9 void score(long mode) {
10 /* arg is <0 if scoring, >0 if quitting, =0 if died or won */
13 /* The present scoring algorithm is as follows:
14 * Objective: Points: Present total possible:
15 * Getting well into cave 25 25
16 * Each treasure < chest 12 60
17 * Treasure chest itself 14 14
18 * Each treasure > chest 16 224
19 * Surviving (MAX-NUM)*10 30
21 * Reaching "game.closng" 25 25
22 * "Closed": Quit/Killed 10
26 * Came to Witt's End 1 1
27 * Round out the total 2 2
29 * Points can also be deducted for using hints or too many turns, or for
30 * saving intermediate positions. */
35 /* First tally up the treasures. Must be in building and not broken.
36 * Give the poor guy 2 points just for finding each treasure. */
38 for (I=50; I<=MAXTRS; I++) {
45 if(game.place[I] == 3 && game.prop[I] == 0)
51 /* Now look at how he finished and how far he got. MAXDIE and
52 * game.numdie tell us how well he survived. game.dflag will tell us
53 * if he ever got suitably deep into the cave. game.closng still
54 * indicates whether he reached the endgame. And if he got as far as
55 * "cave closed" (indicated by "game.closed"), then bonus is zero for
56 * mundane exits or 133, 134, 135 if he blew it (so to speak). */
58 SCORE=SCORE+(MAXDIE-game.numdie)*10;
59 mxscor=mxscor+MAXDIE*10;
60 if(mode == 0)SCORE=SCORE+4;
62 if(game.dflag != 0)SCORE=SCORE+25;
64 if(game.closng)SCORE=SCORE+25;
67 if(game.bonus == 0)SCORE=SCORE+10;
68 if(game.bonus == 135)SCORE=SCORE+25;
69 if(game.bonus == 134)SCORE=SCORE+30;
70 if(game.bonus == 133)SCORE=SCORE+45;
74 /* Did he come to Witt's End as he should? */
76 if(game.place[MAGZIN] == 108)
85 /* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */
87 for (I=1; I<=HNTMAX; I++) {
88 if(game.hinted[I])SCORE=SCORE-HINTS[I][2];
94 SCORE=SCORE-game.trnluz-game.saved;
96 /* Return to score command if that's where we came from. */
99 SETPRM(1,SCORE,mxscor);
100 SETPRM(3,game.turns,game.turns);
105 /* that should be good enough. Let's tell him all about it. */
107 if(SCORE+game.trnluz+1 >= mxscor && game.trnluz != 0)RSPEAK(242);
108 if(SCORE+game.saved+1 >= mxscor && game.saved != 0)RSPEAK(143);
109 SETPRM(1,SCORE,mxscor);
110 SETPRM(3,game.turns,game.turns);
112 for (I=1; I<=CLSSES; I++) {
113 if(CVAL[I] >= SCORE) goto L20210;
118 L20210: SPEAK(CTEXT[I]);
120 if(I >= CLSSES) goto L25000;