19 #ifndef INCLUDED_SCORE_H
20 #define INCLUDED_SCORE_H
25 #define MAX_HISCORES 100
size_t highscore_where(const high_score *entry, const high_score scores, size_t sz)
Just determine where a new score would be placed Return the location (0 is best) or -1 on failure...
size_t highscore_add(const high_score *entry, high_score scores, size_t sz)
Use the roguelike command false Show damage player deals to false Always pickup false Show flavors in object false Highlight player with cursor between turns
void enter_score(time_t *death_time)
Enters a players name on a hi-score table, if "legal".
void build_score(high_score *entry, const char *died_from, time_t *death_time)
Semi-Portable High Score List Entry (128 bytes)
size_t highscore_read(high_score scores, size_t sz)
Read in a highscore file.