/****************************************************************************
* _______ _ ______ _______ _______ ______ *
* ( ____ \( \ ( __ \ |\ /|( ___ )( )|\ /|( __ \ *
* | ( \/| ( | ( \ )| ) ( || ( ) || () () || ) ( || ( \ ) *
* | (__ | | | | ) || (___) || (___) || || || || | | || | ) | *
* | __) | | | | | || ___ || ___ || |(_)| || | | || | | | *
* | ( | | | | ) || ( ) || ( ) || | | || | | || | ) | *
* | (____/\| (____/\| (__/ )| ) ( || ) ( || ) ( || (___) || (__/ ) *
* (_______/(_______/(______/ |/ \||/ \||/ \|(_______)(______/ *
* +-+-+-+ +-+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+-+-+ *
* |T|h|e| |O|a|k|l|a|n|d| |C|h|r|o|n|i|c|l|e|s| *
* +-+-+-+ +-+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+-+-+ *
* ------------------------------------------------------------------------- *
* EldhaMUD code (C) 2003-2005 by Robert Powell (Tommi) *
* EldhaMUD Team: Celest, Altere and Krelowyn *
* ------------------------------------------------------------------------- *
* *
****************************************************************************/
/**************************************************************************
* 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. *
***************************************************************************
* Converted for AFKMud 1.64 by Zarius (jeff@mindcloud.com) *
* Downloaded from http://www.mindcloud.com *
* If you like the snippet let me know *
***************************************************************************/
/**************************************************************************
* Version History *
**************************************************************************
* (v1.0) - Converted Automapper to AFKMud 1.64 and added additional *
* directions and removed room desc code into a sep func *
**************************************************************************/
/*
TO DO
1. Add a way of displaying up and down directions effectively
*/
#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <unistd.h>
#include <time.h>
#include "./Headers/mud.h"
#include "./Headers/mapper.h"
void show_char_to_char( CHAR_DATA * list, CHAR_DATA * ch );
void display_imm_toggle( CHAR_DATA * ch );
/* The map itself */
struct map_type map[MAPX + 1][MAPY + 1];
size_t mudstrlcat( char *dst, const char *src, size_t siz )
{
register char *d = dst;
register const char *s = src;
register size_t n = siz;
size_t dlen;
/*
* Find the end of dst and adjust bytes left but don't go past end
*/
while( n-- != 0 && *d != '\0' )
d++;
dlen = d - dst;
n = siz - dlen;
if( n == 0 )
return ( dlen + strlen( s ) );
while( *s != '\0' )
{
if( n != 1 )
{
*d++ = *s;
n--;
}
s++;
}
*d = '\0';
return ( dlen + ( s - src ) ); /* count does not include NUL */
}
char *roomdesc( CHAR_DATA * ch )
{
static char outbuf[MAX_STRING_LENGTH];
/*
* Build a room desc moved here -- Zarius
*/
outbuf[0] = '\0';
mudstrlcat( outbuf, color_str( AT_RMDESC, ch ), MAX_STRING_LENGTH ); /* Set the color */
mudstrlcat( outbuf, ch->in_room->description, MAX_STRING_LENGTH );
return outbuf;
}
void do_showmap( CHAR_DATA * ch, char *argument )
{
draw_map( ch, roomdesc( ch ) );
return;
}
/* 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;
case 4: /* UP */
break;
case 5: /* DOWN */
break;
case 6: /* NE */
*x = xorig + 1;
*y = yorig - 1;
break;
case 7: /* NW */
*x = xorig - 1;
*y = yorig - 1;
break;
case 8: /* SE */
*x = xorig + 1;
*y = yorig + 1;
break;
case 9: /* SW */
*x = xorig - 1;
*y = yorig + 1;
break;
default:
*x = -1;
*y = -1;
break;
}
}
char *get_exits( CHAR_DATA * ch )
{
static char buf[MAX_STRING_LENGTH];
EXIT_DATA *pexit;
bool found;
buf[0] = '\0';
if( !check_blind( ch ) )
return buf;
set_char_color( AT_EXITS, ch );
mudstrlcpy( buf, "&R[&DExits:", MAX_STRING_LENGTH );
found = FALSE;
for( pexit = ch->in_room->first_exit; pexit; pexit = pexit->next )
{
if( IS_IMMORTAL( ch ) )
/*
* Immortals see all exits, even secret ones
*/
{
if( pexit->to_room )
{
found = TRUE;
mudstrlcat( buf, " ", MAX_STRING_LENGTH );
mudstrlcat( buf, capitalize( dir_name[pexit->vdir] ), MAX_STRING_LENGTH );
if( IS_EXIT_FLAG( pexit, EX_OVERLAND ) )
mudstrlcat( buf, "&w->&R(&WOverland&R)&D", MAX_STRING_LENGTH );
/*
* New code added to display closed, or otherwise invisible exits to immortals
*/
/*
* Installed by Samson 1-25-98
*/
if( IS_EXIT_FLAG( pexit, EX_LOCKED ) && IS_EXIT_FLAG( pexit, EX_CLOSED ) )
mudstrlcat( buf, "&w->&R(&WC & L&R)&D", MAX_STRING_LENGTH );
else if( IS_EXIT_FLAG( pexit, EX_CLOSED ) )
mudstrlcat( buf, "&w->&R(&WC&R)&D", MAX_STRING_LENGTH );
if( IS_EXIT_FLAG( pexit, EX_WINDOW ) )
mudstrlcat( buf, "&w->(Window)", MAX_STRING_LENGTH );
if( IS_EXIT_FLAG( pexit, EX_HIDDEN ) )
mudstrlcat( buf, "&w->&R(&WHidden&R)&D", MAX_STRING_LENGTH );
}
}
else
{
if( pexit->to_room && !IS_EXIT_FLAG( pexit, EX_SECRET ) && ( !IS_EXIT_FLAG( pexit, EX_WINDOW )
|| IS_EXIT_FLAG( pexit, EX_ISDOOR ) )
&& !IS_EXIT_FLAG( pexit, EX_HIDDEN ) )
{
found = TRUE;
mudstrlcat( buf, " ", MAX_STRING_LENGTH );
mudstrlcat( buf, capitalize( dir_name[pexit->vdir] ), MAX_STRING_LENGTH );
if( IS_EXIT_FLAG( pexit, EX_OVERLAND ) )
mudstrlcat( buf, "&w->&R(&WOverland&R)&D", MAX_STRING_LENGTH );
if( IS_EXIT_FLAG( pexit, EX_LOCKED ) && IS_EXIT_FLAG( pexit, EX_CLOSED ) )
mudstrlcat( buf, "&w->&R(&WC & L&R)&D", MAX_STRING_LENGTH );
else if( IS_EXIT_FLAG( pexit, EX_CLOSED ) )
mudstrlcat( buf, "&w->&R(&WC&R)&D", MAX_STRING_LENGTH );
}
}
}
if( !found )
{
mudstrlcat( buf, " none&R]&D", MAX_STRING_LENGTH );
}
else
{
mudstrlcat( buf, "&R]&D", MAX_STRING_LENGTH );
}
mudstrlcat( buf, "\n\r", MAX_STRING_LENGTH );
return buf;
}
/* 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;
xCLEAR_BITS( map[x][y].info );
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[11] = "|-|-UD/\\\\/";
int door;
int exitx = 0, exity = 0;
int roomx = 0, roomy = 0;
char buf[200];
EXIT_DATA *pExit;
/*
* Setup this coord as a room
*/
switch ( pRoom->sector_type )
{
case SECT_CITY:
case SECT_INSIDE:
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;
case SECT_SWAMP:
map[x][y].tegn = 's';
break;
case SECT_UNDERGROUND:
map[x][y].tegn = 'U';
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 < 10; door++ )
{
/*
* Skip if there is no exit in this direction
*/
if( ( pExit = get_exit( pRoom, door ) ) == NULL )
continue;
/*
* Skip up and down until I can figure out a good way to display it
*/
if( door == 4 || door == 5 )
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].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
*/
unsigned int i;
int 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
*/
mudstrlcpy( desc, buf, MAX_INPUT_LENGTH );
}
int get_line( char *desc, int max_len )
{
int i, j = 0;
/*
* Return if it's short enough for one line
*/
if( ( int )strlen( desc ) <= max_len )
return 0;
/*
* Calculate end point in string without color
*/
for( i = 0; i <= ( int )strlen( desc ); 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
*/
sprintf( buf, "&z+-----------+&w\n\r" );
/*
* Write out the main map area with text
*/
for( y = 0; y <= MAPY; y++ )
{
mudstrlcat( buf, "&z|&D", MAX_STRING_LENGTH );
for( x = 0; x <= MAPX; x++ )
{
switch ( map[x][y].tegn )
{
case '-':
case '|':
case '\\':
case '/':
sprintf( buf + strlen( buf ), "&O%c&D", map[x][y].tegn );
break;
case 'X':
sprintf( buf + strlen( buf ), "&R%c&d", map[x][y].tegn );
break;
case '*':
sprintf( buf + strlen( buf ), "&g%c&d", map[x][y].tegn );
break;
case '@':
sprintf( buf + strlen( buf ), "&r%c&d", map[x][y].tegn );
break;
case '=':
sprintf( buf + strlen( buf ), "&B%c&d", map[x][y].tegn );
break;
case '~':
sprintf( buf + strlen( buf ), "&C%c&d", map[x][y].tegn );
break;
case '+':
sprintf( buf + strlen( buf ), "&Y%c&d", map[x][y].tegn );
break;
case 'O':
sprintf( buf + strlen( buf ), "&w%c&d", map[x][y].tegn );
break;
case 'U':
sprintf( buf + strlen( buf ), "&O%c&d", map[x][y].tegn );
break;
case 's':
sprintf( buf + strlen( buf ), "&g%c&d", map[x][y].tegn );
break;
default:
sprintf( buf + strlen( buf ), "%c", map[x][y].tegn );
}
}
mudstrlcat( buf, "&z|&D ", MAX_STRING_LENGTH );
/*
* Add the text, if necessary
*/
if( !alldesc )
{
pos = get_line( p, 63 );
if( pos > 0 )
{
mudstrlcat( buf, color_str( AT_RMDESC, ch ), MAX_STRING_LENGTH );
strncat( buf, p, pos );
p += pos;
}
else
{
mudstrlcat( buf, color_str( AT_RMDESC, ch ), MAX_STRING_LENGTH );
mudstrlcat( buf, p, MAX_STRING_LENGTH );
alldesc = TRUE;
}
}
mudstrlcat( buf, "\n\r", MAX_STRING_LENGTH );
}
/*
* Finish off map area
*/
mudstrlcat( buf, "&z+-----------+&D ", MAX_STRING_LENGTH );
if( !alldesc )
{
pos = get_line( p, 63 );
if( pos > 0 )
{
mudstrlcat( buf, color_str( AT_RMDESC, ch ), MAX_STRING_LENGTH );
strncat( buf, p, pos );
p += pos;
}
else
{
mudstrlcat( buf, color_str( AT_RMDESC, ch ), MAX_STRING_LENGTH );
mudstrlcat( buf, p, MAX_STRING_LENGTH );
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 )
{
mudstrlcat( buf, color_str( AT_RMDESC, ch ), MAX_STRING_LENGTH );
strncat( buf, p, pos );
p += pos;
}
else
{
mudstrlcat( buf, color_str( AT_RMDESC, ch ), MAX_STRING_LENGTH );
mudstrlcat( buf, p, MAX_STRING_LENGTH );
alldesc = TRUE;
}
}
while( !alldesc );
}
mudstrlcat( buf, "&D\n\r", MAX_STRING_LENGTH );
send_to_char( buf, ch );
display_imm_toggle( ch );
if( IS_PLR_FLAG( ch, PLR_AUTOEXIT ) ) /* Show exits */
{
sprintf( buf, "%s%s", color_str( AT_EXITS, ch ), get_exits( ch ) );
send_to_char( buf, ch );
}
}
/* Clear, generate and display the map */
void draw_map( CHAR_DATA * ch, const char *desc )
{
int x, y;
static char buf[MAX_STRING_LENGTH];
mudstrlcpy( buf, desc, MAX_INPUT_LENGTH );
/*
* 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 );
show_list_to_char( ch->in_room->first_content, ch, FALSE, FALSE );
show_char_to_char( ch->in_room->first_person, ch );
}