+#include "aClient.h"
#include "config.h"
#include "extern.h"
-#include "sockhelp.h"
-#include "aClient.h"
+#include "flags.h"
#include "list.h"
+#include "sockhelp.h"
+
#include <cctype>
-#include <fstream.h>
+#include <fstream>
+
+using std::ifstream;
+using std::ofstream;
#if defined(HAVE_CRYPT_H)
#endif
List<aClient> players;
+
Monster *monsters[LEVELS][MONSTERS]; // Monsters per level. Total = MONSTERS * LEVELS
Monster *masters[LEVELS]; // A master for each level
/********** GameServ Booleans **********/
bool is_playing(char *u); // True if the given nickname in the clients list is playing.
-bool has_started(char *u); // True if the given nickname in the clients list has started playing.
+bool is_playing(aClient *user);
+
bool is_fighting(char *u); // True if the given nick in the clients list is fighting anything.
-bool isnt_fighting(char *u); // True if the given nick isn't fighting. Same as !is_fighting(u).
+bool is_fighting(aClient *user);
+
bool player_fight(char *u); // True if the player is fighting another player.
+bool player_fight(aClient *user);
+
bool master_fight(char *u); // True if the player is fighting their master.
+bool master_fight(aClient *user);
/********** GameServ Booleans **********/
void display_help(char *u, char *file = NULL);
void display_monster(char *u);
void display_players(char *u);
+void display_players(aClient *user);
long int chartoint(char ch);
int isstringnum(char *num);
long int pow (int x, int y);
char *spaces(int len, char *seperator);
void refresh(Player *p);
void refreshall();
-void reset(aClient *ni);
+void reset(Player *p);
void init_masters();
void init_monsters();
+bool load_monsters();
void delete_monsters();
void delete_masters();
+void do_admin(char *u);
void do_attack(char *u);
void do_bank(char *u);
void do_fight(char *u);
void do_heal(char *u);
void do_help(char *u);
void do_identify(char *u);
+void do_inventory(char *u);
void do_refresh(char *u);
void do_register(char *u);
void do_list(char *u);
void do_run(char *u);
void do_stats(char *u);
void do_store(char *u);
+void do_tavern(char *u);
+void do_use(char *u);
void see_master(char *u);
void showstats(const char *u, const char *nick);
+void showinventory(aClient *from, aClient *to);
void showBankBalance(const char *u);
+void end_turn(aClient *user);
#define WNA 16
char *weapons[WNA] = { "Fists", "Stick", "Dagger", "Quarterstaff", "Short Sword",
char *armors[WNA] = { "Nothing", "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", "Mystical 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};
char *cmd;
cmd = strtok(buf, " ");
- source++; // Get rid of that : at the beginning of a :Nick privmsg Gameserv :text
- cmd++; // Get rid of that : at the beginning of the :text (command)
+ #ifndef P10
+ source++; // Get rid of that : at the beginning of a :Nick privmsg Gameserv :text
+ #endif
+
+ if (cmd[0] == ':')
+ cmd++; // Get rid of that : at the beginning of the :text (command)
+
+ #ifdef DEBUGMODE
+ log("Source: %s Command: %s", source, cmd);
+ #endif
- cout << "Source: " << source << "\ncmd: " << cmd << endl;
long int mn = midnight() - 12 * 3600; // 12 noon ;)
if (mn > timestamp)
ts = strtok(NULL, "\1");
notice(s_GameServ, source, "\1PING %s\1", ts);
} else if (stricmp(cmd, "\1VERSION\1") == 0) {
- notice(s_GameServ, source, "\1VERSION GameServ v1.0.1 +devel\1");
+ notice(s_GameServ, source, "\1VERSION %s %s +devel\1", PACKAGE, VERSION);
} else if (stricmp(cmd, "SEARCH") == 0) {
cmd = strtok(NULL, " ");
notice(s_GameServ, source, "SYNTAX: /msg %S SEARCH FOREST");
else
do_forest(source);
+
} else if (stricmp(cmd, "FIGHT") == 0) {
do_fight(source);
} else if (stricmp(cmd, "ATTACK") == 0) {
do_attack(source);
} else if (stricmp(cmd, "RUN") == 0) {
do_run(source);
+ } else if (stricmp(cmd, "USE") == 0) {
+ do_use(source);
} else if (stricmp(cmd, "HEAL") == 0) {
do_heal(source);
+ } else if (stricmp(cmd, "INVENTORY") == 0) {
+ do_inventory(source);
} else if (stricmp(cmd, "MASTER") == 0) {
do_master(source);
} else if (stricmp(cmd, "STORE") == 0) {
do_store(source);
} else if (stricmp(cmd, "BANK") == 0) {
do_bank(source);
+ } else if (stricmp(cmd, "ADMIN") == 0) {
+ do_admin(source);
} else if (stricmp(cmd, "REFRESH") == 0) {
- char *pass = strtok(NULL, " ");
- if (pass != NULL && (stricmp(pass, adminpass) == 0))
- {
- do_refresh(source);
- }
- else
- {
- notice(s_GameServ, source, "SYNTAX: /msg %S REFRESH <password> {ALL | NICK}");
- }
+ do_refresh(source);
+ } else if (stricmp(cmd, "RESET") == 0) {
+ do_reset(source);
+ } else if (stricmp(cmd, "TAVERN") == 0) {
+ do_tavern(source);
+ } else if (stricmp(cmd, "LIST") == 0) {
+ do_list(source);
+ #ifdef DEBUGMODE
} else if (stricmp(cmd, "PRINT") == 0) {
- cout << "Printing Clients List: " << endl;
+ cout << "Printing the clients list:" << endl;
clients.print();
- cout << "\nPrinting Player List: " << endl;
+ cout << "\nPrinting the players list:" << endl;
players.print();
- } else if (stricmp(cmd, "LIST") == 0) {
- do_list(source);
+ #endif
} else if (stricmp(cmd, "REGISTER") == 0) {
do_register(source);
} else if (stricmp(cmd, "IDENTIFY") == 0) {
} else if (stricmp(cmd, "STATS") == 0) {
do_stats(source);
} else if (stricmp(cmd, "SHUTDOWN") == 0) {
- char *pass = strtok(NULL, " ");
- if (pass != NULL && (stricmp(pass, adminpass) == 0))
+ aClient *user;
+
+ if (!(user = find(source)))
{
- save_gs_dbase();
- raw("SQUIT %s :leaving", servername);
+ notice(s_GameServ, source, "Error: aClient not found. Contact a %S admin");
+ log("Error: aClient not found: %s", source);
+ }
+ else if (!isAdmin(user))
+ {
+ notice(s_GameServ, source, "You must be a %S admin to use this command!");
}
else
{
- notice(s_GameServ, source, "SYNTAX: /msg %S SHUTDOWN <password>");
+ save_gs_dbase();
+ raw("SQUIT %s :leaving", servername);
}
} else if (stricmp(cmd, "SAVE") == 0) {
- char *pass = strtok(NULL, " ");
- if (pass != NULL && (stricmp(pass, adminpass) == 0))
+ aClient *user;
+
+ if (!(user = find(source)))
+ {
+ notice(s_GameServ, source, "Error: aClient not found. Contact a %S admin");
+ log("Error: aClient not found: %s", source);
+ }
+ else if (!isAdmin(user))
+ {
+ notice(s_GameServ, source, "You must be a %S admin to use this command!");
+ }
+ else
{
save_gs_dbase();
}
- else
- {
- notice(s_GameServ, source, "SYNTAX: /msg %S SAVE <password>");
- }
} else if (stricmp(cmd, "LOAD") == 0) {
- char *pass = strtok(NULL, " ");
- if (pass != NULL && (stricmp(pass, adminpass) == 0))
- {
- load_gs_dbase();
+ aClient *user;
+
+ if (!(user = find(source)))
+ {
+ notice(s_GameServ, source, "Error: aClient not found. Contact a %S admin");
+ log("Error: aClient not found: %s", source);
}
- else
+ else if (!isAdmin(user))
+ {
+ notice(s_GameServ, source, "You must be a %S admin to use this command!");
+ }
+ else
{
- notice(s_GameServ, source, "SYNTAX: /msg %S LOAD <password>");
- }
+ char *cmd2 = strtok(NULL, " ");
+ if (!cmd2)
+ {
+ notice(s_GameServ, source, "Loading player data from %s", playerdata);
+ load_gs_dbase();
+ }
+ else if (stricmp(cmd2, "MONSTERS") == 0)
+ {
+ notice(s_GameServ, source, "Loading monster data from %s", monsterdata);
+ load_monsters();
+ }
+ else
+ display_help(source, cmd);
+ }
} else if (stricmp(cmd, "RAW") == 0) {
- char *pass = strtok(NULL, " ");
- if (pass != NULL && (stricmp(pass, adminpass) == 0))
+ aClient *user;
+
+ if (!(user = find(source)))
+ {
+ notice(s_GameServ, source, "Error: aClient not found. Contact a %S admin");
+ log("Error: aClient not found: %s", source);
+ }
+ else if (!isAdmin(user))
+ {
+ notice(s_GameServ, source, "You must be a %S admin to use this command!");
+ }
+ else
{
char *rest = strtok(NULL, "");
raw("%s", rest);
}
- else
- {
- notice(s_GameServ, source, "SYNTAX: /msg %S RAW <password> <raw>");
- }
+ } 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
char *space;
- cout << "\n\nu: " << u << "\nnick: " << nick << endl;
- if (!(ni = findbynick(nick)))
+ if (!(ni = findplayer(nick)))
{
notice(s_GameServ, u, "%s not found", nick);
}
else if (ni->stats)
{
-
notice(s_GameServ, sender->getNick(), "Stats for %s:", ni->stats->name);
sprintf(buf, "Experience: %ld", ni->stats->exp);
notice(s_GameServ, sender->getNick(), "%s%sPlayer Fights: %d", buf, space, ni->stats->player_fights);
delete [] space;
}
+ else
+ {
+ notice(s_GameServ, u, "%s is not playing!", ni->stats->name);
+ }
delete [] buf;
-
}
char *spaces(int len, char *seperator)
{
char *final;
- final = new char[40];
+ final = new char[30];
int y;
strcpy(final, seperator);
- for (y = 0; y < 40 - len; y++)
+ for (y = 0; y < 30 - len; y++)
strcat(final, seperator);
return final;
}
}
}
+ #ifdef DEBUGMODE
+ log("Input: %s", input);
+ #endif
+
sprintf(input, "%s%s", input, "\r\n");
- cout << "input: " << input << flush;
sock_puts(sock, input);
delete [] input;
va_end(args);
if (dest[0] == ':')
{
dest++;
+
+ #if !defined(P10)
sprintf(input, ":%s NOTICE %s :", source, dest);
+ #else
+ sprintf(input, "%s O %s :", gsnum, dest);
+ #endif
+
dest--;
}
else
+ {
+ #if !defined(P10)
sprintf(input, ":%s NOTICE %s :", source, dest);
+ #else
+ sprintf(input, "%s O %s :", gsnum, dest);
+ #endif
+ }
for (; *t; t++)
{
}
}
+ #ifdef DEBUGMODE
+ log("Input: %s", input);
+ #endif
sprintf(input, "%s%s", input, "\r\n");
- cout << "input: " << input << flush;
sock_puts(sock, input);
delete [] input;
va_end(args);
else
notice(s_GameServ, u, "No one is playing");
}
+
void do_register(char *u)
{
- char *password;
- aClient *user;
+ char *password, *name;
+ aClient *user, *p;
+ name = strtok(NULL, " ");
password = strtok(NULL, " ");
static char saltChars[] = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
salt[0] = saltChars[rand() % strlen(saltChars)];
salt[1] = saltChars[rand() % strlen(saltChars)];
- salt[3] = '\0';
+ salt[2] = '\0';
- if (!password)
+ if (!name)
{
- notice(s_GameServ, u, "SYNTAX: /msg %S REGISTER PASSWORD");
+ notice(s_GameServ, u, "SYNTAX: /msg %S REGISTER NAME PASSWORD");
+ }
+ else if (!password)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg %S REGISTER NAME PASSWORD");
}
else if ((user = find(u)))
{
- if (!user->stats)
+ p = findplayer(u);
+ if (!user->stats && !p)
{
user->stats = new Player(user);
- user->stats->started = 1;
user->stats->user = user; // Set the backwards pointer
strcpy(user->stats->password, crypt(password, salt));
+ strcpy(user->stats->name, name);
players.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
{
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)
+ {
+ notice(s_GameServ, u, "Fatal error. Cannot find aClient. Buf: %s", strtok(NULL, ""));
+ log("Error: aClient not found: %s", u);
+ }
else if (!(p = findplayer(name)) || !p->stats)
notice(s_GameServ, u, "Player %s not found", name);
- else if (!check_password(name, password))
+ else if (!check_password(name, password) && !isAdmin(user))
{
notice(s_GameServ, u, "Password incorrect");
}
- else if ((user = find(u)))
+ else
{
+ if (p->stats->user && !isAdmin(user))
+ {
+ notice(s_GameServ, u, "That player has already identified.");
+ return;
+ }
if (!user->stats)
{
ListNode<aClient> *temp;
return;
}
user->stats = new Player(p->stats->name);
- cout << "Setting data for identified" << endl;
+ #ifdef DEBUGMODE
+ log("Setting data for identified");
+ #endif
user->stats->setData(p->stats);
- cout << "Player Identified" << endl << flush;
+
+ #ifdef DEBUGMODE
+ log("Player Identified");
+ #endif
temp->setPtr(user);
void do_stats(char *u)
{
char *nick;
- aClient *source;
+ aClient *user;
nick = strtok(NULL, " ");
- source = find(u);
if (!nick)
- showstats(u, source->getNick());
+ {
+ 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))
+ {
+ notice(s_GameServ, u, "You're not playing, so you have no stats!");
+ return;
+ }
+ else
+ showstats(u, user->stats->name);
+ }
else
showstats(u, nick);
}
void init_masters()
{
+ #ifdef DEBUGMODE
+ log("Calling delete_masters()");
+ #endif
+
delete_masters();
+ #ifdef DEBUGMODE
+ log("Initializing masters");
+ #endif
+
for (int x = 0; x < LEVELS; x++)
masters[x] = new Monster;
strcpy(masters[3]->name, "Mr. Miagi");
strcpy(masters[3]->weapon, "Petrified Bonsai");
- masters[3]->strength = 100;
+ masters[3]->strength = 120;
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 = 125;
+ masters[4]->strength = 135;
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 = 150;
+ masters[5]->strength = 160;
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 = 175;
+ masters[6]->strength = 185;
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 = 200;
+ masters[7]->strength = 210;
masters[7]->gold = 0;
masters[7]->exp = 0;
masters[7]->maxhp = 800;
strcpy(masters[9]->name, "Wong Fei Hung");
strcpy(masters[9]->weapon, "Drunken Boxing");
- masters[9]->strength = 350;
+ masters[9]->strength = 360;
masters[9]->gold = 0;
masters[9]->exp = 0;
masters[9]->maxhp = 1800;
void init_monsters()
{
+ #ifdef DEBUGMODE
+ log("Calling delete_monsters");
+ #endif
+
delete_monsters();
+
for (int x = 0; x < LEVELS; x++)
for (int y = 0; y < MONSTERS; y++)
monsters[x][y] = new Monster();
// Hard coded for now - Kain
+/*
strcpy(monsters[0][0]->name, "Slime");
strcpy(monsters[0][0]->weapon, "Acid Goo");
monsters[11][11]->exp = 1;
monsters[11][11]->maxhp = 1;
strcpy( monsters[11][11]->death, "");
+
+*/
}
void delete_monsters()
battle->stats->hp);
notice(s_GameServ, u, "Here are your commands:");
- notice(s_GameServ, u, "/msg %s attack", s_GameServ);
- notice(s_GameServ, u, "/msg %s run", s_GameServ);
+ notice(s_GameServ, u, "/msg %S attack");
+ notice(s_GameServ, u, "/msg %S run");
+ notice(s_GameServ, u, "What will you do?");
+ }
+}
+void display_players(aClient *user)
+{
+ char *u = user->getNick();
+ if (is_playing(user) && player_fight(user))
+ {
+ aClient *battle = user->stats->battle;
+ notice(s_GameServ, u, "Your Hitpoints: \ 2%d\ 2", user->stats->hp);
+ notice(s_GameServ, u, "%s's Hitpoints: \ 2%d\ 2", battle->getNick(), 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?");
}
}
}
}
+bool is_playing(aClient *user)
+{
+ return user->stats != NULL && (stricmp(user->getNick(), "!NULL!") != 0);
+}
+
bool is_fighting(char *u)
{
aClient *user;
else
return false;
}
+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);
+}
bool player_fight(char *u)
{
else
return false;
}
+bool player_fight(aClient *user)
+{
+ if (!is_fighting(user))
+ return false;
+ else
+ return user->stats->battle != NULL;
+}
bool master_fight(char *u)
{
else
return false;
}
-
-bool isnt_fighting(char *u)
+bool master_fight(aClient *user)
{
- return !is_fighting(u);
+ if (!is_playing(user))
+ return false;
+ else
+ return user->stats->master != NULL;
}
void do_fight(char *u)
}
else if (!(ni = find(u)))
{
+ notice(s_GameServ, u, "Fatal error. Contact a(n) %S admin. buf: %s", strtok(NULL, ""));
return;
}
else if (!(battle = find(nick)))
{
notice(s_GameServ, u, "You can't attack %s while they aren't playing!", nick);
+ return;
}
- else if (!is_playing(u))
+ else if (!is_playing(ni))
{
notice(s_GameServ, u, "You are not playing!");
+ return;
}
/*
* Offline fighting not implemented yet.
* display_players(u);
* }
*/
- else if (is_playing(u) && is_playing(nick) && stricmp(ni->stats->name, battle->stats->name) != 0)
+ else if (!isAlive(ni->stats))
+ {
+ notice(s_GameServ, u, "You are dead. Wait until tomorrow to fight others!");
+ return;
+ }
+ 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)
{
// Set your battle pointer to the other player
ni->stats->battle = battle;
battle->stats->battle = ni;
// The initiator gets the first move (perhaps this should be 50/50)
- ni->stats->yourturn = 1;
- battle->stats->yourturn = 0;
+ setYourTurn(ni->stats);
+ clearYourTurn(battle->stats);
// Initiate Battle sequence!
notice(s_GameServ, u, "You challenge %s to an online duel!", battle->getNick());
display_players(u);
}
}
+void do_use(char *u)
+{
+ aClient *user;
+ Pouch *p;
+
+ char *item = strtok(NULL, " ");
+
+ if (!item)
+ {
+ notice(s_GameServ, u, "SYNTAX: USE ITEM");
+ notice(s_GameServ, u, "Type /msg %S HELP USE for more information.");
+ return;
+ }
+ else if (!(user = find(u)))
+ {
+ notice(s_GameServ, u, "Fatal Error in do_use. Contact a(n) %S Admin");
+ return;
+ }
+ else if (!is_playing(user))
+ {
+ notice(s_GameServ, u, "You must be playing to use items!");
+ return;
+ }
+
+ p = &user->stats->inventory;
+
+ if (stricmp(item, "HEALTH") == 0)
+ {
+ if (p->Healing() <= 0)
+ {
+ notice(s_GameServ, u, "You are out of Health Potions!");
+ return;
+ }
+ int oldhealth = user->stats->hp;
+ 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);
+ p->decHealing();
+ }
+ else if (stricmp(item, "STRENGTH") == 0)
+ {
+ if (p->Strength() <= 0)
+ {
+ notice(s_GameServ, u, "You are out of Strength Potions!");
+ return;
+ }
+ 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
+ notice(s_GameServ, u, "You gain %d Strength points!", user->stats->strength - oldstrength);
+ p->decStrength();
+ }
+ else if (stricmp(item, "DEFENSE") == 0)
+ {
+ if (p->Defense() <= 0)
+ {
+ notice(s_GameServ, u, "You are out of Defense Potions!");
+ return;
+ }
+ 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
+ notice(s_GameServ, u, "You gain %d Defense points!", user->stats->defense - olddefense);
+ p->decDefense();
+ }
+ else if (stricmp(item, "HP") == 0)
+ {
+ if (p->HP() <= 0)
+ {
+ notice(s_GameServ, u, "You are out of HP Potions!");
+ return;
+ }
+ 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
+ notice(s_GameServ, u, "You gain %d Maximum hit points!", user->stats->maxhp - oldHP);
+ p->decHP();
+ }
+ else
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg %S USE {HEALTH | STRENGTH | DEFENSE}");
+ return;
+ }
+
+ end_turn(user); // If they're fighting, end their turn
+}
void do_run(char *u)
{
aClient *user;
if (p->battle)
p2 = p->battle->stats;
- if (!is_fighting(u))
+ if (!is_fighting(user))
notice(s_GameServ, u, "You run in place... try fighting next time.");
- else if (!player_fight(u) && !master_fight(u))
+ else if (!player_fight(user) && !master_fight(user))
{
notice(s_GameServ, u, "You run away from \ 2%s\ 2 like a little baby!", p->fight->name);
delete p->fight;
p->fight = NULL;
}
- else if (player_fight(u) && p->yourturn)
+ else if (player_fight(user) && isYourTurn(p))
{
notice(s_GameServ, u, "You run away from \ 2%s\ 2 like a little baby!", p2->name);
notice(s_GameServ, p->battle->getNick(), "\ 2%s\ 2 ran away from you like a little baby!", p->name);
p2->battle = NULL;
}
- else if (player_fight(u) && !p->yourturn)
+ else if (player_fight(user) && !isYourTurn(p))
{
notice(s_GameServ, u, "It is not your turn. Please wait until \ 2%s\ 2 decides what to do.", p2->name);
}
- else if (master_fight(u))
+ else if (master_fight(user))
{
notice(s_GameServ, u, "You cannot run from \ 2%s\ 2! FIGHT!", p->master->name);
}
p->battle = NULL;
}
+
+void end_turn(aClient *user)
+{
+ char *nick, *u = user->getNick();
+ Monster *fight;
+ aClient *battle;
+ int mhit;
+
+ nick = new char[strlen(user->getNick()) + 1];
+
+ if (!user || !is_playing(user) || !is_fighting(user))
+ goto endturn;
+
+ if (!player_fight(user) && !master_fight(user))
+ fight = user->stats->fight;
+ else
+ fight = user->stats->master;
+ battle = user->stats->battle;
+
+ if (!player_fight(user))
+ {
+ // Opponent's Hit
+ mhit = (fight->strength / 2) +
+ (rand() % (fight->strength / 2) - (user->stats->defense +
+ arbonus[user->stats->armor]));
+ }
+ else
+ {
+ // Opponent's Hit
+ mhit = (((battle->stats->strength + webonus[battle->stats->weapon]) / 2) +
+ (rand() % ((battle->stats->strength + webonus[battle->stats->weapon])) / 2) -
+ (user->stats->defense + arbonus[user->stats->armor]));
+ }
+ if (!player_fight(user))
+ {
+
+ if (mhit > 0)
+ {
+ notice(s_GameServ, u, "\1f%s\1f attacks with their \1f%s\1f for \ 2%d\ 2 damage!",
+ fight->name, fight->weapon, mhit);
+ }
+ else if (mhit <= 0)
+ notice(s_GameServ, u, "%s completely misses you!", fight->name);
+
+ if (mhit >= user->stats->hp)
+ {
+ if (!master_fight(user))
+ {
+ 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!");
+ user->stats->gold = 0;
+ user->stats->exp -= (long int)(user->stats->exp * .10);
+ user->stats->fight = NULL;
+ clearAlive(user->stats);
+ goto endturn;
+ }
+ else
+ {
+ notice(s_GameServ, u, "%s has bested you! You will have to wait "\
+ "until tomorrow to try again", user->stats->master->name);
+ user->stats->fight = NULL;
+ user->stats->master = NULL;
+ goto endturn;
+ }
+ }
+ else
+ {
+ if (mhit > 0)
+ user->stats->hp -= mhit;
+ display_monster(u);
+ goto endturn;
+ }
+ }
+ else
+ {
+ clearYourTurn(user->stats);
+ setYourTurn(battle->stats);
+ display_players(battle);
+ }
+endturn:
+ delete nick;
+}
+
void do_attack(char *u)
{
int hit, mhit;
Monster *fight; // The monster they may be fighting
if (!(ni = find(u)))
+ {
+ notice(s_GameServ, u, "Fatal error in do_attack. Contact a(n) %S admin for help.");
+ return;
+ }
+ else if (!is_playing(ni))
{
notice(s_GameServ, u, "You're not playing!");
return;
}
- else if (!ni->stats->fight && !ni->stats->battle && !ni->stats->master)
+ else if (!is_fighting(ni))
{
notice(s_GameServ, u, "You're not in battle!");
return;
// We wouldn't be here if they were all NULL
}
- if (!player_fight(u))
+ if (!player_fight(ni))
{
// Player's Hit
hit = ((ni->stats->strength + webonus[ni->stats->weapon]) / 2) +
(battle->stats->defense + arbonus[battle->stats->armor]));
}
- if (!player_fight(u))
+ if (!player_fight(ni))
{
if (hit > 0)
notice(s_GameServ, u, "You attack \1f%s\1f for \ 2%d\ 2 points!", fight->name, hit);
if (hit >= fight->hp)
{
- if (master_fight(u))
+ if (master_fight(ni))
notice(s_GameServ, u, "You have bested %s!", fight->name);
else
notice(s_GameServ, u, "You have killed \ 2%s\ 2!", fight->name);
// Unsigned long int maybe? Leave it for now.
ni->stats->exp = ( (ni->stats->exp + fight->exp) > 2000000000 ? 2000000000 :
ni->stats->exp + fight->exp);
+
ni->stats->gold = (ni->stats->gold + fight->gold > 2000000000 ? 2000000000 :
ni->stats->gold + fight->gold);
- if (master_fight(u))
+ if (master_fight(ni))
{
notice(s_GameServ, u, "You are now level %d!", ni->stats->level + 1);
notice(s_GameServ, u, "You gain %d Strength, and %d Defense points!",
if (mhit >= ni->stats->hp)
{
- if (!master_fight(u))
+ if (!master_fight(ni))
{
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 "\
ni->stats->gold = 0;
ni->stats->exp -= (long int)(ni->stats->exp * .10);
ni->stats->fight = NULL;
+ clearAlive(ni->stats);
return;
}
else
}
}
}
- else if (player_fight(u))
+ else if (player_fight(ni))
{
/* Offline fighting not available yet
if (!(online = finduser(ni->stats->battle->nick)) || !nick_identified(online))
if (is_playing(battle->getNick()))
{
- if (ni->stats->yourturn == 0)
+ if (!isYourTurn(ni->stats))
{
notice(s_GameServ, u, "Please wait until %s decides what to do!",
battle->getNick());
notice(s_GameServ, battle->getNick(), "%s has hit you with their %s for "\
"\ 2%d\ 2 damage!", u, weapons[ni->stats->weapon],
hit);
- ni->stats->yourturn = 0;
- battle->stats->yourturn = 1;
+ clearYourTurn(ni->stats);
+ setYourTurn(battle->stats);
display_players(battle->getNick());
}
else
{
notice(s_GameServ, u, "You miss \1f%s\1f completely!", battle->getNick());
notice(s_GameServ, battle->getNick(), "%s misses you completely!", u);
- ni->stats->yourturn = 0;
- battle->stats->yourturn = 1;
+ clearYourTurn(ni->stats);
+ setYourTurn(battle->stats);
display_players(battle->getNick());
}
if (hit >= battle->stats->hp)
(long int)(battle->stats->exp * .10), battle->stats->gold);
notice(s_GameServ, battle->getNick(), "You have been killed by \ 2%s\ 2!", u);
battle->stats->hp = 0;
- battle->stats->alive = 0;
+ clearAlive(battle->stats);
if (2000000000 - ni->stats->exp > (long int)(battle->stats->exp * .10))
{
{
if (hit > 0)
battle->stats->hp -= hit;
- //display_players(battle->getNick());
- ni->stats->yourturn = 0;
- battle->stats->yourturn = 1;
+ clearYourTurn(ni->stats);
+ setYourTurn(battle->stats);
notice(s_GameServ, u, "Please wait while %s decides what to do!",
battle->getNick());
{
notice(s_GameServ, u, "SYNTAX: /msg %S HEAL {ALL | #}");
}
- else if (!(ni = find(u)) || !ni->stats)
+ else if (!(ni = find(u)))
+ {
+ notice(s_GameServ, u, "Fatal error. Contact a(n) %S admin. buf: %s", strtok(NULL, ""));
+ return;
+ }
+ else if (!is_playing(ni))
{
notice(s_GameServ, u, "You aren't playing!");
+ return;
}
- else if (is_fighting(u))
+ else if (!isAlive(ni->stats))
+ {
+ notice(s_GameServ, u, "You are dead. Wait until tomorrow for healing.");
+ return;
+ }
+ else if (is_fighting(ni))
{
notice(s_GameServ, u, "You can't heal in battle!");
}
if (!outfile)
{
- cout << "Error opening " << playerdata << endl;
+ log("Error opening %s", playerdata);
return 0;
}
it = ptr->getData()->stats;
outfile << it->name << ' ' << it->level << ' ' << it->exp << ' ' << it->gold << ' ' << it->bank << ' '
<< it->hp << ' ' << it->maxhp << ' ' << it->strength << ' ' << it->defense << ' '
- << it->armor << ' ' << it->weapon << ' ' << (it->alive ? "alive" : "dead") << ' '
+ << it->armor << ' ' << it->weapon << ' '
<< it->forest_fights << ' ' << it->player_fights << ' '
- << it->password << endl;
+ << it->getFlags() << ' ' << it->password << ' ' << it->inventory.Healing()
+ << ' ' << it->inventory.Strength() << ' ' << it->inventory.Defense() << ' ' << it->inventory.HP() << endl;
ptr = ptr->Next();
}
outfile.close();
ifstream infile;
aClient *temp;
Player *p;
- char *alive, *tempname, *buf, *password;
+ char *tempname, *buf, *password;
buf = new char[1023];
infile.open(playerdata);
if (infile.fail())
{
- cout << "Error opening " << playerdata << endl;
+ log("Error opening %s", playerdata);
return 0;
}
p->defense = stringtoint(strtok(NULL, " "));
p->armor = stringtoint(strtok(NULL, " "));
p->weapon = stringtoint(strtok(NULL, " "));
- alive = strtok(NULL, " ");
- p->alive = (stricmp(alive, "ALIVE") == 0 ? true : false);
p->forest_fights = stringtoint(strtok(NULL, " "));
p->player_fights = stringtoint(strtok(NULL, " "));
+ p->setFlags(stringtoint(strtok(NULL, " ")));
+
password = strtok(NULL, " ");
strcpy(p->password, password);
- temp->setNick("NULL");
+ temp->setNick("!NULL!");
+
+ p->inventory.reset(); // Set inventory to all 0s
+ // Old player databases didn't have these three extra values
+ // If they come up null, leave them to 0 as the default.
+ // On the next gameserv database save, it will save the values.
+ tempname = strtok(NULL, " ");
+ if (tempname)
+ p->inventory.setHealing(stringtoint(tempname));
+
+ tempname = strtok(NULL, " ");
+ if (tempname)
+ p->inventory.setStrength(stringtoint(tempname));
+
+ tempname = strtok(NULL, " ");
+ if (tempname)
+ p->inventory.setDefense(stringtoint(tempname));
- printf("%s %d %ld %ld %ld %d %d %d %d %d %d %s %d %d %s\n", p->name, p->level,
- p->exp, p->gold, p->bank, p->hp, p->maxhp, p->strength, p->defense, p->armor, p->weapon,
- alive, p->forest_fights, p->player_fights, p->password);
+ tempname = strtok(NULL, " ");
+ if (tempname)
+ p->inventory.setHP(stringtoint(tempname));
players.insertAtBack(temp);
delete temp;
aClient *user;
Player *p;
- if (!is_playing(u) || !(user = find(u)))
- notice(s_GameServ, u, "You must be playing to use the store!");
- else if (!cmd || !item)
+ if (!cmd || !item)
{
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");
}
+ else if (!(user = find(u)) || !is_playing(user))
+ notice(s_GameServ, u, "You must be playing to use the store!");
+ 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)
{
if (stricmp(item, "WEAPONS") == 0)
}
}
}
+void do_inventory(char *u)
+{
+ aClient *user;
+
+ if (!(user = find(u)))
+ {
+ notice(s_GameServ, u, "Fatal Error. Contact a %S admin!");
+ return;
+ }
+ else if (!is_playing(user))
+ {
+ notice(s_GameServ, u, "You must be playing to check your inventory!");
+ return;
+ }
+ showinventory(user, user);
+}
+void showinventory(aClient *from, aClient *to)
+{
+ char *nick = to->getNick();
+
+ if (!to)
+ to = from;
+ if (is_playing(from))
+ {
+ Pouch *p = &from->stats->inventory;
+ notice(s_GameServ, nick, "Inventory for %s:", from->getNick());
+ notice(s_GameServ, nick, " Healing Potions: %d", p->Healing());
+ notice(s_GameServ, nick, "Strength Potions: %d", p->Strength());
+ notice(s_GameServ, nick, " Defense Potions: %d", p->Defense());
+ notice(s_GameServ, nick, " HP Potions: %d", p->HP());
+ }
+}
+void do_tavern(char *u)
+{
+ char *cmd = strtok(NULL, " ");
+ long int price;
+
+ aClient *user;
+ Player *p;
+ if (!(user = find(u)))
+ {
+ notice(s_GameServ, u, "Fatal Error. See a %S admin for help");
+ return;
+ }
+ else if (!is_playing(user))
+ {
+ notice(s_GameServ, u, "You must be playing to go to the Tavern");
+ return;
+ }
+ else if (is_fighting(user))
+ {
+ notice(s_GameServ, u, "You cannot go to the Tavern during a fight!");
+ return;
+ }
+ p = user->stats;
+ if (!cmd)
+ {
+ notice(s_GameServ, u, "Welcome to Boot Liquors Mystic Apothecary");
+ notice(s_GameServ, u, "Your commands:");
+ notice(s_GameServ, u, "/msg %S TAVERN {LIST | BUY} [NUMBER]");
+ notice(s_GameServ, u, "What'll it be?");
+ }
+ 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, "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!");
+ }
+ else if (stricmp(cmd, "BUY") == 0)
+ {
+ char *chnum = strtok(NULL, " ");
+ int num = stringtoint(chnum);
+
+ if (!chnum)
+ {
+ notice(s_GameServ, u, "SYNTAX: TAVERN BUY #");
+ notice(s_GameServ, u, "Example: /msg %S TAVERN BUY 1");
+ return;
+ }
+ 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", 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, "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);
+ if (p->gold >= price)
+ {
+ notice(s_GameServ, u, "One healing potion coming right up!");
+ p->inventory.incHealing();
+ p->gold -= price;
+ }
+ else
+ notice(s_GameServ, u, "You don't have enough gold!");
+ break;
+ case 2:
+ price = (2050 * p->level) + (p->exp / 10);
+ if (p->gold >= price)
+ {
+ notice(s_GameServ, u, "One strength boost coming right up!");
+ p->inventory.incStrength();
+ p->gold -= price;
+ }
+ else
+ notice(s_GameServ, u, "You don't have enough gold!");
+ break;
+ case 3:
+ price = (2000 * p->level) + (p->exp / 10);
+ if (p->gold >= price)
+ {
+ notice(s_GameServ, u, "One defense boost coming right up!");
+ p->inventory.incDefense();
+ p->gold -= price;
+ }
+ else
+ notice(s_GameServ, u, "You don't have enough gold!");
+ break;
+ case 4:
+ price = (2300 * p->level) + (p->exp / 10);
+ if (p->gold >= price)
+ {
+ notice(s_GameServ, u, "One HP Potion coming right up!");
+ p->inventory.incHP();
+ p->gold -= price;
+ }
+ else
+ notice(s_GameServ, u, "You don't have enough gold!");
+ break;
+ default:
+ notice(s_GameServ, u, "Logical Error. See a %S admin for help!");
+ break;
+ }
+ }
+ else
+ {
+ notice(s_GameServ, u, "Improper Syntax.");
+ notice(s_GameServ, u, "Type /msg %S HELP TAVERN for help");
+ }
+}
void do_bank(char *u)
{
aClient *user;
Player *p;
- if (!cmd || !amount || (stricmp(cmd, "TRANSFER") == 0 && !nick))
+ if (!cmd || (!amount && stricmp(cmd, "BALANCE") != 0) || (stricmp(cmd, "TRANSFER") == 0 && !nick))
{
notice(s_GameServ, u, "BANK {WITHDRAW | DEPOSIT} {ALL | AMOUNT}");
notice (s_GameServ, u, "BANK BALANCE");
return;
}
- else if (!is_playing(u) || !(user = find(u)))
+
+ user = find(u);
+ if (!is_playing(user))
{
notice(s_GameServ, u, "You must be playing to use the bank!");
return;
}
+ else if (!isAlive(user->stats))
+ {
+ notice(s_GameServ, u, "You are dead. We don't accept gold from dead folk! Wait 'til tomorrow!");
+ return;
+ }
else if (!isstringnum(amount) && stricmp(amount, "ALL") != 0)
{
notice(s_GameServ, u, "I don't know how to convert alphabet letters into currency, sire!");
void do_master(char *u)
{
aClient *user;
- if (!(user = find(u)))
+ user = find(u);
+
+ if (!user)
{
notice(s_GameServ, u, "Fatal error. Contact a(n) %S admin. buf: %s", strtok(NULL, ""));
return;
}
-
- if (is_fighting(u))
+ else if (is_fighting(user))
{
notice(s_GameServ, u, "You're in the middle of a fight! Pay attention!");
return;
}
- else if (!is_playing(u))
+ else if (!isAlive(user->stats))
+ {
+ notice(s_GameServ, u, "You're dead. Wait until tomorrow to see your master!");
+ return;
+ }
+ else if (!is_playing(user))
{
notice(s_GameServ, u, "You must be playing to see your master!");
return;
Player *p = user->stats;
long int need = 0;
+ if (seenMaster(p))
+ {
+ notice(s_GameServ, u, "You have already seen your master today. Wait until tomorrow to try again");
+ return;
+ }
+
if (cmd != NULL)
{
switch(p->level)
if (stricmp(cmd, "FIGHT") == 0)
{
if (p->exp >= need)
+ {
+ setMaster(p);
see_master(u);
+ }
else
notice(s_GameServ, u, "You are not worthy of fighting %s! You need %ld more experience.", masters[p->level - 1]->name, (need - p->exp));
return;
void see_master(char *u)
{
aClient *user;
+
if (!(user = find(u)))
{
notice(s_GameServ, u, "Fatal error. Contact a(n) %S admin. buf: %s", strtok(NULL, ""));
return;
}
- if (!is_fighting(u) && is_playing(u))
+ if (!is_fighting(user) && is_playing(user))
{
Player *p = user->stats;
p->master = new Monster(masters[p->level - 1]);
{
aClient *user;
Player *p;
+
if (!(user = find(u)))
return;
if (!p)
return;
- p->hp = p->maxhp;
- p->forest_fights = 100;
+ if (p->hp < p->maxhp)
+ p->hp = p->maxhp;
+ p->forest_fights = forestfights;
p->player_fights = 3;
- p->alive = true;
+ setAlive(p);
+ clearMaster(p);
}
void do_refresh(char *u)
char *nick = strtok(NULL, " ");
aClient *user;
+ if (!(user = find(u)))
+ {
+ notice(s_GameServ, u, "Error: aClient not found. Contact a %S admin");
+ log("Error: aClient not found: %s", u);
+ return;
+ }
+ else if (!isAdmin(user))
+ {
+ notice(s_GameServ, u, "You must be a %S admin to use this command!");
+ return;
+ }
if (!nick)
{
- notice(s_GameServ, u, "SYNTAX: REFRESH <password> {ALL | NICK}");
+ notice(s_GameServ, u, "SYNTAX: REFRESH {ALL | NICK}");
return;
}
else if (stricmp(nick, "ALL") == 0)
}
else if ((user = find(nick)))
{
- if (user->stats)
+ if (is_playing(user))
{
notice(s_GameServ, u, "Refreshing %s.", user->getNick());
refresh(user->stats);
}
}
+
+void resetall()
+{
+ ListNode <aClient> *it;
+ Player *p;
+
+ it = players.First();
+
+ while (it)
+ {
+ p = it->getData()->stats;
+ reset(p);
+ it = it->Next();
+ }
+}
+
+void reset(Player *p)
+{
+ if (!p)
+ return;
+
+ p->reset();
+}
+
+void do_reset(char *u)
+{
+ char *nick = strtok(NULL, " ");
+ aClient *user;
+
+ if (!(user = find(u)))
+ {
+ notice(s_GameServ, u, "Error: aClient not found. Contact a %S admin");
+ log("Error: aClient not found: %s", u);
+ return;
+ }
+ else if (!isAdmin(user))
+ {
+ 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}");
+ return;
+ }
+ else if (stricmp(nick, "ALL") == 0)
+ {
+ notice(s_GameServ, u, "Resetting everyone's stats!");
+ resetall();
+ }
+ else if ((user = find(nick)))
+ {
+ if (is_playing(user))
+ {
+ notice(s_GameServ, u, "Resetting %s.", user->getNick());
+ reset(user->stats);
+ }
+ else
+ {
+ notice(s_GameServ, u, "%s is not playing.", user->getNick());
+ }
+ }
+ else
+ {
+ notice(s_GameServ, u, "Nick %s not found.", nick);
+ return;
+ }
+}
+
void do_help(char *u)
{
char *cmd = strtok(NULL, " ");
- if (cmd)
- for (unsigned int x = 0; x < strlen(cmd); x++)
- cmd[x] = tolower(cmd[x]);
display_help(u, cmd);
}
infile.open("helpfiles/help");
if (infile.fail())
{
- cout << "Error opening helpfiles/help" << endl;
+ log("Error opening helpfiles/help");
notice(s_GameServ, u, "Error opening helpfiles/help");
return;
}
}
// Minor recursion
- display_help(u, "admin");
+ aClient *user = find(u);
+ if (user && isAdmin(user))
+ display_help(u, "admin_commands");
}
else
{
char *filename;
- filename = new char[strlen(file) + 12];
- sprintf(filename, "helpfiles/%s", file);
+ filename = new char[strlen(file) + 11];
+ strcpy(filename, "helpfiles/");
+ strcat(filename, file);
+
+ for (unsigned int x = 10; x < strlen(filename); x++)
+ filename[x] = tolower(filename[x]);
+
infile.open(filename);
delete [] filename;
if (infile.fail())
infile.close();
delete [] buf;
}
+
+void do_admin(char *u)
+{
+ aClient *user;
+ char *pass = strtok(NULL, " ");
+
+ if (!(user = find(u)))
+ {
+ log("Error: aClient not found: %s", u);
+ 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");
+ return;
+ }
+
+ if (isAdmin(user))
+ {
+ notice(s_GameServ, u, "You already have administrator privledges.");
+ return;
+ }
+ else if (strcmp(pass, adminpass) == 0)
+ {
+ notice(s_GameServ, u, "Password accepted. You now have administrator privledges.");
+ setAdmin(user);
+ log("%s became an administrator.", user->getNick());
+ }
+ else
+ {
+ notice(s_GameServ, u, "Invalid password. Remember: case sensitive");
+ return;
+ }
+}
+
+bool load_monsters()
+{
+ ifstream infile;
+ infile.open("monsters.dat");
+
+ char *buf;
+
+ if (infile.fail())
+ {
+ log("Error opening monsters.dat");
+ return false;
+ }
+ init_monsters();
+ buf = new char[2048];
+
+ #ifdef DEBUGMODE
+ log("Loading monsters from monsters.dat");
+ #endif
+
+ for (int l = 0; l < REALLEVELS; l++)
+ {
+ for (int m = 0; m < MONSTERS;)
+ {
+ infile.getline(buf, 2048);
+ if (buf[0] == '\n' || buf[0] == '\0' || buf[0] == '#')
+ continue;
+ else
+ {
+ strcpy(monsters[l][m]->name, strtok(buf, "~"));
+ strcpy(monsters[l][m]->weapon, strtok(NULL, "~"));
+ monsters[l][m]->strength = stringtoint(strtok(NULL, "~"));
+ monsters[l][m]->gold = stringtoint(strtok(NULL, "~"));
+ monsters[l][m]->exp = stringtoint(strtok(NULL, "~"));
+ monsters[l][m]->maxhp = stringtoint(strtok(NULL, "~"));
+ monsters[l][m]->hp = monsters[l][m]->maxhp;
+ strcpy(monsters[l][m]->death, strtok(NULL, ""));
+ m++;
+ }
+ }
+ }
+ delete [] buf;
+return true;
+}