using std::ifstream;
using std::ofstream;
+using std::ios;
#if defined(HAVE_CRYPT_H)
#endif
-List<aClient> players;
+// this will be hash.cpp start
+// thank you wcampbel
+unsigned long sHASH(const unsigned char *name);
+unsigned long iHASH(const unsigned char *name);
+List<aClient> players[U_TABLE_SIZE];
+// this will be hash.cpp end
+
Monster *monsters[LEVELS][MONSTERS]; // Monsters per level. Total = MONSTERS * LEVELS
Monster boss; // The boss monster
int strnicmp(const char *s1, const char *s2, size_t len);
// String Functions
-
/********** Password functions **********/
bool passcmp(char *encrypted, char *plaintext); // Compares an encrypted pass with a plain text one
/********** GameServ Booleans **********/
+bool shuttingdown;
+bool timedOut(Player *p);
+void updateTS(Player *p);
+void timeOutEvent(Player *p);
+
bool is_playing(char *u); // True if the given nickname in the clients list is playing.
bool is_playing(aClient *user);
char *spaces(int len, char *seperator);
void refresh(Player *p);
void refreshall();
+void updateTS(Player *p);
void reset(Player *p);
void init_masters();
void init_monsters();
void gameserv(char *source, char *buf)
{
- char *cmd;
+ char *cmd, z;
cmd = strtok(buf, " ");
#ifndef P10
source++; // Get rid of that : at the beginning of a :Nick privmsg Gameserv :text
#endif
- if (cmd[0] == ':')
+ z = cmd[0];
+ if (z == ':')
cmd++; // Get rid of that : at the beginning of the :text (command)
#ifdef DEBUGMODE
ts = strtok(NULL, "\1");
notice(s_GameServ, source, "\1PING %s\1", ts);
} else if (stricmp(cmd, "\1VERSION\1") == 0) {
- notice(s_GameServ, source, "\1VERSION %s %s +devel\1", PACKAGE, VERSION);
+ notice(s_GameServ, source, "\1VERSION %s %s\1", PACKAGE, VERSION);
} else if (stricmp(cmd, "SEARCH") == 0) {
cmd = strtok(NULL, " ");
do_list(source);
} else if (stricmp(cmd, "LOGOUT") == 0) {
do_logout(source);
- #ifdef DEBUGMODE
- } else if (stricmp(cmd, "PRINT") == 0) {
- cout << "Printing the clients list:" << endl;
- clients.print();
- cout << "\nPrinting the players list:" << endl;
- players.print();
- #endif
} else if (stricmp(cmd, "REGISTER") == 0) {
do_register(source);
} else if (stricmp(cmd, "IDENTIFY") == 0) {
#else
raw("SQUIT %s :leaving: %s used the Shutdown command.", servername, source);
#endif
+ shuttingdown = true;
}
} else if (stricmp(cmd, "SAVE") == 0) {
aClient *user;
}
#endif
} else {
- notice(s_GameServ, source, "Unknown command \002%s\002. Type /msg %S \002HELP\002 to get a list of commands.", cmd);
+ aClient *user;
+ if ((user = find(source)))
+ {
+ if (isIgnore(user))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+ #endif
+ }
+ else
+ {
+ notice(s_GameServ, source, "Unknown command \002%s\002. Type /msg %S \002HELP\002 to get a list of commands.", cmd);
+ }
+ }
}
- source--; // Bring the ':' back so we don't leak memory
- cmd--; // Same thing :)
+ #ifndef P10
+ source--; // Bring the ':' back so we don't leak memory
+ #endif
+ if (z == ':')
+ cmd--; // Same thing :)
}
int stricmp(const char *s1, const char *s2)
if (fmt[0] == '\0')
return;
+ char *commanduse;
+ commanduse = new char[16];
+
+ #ifdef P10
+ if (isUsePrivmsg())
+ strcpy(commanduse, "P");
+ else
+ strcpy(commanduse, "N");
+ #else
+
+ if (isUsePrivmsg())
+ strcpy(commanduse, "PRIVMSG");
+ else
+ strcpy(commanduse, "NOTICE");
+ #endif
+
va_list args;
char *input;
const char *t = fmt;
dest++;
#if !defined(P10)
- sprintf(input, ":%s NOTICE %s :", source, dest);
+ sprintf(input, ":%s %s %s :", source, commanduse, dest);
#else
- sprintf(input, "%s O %s :", gsnum, dest);
+ sprintf(input, "%s %s %s :", gsnum, commanduse, dest);
#endif
dest--;
else
{
#if !defined(P10)
- sprintf(input, ":%s NOTICE %s :", source, dest);
+ sprintf(input, ":%s %s %s :", source, commanduse, dest);
#else
- sprintf(input, "%s O %s :", gsnum, dest);
+ sprintf(input, "%s %s %s :", gsnum, commanduse, dest);
#endif
}
#endif
sprintf(input, "%s%s", input, "\r\n");
sock_puts(sock, input);
+ delete [] commanduse;
delete [] input;
va_end(args);
}
void do_list(char *u)
{
+ aClient *user;
+ if (!(user = find(u)))
+ {
+ log("Fatal Error: Couldn't find %s in the client list", u);
+ return;
+ }
+ else if (isIgnore(user))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s. Command LIST", user->getNick());
+ #endif
+ return;
+ }
+
ListNode<aClient> *temp;
- temp = players.First();
- if (!players.isEmpty())
+ bool header = false;
+ for (unsigned long x = 0; x < U_TABLE_SIZE; x++)
+ {
+ temp = players[x].First();
+ if (!players[x].isEmpty())
{
- notice(s_GameServ, u, "People Playing:");
+ if (!header)
+ {
+ notice(s_GameServ, u, "People Playing:");
+ header = true;
+ }
while(temp)
{
#ifdef P10
temp = temp->Next();
}
- notice(s_GameServ, u, "End of List");
}
- else
+ }
+ if (!header)
notice(s_GameServ, u, "No one is playing");
+ else
+ notice(s_GameServ, u, "End of List");
+
}
void do_logout(char *u)
log("Could not find aClient Buf: %s LOGOUT",
u);
}
+ else if (isIgnore(user))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+ #endif
+ return;
+ }
else if (!is_playing(user))
{
notice(s_GameServ, u, "You're not logged in!");
logout(user);
}
}
+
void logout(aClient *user)
{
if (is_playing(user))
{
ListNode<aClient> *it;
aClient *temp;
- it = players.Find(user);
+ unsigned long hv = iHASH((unsigned char *) user->stats->name);
+ it = players[hv].Find(user);
+
if (!it)
{
notice(s_GameServ, user->getNick(), "Fatal error. Contact "\
temp = new aClient;
temp->stats = new Player;
temp->stats->setData(user->stats);
- user->stats->user = NULL;
+ user->stats->client = NULL;
if (player_fight(user))
user->stats->battle->stats->battle = NULL;
delete user->stats;
user->stats = NULL;
- temp->stats->user = NULL;
+ temp->stats->client = NULL;
#ifdef P10
- temp->setRealNick("!NULL!");
+ temp->setRealNick("Not Playing");
#endif
- temp->setNick("!NULL!");
+ temp->setNick("Not Playing");
it->setNewPtr(temp);
#ifdef DEBUGMODE
);
#endif
}
+ clearPlaying(user);
}
+
void do_register(char *u)
{
char *password, *name;
- aClient *user, *p;
+ aClient *user;
name = strtok(NULL, " ");
password = strtok(NULL, " ");
notice(s_GameServ, u, "%s is already registered!", name);
notice(s_GameServ, u, "Choose another name!");
}
- else if ((user = find(u)))
+ else if (!(user = find(u)))
+ {
+ log("Fatal Error: Couldn't find %s in the clients list", u);
+ }
+ else if (isIgnore(user))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+ #endif
+ return;
+ }
+ else
{
- p = findplayer(u);
- if (!user->stats && !p)
+ if (!is_playing(user))
{
+ ListNode<aClient> *temp;
user->stats = new Player(user);
- user->stats->user = user; // Set the backwards pointer
- strcpy(user->stats->password, crypt(password, salt));
- strcpy(user->stats->name, name);
- players.insertAtBack(user);
+ user->stats->client = user; // Set the backwards pointer
+ user->stats->reset(); // set the user up
+ strncpy(user->stats->password, crypt(password, salt), 255);
+ strncpy(user->stats->name, name, 255);
+ unsigned long hv = iHASH((unsigned char *) name);
+ updateTS(user->stats);
+ temp = players[hv].insertAtBack_RLN(user);
+ temp->setPtr(user); // This is an extra step, but necessary for now
+
notice(s_GameServ, u, "Player %s registered with password %s.", user->stats->name, password);
notice(s_GameServ, u, "Write this password down. If you lose it, there is no way to retrieve it!");
log("Nickname %s registered player %s.", u, user->stats->name);
+ setPlaying(user); // set the playing flag
}
else
{
aClient *user, *p;
name = strtok(NULL, " ");
password = strtok(NULL, " ");
- user = find(u);
if (!password || !name)
{
notice(s_GameServ, u, "SYNTAX: /msg %S IDENTIFY NAME PASSWORD");
}
- else if (!user)
+ else if (!(user = find(u)))
{
notice(s_GameServ, u, "Fatal error. Cannot find aClient. Buf: %s", strtok(NULL, ""));
log("Error: aClient not found: %s", u);
}
+ else if (isIgnore(user))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+ #endif
+ return;
+ }
else if (!(p = findplayer(name)) || !p->stats)
notice(s_GameServ, u, "Player %s not found", name);
else if (is_playing(user))
{
notice(s_GameServ, u, "You are already playing!");
}
- else if (p->stats->user != NULL && !isAdmin(user))
+ else if (p->stats->client != NULL && !isAdmin(user))
{
notice(s_GameServ, u, "That player has already identified.");
}
}
else {
ListNode<aClient> *temp;
- temp = players.Find(p);
+ unsigned long hv = iHASH((unsigned char *) p->stats->name);
+ temp = players[hv].Find(p);
if (!temp)
{
notice(s_GameServ, u, "Fatal error. Contact %S Admin. Buf: %s",
log("Setting data for identified");
#endif
user->stats->setData(p->stats);
+ user->stats->client = user;
+ updateTS(user->stats);
+
#ifdef DEBUGMODE
- log("Player Identified");
+ log("Player %s IRC: %s Identified", user->stats->name,
+ user->getNick());
#endif
+ setPlaying(user); // set the playing flag
+
temp->setPtr(user);
notice(s_GameServ, u, "Password Accepted. Identified.");
}
nick = strtok(NULL, " ");
- if (!nick)
+ if (!(user = find(u)))
{
- if (!(user = find(u)))
- {
- notice(s_GameServ, u, "Fatal Error in do_stats(). Contact a %S admin for help!");
- log("Error: aClient not found: %s", u);
- return;
- }
- else if (!is_playing(user))
+ log("Fatal Error: %s not found in client list", u);
+ return;
+ }
+ else if (isIgnore(user))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+ #endif
+ return;
+ }
+ else if (!nick)
+ {
+ if (!is_playing(user))
{
notice(s_GameServ, u, "You're not playing, so you have no stats!");
return;
}
else
+ {
+ updateTS(user->stats);
showstats(u, user->stats->name);
+ }
}
else
showstats(u, nick);
}
+
void init_masters()
{
#ifdef DEBUGMODE
strcpy(masters[0]->name, "Old Bones");
strcpy(masters[0]->weapon, "Dull Sword Cane");
- masters[0]->strength = 15;
+ masters[0]->strength = 25;
masters[0]->gold = 0;
masters[0]->exp = 0;
masters[0]->maxhp = 30;
strcpy(masters[1]->name, "Master Chang");
strcpy(masters[1]->weapon, "Nanchaku");
- masters[1]->strength = 30;
+ masters[1]->strength = 35;
masters[1]->gold = 0;
masters[1]->exp = 0;
masters[1]->maxhp = 40;
strcpy(masters[2]->name, "Chuck Norris");
strcpy(masters[2]->weapon, "Ranger Kick");
- masters[2]->strength = 85;
+ masters[2]->strength = 95;
masters[2]->gold = 0;
masters[2]->exp = 0;
masters[2]->maxhp = 70;
strcpy(masters[3]->name, "Mr. Miagi");
strcpy(masters[3]->weapon, "Petrified Bonsai");
- masters[3]->strength = 120;
+ masters[3]->strength = 130;
masters[3]->gold = 0;
masters[3]->exp = 0;
masters[3]->maxhp = 120;
strcpy(masters[4]->name, "Jackie Chan");
strcpy(masters[4]->weapon, "Kung Fu Kick");
- masters[4]->strength = 135;
+ masters[4]->strength = 145;
masters[4]->gold = 0;
masters[4]->exp = 0;
masters[4]->maxhp = 200;
strcpy(masters[5]->name, "Jet Li");
strcpy(masters[5]->weapon, "Motorcycle");
- masters[5]->strength = 160;
+ masters[5]->strength = 170;
masters[5]->gold = 0;
masters[5]->exp = 0;
masters[5]->maxhp = 400;
strcpy(masters[6]->name, "Muhammad Ali");
strcpy(masters[6]->weapon, "Quick Jab");
- masters[6]->strength = 185;
+ masters[6]->strength = 195;
masters[6]->gold = 0;
masters[6]->exp = 0;
masters[6]->maxhp = 600;
strcpy(masters[7]->name, "Li Mu Bai");
strcpy(masters[7]->weapon, "Green Destiny");
- masters[7]->strength = 210;
+ masters[7]->strength = 220;
masters[7]->gold = 0;
masters[7]->exp = 0;
masters[7]->maxhp = 800;
strcpy(masters[8]->name, "Jimmy Wang Yu");
strcpy(masters[8]->weapon, "Flying Guillotine");
- masters[8]->strength = 275;
+ masters[8]->strength = 285;
masters[8]->gold = 0;
masters[8]->exp = 0;
masters[8]->maxhp = 1200;
strcpy(masters[9]->name, "Wong Fei Hung");
strcpy(masters[9]->weapon, "Drunken Boxing");
- masters[9]->strength = 360;
+ masters[9]->strength = 375;
masters[9]->gold = 0;
masters[9]->exp = 0;
masters[9]->maxhp = 1800;
strcpy(masters[10]->name, "Bruce Lee");
strcpy(masters[10]->weapon, "Fists of fury");
- masters[10]->strength = 575;
+ masters[10]->strength = 590;
masters[10]->gold = 0;
masters[10]->exp = 0;
masters[10]->maxhp = 2500;
void display_players(char *u)
{
- if (is_playing(u))
+ aClient *user;
+ if (!(user = find(u)))
{
- aClient *ni = find(u);
-
- aClient *battle = ni->stats->battle;
-
- notice(s_GameServ, u, "Your Hitpoints: \ 2%d\ 2", ni->stats->hp);
- notice(s_GameServ, u, "%s's Hitpoints: \ 2%d\ 2", battle->stats->name,
- battle->stats->hp);
- notice(s_GameServ, u, "Here are your commands:");
- notice(s_GameServ, u, "/msg %S attack");
- notice(s_GameServ, u, "/msg %S run");
- notice(s_GameServ, u, "What will you do?");
+ log("Fatal error in display_players(): Couldn't find %s", u);
}
+ else
+ display_players(user);
}
+
void display_players(aClient *user)
{
char *u = user->getNick();
{
aClient *user;
if (!(user = find(u)))
- {
return false;
- }
else
- {
- return user->stats != NULL;
- }
+ return is_playing(user);
}
bool is_playing(aClient *user)
{
- return user->stats != NULL && (stricmp(user->getNick(), "!NULL!") != 0);
+ if (user->stats == NULL)
+ {
+ return false;
+ }
+ else if (user->stats->client == NULL)
+ {
+ return false;
+ }
+ else if (!FL_is_playing(user))
+ {
+ return false;
+ }
+ else
+ return true;
}
bool is_fighting(char *u)
aClient *user;
if (!(user = find(u)))
- {
return false;
- }
- else if (user->stats)
- {
- return user->stats->fight != NULL || user->stats->battle != NULL
- || user->stats->master != NULL;
- }
else
- return false;
+ return is_fighting(user);
}
+
bool is_fighting(aClient *user)
{
if (!is_playing(user))
return false;
else
- return (user->stats->fight != NULL || user->stats->battle != NULL || user->stats->master != NULL);
+ return player_fight(user) || master_fight(user) || user->stats->fight != NULL;
}
bool player_fight(char *u)
if (!(user = find(u)))
return false;
- else if (user->stats)
- return user->stats->battle != NULL;
- else
- return false;
+ else
+ return player_fight(user);
}
+
bool player_fight(aClient *user)
{
- if (!is_fighting(user))
+ if (!is_playing(user))
return false;
else
return user->stats->battle != NULL;
if (!(user = find(u)))
return false;
- else if (user->stats)
- return user->stats->master != NULL;
else
- return false;
+ return master_fight(user);
}
+
bool master_fight(aClient *user)
{
if (!is_playing(user))
if (!nick)
{
notice(s_GameServ, u, "SYNTAX: /msg %S FIGHT PLAYER");
+ return;
}
else if (!(ni = find(u)))
{
notice(s_GameServ, u, "Fatal error. Contact a(n) %S admin. buf: %s", strtok(NULL, ""));
+ return;
+ }
+ else if (isIgnore(ni))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", ni->getNick());
+ #endif
+ return;
}
else if (!is_playing(ni))
{
notice(s_GameServ, u, "You are not playing!");
+ return;
}
- else if (ni->stats->player_fights <= 0)
+
+ updateTS(ni->stats);
+
+ if (ni->stats->player_fights <= 0)
{
ni->stats->player_fights = 0; // just to be safe
notice(s_GameServ, u, "You are out of player fights for the "\
{
notice(s_GameServ, u, "Player %s not found!", nick);
}
+ else if (!isAlive(ni->stats))
+ {
+ notice(s_GameServ, u, "You are dead. Wait until tomorrow to fight others!");
+ }
else if (!is_playing(battle))
{
notice(s_GameServ, u, "You can't attack %s while they aren't playing!", nick);
* display_players(u);
* }
*/
- else if (!isAlive(ni->stats))
- {
- notice(s_GameServ, u, "You are dead. Wait until tomorrow to fight others!");
- }
else if (stricmp(ni->stats->name, battle->stats->name) == 0)
{
notice(s_GameServ, u, "Are you trying to commit suicide!?");
{
notice(s_GameServ, u, "%s is fighting %s already!", battle->stats->name, battle->stats->battle->stats->name);
}
+ else if (master_fight(battle))
+ {
+ notice(s_GameServ, u, "%s is fighting their master!", battle->stats->name);
+ }
else if (is_fighting(battle))
{
notice(s_GameServ, u, "%s is fighting %s already!", battle->stats->name, battle->stats->fight->name);
// You can't fight someone below you by more than X level(s)
// level 12 can fight level (12 - X) but not < (12 - X)
notice(s_GameServ, u, "You may not fight %s. You're too strong!",
- battle->stats->level);
+ battle->stats->name);
}
else if (battle->stats->level - ni->stats->level > maxafightdistance)
{
ni->stats->battle = battle;
// Set the other player's battle pointer to you
- battle->stats->battle = ni;
+ ni->stats->battle->stats->battle = ni;
// The initiator gets the first move (perhaps this should be 50/50)
setYourTurn(ni->stats);
notice(s_GameServ, battle->getNick(), "%s gets to go first "\
"because they initiated!", ni->stats->name);
notice(s_GameServ, battle->getNick(), "Please wait while %s decides what to do.", ni->stats->name);
- display_players(u);
+ display_players(ni);
}
}
+
void do_use(char *u)
{
aClient *user;
notice(s_GameServ, u, "Fatal Error in do_use. Contact a(n) %S Admin");
return;
}
+ else if (isIgnore(user))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+ #endif
+ return;
+ }
else if (!is_playing(user))
{
notice(s_GameServ, u, "You must be playing to use items!");
return;
}
+ updateTS(user->stats);
+
p = &user->stats->inventory;
if (stricmp(item, "HEALTH") == 0)
int oldstrength = user->stats->strength;
notice(s_GameServ, u, "As you grip the flask containing pure power, you feel adrenaline coarse through your veins!");
notice(s_GameServ, u, "In one swallow you drink the potion and feel your muscle fibers bulging andgrowing!");
- user->stats->strength += 1 + rand() % 2; // 1 - 2 Strength Added
+ user->stats->strength += 1 + (rand() % 10 >= 8 ? 1 : 0); // 1-2
notice(s_GameServ, u, "You gain %d Strength points!", user->stats->strength - oldstrength);
p->decStrength();
}
int olddefense = user->stats->defense;
notice(s_GameServ, u, "You drink the foul tasting viscous liquid while pinching your nose in disgust.");
notice(s_GameServ, u, "It tasted bad, but you feel like you are unbeatable!");
- user->stats->defense += 1 + rand() % 2; // 1 - 2 Defense Added
+ user->stats->defense += 1 + (rand() % 10 >= 8 ? 1 : 0); // 1-2
notice(s_GameServ, u, "You gain %d Defense points!", user->stats->defense - olddefense);
p->decDefense();
}
}
int oldHP = user->stats->maxhp;
notice(s_GameServ, u, "You feel your life growing longer as you drink the green glowing liquid.");
- user->stats->maxhp += 1 + rand() % 5; // 1 - 5 Maxhp
+ user->stats->maxhp += 4 +
+ (rand() % 100 > 50 ? (rand() % 6) : (rand() % 2) );
+
notice(s_GameServ, u, "You gain %d Maximum hit points!", user->stats->maxhp - oldHP);
p->decHP();
}
notice(s_GameServ, u, "Couldn't find you. Error. Contact a %S admin");
return;
}
-
+ else if (isIgnore(user))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+ #endif
+ return;
+ }
else if (!is_playing(user))
{
notice(s_GameServ, u, "You must be playing to run!");
return;
}
+ updateTS(user->stats);
p = user->stats;
if (p->battle)
notice(s_GameServ, u, "Fatal error in do_attack. Contact a(n) %S admin for help.");
return;
}
+ else if (isIgnore(ni))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", ni->getNick());
+ #endif
+ return;
+ }
else if (!is_playing(ni))
{
notice(s_GameServ, u, "You're not playing!");
// One has to be !NULL based on the previous else if
// We wouldn't be here if they were all NULL
}
+ updateTS(ni->stats);
if (!player_fight(ni))
{
weapons[ni->stats->weapon], hit);
clearYourTurn(ni->stats);
setYourTurn(battle->stats);
- display_players(battle->getNick());
+ display_players(battle);
}
else
{
notice(s_GameServ, battle->getNick(), "%s misses you completely!", ni->stats->name);
clearYourTurn(ni->stats);
setYourTurn(battle->stats);
- display_players(battle->getNick());
+ display_players(battle);
}
if (hit >= battle->stats->hp)
{
if (!amount)
{
notice(s_GameServ, u, "SYNTAX: /msg %S HEAL {ALL | #}");
+ return;
}
else if (!(ni = find(u)))
{
notice(s_GameServ, u, "Fatal error. Contact a(n) %S admin. buf: %s", strtok(NULL, ""));
return;
}
+ else if (isIgnore(ni))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", ni->getNick());
+ #endif
+ return;
+ }
else if (!is_playing(ni))
{
notice(s_GameServ, u, "You aren't playing!");
else if (is_fighting(ni))
{
notice(s_GameServ, u, "You can't heal in battle!");
+ return;
}
else if (ni->stats->hp >= ni->stats->maxhp)
{
notice(s_GameServ, u, "You don't need healing!");
+ return;
}
- else if (stricmp(amount, "ALL") == 0)
+
+ updateTS(ni->stats);
+ if (stricmp(amount, "ALL") == 0)
{
price = ni->stats->level * 3;
if (ni->stats->gold < (ni->stats->maxhp - ni->stats->hp) * price)
int save_gs_dbase()
{
- ListNode<aClient> *ptr = players.First();
+ ListNode<aClient> *ptr;
Player *it;
ofstream outfile;
return 0;
}
+ for (unsigned long x = 0; x < U_TABLE_SIZE; x++)
+ {
+ ptr = players[x].First();
while(ptr)
{
it = ptr->getData()->stats;
+ clearYourTurn(it);
outfile << it->name << ' ' << it->level << ' ' << it->exp << ' ' << it->gold << ' ' << it->bank << ' '
<< it->hp << ' ' << it->maxhp << ' ' << it->strength << ' ' << it->defense << ' '
<< it->armor << ' ' << it->weapon << ' '
<< ' ' << it->inventory.Strength() << ' ' << it->inventory.Defense() << ' ' << it->inventory.HP() << endl;
ptr = ptr->Next();
}
+ }
outfile.close();
return 1;
}
password = strtok(NULL, " ");
strcpy(p->password, password);
- temp->setNick("!NULL!");
+ temp->setNick("Not Playing");
#ifdef P10
- temp->setRealNick("!NULL!");
+ temp->setRealNick("Not Playing");
#endif
p->inventory.reset(); // Set inventory to all 0s
tempname = strtok(NULL, " ");
if (tempname)
p->inventory.setHP(stringtoint(tempname));
- temp->stats->user = NULL;
- players.insertAtBack(temp);
+ unsigned long hv = iHASH((unsigned char *) temp->stats->name);
+
+ temp->stats->client = NULL;
+ players[hv].insertAtBack(temp);
delete temp;
}
delete [] buf;
notice(s_GameServ, u, "SYNTAX: STORE LIST {ARMOR | WEAPONS}");
notice(s_GameServ, u, " \ 2STORE SELL {ARMOR | WEAPON}\ 2");
notice(s_GameServ, u, " \ 2STORE BUY {ARMOR | WEAPON} \1fNUMBER\1f\ 2");
+ return;
}
- else if (!(user = find(u)) || !is_playing(user))
+ else if (!(user = find(u)))
+ {
+ log("Fatal Error: could not find %s in client list", u);
+ return;
+ }
+ else if (isIgnore(user))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+ #endif
+ return;
+ }
+ else if (!is_playing(user))
+ {
notice(s_GameServ, u, "You must be playing to use the store!");
+ return;
+ }
else if (!isAlive(user->stats))
{
notice(s_GameServ, u, "You are dead. Wait until tomorrow to purchase weapons and armor!");
return;
}
- else if (stricmp(cmd, "LIST") == 0)
+ updateTS(user->stats);
+
+ if (stricmp(cmd, "LIST") == 0)
{
if (stricmp(item, "WEAPONS") == 0)
{
notice(s_GameServ, u, "Fatal Error. Contact a %S admin!");
return;
}
+ else if (isIgnore(user))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+ #endif
+ return;
+ }
else if (!is_playing(user))
{
notice(s_GameServ, u, "You must be playing to check your inventory!");
return;
}
+ updateTS(user->stats);
showinventory(user, user);
}
void showinventory(aClient *from, aClient *to)
notice(s_GameServ, u, "Fatal Error. See a %S admin for help");
return;
}
+ else if (isIgnore(user))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+ #endif
+ return;
+ }
else if (!is_playing(user))
{
notice(s_GameServ, u, "You must be playing to go to the Tavern");
notice(s_GameServ, u, "You cannot go to the Tavern during a fight!");
return;
}
+
+ updateTS(user->stats);
p = user->stats;
+
if (!cmd)
{
notice(s_GameServ, u, "Welcome to Boot Liquors Mystic Apothecary");
else if (stricmp(cmd, "LIST") == 0)
{
notice(s_GameServ, u, "Here is a list of what we have to offer:");
- notice(s_GameServ, u, "1. Healing Potions for %ld Gold", 1000 * p->level + (p->exp / 10));
- notice(s_GameServ, u, "2. Strength Potions for %ld Gold", 2050 * p->level + (p->exp / 10));
- notice(s_GameServ, u, "3. Defense Potions for %ld Gold", 2000 * p->level + (p->exp / 10));
- notice(s_GameServ, u, "4. HP Potions for %ld Gold", 2300 * p->level + (p->exp / 10));
+ notice(s_GameServ, u, "1. Healing Potions for %ld Gold", 100 * p->level + (p->exp / 10));
+ notice(s_GameServ, u, "2. Strength Potions for %ld Gold", 205 * p->level + (p->exp / 10));
+ notice(s_GameServ, u, "3. Defense Potions for %ld Gold", 200 * p->level + (p->exp / 10));
+ notice(s_GameServ, u, "4. HP Potions for %ld Gold", 230 * p->level + (p->exp / 10));
notice(s_GameServ, u, "To buy a potion, type /msg %S TAVERN BUY #");
notice(s_GameServ, u, "Example: /msg %S TAVERN BUY 1 buys a healing potion!");
notice(s_GameServ, u, "By something will ya!");
{
notice(s_GameServ, u, "Invalid Choice!");
notice(s_GameServ, u, "Here is a list of what we have to offer:");
- notice(s_GameServ, u, "1. Healing Potions for %ld Gold", 1000 * p->level + (p->exp / 10));
- notice(s_GameServ, u, "2. Strength Potions for %ld Gold", 2050 * p->level + (p->exp / 10));
- notice(s_GameServ, u, "3. Defense Potions for %ld Gold", 2000 * p->level + (p->exp / 10));
- notice(s_GameServ, u, "4. HP Potions for %ld Gold", 2300 * p->level + (p->exp / 10));
+ notice(s_GameServ, u, "1. Healing Potions for %ld Gold", 100 * p->level + (p->exp / 10));
+ notice(s_GameServ, u, "2. Strength Potions for %ld Gold", 205 * p->level + (p->exp / 10));
+ notice(s_GameServ, u, "3. Defense Potions for %ld Gold", 200 * p->level + (p->exp / 10));
+ notice(s_GameServ, u, "4. HP Potions for %ld Gold", 230 * p->level + (p->exp / 10));
notice(s_GameServ, u, "To buy a potion, type /msg %S TAVERN BUY #");
notice(s_GameServ, u, "Example: /msg %S TAVERN BUY 1 buys a healing potion!");
return;
switch(num)
{
case 1:
- price = (1000 * p->level) + (p->exp / 10);
+ price = (100 * p->level) + (p->exp / 10);
if (p->gold >= price)
{
notice(s_GameServ, u, "One healing potion coming right up!");
notice(s_GameServ, u, "You don't have enough gold!");
break;
case 2:
- price = (2050 * p->level) + (p->exp / 10);
+ price = (205 * p->level) + (p->exp / 10);
if (p->gold >= price)
{
notice(s_GameServ, u, "One strength boost coming right up!");
notice(s_GameServ, u, "You don't have enough gold!");
break;
case 3:
- price = (2000 * p->level) + (p->exp / 10);
+ price = (200 * p->level) + (p->exp / 10);
if (p->gold >= price)
{
notice(s_GameServ, u, "One defense boost coming right up!");
notice(s_GameServ, u, "You don't have enough gold!");
break;
case 4:
- price = (2300 * p->level) + (p->exp / 10);
+ price = (230 * p->level) + (p->exp / 10);
if (p->gold >= price)
{
notice(s_GameServ, u, "One HP Potion coming right up!");
notice (s_GameServ, u, "BANK BALANCE");
return;
}
-
- user = find(u);
- if (!is_playing(user))
+ else if (!(user = find(u)))
+ {
+ notice(s_GameServ, u, "Fatal Error. Couldn't find your aClient. Contact a(n) %S "\
+ " admin for help");
+ log("Fatal Error. Couldn't find %s while executing do_bank()", u);
+ return;
+ }
+ else if (isIgnore(user))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+ #endif
+ return;
+ }
+ else if (!is_playing(user))
{
notice(s_GameServ, u, "You must be playing to use the bank!");
return;
}
- else if (stricmp(cmd, "BALANCE") == 0)
+
+ updateTS(user->stats);
+ if (stricmp(cmd, "BALANCE") == 0)
{
showBankBalance(u);
return;
void do_master(char *u)
{
aClient *user;
- user = find(u);
- if (!user)
+
+ if (!(user = find(u)))
{
notice(s_GameServ, u, "Fatal error. Contact a(n) %S admin. buf: %s", strtok(NULL, ""));
return;
}
+ else if (isIgnore(user))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+ #endif
+ return;
+ }
else if (is_fighting(user))
{
notice(s_GameServ, u, "You're in the middle of a fight! Pay attention!");
notice(s_GameServ, u, "You must be playing to see your master!");
return;
}
-
+
+ updateTS(user->stats);
char *cmd = strtok(NULL, " ");
Player *p = user->stats;
long int need = 0;
{
ListNode <aClient> *it;
Player *p;
-
- it = players.First();
+ for (unsigned long x = 0; x < U_TABLE_SIZE; x++)
+ {
+ it = players[x].First();
while (it)
{
refresh(p);
it = it->Next();
}
+ }
}
void refresh(Player *p)
log("Error: aClient not found: %s", u);
return;
}
+ else if (isIgnore(user))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+ #endif
+ return;
+ }
else if (!isAdmin(user))
{
notice(s_GameServ, u, "You must be a %S admin to use this command!");
notice(s_GameServ, u, "Refreshing everyone's stats!");
refreshall();
}
- else if ((user = findbyrealnick(nick)))
+ else if ((user = findplayer(nick)))
{
if (is_playing(user))
{
ListNode <aClient> *it;
Player *p;
- it = players.First();
+ for (unsigned long x = 0; x < U_TABLE_SIZE; x++)
+ {
+ it = players[x].First();
while (it)
{
reset(p);
it = it->Next();
}
+ }
}
void reset(Player *p)
p->reset();
}
+void updateTS(Player *p)
+{
+ if (!p)
+ return;
+
+ #ifdef DEBUGMODE
+ log("Old timestamp for %s: %ld", p->name, p->lastcommand);
+ #endif
+ p->lastcommand = time(NULL);
+ #ifdef DEBUGMODE
+ log("New timestamp for %s: %ld", p->name, p->lastcommand);
+ #endif
+
+}
+
+bool timedOut(Player *p)
+{
+ if (!p)
+ return false;
+ else if (p->lastcommand == 0)
+ return false;
+ else
+ {
+ if ((time(NULL) - p->lastcommand) >= maxidletime)
+ return true;
+
+ return false;
+ }
+}
+
+void timeOutEvent(Player *p)
+{
+ aClient *user = findplayer(p->name);
+
+ if (!user || !p->client) // then they're not playing
+ return;
+
+ char *nick = user->getNick();
+
+ if (player_fight(user) && isYourTurn(p))
+ {
+ // Check to see if they were the idler or if it was the other
+ // person
+ if (p->lastcommand != p->battle->stats->lastcommand)
+ {
+ // This person's last command was given earlier,
+ // so this person is the idler
+ notice(s_GameServ, nick, "You timed out "\
+ "during a fight. You lose your turn!");
+ notice(s_GameServ, p->battle->getNick(),
+ "%s hesitated for too long. Your move.", p->name);
+ clearYourTurn(p);
+ setYourTurn(p->battle->stats);
+
+ // Update the TS for both players to give them another
+ // Chance to wake up, but if the other player doesn't
+ // Attack now, they both get logged out.
+ updateTS(p);
+ p->battle->stats->lastcommand = p->lastcommand;
+ display_players(p->battle);
+ return;
+ }
+ else
+ {
+ notice(s_GameServ, p->battle->getNick(),
+ "You and %s timed out at the same time."\
+ " Don't fight if you're just going to "\
+ "sit there!", p->name);
+ notice(s_GameServ, user->getNick(),
+ "You and %s timed out at the same time."\
+ " Don't fight if you're just going to "\
+ "sit there!", p->battle->stats->name);
+ logout(p->battle);
+ logout(user);
+ return;
+ }
+ }
+ else if (!player_fight(user))
+ {
+ // Place fun stuff here :)
+ int randnum = 1 + rand() % 100; // 1-100
+ #define GSN(s) notice(s_GameServ, nick, s)
+ #define GSN2(s, f) notice(s_GameServ, nick, s, f)
+
+ if (randnum < 50)
+ {
+ // 35-100% of your gold goes pffft - kain
+ int stolen = (35 + (rand() % 66)) * user->stats->gold / 100;
+
+ GSN("You stop for a moment to rest on the "\
+ "street corner. All of a sudden, you "\
+ "are ambushed from all sides by a hoarde "\
+ "of knife wielding thugs.");
+ GSN2("The thugs beat you into utter submission "\
+ "and steal %d gold from you!", stolen);
+ user->stats->gold -= stolen;
+ }
+ else if (randnum >= 50 && randnum < 75)
+ {
+ // 25-65% of your gold goes pffft - kain
+ int stolen = (25 + (rand() % 41)) * user->stats->gold / 100;
+ GSN("While dilly dallying around, you lose "\
+ "your sense of time. Little did you know, "\
+ "but thieves lifted your gold while you "\
+ "weren't watching.");
+ GSN2("Better luck next time... you lose %d gold", stolen);
+ user->stats->gold -= stolen;
+ }
+ else if (randnum >= 75)
+ {
+ // 25-75% of your gold goes pffft - kain
+ int stolen = (25 + (rand() % 51)) * user->stats->gold / 100;
+ GSN("Good grief! A gaggle of gooey green ghostlike "\
+ "goblins grabbed your gold!");
+ GSN2("They stole %d gold from you!", stolen);
+ user->stats->gold -= stolen;
+ }
+
+
+ // Always log out the user
+ logout(user);
+ }
+}
+
void do_reset(char *u)
{
char *nick = strtok(NULL, " ");
notice(s_GameServ, u, "You must be a %S admin to use this command!");
return;
}
+
if (!nick)
{
notice(s_GameServ, u, "SYNTAX: RESET {ALL | NICK}");
notice(s_GameServ, u, "Error: aClient not found. Contact %S admin.");
return;
}
+
if (!pass)
{
notice(s_GameServ, u, "SYNTAX: \ 2ADMIN\ 2 \ 2\1fpassword\1f\ 2");
delete [] buf;
return true;
}
+
+// this will be hash.cpp start
+// thank you wcampbel
+unsigned long sHASH(const unsigned char *name)
+{
+ unsigned long h = 0, g;
+
+ while (*name)
+ {
+ h = (h << 4) + (*name++); // Case sensitive for numerics
+ if ((g = (h & 0xF0000000)))
+ h ^= g >> 24;
+ h &= ~g;
+ }
+ return h % U_TABLE_SIZE;
+}
+
+unsigned long iHASH(const unsigned char *name)
+{
+ unsigned long h = 0, g;
+
+ while (*name)
+ {
+ h = (h << 4) + tolower(*name++);
+ if ((g = (h & 0xF0000000)))
+ h ^= g >> 24;
+ h &= ~g;
+ }
+ return h % U_TABLE_SIZE;
+}
+
+// this will be hash.cpp end