+ else if (stricmp(cmd, "SELL" ) == 0)
+ {
+ p = user->stats;
+
+ if (stricmp(item, "WEAPON") == 0)
+ {
+ if (p->weapon == 0)
+ {
+ notice(s_GameServ, u, "You want me to chop off your hands?");
+ return;
+ }
+ else if (p->gold == 2000000000)
+ {
+ notice(s_GameServ, u, "You have enough gold. I'll just take that off your hands, sire.");
+ p->weapon = 0;
+ }
+ else if (2000000000 - p->gold < (prices[p->weapon - 1] / 2))
+ {
+ notice(s_GameServ, u, "Thank you for your business! You now have as much gold as you can carry.");
+ notice(s_GameServ, u, "However, you have no weapon... can I interest you in the %s?", weapons[WNA - 1]);
+ p->gold = 2000000000;
+ p->weapon = 0;
+ }
+ else
+ {
+ notice(s_GameServ, u, "Thank you for your business! You now have %d more gold but no weapon!", (prices[p->weapon - 1] / 2));
+ p->gold += (prices[p->weapon - 1] / 2);
+ p->weapon = 0;
+ }
+ }
+ else if (stricmp(item, "ARMOR") == 0)
+ {
+ p = user->stats;
+
+ if (p->armor == 0)
+ {
+ notice(s_GameServ, u, "I don't think you can be any more naked...");
+ return;
+ }
+ if (p->gold == 2000000000)
+ {
+ notice(s_GameServ, u, "You have enough gold. I'll just take that off your hands, sire.");
+ p->armor = 0;
+ }
+ else if (2000000000 - p->gold < (prices[p->armor - 1] / 2))
+ {
+ notice(s_GameServ, u, "Thank you for your business! You now have as much gold as you can carry.");
+ notice(s_GameServ, u, "However, you have no armor... can I interest you in %s?", armors[WNA - 1]);
+ p->gold = 2000000000;
+ p->armor = 0;
+ }
+ else
+ {
+ notice(s_GameServ, u, "Thank you for your business! You now have %d more gold but no armor!",
+ (prices[p->armor - 1] / 2));
+
+ p->gold += (prices[p->armor - 1] / 2);
+ p->armor = 0;
+ }
+ }
+ else
+ {
+ 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
+ {
+ notice(s_GameServ, u, "SYNTAX: STORE LIST {ARMOR | WEAPONS}");
+ notice(s_GameServ, u, " \ 2STORE SELL {ARMOR | WEAPON}\ 2");
+ notice(s_GameServ, u, " \ 2STORE BUY {ARMOR | WEAPON} \1fNUMBER\1f\ 2");
+ return;
+ }
+}
+void do_inventory(char *u)
+{
+ aClient *user;
+
+ if (!(user = find(u)))
+ {
+ notice(s_GameServ, u, "Fatal Error. Contact a %S admin!");
+ 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 check your inventory!");
+ return;
+ }
+ updateTS(user->stats);
+ 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->stats->name);
+ 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 (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 go to the Tavern");
+ return;
+ }
+ else if (is_fighting(user))
+ {
+ notice(s_GameServ, u, "You cannot go to the Tavern during a fight!");
+ return;
+ }
+
+ updateTS(user->stats);
+ p = user->stats;
+
+ if (!cmd)
+ {
+ notice(s_GameServ, u, "Welcome to Boot Liquors Mystic Apothecary");
+ notice(s_GameServ, u, "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", 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!");
+ }
+ 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", 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!");
+ return;
+ }
+ switch(num)
+ {
+ case 1:
+ price = (100 * 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 = (205 * 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 = (200 * 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 = (230 * 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)
+{
+ char *cmd = strtok(NULL, " ");
+ char *amount = strtok(NULL, " ");
+ char *nick = strtok(NULL, " ");
+
+ aClient *user;
+ Player *p;
+
+ 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 (!(user = find(u)))
+ {
+ notice(s_GameServ, u, "Fatal Error. Couldn't find your aClient. Contact a(n) %S "\
+ " admin for help");
+ log("Fatal Error. Couldn't find %s while executing do_bank()", u);
+ return;
+ }
+ else if (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 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)
+ {
+ showBankBalance(u);
+ return;
+ }
+ else if (!isAlive(user->stats))
+ {
+ notice(s_GameServ, u, "You are dead. We don't accept gold from dead folk! Wait 'til tomorrow!");
+ 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!");
+ return;
+ }
+
+ p = user->stats;
+
+ if (stricmp(cmd, "DEPOSIT") == 0)
+ {
+ if (p->bank == 2000000000)
+ {
+ notice(s_GameServ, u, "Your bank account is full, sire!");
+ return;
+ }
+ else if (stricmp(amount, "ALL") == 0)
+ {
+ if (2000000000 - p->bank < p->gold)
+ {
+ notice(s_GameServ, u, "You don't have enough room for all of your gold.");
+ notice(s_GameServ, u, "Depositing %ld gold into your account", (2000000000 - p->bank));
+ p->gold -= (2000000000 - p->bank);
+ p->bank = 2000000000;
+ showBankBalance(u);
+ }
+ else
+ {
+ notice(s_GameServ, u, "Depositing %ld gold into your account!", p->gold);
+ p->bank += p->gold;
+ p->gold = 0;
+ showBankBalance(u);
+ }
+ }
+ else if (stringtoint(amount) > p->gold)
+ {
+ notice(s_GameServ, u, "Sire, you only have %ld gold!", p->gold);
+ showBankBalance(u);
+ return;
+ }
+ else
+ {
+ if (2000000000 - p->bank < stringtoint(amount))
+ {
+ notice(s_GameServ, u, "You don't have room in your account for that much.");
+ notice(s_GameServ, u, "Capping off your account with %ld gold!", (2000000000 - p->bank));
+ p->gold -= (2000000000 - p->bank);
+ p->bank = 2000000000;
+ showBankBalance(u);
+ }
+ else
+ {
+ notice(s_GameServ, u, "Depositing %d gold into your account!", stringtoint(amount));
+ p->bank += stringtoint(amount);
+ p->gold -= stringtoint(amount);
+ showBankBalance(u);
+ }
+ }
+ }
+ else if (stricmp(cmd, "WITHDRAW") == 0)
+ {
+ if (p->gold == 2000000000)
+ {
+ notice(s_GameServ, u, "You cannot carry any more gold, sire!");
+ showBankBalance(u);
+ return;
+ }
+ else if (stricmp(amount, "ALL") == 0)
+ {
+ if (2000000000 - p->gold < p->bank)
+ {
+ notice(s_GameServ, u, "You don't have enough room to carry all that gold.");
+ notice(s_GameServ, u, "Withdrawing %ld gold from your account", (2000000000 - p->gold));
+ p->bank -= (2000000000 - p->gold);
+ p->gold = 2000000000;
+ showBankBalance(u);
+ }
+ else
+ {
+ notice(s_GameServ, u, "Withdrawing %ld gold from your account!", p->bank);
+ p->gold += p->bank;
+ p->bank = 0;
+ showBankBalance(u);
+ }
+ }
+ else if (stringtoint(amount) > p->bank)
+ {
+ notice(s_GameServ, u, "Sire, you only have %ld gold in the bank!", p->bank);
+ showBankBalance(u);
+ return;
+ }
+ else
+ {
+ if (2000000000 - p->gold < stringtoint(amount))
+ {
+ notice(s_GameServ, u, "You don't enough have room to carry that much gold!");
+ notice(s_GameServ, u, "You fill your pockets with %ld gold!",
+ (2000000000 - p->gold));
+ p->bank -= (2000000000 - p->gold);
+ p->gold = 2000000000;
+ showBankBalance(u);
+ }
+ else
+ {
+ notice(s_GameServ, u, "Withdrawing %d gold from your account!", stringtoint(amount));
+ p->gold += stringtoint(amount);
+ p->bank -= stringtoint(amount);
+ showBankBalance(u);
+ }
+ }
+ }
+
+}
+
+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;
+
+
+ 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 see your master!");
+ return;
+ }
+ else if (is_fighting(user))
+ {
+ notice(s_GameServ, u, "You're in the middle of a fight! Pay attention!");
+ return;
+ }
+ else if (!isAlive(user->stats))
+ {
+ notice(s_GameServ, u, "You're dead. Wait until tomorrow to see your master!");
+ return;
+ }
+
+ updateTS(user->stats);
+
+ char *cmd = strtok(NULL, " ");
+ 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)
+ {
+ case 1:
+ need = 200;
+ break;
+ case 2:
+ need = 800;
+ break;
+ case 3:
+ need = 2000;
+ break;
+ case 4:
+ need = 8000;
+ break;
+ case 5:
+ need = 20000;
+ break;
+ case 6:
+ need = 80000;
+ break;
+ case 7:
+ need = 200000;
+ break;
+ case 8:
+ need = 800000;
+ break;
+ case 9:
+ need = 2000000;
+ break;
+ case 10:
+ need = 8000000;
+ break;
+ case 11:
+ need = 20000000;
+ break;
+
+ case REALLEVELS:
+ need = p->exp + 1;
+ 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!
+ break;
+ }
+ }
+ else
+ {
+ notice(s_GameServ, u, "SYNTAX: MASTER {FIGHT | QUESTION}");
+ return;
+ }
+
+ 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;
+ }
+ 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);
+ else
+ notice(s_GameServ, u, "You pathetic fool! You are no match for %s, %s!", masters[p->level - 1]->name, p->name);
+
+ return;
+ }
+ else
+ {
+ notice(s_GameServ, u, "SYNTAX: MASTER {FIGHT | QUESTION}");
+ }
+}
+
+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(user) && is_playing(user))
+ {
+ Player *p = user->stats;
+ p->master = new Monster(masters[p->level - 1]);
+ p->fight = p->master;
+ display_monster(u); // Since master is the same structure, use this function
+ }
+}
+
+void showBankBalance(const char *u)
+{
+ aClient *user;
+ Player *p;
+
+ if (!(user = find(u)))
+ return;
+
+ p = user->stats;
+
+ if (!p)
+ return;
+
+ notice(s_GameServ, u, "Account Balance: %ld Gold On hand: %ld", p->bank, p->gold);
+
+}
+
+void refreshall()
+{
+ ListNode <aClient> *it;
+ Player *p;
+ for (unsigned long x = 0; x < U_TABLE_SIZE; x++)
+ {
+ it = players[x].First();
+
+ while (it)
+ {
+ p = it->getData()->stats;
+ refresh(p);
+ it = it->Next();
+ }
+ }
+}
+
+void refresh(Player *p)
+{
+ if (!p)
+ return;
+
+ if (p->hp < p->maxhp)
+ p->hp = p->maxhp;
+ p->forest_fights = forestfights;
+ p->player_fights = 3;
+ 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 (isIgnore(user))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+ #endif
+ 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 {ALL | NICK}");
+ return;
+ }
+ else if (stricmp(nick, "ALL") == 0)
+ {
+ notice(s_GameServ, u, "Refreshing everyone's stats!");
+ refreshall();
+ }
+ else if ((user = findplayer(nick)))
+ {
+ if (is_playing(user))
+ {
+ #ifdef P10
+ notice(s_GameServ, u, "Refreshing %s.", user->getRealNick());
+ #else
+ notice(s_GameServ, u, "Refreshing %s.", user->getNick());
+ #endif
+ refresh(user->stats);
+ }
+ else
+ {
+ #ifdef P10
+ notice(s_GameServ, u, "%s is not playing.", user->getRealNick());
+ #else
+ notice(s_GameServ, u, "%s is not playing.", user->getNick());
+ #endif
+ }
+ }
+ else
+ {
+ notice(s_GameServ, u, "Nick %s not found.", nick);
+ return;
+ }
+}
+
+
+void resetall()
+{
+ ListNode <aClient> *it;
+ Player *p;
+
+ for (unsigned long x = 0; x < U_TABLE_SIZE; x++)
+ {
+ it = players[x].First();
+
+ while (it)
+ {
+ p = it->getData()->stats;
+ reset(p);
+ it = it->Next();
+ }
+ }
+}
+
+void reset(Player *p)
+{
+ if (!p)
+ return;
+
+ p->reset();
+}
+
+void updateTS(Player *p)
+{
+ if (!p)
+ return;
+
+ #ifdef DEBUGMODE
+ log("Old timestamp for %s: %ld", p->name, p->lastcommand);
+ #endif
+ p->lastcommand = time(NULL);
+ #ifdef DEBUGMODE
+ log("New timestamp for %s: %ld", p->name, p->lastcommand);
+ #endif
+
+}
+
+bool timedOut(Player *p)
+{
+ if (!p)
+ return false;
+ else if (p->lastcommand == 0)
+ return false;
+ else
+ {
+ if ((time(NULL) - p->lastcommand) >= maxidletime)
+ return true;
+
+ return false;
+ }
+}
+
+void timeOutEvent(Player *p)
+{
+ aClient *user = findplayer(p->name);
+
+ if (!user || !p->client) // then they're not playing
+ return;
+
+ char *nick = user->getNick();
+
+ if (player_fight(user) && isYourTurn(p))
+ {
+ // Check to see if they were the idler or if it was the other
+ // person
+ if (p->lastcommand != p->battle->stats->lastcommand)
+ {
+ // This person's last command was given earlier,
+ // so this person is the idler
+ 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);
+ clearYourTurn(p);
+ setYourTurn(p->battle->stats);
+
+ // Update the TS for both players to give them another
+ // Chance to wake up, but if the other player doesn't
+ // Attack now, they both get logged out.
+ updateTS(p);
+ p->battle->stats->lastcommand = p->lastcommand;
+ display_players(p->battle);
+ return;
+ }
+ else
+ {
+ 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);
+ 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);
+ logout(p->battle);
+ logout(user);
+ return;
+ }
+ }
+ else if (!player_fight(user))
+ {
+ if (isAlive(user->stats) && user->stats->gold > 0)
+ {
+ // Place fun stuff here :)
+ int randnum = 1 + rand() % 100; // 1-100
+ #define GSN(s) notice(s_GameServ, nick, s)
+ #define GSN2(s, f) notice(s_GameServ, nick, s, f)
+
+ if (randnum < 50)
+ {
+ // 35-100% of your gold goes pffft - kain
+ int stolen = (35 + (rand() % 66)) * user->stats->gold / 100;
+
+ GSN("You stop for a moment to rest on the "\
+ "street corner. All of a sudden, you "\
+ "are ambushed from all sides by a hoarde "\
+ "of knife wielding thugs.");
+ GSN2("The thugs beat you into utter submission "\
+ "and steal %d gold from you!", stolen);
+ user->stats->gold -= stolen;
+ }
+ else if (randnum >= 50 && randnum < 75)
+ {
+ // 25-65% of your gold goes pffft - kain
+ int stolen = (25 + (rand() % 41)) * user->stats->gold / 100;
+ GSN("While dilly dallying around, you lose "\
+ "your sense of time. Little did you know, "\
+ "but thieves lifted your gold while you "\
+ "weren't watching.");
+ GSN2("Better luck next time... you lose %d gold", stolen);
+ user->stats->gold -= stolen;
+ }
+ else if (randnum >= 75)
+ {
+ // 25-75% of your gold goes pffft - kain
+ int stolen = (25 + (rand() % 51)) * user->stats->gold / 100;
+ GSN("Good grief! A gaggle of gooey green ghostlike "\
+ "goblins grabbed your gold!");
+ GSN2("They stole %d gold from you!", stolen);
+ user->stats->gold -= stolen;
+ }
+ }
+
+ // Always log out the user
+ logout(user);
+ }
+}
+
+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 = findbyrealnick(nick)))
+ {
+ if (is_playing(user))
+ {
+ #ifdef P10
+ notice(s_GameServ, u, "Resetting %s.", user->getRealNick());
+ #else
+ notice(s_GameServ, u, "Resetting %s.", user->getNick());
+ #endif
+ reset(user->stats);
+ }
+ else
+ {
+ #ifdef P10
+ notice(s_GameServ, u, "%s is not playing.", user->getRealNick());
+ #else
+ notice(s_GameServ, u, "%s is not playing.", user->getNick());
+ #endif
+ }
+ }
+ else
+ {
+ notice(s_GameServ, u, "Nick %s not found.", nick);
+ return;
+ }
+}
+
+void do_help(char *u)
+{
+ char *cmd = strtok(NULL, " ");
+
+ display_help(u, cmd);
+}
+
+void display_help(char *u, char *file)
+{
+ ifstream infile;
+ char *buf;
+
+ if (!file)
+ {
+ infile.open("helpfiles/help");
+ if (infile.fail())
+ {
+ log("Error opening helpfiles/help");
+ notice(s_GameServ, u, "Error opening helpfiles/help");
+ return;
+ }
+ buf = new char[1024];
+ while(infile.getline(buf, 1024))
+ {
+ // Written this way, it will process %S in the helpfiles
+ // Instead of notice(s_GameServ, u, "%s", buf);
+ notice(s_GameServ, u, buf);
+ }
+
+ // Minor recursion
+ aClient *user = find(u);
+ if (user && isAdmin(user))
+ display_help(u, "admin_commands");
+ }
+ else
+ {
+ char *filename;
+ 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())
+ {
+ notice(s_GameServ, u, "No help for \ 2%s\ 2", file);
+ return;
+ }
+ buf = new char[1024];
+ while(infile.getline(buf, 1024))
+ {
+ // Written this way, it will process %S in the helpfiles
+ // Instead of notice(s_GameServ, u, "%s", buf);
+ notice(s_GameServ, u, buf);
+ }
+ }
+ 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);
+ #ifdef P10
+ log("%s became an administrator.", user->getRealNick());
+ #else
+ log("%s became an administrator.", user->getNick());
+ #endif
+ }
+ 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;
+}
+
+// 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