$titan = titans_load_battle($titanid); titans_show_log($titan); if ($battle) { include_once "battle.php"; if (httpget('op') == "run") { titans_leave_battle($titan); redirect("runmodule.php?module=worldmapen&op=continue&fledtitan=true"); } if ($victory || $titan['creature']['creaturehealth'] < 1) { //kill the titan $titan = titans_kill_titan($titan); } else { if ($defeat) { titans_save_battle($titan); titans_show_comrades($titan); titans_leave_battle_ko($titan); require_once "lib/forestoutcomes.php"; forestdefeat(array($badguy), ", a Titan"); //set the player's Location properly so they don't get bumped back to IC $session['user']['location'] = get_module_pref("lastCity", "worldmapen"); } else { require_once "lib/fightnav.php"; fightnav(true, true, "runmodule.php?module=titans&titanop=battle&titanid=" . $titanid, true); } } } if (!$titan['battlelog']['killed']) { titans_save_battle($titan); } titans_show_comrades($titan); page_footer();
function worldmapen_run_real() { global $session, $badguy, $pvptimeout, $options, $outdoors, $shady; $outdoors = true; $op = httpget("op"); $battle = false; if ($op == 'move' && rawurldecode(httpget('oloc')) != get_module_pref('worldXYZ')) { debug(get_module_pref('worldXYZ')); $op = 'continue'; httpset('op', $op); } // debug("Worldmap running op={$op} ..."); // handle the admin editor first if ($op == "edit") { if (!get_module_pref("canedit")) { check_su_access(SU_EDIT_USERS); } if (get_module_setting("worldmapenInstalled") != 1) { set_module_setting('worldmapenInstalled', "1"); worldmapen_defaultcityloc(); } worldmapen_editor(); } if ($op == "destination") { $cname = httpget("cname"); $session['user']['location'] = $cname; addnav(array("Enter %s", $cname), "village.php"); output("`c`4`bYou've Arrived in %s.`b`0`c`n", $cname); output("`cYou have reached the outer gates of the city.`c"); } if (!get_module_setting("worldmapenInstalled")) { page_header("A rip in the fabric of space and time"); require_once "lib/villagenav.php"; villagenav(); output("`^The admins of this game haven't yet finished installing the worldmapen module."); output("You should send them a petition and tell them that they forgot to generate the initial locations of the cities."); output("Until then, you are kind of stuck here, so I hope you like where you are.`n`n"); output("After all, remember:`nWherever you go, there you are.`0"); page_footer(); } $subop = httpget("subop"); $act = httpget("act"); $type = httpget("type"); $name = httpget("name"); $direction = httpget("dir"); $su = httpget("su"); $buymap = httpget("buymap"); $worldmapCostGold = get_module_setting("worldmapCostGold"); $pvp = httpget('pvp'); require_once "lib/events.php"; if ($session['user']['specialinc'] != "" || httpget("eventhandler")) { $in_event = handle_event(get_module_setting("randevent"), "runmodule.php?module=worldmapen&op=continue&", "Travel"); if ($in_event) { addnav("Continue", "runmodule.php?module=worldmapen&op=continue"); module_display_events(get_module_setting("randevent"), "runmodule.php?module=worldmapen&op=continue"); page_footer(); } } page_header("Journey"); //is the player looking at chat? if (httpget('comscroll') || httpget('comscroll') === 0 || httpget('comment') || httpget('refresh')) { $chatoverride = 1; require_once "lib/commentary.php"; addcommentary(); $loc = get_module_pref("worldXYZ", "worldmapen"); viewcommentary("mapchat-" . $loc, "Chat with others who walk this path...", 25); } if ($op == "beginjourney") { $loc = $session['user']['location']; $x = get_module_setting($loc . "X"); $y = get_module_setting($loc . "Y"); $z = get_module_setting($loc . "Z"); $xyz = $x . "," . $y . "," . $z; set_module_pref("worldXYZ", $xyz); output("`b`&The gates of %s`& stand closed behind you.`0`b`n`n", $session['user']['location']); $num = e_rand(1, 5); $msg = get_module_setting("leaveGates{$num}"); output("`c`n`^%s`0`n`c`n", $msg); worldmapen_determinenav(); if (get_module_setting("smallmap")) { worldmapen_viewsmallmap(); } if (!$chatoverride) { require_once "lib/commentary.php"; addcommentary(); $loc = get_module_pref("worldXYZ", "worldmapen"); viewcommentary("mapchat-" . $loc, "Chat with others who walk this path...", 25); } worldmapen_viewmapkey(true, false); module_display_events(get_module_setting("randevent"), "runmodule.php?module=worldmapen&op=continue"); $loc = get_module_pref('worldXYZ'); list($x, $y, $z) = explode(",", $loc); $t = worldmapen_getTerrain($x, $y, $z); //debug($t); if ($t['type'] == "Forest") { $shady = true; } } elseif ($op == "continue") { checkday(); worldmapen_determinenav(); if (get_module_setting("smallmap")) { worldmapen_viewsmallmap(); } if (!$chatoverride) { require_once "lib/commentary.php"; addcommentary(); $loc = get_module_pref("worldXYZ", "worldmapen"); viewcommentary("mapchat-" . $loc, "Chat with others who walk this path...", 25); } worldmapen_viewmapkey(true, false); $loc = get_module_pref('worldXYZ'); list($x, $y, $z) = explode(",", $loc); $t = worldmapen_getTerrain($x, $y, $z); //debug($t); if ($t['type'] == "Forest") { $shady = true; } //Turns Trading bit, added by CavemanJoe } elseif ($op == "tradeturn") { checkday(); $pointstrade = get_module_setting("turntravel"); output("You can trade one Turn for %s Travel Points. Do you want to do this now?", $pointstrade); addnav("Yes, use a turn", "runmodule.php?module=worldmapen&op=tradeturnconfirm"); addnav("No, cancel and return to the map", "runmodule.php?module=worldmapen&op=continue"); } elseif ($op == "tradeturnconfirm") { $pointstrade = get_module_setting("turntravel"); output("By conserving energy that you would have otherwise used for fighting creatures, you have gained %s Travel Points.", $pointstrade); $session['user']['turns']--; $ttoday = get_module_pref("traveltoday", "cities"); set_module_pref("traveltoday", $ttoday - $pointstrade, "cities"); addnav("Continue", "runmodule.php?module=worldmapen&op=continue"); } elseif ($op == "move" && !$chatoverride) { checkday(); if ($session['user']['location'] != 'World') { set_module_pref("lastCity", $session['user']['location']); $session['user']['location'] = "World"; } $session['user']['restorepage'] = "runmodule.php?module=worldmapen&op=continue"; $loc = get_module_pref('worldXYZ'); list($x, $y, $z) = explode(",", $loc); if ($direction == "north") { $y += 1; } if (get_module_setting("compasspoints") == "1" and $direction == "northeast") { $y += 1; $x += 1; } if (get_module_setting("compasspoints") == "1" and $direction == "northwest") { $y += 1; $x -= 1; } if ($direction == "east") { $x += 1; } if ($direction == "south") { $y -= 1; } if (get_module_setting("compasspoints") == "1" and $direction == "southeast") { $y -= 1; $x += 1; } if (get_module_setting("compasspoints") == "1" and $direction == "southwest") { $y -= 1; $x -= 1; } if ($direction == "west") { $x -= 1; } $terraincost = worldmapen_terrain_cost($x, $y, $z); $encounterbase = worldmapen_encounter($x, $y, $z); $encounterchance = get_module_pref("encounterchance"); $encounter = $encounterbase * $encounterchance / 100; debug($encounterbase . " * " . $encounterchance . " / 100 = " . $encounter); $ttoday = get_module_pref("traveltoday", "cities"); set_module_pref("traveltoday", $ttoday + $terraincost, "cities"); worldmapen_terrain_takestamina($x, $y, $z); $xyz = $x . "," . $y . "," . $z; set_module_pref("worldXYZ", $xyz); // $randchance = get_module_setting("randchance"); // if (e_rand(0,100) < $randchance){ // $eventravel = "travel"; // set_module_setting("randevent", $eventravel); // }else{ // $eventravel = "forest"; // set_module_setting("randevent", $eventravel); // } //Extra Gubbins pertaining to trading Turns for Travel, added by Caveman Joe $useturns = get_module_setting("useturns"); $allowzeroturns = get_module_setting("allowzeroturns"); $playerturns = $session['user']['turns']; $proceed = 1; //the Proceed value is used when the player has hit a monster, to make sure it's okay to actually run the event/monster. if ($playerturns == 0 && $allowzeroturns == 0) { $proceed = 0; } if (e_rand(0, 100) < $encounter && $su != '1' && $proceed == 1 && !$chatoverride) { // They've hit a monster! if (module_events(get_module_setting("randevent"), get_module_setting("wmspecialchance"), "runmodule.php?module=worldmapen&op=continue&") != 0) { page_header("Something Special!"); if (checknavs()) { page_footer(); } else { // Reset the special for good. $session['user']['specialinc'] = ""; $session['user']['specialmisc'] = ""; $skipvillagedesc = true; $op = ""; httpset("op", ""); addnav("Continue", "runmodule.php?module=worldmapen&op=continue&"); module_display_events(get_module_setting("randevent"), "runmodule.php?module=worldmapen&op=continue"); page_footer(); } } //Check if we're removing a turn when the player encounters a monster, and if so, do it if ($useturns == 1) { $session['user']['turns']--; } //Fix to only search for Forest type creatures, added by CavemanJoe $sql = "SELECT * FROM " . db_prefix("creatures") . " WHERE creaturelevel = '{$session['user']['level']}' AND forest = 1 ORDER BY rand(" . e_rand() . ") LIMIT 1"; $result = db_query($sql); restore_buff_fields(); if (db_num_rows($result) == 0) { // There is nothing in the database to challenge you, // let's give you a doppleganger. $badguy = array(); $badguy['creaturename'] = "An evil doppleganger of " . $session['user']['name']; $badguy['creatureweapon'] = $session['user']['weapon']; $badguy['creaturelevel'] = $session['user']['level']; $badguy['creaturegold'] = rand($session['user']['level'] * 15, $session['user']['level'] * 30); $badguy['creatureexp'] = round($session['user']['experience'] / 10, 0); $badguy['creaturehealth'] = $session['user']['maxhitpoints']; $badguy['creatureattack'] = $session['user']['attack']; $badguy['creaturedefense'] = $session['user']['defense']; } else { $badguy = db_fetch_assoc($result); require_once "lib/forestoutcomes.php"; $badguy = buffbadguy($badguy); } calculate_buff_fields(); $badguy['playerstarthp'] = $session['user']['hitpoints']; $badguy['diddamage'] = 0; $badguy['type'] = 'world'; //debug("Worldmap run.php is debugging badguy"); //debug($badguy); $session['user']['badguy'] = createstring($badguy); $battle = true; } else { // $args = modulehook("count-travels", array('available'=>0, 'used'=>0)); // $free = max(0, $args['available'] - $args['used']); // if (get_module_setting("usestamina")==1){ // output("`c`nYou think to yourself what a nice day it is.`c`n"); // } else { // output("`c`nYou think to yourself what a nice day it is.`nYou have %s Travel Points remaining.%s`c`n",$free); // } $free = 100; worldmapen_determinenav(); if (get_module_setting("smallmap")) { worldmapen_viewsmallmap(); } if (!$chatoverride) { require_once "lib/commentary.php"; addcommentary(); $loc = get_module_pref("worldXYZ", "worldmapen"); viewcommentary("mapchat-" . $loc, "Chat with others who walk this path...", 25); } worldmapen_viewmapkey(true, false); module_display_events(get_module_setting("randevent"), "runmodule.php?module=worldmapen&op=continue"); } $loc = get_module_pref('worldXYZ'); list($x, $y, $z) = explode(",", $loc); $t = worldmapen_getTerrain($x, $y, $z); //debug($t); if ($t['type'] == "Forest") { $shady = true; } } elseif ($op == "gypsy") { $outdoors = false; if ($buymap == '') { output("`5\"`!Ah, yes. An adventurer. I could tell by looking into your eyes,`5\" the gypsy says.`n"); output("\"`!Many people have lost their way while journeying without a guide such as this."); output("It will let you see all the world.`5\"`n"); output("\"`!Yes, yes. Let's see... What sort of price should we put on this?"); output("Hmm. How about `^%s`! gold?`5\"", $worldmapCostGold); addnav(array("Buy World Map `0(`^%s gold`0)", $worldmapCostGold), "runmodule.php?module=worldmapen&op=gypsy&buymap=yes"); addnav("Forget it", "village.php"); } elseif ($buymap == 'yes') { if ($session['user']['gold'] < $worldmapCostGold) { output("`5\"`!What do you take me for? A blind hag? Come back when you have the money`5\""); addnav("Leave quickly", "village.php"); } else { output("`5\"`!Enjoy your newfound sight,`5\" the gypsy says as she walks away to greet some patrons that have just strolled in."); $session['user']['gold'] -= $worldmapCostGold; set_module_pref("worldmapbuy", 1); require_once "lib/villagenav.php"; villagenav(); } } } elseif ($op == "viewmap") { worldmapen_determinenav(); worldmapen_viewmap(true); if (is_module_active("medals")) { require_once "modules/medals.php"; medals_award_medal("boughtmap", "Bearer of the Map", "This player purchased the World Map from the Comms Tent!", "medal_islandmap.png"); } } elseif ($op == "camp") { if ($session['user']['loggedin']) { $session['user']['loggedin'] = 0; $session['user']['restorepage'] = "runmodule.php?module=worldmapen&op=wake"; saveuser(); invalidatedatacache("charlisthomepage"); invalidatedatacache("list.php-warsonline"); } $session = array(); redirect("index.php", "Redirected to Index from World Map"); } elseif ($op == "wake") { if ($session['user']['hitpoints'] > 0) { // runmodule.php calls do_forced_nav, $session['user']['alive'] = true; // and that resets ['alive'], so } else { // this is from common.php to make sure $session['user']['alive'] = false; // the player is not half-dead after log-in. } output("You yawn and stretch and look around your campsite.`n`n"); output("Ah, how wonderful it is to sleep in the open air!`n"); output("The world seems full of possibilities today.`n`n"); checkday(); worldmapen_determinenav(); if (get_module_setting("smallmap")) { worldmapen_viewsmallmap(); } if (!$chatoverride) { require_once "lib/commentary.php"; addcommentary(); $loc = get_module_pref("worldXYZ", "worldmapen"); viewcommentary("mapchat-" . $loc, "Chat with others who walk this path...", 25); } worldmapen_viewmapkey(true, false); $loc = get_module_pref('worldXYZ'); list($x, $y, $z) = explode(",", $loc); $t = worldmapen_getTerrain($x, $y, $z); //debug($t); if ($t['type'] == "Forest") { $shady = true; } } elseif ($op == "combat") { // Okay, we've picked a person to fight. require_once "lib/pvpsupport.php"; $name = httpget("name"); $badguy = setup_target($name); $failedattack = false; if ($badguy === false) { output("`0`n`nYou survey the area again.`n"); worldmapen_determinenav(); } else { $battle = true; $badguy['type'] = 'pvp'; //$options['type'] = 'pvp'; $session['user']['badguy'] = createstring($badguy); $session['user']['playerfights']--; } } elseif ($op == "fight" || $op == "run") { if (!$chatoverride && !httpget("frombio")) { $battle = true; } else { worldmapen_determinenav(); if (get_module_setting("smallmap")) { worldmapen_viewsmallmap(); } worldmapen_viewmapkey(true, false); } // $args = modulehook("count-travels", array('available'=>0,'used'=>0)); // $free = max(0, $args['available'] - $args['used']); // if (get_module_setting("usestamina")==1){ $free = 100; // } if ($op == "run" && !$pvp) { if (!$chatoverride) { if (e_rand(1, 5) < 3 && $free) { // They managed to get away. output("You set off running at a breakneck pace!`n`n"); output("A short time later, you have managed to avoid your opponent, so you stop to catch your breath."); $ttoday = get_module_pref("traveltoday", "cities"); set_module_pref("traveltoday", $ttoday + 1, "cities"); output("As you look around, you realize that all you really managed was to run in circles."); $battle = false; worldmapen_determinenav(); if (get_module_setting("smallmap")) { worldmapen_viewsmallmap(); } require_once "lib/commentary.php"; addcommentary(); $loc = get_module_pref("worldXYZ", "worldmapen"); viewcommentary("mapchat-" . $loc, "Chat with others who walk this path...", 25); worldmapen_viewmapkey(true, false); } else { output("You try to run, but you don't manage to get away!`n"); $op = "fight"; httpset('op', $op); } } else { if (get_module_setting("smallmap")) { worldmapen_viewsmallmap(); } require_once "lib/commentary.php"; addcommentary(); $loc = get_module_pref("worldXYZ", "worldmapen"); viewcommentary("mapchat-" . $loc, "Chat with others who walk this path...", 25); worldmapen_determinenav(); worldmapen_viewmapkey(true, false); } } elseif ($op == "run" && $pvp) { output("Your pride prevents you from running"); $op = "fight"; httpset('op', $op); } $loc = get_module_pref('worldXYZ'); list($x, $y, $z) = explode(",", $loc); $t = worldmapen_getTerrain($x, $y, $z); //debug($t); if ($t['type'] == "Forest") { $shady = true; } } if ($battle) { include_once "battle.php"; if (isset($enemies) && !$pvp) { $badguy =& $enemies; } if ($victory) { if ($pvp) { require_once "lib/pvpsupport.php"; $aliveloc = $badguy['location']; pvpvictory($badguy, $aliveloc, $options); addnews("`4%s`3 defeated `4%s`3 while they were camped in the wilderness.`0", $session['user']['name'], $badguy['creaturename']); $badguy = array(); } else { if (!$chatoverride && !httpget('frombio')) { //is talking require_once "lib/forestoutcomes.php"; forestvictory($badguy, false); } } //has just beaten a badguy worldmapen_determinenav(); if (get_module_setting("smallmap")) { worldmapen_viewsmallmap(); } if (!$chatoverride) { require_once "lib/commentary.php"; addcommentary(); $loc = get_module_pref("worldXYZ", "worldmapen"); viewcommentary("mapchat-" . $loc, "Chat with others who walk this path...", 25); } worldmapen_viewmapkey(true, false); } elseif ($defeat) { // Reset the players body to the last city they were in $session['user']['location'] = get_module_pref('lastCity'); if ($pvp) { require_once "lib/pvpsupport.php"; require_once "lib/taunt.php"; $killedloc = $badguy['location']; $taunt = select_taunt(); pvpdefeat($badguy, $killedloc, $taunt, $options); addnews("`4%s`3 was defeated while attacking `4%s`3 as they were camped in the wilderness.`0`n%s", $session['user']['name'], $badguy['creaturename'], $taunt); } else { require_once "lib/forestoutcomes.php"; forestdefeat($badguy, "in the wild"); } output("`n`n`&You are sure that someone, sooner or later, will stumble over your corpse and return it to %s`& for you.`0", $session['user']['location']); } else { require_once "lib/fightnav.php"; $allow = true; $extra = ""; if ($pvp) { $allow = false; $extra = "pvp=1&"; } fightnav($allow, $allow, "runmodule.php?module=worldmapen&{$extra}"); } } page_footer(); }
require_once "modules/titans/lib/lib.php"; page_header("Titans!"); //battle - do this in a function in the lib file? $titan = titans_load_battle(1); titans_show_log($titan); if ($battle) { include_once "battle.php"; if (httpget('op') == "run") { titans_leave_battle($titan); redirect("runmodule.php?module=worldmapen&op=continue&fledtitan=true"); } if ($victory) { //award player with exp //send players Req to their bank based on the battlelog } else { if ($defeat) { titans_save_battle($titan); titans_show_comrades($titan); titans_leave_battle($titan); require_once "lib/forestoutcomes.php"; forestdefeat($badguy, ", a Titan"); } else { require_once "lib/fightnav.php"; fightnav(true, true, "runmodule.php?module=titans&titanop=beta"); } } } titans_save_battle($titan); titans_show_comrades($titan); addnav("Village", "village.php"); page_footer();
if (httpget('auto') != "") { httpset('op', 'fight'); $op = 'fight'; } } } } if ($op == "fight" || $op == "run" || $op == "newtarget") { $battle = true; } if ($battle) { require_once "battle.php"; if ($victory) { require_once "lib/forestoutcomes.php"; $op = ""; httpset('op', ""); forestvictory($newenemies, isset($options['denyflawless']) ? $options['denyflawless'] : false); $dontdisplayforestmessage = true; } elseif ($defeat) { require_once "lib/forestoutcomes.php"; forestdefeat($newenemies); } else { fightnav(); } } if ($op == "") { // Need to pass the variable here so that we show the forest message // sometimes, but not others. forest($dontdisplayforestmessage); } page_footer();
function cities_run() { global $session; $op = httpget("op"); $city = urldecode(httpget("city")); $continue = httpget("continue"); $danger = httpget("d"); $su = httpget("su"); if ($op != "faq") { require_once "lib/forcednavigation.php"; do_forced_nav(false, false); } // I really don't like this being out here, but it has to be since // events can define their own op=.... and we might need to handle them // otherwise things break. require_once "lib/events.php"; if ($session['user']['specialinc'] != "" || httpget("eventhandler")) { $in_event = handle_event("travel", "runmodule.php?module=cities&city=" . urlencode($city) . "&d={$danger}&continue=1&", "Travel"); if ($in_event) { addnav("Continue", "runmodule.php?module=cities&op=travel&city=" . urlencode($city) . "&d={$danger}&continue=1"); module_display_events("travel", "runmodule.php?module=cities&city=" . urlencode($city) . "&d={$danger}&continue=1"); page_footer(); } } if ($op == "travel") { $args = modulehook("count-travels", array('available' => 0, 'used' => 0)); $free = max(0, $args['available'] - $args['used']); if ($city == "") { require_once "lib/villagenav.php"; page_header("Travel"); //modulehook("collapse{", array("name"=>"traveldesc")); output("`%Travelling the world can be a dangerous occupation."); output("Although other villages might offer things not found in your current one, getting from village to village is no easy task, and might subject you to various dangerous creatures or brigands."); output("Be sure you're willing to take on the adventure before you set out, as not everyone arrives at their destination intact."); output("Also, pay attention to the signs, some roads are safer than others.`n"); //modulehook("}collapse"); addnav("Forget about it"); villagenav(); modulehook("pre-travel"); if (!($session['user']['superuser'] & SU_EDIT_USERS) && $session['user']['turns'] <= 0 && $free == 0) { // this line rewritten so as not to clash with the hitch module. output("`nYou don't feel as if you could face the prospect of walking to another city today, it's far too exhausting.`n"); } else { addnav("Travel"); modulehook("travel"); } module_display_events("travel", "runmodule.php?module=cities&city=" . urlencode($city) . "&d={$danger}&continue=1"); page_footer(); } else { if ($continue != "1" && $su != "1" && !get_module_pref("paidcost")) { set_module_pref("paidcost", 1); if ($free > 0) { // Only increment travel used if they are still within // their allowance. set_module_pref("traveltoday", get_module_pref("traveltoday") + 1); //do nothing, they're within their travel allowance. } elseif ($session['user']['turns'] > 0) { $session['user']['turns']--; } else { output("Hey, looks like you managed to travel with out having any forest fights. How'd you swing that?"); debuglog("Travelled with out having any forest fights, how'd they swing that?"); } } // Let's give the lower DK people a slightly better chance. $dlevel = cities_dangerscale($danger); if (e_rand(0, 100) < $dlevel && $su != '1') { //they've been waylaid. if (module_events("travel", get_module_setting("travelspecialchance"), "runmodule.php?module=cities&city=" . urlencode($city) . "&d={$danger}&continue=1&") != 0) { page_header("Something Special!"); if (checknavs()) { page_footer(); } else { // Reset the special for good. $session['user']['specialinc'] = ""; $session['user']['specialmisc'] = ""; $skipvillagedesc = true; $op = ""; httpset("op", ""); addnav("Continue", "runmodule.php?module=cities&op=travel&city=" . urlencode($city) . "&d={$danger}&continue=1"); module_display_events("travel", "runmodule.php?module=cities&city=" . urlencode($city) . "&d={$danger}&continue=1"); page_footer(); } } $args = array("soberval" => 0.9, "sobermsg" => "`&Facing your bloodthirsty opponent, the adrenaline rush helps to sober you up slightly.", "schema" => "module-cities"); modulehook("soberup", $args); require_once "lib/forestoutcomes.php"; $sql = "SELECT * FROM " . db_prefix("creatures") . " WHERE creaturelevel = '{$session['user']['level']}' AND forest = 1 ORDER BY rand(" . e_rand() . ") LIMIT 1"; $result = db_query($sql); restore_buff_fields(); if (db_num_rows($result) == 0) { // There is nothing in the database to challenge you, // let's give you a doppleganger. $badguy = array(); $badguy['creaturename'] = "An evil doppleganger of " . $session['user']['name']; $badguy['creatureweapon'] = $session['user']['weapon']; $badguy['creaturelevel'] = $session['user']['level']; $badguy['creaturegold'] = 0; $badguy['creatureexp'] = round($session['user']['experience'] / 10, 0); $badguy['creaturehealth'] = $session['user']['maxhitpoints']; $badguy['creatureattack'] = $session['user']['attack']; $badguy['creaturedefense'] = $session['user']['defense']; } else { $badguy = db_fetch_assoc($result); $badguy = buffbadguy($badguy); } calculate_buff_fields(); $badguy['playerstarthp'] = $session['user']['hitpoints']; $badguy['diddamage'] = 0; $badguy['type'] = 'travel'; $session['user']['badguy'] = createstring($badguy); $battle = true; } else { set_module_pref("paidcost", 0); //they arrive with no further scathing. $session['user']['location'] = $city; redirect("village.php", "Redirected to Village from Multiple Cities module"); } } } elseif ($op == "fight" || $op == "run") { if ($op == "run" && e_rand(1, 5) < 3) { // They managed to get away. page_header("Escape"); output("You set off running through the forest at a breakneck pace heading back the way you came.`n`n"); $coward = get_module_setting("coward"); if ($coward) { modulehook("cities-usetravel", array("foresttext" => array("In your terror, you lose your way and become lost, losing time for a forest fight.`n`n", $session['user']['location']), "traveltext" => array("In your terror, you lose your way and become lost, losing precious travel time.`n`n", $session['user']['location']))); } output("After running for what seems like hours, you finally arrive back at %s.", $session['user']['location']); addnav(array("Enter %s", $session['user']['location']), "village.php"); page_footer(); } $battle = true; } elseif ($op == "faq") { cities_faq(); } elseif ($op == "") { page_header("Travel"); output("A divine light ends the fight and you return to the road."); addnav("Continue your journey", "runmodule.php?module=cities&op=travel&city=" . urlencode($city) . "&continue=1&d={$danger}"); module_display_events("travel", "runmodule.php?module=cities&city=" . urlencode($city) . "&d={$danger}&continue=1"); page_footer(); } if ($battle) { page_header("You've been waylaid!"); require_once "battle.php"; if ($victory) { require_once "lib/forestoutcomes.php"; forestvictory($newenemies, "This fight would have yielded an extra turn except it was during travel."); addnav("Continue your journey", "runmodule.php?module=cities&op=travel&city=" . urlencode($city) . "&continue=1&d={$danger}"); module_display_events("travel", "runmodule.php?module=cities&city=" . urlencode($city) . "&d={$danger}&continue=1"); } elseif ($defeat) { require_once "lib/forestoutcomes.php"; forestdefeat($newenemies, array("travelling to %s", $city)); } else { require_once "lib/fightnav.php"; fightnav(true, true, "runmodule.php?module=cities&city=" . urlencode($city) . "&d={$danger}"); } page_footer(); } }
function onslaught_run() { global $session, $battle, $enemies; global $companions, $companion, $newcompanions; debug($session['user']['location']); switch (httpget('op')) { case "lookaround": page_header("What's the situation?"); $rawnum = onslaught_nummonsters(); require_once "lib/dialogue.php"; $vague = vagueify($rawnum); output("Taking a moment during a lull in the fighting to look around, you'd say as a rough estimate that there are between %s and %s monsters rampaging through the Outpost.`n`n", $vague['low'], $vague['high']); $playercount = 0; output("Looking around you, you can see the following players engaged in battle alongside you:`n"); $sql = "SELECT name,acctid,level FROM " . db_prefix("accounts") . " WHERE locked=0 AND loggedin=1 AND alive=1 AND location='" . $session['user']['location'] . "' AND laston>'" . date("Y-m-d H:i:s", strtotime("-" . getsetting("LOGINTIMEOUT", 900) . " seconds")) . "' ORDER BY level DESC"; $result = db_query($sql); while ($row = db_fetch_assoc($result)) { $playercount++; output("`0%s`0`n", $row['name']); } if (!$playercount) { output("`bNobody!`b You're fighting all on your lonesome!`n`n"); } else { output_notl("`n"); } $def = onslaught_checkwalls(); output("You take a quick glance at the walls, and see they've got %s hitpoints, whatever the hell a \"hitpoint\" is.`n`n", $def); $breakchance = e_rand(0, 100); if ($breakchance > 50) { addnav("What will you do?"); addnav("Reinforce the defences", "runmodule.php?module=onslaught&op=reinforce"); addnav("Get back into the fight", "runmodule.php?module=onslaught&op=start&nodesc=1"); addnav("Run outside and let the Outpost fend for itself", "runmodule.php?module=onslaught&op=runmap"); } else { addnav("And here comes another monster!"); addnav("Fight!", "runmodule.php?module=onslaught&op=continue&nodesc=1"); } break; case "reinforce": page_header("Outpost Walls"); $lv = onslaught_checkmonsters(); $num = onslaught_nummonsters(); $def = onslaught_checkwalls(); output("`0You take a look at the Outpost walls. Fortunately there are some lengths of timber, a hammer, and some nails sat conveniently next to a portion that's looking a little worse for wear.`n`nThis Outpost's hitpoints: `b%s`b`n`n", number_format($def)); $stopchance = e_rand(0, 100); if ($lv > 100 && $def < $num && $stopchance > 80) { output("Before you have a chance to pick up the hammer, you hear the sound of approaching thunderous footsteps from behind you! You whirl around, dropping the hammer and drawing your weapon, to see a slavering beast bearing down upon you!`n`n"); addnav("Oh dear..."); addnav("Fight!", "runmodule.php?module=onslaught&op=start&nodesc=1"); } else { addnav("What will you do?"); require_once "modules/staminasystem/lib/lib.php"; $cost = stamina_getdisplaycost("Reinforcement"); addnav(array("Reinforce the defences (`Q%s%%`0)", $cost), "runmodule.php?module=onslaught&op=reinforceconfirm"); addnav("Return to the Outpost", "village.php"); } break; case "reinforceconfirm": $iterations = httpget('iterations'); if (!$iterations) { $iterations = 1; } page_header("Outpost Walls"); $lv = onslaught_checkmonsters(); $num = onslaught_nummonsters(); output("`0You pick up the hammer and nails, and set about reinforcing the walls with new wood.`n`n"); require_once "modules/staminasystem/lib/lib.php"; for ($i = 0; $i < $iterations; $i++) { $def = onslaught_checkwalls(); $stopchance = e_rand(0, 100); if ($lv > 100 && $def < $num && $stopchance > 80) { output("Before you have a chance to pound a single nail, you hear the sound of approaching thunderous footsteps from behind you! You whirl around, dropping the hammer and drawing your weapon, to see a slavering beast bearing down upon you!`n`n"); addnav("Oh dear..."); addnav("Fight!", "runmodule.php?module=onslaught&op=start&nodesc=1"); $nomore = 1; break; } else { $act = process_action("Reinforcement"); $actinfo = get_player_action("Reinforcement"); $actlvl = $actinfo['lvl']; if ($act['lvlinfo']['levelledup'] == true) { output("`n`c`b`0You gained a level in Reinforcement! You are now level %s! This action will cost fewer Stamina points now, so reinforcing Outposts will tire you out a little less.`b`c`n", $act['lvlinfo']['newlvl']); } $stamina = get_stamina(); $failchance = e_rand(1, 100); if ($failchance > $stamina) { output("`4`c`bDisaster!`b`c`0`n"); $red = get_stamina(0); $death = e_rand(0, 100); if ($death > $red) { output("`\$Your exhaustion makes itself known - the hammer rebounds rather spectacularly and hits you square in the forehead, knocking you out cold. The head injury causes you to lose 10% of your experience, and all your Requisition is stolen by opportunistic Midgets.`n`n`0"); $session['user']['hitpoints'] = 0; $session['user']['experience'] = round($session['user']['experience'] * 0.9); $session['user']['gold'] = 0; addnav("It's FailBoat time!"); addnav("Well, damn.", "shades.php"); $nomore = 1; break; } else { output("You're so exhausted that you make a right pig's ear of the job!`n`nThe fresh plank hangs for a second on one lonely nail before falling off. What a waste of time!`n`n"); } } else { $definc = e_rand($actlvl * 0.8, $actlvl * 1.2); if ($definc < 2) { $definc = 2; } $newdef = $def + $definc; output("You hammer the board to the walls, reinforcing them quite nicely and adding %s hitpoints to this Outpost's defences.`n`nThis Outpost's hitpoints: `b%s`b`n`n", $definc, number_format($newdef)); require_once "modules/cityprefs/lib.php"; $cid = get_cityprefs_cityid("location", $session['user']['location']); if ($cid) { set_module_objpref("city", $cid, "defences", $newdef); } } } } if (!$nomore) { $cost = stamina_getdisplaycost("Reinforcement"); addnav(array("Wall reinforcement: (`Q%s%%`0)", $cost)); addnav("Reinforce once", "runmodule.php?module=onslaught&op=reinforceconfirm"); addnav("5?Reinforce x 5", "runmodule.php?module=onslaught&op=reinforceconfirm&iterations=5"); addnav("1?Reinforce x 10", "runmodule.php?module=onslaught&op=reinforceconfirm&iterations=10"); addnav("O?Return to the Outpost", "village.php"); } break; case "runsuccess": page_header("Run Like Hell!"); output("You manage to flee your opponent. You stand close to the Outpost gates, watching the carnage inside. For the moment, everybody and everything is leaving you alone. That will not last for long.`n`nNearby, someone has abandoned their timber, hammer and nails. Abandoned or been dragged from, anyway.`n`n"); addnav("What will you do?"); addnav("Reinforce the defences", "runmodule.php?module=onslaught&op=reinforce"); addnav("Get back into the fight", "runmodule.php?module=onslaught&op=start&nodesc=1"); addnav("Run outside and let the Outpost fend for itself", "runmodule.php?module=onslaught&op=runmap"); addnav("Take stock of the situation", "runmodule.php?module=onslaught&op=lookaround"); break; case "runmap": redirect("runmodule.php?module=worldmapen&op=beginjourney", "Onslaught - Running Away"); break; case "start": page_header("Breach!"); output("`b`i`4THE WALLS OF %s ARE BREACHED!`0`i`b`nMonsters are pouring into the Outpost through jagged, splintered holes in the Outpost defences! You picked one `ihell`i of a time to go about your business here!`n`n", strtoupper($session['user']['location'])); onslaught_getenemy(); break; case "run": page_header("Breach!"); if (e_rand(1, 5) < 3) { // They managed to get away. $battle = false; redirect("runmodule.php?module=onslaught&op=runsuccess", "Onslaught: successful running"); } else { output("You try to run, but your enemy gives chase!`n"); $op = "fight"; httpset('op', $op); $battle = true; } break; case "fight": page_header("Breach!"); $battle = true; break; case "continue": page_header("Breach!"); $out1 = onslaught_getcompanion(); $out2 = onslaught_companion_escape(); if ($out1) { output("`0%s`n", $out1); } else { if ($out2) { output("`0%s`n", $out2); } } onslaught_getenemy(); if (!$battle) { $left = onslaught_checkmonsters(); if ($left > 100) { $breakchance = e_rand(0, 100); if ($breakchance > 70) { addnav("Phew!"); addnav("Looks like everything else is busy...", ""); addnav("Reinforce the defences", "runmodule.php?module=onslaught&op=reinforce"); addnav("Get back into the fight", "runmodule.php?module=onslaught&op=start&nodesc=1"); addnav("Run outside and let the Outpost fend for itself", "runmodule.php?module=onslaught&op=runmap"); addnav("Take stock of the situation", "runmodule.php?module=onslaught&op=lookaround"); } else { addnav("They just keep coming!"); addnav("Here comes another one!", "runmodule.php?module=onslaught&op=continue&nodesc=1"); } } else { output("There are no more monsters to fight...`n`n"); //Display cleanup text, tart this up a bit addnav("Village", "village.php"); } } break; } if ($battle) { include_once "battle.php"; // if( isset( $enemies ) && !$pvp ) // $badguy = &$enemies; if ($victory) { $experience = e_rand($badguy['creatureexp'] * 1.25, $badguy['creatureexp'] * 2); $experience = round($experience); output("`#You receive `6%s `#experience!`n", $experience); $session['user']['experience'] += $experience; $left = onslaught_checkmonsters(); if ($left > 100) { $breakchance = e_rand(0, 100); if ($breakchance > 70) { addnav("Phew!"); addnav("Looks like everything else is busy...", ""); addnav("Reinforce the defences", "runmodule.php?module=onslaught&op=reinforce"); addnav("Get back into the fight", "runmodule.php?module=onslaught&op=start&nodesc=1"); addnav("Run outside and let the Outpost fend for itself", "runmodule.php?module=onslaught&op=runmap"); addnav("Take stock of the situation", "runmodule.php?module=onslaught&op=lookaround"); } else { addnav("They just keep coming!"); addnav("Here comes another one!", "runmodule.php?module=onslaught&op=continue&nodesc=1"); } } else { output("You lower your weapon, blood splattered over your clothing. It looks like you're winning - there are no more monsters to fight just now.`n`n"); //Display cleanup text, tart this up a bit addnav("Village", "village.php"); } } elseif ($defeat) { require_once "lib/forestoutcomes.php"; forestdefeat(array($badguy), "in an Outpost"); } else { require_once "lib/fightnav.php"; fightnav(true, true, "runmodule.php?module=onslaught&nodesc=1"); } } page_footer(); }