#include #include "advent.h" #include "database.h" /* * scoring and wrap-up */ void score(long mode) { /* arg is <0 if scoring, >0 if quitting, =0 if died or won */ long 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. */ SCORE=0; mxscor=0; /* 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=50; I<=MAXTRS; I++) { if(PTEXT[I] != 0) { K=12; if(I == CHEST)K=14; if(I > CHEST)K=16; if(game.prop[I] >= 0) SCORE=SCORE+2; if(game.place[I] == 3 && game.prop[I] == 0) SCORE=SCORE+K-2; mxscor=mxscor+K; } } /* end loop */ /* 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=SCORE+(MAXDIE-game.numdie)*10; mxscor=mxscor+MAXDIE*10; if(mode == 0)SCORE=SCORE+4; mxscor=mxscor+4; if(game.dflag != 0)SCORE=SCORE+25; mxscor=mxscor+25; if(game.closng)SCORE=SCORE+25; mxscor=mxscor+25; if(game.closed) { if(game.bonus == 0)SCORE=SCORE+10; if(game.bonus == 135)SCORE=SCORE+25; if(game.bonus == 134)SCORE=SCORE+30; if(game.bonus == 133)SCORE=SCORE+45; } mxscor=mxscor+45; /* Did he come to Witt's End as he should? */ if(game.place[MAGZIN] == 108) SCORE=SCORE+1; mxscor=mxscor+1; /* Round it off. */ SCORE=SCORE+2; mxscor=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]; } /* end loop */ if(game.novice) SCORE=SCORE-5; if(game.clshnt) SCORE=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) goto L20210; } /* end loop */ SPK=265; goto L25000; L20210: SPEAK(CTEXT[I]); SPK=264; if(I >= CLSSES) goto L25000; I=CVAL[I]+1-SCORE; SETPRM(1,I,I); SPK=263; L25000: RSPEAK(SPK); exit(0); }