-#include <stdlib.h>
-#include "advent.h"
-#include "database.h"
-#include "newdb.h"
-
/*
- * scoring and wrap-up
+ * Scoring and wrap-up.
+ *
+ * Copyright (c) 1977, 2005 by Will Crowther and Don Woods
+ * Copyright (c) 2017 by Eric S. Raymond
+ * SPDX-License-Identifier: BSD-2-clause
*/
+#include <stdlib.h>
+#include "advent.h"
+#include "dungeon.h"
-static long mxscor; /* ugh..the price for having score() not exit. */
+static int mxscor; /* ugh..the price for having score() not exit. */
long score(enum termination mode)
/* mode is 'scoregame' if scoring, 'quitgame' if quitting, 'endgame' if died
* or won */
{
- long score = 0;
+ int score = 0;
/* The present scoring algorithm is as follows:
* Objective: Points: Present total possible:
/* 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 (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)
+ 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 (game.prop[i] > STATE_NOTFOUND)
score += 2;
- if (game.place[i] == LOC_BUILDING && game.prop[i] == 0)
+ if (game.place[i] == LOC_BUILDING && game.prop[i] == STATE_FOUND)
score += k - 2;
mxscor += k;
}
}
- /* Now look at how he finished and how far he got. maximum_deaths and
+ /* 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 += (maximum_deaths - game.numdie) * 10;
- mxscor += maximum_deaths * 10;
+ score += (NDEATHS - game.numdie) * 10;
+ mxscor += NDEATHS * 10;
if (mode == endgame)
score += 4;
mxscor += 4;
- if (game.dflag != 0)score += 25;
+ if (game.dflag != 0)
+ score += 25;
mxscor += 25;
- if (game.closng)score += 25;
+ if (game.closng)
+ score += 25;
mxscor += 25;
if (game.closed) {
- if (game.bonus == 0)
+ if (game.bonus == none)
score += 10;
- if (game.bonus == SPLATTER_MESSAGE)
+ if (game.bonus == splatter)
score += 25;
- if (game.bonus == DEFEAT_MESSAGE)
+ if (game.bonus == defeat)
score += 30;
- if (game.bonus == VICTORY_MESSAGE)
+ if (game.bonus == victory)
score += 45;
}
mxscor += 45;
mxscor += 2;
/* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */
- for (long i = 1; i <= HNTMAX; i++) {
+ for (int i = 0; i < NHINTS; i++) {
if (game.hinted[i])
- score = score - HINTS[i][2];
+ score = score - hints[i].penalty;
}
if (game.novice)
score -= 5;
/* 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);
+ rspeak(GARNERED_POINTS, score, mxscor, game.turns, game.turns);
}
return score;
long points = score(mode);
if (points + game.trnluz + 1 >= mxscor && game.trnluz != 0)
- RSPEAK(TOOK_LONG);
+ rspeak(TOOK_LONG);
if (points + game.saved + 1 >= mxscor && game.saved != 0)
- RSPEAK(WITHOUT_SUSPENDS);
- SETPRM(1, points, mxscor);
- SETPRM(3, game.turns, game.turns);
- RSPEAK(TOTAL_SCORE);
- for (long i = 1; i <= (long)CLSSES; i++) {
+ rspeak(WITHOUT_SUSPENDS);
+ rspeak(TOTAL_SCORE, points, mxscor, game.turns, game.turns);
+ for (int i = 1; i <= (long)NCLASSES; i++) {
if (classes[i].threshold >= points) {
speak(classes[i].message);
i = classes[i].threshold + 1 - points;
- SETPRM(1, i, i);
- RSPEAK(NEXT_HIGHER);
- exit(0);
+ rspeak(NEXT_HIGHER, i, i);
+ exit(EXIT_SUCCESS);
}
}
- RSPEAK(OFF_SCALE);
- RSPEAK(NO_HIGHER);
- exit(0);
+ rspeak(OFF_SCALE);
+ rspeak(NO_HIGHER);
+ exit(EXIT_SUCCESS);
}
/* end */