zim/area/
zim/bin/
zim/clans/plists/
zim/corefiles/
zim/doc/muddy/
zim/gods/
zim/log/
zim/player/
zim/skill_tree/
zim/tmp/
/*
 * $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);
}