rm4/
rm4/boards/
rm4/clans/
rm4/councils/
rm4/deity/
rm4/gods/
rm4/guilds/
rm4/player/a/
rm4/src/utils/
rm4/watch/
rm4/web/public_html/
/****************************************************************************
 * ResortMUD 4.0 Beta by Ntanel, Garinan, Badastaz, Josh, Digifuzz, Senir,  *
 * Kratas, Scion, Shogar and Tagith.  Special thanks to Thoric, Nivek,      *
 * Altrag, Arlorn, Justice, Samson, Dace, HyperEye and Yakkov.              *
 ****************************************************************************
 * Copyright (C) 1996 - 2001 Haslage Net Electronics: MudWorld              *
 * of Lorain, Ohio - ALL RIGHTS RESERVED                                    *
 * The text and pictures of this publication, or any part thereof, may not  *
 * be reproduced or transmitted in any form or by any means, electronic or  *
 * mechanical, includes photocopying, recording, storage in a information   *
 * retrieval system, or otherwise, without the prior written or e-mail      *
 * consent from the publisher.                                              *
 ****************************************************************************
 * GREETING must mention ResortMUD programmers and the help file named      *
 * CREDITS must remain completely intact as listed in the SMAUG license.    *
 ****************************************************************************/

/****************************************************************************
 * [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame      |   \\._.//   *
 * -----------------------------------------------------------|   (0...0)   *
 * SMAUG 1.4 (C) 1994, 1995, 1996, 1998  by Derek Snider      |    ).:.(    *
 * -----------------------------------------------------------|    {o o}    *
 * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus,      |   / ' ' \   *
 * Scryn, Rennard, Swordbearer, Gorog, Grishnakh, Nivek,      |~'~.VxvxV.~'~*
 * Tricops and Fireblade                                      |             *
 * ------------------------------------------------------------------------ *
 *			 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    536870912

#define TRACK_THROUGH_DOORS

extern short top_room;

/* 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.
*/

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

static BFS_DATA *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) )

bool valid_edge( EXIT_DATA * pexit )
{
   if( pexit->to_room
#ifndef TRACK_THROUGH_DOORS
       && !IS_SET( pexit->exit_info, EX_CLOSED )
#endif
       && !IS_MARKED( pexit->to_room ) )
      return TRUE;
   else
      return FALSE;
}

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

   curr = malloc( sizeof( BFS_DATA ) );
   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 )
{
   BFS_DATA *curr;

   curr = queue_head;

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


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

void room_enqueue( ROOM_INDEX_DATA * room )
{
   BFS_DATA *curr;

   curr = malloc( sizeof( BFS_DATA ) );
   curr->room = room;
   curr->next = room_queue;

   room_queue = curr;
}

void clean_room_queue( void )
{
   BFS_DATA *curr, *curr_next;

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


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

   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( pexit = src->first_exit; pexit; pexit = pexit->next )
      if( valid_edge( pexit ) )
      {
         curr_dir = pexit->vdir;
         MARK( pexit->to_room );
         room_enqueue( pexit->to_room );
         bfs_enqueue( pexit->to_room, 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( pexit = queue_head->room->first_exit; pexit; pexit = pexit->next )
            if( valid_edge( pexit ) )
            {
               curr_dir = pexit->vdir;
               MARK( pexit->to_room );
               room_enqueue( pexit->to_room );
               bfs_enqueue( pexit->to_room, 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];
   int dir, maxdist;

   if( !IS_NPC( ch ) && ch->pcdata->learned[gsn_track] <= 0 )
   {
      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->level * 30;

   if( !IS_NPC( ch ) )
      maxdist = ( maxdist * LEARNED( ch, 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:
         send_to_char( "You can't sense a trail from here.\r\n", 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( 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;
   EXIT_DATA *pexit;
   short ret;

   if( !ch || !ch->hunting )
      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;
   }

   ret = find_first_step( ch->in_room, ch->hunting->who->in_room, 500 + ch->level * 25 );
   if( ret < 0 )
   {
      do_say( ch, "Damn!  Lost my prey!" );
      stop_hunting( ch );
      return;
   }
   else
   {
      if( ( pexit = get_exit( ch->in_room, ret ) ) == NULL )
      {
         bug( "Hunt_victim: lost exit?", 0 );
         return;
      }
      move_char( ch, pexit, FALSE );
      if( !ch->hunting )
      {
         if( !ch->in_room )
         {
            bug( "Hunt_victim: no ch->in_room!  Mob #%d, name: %s.  Placing mob in limbo.", ch->pIndexData->vnum, ch->name );
            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 );
      else
      {
         CHAR_DATA *vch;

         /*
          * perform a ranged attack if possible 
          */
         /*
          * Changed who to name as scan_for_victim expects the name and
          * * Not the char struct. --Shaddai
          */
         if( ( vch = scan_for_victim( ch, pexit, ch->hunting->name ) ) != NULL )
         {
            if( !mob_fire( ch, ch->hunting->who->name ) )
            {
               /*
                * ranged spell attacks go here 
                */
            }
         }
      }
      return;
   }
}