X-Git-Url: https://jfr.im/git/irc/gameservirc.git/blobdiff_plain/85ce9d3ecb3e6888dae590b3a8e347e0a2131bd9..c7bceafda9c7c1045b398d8454a0a2ed0fbd9170:/gameserv/c_forest.cpp diff --git a/gameserv/c_forest.cpp b/gameserv/c_forest.cpp index 21e065e..762d1e7 100644 --- a/gameserv/c_forest.cpp +++ b/gameserv/c_forest.cpp @@ -2,9 +2,12 @@ #include "aClient.h" #include "list.h" #include "extern.h" +#include "flags.h" #include void do_forest(char *u); +Monster *getNewMonster(Monster *m); +void deleteMonster(Monster *m); void forest(char *source, char *buf) { @@ -20,6 +23,10 @@ void forest(char *source, char *buf) do_forest(source); } else if (stricmp(cmd, "ATTACK") == 0) { do_attack(source); + } else if (stricmp(cmd, "RUN") == 0) { + do_run(source); + } else if (stricmp(cmd, "HEAL") == 0) { + do_heal(source); } source--; @@ -28,34 +35,134 @@ source--; void do_forest(char *u) { aClient *source; - char *cmd; - int num = rand() % 12; - - source = find(u); - - if (!is_playing(u)) + 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; + } + 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 (isnt_fighting(u)) + else if (!is_fighting(source)) { - Player *ni = source->stats; - ni->forest_fights--; - ni->fight = &monsters[ni->level - 1][num]; - notice(s_GameServ, u, "You search the forest for something to kill..."); - notice(s_GameServ, u, "You have found %s!", ni->fight->name); - ni->fight->hp = ni->fight->maxhp; - ni->battle = NULL; - display_monster(u); + 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(levels[p->level - 1].randomMonster()); + notice(s_GameServ, u, "You have found %s!", p->fight->name.c_str()); + 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 = levels[p->level - 1].getStrength().random(); + notice(s_GameServ, u, "A SACK WITH %ld GOLD!", newstats); + p->gold += newstats; + } + else + { + newstats = levels[p->level - 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->exp += newstats; + } + } } else if (is_fighting(u)) { @@ -65,3 +172,20 @@ void do_forest(char *u) } +Monster *getNewMonster(Monster *m) +{ + if (!m) + return NULL; + + Monster *newguy; + newguy = new Monster; + newguy->name = m->name; + newguy->weapon = m->weapon; + newguy->death = m->death; + newguy->strength = m->strength; + newguy->gold = m->gold; + newguy->exp = m->exp; + newguy->hp = m->hp; + newguy->maxhp = m->maxhp; + return newguy; +}