-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))
- {
- aClient *user = find(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, "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?");
- }
-}
-
-void display_players(char *u)
-{
- aClient *user;
- if (!(user = find(u)))
- {
- log("Fatal error in display_players(): Couldn't find %s", u);
- }
- else
- display_players(user);
-}
-
-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->stats->name, 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(char *u)
-{
- aClient *user;
- if (!(user = find(u)))
- return false;
- else
- return is_playing(user);
-}
-
-bool is_playing(aClient *user)
-{
- if (user->stats == NULL)
- {
- return false;
- }
- else if (user->stats->client == NULL)
- {
- return false;
- }
- else if (!FL_is_playing(user))
- {
- return false;
- }
- else
- return true;
-}
-
-bool is_fighting(char *u)
-{
- aClient *user;
-
- if (!(user = find(u)))
- return false;
- else
- return is_fighting(user);
-}
-
-bool is_fighting(aClient *user)
-{
- if (!is_playing(user))
- return false;
- else
- return player_fight(user) || master_fight(user) || user->stats->fight != NULL;
-}
-
-bool player_fight(char *u)
-{
- aClient *user;
-
- if (!(user = find(u)))
- return false;
- else
- return player_fight(user);
-}
-
-bool player_fight(aClient *user)
-{
- if (!is_playing(user))
- return false;
- else if (user->stats->battle != NULL)
- {
- return user->stats->battle->stats != NULL;
- }
- return false;
-}
-
-bool master_fight(char *u)
-{
- aClient *user;
-
- if (!(user = find(u)))
- return false;
- else
- return master_fight(user);
-}
-
-bool master_fight(aClient *user)
-{
- if (!is_playing(user))
- return false;
- else
- return user->stats->master != NULL;
-}
-
-void do_fight(char *u)
-{
- aClient *ni, *battle;
-
- char *nick = strtok(NULL, " ");
-
- if (!nick)
- {
- notice(s_GameServ, u, "SYNTAX: /msg %S FIGHT PLAYER");
- return;
- }
- else if (!(ni = find(u)))
- {
- notice(s_GameServ, u, "Fatal error. Contact a(n) %S admin. buf: %s", strtok(NULL, ""));
- return;
- }
- else if (isIgnore(ni))
- {
- #ifdef DEBUGMODE
- log("Ignoring %s.", ni->getNick());
- #endif
- return;
- }
- else if (!is_playing(ni))
- {
- notice(s_GameServ, u, "You are not playing!");
- return;
- }
-
- updateTS(ni->stats);
-
- if (ni->stats->player_fights <= 0)
- {
- ni->stats->player_fights = 0; // just to be safe
- notice(s_GameServ, u, "You are out of player fights for the "\
- "day. You have to wait until tomorrow!");
- }
- else if (!(battle = findplayer(nick)))
- {
- notice(s_GameServ, u, "Player %s not found!", nick);
- }
- else if (!isAlive(ni->stats))
- {
- notice(s_GameServ, u, "You are dead. Wait until tomorrow to fight others!");
- }
- else if (!is_playing(battle))
- {
- notice(s_GameServ, u, "You can't attack %s while they aren't playing!", nick);
- }
-
-/* 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!?");
- }
- else if (!isAlive(battle->stats))
- {
- notice(s_GameServ, u, "They are dead. Cannot fight dead players!");
- }
- else if (player_fight(battle))
- {
- notice(s_GameServ, u, "%s is fighting %s already!", battle->stats->name, battle->stats->battle->stats->name);
- }
- else if (master_fight(battle))
- {
- notice(s_GameServ, u, "%s is fighting their master!", battle->stats->name);
- }
- else if (is_fighting(battle))
- {
- notice(s_GameServ, u, "%s is fighting %s already!", battle->stats->name, battle->stats->fight->name);
- }
- 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);
- }
- 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);
- }
- else
- {
- // Set your battle pointer to the other player
- ni->stats->battle = battle;
-
- // Set the other player's battle pointer to you
- ni->stats->battle->stats->battle = ni;
-
- // The initiator gets the first move (perhaps this should be 50/50)
- setYourTurn(ni->stats);
- clearYourTurn(battle->stats);
-
- // 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, 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);
- display_players(ni);
- }
-}
-
-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 (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 items!");
- return;
- }
-
- updateTS(user->stats);
-
- p = &user->stats->inventory;
-
- if (stricmp(item, "HEALING") == 0)
- {
- if (p->Healing() <= 0)
- {
- notice(s_GameServ, u, "You are out of Healing Potions!");
- return;
- }
- int oldhealing = user->stats->hp;
- user->stats->hp += (10 * user->stats->level) + (rand() % 10) * user->stats->level;
- if (user->stats->hp - user->stats->maxhp >= 100)
- {
- user->stats->hp = user->stats->maxhp + 100;
-
- if (oldhealing >= (user->stats->maxhp + 100))
- {
- notice(s_GameServ, u, "You cannot hold anymore HP!");
- return;
- }
- }
-
- notice(s_GameServ, u, "You hastiliy gulp down the flask of cool life-giving waters.");
- notice(s_GameServ, u, "Rejuvination spreads throughout your body.");
- 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)
- {
- 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() % 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)
- {
- 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() % 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)
- {
- 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 += 2 +
- (rand() % 100 > 70 ? (rand() % 7) : (rand() % 2) );
-
- 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 {HEALING | STRENGTH | DEFENSE | HP}");
- return;
- }
-
- end_turn(user); // If they're fighting, end their turn
-}
-void do_run(char *u)
-{
- aClient *user;
- Player *p, *p2 = NULL;
-
- if (!(user = find(u)))
- {
- notice(s_GameServ, u, "Couldn't find you. 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 run!");
- return;
- }
-
- updateTS(user->stats);
- p = user->stats;
-
- if (p->battle)
- p2 = p->battle->stats;
-
- if (!is_fighting(user))
- 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);
- 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);
- 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);
- }
- 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->hp = 0;
- 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;
- aClient *ni, *battle; // The player and perhaps the player they're fighting
- 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 (isIgnore(ni))
- {
- #ifdef DEBUGMODE
- log("Ignoring %s.", ni->getNick());
- #endif
- return;
- }
- else if (!is_playing(ni))
- {
- notice(s_GameServ, u, "You're not playing!");
- return;
- }
- else if (!is_fighting(ni))
- {
- notice(s_GameServ, u, "You're not in battle!");
- return;
- }
- else
- {
- if (!ni->stats->master) // This is not a master fight
- fight = ni->stats->fight; // Monster Could be NULL
- else // This IS a master fight
- fight = ni->stats->master; // Master Could be NULL
-
- battle = ni->stats->battle; // Player Could be NULL
-
- // One has to be !NULL based on the previous else if
- // We wouldn't be here if they were all NULL
- }
- updateTS(ni->stats);
-
- if (!player_fight(ni))
- {
- // Player's Hit
- hit = ((ni->stats->strength + webonus[ni->stats->weapon]) / 2) +
- (rand() % ((ni->stats->strength + webonus[ni->stats->weapon]) / 2));
-
- // Opponent's Hit
- mhit = (fight->strength / 2) +
- (rand() % (fight->strength / 2) - (ni->stats->defense +
- arbonus[ni->stats->armor]));
- }
- else
- {
- // Opponent's Hit
- mhit = (((battle->stats->strength + webonus[battle->stats->weapon]) / 2) +
- (rand() % ((battle->stats->strength + webonus[battle->stats->weapon])) / 2) -
- (ni->stats->defense + arbonus[ni->stats->armor]));
-
- // Player's Hit
- hit = (((ni->stats->strength + webonus[ni->stats->weapon]) / 2) +
- (rand() % ((ni->stats->strength + webonus[ni->stats->weapon])) / 2) -
- (battle->stats->defense + arbonus[battle->stats->armor]));
- }
-
- if (!player_fight(ni))
- {
- if (hit > 0)
- notice(s_GameServ, u, "You attack \1f%s\1f for \ 2%d\ 2 points!", fight->name, hit);
- else
- notice(s_GameServ, u, "You miss \1f%s\1f completely!", fight->name);
-
- 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);
-
- notice(s_GameServ, u, "%s", fight->death);
- notice(s_GameServ, u, "You recieve \ 2%d\ 2 experience and \ 2%d\ 2 gold!",
- fight->exp, fight->gold);
-
- // 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.
- // Unsigned long int maybe? Leave it for now.
- ni->stats->exp += fight->exp;
- if (ni->stats->exp < 0 || ni->stats->exp > 2000000000)
- ni->stats->exp = 2000000000;
-
- ni->stats->gold += fight->gold;
- if (ni->stats->gold < 0 || ni->stats->gold > 2000000000)
- ni->stats->gold = 2000000000;
-
- 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!",
- strbonus[ni->stats->level - 1], defbonus[ni->stats->level - 1]);
-
- // Increase your level
-
- // Increase your maximum hit points
- ni->stats->maxhp += hpbonus[ni->stats->level - 1];
-
- // Heal the player by setting hp to their max
- ni->stats->hp = ni->stats->maxhp;
-
- // Add to your strength
- ni->stats->strength += strbonus[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;
- }
-
- // They're dead so remove the pointer
- delete ni->stats->fight;
- ni->stats->fight = NULL;
- ni->stats->master = NULL;
-
- return;
- }
- else
- {
- if (hit > 0)
- fight->hp -= hit;
- 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 >= 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 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;
- }
- else
- {
- 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;
- }
- }
- else
- {
- if (mhit > 0)
- ni->stats->hp -= mhit;
- display_monster(u);
- return;
- }
- }
- }
- else if (player_fight(ni))
- {
-/* Offline fighting not available yet
- if (!(online = finduser(ni->stats->battle->nick)) || !nick_identified(online))
- {
- if (hit > 0)
- notice(s_GameServ, u, "You attack \1f%s\1f for \ 2%d\ 2 points!", battle->nick, hit);
- else
- notice(s_GameServ, u, "You miss \1f%s\1f completely!", battle->nick);
- if (hit >= battle->stats->hp)
- {
- notice(s_GameServ, u, "You have killed \ 2%s\ 2!", battle->nick);
-* notice(s_GameServ, u, "You recieve \ 2%d\ 2 experience and \ 2%ld\ 2 gold!",
- (long int)(battle->stats->exp * .10), battle->stats->gold);
- if (2000000000 - ni->stats->exp > (long int)(battle->stats->exp * .10))
- {
- ni->stats->exp += (long int)(battle->stats->exp * .10);
- battle->stats->exp -= (long int)(battle->stats->exp * .10);
- }
-* else
- {
- battle->stats->exp -= (long int)(battle->stats->exp * .10);
- ni->stats->exp = 2000000000;
- }
-
- if (2000000000 - ni->stats->gold > battle->stats->gold)
- {
-* ni->stats->gold += battle->stats->gold;
- battle->stats->gold = 0;
- }
- else
- {
- battle->stats->gold = 2000000000 - ni->stats->gold;
- ni->stats->gold = 2000000000;
- }
-* ni->stats->battle->stats->alive = 0;
- ni->stats->battle->battle = NULL;
- ni->stats->battle = NULL;
- return;
- }
- else
- {
- if (hit > 0)
-* battle->stats->hp -= hit;
- if (mhit > 0)
- {
- notice(s_GameServ, u, "\1f%s\1f hits you with their \1f%s\1f for \ 2%d\ 2 damage!",
- battle->nick, weapons[battle->stats->weapon], mhit);
- }
- else if (mhit <= 0)
- notice(s_GameServ, u, "%s completely misses you!", battle->nick);
-*
- if (mhit >= ni->stats->hp)
- {
- notice(s_GameServ, u, "You have been \ 2\1fkilled\1f\ 2 by %s!", battle->nick);
- if (2000000000 - battle->stats->gold > ni->stats->gold)
- {
- notice(s_GameServ, u, "%s took all your gold!", battle->nick);
- battle->stats->gold += ni->stats->gold;
-* ni->stats->gold = 0;
- }
- else
- {
- notice(s_GameServ, u, "You're lucky, %s couldn't carry all your gold.",
- battle->nick);
- ni->stats->gold -= (2000000000 - battle->stats->gold);
- notice(s_GameServ, u, "You were left dead with %d gold.",
-* (long int)ni->stats->gold);
- battle->stats->gold = 2000000000;
- }
- ni->stats->battle->battle = NULL;
- ni->stats->battle = NULL;
- ni->stats->alive = 0;
- return;
- }
-* else
- {
- if (mhit > 0)
- ni->stats->hp -= mhit;
- display_players(u);
- return;
- }
- }
- }
-* end offline fighting */
-
- if (is_playing(battle))
- {
- if (!isYourTurn(ni->stats))
- {
- notice(s_GameServ, u, "Please wait until %s decides what to do!",
- battle->stats->name);
- 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, battle->getNick(), "%s has hit you with their %s for "\
- "\ 2%d\ 2 damage!", ni->stats->name,
- 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);
- }
-
- if (hit >= battle->stats->hp)
- {
- notice(s_GameServ, u, "You have killed \ 2%s\ 2!", battle->stats->name);
- 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);
- battle->stats->hp = 0;
- clearAlive(battle->stats);
-
- ni->stats->exp += (long int)(battle->stats->exp * .10);
- battle->stats->exp -= (long int)(battle->stats->exp * .10);
-
- if (ni->stats->exp < 0 || ni->stats->exp > 2000000000)
- ni->stats->exp = 2000000000;
-
- if (2000000000 - ni->stats->gold > battle->stats->gold)
- {
- notice(s_GameServ, battle->getNick(), "You lose ten percent of experience and "\
- "all gold on hand!");
- ni->stats->gold += battle->stats->gold;
- battle->stats->gold = 0;
- }
- else
- {
- battle->stats->gold = 2000000000 - ni->stats->gold;
- 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);
-
- notice(s_GameServ, battle->getNick(), "Luckily, you still have \ 2%ld\ 2 gold "\
- "left. All is not lost!", battle->stats->gold);
-
- ni->stats->gold = 2000000000;
- }
-
- clearYourTurn(ni->stats);
- clearYourTurn(battle->stats);
- battle->stats->battle = NULL;
- ni->stats->battle = NULL;
- return;
- }
- else
- {
- if (hit > 0)
- 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;
- }
- }
- }
-}
-
-void do_heal(char *u)
-{
- aClient *ni;
- char *amount = strtok(NULL, " ");
- int price, num;
-
- if (!amount)
- {
- notice(s_GameServ, u, "SYNTAX: /msg %S HEAL {ALL | #}");
- return;
- }
- else if (!(ni = find(u)))
- {
- notice(s_GameServ, u, "Fatal error. Contact a(n) %S admin. buf: %s", strtok(NULL, ""));
- return;
- }
- else if (isIgnore(ni))
- {
- #ifdef DEBUGMODE
- log("Ignoring %s.", ni->getNick());
- #endif
- return;
- }
- else if (!is_playing(ni))
- {
- notice(s_GameServ, u, "You aren't playing!");
- return;
- }
- 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!");
- return;
- }
- else if (ni->stats->hp >= ni->stats->maxhp)
- {
- notice(s_GameServ, u, "You don't need healing!");
- return;
- }
-
- updateTS(ni->stats);
- if (stricmp(amount, "ALL") == 0)
- {
- price = ni->stats->level * 3;
- if (ni->stats->gold < (ni->stats->maxhp - ni->stats->hp) * price)
- {
- notice(s_GameServ, u, "Healing \ 2%d\ 2 points for \ 2%d\ 2 gold per point.",
- (long int)ni->stats->gold/price, price);
- ni->stats->hp += ni->stats->gold / price;
- ni->stats->gold %= price;
- }
- else
- {
- notice(s_GameServ, u, "Healing all possible points at \ 2%d\ 2 gold "\
- "per point.", price);
- notice(s_GameServ, u, "\ 2%d\ 2 points healed for \ 2%ld\ 2 gold. HP at MAX!",
- (ni->stats->maxhp - ni->stats->hp),
- (price * (ni->stats->maxhp - ni->stats->hp)) );
- ni->stats->gold -= price * (ni->stats->maxhp - ni->stats->hp);
- ni->stats->hp = ni->stats->maxhp;
- }
- }
- else if (isstringnum(amount))
- {
- num = stringtoint(amount);
- price = ni->stats->level * 3;
- if (ni->stats->gold < price * num)
- {
- notice(s_GameServ, u, "You only have enough gold to heal \ 2%d\ 2 points!",
- (long int)ni->stats->gold/price);
- }
- else if (num <= ni->stats->maxhp - ni->stats->hp)
- {
- notice(s_GameServ, u, "Healing \ 2%d\ 2 points at \ 2%d\ 2 gold per point.",
- num, price);
- ni->stats->hp += num;
- ni->stats->gold -= num * price;
- }
- else if (num > ni->stats->maxhp - ni->stats->hp)
- {
- notice(s_GameServ, u, "Healing all possible points at \ 2%d\ 2 gold "\
- "per point.", price);
- notice(s_GameServ, u, "\ 2%d\ 2 points healed. HP at MAX!",
- (ni->stats->maxhp - ni->stats->hp));
- ni->stats->gold -= price * (ni->stats->maxhp - ni->stats->hp);
- ni->stats->hp = ni->stats->maxhp;
- }
- }
- else if (amount[0] == '-')
- notice(s_GameServ, u, "You trying to cheat?");
- else
- notice(s_GameServ, u, "SYNTAX: /msg %S HEAL {ALL | #}");
-}
-
-int isstringnum(char *num)
-{
- unsigned int x;
- for (x = 0; x < strlen(num); x++)
- {
- if ((int)num[x] < 48 || (int)num[x] > 57)
- return 0;
- }
-return 1;
-}
-
-long int stringtoint(char *number)
-{
- long int x, len = strlen(number), sum = 0;
- if (len == 1)
- return chartoint(number[0]);
- sum += chartoint(number[len - 1]);
- for (x = len - 2; x >= 0; x--)
- sum += chartoint(number[x]) * pow(10, abs(x - len + 1));
- return sum;
-}
-
-long int pow(int x, int y)
-{
- long int value = 0;
- int count = 0;
- value += x;
-
- if (x != 0 && y != 0)
- {
- for (count = 1; count <= y - 1; count++)
- value *= x;
- }
- else
- return 1;
-return value;
-}
-
-long int chartoint(char ch)
-{
- if (int(ch) >= 48 && int(ch) <= 57)
- return int(ch) - 48;
- else
- return 0;
-}
-
-int save_gs_dbase()
-{
- ListNode<aClient> *ptr;
- Player *it;
- ofstream outfile;
-
- outfile.open(playerdata);
-
- if (!outfile)
- {
- log("Error opening %s", playerdata);
- return 0;
- }
-
- for (unsigned long x = 0; x < U_TABLE_SIZE; x++)
- {
- ptr = players[x].First();
- while(ptr)
- {
- it = ptr->getData()->stats;
- clearYourTurn(it);
- outfile << it->name << ' ' << 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 << ' '
- << it->getFlags() << ' ' << it->password << ' ' << it->inventory.Healing()
- << ' ' << it->inventory.Strength() << ' ' << it->inventory.Defense() << ' ' << it->inventory.HP()
- << ' ' << it->lastlogin << endl;
- ptr = ptr->Next();
- }
- }
-outfile.close();
-return 1;
-}
-
-int load_gs_dbase()
-{
- ifstream infile;
- aClient *temp;
- Player *p;
- char *tempname, *buf, *password;
- buf = new char[1023];
-
- infile.open(playerdata);
-
- if (infile.fail())
- {
- log("Error opening %s", playerdata);
- return 0;
- }
-
- for (int x = 0; x < U_TABLE_SIZE; x++)
- {
- ListNode<aClient> *tempNode;
- tempNode = players[x].First();
- while (tempNode)
- {
- if (tempNode->getData()->stats->client)
- logout(tempNode->getData()->stats->client);
- tempNode = tempNode->Next();
- }
- players[x].deleteNodes();
- }
-
- while (infile.getline(buf, 1024, '\n'))
- {
- temp = new aClient;
- tempname = strtok(buf, " ");
- temp->stats = new Player(tempname);
- p = temp->stats;
-
- p->level = stringtoint(strtok(NULL, " "));
- p->exp = stringtoint(strtok(NULL, " "));
- p->gold = stringtoint(strtok(NULL, " "));
- p->bank = stringtoint(strtok(NULL, " "));
- p->hp = stringtoint(strtok(NULL, " "));
- p->maxhp = stringtoint(strtok(NULL, " "));
- p->strength = stringtoint(strtok(NULL, " "));
- p->defense = stringtoint(strtok(NULL, " "));
- p->armor = stringtoint(strtok(NULL, " "));
- p->weapon = stringtoint(strtok(NULL, " "));
- 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("Not Playing");
- #ifdef P10
- temp->setRealNick("Not Playing");
- #endif
-
- 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));
-
- tempname = strtok(NULL, " ");
- if (tempname)
- p->inventory.setHP(stringtoint(tempname));
-
- tempname = strtok(NULL, " ");
- if (tempname)
- p->lastlogin = stringtoint(tempname);
- else
- p->lastlogin = time(NULL);
-
- unsigned long hv = iHASH((unsigned char *) temp->stats->name);
-
- temp->stats->client = NULL;
- players[hv].insertAtBack(temp);
- delete temp;
- }
-delete [] buf;
-infile.close();
-return 1;
-}
-
-bool passcmp(char *encrypted, char *plaintext)
-{
- char salt[3];
- char *plaintext2, *plainToencrypt;
- bool same = false;
-
- plaintext2 = new char[strlen(encrypted) + strlen(plaintext)]; // Extra
- strcpy(plaintext2, plaintext);
-
- salt[0] = encrypted[0];
- salt[1] = encrypted[1];
- salt[3] = '\0';
-
- plainToencrypt = crypt(plaintext2, salt);
-
- same = (strcmp((const char *)encrypted, plainToencrypt) == 0 ? true : false);
-
- delete []plaintext2;
-
- return same;
-}
-
-bool check_password(char *name, char *plaintext)
-{
- aClient *client;
-
- if (!(client = findplayer(name)))
- return false;
- else
- {
- return passcmp(client->stats->password, plaintext);
- }
-}
-
-void do_store(char *u)
-{
- char *cmd = strtok(NULL, " ");
- char *item = strtok(NULL, " ");
- char *num = strtok(NULL, " ");
- char *space;
- int wep;
- aClient *user;
- Player *p;
-
- 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");
- return;
- }
- else if (!(user = find(u)))
- {
- log("Fatal Error: could not find %s in client list", 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 store!");
- return;
- }
- else if (!isAlive(user->stats))
- {
- notice(s_GameServ, u, "You are dead. Wait until tomorrow to purchase weapons and armor!");
- return;
- }
- updateTS(user->stats);
-
- if (stricmp(cmd, "LIST") == 0)
- {
- if (stricmp(item, "WEAPONS") == 0)
- {
- notice(s_GameServ, u, "Welcome to Kain's Armory");
- notice(s_GameServ, u, "Here are the weapons we have available for the killing, sire:");
- for (int x = 1; x < WNA; x++)
- {
- space = spaces(strlen(weapons[x]), ".");
- notice(s_GameServ, u, "%s%d. %s%s%d",(x < 10 ? " " : ""), x, weapons[x], space, prices[x - 1]);
- free(space);
- }
- notice(s_GameServ, u, "To purchase a weapon, type /msg %S STORE BUY \ 2NUM\ 2.");
- notice(s_GameServ, u, "Where num. is the weapon number from the menu above.");
-
- }
- else if (stricmp(item, "ARMOR") == 0)
- {
- notice(s_GameServ, u, "Welcome to Kain's Armory");
- notice(s_GameServ, u, "I hope you enjoy the fine armor we have available for your protection:");
- for (int x = 1; x < WNA; x++)
- {
- space = spaces(strlen(armors[x]), ".");
- notice(s_GameServ, u, "%s%d. %s%s%d",(x < 10 ? " " : ""), x, armors[x], space, prices[x - 1]);
- free(space);
- }
- notice(s_GameServ, u, "To purchase armor, type /msg %S store buy armor num.");
- notice(s_GameServ, u, "Where num. is the armor number from the menu above.");
-
-
- }
- } else if (stricmp(cmd, "BUY") == 0) {
- if (!num)
- {
- notice(s_GameServ, u, "SYNTAX: \ 2STORE BUY {ARMOR | WEAPON} \1fNUMBER\1f\ 2");
- return;
- }
- else if (!isstringnum(num))
- {
- notice(s_GameServ, u, "You must specify a number between 1 and %d. Not %s!", WNA - 1, num);
- return;
- }
- if (stricmp(item, "WEAPON") == 0)
- {
- wep = stringtoint(num);
- if (wep >= WNA || wep < 1)
- {
- notice(s_GameServ, u, "The number %d is out of range. The number you provide must be between 1 and %d.", wep, WNA - 1);
- return;
- }
-
- p = user->stats;
-
- if (p->weapon != 0)
- notice(s_GameServ, u, "You have to sell your %s first!", weapons[p->weapon]);
- else if (p->gold < prices[wep - 1])
- notice(s_GameServ, u, "You don't have enough gold for %s!", weapons[wep]);
- else
- {
- notice(s_GameServ, u, "You have purchased %s! Thanks for the gold!", weapons[wep]);
- p->weapon = wep;
- p->gold -= prices[wep - 1];
- }
- }
- else if (stricmp(item, "ARMOR") == 0)
- {
- wep = stringtoint(num);
- if (wep >= WNA || wep < 1)
- {
- notice(s_GameServ, u, "The number %d is out of range. The number you provide must be between 1 and %d.", wep, WNA - 1);
- return;
- }
-
- p = user->stats;
-
- if (p->armor != 0)
- notice(s_GameServ, u, "You have to sell your %s first!", armors[p->armor]);
- else if (p->gold < prices[wep - 1])
- notice(s_GameServ, u, "You don't have enough gold for %s!", armors[wep]);
- else
- {
- notice(s_GameServ, u, "You have purchased %s! Thanks for the gold!", armors[wep]);
- p->armor = wep;
- p->gold -= prices[wep - 1];
- }
- }
- }
- 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",
- 1000 * p->level * 4);
- notice(s_GameServ, u, "2. Strength Potions for %ld Gold",
- 2500 * p->level * 4);
- notice(s_GameServ, u, "3. Defense Potions for %ld Gold",
- 3000 * p->level * 4);
- notice(s_GameServ, u, "4. HP Potions for %ld Gold",
- 2000 * p->level * 4);
- notice(s_GameServ, u, "To buy a potion, type /msg %S TAVERN BUY #");
- notice(s_GameServ, u, "Example: /msg %S TAVERN BUY 1 buys a healing potion!");
- }
- else if (stricmp(cmd, "BUY") == 0)
- {
- char *chnum = strtok(NULL, " ");
-
- if (!chnum)
- {
- notice(s_GameServ, u, "SYNTAX: TAVERN BUY #");
- notice(s_GameServ, u, "Example: /msg %S TAVERN BUY 1");
- return;
- }
- int num = stringtoint(chnum);
-
- if (num < 1 || num > 4)
- {
- notice(s_GameServ, u, "Invalid Choice!");
- notice(s_GameServ, u, "Here is a list of what we have to offer:");
- notice(s_GameServ, u, "1. Healing Potions for %ld Gold",
- 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 = (1000 * p->level * 4);
- 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 = 2500 * p->level * 4;
- 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 = 3000 * p->level * 4;
- 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 = 2000 * p->level * 4;
- 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;
- }
- if (stringtoint(amount) < 0)
- {
- notice(s_GameServ, u, "Sorry. This bank is not licensed "\
- "to handle such sums of cash, noble Lord.");
- return;
- }
- p = user->stats;
-
- if (stricmp(cmd, "DEPOSIT") == 0)
- {
- 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.", armors[p->level - 1], weapons[p->level - 1]);
- 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)
-{
- char *myname;
- myname = new char[strlen(p->name)];
- strcpy(myname, p->name);
- if (!p)
- return;
-
- p->reset();
- strcpy(p->name, myname);
- delete [] myname;
-}
-
-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 = findplayer(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
- {
- notice(s_GameServ, u, "Resetting %s", user->stats->name);
- reset(user->stats);
- }
- }
- 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_levels()
-{
- char *filename;
- filename = new char[256];
-
- for (int x = 1; x <= LEVELS; x++)
- {
- sprintf(filename, "data/levels/level%d.dat", x);
- if (levels[x - 1].loadLevel(filename) == false)
- return false;
- }
-
- delete []filename;
- return true;
-}
-bool load_monsters()
-{
- char *filename;
- ifstream infile;
- char *buf;
- buf = new char[2048];
-
- for (int level = 1; level <= LEVELS; level++)
- {
- filename = new char[256];
- sprintf(filename, "data/monsters/level%d.dat", level);
- infile.open(filename);
-
- if (!infile)
- {
- log("Error opening %s", filename);
- return false;
- }
-
- #ifdef DEBUGMODE
- log("Loading monsters from %s", filename);
- #endif
-
- while (infile.getline(buf, 2048))
- {
- if (buf[0] == '^')
- break;
- if (buf[0] == '\n' || buf[0] == '\0' || buf[0] == '#')
- continue;
- Monster *temp;
- temp = new Monster;
-
- strcpy(temp->name, strtok(buf, "~"));
- strcpy(temp->weapon, strtok(NULL, "~"));
- strcpy(temp->death, strtok(NULL, "~"));
-
- levels[level - 1].monsters.insertAtBack_RLN(temp);
- delete temp;
- }
- delete [] filename;
- infile.close();
- }
- delete [] buf;
-return true;
-}