Refactor scoring so score() does not conditionally exit.
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f66cb0cdae
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4 changed files with 30 additions and 27 deletions
30
score.c
30
score.c
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@ -7,11 +7,13 @@
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* scoring and wrap-up
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*/
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void score(enum termination mode)
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static long mxscor; /* ugh..the price for having score() not exit. */
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long score(enum termination mode)
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/* mode is 'scoregame' if scoring, 'quitgame' if quitting, 'endgame' if died
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* or won */
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{
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long score = 0, mxscor = 0;
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long score = 0;
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/* The present scoring algorithm is as follows:
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* Objective: Points: Present total possible:
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@ -34,6 +36,7 @@ void score(enum termination mode)
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/* First tally up the treasures. Must be in building and not broken.
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* Give the poor guy 2 points just for finding each treasure. */
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mxscor = 0;
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for (long i = MINTRS; i <= MAXTRS; i++) {
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if (object_descriptions[i].inventory != 0) {
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long k = 12;
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@ -99,21 +102,27 @@ void score(enum termination mode)
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SETPRM(1, score, mxscor);
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SETPRM(3, game.turns, game.turns);
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RSPEAK(GARNERED_POINTS);
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return;
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}
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/* that should be good enough. Let's tell him all about it. */
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if (score + game.trnluz + 1 >= mxscor && game.trnluz != 0)
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return score;
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}
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void terminate(enum termination mode)
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/* End of game. Let's tell him all about it. */
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{
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long points = score(mode);
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if (points + game.trnluz + 1 >= mxscor && game.trnluz != 0)
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RSPEAK(TOOK_LONG);
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if (score + game.saved + 1 >= mxscor && game.saved != 0)
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if (points + game.saved + 1 >= mxscor && game.saved != 0)
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RSPEAK(WITHOUT_SUSPENDS);
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SETPRM(1, score, mxscor);
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SETPRM(1, points, mxscor);
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SETPRM(3, game.turns, game.turns);
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RSPEAK(TOTAL_SCORE);
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for (long i = 1; i <= (long)CLSSES; i++) {
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if (CVAL[i] >= score) {
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if (CVAL[i] >= points) {
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newspeak(class_messages[i]);
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i = CVAL[i] + 1 - score;
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i = CVAL[i] + 1 - points;
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SETPRM(1, i, i);
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RSPEAK(NEXT_HIGHER);
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exit(0);
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@ -122,5 +131,6 @@ void score(enum termination mode)
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RSPEAK(OFF_SCALE);
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RSPEAK(NO_HIGHER);
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exit(0);
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}
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/* end */
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