* scoring and wrap-up
*/
-void score(long MODE) {
- /* <0 if scoring, >0 if quitting, =0 if died or won */
+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:
* Each treasure > chest 16 224
* Surviving (MAX-NUM)*10 30
* Not quitting 4 4
- * Reaching "game.closng" 25 25
+ * Reaching "game.closng" 25 25
* "Closed": Quit/Killed 10
* Klutzed 25
* Wrong way 30
* 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*/ ;
+ 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) 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;
+/* 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(PLACE[MAGZIN] == 108)SCORE=SCORE+1;
- MXSCOR=MXSCOR+1;
+ if(game.place[MAGZIN] == 108)
+ score=score+1;
+ mxscor=mxscor+1;
/* Round it off. */
- SCORE=SCORE+2;
- MXSCOR=MXSCOR+2;
+ 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];
+ 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;
+ 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) return;
+ 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);
+ 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;
- /*etc*/ ;
+ for (i=1; i<=CLSSES; i++) {
+ if(CVAL[i] >= score) goto L20210;
} /* end loop */
SPK=265;
- goto L25000;
+ goto L25000;
-L20210: SPEAK(CTEXT[I]);
+L20210: SPEAK(CTEXT[i]);
SPK=264;
- if(I >= CLSSES) goto L25000;
- I=CVAL[I]+1-SCORE;
- SETPRM(1,I,I);
+ if(i >= CLSSES) goto L25000;
+ i=CVAL[i]+1-score;
+ SETPRM(1,i,i);
SPK=263;
L25000: RSPEAK(SPK);
exit(0);