/* * $Id: hunt.c 852 2006-04-23 15:01:26Z zsuzsu $ */ /* Kak zovut sobaku Gejtsa? Sobaku Gejtsa zovut BILL! */ #if defined (WIN32) #include "compat.h" #endif #include <stdio.h> #include <stdlib.h> #include <string.h> #include "merc.h" #include "fight.h" DECLARE_DO_FUN(do_cast); DECLARE_DO_FUN(do_enter); DECLARE_DO_FUN(do_say); DECLARE_DO_FUN(do_open); /*************************************************************************** * Original idea from SillyMUD v1.1b (C)1993. * * Modified to merc2.1 by Rip. * * Modified by Turtle for Merc22 (07-Nov-94). * * Adopted to ANATOLIA by Chronos. * ***************************************************************************/ struct hash_link { int key; struct hash_link *next; void *data; }; struct hash_header { int rec_size; int table_size; int *keylist, klistsize, klistlen; /* this is really lame, AMAZINGLY lame */ struct hash_link **buckets; }; #define WORLD_SIZE 32700 #define HASH_KEY(ht,key)((((unsigned int)(key))*17)%(ht)->table_size) struct hunting_data { char *name; struct char_data **victim; }; struct room_q { int room_nr; struct room_q *next_q; }; struct nodes { int visited; int ancestor; }; #define IS_DIR (get_room_index(q_head->room_nr)->exit[i]) #define GO_OK (!IS_SET(IS_DIR->exit_info, EX_CLOSED)) #define GO_OK_SMARTER 1 void init_hash_table(struct hash_header *ht, int rec_size, int table_size) { ht->rec_size = rec_size; ht->table_size = table_size; ht->buckets = (void *) calloc(sizeof(struct hash_link **), table_size); ht->keylist = (void *) malloc(sizeof(ht->keylist) * (ht->klistsize = 128)); ht->klistlen = 0; } void init_world(ROOM_INDEX_DATA * room_db[]) { /* zero out the world */ bzero((char *) room_db, sizeof(ROOM_INDEX_DATA *) * WORLD_SIZE); } void destroy_hash_table(struct hash_header *ht, void (*gman) ()) { int i; struct hash_link *scan, *temp; for (i = 0; i < ht->table_size; i++) for (scan = ht->buckets[i]; scan;) { temp = scan->next; (*gman) (scan->data); free(scan); scan = temp; } free(ht->buckets); free(ht->keylist); } void _hash_enter(struct hash_header *ht, int key, void *data) { /* precondition: there is no entry for <key> yet */ struct hash_link *temp; int i; temp = (struct hash_link *) malloc(sizeof(struct hash_link)); temp->key = key; temp->next = ht->buckets[HASH_KEY(ht, key)]; temp->data = data; ht->buckets[HASH_KEY(ht, key)] = temp; if (ht->klistlen >= ht->klistsize) { ht->keylist = (void *) realloc(ht->keylist, sizeof(*ht->keylist) * (ht->klistsize *= 2)); } for (i = ht->klistlen; i >= 0; i--) { if (ht->keylist[i - 1] < key) { ht->keylist[i] = key; break; } ht->keylist[i] = ht->keylist[i - 1]; } ht->klistlen++; } ROOM_INDEX_DATA *room_find(ROOM_INDEX_DATA * room_db[], int key) { return ((key < WORLD_SIZE && key > -1) ? room_db[key] : 0); } void *hash_find(struct hash_header *ht, int key) { struct hash_link *scan; scan = ht->buckets[HASH_KEY(ht, key)]; while (scan && scan->key != key) scan = scan->next; return scan ? scan->data : NULL; } int room_enter(ROOM_INDEX_DATA * rb[], int key, ROOM_INDEX_DATA * rm) { ROOM_INDEX_DATA *temp; temp = room_find(rb, key); if (temp) return (0); rb[key] = rm; return (1); } int hash_enter(struct hash_header *ht, int key, void *data) { void *temp; temp = hash_find(ht, key); if (temp) return 0; _hash_enter(ht, key, data); return 1; } ROOM_INDEX_DATA *room_find_or_create(ROOM_INDEX_DATA * rb[], int key) { ROOM_INDEX_DATA *rv; rv = room_find(rb, key); if (rv) return rv; rv = (ROOM_INDEX_DATA *) malloc(sizeof(ROOM_INDEX_DATA)); rb[key] = rv; return rv; } void *hash_find_or_create(struct hash_header *ht, int key) { void *rval; rval = hash_find(ht, key); if (rval) return rval; rval = (void *) malloc(ht->rec_size); _hash_enter(ht, key, rval); return rval; } int room_remove(ROOM_INDEX_DATA * rb[], int key) { ROOM_INDEX_DATA *tmp; tmp = room_find(rb, key); if (tmp) { rb[key] = 0; free(tmp); } return (0); } void *hash_remove(struct hash_header *ht, int key) { struct hash_link **scan; scan = ht->buckets + HASH_KEY(ht, key); while (*scan && (*scan)->key != key) scan = &(*scan)->next; if (*scan) { int i; struct hash_link *temp, *aux; temp = (*scan)->data; aux = *scan; *scan = aux->next; free(aux); for (i = 0; i < ht->klistlen; i++) if (ht->keylist[i] == key) break; if (i < ht->klistlen) { bcopy((char *) ht->keylist + i + 1, (char *) ht->keylist + i, (ht->klistlen - i) * sizeof(*ht->keylist)); ht->klistlen--; } return temp; } return NULL; } void room_iterate(ROOM_INDEX_DATA * rb[], void (*func) (), void *cdata) { register int i; for (i = 0; i < WORLD_SIZE; i++) { ROOM_INDEX_DATA *temp; temp = room_find(rb, i); if (temp) (*func) (i, temp, cdata); } } void hash_iterate(struct hash_header *ht, void (*func) (), void *cdata) { int i; for (i = 0; i < ht->klistlen; i++) { void *temp; register int key; key = ht->keylist[i]; temp = hash_find(ht, key); (*func) (key, temp, cdata); if (ht->keylist[i] != key) /* They must have deleted this room */ i--; /* Hit this slot again. */ } } int exit_ok(EXIT_DATA * pexit) { ROOM_INDEX_DATA *to_room; if ((pexit == NULL) || (to_room = pexit->to_room.r) == NULL) return 0; return 1; } void donothing() { return; } int find_path(int in_room_vnum, int out_room_vnum, CHAR_DATA * ch, int depth, int in_zone) { struct room_q *tmp_q, *q_head, *q_tail; struct hash_header x_room; int i, tmp_room, count = 0, thru_doors; ROOM_INDEX_DATA *herep; ROOM_INDEX_DATA *startp; EXIT_DATA *exitp; if (depth < 0) { thru_doors = TRUE; depth = -depth; } else { thru_doors = FALSE; } startp = get_room_index(in_room_vnum); init_hash_table(&x_room, sizeof(int), 2048); hash_enter(&x_room, in_room_vnum, (void *) -1); /* initialize queue */ q_head = (struct room_q *) malloc(sizeof(struct room_q)); q_tail = q_head; q_tail->room_nr = in_room_vnum; q_tail->next_q = 0; while (q_head) { herep = get_room_index(q_head->room_nr); /* for each room test all directions */ if (herep == NULL) fprintf(stderr, "BUG: Null herep in hunt.c, room #%d", q_head->room_nr); if (herep && (herep->area == startp->area || !in_zone)) { /* only look in this zone... saves cpu time and makes world safer for players */ for (i = 0; i <= 5; i++) { exitp = herep->exit[i]; if (exit_ok(exitp) && (thru_doors ? GO_OK_SMARTER : GO_OK)) { /* next room */ tmp_room = herep->exit[i]->to_room.r->vnum; if (tmp_room != out_room_vnum) { /* shall we add room to queue ? count determines total breadth and depth */ if (!hash_find (&x_room, tmp_room) && (count < depth)) /* && !IS_SET(RM_flag_tS(tmp_room), DEATH)) */ { count++; /* mark room as visted and put on queue */ tmp_q = (struct room_q *) malloc(sizeof (struct room_q)); tmp_q->room_nr = tmp_room; tmp_q->next_q = 0; q_tail->next_q = tmp_q; q_tail = tmp_q; /* ancestor for first layer is the direction */ hash_enter(&x_room, tmp_room, ((int) hash_find (&x_room, q_head-> room_nr) == -1) ? (void *) (i + 1) : hash_find (&x_room, q_head-> room_nr)); } } else { /* have reached our goal so free queue */ tmp_room = q_head->room_nr; for (; q_head; q_head = tmp_q) { tmp_q = q_head->next_q; free(q_head); } /* return direction if first layer */ if ((int) hash_find(&x_room, tmp_room) == -1) { if (x_room.buckets) { /* junk left over from a previous track */ destroy_hash_table (&x_room, donothing); } return (i); } else { /* else return the ancestor */ int i; i = (int) hash_find(&x_room, tmp_room); if (x_room.buckets) { /* junk left over from a previous track */ destroy_hash_table (&x_room, donothing); } return (-1 + i); } } } } } /* free queue head and point to next entry */ tmp_q = q_head->next_q; free(q_head); q_head = tmp_q; } /* couldn't find path */ if (x_room.buckets) { /* junk left over from a previous track */ destroy_hash_table(&x_room, donothing); } return -1; } void do_hunt(CHAR_DATA * ch, const char *argument) { char arg[MAX_STRING_LENGTH]; CHAR_DATA *victim; int direction, i; bool fArea, ok; int sn_hunt; int sn_world_find; int chance; int chance2; if ((sn_hunt = sn_lookup("hunt")) < 0 || (sn_world_find = sn_lookup("world find")) < 0 || (chance = get_skill(ch, sn_hunt)) == 0) return; one_argument(argument, arg, sizeof(arg)); if (arg[0] == '\0') { char_puts("Whom are you trying to hunt?\n", ch); return; } fArea = !IS_IMMORTAL(ch); if ((chance2 = get_skill(ch, sn_world_find))) { if (number_percent() < chance2) { fArea = 0; check_improve(ch, sn_world_find, FALSE, 1); } else check_improve(ch, sn_world_find, TRUE, 1); } WAIT_STATE(ch, SKILL(sn_hunt)->beats); if (fArea) victim = get_char_area(ch, arg); else victim = get_char_world(ch, arg); if (victim == NULL || victim->in_room == NULL) { char_puts("No-one around by that name.\n", ch); return; } if (ch->in_room == victim->in_room) { act("$N is here!", ch, NULL, victim, TO_CHAR); return; } if (IS_NPC(ch)) { ch->hunting = victim; hunt_victim(ch); return; } /* * Deduct some movement. */ /* if (!IS_IMMORTAL(ch)) { if (ch->endur > 2) ch->endur -= 3; else { char_puts("You're too exhausted to hunt anyone!\n", ch); return; } } */ act("$n stares intently at the ground.", ch, NULL, NULL, TO_ROOM); if (IS_NPC(victim) && IS_SET(victim->pIndexData->attr_flags, MOB_ATTR_NOFIND)) { char_puts("Hmm... that presence is masked from your skills.\n", ch); return; } direction = find_path(ch->in_room->vnum, victim->in_room->vnum, ch, -40000, fArea); if (direction < 0) { act("You couldn't find a path to $N from here.", ch, NULL, victim, TO_CHAR); return; } if (direction >= MAX_DIR) { char_puts("Hmm... Something seems to be wrong.\n", ch); return; } /* * Give a random direction if the player misses the die roll. */ if (IS_NPC(ch) && number_percent() > 75) { /* NPC @ 25% */ log("Do PC hunt"); ok = FALSE; for (i = 0; i < 6; i++) { if (ch->in_room->exit[direction]) { ok = TRUE; break; } } if (ok) { do { direction = number_door(); } while ((ch->in_room->exit[direction] == NULL) || (ch->in_room->exit[direction]->to_room.r == NULL)); } else { log("Do hunt, player hunt, no exits from room!"); ch->hunting = NULL; char_puts("Your room has not exits!!!!\n", ch); return; } } /* * Display the results of the search. */ act_puts("$N is $t from here.", ch, dir_name[direction], victim, TO_CHAR, POS_DEAD); } void hunt_victim_attack(CHAR_DATA * ch) { if (ch->in_room == NULL || ch->hunting == NULL) return; if (ch->in_room == ch->hunting->in_room) { act("$n glares at $N and says, '{GYe shall DIE!{x'.", ch, NULL, ch->hunting, TO_NOTVICT); act("$n glares at you and says, '{GYe shall DIE!{x'.", ch, NULL, ch->hunting, TO_VICT); act("You glare at $N and say, '{GYe shall DIE!{x'.", ch, NULL, ch->hunting, TO_CHAR); multi_hit(ch, ch->hunting, TYPE_UNDEFINED); ch->hunting = NULL; } } /* * revised by chronos. */ void hunt_victim(CHAR_DATA * ch) { int dir; bool found; CHAR_DATA *tmp; if (ch->hunting->in_room == NULL) { ch->hunting = NULL; return; } /* * Make sure the victim still exists. */ for (found = FALSE, tmp = char_list; tmp; tmp = tmp->next) if (ch->hunting == tmp) { found = TRUE; break; } if (!found || !can_see(ch, ch->hunting)) { if (get_char_area(ch, ch->hunting->name) != NULL) { log("mob portal"); doprintf(do_cast, ch, "portal %s", ch->hunting->name); log("do_enter1"); do_enter(ch, "portal"); hunt_victim_attack(ch); log("done1"); } else { do_say(ch, "Ahhhh! My prey is gone!!"); ch->hunting = NULL; } return; } /* end if !found or !can_see */ dir = find_path(ch->in_room->vnum, ch->hunting->in_room->vnum, ch, -40000, TRUE); if (dir < 0 || dir >= MAX_DIR) { /* 1 */ if (get_char_area(ch, ch->hunting->name) != NULL && ch->level > 35) { log("mob portal"); doprintf(do_cast, ch, "portal %s", ch->hunting->name); log("do_enter2"); do_enter(ch, "portal"); hunt_victim_attack(ch); log("done2"); } else { doprintf(do_say, ch, "I have lost %s!", ch->hunting->name); ch->hunting = NULL; } return; } /* if dir < 0 or >= MAX_DIR */ if (ch->in_room->exit[dir] && IS_SET(ch->in_room->exit[dir]->exit_info, EX_CLOSED)) { do_open(ch, (char *) dir_name[dir]); return; } if (!ch->in_room->exit[dir]) { log("BUG: hunt through null door"); ch->hunting = NULL; return; } move_char(ch, dir, FALSE); hunt_victim_attack(ch); }