* scoring and wrap-up
*/
-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;
+void score(long mode)
+/* mode 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;
}
-
-/* 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);
+ }
+
+ /* 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];
+ }
+ 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(262);
- for (i=1; i<=CLSSES; i++) {
- if(CVAL[i] >= score) goto L20210;
- } /* end loop */
- SPK=265;
- goto L25000;
+ 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;
+ SPK=264;
+ if(i >= CLSSES) goto L25000;
+ i=CVAL[i]+1-score;
+ SETPRM(1,i,i);
+ SPK=263;
L25000: RSPEAK(SPK);
- exit(0);
+ exit(0);
}