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 HASH(const unsigned char *name, int size_of_table);
+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
Monster *masters[LEVELS]; // A master for each level
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 do_refresh(char *u);
void do_register(char *u);
void do_list(char *u);
+void do_logout(char *u);
void do_master(char *u);
void do_play(char *u);
void do_quitg(char *u);
void do_use(char *u);
void see_master(char *u);
+void logout(aClient *user);
void showstats(const char *u, const char *nick);
void showinventory(aClient *from, aClient *to);
void showBankBalance(const char *u);
int prices[WNA - 1] = {200, 1000, 3000, 10000, 30000, 100000, 150000, 200000, 400000,
1000000, 4000000, 10000000, 40000000, 100000000, 400000000};
-int webonus[WNA] = {0, 10, 15, 25, 35, 45, 65, 85, 125, 185, 255, 355, 505, 805, 1205, 1805};
-int arbonus[WNA] = {0, 1, 3, 10, 15, 25, 35, 50, 75, 100, 150, 225, 300, 400, 600, 1000};
+int webonus[WNA] = {1, 10, 15, 25, 35, 45, 65, 85, 125, 185, 255, 355, 505, 805, 1205, 1805};
+int arbonus[WNA] = {1, 2, 4, 10, 15, 25, 35, 50, 75, 100, 150, 225, 300, 400, 600, 1000};
int hpbonus[11] = {10, 15, 20, 30, 50, 75, 125, 185, 250, 350, 550};
int strbonus[11] = {5, 7, 10, 12, 20, 35, 50, 75, 110, 150, 200};
log("Source: %s Command: %s", source, cmd);
#endif
- long int mn = midnight() - 12 * 3600; // 12 noon ;)
+ struct tm *tm;
+ time_t ti;
+ time(&ti);
+ tm = localtime(&ti);
+
+ int curday = tm->tm_mday;
- if (mn > timestamp)
+ if (curday != day)
{
refreshall();
- timestamp = mn;
- save_timestamp();
+ day = curday;
+ save_day(); // here i come to save the day!
}
if (strnicmp(cmd, "\1PING", 6) == 0)
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_tavern(source);
} else if (stricmp(cmd, "LIST") == 0) {
do_list(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, "LOGOUT") == 0) {
+ do_logout(source);
} 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;
else
display_help(source, cmd);
}
+ #ifdef DEBUGMODE
} else if (stricmp(cmd, "RAW") == 0) {
aClient *user;
char *rest = strtok(NULL, "");
raw("%s", rest);
}
+ #endif
} else {
notice(s_GameServ, source, "Unknown command \002%s\002. Type /msg %S \002HELP\002 to get a list of commands.", cmd);
}
void do_list(char *u)
{
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
notice(s_GameServ, u, "IRC: %s Game: %s", temp->getData()->getRealNick(),
temp->getData()->stats->name);
temp = temp->Next();
}
+ }
+ }
+ if (!header)
+ notice(s_GameServ, u, "No one is playing");
+ else
notice(s_GameServ, u, "End of List");
+
+}
+
+void do_logout(char *u)
+{
+ aClient *user;
+ if (!(user = find(u)))
+ {
+ notice(s_GameServ, u, "Fatal error. Cannot find aClient. "\
+ "Buf: %s LOGOUT", u);
+ log("Could not find aClient Buf: %s LOGOUT",
+ u);
+ }
+ else if (!is_playing(user))
+ {
+ notice(s_GameServ, u, "You're not logged in!");
+ }
+ else if (is_fighting(user))
+ {
+ notice(s_GameServ, u, "You can't logout while fighting!");
}
else
- notice(s_GameServ, u, "No one is playing");
+ {
+ notice(s_GameServ, u, "You have left the fields. You have lived to kill another day!");
+ logout(user);
+ }
}
+void logout(aClient *user)
+{
+ if (is_playing(user))
+ {
+ ListNode<aClient> *it;
+ aClient *temp;
+ unsigned long hv = HASH((unsigned char *) user->stats->name,
+ U_TABLE_SIZE);
+ it = players[hv].Find(user);
+ if (!it)
+ {
+ notice(s_GameServ, user->getNick(), "Fatal error. Contact "\
+ "%S Admin. Cannot find you in the players list.");
+ log("Error on logout(). Can't find %s in the players list",
+ #ifdef P10
+ user->getRealNick()
+ #else
+ user->getNick()
+ #endif
+ );
+ return;
+ }
+
+ temp = new aClient;
+ temp->stats = new Player;
+ temp->stats->setData(user->stats);
+ user->stats->client = NULL;
+ if (player_fight(user))
+ user->stats->battle->stats->battle = NULL;
+
+ delete user->stats;
+ user->stats = NULL;
+ temp->stats->client = NULL;
+ #ifdef P10
+ temp->setRealNick("!NULL!");
+ #endif
+ temp->setNick("!NULL!");
+
+ it->setNewPtr(temp);
+ #ifdef DEBUGMODE
+ log("Logged out player %s",
+ #ifdef P10
+ user->getRealNick()
+ #else
+ user->getNick()
+ #endif
+ );
+ #endif
+ }
+}
void do_register(char *u)
{
char *password, *name;
- aClient *user, *p;
+ aClient *user;
name = strtok(NULL, " ");
password = strtok(NULL, " ");
{
notice(s_GameServ, u, "SYNTAX: /msg %S REGISTER NAME PASSWORD");
}
+ else if ((user = findplayer(name)))
+ {
+ notice(s_GameServ, u, "%s is already registered!", name);
+ notice(s_GameServ, u, "Choose another name!");
+ }
else if ((user = find(u)))
{
- p = findplayer(u);
- if (!user->stats && !p)
+ if (!user->stats)
{
user->stats = new Player(user);
- user->stats->user = user; // Set the backwards pointer
+ user->stats->client = user; // Set the backwards pointer
strcpy(user->stats->password, crypt(password, salt));
strcpy(user->stats->name, name);
- players.insertAtBack(user);
+ unsigned long hv = HASH((unsigned char *) name, U_TABLE_SIZE);
+ updateTS(user->stats);
+ players[hv].insertAtBack(user);
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);
}
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->client != NULL && !isAdmin(user))
+ {
+ notice(s_GameServ, u, "That player has already identified.");
+ }
else if (!check_password(name, password) && !isAdmin(user))
{
notice(s_GameServ, u, "Password incorrect");
}
- else
- {
- if (p->stats->user && !isAdmin(user))
+ else {
+ ListNode<aClient> *temp;
+ unsigned long hv = HASH((unsigned char *) p->stats->name,
+ U_TABLE_SIZE);
+ temp = players[hv].Find(p);
+ if (!temp)
{
- notice(s_GameServ, u, "That player has already identified.");
+ notice(s_GameServ, u, "Fatal error. Contact %S Admin. Buf: %s",
+ strtok(NULL, ""));
return;
}
- if (!user->stats)
- {
- ListNode<aClient> *temp;
- temp = players.Find(p);
- if (!temp)
- {
- notice(s_GameServ, u, "Fatal error. Contact %S Admin. Buf: %s",
- strtok(NULL, ""));
- return;
- }
- user->stats = new Player(p->stats->name);
- #ifdef DEBUGMODE
- log("Setting data for identified");
- #endif
- user->stats->setData(p->stats);
-
- #ifdef DEBUGMODE
- log("Player Identified");
- #endif
+ user->stats = new Player(p->stats->name);
+ #ifdef DEBUGMODE
+ log("Setting data for identified");
+ #endif
+ updateTS(user->stats);
- temp->setPtr(user);
+ user->stats->setData(p->stats);
- notice(s_GameServ, u, "Password Accepted. Identified.");
+ #ifdef DEBUGMODE
+ log("Player Identified");
+ #endif
- }
- else
- {
- notice(s_GameServ, u, "Already identified. Contact a %S admin for help.");
- }
+ temp->setPtr(user);
+ notice(s_GameServ, u, "Password Accepted. Identified.");
}
}
return;
}
else
+ {
+ updateTS(user->stats);
showstats(u, user->stats->name);
+ }
}
else
showstats(u, nick);
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);
+ return user->stats != NULL;
}
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))
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 (!(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 (!(battle = findbyrealnick(nick)))
- {
- notice(s_GameServ, u, "You can't attack %s while they aren't playing!", nick);
- return;
- }
else if (!is_playing(ni))
{
notice(s_GameServ, u, "You are not playing!");
return;
}
+
+ 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 "\
+ "day. You have to wait until tomorrow!");
+ }
+ else if (!(battle = findplayer(nick)))
+ {
+ notice(s_GameServ, u, "Player %s not found!", nick);
+ }
+ else if (!is_playing(battle))
+ {
+ notice(s_GameServ, u, "You can't attack %s while they aren't playing!", nick);
+ }
/*
* Offline fighting not implemented yet.
* else if (!(fight = finduser(nick)))
else if (!isAlive(ni->stats))
{
notice(s_GameServ, u, "You are dead. Wait until tomorrow to fight others!");
- return;
+ }
+ else if (stricmp(ni->stats->name, battle->stats->name) == 0)
+ {
+ notice(s_GameServ, u, "Are you trying to commit suicide!?");
+ }
+ else if (!isAlive(battle->stats))
+ {
+ notice(s_GameServ, u, "They are dead. Cannot fight dead players!");
}
else if (player_fight(battle))
{
notice(s_GameServ, u, "%s is fighting %s already!", battle->stats->name, battle->stats->battle->stats->name);
- return;
}
else if (is_fighting(battle))
{
notice(s_GameServ, u, "%s is fighting %s already!", battle->stats->name, battle->stats->fight->name);
- return;
}
- else if (is_playing(ni) && is_playing(battle) && stricmp(ni->stats->name, battle->stats->name) != 0)
+ else if (ni->stats->level - battle->stats->level > maxbfightdistance)
+ {
+ // 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);
+ }
+ else if (battle->stats->level - ni->stats->level > maxafightdistance)
+ {
+ // You can't fight someone above you by more than X level(S)
+ // level 1 can fight level (1 + X), but not > (1 + X)
+ notice(s_GameServ, u, "%s, do you really have a death wish? Try the forest you "\
+ "weakling!", ni->stats->name);
+ }
+ else
{
// Set your battle pointer to the other player
ni->stats->battle = battle;
clearYourTurn(battle->stats);
// Initiate Battle sequence!
+ ni->stats->player_fights -= 1;
+
notice(s_GameServ, u, "You challenge %s to an online duel!", battle->stats->name);
notice(s_GameServ, battle->getNick(), "%s has challenged you to an online duel!", ni->stats->name);
- notice(s_GameServ, battle->getNick(), "%s gets to go first because he initiated!", ni->stats->name);
+ 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;
return;
}
+ updateTS(user->stats);
+
p = &user->stats->inventory;
if (stricmp(item, "HEALTH") == 0)
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)
// 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)))
{
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;
<< ' ' << it->inventory.Strength() << ' ' << it->inventory.Defense() << ' ' << it->inventory.HP() << endl;
ptr = ptr->Next();
}
+ }
outfile.close();
return 1;
}
tempname = strtok(NULL, " ");
if (tempname)
p->inventory.setHP(stringtoint(tempname));
+ unsigned long hv = HASH((unsigned char *) temp->stats->name, U_TABLE_SIZE);
- players.insertAtBack(temp);
+ 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))
+ {
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, "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, "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");
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 (!is_playing(user))
{
notice(s_GameServ, u, "You must be playing to use the bank!");
return;
}
+
+ updateTS(user->stats);
+ if (stricmp(cmd, "BALANCE") == 0)
+ {
+ showBankBalance(u);
+ return;
+ }
else if (!isAlive(user->stats))
{
notice(s_GameServ, u, "You are dead. We don't accept gold from dead folk! Wait 'til tomorrow!");
p = user->stats;
- if (stricmp(cmd, "BALANCE") == 0)
- {
- showBankBalance(u);
- }
- else if (stricmp(cmd, "DEPOSIT") == 0)
+ if (stricmp(cmd, "DEPOSIT") == 0)
{
if (p->bank == 2000000000)
{
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)
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;
+ p->lastcommand = time(NULL);
+}
+
+bool timedOut(Player *p)
+{
+ if (!p)
+ return false;
+ else
+ return ((time(NULL) - p->lastcommand) >= maxidletime);
+}
+
+void timeOutEvent(Player *p)
+{
+ aClient *user = p->client;
+
+ if (!user) // then they're not playing
+ return;
+
+ char *nick = user->getNick();
+
+ notice(s_GameServ, nick, "You just idle timed out");
+ logout(user);
+}
+
void do_reset(char *u)
{
char *nick = strtok(NULL, " ");
delete [] buf;
return true;
}
+
+// this will be hash.cpp start
+// thank you wcampbel
+unsigned long HASH(const unsigned char *name, int size_of_table)
+{
+ unsigned long h = 0, g;
+
+ while (*name)
+ {
+ #ifdef P10
+ h = (h << 4) + (*name++); // Case sensitive for numerics
+ #else
+ h = (h << 4) + tolower(*name++);
+ #endif
+ if ((g = (h & 0xF0000000)))
+ h ^= g >> 24;
+ h &= ~g;
+ }
+ return h % size_of_table;
+}
+
+// this will be hash.cpp end