-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 "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. */
-
-L20000: 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 NUMDIE TELL US
- * HOW WELL HE SURVIVED. DFLAG WILL
- * TELL US IF HE EVER GOT SUITABLY DEEP INTO THE CAVE. CLOSNG STILL INDICATES
- * WHETHER HE REACHED THE ENDGAME. AND IF HE GOT AS FAR AS "CAVE CLOSED"
- * (INDICATED BY "CLOSED"), THEN BONUS IS ZERO FOR MUNDANE EXITS OR 133, 134,
- * 135 IF HE BLEW IT (SO TO SPEAK). */
-
- SCORE=SCORE+(MAXDIE-NUMDIE)*10;
- MXSCOR=MXSCOR+MAXDIE*10;
- if(MODE == 0)SCORE=SCORE+4;
- MXSCOR=MXSCOR+4;
- if(DFLAG != 0)SCORE=SCORE+25;
- MXSCOR=MXSCOR+25;
- if(CLOSNG)SCORE=SCORE+25;
- MXSCOR=MXSCOR+25;
- if(!CLOSED) goto L20020;
- if(BONUS == 0)SCORE=SCORE+10;
- if(BONUS == 135)SCORE=SCORE+25;
- if(BONUS == 134)SCORE=SCORE+30;
- if(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. */
-
- /* 20030 */ for (I=1; I<=HNTMAX; I++) {
-L20030: 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);
- /* 20200 */ for (I=1; I<=CLSSES; I++) {
- if(CVAL[I] >= SCORE) goto L20210;
-L20200: /*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);
-
+void terminate(enum termination mode)
+/* End of game. Let's tell him all about it. */
+{
+ int 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 (int i = 1; i <= (int)NCLASSES; i++) {
+ if (classes[i].threshold >= points) {
+ speak(classes[i].message);
+ i = classes[i].threshold + 1 - points;
+ rspeak(NEXT_HIGHER, i, i);
+ exit(EXIT_SUCCESS);
+ }
+ }
+ rspeak(OFF_SCALE);
+ rspeak(NO_HIGHER);
+ exit(EXIT_SUCCESS);