score.c begins to resemble actual C.
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78f606c879
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1 changed files with 49 additions and 44 deletions
93
score.c
93
score.c
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@ -6,9 +6,9 @@
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* scoring and wrap-up
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* scoring and wrap-up
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*/
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*/
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void score(long MODE) {
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void score(long mode) {
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/* arg is <0 if scoring, >0 if quitting, =0 if died or won */
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/* arg is <0 if scoring, >0 if quitting, =0 if died or won */
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long MXSCOR = 0;
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long mxscor = 0;
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/* The present scoring algorithm is as follows:
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/* The present scoring algorithm is as follows:
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* Objective: Points: Present total possible:
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* Objective: Points: Present total possible:
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@ -18,7 +18,7 @@ void score(long MODE) {
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* Each treasure > chest 16 224
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* Each treasure > chest 16 224
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* Surviving (MAX-NUM)*10 30
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* Surviving (MAX-NUM)*10 30
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* Not quitting 4 4
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* Not quitting 4 4
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* Reaching "game.closng" 25 25
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* Reaching "game.closng" 25 25
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* "Closed": Quit/Killed 10
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* "Closed": Quit/Killed 10
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* Klutzed 25
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* Klutzed 25
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* Wrong way 30
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* Wrong way 30
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@ -30,67 +30,73 @@ void score(long MODE) {
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* saving intermediate positions. */
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* saving intermediate positions. */
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SCORE=0;
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SCORE=0;
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MXSCOR=0;
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mxscor=0;
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/* First tally up the treasures. Must be in building and not broken.
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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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* Give the poor guy 2 points just for finding each treasure. */
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/* 20010 */ for (I=50; I<=MAXTRS; I++) {
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for (I=50; I<=MAXTRS; I++) {
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if(PTEXT[I] == 0) goto L20010;
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if(PTEXT[I] != 0) {
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K=12;
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K=12;
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if(I == CHEST)K=14;
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if(I == CHEST)K=14;
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if(I > CHEST)K=16;
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if(I > CHEST)K=16;
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if(game.prop[I] >= 0)SCORE=SCORE+2;
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if(game.prop[I] >= 0)
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if(game.place[I] == 3 && game.prop[I] == 0)SCORE=SCORE+K-2;
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SCORE=SCORE+2;
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MXSCOR=MXSCOR+K;
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if(game.place[I] == 3 && game.prop[I] == 0)
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L20010: /*etc*/ ;
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SCORE=SCORE+K-2;
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mxscor=mxscor+K;
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}
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} /* end loop */
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} /* end loop */
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/* Now look at how he finished and how far he got. MAXDIE and game.numdie tell us
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/* Now look at how he finished and how far he got. MAXDIE and
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* how well he survived. game.dflag will
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* game.numdie tell us how well he survived. game.dflag will tell us
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* tell us if he ever got suitably deep into the cave. game.closng still indicates
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* if he ever got suitably deep into the cave. game.closng still
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* whether he reached the endgame. And if he got as far as "cave closed"
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* indicates whether he reached the endgame. And if he got as far as
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* (indicated by "game.closed"), then bonus is zero for mundane exits or 133, 134,
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* "cave closed" (indicated by "game.closed"), then bonus is zero for
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* 135 if he blew it (so to speak). */
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* mundane exits or 133, 134, 135 if he blew it (so to speak). */
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SCORE=SCORE+(MAXDIE-game.numdie)*10;
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SCORE=SCORE+(MAXDIE-game.numdie)*10;
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MXSCOR=MXSCOR+MAXDIE*10;
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mxscor=mxscor+MAXDIE*10;
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if(MODE == 0)SCORE=SCORE+4;
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if(mode == 0)SCORE=SCORE+4;
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MXSCOR=MXSCOR+4;
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mxscor=mxscor+4;
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if(game.dflag != 0)SCORE=SCORE+25;
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if(game.dflag != 0)SCORE=SCORE+25;
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MXSCOR=MXSCOR+25;
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mxscor=mxscor+25;
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if(game.closng)SCORE=SCORE+25;
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if(game.closng)SCORE=SCORE+25;
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MXSCOR=MXSCOR+25;
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mxscor=mxscor+25;
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if(!game.closed) goto L20020;
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if(game.closed) {
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if(game.bonus == 0)SCORE=SCORE+10;
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if(game.bonus == 0)SCORE=SCORE+10;
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if(game.bonus == 135)SCORE=SCORE+25;
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if(game.bonus == 135)SCORE=SCORE+25;
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if(game.bonus == 134)SCORE=SCORE+30;
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if(game.bonus == 134)SCORE=SCORE+30;
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if(game.bonus == 133)SCORE=SCORE+45;
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if(game.bonus == 133)SCORE=SCORE+45;
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L20020: MXSCOR=MXSCOR+45;
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}
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mxscor=mxscor+45;
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/* Did he come to Witt's End as he should? */
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/* Did he come to Witt's End as he should? */
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if(game.place[MAGZIN] == 108)SCORE=SCORE+1;
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if(game.place[MAGZIN] == 108)
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MXSCOR=MXSCOR+1;
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SCORE=SCORE+1;
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mxscor=mxscor+1;
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/* Round it off. */
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/* Round it off. */
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SCORE=SCORE+2;
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SCORE=SCORE+2;
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MXSCOR=MXSCOR+2;
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mxscor=mxscor+2;
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/* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */
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/* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */
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for (I=1; I<=HNTMAX; I++) {
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for (I=1; I<=HNTMAX; I++) {
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if(game.hinted[I])SCORE=SCORE-HINTS[I][2];
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if(game.hinted[I])SCORE=SCORE-HINTS[I][2];
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} /* end loop */
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} /* end loop */
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if(game.novice)SCORE=SCORE-5;
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if(game.novice)
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if(game.clshnt)SCORE=SCORE-10;
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SCORE=SCORE-5;
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if(game.clshnt)
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SCORE=SCORE-10;
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SCORE=SCORE-game.trnluz-game.saved;
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SCORE=SCORE-game.trnluz-game.saved;
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/* Return to score command if that's where we came from. */
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/* Return to score command if that's where we came from. */
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if(MODE < 0) {
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if(mode < 0) {
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SETPRM(1,SCORE,MXSCOR);
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SETPRM(1,SCORE,mxscor);
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SETPRM(3,game.turns,game.turns);
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SETPRM(3,game.turns,game.turns);
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RSPEAK(259);
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RSPEAK(259);
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return;
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return;
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@ -98,17 +104,16 @@ L20020: MXSCOR=MXSCOR+45;
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/* that should be good enough. Let's tell him all about it. */
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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)RSPEAK(242);
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if(SCORE+game.trnluz+1 >= mxscor && game.trnluz != 0)RSPEAK(242);
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if(SCORE+game.saved+1 >= MXSCOR && game.saved != 0)RSPEAK(143);
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if(SCORE+game.saved+1 >= mxscor && game.saved != 0)RSPEAK(143);
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SETPRM(1,SCORE,MXSCOR);
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SETPRM(1,SCORE,mxscor);
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SETPRM(3,game.turns,game.turns);
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SETPRM(3,game.turns,game.turns);
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RSPEAK(262);
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RSPEAK(262);
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for (I=1; I<=CLSSES; I++) {
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for (I=1; I<=CLSSES; I++) {
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if(CVAL[I] >= SCORE) goto L20210;
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if(CVAL[I] >= SCORE) goto L20210;
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/*etc*/ ;
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} /* end loop */
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} /* end loop */
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SPK=265;
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SPK=265;
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goto L25000;
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goto L25000;
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L20210: SPEAK(CTEXT[I]);
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L20210: SPEAK(CTEXT[I]);
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SPK=264;
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SPK=264;
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