1 /*
2 * Scoring and wrap-up.
3 *
4 * Copyright (c) 1977, 2005 by Will Crowther and Don Woods
5 * Copyright (c) 2017 by Eric S. Raymond
6 * SPDX-License-Identifier: BSD-2-clause
7 */
8 #include <stdlib.h>
9 #include "advent.h"
10 #include "dungeon.h"
11
12 static int mxscor; /* ugh..the price for having score() not exit. */
13
score(enum termination mode)14 int score(enum termination mode)
15 /* mode is 'scoregame' if scoring, 'quitgame' if quitting, 'endgame' if died
16 * or won */
17 {
18 int score = 0;
19
20 /* The present scoring algorithm is as follows:
21 * Objective: Points: Present total possible:
22 * Getting well into cave 25 25
23 * Each treasure < chest 12 60
24 * Treasure chest itself 14 14
25 * Each treasure > chest 16 224
26 * Surviving (MAX-NUM)*10 30
27 * Not quitting 4 4
28 * Reaching "game.closng" 25 25
29 * "Closed": Quit/Killed 10
30 * Klutzed 25
31 * Wrong way 30
32 * Success 45 45
33 * Came to Witt's End 1 1
34 * Round out the total 2 2
35 * TOTAL: 430
36 * Points can also be deducted for using hints or too many turns, or for
37 * saving intermediate positions. */
38
39 /* First tally up the treasures. Must be in building and not broken.
40 * Give the poor guy 2 points just for finding each treasure. */
41 mxscor = 0;
42 for (int i = 1; i <= NOBJECTS; i++) {
43 if (!objects[i].is_treasure)
44 continue;
45 if (objects[i].inventory != 0) {
46 int k = 12;
47 if (i == CHEST)
48 k = 14;
49 if (i > CHEST)
50 k = 16;
51 if (game.prop[i] > STATE_NOTFOUND)
52 score += 2;
53 if (game.place[i] == LOC_BUILDING && game.prop[i] == STATE_FOUND)
54 score += k - 2;
55 mxscor += k;
56 }
57 }
58
59 /* Now look at how he finished and how far he got. NDEATHS and
60 * game.numdie tell us how well he survived. game.dflag will tell us
61 * if he ever got suitably deep into the cave. game.closng still
62 * indicates whether he reached the endgame. And if he got as far as
63 * "cave closed" (indicated by "game.closed"), then bonus is zero for
64 * mundane exits or 133, 134, 135 if he blew it (so to speak). */
65 score += (NDEATHS - game.numdie) * 10;
66 mxscor += NDEATHS * 10;
67 if (mode == endgame)
68 score += 4;
69 mxscor += 4;
70 if (game.dflag != 0)
71 score += 25;
72 mxscor += 25;
73 if (game.closng)
74 score += 25;
75 mxscor += 25;
76 if (game.closed) {
77 if (game.bonus == none)
78 score += 10;
79 if (game.bonus == splatter)
80 score += 25;
81 if (game.bonus == defeat)
82 score += 30;
83 if (game.bonus == victory)
84 score += 45;
85 }
86 mxscor += 45;
87
88 /* Did he come to Witt's End as he should? */
89 if (game.place[MAGAZINE] == LOC_WITTSEND)
90 score += 1;
91 mxscor += 1;
92
93 /* Round it off. */
94 score += 2;
95 mxscor += 2;
96
97 /* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */
98 for (int i = 0; i < NHINTS; i++) {
99 if (game.hinted[i])
100 score = score - hints[i].penalty;
101 }
102 if (game.novice)
103 score -= 5;
104 if (game.clshnt)
105 score -= 10;
106 score = score - game.trnluz - game.saved;
107
108 /* Return to score command if that's where we came from. */
109 if (mode == scoregame) {
110 rspeak(GARNERED_POINTS, score, mxscor, game.turns, game.turns);
111 }
112
113 return score;
114 }
115
terminate(enum termination mode)116 void terminate(enum termination mode)
117 /* End of game. Let's tell him all about it. */
118 {
119 int points = score(mode);
120
121 if (points + game.trnluz + 1 >= mxscor && game.trnluz != 0)
122 rspeak(TOOK_LONG);
123 if (points + game.saved + 1 >= mxscor && game.saved != 0)
124 rspeak(WITHOUT_SUSPENDS);
125 rspeak(TOTAL_SCORE, points, mxscor, game.turns, game.turns);
126 for (int i = 1; i <= (int)NCLASSES; i++) {
127 if (classes[i].threshold >= points) {
128 speak(classes[i].message);
129 i = classes[i].threshold + 1 - points;
130 rspeak(NEXT_HIGHER, i, i);
131 exit(EXIT_SUCCESS);
132 }
133 }
134 rspeak(OFF_SCALE);
135 rspeak(NO_HIGHER);
136 exit(EXIT_SUCCESS);
137 }
138
139 /* end */
140