Reformat score.c like normal C, since it now almost is.
Still two gotos to get rid of.
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1 changed files with 102 additions and 99 deletions
201
score.c
201
score.c
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@ -6,119 +6,122 @@
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* scoring and wrap-up
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*/
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void score(long mode) {
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/* arg is <0 if scoring, >0 if quitting, =0 if died or won */
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long i, score = 0, mxscor = 0;
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void score(long mode)
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/* mode is <0 if scoring, >0 if quitting, =0 if died or won */
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{
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long i, score = 0, mxscor = 0;
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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 "game.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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/* 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 "game.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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/* 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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for (i=MINTRS; i<=MAXTRS; i++) {
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if(PTEXT[i] != 0) {
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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=score+2;
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if(game.place[i] == 3 && game.prop[i] == 0)
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score=score+K-2;
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mxscor=mxscor+K;
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}
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} /* end loop */
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/* Now look at how he finished and how far he got. MAXDIE and
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* game.numdie tell us how well he survived. game.dflag will tell us
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* if he ever got suitably deep into the cave. game.closng still
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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=score+(MAXDIE-game.numdie)*10;
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mxscor=mxscor+MAXDIE*10;
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if(mode == 0)score=score+4;
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mxscor=mxscor+4;
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if(game.dflag != 0)score=score+25;
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mxscor=mxscor+25;
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if(game.closng)score=score+25;
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mxscor=mxscor+25;
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if(game.closed) {
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if(game.bonus == 0)score=score+10;
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if(game.bonus == 135)score=score+25;
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if(game.bonus == 134)score=score+30;
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if(game.bonus == 133)score=score+45;
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for (i=MINTRS; i<=MAXTRS; i++) {
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if(PTEXT[i] != 0) {
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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=score+2;
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if(game.place[i] == 3 && game.prop[i] == 0)
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score=score+K-2;
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mxscor=mxscor+K;
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}
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mxscor=mxscor+45;
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}
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/* Did he come to Witt's End as he should? */
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/* Now look at how he finished and how far he got. MAXDIE and
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* game.numdie tell us how well he survived. game.dflag will tell us
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* if he ever got suitably deep into the cave. game.closng still
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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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if(game.place[MAGZIN] == 108)
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score=score+1;
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mxscor=mxscor+1;
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score=score+(MAXDIE-game.numdie)*10;
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mxscor=mxscor+MAXDIE*10;
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if(mode == 0)score=score+4;
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mxscor=mxscor+4;
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if(game.dflag != 0)score=score+25;
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mxscor=mxscor+25;
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if(game.closng)score=score+25;
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mxscor=mxscor+25;
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if(game.closed) {
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if(game.bonus == 0)
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score=score+10;
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if(game.bonus == 135)
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score=score+25;
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if(game.bonus == 134)
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score=score+30;
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if(game.bonus == 133)
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score=score+45;
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}
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mxscor=mxscor+45;
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/* Round it off. */
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/* Did he come to Witt's End as he should? */
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if(game.place[MAGZIN] == 108)
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score=score+1;
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mxscor=mxscor+1;
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score=score+2;
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mxscor=mxscor+2;
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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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for (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=score-5;
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if(game.clshnt)
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score=score-10;
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score=score-game.trnluz-game.saved;
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for (i=1; i<=HNTMAX; i++) {
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if(game.hinted[i])score=score-HINTS[i][2];
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} /* end loop */
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if(game.novice)
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score=score-5;
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if(game.clshnt)
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score=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 < 0) {
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SETPRM(1,score,mxscor);
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SETPRM(3,game.turns,game.turns);
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RSPEAK(259);
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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)RSPEAK(242);
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if(score+game.saved+1 >= mxscor && game.saved != 0)RSPEAK(143);
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/* Return to score command if that's where we came from. */
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if(mode < 0) {
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SETPRM(1,score,mxscor);
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SETPRM(3,game.turns,game.turns);
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RSPEAK(262);
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for (i=1; i<=CLSSES; i++) {
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if(CVAL[i] >= score) goto L20210;
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} /* end loop */
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SPK=265;
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goto L25000;
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RSPEAK(259);
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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(242);
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if(score+game.saved+1 >= mxscor && game.saved != 0)
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RSPEAK(143);
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SETPRM(1,score,mxscor);
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SETPRM(3,game.turns,game.turns);
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RSPEAK(262);
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for (i=1; i<=CLSSES; i++) {
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if(CVAL[i] >= score) goto L20210;
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} /* end loop */
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SPK=265;
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goto L25000;
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L20210: SPEAK(CTEXT[i]);
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SPK=264;
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if(i >= CLSSES) goto L25000;
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i=CVAL[i]+1-score;
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SETPRM(1,i,i);
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SPK=263;
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SPK=264;
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if(i >= CLSSES) goto L25000;
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i=CVAL[i]+1-score;
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SETPRM(1,i,i);
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SPK=263;
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L25000: RSPEAK(SPK);
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exit(0);
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exit(0);
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}
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