/*************************************************************************** * STAR WARS REALITY 1.0 * *--------------------------------------------------------------------------* * Star Wars Reality Code Additions and changes from the Smaug Code * * copyright (c) 1997 by Sean Cooper * * -------------------------------------------------------------------------* * Starwars and Starwars Names copyright(c) Lucas Film Ltd. * *--------------------------------------------------------------------------* * SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider * * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, * * Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops * * ------------------------------------------------------------------------ * * Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * ------------------------------------------------------------------------ * * 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 BV01*/ #define TRACK_THROUGH_DOORS extern sh_int top_room; bool mob_snipe( CHAR_DATA *ch , CHAR_DATA *victim); ch_ret one_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) ); ROOM_INDEX_DATA *generate_exit( ROOM_INDEX_DATA *in_room, EXIT_DATA **pexit ); extern void clear_carry (CHAR_DATA *ch); /* 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) (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) ) 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; 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; 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; DISPOSE(curr); } void bfs_clear_queue(void) { while (queue_head) bfs_dequeue(); } void room_enqueue(ROOM_INDEX_DATA *room) { struct bfs_queue_struct *curr; CREATE( curr, struct bfs_queue_struct, 1 ); curr->room = room; curr->next = room_queue; room_queue = curr; } 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; DISPOSE( curr ); } room_queue = NULL; } int find_first_step(ROOM_INDEX_DATA *src, ROOM_INDEX_DATA *target, int maxdist ) { int curr_dir, count; 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; 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; } maxdist = 100 + ch->top_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]; if (victim == NULL) { bug("Found_prey: null victim", 0); return; } if (ch == NULL) { bug("Found_prey: null ch", 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 ); clear_carry(victim); 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 ( xIS_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 ); 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; if (!ch || !ch->hunting || !ch->hunting->who ) 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; } /* hunting with snipe */ { OBJ_DATA *wield; wield = get_eq_char( ch, WEAR_WIELD ); if ( wield != NULL && wield->value[3] == WEAPON_BLASTER ) { if ( mob_snipe( ch, ch->hunting->who ) == TRUE ) return; } else if ( !IS_SET( ch->act, ACT_DROID ) ) do_hide ( ch, "" ); } ret = find_first_step(ch->in_room, ch->hunting->who->in_room, 5000); if ( ret == BFS_NO_PATH ) { EXIT_DATA *pexit; int attempt; for ( attempt = 0; attempt < 25; attempt++ ) { ret = number_door( ); if ( ( pexit = get_exit(ch->in_room, ret) ) == NULL || !pexit->to_room || IS_SET(pexit->exit_info, EX_CLOSED) || xIS_SET(pexit->to_room->room_flags, ROOM_NO_MOB) ) continue; } } 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 ); if ( char_died(ch) ) return; 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 ) ); 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; } } bool mob_snipe( CHAR_DATA *ch, CHAR_DATA *victim ) { sh_int dir, dist; sh_int max_dist = 3; EXIT_DATA * pexit; ROOM_INDEX_DATA * was_in_room; ROOM_INDEX_DATA * to_room; char buf[MAX_STRING_LENGTH]; bool pfound = FALSE; if ( !ch->in_room || !victim->in_room ) return FALSE; if ( xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) return FALSE; for ( dir = 0 ; dir <= 10 ; dir++ ) { if ( ( pexit = get_exit( ch->in_room, dir ) ) == NULL ) continue; if ( IS_SET( pexit->exit_info, EX_CLOSED ) ) continue; was_in_room = ch->in_room; for ( dist = 0; dist <= max_dist; dist++ ) { if ( IS_SET( pexit->exit_info, EX_CLOSED ) ) break; if ( !pexit->to_room ) break; to_room = NULL; if ( pexit->distance > 1 ) to_room = generate_exit( ch->in_room , &pexit ); if ( to_room == NULL ) to_room = pexit->to_room; char_from_room( ch ); char_to_room( ch, to_room ); if ( ch->in_room == victim->in_room ) { pfound = TRUE; break; } if ( ( pexit = get_exit( ch->in_room, dir ) ) == NULL ) break; } char_from_room( ch ); char_to_room( ch, was_in_room ); if ( !pfound ) { char_from_room( ch ); char_to_room( ch, was_in_room ); continue; } if ( xIS_SET( victim->in_room->room_flags, ROOM_SAFE ) ) return FALSE; if ( is_safe( ch, victim ) ) return FALSE; if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) return FALSE; if ( ch->position == POS_FIGHTING ) return FALSE; switch ( dir ) { case 0: case 1: dir += 2; break; case 2: case 3: dir -= 2; break; case 4: case 7: dir += 1; break; case 5: case 8: dir -= 1; break; case 6: dir += 3; break; case 9: dir -=3; break; } char_from_room( ch ); char_to_room( ch, victim->in_room ); sprintf( buf , "A blaster shot fires at you from the %s." , dir_name[dir] ); act( AT_ACTION, buf , victim, NULL, ch, TO_CHAR ); act( AT_ACTION, "You fire at $N.", ch, NULL, victim, TO_CHAR ); sprintf( buf, "A blaster shot fires at $N from the %s." , dir_name[dir] ); act( AT_ACTION, buf, ch, NULL, victim, TO_NOTVICT ); one_hit( ch, victim, TYPE_UNDEFINED ); if ( char_died(ch) ) return TRUE; stop_fighting( ch , TRUE ); if ( victim && !char_died(victim) && victim->hit < 0 ) { stop_hunting( ch ); stop_hating( ch ); } char_from_room( ch ); char_to_room( ch, was_in_room ); return TRUE; } return FALSE; }