X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=score.c;h=368b1df439dfcc6f4e9eca5585d7443f8f9c0b3a;hp=b2db8a6a54097913ad2068c701533b34b8f66008;hb=e7dc3eab5d7eb798199e59081e846582af7205a7;hpb=c8f6ff3701534e6c1ce59cf3e33aec5e824ed144 diff --git a/score.c b/score.c index b2db8a6..368b1df 100644 --- a/score.c +++ b/score.c @@ -1,19 +1,21 @@ -#include -#include "advent.h" -#include "database.h" -#include "newdb.h" - /* - * scoring and wrap-up + * Scoring and wrap-up. + * + * Copyright (c) 1977, 2005 by Will Crowther and Don Woods + * Copyright (c) 2017 by Eric S. Raymond + * SPDX-License-Identifier: BSD-2-clause */ +#include +#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) /* 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: @@ -37,42 +39,48 @@ long score(enum termination mode) /* 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 (game.prop[i] > STATE_NOTFOUND) score += 2; - if (game.place[i] == LOC_BUILDING && game.prop[i] == 0) + if (game.place[i] == LOC_BUILDING && game.prop[i] == STATE_FOUND) 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; + 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) + if (game.bonus == none) score += 10; - if (game.bonus == SPLATTER_MESSAGE) + if (game.bonus == splatter) score += 25; - if (game.bonus == DEFEAT_MESSAGE) + if (game.bonus == defeat) score += 30; - if (game.bonus == VICTORY_MESSAGE) + if (game.bonus == victory) score += 45; } mxscor += 45; @@ -87,9 +95,9 @@ long score(enum termination mode) mxscor += 2; /* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */ - for (long i = 1; i <= HINT_COUNT; i++) { + for (int i = 0; i < NHINTS; i++) { if (game.hinted[i]) - score = score - hints[i-1].penalty; + score = score - hints[i].penalty; } if (game.novice) score -= 5; @@ -115,17 +123,17 @@ void terminate(enum termination mode) 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 <= (long)NCLASSES; i++) { if (classes[i].threshold >= points) { speak(classes[i].message); i = classes[i].threshold + 1 - points; rspeak(NEXT_HIGHER, i, i); - exit(0); + exit(EXIT_SUCCESS); } } rspeak(OFF_SCALE); rspeak(NO_HIGHER); - exit(0); + exit(EXIT_SUCCESS); } /* end */