#include <stdlib.h>
-#include "misc.h"
-#include "main.h"
-#include "share.h"
+#include "advent.h"
+#include "database.h"
+#include "newdb.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 game.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(NOVICE)SCORE=SCORE-5;
- if(CLSHNT)SCORE=SCORE-10;
- SCORE=SCORE-TRNLUZ-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+TRNLUZ+1 >= MXSCOR && TRNLUZ != 0)RSPEAK(242);
- if(SCORE+SAVED+1 >= MXSCOR && SAVED != 0)RSPEAK(143);
- SETPRM(1,SCORE,MXSCOR);
- SETPRM(3,TURNS,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);
+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 score = 0;
+
+ /* 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. */
+
+ /* First tally up the treasures. Must be in building and not broken.
+ * Give the poor guy 2 points just for finding each treasure. */
+ mxscor = 0;
+ for (long i = MINTRS; i <= MAXTRS; i++) {
+ 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. maximum_deaths 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 += (maximum_deaths - game.numdie) * 10;
+ mxscor += maximum_deaths * 10;
+ if (mode == endgame)
+ score += 4;
+ mxscor += 4;
+ if (game.dflag != 0)score += 25;
+ mxscor += 25;
+ if (game.closng)score += 25;
+ mxscor += 25;
+ 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[MAGAZINE] == LOC_WITTSEND)
+ score += 1;
+ mxscor += 1;
+
+ /* Round it off. */
+ score += 2;
+ mxscor += 2;
+
+ /* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */
+ for (long i = 0; i < HINT_COUNT; 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;
+
+ /* Return to score command if that's where we came from. */
+ if (mode == scoregame) {
+ rspeak(GARNERED_POINTS, score, mxscor, game.turns, game.turns);
+ }
+
+ 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)CLSSES; i++) {
+ if (classes[i].threshold >= points) {
+ speak(classes[i].message);
+ i = classes[i].threshold + 1 - points;
+ rspeak(NEXT_HIGHER, i, i);
+ exit(0);
+ }
+ }
+ rspeak(OFF_SCALE);
+ rspeak(NO_HIGHER);
+ exit(0);
}
+
+/* end */