561 lines
20 KiB
PHP
Executable File
561 lines
20 KiB
PHP
Executable File
<?php
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// addnews ready
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// mail ready
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// translation ready
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//
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/**
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* Outputs a list of all enemies and the player.
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*
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* @param array $enemies The enemies to be displayed.
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*/
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function show_enemies($enemies) {
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global $enemycounter, $session;
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foreach ($enemies as $index => $badguy) {
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if ((isset($badguy['istarget']) && $badguy['istarget'] == true) && $enemycounter > 1)
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$ccode = "`#";
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else
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$ccode = "`2";
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if (isset($badguy['hidehitpoints']) && $badguy['hidehitpoints'] == true) {
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$health = "???";
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} else {
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$health = $badguy['creaturehealth'];
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}
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if ($session['user']['alive']){
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output("%s%s%s%s's Hitpoints%s (Level %s): `6%s`0`n",$ccode,(isset($badguy['istarget'])&&$badguy['istarget']&&$enemycounter>1)?"*":"", $badguy['creaturename'],$ccode,$ccode, $badguy['creaturelevel'],$badguy['creaturehealth']>0?$health:translate_inline("`7DEAD`0"));
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}else{
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output("`2%s`2's Soulpoints: `6%s`0`n",$badguy['creaturename'],$badguy['creaturehealth']>0?$health:translate_inline("`7DEFEATED`0"));
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}
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}
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if ($session['user']['alive']){
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output("`2YOUR Hitpoints: `6%s`0`n",$session['user']['hitpoints']);
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}else{
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output("`2YOUR Soulpoints: `6%s`0`n",$session['user']['hitpoints']);
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}
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}
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/**
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* This function prepares the fight, sets up options and gives hook a hook to change options on a per-player basis.
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*
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* @param array $options The options given by a module or basics.
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* @return array The complete options.
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*/
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function prepare_fight($options=false) {
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global $companions;
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$basicoptions = array(
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"maxattacks"=>getsetting("maxattacks", 4),
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);
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if (!is_array($options)) {
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$options = array();
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}
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$fightoptions = $options + $basicoptions;
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$fightoptions = modulehook("fightoptions", $fightoptions);
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// We'll also reset the companions here...
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prepare_companions();
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return $fightoptions;
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}
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/**
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* This functions prepares companions to be able to take part in a fight. Uses global copies.
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*
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*/
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function prepare_companions() {
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global $companions;
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$newcompanions = array();
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if (is_array($companions)) {
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foreach ($companions as $name => $companion) {
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if (!isset($companion['suspended']) || $companion['suspended'] == false) {
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$companion['used'] = false;
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}
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$newcompanions[$name] = $companion;
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}
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}
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$companions = $newcompanions;
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}
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/**
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* Suspends companions on a given parameter.
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*
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* @param string $susp The type of suspension
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* @param mixed $nomsg The message to be displayed upon suspending. If false, no message will be displayed.
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*/
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function suspend_companions($susp, $nomsg=false) {
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global $companions;
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$newcompanions = array();
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$suspended = false;
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if (is_array($companions)) {
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foreach ($companions as $name => $companion) {
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if ($susp) {
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if (isset($companion[$susp]) && $companion[$susp] == true) {
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} else {
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if (isset($companion['suspended']) && $companion['suspended'] == true){
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} else {
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$suspended = true;
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$companion['suspended'] = true;
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}
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}
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}
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$newcompanions[$name] = $companion;
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}
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}
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if ($suspended) {
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$schema = false;
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if ($nomsg === false) {
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$schema = "battle";
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$nomsg = "`&Your companions stand back during this fight!`n";
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}
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if ($nomsg !== true){
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if ($schema) tlschema($schema);
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output($nomsg);
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if ($schema) tlschema();
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}
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}
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$companions = $newcompanions;
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}
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/**
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* Enables suspended companions.
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*
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* @param string $susp The type of suspension
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* @param mixed $nomsg The message to be displayed upon unsuspending. If false, no message will be displayed.
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*/
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function unsuspend_companions($susp, $nomsg=false) {
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global $companions;
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$notify = false;
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$newcompanions = array();
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if (is_array($companions)) {
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foreach ($companions as $name => $companion) {
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if (isset($companion['suspended']) && $companion['suspended'] == true) {
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$notify = true;
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$companion['suspended'] = false;
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}
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$newcompanions[$name] = $companion;
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}
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}
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if ($notify) {
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$schema = false;
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if ($nomsg === false) {
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$schema = "battle";
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$nomsg = "`&Your companions return to stand by your side!`n";
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}
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if ($nomsg !== true){
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if ($schema) tlschema($schema);
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output($nomsg);
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if ($schema) tlschema();
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}
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}
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$companions = $newcompanions;
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}
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/**
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* Automatically chooses the first still living enemy as target for attacks.
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*
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* @param array $localenemies The stack of enemies to find a valid one from.
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* @return array $localenemies The stack with changed targetting.
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*/
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function autosettarget($localenemies) {
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$targetted = 0;
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if (is_array($localenemies)) {
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foreach ($localenemies as $index=>$badguy) {
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$localenemies[$index] += array("dead"=>false, "istarget"=>false); // This line will add these two indices if they haven't been set.
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if (count($localenemies) == 1)
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$localenemies[$index]['istarget'] = true;
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if ($localenemies[$index]['istarget'] == true && $localenemies[$index]['dead'] == false)
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$targetted++;
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}
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}
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if (!$targetted && is_array($localenemies)) {
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foreach ($localenemies as $index=>$badguy) {
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if ($localenemies[$index]['dead'] == false && (!isset($badguy['cannotbetarget']) || $badguy['cannotbetarget'] === false)) {
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$localenemies[$index]['istarget'] = true;
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$targetted = true;
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break;
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} else {
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continue;
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}
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}
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}
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return $localenemies;
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}
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/**
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* Based upon the type of the companion different actions are performed and the companion is marked as "used" after that.
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*
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* @param array $companion The companion itself
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* @param string $activate The stage of activation. Can be one of these: "fight", "defend", "heal" or "magic".
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* @return array The changed companion
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*/
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function report_companion_move($companion, $activate="fight") {
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global $badguy,$session,$creatureattack,$creatureatkmod,$adjustment;
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global $creaturedefmod,$defmod,$atkmod,$atk,$def,$count,$defended,$needtosstopfighting;
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if (isset($companion['suspended']) && $companion['suspended'] == true) {
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return $companion;
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}
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if ($activate == "fight" && isset($companion['abilities']['fight']) && $companion['abilities']['fight'] == true && $companion['used'] == false) {
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$roll = rollcompaniondamage($companion);
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$damage_done = $roll['creaturedmg'];
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$damage_received = $roll['selfdmg'];
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if ($damage_done==0){
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output("`^%s`4 tries to hit %s but `\$MISSES!`n",$companion['name'],$badguy['creaturename']);
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}else if ($damage_done<0){
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output("`^%s`4 tries to hit %s but %s `\$RIPOSTES`4 for `^%s`4 points of damage!`n",$companion['name'],$badguy['creaturename'], $badguy['creaturename'], abs($damage_done));
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$companion['hitpoints']+=$damage_done;
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}else{
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output("`^%s`4 hits %s for `^%s`4 points of damage!`n",$companion['name'],$badguy['creaturename'],$damage_done);
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$badguy['creaturehealth']-=$damage_done;
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}
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if ($badguy['creaturehealth'] >= 0) {
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if ($damage_received==0){
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output("`^%s`4 tries to hit `\$%s`4 but `^MISSES!`n",$badguy['creaturename'], $companion['name']);
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}else if ($damage_received<0){
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output("`^%s`4 tries to hit `\$%s`4 but %s `^RIPOSTES`4 for `^%s`4 points of damage!`n",$badguy['creaturename'], $companion['name'], $companion['name'], abs($damage_received));
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$badguy['creaturehealth']+=$damage_received;
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}else{
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output("`^%s`4 hits `\$%s`4 for `\$%s`4 points of damage!`n",$badguy['creaturename'],$companion['name'],$damage_received);
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$companion['hitpoints']-=$damage_received;
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}
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}
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$companion['used'] = true;
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} else if ($activate == "heal" && isset($companion['abilities']['heal']) && $companion['abilities']['heal'] == true && $companion['used'] == false) {
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// This one will be tricky! We are looking for the first target which can be healed. This can be the player himself
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// or any other companion or our fellow companion himself.
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// But if our little friend is the second companion, all other companions will have been copied to the newenemies
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// array already ...
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if ($session['user']['hitpoints'] < $session['user']['maxhitpoints']) {
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$hptoheal = min($companion['abilities']['heal'], $session['user']['maxhitpoints'] - $session['user']['hitpoints']);
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$session['user']['hitpoints'] += $hptoheal;
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$companion['used'] = true;
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$msg = $companion['healmsg'];
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if ($msg == "") $msg = "{companion} heals your wounds. You regenerate {damage} hitpoints.";
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$msg = substitute_array("`)".$msg."`0`n", array("{companion}","{damage}"),array($companion['name'],$hptoheal));
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tlschema(isset($companion['schema'])?$companion['schema']:"battle");
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output($msg);
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tlschema();
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} else {
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// Okay. We really have to do this :(
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global $newcompanions;
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$mynewcompanions = $newcompanions;
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if (!is_array($mynewcompanions)) $mynewcompanions = array();
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$healed = false;
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foreach ($mynewcompanions as $myname => $mycompanion) {
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if ($mycompanion['hitpoints'] >= $mycompanion['maxhitpoints'] || $healed || (isset($companion['cannotbehealed']) && $companion['cannotbehealed'] == true)) {
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continue;
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} else {
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$hptoheal = min($companion['abilities']['heal'], $mycompanion['maxhitpoints'] - $mycompanion['hitpoints']);
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$mycompanion['hitpoints'] += $hptoheal;
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$companion['used'] = true;
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$msg = $companion['healcompanionmsg'];
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if ($msg == "") $msg = "{companion} heals {target}'s wounds. {target} regenerates {damage} hitpoints.";
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$msg = substitute_array("`)".$msg."`0`n", array("{companion}","{damage}","{target}"),array($companion['name'],$hptoheal,$mycompanion['name']));
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tlschema(isset($companion['schema'])?$companion['schema']:"battle");
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output($msg);
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tlschema();
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$healed = true;
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$newcompanions[$myname] = $mycompanion;
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}
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}
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if (!$healed) {
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global $companions,$name;
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$mycompanions = $companions;
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$foundmyself = false;
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foreach ($mycompanions as $myname => $mycompanion) {
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if (!$foundmyself || (isset($companion['cannotbehealed']) && $companion['cannotbehealed'] == true)) {
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if ($myname == $name) {
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$foundmyself = true;
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}
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continue;
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} else {
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//There's someone hiding behind us...
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foreach ($mycompanions as $myname => $mycompanion) {
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if ($mycompanion['hitpoints'] >= $mycompanion['maxhitpoints'] || $healed) {
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continue;
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} else {
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$hptoheal = min($companion['abilities']['heal'], $mycompanion['maxhitpoints'] - $mycompanion['hitpoints']);
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$mycompanion['hitpoints'] += $hptoheal;
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$companion['used'] = true;
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$msg = $companion['healcompanionmsg'];
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if ($msg == "") $msg = "{companion} heals {target}'s wounds. {target} regenerates {damage} hitpoints.";
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$msg = substitute_array("`)".$msg."`0`n", array("{companion}","{damage}","{target}"),array($companion['name'],$hptoheal,$mycompanion['name']));
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tlschema(isset($companion['schema'])?$companion['schema']:"battle");
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output($msg);
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tlschema();
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$healed = true;
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$companions[$myname] = $mycompanion;
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} // else // These
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} // foreach // are
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} // else // some
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} // foreach // totally
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} // if // senseless
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} // else // comments.
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unset($mynewcompanions);
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unset($mycompanions);
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$roll = rollcompaniondamage($companion);
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$damage_done = $roll['creaturedmg'];
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$damage_received = $roll['selfdmg'];
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if ($badguy['creaturehealth'] >= 0) {
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if ($damage_received==0){
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output("`^%s`4 tries to hit `\$%s`4 but `^MISSES!`n",$badguy['creaturename'], $companion['name']);
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}else if ($damage_received<0){
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output("`^%s`4 tries to hit `\$%s`4 but %s `^RIPOSTES`4 for `^%s`4 points of damage!`n",$badguy['creaturename'], $companion['name'], $companion['name'], abs($damage_received));
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$badguy['creaturehealth']+=$damage_received;
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}else{
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output("`^%s`4 hits `\$%s`4 for `\$%s`4 points of damage!`n",$badguy['creaturename'],$companion['name'],$damage_received);
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$companion['hitpoints']-=$damage_received;
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}
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}
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$companion['used'] = true;
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} else if ($activate == "defend" && isset($companion['abilities']['defend']) && $companion['abilities']['defend'] == true && $defended == false && $companion['used'] == false) {
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$defended = 1;
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$roll = rollcompaniondamage($companion);
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$damage_done = $roll['creaturedmg'];
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$damage_received = $roll['selfdmg'];
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if ($damage_done==0){
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output("`^%s`4 tries to hit %s but `^MISSES!`n",$companion['name'],$badguy['creaturename']);
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}else if ($damage_done<0){
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output("`^%s`4 tries to hit %s but %s `^RIPOSTES`4 for `^%s`4 points of damage!`n",$companion['name'],$badguy['creaturename'], $badguy['creaturename'], abs($damage_done));
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$companion['hitpoints']+=$damage_done;
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}else{
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output("`^%s`4 hits %s for `\$%s`4 points of damage!`n",$companion['name'],$badguy['creaturename'],$damage_done);
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$badguy['creaturehealth']-=$damage_done;
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}
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if ($badguy['creaturehealth'] >= 0) {
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if ($damage_received==0){
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output("`^%s`4 tries to hit `\$%s`4 but `^MISSES!`n",$badguy['creaturename'], $companion['name']);
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}else if ($damage_received<0){
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output("`^%s`4 tries to hit `\$%s`4 but %s `^RIPOSTES`4 for `^%s`4 points of damage!`n",$badguy['creaturename'], $companion['name'], $companion['name'], abs($damage_received));
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$badguy['creaturehealth']+=$damage_received;
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}else{
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output("`^%s`4 hits `\$%s`4 for `\$%s`4 points of damage!`n",$badguy['creaturename'],$companion['name'],$damage_received);
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$companion['hitpoints']-=$damage_received;
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}
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}
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$companion['used'] = true;
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} else if ($activate == "magic" && isset($companion['abilities']['magic']) && $companion['abilities']['magic'] == true && $companion['used'] == false) {
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$roll = rollcompaniondamage($companion);
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$damage_done = abs($roll['creaturedmg']);
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if ($damage_done==0){
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$msg = $companion['magicfailmsg'];
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if ($msg == "") $msg = "{companion} shoots a magical arrow at {badguy} but misses.";
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$msg = substitute_array("`)".$msg."`0`n", array("{companion}"), array($companion['name']));
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tlschema(isset($companion['schema'])?$companion['schema']:"battle");
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output($msg);
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tlschema();
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}else{
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if (isset($companion['magicmsg'])) {
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$msg = $companion['magicmsg'];
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} else {
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$msg = "{companion} shoots a magical arrow at {badguy} and deals {damage} damage.";
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}
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$msg = substitute_array("`)".$msg."`0`n", array("{companion}","{damage}"), array($companion['name'],$damage_done));
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tlschema(isset($companion['schema'])?$companion['schema']:"battle");
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output($msg);
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tlschema();
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$badguy['creaturehealth']-=$damage_done;
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}
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$companion['hitpoints'] -= $companion['abilities']['magic'];
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$companion['used'] = true;
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}
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if ($badguy['creaturehealth'] <= 0) {
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$badguy['dead'] = true;
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$badguy['istarget'] = false;
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$count = 1;
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$needtosstopfighting = true;
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}
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if ($companion['hitpoints'] <= 0) {
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if (isset($companion['dyingtext']) && $companion['dyingtext']>"") {
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$msg = $companion['dyingtext'];
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} else {
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$msg = "`5Your companion catches his last breath before it dies.";
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}
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tlschema(isset($companion['schema'])?$companion['schema']:"battle");
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output("`5".$msg."`0`n");
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tlschema();
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if (isset($companion['cannotdie']) && $companion['cannotdie'] == true) {
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$companion['hitpoints'] = 0;
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}else{
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return false;
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}
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}
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return $companion;
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}
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/**
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* Based upon the companion's stats damage values are calculated.
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*
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* @param array $companion
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* @return array
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*/
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function rollcompaniondamage($companion){
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global $badguy,$creatureattack,$creatureatkmod,$adjustment,$options;
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global $creaturedefmod,$compdefmod,$compatkmod,$buffset,$atk,$def;
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if ($badguy['creaturehealth']>0 && $companion['hitpoints']>0){
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if ($options['type']=='pvp') {
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$adjustedcreaturedefense = $badguy['creaturedefense'];
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} else {
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$adjustedcreaturedefense =
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($creaturedefmod*$badguy['creaturedefense'] /
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($adjustment*$adjustment));
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}
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$creatureattack = $badguy['creatureattack']*$creatureatkmod;
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$adjustedselfdefense = ($companion['defense'] * $adjustment * $compdefmod);
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/*
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debug("Base creature defense: " . $badguy['creaturedefense']);
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debug("Creature defense mod: $creaturedefmod");
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debug("Adjustment: $adjustment");
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debug("Adjusted creature defense: $adjustedcreaturedefense");
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debug("Adjusted creature attack: $creatureattack");
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debug("Adjusted self defense: $adjustedselfdefense");
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*/
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while(!isset($creaturedmg) || !isset($selfdmg) || $creaturedmg==0 && $selfdmg==0){
|
|
$atk = $companion['attack']*$compatkmod;
|
|
if (e_rand(1,20)==1 && $options['type'] != "pvp") $atk*=3;
|
|
/*
|
|
debug("Attack score: $atk");
|
|
*/
|
|
|
|
$patkroll = bell_rand(0,$atk);
|
|
/*
|
|
debug("Player Attack roll: $patkroll");
|
|
*/
|
|
|
|
// Set up for crit detection
|
|
$atk = $patkroll;
|
|
$catkroll = bell_rand(0,$adjustedcreaturedefense);
|
|
/*
|
|
debug("Creature defense roll: $catkroll");
|
|
*/
|
|
|
|
$creaturedmg = 0-(int)($catkroll - $patkroll);
|
|
if ($creaturedmg<0) {
|
|
$creaturedmg = (int)($creaturedmg/2);
|
|
$creaturedmg = round($buffset['badguydmgmod'] * $creaturedmg, 0);
|
|
}
|
|
if ($creaturedmg > 0) {
|
|
$creaturedmg = round($buffset['compdmgmod']*$creaturedmg,0);
|
|
}
|
|
$pdefroll = bell_rand(0,$adjustedselfdefense);
|
|
$catkroll = bell_rand(0,$creatureattack);
|
|
/*
|
|
debug("Creature attack roll: $catkroll");
|
|
debug("Player defense roll: $pdefroll");
|
|
*/
|
|
$selfdmg = 0-(int)($pdefroll - $catkroll);
|
|
if ($selfdmg<0) {
|
|
$selfdmg=(int)($selfdmg/2);
|
|
$selfdmg = round($selfdmg*$buffset['compdmgmod'], 0);
|
|
}
|
|
if ($selfdmg > 0) {
|
|
$selfdmg = round($selfdmg*$buffset['badguydmgmod'], 0);
|
|
}
|
|
}
|
|
}else{
|
|
$creaturedmg=0;
|
|
$selfdmg=0;
|
|
}
|
|
// Handle god mode's invulnerability
|
|
if ($buffset['invulnerable']) {
|
|
$creaturedmg = abs($creaturedmg);
|
|
$selfdmg = -abs($selfdmg);
|
|
}
|
|
return array("creaturedmg"=>(isset($creaturedmg)?$creaturedmg:0),"selfdmg"=>(isset($selfdmg)?$selfdmg:0));
|
|
}
|
|
|
|
/**
|
|
* Adds a new creature to the badguy array.
|
|
*
|
|
* @param mixed $creature A standard badguy array. If numeric, the corresponding badguy will be loaded from the database.
|
|
*/
|
|
function battle_spawn($creature) {
|
|
global $enemies, $newenemies, $badguy,$nextindex;
|
|
if (!isset($nextindex)) {
|
|
$nextindex = count($enemies);
|
|
} else {
|
|
$nextindex++;
|
|
}
|
|
if(is_numeric($creature)) {
|
|
$sql = "SELECT * FROM " . db_prefix("creatures") . " WHERE creatureid = $creature LIMIT 1";
|
|
$result = db_query($sql);
|
|
if ($row = db_fetch_assoc($result)) {
|
|
$newenemies[$nextindex] = $row;
|
|
output("`^%s`2 summons `^%s`2 for help!`n", $badguy['creaturename'], $row['creaturename']);
|
|
}
|
|
} else if(is_array($creature)){
|
|
$newenemies[$nextindex] = $creature;
|
|
}
|
|
ksort($newenemies);
|
|
}
|
|
|
|
/**
|
|
* Allows creatures to heal themselves or another badguy.
|
|
*
|
|
* @param int $amount Amount of helath to be restored
|
|
* @param mixed $target If false badguy will heal itself otherwise the enemy with this index.
|
|
*/
|
|
function battle_heal($amount, $target=false) {
|
|
global $newenemies, $enemies, $badguy;
|
|
if ($amount > 0) {
|
|
if ($target === false) {
|
|
$badguy['creaturehealth']+=$amount;
|
|
output("`^%s`2 heals itself for `^%s`2 hitpoints.", $badguy['creaturename'], $amount);
|
|
} else {
|
|
if (isset($newenemies[$target])) {
|
|
// Target had its turn already...
|
|
if ($newenemies[$target]['dead'] == false) {
|
|
$newenemies[$target]['creaturehealth'] += $amount;
|
|
output("`^%s`2 heal `^%s`2 for `^%s`2 hitpoints.", $badguy['creaturename'], $newenemies[$target]['creaturename'], $amount);
|
|
}
|
|
}else{
|
|
if ($enemies[$target]['dead'] == false) {
|
|
$enemies[$target]['creaturehealth'] += $amount;
|
|
output("`^%s`2 heal `^%s`2 for `^%s`2 hitpoints.", $badguy['creaturename'], $enemies[$target]['creaturename'], $amount);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Executes the given script or loads the script and then executes it.
|
|
*
|
|
* @param mixed $script If numeric the corresponding script will be loaded from the database, otherwise the script to be executed.
|
|
*/
|
|
function execute_ai_script($script) {
|
|
global $unsetme;
|
|
if (is_numeric($script)) {
|
|
$script = load_ai_script($script);
|
|
}
|
|
if ($script > "") {
|
|
eval($script);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Returns an A.I. Script form the database
|
|
*
|
|
* @param int $spriptid The id for the script
|
|
* @return string The script itself. An empty string is returned, if script is found.
|
|
*/
|
|
function load_ai_script($scriptid) {
|
|
if ($scriptid == 0) {
|
|
return "";
|
|
} else {
|
|
$sql = "SELECT script FROM ".db_prefix("ai")." WHERE scriptid = $scriptid";
|
|
$result = db_query($sql);
|
|
$row = db_fetch_assoc($result);
|
|
return $row['script'];
|
|
}
|
|
}
|
|
|
|
?>
|