#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
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);
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) {
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
{
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();
}
setPlaying(user); // set the playing flag
temp->setPtr(user);
- notice(s_GameServ, u, "Password Accepted. Identified.");
+ 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;
{
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;
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;
}
}
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)
{
{
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!");
}
+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