+#include "aClient.h"
#include "config.h"
#include "extern.h"
-#include "sockhelp.h"
-#include "aClient.h"
+#include "flags.h"
#include "list.h"
+#include "sockhelp.h"
+
#include <cctype>
-#include <fstream.h>
+#include <fstream>
+
+using std::ifstream;
+using std::ofstream;
+using std::ios;
#if defined(HAVE_CRYPT_H)
#endif
-List<aClient> players;
+// 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
Monster *masters[LEVELS]; // A master for each level
int load_gs_dbase();
// String functions
-#undef strtok
+#ifndef HAVE_STRTOK
char *strtok(char *str, const char *delim);
+#endif
+
int stricmp(const char *s1, const char *s2);
int strnicmp(const char *s1, const char *s2, size_t len);
// String Functions
-
/********** Password functions **********/
bool passcmp(char *encrypted, char *plaintext); // Compares an encrypted pass with a plain text one
/********** GameServ Booleans **********/
+bool shuttingdown;
+bool timedOut(Player *p);
+void updateTS(Player *p);
+void timeOutEvent(Player *p);
+
bool is_playing(char *u); // True if the given nickname in the clients list is playing.
-bool has_started(char *u); // True if the given nickname in the clients list has started playing.
+bool is_playing(aClient *user);
+
bool is_fighting(char *u); // True if the given nick in the clients list is fighting anything.
-bool isnt_fighting(char *u); // True if the given nick isn't fighting. Same as !is_fighting(u).
+bool is_fighting(aClient *user);
+
bool player_fight(char *u); // True if the player is fighting another player.
+bool player_fight(aClient *user);
+
bool master_fight(char *u); // True if the player is fighting their master.
+bool master_fight(aClient *user);
/********** GameServ Booleans **********/
-
+void display_help(char *u, char *file = NULL);
void display_monster(char *u);
void display_players(char *u);
+void display_players(aClient *user);
long int chartoint(char ch);
int isstringnum(char *num);
long int pow (int x, int y);
long int stringtoint(char *number);
char *spaces(int len, char *seperator);
-void refresh(aClient *ni);
+void refresh(Player *p);
void refreshall();
-void reset(aClient *ni);
+void updateTS(Player *p);
+void reset(Player *p);
void init_masters();
void init_monsters();
+bool load_monsters();
void delete_monsters();
void delete_masters();
-void do_list(char *u);
-void do_register(char *u);
+void do_admin(char *u);
+void do_attack(char *u);
+void do_bank(char *u);
+void do_fight(char *u);
+void do_heal(char *u);
+void do_help(char *u);
void do_identify(char *u);
+void do_inventory(char *u);
+void do_refresh(char *u);
+void do_register(char *u);
+void do_list(char *u);
+void do_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);
-void do_fight(char *u);
-void do_store(char *u);
-void do_heal(char *u);
-void do_bank(char *u);
-void do_attack(char *u);
void do_run(char *u);
-void do_master(char *u);
-void see_master(char *u);
void do_stats(char *u);
+void do_store(char *u);
+void do_tavern(char *u);
+void do_use(char *u);
+void see_master(char *u);
+void logout(aClient *user);
void showstats(const char *u, const char *nick);
+void showinventory(aClient *from, aClient *to);
void showBankBalance(const char *u);
+void end_turn(aClient *user);
#define WNA 16
char *weapons[WNA] = { "Fists", "Stick", "Dagger", "Quarterstaff", "Short Sword",
"Chain Saw", "Poison Sword", "Flame Sword", "Earth Hammer",
"Light Saber", "Masamune", "Mystical Sword"};
-char *armors[WNA] = { "Nothing", "Clothes", "Leather Vest", "Chain Mail", "Plate Armor",
+char *armors[WNA] = { "Birthday Suit", "Clothes", "Leather Vest", "Chain Mail", "Plate Armor",
"Full Body Armor", "Magic Mail", "Graphite Suit", "Steel Suit",
"Force Field", "Armor of Light", "Mythril Vest", "DemiGod Armor",
- "Hades' Cloak", "Dragon Scales", "Mystical Armor"};
+ "Hades' Cloak", "Dragon Scales", "Adamantium"};
int prices[WNA - 1] = {200, 1000, 3000, 10000, 30000, 100000, 150000, 200000, 400000,
1000000, 4000000, 10000000, 40000000, 100000000, 400000000};
-int webonus[WNA] = {0, 10, 15, 25, 35, 45, 65, 85, 125, 185, 255, 355, 505, 805, 1205, 1805};
-int arbonus[WNA] = {0, 1, 3, 10, 15, 25, 35, 50, 75, 100, 150, 225, 300, 400, 600, 1000};
+int webonus[WNA] = {2, 10, 15, 25, 35, 45, 65, 85, 125, 185, 255, 355, 505, 805, 1205, 1805};
+int arbonus[WNA] = {2, 3, 5, 10, 15, 25, 35, 50, 75, 100, 150, 225, 300, 400, 600, 1000};
int hpbonus[11] = {10, 15, 20, 30, 50, 75, 125, 185, 250, 350, 550};
int strbonus[11] = {5, 7, 10, 12, 20, 35, 50, 75, 110, 150, 200};
int defbonus[11] = {2, 3, 5, 10, 15, 22, 35, 60, 80, 120, 150};
-
void gameserv(char *source, char *buf)
{
- char *cmd, input[1024];
+ char *cmd, z;
cmd = strtok(buf, " ");
- source++; // Get rid of that : at the beginning of a :Nick privmsg Gameserv :text
- cmd++; // Get rid of that : at the beginning of the :text (command)
+ #ifndef P10
+ source++; // Get rid of that : at the beginning of a :Nick privmsg Gameserv :text
+ #endif
+
+ z = cmd[0];
+ if (z == ':')
+ cmd++; // Get rid of that : at the beginning of the :text (command)
+
+ #ifdef DEBUGMODE
+ log("Source: %s Command: %s", source, cmd);
+ #endif
+
+ struct tm *tm;
+ time_t ti;
+ time(&ti);
+ tm = localtime(&ti);
+
+ int curday = tm->tm_mday;
+
+ if (curday != day)
+ {
+ refreshall();
+ day = curday;
+ save_day(); // here i come to save the day!
+ }
- cout << "Source: " << source << "\ncmd: " << cmd << endl;
- if (strnicmp(cmd, ":\1PING", 6) == 0)
+ if (strnicmp(cmd, "\1PING", 6) == 0)
{
- char *timestamp;
- timestamp = strtok(NULL, "\1");
- notice(s_GameServ, source, "\1PING %s\1", timestamp);
- } else if (stricmp(cmd, ":\1VERSION\1") == 0) {
- notice(s_GameServ, source, "\1VERSION GameServ v1.0b\1");
+ char *ts;
+ ts = strtok(NULL, "\1");
+ notice(s_GameServ, source, "\1PING %s\1", ts);
+ } else if (stricmp(cmd, "\1VERSION\1") == 0) {
+ notice(s_GameServ, source, "\1VERSION %s %s\1", PACKAGE, VERSION);
} else if (stricmp(cmd, "SEARCH") == 0) {
cmd = strtok(NULL, " ");
notice(s_GameServ, source, "SYNTAX: /msg %S SEARCH FOREST");
else
do_forest(source);
+
} else if (stricmp(cmd, "FIGHT") == 0) {
do_fight(source);
} else if (stricmp(cmd, "ATTACK") == 0) {
do_attack(source);
} else if (stricmp(cmd, "RUN") == 0) {
do_run(source);
+ } else if (stricmp(cmd, "USE") == 0) {
+ do_use(source);
} else if (stricmp(cmd, "HEAL") == 0) {
do_heal(source);
+ } else if (stricmp(cmd, "INVENTORY") == 0) {
+ do_inventory(source);
} else if (stricmp(cmd, "MASTER") == 0) {
do_master(source);
+ } else if (stricmp(cmd, "DRAGON") == 0) {
+ do_dragon(source);
} else if (stricmp(cmd, "STORE") == 0) {
do_store(source);
} else if (stricmp(cmd, "BANK") == 0) {
do_bank(source);
- } else if (stricmp(cmd, "PRINT") == 0) {
- cout << "Printing Clients List: " << endl;
- clients.print();
- cout << "\nPrinting Player List: " << endl;
- players.print();
+ } else if (stricmp(cmd, "ADMIN") == 0) {
+ do_admin(source);
+ } else if (stricmp(cmd, "REFRESH") == 0) {
+ do_refresh(source);
+ } else if (stricmp(cmd, "RESET") == 0) {
+ do_reset(source);
+ } else if (stricmp(cmd, "TAVERN") == 0) {
+ do_tavern(source);
} else if (stricmp(cmd, "LIST") == 0) {
do_list(source);
+ } else if (stricmp(cmd, "LOGOUT") == 0) {
+ do_logout(source);
} else if (stricmp(cmd, "REGISTER") == 0) {
do_register(source);
} else if (stricmp(cmd, "IDENTIFY") == 0) {
do_identify(source);
} else if (stricmp(cmd, "HELP") == 0) {
+ do_help(source);
} else if (stricmp(cmd, "STATS") == 0) {
do_stats(source);
} else if (stricmp(cmd, "SHUTDOWN") == 0) {
- save_gs_dbase();
- raw("SQUIT %s :leaving", servername);
+ aClient *user;
+
+ if (!(user = find(source)))
+ {
+ notice(s_GameServ, source, "Error: aClient not found. Contact a %S admin");
+ log("Error: aClient not found: %s", source);
+ }
+ else if (!isAdmin(user))
+ {
+ notice(s_GameServ, source, "You must be a %S admin to use this command!");
+ }
+ else
+ {
+ save_gs_dbase();
+ #ifdef P10
+ raw("[] SQ %s 0 :leaving: %s used the Shutdown command.", servername, user->getRealNick());
+ #else
+ raw("SQUIT %s :leaving: %s used the Shutdown command.", servername, source);
+ #endif
+ shuttingdown = true;
+ }
} else if (stricmp(cmd, "SAVE") == 0) {
- save_gs_dbase();
+ aClient *user;
+
+ if (!(user = find(source)))
+ {
+ notice(s_GameServ, source, "Error: aClient not found. Contact a %S admin");
+ log("Error: aClient not found: %s", source);
+ }
+ else if (!isAdmin(user))
+ {
+ notice(s_GameServ, source, "You must be a %S admin to use this command!");
+ }
+ else
+ {
+ save_gs_dbase();
+ }
} else if (stricmp(cmd, "LOAD") == 0) {
- load_gs_dbase();
+ aClient *user;
+
+ if (!(user = find(source)))
+ {
+ notice(s_GameServ, source, "Error: aClient not found. Contact a %S admin");
+ log("Error: aClient not found: %s", source);
+ }
+ else if (!isAdmin(user))
+ {
+ notice(s_GameServ, source, "You must be a %S admin to use this command!");
+ }
+ else
+ {
+ char *cmd2 = strtok(NULL, " ");
+ if (!cmd2)
+ {
+ notice(s_GameServ, source, "Loading player data from %s", playerdata);
+ load_gs_dbase();
+ }
+ else if (stricmp(cmd2, "MONSTERS") == 0)
+ {
+ notice(s_GameServ, source, "Loading monster data from %s", monsterdata);
+ load_monsters();
+ }
+ else
+ display_help(source, cmd);
+ }
+ #ifdef DEBUGMODE
} else if (stricmp(cmd, "RAW") == 0) {
- char *rest = strtok(NULL, "");
- raw(rest);
- }
+ aClient *user;
+
+ if (!(user = find(source)))
+ {
+ notice(s_GameServ, source, "Error: aClient not found. Contact a %S admin");
+ log("Error: aClient not found: %s", source);
+ }
+ else if (!isAdmin(user))
+ {
+ notice(s_GameServ, source, "You must be a %S admin to use this command!");
+ }
+ else
+ {
+ char *rest = strtok(NULL, "");
+ raw("%s", rest);
+ }
+ #endif
+ } else {
+ aClient *user;
+ if ((user = find(source)))
+ {
+ if (isIgnore(user))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+ #endif
+ }
+ else
+ {
+ notice(s_GameServ, source, "Unknown command \002%s\002. Type /msg %S \002HELP\002 to get a list of commands.", cmd);
+ }
+ }
+ }
- source--; // Bring the : back so we don't leak memory
- cmd--; // Same thing :)
+ #ifndef P10
+ source--; // Bring the ':' back so we don't leak memory
+ #endif
+ if (z == ':')
+ cmd--; // Same thing :)
}
int stricmp(const char *s1, const char *s2)
char *space;
- cout << "\n\nu: " << u << "\nnick: " << nick << endl;
- if (!(ni = findbynick(nick)))
+ if (!(ni = findplayer(nick)))
{
notice(s_GameServ, u, "%s not found", nick);
}
else if (ni->stats)
{
-
notice(s_GameServ, sender->getNick(), "Stats for %s:", ni->stats->name);
sprintf(buf, "Experience: %ld", ni->stats->exp);
notice(s_GameServ, sender->getNick(), "%s%sGold in Bank: %ld", buf, space, ni->stats->bank);
delete [] space;
- notice(s_GameServ, sender->getNick(), "Health Points: %d of %d", ni->stats->hp,
+ notice(s_GameServ, sender->getNick(), "Hit Points: %d of %d", ni->stats->hp,
ni->stats->maxhp);
sprintf(buf, "Strength: %d", ni->stats->strength + webonus[ni->stats->weapon]);
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
+ {
+ notice(s_GameServ, u, "%s is not playing!", ni->stats->name);
}
delete [] buf;
-
}
char *spaces(int len, char *seperator)
{
char *final;
- final = new char[40];
+ final = new char[30];
int y;
strcpy(final, seperator);
- for (y = 0; y < 40 - len; y++)
+ for (y = 0; y < 30 - len; y++)
strcat(final, seperator);
return final;
}
}
}
+ #ifdef DEBUGMODE
+ log("Input: %s", input);
+ #endif
+
sprintf(input, "%s%s", input, "\r\n");
- cout << "input: " << input << flush;
sock_puts(sock, input);
delete [] input;
va_end(args);
void notice(const char *source, const char *dest, const char *fmt, ...)
{
+ if (fmt[0] == '\0')
+ return;
+
+ char *commanduse;
+ commanduse = new char[16];
+
+ #ifdef P10
+ if (isUsePrivmsg())
+ strcpy(commanduse, "P");
+ else
+ strcpy(commanduse, "O");
+ #else
+
+ if (isUsePrivmsg())
+ strcpy(commanduse, "PRIVMSG");
+ else
+ strcpy(commanduse, "NOTICE");
+ #endif
+
va_list args;
char *input;
const char *t = fmt;
if (dest[0] == ':')
{
dest++;
- sprintf(input, ":%s NOTICE %s :", source, dest);
+
+ #if !defined(P10)
+ sprintf(input, ":%s %s %s :", source, commanduse, dest);
+ #else
+ sprintf(input, "%s %s %s :", gsnum, commanduse, dest);
+ #endif
+
dest--;
}
else
- sprintf(input, ":%s NOTICE %s :", source, dest);
+ {
+ #if !defined(P10)
+ sprintf(input, ":%s %s %s :", source, commanduse, dest);
+ #else
+ sprintf(input, "%s %s %s :", gsnum, commanduse, dest);
+ #endif
+ }
for (; *t; t++)
{
}
}
+ #ifdef DEBUGMODE
+ log("Input: %s", input);
+ #endif
sprintf(input, "%s%s", input, "\r\n");
- cout << "input: " << input << flush;
sock_puts(sock, input);
+ delete [] commanduse;
delete [] input;
va_end(args);
}
return 1;
}
+#ifndef HAVE_STRTOK
char *strtok(char *str, const char *delim)
{
static char *current = NULL;
*current++ = 0;
return ret;
}
+#endif
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);
+ return;
+ }
+ else if (isIgnore(user))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s. Command LIST", user->getNick());
+ #endif
+ return;
+ }
+
ListNode<aClient> *temp;
- temp = players.First();
- if (!players.isEmpty())
+ bool header = false;
+
+ for (unsigned long x = 0; x < U_TABLE_SIZE; x++)
+ {
+ temp = players[x].First();
+ if (!players[x].isEmpty())
{
- notice(s_GameServ, u, "People Playing:");
while(temp)
{
- notice(s_GameServ, u, "IRC: %s Game: %s", temp->getData()->getNick(), temp->getData()->stats->name);
+ 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();
}
- notice(s_GameServ, u, "End of List");
}
- else
+ }
+ if (!header)
notice(s_GameServ, u, "No one is playing");
+ else
+ notice(s_GameServ, u, "End of List");
+
}
+
+void do_logout(char *u)
+{
+ aClient *user;
+ char *name = strtok(NULL, " ");
+
+ if (!(user = find(u)))
+ {
+ notice(s_GameServ, u, "Fatal error. Cannot find aClient. "\
+ "Buf: %s LOGOUT", u);
+ log("Could not find aClient Buf: %s LOGOUT",
+ u);
+ return;
+ }
+ else if (isIgnore(user))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+ #endif
+ return;
+ }
+
+ if (name)
+ {
+ if (!isAdmin(user))
+ {
+ notice(s_GameServ, u, "You must be a %S admin to use this command!");
+ }
+ else if (!(user = findplayer(name)))
+ {
+ notice(s_GameServ, u, "Couldn't find a player named %s", name);
+ }
+ else
+ {
+ notice(s_GameServ, u, "Logging out %s", user->stats->name);
+ logout(user);
+ }
+ }
+ else if (!name)
+ {
+ if (!is_playing(user))
+ {
+ notice(s_GameServ, u, "You're not logged in!");
+ }
+ else if (is_fighting(user))
+ {
+ notice(s_GameServ, u, "You can't logout while fighting!");
+ }
+ else
+ {
+ notice(s_GameServ, u, "You have left the fields. You have lived to kill another day!");
+ logout(user);
+ }
+ }
+}
+
+void logout(aClient *user)
+{
+ if (is_playing(user))
+ {
+ ListNode<aClient> *it;
+ aClient *temp;
+ unsigned long hv = iHASH((unsigned char *) user->stats->name);
+ it = players[hv].Find(user);
+
+ if (!it)
+ {
+ notice(s_GameServ, user->getNick(), "Fatal error. Contact "\
+ "%S Admin. Cannot find you in the players list.");
+ log("Error on logout(). Can't find %s in the players list",
+ #ifdef P10
+ user->getRealNick()
+ #else
+ user->getNick()
+ #endif
+ );
+ return;
+ }
+
+ temp = new aClient;
+ temp->stats = new Player;
+ temp->stats->setData(user->stats);
+ user->stats->client = NULL;
+
+ if (player_fight(user))
+ user->stats->battle->stats->battle = NULL;
+
+ delete user->stats;
+ user->stats = NULL;
+ temp->stats->client = NULL;
+ #ifdef P10
+ temp->setRealNick("Not Playing");
+ #endif
+ temp->setNick("Not Playing");
+
+ it->setNewPtr(temp);
+ #ifdef DEBUGMODE
+ log("Logged out player %s",
+ #ifdef P10
+ user->getRealNick()
+ #else
+ user->getNick()
+ #endif
+ );
+ #endif
+ }
+ clearPlaying(user);
+}
+
void do_register(char *u)
{
- char *password;
+ char *password, *name;
aClient *user;
+ name = strtok(NULL, " ");
password = strtok(NULL, " ");
static char saltChars[] = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
salt[0] = saltChars[rand() % strlen(saltChars)];
salt[1] = saltChars[rand() % strlen(saltChars)];
- salt[3] = '\0';
+ salt[2] = '\0';
- if (!password)
+ if (!name)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg %S REGISTER NAME PASSWORD");
+ }
+ else if (!password)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg %S REGISTER NAME PASSWORD");
+ }
+ else if ((user = findplayer(name)))
+ {
+ notice(s_GameServ, u, "%s is already registered!", name);
+ notice(s_GameServ, u, "Choose another name!");
+ }
+ else if (!(user = find(u)))
+ {
+ log("Fatal Error: Couldn't find %s in the clients list", u);
+ }
+ else if (isIgnore(user))
{
- notice(s_GameServ, u, "SYNTAX: /msg %S REGISTER PASSWORD");
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+ #endif
+ return;
}
- else if (user = find(u))
+ else
{
- if (!user->stats)
+ if (!is_playing(user))
{
+ ListNode<aClient> *temp;
user->stats = new Player(user);
- user->stats->started = 1;
- user->stats->user = user; // Set the backwards pointer
- strcpy(user->stats->password, crypt(password, salt));
- players.insertAtBack(user);
+ user->stats->client = user; // Set the backwards pointer
+ user->stats->reset(); // set the user up
+ strncpy(user->stats->password, crypt(password, salt), 255);
+ strncpy(user->stats->name, name, 255);
+ unsigned long hv = iHASH((unsigned char *) name);
+ updateTS(user->stats);
+ temp = players[hv].insertAtBack_RLN(user);
+ temp->setPtr(user); // This is an extra step, but necessary for now
+
+ notice(s_GameServ, u, "Player %s registered with password %s.", user->stats->name, password);
+ notice(s_GameServ, u, "Write this password down. If you lose it, there is no way to retrieve it!");
+ log("Nickname %s registered player %s.", u, user->stats->name);
+ setPlaying(user); // set the playing flag
}
else
{
aClient *user, *p;
name = strtok(NULL, " ");
password = strtok(NULL, " ");
-
if (!password || !name)
{
notice(s_GameServ, u, "SYNTAX: /msg %S IDENTIFY NAME PASSWORD");
}
+ else if (!(user = find(u)))
+ {
+ notice(s_GameServ, u, "Fatal error. Cannot find aClient. Buf: %s", strtok(NULL, ""));
+ log("Error: aClient not found: %s", u);
+ }
+ else if (isIgnore(user))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+ #endif
+ return;
+ }
else if (!(p = findplayer(name)) || !p->stats)
notice(s_GameServ, u, "Player %s not found", name);
- else if (!check_password(name, password))
+ else if (is_playing(user))
{
- notice(s_GameServ, u, "Password incorrect");
+ notice(s_GameServ, u, "You are already playing!");
}
- else if (user = find(u))
+ else if (p->stats->client != NULL && !isAdmin(user))
{
- if (!user->stats)
- {
- ListNode<aClient> *temp;
- temp = players.Find(p);
- if (!temp)
- {
- notice(s_GameServ, u, "Fatal error. Contact %S Admin. Buf: %s",
- strtok(NULL, ""));
- return;
- }
- user->stats = new Player(p->stats->name);
- cout << "Setting data for identified" << endl;
- user->stats->setData(p->stats);
- cout << "Player Identified" << endl << flush;
+ notice(s_GameServ, u, "That player has already identified.");
+ }
+ else if (!check_password(name, password) && !isAdmin(user))
+ {
+ notice(s_GameServ, u, "Password incorrect");
+ }
+ else {
+ ListNode<aClient> *temp;
+ unsigned long hv = iHASH((unsigned char *) p->stats->name);
+ temp = players[hv].Find(p);
+ if (!temp)
+ {
+ notice(s_GameServ, u, "Fatal error. Contact %S Admin. Buf: %s",
+ strtok(NULL, ""));
+ return;
+ }
+ user->stats = new Player(p->stats->name);
+ #ifdef DEBUGMODE
+ log("Setting data for identified");
+ #endif
+ user->stats->setData(p->stats);
+ user->stats->client = user;
+ updateTS(user->stats);
- temp->setPtr(user);
- notice(s_GameServ, u, "Password Accepted. Identified.");
+ #ifdef DEBUGMODE
+ log("Player %s IRC: %s Identified", user->stats->name,
+ user->getNick());
+ #endif
- }
- else
- {
- notice(s_GameServ, u, "Already identified. Contact a %S admin for help.");
- }
+ setPlaying(user); // set the playing flag
+
+ temp->setPtr(user);
+ notice(s_GameServ, u, "Password Accepted. Identified.");
}
}
void do_stats(char *u)
{
char *nick;
- aClient *source;
+ aClient *user;
nick = strtok(NULL, " ");
- source = find(u);
- if (!nick)
- showstats(u, source->getNick());
+ if (!(user = find(u)))
+ {
+ log("Fatal Error: %s not found in client list", u);
+ return;
+ }
+ else if (isIgnore(user))
+ {
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+ #endif
+ return;
+ }
+ else if (!nick)
+ {
+ if (!is_playing(user))
+ {
+ notice(s_GameServ, u, "You're not playing, so you have no stats!");
+ return;
+ }
+ else
+ {
+ updateTS(user->stats);
+ showstats(u, user->stats->name);
+ }
+ }
else
showstats(u, nick);
}
+
void init_masters()
{
+ #ifdef DEBUGMODE
+ log("Calling delete_masters()");
+ #endif
+
delete_masters();
+ #ifdef DEBUGMODE
+ log("Initializing masters");
+ #endif
+
for (int x = 0; x < LEVELS; x++)
masters[x] = new Monster;
strcpy(masters[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 = 30;
- masters[0]->hp = 30;
+ masters[0]->maxhp = 35;
+ masters[0]->hp = 35;
strcpy(masters[0]->death, "You have done well my student, but the road is long. Use your new strength with humility and honor as you progress in levels!");
strcpy(masters[1]->name, "Master Chang");
strcpy(masters[1]->weapon, "Nanchaku");
- masters[1]->strength = 57;
+ masters[1]->strength = 48;
masters[1]->gold = 0;
masters[1]->exp = 0;
- masters[1]->maxhp = 40;
- masters[1]->hp = 40;
+ masters[1]->maxhp = 51;
+ masters[1]->hp = 51;
strcpy(masters[1]->death, "You try to make out what Master Chang is saying, but the only thing you catch is something about a grasshopper.");
strcpy(masters[2]->name, "Chuck Norris");
strcpy(masters[2]->weapon, "Ranger Kick");
- masters[2]->strength = 85;
+ masters[2]->strength = 88;
masters[2]->gold = 0;
masters[2]->exp = 0;
- masters[2]->maxhp = 70;
- masters[2]->hp = 70;
+ masters[2]->maxhp = 100;
+ masters[2]->hp = 100;
strcpy(masters[2]->death, "Be strong, and keep your goals in site. Drink milk, and don't do drugs. One day you may be fighting next to me as a Texas Ranger YEEHAW!");
strcpy(masters[3]->name, "Mr. Miagi");
strcpy(masters[3]->weapon, "Petrified Bonsai");
- masters[3]->strength = 100;
+ masters[3]->strength = 169;
masters[3]->gold = 0;
masters[3]->exp = 0;
- masters[3]->maxhp = 120;
- masters[3]->hp = 120;
+ masters[3]->maxhp = 165;
+ masters[3]->hp = 165;
strcpy(masters[3]->death, "Skill comes from repeating the correct but seemingly mundane actions. Wax ON, wax OFF!");
strcpy(masters[4]->name, "Jackie Chan");
strcpy(masters[4]->weapon, "Kung Fu Kick");
- masters[4]->strength = 125;
+ masters[4]->strength = 275;
masters[4]->gold = 0;
masters[4]->exp = 0;
- masters[4]->maxhp = 200;
- masters[4]->hp = 200;
+ masters[4]->maxhp = 232;
+ masters[4]->hp = 232;
strcpy(masters[4]->death, "I like to let people talk who like to talk... it's easier to find out how full of it they really are!");
strcpy(masters[5]->name, "Jet Li");
strcpy(masters[5]->weapon, "Motorcycle");
- masters[5]->strength = 150;
+ masters[5]->strength = 347;
masters[5]->gold = 0;
masters[5]->exp = 0;
- masters[5]->maxhp = 400;
- masters[5]->hp = 400;
+ masters[5]->maxhp = 504;
+ masters[5]->hp = 504;
strcpy(masters[5]->death, "Failure is a fuel for excuses. It's the doing the do, that makes the making.");
strcpy(masters[6]->name, "Muhammad Ali");
strcpy(masters[6]->weapon, "Quick Jab");
- masters[6]->strength = 175;
+ masters[6]->strength = 515;
masters[6]->gold = 0;
masters[6]->exp = 0;
- masters[6]->maxhp = 600;
- masters[6]->hp = 600;
+ masters[6]->maxhp = 1078;
+ masters[6]->hp = 1078;
strcpy(masters[6]->death, "It's just a job. Grass grows, birds fly, waves pound the sand. I beat people up.");
strcpy(masters[7]->name, "Li Mu Bai");
strcpy(masters[7]->weapon, "Green Destiny");
- masters[7]->strength = 200;
+ masters[7]->strength = 655;
masters[7]->gold = 0;
masters[7]->exp = 0;
- masters[7]->maxhp = 800;
- masters[7]->hp = 800;
+ masters[7]->maxhp = 2207;
+ masters[7]->hp = 2207;
strcpy(masters[7]->death, "No growth without resistance. No action without reaction. No desire without restraint.");
strcpy(masters[8]->name, "Jimmy Wang Yu");
strcpy(masters[8]->weapon, "Flying Guillotine");
- masters[8]->strength = 275;
+ masters[8]->strength = 819;
masters[8]->gold = 0;
masters[8]->exp = 0;
- masters[8]->maxhp = 1200;
- masters[8]->hp = 1200;
+ masters[8]->maxhp = 2780;
+ masters[8]->hp = 2780;
strcpy(masters[8]->death, "You have beaten the one armed boxer. Proceed with caution!");
strcpy(masters[9]->name, "Wong Fei Hung");
strcpy(masters[9]->weapon, "Drunken Boxing");
- masters[9]->strength = 350;
+ masters[9]->strength = 1014;
masters[9]->gold = 0;
masters[9]->exp = 0;
- masters[9]->maxhp = 1800;
- masters[9]->hp = 1800;
+ masters[9]->maxhp = 3046;
+ masters[9]->hp = 3046;
strcpy(masters[9]->death, "Hiccup! Monkey drinks master's wine!");
strcpy(masters[10]->name, "Bruce Lee");
strcpy(masters[10]->weapon, "Fists of fury");
- masters[10]->strength = 575;
+ masters[10]->strength = 1286;
masters[10]->gold = 0;
masters[10]->exp = 0;
- masters[10]->maxhp = 2500;
- masters[10]->hp = 2500;
+ masters[10]->maxhp = 3988;
+ masters[10]->hp = 3988;
strcpy(masters[10]->death, "You must learn to concentrate. It is like a finger pointing away to the moon... DONT concentrate on the finger, or you will miss all the heavenly glory.");
}
void init_monsters()
{
+ #ifdef DEBUGMODE
+ log("Calling delete_monsters");
+ #endif
+
delete_monsters();
+
for (int x = 0; x < LEVELS; x++)
for (int y = 0; y < MONSTERS; y++)
monsters[x][y] = new Monster();
-
- // Hard coded for now - Kain
-
- strcpy(monsters[0][0]->name, "Slime");
- strcpy(monsters[0][0]->weapon, "Acid Goo");
- monsters[0][0]->strength = 6;
- monsters[0][0]->gold = 50;
- monsters[0][0]->exp = 3;
- monsters[0][0]->maxhp = 9;
- strcpy(monsters[0][0]->death, "The slime oozes into nothing... you clean the acid goo off of your weapon");
-
- strcpy(monsters[0][1]->name, "Ghost");
- strcpy(monsters[0][1]->weapon, "Cold Breath");
- monsters[0][1]->strength = 8;
- monsters[0][1]->gold = 100;
- monsters[0][1]->exp = 10;
- monsters[0][1]->maxhp = 10;
- strcpy(monsters[0][1]->death, "You feel a chill as the spirit leaves the realm.");
-
- strcpy(monsters[0][2]->name, "Ugly Rodent");
- strcpy(monsters[0][2]->weapon, "Sharp Teeth");
- monsters[0][2]->strength = 9;
- monsters[0][2]->gold = 75;
- monsters[0][2]->exp = 8;
- monsters[0][2]->maxhp = 13;
- strcpy(monsters[0][2]->death, "You stomp on the Ugly Rodent's remains for a finishing blow.");
-
- strcpy(monsters[0][3]->name, "Whart Hog");
- strcpy(monsters[0][3]->weapon, "Tusks");
- monsters[0][3]->strength = 10;
- monsters[0][3]->gold = 80;
- monsters[0][3]->exp = 6;
- monsters[0][3]->maxhp = 10;
- strcpy(monsters[0][3]->death, "You cook and eat the hog for good measure!");
-
- strcpy(monsters[0][4]->name, "Pesky Kid");
- strcpy(monsters[0][4]->weapon, "Slingshot");
- monsters[0][4]->strength = 8;
- monsters[0][4]->gold = 30;
- monsters[0][4]->exp = 4;
- monsters[0][4]->maxhp = 6;
- strcpy(monsters[0][4]->death, "You take his slingshot and snap the band, sending the kid crying home to mom!");
-
- strcpy(monsters[0][5]->name, "Playground Bully");
- strcpy(monsters[0][5]->weapon, "Painful Noogie");
- monsters[0][5]->strength = 11;
- monsters[0][5]->gold = 44;
- monsters[0][5]->exp = 6;
- monsters[0][5]->maxhp = 10;
- strcpy(monsters[0][5]->death, "You give him an indian burn, and punt him across the schoolyard!");
-
- strcpy(monsters[0][6]->name, "Small Imp");
- strcpy(monsters[0][6]->weapon, "Dagger");
- monsters[0][6]->strength = 6;
- monsters[0][6]->gold = 64;
- monsters[0][6]->exp = 10;
- monsters[0][6]->maxhp = 10;
- strcpy(monsters[0][6]->death, "You can't help but laugh as he stumbles and falls onto his own dagger!");
-
- strcpy(monsters[0][7]->name, "Little Monkey");
- strcpy(monsters[0][7]->weapon, "Monkey Wrench");
- monsters[0][7]->strength = 6;
- monsters[0][7]->gold = 53;
- monsters[0][7]->exp = 9;
- monsters[0][7]->maxhp = 9;
- strcpy(monsters[0][7]->death, "You want to cook it, but you just can't think of eating something that looks so human!");
-
- strcpy(monsters[0][8]->name, "Grub Worm");
- strcpy(monsters[0][8]->weapon, "Minor Nudge");
- monsters[0][8]->strength = 2;
- monsters[0][8]->gold = 10;
- monsters[0][8]->exp = 3;
- monsters[0][8]->maxhp = 3;
- strcpy(monsters[0][8]->death, "You decide to save the poor little fella for your next fishing trip.");
-
- strcpy(monsters[0][9]->name, "Drakee");
- strcpy(monsters[0][9]->weapon, "Tail Slap");
- monsters[0][9]->strength = 5;
- monsters[0][9]->gold = 22;
- monsters[0][9]->exp = 7;
- monsters[0][9]->maxhp = 5;
- strcpy(monsters[0][9]->death, "You pull the little Drakee by its tale and slam it down on a dry stump!");
-
- strcpy(monsters[0][10]->name, "Fat Slob");
- strcpy(monsters[0][10]->weapon, "Smelly Breath");
- monsters[0][10]->strength = 6;
- monsters[0][10]->gold = 40;
- monsters[0][10]->exp = 10;
- monsters[0][10]->maxhp = 7;
- strcpy(monsters[0][10]->death, "You kick his stomach for fun, and are thrown back by the spring of it all!");
-
- strcpy(monsters[0][11]->name, "Lost Warrior");
- strcpy(monsters[0][11]->weapon, "Long Sword");
- monsters[0][11]->strength = 10;
- monsters[0][11]->gold = 250;
- monsters[0][11]->exp = 19;
- monsters[0][11]->maxhp = 15;
- strcpy(monsters[0][11]->death, "You give him a proper burial in respect for the dead warrior.");
-
- strcpy(monsters[1][0]->name, "Lost Warrior's Cousin Larry");
- strcpy(monsters[1][0]->weapon, "Wood Axe");
- monsters[1][0]->strength = 19;
- monsters[1][0]->gold = 134;
- monsters[1][0]->exp = 24;
- monsters[1][0]->maxhp = 30;
- strcpy(monsters[1][0]->death, "He was pretty pissed you killed his cousin, but he seems to have suffered the same fate!");
-
- strcpy(monsters[1][1]->name, "Sandman");
- strcpy(monsters[1][1]->weapon, "Sleeping Dust");
- monsters[1][1]->strength = 25;
- monsters[1][1]->gold = 80;
- monsters[1][1]->exp = 6;
- monsters[1][1]->maxhp = 27;
- strcpy(monsters[1][1]->death, "You put the sandman to his final sleep.");
-
- strcpy(monsters[1][2]->name, "Dirty Prostitute");
- strcpy(monsters[1][2]->weapon, "Stiletto Heel");
- monsters[1][2]->strength = 21;
- monsters[1][2]->gold = 160;
- monsters[1][2]->exp = 12;
- monsters[1][2]->maxhp = 25;
- strcpy(monsters[1][2]->death, "Your pimp hand is strong!");
-
- strcpy(monsters[1][3]->name, "Goblin Gardener");
- strcpy(monsters[1][3]->weapon, "Garden Spade");
- monsters[1][3]->strength = 18;
- monsters[1][3]->gold = 130;
- monsters[1][3]->exp = 8;
- monsters[1][3]->maxhp = 20;
- strcpy(monsters[1][3]->death, "You trample on his garden after slaying him... that felt good!");
-
- strcpy(monsters[1][4]->name, "Evil Elf");
- strcpy(monsters[1][4]->weapon, "Dark Bow");
- monsters[1][4]->strength = 23;
- monsters[1][4]->gold = 136;
- monsters[1][4]->exp = 13;
- monsters[1][4]->maxhp = 24;
- strcpy(monsters[1][4]->death, "Elves are usually nice you thought... hmm.");
-
- strcpy(monsters[1][5]->name, "Viking Warrior");
- strcpy(monsters[1][5]->weapon, "Broad Sword");
- monsters[1][5]->strength = 21;
- monsters[1][5]->gold = 330;
- monsters[1][5]->exp = 20;
- monsters[1][5]->maxhp = 18;
- strcpy(monsters[1][5]->death, "You heard vikings were big, but not THAT big you thought.");
-
- strcpy(monsters[1][6]->name, "Wicked Witch");
- strcpy(monsters[1][6]->weapon, "Cackling Laugh");
- monsters[1][6]->strength = 20;
- monsters[1][6]->gold = 130;
- monsters[1][6]->exp = 20;
- monsters[1][6]->maxhp = 26;
- strcpy(monsters[1][6]->death, "Just for kicks, you splash some water on her and watch her melt.");
-
- strcpy(monsters[1][7]->name, "Vampire Bat");
- strcpy(monsters[1][7]->weapon, "Blood Sucking Fangs");
- monsters[1][7]->strength = 18;
- monsters[1][7]->gold = 125;
- monsters[1][7]->exp = 21;
- monsters[1][7]->maxhp = 29;
- strcpy(monsters[1][7]->death, "You fry up the bat and eat it... needs garlic.");
-
- strcpy(monsters[1][8]->name, "Thorn Bush");
- strcpy(monsters[1][8]->weapon, "101 Thorns");
- monsters[1][8]->strength = 16;
- monsters[1][8]->gold = 94;
- monsters[1][8]->exp = 15;
- monsters[1][8]->maxhp = 25;
- strcpy(monsters[1][8]->death, "You set the bush ablaze and roast some marshmallows.");
-
- strcpy(monsters[1][9]->name, "Barbarian");
- strcpy(monsters[1][9]->weapon, "Heavy Sword");
- monsters[1][9]->strength = 29;
- monsters[1][9]->gold = 250;
- monsters[1][9]->exp = 25;
- monsters[1][9]->maxhp = 30;
- strcpy(monsters[1][9]->death, "You listen to him moan as he falls over dead.");
-
- strcpy(monsters[1][10]->name, "Crypt Rat");
- strcpy(monsters[1][10]->weapon, "Stinging Bite");
- monsters[1][10]->strength = 25;
- monsters[1][10]->gold = 119;
- monsters[1][10]->exp = 20;
- monsters[1][10]->maxhp = 26;
- strcpy(monsters[1][10]->death, "You squash the little rodent for fear that it might not be dead.");
-
- strcpy(monsters[1][11]->name, "Small Orc");
- strcpy(monsters[1][11]->weapon, "blade");
- monsters[1][11]->strength = 28;
- monsters[1][11]->gold = 300;
- monsters[1][11]->exp = 30;
- monsters[1][11]->maxhp = 36;
- strcpy(monsters[1][11]->death, "It's an ugly one, and it would've grown up to be a terror...");
-
- strcpy(monsters[2][0]->name, "Teferi");
- strcpy(monsters[2][0]->weapon, "Puzzle Box");
- monsters[2][0]->strength = 29;
- monsters[2][0]->gold = 380;
- monsters[2][0]->exp = 18;
- monsters[2][0]->maxhp = 29;
- strcpy(monsters[2][0]->death, "It was a puzzling experience.");
-
- strcpy(monsters[2][1]->name, "Spineless Thug");
- strcpy(monsters[2][1]->weapon, "Spiked Bat");
- monsters[2][1]->strength = 37;
- monsters[2][1]->gold = 384;
- monsters[2][1]->exp = 27;
- monsters[2][1]->maxhp = 32;
- strcpy(monsters[2][1]->death, "See you at the crossroads!");
-
- strcpy(monsters[2][2]->name, "Pyromaniac");
- strcpy(monsters[2][2]->weapon, "Flame Thrower");
- monsters[2][2]->strength = 29;
- monsters[2][2]->gold = 563;
- monsters[2][2]->exp = 22;
- monsters[2][2]->maxhp = 45;
- strcpy(monsters[2][2]->death, "He chants FIRE FIRE as he falls to the ground... a burning heap of flesh.");
-
- strcpy(monsters[2][3]->name, "Evil Enchantress");
- strcpy(monsters[2][3]->weapon, "Deadly Spell");
- monsters[2][3]->strength = 50;
- monsters[2][3]->gold = 830;
- monsters[2][3]->exp = 35;
- monsters[2][3]->maxhp = 35;
- strcpy(monsters[2][3]->death, "She looked just about as good as she fought.");
-
- strcpy(monsters[2][4]->name, "Killer Leprechaun");
- strcpy(monsters[2][4]->weapon, "Gold Rush");
- monsters[2][4]->strength = 35;
- monsters[2][4]->gold = 1300;
- monsters[2][4]->exp = 30;
- monsters[2][4]->maxhp = 37;
- strcpy(monsters[2][4]->death, "You steal his pot of gold... that's a lot of money!");
-
- strcpy(monsters[2][5]->name, "Avalanche Rider");
- strcpy(monsters[2][5]->weapon, "Huge Snowball");
- monsters[2][5]->strength = 32;
- monsters[2][5]->gold = 700;
- monsters[2][5]->exp = 32;
- monsters[2][5]->maxhp = 38;
- strcpy(monsters[2][5]->death, "You take his snowboard and snap it in two!");
-
- strcpy(monsters[2][6]->name, "Blundering Idiot");
- strcpy(monsters[2][6]->weapon, "Stupidity");
- monsters[2][6]->strength = 14;
- monsters[2][6]->gold = 700;
- monsters[2][6]->exp = 20;
- monsters[2][6]->maxhp = 29;
- strcpy(monsters[2][6]->death, "Now there's one person you don't feel sorry for killing!");
-
- strcpy(monsters[2][7]->name, "Militant Anarchist");
- strcpy(monsters[2][7]->weapon, "Molotov Cocktail");
- monsters[2][7]->strength = 33;
- monsters[2][7]->gold = 245;
- monsters[2][7]->exp = 45;
- monsters[2][7]->maxhp = 32;
- strcpy(monsters[2][7]->death, "Order has been restored for now...");
-
- strcpy(monsters[2][8]->name, "Scathe Zombies");
- strcpy(monsters[2][8]->weapon, "Death Grip");
- monsters[2][8]->strength = 38;
- monsters[2][8]->gold = 763;
- monsters[2][8]->exp = 15;
- monsters[2][8]->maxhp = 45;
- strcpy(monsters[2][8]->death, "That was perhaps the scariest experience of your life.");
-
- strcpy(monsters[2][9]->name, "Spitting Llama");
- strcpy(monsters[2][9]->weapon, "Spit Spray");
- monsters[2][9]->strength = 48;
- monsters[2][9]->gold = 638;
- monsters[2][9]->exp = 28;
- monsters[2][9]->maxhp = 34;
- strcpy(monsters[2][9]->death, "You wipe the spit off your face and fling it back at the Llama.");
-
- strcpy(monsters[2][10]->name, "Juggalo");
- strcpy(monsters[2][10]->weapon, "Clown Axe");
- monsters[2][10]->strength = 60;
- monsters[2][10]->gold = 650;
- monsters[2][10]->exp = 30;
- monsters[2][10]->maxhp = 29;
- strcpy(monsters[2][10]->death, "What is a Juggalo? I don't know!");
-
- strcpy(monsters[2][11]->name, "The Boogie Man");
- strcpy(monsters[2][11]->weapon, "Striking Fear");
- monsters[2][11]->strength = 46;
- monsters[2][11]->gold = 600;
- monsters[2][11]->exp = 35;
- monsters[2][11]->maxhp = 27;
- strcpy(monsters[2][11]->death, "He's scared you for the very last time!");
-
- strcpy(monsters[3][0]->name, "Living Fire");
- strcpy(monsters[3][0]->weapon, "Scorching Wind");
- monsters[3][0]->strength = 55;
- monsters[3][0]->gold = 1100;
- monsters[3][0]->exp = 36;
- monsters[3][0]->maxhp = 55;
- strcpy(monsters[3][0]->death, "You extinguish the Living Flame once and for all!");
-
- strcpy(monsters[3][1]->name, "Raging Orc");
- strcpy(monsters[3][1]->weapon, "Orcish Artillary");
- monsters[3][1]->strength = 89;
- monsters[3][1]->gold = 900;
- monsters[3][1]->exp = 25;
- monsters[3][1]->maxhp = 50;
- strcpy(monsters[3][1]->death, "This orc was a bit tougher than you remembered!");
-
- strcpy(monsters[3][2]->name, "Huge Tarantula");
- strcpy(monsters[3][2]->weapon, "Tangling Web");
- monsters[3][2]->strength = 59;
- monsters[3][2]->gold = 1000;
- monsters[3][2]->exp = 35;
- monsters[3][2]->maxhp = 60;
- strcpy(monsters[3][2]->death, "You're glad you overcame your arachniphobia so soon!");
-
- strcpy(monsters[3][3]->name, "Rabid Wolf");
- strcpy(monsters[3][3]->weapon, "Cujo Bite");
- monsters[3][3]->strength = 40;
- monsters[3][3]->gold = 1200;
- monsters[3][3]->exp = 47;
- monsters[3][3]->maxhp = 76;
- strcpy(monsters[3][3]->death, "The mutt falls over dead as white foam drips from its deadly canines...");
-
- strcpy(monsters[3][4]->name, "Goblin Fighter");
- strcpy(monsters[3][4]->weapon, "Morning Star");
- monsters[3][4]->strength = 38;
- monsters[3][4]->gold = 700;
- monsters[3][4]->exp = 30;
- monsters[3][4]->maxhp = 75;
- strcpy(monsters[3][4]->death, "He almost caught you with his chain mace, but you sliced off his head.");
-
- strcpy(monsters[3][5]->name, "Grizzly Bear");
- strcpy(monsters[3][5]->weapon, "Razor Claws");
- monsters[3][5]->strength = 68;
- monsters[3][5]->gold = 1747;
- monsters[3][5]->exp = 81;
- monsters[3][5]->maxhp = 51;
- strcpy(monsters[3][5]->death, "It almost got you this time... better be careful");
-
- strcpy(monsters[3][6]->name, "Skeleton Man");
- strcpy(monsters[3][6]->weapon, "Leg Bone");
- monsters[3][6]->strength = 70;
- monsters[3][6]->gold = 597;
- monsters[3][6]->exp = 57;
- monsters[3][6]->maxhp = 60;
- strcpy(monsters[3][6]->death, "As a finisher, you wind up with the broad side of your weapon and hit his skull off for a home run!");
-
- strcpy(monsters[3][7]->name, "Young Werewolf");
- strcpy(monsters[3][7]->weapon, "Howling Bites");
- monsters[3][7]->strength = 75;
- monsters[3][7]->gold = 1742;
- monsters[3][7]->exp = 65;
- monsters[3][7]->maxhp = 42;
- strcpy(monsters[3][7]->death, "You scatter the wolf's body parts in hopes he will stay dead!");
-
- strcpy(monsters[3][8]->name, "Dark Infantry");
- strcpy(monsters[3][8]->weapon, "Flesh Reaper");
- monsters[3][8]->strength = 69;
- monsters[3][8]->gold = 870;
- monsters[3][8]->exp = 43;
- monsters[3][8]->maxhp = 65;
- strcpy(monsters[3][8]->death, "Light has prevailed this time... but it's only so long before you meet again.");
-
- strcpy(monsters[3][9]->name, "Erie Spirit");
- strcpy(monsters[3][9]->weapon, "Deadly Grin");
- monsters[3][9]->strength = 63;
- monsters[3][9]->gold = 1300;
- monsters[3][9]->exp = 32;
- monsters[3][9]->maxhp = 50;
- strcpy(monsters[3][9]->death, "His cousin the ghost was a little bit easier.");
-
- strcpy(monsters[3][10]->name, "Gollum");
- strcpy(monsters[3][10]->weapon, "Precious Treasure");
- monsters[3][10]->strength = 66;
- monsters[3][10]->gold = 1492;
- monsters[3][10]->exp = 73;
- monsters[3][10]->maxhp = 54;
- strcpy(monsters[3][10]->death, "Gollum screams out \"MY PRECIOUS\" as his small body falls limp from your blow.");
-
- strcpy(monsters[3][11]->name, "Rock Fighter");
- strcpy(monsters[3][11]->weapon, "Small Boulders");
- monsters[3][11]->strength = 87;
- monsters[3][11]->gold = 1742;
- monsters[3][11]->exp = 99;
- monsters[3][11]->maxhp = 65;
- strcpy(monsters[3][11]->death, "You dodge his last rock, and counter with a low blow, cutting off his legs.");
-
-
- strcpy(monsters[4][0]->name, "Giant Sphinx");
- strcpy(monsters[4][0]->weapon, "Ancient Curse");
- monsters[4][0]->strength = 120;
- monsters[4][0]->gold = 1000;
- monsters[4][0]->exp = 100;
- monsters[4][0]->maxhp = 80;
- strcpy(monsters[4][0]->death, "You look in awe at the great wonder, collapsed at your feet!");
-
- strcpy(monsters[4][1]->name, "Giant Ogre");
- strcpy(monsters[4][1]->weapon, "Big Log");
- monsters[4][1]->strength = 130;
- monsters[4][1]->gold = 857;
- monsters[4][1]->exp = 175;
- monsters[4][1]->maxhp = 100;
- strcpy(monsters[4][1]->death, "Your wits outmatched the ogre's brawn... big dumb thing.");
-
- strcpy(monsters[4][2]->name, "Massive Cockroach");
- strcpy(monsters[4][2]->weapon, "Piercing Hiss");
- monsters[4][2]->strength = 125;
- monsters[4][2]->gold = 700;
- monsters[4][2]->exp = 150;
- monsters[4][2]->maxhp = 112;
- strcpy(monsters[4][2]->death, "Where's the exterminator when you need one?");
-
- strcpy(monsters[4][3]->name, "Big Venomous Snake");
- strcpy(monsters[4][3]->weapon, "Poison Fangs");
- monsters[4][3]->strength = 140;
- monsters[4][3]->gold = 900;
- monsters[4][3]->exp = 175;
- monsters[4][3]->maxhp = 126;
- strcpy(monsters[4][3]->death, "After killing this beast you check for puncture marks... you find none, luckily.");
-
- strcpy(monsters[4][4]->name, "Lizard Man");
- strcpy(monsters[4][4]->weapon, "Deadly Jaws");
- monsters[4][4]->strength = 145;
- monsters[4][4]->gold = 1250;
- monsters[4][4]->exp = 175;
- monsters[4][4]->maxhp = 150;
- strcpy(monsters[4][4]->death, "His scales made for tough armor, and his jaws for a tougher opponent!");
-
- strcpy(monsters[4][5]->name, "Face Dancer");
- strcpy(monsters[4][5]->weapon, "Illusion Scyth");
- monsters[4][5]->strength = 138;
- monsters[4][5]->gold = 1603;
- monsters[4][5]->exp = 198;
- monsters[4][5]->maxhp = 173;
- strcpy(monsters[4][5]->death, "His carcus takes the shape of many things before it dies. His true form is so repulsive, you know why he changed faces so much!");
-
- strcpy(monsters[4][6]->name, "Darklord Longbow Archer");
- strcpy(monsters[4][6]->weapon, "Deadly Bow and Arrows");
- monsters[4][6]->strength = 145;
- monsters[4][6]->gold = 1569;
- monsters[4][6]->exp = 243;
- monsters[4][6]->maxhp = 170;
- strcpy(monsters[4][6]->death, "Your face turns white with horror after you realize you just met the devil's protector!");
-
- strcpy(monsters[4][7]->name, "Hell's Paladin");
- strcpy(monsters[4][7]->weapon, "Sword of Hellfire");
- monsters[4][7]->strength = 200;
- monsters[4][7]->gold = 2191;
- monsters[4][7]->exp = 254;
- monsters[4][7]->maxhp = 175;
- strcpy(monsters[4][7]->death, "This is starting to get tough you think. Do you really want to go to level 6?");
-
- strcpy(monsters[4][8]->name, "The Unknown Soldier");
- strcpy(monsters[4][8]->weapon, "Soul Torture");
- monsters[4][8]->strength = 175;
- monsters[4][8]->gold = 1890;
- monsters[4][8]->exp = 200;
- monsters[4][8]->maxhp = 180;
- strcpy(monsters[4][8]->death, "Who was that? Where was he from? And what was that weapon??");
-
- strcpy(monsters[4][9]->name, "Undead Cult Leader");
- strcpy(monsters[4][9]->weapon, "Lance of Deceit");
- monsters[4][9]->strength = 180;
- monsters[4][9]->gold = 1792;
- monsters[4][9]->exp = 195;
- monsters[4][9]->maxhp = 190;
- strcpy(monsters[4][9]->death, "His words fall on deaf ears... this is one cult you will NOT be part of!");
-
- strcpy(monsters[4][10]->name, "Water Serpent");
- strcpy(monsters[4][10]->weapon, "Forked Tongue");
- monsters[4][10]->strength = 150;
- monsters[4][10]->gold = 1500;
- monsters[4][10]->exp = 176;
- monsters[4][10]->maxhp = 220;
- strcpy(monsters[4][10]->death, "The serpent squeals as you cut off its head!");
-
- strcpy(monsters[4][11]->name, "Silverback Gorilla");
- strcpy(monsters[4][11]->weapon, "Deadly Banana Peel");
- monsters[4][11]->strength = 160;
- monsters[4][11]->gold = 1300;
- monsters[4][11]->exp = 150;
- monsters[4][11]->maxhp = 178;
- strcpy(monsters[4][11]->death, "Was that gorilla or guerilla?");
-
- strcpy( monsters[5][0]->name, "");
- strcpy( monsters[5][0]->weapon, "");
- monsters[5][0]->strength = 200;
- monsters[5][0]->gold = 2500;
- monsters[5][0]->exp = 200;
- monsters[5][0]->maxhp = 200;
- strcpy( monsters[5][0]->death, "");
-
- strcpy( monsters[5][1]->name, "");
- strcpy( monsters[5][1]->weapon, "");
- monsters[5][1]->strength = 230;
- monsters[5][1]->gold = 3215;
- monsters[5][1]->exp = 230;
- monsters[5][1]->maxhp = 210;
- strcpy( monsters[5][1]->death, "");
-
- strcpy( monsters[5][2]->name, "");
- strcpy( monsters[5][2]->weapon, "");
- monsters[5][2]->strength = 215;
- monsters[5][2]->gold = 2750;
- monsters[5][2]->exp = 245;
- monsters[5][2]->maxhp = 214;
- strcpy( monsters[5][2]->death, "");
-
- strcpy( monsters[5][3]->name, "Cheap Bastard");
- strcpy( monsters[5][3]->weapon, "Sack of Pennies");
- monsters[5][3]->strength = 245;
- monsters[5][3]->gold = 1000;
- monsters[5][3]->exp = 195;
- monsters[5][3]->maxhp = 200;
- strcpy( monsters[5][3]->death, "You hear him scream, \"MY COINS!!\" as you run off with his sack.");
-
- strcpy( monsters[5][4]->name, "");
- strcpy( monsters[5][4]->weapon, "");
- monsters[5][4]->strength = 300;
- monsters[5][4]->gold = 4500;
- monsters[5][4]->exp = 375;
- monsters[5][4]->maxhp = 221;
- strcpy( monsters[5][4]->death, "");
-
- strcpy( monsters[5][5]->name, "");
- strcpy( monsters[5][5]->weapon, "");
- monsters[5][5]->strength = 1;
- monsters[5][5]->gold = 1;
- monsters[5][5]->exp = 1;
- monsters[5][5]->maxhp = 1;
- strcpy( monsters[5][5]->death, "");
-
- strcpy( monsters[5][6]->name, "");
- strcpy( monsters[5][6]->weapon, "");
- monsters[5][6]->strength = 1;
- monsters[5][6]->gold = 1;
- monsters[5][6]->exp = 1;
- monsters[5][6]->maxhp = 1;
- strcpy( monsters[5][6]->death, "");
-
- strcpy( monsters[5][7]->name, "");
- strcpy( monsters[5][7]->weapon, "");
- monsters[5][7]->strength = 1;
- monsters[5][7]->gold = 1;
- monsters[5][7]->exp = 1;
- monsters[5][7]->maxhp = 1;
- strcpy( monsters[5][7]->death, "");
-
- strcpy( monsters[5][8]->name, "");
- strcpy( monsters[5][8]->weapon, "");
- monsters[5][8]->strength = 1;
- monsters[5][8]->gold = 1;
- monsters[5][8]->exp = 1;
- monsters[5][8]->maxhp = 1;
- strcpy( monsters[5][8]->death, "");
-
- strcpy( monsters[5][9]->name, "");
- strcpy( monsters[5][9]->weapon, "");
- monsters[5][9]->strength = 1;
- monsters[5][9]->gold = 1;
- monsters[5][9]->exp = 1;
- monsters[5][9]->maxhp = 1;
- strcpy( monsters[5][9]->death, "");
-
- strcpy( monsters[5][10]->name, "");
- strcpy( monsters[5][10]->weapon, "");
- monsters[5][10]->strength = 1;
- monsters[5][10]->gold = 1;
- monsters[5][10]->exp = 1;
- monsters[5][10]->maxhp = 1;
- strcpy( monsters[5][10]->death, "");
-
- strcpy( monsters[5][11]->name, "");
- strcpy( monsters[5][11]->weapon, "");
- monsters[5][11]->strength = 1;
- monsters[5][11]->gold = 1;
- monsters[5][11]->exp = 1;
- monsters[5][11]->maxhp = 1;
- strcpy( monsters[5][11]->death, "");
-
- strcpy( monsters[6][0]->name, "");
- strcpy( monsters[6][0]->weapon, "");
- monsters[6][0]->strength = 1;
- monsters[6][0]->gold = 1;
- monsters[6][0]->exp = 1;
- monsters[6][0]->maxhp = 1;
- strcpy( monsters[6][0]->death, "");
-
- strcpy( monsters[6][1]->name, "");
- strcpy( monsters[6][1]->weapon, "");
- monsters[6][1]->strength = 1;
- monsters[6][1]->gold = 1;
- monsters[6][1]->exp = 1;
- monsters[6][1]->maxhp = 1;
- strcpy( monsters[6][1]->death, "");
-
- strcpy( monsters[6][2]->name, "");
- strcpy( monsters[6][2]->weapon, "");
- monsters[6][2]->strength = 1;
- monsters[6][2]->gold = 1;
- monsters[6][2]->exp = 1;
- monsters[6][2]->maxhp = 1;
- strcpy( monsters[6][2]->death, "");
-
- strcpy( monsters[6][3]->name, "");
- strcpy( monsters[6][3]->weapon, "");
- monsters[6][3]->strength = 1;
- monsters[6][3]->gold = 1;
- monsters[6][3]->exp = 1;
- monsters[6][3]->maxhp = 1;
- strcpy( monsters[6][3]->death, "");
-
- strcpy( monsters[6][4]->name, "");
- strcpy( monsters[6][4]->weapon, "");
- monsters[6][4]->strength = 1;
- monsters[6][4]->gold = 1;
- monsters[6][4]->exp = 1;
- monsters[6][4]->maxhp = 1;
- strcpy( monsters[6][4]->death, "");
-
- strcpy( monsters[6][5]->name, "");
- strcpy( monsters[6][5]->weapon, "");
- monsters[6][5]->strength = 1;
- monsters[6][5]->gold = 1;
- monsters[6][5]->exp = 1;
- monsters[6][5]->maxhp = 1;
- strcpy( monsters[6][5]->death, "");
-
- strcpy( monsters[6][6]->name, "");
- strcpy( monsters[6][6]->weapon, "");
- monsters[6][6]->strength = 1;
- monsters[6][6]->gold = 1;
- monsters[6][6]->exp = 1;
- monsters[6][6]->maxhp = 1;
- strcpy( monsters[6][6]->death, "");
-
- strcpy( monsters[6][7]->name, "");
- strcpy( monsters[6][7]->weapon, "");
- monsters[6][7]->strength = 1;
- monsters[6][7]->gold = 1;
- monsters[6][7]->exp = 1;
- monsters[6][7]->maxhp = 1;
- strcpy( monsters[6][7]->death, "");
-
- strcpy( monsters[6][8]->name, "");
- strcpy( monsters[6][8]->weapon, "");
- monsters[6][8]->strength = 1;
- monsters[6][8]->gold = 1;
- monsters[6][8]->exp = 1;
- monsters[6][8]->maxhp = 1;
- strcpy( monsters[6][8]->death, "");
-
- strcpy( monsters[6][9]->name, "");
- strcpy( monsters[6][9]->weapon, "");
- monsters[6][9]->strength = 1;
- monsters[6][9]->gold = 1;
- monsters[6][9]->exp = 1;
- monsters[6][9]->maxhp = 1;
- strcpy( monsters[6][9]->death, "");
-
- strcpy( monsters[6][10]->name, "");
- strcpy( monsters[6][10]->weapon, "");
- monsters[6][10]->strength = 1;
- monsters[6][10]->gold = 1;
- monsters[6][10]->exp = 1;
- monsters[6][10]->maxhp = 1;
- strcpy( monsters[6][10]->death, "");
-
- strcpy( monsters[6][11]->name, "");
- strcpy( monsters[6][11]->weapon, "");
- monsters[6][11]->strength = 1;
- monsters[6][11]->gold = 1;
- monsters[6][11]->exp = 1;
- monsters[6][11]->maxhp = 1;
- strcpy( monsters[6][11]->death, "");
-
- strcpy( monsters[7][0]->name, "");
- strcpy( monsters[7][0]->weapon, "");
- monsters[7][0]->strength = 1;
- monsters[7][0]->gold = 1;
- monsters[7][0]->exp = 1;
- monsters[7][0]->maxhp = 1;
- strcpy( monsters[7][0]->death, "");
-
- strcpy( monsters[7][1]->name, "");
- strcpy( monsters[7][1]->weapon, "");
- monsters[7][1]->strength = 1;
- monsters[7][1]->gold = 1;
- monsters[7][1]->exp = 1;
- monsters[7][1]->maxhp = 1;
- strcpy( monsters[7][1]->death, "");
-
- strcpy( monsters[7][2]->name, "");
- strcpy( monsters[7][2]->weapon, "");
- monsters[7][2]->strength = 1;
- monsters[7][2]->gold = 1;
- monsters[7][2]->exp = 1;
- monsters[7][2]->maxhp = 1;
- strcpy( monsters[7][2]->death, "");
-
- strcpy( monsters[7][3]->name, "");
- strcpy( monsters[7][3]->weapon, "");
- monsters[7][3]->strength = 1;
- monsters[7][3]->gold = 1;
- monsters[7][3]->exp = 1;
- monsters[7][3]->maxhp = 1;
- strcpy( monsters[7][3]->death, "");
-
- strcpy( monsters[7][4]->name, "");
- strcpy( monsters[7][4]->weapon, "");
- monsters[7][4]->strength = 1;
- monsters[7][4]->gold = 1;
- monsters[7][4]->exp = 1;
- monsters[7][4]->maxhp = 1;
- strcpy( monsters[7][4]->death, "");
-
- strcpy( monsters[7][5]->name, "");
- strcpy( monsters[7][5]->weapon, "");
- monsters[7][5]->strength = 1;
- monsters[7][5]->gold = 1;
- monsters[7][5]->exp = 1;
- monsters[7][5]->maxhp = 1;
- strcpy( monsters[7][5]->death, "");
-
- strcpy( monsters[7][6]->name, "");
- strcpy( monsters[7][6]->weapon, "");
- monsters[7][6]->strength = 1;
- monsters[7][6]->gold = 1;
- monsters[7][6]->exp = 1;
- monsters[7][6]->maxhp = 1;
- strcpy( monsters[7][6]->death, "");
-
- strcpy( monsters[7][7]->name, "");
- strcpy( monsters[7][7]->weapon, "");
- monsters[7][7]->strength = 1;
- monsters[7][7]->gold = 1;
- monsters[7][7]->exp = 1;
- monsters[7][7]->maxhp = 1;
- strcpy( monsters[7][7]->death, "");
-
- strcpy( monsters[7][8]->name, "");
- strcpy( monsters[7][8]->weapon, "");
- monsters[7][8]->strength = 1;
- monsters[7][8]->gold = 1;
- monsters[7][8]->exp = 1;
- monsters[7][8]->maxhp = 1;
- strcpy( monsters[7][8]->death, "");
-
- strcpy( monsters[7][9]->name, "");
- strcpy( monsters[7][9]->weapon, "");
- monsters[7][9]->strength = 1;
- monsters[7][9]->gold = 1;
- monsters[7][9]->exp = 1;
- monsters[7][9]->maxhp = 1;
- strcpy( monsters[7][9]->death, "");
-
- strcpy( monsters[7][10]->name, "");
- strcpy( monsters[7][10]->weapon, "");
- monsters[7][10]->strength = 1;
- monsters[7][10]->gold = 1;
- monsters[7][10]->exp = 1;
- monsters[7][10]->maxhp = 1;
- strcpy( monsters[7][10]->death, "");
-
- strcpy( monsters[7][11]->name, "");
- strcpy( monsters[7][11]->weapon, "");
- monsters[7][11]->strength = 1;
- monsters[7][11]->gold = 1;
- monsters[7][11]->exp = 1;
- monsters[7][11]->maxhp = 1;
- strcpy( monsters[7][11]->death, "");
-
- strcpy( monsters[8][0]->name, "");
- strcpy( monsters[8][0]->weapon, "");
- monsters[8][0]->strength = 1;
- monsters[8][0]->gold = 1;
- monsters[8][0]->exp = 1;
- monsters[8][0]->maxhp = 1;
- strcpy( monsters[8][0]->death, "");
-
- strcpy( monsters[8][1]->name, "");
- strcpy( monsters[8][1]->weapon, "");
- monsters[8][1]->strength = 1;
- monsters[8][1]->gold = 1;
- monsters[8][1]->exp = 1;
- monsters[8][1]->maxhp = 1;
- strcpy( monsters[8][1]->death, "");
-
- strcpy( monsters[8][2]->name, "");
- strcpy( monsters[8][2]->weapon, "");
- monsters[8][2]->strength = 1;
- monsters[8][2]->gold = 1;
- monsters[8][2]->exp = 1;
- monsters[8][2]->maxhp = 1;
- strcpy( monsters[8][2]->death, "");
-
- strcpy( monsters[8][3]->name, "");
- strcpy( monsters[8][3]->weapon, "");
- monsters[8][3]->strength = 1;
- monsters[8][3]->gold = 1;
- monsters[8][3]->exp = 1;
- monsters[8][3]->maxhp = 1;
- strcpy( monsters[8][3]->death, "");
-
- strcpy( monsters[8][4]->name, "");
- strcpy( monsters[8][4]->weapon, "");
- monsters[8][4]->strength = 1;
- monsters[8][4]->gold = 1;
- monsters[8][4]->exp = 1;
- monsters[8][4]->maxhp = 1;
- strcpy( monsters[8][4]->death, "");
-
- strcpy( monsters[8][5]->name, "");
- strcpy( monsters[8][5]->weapon, "");
- monsters[8][5]->strength = 1;
- monsters[8][5]->gold = 1;
- monsters[8][5]->exp = 1;
- monsters[8][5]->maxhp = 1;
- strcpy( monsters[8][5]->death, "");
-
- strcpy( monsters[8][6]->name, "");
- strcpy( monsters[8][6]->weapon, "");
- monsters[8][6]->strength = 1;
- monsters[8][6]->gold = 1;
- monsters[8][6]->exp = 1;
- monsters[8][6]->maxhp = 1;
- strcpy( monsters[8][6]->death, "");
-
- strcpy( monsters[8][7]->name, "");
- strcpy( monsters[8][7]->weapon, "");
- monsters[8][7]->strength = 1;
- monsters[8][7]->gold = 1;
- monsters[8][7]->exp = 1;
- monsters[8][7]->maxhp = 1;
- strcpy( monsters[8][7]->death, "");
-
- strcpy( monsters[8][8]->name, "");
- strcpy( monsters[8][8]->weapon, "");
- monsters[8][8]->strength = 1;
- monsters[8][8]->gold = 1;
- monsters[8][8]->exp = 1;
- monsters[8][8]->maxhp = 1;
- strcpy( monsters[8][8]->death, "");
-
- strcpy( monsters[8][9]->name, "");
- strcpy( monsters[8][9]->weapon, "");
- monsters[8][9]->strength = 1;
- monsters[8][9]->gold = 1;
- monsters[8][9]->exp = 1;
- monsters[8][9]->maxhp = 1;
- strcpy( monsters[8][9]->death, "");
-
- strcpy( monsters[8][10]->name, "");
- strcpy( monsters[8][10]->weapon, "");
- monsters[8][10]->strength = 1;
- monsters[8][10]->gold = 1;
- monsters[8][10]->exp = 1;
- monsters[8][10]->maxhp = 1;
- strcpy( monsters[8][10]->death, "");
-
- strcpy( monsters[8][11]->name, "");
- strcpy( monsters[8][11]->weapon, "");
- monsters[8][11]->strength = 1;
- monsters[8][11]->gold = 1;
- monsters[8][11]->exp = 1;
- monsters[8][11]->maxhp = 1;
- strcpy( monsters[8][11]->death, "");
-
- strcpy( monsters[9][0]->name, "");
- strcpy( monsters[9][0]->weapon, "");
- monsters[9][0]->strength = 1;
- monsters[9][0]->gold = 1;
- monsters[9][0]->exp = 1;
- monsters[9][0]->maxhp = 1;
- strcpy( monsters[9][0]->death, "");
-
- strcpy( monsters[9][1]->name, "");
- strcpy( monsters[9][1]->weapon, "");
- monsters[9][1]->strength = 1;
- monsters[9][1]->gold = 1;
- monsters[9][1]->exp = 1;
- monsters[9][1]->maxhp = 1;
- strcpy( monsters[9][1]->death, "");
-
- strcpy( monsters[9][2]->name, "");
- strcpy( monsters[9][2]->weapon, "");
- monsters[9][2]->strength = 1;
- monsters[9][2]->gold = 1;
- monsters[9][2]->exp = 1;
- monsters[9][2]->maxhp = 1;
- strcpy( monsters[9][2]->death, "");
-
- strcpy( monsters[9][3]->name, "");
- strcpy( monsters[9][3]->weapon, "");
- monsters[9][3]->strength = 1;
- monsters[9][3]->gold = 1;
- monsters[9][3]->exp = 1;
- monsters[9][3]->maxhp = 1;
- strcpy( monsters[9][3]->death, "");
-
- strcpy( monsters[9][4]->name, "");
- strcpy( monsters[9][4]->weapon, "");
- monsters[9][4]->strength = 1;
- monsters[9][4]->gold = 1;
- monsters[9][4]->exp = 1;
- monsters[9][4]->maxhp = 1;
- strcpy( monsters[9][4]->death, "");
-
- strcpy( monsters[9][5]->name, "");
- strcpy( monsters[9][5]->weapon, "");
- monsters[9][5]->strength = 1;
- monsters[9][5]->gold = 1;
- monsters[9][5]->exp = 1;
- monsters[9][5]->maxhp = 1;
- strcpy( monsters[9][5]->death, "");
-
- strcpy( monsters[9][6]->name, "");
- strcpy( monsters[9][6]->weapon, "");
- monsters[9][6]->strength = 1;
- monsters[9][6]->gold = 1;
- monsters[9][6]->exp = 1;
- monsters[9][6]->maxhp = 1;
- strcpy( monsters[9][6]->death, "");
-
- strcpy( monsters[9][7]->name, "");
- strcpy( monsters[9][7]->weapon, "");
- monsters[9][7]->strength = 1;
- monsters[9][7]->gold = 1;
- monsters[9][7]->exp = 1;
- monsters[9][7]->maxhp = 1;
- strcpy( monsters[9][7]->death, "");
-
- strcpy( monsters[9][8]->name, "");
- strcpy( monsters[9][8]->weapon, "");
- monsters[9][8]->strength = 1;
- monsters[9][8]->gold = 1;
- monsters[9][8]->exp = 1;
- monsters[9][8]->maxhp = 1;
- strcpy( monsters[9][8]->death, "");
-
- strcpy( monsters[9][9]->name, "");
- strcpy( monsters[9][9]->weapon, "");
- monsters[9][9]->strength = 1;
- monsters[9][9]->gold = 1;
- monsters[9][9]->exp = 1;
- monsters[9][9]->maxhp = 1;
- strcpy( monsters[9][9]->death, "");
-
- strcpy( monsters[9][10]->name, "");
- strcpy( monsters[9][10]->weapon, "");
- monsters[9][10]->strength = 1;
- monsters[9][10]->gold = 1;
- monsters[9][10]->exp = 1;
- monsters[9][10]->maxhp = 1;
- strcpy( monsters[9][10]->death, "");
-
- strcpy( monsters[9][11]->name, "");
- strcpy( monsters[9][11]->weapon, "");
- monsters[9][11]->strength = 1;
- monsters[9][11]->gold = 1;
- monsters[9][11]->exp = 1;
- monsters[9][11]->maxhp = 1;
- strcpy( monsters[9][11]->death, "");
-
- strcpy( monsters[10][0]->name, "");
- strcpy( monsters[10][0]->weapon, "");
- monsters[10][0]->strength = 1;
- monsters[10][0]->gold = 1;
- monsters[10][0]->exp = 1;
- monsters[10][0]->maxhp = 1;
- strcpy( monsters[10][0]->death, "");
-
- strcpy( monsters[10][1]->name, "");
- strcpy( monsters[10][1]->weapon, "");
- monsters[10][1]->strength = 1;
- monsters[10][1]->gold = 1;
- monsters[10][1]->exp = 1;
- monsters[10][1]->maxhp = 1;
- strcpy( monsters[10][1]->death, "");
-
- strcpy( monsters[10][2]->name, "");
- strcpy( monsters[10][2]->weapon, "");
- monsters[10][2]->strength = 1;
- monsters[10][2]->gold = 1;
- monsters[10][2]->exp = 1;
- monsters[10][2]->maxhp = 1;
- strcpy( monsters[10][2]->death, "");
-
- strcpy( monsters[10][3]->name, "");
- strcpy( monsters[10][3]->weapon, "");
- monsters[10][3]->strength = 1;
- monsters[10][3]->gold = 1;
- monsters[10][3]->exp = 1;
- monsters[10][3]->maxhp = 1;
- strcpy( monsters[10][3]->death, "");
-
- strcpy( monsters[10][4]->name, "");
- strcpy( monsters[10][4]->weapon, "");
- monsters[10][4]->strength = 1;
- monsters[10][4]->gold = 1;
- monsters[10][4]->exp = 1;
- monsters[10][4]->maxhp = 1;
- strcpy( monsters[10][4]->death, "");
-
- strcpy( monsters[10][5]->name, "");
- strcpy( monsters[10][5]->weapon, "");
- monsters[10][5]->strength = 1;
- monsters[10][5]->gold = 1;
- monsters[10][5]->exp = 1;
- monsters[10][5]->maxhp = 1;
- strcpy( monsters[10][5]->death, "");
-
- strcpy( monsters[10][6]->name, "");
- strcpy( monsters[10][6]->weapon, "");
- monsters[10][6]->strength = 1;
- monsters[10][6]->gold = 1;
- monsters[10][6]->exp = 1;
- monsters[10][6]->maxhp = 1;
- strcpy( monsters[10][6]->death, "");
-
- strcpy( monsters[10][7]->name, "");
- strcpy( monsters[10][7]->weapon, "");
- monsters[10][7]->strength = 1;
- monsters[10][7]->gold = 1;
- monsters[10][7]->exp = 1;
- monsters[10][7]->maxhp = 1;
- strcpy( monsters[10][7]->death, "");
-
- strcpy( monsters[10][8]->name, "");
- strcpy( monsters[10][8]->weapon, "");
- monsters[10][8]->strength = 1;
- monsters[10][8]->gold = 1;
- monsters[10][8]->exp = 1;
- monsters[10][8]->maxhp = 1;
- strcpy( monsters[10][8]->death, "");
-
- strcpy( monsters[10][9]->name, "");
- strcpy( monsters[10][9]->weapon, "");
- monsters[10][9]->strength = 1;
- monsters[10][9]->gold = 1;
- monsters[10][9]->exp = 1;
- monsters[10][9]->maxhp = 1;
- strcpy( monsters[10][9]->death, "");
-
- strcpy( monsters[10][10]->name, "");
- strcpy( monsters[10][10]->weapon, "");
- monsters[10][10]->strength = 1;
- monsters[10][10]->gold = 1;
- monsters[10][10]->exp = 1;
- monsters[10][10]->maxhp = 1;
- strcpy( monsters[10][10]->death, "");
-
- strcpy( monsters[10][11]->name, "");
- strcpy( monsters[10][11]->weapon, "");
- monsters[10][11]->strength = 1;
- monsters[10][11]->gold = 1;
- monsters[10][11]->exp = 1;
- monsters[10][11]->maxhp = 1;
- strcpy( monsters[10][11]->death, "");
-
- strcpy( monsters[11][0]->name, "");
- strcpy( monsters[11][0]->weapon, "");
- monsters[11][0]->strength = 1;
- monsters[11][0]->gold = 1;
- monsters[11][0]->exp = 1;
- monsters[11][0]->maxhp = 1;
- strcpy( monsters[11][0]->death, "");
-
- strcpy( monsters[11][1]->name, "");
- strcpy( monsters[11][1]->weapon, "");
- monsters[11][1]->strength = 1;
- monsters[11][1]->gold = 1;
- monsters[11][1]->exp = 1;
- monsters[11][1]->maxhp = 1;
- strcpy( monsters[11][1]->death, "");
-
- strcpy( monsters[11][2]->name, "");
- strcpy( monsters[11][2]->weapon, "");
- monsters[11][2]->strength = 1;
- monsters[11][2]->gold = 1;
- monsters[11][2]->exp = 1;
- monsters[11][2]->maxhp = 1;
- strcpy( monsters[11][2]->death, "");
-
- strcpy( monsters[11][3]->name, "");
- strcpy( monsters[11][3]->weapon, "");
- monsters[11][3]->strength = 1;
- monsters[11][3]->gold = 1;
- monsters[11][3]->exp = 1;
- monsters[11][3]->maxhp = 1;
- strcpy( monsters[11][3]->death, "");
-
- strcpy( monsters[11][4]->name, "");
- strcpy( monsters[11][4]->weapon, "");
- monsters[11][4]->strength = 1;
- monsters[11][4]->gold = 1;
- monsters[11][4]->exp = 1;
- monsters[11][4]->maxhp = 1;
- strcpy( monsters[11][4]->death, "");
-
- strcpy( monsters[11][5]->name, "");
- strcpy( monsters[11][5]->weapon, "");
- monsters[11][5]->strength = 1;
- monsters[11][5]->gold = 1;
- monsters[11][5]->exp = 1;
- monsters[11][5]->maxhp = 1;
- strcpy( monsters[11][5]->death, "");
-
- strcpy( monsters[11][6]->name, "");
- strcpy( monsters[11][6]->weapon, "");
- monsters[11][6]->strength = 1;
- monsters[11][6]->gold = 1;
- monsters[11][6]->exp = 1;
- monsters[11][6]->maxhp = 1;
- strcpy( monsters[11][6]->death, "");
-
- strcpy( monsters[11][7]->name, "");
- strcpy( monsters[11][7]->weapon, "");
- monsters[11][7]->strength = 1;
- monsters[11][7]->gold = 1;
- monsters[11][7]->exp = 1;
- monsters[11][7]->maxhp = 1;
- strcpy( monsters[11][7]->death, "");
-
- strcpy( monsters[11][8]->name, "");
- strcpy( monsters[11][8]->weapon, "");
- monsters[11][8]->strength = 1;
- monsters[11][8]->gold = 1;
- monsters[11][8]->exp = 1;
- monsters[11][8]->maxhp = 1;
- strcpy( monsters[11][8]->death, "");
-
- strcpy( monsters[11][9]->name, "");
- strcpy( monsters[11][9]->weapon, "");
- monsters[11][9]->strength = 1;
- monsters[11][9]->gold = 1;
- monsters[11][9]->exp = 1;
- monsters[11][9]->maxhp = 1;
- strcpy( monsters[11][9]->death, "");
-
- strcpy( monsters[11][10]->name, "");
- strcpy( monsters[11][10]->weapon, "");
- monsters[11][10]->strength = 1;
- monsters[11][10]->gold = 1;
- monsters[11][10]->exp = 1;
- monsters[11][10]->maxhp = 1;
- strcpy( monsters[11][10]->death, "");
-
- strcpy( monsters[11][11]->name, "");
- strcpy( monsters[11][11]->weapon, "");
- monsters[11][11]->strength = 1;
- monsters[11][11]->gold = 1;
- monsters[11][11]->exp = 1;
- monsters[11][11]->maxhp = 1;
- strcpy( monsters[11][11]->death, "");
}
void delete_monsters()
void display_players(char *u)
{
- if (is_playing(u))
+ aClient *user;
+ if (!(user = find(u)))
{
- aClient *ni = find(u);
-
- aClient *battle = ni->stats->battle;
-
- notice(s_GameServ, u, "Your Hitpoints: \ 2%d\ 2", ni->stats->hp);
- notice(s_GameServ, u, "%s's Hitpoints: \ 2%d\ 2", battle->getNick(),
- battle->stats->hp);
+ 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", s_GameServ);
- notice(s_GameServ, u, "/msg %s run", s_GameServ);
+ notice(s_GameServ, u, "/msg %S attack");
+ notice(s_GameServ, u, "/msg %S run");
notice(s_GameServ, u, "What will you do?");
}
}
{
aClient *user;
if (!(user = find(u)))
- {
return false;
- }
else
- {
- return user->stats != NULL;
- }
+ return is_playing(user);
}
-bool is_fighting(char *u)
+bool is_playing(aClient *user)
{
- aClient *user;
-
- if (!(user = find(u)))
+ if (user->stats == NULL)
+ {
+ return false;
+ }
+ else if (user->stats->client == NULL)
{
return false;
}
- else if (user->stats)
+ else if (!FL_is_playing(user))
{
- return user->stats->fight != NULL || user->stats->battle != NULL
- || user->stats->master != NULL;
+ return false;
}
else
- return false;
+ return true;
}
-bool player_fight(char *u)
+bool is_fighting(char *u)
{
aClient *user;
if (!(user = find(u)))
return false;
- else if (user->stats)
- return user->stats->battle != NULL;
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)
if (!(user = find(u)))
return false;
- else if (user->stats)
- return user->stats->master != NULL;
else
- return false;
+ return master_fight(user);
}
-bool isnt_fighting(char *u)
+bool master_fight(aClient *user)
{
- return !is_fighting(u);
+ if (!is_playing(user))
+ return false;
+ else
+ return user->stats->master != NULL;
}
void do_fight(char *u)
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 (!(battle = find(nick)))
+ else if (isIgnore(ni))
{
- notice(s_GameServ, u, "You can't attack %s while they aren't playing!", nick);
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", ni->getNick());
+ #endif
+ return;
}
- else if (!is_playing(u))
+ 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!?");
}
-/*
- * 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->getNick());
- * display_players(u);
- * }
- */
- else if (is_playing(u) && is_playing(nick) && stricmp(ni->stats->name, battle->stats->name) != 0)
+ 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
- battle->stats->battle = ni;
+ ni->stats->battle->stats->battle = ni;
// The initiator gets the first move (perhaps this should be 50/50)
- ni->stats->yourturn = 1;
- battle->stats->yourturn = 0;
+ setYourTurn(ni->stats);
+ clearYourTurn(battle->stats);
// Initiate Battle sequence!
- notice(s_GameServ, u, "You challenge %s to an online duel!", battle->getNick());
- notice(s_GameServ, battle->getNick(), "%s has challenged you to an online duel!", u);
- notice(s_GameServ, battle->getNick(), "%s gets to go first because he initiated!", u);
- notice(s_GameServ, battle->getNick(), "Please wait while %s decides what to do.", u);
- display_players(u);
+ 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;
+ 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 - 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;
+ 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(u))
+ if (!is_fighting(user))
notice(s_GameServ, u, "You run in place... try fighting next time.");
- else if (!player_fight(u) && !master_fight(u))
+ else if (!player_fight(user) && !master_fight(user))
{
notice(s_GameServ, u, "You run away from \ 2%s\ 2 like a little baby!", p->fight->name);
delete p->fight;
p->fight = NULL;
}
- else if (player_fight(u) && p->yourturn)
+ else if (player_fight(user) && isYourTurn(p))
{
notice(s_GameServ, u, "You run away from \ 2%s\ 2 like a little baby!", p2->name);
notice(s_GameServ, p->battle->getNick(), "\ 2%s\ 2 ran away from you like a little baby!", p->name);
p2->battle = NULL;
}
- else if (player_fight(u) && !p->yourturn)
+ else if (player_fight(user) && !isYourTurn(p))
{
notice(s_GameServ, u, "It is not your turn. Please wait until \ 2%s\ 2 decides what to do.", p2->name);
}
- else if (master_fight(u))
+ else if (master_fight(user))
{
notice(s_GameServ, u, "You cannot run from \ 2%s\ 2! FIGHT!", p->master->name);
}
p->battle = NULL;
}
+
+void end_turn(aClient *user)
+{
+ char *nick, *u = user->getNick();
+ Monster *fight;
+ aClient *battle;
+ int mhit;
+
+ nick = new char[strlen(user->getNick()) + 1];
+
+ if (!user || !is_playing(user) || !is_fighting(user))
+ goto endturn;
+
+ if (!player_fight(user) && !master_fight(user))
+ fight = user->stats->fight;
+ else
+ fight = user->stats->master;
+ battle = user->stats->battle;
+
+ if (!player_fight(user))
+ {
+ // Opponent's Hit
+ mhit = (fight->strength / 2) +
+ (rand() % (fight->strength / 2) - (user->stats->defense +
+ arbonus[user->stats->armor]));
+ }
+ else
+ {
+ // Opponent's Hit
+ mhit = (((battle->stats->strength + webonus[battle->stats->weapon]) / 2) +
+ (rand() % ((battle->stats->strength + webonus[battle->stats->weapon])) / 2) -
+ (user->stats->defense + arbonus[user->stats->armor]));
+ }
+ if (!player_fight(user))
+ {
+
+ if (mhit > 0)
+ {
+ notice(s_GameServ, u, "\1f%s\1f attacks with their \1f%s\1f for \ 2%d\ 2 damage!",
+ fight->name, fight->weapon, mhit);
+ }
+ else if (mhit <= 0)
+ notice(s_GameServ, u, "%s completely misses you!", fight->name);
+
+ if (mhit >= user->stats->hp)
+ {
+ if (!master_fight(user))
+ {
+ notice(s_GameServ, u, "You have been \ 2\1fkilled\1f\ 2 by %s!", fight->name);
+ notice(s_GameServ, u, "You lose all gold on hand and lose 10 percent "\
+ "of your experience!");
+ user->stats->gold = 0;
+ user->stats->exp -= (long int)(user->stats->exp * .10);
+ user->stats->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;
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 (!ni->stats->fight && !ni->stats->battle && !ni->stats->master)
+ else if (!is_fighting(ni))
{
notice(s_GameServ, u, "You're not in battle!");
return;
// 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(u))
+ if (!player_fight(ni))
{
// Player's Hit
hit = ((ni->stats->strength + webonus[ni->stats->weapon]) / 2) +
(battle->stats->defense + arbonus[battle->stats->armor]));
}
- if (!player_fight(u))
+ if (!player_fight(ni))
{
if (hit > 0)
notice(s_GameServ, u, "You attack \1f%s\1f for \ 2%d\ 2 points!", fight->name, hit);
if (hit >= fight->hp)
{
- if (master_fight(u))
+ if (master_fight(ni))
notice(s_GameServ, u, "You have bested %s!", fight->name);
else
notice(s_GameServ, u, "You have killed \ 2%s\ 2!", fight->name);
// Unsigned long int maybe? Leave it for now.
ni->stats->exp = ( (ni->stats->exp + fight->exp) > 2000000000 ? 2000000000 :
ni->stats->exp + fight->exp);
+
ni->stats->gold = (ni->stats->gold + fight->gold > 2000000000 ? 2000000000 :
ni->stats->gold + fight->gold);
- if (master_fight(u))
+ if (master_fight(ni))
{
notice(s_GameServ, u, "You are now level %d!", ni->stats->level + 1);
notice(s_GameServ, u, "You gain %d Strength, and %d Defense points!",
if (mhit >= ni->stats->hp)
{
- if (!master_fight(u))
+ if (!master_fight(ni))
{
notice(s_GameServ, u, "You have been \ 2\1fkilled\1f\ 2 by %s!", fight->name);
notice(s_GameServ, u, "You lose all gold on hand and lose 10 percent "\
"of your experience!");
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
}
}
}
- else if (player_fight(u))
+ else if (player_fight(ni))
{
/* Offline fighting not available yet
if (!(online = finduser(ni->stats->battle->nick)) || !nick_identified(online))
}
* end offline fighting */
- if (is_playing(battle->getNick()))
+ if (is_playing(battle))
{
- if (ni->stats->yourturn == 0)
+ if (!isYourTurn(ni->stats))
{
notice(s_GameServ, u, "Please wait until %s decides what to do!",
- battle->getNick());
+ battle->stats->name);
return;
}
if (hit > 0)
{
- notice(s_GameServ, u, "You attack \1f%s\1f for \ 2%d\ 2 points!", battle->getNick(), hit);
+ 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!", u, weapons[ni->stats->weapon],
- hit);
- ni->stats->yourturn = 0;
- battle->stats->yourturn = 1;
- display_players(battle->getNick());
+ "\ 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->getNick());
- notice(s_GameServ, battle->getNick(), "%s misses you completely!", u);
- ni->stats->yourturn = 0;
- battle->stats->yourturn = 1;
- display_players(battle->getNick());
+ 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->getNick());
+ 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!", u);
+ notice(s_GameServ, battle->getNick(), "You have been killed by \ 2%s\ 2!",
+ ni->stats->name);
battle->stats->hp = 0;
- battle->stats->alive = 0;
+ clearAlive(battle->stats);
if (2000000000 - ni->stats->exp > (long int)(battle->stats->exp * .10))
{
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.", u);
+ "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);
{
if (hit > 0)
battle->stats->hp -= hit;
- //display_players(battle->getNick());
- ni->stats->yourturn = 0;
- battle->stats->yourturn = 1;
+ clearYourTurn(ni->stats);
+ setYourTurn(battle->stats);
notice(s_GameServ, u, "Please wait while %s decides what to do!",
- battle->getNick());
+ battle->stats->name);
return;
}
}
}
}
+
void do_heal(char *u)
{
aClient *ni;
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 (!(ni = find(u)) || !ni->stats)
+ 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(u))
+ 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;
}
- else if (stricmp(amount, "ALL") == 0)
+
+ updateTS(ni->stats);
+ if (stricmp(amount, "ALL") == 0)
{
price = ni->stats->level * 3;
if (ni->stats->gold < (ni->stats->maxhp - ni->stats->hp) * price)
int isstringnum(char *num)
{
- int x;
+ unsigned int x;
for (x = 0; x < strlen(num); x++)
{
if ((int)num[x] < 48 || (int)num[x] > 57)
long int stringtoint(char *number)
{
- cout << "stringtoint: " << number << endl;
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--)
- {
- cout << "Adding: " << chartoint(number[x]) * pow(10, abs(x - len + 1)) <<
- endl;
sum += chartoint(number[x]) * pow(10, abs(x - len + 1));
- }
return sum;
}
int save_gs_dbase()
{
- ListNode<aClient> *ptr = players.First();
+ ListNode<aClient> *ptr;
Player *it;
ofstream outfile;
if (!outfile)
{
- cerr << "Error opening " << playerdata << endl;
+ 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->alive ? "alive" : "dead") << ' '
+ << it->armor << ' ' << it->weapon << ' '
<< it->forest_fights << ' ' << it->player_fights << ' '
- << it->password << endl;
+ << it->getFlags() << ' ' << it->password << ' ' << it->inventory.Healing()
+ << ' ' << it->inventory.Strength() << ' ' << it->inventory.Defense() << ' ' << it->inventory.HP() << endl;
ptr = ptr->Next();
}
+ }
outfile.close();
+return 1;
}
int load_gs_dbase()
ifstream infile;
aClient *temp;
Player *p;
- char *alive, *tempname, *buf, *password;
+ char *tempname, *buf, *password;
buf = new char[1023];
infile.open(playerdata);
if (infile.fail())
{
- cerr << "Error opening " << playerdata << endl;
+ log("Error opening %s", playerdata);
return 0;
}
while (infile.getline(buf, 1024, '\n'))
{
- cout << "temp = new aClient;" << endl << flush;
temp = new aClient;
- cout << "tempname = strtok(buf, " ");" << endl << flush;
tempname = strtok(buf, " ");
-
- cout << "temp->stats = new Player(tempname);" << endl << flush;
-
temp->stats = new Player(tempname);
-
- cout << "p = temp->stats;" << endl << flush;
p = temp->stats;
- //Kain 1 1 0 500 10 10 0 0 1 1 alive 100 3
p->level = stringtoint(strtok(NULL, " "));
p->exp = stringtoint(strtok(NULL, " "));
p->gold = stringtoint(strtok(NULL, " "));
p->defense = stringtoint(strtok(NULL, " "));
p->armor = stringtoint(strtok(NULL, " "));
p->weapon = stringtoint(strtok(NULL, " "));
- alive = strtok(NULL, " ");
- p->alive = (stricmp(alive, "ALIVE") == 0 ? true : false);
p->forest_fights = stringtoint(strtok(NULL, " "));
p->player_fights = stringtoint(strtok(NULL, " "));
+ p->setFlags(stringtoint(strtok(NULL, " ")));
+
password = strtok(NULL, " ");
strcpy(p->password, password);
- temp->setNick("NULL");
-
- printf("%s %d %ld %ld %ld %d %d %d %d %d %d %s %d %d %s\n", p->name, p->level,
- p->exp, p->gold, p->bank, p->hp, p->maxhp, p->strength, p->defense, p->armor, p->weapon,
- alive, p->forest_fights, p->player_fights, p->password);
-
- cout << "Inserting " << temp->stats->name << " at back of list" << endl;
- players.insertAtBack(temp);
- cout << temp->stats->name << " Inserted, now deleting" << endl;
+ 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));
+ unsigned long hv = iHASH((unsigned char *) temp->stats->name);
+
+ temp->stats->client = NULL;
+ players[hv].insertAtBack(temp);
delete temp;
- cout << "Deleted" << endl;
}
delete [] buf;
+infile.close();
+return 1;
}
bool passcmp(char *encrypted, char *plaintext)
aClient *user;
Player *p;
- if (!is_playing(u) || !(user = find(u)))
- notice(s_GameServ, u, "You must be playing to use the store!");
- else if (!cmd || !item)
+ if (!cmd || !item)
{
notice(s_GameServ, u, "SYNTAX: STORE LIST {ARMOR | WEAPONS}");
notice(s_GameServ, u, " \ 2STORE SELL {ARMOR | WEAPON}\ 2");
notice(s_GameServ, u, " \ 2STORE BUY {ARMOR | WEAPON} \1fNUMBER\1f\ 2");
+ return;
}
- else if (stricmp(cmd, "LIST") == 0)
+ 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, " \ 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_bank(char *u)
+void do_inventory(char *u)
{
- char *cmd = strtok(NULL, " ");
- char *amount = strtok(NULL, " ");
- char *nick = strtok(NULL, " ");
-
aClient *user;
- Player *p;
- if (!cmd || !amount || (stricmp(cmd, "TRANSFER") == 0 && !nick))
+ if (!(user = find(u)))
{
- notice(s_GameServ, u, "BANK {WITHDRAW | DEPOSIT} {ALL | AMOUNT}");
- notice (s_GameServ, u, "BANK BALANCE");
+ notice(s_GameServ, u, "Fatal Error. Contact a %S admin!");
return;
}
- else if (!is_playing(u) || !(user = find(u)))
+ else if (isIgnore(user))
{
- notice(s_GameServ, u, "You must be playing to use the bank!");
+ #ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+ #endif
return;
}
- else if (!isstringnum(amount) && stricmp(amount, "ALL") != 0)
+ else if (!is_playing(user))
{
- notice(s_GameServ, u, "I don't know how to convert alphabet letters into currency, sire!");
- return;
+ 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();
- p = user->stats;
-
- if (stricmp(cmd, "BALANCE") == 0)
+ if (!to)
+ to = from;
+ if (is_playing(from))
{
- showBankBalance(u);
+ 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());
}
- else if (stricmp(cmd, "DEPOSIT") == 0)
- {
- if (p->bank == 2000000000)
- {
- notice(s_GameServ, u, "Your bank account is full, sire!");
- return;
+}
+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)
{
}
-void do_master(char *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 (is_fighting(u))
+
+ if (!(user = find(u)))
{
- notice(s_GameServ, u, "You're in the middle of a fight! Pay attention!");
+ 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(u))
+ else if (!is_playing(user))
{
notice(s_GameServ, u, "You must be playing to see your master!");
return;
}
- else
+ 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)
{
- Player *p = user->stats;
- long int need = 0;
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!
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(u) && is_playing(u))
+ if (!is_fighting(user) && is_playing(user))
{
Player *p = user->stats;
p->master = new Monster(masters[p->level - 1]);
{
aClient *user;
Player *p;
+
if (!(user = find(u)))
return;
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