[9] | 1 | /**
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| 2 | SCORE
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| 3 |
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| 4 | Calculate what the player's score would be if he quit now.
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| 5 | This may be the end of the game, or he may just be wondering
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| 6 | how he is doing.
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| 7 |
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| 8 | The present scoring algorithm is as follows:
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| 9 | (treasure points are explained in a following comment)
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| 10 | objective: points: present total possible:
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| 11 | getting well into cave 25 25
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| 12 | total possible for treasures (+mag) 426
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| 13 | reaching "closing" 20 20
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| 14 | "closed": quit/killed 10
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| 15 | klutzed 20
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| 16 | wrong way 25
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| 17 | success 30 30
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| 18 | total: 501
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| 19 | (points can also be deducted for using hints or deaths.)
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| 20 |
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| 21 | */
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| 22 |
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| 23 | #include <stdio.h>
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| 24 | #include "advent.h"
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| 25 | #include "advdec.h"
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| 26 |
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| 27 | void score(scorng)
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| 28 | boolean scorng;
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| 29 | {
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| 30 | int cur_score, max_score, qk[3];
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| 31 | int obj, num_treas, k, i;
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| 32 | long t;
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| 33 | char *kk2c;
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| 34 |
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| 35 | cur_score = 0;
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| 36 | max_score = 0;
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| 37 | num_treas = 0;
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| 38 |
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| 39 | /** First tally up the treasures. Must be in building and not broken.
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| 40 | give the poor guy partial score just for finding each treasure.
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| 41 | Gets full score, qk[3], for obj if:
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| 42 | obj is at loc qk[1], and
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| 43 | obj has prop value of qk[2]
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| 44 |
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| 45 | weight total possible
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| 46 | magazine 1 (absolute) 1
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| 47 |
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| 48 | all the following are multiplied by 5 (range 5-25):
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| 49 | book 2
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| 50 | cask 3 (with wine only)
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| 51 | chain 4 (must enter via styx)
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| 52 | chest 5
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| 53 | cloak 3
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| 54 | clover 1
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| 55 | coins 5
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| 56 | crown 2
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| 57 | crystal-ball 2
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| 58 | diamonds 2
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| 59 | eggs 3
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| 60 | emerald 3
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| 61 | grail 2
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| 62 | horn 2
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| 63 | jewels 1
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| 64 | lyre 1
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| 65 | nugget 2
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| 66 | pearl 4
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| 67 | pyramid 4
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| 68 | radium 4
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| 69 | ring 4
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| 70 | rug 3
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| 71 | sapphire 1
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| 72 | shoes 3
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| 73 | spices 1
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| 74 | sword 4
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| 75 | trident 2
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| 76 | vase 2
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| 77 | droplet 5
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| 78 | tree 5
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| 79 | total: 85 * 5 = 425 + 1 ==> 426
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| 80 | */
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| 81 |
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| 82 | for (obj = 1; obj < MAXOBJ; obj++) {
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| 83 | if (g.points[obj] == 0)
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| 84 | continue;
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| 85 | t = g.points[obj];
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| 86 | qk[0] = (int) (t < 0L ? -((t = -t) % 1000) : (t % 1000));
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| 87 | t /= 1000;
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| 88 | qk[1] = (int) (t % 1000);
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| 89 | qk[2] = (int) (t / 1000);
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| 90 | k = 0;
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| 91 | if (treasr(obj)) {
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| 92 | num_treas++;
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| 93 | k = qk[2] * 2;
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| 94 | if (g.prop[obj] >= 0)
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| 95 | cur_score += k;
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| 96 | qk[2] *= 5;
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| 97 | }
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| 98 | if ((g.place[obj] == qk[0]) && (g.prop[obj] == qk[1])
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| 99 | && ((g.place[obj] != -CHEST) || (g.place[CHEST] == 3))
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| 100 | && ((g.place[obj] != -SHIELD) || (g.place[SHIELD] == -SAFE))
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| 101 | )
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| 102 | cur_score += qk[2] - k;
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| 103 | max_score += qk[2];
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| 104 | }
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| 105 |
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| 106 |
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| 107 | /**
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| 108 | Now look at how he finished and how far he got. Maxdie and numdie tell us
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| 109 | how well he survived. Gaveup says whether he exited via quit. Dflag will
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| 110 | tell us if he ever got suitably deep into the cave. Closing still indicates
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| 111 | whether he reached the endgame. And if he got as far as "cave closed"
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| 112 | (indicated by "closed"), then bonus is zero for mundane exits or 133, 134,
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| 113 | 135 if he blew it (so to speak).
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| 114 | */
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| 115 |
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| 116 | if (g.dflag)
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| 117 | cur_score += 25;
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| 118 | max_score += 25;
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| 119 | if (g.closing)
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| 120 | cur_score += 20;
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| 121 | max_score += 20;
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| 122 | if (g.closed) {
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| 123 | if (g.bonus == 0)
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| 124 | cur_score += 10;
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| 125 | else if (g.bonus == 135)
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| 126 | cur_score += 20;
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| 127 | else if (g.bonus == 134)
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| 128 | cur_score += 25;
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| 129 | else if (g.bonus == 133)
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| 130 | cur_score += 30;
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| 131 | }
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| 132 | max_score += 30;
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| 133 |
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| 134 | /* Deduct points for hints, deaths and quiting.
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| 135 | hints < hntmin are special; see database description
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| 136 | */
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| 137 | for (i = 1; i <= HNTMAX; i++)
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| 138 | if (g.hinted[i])
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| 139 | cur_score -= g.hints[i][2];
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| 140 | cur_score -= g.numdie * 10;
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| 141 | if (gaveup)
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| 142 | cur_score -= 4;
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| 143 |
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| 144 | fprintf(stdout, "You have found %3d out of %3d Treasures,",
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| 145 | num_treas - g.tally, num_treas);
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| 146 | fprintf(stdout, " using %4d turns\n", g.turns);
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| 147 | fprintf(stdout, "For a score of: %4d", cur_score);
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| 148 | fprintf(stdout, " out of a possible %4d\n", max_score);
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| 149 |
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| 150 | if (cur_score < 110) {
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| 151 | fprintf(stdout, "You are obviously a rank amateur.");
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| 152 | if (!scorng)
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| 153 | fprintf(stdout, " Better luck next time.");
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| 154 | fputc('\n', stdout);
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| 155 | k = 110 - cur_score;
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| 156 | } else if (cur_score < 152) {
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| 157 | fprintf(stdout,
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| 158 | "Your score qualifies you as a Novice Class Adventurer.\n");
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| 159 | k = 152 - cur_score;
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| 160 | } else if (cur_score < 200) {
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| 161 | fprintf(stdout,
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| 162 | "You have achieved the rating: \"Experienced Adventurer\".\n");
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| 163 | k = 200 - cur_score;
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| 164 | } else if (cur_score < 277) {
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| 165 | fprintf(stdout,
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| 166 | "You may now consider yourself a \"Seasoned Adventurer\".\n");
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| 167 | k = 277 - cur_score;
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| 168 | } else if (cur_score < 345) {
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| 169 | fprintf(stdout,
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| 170 | "You have reached \"Junior Master\" status.\n");
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| 171 | k = 345 - cur_score;
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| 172 | } else if (cur_score < 451) {
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| 173 | fprintf(stdout,
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| 174 | "Your score puts you in Master Adventurer Class C.\n");
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| 175 | k = 451 - cur_score;
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| 176 | } else if (cur_score < 471) {
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| 177 | fprintf(stdout,
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| 178 | "Your score puts you in Master Adventurer Class B.\n");
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| 179 | k = 471 - cur_score;
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| 180 | } else if (cur_score < 501) {
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| 181 | fprintf(stdout,
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| 182 | "Your score puts you in Master Adventurer Class A.\n");
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| 183 | k = 501 - cur_score;
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| 184 | } else {
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| 185 | fprintf(stdout,
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| 186 | "All of Adventuredom gives tribute to you, Adventurer Grandmaster!\n");
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| 187 | k = 0;
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| 188 | }
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| 189 |
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| 190 | if (!scorng) {
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| 191 | kk2c = (k == 1) ? "." : "s.";
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| 192 | printf("\nTo acheive the next higher rating,");
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| 193 | if (cur_score == 501)
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| 194 | printf(" would be a neat trick!\n\n CONGRATULATIONS!!\n");
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| 195 | else
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| 196 | printf(" you need %3d more point%s\n", k, kk2c);
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| 197 | }
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| 198 | return;
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| 199 | }
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