/*
* SillyMUD Distribution V1.1b (c) 1993 SillyMUD Developement
* See license.doc for distribution terms. SillyMUD is based on DIKUMUD
*
* Modifications by Rip in attempt to port to merc 2.1
*/
/*
* Modified by Turtle for Merc22 (07-Nov-94)
*
* I got this one from ftp.atinc.com:/pub/mud/outgoing/track.merc21.tar.gz.
* It cointained 5 files: README, hash.c, hash.h, skills.c, and skills.h.
* I combined the *.c and *.h files in this hunt.c, which should compile
* without any warnings or errors.
*/
/*
* Some systems don't have bcopy and bzero functions in their linked libraries.
* If compilation fails due to missing of either of these functions,
* define NO_BCOPY or NO_BZERO accordingly. -- Turtle 31-Jan-95
#define NO_BCOPY
#define NO_BZERO
*/
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include "merc.h"
#include "interp.h"
DECLARE_DO_FUN(do_say );
DECLARE_DO_FUN(do_open );
DECLARE_DO_FUN(do_yell );
void bcopy(register char *s1,register char *s2,int len);
void bzero(register char *sp,int len);
extern const char * dir_name[];
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_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( arg[0] == '\0' )
{
send_to_char( "Whom are you trying to hunt?\n\r", ch );
return;
}
/* only imps can hunt to different areas */
fArea = ( get_trust(ch) < MAX_LEVEL );
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 checks the ground for tracks.", 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 $N from here.",
ch, NULL, victim, TO_CHAR );
return;
}
if( direction < 0 || direction > 5 )
{
send_to_char( "Hmm... Something seems to be wrong.\n\r", ch );
return;
}
/*
* Give a random direction if the player misses the die roll.
*/
if( ( IS_NPC (ch) && number_percent () > 75) /* NPC @ 25% */
|| (!IS_NPC (ch) && number_percent () > /* PC @ norm */
ch->pcdata->learned[gsn_hunt] ) )
{
do
{
direction = number_door();
}
while( ( ch->in_room->exit[direction] == NULL )
|| ( ch->in_room->exit[direction]->u1.to_room == NULL) );
}
/*
* Display the results of the search.
*/
sprintf( buf, "$N is %s from here.", dir_name[direction] );
act( buf, ch, NULL, victim, TO_CHAR );
return;
}
void hunt_victim( CHAR_DATA *ch )
{
int dir;
bool found;
CHAR_DATA *tmp;
if( ch == NULL || ch->hunting == NULL || !IS_NPC(ch) )
return;
/*
* Make sure the victim still exists.
*/
for( found = 0, tmp = char_list; tmp && !found; tmp = tmp->next )
if( ch->hunting == tmp )
found = 1;
if( !found || !can_see( ch, ch->hunting ) )
{
do_say( ch, "Damn! Ive lost them!" );
ch->hunting = NULL;
return;
}
if( ch->in_room == ch->hunting->in_room )
{
act( "$n says 'What do you want on your tombstone $N!",
ch, NULL, ch->hunting, TO_NOTVICT );
act( "$n says 'Now You Shall Die!",
ch, NULL, ch->hunting, TO_VICT );
act( "You glare at $N and say, 'Ye shall DIE!",
ch, NULL, ch->hunting, TO_CHAR);
multi_hit( ch, ch->hunting, TYPE_UNDEFINED );
ch->hunting = NULL;
return;
}
WAIT_STATE( ch, skill_table[gsn_hunt].beats );
dir = find_path( ch->in_room->vnum, ch->hunting->in_room->vnum,
ch, -40000, TRUE );
if( dir < 0 || dir > 5 )
{
act( "$n says 'Damn! Lost $M!'", ch, NULL, ch->hunting, TO_ROOM );
ch->hunting = NULL;
return;
}
/*
* Give a random direction if the mob misses the die roll.
*/
if( number_percent () > 75 ) /* @ 25% */
{
do
{
dir = number_door();
}
while( ( ch->in_room->exit[dir] == NULL )
|| ( ch->in_room->exit[dir]->u1.to_room == NULL ) );
}
if( IS_SET( ch->in_room->exit[dir]->exit_info, EX_CLOSED ) )
{
do_open( ch, (char *) dir_name[dir] );
return;
}
move_char( ch, dir,FALSE );
return;
}