-#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 <stdlib.h>
+#include "advent.h"
+#include "dungeon.h"
-static long mxscor; /* ugh..the price for having score() not exit. */
+static int mxscor; /* ugh..the price for having score() not exit. */
-long score(enum termination mode)
+int score(enum termination mode) {
/* mode is 'scoregame' if scoring, 'quitgame' if quitting, 'endgame' if died
* or won */
-{
- long score = 0;
+ int score = 0;
/* The present scoring algorithm is as follows:
* Objective: Points: Present total possible:
/* 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 (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)
+ 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.place[i] == LOC_BUILDING && game.prop[i] == 0)
+ }
+ 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. maximum_deaths and
+ /* 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 += (maximum_deaths - game.numdie) * 10;
- mxscor += maximum_deaths * 10;
- if (mode == endgame)
+ score += (NDEATHS - game.numdie) * 10;
+ mxscor += NDEATHS * 10;
+ if (mode == endgame) {
score += 4;
+ }
mxscor += 4;
- if (game.dflag != 0)score += 25;
+ if (game.dflag != 0) {
+ score += 25;
+ }
mxscor += 25;
- if (game.closng)score += 25;
+ if (game.closng) {
+ score += 25;
+ }
mxscor += 25;
if (game.closed) {
- if (game.bonus == 0)
- score += 10;
- if (game.bonus == SPLATTER_MESSAGE)
- score += 25;
- if (game.bonus == DEFEAT_MESSAGE)
- score += 30;
- if (game.bonus == VICTORY_MESSAGE)
- score += 45;
+ 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.place[MAGAZINE] == LOC_WITTSEND)
+ if (game.objects[MAGAZINE].place == LOC_WITTSEND) {
score += 1;
+ }
mxscor += 1;
/* Round it off. */
mxscor += 2;
/* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */
- for (long i = 1; i <= HINT_COUNT; i++) {
- if (game.hinted[i])
- score = score - hints[i-1].penalty;
+ for (int i = 0; i < NHINTS; i++) {
+ if (game.hints[i].used) {
+ score = score - hints[i].penalty;
+ }
}
- if (game.novice)
+ if (game.novice) {
score -= 5;
- if (game.clshnt)
+ }
+ if (game.clshnt) {
score -= 10;
+ }
score = score - game.trnluz - game.saved;
/* Return to score command if that's where we came from. */
return score;
}
-void terminate(enum termination mode)
+void terminate(enum termination mode) {
/* End of game. Let's tell him all about it. */
-{
- long points = score(mode);
+ int points = score(mode);
+#if defined ADVENT_AUTOSAVE
+ autosave();
+#endif
- if (points + game.trnluz + 1 >= mxscor && game.trnluz != 0)
+ if (points + game.trnluz + 1 >= mxscor && game.trnluz != 0) {
rspeak(TOOK_LONG);
- if (points + game.saved + 1 >= mxscor && game.saved != 0)
+ }
+ if (points + game.saved + 1 >= mxscor && game.saved != 0) {
rspeak(WITHOUT_SUSPENDS);
+ }
rspeak(TOTAL_SCORE, points, mxscor, game.turns, game.turns);
- for (long i = 1; i <= (long)CLSSES; i++) {
+ for (int i = 1; i <= (int)NCLASSES; i++) {
if (classes[i].threshold >= points) {
speak(classes[i].message);
- i = classes[i].threshold + 1 - points;
- rspeak(NEXT_HIGHER, i, i);
- exit(0);
+ 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);
- rspeak(NO_HIGHER);
- exit(0);
+ exit(EXIT_SUCCESS);
}
/* end */