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IGMWRITE.DOC
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1996-03-21
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Franchise Football IGM Author Documentation
by Scott Snella
Internet: aq239@detroit.freenet.org
or: bg229@scn.org
Table of Contents:
[1] What Franchise Football Creates
[2] The Data Structures and File Formats
[3] Linking your IGM to Franchise Football
[4] Additional Information
[1] What Franchise Football Creates
Franchise Football creates two files on exit of the game VIA
IGM execution. The first file is a custom dropfile called
IGMINFO.#, where the # is the node which the user is currently
operating under. This files format is as follows.
IGMINFO.# format:
System Name
Sysop Name
(Blank)
COM Address
Baud
(Blank)
Username
(Blank)
User Location
User ANSI
User Security
User Timelimit
Coach Number
Node
COM IRQ
Port
COM Method
REGISTERED/UNREGISTERED
The blank lines that are included are for compatibility purposes.
The first 12 lines follow the DORINFO#.DEF format, so if you have a
routine that reads that format, it may be possible to extract that
information from the IGMINFO.# file. The last 6 lines are added for
your convenience, included in them are the Coach Number that is
currently dropping to the IGM, what node they are using, and the
very last option, if Franchise Football is registered. I ask that
if the Game is not registered, either disable options in your IGM,
or add some sort of notice that encourages users to register. I am
not disabling the IGM section in unregistered versions, and therefore
ask that you do this.
NOTE: The IGMINFO.# dropfile is a strait text file and all lines are
terminated with the new line character.
The second file that FFBL creates is called DO#.BAT (in which the #
once again denotes the node number). This file is simply a batch
file that changes to your IGM drive and directory, and executes the
program. For more information on how this file gets it's information
please read section [3] Linking your IGM to Franchise Football.
[2] Data Structures and File Formats
Unless otherwise noted (as the above IGMINFO.#) all data files are
stored using a binary method, and all data files also begin with a
header that merely holds a two byte (C type int) number that is the
total records stored in that file.
For Example, the owners file, called OWNERS.FBL is all the vital
information on the Franchise Football owners. The file is in the
following structure.
Number of Owners
Owner #1
Owner #2
.
.
.
Owner #Number of Owners - 1
Owner #Number of Owners
If you forget to account for the two byte header all information will
be wrong. The four major data files (and several others), OWNERS.FBL,
OFFICE.FBL, OFFENSE.FBL and DEFENSE.FBL all follow this format.
Although Franchise Football was written entirely in C/C++, IGM's may
be written in any language. The following are the major structures
for the game.
coach_data: (could also be called owner_data)
int number; // Coach number-used to link all records
int unused; // Unused (from previous version)
char name[40]; // Username
char nickname[25]; // Team nickname
char city[25]; // Team city
char stadium[40]; // Stadium Name
int wins; // Team Wins
int losses; // Team Losses
char computer; // Computer Player 1=YES 0=NO
char password[7]; // Player Password for LAN and Security
char offense1; // Offensive set #1 (1-8)
char offense2; // #2 (1-8)
char offense3; // #3 (1-8)
char defense1; // Defensive set #1 (1-8)
char defense2; // #2 (1-8)
char defense3; // #3 (1-8)
int points_for; // Total Points for
int points_against; // Total Points Against
char streak; // Winning/Losing Streak <0 Losing >0 Win
char free_agent_days; // How long ago a free agent was signed
char extra[30]; // Extra bytes
NOTE: Several items should not be edited. Wins, Losses,
number, name, computer, password, points for,
points against and streak should not be changed, but
can be read to yield important information. All
items in "()" are the valid values for the given items
changing those to any other values may result in
errors. I reserve the right to use any or all of the
extra bytes at the end, or in the middle of this
structure. Do not use any of these to store data for
your IGM's. They are not guaranteed to be free in
future versions.
office_data:
char number; // Team Number (coach number)
long money; // Cash (1-2,000,000,000)
long bank; // Money in the Bank (1-2,000,000,000)
long attendance; // Last game attend (1-2,000,000,000)
long max_capacity; // Max attendance (1-2,000,000,000)
int ticket_price; // Price per ticket (0-32000)
int fame; // Fame of team rating (0-32000)
char concession; // concession type (1-10)
char promotion; // promotion type (1-10)
char publicity; // publicity type (1-10)
char merchandise; // Merchandising level (1-10)
char covert; // covert operations (1-127) (not used)
char stadium_type; // type of stadium owned (1-10)
long salary_cap; // total of all players salaries on team
char extra[46]; // extra
NOTE: Other than the number and salary_cap, all items in
this structure may be edited and saved to allow your
IGM to effect game play. Please stay within the limits
following each of the items, enclosed in "()"
player_data:
char team_number; // Team Number (coach number)
char first_name[STRLENGTH]; // Player First Name
char last_name[STRLENGTH]; // Player Last Name
char age; // Player Age (1-127)
char height; // height (1-127) in inches
int weight; // weight (1-32000) in pounds
char position; // position (see chart below)
char lineup_string; // Starter? 0=No 1=Yes
char traded; // Is Player offered for trade?
char roster_slot; //
char trained_today; // Has player trained today 0,1
char off_def; // Offensive/Defensive Player
long salary;