-void score(long mode) {
-/* arg is <0 if scoring, >0 if quitting, =0 if died or won */
- long i, score = 0, mxscor = 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. */
-
- for (i=MINTRS; i<=MAXTRS; i++) {
- if(PTEXT[i] != 0) {
- K=12;
- if(i == CHEST)K=14;
- if(i > CHEST)K=16;
- if(game.prop[i] >= 0)
- score=score+2;
- if(game.place[i] == 3 && game.prop[i] == 0)
- score=score+K-2;
- mxscor=mxscor+K;
- }
- } /* 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 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) {
- 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;
- }
- mxscor=mxscor+45;
-
-/* Did he come to Witt's End as he should? */
-
- if(game.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(game.hinted[i])score=score-HINTS[i][2];
- } /* end loop */
- if(game.novice)
- score=score-5;
- if(game.clshnt)
- score=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;
- }
-
-/* 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) goto L20210;
- } /* 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);