/**************************************************************************** * [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 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. */ 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) (xSET_BIT( (room)->room_flags, BFS_MARK) ) #define UNMARK(room) (xREMOVE_BIT( (room)->room_flags, BFS_MARK) ) #define IS_MARKED(room) (xIS_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; 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( 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, 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; } maxdist = 100 + ch->level * 30; if( !IS_NPC( ch ) ) maxdist = ( maxdist * LEARNED( ch, 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: send_to_char( "You can't sense a trail from here.\n\r", 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( 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( ) < 50 ) 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( xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { if( number_percent( ) < 50 ) 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; } if( number_percent( ) < 50 ) { switch ( number_bits( 2 ) ) { case 0: sprintf( buf, "Your blood is mine, %s!", victname ); do_say( 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; EXIT_DATA *pexit; sh_int ret; if( !ch || !ch->hunting || ch->position < 5 ) 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 { if( ( pexit = get_exit( ch->in_room, ret ) ) == NULL ) { bug( "Hunt_victim: lost exit?", 0 ); return; } move_char( ch, pexit, FALSE ); /* * Crash bug fix by Shaddai */ if( char_died( ch ) ) return; 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; } do_say( ch, "Damn! Lost my prey!" ); return; } if( ch->in_room == ch->hunting->who->in_room ) found_prey( ch, ch->hunting->who ); else { CHAR_DATA *vch; /* * perform a ranged attack if possible */ /* * Changed who to name as scan_for_victim expects the name and * * Not the char struct. --Shaddai */ if( ( vch = scan_for_victim( ch, pexit, ch->hunting->name ) ) != NULL ) { if( !mob_fire( ch, ch->hunting->who->name ) ) { /* * ranged spell attacks go here */ } } } return; } }