/
swrfuss/
swrfuss/boards/
swrfuss/color/
swrfuss/doc/mudprogs/
swrfuss/email/
swrfuss/planets/
swrfuss/space/
/***************************************************************************
*                           STAR WARS REALITY 1.0                          *
*--------------------------------------------------------------------------*
* Star Wars Reality Code Additions and changes from the Smaug Code         *
* copyright (c) 1997 by Sean Cooper                                        *
* -------------------------------------------------------------------------*
* Starwars and Starwars Names copyright(c) Lucas Film Ltd.                 *
*--------------------------------------------------------------------------*
* SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider                           *
* SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus,                    *
* Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops                *
* ------------------------------------------------------------------------ *
* Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael        *
* Chastain, Michael Quan, and Mitchell Tse.                                *
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,          *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.     *
* ------------------------------------------------------------------------ *
*			 Tracking/hunting module			   *
****************************************************************************/

#include <sys/types.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "mud.h"

#define BFS_ERROR	   -1
#define BFS_ALREADY_THERE  -2
#define BFS_NO_PATH	   -3
#define BFS_MARK         BV01

#define TRACK_THROUGH_DOORS

extern short top_room;

bool mob_snipe( CHAR_DATA * ch, CHAR_DATA * victim );
ch_ret one_hit args( ( CHAR_DATA * ch, CHAR_DATA * victim, int dt ) );

/* You can define or not define TRACK_THOUGH_DOORS, above, depending on
   whether or not you want track to find paths which lead through closed
   or hidden doors.
*/

struct bfs_queue_struct
{
   ROOM_INDEX_DATA *room;
   char dir;
   struct bfs_queue_struct *next;
};

static struct bfs_queue_struct *queue_head = NULL, *queue_tail = NULL, *room_queue = NULL;

/* Utility macros */
#define MARK(room)	(SET_BIT(	(room)->room_flags, BFS_MARK) )
#define UNMARK(room)	(REMOVE_BIT(	(room)->room_flags, BFS_MARK) )
#define IS_MARKED(room)	(IS_SET(	(room)->room_flags, BFS_MARK) )

ROOM_INDEX_DATA *toroom( ROOM_INDEX_DATA * room, short door )
{
   return ( get_exit( room, door )->to_room );
}

bool valid_edge( ROOM_INDEX_DATA * room, short door )
{
   EXIT_DATA *pexit;
   ROOM_INDEX_DATA *to_room;

   pexit = get_exit( room, door );
   if( pexit && ( to_room = pexit->to_room ) != NULL
#ifndef TRACK_THROUGH_DOORS
       && !IS_SET( pexit->exit_info, EX_CLOSED )
#endif
       && !IS_MARKED( to_room ) )
      return TRUE;
   else
      return FALSE;
}

void bfs_enqueue( ROOM_INDEX_DATA * room, char dir )
{
   struct bfs_queue_struct *curr;

   CREATE( curr, struct bfs_queue_struct, 1 );
   curr->room = room;
   curr->dir = dir;
   curr->next = NULL;

   if( queue_tail )
   {
      queue_tail->next = curr;
      queue_tail = curr;
   }
   else
      queue_head = queue_tail = curr;
}


void bfs_dequeue( void )
{
   struct bfs_queue_struct *curr;

   curr = queue_head;

   if( !( queue_head = queue_head->next ) )
      queue_tail = NULL;
   DISPOSE( curr );
}


void bfs_clear_queue( void )
{
   while( queue_head )
      bfs_dequeue(  );
}

void room_enqueue( ROOM_INDEX_DATA * room )
{
   struct bfs_queue_struct *curr;

   CREATE( curr, struct bfs_queue_struct, 1 );
   curr->room = room;
   curr->next = room_queue;

   room_queue = curr;
}

void clean_room_queue( void )
{
   struct bfs_queue_struct *curr, *curr_next;

   for( curr = room_queue; curr; curr = curr_next )
   {
      UNMARK( curr->room );
      curr_next = curr->next;
      DISPOSE( curr );
   }
   room_queue = NULL;
}


int find_first_step( ROOM_INDEX_DATA * src, ROOM_INDEX_DATA * target, int maxdist )
{
   int curr_dir, count;

   if( !src || !target )
   {
      bug( "Illegal value passed to find_first_step (track.c)", 0 );
      return BFS_ERROR;
   }

   if( src == target )
      return BFS_ALREADY_THERE;

   if( src->area != target->area )
      return BFS_NO_PATH;

   room_enqueue( src );
   MARK( src );

   /*
    * first, enqueue the first steps, saving which direction we're going. 
    */
   for( curr_dir = 0; curr_dir < 10; curr_dir++ )
      if( valid_edge( src, curr_dir ) )
      {
         MARK( toroom( src, curr_dir ) );
         room_enqueue( toroom( src, curr_dir ) );
         bfs_enqueue( toroom( src, curr_dir ), curr_dir );
      }

   count = 0;
   while( queue_head )
   {
      if( ++count > maxdist )
      {
         bfs_clear_queue(  );
         clean_room_queue(  );
         return BFS_NO_PATH;
      }
      if( queue_head->room == target )
      {
         curr_dir = queue_head->dir;
         bfs_clear_queue(  );
         clean_room_queue(  );
         return curr_dir;
      }
      else
      {
         for( curr_dir = 0; curr_dir < 10; curr_dir++ )
            if( valid_edge( queue_head->room, curr_dir ) )
            {
               MARK( toroom( queue_head->room, curr_dir ) );
               room_enqueue( toroom( queue_head->room, curr_dir ) );
               bfs_enqueue( toroom( queue_head->room, curr_dir ), queue_head->dir );
            }
         bfs_dequeue(  );
      }
   }
   clean_room_queue(  );

   return BFS_NO_PATH;
}


void do_track( CHAR_DATA * ch, char *argument )
{
   CHAR_DATA *vict;
   char arg[MAX_INPUT_LENGTH];
   char buf[MAX_STRING_LENGTH];
   int dir, maxdist;

   if( !IS_NPC( ch ) && !ch->pcdata->learned[gsn_track] )
   {
      send_to_char( "You do not know of this skill yet.\r\n", ch );
      return;
   }

   one_argument( argument, arg );
   if( arg[0] == '\0' )
   {
      send_to_char( "Whom are you trying to track?\r\n", ch );
      return;
   }

   WAIT_STATE( ch, skill_table[gsn_track]->beats );

   if( !( vict = get_char_world( ch, arg ) ) )
   {
      send_to_char( "You can't find a trail of anyone like that.\r\n", ch );
      return;
   }

   maxdist = 100 + ch->top_level * 30;

   if( !IS_NPC( ch ) )
      maxdist = ( maxdist * ch->pcdata->learned[gsn_track] ) / 100;

   dir = find_first_step( ch->in_room, vict->in_room, maxdist );
   switch ( dir )
   {
      case BFS_ERROR:
         send_to_char( "Hmm... something seems to be wrong.\r\n", ch );
         break;
      case BFS_ALREADY_THERE:
         send_to_char( "You're already in the same room!\r\n", ch );
         break;
      case BFS_NO_PATH:
         sprintf( buf, "You can't sense a trail from here.\r\n" );
         send_to_char( buf, ch );
         learn_from_failure( ch, gsn_track );
         break;
      default:
         ch_printf( ch, "You sense a trail %s from here...\r\n", dir_name[dir] );
         learn_from_success( ch, gsn_track );
         break;
   }
}


void found_prey( CHAR_DATA * ch, CHAR_DATA * victim )
{
   char buf[MAX_STRING_LENGTH];
   char victname[MAX_STRING_LENGTH];



   if( victim == NULL )
   {
      bug( "Found_prey: null victim", 0 );
      return;
   }

   if( ch == NULL )
   {
      bug( "Found_prey: null ch", 0 );
      return;
   }

   if( victim->in_room == NULL )
   {
      bug( "Found_prey: null victim->in_room", 0 );
      return;
   }

   strcpy( victname, IS_NPC( victim ) ? victim->short_descr : victim->name );

   if( !can_see( ch, victim ) )
   {
      if( number_percent(  ) < 90 )
         return;
      switch ( number_bits( 2 ) )
      {
         case 0:
            sprintf( buf, "Don't make me find you, %s!", victname );
            do_say( ch, buf );
            break;
         case 1:
            act( AT_ACTION, "$n sniffs around the room for $N.", ch, NULL, victim, TO_NOTVICT );
            act( AT_ACTION, "You sniff around the room for $N.", ch, NULL, victim, TO_CHAR );
            act( AT_ACTION, "$n sniffs around the room for you.", ch, NULL, victim, TO_VICT );
            sprintf( buf, "I can smell your blood!" );
            do_say( ch, buf );
            break;
         case 2:
            sprintf( buf, "I'm going to tear %s apart!", victname );
            do_yell( ch, buf );
            break;
         case 3:
            do_say( ch, "Just wait until I find you..." );
            break;
      }
      return;
   }

   if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
   {
      if( number_percent(  ) < 90 )
         return;
      switch ( number_bits( 2 ) )
      {
         case 0:
            do_say( ch, "C'mon out, you coward!" );
            sprintf( buf, "%s is a bloody coward!", victname );
            do_yell( ch, buf );
            break;
         case 1:
            sprintf( buf, "Let's take this outside, %s", victname );
            do_say( ch, buf );
            break;
         case 2:
            sprintf( buf, "%s is a yellow-bellied wimp!", victname );
            do_yell( ch, buf );
            break;
         case 3:
            act( AT_ACTION, "$n takes a few swipes at $N.", ch, NULL, victim, TO_NOTVICT );
            act( AT_ACTION, "You try to take a few swipes $N.", ch, NULL, victim, TO_CHAR );
            act( AT_ACTION, "$n takes a few swipes at you.", ch, NULL, victim, TO_VICT );
            break;
      }
      return;
   }

   switch ( number_bits( 2 ) )
   {
      case 0:
         sprintf( buf, "Your blood is mine, %s!", victname );
         do_yell( ch, buf );
         break;
      case 1:
         sprintf( buf, "Alas, we meet again, %s!", victname );
         do_say( ch, buf );
         break;
      case 2:
         sprintf( buf, "What do you want on your tombstone, %s?", victname );
         do_say( ch, buf );
         break;
      case 3:
         act( AT_ACTION, "$n lunges at $N from out of nowhere!", ch, NULL, victim, TO_NOTVICT );
         act( AT_ACTION, "You lunge at $N catching $M off guard!", ch, NULL, victim, TO_CHAR );
         act( AT_ACTION, "$n lunges at you from out of nowhere!", ch, NULL, victim, TO_VICT );
   }
   stop_hunting( ch );
   set_fighting( ch, victim );
   multi_hit( ch, victim, TYPE_UNDEFINED );
   return;
}

void hunt_victim( CHAR_DATA * ch )
{
   bool found;
   CHAR_DATA *tmp;
   short ret;

   if( !ch || !ch->hunting || !ch->hunting->who )
      return;

   /*
    * make sure the char still exists 
    */
   for( found = FALSE, tmp = first_char; tmp && !found; tmp = tmp->next )
      if( ch->hunting->who == tmp )
         found = TRUE;

   if( !found )
   {
      do_say( ch, "Damn!  My prey is gone!!" );
      stop_hunting( ch );
      return;
   }

   if( ch->in_room == ch->hunting->who->in_room )
   {
      if( ch->fighting )
         return;
      found_prey( ch, ch->hunting->who );
      return;
   }

/* hunting with snipe */
   {
      OBJ_DATA *wield;

      wield = get_eq_char( ch, WEAR_WIELD );
      if( wield != NULL && wield->value[3] == WEAPON_BLASTER )
      {
         if( mob_snipe( ch, ch->hunting->who ) == TRUE )
            return;
      }
      else if( !IS_SET( ch->act, ACT_DROID ) )
         do_hide( ch, "" );
   }

   ret = find_first_step( ch->in_room, ch->hunting->who->in_room, 5000 );
   if( ret == BFS_NO_PATH )
   {
      EXIT_DATA *pexit;
      int attempt;

      for( attempt = 0; attempt < 25; attempt++ )
      {
         ret = number_door(  );
         if( ( pexit = get_exit( ch->in_room, ret ) ) == NULL
             || !pexit->to_room
             || IS_SET( pexit->exit_info, EX_CLOSED ) || IS_SET( pexit->to_room->room_flags, ROOM_NO_MOB ) )
            continue;
      }
   }
   if( ret < 0 )
   {
      do_say( ch, "Damn!  Lost my prey!" );
      stop_hunting( ch );
      return;
   }
   else
   {
      move_char( ch, get_exit( ch->in_room, ret ), FALSE );
      if( char_died( ch ) )
         return;
      if( !ch->hunting )
      {
         if( !ch->in_room )
         {
            char buf[MAX_STRING_LENGTH];
            sprintf( buf, "Hunt_victim: no ch->in_room!  Mob #%d, name: %s.  Placing mob in limbo.",
                     ch->pIndexData->vnum, ch->name );
            bug( buf, 0 );
            char_to_room( ch, get_room_index( ROOM_VNUM_LIMBO ) );
            return;
         }
         do_say( ch, "Damn!  Lost my prey!" );
         return;
      }
      if( ch->in_room == ch->hunting->who->in_room )
         found_prey( ch, ch->hunting->who );
      return;
   }
}

bool mob_snipe( CHAR_DATA * ch, CHAR_DATA * victim )
{
   short dir, dist;
   short max_dist = 3;
   EXIT_DATA *pexit;
   ROOM_INDEX_DATA *was_in_room;
   ROOM_INDEX_DATA *to_room;
   char buf[MAX_STRING_LENGTH];
   bool pfound = FALSE;

   if( !ch->in_room || !victim->in_room )
      return FALSE;

   if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
      return FALSE;

   for( dir = 0; dir <= 10; dir++ )
   {
      if( ( pexit = get_exit( ch->in_room, dir ) ) == NULL )
         continue;

      if( IS_SET( pexit->exit_info, EX_CLOSED ) )
         continue;

      was_in_room = ch->in_room;

      for( dist = 0; dist <= max_dist; dist++ )
      {
         if( IS_SET( pexit->exit_info, EX_CLOSED ) )
            break;

         if( !pexit->to_room )
            break;

         to_room = NULL;
         if( pexit->distance > 1 )
            to_room = generate_exit( ch->in_room, &pexit );

         if( to_room == NULL )
            to_room = pexit->to_room;

         char_from_room( ch );
         char_to_room( ch, to_room );


         if( ch->in_room == victim->in_room )
         {
            pfound = TRUE;
            break;
         }

         if( ( pexit = get_exit( ch->in_room, dir ) ) == NULL )
            break;

      }

      char_from_room( ch );
      char_to_room( ch, was_in_room );

      if( !pfound )
      {
         char_from_room( ch );
         char_to_room( ch, was_in_room );
         continue;
      }

      if( IS_SET( victim->in_room->room_flags, ROOM_SAFE ) )
         return FALSE;

      if( is_safe( ch, victim ) )
         return FALSE;

      if( IS_AFFECTED( ch, AFF_CHARM ) && ch->master == victim )
         return FALSE;

      if( ch->position == POS_FIGHTING )
         return FALSE;

      switch ( dir )
      {
         case 0:
         case 1:
            dir += 2;
            break;
         case 2:
         case 3:
            dir -= 2;
            break;
         case 4:
         case 7:
            dir += 1;
            break;
         case 5:
         case 8:
            dir -= 1;
            break;
         case 6:
            dir += 3;
            break;
         case 9:
            dir -= 3;
            break;
      }

      char_from_room( ch );
      char_to_room( ch, victim->in_room );

      sprintf( buf, "A blaster shot fires at you from the %s.", dir_name[dir] );
      act( AT_ACTION, buf, victim, NULL, ch, TO_CHAR );
      act( AT_ACTION, "You fire at $N.", ch, NULL, victim, TO_CHAR );
      sprintf( buf, "A blaster shot fires at $N from the %s.", dir_name[dir] );
      act( AT_ACTION, buf, ch, NULL, victim, TO_NOTVICT );

      one_hit( ch, victim, TYPE_UNDEFINED );

      if( char_died( ch ) )
         return TRUE;

      stop_fighting( ch, TRUE );

      if( victim && !char_died( victim ) && victim->hit < 0 )
      {
         stop_hunting( ch );
         stop_hating( ch );
      }

      char_from_room( ch );
      char_to_room( ch, was_in_room );

      return TRUE;
   }

   return FALSE;
}