X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=score.c;h=275a35815f075a60a5cab46b6f9d96bba76a5e3b;hp=b2db8a6a54097913ad2068c701533b34b8f66008;hb=HEAD;hpb=c8f6ff3701534e6c1ce59cf3e33aec5e824ed144 diff --git a/score.c b/score.c index b2db8a6..1d84c79 100644 --- a/score.c +++ b/score.c @@ -1,131 +1,162 @@ -#include -#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 -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) -/* mode is 'scoregame' if scoring, 'quitgame' if quitting, 'endgame' if died - * or won */ -{ - long score = 0; +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. */ + /* 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 (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; - } - } + /* 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. maximum_deaths 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 += 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 == SPLATTER_MESSAGE) - score += 25; - if (game.bonus == DEFEAT_MESSAGE) - score += 30; - if (game.bonus == VICTORY_MESSAGE) - score += 45; - } - mxscor += 45; + /* 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.place[MAGAZINE] == LOC_WITTSEND) - score += 1; - mxscor += 1; + /* 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; + /* Round it off. */ + score += 2; + 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; - } - if (game.novice) - score -= 5; - if (game.clshnt) - score -= 10; - score = score - game.trnluz - game.saved; + /* 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 to score command if that's where we came from. */ + if (mode == scoregame) { + rspeak(GARNERED_POINTS, score, mxscor, game.turns, game.turns); + } - return score; + return score; } -void terminate(enum termination mode) -/* End of game. Let's tell him all about it. */ -{ - long points = score(mode); +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 (long i = 1; i <= (long)CLSSES; i++) { - if (classes[i].threshold >= points) { - speak(classes[i].message); - i = classes[i].threshold + 1 - points; - rspeak(NEXT_HIGHER, i, i); - exit(0); - } - } - rspeak(OFF_SCALE); - rspeak(NO_HIGHER); - exit(0); + 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 */