LotGDocker/lotgd-web/lotgd/forest.php
2020-08-17 19:16:42 -04:00

311 lines
11 KiB
PHP
Executable File

<?php
// addnews ready
// translator ready
// mail ready
require_once("common.php");
require_once("lib/forest.php");
require_once("lib/fightnav.php");
require_once("lib/http.php");
require_once("lib/taunt.php");
require_once("lib/events.php");
require_once("lib/battle-skills.php");
tlschema("forest");
$fight = false;
page_header("The Forest");
$dontdisplayforestmessage=handle_event("forest");
$op = httpget("op");
$battle = false;
if ($op=="run"){
if (e_rand()%3 == 0){
output ("`c`b`&You have successfully fled your opponent!`0`b`c`n");
$op="";
httpset('op', "");
unsuspend_buffs();
foreach($companions as $index => $companion) {
if(isset($companion['expireafterfight']) && $companion['expireafterfight']) {
unset($companions[$index]);
}
}
}else{
output("`c`b`\$You failed to flee your opponent!`0`b`c");
}
}
if ($op=="dragon"){
require_once("lib/partner.php");
addnav("Enter the cave","dragon.php");
addnav("Run away like a baby","inn.php?op=fleedragon");
output("`\$You approach the blackened entrance of a cave deep in the forest, though the trees are scorched to stumps for a hundred yards all around.");
output("A thin tendril of smoke escapes the roof of the cave's entrance, and is whisked away by a suddenly cold and brisk wind.");
output("The mouth of the cave lies up a dozen feet from the forest floor, set in the side of a cliff, with debris making a conical ramp to the opening.");
output("Stalactites and stalagmites near the entrance trigger your imagination to inspire thoughts that the opening is really the mouth of a great leech.`n`n");
output("You cautiously approach the entrance of the cave, and as you do, you hear, or perhaps feel a deep rumble that lasts thirty seconds or so, before silencing to a breeze of sulfur-air which wafts out of the cave.");
output("The sound starts again, and stops again in a regular rhythm.`n`n");
output("You clamber up the debris pile leading to the mouth of the cave, your feet crunching on the apparent remains of previous heroes, or perhaps hors d'oeuvres.`n`n");
output("Every instinct in your body wants to run, and run quickly, back to the warm inn, and the even warmer %s`\$.", get_partner());
output("What do you do?`0");
$session['user']['seendragon']=1;
}
if ($op=="search"){
checkday();
if ($session['user']['turns']<=0){
output("`\$`bYou are too tired to search the forest any longer today. Perhaps tomorrow you will have more energy.`b`0");
$op="";
httpset('op', "");
}else{
modulehook("forestsearch", array());
$args = array(
'soberval'=>0.9,
'sobermsg'=>"`&Faced with the prospect of death, you sober up a little.`n",
'schema'=>'forest');
modulehook("soberup", $args);
if (module_events("forest", getsetting("forestchance", 15)) != 0) {
if (!checknavs()) {
// If we're showing the forest, make sure to reset the special
// and the specialmisc
$session['user']['specialinc'] = "";
$session['user']['specialmisc'] = "";
$dontdisplayforestmessage=true;
$op = "";
httpset("op", "");
} else {
page_footer();
}
}else{
$session['user']['turns']--;
$battle=true;
if (e_rand(0,2)==1){
$plev = (e_rand(1,5)==1?1:0);
$nlev = (e_rand(1,3)==1?1:0);
}else{
$plev=0;
$nlev=0;
}
$type = httpget('type');
if ($type=="slum"){
$nlev++;
output("`\$You head for the section of forest you know to contain foes that you're a bit more comfortable with.`0`n");
}
if ($type=="thrill"){
$plev++;
output("`\$You head for the section of forest which contains creatures of your nightmares, hoping to find one of them injured.`0`n");
}
$extrabuff = 0;
if ($type=="suicide"){
if ($session['user']['level'] <= 7) {
$plev += 1;
$extrabuf = .25;
} elseif ($session['user']['level'] < 14) {
$plev+=2;
$extrabuf = 0;
} else {
$plev++;
$extrabuff = .4;
}
output("`\$You head for the section of forest which contains creatures of your nightmares, looking for the biggest and baddest ones there.`0`n");
}
$multi = 1;
$targetlevel = ($session['user']['level'] + $plev - $nlev );
$mintargetlevel = $targetlevel;
if (getsetting("multifightdk", 10) <= $session['user']['dragonkills']) {
if (e_rand(1,100) <= getsetting("multichance", 25)) {
$multi = e_rand(getsetting("multibasemin", 2),getsetting("multibasemax", 3));
if ($type=="slum") {
$multi -= e_rand(getsetting("multislummin", 0),getsetting("multislummax", 1));
if (e_rand(0,1)) {
$mintargetlevel = $targetlevel - 1;
} else {
$mintargetlevel = $targetlevel - 2;
}
} else if ($type == "thrill") {
$multi += e_rand(getsetting("multithrillmin", 1),getsetting("multithrillmax", 2));
if (e_rand(0,1)) {
$targetlevel++;
$mintargetlevel = $targetlevel - 1;
} else {
$mintargetlevel = $targetlevel-1;
}
} else if ($type == "suicide") {
$multi += e_rand(getsetting("multisuimin", 2),getsetting("multisuimax", 4));
if (e_rand(0,1)) {
$mintargetlevel = $targetlevel - 1;
} else {
$targetlevel++;
$mintargetlevel = $targetlevel - 1;
}
}
$multi = min($multi, $session['user']['level']);
}
} else {
$multi = 1;
}
$multi = max(1, $multi);
if ($targetlevel<1) $targetlevel=1;
if ($mintargetlevel<1) $mintargetlevel=1;
if ($mintargetlevel > $targetlevel) $mintargetlevel = $targetlevel;
if ($targetlevel>17) {
$multi += $targetlevel - 17;
$targetlevel=17;
}
debug("Creatures: $multi Targetlevel: $targetlevel Mintargetlevel: $mintargetlevel");
if ($multi > 1) {
$packofmonsters = (bool)(e_rand(0,5) == 0 && getsetting("allowpackofmonsters", true)); // true or false
switch($packofmonsters) {
case false:
$sql = "SELECT * FROM " . db_prefix("creatures") . " WHERE creaturelevel <= $targetlevel AND creaturelevel >= $mintargetlevel AND forest=1 ORDER BY rand(".e_rand().") LIMIT $multi";
break;
case true:
$sql = "SELECT * FROM " . db_prefix("creatures") . " WHERE creaturelevel <= $targetlevel AND creaturelevel >= $mintargetlevel AND forest=1 ORDER BY rand(".e_rand().") LIMIT 1";
break;
}
} else {
$sql = "SELECT * FROM " . db_prefix("creatures") . " WHERE creaturelevel <= $targetlevel AND creaturelevel >= $mintargetlevel AND forest=1 ORDER BY rand(".e_rand().") LIMIT 1";
$packofmonsters = 0;
}
$result = db_query($sql);
restore_buff_fields();
if (db_num_rows($result) == 0) {
// There is nothing in the database to challenge you, let's
// give you a doppleganger.
$badguy = array();
$badguy['creaturename']=
"An evil doppleganger of ".$session['user']['name'];
$badguy['creatureweapon']=$session['user']['weapon'];
$badguy['creaturelevel']=$session['user']['level'];
$badguy['creaturegold']=0;
$badguy['creatureexp'] =
round($session['user']['experience']/10, 0);
$badguy['creaturehealth']=$session['user']['maxhitpoints'];
$badguy['creatureattack']=$session['user']['attack'];
$badguy['creaturedefense']=$session['user']['defense'];
$stack[] = $badguy;
} else {
require_once("lib/forestoutcomes.php");
if ($packofmonsters == true) {
$initialbadguy = db_fetch_assoc($result);
$prefixs = array("Elite","Dangerous","Lethal","Savage","Deadly","Malevolent","Malignant");
for($i=0;$i<$multi;$i++) {
$initialbadguy['creaturelevel'] = e_rand($mintargetlevel, $targetlevel);
$initialbadguy['playerstarthp']=$session['user']['hitpoints'];
$initialbadguy['diddamage']=0;
$badguy = buffbadguy($initialbadguy);
if ($type == "thrill") {
// 10% more experience
$badguy['creatureexp'] = round($badguy['creatureexp']*1.1, 0);
// 10% more gold
$badguy['creaturegold'] = round($badguy['creaturegold']*1.1, 0);
}
if ($type == "suicide") {
// Okay, suicide fights give even more rewards, but
// are much harder
// 25% more experience
$badguy['creatureexp'] = round($badguy['creatureexp']*1.25, 0);
// 25% more gold
$badguy['creaturegold'] = round($badguy['creaturegold']*1.25, 0);
// Now, make it tougher.
$mul = 1.25 + $extrabuff;
$badguy['creatureattack'] = round($badguy['creatureattack']*$mul, 0);
$badguy['creaturedefense'] = round($badguy['creaturedefense']*$mul, 0);
$badguy['creaturehealth'] = round($badguy['creaturehealth']*$mul, 0);
// And mark it as an 'elite' troop.
$prefixs = translate_inline($prefixs);
$key = array_rand($prefixs);
$prefix = $prefixs[$key];
$badguy['creaturename'] = $prefix . " " . $badguy['creaturename'];
}
$stack[$i] = $badguy;
}
if ($multi > 1) {
output("`2You encounter a group of `^%i`2 %s`2.`n`n", $multi, $badguy['creaturename']);
}
} else {
while ($badguy = db_fetch_assoc($result)) {
$badguy['playerstarthp']=$session['user']['hitpoints'];
$badguy['diddamage']=0;
$badguy = buffbadguy($badguy);
// Okay, they are thrillseeking, let's give them a bit extra
// exp and gold.
if ($type == "thrill") {
// 10% more experience
$badguy['creatureexp'] = round($badguy['creatureexp']*1.1, 0);
// 10% more gold
$badguy['creaturegold'] = round($badguy['creaturegold']*1.1, 0);
}
if ($type == "suicide") {
// Okay, suicide fights give even more rewards, but
// are much harder
// 25% more experience
$badguy['creatureexp'] = round($badguy['creatureexp']*1.25, 0);
// 25% more gold
$badguy['creaturegold'] = round($badguy['creaturegold']*1.25, 0);
// Now, make it tougher.
$mul = 1.25 + $extrabuff;
$badguy['creatureattack'] = round($badguy['creatureattack']*$mul, 0);
$badguy['creaturedefense'] = round($badguy['creaturedefense']*$mul, 0);
$badguy['creaturehealth'] = round($badguy['creaturehealth']*$mul, 0);
// And mark it as an 'elite' troop.
$prefixs = array("Elite","Dangerous","Lethal","Savage","Deadly","Malevolent","Malignant");
$prefixs = translate_inline($prefixs);
$key = array_rand($prefixs);
$prefix = $prefixs[$key];
$badguy['creaturename'] = $prefix . " " . $badguy['creaturename'];
}
$stack[] = $badguy;
}
}
}
calculate_buff_fields();
$attackstack = array(
"enemies"=>$stack,
"options"=>array(
"type"=>"forest"
)
);
$session['user']['badguy']=createstring($attackstack);
// If someone for any reason wanted to add a nav where the user cannot choose the number of rounds anymore
// because they are already set in the nav itself, we need this here.
// It will not break anything else. I hope.
if(httpget('auto') != "") {
httpset('op', 'fight');
$op = 'fight';
}
}
}
}
if ($op=="fight" || $op=="run" || $op == "newtarget"){
$battle=true;
}
if ($battle){
require_once("battle.php");
if ($victory){
require_once("lib/forestoutcomes.php");
$op="";
httpset('op', "");
forestvictory($newenemies,isset($options['denyflawless'])?$options['denyflawless']:false);
$dontdisplayforestmessage=true;
}elseif($defeat){
require_once("lib/forestoutcomes.php");
forestdefeat($newenemies);
}else{
fightnav();
}
}
if ($op==""){
// Need to pass the variable here so that we show the forest message
// sometimes, but not others.
forest($dontdisplayforestmessage);
}
page_footer();
?>