Refactor scoring so score() does not conditionally exit.

This commit is contained in:
Eric S. Raymond 2017-06-18 12:51:05 -04:00
parent f66cb0cdae
commit 704b86afbb
4 changed files with 30 additions and 27 deletions

30
score.c
View file

@ -7,11 +7,13 @@
* scoring and wrap-up
*/
void score(enum termination mode)
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, mxscor = 0;
long score = 0;
/* The present scoring algorithm is as follows:
* Objective: Points: Present total possible:
@ -34,6 +36,7 @@ void 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;
@ -99,21 +102,27 @@ void score(enum termination mode)
SETPRM(1, score, mxscor);
SETPRM(3, game.turns, game.turns);
RSPEAK(GARNERED_POINTS);
return;
}
/* that should be good enough. Let's tell him all about it. */
if (score + game.trnluz + 1 >= mxscor && game.trnluz != 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 (score + game.saved + 1 >= mxscor && game.saved != 0)
if (points + game.saved + 1 >= mxscor && game.saved != 0)
RSPEAK(WITHOUT_SUSPENDS);
SETPRM(1, score, mxscor);
SETPRM(1, points, mxscor);
SETPRM(3, game.turns, game.turns);
RSPEAK(TOTAL_SCORE);
for (long i = 1; i <= (long)CLSSES; i++) {
if (CVAL[i] >= score) {
if (CVAL[i] >= points) {
newspeak(class_messages[i]);
i = CVAL[i] + 1 - score;
i = CVAL[i] + 1 - points;
SETPRM(1, i, i);
RSPEAK(NEXT_HIGHER);
exit(0);
@ -122,5 +131,6 @@ void score(enum termination mode)
RSPEAK(OFF_SCALE);
RSPEAK(NO_HIGHER);
exit(0);
}
/* end */