open-adventure/score.c
2017-06-07 05:10:20 -04:00

116 lines
3.3 KiB
C

#include <stdlib.h>
#include "advent.h"
#include "database.h"
/*
* scoring and wrap-up
*/
void score(long MODE) {
/* <0 if scoring, >0 if quitting, =0 if died or won */
/* 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. */
/* 20010 */ for (I=50; I<=MAXTRS; I++) {
if(PTEXT[I] == 0) goto L20010;
K=12;
if(I == CHEST)K=14;
if(I > CHEST)K=16;
if(PROP[I] >= 0)SCORE=SCORE+2;
if(PLACE[I] == 3 && PROP[I] == 0)SCORE=SCORE+K-2;
MXSCOR=MXSCOR+K;
L20010: /*etc*/ ;
} /* 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) goto L20020;
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;
L20020: MXSCOR=MXSCOR+45;
/* Did he come to Witt's End as he should? */
if(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(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) 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;
/*etc*/ ;
} /* 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);
}