#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 BV01
#define TRACK_THROUGH_DOORS
extern sh_int top_room;
bool mob_snipe( CHAR_DATA *ch , CHAR_DATA *victim);
ch_ret one_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) );
ROOM_INDEX_DATA *generate_exit( ROOM_INDEX_DATA *in_room, EXIT_DATA **pexit );
/* 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.
*/
struct bfs_queue_struct {
ROOM_INDEX_DATA *room;
char dir;
struct bfs_queue_struct *next;
};
static struct bfs_queue_struct *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) )
ROOM_INDEX_DATA *toroom( ROOM_INDEX_DATA *room, sh_int door )
{
return (get_exit( room, door )->to_room);
}
bool valid_edge( ROOM_INDEX_DATA *room, sh_int door )
{
EXIT_DATA *pexit;
ROOM_INDEX_DATA *to_room;
pexit = get_exit( room, door );
if ( pexit
&& (to_room = pexit->to_room) != NULL
#ifndef TRACK_THROUGH_DOORS
&& !IS_SET( pexit->exit_info, EX_CLOSED )
#endif
&& !IS_MARKED( to_room ) )
return TRUE;
else
return FALSE;
}
void bfs_enqueue(ROOM_INDEX_DATA *room, char dir)
{
struct bfs_queue_struct *curr;
CREATE( curr, struct bfs_queue_struct, 1 );
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)
{
struct bfs_queue_struct *curr;
curr = queue_head;
if (!(queue_head = queue_head->next))
queue_tail = NULL;
DISPOSE(curr);
}
void bfs_clear_queue(void)
{
while (queue_head)
bfs_dequeue();
}
void room_enqueue(ROOM_INDEX_DATA *room)
{
struct bfs_queue_struct *curr;
CREATE( curr, struct bfs_queue_struct, 1 );
curr->room = room;
curr->next = room_queue;
room_queue = curr;
}
void clean_room_queue(void)
{
struct bfs_queue_struct *curr, *curr_next;
for (curr = room_queue; curr; curr = curr_next )
{
UNMARK( curr->room );
curr_next = curr->next;
DISPOSE( curr );
}
room_queue = NULL;
}
int find_first_step(ROOM_INDEX_DATA *src, ROOM_INDEX_DATA *target, int maxdist )
{
int curr_dir, count;
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 (curr_dir = 0; curr_dir < 10; curr_dir++)
if (valid_edge(src, curr_dir))
{
MARK(toroom(src, curr_dir));
room_enqueue(toroom(src, curr_dir));
bfs_enqueue(toroom(src, curr_dir), 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 (curr_dir = 0; curr_dir < 10; curr_dir++)
if (valid_edge(queue_head->room, curr_dir)) {
MARK(toroom(queue_head->room, curr_dir));
room_enqueue(toroom(queue_head->room, curr_dir));
bfs_enqueue(toroom(queue_head->room, curr_dir),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];
char buf[MAX_STRING_LENGTH];
int dir, maxdist;
if ( !IS_NPC(ch) && !HAS_FEAT(ch, TRACK_FEAT) )
{
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, PULSE_PER_SECOND*2 );
if (!(vict = get_char_world(ch, arg))) {
send_to_char("You can't find a trail of anyone like that.\n\r", ch);
return;
}
if ( IS_AFFECTED( vict, AFF_COVER_TRAIL ))
{
send_to_char("You can't sense a trail from here.\n\r", ch);
return;
}
maxdist = 100 + ch->top_level * 30;
if ( !IS_NPC(ch) )
maxdist = (maxdist * ch->top_level) / 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:
sprintf(buf, "You can't sense a trail from here.\n\r" );
send_to_char(buf, ch);
break;
default:
ch_printf(ch, "You sense a trail %s from here...\n\r", dir_name[dir]);
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 (ch == NULL)
{
bug("Found_prey: null ch", 0);
return;
}
if ( victim->in_room == NULL )
{
bug( "Found_prey: null victim->in_room", 0 );
return;
}
sprintf( victname, IS_NPC( victim ) ? victim->short_descr : race_table[victim->race].race_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;
sh_int ret;
if (!ch || !ch->hunting || !ch->hunting->who )
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;
}
/* hunting with snipe */
{
OBJ_DATA *wield;
wield = get_eq_char( ch, WEAR_WIELD );
if ( wield != NULL && wield->value[3] == WEAPON_BLASTER )
{
if ( mob_snipe( ch, ch->hunting->who ) == TRUE )
return;
}
else if ( !IS_SET( ch->act, ACT_DROID ) )
do_hide ( ch, "" );
}
ret = find_first_step(ch->in_room, ch->hunting->who->in_room, 5000);
if ( ret == BFS_NO_PATH )
{
EXIT_DATA *pexit;
int attempt;
for ( attempt = 0; attempt < 25; attempt++ )
{
ret = number_door( );
if ( ( pexit = get_exit(ch->in_room, ret) ) == NULL
|| !pexit->to_room
|| IS_SET(pexit->exit_info, EX_CLOSED)
|| IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB) )
continue;
}
}
if ( ret < 0)
{
do_say( ch, "Damn! Lost my prey!" );
stop_hunting( ch );
return;
}
else
{
move_char( ch, get_exit( ch->in_room, ret), FALSE );
if ( char_died(ch) )
return;
if ( !ch->hunting )
{
if ( !ch->in_room )
{
char buf[MAX_STRING_LENGTH];
sprintf( buf, "Hunt_victim: no ch->in_room! Mob #%d, name: %s. Placing mob in limbo.",
ch->pIndexData->vnum, ch->name );
bug( buf, 0 );
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 );
return;
}
}
bool mob_snipe( CHAR_DATA *ch, CHAR_DATA *victim )
{
sh_int dir, dist;
sh_int max_dist = 3;
EXIT_DATA * pexit;
ROOM_INDEX_DATA * was_in_room;
ROOM_INDEX_DATA * to_room;
char buf[MAX_STRING_LENGTH];
bool pfound = FALSE;
if ( !ch->in_room || !victim->in_room )
return FALSE;
if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
return FALSE;
for ( dir = 0 ; dir <= 10 ; dir++ )
{
if ( ( pexit = get_exit( ch->in_room, dir ) ) == NULL )
continue;
if ( IS_SET( pexit->exit_info, EX_CLOSED ) )
continue;
was_in_room = ch->in_room;
for ( dist = 0; dist <= max_dist; dist++ )
{
if ( IS_SET( pexit->exit_info, EX_CLOSED ) )
break;
if ( !pexit->to_room )
break;
to_room = NULL;
if ( pexit->distance > 1 )
to_room = generate_exit( ch->in_room , &pexit );
if ( to_room == NULL )
to_room = pexit->to_room;
char_from_room( ch );
char_to_room( ch, to_room );
if ( ch->in_room == victim->in_room )
{
pfound = TRUE;
break;
}
if ( ( pexit = get_exit( ch->in_room, dir ) ) == NULL )
break;
}
char_from_room( ch );
char_to_room( ch, was_in_room );
if ( !pfound )
{
char_from_room( ch );
char_to_room( ch, was_in_room );
continue;
}
if ( IS_SET( victim->in_room->room_flags, ROOM_SAFE ) )
return FALSE;
if ( is_safe( ch, victim ) )
return FALSE;
if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
return FALSE;
if ( ch->position == POS_FIGHTING )
return FALSE;
switch ( dir )
{
case 0:
case 1:
dir += 2;
break;
case 2:
case 3:
dir -= 2;
break;
case 4:
case 7:
dir += 1;
break;
case 5:
case 8:
dir -= 1;
break;
case 6:
dir += 3;
break;
case 9:
dir -=3;
break;
}
char_from_room( ch );
char_to_room( ch, victim->in_room );
sprintf( buf , "A blaster shot fires at you from the %s." , dir_name[dir] );
act( AT_ACTION, buf , victim, NULL, ch, TO_CHAR );
act( AT_ACTION, "You fire at $N.", ch, NULL, victim, TO_CHAR );
sprintf( buf, "A blaster shot fires at $N from the %s." , dir_name[dir] );
act( AT_ACTION, buf, ch, NULL, victim, TO_NOTVICT );
one_hit( ch, victim, TYPE_UNDEFINED );
if ( char_died(ch) )
return TRUE;
stop_fighting( ch , TRUE );
if ( victim && !char_died(victim) && victim->hit < 0 )
{
stop_hunting( ch );
stop_hating( ch );
}
char_from_room( ch );
char_to_room( ch, was_in_room );
return TRUE;
}
return FALSE;
}