}
else
{
+ 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;
p->forest_fights--;
notice(s_GameServ, u, "You search the forest for something to kill...");
- // 85% of forest searching turns up a monster
- if (eventnum >= 15)
+ // 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->master = NULL; // Just to make sure
display_monster(u);
}
- else if (eventnum < 15 && eventnum >= 5) // 10% for the fountain
+ 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() % 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
{
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.");
// 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 < 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;
}
}
}