X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=score.c;h=8bd3cce1793af69a20c7b186a99ba58f7c27de1b;hp=d4cd697761b8e299ce446fff71f75abd122b7064;hb=3d2ba1835544af309723e7502d0311d5f14ec99d;hpb=62ee15c892eb1cd1e0333ff8d83888765923e1b4 diff --git a/score.c b/score.c index d4cd697..8bd3cce 100644 --- a/score.c +++ b/score.c @@ -1,116 +1,136 @@ #include #include "advent.h" -#include "database.h" +#include "dungeon.h" /* * scoring and wrap-up */ -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 "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. */ - - 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. 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-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(game.closng)SCORE=SCORE+25; - MXSCOR=MXSCOR+25; - if(!game.closed) goto L20020; - 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; -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. */ - - for (I=1; I<=HNTMAX; I++) { - 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); - for (I=1; I<=CLSSES; I++) { - if(CVAL[I] >= SCORE) goto L20210; - /*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 long 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; + + /* 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) { + long 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. 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; + + /* Round it off. */ + score += 2; + mxscor += 2; + + /* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */ + for (long i = 0; i < NHINTS; i++) { + if (game.hinted[i]) + 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. */ +{ + 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 (long 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 */