/***************************************************************************
* STAR WARS REALITY 1.0 *
*--------------------------------------------------------------------------*
* Star Wars Reality Code Additions and changes from the Smaug Code *
* copyright (c) 1997 by Sean Cooper *
* -------------------------------------------------------------------------*
* Starwars and Starwars Names copyright(c) Lucas Film Ltd. *
*--------------------------------------------------------------------------*
* SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider *
* SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, *
* Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops *
* ------------------------------------------------------------------------ *
* Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* ------------------------------------------------------------------------ *
* All SWR:SQL additions/modifications added by Rojan *
* ------------------------------------------------------------------------ *
* 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 BV01
#define TRACK_THROUGH_DOORS
extern short 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, short door )
{
return ( get_exit( room, door )->to_room );
}
bool valid_edge( ROOM_INDEX_DATA * room, short 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 ) && !ch->pcdata->learned[gsn_track] )
{
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->top_level * 30;
if( !IS_NPC( ch ) )
maxdist = ( maxdist * ch->pcdata->learned[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:
sprintf( buf, "You can't sense a trail from here.\n\r" );
send_to_char( buf, 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( ch == NULL )
{
bug( "Found_prey: null ch", 0 );
return;
}
if( victim->in_room == NULL )
{
bug( "Found_prey: null victim->in_room", 0 );
return;
}
strcpy( 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;
short 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 )
{
short dir, dist;
short 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;
}