#include <stdlib.h>
#include "advent.h"
#include "database.h"
+#include "newdb.h"
/*
* scoring and wrap-up
*/
-void score(long mode)
-/* mode is <0 if scoring, >0 if quitting, =0 if died or won */
+void score(enum termination mode)
+/* mode is 'scoregame' if scoring, 'quitgame' if quitting, 'endgame' if died
+ * or won */
{
- long i, k, score = 0, mxscor = 0;
+ long score = 0, mxscor = 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. */
- for (i=MINTRS; i<=MAXTRS; i++) {
- if(PTEXT[i] != 0) {
- k=12;
+ 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=score+2;
- if(game.place[i] == 3 && game.prop[i] == 0)
- score=score+k-2;
- mxscor=mxscor+k;
+ score += 2;
+ if(game.place[i] == LOC_BUILDING && game.prop[i] == 0)
+ score += k-2;
+ mxscor += k;
}
}
* 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=score+(MAXDIE-game.numdie)*10;
- mxscor=mxscor+MAXDIE*10;
- if(mode == 0)score=score+4;
- mxscor=mxscor+4;
- if(game.dflag != 0)score=score+25;
- mxscor=mxscor+25;
- if(game.closng)score=score+25;
- mxscor=mxscor+25;
+ 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=score+10;
+ score += 10;
if(game.bonus == 135)
- score=score+25;
+ score += 25;
if(game.bonus == 134)
- score=score+30;
+ score += 30;
if(game.bonus == 133)
- score=score+45;
+ score += 45;
}
- mxscor=mxscor+45;
+ mxscor += 45;
/* Did he come to Witt's End as he should? */
- if(game.place[MAGZIN] == 108)
- score=score+1;
- mxscor=mxscor+1;
+ if(game.place[MAGZIN] == LOC_WITTSEND)
+ score += 1;
+ mxscor += 1;
/* Round it off. */
- score=score+2;
- mxscor=mxscor+2;
+ score += 2;
+ mxscor += 2;
/* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */
- for (i=1; i<=HNTMAX; i++) {
+ for (long i=1; i<=HNTMAX; i++) {
if(game.hinted[i])
score=score-HINTS[i][2];
}
if(game.novice)
- score=score-5;
+ score -= 5;
if(game.clshnt)
- score=score-10;
+ score -= 10;
score=score-game.trnluz-game.saved;
/* Return to score command if that's where we came from. */
- if(mode < 0) {
+ if(mode == scoregame) {
SETPRM(1,score,mxscor);
SETPRM(3,game.turns,game.turns);
- RSPEAK(259);
+ RSPEAK(GARNERED_POINTS);
return;
}
/* that should be good enough. Let's tell him all about it. */
if(score+game.trnluz+1 >= mxscor && game.trnluz != 0)
- RSPEAK(242);
+ RSPEAK(TOOK_LONG);
if(score+game.saved+1 >= mxscor && game.saved != 0)
- RSPEAK(143);
+ RSPEAK(WITHOUT_SUSPENDS);
SETPRM(1,score,mxscor);
SETPRM(3,game.turns,game.turns);
- RSPEAK(262);
- for (i=1; i<=CLSSES; i++) {
+ RSPEAK(TOTAL_SCORE);
+ for (long i=1; i<=(long)CLSSES; i++) {
if(CVAL[i] >= score) {
- SPEAK(CTEXT[i]);
+ newspeak(class_messages[i]);
i=CVAL[i]+1-score;
SETPRM(1,i,i);
- RSPEAK(263);
+ RSPEAK(NEXT_HIGHER);
exit(0);
}
}
- RSPEAK(265);
- RSPEAK(264);
+ RSPEAK(OFF_SCALE);
+ RSPEAK(NO_HIGHER);
exit(0);
}