#include "aClient.h"
#include "list.h"
#include "extern.h"
+#include "flags.h"
#include <cctype>
void do_forest(char *u);
{
aClient *source;
- int num = rand() % 12;
-
-
- if (!(source = find(u)) || !source->stats)
+ if (!(source = find(u)))
+ {
+ notice(s_GameServ, u, "Fatal Error in do_forest. Contact a %S admin for help.");
+ return;
+ }
+ else if (!is_playing(source))
{
notice(s_GameServ, u, "You must be playing the game to search the forest!");
return;
}
- else if (!is_alive(source))
+ Player *p = source->stats;
+
+ if (!isAlive(p))
{
notice(s_GameServ, u, "You are dead. Wait until tomorrow to search the forest some more.");
return;
}
else
{
- if (source->stats->forest_fights <= 0)
+ updateTS(source->stats);
+ if (p->forest_fights <= 0)
{
notice(s_GameServ, u, "You are out of forest fights for the day. Wait "\
"till tomorrow!");
return;
}
- else if (!is_fighting(u))
+ else if (!is_fighting(source))
{
int eventnum = rand() % 100;
- Player *p = source->stats;
p->forest_fights--;
notice(s_GameServ, u, "You search the forest for something to kill...");
- if (eventnum >= 25)
+ // 88% of forest searching turns up a monster
+ if (eventnum >= 12)
{
- p->fight = new Monster(monsters[p->level - 1][num]);
- notice(s_GameServ, u, "You have found \ 2%s\ 2!", p->fight->name);
+ p->fight = new Monster(levels[p->level - 1].randomMonster());
+ notice(s_GameServ, u, "You have found \ 2%s\ 2!", p->fight->name.getString());
if (p->fight->hp < p->fight->maxhp)
p->fight->hp = p->fight->maxhp;
p->master = NULL; // Just to make sure
display_monster(u);
}
- else if (eventnum < 25 && eventnum >= 15) // 10%
+ else if (eventnum < 12 && eventnum >= 10) // 2% for finding potions
{
- notice(s_GameServ, u, "In your path lies a beautiful fountain from which flows the crystal waters of life.");
- notice(s_GameServ, u, "You wet your lips on the cool blue waters and feel rejuvenated");
- p->forest_fights += 10;
- p->hp = p->maxhp;
+ notice(s_GameServ, u, "Fortune smiles upon thee!");
+
+ eventnum = 1 + rand() % 4000;
+ if (eventnum < 1000)
+ {
+ notice(s_GameServ, u,
+ "You have found an HP Potion!");
+ p->inventory.incHP();
+ }
+ else if (eventnum < 2000)
+ {
+ notice(s_GameServ, u,
+ "You have found a Strength Potion!");
+ p->inventory.incStrength();
+ }
+ else if (eventnum < 3000)
+ {
+ notice(s_GameServ, u,
+ "You have found a Defense Potion!");
+ p->inventory.incDefense();
+ }
+ else
+ {
+ notice(s_GameServ, u,
+ "You have found a Healing Potion!");
+ p->inventory.incHealing();
+ }
}
- else if (eventnum < 15) // 15 % for the wishing well
+ else if (eventnum < 10 && eventnum >= 5) // 5% for the fountain
+ {
+ if (p->hp < p->maxhp)
+ {
+ notice(s_GameServ, u, "In your path lies a beautiful fountain from which flows the crystal waters of life.");
+ notice(s_GameServ, u, "You wet your lips on the cool blue waters and feel rejuvenated");
+ p->hp = p->maxhp;
+ }
+ else
+ {
+ notice(s_GameServ, u, "In your path lies a beautiful fountain from which flows the crystal waters of life.");
+ notice(s_GameServ, u, "You are not thirsty, though, and you don't need healing. Best to leave this for the next warrior");
+ p->forest_fights++;
+ }
+ }
+ else if (eventnum < 5) // 5 % for the wishing well
{
notice(s_GameServ, u, "You come upon a pure green emerald studded magic wishing well.");
if (p->gold == 0)
{
notice(s_GameServ, u, "Too bad you're broke. Guess you won't be having any wishes answered today.");
+ p->forest_fights++;
return;
}
+ long newstats;
notice(s_GameServ, u, "You throw one of your gold pieces into the well and it vanishes into a puff of white smoke.");
notice(s_GameServ, u, "In an instant, the puff of smoke materializes into a gnome.");
notice(s_GameServ, u, "The gnome is holding something in his hand motioning for you to come closer.");
notice(s_GameServ, u, "It is a wand! The gnome is waving it through the air towards you!");
- // 5% for each wishing well chance
- if (eventnum < 5) // forest fights
+ // 2% for each wishing well chance except for forest fights
+ if (eventnum < 1) // forest fights
{
- notice(s_GameServ, u, "EXTRA FOREST FIGHTS!!");
- p->forest_fights += (rand() % 11) + 5;
+ newstats = (rand() % 11) + 5;
+ notice(s_GameServ, u, "%ld EXTRA FOREST FIGHTS!!",
+ newstats);
+ p->forest_fights += newstats;
}
- else if (eventnum < 10)
+ else if (eventnum < 3)
{
- notice(s_GameServ, u, "A SACK OF GOLD!");
- p->gold += (rand() % 1000) * (p->level + (rand() % 10));
+ newstats = (rand() % 1000) * (p->level + (rand() % 10));
+ notice(s_GameServ, u, "A SACK WITH %ld GOLD!", newstats);
+ p->gold += newstats;
}
else
{
+ newstats = (rand() % 100) * (p->level + rand() % 10);
notice(s_GameServ, u, "Time seems to stand still for a moment.");
- notice(s_GameServ, u, "EXTRA EXPERIENCE POINTS");
- p->exp += (rand() % 100) * (p->level + rand() % 10);
+ notice(s_GameServ, u, " %ld EXTRA EXPERIENCE POINTS", newstats);
+ p->exp += newstats;
}
}
}
Monster *newguy;
newguy = new Monster;
- if (m->name)
- {
- newguy->name = new char[strlen(m->name)];
- strcpy(newguy->name, m->name);
- }
- if (m->weapon)
- {
- newguy->weapon = new char[strlen(m->weapon)];
- strcpy(newguy->weapon, m->weapon);
- }
- if (m->death)
- {
- newguy->death = new char[strlen(m->death)];
- strcpy(newguy->death, m->death);
- }
-
+ newguy->name = m->name;
+ newguy->weapon = m->weapon;
+ newguy->death = m->death;
newguy->strength = m->strength;
newguy->gold = m->gold;
newguy->exp = m->exp;