-#include "sockhelp.h"
#include "aClient.h"
-#include "list.h"
+#include "config.h"
#include "extern.h"
+#include "flags.h"
+#include "list.h"
+#include "sockhelp.h"
+
#include <cctype>
-#include <fstream.h>
+#include <fstream>
+
+using std::ifstream;
+using std::ofstream;
+
+#if defined(HAVE_CRYPT_H)
+
#include <crypt.h>
-List<aClient> players;
-Monster monsters[5][12];
+#elif defined(HAVE_UNISTD_H)
+
+#include <unistd.h>
+
+#endif
+
+// this will be hash.cpp start
+// thank you wcampbel
+unsigned long HASH(const unsigned char *name, int size_of_table);
+List<aClient> players[U_TABLE_SIZE];
+// this will be hash.cpp end
+
+
+Monster *monsters[LEVELS][MONSTERS]; // Monsters per level. Total = MONSTERS * LEVELS
+Monster boss; // The boss monster
+
+Monster *masters[LEVELS]; // A master for each level
// Database functions
int save_gs_dbase();
int load_gs_dbase();
// String functions
-#undef strtok
+#ifndef HAVE_STRTOK
char *strtok(char *str, const char *delim);
+#endif
+
int stricmp(const char *s1, const char *s2);
int strnicmp(const char *s1, const char *s2, size_t len);
// String Functions
/********** GameServ Booleans **********/
bool is_playing(char *u); // True if the given nickname in the clients list is playing.
-bool has_started(char *u); // True if the given nickname in the clients list has started playing.
+bool is_playing(aClient *user);
+
bool is_fighting(char *u); // True if the given nick in the clients list is fighting anything.
-bool isnt_fighting(char *u); // True if the given nick isn't fighting. Same as !is_fighting(u).
+bool is_fighting(aClient *user);
+
bool player_fight(char *u); // True if the player is fighting another player.
+bool player_fight(aClient *user);
+
bool master_fight(char *u); // True if the player is fighting their master.
+bool master_fight(aClient *user);
/********** GameServ Booleans **********/
-
+void display_help(char *u, char *file = NULL);
void display_monster(char *u);
void display_players(char *u);
+void display_players(aClient *user);
long int chartoint(char ch);
int isstringnum(char *num);
long int pow (int x, int y);
long int stringtoint(char *number);
char *spaces(int len, char *seperator);
-void init_masters();
-void refresh(aClient *ni);
+void refresh(Player *p);
void refreshall();
-void reset(aClient *ni);
+void reset(Player *p);
+void init_masters();
void init_monsters();
+bool load_monsters();
+void delete_monsters();
+void delete_masters();
-void do_list(char *u);
-void do_register(char *u);
+void do_admin(char *u);
+void do_attack(char *u);
+void do_bank(char *u);
+void do_fight(char *u);
+void do_heal(char *u);
+void do_help(char *u);
void do_identify(char *u);
+void do_inventory(char *u);
+void do_refresh(char *u);
+void do_register(char *u);
+void do_list(char *u);
+void do_logout(char *u);
+void do_master(char *u);
void do_play(char *u);
void do_quitg(char *u);
void do_reset(char *u);
-void do_fight(char *u);
-void do_store(char *u);
-void do_heal(char *u);
-void do_bank(char *u);
-void do_attack(char *u);
void do_run(char *u);
-void do_visit(char *u);
void do_stats(char *u);
-void see_mystic(char *u);
+void do_store(char *u);
+void do_tavern(char *u);
+void do_use(char *u);
+void see_master(char *u);
+void 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",
char *armors[WNA] = { "Nothing", "Clothes", "Leather Vest", "Chain Mail", "Plate Armor",
"Full Body Armor", "Magic Mail", "Graphite Suit", "Steel Suit",
"Force Field", "Armor of Light", "Mythril Vest", "DemiGod Armor",
- "Hades' Cloak", "Dragon Scales", "Mystical Armor"};
+ "Hades' Cloak", "Dragon Scales", "Adamantium"};
int prices[WNA - 1] = {200, 1000, 3000, 10000, 30000, 100000, 150000, 200000, 400000,
1000000, 4000000, 10000000, 40000000, 100000000, 400000000};
-int webonus[WNA] = {0, 10, 15, 25, 35, 45, 65, 85, 125, 185, 255, 355, 505, 805, 1205, 1805};
-int arbonus[WNA] = {0, 1, 3, 10, 15, 25, 35, 50, 75, 100, 150, 225, 300, 400, 600, 1000};
+int webonus[WNA] = {1, 10, 15, 25, 35, 45, 65, 85, 125, 185, 255, 355, 505, 805, 1205, 1805};
+int arbonus[WNA] = {1, 2, 4, 10, 15, 25, 35, 50, 75, 100, 150, 225, 300, 400, 600, 1000};
int hpbonus[11] = {10, 15, 20, 30, 50, 75, 125, 185, 250, 350, 550};
int strbonus[11] = {5, 7, 10, 12, 20, 35, 50, 75, 110, 150, 200};
int defbonus[11] = {2, 3, 5, 10, 15, 22, 35, 60, 80, 120, 150};
-
void gameserv(char *source, char *buf)
{
- char *cmd, input[1024];
+ char *cmd;
cmd = strtok(buf, " ");
- source++; // Get rid of that : at the beginning of a :Nick privmsg Gameserv :text
- cmd++; // Get rid of that : at the beginning of the :text (command)
+ #ifndef P10
+ source++; // Get rid of that : at the beginning of a :Nick privmsg Gameserv :text
+ #endif
+
+ if (cmd[0] == ':')
+ cmd++; // Get rid of that : at the beginning of the :text (command)
+
+ #ifdef DEBUGMODE
+ log("Source: %s Command: %s", source, cmd);
+ #endif
+
+ struct tm *tm;
+ time_t ti;
+ time(&ti);
+ tm = localtime(&ti);
+
+ int curday = tm->tm_mday;
- cout << "Source: " << source << "\ncmd: " << cmd << endl;
- if (strnicmp(cmd, ":\1PING", 6) == 0)
+ if (curday != day)
{
- char *timestamp;
- timestamp = strtok(NULL, "\1");
- notice(s_GameServ, source, "\1PING %s\1", timestamp);
- } else if (stricmp(cmd, ":\1VERSION\1") == 0) {
- notice(s_GameServ, source, "\1VERSION GameServ v1.0b\1");
+ refreshall();
+ day = curday;
+ save_day(); // here i come to save the day!
+ }
+
+ 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 +devel\1", PACKAGE, VERSION);
} else if (stricmp(cmd, "SEARCH") == 0) {
cmd = strtok(NULL, " ");
notice(s_GameServ, source, "SYNTAX: /msg %S SEARCH FOREST");
else
do_forest(source);
+
} else if (stricmp(cmd, "FIGHT") == 0) {
do_fight(source);
} else if (stricmp(cmd, "ATTACK") == 0) {
do_attack(source);
+ } else if (stricmp(cmd, "RUN") == 0) {
+ do_run(source);
+ } else if (stricmp(cmd, "USE") == 0) {
+ do_use(source);
} else if (stricmp(cmd, "HEAL") == 0) {
do_heal(source);
- } else if (stricmp(cmd, "PRINT") == 0) {
- cout << "Printing Clients List: " << endl;
- clients.print();
- cout << "Printing Player List: " << endl;
- players.print();
+ } else if (stricmp(cmd, "INVENTORY") == 0) {
+ do_inventory(source);
+ } else if (stricmp(cmd, "MASTER") == 0) {
+ do_master(source);
+ } else if (stricmp(cmd, "STORE") == 0) {
+ do_store(source);
+ } else if (stricmp(cmd, "BANK") == 0) {
+ do_bank(source);
+ } else if (stricmp(cmd, "ADMIN") == 0) {
+ do_admin(source);
+ } else if (stricmp(cmd, "REFRESH") == 0) {
+ do_refresh(source);
+ } else if (stricmp(cmd, "RESET") == 0) {
+ do_reset(source);
+ } else if (stricmp(cmd, "TAVERN") == 0) {
+ do_tavern(source);
} else if (stricmp(cmd, "LIST") == 0) {
do_list(source);
+ } else if (stricmp(cmd, "LOGOUT") == 0) {
+ do_logout(source);
} else if (stricmp(cmd, "REGISTER") == 0) {
do_register(source);
} else if (stricmp(cmd, "IDENTIFY") == 0) {
do_identify(source);
} else if (stricmp(cmd, "HELP") == 0) {
+ do_help(source);
} else if (stricmp(cmd, "STATS") == 0) {
do_stats(source);
} else if (stricmp(cmd, "SHUTDOWN") == 0) {
- //save_gs_dbase();
- raw("SQUIT %s :leaving", servername);
+ aClient *user;
+
+ if (!(user = find(source)))
+ {
+ notice(s_GameServ, source, "Error: aClient not found. Contact a %S admin");
+ log("Error: aClient not found: %s", source);
+ }
+ else if (!isAdmin(user))
+ {
+ notice(s_GameServ, source, "You must be a %S admin to use this command!");
+ }
+ else
+ {
+ save_gs_dbase();
+ #ifdef P10
+ raw("[] SQ %s 0 :leaving: %s used the Shutdown command.", servername, user->getRealNick());
+ #else
+ raw("SQUIT %s :leaving: %s used the Shutdown command.", servername, source);
+ #endif
+ }
} else if (stricmp(cmd, "SAVE") == 0) {
- save_gs_dbase();
+ aClient *user;
+
+ if (!(user = find(source)))
+ {
+ notice(s_GameServ, source, "Error: aClient not found. Contact a %S admin");
+ log("Error: aClient not found: %s", source);
+ }
+ else if (!isAdmin(user))
+ {
+ notice(s_GameServ, source, "You must be a %S admin to use this command!");
+ }
+ else
+ {
+ save_gs_dbase();
+ }
} else if (stricmp(cmd, "LOAD") == 0) {
- load_gs_dbase();
+ aClient *user;
+
+ if (!(user = find(source)))
+ {
+ notice(s_GameServ, source, "Error: aClient not found. Contact a %S admin");
+ log("Error: aClient not found: %s", source);
+ }
+ else if (!isAdmin(user))
+ {
+ notice(s_GameServ, source, "You must be a %S admin to use this command!");
+ }
+ else
+ {
+ char *cmd2 = strtok(NULL, " ");
+ if (!cmd2)
+ {
+ notice(s_GameServ, source, "Loading player data from %s", playerdata);
+ load_gs_dbase();
+ }
+ else if (stricmp(cmd2, "MONSTERS") == 0)
+ {
+ notice(s_GameServ, source, "Loading monster data from %s", monsterdata);
+ load_monsters();
+ }
+ else
+ display_help(source, cmd);
+ }
+ #ifdef DEBUGMODE
} else if (stricmp(cmd, "RAW") == 0) {
- char *rest = strtok(NULL, "");
- raw(rest);
- }
+ aClient *user;
+
+ if (!(user = find(source)))
+ {
+ notice(s_GameServ, source, "Error: aClient not found. Contact a %S admin");
+ log("Error: aClient not found: %s", source);
+ }
+ else if (!isAdmin(user))
+ {
+ notice(s_GameServ, source, "You must be a %S admin to use this command!");
+ }
+ else
+ {
+ char *rest = strtok(NULL, "");
+ raw("%s", rest);
+ }
+ #endif
+ } else {
+ notice(s_GameServ, source, "Unknown command \002%s\002. Type /msg %S \002HELP\002 to get a list of commands.", cmd);
+ }
- source--; // Bring the : back so we don't leak memory
+ source--; // Bring the ':' back so we don't leak memory
cmd--; // Same thing :)
}
char *space;
- cout << "\n\nu: " << u << "\nnick: " << nick << endl;
- if (!(ni = findbynick(nick)))
+ if (!(ni = findplayer(nick)))
{
notice(s_GameServ, u, "%s not found", nick);
}
else if (ni->stats)
{
-
notice(s_GameServ, sender->getNick(), "Stats for %s:", ni->stats->name);
sprintf(buf, "Experience: %ld", ni->stats->exp);
space = spaces(strlen(buf), " ");
notice(s_GameServ, sender->getNick(), "%s%sLevel: %d", buf, space,
ni->stats->level);
- delete space;
+ 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;
+ delete [] space;
- notice(s_GameServ, sender->getNick(), "Health Points: %d of %d", ni->stats->hp,
+ notice(s_GameServ, sender->getNick(), "Hit Points: %d of %d", ni->stats->hp,
ni->stats->maxhp);
sprintf(buf, "Strength: %d", ni->stats->strength + webonus[ni->stats->weapon]);
space = spaces(strlen(buf), " ");
notice(s_GameServ, sender->getNick(), "%s%sDefense: %d",
buf, space, ni->stats->defense + arbonus[ni->stats->armor]);
- delete space;
+ 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;
+ 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;
+ delete [] space;
}
- delete buf;
-
+ else
+ {
+ notice(s_GameServ, u, "%s is not playing!", ni->stats->name);
+ }
+ delete [] buf;
}
char *spaces(int len, char *seperator)
{
char *final;
- final = new char[40];
+ final = new char[30];
int y;
strcpy(final, seperator);
- for (y = 0; y < 40 - len; y++)
+ for (y = 0; y < 30 - len; y++)
strcat(final, seperator);
return final;
}
}
}
+ #ifdef DEBUGMODE
+ log("Input: %s", input);
+ #endif
+
sprintf(input, "%s%s", input, "\r\n");
- cout << "input: " << input << flush;
sock_puts(sock, input);
- delete input;
+ 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;
+
va_list args;
char *input;
const char *t = fmt;
if (dest[0] == ':')
{
dest++;
+
+ #if !defined(P10)
sprintf(input, ":%s NOTICE %s :", source, dest);
+ #else
+ sprintf(input, "%s O %s :", gsnum, dest);
+ #endif
+
dest--;
}
else
+ {
+ #if !defined(P10)
sprintf(input, ":%s NOTICE %s :", source, dest);
+ #else
+ sprintf(input, "%s O %s :", gsnum, dest);
+ #endif
+ }
for (; *t; t++)
{
}
}
+ #ifdef DEBUGMODE
+ log("Input: %s", input);
+ #endif
sprintf(input, "%s%s", input, "\r\n");
- cout << "input: " << input << flush;
sock_puts(sock, input);
- delete input;
+ delete [] input;
va_end(args);
}
return 1;
}
+#ifndef HAVE_STRTOK
char *strtok(char *str, const char *delim)
{
static char *current = NULL;
*current++ = 0;
return ret;
}
+#endif
void do_list(char *u)
{
ListNode<aClient> *temp;
- temp = players.First();
- if (!players.isEmpty())
+ bool header = false;
+ for (unsigned long x = 0; x < U_TABLE_SIZE; x++)
+ {
+ temp = players[x].First();
+ if (!players[x].isEmpty())
{
- notice(s_GameServ, u, "People Playing:");
+ if (!header)
+ {
+ notice(s_GameServ, u, "People Playing:");
+ header = true;
+ }
while(temp)
{
- notice(s_GameServ, u, "IRC: %s Game: %s", temp->getData()->getNick(), temp->getData()->stats->name);
+ #ifdef P10
+ notice(s_GameServ, u, "IRC: %s Game: %s", temp->getData()->getRealNick(),
+ temp->getData()->stats->name);
+ #else
+ notice(s_GameServ, u, "IRC: %s Game: %s", temp->getData()->getNick(),
+ temp->getData()->stats->name);
+ #endif
+
temp = temp->Next();
}
+ }
+ }
+ if (!header)
+ notice(s_GameServ, u, "No one is playing");
+ else
notice(s_GameServ, u, "End of List");
+
+}
+
+void do_logout(char *u)
+{
+ aClient *user;
+ 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);
+ }
+ else 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, "No one is playing");
+ {
+ notice(s_GameServ, u, "You have left the fields. You have lived to kill another day!");
+ logout(user);
+ }
+}
+void logout(aClient *user)
+{
+ if (is_playing(user))
+ {
+ ListNode<aClient> *it;
+ aClient *temp;
+ unsigned long hv = HASH((unsigned char *) user->stats->name,
+ U_TABLE_SIZE);
+ 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->user = NULL;
+
+ if (player_fight(user))
+ user->stats->battle->stats->battle = NULL;
+
+ delete user->stats;
+ user->stats = NULL;
+ temp->stats->user = NULL;
+ #ifdef P10
+ temp->setRealNick("!NULL!");
+ #endif
+ temp->setNick("!NULL!");
+
+ it->setNewPtr(temp);
+ #ifdef DEBUGMODE
+ log("Logged out player %s",
+ #ifdef P10
+ user->getRealNick()
+ #else
+ user->getNick()
+ #endif
+ );
+ #endif
+ }
}
void do_register(char *u)
{
- char *password;
- aClient *user;
+ char *password, *name;
+ aClient *user, *p;
+ name = strtok(NULL, " ");
password = strtok(NULL, " ");
static char saltChars[] = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789./";
salt[0] = saltChars[rand() % strlen(saltChars)];
salt[1] = saltChars[rand() % strlen(saltChars)];
- salt[3] = '\0';
+ salt[2] = '\0';
- if (!password)
+ if (!name)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg %S REGISTER NAME PASSWORD");
+ }
+ else if (!password)
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg %S REGISTER NAME PASSWORD");
+ }
+ else if ((user = findplayer(name)))
{
- notice(s_GameServ, u, "SYNTAX: /msg %S REGISTER PASSWORD");
+ 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)))
{
- if (!user->stats)
+ p = findplayer(u);
+ if (!user->stats && !p)
{
user->stats = new Player(user);
- user->stats->started = 1;
user->stats->user = user; // Set the backwards pointer
strcpy(user->stats->password, crypt(password, salt));
- players.insertAtBack(user);
+ strcpy(user->stats->name, name);
+ unsigned long hv = HASH((unsigned char *) name, U_TABLE_SIZE);
+ players[hv].insertAtBack(user);
+ notice(s_GameServ, u, "Player %s registered with password %s.", user->stats->name, password);
+ notice(s_GameServ, u, "Write this password down. If you lose it, there is no way to retrieve it!");
+ log("Nickname %s registered player %s.", u, user->stats->name);
}
else
{
void do_identify(char *u)
{
- char *password;
- aClient *user;
+ char *password, *name;
+ aClient *user, *p;
+ name = strtok(NULL, " ");
password = strtok(NULL, " ");
-
- if (!password)
+ user = find(u);
+ if (!password || !name)
{
- notice(s_GameServ, u, "SYNTAX: /msg %S IDENTIFY PASSWORD");
+ notice(s_GameServ, u, "SYNTAX: /msg %S IDENTIFY NAME PASSWORD");
}
- else if (stricmp(password, "TEST") != 0)
+ else if (!user)
{
- notice(s_GameServ, u, "Password incorrect");
+ notice(s_GameServ, u, "Fatal error. Cannot find aClient. Buf: %s", strtok(NULL, ""));
+ log("Error: aClient not found: %s", u);
}
- else if (user = find(u))
+ else if (!(p = findplayer(name)) || !p->stats)
+ notice(s_GameServ, u, "Player %s not found", name);
+ else if (is_playing(user))
{
- if (!user->stats)
- {
- user->stats = new Player(user);
- user->stats->started = 1;
- players.insertAtBack(user);
- notice(s_GameServ, u, "Password Accepted. Identified.");
- }
- else
+ notice(s_GameServ, u, "You are already playing!");
+ }
+ else if (p->stats->user != NULL && !isAdmin(user))
+ {
+ notice(s_GameServ, u, "That player has already identified.");
+ }
+ else if (!check_password(name, password) && !isAdmin(user))
+ {
+ notice(s_GameServ, u, "Password incorrect");
+ }
+ else {
+ ListNode<aClient> *temp;
+ unsigned long hv = HASH((unsigned char *) p->stats->name,
+ U_TABLE_SIZE);
+ temp = players[hv].Find(p);
+ if (!temp)
{
- notice(s_GameServ, u, "Already identified. Contact a %S admin for help.");
+ 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);
+
+ #ifdef DEBUGMODE
+ log("Player Identified");
+ #endif
+
+ temp->setPtr(user);
+ notice(s_GameServ, u, "Password Accepted. Identified.");
}
}
void do_stats(char *u)
{
char *nick;
- aClient *source;
+ aClient *user;
nick = strtok(NULL, " ");
- source = find(u);
if (!nick)
- showstats(u, source->getNick());
+ {
+ if (!(user = find(u)))
+ {
+ notice(s_GameServ, u, "Fatal Error in do_stats(). Contact a %S admin for help!");
+ log("Error: aClient not found: %s", u);
+ return;
+ }
+ else if (!is_playing(user))
+ {
+ notice(s_GameServ, u, "You're not playing, so you have no stats!");
+ return;
+ }
+ else
+ showstats(u, user->stats->name);
+ }
else
showstats(u, nick);
}
+void init_masters()
+{
+ #ifdef DEBUGMODE
+ log("Calling delete_masters()");
+ #endif
+
+ delete_masters();
+
+ #ifdef DEBUGMODE
+ log("Initializing masters");
+ #endif
+
+ for (int x = 0; x < LEVELS; x++)
+ masters[x] = new Monster;
+
+ strcpy(masters[0]->name, "Old Bones");
+ strcpy(masters[0]->weapon, "Dull Sword Cane");
+ masters[0]->strength = 15;
+ masters[0]->gold = 0;
+ masters[0]->exp = 0;
+ masters[0]->maxhp = 30;
+ masters[0]->hp = 30;
+ strcpy(masters[0]->death, "You have done well my student, but the road is long. Use your new strength with humility and honor as you progress in levels!");
+
+ strcpy(masters[1]->name, "Master Chang");
+ strcpy(masters[1]->weapon, "Nanchaku");
+ masters[1]->strength = 30;
+ masters[1]->gold = 0;
+ masters[1]->exp = 0;
+ masters[1]->maxhp = 40;
+ masters[1]->hp = 40;
+ strcpy(masters[1]->death, "You try to make out what Master Chang is saying, but the only thing you catch is something about a grasshopper.");
+
+ strcpy(masters[2]->name, "Chuck Norris");
+ strcpy(masters[2]->weapon, "Ranger Kick");
+ masters[2]->strength = 85;
+ masters[2]->gold = 0;
+ masters[2]->exp = 0;
+ masters[2]->maxhp = 70;
+ masters[2]->hp = 70;
+ strcpy(masters[2]->death, "Be strong, and keep your goals in site. Drink milk, and don't do drugs. One day you may be fighting next to me as a Texas Ranger YEEHAW!");
+
+
+ strcpy(masters[3]->name, "Mr. Miagi");
+ strcpy(masters[3]->weapon, "Petrified Bonsai");
+ masters[3]->strength = 120;
+ masters[3]->gold = 0;
+ masters[3]->exp = 0;
+ masters[3]->maxhp = 120;
+ masters[3]->hp = 120;
+ strcpy(masters[3]->death, "Skill comes from repeating the correct but seemingly mundane actions. Wax ON, wax OFF!");
+
+ strcpy(masters[4]->name, "Jackie Chan");
+ strcpy(masters[4]->weapon, "Kung Fu Kick");
+ masters[4]->strength = 135;
+ masters[4]->gold = 0;
+ masters[4]->exp = 0;
+ masters[4]->maxhp = 200;
+ masters[4]->hp = 200;
+ strcpy(masters[4]->death, "I like to let people talk who like to talk... it's easier to find out how full of it they really are!");
+
+ strcpy(masters[5]->name, "Jet Li");
+ strcpy(masters[5]->weapon, "Motorcycle");
+ masters[5]->strength = 160;
+ masters[5]->gold = 0;
+ masters[5]->exp = 0;
+ masters[5]->maxhp = 400;
+ masters[5]->hp = 400;
+ strcpy(masters[5]->death, "Failure is a fuel for excuses. It's the doing the do, that makes the making.");
+
+
+ strcpy(masters[6]->name, "Muhammad Ali");
+ strcpy(masters[6]->weapon, "Quick Jab");
+ masters[6]->strength = 185;
+ masters[6]->gold = 0;
+ masters[6]->exp = 0;
+ masters[6]->maxhp = 600;
+ masters[6]->hp = 600;
+ strcpy(masters[6]->death, "It's just a job. Grass grows, birds fly, waves pound the sand. I beat people up.");
+
+ strcpy(masters[7]->name, "Li Mu Bai");
+ strcpy(masters[7]->weapon, "Green Destiny");
+ masters[7]->strength = 210;
+ masters[7]->gold = 0;
+ masters[7]->exp = 0;
+ masters[7]->maxhp = 800;
+ masters[7]->hp = 800;
+ strcpy(masters[7]->death, "No growth without resistance. No action without reaction. No desire without restraint.");
+
+
+ strcpy(masters[8]->name, "Jimmy Wang Yu");
+ strcpy(masters[8]->weapon, "Flying Guillotine");
+ masters[8]->strength = 275;
+ masters[8]->gold = 0;
+ masters[8]->exp = 0;
+ masters[8]->maxhp = 1200;
+ masters[8]->hp = 1200;
+ strcpy(masters[8]->death, "You have beaten the one armed boxer. Proceed with caution!");
+
+ strcpy(masters[9]->name, "Wong Fei Hung");
+ strcpy(masters[9]->weapon, "Drunken Boxing");
+ masters[9]->strength = 360;
+ masters[9]->gold = 0;
+ masters[9]->exp = 0;
+ masters[9]->maxhp = 1800;
+ masters[9]->hp = 1800;
+ strcpy(masters[9]->death, "Hiccup! Monkey drinks master's wine!");
+
+ strcpy(masters[10]->name, "Bruce Lee");
+ strcpy(masters[10]->weapon, "Fists of fury");
+ masters[10]->strength = 575;
+ masters[10]->gold = 0;
+ masters[10]->exp = 0;
+ masters[10]->maxhp = 2500;
+ masters[10]->hp = 2500;
+ strcpy(masters[10]->death, "You must learn to concentrate. It is like a finger pointing away to the moon... DONT concentrate on the finger, or you will miss all the heavenly glory.");
+}
void init_monsters()
{
- // Hard coded for now - Kain
- monsters[0][0].name = "Slime";
- monsters[0][0].weapon = "Acid Goo";
- monsters[0][0].strength = 6;
- monsters[0][0].gold = 50;
- monsters[0][0].exp = 3;
- monsters[0][0].maxhp = 9;
- monsters[0][0].death = "The slime oozes into nothing... you clean the acid goo off of your weapon";
-
- monsters[0][1].name = "Ghost";
- monsters[0][1].weapon = "Cold Breath";
- monsters[0][1].strength = 8;
- monsters[0][1].gold = 100;
- monsters[0][1].exp = 10;
- monsters[0][1].maxhp = 10;
- monsters[0][1].death = "You feel a chill as the spirit leaves the realm.";
-
- monsters[0][2].name = "Ugly Rodent";
- monsters[0][2].weapon = "Sharp Teeth";
- monsters[0][2].strength = 9;
- monsters[0][2].gold = 75;
- monsters[0][2].exp = 8;
- monsters[0][2].maxhp = 13;
- monsters[0][2].death = "You stomp on the Ugly Rodent's remains for a finishing blow.";
-
- monsters[0][3].name = "Whart Hog";
- monsters[0][3].weapon = "Tusks";
- monsters[0][3].strength = 10;
- monsters[0][3].gold = 80;
- monsters[0][3].exp = 6;
- monsters[0][3].maxhp = 10;
- monsters[0][3].death = "You cook and eat the hog for good measure!";
-
- monsters[0][4].name = "Pesky Kid";
- monsters[0][4].weapon = "Slingshot";
- monsters[0][4].strength = 8;
- monsters[0][4].gold = 30;
- monsters[0][4].exp = 4;
- monsters[0][4].maxhp = 6;
- monsters[0][4].death = "You take his slingshot and snap the band, sending the kid crying home to mom!";
-
- monsters[0][5].name = "Playground Bully";
- monsters[0][5].weapon = "Painful Noogie";
- monsters[0][5].strength = 11;
- monsters[0][5].gold = 44;
- monsters[0][5].exp = 6;
- monsters[0][5].maxhp = 10;
- monsters[0][5].death = "You give him an indian burn, and punt him across the schoolyard!";
-
- monsters[0][6].name = "Small Imp";
- monsters[0][6].weapon = "Dagger";
- monsters[0][6].strength = 6;
- monsters[0][6].gold = 64;
- monsters[0][6].exp = 10;
- monsters[0][6].maxhp = 10;
- monsters[0][6].death = "You can't help but laugh as he stumbles and falls onto his own dagger!";
-
- monsters[0][7].name = "Little Monkey";
- monsters[0][7].weapon = "Monkey Wrench";
- monsters[0][7].strength = 6;
- monsters[0][7].gold = 53;
- monsters[0][7].exp = 9;
- monsters[0][7].maxhp = 9;
- monsters[0][7].death = "You want to cook it, but you just can't think of eating something that looks so human!";
-
- monsters[0][8].name = "Grub Worm";
- monsters[0][8].weapon = "Minor Nudge";
- monsters[0][8].strength = 2;
- monsters[0][8].gold = 10;
- monsters[0][8].exp = 3;
- monsters[0][8].maxhp = 3;
- monsters[0][8].death = "You decide to save the poor little fella for your next fishing trip.";
-
- monsters[0][9].name = "Drakee";
- monsters[0][9].weapon = "Tail Slap";
- monsters[0][9].strength = 5;
- monsters[0][9].gold = 22;
- monsters[0][9].exp = 7;
- monsters[0][9].maxhp = 5;
- monsters[0][9].death = "You pull the little Drakee by its tale and slam it down on a dry stump!";
-
- monsters[0][10].name = "Fat Slob";
- monsters[0][10].weapon = "Smelly Breath";
- monsters[0][10].strength = 6;
- monsters[0][10].gold = 40;
- monsters[0][10].exp = 10;
- monsters[0][10].maxhp = 7;
- monsters[0][10].death = "You kick his stomach for fun, and are thrown back by the spring of it all!";
-
- monsters[0][11].name = "Lost Warrior";
- monsters[0][11].weapon = "Long Sword";
- monsters[0][11].strength = 10;
- monsters[0][11].gold = 250;
- monsters[0][11].exp = 19;
- monsters[0][11].maxhp = 15;
- monsters[0][11].death = "You give him a proper burial in respect for the dead warrior.";
-
- monsters[1][0].name = "Lost Warrior's Cousin Larry";
- monsters[1][0].weapon = "Wood Axe";
- monsters[1][0].strength = 19;
- monsters[1][0].gold = 134;
- monsters[1][0].exp = 24;
- monsters[1][0].maxhp = 30;
- monsters[1][0].death = "He was pretty pissed you killed his cousin, but he seems to have suffered the same fate!";
-
- monsters[1][1].name = "Sandman";
- monsters[1][1].weapon = "Sleeping Dust";
- monsters[1][1].strength = 25;
- monsters[1][1].gold = 80;
- monsters[1][1].exp = 6;
- monsters[1][1].maxhp = 27;
- monsters[1][1].death = "You put the sandman to his final sleep.";
-
- monsters[1][2].name = "Dirty Transvestite";
- monsters[1][2].weapon = "Stiletto Heel";
- monsters[1][2].strength = 21;
- monsters[1][2].gold = 160;
- monsters[1][2].exp = 12;
- monsters[1][2].maxhp = 25;
- monsters[1][2].death = "You shudder at the thought of ever mistaking this for a woman!";
-
- monsters[1][3].name = "Goblin Gardener";
- monsters[1][3].weapon = "Garden Spade";
- monsters[1][3].strength = 18;
- monsters[1][3].gold = 130;
- monsters[1][3].exp = 8;
- monsters[1][3].maxhp = 20;
- monsters[1][3].death = "You trample on his garden after slaying him... that felt good!";
-
- monsters[1][4].name = "Evil Elf";
- monsters[1][4].weapon = "Elvish Bow";
- monsters[1][4].strength = 23;
- monsters[1][4].gold = 136;
- monsters[1][4].exp = 13;
- monsters[1][4].maxhp = 24;
- monsters[1][4].death = "Elves are usually nice you thought... hmm.";
-
- monsters[1][5].name = "Viking Warrior";
- monsters[1][5].weapon = "Broad Sword";
- monsters[1][5].strength = 21;
- monsters[1][5].gold = 330;
- monsters[1][5].exp = 20;
- monsters[1][5].maxhp = 18;
- monsters[1][5].death = "You heard vikings were big, but not THAT big you thought.";
-
- monsters[1][6].name = "Wicked Witch";
- monsters[1][6].weapon = "Cackling Laugh";
- monsters[1][6].strength = 20;
- monsters[1][6].gold = 130;
- monsters[1][6].exp = 20;
- monsters[1][6].maxhp = 26;
- monsters[1][6].death = "Just for kicks, you splash some water on her and watch her melt.";
-
- monsters[1][7].name = "Vampire Bat";
- monsters[1][7].weapon = "Blood Sucking Fangs";
- monsters[1][7].strength = 18;
- monsters[1][7].gold = 125;
- monsters[1][7].exp = 21;
- monsters[1][7].maxhp = 29;
- monsters[1][7].death = "You fry up the bat and eat it... needs garlic.";
-
- monsters[1][8].name = "Thorn Bush";
- monsters[1][8].weapon = "101 Thorns";
- monsters[1][8].strength = 16;
- monsters[1][8].gold = 94;
- monsters[1][8].exp = 15;
- monsters[1][8].maxhp = 25;
- monsters[1][8].death = "You set the bush ablaze and roast some marshmallows.";
-
- monsters[1][9].name = "Barbarian";
- monsters[1][9].weapon = "Heavy Sword";
- monsters[1][9].strength = 29;
- monsters[1][9].gold = 250;
- monsters[1][9].exp = 25;
- monsters[1][9].maxhp = 30;
- monsters[1][9].death = "You listen to him moan as he falls over dead.";
-
- monsters[1][10].name = "Crypt Rat";
- monsters[1][10].weapon = "Stinging Bite";
- monsters[1][10].strength = 25;
- monsters[1][10].gold = 119;
- monsters[1][10].exp = 20;
- monsters[1][10].maxhp = 26;
- monsters[1][10].death = "You squash the little rodent for fear that it might not be dead.";
-
- monsters[1][11].name = "Small Orc";
- monsters[1][11].weapon = "blade";
- monsters[1][11].strength = 28;
- monsters[1][11].gold = 300;
- monsters[1][11].exp = 30;
- monsters[1][11].maxhp = 36;
- monsters[1][11].death = "It's an ugly one, and it would've grown up to be a terror...";
-
- monsters[2][0].name = "Teferi";
- monsters[2][0].weapon = "Puzzle Box";
- monsters[2][0].strength = 29;
- monsters[2][0].gold = 380;
- monsters[2][0].exp = 18;
- monsters[2][0].maxhp = 29;
- monsters[2][0].death = "It was a puzzling experience.";
-
- monsters[2][1].name = "Spineless Thug";
- monsters[2][1].weapon = "Spiked Bat";
- monsters[2][1].strength = 37;
- monsters[2][1].gold = 384;
- monsters[2][1].exp = 27;
- monsters[2][1].maxhp = 32;
- monsters[2][1].death = "See you at the crossroads!";
-
- monsters[2][2].name = "Pyromaniac";
- monsters[2][2].weapon = "Pyrotechnics";
- monsters[2][2].strength = 29;
- monsters[2][2].gold = 563;
- monsters[2][2].exp = 22;
- monsters[2][2].maxhp = 45;
- monsters[2][2].death = "He chants FIRE FIRE as he falls to the ground... a burning heap of flesh.";
-
- monsters[2][3].name = "Evil Enchantress";
- monsters[2][3].weapon = "Deadly Spell";
- monsters[2][3].strength = 50;
- monsters[2][3].gold = 830;
- monsters[2][3].exp = 35;
- monsters[2][3].maxhp = 35;
- monsters[2][3].death = "She looked just about as good as she fought.";
-
- monsters[2][4].name = "Killer Leprechaun";
- monsters[2][4].weapon = "Gold Rush";
- monsters[2][4].strength = 35;
- monsters[2][4].gold = 1300;
- monsters[2][4].exp = 30;
- monsters[2][4].maxhp = 37;
- monsters[2][4].death = "You steal his pot of gold... that's a lot of money!";
-
- monsters[2][5].name = "Avalanche Rider";
- monsters[2][5].weapon = "Huge Snowball";
- monsters[2][5].strength = 32;
- monsters[2][5].gold = 700;
- monsters[2][5].exp = 32;
- monsters[2][5].maxhp = 38;
- monsters[2][5].death = "You take his snowboard and snap it in two!";
-
- monsters[2][6].name = "Blundering Idiot";
- monsters[2][6].weapon = "Stupidity";
- monsters[2][6].strength = 14;
- monsters[2][6].gold = 700;
- monsters[2][6].exp = 20;
- monsters[2][6].maxhp = 29;
- monsters[2][6].death = "Now there's one person you don't feel sorry for killing!";
-
- monsters[2][7].name = "Militant Anarchist";
- monsters[2][7].weapon = "Molotov Cocktail";
- monsters[2][7].strength = 33;
- monsters[2][7].gold = 245;
- monsters[2][7].exp = 45;
- monsters[2][7].maxhp = 32;
- monsters[2][7].death = "Order has been restored for now...";
-
- monsters[2][8].name = "Scathe Zombies";
- monsters[2][8].weapon = "Death Grip";
- monsters[2][8].strength = 38;
- monsters[2][8].gold = 763;
- monsters[2][8].exp = 15;
- monsters[2][8].maxhp = 45;
- monsters[2][8].death = "That was perhaps the scariest experience of your life.";
-
- monsters[2][9].name = "Spitting Llama";
- monsters[2][9].weapon = "Spit Spray";
- monsters[2][9].strength = 48;
- monsters[2][9].gold = 638;
- monsters[2][9].exp = 28;
- monsters[2][9].maxhp = 34;
- monsters[2][9].death = "You wipe the spit off your face and fling it back at the Llama.";
-
- monsters[2][10].name = "Juggalo";
- monsters[2][10].weapon = "Clown Axe";
- monsters[2][10].strength = 60;
- monsters[2][10].gold = 650;
- monsters[2][10].exp = 30;
- monsters[2][10].maxhp = 29;
- monsters[2][10].death = "What is a Juggalo? I don't know!";
-
- monsters[2][11].name = "The Boogie Man";
- monsters[2][11].weapon = "Striking Fear";
- monsters[2][11].strength = 46;
- monsters[2][11].gold = 600;
- monsters[2][11].exp = 35;
- monsters[2][11].maxhp = 27;
- monsters[2][11].death = "He's scared you for the very last time!";
-
- monsters[3][0].name = "Living Fire";
- monsters[3][0].weapon = "Scorching Wind";
- monsters[3][0].strength = 55;
- monsters[3][0].gold = 1100;
- monsters[3][0].exp = 36;
- monsters[3][0].maxhp = 55;
- monsters[3][0].death = "You extinguish the Living Flame once and for all!";
-
- monsters[3][1].name = "Raging Orc";
- monsters[3][1].weapon = "Orcish Artillary";
- monsters[3][1].strength = 89;
- monsters[3][1].gold = 900;
- monsters[3][1].exp = 25;
- monsters[3][1].maxhp = 50;
- monsters[3][1].death = "This orc was a bit tougher than you remembered!";
-
- monsters[3][2].name = "Huge Tarantula";
- monsters[3][2].weapon = "Tangling Web";
- monsters[3][2].strength = 59;
- monsters[3][2].gold = 1000;
- monsters[3][2].exp = 35;
- monsters[3][2].maxhp = 60;
- monsters[3][2].death = "You're glad you overcame your arachniphobia so soon!";
-
- monsters[3][3].name = "Rabid Wolf";
- monsters[3][3].weapon = "Cujo Bite";
- monsters[3][3].strength = 40;
- monsters[3][3].gold = 1200;
- monsters[3][3].exp = 47;
- monsters[3][3].maxhp = 76;
- monsters[3][3].death = "The mutt falls over dead as white foam drips from its deadly canines...";
-
- monsters[3][4].name = "Goblin Fighter";
- monsters[3][4].weapon = "Morning Star";
- monsters[3][4].strength = 38;
- monsters[3][4].gold = 700;
- monsters[3][4].exp = 30;
- monsters[3][4].maxhp = 75;
- monsters[3][4].death = "He almost caught you with his chain mace, but you sliced off his head.";
-
- monsters[3][5].name = "Grizzly Bear";
- monsters[3][5].weapon = "Razor Claws";
- monsters[3][5].strength = 68;
- monsters[3][5].gold = 1747;
- monsters[3][5].exp = 81;
- monsters[3][5].maxhp = 51;
- monsters[3][5].death = "It almost got you this time... better be careful";
-
- monsters[3][6].name = "Skeleton Man";
- monsters[3][6].weapon = "Leg Bone";
- monsters[3][6].strength = 70;
- monsters[3][6].gold = 597;
- monsters[3][6].exp = 57;
- monsters[3][6].maxhp = 60;
- monsters[3][6].death = "As a finisher, you wind up with the broad side of your weapon and hit his skull off for a home run!";
-
- monsters[3][7].name = "Young Werewolf";
- monsters[3][7].weapon = "Howling Bites";
- monsters[3][7].strength = 75;
- monsters[3][7].gold = 1742;
- monsters[3][7].exp = 65;
- monsters[3][7].maxhp = 42;
- monsters[3][7].death = "You scatter the wolf's body parts in hopes he will stay dead!";
-
- monsters[3][8].name = "Dark Infantry";
- monsters[3][8].weapon = "Flesh Reaper";
- monsters[3][8].strength = 69;
- monsters[3][8].gold = 870;
- monsters[3][8].exp = 43;
- monsters[3][8].maxhp = 65;
- monsters[3][8].death = "Light has prevailed this time... but it's only so long before you meet again.";
-
- monsters[3][9].name = "Erie Spirit";
- monsters[3][9].weapon = "Deadly Grin";
- monsters[3][9].strength = 63;
- monsters[3][9].gold = 1300;
- monsters[3][9].exp = 32;
- monsters[3][9].maxhp = 50;
- monsters[3][9].death = "His cousin the ghost was a little bit easier.";
-
- monsters[3][10].name = "Gollum";
- monsters[3][10].weapon = "Precious Treasure";
- monsters[3][10].strength = 66;
- monsters[3][10].gold = 1492;
- monsters[3][10].exp = 73;
- monsters[3][10].maxhp = 54;
- monsters[3][10].death = "Gollum screams out \"MY PRECIOUS\" as his small body falls limp from your blow.";
-
- monsters[3][11].name = "Rock Fighter";
- monsters[3][11].weapon = "Small Boulders";
- monsters[3][11].strength = 87;
- monsters[3][11].gold = 1742;
- monsters[3][11].exp = 99;
- monsters[3][11].maxhp = 65;
- monsters[3][11].death = "You dodge his last rock, and counter with a low blow, cutting off his legs.";
-
-
- monsters[4][0].name = "Giant Sphinx";
- monsters[4][0].weapon = "Ancient Curse";
- monsters[4][0].strength = 120;
- monsters[4][0].gold = 1000;
- monsters[4][0].exp = 100;
- monsters[4][0].maxhp = 80;
- monsters[4][0].death = "You look in awe at the great wonder, collapsed at your feet!";
-
- monsters[4][1].name = "Giant Ogre";
- monsters[4][1].weapon = "Big Log";
- monsters[4][1].strength = 130;
- monsters[4][1].gold = 857;
- monsters[4][1].exp = 175;
- monsters[4][1].maxhp = 100;
- monsters[4][1].death = "Your witz outmatched the ogres brawn... big dumb thing.";
-
- monsters[4][2].name = "Massive Cockroach";
- monsters[4][2].weapon = "Piercing Hiss";
- monsters[4][2].strength = 125;
- monsters[4][2].gold = 700;
- monsters[4][2].exp = 150;
- monsters[4][2].maxhp = 112;
- monsters[4][2].death = "Where's the exterminator when you need one?";
-
- monsters[4][3].name = "Big Venomous Snake";
- monsters[4][3].weapon = "Poison Fangs";
- monsters[4][3].strength = 140;
- monsters[4][3].gold = 900;
- monsters[4][3].exp = 175;
- monsters[4][3].maxhp = 126;
- monsters[4][3].death = "After killing this beast you check for puncture marks... you find none, luckily.";
-
- monsters[4][4].name = "Lizard Man";
- monsters[4][4].weapon = "Deadly Jaws";
- monsters[4][4].strength = 145;
- monsters[4][4].gold = 1250;
- monsters[4][4].exp = 175;
- monsters[4][4].maxhp = 150;
- monsters[4][4].death = "His scales made for tough armor, and his jaws for a tougher opponent!";
-
- monsters[4][5].name = "Face Dancer";
- monsters[4][5].weapon = "Illusion Scyth";
- monsters[4][5].strength = 138;
- monsters[4][5].gold = 1603;
- monsters[4][5].exp = 198;
- monsters[4][5].maxhp = 173;
- monsters[4][5].death = "His carcus takes the shape of many things before it dies. His true form is so repulsive, you know why he changed faces so much!";
-
- monsters[4][6].name = "Darklord Longbow Archer";
- monsters[4][6].weapon = "Deadly Bow and Arrows";
- monsters[4][6].strength = 145;
- monsters[4][6].gold = 1569;
- monsters[4][6].exp = 243;
- monsters[4][6].maxhp = 170;
- monsters[4][6].death = "Your face turns white with horror after you realize you just met the devil's protector!";
-
- monsters[4][7].name = "Hell's Paladin";
- monsters[4][7].weapon = "Sword of Hellfire";
- monsters[4][7].strength = 200;
- monsters[4][7].gold = 2191;
- monsters[4][7].exp = 254;
- monsters[4][7].maxhp = 175;
- monsters[4][7].death = "This is starting to get tough you think. Do you really want to go to level 12?";
-
- monsters[4][8].name = "The Unknown Soldier";
- monsters[4][8].weapon = "Soul Torture";
- monsters[4][8].strength = 175;
- monsters[4][8].gold = 1890;
- monsters[4][8].exp = 200;
- monsters[4][8].maxhp = 180;
- monsters[4][8].death = "Who was that? Where was he from? And what was that weapon??";
-
- monsters[4][9].name = "Undead Cult Leader";
- monsters[4][9].weapon = "Lance of Deceit";
- monsters[4][9].strength = 180;
- monsters[4][9].gold = 1792;
- monsters[4][9].exp = 195;
- monsters[4][9].maxhp = 190;
- monsters[4][9].death = "His words fall on deaf ears... this is one cult you will NOT be part of!";
-
- monsters[4][10].name = "Water Serpent";
- monsters[4][10].weapon = "Forked Tongue";
- monsters[4][10].strength = 150;
- monsters[4][10].gold = 1500;
- monsters[4][10].exp = 176;
- monsters[4][10].maxhp = 220;
- monsters[4][10].death = "The serpent squeals as you cut off its head!";
-
- monsters[4][11].name = "Silverback Gorilla";
- monsters[4][11].weapon = "Deadly Banana Peel";
- monsters[4][11].strength = 160;
- monsters[4][11].gold = 1300;
- monsters[4][11].exp = 150;
- monsters[4][11].maxhp = 178;
- monsters[4][11].death = "Was that gorilla or guerilla?";
+ #ifdef DEBUGMODE
+ log("Calling delete_monsters");
+ #endif
+
+ delete_monsters();
+
+ for (int x = 0; x < LEVELS; x++)
+ for (int y = 0; y < MONSTERS; y++)
+ monsters[x][y] = new Monster();
+}
+
+void delete_monsters()
+{
+ for (int x = 0; x < LEVELS; x++)
+ for (int y = 0; y < MONSTERS; y++)
+ if (monsters[x][y])
+ delete monsters[x][y];
+}
+
+void delete_masters()
+{
+ for (int x = 0; x < LEVELS; x++)
+ if (masters[x])
+ delete masters[x];
}
void display_monster(char *u)
aClient *battle = ni->stats->battle;
notice(s_GameServ, u, "Your Hitpoints: \ 2%d\ 2", ni->stats->hp);
- notice(s_GameServ, u, "%s's Hitpoints: \ 2%d\ 2", battle->getNick(),
+ notice(s_GameServ, u, "%s's Hitpoints: \ 2%d\ 2", battle->stats->name,
battle->stats->hp);
-
notice(s_GameServ, u, "Here are your commands:");
- notice(s_GameServ, u, "/msg %s attack", s_GameServ);
- notice(s_GameServ, u, "/msg %s run", s_GameServ);
+ notice(s_GameServ, u, "/msg %S attack");
+ notice(s_GameServ, u, "/msg %S run");
+ notice(s_GameServ, u, "What will you do?");
+ }
+}
+void display_players(aClient *user)
+{
+ char *u = user->getNick();
+ if (is_playing(user) && player_fight(user))
+ {
+ aClient *battle = user->stats->battle;
+ notice(s_GameServ, u, "Your Hitpoints: \ 2%d\ 2", user->stats->hp);
+ notice(s_GameServ, u, "%s's Hitpoints: \ 2%d\ 2", battle->stats->name, battle->stats->hp);
+ notice(s_GameServ, u, "Here are your commands:");
+ notice(s_GameServ, u, "/msg %S attack");
+ notice(s_GameServ, u, "/msg %S run");
notice(s_GameServ, u, "What will you do?");
}
}
}
}
+bool is_playing(aClient *user)
+{
+ return user->stats != NULL && (stricmp(user->getNick(), "!NULL!") != 0);
+}
+
bool is_fighting(char *u)
{
aClient *user;
else
return false;
}
+bool is_fighting(aClient *user)
+{
+ if (!is_playing(user))
+ return false;
+ else
+ return (user->stats->fight != NULL || user->stats->battle != NULL || user->stats->master != NULL);
+}
bool player_fight(char *u)
{
else
return false;
}
+bool player_fight(aClient *user)
+{
+ if (!is_fighting(user))
+ return false;
+ else
+ return user->stats->battle != NULL;
+}
bool master_fight(char *u)
{
else
return false;
}
-
-bool isnt_fighting(char *u)
+bool master_fight(aClient *user)
{
- return !is_fighting(u);
+ if (!is_playing(user))
+ return false;
+ else
+ return user->stats->master != NULL;
}
void do_fight(char *u)
}
else if (!(ni = find(u)))
{
- return;
+ notice(s_GameServ, u, "Fatal error. Contact a(n) %S admin. buf: %s", strtok(NULL, ""));
}
- else if (!(battle = find(nick)))
+ else if (!is_playing(ni))
{
- notice(s_GameServ, u, "You can't attack %s while they aren't playing!", nick);
+ notice(s_GameServ, u, "You are not playing!");
}
- else if (!is_playing(u))
+ else if (ni->stats->player_fights <= 0)
{
- notice(s_GameServ, u, "You are not playing!");
+ ni->stats->player_fights = 0; // just to be safe
+ notice(s_GameServ, u, "You are out of player fights for the "\
+ "day. You have to wait until tomorrow!");
+ }
+ else if (!(battle = findplayer(nick)))
+ {
+ notice(s_GameServ, u, "Player %s not found!", nick);
+ }
+ else if (!is_playing(battle))
+ {
+ notice(s_GameServ, u, "You can't attack %s while they aren't playing!", nick);
}
/*
* Offline fighting not implemented yet.
* ni->yourturn = 1;
* battle->yourturn = 0;
* notice(s_GameServ, u, "You decide to fight %s while they're not online!",
- * battle->getNick());
+ * battle->stats->name);
* display_players(u);
* }
*/
- else if (is_playing(u) && is_playing(nick))
+ else if (!isAlive(ni->stats))
+ {
+ notice(s_GameServ, u, "You are dead. Wait until tomorrow to fight others!");
+ }
+ else if (stricmp(ni->stats->name, battle->stats->name) == 0)
+ {
+ notice(s_GameServ, u, "Are you trying to commit suicide!?");
+ }
+ else if (!isAlive(battle->stats))
+ {
+ notice(s_GameServ, u, "They are dead. Cannot fight dead players!");
+ }
+ else if (player_fight(battle))
+ {
+ notice(s_GameServ, u, "%s is fighting %s already!", battle->stats->name, battle->stats->battle->stats->name);
+ }
+ else if (is_fighting(battle))
+ {
+ notice(s_GameServ, u, "%s is fighting %s already!", battle->stats->name, battle->stats->fight->name);
+ }
+ else if (ni->stats->level - battle->stats->level > maxbfightdistance)
+ {
+ // You can't fight someone below you by more than X level(s)
+ // level 12 can fight level (12 - X) but not < (12 - X)
+ notice(s_GameServ, u, "You may not fight %s. You're too strong!",
+ battle->stats->level);
+ }
+ else if (battle->stats->level - ni->stats->level > maxafightdistance)
+ {
+ // You can't fight someone above you by more than X level(S)
+ // level 1 can fight level (1 + X), but not > (1 + X)
+ notice(s_GameServ, u, "%s, do you really have a death wish? Try the forest you "\
+ "weakling!", ni->stats->name);
+ }
+ else
{
// Set your battle pointer to the other player
ni->stats->battle = battle;
battle->stats->battle = ni;
// The initiator gets the first move (perhaps this should be 50/50)
- ni->stats->yourturn = 1;
- battle->stats->yourturn = 0;
+ setYourTurn(ni->stats);
+ clearYourTurn(battle->stats);
// Initiate Battle sequence!
- notice(s_GameServ, u, "You challenge %s to an online duel!", battle->getNick());
- notice(s_GameServ, battle->getNick(), "%s has challenged you to an online duel!", u);
- notice(s_GameServ, battle->getNick(), "%s gets to go first because he initiated!", u);
- notice(s_GameServ, battle->getNick(), "Please wait while %s decides what to do.", u);
+ ni->stats->player_fights -= 1;
+
+ notice(s_GameServ, u, "You challenge %s to an online duel!", battle->stats->name);
+ notice(s_GameServ, battle->getNick(), "%s has challenged you to an online duel!", ni->stats->name);
+ notice(s_GameServ, battle->getNick(), "%s gets to go first "\
+ "because they initiated!", ni->stats->name);
+ notice(s_GameServ, battle->getNick(), "Please wait while %s decides what to do.", ni->stats->name);
display_players(u);
}
}
-
-void do_attack(char *u)
+void do_use(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
+ aClient *user;
+ Pouch *p;
- if (!(ni = find(u)))
+ char *item = strtok(NULL, " ");
+
+ if (!item)
{
- notice(s_GameServ, u, "You're not playing!");
+ notice(s_GameServ, u, "SYNTAX: USE ITEM");
+ notice(s_GameServ, u, "Type /msg %S HELP USE for more information.");
return;
}
- else if (!ni->stats->fight && !ni->stats->battle && !ni->stats->master)
+ else if (!(user = find(u)))
{
- notice(s_GameServ, u, "You're not in battle!");
+ notice(s_GameServ, u, "Fatal Error in do_use. Contact a(n) %S Admin");
return;
}
- else
+ else if (!is_playing(user))
{
- 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
+ notice(s_GameServ, u, "You must be playing to use items!");
+ return;
+ }
- battle = ni->stats->battle; // Player Could be NULL
+ p = &user->stats->inventory;
- // One has to be !NULL based on the previous else if
- // We wouldn't be here if they were all NULL
+ if (stricmp(item, "HEALTH") == 0)
+ {
+ if (p->Healing() <= 0)
+ {
+ notice(s_GameServ, u, "You are out of Health Potions!");
+ return;
+ }
+ int oldhealth = user->stats->hp;
+ notice(s_GameServ, u, "You hastiliy gulp down the flask of cool life-giving waters.");
+ notice(s_GameServ, u, "Rejuvination spreads throughout your body.");
+ user->stats->hp += (10 * user->stats->level) + (rand() % 10) * user->stats->level;
+ notice(s_GameServ, u, "You gain %d HP!", user->stats->hp - oldhealth);
+ p->decHealing();
}
-
- if (!player_fight(u))
+ else if (stricmp(item, "STRENGTH") == 0)
{
- // 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]));
+ 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() % 2; // 1 - 2 Strength Added
+ notice(s_GameServ, u, "You gain %d Strength points!", user->stats->strength - oldstrength);
+ p->decStrength();
}
- else
+ else if (stricmp(item, "DEFENSE") == 0)
{
- // Opponent's Hit
- mhit = (((battle->stats->strength + webonus[battle->stats->weapon]) / 2) +
- (rand() % ((battle->stats->strength + webonus[battle->stats->weapon])) / 2) -
- (ni->stats->defense + arbonus[ni->stats->armor]));
-
- // Player's Hit
- hit = (((ni->stats->strength + webonus[ni->stats->weapon]) / 2) +
- (rand() % ((ni->stats->strength + webonus[ni->stats->weapon])) / 2) -
- (battle->stats->defense + arbonus[battle->stats->armor]));
+ if (p->Defense() <= 0)
+ {
+ notice(s_GameServ, u, "You are out of Defense Potions!");
+ return;
+ }
+ int olddefense = user->stats->defense;
+ notice(s_GameServ, u, "You drink the foul tasting viscous liquid while pinching your nose in disgust.");
+ notice(s_GameServ, u, "It tasted bad, but you feel like you are unbeatable!");
+ user->stats->defense += 1 + rand() % 2; // 1 - 2 Defense Added
+ notice(s_GameServ, u, "You gain %d Defense points!", user->stats->defense - olddefense);
+ p->decDefense();
}
-
- if (!player_fight(u))
+ 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 += 1 + rand() % 5; // 1 - 5 Maxhp
+ notice(s_GameServ, u, "You gain %d Maximum hit points!", user->stats->maxhp - oldHP);
+ p->decHP();
+ }
+ else
+ {
+ notice(s_GameServ, u, "SYNTAX: /msg %S USE {HEALTH | STRENGTH | DEFENSE}");
+ return;
+ }
+
+ end_turn(user); // If they're fighting, end their turn
+}
+void do_run(char *u)
+{
+ aClient *user;
+ Player *p, *p2 = NULL;
+
+ if (!(user = find(u)))
+ {
+ notice(s_GameServ, u, "Couldn't find you. Error. Contact a %S admin");
+ return;
+ }
+
+ else if (!is_playing(user))
+ {
+ notice(s_GameServ, u, "You must be playing to run!");
+ return;
+ }
+
+ p = user->stats;
+
+ if (p->battle)
+ p2 = p->battle->stats;
+
+ if (!is_fighting(user))
+ notice(s_GameServ, u, "You run in place... try fighting next time.");
+ else if (!player_fight(user) && !master_fight(user))
+ {
+ notice(s_GameServ, u, "You run away from \ 2%s\ 2 like a little baby!", p->fight->name);
+ delete p->fight;
+ p->fight = NULL;
+ }
+ else if (player_fight(user) && isYourTurn(p))
+ {
+ notice(s_GameServ, u, "You run away from \ 2%s\ 2 like a little baby!", p2->name);
+ notice(s_GameServ, p->battle->getNick(), "\ 2%s\ 2 ran away from you like a little baby!", p->name);
+ p2->battle = NULL;
+ }
+ else if (player_fight(user) && !isYourTurn(p))
+ {
+ notice(s_GameServ, u, "It is not your turn. Please wait until \ 2%s\ 2 decides what to do.", p2->name);
+ }
+ else if (master_fight(user))
+ {
+ notice(s_GameServ, u, "You cannot run from \ 2%s\ 2! FIGHT!", p->master->name);
+ }
+ p->battle = NULL;
+}
+
+void end_turn(aClient *user)
+{
+ char *nick, *u = user->getNick();
+ Monster *fight;
+ aClient *battle;
+ int mhit;
+
+ nick = new char[strlen(user->getNick()) + 1];
+
+ if (!user || !is_playing(user) || !is_fighting(user))
+ goto endturn;
+
+ if (!player_fight(user) && !master_fight(user))
+ fight = user->stats->fight;
+ else
+ fight = user->stats->master;
+ battle = user->stats->battle;
+
+ if (!player_fight(user))
+ {
+ // Opponent's Hit
+ mhit = (fight->strength / 2) +
+ (rand() % (fight->strength / 2) - (user->stats->defense +
+ arbonus[user->stats->armor]));
+ }
+ else
+ {
+ // Opponent's Hit
+ mhit = (((battle->stats->strength + webonus[battle->stats->weapon]) / 2) +
+ (rand() % ((battle->stats->strength + webonus[battle->stats->weapon])) / 2) -
+ (user->stats->defense + arbonus[user->stats->armor]));
+ }
+ if (!player_fight(user))
+ {
+
+ if (mhit > 0)
+ {
+ notice(s_GameServ, u, "\1f%s\1f attacks with their \1f%s\1f for \ 2%d\ 2 damage!",
+ fight->name, fight->weapon, mhit);
+ }
+ else if (mhit <= 0)
+ notice(s_GameServ, u, "%s completely misses you!", fight->name);
+
+ if (mhit >= user->stats->hp)
+ {
+ if (!master_fight(user))
+ {
+ notice(s_GameServ, u, "You have been \ 2\1fkilled\1f\ 2 by %s!", fight->name);
+ notice(s_GameServ, u, "You lose all gold on hand and lose 10 percent "\
+ "of your experience!");
+ user->stats->gold = 0;
+ user->stats->exp -= (long int)(user->stats->exp * .10);
+ user->stats->fight = NULL;
+ clearAlive(user->stats);
+ goto endturn;
+ }
+ else
+ {
+ notice(s_GameServ, u, "%s has bested you! You will have to wait "\
+ "until tomorrow to try again", user->stats->master->name);
+ user->stats->fight = NULL;
+ user->stats->master = NULL;
+ goto endturn;
+ }
+ }
+ else
+ {
+ if (mhit > 0)
+ user->stats->hp -= mhit;
+ display_monster(u);
+ goto endturn;
+ }
+ }
+ else
+ {
+ clearYourTurn(user->stats);
+ setYourTurn(battle->stats);
+ display_players(battle);
+ }
+endturn:
+ delete nick;
+}
+
+void do_attack(char *u)
+{
+ int hit, mhit;
+ aClient *ni, *battle; // The player and perhaps the player they're fighting
+ Monster *fight; // The monster they may be fighting
+
+ if (!(ni = find(u)))
+ {
+ notice(s_GameServ, u, "Fatal error in do_attack. Contact a(n) %S admin for help.");
+ return;
+ }
+ else if (!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
+ }
+
+ if (!player_fight(ni))
+ {
+ // Player's Hit
+ hit = ((ni->stats->strength + webonus[ni->stats->weapon]) / 2) +
+ (rand() % ((ni->stats->strength + webonus[ni->stats->weapon]) / 2));
+
+ // Opponent's Hit
+ mhit = (fight->strength / 2) +
+ (rand() % (fight->strength / 2) - (ni->stats->defense +
+ arbonus[ni->stats->armor]));
+ }
+ else
+ {
+ // Opponent's Hit
+ mhit = (((battle->stats->strength + webonus[battle->stats->weapon]) / 2) +
+ (rand() % ((battle->stats->strength + webonus[battle->stats->weapon])) / 2) -
+ (ni->stats->defense + arbonus[ni->stats->armor]));
+
+ // Player's Hit
+ hit = (((ni->stats->strength + webonus[ni->stats->weapon]) / 2) +
+ (rand() % ((ni->stats->strength + webonus[ni->stats->weapon])) / 2) -
+ (battle->stats->defense + arbonus[battle->stats->armor]));
+ }
+
+ if (!player_fight(ni))
{
if (hit > 0)
notice(s_GameServ, u, "You attack \1f%s\1f for \ 2%d\ 2 points!", fight->name, hit);
if (hit >= fight->hp)
{
- if (master_fight(u))
+ if (master_fight(ni))
notice(s_GameServ, u, "You have bested %s!", fight->name);
else
notice(s_GameServ, u, "You have killed \ 2%s\ 2!", fight->name);
// Unsigned long int maybe? Leave it for now.
ni->stats->exp = ( (ni->stats->exp + fight->exp) > 2000000000 ? 2000000000 :
ni->stats->exp + fight->exp);
+
ni->stats->gold = (ni->stats->gold + fight->gold > 2000000000 ? 2000000000 :
ni->stats->gold + fight->gold);
- ni->stats->fight = NULL; // They're dead so remove the pointer
- if (master_fight(u))
+
+ if (master_fight(ni))
{
notice(s_GameServ, u, "You are now level %d!", ni->stats->level + 1);
notice(s_GameServ, u, "You gain %d Strength, and %d Defense points!",
// Clear the pointer for your master
ni->stats->master = NULL;
}
+
+ // They're dead so remove the pointer
+ delete ni->stats->fight;
+ ni->stats->fight = NULL;
+ ni->stats->master = NULL;
+
return;
}
else
fight->hp -= hit;
if (mhit > 0)
{
- notice(s_GameServ, u, "\1f%s\1f hits you with their \1f%s\1f for \ 2%d\ 2 damage!",
+ notice(s_GameServ, u, "\1f%s\1f attacks with their \1f%s\1f for \ 2%d\ 2 damage!",
fight->name, fight->weapon, mhit);
}
else if (mhit <= 0)
if (mhit >= ni->stats->hp)
{
- if (!master_fight(u))
+ if (!master_fight(ni))
{
notice(s_GameServ, u, "You have been \ 2\1fkilled\1f\ 2 by %s!", fight->name);
notice(s_GameServ, u, "You lose all gold on hand and lose 10 percent "\
ni->stats->gold = 0;
ni->stats->exp -= (long int)(ni->stats->exp * .10);
ni->stats->fight = NULL;
+ clearAlive(ni->stats);
return;
}
else
}
}
}
- else if (player_fight(u))
+ else if (player_fight(ni))
{
/* Offline fighting not available yet
if (!(online = finduser(ni->stats->battle->nick)) || !nick_identified(online))
}
* end offline fighting */
- if (is_playing(battle->getNick()))
+ if (is_playing(battle))
{
- if (ni->stats->yourturn == 0)
+ if (!isYourTurn(ni->stats))
{
notice(s_GameServ, u, "Please wait until %s decides what to do!",
- battle->getNick());
+ battle->stats->name);
return;
}
if (hit > 0)
{
- notice(s_GameServ, u, "You attack \1f%s\1f for \ 2%d\ 2 points!", battle->getNick(), hit);
+ notice(s_GameServ, u, "You attack \1f%s\1f for \ 2%d\ 2 points!", battle->stats->name, hit);
notice(s_GameServ, battle->getNick(), "%s has hit you with their %s for "\
- "\ 2%d\ 2 damage!", u, weapons[ni->stats->weapon],
- hit);
- ni->stats->yourturn = 0;
- battle->stats->yourturn = 1;
+ "\ 2%d\ 2 damage!", ni->stats->name,
+ weapons[ni->stats->weapon], hit);
+ clearYourTurn(ni->stats);
+ setYourTurn(battle->stats);
display_players(battle->getNick());
}
else
{
- notice(s_GameServ, u, "You miss \1f%s\1f completely!", battle->getNick());
- notice(s_GameServ, battle->getNick(), "%s misses you completely!", u);
- ni->stats->yourturn = 0;
- battle->stats->yourturn = 1;
+ notice(s_GameServ, u, "You miss \1f%s\1f completely!", battle->stats->name);
+ notice(s_GameServ, battle->getNick(), "%s misses you completely!", ni->stats->name);
+ clearYourTurn(ni->stats);
+ setYourTurn(battle->stats);
display_players(battle->getNick());
}
if (hit >= battle->stats->hp)
{
- notice(s_GameServ, u, "You have killed \ 2%s\ 2!", battle->getNick());
+ notice(s_GameServ, u, "You have killed \ 2%s\ 2!", battle->stats->name);
notice(s_GameServ, u, "You recieve \ 2%d\ 2 experience and \ 2%ld\ 2 gold!",
(long int)(battle->stats->exp * .10), battle->stats->gold);
- notice(s_GameServ, battle->getNick(), "You have been killed by \ 2%s\ 2!", u);
+ notice(s_GameServ, battle->getNick(), "You have been killed by \ 2%s\ 2!",
+ ni->stats->name);
battle->stats->hp = 0;
- battle->stats->alive = 0;
+ clearAlive(battle->stats);
if (2000000000 - ni->stats->exp > (long int)(battle->stats->exp * .10))
{
notice(s_GameServ, battle->getNick(), "You lose ten percent of your experience!");
notice(s_GameServ, battle->getNick(), "However, %s could not carry all of your "\
- "gold.", u);
+ "gold.", ni->stats->name);
notice(s_GameServ, battle->getNick(), "Luckily, you still have \ 2%ld\ 2 gold "\
"left. All is not lost!", battle->stats->gold);
{
if (hit > 0)
battle->stats->hp -= hit;
- //display_players(battle->getNick());
- ni->stats->yourturn = 0;
- battle->stats->yourturn = 1;
+ clearYourTurn(ni->stats);
+ setYourTurn(battle->stats);
notice(s_GameServ, u, "Please wait while %s decides what to do!",
- battle->getNick());
+ battle->stats->name);
return;
}
}
}
}
+
void do_heal(char *u)
{
aClient *ni;
{
notice(s_GameServ, u, "SYNTAX: /msg %S HEAL {ALL | #}");
}
- else if (!(ni = find(u)) || !ni->stats)
+ else if (!(ni = find(u)))
+ {
+ notice(s_GameServ, u, "Fatal error. Contact a(n) %S admin. buf: %s", strtok(NULL, ""));
+ return;
+ }
+ else if (!is_playing(ni))
{
notice(s_GameServ, u, "You aren't playing!");
+ return;
}
- else if (is_fighting(u))
+ 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!");
}
{
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));
+ 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;
}
int isstringnum(char *num)
{
- int x;
+ unsigned int x;
for (x = 0; x < strlen(num); x++)
{
if ((int)num[x] < 48 || (int)num[x] > 57)
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 chartoint(char ch)
{
- switch(ch)
- {
- case '0':
- return 0;
- break;
- case '1':
- return 1;
- case '2':
- return 2;
- case '3':
- return 3;
- case '4':
- return 4;
- case '5':
- return 5;
- case '6':
- return 6;
- case '7':
- return 7;
- case '8':
- return 8;
- case '9':
- return 9;
- case '\n':
- break;
- default:
- return -1;
- }
-return -1;
+ if (int(ch) >= 48 && int(ch) <= 57)
+ return int(ch) - 48;
+ else
+ return 0;
}
int save_gs_dbase()
{
- ListNode<aClient> *ptr = players.First();
+ ListNode<aClient> *ptr;
Player *it;
ofstream outfile;
if (!outfile)
{
- cerr << "Error opening " << playerdata << endl;
+ log("Error opening %s", playerdata);
return 0;
}
+ for (unsigned long x = 0; x < U_TABLE_SIZE; x++)
+ {
+ ptr = players[x].First();
while(ptr)
{
it = ptr->getData()->stats;
outfile << it->name << ' ' << it->level << ' ' << it->exp << ' ' << it->gold << ' ' << it->bank << ' '
<< it->hp << ' ' << it->maxhp << ' ' << it->strength << ' ' << it->defense << ' '
- << it->armor << ' ' << it->weapon << ' ' << (it->alive ? "alive" : "dead") << ' '
+ << it->armor << ' ' << it->weapon << ' '
<< it->forest_fights << ' ' << it->player_fights << ' '
- << it->password << endl;
+ << it->getFlags() << ' ' << it->password << ' ' << it->inventory.Healing()
+ << ' ' << it->inventory.Strength() << ' ' << it->inventory.Defense() << ' ' << it->inventory.HP() << endl;
ptr = ptr->Next();
}
+ }
outfile.close();
+return 1;
}
int load_gs_dbase()
ifstream infile;
aClient *temp;
Player *p;
- char *alive, *tempname, *buf, *password;
+ char *tempname, *buf, *password;
buf = new char[1023];
infile.open(playerdata);
if (infile.fail())
{
- cerr << "Error opening " << playerdata << endl;
+ log("Error opening %s", playerdata);
return 0;
}
while (infile.getline(buf, 1024, '\n'))
{
- cout << "temp = new aClient;" << endl << flush;
temp = new aClient;
- cout << "tempname = strtok(buf, " ");" << endl << flush;
tempname = strtok(buf, " ");
-
- cout << "temp->stats = new Player(tempname);" << endl << flush;
-
temp->stats = new Player(tempname);
-
- cout << "p = temp->stats;" << endl << flush;
p = temp->stats;
- //Kain 1 1 0 500 10 10 0 0 1 1 alive 100 3
p->level = stringtoint(strtok(NULL, " "));
p->exp = stringtoint(strtok(NULL, " "));
p->gold = stringtoint(strtok(NULL, " "));
p->defense = stringtoint(strtok(NULL, " "));
p->armor = stringtoint(strtok(NULL, " "));
p->weapon = stringtoint(strtok(NULL, " "));
- alive = strtok(NULL, " ");
- p->alive = (stricmp(alive, "ALIVE") == 0 ? true : false);
p->forest_fights = stringtoint(strtok(NULL, " "));
p->player_fights = stringtoint(strtok(NULL, " "));
+ p->setFlags(stringtoint(strtok(NULL, " ")));
+
password = strtok(NULL, " ");
strcpy(p->password, password);
- temp->setNick("NULL");
-
- printf("%s %d %ld %ld %ld %d %d %d %d %d %d %s %d %d %s\n", p->name, p->level,
- p->exp, p->gold, p->bank, p->hp, p->maxhp, p->strength, p->defense, p->armor, p->weapon,
- alive, p->forest_fights, p->player_fights, p->password);
-
- cout << "Inserting " << temp->stats->name << " at back of list" << endl;
- players.insertAtBack(temp);
- cout << temp->stats->name << " Inserted, now deleting" << endl;
+ temp->setNick("!NULL!");
+ #ifdef P10
+ temp->setRealNick("!NULL!");
+ #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));
+ temp->stats->user = NULL;
+ unsigned long hv = HASH((unsigned char *) temp->stats->name, U_TABLE_SIZE);
+ players[hv].insertAtBack(temp);
delete temp;
- cout << "Deleted" << endl;
}
-delete buf;
+delete [] buf;
+infile.close();
+return 1;
}
bool passcmp(char *encrypted, char *plaintext)
{
char salt[3];
+ char *plaintext2, *plainToencrypt;
+ bool same = false;
+
+ plaintext2 = new char[strlen(encrypted) + strlen(plaintext)]; // Extra
+ strcpy(plaintext2, plaintext);
+
salt[0] = encrypted[0];
salt[1] = encrypted[1];
salt[3] = '\0';
- return (strcmp(encrypted, crypt(plaintext, salt)) == 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)
{
- ListNode<aClient> *tempPtr = clients.First();
+ aClient *client;
+
+ if (!(client = findplayer(name)))
+ return false;
+ else
+ {
+ return passcmp(client->stats->password, plaintext);
+ }
+}
+
+void do_store(char *u)
+{
+ char *cmd = strtok(NULL, " ");
+ char *item = strtok(NULL, " ");
+ char *num = strtok(NULL, " ");
+ char *space;
+ int wep;
+ aClient *user;
+ Player *p;
+
+ if (!cmd || !item)
+ {
+ notice(s_GameServ, u, "SYNTAX: STORE LIST {ARMOR | WEAPONS}");
+ notice(s_GameServ, u, " \ 2STORE SELL {ARMOR | WEAPON}\ 2");
+ notice(s_GameServ, u, " \ 2STORE BUY {ARMOR | WEAPON} \1fNUMBER\1f\ 2");
+ }
+ else if (!(user = find(u)) || !is_playing(user))
+ notice(s_GameServ, u, "You must be playing to use the store!");
+ else if (!isAlive(user->stats))
+ {
+ notice(s_GameServ, u, "You are dead. Wait until tomorrow to purchase weapons and armor!");
+ return;
+ }
+ else if (stricmp(cmd, "LIST") == 0)
+ {
+ if (stricmp(item, "WEAPONS") == 0)
+ {
+ notice(s_GameServ, u, "Welcome to Kain's Armory");
+ notice(s_GameServ, u, "Here are the weapons we have available for the killing, sire:");
+ for (int x = 1; x < WNA; x++)
+ {
+ space = spaces(strlen(weapons[x]), ".");
+ notice(s_GameServ, u, "%s%d. %s%s%d",(x < 10 ? " " : ""), x, weapons[x], space, prices[x - 1]);
+ free(space);
+ }
+ notice(s_GameServ, u, "To purchase a weapon, type /msg %S STORE BUY \ 2NUM\ 2.");
+ notice(s_GameServ, u, "Where num. is the weapon number from the menu above.");
+
+ }
+ else if (stricmp(item, "ARMOR") == 0)
+ {
+ notice(s_GameServ, u, "Welcome to Kain's Armory");
+ notice(s_GameServ, u, "I hope you enjoy the fine armor we have available for your protection:");
+ for (int x = 1; x < WNA; x++)
+ {
+ space = spaces(strlen(armors[x]), ".");
+ notice(s_GameServ, u, "%s%d. %s%s%d",(x < 10 ? " " : ""), x, armors[x], space, prices[x - 1]);
+ free(space);
+ }
+ notice(s_GameServ, u, "To purchase armor, type /msg %S store buy armor num.");
+ notice(s_GameServ, u, "Where num. is the armor number from the menu above.");
+
+
+ }
+ } else if (stricmp(cmd, "BUY") == 0) {
+ if (!num)
+ {
+ notice(s_GameServ, u, "SYNTAX: \ 2STORE BUY {ARMOR | WEAPON} \1fNUMBER\1f\ 2");
+ return;
+ }
+ else if (!isstringnum(num))
+ {
+ notice(s_GameServ, u, "You must specify a number between 1 and %d. Not %s!", WNA - 1, num);
+ return;
+ }
+ if (stricmp(item, "WEAPON") == 0)
+ {
+ wep = stringtoint(num);
+ if (wep >= WNA || wep < 1)
+ {
+ notice(s_GameServ, u, "The number %d is out of range. The number you provide must be between 1 and %d.", wep, WNA - 1);
+ return;
+ }
+
+ p = user->stats;
+
+ if (p->weapon != 0)
+ notice(s_GameServ, u, "You have to sell your %s first!", weapons[p->weapon]);
+ else if (p->gold < prices[wep - 1])
+ notice(s_GameServ, u, "You don't have enough gold for %s!", weapons[wep]);
+ else
+ {
+ notice(s_GameServ, u, "You have purchased %s! Thanks for the gold!", weapons[wep]);
+ p->weapon = wep;
+ p->gold -= prices[wep - 1];
+ }
+ }
+ else if (stricmp(item, "ARMOR") == 0)
+ {
+ wep = stringtoint(num);
+ if (wep >= WNA || wep < 1)
+ {
+ notice(s_GameServ, u, "The number %d is out of range. The number you provide must be between 1 and %d.", wep, WNA - 1);
+ return;
+ }
- while (tempPtr)
+ p = user->stats;
+
+ if (p->armor != 0)
+ notice(s_GameServ, u, "You have to sell your %s first!", armors[p->armor]);
+ else if (p->gold < prices[wep - 1])
+ notice(s_GameServ, u, "You don't have enough gold for %s!", armors[wep]);
+ else
+ {
+ notice(s_GameServ, u, "You have purchased %s! Thanks for the gold!", armors[wep]);
+ p->armor = wep;
+ p->gold -= prices[wep - 1];
+ }
+ }
+ }
+ else if (stricmp(cmd, "SELL" ) == 0)
{
- if (stricmp(name, tempPtr->getData()->getNick()) == 0)
- return passcmp(tempPtr->getData()->stats->password, plaintext);
+ p = user->stats;
+
+ if (stricmp(item, "WEAPON") == 0)
+ {
+ if (p->weapon == 0)
+ {
+ notice(s_GameServ, u, "You want me to chop off your hands?");
+ return;
+ }
+ else if (p->gold == 2000000000)
+ {
+ notice(s_GameServ, u, "You have enough gold. I'll just take that off your hands, sire.");
+ p->weapon = 0;
+ }
+ else if (2000000000 - p->gold < (prices[p->weapon - 1] / 2))
+ {
+ notice(s_GameServ, u, "Thank you for your business! You now have as much gold as you can carry.");
+ notice(s_GameServ, u, "However, you have no weapon... can I interest you in the %s?", weapons[WNA - 1]);
+ p->gold = 2000000000;
+ p->weapon = 0;
+ }
+ else
+ {
+ notice(s_GameServ, u, "Thank you for your business! You now have %d more gold but no weapon!", (prices[p->weapon - 1] / 2));
+ p->gold += (prices[p->weapon - 1] / 2);
+ p->weapon = 0;
+ }
+ }
+ else if (stricmp(item, "ARMOR") == 0)
+ {
+ p = user->stats;
+
+ if (p->armor == 0)
+ {
+ notice(s_GameServ, u, "I don't think you can be any more naked...");
+ return;
+ }
+ if (p->gold == 2000000000)
+ {
+ notice(s_GameServ, u, "You have enough gold. I'll just take that off your hands, sire.");
+ p->armor = 0;
+ }
+ else if (2000000000 - p->gold < (prices[p->armor - 1] / 2))
+ {
+ notice(s_GameServ, u, "Thank you for your business! You now have as much gold as you can carry.");
+ notice(s_GameServ, u, "However, you have no armor... can I interest you in %s?", armors[WNA - 1]);
+ p->gold = 2000000000;
+ p->armor = 0;
+ }
+ else
+ {
+ notice(s_GameServ, u, "Thank you for your business! You now have %d more gold but no armor!",
+ (prices[p->armor - 1] / 2));
- tempPtr = tempPtr->Next();
+ p->gold += (prices[p->armor - 1] / 2);
+ p->armor = 0;
+ }
+ }
+ else
+ {
+ notice(s_GameServ, u, "SYNTAX: STORE LIST {ARMOR | WEAPONS}");
+ notice(s_GameServ, u, " \ 2STORE SELL {ARMOR | WEAPON}\ 2");
+ notice(s_GameServ, u, " \ 2STORE BUY {ARMOR | WEAPON} \1fNUMBER\1f\ 2");
+ }
}
- return false;
}
+void do_inventory(char *u)
+{
+ aClient *user;
+
+ if (!(user = find(u)))
+ {
+ notice(s_GameServ, u, "Fatal Error. Contact a %S admin!");
+ return;
+ }
+ else if (!is_playing(user))
+ {
+ notice(s_GameServ, u, "You must be playing to check your inventory!");
+ return;
+ }
+ showinventory(user, user);
+}
+void showinventory(aClient *from, aClient *to)
+{
+ char *nick = to->getNick();
+
+ if (!to)
+ to = from;
+ if (is_playing(from))
+ {
+ Pouch *p = &from->stats->inventory;
+ notice(s_GameServ, nick, "Inventory for %s:", from->stats->name);
+ notice(s_GameServ, nick, " Healing Potions: %d", p->Healing());
+ notice(s_GameServ, nick, "Strength Potions: %d", p->Strength());
+ notice(s_GameServ, nick, " Defense Potions: %d", p->Defense());
+ notice(s_GameServ, nick, " HP Potions: %d", p->HP());
+ }
+}
+void do_tavern(char *u)
+{
+ char *cmd = strtok(NULL, " ");
+ long int price;
+
+ aClient *user;
+ Player *p;
+ if (!(user = find(u)))
+ {
+ notice(s_GameServ, u, "Fatal Error. See a %S admin for help");
+ return;
+ }
+ else if (!is_playing(user))
+ {
+ notice(s_GameServ, u, "You must be playing to go to the Tavern");
+ return;
+ }
+ else if (is_fighting(user))
+ {
+ notice(s_GameServ, u, "You cannot go to the Tavern during a fight!");
+ return;
+ }
+ p = user->stats;
+ if (!cmd)
+ {
+ notice(s_GameServ, u, "Welcome to Boot Liquors Mystic Apothecary");
+ notice(s_GameServ, u, "Your commands:");
+ notice(s_GameServ, u, "/msg %S TAVERN {LIST | BUY} [NUMBER]");
+ notice(s_GameServ, u, "What'll it be?");
+ }
+ else if (stricmp(cmd, "LIST") == 0)
+ {
+ notice(s_GameServ, u, "Here is a list of what we have to offer:");
+ notice(s_GameServ, u, "1. Healing Potions for %ld Gold", 1000 * p->level + (p->exp / 10));
+ notice(s_GameServ, u, "2. Strength Potions for %ld Gold", 2050 * p->level + (p->exp / 10));
+ notice(s_GameServ, u, "3. Defense Potions for %ld Gold", 2000 * p->level + (p->exp / 10));
+ notice(s_GameServ, u, "4. HP Potions for %ld Gold", 2300 * p->level + (p->exp / 10));
+ notice(s_GameServ, u, "To buy a potion, type /msg %S TAVERN BUY #");
+ notice(s_GameServ, u, "Example: /msg %S TAVERN BUY 1 buys a healing potion!");
+ notice(s_GameServ, u, "By something will ya!");
+ }
+ else if (stricmp(cmd, "BUY") == 0)
+ {
+ char *chnum = strtok(NULL, " ");
+ int num = stringtoint(chnum);
+
+ if (!chnum)
+ {
+ notice(s_GameServ, u, "SYNTAX: TAVERN BUY #");
+ notice(s_GameServ, u, "Example: /msg %S TAVERN BUY 1");
+ return;
+ }
+ if (num < 1 || num > 4)
+ {
+ notice(s_GameServ, u, "Invalid Choice!");
+ notice(s_GameServ, u, "Here is a list of what we have to offer:");
+ notice(s_GameServ, u, "1. Healing Potions for %ld Gold", 1000 * p->level + (p->exp / 10));
+ notice(s_GameServ, u, "2. Strength Potions for %ld Gold", 2050 * p->level + (p->exp / 10));
+ notice(s_GameServ, u, "3. Defense Potions for %ld Gold", 2000 * p->level + (p->exp / 10));
+ notice(s_GameServ, u, "4. HP Potions for %ld Gold", 2300 * p->level + (p->exp / 10));
+ notice(s_GameServ, u, "To buy a potion, type /msg %S TAVERN BUY #");
+ notice(s_GameServ, u, "Example: /msg %S TAVERN BUY 1 buys a healing potion!");
+ return;
+ }
+ switch(num)
+ {
+ case 1:
+ price = (1000 * p->level) + (p->exp / 10);
+ if (p->gold >= price)
+ {
+ notice(s_GameServ, u, "One healing potion coming right up!");
+ p->inventory.incHealing();
+ p->gold -= price;
+ }
+ else
+ notice(s_GameServ, u, "You don't have enough gold!");
+ break;
+ case 2:
+ price = (2050 * p->level) + (p->exp / 10);
+ if (p->gold >= price)
+ {
+ notice(s_GameServ, u, "One strength boost coming right up!");
+ p->inventory.incStrength();
+ p->gold -= price;
+ }
+ else
+ notice(s_GameServ, u, "You don't have enough gold!");
+ break;
+ case 3:
+ price = (2000 * p->level) + (p->exp / 10);
+ if (p->gold >= price)
+ {
+ notice(s_GameServ, u, "One defense boost coming right up!");
+ p->inventory.incDefense();
+ p->gold -= price;
+ }
+ else
+ notice(s_GameServ, u, "You don't have enough gold!");
+ break;
+ case 4:
+ price = (2300 * p->level) + (p->exp / 10);
+ if (p->gold >= price)
+ {
+ notice(s_GameServ, u, "One HP Potion coming right up!");
+ p->inventory.incHP();
+ p->gold -= price;
+ }
+ else
+ notice(s_GameServ, u, "You don't have enough gold!");
+ break;
+ default:
+ notice(s_GameServ, u, "Logical Error. See a %S admin for help!");
+ break;
+ }
+ }
+ else
+ {
+ notice(s_GameServ, u, "Improper Syntax.");
+ notice(s_GameServ, u, "Type /msg %S HELP TAVERN for help");
+ }
+}
+
+void do_bank(char *u)
+{
+ char *cmd = strtok(NULL, " ");
+ char *amount = strtok(NULL, " ");
+ char *nick = strtok(NULL, " ");
+
+ aClient *user;
+ Player *p;
+
+ if (!cmd || (!amount && stricmp(cmd, "BALANCE") != 0) || (stricmp(cmd, "TRANSFER") == 0 && !nick))
+ {
+ notice(s_GameServ, u, "BANK {WITHDRAW | DEPOSIT} {ALL | AMOUNT}");
+ notice (s_GameServ, u, "BANK BALANCE");
+ return;
+ }
+
+ user = find(u);
+ if (!is_playing(user))
+ {
+ notice(s_GameServ, u, "You must be playing to use the bank!");
+ return;
+ }
+ else if (stricmp(cmd, "BALANCE") == 0)
+ {
+ showBankBalance(u);
+ return;
+ }
+ else if (!isAlive(user->stats))
+ {
+ notice(s_GameServ, u, "You are dead. We don't accept gold from dead folk! Wait 'til tomorrow!");
+ return;
+ }
+ else if (!isstringnum(amount) && stricmp(amount, "ALL") != 0)
+ {
+ notice(s_GameServ, u, "I don't know how to convert alphabet letters into currency, sire!");
+ return;
+ }
+
+ p = user->stats;
+
+ if (stricmp(cmd, "DEPOSIT") == 0)
+ {
+ if (p->bank == 2000000000)
+ {
+ notice(s_GameServ, u, "Your bank account is full, sire!");
+ return;
+ }
+ else if (stricmp(amount, "ALL") == 0)
+ {
+ if (2000000000 - p->bank < p->gold)
+ {
+ notice(s_GameServ, u, "You don't have enough room for all of your gold.");
+ notice(s_GameServ, u, "Depositing %ld gold into your account", (2000000000 - p->bank));
+ p->gold -= (2000000000 - p->bank);
+ p->bank = 2000000000;
+ showBankBalance(u);
+ }
+ else
+ {
+ notice(s_GameServ, u, "Depositing %ld gold into your account!", p->gold);
+ p->bank += p->gold;
+ p->gold = 0;
+ showBankBalance(u);
+ }
+ }
+ else if (stringtoint(amount) > p->gold)
+ {
+ notice(s_GameServ, u, "Sire, you only have %ld gold!", p->gold);
+ showBankBalance(u);
+ return;
+ }
+ else
+ {
+ if (2000000000 - p->bank < stringtoint(amount))
+ {
+ notice(s_GameServ, u, "You don't have room in your account for that much.");
+ notice(s_GameServ, u, "Capping off your account with %ld gold!", (2000000000 - p->bank));
+ p->gold -= (2000000000 - p->bank);
+ p->bank = 2000000000;
+ showBankBalance(u);
+ }
+ else
+ {
+ notice(s_GameServ, u, "Depositing %d gold into your account!", stringtoint(amount));
+ p->bank += stringtoint(amount);
+ p->gold -= stringtoint(amount);
+ showBankBalance(u);
+ }
+ }
+ }
+ else if (stricmp(cmd, "WITHDRAW") == 0)
+ {
+ if (p->gold == 2000000000)
+ {
+ notice(s_GameServ, u, "You cannot carry any more gold, sire!");
+ showBankBalance(u);
+ return;
+ }
+ else if (stricmp(amount, "ALL") == 0)
+ {
+ if (2000000000 - p->gold < p->bank)
+ {
+ notice(s_GameServ, u, "You don't have enough room to carry all that gold.");
+ notice(s_GameServ, u, "Withdrawing %ld gold from your account", (2000000000 - p->gold));
+ p->bank -= (2000000000 - p->gold);
+ p->gold = 2000000000;
+ showBankBalance(u);
+ }
+ else
+ {
+ notice(s_GameServ, u, "Withdrawing %ld gold from your account!", p->bank);
+ p->gold += p->bank;
+ p->bank = 0;
+ showBankBalance(u);
+ }
+ }
+ else if (stringtoint(amount) > p->bank)
+ {
+ notice(s_GameServ, u, "Sire, you only have %ld gold in the bank!", p->bank);
+ showBankBalance(u);
+ return;
+ }
+ else
+ {
+ if (2000000000 - p->gold < stringtoint(amount))
+ {
+ notice(s_GameServ, u, "You don't enough have room to carry that much gold!");
+ notice(s_GameServ, u, "You fill your pockets with %ld gold!",
+ (2000000000 - p->gold));
+ p->bank -= (2000000000 - p->gold);
+ p->gold = 2000000000;
+ showBankBalance(u);
+ }
+ else
+ {
+ notice(s_GameServ, u, "Withdrawing %d gold from your account!", stringtoint(amount));
+ p->gold += stringtoint(amount);
+ p->bank -= stringtoint(amount);
+ showBankBalance(u);
+ }
+ }
+ }
+
+}
+
+void do_master(char *u)
+{
+ aClient *user;
+ user = find(u);
+
+ if (!user)
+ {
+ notice(s_GameServ, u, "Fatal error. Contact a(n) %S admin. buf: %s", strtok(NULL, ""));
+ return;
+ }
+ else if (is_fighting(user))
+ {
+ notice(s_GameServ, u, "You're in the middle of a fight! Pay attention!");
+ return;
+ }
+ else if (!isAlive(user->stats))
+ {
+ notice(s_GameServ, u, "You're dead. Wait until tomorrow to see your master!");
+ return;
+ }
+ else if (!is_playing(user))
+ {
+ notice(s_GameServ, u, "You must be playing to see your master!");
+ return;
+ }
+
+ char *cmd = strtok(NULL, " ");
+ Player *p = user->stats;
+ long int need = 0;
+
+ if (seenMaster(p))
+ {
+ notice(s_GameServ, u, "You have already seen your master today. Wait until tomorrow to try again");
+ return;
+ }
+
+ if (cmd != NULL)
+ {
+ switch(p->level)
+ {
+ case 1:
+ need = 100;
+ break;
+ case 2:
+ need = 400;
+ break;
+ case 3:
+ need = 1000;
+ break;
+ case 4:
+ need = 4000;
+ break;
+ case 5:
+ need = 10000;
+ break;
+ case 6:
+ need = 40000;
+ break;
+ case 7:
+ need = 100000;
+ break;
+ case 8:
+ need = 400000;
+ break;
+ case 9:
+ need = 1000000;
+ break;
+ case 10:
+ need = 4000000;
+ break;
+ case 11:
+ need = 10000000;
+ break;
+ case 12:
+ need = p->exp + 1;
+ notice(s_GameServ, u, "You are at level 12. You are the master. What's left? The DRAGON!");
+ break;
+ default:
+ need = p->exp + 1; // Unknown level... don't let them fight a fake master!
+ break;
+ }
+ }
+ else
+ {
+ notice(s_GameServ, u, "SYNTAX: MASTER {FIGHT | QUESTION}");
+ return;
+ }
+
+ if (stricmp(cmd, "FIGHT") == 0)
+ {
+ if (p->exp >= need)
+ {
+ setMaster(p);
+ see_master(u);
+ }
+ else
+ notice(s_GameServ, u, "You are not worthy of fighting %s! You need %ld more experience.", masters[p->level - 1]->name, (need - p->exp));
+ return;
+ }
+ else if (stricmp(cmd, "QUESTION") == 0)
+ {
+ if (p->exp >= need)
+ notice(s_GameServ, u, "%s looks you up and down and decides you are more ready than you will ever be.", masters[p->level - 1]->name);
+ else
+ notice(s_GameServ, u, "You pathetic fool! You are no match for %s, %s!", masters[p->level - 1]->name, p->name);
+
+ return;
+ }
+ else
+ {
+ notice(s_GameServ, u, "SYNTAX: MASTER {FIGHT | QUESTION}");
+ }
+}
+
+void see_master(char *u)
+{
+ aClient *user;
+
+ if (!(user = find(u)))
+ {
+ notice(s_GameServ, u, "Fatal error. Contact a(n) %S admin. buf: %s", strtok(NULL, ""));
+ return;
+ }
+
+ if (!is_fighting(user) && is_playing(user))
+ {
+ Player *p = user->stats;
+ p->master = new Monster(masters[p->level - 1]);
+ p->fight = p->master;
+ display_monster(u); // Since master is the same structure, use this function
+ }
+}
+
+void showBankBalance(const char *u)
+{
+ aClient *user;
+ Player *p;
+
+ if (!(user = find(u)))
+ return;
+
+ p = user->stats;
+
+ if (!p)
+ return;
+
+ notice(s_GameServ, u, "Account Balance: %ld Gold On hand: %ld", p->bank, p->gold);
+
+}
+
+void refreshall()
+{
+ ListNode <aClient> *it;
+ Player *p;
+ 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 (!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 = findbyrealnick(nick)))
+ {
+ if (is_playing(user))
+ {
+ #ifdef P10
+ notice(s_GameServ, u, "Refreshing %s.", user->getRealNick());
+ #else
+ notice(s_GameServ, u, "Refreshing %s.", user->getNick());
+ #endif
+ refresh(user->stats);
+ }
+ else
+ {
+ #ifdef P10
+ notice(s_GameServ, u, "%s is not playing.", user->getRealNick());
+ #else
+ notice(s_GameServ, u, "%s is not playing.", user->getNick());
+ #endif
+ }
+ }
+ else
+ {
+ notice(s_GameServ, u, "Nick %s not found.", nick);
+ return;
+ }
+}
+
+
+void resetall()
+{
+ ListNode <aClient> *it;
+ Player *p;
+
+ for (unsigned long x = 0; x < U_TABLE_SIZE; x++)
+ {
+ it = players[x].First();
+
+ while (it)
+ {
+ p = it->getData()->stats;
+ reset(p);
+ it = it->Next();
+ }
+ }
+}
+
+void reset(Player *p)
+{
+ if (!p)
+ return;
+
+ p->reset();
+}
+
+void do_reset(char *u)
+{
+ char *nick = strtok(NULL, " ");
+ aClient *user;
+
+ if (!(user = find(u)))
+ {
+ notice(s_GameServ, u, "Error: aClient not found. Contact a %S admin");
+ log("Error: aClient not found: %s", u);
+ return;
+ }
+ else if (!isAdmin(user))
+ {
+ notice(s_GameServ, u, "You must be a %S admin to use this command!");
+ return;
+ }
+ if (!nick)
+ {
+ notice(s_GameServ, u, "SYNTAX: RESET {ALL | NICK}");
+ return;
+ }
+ else if (stricmp(nick, "ALL") == 0)
+ {
+ notice(s_GameServ, u, "Resetting everyone's stats!");
+ resetall();
+ }
+ else if ((user = findbyrealnick(nick)))
+ {
+ if (is_playing(user))
+ {
+ #ifdef P10
+ notice(s_GameServ, u, "Resetting %s.", user->getRealNick());
+ #else
+ notice(s_GameServ, u, "Resetting %s.", user->getNick());
+ #endif
+ reset(user->stats);
+ }
+ else
+ {
+ #ifdef P10
+ notice(s_GameServ, u, "%s is not playing.", user->getRealNick());
+ #else
+ notice(s_GameServ, u, "%s is not playing.", user->getNick());
+ #endif
+ }
+ }
+ else
+ {
+ notice(s_GameServ, u, "Nick %s not found.", nick);
+ return;
+ }
+}
+
+void do_help(char *u)
+{
+ char *cmd = strtok(NULL, " ");
+
+ display_help(u, cmd);
+}
+
+void display_help(char *u, char *file)
+{
+ ifstream infile;
+ char *buf;
+
+ if (!file)
+ {
+ infile.open("helpfiles/help");
+ if (infile.fail())
+ {
+ log("Error opening helpfiles/help");
+ notice(s_GameServ, u, "Error opening helpfiles/help");
+ return;
+ }
+ buf = new char[1024];
+ while(infile.getline(buf, 1024))
+ {
+ // Written this way, it will process %S in the helpfiles
+ // Instead of notice(s_GameServ, u, "%s", buf);
+ notice(s_GameServ, u, buf);
+ }
+
+ // Minor recursion
+ aClient *user = find(u);
+ if (user && isAdmin(user))
+ display_help(u, "admin_commands");
+ }
+ else
+ {
+ char *filename;
+ filename = new char[strlen(file) + 11];
+ strcpy(filename, "helpfiles/");
+ strcat(filename, file);
+
+ for (unsigned int x = 10; x < strlen(filename); x++)
+ filename[x] = tolower(filename[x]);
+
+ infile.open(filename);
+ delete [] filename;
+ if (infile.fail())
+ {
+ notice(s_GameServ, u, "No help for \ 2%s\ 2", file);
+ return;
+ }
+ buf = new char[1024];
+ while(infile.getline(buf, 1024))
+ {
+ // Written this way, it will process %S in the helpfiles
+ // Instead of notice(s_GameServ, u, "%s", buf);
+ notice(s_GameServ, u, buf);
+ }
+ }
+ infile.close();
+ delete [] buf;
+}
+
+void do_admin(char *u)
+{
+ aClient *user;
+ char *pass = strtok(NULL, " ");
+
+ if (!(user = find(u)))
+ {
+ log("Error: aClient not found: %s", u);
+ notice(s_GameServ, u, "Error: aClient not found. Contact %S admin.");
+ return;
+ }
+ if (!pass)
+ {
+ notice(s_GameServ, u, "SYNTAX: \ 2ADMIN\ 2 \ 2\1fpassword\1f\ 2");
+ return;
+ }
+
+ if (isAdmin(user))
+ {
+ notice(s_GameServ, u, "You already have administrator privledges.");
+ return;
+ }
+ else if (strcmp(pass, adminpass) == 0)
+ {
+ notice(s_GameServ, u, "Password accepted. You now have administrator privledges.");
+ setAdmin(user);
+ #ifdef P10
+ log("%s became an administrator.", user->getRealNick());
+ #else
+ log("%s became an administrator.", user->getNick());
+ #endif
+ }
+ else
+ {
+ notice(s_GameServ, u, "Invalid password. Remember: case sensitive");
+ return;
+ }
+}
+
+bool load_monsters()
+{
+ ifstream infile;
+ infile.open("monsters.dat");
+
+ char *buf;
+
+ if (infile.fail())
+ {
+ log("Error opening monsters.dat");
+ return false;
+ }
+ init_monsters();
+ buf = new char[2048];
+
+ #ifdef DEBUGMODE
+ log("Loading monsters from monsters.dat");
+ #endif
+
+ for (int l = 0; l < REALLEVELS; l++)
+ {
+ for (int m = 0; m < MONSTERS;)
+ {
+ infile.getline(buf, 2048);
+ if (buf[0] == '\n' || buf[0] == '\0' || buf[0] == '#')
+ continue;
+ else
+ {
+ strcpy(monsters[l][m]->name, strtok(buf, "~"));
+ strcpy(monsters[l][m]->weapon, strtok(NULL, "~"));
+ monsters[l][m]->strength = stringtoint(strtok(NULL, "~"));
+ monsters[l][m]->gold = stringtoint(strtok(NULL, "~"));
+ monsters[l][m]->exp = stringtoint(strtok(NULL, "~"));
+ monsters[l][m]->maxhp = stringtoint(strtok(NULL, "~"));
+ monsters[l][m]->hp = monsters[l][m]->maxhp;
+ strcpy(monsters[l][m]->death, strtok(NULL, ""));
+ m++;
+ }
+ }
+ }
+ delete [] buf;
+return true;
+}
+
+// this will be hash.cpp start
+// thank you wcampbel
+unsigned long HASH(const unsigned char *name, int size_of_table)
+{
+ unsigned long h = 0, g;
+
+ while (*name)
+ {
+ h = (h << 4) + tolower(*name++);
+ if ((g = (h & 0xF0000000)))
+ h ^= g >> 24;
+ h &= ~g;
+ }
+ return h % size_of_table;
+}
+
+// this will be hash.cpp end