Fix up case on all comments to make them more readable. No code changes.
The all-capsing was a FORTRAN remnant.Also, we change a few FORTRANisms so they are less confusing in this C context; ".TRUE." and ".FALSE." become "true" and "false", "MOD" is mapped to % in places tha t are like C expressions and (usually) "modulo" in places that aren't.
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7 changed files with 690 additions and 690 deletions
62
score.c
62
score.c
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@ -4,36 +4,36 @@
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#include "share.h"
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/*
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* SCORING AND WRAP-UP
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* scoring and wrap-up
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*/
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void score(long MODE) {
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/* <0 if scoring, >0 if quitting, =0 if died or won */
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/* THE PRESENT SCORING ALGORITHM IS AS FOLLOWS:
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* OBJECTIVE: POINTS: PRESENT TOTAL POSSIBLE:
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* GETTING WELL INTO CAVE 25 25
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* EACH TREASURE < CHEST 12 60
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* TREASURE CHEST ITSELF 14 14
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* EACH TREASURE > CHEST 16 224
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* SURVIVING (MAX-NUM)*10 30
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* NOT QUITTING 4 4
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* REACHING "CLOSNG" 25 25
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* "CLOSED": QUIT/KILLED 10
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* KLUTZED 25
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* WRONG WAY 30
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* SUCCESS 45 45
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* CAME TO WITT'S END 1 1
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* ROUND OUT THE TOTAL 2 2
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/* The present scoring algorithm is as follows:
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* Objective: Points: Present total possible:
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* Getting well into cave 25 25
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* Each treasure < chest 12 60
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* Treasure chest itself 14 14
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* Each treasure > chest 16 224
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* Surviving (MAX-NUM)*10 30
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* Not quitting 4 4
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* Reaching "CLOSNG" 25 25
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* "Closed": Quit/Killed 10
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* Klutzed 25
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* Wrong way 30
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* Success 45 45
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* Came to Witt's End 1 1
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* Round out the total 2 2
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* TOTAL: 430
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* POINTS CAN ALSO BE DEDUCTED FOR USING HINTS OR TOO MANY TURNS, OR FOR
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* SAVING INTERMEDIATE POSITIONS. */
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* Points can also be deducted for using hints or too many turns, or for
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* saving intermediate positions. */
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L20000: SCORE=0;
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MXSCOR=0;
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/* FIRST TALLY UP THE TREASURES. MUST BE IN BUILDING AND NOT BROKEN.
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* GIVE THE POOR GUY 2 POINTS JUST FOR FINDING EACH TREASURE. */
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/* First tally up the treasures. must be in building and not broken.
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* Give the poor guy 2 points just for finding each treasure. */
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/* 20010 */ for (I=50; I<=MAXTRS; I++) {
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if(PTEXT[I] == 0) goto L20010;
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L20010: /*etc*/ ;
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} /* end loop */
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/* NOW LOOK AT HOW HE FINISHED AND HOW FAR HE GOT. MAXDIE AND NUMDIE TELL US
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* HOW WELL HE SURVIVED. DFLAG WILL
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* TELL US IF HE EVER GOT SUITABLY DEEP INTO THE CAVE. CLOSNG STILL INDICATES
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* WHETHER HE REACHED THE ENDGAME. AND IF HE GOT AS FAR AS "CAVE CLOSED"
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* (INDICATED BY "CLOSED"), THEN BONUS IS ZERO FOR MUNDANE EXITS OR 133, 134,
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* 135 IF HE BLEW IT (SO TO SPEAK). */
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/* Now look at how he finished and how far he got. MAXDIE and NUMDIE tell us
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* how well he survived. DFLAG will
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* tell us if he ever got suitably deep into the cave. CLOSNG still indicates
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* whether he reached the endgame. And if he got as far as "cave closed"
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* (indicated by "CLOSED"), then bonus is zero for mundane exits or 133, 134,
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* 135 if he blew it (so to speak). */
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SCORE=SCORE+(MAXDIE-NUMDIE)*10;
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MXSCOR=MXSCOR+MAXDIE*10;
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if(BONUS == 133)SCORE=SCORE+45;
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L20020: MXSCOR=MXSCOR+45;
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/* DID HE COME TO WITT'S END AS HE SHOULD? */
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/* Did he come to Witt's End as he should? */
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if(PLACE[MAGZIN] == 108)SCORE=SCORE+1;
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MXSCOR=MXSCOR+1;
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/* ROUND IT OFF. */
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/* Round it off. */
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SCORE=SCORE+2;
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MXSCOR=MXSCOR+2;
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/* DEDUCT FOR HINTS/TURNS/SAVES. HINTS < 4 ARE SPECIAL; SEE DATABASE DESC. */
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/* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */
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/* 20030 */ for (I=1; I<=HNTMAX; I++) {
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L20030: if(HINTED[I])SCORE=SCORE-HINTS[I][2];
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if(CLSHNT)SCORE=SCORE-10;
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SCORE=SCORE-TRNLUZ-SAVED;
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/* RETURN TO SCORE COMMAND IF THAT'S WHERE WE CAME FROM. */
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/* Return to score command if that's where we came from. */
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if(MODE < 0) return;
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/* THAT SHOULD BE GOOD ENOUGH. LET'S TELL HIM ALL ABOUT IT. */
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/* that should be good enough. Let's tell him all about it. */
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if(SCORE+TRNLUZ+1 >= MXSCOR && TRNLUZ != 0)RSPEAK(242);
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if(SCORE+SAVED+1 >= MXSCOR && SAVED != 0)RSPEAK(143);
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