/**************************************************************************** * [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, Fireblade, Edmond, Conran | * * ------------------------------------------------------------------------ * * 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 ROOM_TRACK #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. */ 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( ) < 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; 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; } }