#include #include "advent.h" #include "database.h" #include "newdb.h" /* * scoring and wrap-up */ void score(long mode) /* mode is <0 if scoring, >0 if quitting, =0 if died or won */ { long i, k, score = 0, mxscor = 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. */ for (i=MINTRS; i<=MAXTRS; i++) { if(object_descriptions[i].inventory != 0) { k=12; if(i == CHEST)k=14; if(i > CHEST)k=16; if(game.prop[i] >= 0) score += 2; if(game.place[i] == 3 && game.prop[i] == 0) score += k-2; mxscor += k; } } /* Now look at how he finished and how far he got. MAXDIE 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 += (MAXDIE-game.numdie)*10; mxscor += MAXDIE*10; if(mode == 0)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 == 0) score += 10; if(game.bonus == 135) score += 25; if(game.bonus == 134) score += 30; if(game.bonus == 133) score += 45; } mxscor += 45; /* Did he come to Witt's End as he should? */ if(game.place[MAGZIN] == 108) score += 1; mxscor += 1; /* Round it off. */ score += 2; mxscor += 2; /* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */ for (i=1; i<=HNTMAX; i++) { if(game.hinted[i]) score=score-HINTS[i][2]; } 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 < 0) { SETPRM(1,score,mxscor); SETPRM(3,game.turns,game.turns); RSPEAK(259); return; } /* that should be good enough. Let's tell him all about it. */ if(score+game.trnluz+1 >= mxscor && game.trnluz != 0) RSPEAK(242); if(score+game.saved+1 >= mxscor && game.saved != 0) RSPEAK(143); SETPRM(1,score,mxscor); SETPRM(3,game.turns,game.turns); RSPEAK(262); for (i=1; i<=CLSSES; i++) { if(CVAL[i] >= score) { newspeak(class_messages[i]); i=CVAL[i]+1-score; SETPRM(1,i,i); RSPEAK(263); exit(0); } } RSPEAK(265); RSPEAK(264); exit(0); }