/*
* Scoring and wrap-up.
*
* Copyright (c) 1977, 2005 by Will Crowther and Don Woods
* Copyright (c) 2017 by Eric S. Raymond
* SPDX-License-Identifier: BSD-2-clause
*/
#include
#include "advent.h"
#include "dungeon.h"
static int mxscor; /* ugh..the price for having score() not exit. */
long score(enum termination mode)
/* mode is 'scoregame' if scoring, 'quitgame' if quitting, 'endgame' if died
* or won */
{
int score = 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. */
mxscor = 0;
for (int i = 1; i <= NOBJECTS; i++) {
if (!objects[i].is_treasure)
continue;
if (objects[i].inventory != 0) {
int k = 12;
if (i == CHEST)
k = 14;
if (i > CHEST)
k = 16;
if (game.prop[i] > STATE_NOTFOUND)
score += 2;
if (game.place[i] == LOC_BUILDING && game.prop[i] == STATE_FOUND)
score += k - 2;
mxscor += k;
}
}
/* Now look at how he finished and how far he got. NDEATHS 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 += (NDEATHS - game.numdie) * 10;
mxscor += NDEATHS * 10;
if (mode == endgame)
score += 4;
mxscor += 4;
if (game.dflag != 0)
score += 25;
mxscor += 25;
if (game.closng)
score += 25;
mxscor += 25;
if (game.closed) {
if (game.bonus == none)
score += 10;
if (game.bonus == splatter)
score += 25;
if (game.bonus == defeat)
score += 30;
if (game.bonus == victory)
score += 45;
}
mxscor += 45;
/* Did he come to Witt's End as he should? */
if (game.place[MAGAZINE] == LOC_WITTSEND)
score += 1;
mxscor += 1;
/* Round it off. */
score += 2;
mxscor += 2;
/* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */
for (int i = 0; i < NHINTS; i++) {
if (game.hinted[i])
score = score - hints[i].penalty;
}
if (game.novice)
score -= 5;
if (game.clshnt)
score -= 10;
score = score - game.trnluz - game.saved;
/* Return to score command if that's where we came from. */
if (mode == scoregame) {
rspeak(GARNERED_POINTS, score, mxscor, game.turns, game.turns);
}
return score;
}
void terminate(enum termination mode)
/* End of game. Let's tell him all about it. */
{
long 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 <= (long)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);
}
/* end */