#endif
-// 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
bool shuttingdown;
bool timedOut(Player *p);
-void updateTS(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.
void do_admin(char *u);
void do_attack(char *u);
void do_bank(char *u);
+void do_check(char *u);
void do_fight(char *u);
void do_heal(char *u);
void do_help(char *u);
void do_list(char *u);
void do_logout(char *u);
void do_master(char *u);
+void do_dragon(char *u);
void do_play(char *u);
void do_quitg(char *u);
void do_reset(char *u);
"Chain Saw", "Poison Sword", "Flame Sword", "Earth Hammer",
"Light Saber", "Masamune", "Mystical Sword"};
-char *armors[WNA] = { "Nothing", "Clothes", "Leather Vest", "Chain Mail", "Plate Armor",
+char *armors[WNA] = { "Birthday Suit", "Clothes", "Leather Vest", "Chain Mail", "Plate Armor",
"Full Body Armor", "Magic Mail", "Graphite Suit", "Steel Suit",
"Force Field", "Armor of Light", "Mythril Vest", "DemiGod Armor",
"Hades' Cloak", "Dragon Scales", "Adamantium"};
int prices[WNA - 1] = {200, 1000, 3000, 10000, 30000, 100000, 150000, 200000, 400000,
1000000, 4000000, 10000000, 40000000, 100000000, 400000000};
-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 webonus[WNA] = {2, 10, 15, 25, 35, 45, 65, 85, 125, 185, 255, 355, 505, 805, 1205, 1805};
+int arbonus[WNA] = {2, 3, 5, 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
- struct tm *tm;
- time_t ti;
- time(&ti);
- tm = localtime(&ti);
-
- int curday = tm->tm_mday;
-
- if (curday != day)
- {
- refreshall();
- day = curday;
- save_day(); // here i come to save the day!
- }
-
if (strnicmp(cmd, "\1PING", 6) == 0)
{
char *ts;
do_fight(source);
} else if (stricmp(cmd, "ATTACK") == 0) {
do_attack(source);
+ } else if (stricmp(cmd, "CHECK") == 0) {
+ do_check(source);
} else if (stricmp(cmd, "RUN") == 0) {
do_run(source);
} else if (stricmp(cmd, "USE") == 0) {
do_inventory(source);
} else if (stricmp(cmd, "MASTER") == 0) {
do_master(source);
+ } else if (stricmp(cmd, "DRAGON") == 0) {
+ do_dragon(source);
} else if (stricmp(cmd, "STORE") == 0) {
do_store(source);
} else if (stricmp(cmd, "BANK") == 0) {
do_list(source);
} else if (stricmp(cmd, "LOGOUT") == 0) {
do_logout(source);
+ } else if (stricmp(cmd, "NEWS") == 0) {
+ do_news(source);
} else if (stricmp(cmd, "REGISTER") == 0) {
do_register(source);
} else if (stricmp(cmd, "IDENTIFY") == 0) {
space = spaces(strlen(buf), " ");
notice(s_GameServ, sender->getNick(), "%s%sPlayer Fights: %d", buf, space, ni->stats->player_fights);
delete [] space;
+ Pouch *inv = &ni->stats->inventory;
+
+ notice(s_GameServ, u, "Potions");
+ sprintf(buf, "Healing: %d", inv->Healing());
+ space = spaces(strlen(buf), " ");
+ notice(s_GameServ, sender->getNick(), "%s%sHP: %d", buf,
+ space, inv->HP());
+ delete [] space;
+
+ sprintf(buf, "Strength: %d", inv->Strength());
+ space = spaces(strlen(buf), " ");
+ notice(s_GameServ, sender->getNick(), "%s%sDefense: %d", buf,
+ space, inv->Defense());
+ delete [] space;
}
else
{
if (isUsePrivmsg())
strcpy(commanduse, "P");
else
- strcpy(commanduse, "N");
+ strcpy(commanduse, "O");
#else
if (isUsePrivmsg())
}
#endif
+void do_check(char *u)
+{
+ int days, hours, minutes, seconds;
+ long complete;
+ complete = (lastrefresh + refreshperiod) - time(NULL);
+ days = complete / 86400;
+ hours = (complete % 86400) / 3600;
+ minutes = (complete % 86400) % 3600 / 60;
+ seconds = (complete % 86400) % 3600 % 60;
+
+ notice(s_GameServ, u, "Time left to next refresh: %dd %dh %dm %ds",
+ days, hours, minutes, seconds);
+}
+
void do_list(char *u)
{
aClient *user;
+ char *cmd = strtok(NULL, " ");
+
if (!(user = find(u)))
{
log("Fatal Error: Couldn't find %s in the client list", u);
ListNode<aClient> *temp;
bool header = false;
+
for (unsigned long x = 0; x < U_TABLE_SIZE; x++)
{
temp = players[x].First();
if (!players[x].isEmpty())
{
- 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);
- #else
- notice(s_GameServ, u, "IRC: %s Game: %s", temp->getData()->getNick(),
- temp->getData()->stats->name);
- #endif
+ if (!cmd || is_playing(temp->getData()))
+ {
+ if (!header)
+ {
+ notice(s_GameServ, u, "Players:");
+ header = true;
+ }
+ #ifdef P10
+ notice(s_GameServ, u, "IRC: %s Game: %s", temp->getData()->getRealNick(),
+ temp->getData()->stats->name);
+ #else
+ notice(s_GameServ, u, "IRC: %s Game: %s", temp->getData()->getNick(),
+ temp->getData()->stats->name);
+ #endif
+ }
temp = temp->Next();
}
temp = players[hv].insertAtBack_RLN(user);
temp->setPtr(user); // This is an extra step, but necessary for now
+ // Update the last login time
+ user->stats->lastlogin = time(NULL);
+
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
temp->setPtr(user);
- notice(s_GameServ, u, "Password Accepted. Identified.");
+
+ // Update the last login time
+ user->stats->lastlogin = time(NULL);
+
+ notice(s_GameServ, u, "Password Accepted. Identified.");
+ showNews(u, todaysnews);
}
}
strcpy(masters[0]->name, "Old Bones");
strcpy(masters[0]->weapon, "Dull Sword Cane");
- masters[0]->strength = 30;
+ masters[0]->strength = 32;
masters[0]->gold = 0;
masters[0]->exp = 0;
masters[0]->maxhp = 35;
strcpy(masters[1]->name, "Master Chang");
strcpy(masters[1]->weapon, "Nanchaku");
- masters[1]->strength = 45;
+ masters[1]->strength = 48;
masters[1]->gold = 0;
masters[1]->exp = 0;
masters[1]->maxhp = 51;
strcpy(masters[2]->name, "Chuck Norris");
strcpy(masters[2]->weapon, "Ranger Kick");
- masters[2]->strength = 83;
+ masters[2]->strength = 88;
masters[2]->gold = 0;
masters[2]->exp = 0;
masters[2]->maxhp = 100;
strcpy(masters[3]->name, "Mr. Miagi");
strcpy(masters[3]->weapon, "Petrified Bonsai");
- masters[3]->strength = 159;
+ masters[3]->strength = 169;
masters[3]->gold = 0;
masters[3]->exp = 0;
masters[3]->maxhp = 165;
strcpy(masters[4]->name, "Jackie Chan");
strcpy(masters[4]->weapon, "Kung Fu Kick");
- masters[4]->strength = 260;
+ masters[4]->strength = 275;
masters[4]->gold = 0;
masters[4]->exp = 0;
masters[4]->maxhp = 232;
strcpy(masters[5]->name, "Jet Li");
strcpy(masters[5]->weapon, "Motorcycle");
- masters[5]->strength = 325;
+ masters[5]->strength = 347;
masters[5]->gold = 0;
masters[5]->exp = 0;
masters[5]->maxhp = 504;
strcpy(masters[6]->name, "Muhammad Ali");
strcpy(masters[6]->weapon, "Quick Jab");
- masters[6]->strength = 380;
+ masters[6]->strength = 515;
masters[6]->gold = 0;
masters[6]->exp = 0;
masters[6]->maxhp = 1078;
strcpy(masters[7]->name, "Li Mu Bai");
strcpy(masters[7]->weapon, "Green Destiny");
- masters[7]->strength = 462;
+ masters[7]->strength = 655;
masters[7]->gold = 0;
masters[7]->exp = 0;
masters[7]->maxhp = 2207;
strcpy(masters[8]->name, "Jimmy Wang Yu");
strcpy(masters[8]->weapon, "Flying Guillotine");
- masters[8]->strength = 511;
+ masters[8]->strength = 819;
masters[8]->gold = 0;
masters[8]->exp = 0;
masters[8]->maxhp = 2780;
strcpy(masters[9]->name, "Wong Fei Hung");
strcpy(masters[9]->weapon, "Drunken Boxing");
- masters[9]->strength = 618;
+ masters[9]->strength = 1014;
masters[9]->gold = 0;
masters[9]->exp = 0;
masters[9]->maxhp = 3046;
strcpy(masters[10]->name, "Bruce Lee");
strcpy(masters[10]->weapon, "Fists of fury");
- masters[10]->strength = 725;
+ masters[10]->strength = 1286;
masters[10]->gold = 0;
masters[10]->exp = 0;
masters[10]->maxhp = 3988;
{
if (!is_playing(user))
return false;
- else
- return user->stats->battle != NULL;
+ else if (user->stats->battle != NULL)
+ {
+ return user->stats->battle->stats != NULL;
+ }
+ return false;
}
bool master_fight(char *u)
{
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)))
- * {
- * ni->stats->battle = battle;
- * battle->battle = ni;
- * ni->yourturn = 1;
- * battle->yourturn = 0;
- * notice(s_GameServ, u, "You decide to fight %s while they're not online!",
- * battle->stats->name);
- * display_players(u);
- * }
- */
+
+/* offline fighting not available yet
+ else if (!(fight = finduser(nick)))
+ {
+ ni->stats->battle = battle;
+ battle->battle = ni;
+ setYourTurn(ni->stats);
+ clearYourTurn(battle->stats);
+
+ notice(s_GameServ, u, "You decide to fight %s while they're "\
+ "not in the realm!",
+ battle->stats->name);
+ display_players(u);
+ }
+*/
else if (stricmp(ni->stats->name, battle->stats->name) == 0)
{
notice(s_GameServ, u, "Are you trying to commit suicide!?");
p = &user->stats->inventory;
- if (stricmp(item, "HEALTH") == 0)
+ if (stricmp(item, "HEALING") == 0)
{
if (p->Healing() <= 0)
{
- notice(s_GameServ, u, "You are out of Health Potions!");
+ notice(s_GameServ, u, "You are out of Healing Potions!");
return;
}
- int oldhealth = user->stats->hp;
+ int oldhealing = user->stats->hp;
+ user->stats->hp += (10 * user->stats->level) + (rand() % 10) * user->stats->level;
+ if (user->stats->hp - user->stats->maxhp >= 100)
+ {
+ user->stats->hp = user->stats->maxhp + 100;
+
+ if (oldhealing >= (user->stats->maxhp + 100))
+ {
+ notice(s_GameServ, u, "You cannot hold anymore HP!");
+ return;
+ }
+ }
+
notice(s_GameServ, u, "You hastiliy gulp down the flask of cool life-giving waters.");
notice(s_GameServ, u, "Rejuvination spreads throughout your body.");
- user->stats->hp += (10 * user->stats->level) + (rand() % 10) * user->stats->level;
- notice(s_GameServ, u, "You gain %d HP!", user->stats->hp - oldhealth);
+ notice(s_GameServ, u, "You gain %d HP!", user->stats->hp - oldhealing);
p->decHealing();
+ if (player_fight(user))
+ {
+ notice(s_GameServ, user->stats->battle->getNick(),
+ "%s has used a healing potion!");
+ }
}
else if (stricmp(item, "STRENGTH") == 0)
{
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();
+ if (player_fight(user))
+ {
+ notice(s_GameServ, user->stats->battle->getNick(),
+ "%s has used a strength potion!");
+ }
}
else if (stricmp(item, "DEFENSE") == 0)
{
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();
+ if (player_fight(user))
+ {
+ notice(s_GameServ, user->stats->battle->getNick(),
+ "%s has used a defense potion!");
+ }
}
else if (stricmp(item, "HP") == 0)
{
notice(s_GameServ, u, "You gain %d Maximum hit points!", user->stats->maxhp - oldHP);
p->decHP();
+ if (player_fight(user))
+ {
+ notice(s_GameServ, user->stats->battle->getNick(),
+ "%s has used a HP potion!");
+ }
}
else
{
- notice(s_GameServ, u, "SYNTAX: /msg %S USE {HEALTH | STRENGTH | DEFENSE}");
+ notice(s_GameServ, u, "SYNTAX: /msg %S USE {HEALING | STRENGTH | DEFENSE | HP}");
return;
}
"of your experience!");
user->stats->gold = 0;
user->stats->exp -= (long int)(user->stats->exp * .10);
+ user->stats->hp = 0;
user->stats->fight = NULL;
clearAlive(user->stats);
goto endturn;
if (hit >= fight->hp)
{
if (master_fight(ni))
+ {
notice(s_GameServ, u, "You have bested %s!", fight->name);
+ addNews(todaysnews, "%s has bested %s and moved "\
+ "to level %d", ni->stats->name, fight->name,
+ (ni->stats->level + 1));
+ }
else
notice(s_GameServ, u, "You have killed \ 2%s\ 2!", fight->name);
strbonus[ni->stats->level - 1], defbonus[ni->stats->level - 1]);
// Increase your level
- ni->stats->level++;
// Increase your maximum hit points
ni->stats->maxhp += hpbonus[ni->stats->level - 1];
// Add to your defensive power
ni->stats->defense += defbonus[ni->stats->level - 1];
+ ni->stats->level++;
+
// Clear the pointer for your master
ni->stats->master = NULL;
}
notice(s_GameServ, u, "You have been \ 2\1fkilled\1f\ 2 by %s!", fight->name);
notice(s_GameServ, u, "You lose all gold on hand and lose 10 percent "\
"of your experience!");
+ addNews(todaysnews, "%s has been killed by %s!",
+ ni->stats->name, fight->name);
ni->stats->gold = 0;
ni->stats->exp -= (long int)(ni->stats->exp * .10);
+ ni->stats->hp = 0;
ni->stats->fight = NULL;
clearAlive(ni->stats);
return;
{
notice(s_GameServ, u, "%s has bested you! You will have to wait "\
"until tomorrow to try again", ni->stats->master->name);
+ addNews(todaysnews, "%s tried to best %s and failed!",
+ ni->stats->name, fight->name);
ni->stats->fight = NULL;
ni->stats->master = NULL;
return;
notice(s_GameServ, battle->getNick(), "%s has hit you with their %s for "\
"\ 2%d\ 2 damage!", ni->stats->name,
weapons[ni->stats->weapon], hit);
- clearYourTurn(ni->stats);
- setYourTurn(battle->stats);
- display_players(battle);
}
else
{
notice(s_GameServ, u, "You miss \1f%s\1f completely!", battle->stats->name);
notice(s_GameServ, battle->getNick(), "%s misses you completely!", ni->stats->name);
- clearYourTurn(ni->stats);
- setYourTurn(battle->stats);
- display_players(battle);
}
+
if (hit >= battle->stats->hp)
{
notice(s_GameServ, u, "You have killed \ 2%s\ 2!", battle->stats->name);
ni->stats->gold = 2000000000;
}
+ clearYourTurn(ni->stats);
+ clearYourTurn(battle->stats);
battle->stats->battle = NULL;
ni->stats->battle = NULL;
return;
battle->stats->hp -= hit;
clearYourTurn(ni->stats);
setYourTurn(battle->stats);
+ display_players(battle);
notice(s_GameServ, u, "Please wait while %s decides what to do!",
battle->stats->name);
-
return;
}
}
<< it->armor << ' ' << it->weapon << ' '
<< it->forest_fights << ' ' << it->player_fights << ' '
<< it->getFlags() << ' ' << it->password << ' ' << it->inventory.Healing()
- << ' ' << it->inventory.Strength() << ' ' << it->inventory.Defense() << ' ' << it->inventory.HP() << endl;
+ << ' ' << it->inventory.Strength() << ' ' << it->inventory.Defense() << ' ' << it->inventory.HP()
+ << ' ' << it->lastlogin << endl;
ptr = ptr->Next();
}
}
return 0;
}
+ for (int x = 0; x < U_TABLE_SIZE; x++)
+ {
+ ListNode<aClient> *tempNode;
+ tempNode = players[x].First();
+ while (tempNode)
+ {
+ if (tempNode->getData()->stats->client)
+ logout(tempNode->getData()->stats->client);
+ tempNode = tempNode->Next();
+ }
+ players[x].deleteNodes();
+ }
+
while (infile.getline(buf, 1024, '\n'))
{
temp = new aClient;
tempname = strtok(NULL, " ");
if (tempname)
p->inventory.setHP(stringtoint(tempname));
+
+ tempname = strtok(NULL, " ");
+ if (tempname)
+ p->lastlogin = stringtoint(tempname);
+ else
+ p->lastlogin = time(NULL);
+
unsigned long hv = iHASH((unsigned char *) temp->stats->name);
temp->stats->client = NULL;
aClient *user;
Player *p;
+
if (!(user = find(u)))
{
notice(s_GameServ, u, "Fatal Error. See a %S admin for help");
}
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", 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, "Here is a list of what we have to offer:");
+ notice(s_GameServ, u, "1. Healing Potions for %ld Gold",
+ 1000 * p->level * 4);
+ notice(s_GameServ, u, "2. Strength Potions for %ld Gold",
+ 2500 * p->level * 4);
+ notice(s_GameServ, u, "3. Defense Potions for %ld Gold",
+ 3000 * p->level * 4);
+ notice(s_GameServ, u, "4. HP Potions for %ld Gold",
+ 2000 * p->level * 4);
+ 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!");
}
else if (stricmp(cmd, "BUY") == 0)
{
char *chnum = strtok(NULL, " ");
- int num = stringtoint(chnum);
if (!chnum)
{
notice(s_GameServ, u, "Example: /msg %S TAVERN BUY 1");
return;
}
+ int num = stringtoint(chnum);
+
if (num < 1 || num > 4)
{
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", 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, "1. Healing Potions for %ld Gold",
+ 1000 * p->level * 4);
+ notice(s_GameServ, u, "2. Strength Potions for %ld Gold",
+ 2500 * p->level * 4);
+ notice(s_GameServ, u, "3. Defense Potions for %ld Gold",
+ 3000 * p->level * 4);
+ notice(s_GameServ, u, "4. HP Potions for %ld Gold",
+ 2000 * p->level * 4);
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 = (100 * p->level) + (p->exp / 10);
+ price = (1000 * p->level * 4);
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 = (205 * p->level) + (p->exp / 10);
+ price = 2500 * p->level * 4;
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 = (200 * p->level) + (p->exp / 10);
+ price = 3000 * p->level * 4;
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 = (230 * p->level) + (p->exp / 10);
+ price = 3000 * p->level * 4;
if (p->gold >= price)
{
notice(s_GameServ, u, "One HP Potion coming right up!");
notice(s_GameServ, u, "You must be playing to use the bank!");
return;
}
-
+ else if (is_fighting(user))
+ {
+ notice(s_GameServ, u, "You can't go to the bank during a fight!");
+ return;
+ }
updateTS(user->stats);
if (stricmp(cmd, "BALANCE") == 0)
{
notice(s_GameServ, u, "I don't know how to convert alphabet letters into currency, sire!");
return;
}
-
+ if (stringtoint(amount) < 0)
+ {
+ notice(s_GameServ, u, "Sorry. This bank is not licensed "\
+ "to handle such sums of cash, noble Lord.");
+ return;
+ }
p = user->stats;
if (stricmp(cmd, "DEPOSIT") == 0)
}
+void do_dragon(char *u)
+{
+ aClient *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_playing(user))
+ {
+ notice(s_GameServ, u, "You must be playing to fight the dragon!");
+ return;
+ }
+ else if (is_fighting(user))
+ {
+ notice(s_GameServ, u, "You are already in a fight. How will you fight the almighty dragon!?");
+ return;
+ }
+ else if (!isAlive(user->stats))
+ {
+ notice(s_GameServ, u, "You're dead. Wait until tomorrow to see your master!");
+ return;
+ }
+ else if (user->stats->level < REALLEVELS)
+ {
+ notice(s_GameServ, u, "You fool! Only those strong enough "\
+ "to vanquish any foe should DARE fight the dragon!");
+ notice(s_GameServ, u, "To put it in terms you can understand: "\
+ "You are too weak. You must be Level %d!", REALLEVELS);
+ return;
+ }
+
+ updateTS(user->stats);
+
+ Player *p = user->stats;
+ p->fight = new Monster(boss);
+ notice(s_GameServ, u, "You approach the dragon's lair cautiously.");
+ notice(s_GameServ, u, "The stench of sulfer fills the air as a "\
+ "deep, red fog rolls in. The air is filled with the "\
+ "heated mist of deadly fire from beyond the cave "\
+ "entrance.");
+ notice(s_GameServ, u, "You adjust your %s, tighten your grip on "\
+ "your %s, and venture into the hot, dark cave. "\
+ "You are surprised at the angle of descent as you climb "\
+ "lower and lower, deeper into the dragon's den.");
+ notice(s_GameServ, u, "You come to the end of the cave to find "\
+ "a tooth. It is a large tooth... bigger than your torso."\
+ " Suddenly the darkness lifts from the gleam of an eye "\
+ " staring into your soul! The eye is large... HUGE!");
+ notice(s_GameServ, u, "Just then you notice the eye begin to "\
+ "glare orange! The tooth is moving... but it is still too "\
+ "dark for you to make out.... THE DRAGON! You see it!");
+ display_monster(u);
+}
+
void do_master(char *u)
{
aClient *user;
switch(p->level)
{
case 1:
- need = 100;
+ need = 200;
break;
case 2:
- need = 400;
+ need = 800;
break;
case 3:
- need = 1000;
+ need = 2000;
break;
case 4:
- need = 4000;
+ need = 8000;
break;
case 5:
- need = 10000;
+ need = 20000;
break;
case 6:
- need = 40000;
+ need = 80000;
break;
case 7:
- need = 100000;
+ need = 200000;
break;
case 8:
- need = 400000;
+ need = 800000;
break;
case 9:
- need = 1000000;
+ need = 2000000;
break;
case 10:
- need = 4000000;
+ need = 8000000;
break;
case 11:
- need = 10000000;
+ need = 20000000;
break;
- case 12:
+
+ case REALLEVELS:
need = p->exp + 1;
- notice(s_GameServ, u, "You are at level 12. You are the master. What's left? The DRAGON!");
+ notice(s_GameServ, u, "You are at level %d. You are the master. What's left? The DRAGON!", REALLEVELS);
+ return;
break;
default:
need = p->exp + 1; // Unknown level... don't let them fight a fake master!
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