/**************************************************************************** * [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. */ /* Track code modified to use trails 9/25/1999 -- Scion */ int track_direction(CHAR_DATA *ch, CHAR_DATA *vict) { TRAIL_DATA *trail; if (!ch || !vict) { bug("Illegal value passed to track_direction (track.c)", 0); return BFS_ERROR; } /* make sure the char still exists */ if (vict->name == NULL) return BFS_ERROR; if (char_died(vict)) return BFS_ERROR; if (ch->in_room == vict->in_room) return BFS_ALREADY_THERE; for (trail=ch->in_room->first_trail; trail; trail=trail->next) { if (!strcmp(trail->name, vict->name)) { if (IS_AFFECTED(ch, AFF_TRUESIGHT)) return trail->to; if (trail->blood==TRUE) return trail->to; if (trail->fly==FALSE) return trail->to; } } return BFS_NO_PATH; } 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; #ifndef TRACK_THROUGH_DOORS if ( src->area != target->area ) return BFS_NO_PATH; #endif 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; //int 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; } dir = track_direction(ch, vict); if (dir >= 0 && number_range(1,30) > number_range(1, ch->pcdata->noncombat[SK_NATURE])) dir = URANGE(0, number_range(0, MAX_DIR), MAX_DIR+1); 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); if (IS_NPC(ch)) do_travel(ch, vict->name); 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 ) { if (victim == NULL) { bug("Found_prey: null victim", 0); return; } if ( victim->in_room == NULL ) { bug( "Found_prey: null victim->in_room", 0 ); return; } if ( ch->in_room == NULL ) { bug( "Found_prey: null ch->in_room", 0 ); return; } if (!IS_FIGHTING(ch)) { if (ch->spec_fun) do_travel(ch, victim->name); return; } mob_attack(ch, victim); /* player default auto attacking */ if (!IS_NPC(victim) && !victim->wait && victim->pcdata->auto_attack) { interpret(victim, victim->pcdata->auto_attack, FALSE); } return; } void hunt_victim( CHAR_DATA *ch ) { bool found; CHAR_DATA *tmp; EXIT_DATA *pexit; sh_int ret; if (!ch || !ch->hunting || ch->fearing) 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) { stop_hunting( ch ); return; } if ( ch->in_room == ch->hunting->who->in_room ) { if ( IS_FIGHTING(ch) ) return; found_prey( ch, ch->hunting->who ); return; } ret = track_direction(ch, ch->hunting->who); if ( ret < 0 ) { stop_hunting( ch ); return; } else { if ( (pexit=get_exit(ch->in_room, ret)) == NULL ) { bug( "Hunt_victim: lost exit for %s in room %d", ch->name, ch->in_room ); return; } if (ch->position > POS_SITTING) /* Sleeping mobs were chasing people.. hmm.. -- Scion */ return; if (IS_SET(pexit->exit_info, EX_CLOSED)) { do_open(ch, dir_name[pexit->vdir]); /* Open doors, it ain't hard -- Scion */ } 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; } return; } if ( ch->in_room == ch->hunting->who->in_room ) found_prey(ch, ch->hunting->who); return; } }