X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=score.c;h=d0915b28887aedf3e832785daf86b7513fdb68bf;hb=14fee6b979b9803e8d499f19c4cd1e0373665155;hp=4ef68adda45949738704be1b78d8fdbb8b7e8d41;hpb=5ae76995d2e8d412f565481505e4c7bc37260bb1;p=open-adventure.git diff --git a/score.c b/score.c index 4ef68ad..d0915b2 100644 --- a/score.c +++ b/score.c @@ -1,7 +1,5 @@ #include -#include "misc.h" -#include "main.h" -#include "share.h" +#include "advent.h" #include "database.h" /* @@ -9,7 +7,8 @@ */ void score(long MODE) { - /* <0 if scoring, >0 if quitting, =0 if died or won */ +/* 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: @@ -19,7 +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 @@ -41,37 +40,37 @@ void score(long MODE) { 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; + 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*/ ; } /* 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 +/* 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 "CLOSED"), then bonus is zero for mundane exits or 133, 134, + * (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-NUMDIE)*10; + SCORE=SCORE+(MAXDIE-game.numdie)*10; MXSCOR=MXSCOR+MAXDIE*10; if(MODE == 0)SCORE=SCORE+4; MXSCOR=MXSCOR+4; - if(DFLAG != 0)SCORE=SCORE+25; + if(game.dflag != 0)SCORE=SCORE+25; MXSCOR=MXSCOR+25; - if(CLOSNG)SCORE=SCORE+25; + if(game.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; + 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; /* Did he come to Witt's End as he should? */ - if(PLACE[MAGZIN] == 108)SCORE=SCORE+1; + if(game.place[MAGZIN] == 108)SCORE=SCORE+1; MXSCOR=MXSCOR+1; /* Round it off. */ @@ -82,22 +81,27 @@ L20020: MXSCOR=MXSCOR+45; /* 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); + 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,TURNS,TURNS); + SETPRM(3,game.turns,game.turns); RSPEAK(262); for (I=1; I<=CLSSES; I++) { if(CVAL[I] >= SCORE) goto L20210;