/* * 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 <string.h> #include "merc.h" /* void bcopy(register char *s1,register char *s2,int len); void bzero(register char *sp,int len); */ 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->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]->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 visited 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 colour[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int direction; one_argument( argument, arg, MAX_STRING_LENGTH ); if( IS_NPC(ch)) return; /* if( ch->level < skill_table[gsn_hunt].skill_level[ch->class] ) { send_to_char("You had better practice that first.\n\r", ch ); return; } */ if( arg[0] == '\0' ) { send_to_char( "Whom are you trying to hunt?\n\r", ch ); affect_strip(ch, gsn_hunt); return; } if( !str_cmp( arg, "clear")) { affect_strip(ch, gsn_hunt); ch->pcdata->hunting = str_dup( " "); return; } victim = get_char_world( ch, arg ); if( victim == NULL ) { send_to_char("No-one around by that name.\n\r", ch ); affect_strip(ch, gsn_hunt); return; } if( ch == victim) { send_to_char("Do you get out much?\n\r",ch); affect_strip(ch, gsn_hunt); return; } if( !IS_NPC(victim)) { send_to_char("Sorry, you cannot hunt players at the moment.\n\r", ch); affect_strip( ch, gsn_hunt); return; } if( ch->in_room == victim->in_room ) { if(IS_NPC(victim)) snprintf( colour, MAX_INPUT_LENGTH, "%s is here!\n\r", capitalize(victim->short_descr)); else snprintf( colour, MAX_INPUT_LENGTH, "%s is here!", victim->name); ADD_COLOUR(ch,colour,D_RED,MAX_INPUT_LENGTH); send_to_char(colour, ch); affect_strip(ch, gsn_hunt); return; } /* Joker */ ch->pcdata->hunting= str_dup(victim->name); /* if ( IS_NPC(victim) && IS_SET(victim->act,ACT_NO_TRACK) ) act( "$N seems to have covered $S tracks very well!", ch, NULL, victim, TO_CHAR ); */ /* * Deduct some movement. */ if( ch->move > 10 ) ch->move -= 10; else { send_to_char( "You're too exhausted to hunt anyone!\n\r", ch ); return; } act( "$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, TRUE ); if( direction == -1 ) { act( "You couldn't find a path to $N from here.", ch, NULL, victim, TO_CHAR ); affect_strip(ch, gsn_hunt); return; } if( direction < 0 || direction > 5 ) { send_to_char( "Hmm... Something seems to be wrong.\n\r", ch ); affect_strip(ch, gsn_hunt); return; } /* * Give a random direction if the player misses the die roll. */ if( ( IS_NPC (ch) && number_percent () > 75) /* NPC @ 25% */ || (!IS_NPC (ch) && number_percent () > /* PC @ norm */ ch->pcdata->learned[gsn_hunt] ) ) { do { direction = number_door(); } while( ( ch->in_room->exit[direction] == NULL ) || ( ch->in_room->exit[direction]->to_room == NULL) ); } /* * Display the results of the search. */ if (IS_NPC(victim)) snprintf( buf, MAX_STRING_LENGTH, "%s is %s from here.",capitalize(victim->short_descr), dir_name[direction] ); else snprintf( buf, MAX_STRING_LENGTH, "%s is %s from here.", victim->name, dir_name[direction]); ADD_COLOUR(ch, buf, YELLOW, MAX_STRING_LENGTH); act( buf, ch, NULL, victim, TO_CHAR); return; } void hunt_victim( CHAR_DATA *ch ) { int dir; bool found; CHAR_DATA *tmp; if( ch == NULL || ch->hunting == NULL || !IS_NPC(ch) || IS_SET(ch->act,ACT_SENTINEL)) return; /* * Make sure the victim still exists. */ for( found = 0, tmp = char_list; tmp && !found; tmp = tmp->next ) if( ch->hunting == tmp ) found = 1; if( !found || !can_see( ch, ch->hunting ) ) { do_say( ch, "Damn! My prey is gone!!" ); ch->hunting = NULL; return; } if( (ch->in_room && ch->hunting->in_room) && ch->in_room->area != ch->hunting->in_room->area ) { if (number_bits(6) == 0) ch->hunting = NULL; return; } if( ch->in_room == ch->hunting->in_room ) { act( "$n glares at $N and says, 'Ye shall DIE!'", ch, NULL, ch->hunting, TO_NOTVICT ); act( "$n glares at you and says, 'Ye 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]->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 ); return; }