Reissue 1.18 - same code, corrected metadata.
[open-adventure.git] / score.c
diff --git a/score.c b/score.c
index 645a35e96a132345e6dd512496d87c9adad9d193..1d84c79a74fb5705f1f7ecea1e94f88ac3100ef5 100644 (file)
--- a/score.c
+++ b/score.c
-#include <stdlib.h>
-#include "advent.h"
-#include "database.h"
-#include "newdb.h"
-
 /*
- * scoring and wrap-up
+ * Scoring and wrap-up.
+ *
+ * SPDX-FileCopyrightText: (C) 1977, 2005 by Will Crowther and Don Woods
+ * SPDX-License-Identifier: BSD-2-Clause
  */
+#include "advent.h"
+#include "dungeon.h"
+#include <stdlib.h>
 
-void score(enum termination mode)
-/* mode is 'scoregame' if scoring, 'quitgame' if quitting, 'endgame' if died
- * or won */
-{
-    long score = 0, mxscor = 0;
+static int mxscor; /* ugh..the price for having score() not exit. */
 
-    /*  The present scoring algorithm is as follows:
-     *     Objective:          Points:        Present total possible:
-     *  Getting well into cave   25                    25
-     *  Each treasure < chest    12                    60
-     *  Treasure chest itself    14                    14
-     *  Each treasure > chest    16                   224
-     *  Surviving             (MAX-NUM)*10             30
-     *  Not quitting              4                     4
-     *  Reaching "game.closng"   25                    25
-     *  "Closed": Quit/Killed    10
-     *            Klutzed        25
-     *            Wrong way      30
-     *            Success        45                    45
-     *  Came to Witt's End        1                     1
-     *  Round out the total       2                     2
-     *                                       TOTAL:   430
-     *  Points can also be deducted for using hints or too many turns, or for
-     *  saving intermediate positions. */
+int score(enum termination mode) {
+       /* mode is 'scoregame' if scoring, 'quitgame' if quitting, 'endgame' if
+        * died or won */
+       int score = 0;
 
-    /*  First tally up the treasures.  Must be in building and not broken.
-     *  Give the poor guy 2 points just for finding each treasure. */
-    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 += 2;
-           if(game.place[i] == LOC_BUILDING && game.prop[i] == 0)
-               score += k-2;
-           mxscor += k;
-       }
-    }
+       /*  The present scoring algorithm is as follows:
+        *     Objective:          Points:        Present total possible:
+        *  Getting well into cave   25                    25
+        *  Each treasure < chest    12                    60
+        *  Treasure chest itself    14                    14
+        *  Each treasure > chest    16                   224
+        *  Surviving             (MAX-NUM)*10             30
+        *  Not quitting              4                     4
+        *  Reaching "game.closng"   25                    25
+        *  "Closed": Quit/Killed    10
+        *            Klutzed        25
+        *            Wrong way      30
+        *            Success        45                    45
+        *  Came to Witt's End        1                     1
+        *  Round out the total       2                     2
+        *                                       TOTAL:   430
+        *  Points can also be deducted for using hints or too many turns, or
+        * for saving intermediate positions. */
 
-    /*  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 += (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 += 10;
-       if(game.bonus == 135)
-           score += 25;
-       if(game.bonus == 134)
-           score += 30;
-       if(game.bonus == 133)
-           score += 45;
-    }
-    mxscor += 45;
+       /*  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 (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 (!PROP_IS_STASHED(i) && !PROP_IS_NOTFOUND(i)) {
+                               score += 2;
+                       }
+                       if (game.objects[i].place == LOC_BUILDING &&
+                           PROP_IS_FOUND(i)) {
+                               score += k - 2;
+                       }
+                       mxscor += k;
+               }
+       }
 
-    /* Did he come to Witt's End as he should? */
-    if(game.place[MAGZIN] == LOC_WITTSEND)
-       score += 1;
-    mxscor += 1;
+       /*  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 += (NDEATHS - game.numdie) * 10;
+       mxscor += NDEATHS * 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 == none) {
+                       score += 10;
+               }
+               if (game.bonus == splatter) {
+                       score += 25;
+               }
+               if (game.bonus == defeat) {
+                       score += 30;
+               }
+               if (game.bonus == victory) {
+                       score += 45;
+               }
+       }
+       mxscor += 45;
 
-    /* Round it off. */
-    score += 2;
-    mxscor += 2;
+       /* Did he come to Witt's End as he should? */
+       if (game.objects[MAGAZINE].place == LOC_WITTSEND) {
+               score += 1;
+       }
+       mxscor += 1;
 
-    /* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */
-    for (long i=1; i<=HNTMAX; i++) {
-       if(game.hinted[i])
-           score=score-HINTS[i][2];
-    }
-    if(game.novice)
-       score -= 5;
-    if(game.clshnt)
-       score -= 10;
-    score=score-game.trnluz-game.saved;
+       /* Round it off. */
+       score += 2;
+       mxscor += 2;
 
-    /* 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);
-       return;
-    }
+       /* Deduct for hints/turns/saves. Hints < 4 are special; see database
+        * desc. */
+       for (int i = 0; i < NHINTS; i++) {
+               if (game.hints[i].used) {
+                       score = score - hints[i].penalty;
+               }
+       }
+       if (game.novice) {
+               score -= 5;
+       }
+       if (game.clshnt) {
+               score -= 10;
+       }
+       score = score - game.trnluz - game.saved;
 
-    /* that should be good enough.  Let's tell him all about it. */
-    if(score+game.trnluz+1 >= mxscor && game.trnluz != 0)
-       RSPEAK(TOOK_LONG);
-    if(score+game.saved+1 >= mxscor && game.saved != 0)
-       RSPEAK(WITHOUT_SUSPENDS);
-    SETPRM(1,score,mxscor);
-    SETPRM(3,game.turns,game.turns);
-    RSPEAK(TOTAL_SCORE);
-    for (long i=1; i<=(long)CLSSES; i++) {
-       if(CVAL[i] >= score) {
-           newspeak(class_messages[i]);
-           i=CVAL[i]+1-score;
-           SETPRM(1,i,i);
-           RSPEAK(NEXT_HIGHER);
-           exit(0);
+       /* Return to score command if that's where we came from. */
+       if (mode == scoregame) {
+               rspeak(GARNERED_POINTS, score, mxscor, game.turns, game.turns);
        }
-    }
-    RSPEAK(OFF_SCALE);
-    RSPEAK(NO_HIGHER);
-    exit(0);
 
+       return score;
 }
+
+void terminate(enum termination mode) {
+       /* End of game.  Let's tell him all about it. */
+       int points = score(mode);
+#if defined ADVENT_AUTOSAVE
+       autosave();
+#endif
+
+       if (points + game.trnluz + 1 >= mxscor && game.trnluz != 0) {
+               rspeak(TOOK_LONG);
+       }
+       if (points + game.saved + 1 >= mxscor && game.saved != 0) {
+               rspeak(WITHOUT_SUSPENDS);
+       }
+       rspeak(TOTAL_SCORE, points, mxscor, game.turns, game.turns);
+       for (int i = 1; i <= (int)NCLASSES; i++) {
+               if (classes[i].threshold >= points) {
+                       speak(classes[i].message);
+                       if (i < (int)NCLASSES) {
+                               int nxt = classes[i].threshold + 1 - points;
+                               rspeak(NEXT_HIGHER, nxt, nxt);
+                       } else {
+                               rspeak(NO_HIGHER);
+                       }
+                       exit(EXIT_SUCCESS);
+               }
+       }
+       rspeak(OFF_SCALE);
+       exit(EXIT_SUCCESS);
+}
+
+/* end */