/****************************************************************************
* [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 sh_int 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.\n\r", ch );
return;
}
one_argument(argument, arg);
if ( arg[0]=='\0' )
{
send_to_char("Whom are you trying to track?\n\r", 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.\n\r", 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.\n\r", ch);
break;
case BFS_ALREADY_THERE:
send_to_char("You're already in the same room!\n\r", ch);
break;
case BFS_NO_PATH:
send_to_char("You can't sense a trail from here.\n\r", ch);
learn_from_failure(ch, gsn_track);
break;
default:
ch_printf(ch, "You sense a trail %s from here...\n\r", 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;
}
sprintf( 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;
sh_int 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;
}
}