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);
void do_stats(char *u);
void do_store(char *u);
void do_tavern(char *u);
+void do_use(char *u);
void see_master(char *u);
void showstats(const char *u, const char *nick);
void showinventory(aClient *from, aClient *to = NULL);
void showBankBalance(const char *u);
+void end_turn(aClient *user);
#define WNA 16
char *weapons[WNA] = { "Fists", "Stick", "Dagger", "Quarterstaff", "Short Sword",
do_attack(source);
} else if (stricmp(cmd, "RUN") == 0) {
do_run(source);
+ } else if (stricmp(cmd, "USE") == 0) {
+ do_use(source);
} else if (stricmp(cmd, "HEAL") == 0) {
do_heal(source);
} else if (stricmp(cmd, "INVENTORY") == 0) {
battle->stats->hp);
notice(s_GameServ, u, "Here are your commands:");
- notice(s_GameServ, u, "/msg %s attack", s_GameServ);
- notice(s_GameServ, u, "/msg %s run", s_GameServ);
+ notice(s_GameServ, u, "/msg %S attack");
+ notice(s_GameServ, u, "/msg %S run");
+ notice(s_GameServ, u, "What will you do?");
+ }
+}
+void display_players(aClient *user)
+{
+ char *u = user->getNick();
+ if (is_playing(user) && player_fight(user))
+ {
+ aClient *battle = user->stats->battle;
+ notice(s_GameServ, u, "Your Hitpoints: \ 2%d\ 2", user->stats->hp);
+ notice(s_GameServ, u, "%s's Hitpoints: \ 2%d\ 2", battle->getNick(), battle->stats->hp);
+ notice(s_GameServ, u, "Here are your commands:");
+ notice(s_GameServ, u, "/msg %S attack");
+ notice(s_GameServ, u, "/msg %S run");
notice(s_GameServ, u, "What will you do?");
}
}
display_players(u);
}
}
+void do_use(char *u)
+{
+ aClient *user;
+ Pouch *p;
+
+ char *item = strtok(NULL, " ");
+
+ if (!item)
+ {
+ notice(s_GameServ, u, "SYNTAX: USE ITEM");
+ notice(s_GameServ, u, "Type /msg %S HELP USE for more information.");
+ return;
+ }
+ else if (!(user = find(u)))
+ {
+ notice(s_GameServ, u, "Fatal Error in do_use. Contact a(n) %S Admin");
+ return;
+ }
+ else if (!is_playing(user))
+ {
+ notice(s_GameServ, u, "You must be playing to use items!");
+ return;
+ }
+
+ p = &user->stats->inventory;
+
+ if (stricmp(item, "HEALTH") == 0)
+ {
+ if (p->Healing() <= 0)
+ {
+ notice(s_GameServ, u, "You are out of Health Potions!");
+ return;
+ }
+ int oldhealth = user->stats->hp;
+ notice(s_GameServ, u, "You hastiliy gulp down the flask of cool life-giving waters.");
+ notice(s_GameServ, u, "Rejuvination spreads throughout your body.");
+ user->stats->hp += (10 * user->stats->level) + (rand() % 10) * user->stats->level;
+ notice(s_GameServ, u, "You gain %d HP!", user->stats->hp - oldhealth);
+ p->decHealing();
+ }
+ else if (stricmp(item, "STRENGTH") == 0)
+ {
+ if (p->Strength() <= 0)
+ {
+ notice(s_GameServ, u, "You are out of Strength Potions!");
+ return;
+ }
+ int oldstrength = user->stats->strength;
+ notice(s_GameServ, u, "As you grip the flask containing pure power, you feel adrenaline coarse through your veins!");
+ notice(s_GameServ, u, "In one swallow you drink the potion and feel your muscle fibers bulging andgrowing!");
+ user->stats->strength += rand() % 3;
+ notice(s_GameServ, u, "You gain %d Strength points!", user->stats->strength - oldstrength);
+ p->decStrength();
+ }
+ else if (stricmp(item, "DEFENSE") == 0)
+ {
+ if (p->Defense() <= 0)
+ {
+ notice(s_GameServ, u, "You are out of Defense Potions!");
+ return;
+ }
+ int olddefense = user->stats->strength;
+ notice(s_GameServ, u, "You drink the foul tasting viscous liquid while pinching your nose in disgust.");
+ notice(s_GameServ, u, "It tasted bad, but you feel like you are unbeatable!");
+ user->stats->defense += rand() % 3;
+ notice(s_GameServ, u, "You gain %d Defense points!", user->stats->defense - olddefense);
+ p->decDefense();
+ }
+
+ end_turn(user); // If they're fighting, end their turn
+}
void do_run(char *u)
{
aClient *user;
}
p->battle = NULL;
}
+
+void end_turn(aClient *user)
+{
+ char *nick, *u = user->getNick();
+ Monster *fight;
+ aClient *battle;
+ int mhit;
+
+ nick = new char[strlen(user->getNick()) + 1];
+
+ if (!user || !is_playing(user) || !is_fighting(user))
+ goto endturn;
+
+ if (!player_fight(user) && !master_fight(user))
+ fight = user->stats->fight;
+ else
+ fight = user->stats->master;
+ battle = user->stats->battle;
+
+ if (!player_fight(user))
+ {
+ // Opponent's Hit
+ mhit = (fight->strength / 2) +
+ (rand() % (fight->strength / 2) - (user->stats->defense +
+ arbonus[user->stats->armor]));
+ }
+ else
+ {
+ // Opponent's Hit
+ mhit = (((battle->stats->strength + webonus[battle->stats->weapon]) / 2) +
+ (rand() % ((battle->stats->strength + webonus[battle->stats->weapon])) / 2) -
+ (user->stats->defense + arbonus[user->stats->armor]));
+ }
+ if (!player_fight(user))
+ {
+
+ if (mhit > 0)
+ {
+ notice(s_GameServ, u, "\1f%s\1f attacks with their \1f%s\1f for \ 2%d\ 2 damage!",
+ fight->name, fight->weapon, mhit);
+ }
+ else if (mhit <= 0)
+ notice(s_GameServ, u, "%s completely misses you!", fight->name);
+
+ if (mhit >= user->stats->hp)
+ {
+ if (!master_fight(user))
+ {
+ notice(s_GameServ, u, "You have been \ 2\1fkilled\1f\ 2 by %s!", fight->name);
+ notice(s_GameServ, u, "You lose all gold on hand and lose 10 percent "\
+ "of your experience!");
+ user->stats->gold = 0;
+ user->stats->exp -= (long int)(user->stats->exp * .10);
+ user->stats->fight = NULL;
+ user->stats->alive = false;
+ goto endturn;
+ }
+ else
+ {
+ notice(s_GameServ, u, "%s has bested you! You will have to wait "\
+ "until tomorrow to try again", user->stats->master->name);
+ user->stats->fight = NULL;
+ user->stats->master = NULL;
+ goto endturn;
+ }
+ }
+ else
+ {
+ if (mhit > 0)
+ user->stats->hp -= mhit;
+ display_monster(u);
+ goto endturn;
+ }
+ }
+ else
+ {
+ user->stats->yourturn = 0;
+ battle->stats->yourturn = 1;
+ display_players(battle);
+ }
+endturn:
+ delete nick;
+}
+
void do_attack(char *u)
{
int hit, mhit;
Monster *fight; // The monster they may be fighting
if (!(ni = find(u)))
+ {
+ notice(s_GameServ, u, "Fatal error in do_attack. Contact a(n) %S admin for help.");
+ return;
+ }
+ else if (!is_playing(ni))
{
notice(s_GameServ, u, "You're not playing!");
return;
}
- else if (!ni->stats->fight && !ni->stats->battle && !ni->stats->master)
+ else if (!is_fighting(ni))
{
notice(s_GameServ, u, "You're not in battle!");
return;