#include "aClient.h"
#include "config.h"
#include "extern.h"
+#include "player.h"
+#include "pouch.h"
#include "flags.h"
-#include "list.h"
#include "level.h"
#include "sockhelp.h"
+#include "item.h"
+#include "script.h"
+#include "toplist.h"
+#include <algorithm>
#include <cctype>
#include <fstream>
+#include <stdlib.h>
+#include <list>
+#include <iterator>
-using std::ifstream;
-using std::ofstream;
-using std::ios;
+using namespace std;
#if defined(HAVE_CRYPT_H)
#endif
-
+Monster dragon; // The current dragon
Level levels[LEVELS]; // The newest way to store monsters
+list<item*> Items; // The master list of items
+list<tavernItem> tavern; // The list of items available at the tavern
+list<item*> store; // List of items available at the store
-// Database functions
-int save_gs_dbase();
-int load_gs_dbase();
-
-// String functions
-#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
+toplist myToplist; // List of the top 10 players
-/********** Password functions **********/
-bool passcmp(const char *encrypted, char *plaintext); // Compares an encrypted pass with a plain text one
-
-bool check_password(char *name, char *plaintext); // Finds a password for the given name, and checks it with passcmp against the plaintext password given.
-
-/********** Password functions **********/
-
-
-/********** 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 is_playing(aClient *user);
-
-bool is_fighting(char *u); // True if the given nick in the clients list is fighting anything.
-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);
-
-bool dragon_fight(char *u); // True if the player is fighting the dragon.
-bool dragon_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(Player *p);
-void refreshall();
-void updateTS(Player *p);
-void reset(Player *p);
-bool load_masters();
-bool load_monsters();
-bool load_levels();
-void delete_monsters();
void do_admin(char *u);
void do_attack(char *u);
void do_bank(char *u);
void do_check(char *u);
+void do_equip(char *u);
void do_fight(char *u);
void do_heal(char *u);
void do_help(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",
- "Long Sword", "Silver Spear", "Battle Axe", "The Ragnarok",
- "Chain Saw", "Poison Sword", "Flame Sword", "Earth Hammer",
- "Light Saber", "Masamune", "Mystical Sword"};
-
-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", "Adamantium"};
-
-int prices[WNA - 1] = {200, 1000, 3000, 10000, 30000, 100000, 150000, 200000, 400000,
- 1000000, 4000000, 10000000, 40000000, 100000000, 400000000};
-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};
void gameserv(char *source, char *buf)
{
- char *cmd, z;
- cmd = strtok(buf, " ");
-
- #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
-
- if (strnicmp(cmd, "\1PING", 6) == 0)
- {
- 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, " ");
-
- if (!cmd)
- notice(s_GameServ, source, "SYNTAX: /msg %S SEARCH FOREST");
- else
+ char *cmd, z;
+ cmd = strtok(buf, " ");
+
+#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
+
+ if (strnicmp(cmd, "\1PING", 6) == 0)
+ {
+ 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, " ");
+
+ if (!cmd)
+ 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, "CHECK") == 0) {
- do_check(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, "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, "NEWS") == 0) {
- do_news(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, "SET") == 0) {
- do_set(source);
- } else if (stricmp(cmd, "STATS") == 0) {
- do_stats(source);
- } else if (stricmp(cmd, "SHUTDOWN") == 0) {
- aClient *user;
-
- if (!(user = find(source)))
+
+ }
+ else if (stricmp(cmd, "ADMIN") == 0)
{
- notice(s_GameServ, source, "Error: aClient not found. Contact a %S admin");
- log("Error: aClient not found: %s", source);
- }
- else if (!isAdmin(user))
+ do_admin(source);
+ }
+ else if (stricmp(cmd, "ATTACK") == 0)
{
- notice(s_GameServ, source, "You must be a %S admin to use this command!");
- }
- else
+ do_attack(source);
+ }
+ else if (stricmp(cmd, "BANK") == 0)
{
- 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) {
- aClient *user;
-
- if (!(user = find(source)))
+ do_bank(source);
+ }
+ else if (stricmp(cmd, "CHECK") == 0)
{
- notice(s_GameServ, source, "Error: aClient not found. Contact a %S admin");
- log("Error: aClient not found: %s", source);
- }
- else if (!isAdmin(user))
+ do_check(source);
+ }
+ else if (stricmp(cmd, "DRAGON") == 0)
{
- notice(s_GameServ, source, "You must be a %S admin to use this command!");
- }
- else
- {
- save_gs_dbase();
- }
- } else if (stricmp(cmd, "LOAD") == 0) {
- aClient *user;
-
- if (!(user = find(source)))
+ do_dragon(source);
+ }
+ else if (stricmp(cmd, "EQUIP") == 0)
{
- notice(s_GameServ, source, "Error: aClient not found. Contact a %S admin");
- log("Error: aClient not found: %s", source);
- }
- else if (!isAdmin(user))
+ do_equip(source);
+ }
+ else if (stricmp(cmd, "FIGHT") == 0)
{
- 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");
- load_monsters();
- }
- else
- display_help(source, cmd);
- }
- #ifdef DEBUGMODE
- } else if (stricmp(cmd, "RAW") == 0) {
- aClient *user;
-
- if (!(user = find(source)))
+ do_fight(source);
+ }
+ else if (stricmp(cmd, "HEAL") == 0)
{
- notice(s_GameServ, source, "Error: aClient not found. Contact a %S admin");
- log("Error: aClient not found: %s", source);
- }
- else if (!isAdmin(user))
+ do_heal(source);
+ }
+ else if (stricmp(cmd, "HELP") == 0)
{
- notice(s_GameServ, source, "You must be a %S admin to use this command!");
- }
- else
- {
- char *rest = strtok(NULL, "");
- raw("%s", rest);
- }
- } else if (stricmp(cmd, "PRINT") == 0) {
- for (int x = 0; x < LEVELS; x++)
- levels[x].monsters.print();
- } else if (stricmp(cmd, "RANDOM") == 0) {
- char *rstr = strtok(NULL, "");
- range trange;
- trange.setRange(rstr);
- notice(s_GameServ, source, "Random number in that range: %d", trange.random());
- #endif
- } else {
- aClient *user;
- if ((user = find(source)))
+ do_help(source);
+ }
+ else if (stricmp(cmd, "IDENTIFY") == 0)
{
- 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);
- }
- }
- }
-
- #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)
-{
- register int c;
-
- while ((c = tolower(*s1)) == tolower(*s2)) {
- if (c == 0)
- return 0;
- s1++;
- s2++;
+ do_identify(source);
}
- if (c < tolower(*s2))
- return -1;
- return 1;
-}
-
-void showstats(const char *u, const char *nick)
-{
- aClient *ni, *sender = find(u);
- char *buf;
- buf = new char[50];
- char *space;
-
-
- if (!(ni = findplayer(nick)))
- {
- notice(s_GameServ, u, "%s not found", nick);
+ else if (stricmp(cmd, "INVENTORY") == 0)
+ {
+ do_inventory(source);
}
- else if (ni->stats)
- {
- notice(s_GameServ, sender->getNick(), "Stats for %s:", ni->stats->name.c_str());
-
- sprintf(buf, "Experience: %ld", ni->stats->exp);
- space = spaces(strlen(buf), " ");
- notice(s_GameServ, sender->getNick(), "%s%sLevel: %d", buf, space,
- ni->stats->level);
- delete [] space;
-
- sprintf(buf, "Gold: %ld", ni->stats->gold);
- space = spaces(strlen(buf), " ");
- notice(s_GameServ, sender->getNick(), "%s%sGold in Bank: %ld", buf, space, ni->stats->bank);
- delete [] space;
-
- 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%sDefense: %d",
- buf, space, ni->stats->defense + arbonus[ni->stats->armor]);
- delete [] space;
-
- sprintf(buf, "Armor: %s", armors[ni->stats->armor]);
- space = spaces(strlen(buf), " ");
- notice(s_GameServ, sender->getNick(), "%s%sWeapon: %s", buf, space,
- weapons[ni->stats->weapon]);
- delete [] space;
-
- sprintf(buf, "Forest Fights: %d", ni->stats->forest_fights);
- 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 if (stricmp(cmd, "LIST") == 0)
+ {
+ do_list(source);
}
- else
- {
- notice(s_GameServ, u, "%s is not playing!", ni->stats->name.c_str());
+ else if (stricmp(cmd, "LOGOUT") == 0)
+ {
+ do_logout(source);
}
- delete [] buf;
-}
-
-char *spaces(int len, char *seperator)
-{
- char *final;
- final = new char[30];
- int y;
- strcpy(final, seperator);
- for (y = 0; y < 30 - len; y++)
- strcat(final, seperator);
- return final;
-}
-
-void raw(const char *fmt, ...)
-{
- va_list args;
- char *input;
- const char *t = fmt;
- input = new char[1024];
- va_start(args, fmt);
- memset(input, 0, sizeof(input)); // Initialize to NULL
- for (; *t; t++)
- {
- if (*t == '%')
+ else if (stricmp(cmd, "MASTER") == 0)
{
- switch(*++t) {
- case 'd': sprintf(input, "%s%d", input, va_arg(args, int)); break;
- case 's': sprintf(input, "%s%s", input, va_arg(args, char *)); break;
- case 'S': sprintf(input, "%s%s", input, s_GameServ); break;
- case 'l':
- if (*++t == 'd')
- sprintf(input, "%s%ld", input, va_arg(args, long int)); break;
- }
- }
- else
+ do_master(source);
+ }
+ else if (stricmp(cmd, "NEWS") == 0)
{
- sprintf(input, "%s%c", input, *t);
- }
-
+ do_news(source);
}
- #ifdef DEBUGMODE
- log("Input: %s", input);
- #endif
-
- sprintf(input, "%s%s", input, "\r\n");
- sock_puts(sock, input);
- delete [] input;
- va_end(args);
-}
-/* Send a NOTICE from the given source to the given nick. */
-
-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;
- input = new char[1024];
- va_start(args, fmt);
- if (dest[0] == ':')
- {
- dest++;
-
- #if !defined(P10)
- sprintf(input, ":%s %s %s :", source, commanduse, dest);
- #else
- sprintf(input, "%s %s %s :", gsnum, commanduse, dest);
- #endif
-
- dest--;
+ else if (stricmp(cmd, "REGISTER") == 0)
+ {
+ do_register(source);
}
- else
- {
- #if !defined(P10)
- sprintf(input, ":%s %s %s :", source, commanduse, dest);
- #else
- sprintf(input, "%s %s %s :", gsnum, commanduse, dest);
- #endif
+ else if (stricmp(cmd, "REFRESH") == 0)
+ {
+ do_refresh(source);
}
-
- for (; *t; t++)
- {
- if (*t == '%')
+ else if (stricmp(cmd, "RESET") == 0)
+ {
+ do_reset(source);
+ }
+ else if (stricmp(cmd, "RUN") == 0)
+ {
+ do_run(source);
+ }
+ else if (stricmp(cmd, "SET") == 0)
+ {
+ do_set(source);
+ }
+ else if (stricmp(cmd, "STATS") == 0)
+ {
+ do_stats(source);
+ }
+ else if (stricmp(cmd, "STORE") == 0)
+ {
+ do_store(source);
+ }
+ else if (stricmp(cmd, "TAVERN") == 0)
+ {
+ do_tavern(source);
+ }
+ else if (stricmp(cmd, "USE") == 0)
+ {
+ do_use(source);
+ }
+ else if (stricmp(cmd, "SHUTDOWN") == 0)
+ {
+ 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)
+ {
+ 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)
{
- switch(*++t) {
- case 'd': sprintf(input, "%s%d", input, va_arg(args, int)); break;
- case 's': sprintf(input, "%s%s", input, va_arg(args, char *)); break;
- case 'S': sprintf(input, "%s%s", input, s_GameServ); break;
- case 'l':
- if (*++t == 'd')
- sprintf(input, "%s%ld", input, va_arg(args, long int)); break;
- }
+ 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");
+ load_monsters();
+ }
+ else if (stricmp(cmd2, "SCRIPTS") == 0)
+ {
+ // Testing scripts for now
+ script scr;
+ notice(s_GameServ, source, "Loading scripts");
+
+ if (scr.loadScript("test.txt"))
+ scr.executeScript(user->stats);
+ }
+ else
+ {
+ display_help(source, cmd);
+ }
+ }
}
- else
+#ifdef DEBUGMODE
+ else if (stricmp(cmd, "RAW") == 0)
{
- sprintf(input, "%s%c", input, *t);
+ 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);
+ }
+ }
+ else if (stricmp(cmd, "RANDOM") == 0)
+ {
+ char *rstr = strtok(NULL, "");
+ range trange;
+ trange.setRange(rstr);
+ notice(s_GameServ, source, "Random number in that range: %d", trange.random());
}
-
+#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);
+ }
+ }
}
- #ifdef DEBUGMODE
- log("Input: %s", input);
- #endif
- sprintf(input, "%s%s", input, "\r\n");
- sock_puts(sock, input);
- delete [] commanduse;
- delete [] input;
-va_end(args);
-}
-
-
-int strnicmp(const char *s1, const char *s2, size_t len)
-{
- register int c;
-
- if (!len)
- return 0;
- while ((c = tolower(*s1)) == tolower(*s2) && len > 0) {
- if (c == 0 || --len == 0)
- return 0;
- s1++;
- s2++;
- }
- if (c < tolower(*s2))
- return -1;
- return 1;
-}
-#ifndef HAVE_STRTOK
-char *strtok(char *str, const char *delim)
-{
- static char *current = NULL;
- char *ret;
-
- if (str)
- current = str;
- if (!current)
- return NULL;
- current += strspn(current, delim);
- ret = *current ? current : NULL;
- current += strcspn(current, delim);
- if (!*current)
- current = NULL;
- else
- *current++ = 0;
- return ret;
-}
+#ifndef P10
+ source--; // Bring the ':' back so we don't leak memory
#endif
+ if (z == ':')
+ cmd--; // Same thing :)
+}
void do_check(char *u)
{
notice(s_GameServ, u, "Time left to next refresh: %dd %dh %dm %ds",
days, hours, minutes, seconds);
+
+ if (isRolloverForestFights())
+ {
+ complete = (lastrollover + rolloverperiod) - time(NULL);
+
+ days = complete / 86400;
+ hours = (complete % 86400) / 3600;
+ minutes = (complete % 86400) % 3600 / 60;
+ seconds = (complete % 86400) % 3600 % 60;
+
+ notice(s_GameServ, u, "Time left to next rollover: %dd %dh %dm %ds",
+ days, hours, minutes, seconds);
+ }
}
void do_list(char *u)
{
- aClient *user;
- char *cmd = strtok(NULL, " ");
-
- if (!(user = find(u)))
+ aClient *user;
+ Player *p;
+ char *cmd = strtok(NULL, " ");
+
+ if (!(user = find(u)))
{
- log("Fatal Error: Couldn't find %s in the client list", u);
- return;
+ log("Fatal Error: Couldn't find %s in the client list", u);
+ return;
}
- else if (isIgnore(user))
+ else if (isIgnore(user))
{
- #ifdef DEBUGMODE
- log("Ignoring %s. Command LIST", user->getNick());
- #endif
- return;
+#ifdef DEBUGMODE
+ log("Ignoring %s. Command LIST", user->getNick());
+#endif
+ return;
}
-
- ListNode<aClient> *temp;
+
+ if (cmd == NULL || stricmp(cmd, "TOP") == 0)
+ {
+ list<PlayerWrapper>::iterator iter;
bool header = false;
- for (unsigned long x = 0; x < U_TABLE_SIZE; x++)
+ if (myToplist.empty())
+ {
+ notice(s_GameServ, u, "There are no players");
+ return;
+ }
+ myToplist.sort();
+ myToplist.reverse();
+
+ iter = myToplist.begin();
+
+ while (iter != myToplist.end())
+ {
+ if (!header)
+ {
+ notice(s_GameServ, u, "Top Players");
+ header = true;
+
+ }
+ notice(s_GameServ, u, "Level: %2d Exp: %10d Name: %s",
+ (*iter).getLevel(), (*iter).getExp(), (*iter).getName().c_str());
+ iter++;
+ }
+ }
+ else
{
- temp = players[x].First();
- if (!players[x].isEmpty())
- {
- while(temp)
- {
- 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.c_str());
- #else
- notice(s_GameServ, u, "IRC: %s Game: %s", temp->getData()->getNick(),
- temp->getData()->stats->name.c_str());
- #endif
- }
-
- temp = temp->Next();
- }
- }
+
+ list<Player*>::iterator iter;
+ bool header = false;
+
+ for (unsigned long x = 0; x < U_TABLE_SIZE; x++)
+ {
+ iter = players[x].begin();
+ if (!players[x].empty())
+ {
+ while(iter != players[x].end())
+ {
+ p = (*iter);
+ if (cmd || is_playing(p->getClient()))
+ {
+ if (!header)
+ {
+ notice(s_GameServ, u, "Players:");
+ header = true;
+ }
+ #ifdef P10
+ notice(s_GameServ, u, "IRC: %s Game: %s", (p->getClient() ? p->getClient()->getRealNick() : "Not Playing"),
+ p->getName().c_str());
+ #else
+ notice(s_GameServ, u, "IRC: %s Game: %s", (p->getClient() ? p->getClient()->getNick() : "Not Playing"),
+ p->getName().c_str());
+ #endif
+ }
+ iter++;
+ }
+ }
+ }
+ if (!header)
+ notice(s_GameServ, u, "No one is playing");
+ else
+ notice(s_GameServ, u, "End of List");
}
- if (!header)
- notice(s_GameServ, u, "No one is playing");
- else
- notice(s_GameServ, u, "End of List");
-
}
+
void do_set(char *u)
{
- aClient *user, *target;
+ aClient *user;
+ Player *p;
char *name = strtok(NULL, " ");
char *cmd = strtok(NULL, " ");
char *cmd2;
if (!(user = find(u)))
{
notice(s_GameServ, u, "Fatal error. Cannot find aClient. "\
- "Buf: %s LOGOUT", u);
+ "Buf: %s LOGOUT", u);
return;
}
else if (isIgnore(user))
#endif
return;
}
- else if (!name)
+ else if (!name || !cmd)
{
- notice(s_GameServ, u, "SYNTAX: /msg %S SET [NAME] {PASSWORD|BANK BALANCE|PLAYER FIGHTS|FOREST FIGHTS|GOLD|STRENGTH|DEFENSE|HP|MAXHP|EXP|LEVEL|WEAPON|ARMOR|HP POTIONS|STRENGTH POTIONS|DEFENSE POTIONS|HEALING POTIONS|ALIVE|SEEN MASTER} {STRING|NUMBER|ON|OFF}");
+ notice(s_GameServ, u, "SYNTAX: /msg <S SET [NAME] {PASSWORD|BANK BALANCE|PLAYER FIGHTS|FOREST FIGHTS|GOLD|STRENGTH|DEFENSE|HP|MAXHP|EXP|LEVEL|ALIVE|SEEN MASTER} {STRING|NUMBER|TRUE|FALSE}");
return;
}
- else if (!(target = findplayer(name)))
+ else if (!(p = findplayer(name)))
{
// Back the pointers up... they didn't send a name probably
- cmd2= cmd;
+ cmd2 = cmd;
cmd = name;
- target = user;
-
+ p = user->stats;
+
if (!is_playing(user))
- {
- notice(s_GameServ, u, "You must be playing to set things for yourself!");
- return;
- }
+ {
+ notice(s_GameServ, u, "You must be playing to set things for yourself!");
+ return;
+ }
}
else
{
cmd2 = strtok(NULL, " ");
}
-
+ if (!cmd2)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg <S SET [NAME] {PASSWORD|BANK BALANCE|PLAYER FIGHTS|FOREST FIGHTS|GOLD|STRENGTH|DEFENSE|HP|MAXHP|EXP|LEVEL|ALIVE|SEEN MASTER} {STRING|NUMBER|TRUE|FALSE}");
+ return;
+ }
+
// Regardless of the previous if/else, if it got here, we know we have the cmd pointer at the right spot.
if (stricmp(cmd, "PASSWORD") == 0)
{
// Person is looking to change their password
// If they're an admin, or it's theirself, allow it
// cmd2 is pointing to the password now
- if (isAdmin(user) || user == target)
- {
- target->stats->setPassword(cmd2);
- notice(s_GameServ, u, "Password successfully changed");
- }
- else if (user != target && !isAdmin(user))
- {
- notice(s_GameServ, u, "You must be a %S admin to set other peoples' passwords.");
- return;
- }
+ if (isAdmin(user) || user == p->getClient())
+ {
+ p->setPassword(cmd2);
+ notice(s_GameServ, u, "Password successfully changed");
+ }
+ else if (user != p->getClient() && !isAdmin(user))
+ {
+ notice(s_GameServ, u, "You must be a <S admin to set other peoples' passwords.");
+ return;
+ }
}
else if (stricmp(cmd, "BANK") == 0 || stricmp(cmd, "BALANCE") == 0)
{
- if (!isAdmin(user))
- {
- notice(s_GameServ, u, "Admins Only!");
- return;
- }
- else if (stricmp(cmd, "BANK") == 0)
- {
- cmd2 = strtok(NULL, " "); // Need an extra parameter for set bank balance
- }
- else
- {
- target->stats->bank = stringtoint(cmd2);
- notice(s_GameServ, u, "Balance changed!");
- }
+ if (!isAdmin(user))
+ {
+ notice(s_GameServ, u, "Admins Only!");
+ return;
+ }
+ else if (stricmp(cmd, "BANK") == 0)
+ {
+ cmd2 = strtok(NULL, " "); // Need an extra parameter for set bank balance
+ }
+ if (!cmd2)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg <S SET [NAME] [BANK] BALANCE <NUMBER>");
+ return;
+ }
+
+ p->setBank(stringtoint(cmd2));
+
+ notice(s_GameServ, u, "Bank balance changed to %ld!", p->getBank());
}
else if (stricmp(cmd, "PLAYER") == 0)
{
if (!isAdmin(user))
- {
- notice(s_GameServ, u, "Admins Only!");
- return;
- }
+ {
+ notice(s_GameServ, u, "Admins Only!");
+ return;
+ }
else if (stricmp(cmd2, "FIGHTS") != 0)
- {
- notice(s_GameServ, u, "SYNTAX: /msg %S SET [NAME] PLAYER FIGHTS <number>");
- return;
- }
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg <S SET [NAME] PLAYER FIGHTS <NUMBER>");
+ return;
+ }
else
- {
- cmd2 = strtok(NULL, " ");
- target->stats->player_fights = stringtoint(cmd2);
- notice(s_GameServ, u, "Player fights changed!");
- }
+ {
+ cmd2 = strtok(NULL, " ");
+ if (!cmd2)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg <S SET [NAME] PLAYER FIGHTS <NUMBER>");
+ return;
+ }
+ p->setPlayerFights(stringtoint(cmd2));
+
+ notice(s_GameServ, u, "Player fights changed to %d!", p->getPlayerFights());
+ }
}
else if (stricmp(cmd, "FOREST") == 0)
{
if (!isAdmin(user))
+ {
+ notice(s_GameServ, u, "Admins Only!");
+ return;
+ }
+ else if (stricmp(cmd2, "FIGHTS") != 0)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg <S SET [NAME] FOREST FIGHTS <number>");
+ return;
+ }
+ else
+ {
+ cmd2 = strtok(NULL, " ");
+ if (!cmd2)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg <S SET [NAME] FOREST FIGHTS <NUMBER>");
+ return;
+ }
+
+ p->setForestFights(stringtoint(cmd2));
+
+ notice(s_GameServ, u, "Forest fights changed to %d!", p->getForestFights());
+ }
+ }
+ else if (stricmp(cmd, "GOLD") == 0)
{
- notice(s_GameServ, u, "Admins Only!");
- return;
+ if (!isAdmin(user))
+ {
+ notice(s_GameServ, u, "Admins Only!");
+ return;
+ }
+ else
+ {
+ if (!cmd2)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg <S SET [NAME] GOLD <NUMBER>");
+ return;
+ }
+ p->setGold(stringtoint(cmd2));
+
+ notice(s_GameServ, u, "Gold set to %ld", p->getGold());
+ return;
+ }
}
- else if (stricmp(cmd2, "FIGHTS") != 0)
+ else if (stricmp(cmd, "STRENGTH") == 0 && stricmp(cmd2, "POTIONS") != 0)
{
- notice(s_GameServ, u, "SYNTAX: /msg %S SET [NAME] FOREST FIGHTS <number>");
- return;
+ if (!isAdmin(user))
+ {
+ notice(s_GameServ, u, "Admins Only!");
+ return;
+ }
+ else
+ {
+ if (!cmd2)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg <S SET [NAME] STRENGTH <NUMBER>");
+ return;
+ }
+
+ p->setStrength(stringtoint(cmd2));
+
+ notice(s_GameServ, u, "Strength set to %d", p->getStrength());
+ return;
+ }
}
- else
+ else if (stricmp(cmd, "DEFENSE") == 0 && stricmp(cmd2, "POTIONS") != 0)
{
- cmd2 = strtok(NULL, " ");
- target->stats->player_fights = stringtoint(cmd2);
- notice(s_GameServ, u, "Player fights changed!");
- }
- }
- else if (stricmp(cmd, "GOLD") == 0)
- {
- if (!isAdmin(user))
- {
- notice(s_GameServ, u, "Admins Only!");
- return;
- }
- else
- {
- target->stats->gold = stringtoint(cmd2);
- notice(s_GameServ, u, "Gold set to %s", cmd2);
- return;
- }
- }
- else if (stricmp(cmd, "STRENGTH") == 0 && stricmp(cmd, "POTIONS") != 0)
- {
- if (!isAdmin(user))
- {
- notice(s_GameServ, u, "Admins Only!");
- return;
- }
- else
- {
- target->stats->strength = stringtoint(cmd2);
- notice(s_GameServ, u, "Strength set to %s", cmd2);
- return;
- }
- }
- else if (stricmp(cmd, "DEFENSE") == 0 && stricmp(cmd, "POTIONS") != 0)
- {
- if (!isAdmin(user))
- {
- notice(s_GameServ, u, "Admins Only!");
- return;
- }
- else
- {
- target->stats->defense = stringtoint(cmd2);
- notice(s_GameServ, u, "Defense set to %s", cmd2);
- return;
- }
- }
+ if (!isAdmin(user))
+ {
+ notice(s_GameServ, u, "Admins Only!");
+ return;
+ }
+ else
+ {
+ if (!cmd2)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg <S SET [NAME] DEFENSE <NUMBER>");
+ return;
+ }
+
+ p->setDefense(stringtoint(cmd2));
+
+ notice(s_GameServ, u, "Defense set to %d", p->getDefense());
+ return;
+ }
+ }
else if (stricmp(cmd, "HP") == 0 && stricmp(cmd2, "POTIONS") != 0)
- {
- if (!isAdmin(user))
- {
- notice(s_GameServ, u, "Admins Only!");
- return;
- }
- else
- {
- target->stats->hp = stringtoint(cmd2);
- notice(s_GameServ, u, "HP set to %s", cmd2);
- return;
- }
- }
+ {
+ if (!isAdmin(user))
+ {
+ notice(s_GameServ, u, "Admins Only!");
+ return;
+ }
+ else
+ {
+ if (!cmd2)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg <S SET [NAME] HP <NUMBER>");
+ return;
+ }
+
+ // Make sure it's easy for an admin to set the hp
+ if (p->getMaxHP() < stringtoint(cmd2))
+ p->setMaxHP(stringtoint(cmd2));
+
+ p->setHP(stringtoint(cmd2));
+
+ notice(s_GameServ, u, "HP set to %d", p->getHP());
+ return;
+ }
+ }
else if (stricmp(cmd, "MAXHP") == 0)
- {
- if (!isAdmin(user))
- {
- notice(s_GameServ, u, "Admins Only!");
- return;
- }
- else
- {
- target->stats->maxhp = stringtoint(cmd2);
- notice(s_GameServ, u, "MaxHP set to %s", cmd2);
- return;
- }
- }
+ {
+ if (!isAdmin(user))
+ {
+ notice(s_GameServ, u, "Admins Only!");
+ return;
+ }
+ else
+ {
+ if (!cmd2)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg <S SET [NAME] MAXHP <NUMBER>");
+ return;
+ }
+ p->setMaxHP(stringtoint(cmd2));
+
+ notice(s_GameServ, u, "MaxHP set to %d", p->getMaxHP());
+ return;
+ }
+ }
else if (stricmp(cmd, "EXPERIENCE") == 0 || stricmp(cmd, "EXP") == 0)
- {
- if (!isAdmin(user))
- {
- notice(s_GameServ, u, "Admins Only!");
- return;
- }
- else
- {
- target->stats->exp = stringtoint(cmd2);
- notice(s_GameServ, u, "Exp set to %s", cmd2);
- return;
- }
- }
+ {
+ if (!isAdmin(user))
+ {
+ notice(s_GameServ, u, "Admins Only!");
+ return;
+ }
+ else
+ {
+ if (!cmd2)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg <S SET [NAME] {EXPERIENCE|EXP} <NUMBER>");
+ return;
+ }
+
+ p->setExp(stringtoint(cmd2));
+
+ notice(s_GameServ, u, "Exp set to %ld", p->getExp());
+ return;
+ }
+ }
else if (stricmp(cmd, "LEVEL") == 0)
- {
- if (!isAdmin(user))
- {
- notice(s_GameServ, u, "Admins Only!");
- return;
- }
- else
- {
- target->stats->level = stringtoint(cmd2);
- notice(s_GameServ, u, "Level set to %s", cmd2);
- return;
- }
- }
- else if (stricmp(cmd, "WEAPON") == 0)
- {
- if (!isAdmin(user))
- {
- notice(s_GameServ, u, "Admins Only!");
- return;
- }
- else
- {
- target->stats->weapon = stringtoint(cmd2);
- notice(s_GameServ, u, "Weapon set to %s", weapons[target->stats->weapon]);
- return;
- }
- }
- else if (stricmp(cmd, "ARMOR") == 0)
- {
- if (!isAdmin(user))
- {
- notice(s_GameServ, u, "Admins Only!");
- return;
- }
- else
- {
- target->stats->armor = stringtoint(cmd2);
- notice(s_GameServ, u, "Armor set to %s", armors[target->stats->armor]);
- return;
- }
- }
- else if (stricmp(cmd, "HP") == 0 && stricmp(cmd2, "POTIONS") == 0)
- {
- if (!isAdmin(user))
- {
- notice(s_GameServ, u, "Admins Only!");
- return;
- }
- else
- {
- cmd2 = strtok(NULL, " ");
- target->stats->inventory.setHP(stringtoint(cmd2));
- notice(s_GameServ, u, "HP Potions set to %s", cmd2);
- return;
- }
- }
- else if (stricmp(cmd, "HEALING") == 0 && stricmp(cmd2, "POTIONS") == 0)
- {
- if (!isAdmin(user))
- {
- notice(s_GameServ, u, "Admins Only!");
- return;
- }
- else
- {
- cmd2 = strtok(NULL, " ");
- target->stats->inventory.setHealing(stringtoint(cmd2));
- notice(s_GameServ, u, "Healing Potions set to %s", cmd2);
- return;
- }
- }
- else if (stricmp(cmd, "STRENGTH") == 0 && stricmp(cmd2, "POTIONS") == 0)
- {
- if (!isAdmin(user))
- {
- notice(s_GameServ, u, "Admins Only!");
- return;
- }
- else
- {
- cmd2 = strtok(NULL, " ");
- target->stats->inventory.setStrength(stringtoint(cmd2));
- notice(s_GameServ, u, "Strength Potions set to %s", cmd2);
- return;
- }
- }
- else if (stricmp(cmd, "DEFENSE") == 0 && stricmp(cmd2, "POTIONS") == 0)
- {
- if (!isAdmin(user))
- {
- notice(s_GameServ, u, "Admins Only!");
- return;
- }
- else
- {
- cmd2 = strtok(NULL, " ");
- target->stats->inventory.setDefense(stringtoint(cmd2));
- notice(s_GameServ, u, "Defense Potions set to %s", cmd2);
- return;
- }
- }
- else if (stricmp(cmd, "ALIVE") == 0)
- {
- if (!isAdmin(user))
{
- notice(s_GameServ, u, "Admins Only!");
- return;
+ if (!isAdmin(user))
+ {
+ notice(s_GameServ, u, "Admins Only!");
+ return;
+ }
+ else
+ {
+ if (!cmd2)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg <S SET [NAME] LEVEL <NUMBER>");
+ return;
+ }
+ p->setLevel(stringtoint(cmd2));
+
+ notice(s_GameServ, u, "Level set to %d", p->getLevel());
+ return;
+ }
}
- else
+ else if (stricmp(cmd, "ALIVE") == 0)
{
- cmd2 = strtok(NULL, " ");
- if (!cmd2 || (stricmp(cmd2, "TRUE") != 0 && stricmp(cmd2, "FALSE") != 0))
- {
- notice(s_GameServ, u, "SYNTAX: /msg %S SET ALIVE TRUE|FALSE");
- return;
- }
+ if (!isAdmin(user))
+ {
+ notice(s_GameServ, u, "Admins Only!");
+ return;
+ }
+ else
+ {
+ if (!cmd2)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg <S SET [NAME] ALIVE TRUE|FALSE");
+ return;
+ }
+ else if (stricmp(cmd2, "TRUE") == 0)
+ {
+ notice(s_GameServ, u, "%s has been Resurrected!", p->getName().c_str());
+ setAlive(p);
+ }
+ else
+ {
+ notice(s_GameServ, u, "%s is now dead!", p->getName().c_str());
+ clearAlive(p);
+ }
+ }
}
- }
+ else if (stricmp(cmd, "SEEN") == 0)
+ {
+ if (!isAdmin(user))
+ {
+ notice(s_GameServ, u, "Admins Only!");
+ return;
+ }
+ else if (stricmp(cmd2, "MASTER") != 0)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg <S SET [NAME] SEEN MASTER {TRUE|FALSE}");
+ return;
+ }
+ else
+ {
+ cmd2 = strtok(NULL, " ");
+ if (!cmd2)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg <S SET [NICK] SEEN MASTER {TRUE|FALSE}");
+ return;
+ }
+ else if (stricmp(cmd2, "TRUE") == 0)
+ {
+ notice(s_GameServ, u, "%s has seen their master now.", p->getName().c_str());
+ p->addFlag(FLAG_MASTER);
+ }
+ else
+ {
+ notice(s_GameServ, u, "%s has not seen their master now.", p->getName().c_str());
+ p->remFlag(FLAG_MASTER);
+ }
+ }
+ }
else
- {
- notice(s_GameServ, u, "Unknown command: SET %s", cmd);
- notice(s_GameServ, u, "SYNTAX: /msg %S SET [NAME] {PASSWORD|BANK BALANCE|PLAYER FIGHTS|FOREST FIGHTS|GOLD|STRENGTH|DEFENSE|HP|MAXHP|EXP|LEVEL|WEAPON|ARMOR|HP POTIONS|STRENGTH POTIONS|DEFENSE POTIONS|HEALING POTIONS|ALIVE|SEEN MASTER} {STRING|NUMBER|ON|OFF}");
- return;
- }
+ {
+ notice(s_GameServ, u, "Unknown command: SET %s", cmd);
+ notice(s_GameServ, u, "SYNTAX: /msg <S SET [NAME] {PASSWORD|BANK BALANCE|PLAYER FIGHTS|FOREST FIGHTS|GOLD|STRENGTH|DEFENSE|HP|MAXHP|EXP|LEVEL|ALIVE|SEEN MASTER} {STRING|NUMBER|TRUE|FALSE}");
+ return;
+ }
}
void do_logout(char *u)
{
- aClient *user;
- char *name = strtok(NULL, " ");
-
- if (!(user = find(u)))
+ aClient *user;
+ Player *p;
+ 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;
+ 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))
+ else if (isIgnore(user))
{
- #ifdef DEBUGMODE
- log("Ignoring %s.", user->getNick());
- #endif
- return;
+#ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+#endif
+ return;
}
-
- if (name)
+
+ 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.c_str());
- logout(user);
- }
+ if (!isAdmin(user))
+ {
+ notice(s_GameServ, u, "You must be a <S admin to use this command!");
+ }
+ else if (!(p = findplayer(name)))
+ {
+ notice(s_GameServ, u, "Couldn't find a player named %s", name);
+ }
+ else
+ {
+ notice(s_GameServ, u, "Logging out %s", p->getName().c_str());
+ logout(p->getClient());
+ }
}
- else if (!name)
+ 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);
- }
+ 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)
+void do_register(char *u)
{
- if (is_playing(user))
+ char *password, *name;
+ aClient *user;
+ Player *p;
+ name = strtok(NULL, " ");
+ password = strtok(NULL, " ");
+
+ if (!name)
{
- ListNode<aClient> *it;
- aClient *temp;
- unsigned long hv = iHASH((unsigned char *) user->stats->name.c_str());
- 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
+ notice(s_GameServ, u, "SYNTAX: /msg <S REGISTER NAME PASSWORD");
}
- clearPlaying(user);
-}
-
-void do_register(char *u)
-{
- char *password, *name;
- aClient *user;
- name = strtok(NULL, " ");
- password = strtok(NULL, " ");
-
- if (!name)
+ else if (stricmp(name, s_GameServ) == 0)
{
- notice(s_GameServ, u, "SYNTAX: /msg %S REGISTER NAME PASSWORD");
+ notice(s_GameServ, u, "You can't use <S as a name!");
}
- else if (!password)
+ else if (!password)
{
- notice(s_GameServ, u, "SYNTAX: /msg %S REGISTER NAME PASSWORD");
+ notice(s_GameServ, u, "SYNTAX: /msg <S REGISTER NAME PASSWORD");
}
- else if ((user = findplayer(name)))
+ else if (strlen(name) > maxnicklen)
+ {
+ notice(s_GameServ, u, "Name too long. Maximum length: %d", maxnicklen);
+ }
+ else if (!alphaNumeric(name))
+ {
+ notice(s_GameServ, u, "That is not a valid name. Please use only AlphaNumeric (A-Z, 0-9) characters!");
+ }
+ else if ((p = findplayer(name)))
{
- notice(s_GameServ, u, "%s is already registered!", name);
- notice(s_GameServ, u, "Choose another name!");
+ notice(s_GameServ, u, "%s is already registered!", name);
+ notice(s_GameServ, u, "Choose another name!");
}
- else if (!(user = find(u)))
+ else if (!(user = find(u)))
{
- log("Fatal Error: Couldn't find %s in the clients list", u);
+ log("Fatal Error: Couldn't find %s in the clients list", u);
}
- else if (isIgnore(user))
+ else if (isIgnore(user))
{
- #ifdef DEBUGMODE
- log("Ignoring %s.", user->getNick());
- #endif
- return;
+#ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+#endif
}
- else
+ else
{
- if (!is_playing(user))
+ if (!is_playing(user))
{
- ListNode<aClient> *temp;
- user->stats = new Player(user);
- user->stats->client = user; // Set the backwards pointer
- user->stats->reset(); // set the user up
- user->stats->setPassword(password);
- user->stats->name = name;
- 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
-
- // Update the last login time
- user->stats->lastlogin = time(NULL);
-
- notice(s_GameServ, u, "Player %s registered with password %s.", user->stats->name.c_str(), 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.c_str());
- setPlaying(user); // set the playing flag
- }
- else
- {
- notice(s_GameServ, u, "Already registered. Contact a %S admin for help.");
- }
+ item *tempItem;
+ unsigned long hv = iHASH((unsigned char *) name);
+
+ // First create the Player
+ user->stats = new Player();
+
+ // Set the backwards pointer
+ user->stats->setClient(user);
+
+ // Set the player's password
+ user->stats->setPassword(password);
+
+ // Set the player's name
+ user->stats->setName(name);
+
+ // Make sure they have a proper time stamp
+ updateTS(user->stats);
+
+ // Update the last login time
+ user->stats->lastlogin = time(NULL);
+
+ // Send notification of success
+ notice(s_GameServ, u, "Player %s registered with password %s.", user->stats->getName().c_str(), password);
+ notice(s_GameServ, u, "Write this password down. If you lose it, there is no way to retrieve it!");
+
+ // Log the new player
+ log("Nickname %s registered player %s.", u, user->stats->getName().c_str());
+
+ // Log the player in
+ setPlaying(user);
+
+ // Start the player at the beginning
+ reset(user->stats);
+
+ // Add the stick and clothes
+ tempItem = findItemByID(3001);
+ user->stats->inventory->addItem((*Items.begin()))->use(user->stats); // Add the stick
+ user->stats->inventory->addItem(tempItem)->use(user->stats); // Add Clothes
+
+ // Add the player to the list
+ players[hv].push_back(user->stats);
+
+ // Attempt to add the player to the top list
+ // The class takes care of pruning the user out if they don't deserve to be in the list
+ myToplist.insertPlayer(user->stats);
+ }
+ else
+ {
+ notice(s_GameServ, u, "Already registered. Contact a <S admin for help.");
+ }
}
}
void do_identify(char *u)
{
- char *password, *name;
- aClient *user, *p;
- name = strtok(NULL, " ");
- password = strtok(NULL, " ");
- if (!password || !name)
+ char *password, *name;
+ aClient *user;
+ Player *p;
+ name = strtok(NULL, " ");
+ password = strtok(NULL, " ");
+ if (!password || !name)
{
- notice(s_GameServ, u, "SYNTAX: /msg %S IDENTIFY NAME PASSWORD");
+ notice(s_GameServ, u, "SYNTAX: /msg <S IDENTIFY NAME PASSWORD");
}
- else if (!(user = find(u)))
+ 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);
+ notice(s_GameServ, u, "Fatal error. Cannot find aClient. Buf: %s", strtok(NULL, ""));
+ log("Error: aClient not found: %s", u);
}
- else if (isIgnore(user))
+ else if (isIgnore(user))
{
- #ifdef DEBUGMODE
- log("Ignoring %s.", user->getNick());
- #endif
- return;
+#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 (is_playing(user))
+ else if (!(p = findplayer(name)))
+ {
+ notice(s_GameServ, u, "Player %s not found", name);
+ }
+ else if (is_playing(user))
{
- notice(s_GameServ, u, "You are already playing!");
+ notice(s_GameServ, u, "You are already playing!");
}
- else if (p->stats->client != NULL && !isAdmin(user))
+ else if (is_playing(p->getClient()) && !isAdmin(user))
{
- notice(s_GameServ, u, "That player has already identified.");
+ notice(s_GameServ, u, "That player has already identified.");
}
- else if (!check_password(name, password) && !isAdmin(user))
+ else if (!check_password(name, password) && !isAdmin(user))
{
- notice(s_GameServ, u, "Password incorrect");
+ notice(s_GameServ, u, "Password incorrect");
}
- else {
- ListNode<aClient> *temp;
- unsigned long hv = iHASH((unsigned char *) p->stats->name.c_str());
- temp = players[hv].Find(p);
- if (!temp)
+ else
{
- 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);
+ list<Player*>::iterator iter;
+ unsigned long hv = iHASH((unsigned char *) p->getName().c_str());
+ iter = find(players[hv].begin(), players[hv].end(), p);
- #ifdef DEBUGMODE
- log("Player %s IRC: %s Identified", user->stats->name.c_str(),
- user->getNick());
- #endif
-
- setPlaying(user); // set the playing flag
-
- temp->setPtr(user);
-
- // Update the last login time
- user->stats->lastlogin = time(NULL);
+ if (iter == players[hv].end())
+ {
+ notice(s_GameServ, u, "Fatal error. Contact <S Admin. Buf: %s",
+ strtok(NULL, ""));
+ return;
+ }
+ // Make sure the other user is logged out
+ logout(p->getClient());
+
+ user->stats = p;
+ p->setClient(user);
+ updateTS(p);
+
+
+#ifdef DEBUGMODE
+ log("Player %s IRC: %s Identified", user->stats->getName().c_str(),
+ user->getNick());
+#endif
+ //Set the playing flag
+ setPlaying(user);
+
+ // Update the last login time
+ user->stats->lastlogin = time(NULL);
- notice(s_GameServ, u, "Password Accepted. Identified.");
- showNews(u, todaysnews);
+ notice(s_GameServ, u, "Password Accepted. Identified.");
+ showNews(u, todaysnews);
}
}
void do_stats(char *u)
{
- char *nick;
- aClient *user;
-
- nick = strtok(NULL, " ");
-
- if (!(user = find(u)))
+ char *nick;
+ aClient *user;
+
+ nick = strtok(NULL, " ");
+
+ if (!(user = find(u)))
{
- log("Fatal Error: %s not found in client list", u);
- return;
+ log("Fatal Error: %s not found in client list", u);
+ return;
}
- else if (isIgnore(user))
+ else if (isIgnore(user))
{
- #ifdef DEBUGMODE
- log("Ignoring %s.", user->getNick());
- #endif
- return;
+#ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+#endif
+ return;
}
- else if (!nick)
+ 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.c_str());
- }
+ if (!is_playing(user))
+ {
+ notice(s_GameServ, u, "You're not playing, so you have no stats!");
+ return;
+ }
+ else
+ {
+ if (!is_fighting(user))
+ updateTS(user->stats);
+ showstats(u, user->stats->getName().c_str());
+ }
}
- else
+ else
showstats(u, nick);
}
-bool load_masters()
-{
- ifstream infile("data/masters.dat");
- char *buf;
- int l = 0;
- buf = new char[1024];
-
- if (infile.fail())
- {
- log("Error opening data/masters.dat");
- return false;
- }
-
- #ifdef DEBUGMODE
- log("Loading masters from data/masters.dat");
- #endif
-
- for (l = 0; l < LEVELS; l++)
- {
- infile.getline(buf, 1024, '\n');
-
- log("%s", buf);
- if (buf[0] == '#' || buf[0] == '\n' || buf[0] == '\r')
- {
- l--;
- continue;
- }
- else if (buf[0] == '^')
- break;
-
- Monster *master = &levels[l].master;
-
- char *name, *weapon, *strength, *gold, *exp, *maxhp, *death;
-
-
- name = strtok(buf, "~");
- weapon = strtok(NULL, "~");
- strength = strtok(NULL, "~");
- gold = strtok(NULL, "~");
- exp = strtok(NULL, "~");
- maxhp = strtok(NULL, "~");
- death = strtok(NULL, "~");
-
- master->name = name;
- master->weapon = weapon;
- master->strength = stringtoint(strength);
- master->gold = stringtoint(gold);
- master->exp = stringtoint(exp);
- master->maxhp = stringtoint(maxhp);
- master->hp = master->maxhp;
- master->death = death;
- }
-
- delete []buf;
-
- if (l < LEVELS) // We didn't load a master for every level - check data/masters.dat
- return false;
- else
- return true;
-}
-void delete_monsters()
-{
- for (int x = 0; x < LEVELS; x++)
- levels[x].monsters.deleteNodes();
-}
-void display_monster(char *u)
-{
- if (is_playing(u))
- {
- aClient *user = find(u);
- Player *ni = user->stats;
-
- notice(s_GameServ, u, "Your Hitpoints: \ 2%d\ 2", ni->hp);
- notice(s_GameServ, u, "%s's Hitpoints: \ 2%d\ 2", ni->fight->name.c_str(), ni->fight->hp);
- notice(s_GameServ, u, "Here are your commands:");
- notice(s_GameServ, u, "/msg %S attack");
- notice(s_GameServ, u, "/msg %S run");
- notice(s_GameServ, u, "What will you do?");
- }
-}
-void display_players(char *u)
-{
- aClient *user;
- if (!(user = find(u)))
- {
- log("Fatal error in display_players(): Couldn't find %s", u);
- }
- else
- display_players(user);
-}
-void display_players(aClient *user)
+void do_fight(char *u)
{
- char *u = user->getNick();
- if (is_playing(user) && player_fight(user))
+ aClient *ni;
+ Player *battle;
+
+ char *nick = strtok(NULL, " ");
+
+ if (!nick)
{
- 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.c_str(), 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?");
+ notice(s_GameServ, u, "SYNTAX: /msg <S FIGHT PLAYER");
+ return;
}
-}
-
-
-bool is_playing(char *u)
-{
- aClient *user;
- if (!(user = find(u)))
- return false;
- else
- return is_playing(user);
-}
-
-bool is_playing(aClient *user)
-{
- if (user->stats == NULL)
+ else if (!(ni = find(u)))
{
- return false;
+ notice(s_GameServ, u, "Fatal error. Contact a(n) <S admin. buf: %s", strtok(NULL, ""));
+ return;
}
- else if (user->stats->client == NULL)
+ else if (isIgnore(ni))
{
- return false;
+#ifdef DEBUGMODE
+ log("Ignoring %s.", ni->getNick());
+#endif
+ return;
}
- else if (!FL_is_playing(user))
+ else if (!is_playing(ni))
{
- return false;
- }
- else
- return true;
-}
-
-bool is_fighting(char *u)
-{
- aClient *user;
-
- if (!(user = find(u)))
- return false;
- else
- return is_fighting(user);
-}
-
-bool is_fighting(aClient *user)
-{
- if (!is_playing(user))
- return false;
- else
- return player_fight(user) || master_fight(user) || user->stats->fight != NULL;
-}
-
-bool player_fight(char *u)
-{
- aClient *user;
-
- if (!(user = find(u)))
- return false;
- else
- return player_fight(user);
-}
-
-bool player_fight(aClient *user)
-{
- if (!is_playing(user))
- return false;
- else if (user->stats->battle != NULL)
- {
- return user->stats->battle->stats != NULL;
+ notice(s_GameServ, u, "You are not playing!");
+ return;
}
- return false;
-}
-
-bool master_fight(char *u)
-{
- aClient *user;
-
- if (!(user = find(u)))
- return false;
- else
- return master_fight(user);
-}
-
-bool master_fight(aClient *user)
-{
- if (!is_playing(user))
- return false;
- else
- return user->stats->master != NULL;
-}
-
-bool dragon_fight(char *u)
-{
- aClient *user;
- if (!(user = find(u)))
- return false;
- else
- return dragon_fight(user);
-}
-
-bool dragon_fight(aClient *user)
-{
- if (!is_playing(user))
- return false;
- else
- return (user->stats->level == LEVELS && master_fight(user));
-}
-void do_fight(char *u)
-{
- aClient *ni, *battle;
-
- char *nick = strtok(NULL, " ");
-
- if (!nick)
+
+ updateTS(ni->stats);
+
+ if (ni->stats->getPlayerFights() <= 0)
{
- notice(s_GameServ, u, "SYNTAX: /msg %S FIGHT PLAYER");
- return;
+ ni->stats->setPlayerFights(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 (!(ni = find(u)))
+ else if (!(battle = findplayer(nick)))
{
- notice(s_GameServ, u, "Fatal error. Contact a(n) %S admin. buf: %s", strtok(NULL, ""));
- return;
+ notice(s_GameServ, u, "Player %s not found!", nick);
}
- else if (isIgnore(ni))
+ else if (!isAlive(ni->stats))
{
- #ifdef DEBUGMODE
- log("Ignoring %s.", ni->getNick());
- #endif
- return;
+ notice(s_GameServ, u, "You are dead. Wait until tomorrow to fight others!");
}
- else if (!is_playing(ni))
+ else if (!is_playing(battle->getClient()))
{
- notice(s_GameServ, u, "You are not playing!");
- return;
+ notice(s_GameServ, u, "You can't attack %s while they aren't playing!", nick);
}
-
- updateTS(ni->stats);
-
- if (ni->stats->player_fights <= 0)
+
+ /* 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.c_str());
+ display_players(u);
+ }
+ */
+ else if (stricmp(ni->stats->getName().c_str(), battle->getName().c_str()) == 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!");
+ notice(s_GameServ, u, "Are you trying to commit suicide!?");
}
- else if (!(battle = findplayer(nick)))
+ else if (!isAlive(battle))
{
- notice(s_GameServ, u, "Player %s not found!", nick);
+ notice(s_GameServ, u, "They are dead. Cannot fight dead players!");
}
- else if (!isAlive(ni->stats))
+ else if (player_fight(battle->getClient()))
{
- notice(s_GameServ, u, "You are dead. Wait until tomorrow to fight others!");
+ notice(s_GameServ, u, "%s is fighting %s already!", battle->getName().c_str(), battle->getBattle()->stats->getName().c_str());
}
- else if (!is_playing(battle))
+ else if (master_fight(battle->getClient()))
{
- notice(s_GameServ, u, "You can't attack %s while they aren't playing!", nick);
+ notice(s_GameServ, u, "%s is fighting their master!", battle->getName().c_str());
}
-
-/* offline fighting not available yet
- else if (!(fight = finduser(nick)))
+ else if (is_fighting(battle->getClient()))
{
- 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.c_str());
- display_players(u);
+ notice(s_GameServ, u, "%s is fighting %s already!", battle->getName().c_str(), battle->getMonster()->name.c_str());
}
-*/
- else if (stricmp(ni->stats->name.c_str(), battle->stats->name.c_str()) == 0)
+ else if (!isAdmin(ni) && isFairFights() && (ni->stats->getStrength()/2 - battle->getDefense()) > battle->getHP())
{
- notice(s_GameServ, u, "Are you trying to commit suicide!?");
- }
- else if (!isAlive(battle->stats))
+ notice(s_GameServ, u, "Fair fighting is enabled, and you're too strong for %s!", battle->getName().c_str());
+ }
+ else if (ni->stats->getLevel() - battle->getLevel() > maxbfightdistance)
{
- notice(s_GameServ, u, "They are dead. Cannot fight dead players!");
+ // 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->getName().c_str());
}
- else if (player_fight(battle))
+ else if (battle->getLevel() - ni->stats->getLevel() > maxafightdistance)
{
- notice(s_GameServ, u, "%s is fighting %s already!", battle->stats->name.c_str(), battle->stats->battle->stats->name.c_str());
+ // 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->getName().c_str());
}
- else if (master_fight(battle))
- {
- notice(s_GameServ, u, "%s is fighting their master!", battle->stats->name.c_str());
+ else
+ {
+ // Set your battle pointer to the other player
+ ni->stats->setBattle(battle->getClient());
+
+ // Set the other player's battle pointer to you
+ battle->setBattle(ni);
+
+ // The initiator gets the first move (perhaps this should be 50/50)
+ setYourTurn(ni->stats);
+ clearYourTurn(battle);
+
+ // Initiate Battle sequence!
+ ni->stats->subtractPlayerFights(1);
+
+ notice(s_GameServ, u, "You challenge %s to an online duel!", battle->getName().c_str());
+ notice(s_GameServ, c_Forest, "%s walks up and hits %s in the face! Let's see who will bite the dust.",
+ ni->stats->getName().c_str(), battle->getName().c_str()); /* DrLnet - Modified by Kain*/
+
+ notice(s_GameServ, battle->getClient()->getNick(), "%s has challenged you to an online duel!", ni->stats->getName().c_str());
+ notice(s_GameServ, battle->getClient()->getNick(), "%s gets to go first "\
+ "because they initiated!", ni->stats->getName().c_str());
+ notice(s_GameServ, battle->getClient()->getNick(), "Please wait while %s decides what to do.", ni->stats->getName().c_str());
+ display_players(ni);
+ }
+}
+
+void do_equip(char *u)
+{
+ aClient *user;
+ pouch *p;
+ itemContainer *equip;
+ int id;
+
+ char *item = strtok(NULL, " ");
+
+ if (!item || int(item[0]) < 48 || int(item[0] > 57))
+ {
+ notice(s_GameServ, u, "SYNTAX: EQUIP ####");
+ notice(s_GameServ, u, "Type /msg <S HELP EQUIP for more information.");
+ return;
}
- else if (is_fighting(battle))
+ else if (!(user = find(u)))
{
- notice(s_GameServ, u, "%s is fighting %s already!", battle->stats->name.c_str(), battle->stats->fight->name.c_str());
+ notice(s_GameServ, u, "Fatal error in do_equip. Contact a(n) <S Admin");
+ return;
}
- else if (ni->stats->level - battle->stats->level > maxbfightdistance)
+ else if (isIgnore(user))
{
- // 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.c_str());
+#ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+#endif
+ return;
}
- else if (battle->stats->level - ni->stats->level > maxafightdistance)
+ else if (!is_playing(user))
{
- // 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.c_str());
+ notice(s_GameServ, u, "You must be playing to equip weapons and armor!");
+ return;
}
- else
- {
- // Set your battle pointer to the other player
- ni->stats->battle = battle;
-
- // Set the other player's battle pointer to you
- ni->stats->battle->stats->battle = ni;
-
- // The initiator gets the first move (perhaps this should be 50/50)
- setYourTurn(ni->stats);
- clearYourTurn(battle->stats);
+ id = stringtoint(item);
+ if (!is_fighting(user))
+ updateTS(user->stats);
+ p = user->stats->inventory;
- // Initiate Battle sequence!
- ni->stats->player_fights -= 1;
- notice(s_GameServ, u, "You challenge %s to an online duel!", battle->stats->name.c_str());
- notice(s_GameServ, battle->getNick(), "%s has challenged you to an online duel!", ni->stats->name.c_str());
- notice(s_GameServ, battle->getNick(), "%s gets to go first "\
- "because they initiated!", ni->stats->name.c_str());
- notice(s_GameServ, battle->getNick(), "Please wait while %s decides what to do.", ni->stats->name.c_str());
- display_players(ni);
- }
+ if (!(equip = p->Find(id)))
+ {
+ if (!p->isEmpty())
+ {
+ notice(s_GameServ, u, "You aren't carrying that item!");
+ }
+ showinventory(user->stats, user);
+ }
+ else if (equip->getItem()->getType() != ARMOR && equip->getItem()->getType() != WEAPON)
+ {
+ notice(s_GameServ, u, "You can't use %s like that. Try /msg <S use", equip->getItem()->getName().c_str());
+ }
+ else
+ {
+ // Use the item
+ notice(s_GameServ, u, "You equip %s.", equip->getItem()->getName().c_str());
+ equip->use(user->stats);
+ }
}
void do_use(char *u)
{
- aClient *user;
- Pouch *p;
-
- char *item = strtok(NULL, " ");
-
- if (!item)
+ aClient *user;
+ pouch *p;
+
+ char *item = strtok(NULL, " ");
+ char *numuse = strtok(NULL, " ");
+ int id, num;
+ itemContainer *used;
+
+ if (!item || int(item[0]) < 48 || int(item[0]) > 57 || (numuse && (int(numuse[0]) < 48 || int(numuse[0]) > 57)))
{
- notice(s_GameServ, u, "SYNTAX: USE ITEM");
- notice(s_GameServ, u, "Type /msg %S HELP USE for more information.");
- return;
+ notice(s_GameServ, u, "SYNTAX: USE ####");
+ notice(s_GameServ, u, "Type /msg <S HELP USE for more information.");
+ return;
}
- else if (!(user = find(u)))
+ else if (!(user = find(u)))
{
- notice(s_GameServ, u, "Fatal Error in do_use. Contact a(n) %S Admin");
- return;
+ notice(s_GameServ, u, "Fatal Error in do_use. Contact a(n) <S Admin");
+ return;
}
- else if (isIgnore(user))
+ else if (isIgnore(user))
{
- #ifdef DEBUGMODE
- log("Ignoring %s.", user->getNick());
- #endif
- return;
+#ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+#endif
+ return;
}
- else if (!is_playing(user))
+ else if (!is_playing(user))
{
- notice(s_GameServ, u, "You must be playing to use items!");
- return;
+ 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)
+ id = stringtoint(item);
+
+ if (!numuse)
{
- notice(s_GameServ, u, "You are out of Healing Potions!");
- return;
+ num = 1;
}
- int oldhealing = user->stats->hp;
- user->stats->hp += (10 * user->stats->level) + (rand() % 10) * user->stats->level;
- if (user->stats->hp - user->stats->maxhp >= 100)
+ else
{
- user->stats->hp = user->stats->maxhp + 100;
-
- if (oldhealing >= (user->stats->maxhp + 100))
- {
- notice(s_GameServ, u, "You cannot hold anymore HP!");
- return;
- }
+ num = stringtoint(numuse);
}
+
+ updateTS(user->stats);
+ p = user->stats->inventory;
+
- notice(s_GameServ, u, "You hastiliy gulp down the flask of cool life-giving waters.");
- notice(s_GameServ, u, "Rejuvination spreads throughout your body.");
- notice(s_GameServ, u, "You gain %d HP!", user->stats->hp - oldhealing);
- p->decHealing();
- if (player_fight(user))
- {
- notice(s_GameServ, user->stats->battle->getNick(),
- "%s has used a healing potion!");
- }
- }
- else if (stricmp(item, "STRENGTH") == 0)
- {
- if (p->Strength() <= 0)
- {
- notice(s_GameServ, u, "You are out of Strength Potions!");
- return;
- }
- int oldstrength = user->stats->strength;
- notice(s_GameServ, u, "As you grip the flask containing pure power, you feel adrenaline coarse through your veins!");
- notice(s_GameServ, u, "In one swallow you drink the potion and feel your muscle fibers bulging andgrowing!");
- user->stats->strength += 1 + (rand() % 10 >= 8 ? 1 : 0); // 1-2
- notice(s_GameServ, u, "You gain %d Strength points!", user->stats->strength - oldstrength);
- p->decStrength();
- if (player_fight(user))
+ if (!(used = p->Find(id)))
{
- 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;
+ if (!p->isEmpty())
+ {
+ notice(s_GameServ, u, "You aren't carrying that item!");
+ }
+ showinventory(user->stats, user);
}
- 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))
+ else if (used->getItem()->getType() != POTION)
{
- notice(s_GameServ, user->stats->battle->getNick(),
- "%s has used a defense potion!");
+ notice(s_GameServ, u, "You can't use %s like that. Try /msg <S equip", used->getItem()->getName().c_str());
}
- }
- 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))
+ else
{
- notice(s_GameServ, user->stats->battle->getNick(),
- "%s has used a HP potion!");
+ // Use the item(s)
+ if (num <= 1 || is_fighting(user))
+ {
+ notice(s_GameServ, u, "You used %s.", used->getItem()->getName().c_str());
+ used->use(user->stats);
+ if (used->getUses() <= 0)
+ {
+ p->deleteItem(used->getItem());
+ }
+ end_turn(user);
+ }
+ else if (num > 1)
+ {
+ int count;
+ const char *name = used->getItem()->getName().c_str();
+ for (count = 0; count < num; count++)
+ {
+ if (!(used = p->Find(id)))
+ {
+ break;
+ }
+ else
+ {
+ used->use(user->stats);
+ if (used->getUses() == 0)
+ {
+ p->deleteItem(used->getItem());
+ }
+ }
+ }
+ notice(s_GameServ, u, "You used %d %s's", count, name);
+ }
}
- }
- else
- {
- notice(s_GameServ, u, "SYNTAX: /msg %S USE {HEALING | STRENGTH | DEFENSE | HP}");
- return;
- }
-
- end_turn(user); // If they're fighting, end their turn
}
void do_run(char *u)
{
- aClient *user;
- Player *p, *p2 = NULL;
-
- if (!(user = find(u)))
+ aClient *user;
+ Player *p, *p2 = NULL;
+
+ if (!(user = find(u)))
{
- notice(s_GameServ, u, "Couldn't find you. Error. Contact a %S admin");
- return;
+ notice(s_GameServ, u, "Couldn't find you. Error. Contact a <S admin");
+ return;
}
- else if (isIgnore(user))
+ else if (isIgnore(user))
{
- #ifdef DEBUGMODE
- log("Ignoring %s.", user->getNick());
- #endif
- return;
+#ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+#endif
+ return;
}
- else if (!is_playing(user))
+ else if (!is_playing(user))
{
- notice(s_GameServ, u, "You must be playing to run!");
- return;
+ notice(s_GameServ, u, "You must be playing to run!");
+ return;
}
-
- updateTS(user->stats);
- p = user->stats;
-
- if (p->battle)
- p2 = p->battle->stats;
-
- if (!is_fighting(user))
+
+ updateTS(user->stats);
+ p = user->stats;
+
+ if (p->getBattle())
+ p2 = p->getBattle()->stats;
+
+ if (!is_fighting(user))
notice(s_GameServ, u, "You run in place... try fighting next time.");
- else if (!player_fight(user) && !master_fight(user))
- {
- notice(s_GameServ, u, "You run away from \ 2%s\ 2 like a little baby!", p->fight->name.c_str());
- delete p->fight;
- p->fight = NULL;
- }
- else if (player_fight(user) && isYourTurn(p))
- {
- notice(s_GameServ, u, "You run away from \ 2%s\ 2 like a little baby!", p2->name.c_str());
- notice(s_GameServ, p->battle->getNick(), "\ 2%s\ 2 ran away from you like a little baby!", p->name.c_str());
- p2->battle = NULL;
- }
- else if (player_fight(user) && !isYourTurn(p))
- {
- notice(s_GameServ, u, "It is not your turn. Please wait until \ 2%s\ 2 decides what to do.", p2->name.c_str());
- }
- else if (master_fight(user))
- {
- notice(s_GameServ, u, "You cannot run from \ 2%s\ 2! FIGHT!", p->master->name.c_str());
- }
- 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.c_str(), fight->weapon.c_str(), mhit);
- }
- else if (mhit <= 0)
- notice(s_GameServ, u, "%s completely misses you!", fight->name.c_str());
-
- if (mhit >= user->stats->hp)
- {
- if (!master_fight(user))
- {
- notice(s_GameServ, u, "You have been \ 2\1fkilled\1f\ 2 by %s!", fight->name.c_str());
- 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.c_str());
- user->stats->fight = NULL;
- user->stats->master = NULL;
- goto endturn;
- }
- }
- else
- {
- if (mhit > 0)
- user->stats->hp -= mhit;
- display_monster(u);
- goto endturn;
- }
- }
- else
- {
- clearYourTurn(user->stats);
- setYourTurn(battle->stats);
- display_players(battle);
- }
-endturn:
- delete nick;
-}
-
-void do_attack(char *u)
-{
- int hit, mhit;
- aClient *ni, *battle; // The player and perhaps the player they're fighting
- Monster *fight; // The monster they may be fighting
-
- if (!(ni = find(u)))
- {
- notice(s_GameServ, u, "Fatal error in do_attack. Contact a(n) %S admin for help.");
- return;
- }
- else if (isIgnore(ni))
- {
- #ifdef DEBUGMODE
- log("Ignoring %s.", ni->getNick());
- #endif
- return;
- }
- else if (!is_playing(ni))
- {
- notice(s_GameServ, u, "You're not playing!");
- return;
- }
- else if (!is_fighting(ni))
- {
- notice(s_GameServ, u, "You're not in battle!");
- return;
- }
- else
- {
- if (!ni->stats->master) // This is not a master fight
- fight = ni->stats->fight; // Monster Could be NULL
- else // This IS a master fight
- fight = ni->stats->master; // Master Could be NULL
-
- battle = ni->stats->battle; // Player Could be NULL
-
- // One has to be !NULL based on the previous else if
- // We wouldn't be here if they were all NULL
- }
- updateTS(ni->stats);
-
- if (!player_fight(ni))
- {
- // Player's Hit
- hit = ((ni->stats->strength + webonus[ni->stats->weapon]) / 2) +
- (rand() % ((ni->stats->strength + webonus[ni->stats->weapon]) / 2));
-
- // Opponent's Hit
- mhit = (fight->strength / 2) +
- (rand() % (fight->strength / 2) - (ni->stats->defense +
- arbonus[ni->stats->armor]));
- }
- else
+ else if (!player_fight(user) && !master_fight(user) && !dragon_fight(user))
{
- // Opponent's Hit
- mhit = (((battle->stats->strength + webonus[battle->stats->weapon]) / 2) +
- (rand() % ((battle->stats->strength + webonus[battle->stats->weapon])) / 2) -
- (ni->stats->defense + arbonus[ni->stats->armor]));
-
- // Player's Hit
- hit = (((ni->stats->strength + webonus[ni->stats->weapon]) / 2) +
- (rand() % ((ni->stats->strength + webonus[ni->stats->weapon])) / 2) -
- (battle->stats->defense + arbonus[battle->stats->armor]));
+ notice(s_GameServ, u, "You run away from \ 2%s\ 2 like a little baby!", p->getMonster()->name.c_str());
+ p->delMonster();
}
-
- if (!player_fight(ni))
- {
- if (hit > 0)
- notice(s_GameServ, u, "You attack \1f%s\1f for \ 2%d\ 2 points!", fight->name.c_str(), hit);
- else
- notice(s_GameServ, u, "You miss \1f%s\1f completely!", fight->name.c_str());
-
- if (hit >= fight->hp)
+ else if (player_fight(user) && isYourTurn(p))
{
- if (master_fight(ni) && !dragon_fight(ni))
- {
- notice(s_GameServ, u, "You have bested %s!", fight->name.c_str());
- addNews(todaysnews, "%s has bested %s and moved "\
- "to level %d", ni->stats->name.c_str(), fight->name.c_str(),
- (ni->stats->level + 1));
- }
- else
- notice(s_GameServ, u, "You have killed \ 2%s\ 2!", fight->name.c_str());
-
- notice(s_GameServ, u, "%s", fight->death.c_str());
- notice(s_GameServ, u, "You recieve \ 2%d\ 2 experience and \ 2%d\ 2 gold!",
- fight->exp, fight->gold);
-
- if (dragon_fight(ni))
- {
- addNews(todaysnews, "%s is a true warrior! %s has beaten %s!!",
- ni->stats->name.c_str(), ni->stats->name.c_str(),
- ni->stats->master->name.c_str());
- ni->stats->master = NULL; // Don't progress in levels
+ notice(s_GameServ, u, "You run away from \ 2%s\ 2 like a little baby!", p2->getName().c_str());
+ notice(s_GameServ, p->getBattle()->getNick(), "\ 2%s\ 2 ran away from you like a little baby!", p->getName().c_str());
+ addNews(todaysnews, "%s ran away from %s like a little baby!!", p->getName().c_str(), p2->getName().c_str()); /* DrLnet - edited by Kain */
+ p2->delBattle();
+ p->delBattle();
}
-
- // If your new experience (or gold) will be greater than 2 billion,
- // then set your exp to 2bil. (2 billion max)... otherwise add them.
- // This could be a problem with overflowing out of the sign bit.
- // Unsigned long int maybe? Leave it for now.
- ni->stats->exp += fight->exp;
- if (ni->stats->exp < 0 || ni->stats->exp > 2000000000)
- ni->stats->exp = 2000000000;
-
- ni->stats->gold += fight->gold;
- if (ni->stats->gold < 0 || ni->stats->gold > 2000000000)
- ni->stats->gold = 2000000000;
-
- if (master_fight(ni))
- {
- notice(s_GameServ, u, "You are now level %d!", ni->stats->level + 1);
- notice(s_GameServ, u, "You gain %d Strength, and %d Defense points!",
- strbonus[ni->stats->level - 1], defbonus[ni->stats->level - 1]);
-
- // Increase your level
-
- // Increase your maximum hit points
- ni->stats->maxhp += hpbonus[ni->stats->level - 1];
-
- // Heal the player by setting hp to their max
- ni->stats->hp = ni->stats->maxhp;
-
- // Add to your strength
- ni->stats->strength += strbonus[ni->stats->level - 1];
-
- // Add to your defensive power
- ni->stats->defense += defbonus[ni->stats->level - 1];
-
- ni->stats->level++;
-
- // Clear the pointer for your master
- ni->stats->master = NULL;
- }
-
- // They're dead so remove the pointer
- delete ni->stats->fight;
- ni->stats->fight = NULL;
- ni->stats->master = NULL;
-
- return;
- }
- else
+ else if (player_fight(user) && !isYourTurn(p))
{
- if (hit > 0)
- fight->hp -= hit;
- if (mhit > 0)
- {
- notice(s_GameServ, u, "\1f%s\1f attacks with their \1f%s\1f for \ 2%d\ 2 damage!",
- fight->name.c_str(), fight->weapon.c_str(), mhit);
- }
- else if (mhit <= 0)
- notice(s_GameServ, u, "%s completely misses you!", fight->name.c_str());
-
- if (mhit >= ni->stats->hp)
- {
- if (!master_fight(ni))
- {
- notice(s_GameServ, u, "You have been \ 2\1fkilled\1f\ 2 by %s!", fight->name.c_str());
- notice(s_GameServ, u, "You lose all gold on hand and lose 10 percent "\
- "of your experience!");
- addNews(todaysnews, "%s has been killed by %s!",
- ni->stats->name.c_str(), fight->name.c_str());
- ni->stats->gold = 0;
- ni->stats->exp -= (long int)(ni->stats->exp * .10);
- ni->stats->hp = 0;
- ni->stats->fight = NULL;
- clearAlive(ni->stats);
- return;
- }
- else
- {
- notice(s_GameServ, u, "%s has bested you! You will have to wait "\
- "until tomorrow to try again", ni->stats->master->name.c_str());
- addNews(todaysnews, "%s tried to best %s and failed!",
- ni->stats->name.c_str(), fight->name.c_str());
- ni->stats->fight = NULL;
- ni->stats->master = NULL;
- return;
- }
- }
- else
- {
- if (mhit > 0)
- ni->stats->hp -= mhit;
- display_monster(u);
- return;
- }
+ notice(s_GameServ, u, "It is not your turn. Please wait until \ 2%s\ 2 decides what to do.", p2->getName().c_str());
}
- }
- else if (player_fight(ni))
- {
-/* Offline fighting not available yet
- if (!(online = finduser(ni->stats->battle->nick)) || !nick_identified(online))
- {
- if (hit > 0)
- notice(s_GameServ, u, "You attack \1f%s\1f for \ 2%d\ 2 points!", battle->nick, hit);
- else
- notice(s_GameServ, u, "You miss \1f%s\1f completely!", battle->nick);
- if (hit >= battle->stats->hp)
+ else if (master_fight(user))
{
- notice(s_GameServ, u, "You have killed \ 2%s\ 2!", battle->nick);
-* notice(s_GameServ, u, "You recieve \ 2%d\ 2 experience and \ 2%ld\ 2 gold!",
- (long int)(battle->stats->exp * .10), battle->stats->gold);
- if (2000000000 - ni->stats->exp > (long int)(battle->stats->exp * .10))
- {
- ni->stats->exp += (long int)(battle->stats->exp * .10);
- battle->stats->exp -= (long int)(battle->stats->exp * .10);
- }
-* else
- {
- battle->stats->exp -= (long int)(battle->stats->exp * .10);
- ni->stats->exp = 2000000000;
- }
-
- if (2000000000 - ni->stats->gold > battle->stats->gold)
- {
-* ni->stats->gold += battle->stats->gold;
- battle->stats->gold = 0;
- }
- else
- {
- battle->stats->gold = 2000000000 - ni->stats->gold;
- ni->stats->gold = 2000000000;
- }
-* ni->stats->battle->stats->alive = 0;
- ni->stats->battle->battle = NULL;
- ni->stats->battle = NULL;
- return;
+ notice(s_GameServ, u, "You cannot run from \ 2%s\ 2! FIGHT!", p->getMaster()->name.c_str());
}
- else
- {
- if (hit > 0)
-* battle->stats->hp -= hit;
- if (mhit > 0)
- {
- notice(s_GameServ, u, "\1f%s\1f hits you with their \1f%s\1f for \ 2%d\ 2 damage!",
- battle->nick, weapons[battle->stats->weapon], mhit);
- }
- else if (mhit <= 0)
- notice(s_GameServ, u, "%s completely misses you!", battle->nick);
-*
- if (mhit >= ni->stats->hp)
- {
- notice(s_GameServ, u, "You have been \ 2\1fkilled\1f\ 2 by %s!", battle->nick);
- if (2000000000 - battle->stats->gold > ni->stats->gold)
- {
- notice(s_GameServ, u, "%s took all your gold!", battle->nick);
- battle->stats->gold += ni->stats->gold;
-* ni->stats->gold = 0;
- }
- else
- {
- notice(s_GameServ, u, "You're lucky, %s couldn't carry all your gold.",
- battle->nick);
- ni->stats->gold -= (2000000000 - battle->stats->gold);
- notice(s_GameServ, u, "You were left dead with %d gold.",
-* (long int)ni->stats->gold);
- battle->stats->gold = 2000000000;
- }
- ni->stats->battle->battle = NULL;
- ni->stats->battle = NULL;
- ni->stats->alive = 0;
- return;
- }
-* else
- {
- if (mhit > 0)
- ni->stats->hp -= mhit;
- display_players(u);
- return;
- }
- }
- }
-* end offline fighting */
-
- if (is_playing(battle))
- {
- if (!isYourTurn(ni->stats))
- {
- notice(s_GameServ, u, "Please wait until %s decides what to do!",
- battle->stats->name.c_str());
- return;
- }
- if (hit > 0)
- {
- notice(s_GameServ, u, "You attack \1f%s\1f for \ 2%d\ 2 points!", battle->stats->name.c_str(), hit);
-
- notice(s_GameServ, battle->getNick(), "%s has hit you with their %s for "\
- "\ 2%d\ 2 damage!", ni->stats->name.c_str(),
- weapons[ni->stats->weapon], hit);
- }
- else
- {
- notice(s_GameServ, u, "You miss \1f%s\1f completely!", battle->stats->name.c_str());
- notice(s_GameServ, battle->getNick(), "%s misses you completely!", ni->stats->name.c_str());
- }
-
- if (hit >= battle->stats->hp)
- {
- notice(s_GameServ, u, "You have killed \ 2%s\ 2!", battle->stats->name.c_str());
- notice(s_GameServ, u, "You recieve \ 2%d\ 2 experience and \ 2%ld\ 2 gold!",
- (long int)(battle->stats->exp * .10), battle->stats->gold);
- notice(s_GameServ, battle->getNick(), "You have been killed by \ 2%s\ 2!",
- ni->stats->name.c_str());
- battle->stats->hp = 0;
- clearAlive(battle->stats);
-
- ni->stats->exp += (long int)(battle->stats->exp * .10);
- battle->stats->exp -= (long int)(battle->stats->exp * .10);
-
- if (ni->stats->exp < 0 || ni->stats->exp > 2000000000)
- ni->stats->exp = 2000000000;
-
- if (2000000000 - ni->stats->gold > battle->stats->gold)
- {
- notice(s_GameServ, battle->getNick(), "You lose ten percent of experience and "\
- "all gold on hand!");
- ni->stats->gold += battle->stats->gold;
- battle->stats->gold = 0;
- }
- else
- {
- battle->stats->gold = 2000000000 - ni->stats->gold;
- notice(s_GameServ, battle->getNick(), "You lose ten percent of your experience!");
-
- notice(s_GameServ, battle->getNick(), "However, %s could not carry all of your "\
- "gold.", ni->stats->name.c_str());
-
- notice(s_GameServ, battle->getNick(), "Luckily, you still have \ 2%ld\ 2 gold "\
- "left. All is not lost!", battle->stats->gold);
-
- ni->stats->gold = 2000000000;
- }
-
- clearYourTurn(ni->stats);
- clearYourTurn(battle->stats);
- battle->stats->battle = NULL;
- ni->stats->battle = NULL;
- return;
- }
- else
- {
- if (hit > 0)
- battle->stats->hp -= hit;
- clearYourTurn(ni->stats);
- setYourTurn(battle->stats);
- display_players(battle);
- notice(s_GameServ, u, "Please wait while %s decides what to do!",
- battle->stats->name.c_str());
- return;
- }
- }
- }
-}
-
-void do_heal(char *u)
-{
- aClient *ni;
- char *amount = strtok(NULL, " ");
- int price, num;
-
- if (!amount)
- {
- notice(s_GameServ, u, "SYNTAX: /msg %S HEAL {ALL | #}");
- return;
- }
- else if (!(ni = find(u)))
- {
- notice(s_GameServ, u, "Fatal error. Contact a(n) %S admin. buf: %s", strtok(NULL, ""));
- return;
- }
- else if (isIgnore(ni))
- {
- #ifdef DEBUGMODE
- log("Ignoring %s.", ni->getNick());
- #endif
- return;
- }
- else if (!is_playing(ni))
- {
- notice(s_GameServ, u, "You aren't playing!");
- return;
- }
- else if (!isAlive(ni->stats))
- {
- notice(s_GameServ, u, "You are dead. Wait until tomorrow for healing.");
- return;
- }
- else if (is_fighting(ni))
- {
- notice(s_GameServ, u, "You can't heal in battle!");
- return;
- }
- else if (ni->stats->hp >= ni->stats->maxhp)
- {
- notice(s_GameServ, u, "You don't need healing!");
- return;
- }
-
- updateTS(ni->stats);
- if (stricmp(amount, "ALL") == 0)
- {
- price = ni->stats->level * 3;
- if (ni->stats->gold < (ni->stats->maxhp - ni->stats->hp) * price)
- {
- notice(s_GameServ, u, "Healing \ 2%d\ 2 points for \ 2%d\ 2 gold per point.",
- (long int)ni->stats->gold/price, price);
- ni->stats->hp += ni->stats->gold / price;
- ni->stats->gold %= price;
- }
- else
- {
- notice(s_GameServ, u, "Healing all possible points at \ 2%d\ 2 gold "\
- "per point.", price);
- notice(s_GameServ, u, "\ 2%d\ 2 points healed for \ 2%ld\ 2 gold. HP at MAX!",
- (ni->stats->maxhp - ni->stats->hp),
- (price * (ni->stats->maxhp - ni->stats->hp)) );
- ni->stats->gold -= price * (ni->stats->maxhp - ni->stats->hp);
- ni->stats->hp = ni->stats->maxhp;
- }
- }
- else if (isstringnum(amount))
- {
- num = stringtoint(amount);
- price = ni->stats->level * 3;
- if (ni->stats->gold < price * num)
- {
- notice(s_GameServ, u, "You only have enough gold to heal \ 2%d\ 2 points!",
- (long int)ni->stats->gold/price);
- }
- else if (num <= ni->stats->maxhp - ni->stats->hp)
- {
- notice(s_GameServ, u, "Healing \ 2%d\ 2 points at \ 2%d\ 2 gold per point.",
- num, price);
- ni->stats->hp += num;
- ni->stats->gold -= num * price;
- }
- else if (num > ni->stats->maxhp - ni->stats->hp)
- {
- notice(s_GameServ, u, "Healing all possible points at \ 2%d\ 2 gold "\
- "per point.", price);
- notice(s_GameServ, u, "\ 2%d\ 2 points healed. HP at MAX!",
- (ni->stats->maxhp - ni->stats->hp));
- ni->stats->gold -= price * (ni->stats->maxhp - ni->stats->hp);
- ni->stats->hp = ni->stats->maxhp;
- }
- }
- else if (amount[0] == '-')
- notice(s_GameServ, u, "You trying to cheat?");
- else
- notice(s_GameServ, u, "SYNTAX: /msg %S HEAL {ALL | #}");
-}
-
-int isstringnum(char *num)
-{
- unsigned int x;
- for (x = 0; x < strlen(num); x++)
- {
- if ((int)num[x] < 48 || (int)num[x] > 57)
- return 0;
- }
-return 1;
-}
-
-long int stringtoint(char *number)
-{
- long int x, len = strlen(number), sum = 0;
- if (len == 1)
- return chartoint(number[0]);
- sum += chartoint(number[len - 1]);
- for (x = len - 2; x >= 0; x--)
- sum += chartoint(number[x]) * pow(10, abs(x - len + 1));
- return sum;
-}
-
-long int pow(int x, int y)
-{
- long int value = 0;
- int count = 0;
- value += x;
-
- if (x != 0 && y != 0)
- {
- for (count = 1; count <= y - 1; count++)
- value *= x;
- }
- else
- return 1;
-return value;
-}
-
-long int chartoint(char ch)
-{
- if (int(ch) >= 48 && int(ch) <= 57)
- return int(ch) - 48;
- else
- return 0;
-}
-
-int save_gs_dbase()
-{
- ListNode<aClient> *ptr;
- Player *it;
- ofstream outfile;
-
- outfile.open(playerdata);
-
- if (!outfile)
- {
- log("Error opening %s", playerdata);
- return 0;
- }
-
- for (unsigned long x = 0; x < U_TABLE_SIZE; x++)
- {
- ptr = players[x].First();
- while(ptr)
- {
- it = ptr->getData()->stats;
- clearYourTurn(it);
- outfile << it->name.c_str() << ' ' << it->level << ' ' << it->exp << ' ' << it->gold << ' ' << it->bank << ' '
- << it->hp << ' ' << it->maxhp << ' ' << it->strength << ' ' << it->defense << ' '
- << it->armor << ' ' << it->weapon << ' '
- << it->forest_fights << ' ' << it->player_fights << ' '
- << it->getFlags() << ' ' << it->password << ' ' << it->inventory.Healing()
- << ' ' << it->inventory.Strength() << ' ' << it->inventory.Defense() << ' ' << it->inventory.HP()
- << ' ' << it->lastlogin << endl;
- ptr = ptr->Next();
- }
- }
-outfile.close();
-return 1;
-}
-
-int load_gs_dbase()
-{
- ifstream infile;
- aClient *temp;
- Player *p;
- char *tempname, *buf, *password;
- buf = new char[1023];
-
- infile.open(playerdata);
-
- if (infile.fail())
- {
- log("Error opening %s", playerdata);
- return 0;
- }
-
- for (int x = 0; x < U_TABLE_SIZE; x++)
- {
- ListNode<aClient> *tempNode;
- tempNode = players[x].First();
- while (tempNode)
+ else if (dragon_fight(user))
{
- if (tempNode->getData()->stats->client)
- logout(tempNode->getData()->stats->client);
- tempNode = tempNode->Next();
+ notice(s_GameServ, u, "You cannot run from %s! FIGHT!", dragon.name.c_str());
}
- players[x].deleteNodes();
- }
-
- while (infile.getline(buf, 1024, '\n'))
- {
- temp = new aClient;
- tempname = strtok(buf, " ");
- temp->stats = new Player(tempname);
- p = temp->stats;
-
- p->level = stringtoint(strtok(NULL, " "));
- p->exp = stringtoint(strtok(NULL, " "));
- p->gold = stringtoint(strtok(NULL, " "));
- p->bank = stringtoint(strtok(NULL, " "));
- p->hp = stringtoint(strtok(NULL, " "));
- p->maxhp = stringtoint(strtok(NULL, " "));
- p->strength = stringtoint(strtok(NULL, " "));
- p->defense = stringtoint(strtok(NULL, " "));
- p->armor = stringtoint(strtok(NULL, " "));
- p->weapon = stringtoint(strtok(NULL, " "));
- p->forest_fights = stringtoint(strtok(NULL, " "));
- p->player_fights = stringtoint(strtok(NULL, " "));
- p->setFlags(stringtoint(strtok(NULL, " ")));
-
- password = strtok(NULL, " ");
- p->password = password;
- temp->setNick("Not Playing");
- #ifdef P10
- temp->setRealNick("Not Playing");
- #endif
-
- p->inventory.reset(); // Set inventory to all 0s
- // Old player databases didn't have these three extra values
- // If they come up null, leave them to 0 as the default.
- // On the next gameserv database save, it will save the values.
- tempname = strtok(NULL, " ");
- if (tempname)
- p->inventory.setHealing(stringtoint(tempname));
-
- tempname = strtok(NULL, " ");
- if (tempname)
- p->inventory.setStrength(stringtoint(tempname));
-
- tempname = strtok(NULL, " ");
- if (tempname)
- p->inventory.setDefense(stringtoint(tempname));
-
- tempname = strtok(NULL, " ");
- if (tempname)
- p->inventory.setHP(stringtoint(tempname));
-
- tempname = strtok(NULL, " ");
- if (tempname)
- p->lastlogin = stringtoint(tempname);
- else
- p->lastlogin = time(NULL);
-
- unsigned long hv = iHASH((unsigned char *) temp->stats->name.c_str());
-
- temp->stats->client = NULL;
- players[hv].insertAtBack(temp);
- delete temp;
- }
-delete [] buf;
-infile.close();
-return 1;
}
-bool passcmp(const char *encrypted, char *plaintext)
-{
- char salt[3];
- char *plaintext2, *plainToencrypt;
- bool same = false;
-
- plaintext2 = new char[strlen(encrypted) + strlen(plaintext)]; // Extra
- strcpy(plaintext2, plaintext);
-
- salt[0] = encrypted[0];
- salt[1] = encrypted[1];
- salt[3] = '\0';
-
- plainToencrypt = crypt(plaintext2, salt);
-
- same = (strcmp((const char *)encrypted, plainToencrypt) == 0 ? true : false);
-
- delete []plaintext2;
-
- return same;
-}
-
-bool check_password(char *name, char *plaintext)
-{
- aClient *client;
-
- if (!(client = findplayer(name)))
- return false;
- else
- {
- return passcmp(client->stats->password.c_str(), plaintext);
- }
-}
-void do_store(char *u)
+void do_heal(char *u)
{
- char *cmd = strtok(NULL, " ");
- char *item = strtok(NULL, " ");
- char *num = strtok(NULL, " ");
- char *space;
- int wep;
- aClient *user;
- Player *p;
-
- if (!cmd || !item)
- {
- notice(s_GameServ, u, "SYNTAX: STORE LIST {ARMOR | WEAPONS}");
- notice(s_GameServ, u, " \ 2STORE SELL {ARMOR | WEAPON}\ 2");
- notice(s_GameServ, u, " \ 2STORE BUY {ARMOR | WEAPON} \1fNUMBER\1f\ 2");
- return;
+ aClient *ni;
+ char *amount = strtok(NULL, " ");
+ int price, num;
+
+ if (!amount)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg <S HEAL {ALL | #}");
+ return;
}
- else if (!(user = find(u)))
+ else if (!(ni = find(u)))
{
- log("Fatal Error: could not find %s in client list", u);
+ notice(s_GameServ, u, "Fatal error. Contact a(n) <S admin. buf: %s", strtok(NULL, ""));
return;
}
- else if (isIgnore(user))
+ else if (isIgnore(ni))
{
#ifdef DEBUGMODE
- log("Ignoring %s.", user->getNick());
+ log("Ignoring %s.", ni->getNick());
#endif
return;
}
- else if (!is_playing(user))
+ else if (!is_playing(ni))
{
- notice(s_GameServ, u, "You must be playing to use the store!");
+ notice(s_GameServ, u, "You aren't playing!");
return;
}
- else if (!isAlive(user->stats))
+ else if (!isAlive(ni->stats))
{
- notice(s_GameServ, u, "You are dead. Wait until tomorrow to purchase weapons and armor!");
+ notice(s_GameServ, u, "You are dead. Wait until tomorrow for healing.");
return;
}
- updateTS(user->stats);
-
- if (stricmp(cmd, "LIST") == 0)
+ else if (is_fighting(ni))
{
- if (stricmp(item, "WEAPONS") == 0)
- {
- notice(s_GameServ, u, "Welcome to Kain's Armory");
- notice(s_GameServ, u, "Here are the weapons we have available for the killing, sire:");
- for (int x = 1; x < WNA; x++)
- {
- space = spaces(strlen(weapons[x]), ".");
- notice(s_GameServ, u, "%s%d. %s%s%d",(x < 10 ? " " : ""), x, weapons[x], space, prices[x - 1]);
- free(space);
- }
- notice(s_GameServ, u, "To purchase a weapon, type /msg %S STORE BUY \ 2NUM\ 2.");
- notice(s_GameServ, u, "Where num. is the weapon number from the menu above.");
-
- }
- else if (stricmp(item, "ARMOR") == 0)
- {
- notice(s_GameServ, u, "Welcome to Kain's Armory");
- notice(s_GameServ, u, "I hope you enjoy the fine armor we have available for your protection:");
- for (int x = 1; x < WNA; x++)
- {
- space = spaces(strlen(armors[x]), ".");
- notice(s_GameServ, u, "%s%d. %s%s%d",(x < 10 ? " " : ""), x, armors[x], space, prices[x - 1]);
- free(space);
- }
- notice(s_GameServ, u, "To purchase armor, type /msg %S store buy armor num.");
- notice(s_GameServ, u, "Where num. is the armor number from the menu above.");
-
+ notice(s_GameServ, u, "You can't heal in battle!");
+ return;
+ }
+ else if (ni->stats->getHP() >= ni->stats->getMaxHP())
+ {
+ notice(s_GameServ, u, "You don't need healing!");
+ return;
+ }
- }
- } else if (stricmp(cmd, "BUY") == 0) {
- if (!num)
- {
- notice(s_GameServ, u, "SYNTAX: \ 2STORE BUY {ARMOR | WEAPON} \1fNUMBER\1f\ 2");
- return;
- }
- else if (!isstringnum(num))
- {
- notice(s_GameServ, u, "You must specify a number between 1 and %d. Not %s!", WNA - 1, num);
- return;
- }
- if (stricmp(item, "WEAPON") == 0)
+ updateTS(ni->stats);
+ if (stricmp(amount, "ALL") == 0)
+ {
+ price = ni->stats->getLevel() * 3;
+ if (ni->stats->getGold() < (ni->stats->getMaxHP() - ni->stats->getHP()) * price)
{
- wep = stringtoint(num);
- if (wep >= WNA || wep < 1)
- {
- notice(s_GameServ, u, "The number %d is out of range. The number you provide must be between 1 and %d.", wep, WNA - 1);
- return;
- }
-
- p = user->stats;
-
- if (p->weapon != 0)
- notice(s_GameServ, u, "You have to sell your %s first!", weapons[p->weapon]);
- else if (p->gold < prices[wep - 1])
- notice(s_GameServ, u, "You don't have enough gold for %s!", weapons[wep]);
- else
- {
- notice(s_GameServ, u, "You have purchased %s! Thanks for the gold!", weapons[wep]);
- p->weapon = wep;
- p->gold -= prices[wep - 1];
- }
+ notice(s_GameServ, u, "Healing \ 2%d\ 2 points for \ 2%d\ 2 gold per point.",
+ (long int)ni->stats->getGold()/price, price);
+ ni->stats->addHP(ni->stats->getGold() / price);
+ ni->stats->setGold(ni->stats->getGold() % price);
}
- else if (stricmp(item, "ARMOR") == 0)
+ else
{
- wep = stringtoint(num);
- if (wep >= WNA || wep < 1)
- {
- notice(s_GameServ, u, "The number %d is out of range. The number you provide must be between 1 and %d.", wep, WNA - 1);
- return;
- }
-
- p = user->stats;
-
- if (p->armor != 0)
- notice(s_GameServ, u, "You have to sell your %s first!", armors[p->armor]);
- else if (p->gold < prices[wep - 1])
- notice(s_GameServ, u, "You don't have enough gold for %s!", armors[wep]);
- else
- {
- notice(s_GameServ, u, "You have purchased %s! Thanks for the gold!", armors[wep]);
- p->armor = wep;
- p->gold -= prices[wep - 1];
- }
+ notice(s_GameServ, u, "Healing all possible points at \ 2%d\ 2 gold "\
+ "per point.", price);
+ notice(s_GameServ, u, "\ 2%d\ 2 points healed for \ 2%ld\ 2 gold. HP at MAX!",
+ (ni->stats->getMaxHP() - ni->stats->getHP()),
+ (price * (ni->stats->getMaxHP() - ni->stats->getHP())) );
+ ni->stats->subtractGold(price * (ni->stats->getMaxHP() - ni->stats->getHP()));
+ ni->stats->healall();
}
- else
- {
- notice(s_GameServ, u, "SYNTAX: \ 2STORE BUY {ARMOR | WEAPON} \1fNUMBER\1f\ 2");
- return;
- }
}
- else if (stricmp(cmd, "SELL" ) == 0)
+ else if (isstringnum(amount))
{
- p = user->stats;
-
- if (stricmp(item, "WEAPON") == 0)
+ num = stringtoint(amount);
+ price = ni->stats->getLevel() * 3;
+ if (ni->stats->getGold() < price * num)
{
- if (p->weapon == 0)
- {
- notice(s_GameServ, u, "You want me to chop off your hands?");
- return;
- }
- else if (p->gold == 2000000000)
- {
- notice(s_GameServ, u, "You have enough gold. I'll just take that off your hands, sire.");
- p->weapon = 0;
- }
- else if (2000000000 - p->gold < (prices[p->weapon - 1] / 2))
- {
- notice(s_GameServ, u, "Thank you for your business! You now have as much gold as you can carry.");
- notice(s_GameServ, u, "However, you have no weapon... can I interest you in the %s?", weapons[WNA - 1]);
- p->gold = 2000000000;
- p->weapon = 0;
- }
- else
- {
- notice(s_GameServ, u, "Thank you for your business! You now have %d more gold but no weapon!", (prices[p->weapon - 1] / 2));
- p->gold += (prices[p->weapon - 1] / 2);
- p->weapon = 0;
- }
+ notice(s_GameServ, u, "You only have enough gold to heal \ 2%d\ 2 points!",
+ (long int)ni->stats->getGold()/price);
+ }
+ else if (num <= ni->stats->getMaxHP() - ni->stats->getHP())
+ {
+ notice(s_GameServ, u, "Healing \ 2%d\ 2 points at \ 2%d\ 2 gold per point.",
+ num, price);
+ ni->stats->addHP(num);
+ ni->stats->subtractGold(num * price);
}
- else if (stricmp(item, "ARMOR") == 0)
+ else if (num > ni->stats->getMaxHP() - ni->stats->getHP())
{
- p = user->stats;
+ notice(s_GameServ, u, "Healing all possible points at \ 2%d\ 2 gold "\
+ "per point.", price);
+ notice(s_GameServ, u, "\ 2%d\ 2 points healed. HP at MAX!",
+ (ni->stats->getMaxHP() - ni->stats->getHP()));
+ ni->stats->subtractGold(price * (ni->stats->getMaxHP() - ni->stats->getHP()));
+ ni->stats->healall();
+ }
+ }
+ else if (amount[0] == '-')
+ notice(s_GameServ, u, "You trying to cheat?");
+ else
+ notice(s_GameServ, u, "SYNTAX: /msg <S HEAL {ALL | #}");
+}
- if (p->armor == 0)
- {
- notice(s_GameServ, u, "I don't think you can be any more naked...");
- return;
- }
- if (p->gold == 2000000000)
- {
- notice(s_GameServ, u, "You have enough gold. I'll just take that off your hands, sire.");
- p->armor = 0;
- }
- else if (2000000000 - p->gold < (prices[p->armor - 1] / 2))
+
+
+
+void do_store(char *u)
+{
+ list<item*>::iterator item_iterator;
+ item *tempItem;
+ char *cmd = strtok(NULL, " ");
+ char *num = strtok(NULL, " ");
+ char *space;
+ int id;
+ aClient *user;
+ Player *p;
+
+
+ if (!cmd || !num)
+ {
+ notice(s_GameServ, u, "SYNTAX: STORE LIST {ARMOR | WEAPONS}");
+ notice(s_GameServ, u, " \ 2STORE SELL NUMBER\ 2");
+ notice(s_GameServ, u, " \ 2STORE BUY \1fNUMBER\1f\ 2");
+ return;
+ }
+ else if (!(user = find(u)))
+ {
+ log("Fatal Error: could not find %s in client list", u);
+ return;
+ }
+ else if (isIgnore(user))
+ {
+#ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+#endif
+ return;
+ }
+ else if (!is_playing(user))
+ {
+ notice(s_GameServ, u, "You must be playing to use the store!");
+ return;
+ }
+ else if (is_fighting(user))
+ {
+ notice(s_GameServ, u, "You can't go to the store while fighting!");
+ 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(num, "WEAPONS") == 0)
+ {
+ notice(s_GameServ, u, "Welcome to Kain's Armory");
+ notice(s_GameServ, u, "Here are the weapons we have available for the killing, sire:");
+ for (item_iterator = store.begin(); item_iterator != store.end(); ++item_iterator)
{
- notice(s_GameServ, u, "Thank you for your business! You now have as much gold as you can carry.");
- notice(s_GameServ, u, "However, you have no armor... can I interest you in %s?", armors[WNA - 1]);
- p->gold = 2000000000;
- p->armor = 0;
- }
- else
+ if ((*item_iterator)->getType() == WEAPON)
+ {
+ space = spaces(strlen((*item_iterator)->getName().c_str()), ".");
+ notice(s_GameServ, u, "%s%ld. %20s..........%ld",
+ ((*item_iterator)->getID() < 10 ? " " : ""),
+ (*item_iterator)->getID(), (*item_iterator)->getName().c_str(), (*item_iterator)->price());
+ }
+ }
+ notice(s_GameServ, u, "To purchase a weapon, type /msg <S STORE BUY \ 2#\ 2.");
+ notice(s_GameServ, u, "Where # is the weapon number from the menu above.");
+
+ }
+ else if (stricmp(num, "ARMOR") == 0)
+ {
+ notice(s_GameServ, u, "Welcome to Kain's Armory");
+ notice(s_GameServ, u, "I hope you enjoy the fine armor we have available for your protection:");
+ for (item_iterator = store.begin(); item_iterator != store.end(); ++item_iterator)
{
- notice(s_GameServ, u, "Thank you for your business! You now have %d more gold but no armor!",
- (prices[p->armor - 1] / 2));
-
- p->gold += (prices[p->armor - 1] / 2);
- p->armor = 0;
+ if ((*item_iterator)->getType() == ARMOR)
+ {
+ notice(s_GameServ, u, "%s%ld. %20s..........%d",
+ ((*item_iterator)->getID() < 10 ? " " : ""),
+ (*item_iterator)->getID(), (*item_iterator)->getName().c_str(),
+ (*item_iterator)->price());
+ }
}
- }
- 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");
- }
+
+ notice(s_GameServ, u, "To purchase armor, type /msg <S store buy #");
+ notice(s_GameServ, u, "Where # is the armor number from the menu above.");
+ }
+
+ }
+ else if (stricmp(cmd, "BUY") == 0)
+ {
+ p = user->stats;
+ if (!num)
+ {
+ notice(s_GameServ, u, "SYNTAX: \ 2STORE BUY \1f#\1f\ 2");
+ return;
+ }
+ else
+ {
+ id = stringtoint(num);
+ }
+
+ if (!isstringnum(num))
+ {
+ notice(s_GameServ, u, "SYNTAX: \ 2STORE BUY \1f#\1f\ 2");
+ return;
+ }
+ else if (!(tempItem = findStoreItemByID(id)))
+ {
+ notice(s_GameServ, u, "Sorry, we don't carry that item!");
+ return;
+ }
+ else if (p->getGold() < tempItem->price())
+ {
+ notice(s_GameServ, u, "You can't afford to buy %s", tempItem->getName().c_str());
+ return;
+ }
+ else if (p->inventory->addItem(tempItem))
+ {
+ notice(s_GameServ, u, "You have purchased %s! Thanks for the gold!", tempItem->getName().c_str());
+ p->subtractGold(tempItem->price());
+ notice(s_GameServ, u, "Don't forget to type /msg <S equip %ld", tempItem->getID());
+ }
+ else
+ {
+ notice(s_GameServ, u, "You can't carry any more!");
+ }
}
- else
+ else if (stricmp(cmd, "SELL" ) == 0)
{
- 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;
+ itemContainer *tempContainer;
+ p = user->stats;
+ id = stringtoint(num);
+ if (!isstringnum(num))
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg <S store sell #");
+ return;
+ }
+ else if (!(tempContainer = p->inventory->Find(id)))
+ {
+ notice(s_GameServ, u, "You're not carrying that!");
+ return;
+ }
+ else if (p->getGold() >= 2000000000)
+ {
+ notice(s_GameServ, u, "You have enough gold. Just hang on to it for now.");
+ }
+ else
+ {
+ tempItem = tempContainer->getItem();
+
+ notice(s_GameServ, u, "Thank you for your business! We gave you %ld gold for %s!", (tempItem->price() / 2), tempItem->getName().c_str());
+ p->addGold((tempItem->price() / 2));
+ p->inventory->deleteItem(tempItem);
+ if (tempItem == p->getWeapon())
+ {
+ notice(s_GameServ, u, "Since you equipped %s, you're going to have to reequip something", tempItem->getName().c_str());
+ tempItem->undo(p);
+ p->clearWeapon();
+ }
+ else if (tempItem == p->getArmor())
+ {
+ tempItem->undo(p);
+ notice(s_GameServ, u, "Since you equipped %s, you're going to have to reequip something", tempItem->getName().c_str());
+ p->clearArmor();
+ }
+ }
+ }
+ else
+ {
+ notice(s_GameServ, u, "SYNTAX: STORE LIST {ARMOR | WEAPONS}");
+ notice(s_GameServ, u, " \ 2STORE SELL #\ 2");
+ notice(s_GameServ, u, " \ 2STORE BUY \1f#\1f\ 2");
+ return;
}
}
void do_inventory(char *u)
{
- aClient *user;
-
- if (!(user = find(u)))
+ aClient *user;
+
+ if (!(user = find(u)))
{
- notice(s_GameServ, u, "Fatal Error. Contact a %S admin!");
- return;
+ notice(s_GameServ, u, "Fatal Error. Contact a <S admin!");
+ return;
}
- else if (isIgnore(user))
+ else if (isIgnore(user))
{
- #ifdef DEBUGMODE
- log("Ignoring %s.", user->getNick());
- #endif
- return;
+#ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+#endif
+ return;
}
- else if (!is_playing(user))
+ else if (!is_playing(user))
{
- notice(s_GameServ, u, "You must be playing to check your inventory!");
- return;
+ notice(s_GameServ, u, "You must be playing to check your inventory!");
+ return;
}
- updateTS(user->stats);
- showinventory(user, user);
+ if (!is_fighting(user))
+ updateTS(user->stats);
+ showinventory(user->stats, user);
}
-void showinventory(aClient *from, aClient *to)
-{
- char *nick = to->getNick();
- if (!to)
- to = from;
- if (is_playing(from))
- {
- Pouch *p = &from->stats->inventory;
- notice(s_GameServ, nick, "Inventory for %s:", from->stats->name.c_str());
- notice(s_GameServ, nick, " Healing Potions: %d", p->Healing());
- notice(s_GameServ, nick, "Strength Potions: %d", p->Strength());
- notice(s_GameServ, nick, " Defense Potions: %d", p->Defense());
- notice(s_GameServ, nick, " HP Potions: %d", p->HP());
- }
-}
+
void do_tavern(char *u)
{
- char *cmd = strtok(NULL, " ");
- long int price;
-
- aClient *user;
- Player *p;
+ char *cmd = strtok(NULL, " ");
- if (!(user = find(u)))
+ aClient *user;
+ Player *p;
+
+ if (!(user = find(u)))
{
- notice(s_GameServ, u, "Fatal Error. See a %S admin for help");
- return;
+ notice(s_GameServ, u, "Fatal Error. See a <S admin for help");
+ return;
}
- else if (isIgnore(user))
+ else if (isIgnore(user))
{
- #ifdef DEBUGMODE
- log("Ignoring %s.", user->getNick());
- #endif
- return;
+#ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+#endif
+ return;
}
- else if (!is_playing(user))
+ else if (!is_playing(user))
{
- notice(s_GameServ, u, "You must be playing to go to the Tavern");
- return;
+ notice(s_GameServ, u, "You must be playing to go to the Tavern");
+ return;
}
- else if (is_fighting(user))
+ else if (is_fighting(user))
{
- notice(s_GameServ, u, "You cannot go to the Tavern during a fight!");
- return;
+ notice(s_GameServ, u, "You cannot go to the Tavern during a fight!");
+ return;
}
-
- updateTS(user->stats);
- p = user->stats;
-
- if (!cmd)
+
+ 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?");
+ notice(s_GameServ, u, "Welcome to Boot Liquors Mystic Apothecary and General Store");
+ 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)
+ else if (stricmp(cmd, "LIST") == 0)
{
- notice(s_GameServ, u, "Here is a list of what we have to offer:");
- notice(s_GameServ, u, "1. Healing Potions for %ld Gold",
- 1000 * p->level * 4);
- notice(s_GameServ, u, "2. Strength Potions for %ld Gold",
- 2500 * p->level * 4);
- notice(s_GameServ, u, "3. Defense Potions for %ld Gold",
- 3000 * p->level * 4);
- notice(s_GameServ, u, "4. HP Potions for %ld Gold",
- 2000 * p->level * 4);
- notice(s_GameServ, u, "To buy a potion, type /msg %S TAVERN BUY #");
- notice(s_GameServ, u, "Example: /msg %S TAVERN BUY 1 buys a healing potion!");
+ notice(s_GameServ, u, "Here is a list of what we have to offer:");
+ showTavern(user);
+ notice(s_GameServ, u, "To buy an item, type /msg <S TAVERN BUY #");
}
- else if (stricmp(cmd, "BUY") == 0)
+ else if (stricmp(cmd, "BUY") == 0)
{
- char *chnum = strtok(NULL, " ");
-
- if (!chnum)
- {
- notice(s_GameServ, u, "SYNTAX: TAVERN BUY #");
- notice(s_GameServ, u, "Example: /msg %S TAVERN BUY 1");
- return;
- }
- int num = stringtoint(chnum);
+ int amt = 1;
+ char *chid = strtok(NULL, " ");
+ char *amount = strtok(NULL, " ");
- if (num < 1 || num > 4)
- {
- notice(s_GameServ, u, "Invalid Choice!");
- notice(s_GameServ, u, "Here is a list of what we have to offer:");
- notice(s_GameServ, u, "1. Healing Potions for %ld Gold",
- 1000 * p->level * 4);
- notice(s_GameServ, u, "2. Strength Potions for %ld Gold",
- 2500 * p->level * 4);
- notice(s_GameServ, u, "3. Defense Potions for %ld Gold",
- 3000 * p->level * 4);
- notice(s_GameServ, u, "4. HP Potions for %ld Gold",
- 2000 * p->level * 4);
- notice(s_GameServ, u, "To buy a potion, type /msg %S TAVERN BUY #");
- notice(s_GameServ, u, "Example: /msg %S TAVERN BUY 1 buys a healing potion!");
- return;
- }
- switch(num)
- {
- case 1:
- price = (1000 * p->level * 4);
- if (p->gold >= price)
- {
- notice(s_GameServ, u, "One healing potion coming right up!");
- p->inventory.incHealing();
- p->gold -= price;
- }
- else
- notice(s_GameServ, u, "You don't have enough gold!");
- break;
- case 2:
- price = 2500 * p->level * 4;
- if (p->gold >= price)
+ if (amount)
+ amt = stringtoint(amount);
+
+ if (!chid)
{
- notice(s_GameServ, u, "One strength boost coming right up!");
- p->inventory.incStrength();
- p->gold -= price;
+ notice(s_GameServ, u, "SYNTAX: TAVERN BUY # [#]");
+ notice(s_GameServ, u, "Example: /msg <S TAVERN BUY 6001");
+ notice(s_GameServ, u, "Example: /msg <S TAVERN BUY 6001 10");
+ return;
}
- else
- notice(s_GameServ, u, "You don't have enough gold!");
- break;
- case 3:
- price = 3000 * p->level * 4;
- if (p->gold >= price)
+ long id = stringtoint(chid);
+ tavernItem *tempItem;
+
+ if (!(tempItem = findTavernItemByID(id)) || user->stats->getLevel() < tempItem->getLevel())
{
- notice(s_GameServ, u, "One defense boost coming right up!");
- p->inventory.incDefense();
- p->gold -= price;
+ notice(s_GameServ, u, "Invalid Choice!");
+ notice(s_GameServ, u, "Here is a list of what we have to offer:");
+ showTavern(user);
+ notice(s_GameServ, u, "To buy an item, type /msg <S TAVERN BUY #");
+ return;
}
- else
- notice(s_GameServ, u, "You don't have enough gold!");
- break;
- case 4:
- price = 3000 * p->level * 4;
- if (p->gold >= price)
+ else if (!amount && user->stats->getGold() < tempItem->getItem()->price())
{
- notice(s_GameServ, u, "One HP Potion coming right up!");
- p->inventory.incHP();
- p->gold -= price;
+ notice(s_GameServ, u, "You don't have enough gold!");
+ notice(s_GameServ, u, "Here is a list of what we have to offer:");
+ showTavern(user);
+ notice(s_GameServ, u, "To buy an item, type /msg <S TAVERN BUY #");
+ }
+ else if (user->stats->getGold() < amt * tempItem->getItem()->price())
+ {
+ notice(s_GameServ, u, "You don't have enough gold!");
+ notice(s_GameServ, u, "Here is a list of what we have to offer:");
+ showTavern(user);
+ notice(s_GameServ, u, "To buy an item, type /msg <S TAVERN BUY # [#]");
+ }
+ else
+ {
+ if (amount)
+ {
+ int amt = stringtoint(amount);
+ if (amt < 0 || amount[0] == '-')
+ {
+ notice(s_GameServ, u, "You trying to steal from me?");
+ }
+ else if (user->stats->inventory->addItem(tempItem->getItem(), amt) == NULL)
+ {
+ notice(s_GameServ, u, "You can't carry that many!");
+ }
+ else
+ {
+ notice(s_GameServ, u, "%d %s's coming right up!", amt, tempItem->getItem()->getName().c_str());
+ user->stats->subtractGold(tempItem->getItem()->price() * amt);
+ }
+ }
+ else
+ {
+ if (user->stats->inventory->addItem(tempItem->getItem()) == NULL)
+ {
+ notice(s_GameServ, u, "You can't carry any more!");
+ }
+ else
+ {
+ notice(s_GameServ, u, "One %s coming right up!", tempItem->getItem()->getName().c_str());
+ user->stats->subtractGold(tempItem->getItem()->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
+ else
{
- notice(s_GameServ, u, "Improper Syntax.");
- notice(s_GameServ, u, "Type /msg %S HELP TAVERN for help");
+ notice(s_GameServ, u, "Improper Syntax.");
+ notice(s_GameServ, u, "Type /msg <S HELP TAVERN for help");
}
+ return;
}
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))
+ 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;
+ notice(s_GameServ, u, "BANK {WITHDRAW | DEPOSIT} {ALL | AMOUNT}");
+ notice (s_GameServ, u, "BANK BALANCE");
+ return;
}
- else if (!(user = find(u)))
+ 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;
+ 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))
+ else if (isIgnore(user))
{
- #ifdef DEBUGMODE
- log("Ignoring %s.", user->getNick());
- #endif
- return;
+#ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+#endif
+ return;
}
- else if (!is_playing(user))
+ else if (!is_playing(user))
{
- notice(s_GameServ, u, "You must be playing to use the bank!");
- return;
+ notice(s_GameServ, u, "You must be playing to use the bank!");
+ return;
}
- else if (is_fighting(user))
+ else if (is_fighting(user))
{
- notice(s_GameServ, u, "You can't go to the bank during a fight!");
- return;
+ notice(s_GameServ, u, "You can't go to the bank during a fight!");
+ return;
}
- updateTS(user->stats);
- if (stricmp(cmd, "BALANCE") == 0)
+ updateTS(user->stats);
+ if (stricmp(cmd, "BALANCE") == 0)
{
- showBankBalance(u);
- return;
+ showBankBalance(u);
+ return;
}
- else if (!isAlive(user->stats))
+ else if (!isAlive(user->stats))
{
- notice(s_GameServ, u, "You are dead. We don't accept gold from dead folk! Wait 'til tomorrow!");
- return;
+ 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)
+ 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;
+ notice(s_GameServ, u, "I don't know how to convert alphabet letters into currency, sire!");
+ return;
}
- if (stringtoint(amount) < 0)
+ if (stringtoint(amount) < 0)
{
- notice(s_GameServ, u, "Sorry. This bank is not licensed "\
- "to handle such sums of cash, noble Lord.");
- return;
+ notice(s_GameServ, u, "Sorry. This bank is not licensed "\
+ "to handle such sums of cash, noble Lord.");
+ return;
}
- p = user->stats;
-
- if (stricmp(cmd, "DEPOSIT") == 0)
+ p = user->stats;
+
+ if (stricmp(cmd, "DEPOSIT") == 0)
{
- if (p->bank == 2000000000)
+ if (p->getBank() == 2000000000)
{
- notice(s_GameServ, u, "Your bank account is full, sire!");
- return;
+ notice(s_GameServ, u, "Your bank account is full, sire!");
+ return;
}
- else if (stricmp(amount, "ALL") == 0)
+ else if (stricmp(amount, "ALL") == 0)
{
- if (2000000000 - p->bank < p->gold)
+ if (2000000000 - p->getBank() < p->getGold())
{
- notice(s_GameServ, u, "You don't have enough room for all of your gold.");
- notice(s_GameServ, u, "Depositing %ld gold into your account", (2000000000 - p->bank));
- p->gold -= (2000000000 - p->bank);
- p->bank = 2000000000;
- showBankBalance(u);
+ notice(s_GameServ, u, "You don't have enough room for all of your gold.");
+ notice(s_GameServ, u, "Depositing %ld gold into your account", (2000000000 - p->getBank()));
+ p->subtractGold((2000000000 - p->getBank()));
+ p->setBank(2000000000);
+ showBankBalance(u);
}
- else
+ else
{
- notice(s_GameServ, u, "Depositing %ld gold into your account!", p->gold);
- p->bank += p->gold;
- p->gold = 0;
- showBankBalance(u);
+ notice(s_GameServ, u, "Depositing %ld gold into your account!", p->getGold());
+ p->addBank(p->getGold());
+ p->setGold(0);
+ showBankBalance(u);
}
}
- else if (stringtoint(amount) > p->gold)
+ else if (stringtoint(amount) > p->getGold())
{
- notice(s_GameServ, u, "Sire, you only have %ld gold!", p->gold);
- showBankBalance(u);
- return;
+ notice(s_GameServ, u, "Sire, you only have %ld gold!", p->getGold());
+ showBankBalance(u);
+ return;
}
- else
+ else
{
- if (2000000000 - p->bank < stringtoint(amount))
+ if (2000000000 - p->getBank() < stringtoint(amount))
{
- notice(s_GameServ, u, "You don't have room in your account for that much.");
- notice(s_GameServ, u, "Capping off your account with %ld gold!", (2000000000 - p->bank));
- p->gold -= (2000000000 - p->bank);
- p->bank = 2000000000;
- showBankBalance(u);
+ notice(s_GameServ, u, "You don't have room in your account for that much.");
+ notice(s_GameServ, u, "Capping off your account with %ld gold!", (2000000000 - p->getBank()));
+ p->subtractGold((2000000000 - p->getBank()));
+ p->setBank(2000000000);
+ showBankBalance(u);
}
- else
+ else
{
- notice(s_GameServ, u, "Depositing %d gold into your account!", stringtoint(amount));
- p->bank += stringtoint(amount);
- p->gold -= stringtoint(amount);
- showBankBalance(u);
+ notice(s_GameServ, u, "Depositing %d gold into your account!", stringtoint(amount));
+ p->addBank(stringtoint(amount));
+ p->subtractGold(stringtoint(amount));
+ showBankBalance(u);
}
}
}
- else if (stricmp(cmd, "WITHDRAW") == 0)
+ else if (stricmp(cmd, "WITHDRAW") == 0)
{
- if (p->gold == 2000000000)
+ if (p->getGold() == 2000000000)
{
- notice(s_GameServ, u, "You cannot carry any more gold, sire!");
- showBankBalance(u);
- return;
+ notice(s_GameServ, u, "You cannot carry any more gold, sire!");
+ showBankBalance(u);
+ return;
}
- else if (stricmp(amount, "ALL") == 0)
+ else if (stricmp(amount, "ALL") == 0)
{
- if (2000000000 - p->gold < p->bank)
+ if (2000000000 - p->getGold() < p->getBank())
{
- notice(s_GameServ, u, "You don't have enough room to carry all that gold.");
- notice(s_GameServ, u, "Withdrawing %ld gold from your account", (2000000000 - p->gold));
- p->bank -= (2000000000 - p->gold);
- p->gold = 2000000000;
- showBankBalance(u);
+ notice(s_GameServ, u, "You don't have enough room to carry all that gold.");
+ notice(s_GameServ, u, "Withdrawing %ld gold from your account", (2000000000 - p->getGold()));
+ p->subtractBank((2000000000 - p->getGold()));
+ p->setGold(2000000000);
+ showBankBalance(u);
}
- else
+ else
{
- notice(s_GameServ, u, "Withdrawing %ld gold from your account!", p->bank);
- p->gold += p->bank;
- p->bank = 0;
- showBankBalance(u);
+ notice(s_GameServ, u, "Withdrawing %ld gold from your account!", p->getBank());
+ p->addGold(p->getBank());
+ p->setBank(0);
+ showBankBalance(u);
}
}
- else if (stringtoint(amount) > p->bank)
+ else if (stringtoint(amount) > p->getBank())
{
- notice(s_GameServ, u, "Sire, you only have %ld gold in the bank!", p->bank);
- showBankBalance(u);
- return;
+ notice(s_GameServ, u, "Sire, you only have %ld gold in the bank!", p->getBank());
+ showBankBalance(u);
+ return;
}
- else
+ else
{
- if (2000000000 - p->gold < stringtoint(amount))
+ if (2000000000 - p->getGold() < stringtoint(amount))
{
- notice(s_GameServ, u, "You don't enough have room to carry that much gold!");
- notice(s_GameServ, u, "You fill your pockets with %ld gold!",
- (2000000000 - p->gold));
- p->bank -= (2000000000 - p->gold);
- p->gold = 2000000000;
- showBankBalance(u);
+ notice(s_GameServ, u, "You don't enough have room to carry that much gold!");
+ notice(s_GameServ, u, "You fill your pockets with %ld gold!",
+ (2000000000 - p->getGold()));
+ p->subtractBank((2000000000 - p->getGold()));
+ p->setGold(2000000000);
+ showBankBalance(u);
}
- else
+ else
{
- notice(s_GameServ, u, "Withdrawing %d gold from your account!", stringtoint(amount));
- p->gold += stringtoint(amount);
- p->bank -= stringtoint(amount);
- showBankBalance(u);
+ notice(s_GameServ, u, "Withdrawing %d gold from your account!", stringtoint(amount));
+ p->addGold(stringtoint(amount));
+ p->subtractBank(stringtoint(amount));
+ showBankBalance(u);
}
}
- }
-
+ }
}
void do_dragon(char *u)
{
- aClient *user;
-
- if (!(user = find(u)))
+ aClient *user;
+
+ if (!(user = find(u)))
{
- notice(s_GameServ, u, "Fatal error. Contact a(n) %S admin. buf: %s", strtok(NULL, ""));
- return;
+ notice(s_GameServ, u, "Fatal error. Contact a(n) <S admin. buf: %s", strtok(NULL, ""));
+ return;
}
- else if (isIgnore(user))
+ else if (isIgnore(user))
{
- #ifdef DEBUGMODE
- log("Ignoring %s.", user->getNick());
- #endif
- return;
+#ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+#endif
+ return;
}
- else if (!is_playing(user))
+ else if (!is_playing(user))
{
- notice(s_GameServ, u, "You must be playing to fight the dragon!");
- return;
+ notice(s_GameServ, u, "You must be playing to fight the dragon!");
+ return;
}
- else if (is_fighting(user))
+ else if (is_fighting(user))
{
- notice(s_GameServ, u, "You are already in a fight. How will you fight the almighty dragon!?");
- return;
+ notice(s_GameServ, u, "You are already in a fight. How will you fight the almighty dragon!?");
+ return;
}
- else if (!isAlive(user->stats))
+ else if (!isAlive(user->stats))
{
- notice(s_GameServ, u, "You're dead. Wait until tomorrow to see your master!");
- return;
+ notice(s_GameServ, u, "You're dead. Wait until tomorrow to see your master!");
+ return;
}
- else if (user->stats->level < LEVELS)
+ else if (user->stats->getLevel() < LEVELS)
{
- 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;
+ 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;
- setMaster(p);
- see_master(u);
- notice(s_GameServ, u, "You approach the dragon's lair cautiously.");
- notice(s_GameServ, u, "The stench of sulfer fills the air as a "\
- "deep, red fog rolls in. The air is filled with the "\
- "heated mist of deadly fire from beyond the cave "\
- "entrance.");
- notice(s_GameServ, u, "You adjust your %s, tighten your grip on "\
- "your %s, and venture into the hot, dark cave. "\
- "You are surprised at the angle of descent as you climb "\
- "lower and lower, deeper into the dragon's den.",
- armors[p->armor], weapons[p->weapon]);
- 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);
+
+ updateTS(user->stats);
+
+ Player *p = user->stats;
+ setMaster(p);
+ 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.",
+ (p->getArmor() ? p->getArmor()->getName().c_str() : "Fists"), (p->getWeapon() ? p->getWeapon()->getName().c_str() : "Birthday Suit"));
+ 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!");
+ p->setMonster(&dragon);
+ setDragonFight(p);
+ display_monster(u);
}
void do_master(char *u)
{
- aClient *user;
-
-
- if (!(user = find(u)))
+ aClient *user;
+
+
+ if (!(user = find(u)))
{
- notice(s_GameServ, u, "Fatal error. Contact a(n) %S admin. buf: %s", strtok(NULL, ""));
- return;
+ notice(s_GameServ, u, "Fatal error. Contact a(n) <S admin. buf: %s", strtok(NULL, ""));
+ return;
}
- else if (isIgnore(user))
+ else if (isIgnore(user))
{
- #ifdef DEBUGMODE
- log("Ignoring %s.", user->getNick());
- #endif
- return;
+#ifdef DEBUGMODE
+ log("Ignoring %s.", user->getNick());
+#endif
+ return;
}
- else if (!is_playing(user))
+ else if (!is_playing(user))
{
- notice(s_GameServ, u, "You must be playing to see your master!");
- return;
+ notice(s_GameServ, u, "You must be playing to see your master!");
+ return;
}
- else if (is_fighting(user))
+ else if (is_fighting(user))
{
- notice(s_GameServ, u, "You're in the middle of a fight! Pay attention!");
- return;
+ notice(s_GameServ, u, "You're in the middle of a fight! Pay attention!");
+ return;
}
- else if (!isAlive(user->stats))
+ else if (!isAlive(user->stats))
{
- notice(s_GameServ, u, "You're dead. Wait until tomorrow to see your master!");
- return;
+ 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))
+
+ 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;
+ notice(s_GameServ, u, "You have already seen your master today. Wait until tomorrow to try again");
+ return;
}
-
- if (cmd != NULL)
+
+ if (cmd != NULL)
{
- switch(p->level)
- {
+ switch(p->getLevel())
+ {
case 1:
- need = 200;
- break;
+ need = 200;
+ break;
case 2:
- need = 800;
- break;
+ need = 800;
+ break;
case 3:
- need = 2000;
- break;
+ need = 2000;
+ break;
case 4:
- need = 8000;
- break;
+ need = 8000;
+ break;
case 5:
- need = 20000;
- break;
+ need = 20000;
+ break;
case 6:
- need = 80000;
- break;
+ need = 80000;
+ break;
case 7:
- need = 200000;
- break;
+ need = 200000;
+ break;
case 8:
- need = 800000;
- break;
+ need = 800000;
+ break;
case 9:
- need = 2000000;
- break;
+ need = 2000000;
+ break;
case 10:
- need = 8000000;
- break;
+ need = 8000000;
+ break;
case 11:
- need = 20000000;
- break;
-
+ need = 20000000;
+ break;
+
case REALLEVELS:
- need = p->exp + 1;
- notice(s_GameServ, u, "You are at level %d. You are the master. What's left? The DRAGON!", REALLEVELS);
- return;
- break;
+ need = p->getExp() + 1;
+ notice(s_GameServ, u, "You are at level %d. You are the master. What's left? The DRAGON!", REALLEVELS);
+ return;
+ break;
default:
- need = p->exp + 1; // Unknown level... don't let them fight a fake master!
- break;
- }
+ need = p->getExp() + 1; // Unknown level... don't let them fight a fake master!
+ break;
+ }
}
- else
+ else
{
- notice(s_GameServ, u, "SYNTAX: MASTER {FIGHT | QUESTION}");
- return;
+ notice(s_GameServ, u, "SYNTAX: MASTER {FIGHT | QUESTION}");
+ return;
}
-
- if (stricmp(cmd, "FIGHT") == 0)
+
+ if (stricmp(cmd, "FIGHT") == 0)
{
- if (p->exp >= need)
- {
- setMaster(p);
- see_master(u);
- }
- else
+ if (p->getExp() >= need)
+ {
+ setMaster(p);
+ see_master(u);
+ }
+ else
notice(s_GameServ, u, "You are not worthy of fighting %s! You need %ld more experience.",
- levels[p->level - 1].master.name.c_str(), (need - p->exp));
- return;
+ levels[p->getLevel() - 1].master.name.c_str(), (need - p->getExp()));
+ return;
}
- else if (stricmp(cmd, "QUESTION") == 0)
+ else if (stricmp(cmd, "QUESTION") == 0)
{
- if (p->exp >= need)
+ if (p->getExp() >= need)
notice(s_GameServ, u, "%s looks you up and down and decides you are more ready than you will ever be.",
- levels[p->level - 1].master.name.c_str());
- else
+ levels[p->getLevel() - 1].master.name.c_str());
+ else
notice(s_GameServ, u, "You pathetic fool! You are no match for %s, %s!",
- levels[p->level - 1].master.name.c_str(), p->name.c_str());
-
- 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(&levels[p->level - 1].master);
- p->fight = p->master;
- display_monster(u); // Since master is the same structure, use this function
- }
-}
-
-void showBankBalance(const char *u)
-{
- aClient *user;
- Player *p;
-
- if (!(user = find(u)))
- return;
-
- p = user->stats;
-
- if (!p)
- return;
-
- notice(s_GameServ, u, "Account Balance: %ld Gold On hand: %ld", p->bank, p->gold);
-
-}
-
-void refreshall()
-{
- ListNode <aClient> *it;
- Player *p;
- for (unsigned long x = 0; x < U_TABLE_SIZE; x++)
- {
- it = players[x].First();
-
- while (it)
- {
- p = it->getData()->stats;
- refresh(p);
- it = it->Next();
- }
- }
-}
-
-void refresh(Player *p)
-{
- if (!p)
- return;
-
- if (p->hp < p->maxhp)
- p->hp = p->maxhp;
- p->forest_fights = forestfights;
- p->player_fights = 3;
- setAlive(p);
- clearMaster(p);
-}
-
-void do_refresh(char *u)
-{
- char *nick = strtok(NULL, " ");
- aClient *user;
-
- if (!(user = find(u)))
- {
- notice(s_GameServ, u, "Error: aClient not found. Contact a %S admin");
- log("Error: aClient not found: %s", u);
- return;
- }
- else if (isIgnore(user))
- {
- #ifdef DEBUGMODE
- log("Ignoring %s.", user->getNick());
- #endif
- return;
- }
- else if (!isAdmin(user))
- {
- notice(s_GameServ, u, "You must be a %S admin to use this command!");
- return;
- }
- if (!nick)
- {
- notice(s_GameServ, u, "SYNTAX: REFRESH {ALL | NICK}");
- return;
- }
- else if (stricmp(nick, "ALL") == 0)
- {
- notice(s_GameServ, u, "Refreshing everyone's stats!");
- refreshall();
- }
- else if ((user = findplayer(nick)))
- {
- if (is_playing(user))
- {
- #ifdef P10
- notice(s_GameServ, u, "Refreshing %s.", user->getRealNick());
- #else
- notice(s_GameServ, u, "Refreshing %s.", user->getNick());
- #endif
- refresh(user->stats);
- }
- else
- {
- #ifdef P10
- notice(s_GameServ, u, "%s is not playing.", user->getRealNick());
- #else
- notice(s_GameServ, u, "%s is not playing.", user->getNick());
- #endif
- }
- }
- else
- {
- notice(s_GameServ, u, "Nick %s not found.", nick);
- return;
- }
-}
-
-
-void resetall()
-{
- ListNode <aClient> *it;
- Player *p;
-
- for (unsigned long x = 0; x < U_TABLE_SIZE; x++)
- {
- it = players[x].First();
-
- while (it)
- {
- p = it->getData()->stats;
- reset(p);
- it = it->Next();
+ levels[p->getLevel() - 1].master.name.c_str(), p->getName().c_str());
+
+ return;
}
- }
-}
-
-void reset(Player *p)
-{
- string *myname;
-
- if (!p)
- return;
-
- myname = new string(p->name);
-
- p->reset();
- p->name = *myname;
- delete myname;
-}
-
-void updateTS(Player *p)
-{
- if (!p)
- return;
-
- #ifdef DEBUGMODE
- log("Old timestamp for %s: %ld", p->name.c_str(), p->lastcommand);
- #endif
- p->lastcommand = time(NULL);
- #ifdef DEBUGMODE
- log("New timestamp for %s: %ld", p->name.c_str(), p->lastcommand);
- #endif
-
-}
-
-bool timedOut(Player *p)
-{
- if (!p)
- return false;
- else if (p->lastcommand == 0)
- return false;
- else
+ else
{
- if ((time(NULL) - p->lastcommand) >= maxidletime)
- return true;
-
- return false;
+ notice(s_GameServ, u, "SYNTAX: MASTER {FIGHT | QUESTION}");
}
}
-void timeOutEvent(Player *p)
-{
- aClient *user = findplayer(p->name.c_str());
-
- 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.c_str());
- 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.c_str());
- 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.c_str());
- 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)))
+ char *nick = strtok(NULL, " ");
+ aClient *user;
+ Player *p;
+
+ if (!(user = find(u)))
{
- notice(s_GameServ, u, "Error: aClient not found. Contact a %S admin");
- log("Error: aClient not found: %s", u);
- return;
+ notice(s_GameServ, u, "Error: aClient not found. Contact a <S admin");
+ log("Error: aClient not found: %s", u);
+ return;
}
- else if (!isAdmin(user))
+ else if (!isAdmin(user))
{
- notice(s_GameServ, u, "You must be a %S admin to use this command!");
- return;
+ notice(s_GameServ, u, "You must be a <S admin to use this command!");
+ return;
}
-
- if (!nick)
+
+ if (!nick)
{
- notice(s_GameServ, u, "SYNTAX: RESET {ALL | NICK}");
- return;
+ notice(s_GameServ, u, "SYNTAX: RESET {ALL | NICK}");
}
- else if (stricmp(nick, "ALL") == 0)
+ else if (stricmp(nick, "ALL") == 0)
{
- notice(s_GameServ, u, "Resetting everyone's stats!");
- resetall();
+ notice(s_GameServ, u, "Resetting everyone's stats!");
+ resetall();
}
- else if ((user = findplayer(nick)))
- {
- if (is_playing(user))
+ else if (!(p = findplayer(nick)))
{
- #ifdef P10
- notice(s_GameServ, u, "Resetting %s.", user->getRealNick());
- #else
- notice(s_GameServ, u, "Resetting %s.", user->getNick());
- #endif
- reset(user->stats);
+ notice(s_GameServ, u, "Nick %s not found.", nick);
}
- else
- {
- notice(s_GameServ, u, "Resetting %s", user->stats->name.c_str());
- reset(user->stats);
- }
- }
- else
+ else
{
- notice(s_GameServ, u, "Nick %s not found.", nick);
- return;
- }
+ notice(s_GameServ, u, "Resetting %s.", p->getName().c_str());
+ reset(p);
+ }
}
void do_help(char *u)
{
- char *cmd = strtok(NULL, " ");
-
- display_help(u, cmd);
+ 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)
+ aClient *user;
+ char *pass = strtok(NULL, " ");
+
+ if (!(user = find(u)))
{
- notice(s_GameServ, u, "SYNTAX: \ 2ADMIN\ 2 \ 2\1fpassword\1f\ 2");
- return;
+ log("Error: aClient not found: %s", u);
+ notice(s_GameServ, u, "Error: aClient not found. Contact <S admin.");
+ return;
}
-
- if (isAdmin(user))
+
+ if (!pass)
{
- notice(s_GameServ, u, "You already have administrator privledges.");
- return;
+ notice(s_GameServ, u, "SYNTAX: \ 2ADMIN\ 2 \ 2\1fpassword\1f\ 2");
+ return;
}
- else if (strcmp(pass, adminpass) == 0)
+
+ if (isAdmin(user))
{
- 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
+ notice(s_GameServ, u, "You already have administrator privledges.");
+ return;
}
- else
+ else if (strcmp(pass, adminpass) == 0)
{
- notice(s_GameServ, u, "Invalid password. Remember: case sensitive");
- return;
+ 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
}
-}
-
-bool load_levels()
-{
- char *filename;
- filename = new char[256];
-
- for (int x = 1; x <= LEVELS; x++)
+ else
{
- sprintf(filename, "data/levels/level%d.dat", x);
- if (levels[x - 1].loadLevel(filename) == false)
- return false;
+ notice(s_GameServ, u, "Invalid password. Remember: case sensitive");
+ return;
}
-
- delete []filename;
- return true;
}
-bool load_monsters()
-{
- char *filename;
- ifstream infile;
- char *buf;
- buf = new char[2048];
-
- for (int level = 1; level <= LEVELS; level++)
- {
- filename = new char[256];
- sprintf(filename, "data/monsters/level%d.dat", level);
- infile.open(filename);
-
- if (!infile)
- {
- log("Error opening %s", filename);
- return false;
- }
-
- #ifdef DEBUGMODE
- log("Loading monsters from %s", filename);
- #endif
-
- while (infile.getline(buf, 2048))
- {
- if (buf[0] == '^')
- break;
- if (buf[0] == '\n' || buf[0] == '\0' || buf[0] == '#')
- continue;
- Monster *temp;
- temp = new Monster;
- temp->name = strtok(buf, "~");
- temp->weapon = strtok(NULL, "~");
- temp->death = strtok(NULL, "~");
-
- levels[level - 1].monsters.insertAtBack_RLN(temp);
- delete temp;
- }
- delete [] filename;
- infile.close();
- }
- delete [] buf;
-return true;
-}