CVS/
sog/CVS/
sog/area/
sog/area/CVS/
sog/backup/
sog/backup/CVS/
sog/bin/
sog/bin/CVS/
sog/clans/CVS/
sog/clans/plists/
sog/clans/plists/CVS/
sog/classes/CVS/
sog/corefiles/
sog/corefiles/CVS/
sog/doc/CVS/
sog/doc/SoG/
sog/doc/SoG/CVS/
sog/doc/cvsup/
sog/doc/cvsup/CVS/
sog/doc/olc/CVS/
sog/etc/CVS/
sog/gods/
sog/gods/CVS/
sog/lang/CVS/
sog/log/
sog/log/CVS/
sog/notes/
sog/notes/CVS/
sog/player/
sog/player/CVS/
sog/races/CVS/
sog/src/CVS/
sog/src/comm/CVS/
sog/src/compat/
sog/src/compat/CVS/
sog/src/compat/mkdep/
sog/src/compat/mkdep/CVS/
sog/src/compat/regex-win32/CVS/
sog/src/db/CVS/
sog/src/mudprogs/CVS/
sog/src/olc/CVS/
sog/tmp/
sog/tmp/CVS/
/*
 * $Id: hunt.c,v 1.21 1999/04/16 15:52:17 fjoe Exp $
 */

/* Kak zovut sobaku Gejtsa?
			Sobaku Gejtsa zovut BILL! */
#if defined (WIN32)
#include "compat.h"
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "merc.h"
#include "fight.h"

DECLARE_DO_FUN(do_cast		);
DECLARE_DO_FUN(do_enter		);
DECLARE_DO_FUN(do_say		);
DECLARE_DO_FUN(do_open		);

/***************************************************************************
 *  Original idea from SillyMUD v1.1b (C)1993.                             *
 *  Modified to merc2.1 by Rip.                                            *
 *  Modified by Turtle for Merc22 (07-Nov-94).                             *
 *  Adopted to ANATOLIA by Chronos.                                        *
 ***************************************************************************/

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	32700
#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



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.r) == 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==NULL) fprintf(stderr,"BUG:  Null herep in hunt.c, room #%d",q_head->room_nr);
	  if(herep && (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.r->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_flag_tS(tmp_room), DEATH)) */
			{
			  count++;
			  /* mark room as visted 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, const char *argument)
{
	char arg[MAX_STRING_LENGTH];
	CHAR_DATA *victim;
	int direction,i;
	bool fArea,ok;
	int sn_hunt;
	int sn_world_find;
	int chance;
	int chance2;
  
	if ((sn_hunt = sn_lookup("hunt")) < 0
	||  (sn_world_find = sn_lookup("world find")) < 0
	||  (chance = get_skill(ch, sn_hunt)) == 0)
		return;

	one_argument(argument, arg, sizeof(arg));

	if (arg[0] == '\0') {
		char_puts("Whom are you trying to hunt?\n", ch);
		return;
	}

	fArea = !IS_IMMORTAL(ch);

	if ((chance2 = get_skill(ch, sn_world_find))) {
		if (number_percent() < chance2) {
			fArea = 0;
			check_improve(ch, sn_world_find, FALSE, 1);
		}
		else
			check_improve(ch, sn_world_find, TRUE, 1);
	}

 	WAIT_STATE(ch, SKILL(sn_hunt)->beats);

	if (fArea)
		victim = get_char_area(ch, arg);
	else
		victim = get_char_world(ch, arg);

 	if (victim == NULL || victim->in_room == NULL) {
		char_puts("No-one around by that name.\n", ch);
		return;
	}

	if (ch->in_room == victim->in_room) {
		act("$N is here!", ch, NULL, victim, TO_CHAR);
		return;
	}

	if (IS_NPC(ch)) {
		ch->hunting = victim;
		hunt_victim(ch);
		return;
	}

	/*
	 * Deduct some movement.
	 */
	if (!IS_IMMORTAL(ch)) {
		if (ch->endur > 2)
			ch->endur -= 3;
		else {
			char_puts("You're too exhausted to hunt anyone!\n",
				  ch);
			return;
		}
	}

	act("$n stares intently at the ground.", ch, NULL, NULL, TO_ROOM);

	direction = find_path(ch->in_room->vnum, victim->in_room->vnum,
			      ch, -40000, fArea);

 	if (direction < 0) {
		act("You couldn't find a path to $N from here.",
		    ch, NULL, victim, TO_CHAR);
		return;
	}

	if (direction >= MAX_DIR) {
		char_puts("Hmm... Something seems to be wrong.\n", ch);
		return;
	}

	/*
	 * Give a random direction if the player misses the die roll.
	 */
	if (IS_NPC (ch) && number_percent () > 75) {       /* NPC @ 25% */
		log("Do PC hunt");
		ok = FALSE;
		for(i = 0; i < 6; i++) {
			if (ch->in_room->exit[direction]) {
				ok = TRUE;
				break;
			}
		}

		if (ok)	{
			do {
				direction = number_door();
			}
			while ((ch->in_room->exit[direction] == NULL) ||
			       (ch->in_room->exit[direction]->to_room.r == NULL));
		}
		else {
			log("Do hunt, player hunt, no exits from room!");
			ch->hunting = NULL;
			char_puts("Your room has not exits!!!!\n", ch);
			return;
		}
	}

	/*
	 * Display the results of the search.
	 */
	act_puts("$N is $t from here.",
		 ch, dir_name[direction], victim, TO_CHAR, POS_DEAD);
}

void hunt_victim_attack(CHAR_DATA* ch)
{
	if (ch->in_room == NULL || ch->hunting == NULL)
		return;

	if (ch->in_room == ch->hunting->in_room) {
		act("$n glares at $N and says, '{GYe shall DIE!{x'.",
		    ch, NULL, ch->hunting, TO_NOTVICT);
		act("$n glares at you and says, '{GYe shall DIE!{x'.",
		    ch, NULL, ch->hunting, TO_VICT);
		act("You glare at $N and say, '{GYe shall DIE!{x'.",
		    ch, NULL, ch->hunting, TO_CHAR);
		multi_hit(ch, ch->hunting, TYPE_UNDEFINED);
		ch->hunting = NULL;
	}  
}

/*
 * revised by chronos.
 */
void hunt_victim(CHAR_DATA *ch)
{
	int		dir;
	bool		found;
	CHAR_DATA	*tmp;

	if (ch->hunting->in_room == NULL) {
		ch->hunting = NULL;
		return;
	}

	/*
	 * Make sure the victim still exists.
	 */
	for(found = FALSE, tmp = char_list; tmp; tmp = tmp->next)
		if (ch->hunting == tmp) {
			found = TRUE;
			break;
		}

	if(!found || !can_see(ch, ch->hunting)) {
		if (get_char_area(ch, ch->hunting->name) != NULL) {
	    		log("mob portal");
	    		doprintf(do_cast, ch, "portal %s", ch->hunting->name);
	    		log("do_enter1");
	    		do_enter(ch, "portal");
			hunt_victim_attack(ch);
			log("done1");  
		} 
		else { 
			do_say(ch, "Ahhhh!  My prey is gone!!");
			ch->hunting = NULL;
		}  
		return;
	}   /* end if !found or !can_see */ 

 	dir = find_path(ch->in_room->vnum, ch->hunting->in_room->vnum,
			ch, -40000, TRUE);

	if(dir < 0 || dir >= MAX_DIR) {
		/* 1 */ 
		if (get_char_area(ch, ch->hunting->name) != NULL  
		&&  ch->level > 35) {
			log("mob portal");
			doprintf(do_cast, ch, "portal %s", ch->hunting->name);
			log("do_enter2");
			do_enter(ch, "portal");
			hunt_victim_attack(ch);
			log("done2"); 
			}
		else { 
			doprintf(do_say, ch,
				 "I have lost %s!", ch->hunting->name);
			ch->hunting = NULL;
		}
		return;
	} /* if dir < 0 or >= MAX_DIR */  

	if (ch->in_room->exit[dir]
	&&  IS_SET(ch->in_room->exit[dir]->exit_info, EX_CLOSED)) {
		do_open(ch,(char *)dir_name[dir]);
		return;
	}

	if (!ch->in_room->exit[dir]) {
		log("BUG:  hunt through null door");
		ch->hunting = NULL;
		return;
	}
	move_char(ch, dir, FALSE);
	hunt_victim_attack(ch);
}