/* * Scoring and wrap-up. * * SPDX-FileCopyrightText: (C) 1977, 2005 by Will Crowther and Don Woods * SPDX-License-Identifier: BSD-2-Clause */ #include "advent.h" #include "dungeon.h" #include static int mxscor; /* ugh..the price for having score() not exit. */ int score(enum termination mode) { /* mode is 'scoregame' if scoring, 'quitgame' if quitting, 'endgame' if * died or won */ int 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) { int k = 12; if (i == CHEST) { k = 14; } if (i > CHEST) { k = 16; } if (!OBJECT_IS_STASHED(i) && !OBJECT_IS_NOTFOUND(i)) { score += 2; } if (game.objects[i].place == LOC_BUILDING && OBJECT_IS_FOUND(i)) { 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.objects[MAGAZINE].place == 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 (int i = 0; i < NHINTS; i++) { if (game.hints[i].used) { 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. */ int points = score(mode); #if defined ADVENT_AUTOSAVE autosave(); #endif 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 <= (int)NCLASSES; i++) { if (classes[i].threshold >= points) { speak(classes[i].message); if (i < (int)NCLASSES) { int nxt = classes[i].threshold + 1 - points; rspeak(NEXT_HIGHER, nxt, nxt); } else { rspeak(NO_HIGHER); } exit(EXIT_SUCCESS); } } rspeak(OFF_SCALE); exit(EXIT_SUCCESS); } /* end */