Re-format to consistent indent style with "make indent".
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a37e578f63
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8 changed files with 2516 additions and 2419 deletions
110
score.c
110
score.c
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@ -34,17 +34,17 @@ void score(enum termination mode)
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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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for (long i=MINTRS; i<=MAXTRS; i++) {
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if(object_descriptions[i].inventory != 0) {
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long k=12;
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if(i == CHEST)k=14;
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if(i > CHEST)k=16;
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if(game.prop[i] >= 0)
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score += 2;
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if(game.place[i] == LOC_BUILDING && game.prop[i] == 0)
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score += k-2;
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mxscor += k;
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}
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for (long i = MINTRS; i <= MAXTRS; i++) {
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if (object_descriptions[i].inventory != 0) {
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long k = 12;
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if (i == CHEST)k = 14;
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if (i > CHEST)k = 16;
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if (game.prop[i] >= 0)
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score += 2;
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if (game.place[i] == LOC_BUILDING && game.prop[i] == 0)
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score += k - 2;
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mxscor += k;
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}
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}
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/* Now look at how he finished and how far he got. MAXDIE and
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@ -53,30 +53,30 @@ void score(enum termination mode)
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* indicates whether he reached the endgame. And if he got as far as
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* "cave closed" (indicated by "game.closed"), then bonus is zero for
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* mundane exits or 133, 134, 135 if he blew it (so to speak). */
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score += (MAXDIE-game.numdie)*10;
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mxscor += MAXDIE*10;
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if(mode == endgame)
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score += 4;
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score += (MAXDIE - game.numdie) * 10;
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mxscor += MAXDIE * 10;
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if (mode == endgame)
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score += 4;
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mxscor += 4;
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if(game.dflag != 0)score += 25;
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if (game.dflag != 0)score += 25;
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mxscor += 25;
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if(game.closng)score += 25;
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if (game.closng)score += 25;
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mxscor += 25;
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if(game.closed) {
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if(game.bonus == 0)
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score += 10;
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if(game.bonus == SPLATTER_MESSAGE)
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score += 25;
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if(game.bonus == DEFEAT_MESSAGE)
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score += 30;
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if(game.bonus == VICTORY_MESSAGE)
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score += 45;
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if (game.closed) {
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if (game.bonus == 0)
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score += 10;
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if (game.bonus == SPLATTER_MESSAGE)
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score += 25;
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if (game.bonus == DEFEAT_MESSAGE)
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score += 30;
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if (game.bonus == VICTORY_MESSAGE)
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score += 45;
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}
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mxscor += 45;
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/* Did he come to Witt's End as he should? */
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if(game.place[MAGZIN] == LOC_WITTSEND)
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score += 1;
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if (game.place[MAGZIN] == LOC_WITTSEND)
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score += 1;
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mxscor += 1;
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/* Round it off. */
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@ -84,40 +84,40 @@ void score(enum termination mode)
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mxscor += 2;
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/* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */
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for (long i=1; i<=HNTMAX; i++) {
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if(game.hinted[i])
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score=score-HINTS[i][2];
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for (long i = 1; i <= HNTMAX; i++) {
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if (game.hinted[i])
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score = score - HINTS[i][2];
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}
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if(game.novice)
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score -= 5;
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if(game.clshnt)
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score -= 10;
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score=score-game.trnluz-game.saved;
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if (game.novice)
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score -= 5;
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if (game.clshnt)
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score -= 10;
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score = score - game.trnluz - game.saved;
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/* Return to score command if that's where we came from. */
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if(mode == scoregame) {
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SETPRM(1,score,mxscor);
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SETPRM(3,game.turns,game.turns);
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RSPEAK(GARNERED_POINTS);
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return;
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if (mode == scoregame) {
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SETPRM(1, score, mxscor);
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SETPRM(3, game.turns, game.turns);
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RSPEAK(GARNERED_POINTS);
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return;
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}
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/* that should be good enough. Let's tell him all about it. */
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if(score+game.trnluz+1 >= mxscor && game.trnluz != 0)
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RSPEAK(TOOK_LONG);
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if(score+game.saved+1 >= mxscor && game.saved != 0)
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RSPEAK(WITHOUT_SUSPENDS);
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SETPRM(1,score,mxscor);
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SETPRM(3,game.turns,game.turns);
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if (score + game.trnluz + 1 >= mxscor && game.trnluz != 0)
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RSPEAK(TOOK_LONG);
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if (score + game.saved + 1 >= mxscor && game.saved != 0)
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RSPEAK(WITHOUT_SUSPENDS);
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SETPRM(1, score, mxscor);
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SETPRM(3, game.turns, game.turns);
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RSPEAK(TOTAL_SCORE);
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for (long i=1; i<=(long)CLSSES; i++) {
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if(CVAL[i] >= score) {
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newspeak(class_messages[i]);
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i=CVAL[i]+1-score;
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SETPRM(1,i,i);
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RSPEAK(NEXT_HIGHER);
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exit(0);
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}
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for (long i = 1; i <= (long)CLSSES; i++) {
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if (CVAL[i] >= score) {
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newspeak(class_messages[i]);
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i = CVAL[i] + 1 - score;
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SETPRM(1, i, i);
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RSPEAK(NEXT_HIGHER);
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exit(0);
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}
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}
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RSPEAK(OFF_SCALE);
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RSPEAK(NO_HIGHER);
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