X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=score.c;h=9a2c61b0bdd02c6374bcd2f0b7dd0d9978c6569b;hb=7555eb7de35b429438ac54891d17ccd682964cf5;hp=d0915b28887aedf3e832785daf86b7513fdb68bf;hpb=14fee6b979b9803e8d499f19c4cd1e0373665155;p=open-adventure.git diff --git a/score.c b/score.c index d0915b2..9a2c61b 100644 --- a/score.c +++ b/score.c @@ -6,9 +6,9 @@ * scoring and wrap-up */ -void score(long MODE) { +void score(long mode) { /* arg is <0 if scoring, >0 if quitting, =0 if died or won */ - long MXSCOR = 0; + long i, score = 0, 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 "game.closng" 25 25 + * Reaching "game.closng" 25 25 * "Closed": Quit/Killed 10 * Klutzed 25 * Wrong way 30 @@ -29,68 +29,71 @@ void score(long MODE) { * Points can also be deducted for using hints or too many turns, or for * saving intermediate positions. */ - SCORE=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(game.prop[I] >= 0)SCORE=SCORE+2; - if(game.place[I] == 3 && game.prop[I] == 0)SCORE=SCORE+K-2; - MXSCOR=MXSCOR+K; -L20010: /*etc*/ ; + for (i=MINTRS; 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 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) goto L20020; - 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; -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(game.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; + score=score+2; + mxscor=mxscor+2; /* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */ - for (I=1; I<=HNTMAX; I++) { - if(game.hinted[I])SCORE=SCORE-HINTS[I][2]; + for (i=1; i<=HNTMAX; i++) { + if(game.hinted[i])score=score-HINTS[i][2]; } /* end loop */ - if(game.novice)SCORE=SCORE-5; - if(game.clshnt)SCORE=SCORE-10; - SCORE=SCORE-game.trnluz-game.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) { - SETPRM(1,SCORE,MXSCOR); + if(mode < 0) { + SETPRM(1,score,mxscor); SETPRM(3,game.turns,game.turns); RSPEAK(259); return; @@ -98,23 +101,22 @@ L20020: MXSCOR=MXSCOR+45; /* that should be good enough. Let's tell him all about it. */ - 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); + 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*/ ; + for (i=1; i<=CLSSES; i++) { + if(CVAL[i] >= score) goto L20210; } /* end loop */ SPK=265; - goto L25000; + goto L25000; -L20210: SPEAK(CTEXT[I]); +L20210: SPEAK(CTEXT[i]); SPK=264; - if(I >= CLSSES) goto L25000; - I=CVAL[I]+1-SCORE; - SETPRM(1,I,I); + if(i >= CLSSES) goto L25000; + i=CVAL[i]+1-score; + SETPRM(1,i,i); SPK=263; L25000: RSPEAK(SPK); exit(0);