/
area/city/
area/crypts/
area/guilds/
area/psuedowild/
area/religion/
data/documents/MPDocs/
data/html/
data/mobprogs/
data/quest/
data/world/
data/world/_utilities/
data/world/images/
design/html/
notes/
player/
        #include <stdio.h>
#include <stdlib.h>
#include <time.h>

#include "merc.h"

DECLARE_DO_FUN(do_say    );
DECLARE_DO_FUN(do_open    );

void bcopy(register char *s1,register char *s2,int len);
void bzero(register char *sp,int len);

CHAR_DATA *get_char_area       args (( CHAR_DATA *ch, char *argument ));

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    30000
#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



#if defined( NO_BCOPY )
void bcopy(register char *s1,register char *s2,int len)
{
  while( len-- ) *(s2++) = *(s1++);
}
#endif

#if defined( NO_BZERO )
void bzero(register char *sp,int len)
{
  while( len-- ) *(sp++) = '\0';
}
#endif



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->u1.to_room ) == 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->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]->u1.to_room->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_FLAGS(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_track( CHAR_DATA *ch, char *argument ) */
void do_hunt( CHAR_DATA *ch, char *argument )
{
  char buf[MAX_STRING_LENGTH];
  char arg[MAX_STRING_LENGTH];
  CHAR_DATA *victim;
  int direction;
  bool fArea;

  one_argument( argument, arg );

  if (!IS_NPC(ch)
  &&  ch->level < skill_table[gsn_hunt].skill_level[ch->class])
  {
    send_to_char("Huh?\n\r",ch);
    return;
  }
  
    if (ch->on_wild)
    {
        cmd_hunt(ch, "");
        return;
    }
        
  if( arg[0] == '\0' )
    {
      send_to_char( "Whom are you trying to track?\n\r", ch );
      return;
    }

  /* only imps can hunt to different areas */
  fArea = ( get_trust(ch) < MAX_LEVEL );

  if (IS_NPC(ch))
    victim = get_char_world( ch, arg );
  else if (fArea)
    victim = get_char_area( ch, arg );
  else
    victim = get_char_world( ch, arg );

  if( victim == NULL )
    {
      send_to_char("No-one around by that name.\n\r", ch );
      return;
    }

  if( ch->in_room == victim->in_room )
    {
      act( "$N is here!", ch, NULL, victim, TO_CHAR );
      return;
    }

  /*
   * Deduct some movement.
   */
  if( ch->move > 2 )
    ch->move -= 3;
  else
    {
      send_to_char( "You're too exhausted to hunt anyone!\n\r", ch );
      return;
    }

  act( "$n carefully sniffs the air.", ch, NULL, NULL, TO_ROOM );
  WAIT_STATE( ch, skill_table[gsn_hunt].beats );
  direction = find_path( ch->in_room->vnum, victim->in_room->vnum,
            ch, -40000, fArea );

  if( direction == -1 )
    {
      act( "You couldn't find a path to $N from here.",
      ch, NULL, victim, TO_CHAR );
      return;
    }

  if( direction < 0 || direction > 5 )
    {
      send_to_char( "Hmm... Something seems to be wrong.\n\r", ch );
      return;
    }

  /*
   * Give a random direction if the player misses the die roll.
   */
#if 0
  if( ( IS_NPC (ch) && number_percent () > 75)        /* NPC @ 25% */
     || (!IS_NPC (ch) && number_percent () >          /* PC @ norm */
     ch->pcdata->learned[gsn_hunt] ) )
#endif

  if (!IS_NPC(ch) && number_percent() > ch->pcdata->learned[gsn_hunt])
    {
      do
    {
      direction = number_door();
    }
      while( ( ch->in_room->exit[direction] == NULL )
        || ( ch->in_room->exit[direction]->u1.to_room == NULL) );
    }

  /*
   * Display the results of the search.
   */
  sprintf( buf, "$N is %s from here.", dir_name[direction] );
  act( buf, ch, NULL, victim, TO_CHAR );
  check_improve(ch,gsn_hunt,TRUE,1);
  return;
}

CHAR_DATA *get_char_area( CHAR_DATA *ch, char *argument )
{
    char arg[MAX_INPUT_LENGTH];
    CHAR_DATA *ach;
    int number,count;

    if ( (ach = get_char_room( ch, argument )) != NULL )
    return ach;

    number = number_argument( argument, arg );
    count = 0;
    for ( ach = char_list; ach != NULL; ach = ach->next )
    {
    if (ach->in_room->area != ch->in_room->area
    ||  !can_see( ch, ach ) || !is_name( arg, ach->name ))
        continue;
    if (++count == number)
        return ach;
    }

    return ach;
}