X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=score.c;h=1602291e96fe27885e1fbcf33c520c6b135cdaa9;hb=73e8d7fd8719c92471f85cb228bb4a19f7c298f4;hp=162cc5d9dfb49d9f97103833e298143c19ccea59;hpb=f89f63c6d1a6bc786febc8f22c3ecd8cd3f1f6ae;p=open-adventure.git diff --git a/score.c b/score.c index 162cc5d..1602291 100644 --- a/score.c +++ b/score.c @@ -1,14 +1,14 @@ #include -#include "misc.h" -#include "main.h" -#include "share.h" +#include "advent.h" +#include "database.h" /* * scoring and wrap-up */ -void score(long MODE) { - /* <0 if scoring, >0 if quitting, =0 if died or won */ +void score(long mode) { +/* arg is <0 if scoring, >0 if quitting, =0 if died or won */ + long mxscor = 0; /* The present scoring algorithm is as follows: * Objective: Points: Present total possible: @@ -18,7 +18,7 @@ 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 @@ -30,80 +30,90 @@ void score(long MODE) { * saving intermediate positions. */ SCORE=0; - MXSCOR=0; + mxscor=0; /* First tally up the treasures. Must be in building and not broken. * Give the poor guy 2 points just for finding each treasure. */ - /* 20010 */ for (I=50; I<=MAXTRS; I++) { - if(PTEXT[I] == 0) goto L20010; - K=12; - if(I == CHEST)K=14; - if(I > CHEST)K=16; - if(PROP[I] >= 0)SCORE=SCORE+2; - if(PLACE[I] == 3 && PROP[I] == 0)SCORE=SCORE+K-2; - MXSCOR=MXSCOR+K; -L20010: /*etc*/ ; + for (I=50; I<=MAXTRS; I++) { + if(PTEXT[I] != 0) { + 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; + } } /* end loop */ -/* 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 - * 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, - * 135 if he blew it (so to speak). */ - - SCORE=SCORE+(MAXDIE-NUMDIE)*10; - MXSCOR=MXSCOR+MAXDIE*10; - if(MODE == 0)SCORE=SCORE+4; - MXSCOR=MXSCOR+4; - if(DFLAG != 0)SCORE=SCORE+25; - MXSCOR=MXSCOR+25; - if(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; -L20020: MXSCOR=MXSCOR+45; +/* 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=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; + if(game.closed) { + 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; + } + mxscor=mxscor+45; /* Did he come to Witt's End as he should? */ - if(PLACE[MAGZIN] == 108)SCORE=SCORE+1; - MXSCOR=MXSCOR+1; + if(game.place[MAGZIN] == 108) + SCORE=SCORE+1; + mxscor=mxscor+1; /* Round it off. */ SCORE=SCORE+2; - MXSCOR=MXSCOR+2; + mxscor=mxscor+2; /* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */ for (I=1; I<=HNTMAX; I++) { - if(HINTED[I])SCORE=SCORE-HINTS[I][2]; + if(game.hinted[I])SCORE=SCORE-HINTS[I][2]; } /* end loop */ - if(NOVICE)SCORE=SCORE-5; - if(CLSHNT)SCORE=SCORE-10; - SCORE=SCORE-TRNLUZ-SAVED; + if(game.novice) + SCORE=SCORE-5; + if(game.clshnt) + SCORE=SCORE-10; + SCORE=SCORE-game.trnluz-game.saved; /* Return to score command if that's where we came from. */ - if(MODE < 0) return; + if(mode < 0) { + SETPRM(1,SCORE,mxscor); + SETPRM(3,game.turns,game.turns); + RSPEAK(259); + return; + } /* that should be good enough. Let's tell him all about it. */ - if(SCORE+TRNLUZ+1 >= MXSCOR && TRNLUZ != 0)RSPEAK(242); - if(SCORE+SAVED+1 >= MXSCOR && SAVED != 0)RSPEAK(143); - SETPRM(1,SCORE,MXSCOR); - SETPRM(3,TURNS,TURNS); + if(SCORE+game.trnluz+1 >= mxscor && game.trnluz != 0)RSPEAK(242); + if(SCORE+game.saved+1 >= mxscor && game.saved != 0)RSPEAK(143); + SETPRM(1,SCORE,mxscor); + SETPRM(3,game.turns,game.turns); RSPEAK(262); for (I=1; I<=CLSSES; I++) { - if(CVAL[I] >= SCORE) goto L20210; - /*etc*/ ; + if(CVAL[I] >= SCORE) goto L20210; } /* end loop */ SPK=265; - goto L25000; + goto L25000; L20210: SPEAK(CTEXT[I]); SPK=264;