* scoring and wrap-up
*/
-void score(long mode)
-/* mode is <0 if scoring, >0 if quitting, =0 if died or won */
+static long mxscor; /* ugh..the price for having score() not exit. */
+
+long score(enum termination mode)
+/* mode is 'scoregame' if scoring, 'quitgame' if quitting, 'endgame' if died
+ * or won */
{
- long i, k, score = 0, mxscor = 0;
+ long score = 0;
/* The present scoring algorithm is as follows:
* Objective: Points: Present total possible:
/* First tally up the treasures. Must be in building and not broken.
* Give the poor guy 2 points just for finding each treasure. */
- for (i=MINTRS; i<=MAXTRS; i++) {
- if(object_descriptions[i].inventory != 0) {
- k=12;
- if(i == CHEST)k=14;
- if(i > CHEST)k=16;
- if(game.prop[i] >= 0)
- score += 2;
- if(game.place[i] == 3 && game.prop[i] == 0)
- score += k-2;
- mxscor += k;
- }
+ mxscor = 0;
+ for (int i = 1; i <= NOBJECTS; i++) {
+ if (!object_descriptions[i].is_treasure)
+ continue;
+ 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
+ /* Now look at how he finished and how far he got. NDEATHS 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 == 0)score += 4;
+ score += (NDEATHS - game.numdie) * 10;
+ mxscor += NDEATHS * 10;
+ if (mode == endgame)
+ score += 4;
mxscor += 4;
- if(game.dflag != 0)score += 25;
+ if (game.dflag != 0)score += 25;
mxscor += 25;
- if(game.closng)score += 25;
+ if (game.closng)score += 25;
mxscor += 25;
- if(game.closed) {
- if(game.bonus == 0)
- score += 10;
- if(game.bonus == 135)
- score += 25;
- if(game.bonus == 134)
- score += 30;
- if(game.bonus == 133)
- score += 45;
+ 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] == 108)
- score += 1;
+ if (game.place[MAGAZINE] == LOC_WITTSEND)
+ score += 1;
mxscor += 1;
/* Round it off. */
mxscor += 2;
/* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */
- for (i=1; i<=HNTMAX; i++) {
- if(game.hinted[i])
- score=score-HINTS[i][2];
+ for (long i = 0; i < NHINTS; i++) {
+ if (game.hinted[i])
+ score = score - hints[i].penalty;
}
- if(game.novice)
- score -= 5;
- if(game.clshnt)
- score -= 10;
- score=score-game.trnluz-game.saved;
+ 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 < 0) {
- SETPRM(1,score,mxscor);
- SETPRM(3,game.turns,game.turns);
- RSPEAK(259);
- return;
+ if (mode == scoregame) {
+ rspeak(GARNERED_POINTS, score, mxscor, game.turns, game.turns);
}
- /* 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) {
- newspeak(class_messages[i]);
- i=CVAL[i]+1-score;
- SETPRM(1,i,i);
- RSPEAK(263);
- exit(0);
- }
+ return score;
+}
+
+void terminate(enum termination mode)
+/* End of game. Let's tell him all about it. */
+{
+ long points = score(mode);
+
+ if (points + game.trnluz + 1 >= mxscor && game.trnluz != 0)
+ rspeak(TOOK_LONG);
+ if (points + game.saved + 1 >= mxscor && game.saved != 0)
+ rspeak(WITHOUT_SUSPENDS);
+ rspeak(TOTAL_SCORE, points, mxscor, game.turns, game.turns);
+ for (long i = 1; i <= (long)NCLASSES; i++) {
+ if (classes[i].threshold >= points) {
+ speak(classes[i].message);
+ i = classes[i].threshold + 1 - points;
+ rspeak(NEXT_HIGHER, i, i);
+ exit(0);
+ }
}
- RSPEAK(265);
- RSPEAK(264);
+ rspeak(OFF_SCALE);
+ rspeak(NO_HIGHER);
exit(0);
-
}
+
+/* end */