9 void score(long mode) {
10 /* arg is <0 if scoring, >0 if quitting, =0 if died or won */
11 long i, score = 0, mxscor = 0;
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. */
32 /* First tally up the treasures. Must be in building and not broken.
33 * Give the poor guy 2 points just for finding each treasure. */
35 for (i=MINTRS; i<=MAXTRS; i++) {
42 if(game.place[i] == 3 && game.prop[i] == 0)
48 /* Now look at how he finished and how far he got. MAXDIE and
49 * game.numdie tell us how well he survived. game.dflag will tell us
50 * if he ever got suitably deep into the cave. game.closng still
51 * indicates whether he reached the endgame. And if he got as far as
52 * "cave closed" (indicated by "game.closed"), then bonus is zero for
53 * mundane exits or 133, 134, 135 if he blew it (so to speak). */
55 score=score+(MAXDIE-game.numdie)*10;
56 mxscor=mxscor+MAXDIE*10;
57 if(mode == 0)score=score+4;
59 if(game.dflag != 0)score=score+25;
61 if(game.closng)score=score+25;
64 if(game.bonus == 0)score=score+10;
65 if(game.bonus == 135)score=score+25;
66 if(game.bonus == 134)score=score+30;
67 if(game.bonus == 133)score=score+45;
71 /* Did he come to Witt's End as he should? */
73 if(game.place[MAGZIN] == 108)
82 /* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */
84 for (i=1; i<=HNTMAX; i++) {
85 if(game.hinted[i])score=score-HINTS[i][2];
91 score=score-game.trnluz-game.saved;
93 /* Return to score command if that's where we came from. */
96 SETPRM(1,score,mxscor);
97 SETPRM(3,game.turns,game.turns);
102 /* that should be good enough. Let's tell him all about it. */
104 if(score+game.trnluz+1 >= mxscor && game.trnluz != 0)RSPEAK(242);
105 if(score+game.saved+1 >= mxscor && game.saved != 0)RSPEAK(143);
106 SETPRM(1,score,mxscor);
107 SETPRM(3,game.turns,game.turns);
109 for (i=1; i<=CLSSES; i++) {
110 if(CVAL[i] >= score) goto L20210;
115 L20210: SPEAK(CTEXT[i]);
117 if(i >= CLSSES) goto L25000;