-#include "sockhelp.h"
#include "aClient.h"
-#include "list.h"
+#include <cctype>
#include "extern.h"
#include "flags.h"
-#include <cctype>
+#include "item.h"
+#include "pouch.h"
+#include "sockhelp.h"
void do_forest(char *u);
Monster *getNewMonster(Monster *m);
void do_forest(char *u)
{
- aClient *source;
-
- int num = rand() % 12;
-
-
- if (!(source = find(u)))
+ aClient *source;
+
+ if (!(source = find(u)))
{
- notice(s_GameServ, u, "Fatal Error in do_forest. Contact a %S admin for help.");
- return;
+ notice(s_GameServ, u, "Fatal Error in do_forest. Contact a %S admin for help.");
+ return;
}
- else if (!is_playing(source))
+ else if (!is_playing(source))
{
- notice(s_GameServ, u, "You must be playing the game to search the forest!");
- return;
+ notice(s_GameServ, u, "You must be playing the game to search the forest!");
+ return;
}
- Player *p = source->stats;
-
- if (!isAlive(p))
+ Player *p = source->stats;
+
+ if (!isAlive(p))
{
- notice(s_GameServ, u, "You are dead. Wait until tomorrow to search the forest some more.");
- return;
+ notice(s_GameServ, u, "You are dead. Wait until tomorrow to search the forest some more.");
+ return;
}
- else
+ else
{
- updateTS(source->stats);
- if (p->forest_fights <= 0)
+ updateTS(source->stats);
+ if (p->getForestFights() <= 0)
{
- notice(s_GameServ, u, "You are out of forest fights for the day. Wait "\
- "till tomorrow!");
- return;
+ notice(s_GameServ, u, "You are out of forest fights for the day. Wait "\
+ "till tomorrow!");
+ return;
}
- else if (!is_fighting(source))
+ else if (!is_fighting(source))
{
- int eventnum = rand() % 100;
- p->forest_fights--;
-
- notice(s_GameServ, u, "You search the forest for something to kill...");
-
- // 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);
- if (p->fight->hp < p->fight->maxhp)
- p->fight->hp = p->fight->maxhp;
-
- p->battle = NULL; // Just to make sure
- p->master = NULL; // Just to make sure
- display_monster(u);
- }
- else if (eventnum < 12 && eventnum >= 10) // 2% for finding potions
- {
- notice(s_GameServ, u, "Fortune smiles upon thee!");
-
- eventnum = 1 + rand() % 4;
- switch(eventnum)
- {
- case 1:
- notice(s_GameServ, u,
- "You have found an HP Potion!");
- p->inventory.incHP();
- break;
- case 2:
- notice(s_GameServ, u,
- "You have found a Strength Potion!");
- p->inventory.incStrength();
- break;
- case 3:
- notice(s_GameServ, u,
- "You have found a Defense Potion!");
- p->inventory.incDefense();
- break;
- case 4:
- notice(s_GameServ, u,
- "You have found a Healing Potion!");
- p->inventory.incHealing();
- break;
- }
- }
- 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!");
- // 2% for each wishing well chance except for forest fights
- if (eventnum < 1) // forest fights
- {
- newstats = (rand() % 11) + 5;
- notice(s_GameServ, u, "%ld EXTRA FOREST FIGHTS!!",
- newstats);
- p->forest_fights += newstats;
- }
- else if (eventnum < 3)
- {
- 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, " %ld EXTRA EXPERIENCE POINTS", newstats);
- p->exp += newstats;
- }
- }
+ int eventnum = rand() % 100;
+ p->subtractForestFights(1);
+
+ notice(s_GameServ, u, "You search the forest for something to kill...");
+
+ // 90% of forest searching turns up a monster
+ if (eventnum >= 10)
+ {
+ p->setMonster(levels[p->getLevel() - 1].randomMonster());
+
+ notice(s_GameServ, u, "You have found \ 2%s\ 2!", p->getMonster()->name.c_str());
+ if (p->getMonster()->hp < p->getMonster()->maxhp)
+ p->getMonster()->hp = p->getMonster()->maxhp;
+
+ p->delBattle(); // Just to make sure
+ p->delMaster(); // Just to make sure
+ display_monster(u);
+ }
+ else if (eventnum < 10 && eventnum >= 9) // 1% for finding potions
+ {
+ list<tavernItem>::iterator temp_tavernitem;
+
+ notice(s_GameServ, u, "Fortune smiles upon thee!");
+
+ eventnum = rand() % tavern.size();
+ temp_tavernitem = tavern.begin();
+ for (int x = 0;x < eventnum;x++)
+ {
+ temp_tavernitem++;
+ }
+ notice(s_GameServ, u, "You have found a %s", (*temp_tavernitem).getItem()->getName().c_str());
+ p->inventory->addItem((*temp_tavernitem).getItem());
+ }
+ else if (eventnum < 9 && eventnum >= 4) // 5% for the fountain
+ {
+ if (p->getHP() < p->getMaxHP())
+ {
+ 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->healall();
+ }
+ 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->addForestFights(1);
+ }
+ }
+ else if (eventnum < 4) // 4 % for the wishing well
+ {
+ notice(s_GameServ, u, "You come upon a pure green emerald studded magic wishing well.");
+ if (p->getGold() == 0)
+ {
+ notice(s_GameServ, u, "Too bad you're broke. Guess you won't be having any wishes answered today.");
+ p->addForestFights(1);
+ 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!");
+ // 2% for each wishing well chance except for forest fights
+ if (eventnum < 1) // forest fights
+ {
+ newstats = (rand() % 11) + 5;
+ notice(s_GameServ, u, "%ld EXTRA FOREST FIGHTS!!",
+ newstats);
+ p->addForestFights(newstats);
+ }
+ else if (eventnum < 3)
+ {
+ newstats = levels[p->getLevel() - 1].getGold().random();
+ notice(s_GameServ, u, "A SACK WITH %ld GOLD!", newstats);
+ p->addGold(newstats);
+ }
+ else
+ {
+ newstats = levels[p->getLevel() - 1].getExp().random();
+ notice(s_GameServ, u, "Time seems to stand still for a moment.");
+ notice(s_GameServ, u, " %ld EXTRA EXPERIENCE POINTS", newstats);
+ p->addExp(newstats);
+ }
+ }
}
- else if (is_fighting(u))
+ else if (is_fighting(u))
{
- notice(s_GameServ, u, "You want to fight two monsters at once?");
+ notice(s_GameServ, u, "You want to fight two monsters at once?");
}
- }
-
+ }
}
Monster *getNewMonster(Monster *m)
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;