/***************************************************************************
 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
 *  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *
 *                                                                         *
 *  Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael          *
 *  Chastain, Michael Quan, and Mitchell Tse.                              *
 *                                                                         *
 *  In order to use any part of this Merc Diku Mud, you must comply with   *
 *  both the original Diku license in 'license.doc' as well the Merc       *
 *  license in 'license.txt'.  In particular, you may not remove either of *
 *  these copyright notices.                                               *
 *                                                                         *
 *  Dystopia Mud improvements copyright (C) 2000, 2001 by Brian Graversen  *
 *                                                                         *
 *  Much time and thought has gone into this software and you are          *
 *  benefitting.  We hope that you share your changes too.  What goes      *
 *  around, comes around.                                                  *
 ***************************************************************************/

/*
 * The core of the automap system was taken from the snippet by Dingo
 * which can be accessed at : http://www.vidler.clara.net/automap.html
 *
 * A few minor extensions to spiff it up was made by Jobo.
 */

#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <unistd.h>
#include <time.h>
#include "merc.h"

/* The map itself */
struct map_type map[MAPX + 1][MAPY + 1];

/* Take care of some repetitive code for later */
void get_exit_dir( int dir, int *x, int *y, int xorig, int yorig )
{
  /* Get the next coord based on direction */
  switch( dir )
  {
    case 0: /* North */
      *x = xorig;
      *y = yorig - 1;
      break;
    case 1: /* East */
      *x = xorig + 1;
      *y = yorig;
      break;
    case 2: /* South */
      *x = xorig;
      *y = yorig + 1;
      break;
    case 3: /* West */
      *x = xorig - 1;
      *y = yorig;
      break;
    default:
      *x = -1;
      *y = -1;
      break;
  }
}

/* Clear one map coord */
void clear_coord( int x, int y )
{
  map[x][y].tegn = ' ';
  map[x][y].vnum = 0;
  map[x][y].depth = 0;
  map[x][y].info = 0;
  map[x][y].can_see = TRUE;
}

/* Clear all exits for one room */
void clear_room( int x, int y )
{
  int dir, exitx, exity;

  /* Cycle through the four directions */
  for( dir = 0; dir < 4; dir++ )
  {
    /* Find next coord in this direction */
    get_exit_dir( dir, &exitx, &exity, x, y );

    /* If coord is valid, clear it */
    if ( !BOUNDARY( exitx, exity ) ) clear_coord( exitx, exity );
  }
}

/* This function is recursive, ie it calls itself */
void map_exits(CHAR_DATA *ch, ROOM_INDEX_DATA *pRoom, int x, int y, int depth)
{
  static char map_chars [4] = "|-|-";
  int door;
  int exitx = 0, exity = 0;
  int roomx = 0, roomy = 0;
  char buf[200]; // bugs
  EXIT_DATA *pExit;

  /* Setup this coord as a room */
  switch(pRoom->sector_type)
  {
    case SECT_CITY:
    case SECT_INSIDE:
    case SECT_UNUSED:
      map[x][y].tegn = 'O';
      break;
    case SECT_FIELD:
    case SECT_FOREST:
    case SECT_HILLS:
      map[x][y].tegn = '*';
      break;
    case SECT_MOUNTAIN:
      map[x][y].tegn = '@';
      break;
    case SECT_WATER_SWIM:
    case SECT_WATER_NOSWIM:
      map[x][y].tegn = '=';
      break;
    case SECT_AIR:
      map[x][y].tegn = '~';
      break;
    case SECT_DESERT:
      map[x][y].tegn = '+';
      break;
    default:
      map[x][y].tegn = 'O';
      sprintf(buf, "Map_exits: Bad sector type (%d) in room %d.",
        pRoom->sector_type, pRoom->vnum);
      bug(buf, 0);
      break;
  }
  map[x][y].vnum = pRoom->vnum;
  map[x][y].depth = depth;
  map[x][y].info = pRoom->room_flags;
  map[x][y].can_see = room_is_dark( pRoom );

  /* Limit recursion */
  if ( depth > MAXDEPTH ) return;

  /* This room is done, deal with it's exits */
  for( door = 0; door < 4; door++ )
  {
    /* Skip if there is no exit in this direction */
    if ( ( pExit = pRoom->exit[door] ) == NULL ) continue;

    /* Get the coords for the next exit and room in this direction */
    get_exit_dir( door, &exitx, &exity, x, y );
    get_exit_dir( door, &roomx, &roomy, exitx, exity );

    /* Skip if coords fall outside map */
    if ( BOUNDARY( exitx, exity ) || BOUNDARY( roomx, roomy )) continue;

    /* Skip if there is no room beyond this exit */
    if ( pExit->to_room == NULL ) continue;

    /* Ensure there are no clashes with previously defined rooms */
    if ( ( map[roomx][roomy].vnum != 0 ) &&
         ( map[roomx][roomy].vnum != pExit->to_room->vnum ))
    {
      /* Use the new room if the depth is higher */
      if ( map[roomx][roomy].depth <= depth ) continue;

      /* It is so clear the old room */
      clear_room( roomx, roomy );
    }

    /* No exits at MAXDEPTH */
    if ( depth == MAXDEPTH ) continue;

    /* No need for exits that are already mapped */
    if ( map[exitx][exity].depth > 0 ) continue;

    /* Fill in exit */
    map[exitx][exity].depth = depth;
    map[exitx][exity].vnum = pExit->to_room->vnum;
    map[exitx][exity].info = pExit->exit_info;
    map[exitx][exity].tegn = map_chars[door];

    /* More to do? If so we recurse */
    if ( ( depth < MAXDEPTH ) &&
       ( ( map[roomx][roomy].vnum == pExit->to_room->vnum ) ||
         ( map[roomx][roomy].vnum == 0 ) ) )
    {
      /* Depth increases by one each time */
      map_exits( ch, pExit->to_room, roomx, roomy, depth + 1 );
    }
  }
}

/* Reformat room descriptions to exclude undesirable characters */
void reformat_desc( char *desc )
{
  /* Index variables to keep track of array/pointer elements */
  int i, j;
  char buf[MAX_STRING_LENGTH], *p;

  i = 0;
  j = 0;
  buf[0] = '\0';

  if ( !desc  ) return;

  /* Replace all "\n" and "\r" with spaces */
  for( i = 0; i <= strlen( desc ); i++ )
  {
    if ( ( desc[i] == '\n' ) || ( desc[i] == '\r' ) ) desc[i] = ' ';
  }

  /* Remove multiple spaces */
  for( p = desc; *p != '\0'; p++ )
  {
    buf[j] = *p;
    j++;

    /* Two or more consecutive spaces? */
    if ( ( *p == ' ' ) && ( *( p + 1 ) == ' ' ) )
    {
      do
      {
        p++;
      }
      while( *(p + 1) == ' ' );
    }
  }

  buf[j] = '\0';

  /* Copy to desc */
  sprintf( desc, buf );
}

int get_line( char *desc, int max_len )
{
  int i, j = 0, length;

  length = strlen(desc);

  /* Return if it's short enough for one line */
  if ( length <= max_len ) return 0;

  /* Calculate end point in string without color */
  for( i = 0; i <= length; i++ )
  {
    /* Here you need to skip your color sequences */
    j++;

    if ( j > max_len ) break;
  }

  /* End point is now in i, find the nearest space */
  for( j = i; j > 0; j-- )
  {
    if ( desc[j] == ' ' ) break;
  }

  /* There could be a problem if there are no spaces on the line */
  return j + 1;
}

/* Display the map to the player */
void show_map( CHAR_DATA *ch, char *text )
{
  char buf[MAX_STRING_LENGTH * 2];
  int x, y, pos;
  char *p;
  bool alldesc = FALSE; /* Has desc been fully displayed? */

  if ( !text ) alldesc = TRUE;

  pos = 0;
  p = text;
  buf[0] = '\0';

  /* Top of map frame */
  if (ch->level > 6)
    sprintf( buf, "#0+-----------+#n %s #0[#9%d#0]#n\n\r",
      ch->in_room->name, ch->in_room->vnum);
  else
    sprintf( buf, "#0+-----------+#n %s\n\r", ch->in_room->name);

  /* Write out the main map area with text */
  for( y = 0; y <= MAPY; y++ )
  {
    strcat( buf, "#0|#n" );

    for( x = 0; x <= MAPX; x++ )
    {
      switch(map[x][y].tegn)
      {
        case '-':
        case '|':
          sprintf(buf + strlen(buf), "#o%c#n", map[x][y].tegn);
          break;
        case 'X':
          sprintf(buf + strlen(buf), "#R%c#n", map[x][y].tegn);
          break;
        case '*':
          sprintf(buf + strlen(buf), "#g%c#n", map[x][y].tegn);
          break;
        case '@':
          sprintf(buf + strlen(buf), "#o%c#n", map[x][y].tegn);
          break;
        case '=':
          sprintf(buf + strlen(buf), "#L%c#n", map[x][y].tegn);
          break;
        case '~':
          sprintf(buf + strlen(buf), "#C%c#n", map[x][y].tegn);
          break;
        case '+':
          sprintf(buf + strlen(buf), "#y%c#n", map[x][y].tegn);
          break;
        default:
          sprintf( buf + strlen( buf ), "%c", map[x][y].tegn );
      }
    }
    strcat( buf, "#0|#n " );

    if (y == 0 && IS_SET(ch->act, PLR_AUTOEXIT))  // the autoexits
    {
      sprintf(buf + strlen( buf ), "%s", get_exits(ch));
      continue;
    }

    /* Add the text, if necessary */
    if ( !alldesc )
    {
      pos = get_line( p, 63 );
      if ( pos > 0 )
      {
        strncat( buf, p, pos );
        p += pos;
      }
      else
      {
        strcat( buf, p );
        alldesc = TRUE;
      }
    }
    strcat( buf, "\n\r" );
  }

  /* Finish off map area */
  strcat( buf, "#0+-----------+#n " );
  if ( !alldesc )
  {
    pos = get_line( p, 63 );
    if ( pos > 0 )
    {
      strncat( buf, p, pos );
      strcat(buf, "\n\r");
      p += pos;
    }
    else
    {
      strcat( buf, p );
      alldesc = TRUE;
    }
  }

  /* Deal with any leftover text */
  if ( !alldesc )
  {
    do
    {
      /* Note the number - no map to detract from width */
      pos = get_line( p, 78 );
      if ( pos > 0 )
      {
        strncat( buf, p, pos );
        strcat(buf, "\n\r");
        p += pos;
      }
      else
      {
        strcat( buf, p );
        alldesc = TRUE;
      }
    }
    while( !alldesc );
  }
  strcat(buf, "\n\r");

  send_to_char(buf, ch);
}

/* Clear, generate and display the map */
void draw_map( CHAR_DATA *ch, char *desc )
{
  int x, y;
  static char buf[MAX_STRING_LENGTH];

  sprintf( buf, desc );
  /* Remove undesirable characters */
  reformat_desc( buf );

  /* Clear map */
  for( y = 0; y <= MAPY; y++ )
  {
    for( x = 0; x <= MAPX; x++ )
    {
      clear_coord( x, y );
    }
  }

  /* Start with players pos at centre of map */
  x = MAPX / 2;
  y = MAPY / 2;

  map[x][y].vnum = ch->in_room->vnum;
  map[x][y].depth = 0;

  /* Generate the map */
  map_exits( ch, ch->in_room, x, y, 0 );

  /* Current position should be a "X" */
  map[x][y].tegn = 'X';

  /* Send the map */
  show_map( ch, buf );
}