-#include "sockhelp.h"
#include "aClient.h"
-#include "list.h"
+#include "config.h"
#include "extern.h"
+#include "flags.h"
+#include "list.h"
+#include "sockhelp.h"
+
#include <cctype>
#include <fstream.h>
+
+#if defined(HAVE_CRYPT_H)
+
#include <crypt.h>
-#define LEVELS 5 // Number of character levels in the game
-#define MONSTERS 12 // Monsters per level
+#elif defined(HAVE_UNISTD_H)
+
+#include <unistd.h>
+
+#endif
List<aClient> players;
Monster *monsters[LEVELS][MONSTERS]; // Monsters per level. Total = MONSTERS * LEVELS
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
/********** GameServ Booleans **********/
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 is_alive(char *u); // True if the given nick is playing and is alive
+bool is_alive(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 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_master(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_visit(char *u);
void do_stats(char *u);
-void see_mystic(char *u);
+void do_store(char *u);
+void do_tavern(char *u);
+void do_use(char *u);
+void see_master(char *u);
void showstats(const char *u, const char *nick);
+void showinventory(aClient *from, aClient *to = NULL);
+void showBankBalance(const char *u);
+void end_turn(aClient *user);
#define WNA 16
char *weapons[WNA] = { "Fists", "Stick", "Dagger", "Quarterstaff", "Short Sword",
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;
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)
cout << "Source: " << source << "\ncmd: " << cmd << endl;
- if (strnicmp(cmd, ":\1PING", 6) == 0)
+ long int mn = midnight() - 12 * 3600; // 12 noon ;)
+
+ if (mn > timestamp)
+ {
+ refreshall();
+ timestamp = mn;
+ save_timestamp();
+ }
+
+ 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 +devel\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, "STORE") == 0) {
do_store(source);
} else if (stricmp(cmd, "BANK") == 0) {
do_bank(source);
+ } else if (stricmp(cmd, "ADMIN") == 0) {
+ do_admin(source);
+ } else if (stricmp(cmd, "REFRESH") == 0) {
+ do_refresh(source);
+ } else if (stricmp(cmd, "TAVERN") == 0) {
+ do_tavern(source);
} else if (stricmp(cmd, "PRINT") == 0) {
cout << "Printing Clients List: " << endl;
clients.print();
} 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");
+ cout << "Error: aClient not found: " << source << endl;
+ }
+ else if (!isAdmin(user))
+ {
+ notice(s_GameServ, source, "You must be a %S admin to use this command!");
+ }
+ else
+ {
+ save_gs_dbase();
+ raw("SQUIT %s :leaving", servername);
+ }
} 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");
+ cout << "Error: aClient not found: " << source << endl;
+ }
+ 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");
+ cout << "Error: aClient not found: " << source << endl;
+ }
+ 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);
+ }
} else if (stricmp(cmd, "RAW") == 0) {
- char *rest = strtok(NULL, "");
- raw(rest);
- }
+ aClient *user;
- source--; // Bring the : back so we don't leak memory
+ if (!(user = find(source)))
+ {
+ notice(s_GameServ, source, "Error: aClient not found. Contact a %S admin");
+ cout << "Error: aClient not found: " << source << endl;
+ }
+ 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);
+ }
+ } 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 :)
}
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]);
notice(s_GameServ, sender->getNick(), "%s%sPlayer Fights: %d", buf, space, ni->stats->player_fights);
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;
}
void notice(const char *source, const char *dest, const char *fmt, ...)
{
+ if (fmt[0] == '\0')
+ return;
+
va_list args;
char *input;
const char *t = fmt;
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)
{
else
notice(s_GameServ, u, "No one is playing");
}
+
void do_register(char *u)
{
char *password;
- aClient *user;
+ aClient *user, *p;
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)
{
notice(s_GameServ, u, "SYNTAX: /msg %S REGISTER PASSWORD");
}
- else if (user = find(u))
+ else if ((user = find(u)))
{
- if (!user->stats)
+ p = findplayer(u);
+ if (!user->stats && !p)
{
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);
+ 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!");
}
else
{
aClient *user, *p;
name = strtok(NULL, " ");
password = strtok(NULL, " ");
-
+ user = find(u);
if (!password || !name)
{
notice(s_GameServ, u, "SYNTAX: /msg %S IDENTIFY NAME PASSWORD");
}
+ else if (!user)
+ notice(s_GameServ, u, "Fatal error. Cannot find aClient. Buf: %s", strtok(NULL, ""));
else if (!(p = findplayer(name)) || !p->stats)
notice(s_GameServ, u, "Player %s not found", name);
- else if (!check_password(name, password))
+ else if (!check_password(name, password) && !isAdmin(user))
{
notice(s_GameServ, u, "Password incorrect");
}
- else if (user = find(u))
+ else
{
+ if (p->stats->user && !isAdmin(user))
+ {
+ notice(s_GameServ, u, "That player has already identified.");
+ return;
+ }
if (!user->stats)
{
ListNode<aClient> *temp;
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)))
+ {
+ notice(s_GameServ, u, "Fatal Error in do_stats(). Contact a %S admin for help!");
+ return;
+ }
+ else if (!is_playing(user))
+ {
+ notice(s_GameServ, u, "You're not playing, so you have no stats!");
+ return;
+ }
+ else
+ showstats(u, user->stats->name);
+ }
else
showstats(u, nick);
}
void init_masters()
{
- //delete_masters();
+ delete_masters();
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 = 15;
masters[0]->gold = 0;
masters[0]->exp = 0;
masters[0]->maxhp = 30;
+ masters[0]->hp = 30;
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 = 30;
masters[1]->gold = 0;
masters[1]->exp = 0;
masters[1]->maxhp = 40;
+ masters[1]->hp = 40;
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");
masters[2]->gold = 0;
masters[2]->exp = 0;
masters[2]->maxhp = 70;
+ masters[2]->hp = 70;
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!");
masters[3]->gold = 0;
masters[3]->exp = 0;
masters[3]->maxhp = 120;
+ masters[3]->hp = 120;
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, "Drunken Boxing");
+ strcpy(masters[4]->weapon, "Kung Fu Kick");
masters[4]->strength = 125;
- masters[4]->maxhp = 200;
masters[4]->gold = 0;
masters[4]->exp = 0;
+ masters[4]->maxhp = 200;
+ masters[4]->hp = 200;
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]->maxhp = 400;
masters[5]->gold = 0;
masters[5]->exp = 0;
+ masters[5]->maxhp = 400;
+ masters[5]->hp = 400;
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]->maxhp = 600;
masters[6]->gold = 0;
masters[6]->exp = 0;
+ masters[6]->maxhp = 600;
+ masters[6]->hp = 600;
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]->maxhp = 800;
masters[7]->gold = 0;
masters[7]->exp = 0;
+ masters[7]->maxhp = 800;
+ masters[7]->hp = 800;
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]->maxhp = 1200;
masters[8]->gold = 0;
masters[8]->exp = 0;
+ masters[8]->maxhp = 1200;
+ masters[8]->hp = 1200;
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]->maxhp = 1800;
masters[9]->gold = 0;
masters[9]->exp = 0;
- strcpy(masters[9]->death, "Hiccup!");
+ masters[9]->maxhp = 1800;
+ masters[9]->hp = 1800;
+ 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]->maxhp = 2500;
masters[10]->gold = 0;
masters[10]->exp = 0;
+ masters[10]->maxhp = 2500;
+ masters[10]->hp = 2500;
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.");
}
monsters[x][y] = new Monster();
// Hard coded for now - Kain
+/*
strcpy(monsters[0][0]->name, "Slime");
strcpy(monsters[0][0]->weapon, "Acid Goo");
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()
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?");
+ }
+}
+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->getNick(), battle->stats->hp);
+ notice(s_GameServ, u, "Here are your commands:");
+ notice(s_GameServ, u, "/msg %S attack");
+ notice(s_GameServ, u, "/msg %S run");
notice(s_GameServ, u, "What will you do?");
}
}
}
}
+bool is_playing(aClient *user)
+{
+ return user->stats != NULL && (stricmp(user->getNick(), "!NULL!") != 0);
+}
+
+bool is_alive(char *u)
+{
+ aClient *user;
+ if (!(user = find(u)))
+ return false;
+ else if (user->stats == NULL)
+ return false;
+ else
+ return user->stats->alive;
+}
+
+bool is_alive(aClient *user)
+{
+ if (user->stats == NULL)
+ return false;
+ else
+ return user->stats->alive;
+}
+
bool is_fighting(char *u)
{
aClient *user;
else
return false;
}
+bool is_fighting(aClient *user)
+{
+ if (!is_playing(user))
+ return false;
+ else
+ return (user->stats->fight != NULL || user->stats->battle != NULL || user->stats->master != NULL);
+}
bool player_fight(char *u)
{
else
return false;
}
+bool player_fight(aClient *user)
+{
+ if (!is_fighting(user))
+ return false;
+ else
+ return user->stats->battle != NULL;
+}
bool master_fight(char *u)
{
else
return false;
}
-
-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)
}
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)))
{
notice(s_GameServ, u, "You can't attack %s while they aren't playing!", nick);
+ return;
}
- else if (!is_playing(u))
+ else if (!is_playing(ni))
{
notice(s_GameServ, u, "You are not playing!");
+ return;
}
/*
* Offline fighting not implemented yet.
* display_players(u);
* }
*/
- else if (is_playing(u) && is_playing(nick))
+ else if (!is_alive(ni))
+ {
+ notice(s_GameServ, u, "You are dead. Wait until tomorrow to fight others!");
+ return;
+ }
+ else if (player_fight(battle))
+ {
+ notice(s_GameServ, u, "%s is fighting %s already!", battle->stats->name, battle->stats->battle->stats->name);
+ return;
+ }
+ else if (is_fighting(battle))
+ {
+ notice(s_GameServ, u, "%s is fighting %s already!", battle->stats->name, battle->stats->fight->name);
+ return;
+ }
+ else if (is_playing(ni) && is_playing(battle) && stricmp(ni->stats->name, battle->stats->name) != 0)
{
// Set your battle pointer to the other player
ni->stats->battle = battle;
display_players(u);
}
}
+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 (!is_playing(user))
+ {
+ notice(s_GameServ, u, "You must be playing to use items!");
+ return;
+ }
+
+ p = &user->stats->inventory;
+
+ if (stricmp(item, "HEALTH") == 0)
+ {
+ if (p->Healing() <= 0)
+ {
+ notice(s_GameServ, u, "You are out of Health Potions!");
+ return;
+ }
+ int oldhealth = user->stats->hp;
+ notice(s_GameServ, u, "You hastiliy gulp down the flask of cool life-giving waters.");
+ notice(s_GameServ, u, "Rejuvination spreads throughout your body.");
+ user->stats->hp += (10 * user->stats->level) + (rand() % 10) * user->stats->level;
+ notice(s_GameServ, u, "You gain %d HP!", user->stats->hp - oldhealth);
+ p->decHealing();
+ }
+ 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 += rand() % 3;
+ notice(s_GameServ, u, "You gain %d Strength points!", user->stats->strength - oldstrength);
+ p->decStrength();
+ }
+ 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->strength;
+ 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 += rand() % 3;
+ notice(s_GameServ, u, "You gain %d Defense points!", user->stats->defense - olddefense);
+ p->decDefense();
+ }
+
+ 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)))
{
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) && p->yourturn)
{
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) && !p->yourturn)
{
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->fight = NULL;
+ user->stats->alive = false;
+ 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
+ {
+ user->stats->yourturn = 0;
+ battle->stats->yourturn = 1;
+ 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 (!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;
// We wouldn't be here if they were all NULL
}
- 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);
ni->stats->gold = (ni->stats->gold + fight->gold > 2000000000 ? 2000000000 :
ni->stats->gold + fight->gold);
- // They're dead so remove the pointer
- delete ni->stats->fight;
- ni->stats->fight = NULL;
- 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!",
// Clear the pointer for your master
ni->stats->master = NULL;
}
+
+ // They're dead so remove the pointer
+ delete ni->stats->fight;
+ ni->stats->fight = NULL;
+ ni->stats->master = NULL;
+
return;
}
else
fight->hp -= hit;
if (mhit > 0)
{
- notice(s_GameServ, u, "\1f%s\1f hits you with their \1f%s\1f for \ 2%d\ 2 damage!",
+ 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)
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 "\
ni->stats->gold = 0;
ni->stats->exp -= (long int)(ni->stats->exp * .10);
ni->stats->fight = NULL;
+ ni->stats->alive = false;
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))
(long int)(battle->stats->exp * .10), battle->stats->gold);
notice(s_GameServ, battle->getNick(), "You have been killed by \ 2%s\ 2!", u);
battle->stats->hp = 0;
- battle->stats->alive = 0;
+ battle->stats->alive = false;
if (2000000000 - ni->stats->exp > (long int)(battle->stats->exp * .10))
{
{
notice(s_GameServ, u, "SYNTAX: /msg %S HEAL {ALL | #}");
}
- else if (!(ni = find(u)) || !ni->stats)
+ else if (!(ni = find(u)))
+ {
+ notice(s_GameServ, u, "Fatal error. Contact a(n) %S admin. buf: %s", strtok(NULL, ""));
+ return;
+ }
+ else if (!is_playing(ni))
{
notice(s_GameServ, u, "You aren't playing!");
+ return;
+ }
+ else if (!is_alive(ni))
+ {
+ 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!");
}
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;
}
if (!outfile)
{
- cerr << "Error opening " << playerdata << endl;
+ cout << "Error opening " << playerdata << endl;
return 0;
}
<< it->hp << ' ' << it->maxhp << ' ' << it->strength << ' ' << it->defense << ' '
<< it->armor << ' ' << it->weapon << ' ' << (it->alive ? "alive" : "dead") << ' '
<< it->forest_fights << ' ' << it->player_fights << ' '
- << it->password << endl;
+ << it->getFlags() << ' ' << it->password << endl;
ptr = ptr->Next();
}
outfile.close();
+return 1;
}
int load_gs_dbase()
if (infile.fail())
{
- cerr << "Error opening " << playerdata << endl;
+ cout << "Error opening " << playerdata << endl;
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->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");
+ 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;
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");
}
+ else if (!(user = find(u)) || !is_playing(user))
+ notice(s_GameServ, u, "You must be playing to use the store!");
+ else if (!is_alive(user))
+ {
+ notice(s_GameServ, u, "You are dead. Wait until tomorrow to purchase weapons and armor!");
+ return;
+ }
else if (stricmp(cmd, "LIST") == 0)
{
if (stricmp(item, "WEAPONS") == 0)
}
}
}
+void do_inventory(char *u)
+{
+ aClient *user;
+
+ if (!(user = find(u)))
+ {
+ notice(s_GameServ, u, "Fatal Error. Contact a %S admin!");
+ return;
+ }
+ else if (!is_playing(user))
+ {
+ notice(s_GameServ, u, "You must be playing to check your inventory!");
+ return;
+ }
+ showinventory(user, user);
+}
+void showinventory(aClient *from, aClient *to)
+{
+ char *nick = to->getNick();
+
+ if (!to)
+ to = from;
+ if (is_playing(from))
+ {
+ Pouch *p = &from->stats->inventory;
+ notice(s_GameServ, nick, "Inventory for %s:", from->getNick());
+ 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());
+ }
+}
+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 (!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;
+ }
+ p = user->stats;
+ if (!cmd)
+ {
+ notice(s_GameServ, u, "Welcome to Boot Liquors Mystic Apothecary");
+ notice(s_GameServ, u, "Your commands:");
+ notice(s_GameServ, u, "/msg %S TAVERN {LIST | BUY} [NUMBER]");
+ notice(s_GameServ, u, "What'll it be?");
+ }
+ else if (stricmp(cmd, "LIST") == 0)
+ {
+ notice(s_GameServ, u, "Here is a list of what we have to offer:");
+ notice(s_GameServ, u, "1. Healing Potions for %ld Gold", 1000 * p->level + (p->exp / 10));
+ notice(s_GameServ, u, "2. Strength Potions for %ld Gold", 2050 * p->level + (p->exp / 10));
+ notice(s_GameServ, u, "3. Defense Potions for %ld Gold", 2000 * 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 > 3)
+ {
+ notice(s_GameServ, u, "Invalid Choice!");
+ notice(s_GameServ, u, "Here is a list of what we have to offer:");
+ notice(s_GameServ, u, "1. Healing Potions for %ld Gold", 1000 * p->level + (p->exp / 10));
+ notice(s_GameServ, u, "2. Strength Potions for %ld Gold", 2050 * p->level + (p->exp / 10));
+ notice(s_GameServ, u, "3. Defense Potions for %ld Gold", 2000 * 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!");
+ }
+ switch(num)
+ {
+ case 1:
+ price = (1000 * p->level) + (p->exp / 10);
+ if (p->gold >= price)
+ {
+ notice(s_GameServ, u, "One healing potion coming right up!");
+ p->inventory.incHealing();
+ }
+ else
+ notice(s_GameServ, u, "You don't have enough gold!");
+ break;
+ case 2:
+ price = (2050 * p->level) + (p->exp / 10);
+ if (p->gold >= price)
+ {
+ notice(s_GameServ, u, "One strength boost coming right up!");
+ p->inventory.incStrength();
+ }
+ else
+ notice(s_GameServ, u, "You don't have enough gold!");
+ break;
+ case 3:
+ price = (2000 * p->level) + (p->exp / 10);
+ if (p->gold >= price)
+ {
+ notice(s_GameServ, u, "One defense boost coming right up!");
+ p->inventory.incDefense();
+ }
+ 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)
{
if (!cmd || !amount || (stricmp(cmd, "TRANSFER") == 0 && !nick))
{
notice(s_GameServ, u, "BANK {WITHDRAW | DEPOSIT} {ALL | AMOUNT}");
+ notice (s_GameServ, u, "BANK BALANCE");
return;
}
- else if (!is_playing(u) || !(user = find(u)))
+
+ user = find(u);
+ if (!is_playing(user))
{
notice(s_GameServ, u, "You must be playing to use the bank!");
return;
}
+ else if (!is_alive(user))
+ {
+ 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!");
p = user->stats;
- if (stricmp(cmd, "DEPOSIT") == 0)
+ if (stricmp(cmd, "BALANCE") == 0)
+ {
+ showBankBalance(u);
+ }
+ else if (stricmp(cmd, "DEPOSIT") == 0)
{
if (p->bank == 2000000000)
{
notice(s_GameServ, u, "Depositing %ld gold into your account", (2000000000 - p->bank));
p->gold -= (2000000000 - p->bank);
p->bank = 2000000000;
+ showBankBalance(u);
}
else
{
notice(s_GameServ, u, "Depositing %ld gold into your account!", p->gold);
p->bank += p->gold;
p->gold = 0;
+ showBankBalance(u);
}
}
else if (stringtoint(amount) > p->gold)
{
notice(s_GameServ, u, "Sire, you only have %ld gold!", p->gold);
+ showBankBalance(u);
return;
}
else
notice(s_GameServ, u, "Capping off your account with %ld gold!", (2000000000 - p->bank));
p->gold -= (2000000000 - p->bank);
p->bank = 2000000000;
+ showBankBalance(u);
}
else
{
notice(s_GameServ, u, "Depositing %d gold into your account!", stringtoint(amount));
p->bank += stringtoint(amount);
p->gold -= stringtoint(amount);
+ showBankBalance(u);
}
}
}
if (p->gold == 2000000000)
{
notice(s_GameServ, u, "You cannot carry any more gold, sire!");
+ showBankBalance(u);
return;
}
else if (stricmp(amount, "ALL") == 0)
notice(s_GameServ, u, "Withdrawing %ld gold from your account", (2000000000 - p->gold));
p->bank -= (2000000000 - p->gold);
p->gold = 2000000000;
+ showBankBalance(u);
}
else
{
notice(s_GameServ, u, "Withdrawing %ld gold from your account!", p->bank);
p->gold += p->bank;
p->bank = 0;
+ showBankBalance(u);
}
}
else if (stringtoint(amount) > p->bank)
{
notice(s_GameServ, u, "Sire, you only have %ld gold in the bank!", p->bank);
+ showBankBalance(u);
return;
}
else
(2000000000 - p->gold));
p->bank -= (2000000000 - p->gold);
p->gold = 2000000000;
+ showBankBalance(u);
}
else
{
notice(s_GameServ, u, "Withdrawing %d gold from your account!", stringtoint(amount));
p->gold += stringtoint(amount);
p->bank -= stringtoint(amount);
+ showBankBalance(u);
}
}
}
}
+
+void do_master(char *u)
+{
+ aClient *user;
+ user = find(u);
+
+ if (!user)
+ {
+ notice(s_GameServ, u, "Fatal error. Contact a(n) %S admin. buf: %s", strtok(NULL, ""));
+ return;
+ }
+ else if (is_fighting(user))
+ {
+ notice(s_GameServ, u, "You're in the middle of a fight! Pay attention!");
+ return;
+ }
+ else if (!is_alive(user))
+ {
+ notice(s_GameServ, u, "You're dead. Wait until tomorrow to see your master!");
+ return;
+ }
+ else if (!is_playing(user))
+ {
+ notice(s_GameServ, u, "You must be playing to see your master!");
+ return;
+ }
+
+ char *cmd = strtok(NULL, " ");
+ Player *p = user->stats;
+ long int need = 0;
+
+ if (seenMaster(p))
+ {
+ notice(s_GameServ, u, "You have already seen your master today. Wait until tomorrow to try again");
+ return;
+ }
+
+ if (cmd != NULL)
+ {
+ switch(p->level)
+ {
+ case 1:
+ need = 100;
+ break;
+ case 2:
+ need = 400;
+ break;
+ case 3:
+ need = 1000;
+ break;
+ case 4:
+ need = 4000;
+ break;
+ case 5:
+ need = 10000;
+ break;
+ case 6:
+ need = 40000;
+ break;
+ case 7:
+ need = 100000;
+ break;
+ case 8:
+ need = 400000;
+ break;
+ case 9:
+ need = 1000000;
+ break;
+ case 10:
+ need = 4000000;
+ break;
+ case 11:
+ need = 10000000;
+ break;
+ case 12:
+ need = p->exp + 1;
+ notice(s_GameServ, u, "You are at level 12. You are the master. What's left? The DRAGON!");
+ break;
+ default:
+ need = p->exp + 1; // Unknown level... don't let them fight a fake master!
+ break;
+ }
+ }
+ else
+ {
+ notice(s_GameServ, u, "SYNTAX: MASTER {FIGHT | QUESTION}");
+ return;
+ }
+
+ if (stricmp(cmd, "FIGHT") == 0)
+ {
+ if (p->exp >= need)
+ {
+ setMaster(p);
+ see_master(u);
+ }
+ else
+ notice(s_GameServ, u, "You are not worthy of fighting %s! You need %ld more experience.", masters[p->level - 1]->name, (need - p->exp));
+ return;
+ }
+ else if (stricmp(cmd, "QUESTION") == 0)
+ {
+ if (p->exp >= need)
+ notice(s_GameServ, u, "%s looks you up and down and decides you are more ready than you will ever be.", masters[p->level - 1]->name);
+ else
+ notice(s_GameServ, u, "You pathetic fool! You are no match for %s, %s!", masters[p->level - 1]->name, p->name);
+
+ return;
+ }
+ else
+ {
+ notice(s_GameServ, u, "SYNTAX: MASTER {FIGHT | QUESTION}");
+ }
+}
+
+void see_master(char *u)
+{
+ aClient *user;
+
+ if (!(user = find(u)))
+ {
+ notice(s_GameServ, u, "Fatal error. Contact a(n) %S admin. buf: %s", strtok(NULL, ""));
+ return;
+ }
+
+ if (!is_fighting(user) && is_playing(user))
+ {
+ Player *p = user->stats;
+ p->master = new Monster(masters[p->level - 1]);
+ p->fight = p->master;
+ display_monster(u); // Since master is the same structure, use this function
+ }
+}
+
+void showBankBalance(const char *u)
+{
+ aClient *user;
+ Player *p;
+
+ if (!(user = find(u)))
+ return;
+
+ p = user->stats;
+
+ if (!p)
+ return;
+
+ notice(s_GameServ, u, "Account Balance: %ld Gold On hand: %ld", p->bank, p->gold);
+
+}
+
+void refreshall()
+{
+ ListNode <aClient> *it;
+ Player *p;
+
+ it = players.First();
+
+ while (it)
+ {
+ p = it->getData()->stats;
+ refresh(p);
+ it = it->Next();
+ }
+}
+
+void refresh(Player *p)
+{
+ if (!p)
+ return;
+
+ p->hp = p->maxhp;
+ p->forest_fights = forestfights;
+ p->player_fights = 3;
+ p->alive = true;
+ 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");
+ cout << "Error: aClient not found: " << u << endl;
+ 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 = find(nick)))
+ {
+ if (is_playing(user))
+ {
+ notice(s_GameServ, u, "Refreshing %s.", user->getNick());
+ refresh(user->stats);
+ }
+ else
+ {
+ notice(s_GameServ, u, "%s is not playing.", user->getNick());
+ }
+ }
+ 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())
+ {
+ cout << "Error opening helpfiles/help" << endl;
+ 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)))
+ {
+ cout << "Error: aClient not found: " << u << endl;
+ 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);
+ }
+ 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())
+ {
+ cout << "Error opening monsters.dat" << endl;
+ return false;
+ }
+ init_monsters();
+ buf = new char[2048];
+
+ 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, "~"));
+ strcpy(monsters[l][m]->death, strtok(NULL, ""));
+ m++;
+ }
+ }
+ }
+ delete [] buf;
+return true;
+}