X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=score.c;h=bf47792a5125ab833fdd9deb6c2cf42c00598e9f;hp=31994c20c36da0bb0759ffe1748ef439f91033f6;hb=da883d53c09875635a9be1730371bebdaf9ef262;hpb=d402e0941196131533b92b51243fda9268fa6069 diff --git a/score.c b/score.c index 31994c2..bf47792 100644 --- a/score.c +++ b/score.c @@ -1,116 +1,124 @@ #include #include "advent.h" #include "database.h" +#include "newdb.h" /* * scoring and wrap-up */ -void score(long MODE) { - /* <0 if scoring, >0 if quitting, =0 if died or won */ - -/* 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 "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. */ - - 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*/ ; - } /* end loop */ - -/* Now look at how he finished and how far he got. MAXDIE and NUMDIE tell us - * how well he survived. DFLAG will - * tell us if he ever got suitably deep into the cave. CLOSNG still indicates - * whether he reached the endgame. And if he got as far as "cave closed" - * (indicated by "CLOSED"), then bonus is zero for mundane exits or 133, 134, - * 135 if he blew it (so to speak). */ - - SCORE=SCORE+(MAXDIE-NUMDIE)*10; - MXSCOR=MXSCOR+MAXDIE*10; - if(MODE == 0)SCORE=SCORE+4; - MXSCOR=MXSCOR+4; - if(DFLAG != 0)SCORE=SCORE+25; - MXSCOR=MXSCOR+25; - if(CLOSNG)SCORE=SCORE+25; - MXSCOR=MXSCOR+25; - if(!CLOSED) goto L20020; - if(BONUS == 0)SCORE=SCORE+10; - if(BONUS == 135)SCORE=SCORE+25; - if(BONUS == 134)SCORE=SCORE+30; - if(BONUS == 133)SCORE=SCORE+45; -L20020: MXSCOR=MXSCOR+45; - -/* Did he come to Witt's End as he should? */ - - if(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(HINTED[I])SCORE=SCORE-HINTS[I][2]; - } /* end loop */ - if(NOVICE)SCORE=SCORE-5; - if(CLSHNT)SCORE=SCORE-10; - SCORE=SCORE-TRNLUZ-SAVED; - -/* Return to score command if that's where we came from. */ - - if(MODE < 0) return; - -/* that should be good enough. Let's tell him all about it. */ - - if(SCORE+TRNLUZ+1 >= MXSCOR && TRNLUZ != 0)RSPEAK(242); - if(SCORE+SAVED+1 >= MXSCOR && SAVED != 0)RSPEAK(143); - SETPRM(1,SCORE,MXSCOR); - SETPRM(3,TURNS,TURNS); - RSPEAK(262); - for (I=1; I<=CLSSES; I++) { - if(CVAL[I] >= SCORE) goto L20210; - /*etc*/ ; - } /* 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; -L25000: RSPEAK(SPK); - exit(0); +void score(long mode) +/* mode is <0 if scoring, >0 if quitting, =0 if died or won */ +{ + long i, k, 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(object_descriptions[i].inventory != 0) { + k=12; + if(i == CHEST)k=14; + if(i > CHEST)k=16; + if(game.prop[i] >= 0) + score += 2; + if(game.place[i] == 3 && game.prop[i] == 0) + score += k-2; + mxscor += k; + } + } + + /* 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 += (MAXDIE-game.numdie)*10; + mxscor += MAXDIE*10; + if(mode == 0)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 == 0) + score += 10; + if(game.bonus == 135) + score += 25; + if(game.bonus == 134) + score += 30; + if(game.bonus == 133) + score += 45; + } + mxscor += 45; + + /* Did he come to Witt's End as he should? */ + if(game.place[MAGZIN] == 108) + score += 1; + mxscor += 1; + + /* Round it off. */ + score += 2; + 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 -= 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 < 0) { + SETPRM(1,score,mxscor); + SETPRM(3,game.turns,game.turns); + RSPEAK(ARB_259); + return; + } + + /* that should be good enough. Let's tell him all about it. */ + if(score+game.trnluz+1 >= mxscor && game.trnluz != 0) + RSPEAK(ARB_242); + if(score+game.saved+1 >= mxscor && game.saved != 0) + RSPEAK(ARB_143); + SETPRM(1,score,mxscor); + SETPRM(3,game.turns,game.turns); + RSPEAK(ARB_262); + for (i=1; i<=CLSSES; i++) { + if(CVAL[i] >= score) { + newspeak(class_messages[i]); + i=CVAL[i]+1-score; + SETPRM(1,i,i); + RSPEAK(ARB_263); + exit(0); + } + } + RSPEAK(ARB_265); + RSPEAK(ARB_264); + exit(0); }