122 lines
3.5 KiB
C
122 lines
3.5 KiB
C
#include <stdlib.h>
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#include "advent.h"
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#include "database.h"
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/*
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* scoring and wrap-up
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*/
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void score(long MODE) {
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/* arg is <0 if scoring, >0 if quitting, =0 if died or won */
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long MXSCOR = 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 for
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* saving intermediate positions. */
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SCORE=0;
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MXSCOR=0;
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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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/* 20010 */ for (I=50; I<=MAXTRS; I++) {
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if(PTEXT[I] == 0) goto L20010;
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K=12;
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if(I == CHEST)K=14;
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if(I > CHEST)K=16;
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if(game.prop[I] >= 0)SCORE=SCORE+2;
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if(game.place[I] == 3 && game.prop[I] == 0)SCORE=SCORE+K-2;
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MXSCOR=MXSCOR+K;
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L20010: /*etc*/ ;
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} /* end loop */
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/* Now look at how he finished and how far he got. MAXDIE and game.numdie tell us
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* how well he survived. game.dflag will
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* tell us if he ever got suitably deep into the cave. game.closng still indicates
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* whether he reached the endgame. And if he got as far as "cave closed"
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* (indicated by "game.closed"), then bonus is zero for mundane exits or 133, 134,
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* 135 if he blew it (so to speak). */
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SCORE=SCORE+(MAXDIE-game.numdie)*10;
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MXSCOR=MXSCOR+MAXDIE*10;
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if(MODE == 0)SCORE=SCORE+4;
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MXSCOR=MXSCOR+4;
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if(game.dflag != 0)SCORE=SCORE+25;
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MXSCOR=MXSCOR+25;
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if(game.closng)SCORE=SCORE+25;
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MXSCOR=MXSCOR+25;
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if(!game.closed) goto L20020;
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if(game.bonus == 0)SCORE=SCORE+10;
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if(game.bonus == 135)SCORE=SCORE+25;
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if(game.bonus == 134)SCORE=SCORE+30;
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if(game.bonus == 133)SCORE=SCORE+45;
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L20020: MXSCOR=MXSCOR+45;
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/* Did he come to Witt's End as he should? */
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if(game.place[MAGZIN] == 108)SCORE=SCORE+1;
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MXSCOR=MXSCOR+1;
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/* Round it off. */
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SCORE=SCORE+2;
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MXSCOR=MXSCOR+2;
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/* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */
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for (I=1; I<=HNTMAX; I++) {
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if(game.hinted[I])SCORE=SCORE-HINTS[I][2];
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} /* end loop */
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if(game.novice)SCORE=SCORE-5;
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if(game.clshnt)SCORE=SCORE-10;
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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 < 0) {
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SETPRM(1,SCORE,MXSCOR);
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SETPRM(3,game.turns,game.turns);
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RSPEAK(259);
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return;
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}
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/* that should be good enough. Let's tell him all about it. */
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if(SCORE+game.trnluz+1 >= MXSCOR && game.trnluz != 0)RSPEAK(242);
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if(SCORE+game.saved+1 >= MXSCOR && game.saved != 0)RSPEAK(143);
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SETPRM(1,SCORE,MXSCOR);
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SETPRM(3,game.turns,game.turns);
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RSPEAK(262);
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for (I=1; I<=CLSSES; I++) {
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if(CVAL[I] >= SCORE) goto L20210;
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/*etc*/ ;
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} /* end loop */
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SPK=265;
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goto L25000;
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L20210: SPEAK(CTEXT[I]);
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SPK=264;
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if(I >= CLSSES) goto L25000;
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I=CVAL[I]+1-SCORE;
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SETPRM(1,I,I);
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SPK=263;
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L25000: RSPEAK(SPK);
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exit(0);
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}
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