X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=score.c;h=368b1df439dfcc6f4e9eca5585d7443f8f9c0b3a;hp=f97cd46b0254652b9450a416b833fa6ad5f7def6;hb=e7dc3eab5d7eb798199e59081e846582af7205a7;hpb=1b59175d8d0a8a5392da8b183e0c603b0cd10865 diff --git a/score.c b/score.c index f97cd46..368b1df 100644 --- a/score.c +++ b/score.c @@ -1,15 +1,21 @@ +/* + * 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 "database.h" +#include "dungeon.h" -/* - * scoring and wrap-up - */ +static int mxscor; /* ugh..the price for having score() not exit. */ -void score(long mode) -/* mode is <0 if scoring, >0 if quitting, =0 if died or won */ +long score(enum termination mode) +/* mode is 'scoregame' if scoring, 'quitgame' if quitting, 'endgame' if died + * or won */ { - long i, score = 0, mxscor = 0; + int score = 0; /* The present scoring algorithm is as follows: * Objective: Points: Present total possible: @@ -32,94 +38,102 @@ void score(long mode) /* First tally up the treasures. Must be in building and not broken. * Give the poor guy 2 points just for finding each treasure. */ - - for (i=MINTRS; i<=MAXTRS; i++) { - if(PTEXT[i] != 0) { - K=12; - if(i == CHEST)K=14; - if(i > CHEST)K=16; - if(game.prop[i] >= 0) - score=score+2; - if(game.place[i] == 3 && game.prop[i] == 0) - score=score+K-2; - mxscor=mxscor+K; - } + 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 (game.prop[i] > STATE_NOTFOUND) + score += 2; + 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. MAXDIE 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=score+(MAXDIE-game.numdie)*10; - mxscor=mxscor+MAXDIE*10; - if(mode == 0)score=score+4; - mxscor=mxscor+4; - if(game.dflag != 0)score=score+25; - mxscor=mxscor+25; - if(game.closng)score=score+25; - mxscor=mxscor+25; - if(game.closed) { - if(game.bonus == 0) - score=score+10; - if(game.bonus == 135) - score=score+25; - if(game.bonus == 134) - score=score+30; - if(game.bonus == 133) - score=score+45; + 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=mxscor+45; + mxscor += 45; /* Did he come to Witt's End as he should? */ - if(game.place[MAGZIN] == 108) - score=score+1; - mxscor=mxscor+1; + if (game.place[MAGAZINE] == LOC_WITTSEND) + score += 1; + mxscor += 1; /* Round it off. */ - score=score+2; - mxscor=mxscor+2; + score += 2; + mxscor += 2; /* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */ - for (i=1; i<=HNTMAX; i++) { - if(game.hinted[i]) - score=score-HINTS[i][2]; + for (int i = 0; i < NHINTS; i++) { + if (game.hinted[i]) + score = score - hints[i].penalty; } - if(game.novice) - score=score-5; - if(game.clshnt) - score=score-10; - score=score-game.trnluz-game.saved; + 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 < 0) { - SETPRM(1,score,mxscor); - SETPRM(3,game.turns,game.turns); - RSPEAK(259); - return; + if (mode == scoregame) { + rspeak(GARNERED_POINTS, score, mxscor, game.turns, game.turns); } - /* that should be good enough. Let's tell him all about it. */ - if(score+game.trnluz+1 >= mxscor && game.trnluz != 0) - RSPEAK(242); - if(score+game.saved+1 >= mxscor && game.saved != 0) - RSPEAK(143); - SETPRM(1,score,mxscor); - SETPRM(3,game.turns,game.turns); - RSPEAK(262); - for (i=1; i<=CLSSES; i++) { - if(CVAL[i] >= score) { - SPEAK(CTEXT[i]); - i=CVAL[i]+1-score; - SETPRM(1,i,i); - RSPEAK(263); - exit(0); - } - } - RSPEAK(265); - RSPEAK(264); - exit(0); + return score; +} + +void terminate(enum termination mode) +/* End of game. Let's tell him all about it. */ +{ + long points = score(mode); + 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 <= (long)NCLASSES; i++) { + if (classes[i].threshold >= points) { + speak(classes[i].message); + i = classes[i].threshold + 1 - points; + rspeak(NEXT_HIGHER, i, i); + exit(EXIT_SUCCESS); + } + } + rspeak(OFF_SCALE); + rspeak(NO_HIGHER); + exit(EXIT_SUCCESS); } + +/* end */