#include #include "advent.h" #include "database.h" #include "newdb.h" /* * scoring and wrap-up */ void score(enum termination mode) /* mode is 'scoregame' if scoring, 'quitgame' if quitting, 'endgame' if died * or won */ { long 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 (long i = MINTRS; i <= MAXTRS; i++) { if (object_descriptions[i].inventory != 0) { long k = 12; if (i == CHEST)k = 14; if (i > CHEST)k = 16; if (game.prop[i] >= 0) score += 2; if (game.place[i] == LOC_BUILDING && 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 == 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 == 0) score += 10; if (game.bonus == SPLATTER_MESSAGE) score += 25; if (game.bonus == DEFEAT_MESSAGE) score += 30; if (game.bonus == VICTORY_MESSAGE) score += 45; } mxscor += 45; /* Did he come to Witt's End as he should? */ if (game.place[MAGZIN] == 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 (long 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 == scoregame) { SETPRM(1, score, mxscor); SETPRM(3, game.turns, game.turns); RSPEAK(GARNERED_POINTS); return; } /* that should be good enough. Let's tell him all about it. */ if (score + game.trnluz + 1 >= mxscor && game.trnluz != 0) RSPEAK(TOOK_LONG); if (score + game.saved + 1 >= mxscor && game.saved != 0) RSPEAK(WITHOUT_SUSPENDS); SETPRM(1, score, mxscor); SETPRM(3, game.turns, game.turns); RSPEAK(TOTAL_SCORE); for (long i = 1; i <= (long)CLSSES; i++) { if (CVAL[i] >= score) { newspeak(class_messages[i]); i = CVAL[i] + 1 - score; SETPRM(1, i, i); RSPEAK(NEXT_HIGHER); exit(0); } } RSPEAK(OFF_SCALE); RSPEAK(NO_HIGHER); exit(0); }