-#include <stdlib.h>
-#include "advent.h"
-#include "database.h"
-#include "newdb.h"
-
/*
- * scoring and wrap-up
+ * Scoring and wrap-up.
+ *
+ * SPDX-FileCopyrightText: (C) 1977, 2005 by Will Crowther and Don Woods
+ * SPDX-License-Identifier: BSD-2-Clause
*/
+#include "advent.h"
+#include "dungeon.h"
+#include <stdlib.h>
-void score(enum termination mode)
-/* mode is 'scoregame' if scoring, 'quitgame' if quitting, 'endgame' if died
- * or won */
-{
- long score = 0, mxscor = 0;
+static int mxscor; /* ugh..the price for having score() not exit. */
- /* The present scoring algorithm is as follows:
- * Objective: Points: Present total possible:
- * Getting well into cave 25 25
- * Each treasure < chest 12 60
- * Treasure chest itself 14 14
- * Each treasure > chest 16 224
- * Surviving (MAX-NUM)*10 30
- * Not quitting 4 4
- * Reaching "game.closng" 25 25
- * "Closed": Quit/Killed 10
- * Klutzed 25
- * Wrong way 30
- * Success 45 45
- * Came to Witt's End 1 1
- * Round out the total 2 2
- * TOTAL: 430
- * Points can also be deducted for using hints or too many turns, or for
- * saving intermediate positions. */
+int score(enum termination mode) {
+ /* mode is 'scoregame' if scoring, 'quitgame' if quitting, 'endgame' if
+ * died or won */
+ int score = 0;
- /* First tally up the treasures. Must be in building and not broken.
- * Give the poor guy 2 points just for finding each treasure. */
- for (long i=MINTRS; i<=MAXTRS; i++) {
- if(object_descriptions[i].inventory != 0) {
- long k=12;
- if(i == CHEST)k=14;
- if(i > CHEST)k=16;
- if(game.prop[i] >= 0)
- score += 2;
- if(game.place[i] == LOC_BUILDING && game.prop[i] == 0)
- score += k-2;
- mxscor += k;
- }
- }
+ /* The present scoring algorithm is as follows:
+ * Objective: Points: Present total possible:
+ * Getting well into cave 25 25
+ * Each treasure < chest 12 60
+ * Treasure chest itself 14 14
+ * Each treasure > chest 16 224
+ * Surviving (MAX-NUM)*10 30
+ * Not quitting 4 4
+ * Reaching "game.closng" 25 25
+ * "Closed": Quit/Killed 10
+ * Klutzed 25
+ * Wrong way 30
+ * Success 45 45
+ * Came to Witt's End 1 1
+ * Round out the total 2 2
+ * TOTAL: 430
+ * Points can also be deducted for using hints or too many turns, or
+ * for saving intermediate positions. */
- /* 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). */
- score += (MAXDIE-game.numdie)*10;
- mxscor += MAXDIE*10;
- if(mode == endgame)
- score += 4;
- mxscor += 4;
- if(game.dflag != 0)score += 25;
- mxscor += 25;
- if(game.closng)score += 25;
- mxscor += 25;
- if(game.closed) {
- if(game.bonus == 0)
- score += 10;
- if(game.bonus == 135)
- score += 25;
- if(game.bonus == 134)
- score += 30;
- if(game.bonus == 133)
- score += 45;
- }
- mxscor += 45;
+ /* First tally up the treasures. Must be in building and not broken.
+ * Give the poor guy 2 points just for finding each treasure. */
+ mxscor = 0;
+ for (int i = 1; i <= NOBJECTS; i++) {
+ if (!objects[i].is_treasure) {
+ continue;
+ }
+ if (objects[i].inventory != 0) {
+ int k = 12;
+ if (i == CHEST) {
+ k = 14;
+ }
+ if (i > CHEST) {
+ k = 16;
+ }
+ if (!OBJECT_IS_STASHED(i) && !OBJECT_IS_NOTFOUND(i)) {
+ score += 2;
+ }
+ if (game.objects[i].place == LOC_BUILDING &&
+ OBJECT_IS_FOUND(i)) {
+ score += k - 2;
+ }
+ mxscor += k;
+ }
+ }
- /* Did he come to Witt's End as he should? */
- if(game.place[MAGZIN] == LOC_WITTSEND)
- score += 1;
- mxscor += 1;
+ /* Now look at how he finished and how far he got. NDEATHS 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). */
+ score += (NDEATHS - game.numdie) * 10;
+ mxscor += NDEATHS * 10;
+ if (mode == endgame) {
+ score += 4;
+ }
+ mxscor += 4;
+ if (game.dflag != 0) {
+ score += 25;
+ }
+ mxscor += 25;
+ if (game.closng) {
+ score += 25;
+ }
+ mxscor += 25;
+ if (game.closed) {
+ if (game.bonus == none) {
+ score += 10;
+ }
+ if (game.bonus == splatter) {
+ score += 25;
+ }
+ if (game.bonus == defeat) {
+ score += 30;
+ }
+ if (game.bonus == victory) {
+ score += 45;
+ }
+ }
+ mxscor += 45;
- /* Round it off. */
- score += 2;
- mxscor += 2;
+ /* Did he come to Witt's End as he should? */
+ if (game.objects[MAGAZINE].place == LOC_WITTSEND) {
+ score += 1;
+ }
+ mxscor += 1;
- /* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */
- for (long i=1; i<=HNTMAX; i++) {
- if(game.hinted[i])
- score=score-HINTS[i][2];
- }
- if(game.novice)
- score -= 5;
- if(game.clshnt)
- score -= 10;
- score=score-game.trnluz-game.saved;
+ /* Round it off. */
+ score += 2;
+ mxscor += 2;
- /* Return to score command if that's where we came from. */
- if(mode == scoregame) {
- SETPRM(1,score,mxscor);
- SETPRM(3,game.turns,game.turns);
- RSPEAK(GARNERED_POINTS);
- return;
- }
+ /* Deduct for hints/turns/saves. Hints < 4 are special; see database
+ * desc. */
+ for (int i = 0; i < NHINTS; i++) {
+ if (game.hints[i].used) {
+ score = score - hints[i].penalty;
+ }
+ }
+ if (game.novice) {
+ score -= 5;
+ }
+ if (game.clshnt) {
+ score -= 10;
+ }
+ score = score - game.trnluz - game.saved;
- /* that should be good enough. Let's tell him all about it. */
- if(score+game.trnluz+1 >= mxscor && game.trnluz != 0)
- RSPEAK(TOOK_LONG);
- if(score+game.saved+1 >= mxscor && game.saved != 0)
- RSPEAK(WITHOUT_SUSPENDS);
- SETPRM(1,score,mxscor);
- SETPRM(3,game.turns,game.turns);
- RSPEAK(TOTAL_SCORE);
- for (long i=1; i<=(long)CLSSES; i++) {
- if(CVAL[i] >= score) {
- newspeak(class_messages[i]);
- i=CVAL[i]+1-score;
- SETPRM(1,i,i);
- RSPEAK(NEXT_HIGHER);
- exit(0);
+ /* Return to score command if that's where we came from. */
+ if (mode == scoregame) {
+ rspeak(GARNERED_POINTS, score, mxscor, game.turns, game.turns);
}
- }
- RSPEAK(OFF_SCALE);
- RSPEAK(NO_HIGHER);
- exit(0);
+ return score;
}
+
+void terminate(enum termination mode) {
+ /* End of game. Let's tell him all about it. */
+ int points = score(mode);
+#if defined ADVENT_AUTOSAVE
+ autosave();
+#endif
+
+ if (points + game.trnluz + 1 >= mxscor && game.trnluz != 0) {
+ rspeak(TOOK_LONG);
+ }
+ if (points + game.saved + 1 >= mxscor && game.saved != 0) {
+ rspeak(WITHOUT_SUSPENDS);
+ }
+ rspeak(TOTAL_SCORE, points, mxscor, game.turns, game.turns);
+ for (int i = 1; i <= (int)NCLASSES; i++) {
+ if (classes[i].threshold >= points) {
+ speak(classes[i].message);
+ if (i < (int)NCLASSES) {
+ int nxt = classes[i].threshold + 1 - points;
+ rspeak(NEXT_HIGHER, nxt, nxt);
+ } else {
+ rspeak(NO_HIGHER);
+ }
+ exit(EXIT_SUCCESS);
+ }
+ }
+ rspeak(OFF_SCALE);
+ exit(EXIT_SUCCESS);
+}
+
+/* end */