source: trunk/minix/commands/advent/score.c@ 15

Last change on this file since 15 was 9, checked in by Mattia Monga, 14 years ago

Minix 3.1.2a

File size: 5.3 KB
RevLine 
[9]1/**
2 SCORE
3
4 Calculate what the player's score would be if he quit now.
5 This may be the end of the game, or he may just be wondering
6 how he is doing.
7
8 The present scoring algorithm is as follows:
9 (treasure points are explained in a following comment)
10 objective: points: present total possible:
11 getting well into cave 25 25
12 total possible for treasures (+mag) 426
13 reaching "closing" 20 20
14 "closed": quit/killed 10
15 klutzed 20
16 wrong way 25
17 success 30 30
18 total: 501
19 (points can also be deducted for using hints or deaths.)
20
21*/
22
23#include <stdio.h>
24#include "advent.h"
25#include "advdec.h"
26
27void score(scorng)
28boolean scorng;
29{
30 int cur_score, max_score, qk[3];
31 int obj, num_treas, k, i;
32 long t;
33 char *kk2c;
34
35 cur_score = 0;
36 max_score = 0;
37 num_treas = 0;
38
39/** First tally up the treasures. Must be in building and not broken.
40 give the poor guy partial score just for finding each treasure.
41 Gets full score, qk[3], for obj if:
42 obj is at loc qk[1], and
43 obj has prop value of qk[2]
44
45 weight total possible
46 magazine 1 (absolute) 1
47
48 all the following are multiplied by 5 (range 5-25):
49 book 2
50 cask 3 (with wine only)
51 chain 4 (must enter via styx)
52 chest 5
53 cloak 3
54 clover 1
55 coins 5
56 crown 2
57 crystal-ball 2
58 diamonds 2
59 eggs 3
60 emerald 3
61 grail 2
62 horn 2
63 jewels 1
64 lyre 1
65 nugget 2
66 pearl 4
67 pyramid 4
68 radium 4
69 ring 4
70 rug 3
71 sapphire 1
72 shoes 3
73 spices 1
74 sword 4
75 trident 2
76 vase 2
77 droplet 5
78 tree 5
79 total: 85 * 5 = 425 + 1 ==> 426
80*/
81
82 for (obj = 1; obj < MAXOBJ; obj++) {
83 if (g.points[obj] == 0)
84 continue;
85 t = g.points[obj];
86 qk[0] = (int) (t < 0L ? -((t = -t) % 1000) : (t % 1000));
87 t /= 1000;
88 qk[1] = (int) (t % 1000);
89 qk[2] = (int) (t / 1000);
90 k = 0;
91 if (treasr(obj)) {
92 num_treas++;
93 k = qk[2] * 2;
94 if (g.prop[obj] >= 0)
95 cur_score += k;
96 qk[2] *= 5;
97 }
98 if ((g.place[obj] == qk[0]) && (g.prop[obj] == qk[1])
99 && ((g.place[obj] != -CHEST) || (g.place[CHEST] == 3))
100 && ((g.place[obj] != -SHIELD) || (g.place[SHIELD] == -SAFE))
101 )
102 cur_score += qk[2] - k;
103 max_score += qk[2];
104 }
105
106
107/**
108 Now look at how he finished and how far he got. Maxdie and numdie tell us
109 how well he survived. Gaveup says whether he exited via quit. Dflag will
110 tell us if he ever got suitably deep into the cave. Closing still indicates
111 whether he reached the endgame. And if he got as far as "cave closed"
112 (indicated by "closed"), then bonus is zero for mundane exits or 133, 134,
113 135 if he blew it (so to speak).
114*/
115
116 if (g.dflag)
117 cur_score += 25;
118 max_score += 25;
119 if (g.closing)
120 cur_score += 20;
121 max_score += 20;
122 if (g.closed) {
123 if (g.bonus == 0)
124 cur_score += 10;
125 else if (g.bonus == 135)
126 cur_score += 20;
127 else if (g.bonus == 134)
128 cur_score += 25;
129 else if (g.bonus == 133)
130 cur_score += 30;
131 }
132 max_score += 30;
133
134/* Deduct points for hints, deaths and quiting.
135 hints < hntmin are special; see database description
136*/
137 for (i = 1; i <= HNTMAX; i++)
138 if (g.hinted[i])
139 cur_score -= g.hints[i][2];
140 cur_score -= g.numdie * 10;
141 if (gaveup)
142 cur_score -= 4;
143
144 fprintf(stdout, "You have found %3d out of %3d Treasures,",
145 num_treas - g.tally, num_treas);
146 fprintf(stdout, " using %4d turns\n", g.turns);
147 fprintf(stdout, "For a score of: %4d", cur_score);
148 fprintf(stdout, " out of a possible %4d\n", max_score);
149
150 if (cur_score < 110) {
151 fprintf(stdout, "You are obviously a rank amateur.");
152 if (!scorng)
153 fprintf(stdout, " Better luck next time.");
154 fputc('\n', stdout);
155 k = 110 - cur_score;
156 } else if (cur_score < 152) {
157 fprintf(stdout,
158 "Your score qualifies you as a Novice Class Adventurer.\n");
159 k = 152 - cur_score;
160 } else if (cur_score < 200) {
161 fprintf(stdout,
162 "You have achieved the rating: \"Experienced Adventurer\".\n");
163 k = 200 - cur_score;
164 } else if (cur_score < 277) {
165 fprintf(stdout,
166 "You may now consider yourself a \"Seasoned Adventurer\".\n");
167 k = 277 - cur_score;
168 } else if (cur_score < 345) {
169 fprintf(stdout,
170 "You have reached \"Junior Master\" status.\n");
171 k = 345 - cur_score;
172 } else if (cur_score < 451) {
173 fprintf(stdout,
174 "Your score puts you in Master Adventurer Class C.\n");
175 k = 451 - cur_score;
176 } else if (cur_score < 471) {
177 fprintf(stdout,
178 "Your score puts you in Master Adventurer Class B.\n");
179 k = 471 - cur_score;
180 } else if (cur_score < 501) {
181 fprintf(stdout,
182 "Your score puts you in Master Adventurer Class A.\n");
183 k = 501 - cur_score;
184 } else {
185 fprintf(stdout,
186 "All of Adventuredom gives tribute to you, Adventurer Grandmaster!\n");
187 k = 0;
188 }
189
190 if (!scorng) {
191 kk2c = (k == 1) ? "." : "s.";
192 printf("\nTo acheive the next higher rating,");
193 if (cur_score == 501)
194 printf(" would be a neat trick!\n\n CONGRATULATIONS!!\n");
195 else
196 printf(" you need %3d more point%s\n", k, kk2c);
197 }
198 return;
199}
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