#endif
-Monster boss; // The boss monster
Level levels[LEVELS]; // The newest way to store monsters
-Monster *masters[LEVELS]; // A master for each level
-
// Database functions
int save_gs_dbase();
int load_gs_dbase();
/********** Password functions **********/
-bool passcmp(char *encrypted, char *plaintext); // Compares an encrypted pass with a plain text one
+bool passcmp(const char *encrypted, char *plaintext); // Compares an encrypted pass with a plain text one
bool check_password(char *name, char *plaintext); // Finds a password for the given name, and checks it with passcmp against the plaintext password given.
bool master_fight(char *u); // True if the player is fighting their master.
bool master_fight(aClient *user);
+bool dragon_fight(char *u); // True if the player is fighting the dragon.
+bool dragon_fight(aClient *user);
+
/********** GameServ Booleans **********/
void display_help(char *u, char *file = NULL);
void refreshall();
void updateTS(Player *p);
void reset(Player *p);
-void init_masters();
+bool load_masters();
bool load_monsters();
bool load_levels();
void delete_monsters();
-void delete_masters();
void do_admin(char *u);
void do_attack(char *u);
void do_quitg(char *u);
void do_reset(char *u);
void do_run(char *u);
+void do_set(char *u);
void do_stats(char *u);
void do_store(char *u);
void do_tavern(char *u);
do_identify(source);
} else if (stricmp(cmd, "HELP") == 0) {
do_help(source);
+ } else if (stricmp(cmd, "SET") == 0) {
+ do_set(source);
} else if (stricmp(cmd, "STATS") == 0) {
do_stats(source);
} else if (stricmp(cmd, "SHUTDOWN") == 0) {
}
else if (stricmp(cmd2, "MONSTERS") == 0)
{
- notice(s_GameServ, source, "Loading monster data from %s", monsterdata);
+ notice(s_GameServ, source, "Loading monster data");
load_monsters();
}
else
}
else if (ni->stats)
{
- notice(s_GameServ, sender->getNick(), "Stats for %s:", ni->stats->name);
+ notice(s_GameServ, sender->getNick(), "Stats for %s:", ni->stats->name.c_str());
sprintf(buf, "Experience: %ld", ni->stats->exp);
space = spaces(strlen(buf), " ");
}
else
{
- notice(s_GameServ, u, "%s is not playing!", ni->stats->name);
+ notice(s_GameServ, u, "%s is not playing!", ni->stats->name.c_str());
}
delete [] buf;
}
}
#ifdef P10
notice(s_GameServ, u, "IRC: %s Game: %s", temp->getData()->getRealNick(),
- temp->getData()->stats->name);
+ temp->getData()->stats->name.c_str());
#else
notice(s_GameServ, u, "IRC: %s Game: %s", temp->getData()->getNick(),
- temp->getData()->stats->name);
+ temp->getData()->stats->name.c_str());
#endif
}
notice(s_GameServ, u, "End of List");
}
+void do_set(char *u)
+{
+ aClient *user, *target;
+ char *name = strtok(NULL, " ");
+ char *cmd = strtok(NULL, " ");
+ char *cmd2;
+
+ if (!(user = find(u)))
+ {
+ notice(s_GameServ, u, "Fatal error. Cannot find aClient. "\
+ "Buf: %s LOGOUT", u);
+ return;
+ }
+ else if (isIgnore(user))
+ {
+#ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+#endif
+ return;
+ }
+ else if (!name)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg %S SET [NAME] {PASSWORD|BANK BALANCE|PLAYER FIGHTS|FOREST FIGHTS|GOLD|STRENGTH|DEFENSE|HP|MAXHP|EXP|LEVEL|WEAPON|ARMOR|HP POTIONS|STRENGTH POTIONS|DEFENSE POTIONS|HEALING POTIONS|ALIVE|SEEN MASTER} {STRING|NUMBER|ON|OFF}");
+ return;
+ }
+ else if (!(target = findplayer(name)))
+ {
+ // Back the pointers up... they didn't send a name probably
+ cmd2= cmd;
+ cmd = name;
+ target = user;
+
+ if (!is_playing(user))
+ {
+ notice(s_GameServ, u, "You must be playing to set things for yourself!");
+ return;
+ }
+ }
+ else
+ {
+ cmd2 = strtok(NULL, " ");
+ }
+
+ // Regardless of the previous if/else, if it got here, we know we have the cmd pointer at the right spot.
+ if (stricmp(cmd, "PASSWORD") == 0)
+ {
+ // Person is looking to change their password
+ // If they're an admin, or it's theirself, allow it
+ // cmd2 is pointing to the password now
+ if (isAdmin(user) || user == target)
+ {
+ target->stats->setPassword(cmd2);
+ notice(s_GameServ, u, "Password successfully changed");
+ }
+ else if (user != target && !isAdmin(user))
+ {
+ notice(s_GameServ, u, "You must be a %S admin to set other peoples' passwords.");
+ return;
+ }
+ }
+ else if (stricmp(cmd, "BANK") == 0 || stricmp(cmd, "BALANCE") == 0)
+ {
+ if (!isAdmin(user))
+ {
+ notice(s_GameServ, u, "Admins Only!");
+ return;
+ }
+ else if (stricmp(cmd, "BANK") == 0)
+ {
+ cmd2 = strtok(NULL, " "); // Need an extra parameter for set bank balance
+ }
+ else
+ {
+ target->stats->bank = stringtoint(cmd2);
+ notice(s_GameServ, u, "Balance changed!");
+ }
+ }
+ else if (stricmp(cmd, "PLAYER") == 0)
+ {
+ if (!isAdmin(user))
+ {
+ notice(s_GameServ, u, "Admins Only!");
+ return;
+ }
+ else if (stricmp(cmd2, "FIGHTS") != 0)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg %S SET [NAME] PLAYER FIGHTS <number>");
+ return;
+ }
+ else
+ {
+ cmd2 = strtok(NULL, " ");
+ target->stats->player_fights = stringtoint(cmd2);
+ notice(s_GameServ, u, "Player fights changed!");
+ }
+ }
+ else if (stricmp(cmd, "FOREST") == 0)
+ {
+ if (!isAdmin(user))
+ {
+ notice(s_GameServ, u, "Admins Only!");
+ return;
+ }
+ else if (stricmp(cmd2, "FIGHTS") != 0)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg %S SET [NAME] FOREST FIGHTS <number>");
+ return;
+ }
+ else
+ {
+ cmd2 = strtok(NULL, " ");
+ target->stats->player_fights = stringtoint(cmd2);
+ notice(s_GameServ, u, "Player fights changed!");
+ }
+ }
+ else
+ {
+ notice(s_GameServ, u, "Unknown command: SET %s", cmd);
+ notice(s_GameServ, u, "SYNTAX: /msg %S SET [NAME] {PASSWORD|BANK BALANCE|PLAYER FIGHTS|FOREST FIGHTS|GOLD|STRENGTH|DEFENSE|HP|MAXHP|EXP|LEVEL|WEAPON|ARMOR|HP POTIONS|STRENGTH POTIONS|DEFENSE POTIONS|HEALING POTIONS|ALIVE|SEEN MASTER} {STRING|NUMBER|ON|OFF}");
+ return;
+ }
+}
void do_logout(char *u)
{
}
else
{
- notice(s_GameServ, u, "Logging out %s", user->stats->name);
+ notice(s_GameServ, u, "Logging out %s", user->stats->name.c_str());
logout(user);
}
}
{
ListNode<aClient> *it;
aClient *temp;
- unsigned long hv = iHASH((unsigned char *) user->stats->name);
+ unsigned long hv = iHASH((unsigned char *) user->stats->name.c_str());
it = players[hv].Find(user);
if (!it)
name = strtok(NULL, " ");
password = strtok(NULL, " ");
- static char saltChars[] = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
- static char salt[3];
-
- salt[0] = saltChars[rand() % strlen(saltChars)];
- salt[1] = saltChars[rand() % strlen(saltChars)];
- salt[2] = '\0';
-
if (!name)
{
notice(s_GameServ, u, "SYNTAX: /msg %S REGISTER NAME PASSWORD");
user->stats = new Player(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);
+ user->stats->setPassword(password);
+ user->stats->name = name;
unsigned long hv = iHASH((unsigned char *) name);
updateTS(user->stats);
temp = players[hv].insertAtBack_RLN(user);
// 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, "Player %s registered with password %s.", user->stats->name.c_str(), 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);
+ log("Nickname %s registered player %s.", u, user->stats->name.c_str());
setPlaying(user); // set the playing flag
}
else
}
else {
ListNode<aClient> *temp;
- unsigned long hv = iHASH((unsigned char *) p->stats->name);
+ unsigned long hv = iHASH((unsigned char *) p->stats->name.c_str());
temp = players[hv].Find(p);
if (!temp)
{
#ifdef DEBUGMODE
- log("Player %s IRC: %s Identified", user->stats->name,
+ log("Player %s IRC: %s Identified", user->stats->name.c_str(),
user->getNick());
#endif
else
{
updateTS(user->stats);
- showstats(u, user->stats->name);
+ showstats(u, user->stats->name.c_str());
}
}
else
showstats(u, nick);
}
-void init_masters()
+bool load_masters()
{
- #ifdef DEBUGMODE
- log("Calling delete_masters()");
- #endif
+ ifstream infile("data/masters.dat");
+ char *buf;
+ int l = 0;
+ buf = new char[1024];
- delete_masters();
+ if (infile.fail())
+ {
+ log("Error opening data/masters.dat");
+ return false;
+ }
#ifdef DEBUGMODE
- log("Initializing masters");
+ log("Loading masters from data/masters.dat");
#endif
- for (int x = 0; x < LEVELS; x++)
- masters[x] = new Monster;
-
- strcpy(masters[0]->name, "Old Bones");
- strcpy(masters[0]->weapon, "Dull Sword Cane");
- masters[0]->strength = 32;
- masters[0]->gold = 0;
- masters[0]->exp = 0;
- masters[0]->maxhp = 35;
- masters[0]->hp = 35;
- strcpy(masters[0]->death, "You have done well my student, but the road is long. Use your new strength with humility and honor as you progress in levels!");
-
- strcpy(masters[1]->name, "Master Chang");
- strcpy(masters[1]->weapon, "Nanchaku");
- masters[1]->strength = 48;
- masters[1]->gold = 0;
- masters[1]->exp = 0;
- masters[1]->maxhp = 51;
- masters[1]->hp = 51;
- strcpy(masters[1]->death, "You try to make out what Master Chang is saying, but the only thing you catch is something about a grasshopper.");
-
- strcpy(masters[2]->name, "Chuck Norris");
- strcpy(masters[2]->weapon, "Ranger Kick");
- masters[2]->strength = 88;
- masters[2]->gold = 0;
- masters[2]->exp = 0;
- masters[2]->maxhp = 100;
- masters[2]->hp = 100;
- strcpy(masters[2]->death, "Be strong, and keep your goals in site. Drink milk, and don't do drugs. One day you may be fighting next to me as a Texas Ranger YEEHAW!");
-
-
- strcpy(masters[3]->name, "Mr. Miagi");
- strcpy(masters[3]->weapon, "Petrified Bonsai");
- masters[3]->strength = 169;
- masters[3]->gold = 0;
- masters[3]->exp = 0;
- masters[3]->maxhp = 165;
- masters[3]->hp = 165;
- strcpy(masters[3]->death, "Skill comes from repeating the correct but seemingly mundane actions. Wax ON, wax OFF!");
-
- strcpy(masters[4]->name, "Jackie Chan");
- strcpy(masters[4]->weapon, "Kung Fu Kick");
- masters[4]->strength = 275;
- masters[4]->gold = 0;
- masters[4]->exp = 0;
- masters[4]->maxhp = 232;
- masters[4]->hp = 232;
- strcpy(masters[4]->death, "I like to let people talk who like to talk... it's easier to find out how full of it they really are!");
-
- strcpy(masters[5]->name, "Jet Li");
- strcpy(masters[5]->weapon, "Motorcycle");
- masters[5]->strength = 347;
- masters[5]->gold = 0;
- masters[5]->exp = 0;
- masters[5]->maxhp = 504;
- masters[5]->hp = 504;
- strcpy(masters[5]->death, "Failure is a fuel for excuses. It's the doing the do, that makes the making.");
-
-
- strcpy(masters[6]->name, "Muhammad Ali");
- strcpy(masters[6]->weapon, "Quick Jab");
- masters[6]->strength = 515;
- masters[6]->gold = 0;
- masters[6]->exp = 0;
- masters[6]->maxhp = 1078;
- masters[6]->hp = 1078;
- strcpy(masters[6]->death, "It's just a job. Grass grows, birds fly, waves pound the sand. I beat people up.");
-
- strcpy(masters[7]->name, "Li Mu Bai");
- strcpy(masters[7]->weapon, "Green Destiny");
- masters[7]->strength = 655;
- masters[7]->gold = 0;
- masters[7]->exp = 0;
- masters[7]->maxhp = 2207;
- masters[7]->hp = 2207;
- strcpy(masters[7]->death, "No growth without resistance. No action without reaction. No desire without restraint.");
-
-
- strcpy(masters[8]->name, "Jimmy Wang Yu");
- strcpy(masters[8]->weapon, "Flying Guillotine");
- masters[8]->strength = 819;
- masters[8]->gold = 0;
- masters[8]->exp = 0;
- masters[8]->maxhp = 2780;
- masters[8]->hp = 2780;
- strcpy(masters[8]->death, "You have beaten the one armed boxer. Proceed with caution!");
-
- strcpy(masters[9]->name, "Wong Fei Hung");
- strcpy(masters[9]->weapon, "Drunken Boxing");
- masters[9]->strength = 1014;
- masters[9]->gold = 0;
- masters[9]->exp = 0;
- masters[9]->maxhp = 3046;
- masters[9]->hp = 3046;
- strcpy(masters[9]->death, "Hiccup! Monkey drinks master's wine!");
-
- strcpy(masters[10]->name, "Bruce Lee");
- strcpy(masters[10]->weapon, "Fists of fury");
- masters[10]->strength = 1286;
- masters[10]->gold = 0;
- masters[10]->exp = 0;
- masters[10]->maxhp = 3988;
- masters[10]->hp = 3988;
- strcpy(masters[10]->death, "You must learn to concentrate. It is like a finger pointing away to the moon... DONT concentrate on the finger, or you will miss all the heavenly glory.");
+ for (l = 0; l < LEVELS; l++)
+ {
+ infile.getline(buf, 1024, '\n');
+
+ log("%s", buf);
+ if (buf[0] == '#' || buf[0] == '\n' || buf[0] == '\r')
+ {
+ l--;
+ continue;
+ }
+ else if (buf[0] == '^')
+ break;
+
+ Monster *master = &levels[l].master;
+
+ char *name, *weapon, *strength, *gold, *exp, *maxhp, *death;
+
+
+ name = strtok(buf, "~");
+ weapon = strtok(NULL, "~");
+ strength = strtok(NULL, "~");
+ gold = strtok(NULL, "~");
+ exp = strtok(NULL, "~");
+ maxhp = strtok(NULL, "~");
+ death = strtok(NULL, "~");
+
+ master->name = name;
+ master->weapon = weapon;
+ master->strength = stringtoint(strength);
+ master->gold = stringtoint(gold);
+ master->exp = stringtoint(exp);
+ master->maxhp = stringtoint(maxhp);
+ master->hp = master->maxhp;
+ master->death = death;
+ }
+
+ delete []buf;
+
+ if (l < LEVELS) // We didn't load a master for every level - check data/masters.dat
+ return false;
+ else
+ return true;
}
void delete_monsters()
levels[x].monsters.deleteNodes();
}
-void delete_masters()
-{
- for (int x = 0; x < LEVELS; x++)
- if (masters[x])
- delete masters[x];
-}
-
void display_monster(char *u)
{
if (is_playing(u))
Player *ni = user->stats;
notice(s_GameServ, u, "Your Hitpoints: \ 2%d\ 2", ni->hp);
- notice(s_GameServ, u, "%s's Hitpoints: \ 2%d\ 2", ni->fight->name, ni->fight->hp);
+ notice(s_GameServ, u, "%s's Hitpoints: \ 2%d\ 2", ni->fight->name.c_str(), ni->fight->hp);
notice(s_GameServ, u, "Here are your commands:");
notice(s_GameServ, u, "/msg %S attack");
notice(s_GameServ, u, "/msg %S run");
{
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->stats->name, battle->stats->hp);
+ notice(s_GameServ, u, "%s's Hitpoints: \ 2%d\ 2", battle->stats->name.c_str(), 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");
return user->stats->master != NULL;
}
+bool dragon_fight(char *u)
+{
+ aClient *user;
+ if (!(user = find(u)))
+ return false;
+ else
+ return dragon_fight(user);
+}
+
+bool dragon_fight(aClient *user)
+{
+ if (!is_playing(user))
+ return false;
+ else
+ return (user->stats->level == LEVELS && master_fight(user));
+}
void do_fight(char *u)
{
aClient *ni, *battle;
notice(s_GameServ, u, "You decide to fight %s while they're "\
"not in the realm!",
- battle->stats->name);
+ battle->stats->name.c_str());
display_players(u);
}
*/
- else if (stricmp(ni->stats->name, battle->stats->name) == 0)
+ else if (stricmp(ni->stats->name.c_str(), battle->stats->name.c_str()) == 0)
{
notice(s_GameServ, u, "Are you trying to commit suicide!?");
}
}
else if (player_fight(battle))
{
- notice(s_GameServ, u, "%s is fighting %s already!", battle->stats->name, battle->stats->battle->stats->name);
+ notice(s_GameServ, u, "%s is fighting %s already!", battle->stats->name.c_str(), battle->stats->battle->stats->name.c_str());
}
else if (master_fight(battle))
{
- notice(s_GameServ, u, "%s is fighting their master!", battle->stats->name);
+ notice(s_GameServ, u, "%s is fighting their master!", battle->stats->name.c_str());
}
else if (is_fighting(battle))
{
- notice(s_GameServ, u, "%s is fighting %s already!", battle->stats->name, battle->stats->fight->name);
+ notice(s_GameServ, u, "%s is fighting %s already!", battle->stats->name.c_str(), battle->stats->fight->name.c_str());
}
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->name);
+ battle->stats->name.c_str());
}
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);
+ "weakling!", ni->stats->name.c_str());
}
else
{
// 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, u, "You challenge %s to an online duel!", battle->stats->name.c_str());
+ notice(s_GameServ, battle->getNick(), "%s has challenged you to an online duel!", ni->stats->name.c_str());
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);
+ "because they initiated!", ni->stats->name.c_str());
+ notice(s_GameServ, battle->getNick(), "Please wait while %s decides what to do.", ni->stats->name.c_str());
display_players(ni);
}
}
notice(s_GameServ, u, "You run in place... try fighting next time.");
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);
+ notice(s_GameServ, u, "You run away from \ 2%s\ 2 like a little baby!", p->fight->name.c_str());
delete p->fight;
p->fight = NULL;
}
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);
+ notice(s_GameServ, u, "You run away from \ 2%s\ 2 like a little baby!", p2->name.c_str());
+ notice(s_GameServ, p->battle->getNick(), "\ 2%s\ 2 ran away from you like a little baby!", p->name.c_str());
p2->battle = NULL;
}
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);
+ notice(s_GameServ, u, "It is not your turn. Please wait until \ 2%s\ 2 decides what to do.", p2->name.c_str());
}
else if (master_fight(user))
{
- notice(s_GameServ, u, "You cannot run from \ 2%s\ 2! FIGHT!", p->master->name);
+ notice(s_GameServ, u, "You cannot run from \ 2%s\ 2! FIGHT!", p->master->name.c_str());
}
p->battle = NULL;
}
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);
+ fight->name.c_str(), fight->weapon.c_str(), mhit);
}
else if (mhit <= 0)
- notice(s_GameServ, u, "%s completely misses you!", fight->name);
+ notice(s_GameServ, u, "%s completely misses you!", fight->name.c_str());
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 have been \ 2\1fkilled\1f\ 2 by %s!", fight->name.c_str());
notice(s_GameServ, u, "You lose all gold on hand and lose 10 percent "\
"of your experience!");
user->stats->gold = 0;
else
{
notice(s_GameServ, u, "%s has bested you! You will have to wait "\
- "until tomorrow to try again", user->stats->master->name);
+ "until tomorrow to try again", user->stats->master->name.c_str());
user->stats->fight = NULL;
user->stats->master = NULL;
goto endturn;
if (!player_fight(ni))
{
if (hit > 0)
- notice(s_GameServ, u, "You attack \1f%s\1f for \ 2%d\ 2 points!", fight->name, hit);
+ notice(s_GameServ, u, "You attack \1f%s\1f for \ 2%d\ 2 points!", fight->name.c_str(), hit);
else
- notice(s_GameServ, u, "You miss \1f%s\1f completely!", fight->name);
+ notice(s_GameServ, u, "You miss \1f%s\1f completely!", fight->name.c_str());
if (hit >= fight->hp)
{
- if (master_fight(ni))
+ if (master_fight(ni) && !dragon_fight(ni))
{
- notice(s_GameServ, u, "You have bested %s!", fight->name);
+ notice(s_GameServ, u, "You have bested %s!", fight->name.c_str());
addNews(todaysnews, "%s has bested %s and moved "\
- "to level %d", ni->stats->name, fight->name,
+ "to level %d", ni->stats->name.c_str(), fight->name.c_str(),
(ni->stats->level + 1));
}
else
- notice(s_GameServ, u, "You have killed \ 2%s\ 2!", fight->name);
+ notice(s_GameServ, u, "You have killed \ 2%s\ 2!", fight->name.c_str());
- notice(s_GameServ, u, "%s", fight->death);
+ notice(s_GameServ, u, "%s", fight->death.c_str());
notice(s_GameServ, u, "You recieve \ 2%d\ 2 experience and \ 2%d\ 2 gold!",
fight->exp, fight->gold);
+ if (dragon_fight(ni))
+ {
+ addNews(todaysnews, "%s is a true warrior! %s has beaten %s!!",
+ ni->stats->name.c_str(), ni->stats->name.c_str(),
+ ni->stats->master->name.c_str());
+ ni->stats->master = NULL; // Don't progress in levels
+ }
+
// If your new experience (or gold) will be greater than 2 billion,
// then set your exp to 2bil. (2 billion max)... otherwise add them.
// This could be a problem with overflowing out of the sign bit.
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);
+ fight->name.c_str(), fight->weapon.c_str(), mhit);
}
else if (mhit <= 0)
- notice(s_GameServ, u, "%s completely misses you!", fight->name);
+ notice(s_GameServ, u, "%s completely misses you!", fight->name.c_str());
if (mhit >= ni->stats->hp)
{
if (!master_fight(ni))
{
- notice(s_GameServ, u, "You have been \ 2\1fkilled\1f\ 2 by %s!", fight->name);
+ notice(s_GameServ, u, "You have been \ 2\1fkilled\1f\ 2 by %s!", fight->name.c_str());
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->name.c_str(), fight->name.c_str());
ni->stats->gold = 0;
ni->stats->exp -= (long int)(ni->stats->exp * .10);
ni->stats->hp = 0;
else
{
notice(s_GameServ, u, "%s has bested you! You will have to wait "\
- "until tomorrow to try again", ni->stats->master->name);
+ "until tomorrow to try again", ni->stats->master->name.c_str());
addNews(todaysnews, "%s tried to best %s and failed!",
- ni->stats->name, fight->name);
+ ni->stats->name.c_str(), fight->name.c_str());
ni->stats->fight = NULL;
ni->stats->master = NULL;
return;
if (!isYourTurn(ni->stats))
{
notice(s_GameServ, u, "Please wait until %s decides what to do!",
- battle->stats->name);
+ battle->stats->name.c_str());
return;
}
if (hit > 0)
{
- notice(s_GameServ, u, "You attack \1f%s\1f for \ 2%d\ 2 points!", battle->stats->name, hit);
+ notice(s_GameServ, u, "You attack \1f%s\1f for \ 2%d\ 2 points!", battle->stats->name.c_str(), hit);
notice(s_GameServ, battle->getNick(), "%s has hit you with their %s for "\
- "\ 2%d\ 2 damage!", ni->stats->name,
+ "\ 2%d\ 2 damage!", ni->stats->name.c_str(),
weapons[ni->stats->weapon], hit);
}
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);
+ notice(s_GameServ, u, "You miss \1f%s\1f completely!", battle->stats->name.c_str());
+ notice(s_GameServ, battle->getNick(), "%s misses you completely!", ni->stats->name.c_str());
}
if (hit >= battle->stats->hp)
{
- notice(s_GameServ, u, "You have killed \ 2%s\ 2!", battle->stats->name);
+ notice(s_GameServ, u, "You have killed \ 2%s\ 2!", battle->stats->name.c_str());
notice(s_GameServ, u, "You recieve \ 2%d\ 2 experience and \ 2%ld\ 2 gold!",
(long int)(battle->stats->exp * .10), battle->stats->gold);
notice(s_GameServ, battle->getNick(), "You have been killed by \ 2%s\ 2!",
- ni->stats->name);
+ ni->stats->name.c_str());
battle->stats->hp = 0;
clearAlive(battle->stats);
notice(s_GameServ, battle->getNick(), "You lose ten percent of your experience!");
notice(s_GameServ, battle->getNick(), "However, %s could not carry all of your "\
- "gold.", ni->stats->name);
+ "gold.", ni->stats->name.c_str());
notice(s_GameServ, battle->getNick(), "Luckily, you still have \ 2%ld\ 2 gold "\
"left. All is not lost!", battle->stats->gold);
setYourTurn(battle->stats);
display_players(battle);
notice(s_GameServ, u, "Please wait while %s decides what to do!",
- battle->stats->name);
+ battle->stats->name.c_str());
return;
}
}
{
it = ptr->getData()->stats;
clearYourTurn(it);
- outfile << it->name << ' ' << it->level << ' ' << it->exp << ' ' << it->gold << ' ' << it->bank << ' '
+ outfile << it->name.c_str() << ' ' << it->level << ' ' << it->exp << ' ' << it->gold << ' ' << it->bank << ' '
<< it->hp << ' ' << it->maxhp << ' ' << it->strength << ' ' << it->defense << ' '
<< it->armor << ' ' << it->weapon << ' '
<< it->forest_fights << ' ' << it->player_fights << ' '
p->setFlags(stringtoint(strtok(NULL, " ")));
password = strtok(NULL, " ");
- strcpy(p->password, password);
+ p->password = password;
temp->setNick("Not Playing");
#ifdef P10
temp->setRealNick("Not Playing");
else
p->lastlogin = time(NULL);
- unsigned long hv = iHASH((unsigned char *) temp->stats->name);
+ unsigned long hv = iHASH((unsigned char *) temp->stats->name.c_str());
temp->stats->client = NULL;
players[hv].insertAtBack(temp);
return 1;
}
-bool passcmp(char *encrypted, char *plaintext)
+bool passcmp(const char *encrypted, char *plaintext)
{
char salt[3];
char *plaintext2, *plainToencrypt;
return false;
else
{
- return passcmp(client->stats->password, plaintext);
+ return passcmp(client->stats->password.c_str(), plaintext);
}
}
else
{
notice(s_GameServ, u, "SYNTAX: \ 2STORE BUY {ARMOR | WEAPON} \1fNUMBER\1f\ 2");
+ return;
}
}
else if (stricmp(cmd, "SELL" ) == 0)
if (is_playing(from))
{
Pouch *p = &from->stats->inventory;
- notice(s_GameServ, nick, "Inventory for %s:", from->stats->name);
+ notice(s_GameServ, nick, "Inventory for %s:", from->stats->name.c_str());
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, u, "You don't have enough gold!");
break;
case 4:
- price = 2000 * p->level * 4;
+ price = 3000 * p->level * 4;
if (p->gold >= price)
{
notice(s_GameServ, u, "One HP Potion coming right up!");
notice(s_GameServ, u, "You're dead. Wait until tomorrow to see your master!");
return;
}
- else if (user->stats->level < REALLEVELS)
+ else if (user->stats->level < LEVELS)
{
notice(s_GameServ, u, "You fool! Only those strong enough "\
"to vanquish any foe should DARE fight the dragon!");
updateTS(user->stats);
Player *p = user->stats;
- p->fight = new Monster(&boss);
+ setMaster(p);
+ see_master(u);
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 "\
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.", armors[p->level - 1], weapons[p->level - 1]);
+ "lower and lower, deeper into the dragon's den.",
+ armors[p->armor], weapons[p->weapon]);
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 "\
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));
+ notice(s_GameServ, u, "You are not worthy of fighting %s! You need %ld more experience.",
+ levels[p->level - 1].master.name.c_str(), (need - p->exp));
return;
}
else if (stricmp(cmd, "QUESTION") == 0)
{
if (p->exp >= need)
- notice(s_GameServ, u, "%s looks you up and down and decides you are more ready than you will ever be.", masters[p->level - 1]->name);
+ notice(s_GameServ, u, "%s looks you up and down and decides you are more ready than you will ever be.",
+ levels[p->level - 1].master.name.c_str());
else
- notice(s_GameServ, u, "You pathetic fool! You are no match for %s, %s!", masters[p->level - 1]->name, p->name);
+ notice(s_GameServ, u, "You pathetic fool! You are no match for %s, %s!",
+ levels[p->level - 1].master.name.c_str(), p->name.c_str());
return;
}
if (!is_fighting(user) && is_playing(user))
{
Player *p = user->stats;
- p->master = new Monster(masters[p->level - 1]);
+ p->master = new Monster(&levels[p->level - 1].master);
p->fight = p->master;
display_monster(u); // Since master is the same structure, use this function
}
void reset(Player *p)
{
- char *myname;
- myname = new char[strlen(p->name)];
- strcpy(myname, p->name);
+ string *myname;
+
if (!p)
return;
+ myname = new string(p->name);
+
p->reset();
- strcpy(p->name, myname);
- delete [] myname;
+ p->name = *myname;
+ delete myname;
}
void updateTS(Player *p)
return;
#ifdef DEBUGMODE
- log("Old timestamp for %s: %ld", p->name, p->lastcommand);
+ log("Old timestamp for %s: %ld", p->name.c_str(), p->lastcommand);
#endif
p->lastcommand = time(NULL);
#ifdef DEBUGMODE
- log("New timestamp for %s: %ld", p->name, p->lastcommand);
+ log("New timestamp for %s: %ld", p->name.c_str(), p->lastcommand);
#endif
}
void timeOutEvent(Player *p)
{
- aClient *user = findplayer(p->name);
+ aClient *user = findplayer(p->name.c_str());
if (!user || !p->client) // then they're not playing
return;
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);
+ "%s hesitated for too long. Your move.", p->name.c_str());
clearYourTurn(p);
setYourTurn(p->battle->stats);
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);
+ "sit there!", p->name.c_str());
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);
+ "sit there!", p->battle->stats->name.c_str());
logout(p->battle);
logout(user);
return;
}
else
{
- notice(s_GameServ, u, "Resetting %s", user->stats->name);
+ notice(s_GameServ, u, "Resetting %s", user->stats->name.c_str());
reset(user->stats);
}
}
Monster *temp;
temp = new Monster;
- strcpy(temp->name, strtok(buf, "~"));
- strcpy(temp->weapon, strtok(NULL, "~"));
- strcpy(temp->death, strtok(NULL, "~"));
+ temp->name = strtok(buf, "~");
+ temp->weapon = strtok(NULL, "~");
+ temp->death = strtok(NULL, "~");
levels[level - 1].monsters.insertAtBack_RLN(temp);
delete temp;