Reissue 1.18 - same code, corrected metadata.
[open-adventure.git] / score.c
diff --git a/score.c b/score.c
index e0a5be1e822eb8638b61c43b4c713492166cb0fc..1d84c79a74fb5705f1f7ecea1e94f88ac3100ef5 100644 (file)
--- a/score.c
+++ b/score.c
-#include <stdlib.h>
-#include "misc.h"
-#include "main.h"
-#include "share.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(long MODE) {
-       /* <0 if scoring, >0 if quitting, =0 if died or won */
-
-/*  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 "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. */
-
-L20000: 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(PROP[I] >= 0)SCORE=SCORE+2;
-       if(PLACE[I] == 3 && 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
- *  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;
-
-/*  Did he come to Witt's End as he should? */
-
-       if(PLACE[MAGZIN] == 108)SCORE=SCORE+1;
-       MXSCOR=MXSCOR+1;
-
-/*  Round it off. */
-
-       SCORE=SCORE+2;
-       MXSCOR=MXSCOR+2;
-
-/*  Deduct for hints/turns/saves.  Hints < 4 are special; see database desc. */
-
-       /* 20030 */ for (I=1; I<=HNTMAX; I++) {
-L20030: if(HINTED[I])SCORE=SCORE-HINTS[I][2];
-       } /* end loop */
-       if(NOVICE)SCORE=SCORE-5;
-       if(CLSHNT)SCORE=SCORE-10;
-       SCORE=SCORE-TRNLUZ-SAVED;
-
-/*  Return to score command if that's where we came from. */
-
-       if(MODE < 0) 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);
-       RSPEAK(262);
-       /* 20200 */ for (I=1; I<=CLSSES; I++) {
-       if(CVAL[I] >= SCORE) goto L20210;
-L20200: /*etc*/ ;
-       } /* end loop */
-       SPK=265;
-        goto L25000;
-
-L20210: SPEAK(CTEXT[I]);
-       SPK=264;
-       if(I >= CLSSES) goto L25000;
-       I=CVAL[I]+1-SCORE;
-       SETPRM(1,I,I);
-       SPK=263;
-L25000: RSPEAK(SPK);
-       exit(0);
+static int mxscor; /* ugh..the price for having score() not exit. */
+
+int score(enum termination mode) {
+       /* mode is 'scoregame' if scoring, 'quitgame' if quitting, 'endgame' if
+        * died or won */
+       int score = 0;
+
+       /*  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. */
+
+       /*  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;
+               }
+       }
+
+       /*  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;
+
+       /* Did he come to Witt's End as he should? */
+       if (game.objects[MAGAZINE].place == LOC_WITTSEND) {
+               score += 1;
+       }
+       mxscor += 1;
+
+       /* Round it off. */
+       score += 2;
+       mxscor += 2;
+
+       /* 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;
+
+       /* Return to score command if that's where we came from. */
+       if (mode == scoregame) {
+               rspeak(GARNERED_POINTS, score, mxscor, game.turns, game.turns);
+       }
+
+       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 */