/**************************************************************************** * [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame | \\._.// * * -----------------------------------------------------------| (0...0) * * SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider | ).:.( * * -----------------------------------------------------------| {o o} * * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, | / ' ' \ * * Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops |~'~.VxvxV.~'~* * ------------------------------------------------------------------------ * * 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. */ 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; record_call("<valid_edge>"); 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=NULL; record_call("<bfs_enqueue>"); 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; record_call("<bfs_dequeue>"); DISPOSE(curr); } void bfs_clear_queue(void) { while (queue_head) bfs_dequeue(); record_call("<bfs_clear_queue>"); } void room_enqueue(ROOM_INDEX_DATA *room) { struct bfs_queue_struct *curr=NULL; CREATE( curr, struct bfs_queue_struct, 1 ); curr->room = room; curr->next = room_queue; room_queue = curr; record_call("<room_enqueue>"); } 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; record_call("<clean_room_queue>"); DISPOSE( curr ); } room_queue = NULL; } int find_first_step(ROOM_INDEX_DATA *src, ROOM_INDEX_DATA *target, int maxdist ) { int curr_dir, count; record_call("<find_first_step>"); 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; record_call("<do_track>"); 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; } if ( IS_NPC(vict) && IS_SET( vict->act, ACT_NOTRACK ) ) { send_to_char("You can't seem to track that....\n\r",ch); return; } maxdist = 100 + ch->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]; record_call("<found_prey>"); if (victim == NULL) { bug("Found_prey: null victim", 0); return; } if ( victim->in_room == NULL ) { bug( "Found_prey: null victim->in_room", 0 ); return; } sprintf( 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 ); if ( ( !ch->fighting ) || ( !victim->fighting ) || ( ch->fighting->who != victim->fighting->who ) ) 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; record_call("<hunt_victim>"); if (!ch || !ch->hunting) 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; } ret = find_first_step(ch->in_room, ch->hunting->who->in_room, 500 + ch->level * 25); 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, FALSE ); 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,1 ) ); 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; } }