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/* $OpenBSD: convert.c,v 1.6 2003/04/25 21:37:47 deraadt Exp $ */
/* $NetBSD: convert.c,v 1.2 1995/03/24 03:58:34 cgd Exp $ */
/*
* Convert Phantasia 3.3.1 and 3.3.1+ characs file format to 3.3.2
*
*/
#include "include.h"
#include "oldplayer.h"
struct oldplayer Oldplayer; /* old format structure */
struct player Newplayer; /* new format structure */
char Oldpfile[] = DEST/characs"; /* old format file */
char Newpfile[] = DEST/newcharacs"; /* new format file */
/************************************************************************
/
/ FUNCTION NAME: main()
/
/ FUNCTION: convert old Phantasia player file to new format
/
/ AUTHOR: C. Robertson, 9/1/85 E. A. Estes, 3/12/86
/
/ ARGUMENTS: none
/
/ RETURN VALUE: none
/
/ MODULES CALLED: time(), exit(), fread(), fopen(), srandomdev(), floor(),
/ random(), strcmp(), fwrite(), strlcpy(), fclose(), fprintf()
/
/ GLOBAL INPUTS: _iob[], Oldplayer, Newplayer
/
/ GLOBAL OUTPUTS: Oldplayer, Newplayer
/
/ DESCRIPTION:
/ Read in old player structures and write out to new file in
/ new format.
/ Old player file is unmodified.
/ New file is "DEST/newcharacs".
/ #define PHANTPLUS to convert from 3.3.1+.
/
/************************************************************************/
main()
{
FILE *oldcharac, *newcharac; /* to open old and new files */
if ((oldcharac = fopen(Oldpfile, "r")) == NULL)
{
fprintf(stderr, "Cannot open original character file!\n");
exit(1);
}
if ((newcharac = fopen(Newpfile, "w")) == NULL)
{
fprintf(stderr, "Cannot create new character file!\n");
exit(1);
}
srandomdev(); /* prime random numbers */
while (fread((char *) &Oldplayer, sizeof(struct oldplayer), 1, oldcharac) == 1)
/* read and convert old structures into new */
{
Newplayer.p_experience = Oldplayer.o_experience;
Newplayer.p_level = (double) Oldplayer.o_level;
Newplayer.p_strength = Oldplayer.o_strength;
Newplayer.p_sword = Oldplayer.o_sword;
Newplayer.p_might = 0.0; /* game will calculate */
Newplayer.p_energy = Oldplayer.o_energy;
Newplayer.p_maxenergy = Oldplayer.o_maxenergy;
Newplayer.p_shield = Oldplayer.o_shield;
Newplayer.p_quickness = (double) Oldplayer.o_quickness;
Newplayer.p_quksilver = (double) Oldplayer.o_quksilver;
Newplayer.p_speed = 0.0; /* game will calculate */
Newplayer.p_magiclvl = Oldplayer.o_magiclvl;
Newplayer.p_mana = Oldplayer.o_mana;
Newplayer.p_brains = Oldplayer.o_brains;
Newplayer.p_poison = Oldplayer.o_poison;
Newplayer.p_gold = Oldplayer.o_gold;
Newplayer.p_gems = Oldplayer.o_gems;
Newplayer.p_sin = Oldplayer.o_sin;
Newplayer.p_x = Oldplayer.o_x;
Newplayer.p_y = Oldplayer.o_y;
Newplayer.p_1scratch = Oldplayer.o_1scratch;
Newplayer.p_2scratch = Oldplayer.o_2scratch;
Newplayer.p_ring.ring_type = Oldplayer.o_ring.ring_type;
Newplayer.p_ring.ring_duration = Oldplayer.o_ring.ring_duration;
Newplayer.p_ring.ring_inuse = FALSE;
Newplayer.p_age = (long) Oldplayer.o_degenerated * N_AGE;
Newplayer.p_degenerated = Oldplayer.o_degenerated + 1;
/* convert character type into character type and special type */
if (Oldplayer.o_type < 0)
/* player with crown */
Oldplayer.o_type = -Oldplayer.o_type;
if (Oldplayer.o_type == 99)
/* valar */
{
Newplayer.p_specialtype = SC_VALAR;
Newplayer.p_type = (short) ROLL(C_MAGIC, C_EXPER - C_MAGIC + 1);
Newplayer.p_lives = Oldplayer.o_ring.ring_duration;
}
else if (Oldplayer.o_type == 90)
/* ex-valar */
{
Newplayer.p_specialtype = SC_EXVALAR;
Newplayer.p_type = (short) ROLL(C_MAGIC, C_EXPER - C_MAGIC + 1);
Newplayer.p_lives = 0;
}
else if (Oldplayer.o_type > 20)
/* council of wise */
{
Newplayer.p_specialtype = SC_COUNCIL;
Newplayer.p_type = Oldplayer.o_type - 20;
Newplayer.p_lives = Oldplayer.o_ring.ring_duration;
}
else if (Oldplayer.o_type > 10)
/* king */
{
Newplayer.p_specialtype = SC_KING;
Newplayer.p_type = Oldplayer.o_type - 10;
Newplayer.p_lives = 0;
}
else
/* normal player */
{
Newplayer.p_specialtype = SC_NONE;
Newplayer.p_type = Oldplayer.o_type;
Newplayer.p_lives = 0;
}
Newplayer.p_lives = 0;
Newplayer.p_crowns = Oldplayer.o_crowns;
Newplayer.p_charms = Oldplayer.o_charms;
Newplayer.p_amulets = Oldplayer.o_amulets;
Newplayer.p_holywater = Oldplayer.o_holywater;
Newplayer.p_lastused = Oldplayer.o_lastused;
/* convert status and name into status */
Newplayer.p_status = Oldplayer.o_status + S_OFF;
if (strcmp(Oldplayer.m_name, "<null>") == 0)
/* unused recored */
Newplayer.p_status = S_NOTUSED;
if (Oldplayer.o_quickness < 0)
/* hung up player */
{
Newplayer.p_quickness = (double) Oldplayer.o_tampered;
Oldplayer.o_tampered = T_OFF;
Newplayer.p_status = S_HUNGUP;
}
Newplayer.p_tampered = Oldplayer.o_tampered + T_OFF;
Newplayer.p_istat = I_OFF;
Newplayer.p_palantir = Oldplayer.o_palantir;
Newplayer.p_blessing = Oldplayer.o_blessing;
Newplayer.p_virgin = Oldplayer.o_virgin;
Newplayer.p_blindness = Oldplayer.o_blindness;
strlcpy(Newplayer.p_name, Oldplayer.o_name,
sizeof Newplayer.p_name);
strlcpy(Newplayer.p_password, Oldplayer.o_password,
sizeof Newplayer.p_password);
strlcpy(Newplayer.p_login, Oldplayer.o_login,
sizeof Newplayer.p_login);
/* write new structure */
fwrite((char *) &Newplayer, sizeof(Newplayer), 1, newcharac);
}
fclose(oldcharac); /* close files */
fclose(newcharac);
exit(0);
}
/**/
/************************************************************************
/
/ FUNCTION NAME: drandom()
/
/ FUNCTION: return a random number between 0.0 < 1.0
/
/ AUTHOR: E. A. Estes, 2/7/86
/
/ ARGUMENTS: none
/
/ RETURN VALUE: random number
/
/ MODULES CALLED: random()
/
/ GLOBAL INPUTS: none
/
/ GLOBAL OUTPUTS: none
/
/ DESCRIPTION:
/ Return a random number.
/
/************************************************************************/
double
drandom()
{
if (sizeof(int) != 2)
return((double) (random() & 0x7fff) / 32768.0);
else
return((double) random() / 32768.0);
}
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