h"
@ -169,7 +168,7 @@ static bool do_command(FILE *cmdin) {
/* Can't leave cave once it's closing (except by main office). */
if(!OUTSID(NEWLOC) || NEWLOC == 0 || !CLOSNG) goto L71;
if(!OUTSID(NEWLOC) || NEWLOC == 0 || !game.closng) goto L71;
RSPEAK(130);
NEWLOC=LOC;
if(!PANIC)game.clock2=15;
@ -227,7 +226,7 @@ L6000: if(DFLAG != 1) goto L6010;
* they don't back up unless there's no alternative. If they don't have to
* move, they attack. And, of course, dead dwarves don't do much of anything. */
L6010: DTOTAL=0;
L6010: game.dtotal=0;
ATTACK=0;
STICK=0;
/* 6030 */ for (I=1; I<=NDWARVES; I++) {
@ -262,7 +261,7 @@ L6016: TK[J]=game.odloc[I];
* the pirate be spotted. Note that PLACE(CHEST)=0 might mean that he's
* thrown it to the troll, but in that case he's seen the chest (PROP=0). */
if(LOC == CHLOC || PROP[CHEST] >= 0) goto L6030;
if(LOC == game.chloc || PROP[CHEST] >= 0) goto L6030;
K=0;
/* 6020 */ for (J=50; J<=MAXTRS; J++) {
/* Pirate won't take pyramid from plover room or dark room (too easy!). */
@ -277,28 +276,28 @@ L6020: if(HERE(J))K=1;
L6021: if(PLACE[CHEST] != 0) goto L6022;
/* Install chest only once, to insure it is the last treasure in the list. */
MOVE(CHEST,CHLOC);
MOVE(MESSAG,CHLOC2);
MOVE(CHEST,game.chloc);
MOVE(MESSAG,game.chloc2);
L6022: RSPEAK(128);
/* 6023 */ for (J=50; J<=MAXTRS; J++) {
if(J == PYRAM && (LOC == PLAC[PYRAM] || LOC == PLAC[EMRALD])) goto L6023;
if(AT(J) && FIXED[J] == 0)CARRY(J,LOC);
if(TOTING(J))DROP(J,CHLOC);
if(TOTING(J))DROP(J,game.chloc);
L6023: /*etc*/ ;
} /* end loop */
L6024: game.dloc[6]=CHLOC;
game.odloc[6]=CHLOC;
L6024: game.dloc[6]=game.chloc;
game.odloc[6]=game.chloc;
game.dseen[6]=false;
goto L6030;
L6025: RSPEAK(186);
MOVE(CHEST,CHLOC);
MOVE(MESSAG,CHLOC2);
MOVE(CHEST,game.chloc);
MOVE(MESSAG,game.chloc2);
goto L6024;
/* This threatening little dwarf is in the room with him! */
L6027: DTOTAL=DTOTAL+1;
L6027: game.dtotal=game.dtotal+1;
if(game.odloc[I] != game.dloc[I]) goto L6030;
ATTACK=ATTACK+1;
if(KNFLOC >= 0)KNFLOC=LOC;
@ -310,9 +309,9 @@ L6030: /*etc*/ ;
* Note that various of the "knife" messages must have specific relative
* positions in the RSPEAK database. */
if(DTOTAL == 0) goto L2000;
SETPRM(1,DTOTAL,0);
RSPEAK(4+1/DTOTAL);
if(game.dtotal == 0) goto L2000;
SETPRM(1,game.dtotal,0);
RSPEAK(4+1/game.dtotal);
if(ATTACK == 0) goto L2000;
if(DFLAG == 2)DFLAG=3;
SETPRM(1,ATTACK,0);
@ -336,15 +335,15 @@ L6030: /*etc*/ ;
L2000: if(LOC == 0) goto L99;
KK=STEXT[LOC];
if(MOD(ABB[LOC],ABBNUM) == 0 || KK == 0)KK=LTEXT[LOC];
if(MOD(ABB[LOC],game.abbnum) == 0 || KK == 0)KK=LTEXT[LOC];
if(FORCED(LOC) || !DARK(0)) goto L2001;
if(WZDARK && PCT(35)) goto L90;
if(game.wzdark && PCT(35)) goto L90;
KK=RTEXT[16];
L2001: if(TOTING(BEAR))RSPEAK(141);
SPEAK(KK);
K=1;
if(FORCED(LOC)) goto L8;
if(LOC == 33 && PCT(25) && !CLOSNG)RSPEAK(7);
if(LOC == 33 && PCT(25) && !game.closng)RSPEAK(7);
/* Print out descriptions of objects at this location. If not closing and
* property value is negative, tally off another treasure. Rug is special
@ -360,7 +359,7 @@ L2004: if(I == 0) goto L2012;
if(OBJ > NOBJECTS)OBJ=OBJ-NOBJECTS;
if(OBJ == STEPS && TOTING(NUGGET)) goto L2008;
if(PROP[OBJ] >= 0) goto L2006;
if(CLOSED) goto L2008;
if(game.closed) goto L2008;
PROP[OBJ]=0;
if(OBJ == RUG || OBJ == CHAIN)PROP[OBJ]=1;
TALLY=TALLY-1;
@ -394,7 +393,7 @@ L2012: VERB=0;
* to finish the loop. Ignore "HINTS" < 4 (special stuff, see database notes).
*/
L2600: if(COND[LOC] < CONDS) goto L2603;
L2600: if(COND[LOC] < game.conds) goto L2603;
/* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
if(HINTED[HINT]) goto L2602;
if(!CNDBIT(LOC,HINT+10))HINTLC[HINT]= -1;
@ -408,12 +407,12 @@ L2602: /*etc*/ ;
* been picked up and put down separate from their respective piles. Don't
* tick game.clock1 unless well into cave (and not at Y2). */
L2603: if(!CLOSED) goto L2605;
L2603: if(!game.closed) goto L2605;
if(PROP[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
for (I=1; I<=NOBJECTS; I++) {
if(TOTING(I) && PROP[I] < 0)PROP[I]= -1-PROP[I];
} /* end loop */
L2605: WZDARK=DARK(0);
L2605: game.wzdark=DARK(0);
if(KNFLOC > 0 && KNFLOC != LOC)KNFLOC=0;
I=0;
if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
@ -661,9 +660,9 @@ L23: KK=K2;
/* Look. Can't give more detail. Pretend it wasn't dark (though it may "now"
* be dark) so he won't fall into a pit while staring into the gloom. */
L30: if(DETAIL < 3)RSPEAK(15);
DETAIL=DETAIL+1;
WZDARK=false;
L30: if(game.detail < 3)RSPEAK(15);
game.detail=game.detail+1;
game.wzdark=false;
ABB[LOC]=0;
return true;
@ -711,7 +710,7 @@ L90: RSPEAK(23);
/* Okay, he's dead. Let's get on with it. */
L99: if(CLOSNG) goto L95;
L99: if(game.closng) goto L95;
NUMDIE=NUMDIE+1;
if(!YES(cmdin,79+NUMDIE*2,80+NUMDIE*2,54)) score(0);
if(NUMDIE == MAXDIE) score(0);
@ -853,7 +852,7 @@ L10000: PROP[GRATE]=0;
FIXED[AXE]=0;
RSPEAK(129);
game.clock1= -1;
CLOSNG=true;
game.closng=true;
goto L19999;
/* Once he's panicked, and clock2 has run out, we come here to set up the
@ -899,7 +898,7 @@ L11000: PROP[BOTTLE]=PUT(BOTTLE,115,1);
} /* end loop */
RSPEAK(132);
CLOSED=true;
game.closed=true;
return true;
/* Another way we can force an end to things is by having the lamp give out.

8
misc.c
View file

@ -16,10 +16,10 @@ void SPEAK(vocab_t N) {
long BLANK, CASE, I, K, L, NEG, NPARMS, PARM, PRMTYP, STATE;
/* Print the message which starts at LINES(N). Precede it with a blank line
* unless BLKLIN is false. */
* unless game.blklin is false. */
if(N == 0)return;
BLANK=BLKLIN;
BLANK=game.blklin;
K=N;
NPARMS=1;
L10: L=labs(LINES[K])-1;
@ -168,12 +168,12 @@ long JUNK;
* WORD2 (chars 6 thru 10 in WORD2X), else WORD2 is -1. */
L10: if(BLKLIN)TYPE0();
L10: if(game.blklin)TYPE0();
MAPLIN(input);
if (feof(input))
return false;
WORD1=GETTXT(true,true,true);
if(BLKLIN && WORD1 < 0) goto L10;
if(game.blklin && WORD1 < 0) goto L10;
WORD1X=GETTXT(false,true,true);
L12: JUNK=GETTXT(false,true,true);
if(JUNK > 0) goto L12;

18
score.c
View file

@ -17,7 +17,7 @@ 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
@ -47,9 +47,9 @@ L20010: /*etc*/ ;
/* 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
* 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 bonus is zero for mundane exits or 133, 134,
* 135 if he blew it (so to speak). */
SCORE=SCORE+(MAXDIE-NUMDIE)*10;
@ -58,13 +58,13 @@ L20010: /*etc*/ ;
MXSCOR=MXSCOR+4;
if(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? */