Reformat score.c like normal C, since it now almost is.
authorEric S. Raymond <esr@thyrsus.com>
Wed, 7 Jun 2017 18:50:45 +0000 (14:50 -0400)
committerEric S. Raymond <esr@thyrsus.com>
Wed, 7 Jun 2017 18:50:45 +0000 (14:50 -0400)
Still two gotos to get rid of.

score.c

diff --git a/score.c b/score.c
index 9a2c61b0bdd02c6374bcd2f0b7dd0d9978c6569b..3bf3ae04edd467a7b79fe7b6fa104ff76fde073b 100644 (file)
--- a/score.c
+++ b/score.c
  * scoring and wrap-up
  */
 
-void score(long mode) {
-/* arg is <0 if scoring, >0 if quitting, =0 if died or won */
-       long i, score = 0, mxscor = 0;
-
-/*  The present scoring algorithm is as follows:
- *     Objective:          Points:        Present total possible:
- *  Getting well into cave   25                    25
- *  Each treasure < chest    12                    60
- *  Treasure chest itself    14                    14
- *  Each treasure > chest    16                   224
- *  Surviving             (MAX-NUM)*10             30
- *  Not quitting              4                     4
- *  Reaching "game.closng"   25                    25
- *  "Closed": Quit/Killed    10
- *            Klutzed        25
- *            Wrong way      30
- *            Success        45                    45
- *  Came to Witt's End        1                     1
- *  Round out the total       2                     2
- *                                       TOTAL:   430
- *  Points can also be deducted for using hints or too many turns, or for
- *  saving intermediate positions. */
-
-/*  First tally up the treasures.  Must be in building and not broken.
- *  Give the poor guy 2 points just for finding each treasure. */
-
-       for (i=MINTRS; i<=MAXTRS; i++) {
-               if(PTEXT[i] != 0) {
-                       K=12;
-                       if(i == CHEST)K=14;
-                       if(i > CHEST)K=16;
-                       if(game.prop[i] >= 0)
-                               score=score+2;
-                       if(game.place[i] == 3 && game.prop[i] == 0)
-                               score=score+K-2;
-                       mxscor=mxscor+K;
-               }
-       } /* end loop */
-
-/*  Now look at how he finished and how far he got.  MAXDIE and
- *  game.numdie tell us how well he survived.  game.dflag will tell us
- *  if he ever got suitably deep into the cave.  game.closng still
- *  indicates whether he reached the endgame.  And if he got as far as
- *  "cave closed" (indicated by "game.closed"), then bonus is zero for
- *  mundane exits or 133, 134, 135 if he blew it (so to speak). */
-
-       score=score+(MAXDIE-game.numdie)*10;
-       mxscor=mxscor+MAXDIE*10;
-       if(mode == 0)score=score+4;
-       mxscor=mxscor+4;
-       if(game.dflag != 0)score=score+25;
-       mxscor=mxscor+25;
-       if(game.closng)score=score+25;
-       mxscor=mxscor+25;
-       if(game.closed) {
-               if(game.bonus == 0)score=score+10;
-               if(game.bonus == 135)score=score+25;
-               if(game.bonus == 134)score=score+30;
-               if(game.bonus == 133)score=score+45;
-       }
-       mxscor=mxscor+45;
-
-/*  Did he come to Witt's End as he should? */
-
-       if(game.place[MAGZIN] == 108)
-               score=score+1;
-       mxscor=mxscor+1;
-
-/*  Round it off. */
-
-       score=score+2;
-       mxscor=mxscor+2;
-
-/*  Deduct for hints/turns/saves.  Hints < 4 are special; see database desc. */
-
-       for (i=1; i<=HNTMAX; i++) {
-               if(game.hinted[i])score=score-HINTS[i][2];
-       } /* end loop */
-       if(game.novice)
-               score=score-5;
-       if(game.clshnt)
-               score=score-10;
-       score=score-game.trnluz-game.saved;
-
-/*  Return to score command if that's where we came from. */
-
-       if(mode < 0) {
-               SETPRM(1,score,mxscor);
-               SETPRM(3,game.turns,game.turns);
-               RSPEAK(259);
-               return;
+void score(long mode)
+/* mode is <0 if scoring, >0 if quitting, =0 if died or won */
+{
+    long i, score = 0, mxscor = 0;
+
+    /*  The present scoring algorithm is as follows:
+     *     Objective:          Points:        Present total possible:
+     *  Getting well into cave   25                    25
+     *  Each treasure < chest    12                    60
+     *  Treasure chest itself    14                    14
+     *  Each treasure > chest    16                   224
+     *  Surviving             (MAX-NUM)*10             30
+     *  Not quitting              4                     4
+     *  Reaching "game.closng"   25                    25
+     *  "Closed": Quit/Killed    10
+     *            Klutzed        25
+     *            Wrong way      30
+     *            Success        45                    45
+     *  Came to Witt's End        1                     1
+     *  Round out the total       2                     2
+     *                                       TOTAL:   430
+     *  Points can also be deducted for using hints or too many turns, or for
+     *  saving intermediate positions. */
+
+    /*  First tally up the treasures.  Must be in building and not broken.
+     *  Give the poor guy 2 points just for finding each treasure. */
+
+    for (i=MINTRS; i<=MAXTRS; i++) {
+       if(PTEXT[i] != 0) {
+           K=12;
+           if(i == CHEST)K=14;
+           if(i > CHEST)K=16;
+           if(game.prop[i] >= 0)
+               score=score+2;
+           if(game.place[i] == 3 && game.prop[i] == 0)
+               score=score+K-2;
+           mxscor=mxscor+K;
        }
-
-/*  that should be good enough.  Let's tell him all about it. */
-
-       if(score+game.trnluz+1 >= mxscor && game.trnluz != 0)RSPEAK(242);
-       if(score+game.saved+1 >= mxscor && game.saved != 0)RSPEAK(143);
+    }
+
+    /*  Now look at how he finished and how far he got.  MAXDIE and
+     *  game.numdie tell us how well he survived.  game.dflag will tell us
+     *  if he ever got suitably deep into the cave.  game.closng still
+     *  indicates whether he reached the endgame.  And if he got as far as
+     *  "cave closed" (indicated by "game.closed"), then bonus is zero for
+     *  mundane exits or 133, 134, 135 if he blew it (so to speak). */
+
+    score=score+(MAXDIE-game.numdie)*10;
+    mxscor=mxscor+MAXDIE*10;
+    if(mode == 0)score=score+4;
+    mxscor=mxscor+4;
+    if(game.dflag != 0)score=score+25;
+    mxscor=mxscor+25;
+    if(game.closng)score=score+25;
+    mxscor=mxscor+25;
+    if(game.closed) {
+       if(game.bonus == 0)
+           score=score+10;
+       if(game.bonus == 135)
+           score=score+25;
+       if(game.bonus == 134)
+           score=score+30;
+       if(game.bonus == 133)
+           score=score+45;
+    }
+    mxscor=mxscor+45;
+
+    /* Did he come to Witt's End as he should? */
+    if(game.place[MAGZIN] == 108)
+       score=score+1;
+    mxscor=mxscor+1;
+
+    /* Round it off. */
+    score=score+2;
+    mxscor=mxscor+2;
+
+    /* Deduct for hints/turns/saves. Hints < 4 are special; see database desc. */
+    for (i=1; i<=HNTMAX; i++) {
+       if(game.hinted[i])
+           score=score-HINTS[i][2];
+    }
+    if(game.novice)
+       score=score-5;
+    if(game.clshnt)
+       score=score-10;
+    score=score-game.trnluz-game.saved;
+
+    /* Return to score command if that's where we came from. */
+    if(mode < 0) {
        SETPRM(1,score,mxscor);
        SETPRM(3,game.turns,game.turns);
-       RSPEAK(262);
-       for (i=1; i<=CLSSES; i++) {
-               if(CVAL[i] >= score) goto L20210;
-       } /* end loop */
-       SPK=265;
-       goto L25000;
+       RSPEAK(259);
+       return;
+    }
+
+    /* that should be good enough.  Let's tell him all about it. */
+    if(score+game.trnluz+1 >= mxscor && game.trnluz != 0)
+       RSPEAK(242);
+    if(score+game.saved+1 >= mxscor && game.saved != 0)
+       RSPEAK(143);
+    SETPRM(1,score,mxscor);
+    SETPRM(3,game.turns,game.turns);
+    RSPEAK(262);
+    for (i=1; i<=CLSSES; i++) {
+       if(CVAL[i] >= score) goto L20210;
+    } /* end loop */
+    SPK=265;
+    goto L25000;
 
 L20210: SPEAK(CTEXT[i]);
-       SPK=264;
-       if(i >= CLSSES) goto L25000;
-       i=CVAL[i]+1-score;
-       SETPRM(1,i,i);
-       SPK=263;
+    SPK=264;
+    if(i >= CLSSES) goto L25000;
+    i=CVAL[i]+1-score;
+    SETPRM(1,i,i);
+    SPK=263;
 L25000: RSPEAK(SPK);
-       exit(0);
+    exit(0);
 
 }