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inc_functions.php
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inc_functions.php
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<?php
/*
Kremica was coded entirely by Ryan Johnston, a senior at the University
of Pittsburgh. Kremica is meant to be an enjoyable (yet frustrating)
game that will not over-burden a student. Rather, the game functions as
something to do on a quick study break. Make a character, play until the
character dies, go back to studying.
Copyright (C) 2010 Ryan Johnston
For a copy of the GNU GPL, visit:
http://www.gnu.org/licenses/gpl.html
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* This is the functions page. Listed below are all of the functions necessary for the game. Include this on every page.
*/
/*
* Login Function.
* $username is the username attempting to log in
* $password is the unhashed password to be checked against the database for the given username
* $sessionID is the sessionID for the current session. This will be entered into the database
* Returns TRUE on successful Login.
* Returns FALSE on failure. To be moved to function page
*/
function login($username, $password, $sessionID) {
include 'inc_connection.php';
/*
* Query grabs all of the usernames (which are unique) from the users table given username and userpassword are
* equal to their submitted entries.
*
*/
$query = mysql_query("SELECT userID, username FROM users WHERE username='" . mysql_real_escape_string(stripslashes($username)) . "' AND userpassword='" . md5(mysql_real_escape_string(stripslashes($password))) . "'");
//If the result is equal to 1 (aka, it found one account with the given credentials),
//Return a success message and
//Set $_SESSION['username'] so that the system will know they are logged in.
//User will then be presented with a character creation screen.
//Also set session information for the user into the database.
if (is_numeric(mysql_num_rows($query)) && mysql_num_rows($query)==1) {
$queryarray = mysql_fetch_assoc($query);
$_SESSION['username']=$username;
$_SESSION['userID']=$queryarray['userID'];
//If there is a character in the character table whose userID=$_SESSION['userID'] AND dead='no' (aka a character
//is saved and still alive), load that character with all the stats from the characters table.
$characterquery=mysql_query("SELECT * FROM characters WHERE userID='" . $_SESSION['userID'] . "' AND dead='no'");
if (mysql_num_rows($characterquery)===1) {
include 'inc_characterload.php';
}
$sessionIDquery="UPDATE users SET sessionID='" . $sessionID . "' WHERE username='" . $username . "'";
$sessionIDresult=mysql_query($sessionIDquery);
if (!$sessionIDresult) {
die('Something went wrong: ' . mysql_error());
}
return TRUE;
}
else {
return FALSE;
}
}
/*
* isForcedLoggedOut function
* If a sessionID is different than the one in the database and the user isn't logging in, log out the user.
* $username current username for user
* $sessionID is session for the user on this machine
* Returns TRUE if user has been forced to log out
* Returns FALSE if otherwise
*/
function isForcedLoggedOut($username, $sessionID) {
include 'inc_connection.php';
/*
* Grabs the sessionID for the database to be checked against
*/
$query="SELECT sessionID FROM users WHERE username='" . mysql_real_escape_string(stripslashes($username)) . "'";
$queryresult=mysql_query($query);
$queryarray=mysql_fetch_assoc($queryresult);
if ($queryarray['sessionID']==$sessionID) {
return FALSE;
}
else {
return TRUE;
}
}
/*
* logout function
* Logs current user out by destroying the session. Saves the character if not in battle, kills otherwise.
* $monstername if set, kill the character
*/
function logout($username, $logoutforced) {
if (!$logoutforced) {
include 'inc_connection.php';
//Update the sessionID so that it is NULL only if logout is not forced
$sessionIDquery="UPDATE users SET sessionID=NULL WHERE username='" . $username . "'";
$sessionIDresult=mysql_query($sessionIDquery);
}
//Finally, destroy session, logging the user out.
$_SESSION = array();
session_destroy();
}
/*
* createcharacter function
* Creates the given character with the given $charactername, then saves the new character into the database
* $charactername the name for the new character
*/
function createcharacter($charactername, $gender) {
$_SESSION['name'] = $charactername;
$_SESSION['hp']=10;
$_SESSION['maxhp']=10;
$_SESSION['level']=1;
$_SESSION['exp']=0;
$_SESSION['maxexp']=420;
$_SESSION['strength']=1;
$_SESSION['accuracy']=100;
$_SESSION['agility']=0;
$_SESSION['defense']=1;
$_SESSION['speed']=1;
$_SESSION['numberofpotionholsterslots']=5;
$_SESSION['numberofitemsinpotionholster']=3;
//$_SESSION['bagslot1']="p1";
//$_SESSION['bagslot2']="p1";
//$_SESSION['bagslot3']="p1";
//$_SESSION['bagslot4']="empty";
//$_SESSION['bagslot5']="empty";
$_SESSION['potionholster']=array(array("Weak Potion", 10, 1),array("Weak Potion", 10, 1), array("Weak Potion", 10, 1));
$_SESSION['weaponholster']=array(array("Fists", 1, 3, "flesh", 1));
$_SESSION['shieldholster']=array(array("Bare Arms", 0, "flesh", 1));
$_SESSION['itemholster']=array();
$_SESSION['weaponslotequipped']=0;
$_SESSION['weaponequipped']=$_SESSION['weaponholster'][$_SESSION['weaponslotequipped']][0];
$_SESSION['weaponequippedID']=$_SESSION['weaponholster'][$_SESSION['weaponslotequipped']][4];
$_SESSION['weapontype']=$_SESSION['weaponholster'][$_SESSION['weaponslotequipped']][3];
$_SESSION['weaponlow']=$_SESSION['weaponholster'][$_SESSION['weaponslotequipped']][1];
$_SESSION['weaponhigh']=$_SESSION['weaponholster'][$_SESSION['weaponslotequipped']][2];
$_SESSION['shieldslotequipped']=0;
$_SESSION['shieldtype']=$_SESSION['shieldholster'][$_SESSION['shieldslotequipped']][2];
$_SESSION['shieldequipped']=$_SESSION['shieldholster'][$_SESSION['shieldslotequipped']][0];
$_SESSION['shieldequippedID']=$_SESSION['shieldholster'][$_SESSION['shieldslotequipped']][3];
$_SESSION['shieldpower']=$_SESSION['shieldholster'][$_SESSION['shieldslotequipped']][1];
$_SESSION['gold']=15;
//$_SESSION['questfile']=NULL;
$_SESSION['questID']=0;
$_SESSION['queststep']=0;
$_SESSION['gender']=$gender;
include 'inc_charactersave.php';
}
/*
* createrandommonster function
* Searches database for a random monster based on character's level and a really random number
*/
function createrandommonster() {
include 'inc_connection.php';
$charlevel=$_SESSION['level'];
$possiblemonsters=null;
$monsternumber=0;
$monsteritemtype=null;
//Make a really random number
$randomarray=array(1, 2, 2, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 6, 6, 6, 7, 7, 8, 9);
$randomarray=array(-3, -3, -2, -2, -2, -1, -1, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 3);
shuffle($randomarray);
shuffle($randomarray);
$random=array_rand($randomarray);
//then, based on this number, choose level of monster to fight
$possiblemonsters="";
if ($charlevel>3) {
$possiblemonsters=mysql_query("SELECT * FROM monsters WHERE level='" . $charlevel+$random . "'");
}
//If character is level 3 or less, it is impossible for them to run into monsters of 3 less levels than them
else {
$possiblemonsters=mysql_query("SELECT * FROM monsters WHERE level='" . $charlevel . "'");
}
$highprobability=mysql_num_rows($possiblemonsters);
$monsternumber=mt_rand(1, $highprobability)-1;
$monsteritemtype=mysql_query("SELECT * FROM items WHERE itemID='" . mysql_result($possiblemonsters,$monsternumber,12) . "'");
$monsteritemarray=mysql_fetch_array($monsteritemtype);
mysql_close($con);
$_SESSION['monstername']=mysql_result($possiblemonsters,$monsternumber,1);
$_SESSION['monsterweapontype']=mysql_result($possiblemonsters,$monsternumber,2);
$_SESSION['monstershieldtype']=mysql_result($possiblemonsters,$monsternumber,3);
$_SESSION['monsterhp']=mysql_result($possiblemonsters,$monsternumber,4);
$_SESSION['monstermaxhp']=mysql_result($possiblemonsters,$monsternumber,5);
$_SESSION['monsterlevel']=mysql_result($possiblemonsters,$monsternumber,6);
$_SESSION['monsterstrength']=mysql_result($possiblemonsters,$monsternumber,7);
$_SESSION['monsterdefense']=mysql_result($possiblemonsters,$monsternumber,8);
$_SESSION['monsterspeed']=mysql_result($possiblemonsters,$monsternumber,9);
$_SESSION['monsteraccuracy']=100;
$_SESSION['monsteragility']=0;
$_SESSION['monsterweaponlow']=mysql_result($possiblemonsters,$monsternumber,10);
$_SESSION['monsterweaponhigh']=mysql_result($possiblemonsters,$monsternumber,11);
$_SESSION['monsteritem']=array($monsteritemarray['name'], $monsteritemarray['type'], $monsteritemarray['itemID']);
$_SESSION['monsteroriginalspeed']=$_SESSION['monsterspeed'];
$_SESSION['monsterpoisoned']=NULL;
//$_SESSION['monsterweaponproficiency']=mysql_result($possiblemonsters,$monsternumber,11);
}
function determinetypebonus($attackertype, $defendertype) {
$multiplier=1;
switch ($attackertype) {
case "metal":
switch ($defendertype) {
case "metal":
break;
case "technology":
break;
case "nature":
break;
case "life":
break;
case "death":
break;
case "time":
break;
case "valor":
break;
case "poison":
break;
case "flesh":
$multiplier=2;
break;
}
break;
case "technology":
switch ($defendertype) {
case "metal":
$multiplier=.5;
break;
case "technology":
$multiplier=.5;
break;
case "nature":
$multiplier=2;
break;
case "life":
break;
case "death":
$multiplier=2;
break;
case "time":
break;
case "valor":
break;
case "poison":
$multiplier=2;
break;
case "flesh":
break;
}
break;
case "nature":
switch ($defendertype) {
case "metal":
$multiplier=2;
break;
case "technology":
break;
case "nature":
break;
case "life":
$multiplier=.5;
break;
case "death":
break;
case "time":
break;
case "valor":
break;
case "poison":
$multiplier=2;
break;
case "flesh":
$multiplier=.5;
break;
}
break;
case "life":
switch ($defendertype) {
case "metal":
break;
case "technology":
break;
case "nature":
$multiplier=.5;
break;
case "life":
break;
case "death":
$multiplier=.5;
break;
case "time":
break;
case "valor":
break;
case "poison":
break;
case "flesh":
$multiplier=.5;
break;
}
break;
case "death":
switch ($defendertype) {
case "metal":
$multiplier=.5;
break;
case "technology":
$multiplier=.5;
break;
case "nature":
$multiplier=2;
break;
case "life":
$multiplier=2;
break;
case "death":
break;
case "time":
break;
case "valor":
$multiplier=2;
break;
case "poison":
break;
case "flesh":
$multiplier=2;
break;
}
break;
case "time":
switch ($defendertype) {
case "metal":
$multiplier=2;
break;
case "technology":
$multiplier=2;
break;
case "nature":
break;
case "life":
break;
case "death":
break;
case "time":
break;
case "valor":
break;
case "poison":
$multiplier=.5;
break;
case "flesh":
$multiplier=2;
break;
}
break;
case "valor":
switch ($defendertype) {
case "metal":
break;
case "technology":
break;
case "nature":
break;
case "life":
break;
case "death":
$multiplier=2;
break;
case "time":
break;
case "valor":
break;
case "poison":
break;
case "flesh":
$multiplier=.5;
break;
}
break;
case "poison":
switch ($defendertype) {
case "metal":
$multiplier=.5;
break;
case "technology":
$multiplier=.5;
break;
case "nature":
$multiplier=2;
break;
case "life":
$multiplier=2;
break;
case "death":
$multiplier=.5;
break;
case "time":
$multiplier=2;
break;
case "valor":
break;
case "poison":
break;
case "flesh":
$multiplier=2;
break;
}
break;
case "flesh":
switch ($defendertype) {
case "metal":
$multiplier=.5;
break;
case "technology":
$multiplier=.5;
break;
case "nature":
break;
case "life":
break;
case "death":
$multiplier=.5;
break;
case "time":
$multiplier=.5;
break;
case "valor":
break;
case "poison":
break;
case "flesh":
break;
}
break;
}
return $multiplier;
}
//array_search for 2-d arrays of holsters
function array_search_holsters ($needle, $haystack) {
foreach ($haystack as $key => $value) {
//Search the first field in the array because this is where the name of the item is
if (array_search($needle, $haystack[$key])!==FALSE) {
return $key;
}
}
return FALSE;
}
function calculate_players_damage () {
if (!isset($_POST['usepotion']) && !isset($_POST['changeweapon']) && !isset($_POST['changeshield']) && ($_SESSION['hp']>0)) {
$random=mt_rand(1,100);
if ($random<$_SESSION['accuracy']) {
$random=mt_rand(1,100);
if ($random>$_SESSION['monsteragility']) {
//$random = ((((4*$_SESSION['strength']*mt_rand($_SESSION['weaponlow'], $_SESSION['weaponhigh']/50)/$_SESSION['monsterdefense']))+1)*mt_rand(217, 255))/255;
$firstportionofequation = ($_SESSION['strength']-$_SESSION['monsterdefense']);
if ($firstportionofequation<0) {
$firstportionofequation=0;
}
$bonusmultiplier=determinetypebonus($_SESSION['weapontype'], $_SESSION['monstershieldtype']);
$random = $firstportionofequation + (((mt_rand($_SESSION['weaponlow'], $_SESSION['weaponhigh'])+1)-$_SESSION['monsterdefense'])*$bonusmultiplier);
$random = round($random);
//Since as of right now you can hit for less than 1:
if ($random<=0) {
$random=1;
}
echo "You hit $_SESSION[monstername] for " . $random . " " . $_SESSION['weapontype'] . " damage!<br/>";
$_SESSION['monsterhp']-=$random;
if ($bonusmultiplier>1) {
echo "You strike for x2 damage!<br/>";
}
else if ($bonusmultiplier<1) {
echo "You strike for x1/2 damage!<br/>";
}
else {
}
//Some weapons have bonus effects
determinetypeeffect($_SESSION['weapontype'], $_SESSION['monstershieldtype'], "monster");
//If monster is poisoned
if (isset($_SESSION['monsterispoisoned'])) {
$poisondamage=round((1/10)*$_SESSION['monstermaxhp']);
//Do at least 1 damage
if ($poisondamage<1) {
$poisondamage=1;
}
echo $_SESSION['monstername'] . " took " . $poisondamage . " damage from the poisoning!<br/>";
$_SESSION['monsterhp']-=$poisondamage;
}
if ($_SESSION['monsterhp'] <= 0) {
echo "$_SESSION[monstername] died!<br/>";
unset($_SESSION['monstername']);
$_SESSION['accuracy']=100;
$_SESSION['agility']=0;
if (isset($_SESSION['originalspeed'])) {
$_SESSION['speed']=$_SESSION['originalspeed'];
unset($_SESSION['originalspeed']);
}
if (isset($_SESSION['monsterispoisoned'])) {
unset($_SESSION['monsterispoisoned']);
}
//$expgain is more or less depending on monster's level
$expgain = (50 + (5*$_SESSION['monsterlevel']));
$_SESSION['exp']+=$expgain;
echo "You gained $expgain EXP!<br/>";
if (mt_rand(1,100)<=85) {
$goldfound=round(((mt_rand(10,75)*$_SESSION['monsterlevel'])/100)+$_SESSION['monsterlevel']);
$_SESSION['gold']+=$goldfound;
echo "You found " . $goldfound . " gold!<br/>";
}
//Don't find an item if you're fighting a quest monster
if (mt_rand(1,100)<=50 && !isset($_SESSION['questfight'])) {
echo "You found a " . $_SESSION['monsteritem'][0] . ". ";
if (count($_SESSION['itemholster'])<5) {
echo "You put it in your item bag.";
$_SESSION['itemholster'][]=array($_SESSION['monsteritem'][0],$_SESSION['monsteritem'][1], $_SESSION['monsteritem'][2]);
}
else {
echo "But you're out of room in your bag, so you throw it away.";
}
}
if ($_SESSION['exp'] >= $_SESSION['maxexp']) {
$_SESSION['level']++;
$_SESSION['strength']++;
$_SESSION['defense']++;
$_SESSION['speed']++;
//$_SESSION['agility']++;
//$_SESSION['accuracy']++;
$_SESSION['maxhp']+=5;
$_SESSION['hp']=$_SESSION['maxhp'];
$_SESSION['exp']=0;
$_SESSION['maxexp']=(400*($_SESSION['level'])+(($_SESSION['level']*$_SESSION['level'])*20));
//$_SESSION['maxexp']=1;
echo "<br/>You are now level $_SESSION[level]!<br/>Each attribute increases by 1!<br/><br/>";
}
else {
//If this is a quest battle, show something that redirects to the random page.
if (isset($_SESSION['questfight'])) {
$_SESSION['randomencounter']=true;
echo "<form name='formvictory' action='random.php' method='post'>
<input type='submit' name='continue' value='Continue'/></form>";
}
else {
echo "<form name='formvictory' action='index.php' method='post'>
<input type='submit' name='continue' value='Continue'/></form>";
}
}
include 'inc_charactersave.php';
}
}
else {
echo "$_SESSION[monstername] dodged!<br/>";
}
}
else {
echo "You missed!<br/>";
}
}
}
function calculate_monsters_damage () {
if (isset($_SESSION['monstername'])) {
$random=mt_rand(1,100);
if ($random<$_SESSION['monsteraccuracy']) {
$random=mt_rand(1,100);
if ($random>$_SESSION['agility']) {
//$random = ((((4*$_SESSION['monsterstrength']*mt_rand($_SESSION['monsterweaponlow'], $_SESSION['monsterweaponhigh'])/$_SESSION['defense'])/50)+1)*mt_rand(217,255))/255;
$firstportionofequation = ($_SESSION['monsterstrength']-($_SESSION['defense']));
if ($firstportionofequation<0) {
$firstportionofequation=0;
}
$bonusmultiplier=determinetypebonus($_SESSION['monsterweapontype'], $_SESSION['shieldtype']);
$random = $firstportionofequation + (((mt_rand($_SESSION['monsterweaponlow'], $_SESSION['monsterweaponhigh'])+1)-$_SESSION['shieldpower'])*$bonusmultiplier);
$random = round($random);
//Since as of right now monsters can hit for less than 1:
if ($random<=0) {
$random=1;
}
echo "$_SESSION[monstername] hit you for $random " . $_SESSION['monsterweapontype'] . " damage!<br/>";
if ($bonusmultiplier>1) {
echo "It strikes for x2 damage!<br/>";
}
else if ($bonusmultiplier<1) {
echo "It strikes for x1/2 damage!<br/>";
}
else {
}
$_SESSION['hp']-=$random;
//Some weapons have bonus effects
determinetypeeffect($_SESSION['monsterweapontype'], $_SESSION['shieldtype']);
//If monster is poisoned
if (isset($_SESSION['poisoned'])) {
$poisondamage=round((1/10)*$_SESSION['maxhp']);
echo "You took " . $poisondamage . " damage from the poisoning!<br/>";
$_SESSION['hp']-=$poisondamage;
}
}
else {
echo "You dodged!<br/>";
}
}
else {
echo "$_SESSION[monstername] missed!<br/>";
}
}
}
/*
* determinetypeeffect function
* Certain weapon types can have added attack effects. While these weapon types aren't at type advantages to many types,
* their effects may be worth it to make the first weapon to attack with
* $attackertype is the type that the weapon is attacking with
* $defendertype is the type of the shield the defender is using. This can cause certain effects to be nullified
* $whicheffected is the creature to be effected. Can either be monster or null
*/
function determinetypeeffect($attackertype, $defendertype, $whicheffected=NULL) {
switch ($attackertype) {
case "time":
switch ($defendertype) {
//Does nothing special if defending type is Time
case "time":
break;
//Otherwise, does this
default:
//If this effects the monster, do this.
if ($whicheffected=="monster") {
//Can only be decreased 4 times
if ($_SESSION['monsterspeed']>((6/10)*$_SESSION['monsteroriginalspeed'])) {
echo "You decrease " . $_SESSION['monstername'] . "'s speed!";
echo "<br/>";
$_SESSION['monsterspeed']=$_SESSION['monsteroriginalspeed']-ceil((1/10)*$_SESSION['monsteroriginalspeed']);
}
}
else {
//Can only be decreased 4 times
if ($_SESSION['speed']>((6/10)*$_SESSION['originalspeed'])) {
echo "Your speed decreased!";
echo "<br/>";
$_SESSION['speed']=$_SESSION['originalspeed']-ceil((1/10)*$_SESSION['originalspeed']);
}
}
break;
}
break;
case "poison":
switch ($defendertype) {
//Does nothing if defending type poison
case "poison":
break;
default:
//If this effects the monster, do this
if ($whicheffected=="monster") {
//If random is 7 or below (A little higher than 70% chance), defender is poisoned (if not already poisoned)
$random=mt_rand(0, 10);
if ($random<=7 && !isset($_SESSION['monsterispoisoned'])) {
echo "You poisoned " . $_SESSION['monstername'] . "!";
echo "<br/>";
$_SESSION['monsterispoisoned']=TRUE;
}
}
else {
//If random is 7 or below (A little higher than 70% chance), defender is poisoned (if not already poisoned)
$random=mt_rand(0, 10);
if ($random<=7 && !isset($_SESSION['poisoned'])) {
echo $_SESSION['monstername'] . " poisoned you!";
echo "<br/>";
$_SESSION['poisoned']=TRUE;
}
}
break;
}
break;
case "flesh":
switch ($defendertype) {
case "metal":
break;
case "technology":
break;
default:
//If this effects the monster, do this
if ($whicheffected=="monster") {
if ($_SESSION['monsteraccuracy']>(60)) {
echo "You decrease " . $_SESSION['monstername'] . "'s accuracy!";
echo "<br/>";
$_SESSION['monsteraccuracy']=$_SESSION['monsteraccuracy']-10;
}
}
else {
if ($_SESSION['accuracy']>(60)) {
echo $_SESSION['monstername'] . " decreased your accuracy!";
echo "<br/>";
$_SESSION['accuracy']=$_SESSION['accuracy']-10;
}
}
break;
}
}
}
?>