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554eb505f8
of the x11 based games. I'm not going to tag the originals with bsd_44_lite and do this in two stages since it's just not worth it for this collection, and I've got directory renames to deal with that way. Bleah. Submitted by: jkh
211 lines
5.8 KiB
C
211 lines
5.8 KiB
C
/*
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* Convert Phantasia 3.3.1 and 3.3.1+ characs file format to 3.3.2
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*
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*/
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#include "include.h"
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#include "oldplayer.h"
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struct oldplayer Oldplayer; /* old format structure */
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struct player Newplayer; /* new format structure */
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char Oldpfile[] = DEST/characs"; /* old format file */
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char Newpfile[] = DEST/newcharacs"; /* new format file */
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/************************************************************************
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/
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/ FUNCTION NAME: main()
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/
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/ FUNCTION: convert old Phantasia player file to new format
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/
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/ AUTHOR: C. Robertson, 9/1/85 E. A. Estes, 3/12/86
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/
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/ ARGUMENTS: none
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/
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/ RETURN VALUE: none
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/
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/ MODULES CALLED: time(), exit(), fread(), fopen(), srandom(), floor(),
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/ random(), strcmp(), fwrite(), strcpy(), fclose(), fprintf()
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/
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/ GLOBAL INPUTS: _iob[], Oldplayer, Newplayer
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/
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/ GLOBAL OUTPUTS: Oldplayer, Newplayer
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/
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/ DESCRIPTION:
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/ Read in old player structures and write out to new file in
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/ new format.
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/ Old player file is unmodified.
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/ New file is "DEST/newcharacs".
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/ #define PHANTPLUS to convert from 3.3.1+.
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/
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/************************************************************************/
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main()
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{
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FILE *oldcharac, *newcharac; /* to open old and new files */
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if ((oldcharac = fopen(Oldpfile, "r")) == NULL)
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{
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fprintf(stderr, "Cannot open original character file!\n");
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exit(1);
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}
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if ((newcharac = fopen(Newpfile, "w")) == NULL)
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{
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fprintf(stderr, "Cannot create new character file!\n");
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exit(1);
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}
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srandom((unsigned) time((long *) NULL)); /* prime random numbers */
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while (fread((char *) &Oldplayer, sizeof(struct oldplayer), 1, oldcharac) == 1)
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/* read and convert old structures into new */
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{
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Newplayer.p_experience = Oldplayer.o_experience;
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Newplayer.p_level = (double) Oldplayer.o_level;
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Newplayer.p_strength = Oldplayer.o_strength;
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Newplayer.p_sword = Oldplayer.o_sword;
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Newplayer.p_might = 0.0; /* game will calculate */
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Newplayer.p_energy = Oldplayer.o_energy;
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Newplayer.p_maxenergy = Oldplayer.o_maxenergy;
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Newplayer.p_shield = Oldplayer.o_shield;
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Newplayer.p_quickness = (double) Oldplayer.o_quickness;
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Newplayer.p_quksilver = (double) Oldplayer.o_quksilver;
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Newplayer.p_speed = 0.0; /* game will calculate */
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Newplayer.p_magiclvl = Oldplayer.o_magiclvl;
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Newplayer.p_mana = Oldplayer.o_mana;
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Newplayer.p_brains = Oldplayer.o_brains;
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Newplayer.p_poison = Oldplayer.o_poison;
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Newplayer.p_gold = Oldplayer.o_gold;
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Newplayer.p_gems = Oldplayer.o_gems;
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Newplayer.p_sin = Oldplayer.o_sin;
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Newplayer.p_x = Oldplayer.o_x;
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Newplayer.p_y = Oldplayer.o_y;
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Newplayer.p_1scratch = Oldplayer.o_1scratch;
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Newplayer.p_2scratch = Oldplayer.o_2scratch;
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Newplayer.p_ring.ring_type = Oldplayer.o_ring.ring_type;
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Newplayer.p_ring.ring_duration = Oldplayer.o_ring.ring_duration;
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Newplayer.p_ring.ring_inuse = FALSE;
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Newplayer.p_age = (long) Oldplayer.o_degenerated * N_AGE;
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Newplayer.p_degenerated = Oldplayer.o_degenerated + 1;
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/* convert character type into character type and special type */
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if (Oldplayer.o_type < 0)
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/* player with crown */
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Oldplayer.o_type = -Oldplayer.o_type;
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if (Oldplayer.o_type == 99)
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/* valar */
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{
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Newplayer.p_specialtype = SC_VALAR;
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Newplayer.p_type = (short) ROLL(C_MAGIC, C_EXPER - C_MAGIC + 1);
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Newplayer.p_lives = Oldplayer.o_ring.ring_duration;
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}
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else if (Oldplayer.o_type == 90)
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/* ex-valar */
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{
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Newplayer.p_specialtype = SC_EXVALAR;
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Newplayer.p_type = (short) ROLL(C_MAGIC, C_EXPER - C_MAGIC + 1);
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Newplayer.p_lives = 0;
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}
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else if (Oldplayer.o_type > 20)
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/* council of wise */
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{
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Newplayer.p_specialtype = SC_COUNCIL;
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Newplayer.p_type = Oldplayer.o_type - 20;
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Newplayer.p_lives = Oldplayer.o_ring.ring_duration;
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}
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else if (Oldplayer.o_type > 10)
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/* king */
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{
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Newplayer.p_specialtype = SC_KING;
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Newplayer.p_type = Oldplayer.o_type - 10;
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Newplayer.p_lives = 0;
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}
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else
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/* normal player */
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{
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Newplayer.p_specialtype = SC_NONE;
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Newplayer.p_type = Oldplayer.o_type;
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Newplayer.p_lives = 0;
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}
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Newplayer.p_lives = 0;
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Newplayer.p_crowns = Oldplayer.o_crowns;
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Newplayer.p_charms = Oldplayer.o_charms;
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Newplayer.p_amulets = Oldplayer.o_amulets;
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Newplayer.p_holywater = Oldplayer.o_holywater;
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Newplayer.p_lastused = Oldplayer.o_lastused;
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/* convert status and name into status */
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Newplayer.p_status = Oldplayer.o_status + S_OFF;
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if (strcmp(Oldplayer.m_name, "<null>") == 0)
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/* unused recored */
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Newplayer.p_status = S_NOTUSED;
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if (Oldplayer.o_quickness < 0)
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/* hung up player */
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{
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Newplayer.p_quickness = (double) Oldplayer.o_tampered;
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Oldplayer.o_tampered = T_OFF;
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Newplayer.p_status = S_HUNGUP;
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}
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Newplayer.p_tampered = Oldplayer.o_tampered + T_OFF;
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Newplayer.p_istat = I_OFF;
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Newplayer.p_palantir = Oldplayer.o_palantir;
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Newplayer.p_blessing = Oldplayer.o_blessing;
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Newplayer.p_virgin = Oldplayer.o_virgin;
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Newplayer.p_blindness = Oldplayer.o_blindness;
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strcpy(Newplayer.p_name, Oldplayer.o_name);
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strcpy(Newplayer.p_password, Oldplayer.o_password);
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strcpy(Newplayer.p_login, Oldplayer.o_login);
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/* write new structure */
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fwrite((char *) &Newplayer, sizeof(Newplayer), 1, newcharac);
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}
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fclose(oldcharac); /* close files */
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fclose(newcharac);
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exit(0);
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}
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/**/
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/************************************************************************
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/
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/ FUNCTION NAME: drandom()
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/
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/ FUNCTION: return a random number between 0.0 < 1.0
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/
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/ AUTHOR: E. A. Estes, 2/7/86
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/
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/ ARGUMENTS: none
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/
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/ RETURN VALUE: random number
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/
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/ MODULES CALLED: random()
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/
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/ GLOBAL INPUTS: none
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/
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/ GLOBAL OUTPUTS: none
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/
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/ DESCRIPTION:
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/ Return a random number.
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/
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/************************************************************************/
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double
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drandom()
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{
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if (sizeof(int) != 2)
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return((double) (random() & 0x7fff) / 32768.0);
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else
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return((double) random() / 32768.0);
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}
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