136 lines
4.2 KiB
C
136 lines
4.2 KiB
C
#include <stdlib.h>
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#include "advent.h"
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#include "database.h"
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#include "newdb.h"
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/*
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* scoring and wrap-up
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*/
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static long mxscor; /* ugh..the price for having score() not exit. */
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long score(enum termination mode)
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/* mode is 'scoregame' if scoring, 'quitgame' if quitting, 'endgame' if died
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* or won */
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{
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long 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 for
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* 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 (long i = MINTRS; i <= MAXTRS; i++) {
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if (object_descriptions[i].inventory != 0) {
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long 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)
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score += 2;
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if (game.place[i] == LOC_BUILDING && game.prop[i] == 0)
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score += k - 2;
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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. MAXDIE 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 += (MAXDIE - game.numdie) * 10;
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mxscor += MAXDIE * 10;
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if (mode == endgame)
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score += 4;
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mxscor += 4;
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if (game.dflag != 0)score += 25;
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mxscor += 25;
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if (game.closng)score += 25;
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mxscor += 25;
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if (game.closed) {
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if (game.bonus == 0)
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score += 10;
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if (game.bonus == SPLATTER_MESSAGE)
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score += 25;
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if (game.bonus == DEFEAT_MESSAGE)
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score += 30;
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if (game.bonus == VICTORY_MESSAGE)
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score += 45;
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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.place[MAGAZINE] == LOC_WITTSEND)
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score += 1;
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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 desc. */
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for (long i = 1; i <= HNTMAX; i++) {
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if (game.hinted[i])
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score = score - HINTS[i][2];
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}
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if (game.novice)
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score -= 5;
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if (game.clshnt)
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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 == scoregame) {
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SETPRM(1, score, mxscor);
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SETPRM(3, game.turns, game.turns);
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RSPEAK(GARNERED_POINTS);
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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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{
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long points = score(mode);
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if (points + game.trnluz + 1 >= mxscor && game.trnluz != 0)
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RSPEAK(TOOK_LONG);
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if (points + game.saved + 1 >= mxscor && game.saved != 0)
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RSPEAK(WITHOUT_SUSPENDS);
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SETPRM(1, points, mxscor);
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SETPRM(3, game.turns, game.turns);
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RSPEAK(TOTAL_SCORE);
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for (long i = 1; i <= (long)CLSSES; i++) {
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if (CVAL[i] >= points) {
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speak(class_messages[i]);
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i = CVAL[i] + 1 - points;
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SETPRM(1, i, i);
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RSPEAK(NEXT_HIGHER);
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exit(0);
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}
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}
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RSPEAK(OFF_SCALE);
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RSPEAK(NO_HIGHER);
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exit(0);
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}
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/* end */
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