Forgot to remove these files with the NetBSD games cleanups.
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schumann puff game_2 171 1414 195
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schumann puff default 18 220 59
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schumann puff easy 13 182 146
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schumann puff crossover 11 74 448
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schumann puff Killer 0 38 27
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@ -1,210 +0,0 @@
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/*
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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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srandomdev();
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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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/*
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* oldplayer.h - old player structure
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*/
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struct oldplayer /* player statistics */
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{
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char o_name[21]; /* name */
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char o_password[9]; /* password */
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char o_login[10]; /* login */
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double o_x; /* x coord */
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double o_y; /* y coord */
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double o_experience; /* experience */
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int o_level; /* level */
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short o_quickness; /* quickness */
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double o_strength; /* strength */
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double o_sin; /* sin */
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double o_mana; /* mana */
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double o_gold; /* gold */
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double o_energy; /* energy */
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double o_maxenergy; /* maximum energy */
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double o_magiclvl; /* magic level */
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double o_brains; /* brains */
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short o_crowns; /* crowns */
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struct
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{
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short ring_type; /* type of ring */
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short ring_duration; /* duration of ring */
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} o_ring; /* ring stuff */
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bool o_palantir; /* palantir */
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double o_poison; /* poison */
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short o_holywater; /* holy water */
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short o_amulets; /* amulets */
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bool o_blessing; /* blessing */
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short o_charms; /* charms */
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double o_gems; /* gems */
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short o_quksilver; /* quicksilver */
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double o_sword; /* sword */
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double o_shield; /* shield */
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short o_type; /* character type */
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bool o_virgin; /* virgin */
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short o_lastused; /* day of year last used */
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short o_status; /* playing, cloaked, etc. */
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short o_tampered; /* decree'd, etc. flag */
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double o_1scratch,
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o_2scratch; /* variables used for decree, player battle */
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bool o_blindness; /* blindness */
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int o_notused; /* not used */
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long o_age; /* age in seconds */
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short o_degenerated; /* age/2500 last degenerated */
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short o_istat; /* used for inter-terminal battle */
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#ifdef PHANTPLUS
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short o_lives;
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#endif
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};
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@ -1,10 +0,0 @@
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./"index"16t"captain"nD20C
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+/"points"8t"loadL"8t"loadR"8t"readyL"8t"readyL"ndbbbb2+36+36+
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+/"struck"8t"capture"8t"pcrew"8t"movebuf"nb3+pd10C
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+/"drift"8t"nfoul"8t"ngrap"nb1+dd
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+/"foul:"8t"count"8t"turn"16t"count"8t"turn"
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+,5/8tdd16tddn
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+/"grap:"8t"count"8t"turn"16t"count"8t"turn"
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+,5/8tdd16tddn
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+/"RH"8t"RG"8t"RR"8t"FS"8t"explode"8t"sink"n6b
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+/"dir"8t"col"8t"row"8t"loadwit"8t"stern"nb+2d2b
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./"winddir windspd windchg vessels"n4b
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.+8/"ship: "a
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*(.-4)/S
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./"name"16t"specs"16t"nation"nppb+
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+/"row"8t"col"8t"dir"nddb+
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+/"file"np
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+/t
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@ -1,3 +0,0 @@
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./"bs bs ta guns class hull qual"n3b+d3b
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+/"crew1 crew2 crew3 gunL gunR carL carR"n8b
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+/"rig1 rig2 rig3 rig4 pts"n4b+d
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# include "trek.h"
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/*
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** BOARD A KLINGON
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**
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** A Klingon battle cruiser is boarded. If the boarding party
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** is successful, they take over the vessel, otherwise, you
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** have wasted a move. Needless to say, this move is not free.
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**
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** User parameters are the Klingon to be boarded and the size of
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** the boarding party.
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**
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** Three things are computed. The first is the probability that
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** the party takes over the Klingon. This is dependent on the
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** size of the party, the condition of the Klingon (for which
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** the energy left is used, which is definately incorrect), and
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** the number of losses that the boarding party sustains. If too
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** many of the boarding party are killed, the probability drops
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** to zero. The second quantity computed is the losses that the
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** boarding party sustains. This counts in your score. It
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** depends on the absolute and relative size of the boarding
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** party and the strength of the Klingon. The third quantity
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** computed is the number of Klingon captives you get to take.
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** It is actually computed as the number of losses they sustain
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** subtracted from the size of their crew. It depends on the
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** relative size of the party. All of these quantities are
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** randomized in some fashion.
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*/
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board()
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{
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int prob;
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int losses;
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int captives;
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float t;
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int party;
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if (checkout(XPORTER))
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return;
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k = selectklingon();
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if (!k->srndreq)
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{
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return (printf("But captain! You must request surrender first\n"));
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}
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t = party / Param.crew;
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prob = 1000 * t;
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prob =- 500 * k->power / Param.klingpwr;
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losses = party * k->power * t * 0.5 / Param.klingpwr * (franf() + 1.0);
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if (losses * 4 > party)
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prob = 0;
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captives = %%% * (1.0 - t) * 0.5 * (franf() + 1.0);
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if (prob > ranf(1000))
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success!!!;
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