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jfr.im git - irc/gameservirc.git/blob - gameserv/c_forest.cpp
9 void do_forest(char *u
);
10 Monster
*getNewMonster(Monster
*m
);
11 void deleteMonster(Monster
*m
);
13 void forest(char *source
, char *buf
)
15 char *cmd
= strtok(buf
, " ");
22 if (stricmp(cmd
, "SEARCH") == 0)
25 } else if (stricmp(cmd
, "ATTACK") == 0) {
27 } else if (stricmp(cmd
, "RUN") == 0) {
29 } else if (stricmp(cmd
, "HEAL") == 0) {
36 void do_forest(char *u
)
40 if (!(source
= find(u
)))
42 notice(s_GameServ
, u
, "Fatal Error in do_forest. Contact a %S admin for help.");
45 else if (!is_playing(source
))
47 notice(s_GameServ
, u
, "You must be playing the game to search the forest!");
50 Player
*p
= source
->stats
;
54 notice(s_GameServ
, u
, "You are dead. Wait until tomorrow to search the forest some more.");
59 updateTS(source
->stats
);
60 if (p
->getForestFights() <= 0)
62 notice(s_GameServ
, u
, "You are out of forest fights for the day. Wait "\
66 else if (!is_fighting(source
))
68 int eventnum
= rand() % 100;
69 p
->subtractForestFights(1);
71 notice(s_GameServ
, u
, "You search the forest for something to kill...");
73 // 90% of forest searching turns up a monster
77 tempmonster
= new Monster(levels
[p
->getLevel() - 1].randomMonster());
78 p
->setMonster(tempmonster
);
80 notice(s_GameServ
, u
, "You have found \ 2%s\ 2!", p
->getMonster()->name
.c_str());
81 if (p
->getMonster()->hp
< p
->getMonster()->maxhp
)
82 p
->getMonster()->hp
= p
->getMonster()->maxhp
;
84 p
->delBattle(); // Just to make sure
85 p
->delMaster(); // Just to make sure
88 else if (eventnum
< 10 && eventnum
>= 9) // 1% for finding potions
90 list
<tavernItem
>::iterator temp_tavernitem
;
92 notice(s_GameServ
, u
, "Fortune smiles upon thee!");
94 eventnum
= rand() % tavern
.size();
95 temp_tavernitem
= tavern
.begin();
96 for (int x
= 0;x
< eventnum
;x
++)
100 notice(s_GameServ
, u
, "You have found a %s", (*temp_tavernitem
).getItem()->getName().c_str());
101 p
->inventory
->addItem((*temp_tavernitem
).getItem());
103 else if (eventnum
< 9 && eventnum
>= 4) // 5% for the fountain
105 if (p
->getHP() < p
->getMaxHP())
107 notice(s_GameServ
, u
, "In your path lies a beautiful fountain from which flows the crystal waters of life.");
108 notice(s_GameServ
, u
, "You wet your lips on the cool blue waters and feel rejuvenated");
113 notice(s_GameServ
, u
, "In your path lies a beautiful fountain from which flows the crystal waters of life.");
114 notice(s_GameServ
, u
, "You are not thirsty, though, and you don't need healing. Best to leave this for the next warrior");
115 p
->addForestFights(1);
118 else if (eventnum
< 4) // 4 % for the wishing well
120 notice(s_GameServ
, u
, "You come upon a pure green emerald studded magic wishing well.");
121 if (p
->getGold() == 0)
123 notice(s_GameServ
, u
, "Too bad you're broke. Guess you won't be having any wishes answered today.");
124 p
->addForestFights(1);
128 notice(s_GameServ
, u
, "You throw one of your gold pieces into the well and it vanishes into a puff of white smoke.");
129 notice(s_GameServ
, u
, "In an instant, the puff of smoke materializes into a gnome.");
130 notice(s_GameServ
, u
, "The gnome is holding something in his hand motioning for you to come closer.");
131 notice(s_GameServ
, u
, "It is a wand! The gnome is waving it through the air towards you!");
132 // 2% for each wishing well chance except for forest fights
133 if (eventnum
< 1) // forest fights
135 newstats
= (rand() % 11) + 5;
136 notice(s_GameServ
, u
, "%ld EXTRA FOREST FIGHTS!!",
138 p
->addForestFights(newstats
);
140 else if (eventnum
< 3)
142 newstats
= levels
[p
->getLevel() - 1].getGold().random();
143 notice(s_GameServ
, u
, "A SACK WITH %ld GOLD!", newstats
);
144 p
->addGold(newstats
);
148 newstats
= levels
[p
->getLevel() - 1].getExp().random();
149 notice(s_GameServ
, u
, "Time seems to stand still for a moment.");
150 notice(s_GameServ
, u
, " %ld EXTRA EXPERIENCE POINTS", newstats
);
155 else if (is_fighting(u
))
157 notice(s_GameServ
, u
, "You want to fight two monsters at once?");
162 Monster
*getNewMonster(Monster
*m
)
168 newguy
= new Monster
;
169 newguy
->name
= m
->name
;
170 newguy
->weapon
= m
->weapon
;
171 newguy
->death
= m
->death
;
172 newguy
->strength
= m
->strength
;
173 newguy
->gold
= m
->gold
;
174 newguy
->exp
= m
->exp
;
176 newguy
->maxhp
= m
->maxhp
;