162 lines
4.1 KiB
C
162 lines
4.1 KiB
C
/*
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* Scoring and wrap-up.
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*
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* SPDX-FileCopyrightText: (C) 1977, 2005 by Will Crowther and Don Woods
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include "advent.h"
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#include "dungeon.h"
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#include <stdlib.h>
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static int mxscor; /* ugh..the price for having score() not exit. */
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int score(enum termination mode) {
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/* mode is 'scoregame' if scoring, 'quitgame' if quitting, 'endgame' if
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* died or won */
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int score = 0;
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/* The present scoring algorithm is as follows:
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* Objective: Points: Present total possible:
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* Getting well into cave 25 25
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* Each treasure < chest 12 60
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* Treasure chest itself 14 14
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* Each treasure > chest 16 224
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* Surviving (MAX-NUM)*10 30
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* Not quitting 4 4
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* Reaching "game.closng" 25 25
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* "Closed": Quit/Killed 10
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* Klutzed 25
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* Wrong way 30
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* Success 45 45
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* Came to Witt's End 1 1
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* Round out the total 2 2
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* TOTAL: 430
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* Points can also be deducted for using hints or too many turns, or
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* for saving intermediate positions. */
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/* First tally up the treasures. Must be in building and not broken.
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* Give the poor guy 2 points just for finding each treasure. */
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mxscor = 0;
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for (int i = 1; i <= NOBJECTS; i++) {
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if (!objects[i].is_treasure) {
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continue;
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}
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if (objects[i].inventory != 0) {
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int k = 12;
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if (i == CHEST) {
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k = 14;
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}
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if (i > CHEST) {
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k = 16;
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}
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if (!PROP_IS_STASHED(i) && !PROP_IS_NOTFOUND(i)) {
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score += 2;
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}
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if (game.objects[i].place == LOC_BUILDING &&
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PROP_IS_FOUND(i)) {
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score += k - 2;
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}
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mxscor += k;
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}
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}
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/* Now look at how he finished and how far he got. NDEATHS and
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* game.numdie tell us how well he survived. game.dflag will tell us
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* if he ever got suitably deep into the cave. game.closng still
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* indicates whether he reached the endgame. And if he got as far as
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* "cave closed" (indicated by "game.closed"), then bonus is zero for
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* mundane exits or 133, 134, 135 if he blew it (so to speak). */
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score += (NDEATHS - game.numdie) * 10;
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mxscor += NDEATHS * 10;
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if (mode == endgame) {
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score += 4;
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}
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mxscor += 4;
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if (game.dflag != 0) {
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score += 25;
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}
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mxscor += 25;
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if (game.closng) {
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score += 25;
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}
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mxscor += 25;
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if (game.closed) {
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if (game.bonus == none) {
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score += 10;
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}
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if (game.bonus == splatter) {
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score += 25;
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}
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if (game.bonus == defeat) {
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score += 30;
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}
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if (game.bonus == victory) {
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score += 45;
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}
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}
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mxscor += 45;
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/* Did he come to Witt's End as he should? */
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if (game.objects[MAGAZINE].place == LOC_WITTSEND) {
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score += 1;
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}
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mxscor += 1;
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/* Round it off. */
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score += 2;
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mxscor += 2;
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/* Deduct for hints/turns/saves. Hints < 4 are special; see database
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* desc. */
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for (int i = 0; i < NHINTS; i++) {
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if (game.hints[i].used) {
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score = score - hints[i].penalty;
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}
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}
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if (game.novice) {
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score -= 5;
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}
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if (game.clshnt) {
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score -= 10;
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}
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score = score - game.trnluz - game.saved;
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/* Return to score command if that's where we came from. */
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if (mode == scoregame) {
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rspeak(GARNERED_POINTS, score, mxscor, game.turns, game.turns);
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}
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return score;
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}
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void terminate(enum termination mode) {
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/* End of game. Let's tell him all about it. */
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int points = score(mode);
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#if defined ADVENT_AUTOSAVE
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autosave();
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#endif
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if (points + game.trnluz + 1 >= mxscor && game.trnluz != 0) {
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rspeak(TOOK_LONG);
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}
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if (points + game.saved + 1 >= mxscor && game.saved != 0) {
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rspeak(WITHOUT_SUSPENDS);
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}
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rspeak(TOTAL_SCORE, points, mxscor, game.turns, game.turns);
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for (int i = 1; i <= (int)NCLASSES; i++) {
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if (classes[i].threshold >= points) {
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speak(classes[i].message);
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if (i < (int)NCLASSES) {
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int nxt = classes[i].threshold + 1 - points;
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rspeak(NEXT_HIGHER, nxt, nxt);
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} else {
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rspeak(NO_HIGHER);
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}
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exit(EXIT_SUCCESS);
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}
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}
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rspeak(OFF_SCALE);
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exit(EXIT_SUCCESS);
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}
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/* end */
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