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xmlmap.cpp
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xmlmap.cpp
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/**************************************************************************
* File: xmlmap.c Part of World of Pain *
* Usage: Generate XML MMP format map of the world for mappers *
* *
* All rights reserved. See license.doc for complete information. *
* *
* Copyright (C) 2022 World of Pain *
***************************************************************************/
#define __XMLMAP_C__
#include "comm.h"
#include "conf.h"
#include "constants.h"
#include "db.h"
#include "olc.h"
#include "structs.h"
#include "sysdep.h"
#include "utils.h"
#include <boost/geometry.hpp>
#include <iostream>
#include <tinyxml2.h>
namespace bg = boost::geometry;
using namespace std;
using namespace tinyxml2;
// directional offsets: NORTH EAST SOUTH WEST UP DOWN
int dir_offsets[6][3] = {{0, 1, 0}, {1, 0, 0}, {0, -1, 0}, {-1, 0, 0}, {0, 0, 1}, {0, 0, -1}};
int sector_colors[] = {
8, // inside
7, // city
10, // field
2, // forest
10, // hills
13, // mountains
12, // water (swim)
6, // water (no swim)
14, // underwater
12, // in flight
8, // cave
11, // desert
15, // arctic
16, // space
9, // quicksand
5 // swamp
};
typedef bg::model::point<long, 3, bg::cs::cartesian> coord;
typedef map<room_num, coord> cMap;
room_num findCoords(coord c, cMap coordsMap)
{
for (auto i : coordsMap) {
if (i.second.get<0>() == c.get<0>() && i.second.get<1>() == c.get<1>() && i.second.get<2>() == c.get<2>())
return i.first;
}
return NOWHERE;
}
// generate the world map xml file
void generateWorldMap()
{
XMLDocument doc;
XMLDeclaration* decl = doc.NewDeclaration();
doc.InsertFirstChild(decl);
XMLNode* pRoot = doc.NewElement("map");
doc.InsertEndChild(pRoot);
XMLElement* areas = doc.NewElement("areas");
pRoot->InsertEndChild(areas);
for (auto const& [nr, zone] : zone_table) {
if (nr == 255)
continue;
XMLElement* area = doc.NewElement("area");
area->SetAttribute("id", nr);
area->SetAttribute("name", zone->name);
areas->InsertEndChild(area);
}
XMLElement* rooms = doc.NewElement("rooms");
pRoot->InsertEndChild(rooms);
bool roomHasExit; // only include rooms that have exits
bool firstRoom = true; // first room of a zone (area)
int prevRoomZone = 0; // the zone of the most recent room used for firstRoom
int currentRoom = 0; // current room vnum
cMap coordsMap;
coord currentCoords;
int x, y, z;
vector<room_num> zoneRooms;
// WORLD LOOP of all rooms
for (auto const [nr, rm] : world) {
// skip Dark Tower, NOMAP rooms, and houses
if (rm->zone == 255 || ROOM_FLAGGED(nr, ROOM_NOMAP) || ROOM_FLAGGED(nr, ROOM_HOUSE))
continue;
currentRoom = nr;
XMLElement* room = doc.NewElement("room");
room->SetAttribute("id", currentRoom);
room->SetAttribute("area", rm->zone);
room->SetAttribute("title", rm->name);
room->SetAttribute("environment", rm->sector_type);
// is this the first room of a zone? handle cleanup from previous zone
if ((rm->zone != prevRoomZone || nr == world.rbegin()->first)
&& !coordsMap.empty()) { // loop through existing XML room elements to add
// the coords
// why is this necessary? -bliz
int pass = 0;
int totalC = 0;
while (1) {
int addedCoords = 0;
for (auto zr : zoneRooms) {
if (coordsMap.count(zr))
continue;
// see if any exit rooms have coords
for (int door = 0; door < NUM_OF_DIRS; door++) {
if (!W_EXIT(zr, door))
continue;
room_num eRoomNum = W_EXIT(zr, door)->to_room;
if (eRoomNum == NOWHERE || !world.count(eRoomNum) || GET_ROOM_ZONE(eRoomNum) == 255)
continue;
if (coordsMap.count(eRoomNum)) {
currentCoords.set<0>(coordsMap[eRoomNum].get<0>() + (-1 * dir_offsets[door][0]));
currentCoords.set<1>(coordsMap[eRoomNum].get<1>() + (-1 * dir_offsets[door][1]));
currentCoords.set<2>(coordsMap[eRoomNum].get<2>() + (-1 * dir_offsets[door][2]));
room_num dup = findCoords(currentCoords, coordsMap);
if (dup == NOWHERE) {
coordsMap[zr].set<0>(coordsMap[eRoomNum].get<0>() + (-1 * dir_offsets[door][0]));
coordsMap[zr].set<1>(coordsMap[eRoomNum].get<1>() + (-1 * dir_offsets[door][1]));
coordsMap[zr].set<2>(coordsMap[eRoomNum].get<2>() + (-1 * dir_offsets[door][2]));
addedCoords++;
}
}
} // for (int door...
} // for (auto zr...
pass++;
totalC += addedCoords;
if (addedCoords == 0) {
break;
}
} // while(1)
// see if any exit rooms have coords
for (int door = 0; door < NUM_OF_DIRS; door++) {
if (!W_EXIT(nr, door))
continue;
room_num eRoomNum = W_EXIT(nr, door)->to_room;
if (eRoomNum == NOWHERE || !world.count(eRoomNum) || GET_ROOM_ZONE(eRoomNum) == 255)
continue;
if (coordsMap.count(eRoomNum)) {
currentCoords.set<0>(coordsMap[eRoomNum].get<0>() + (-1 * dir_offsets[door][0]));
currentCoords.set<1>(coordsMap[eRoomNum].get<1>() + (-1 * dir_offsets[door][1]));
currentCoords.set<2>(coordsMap[eRoomNum].get<2>() + (-1 * dir_offsets[door][2]));
room_num dup = findCoords(currentCoords, coordsMap);
if (dup == NOWHERE) {
coordsMap[currentRoom].set<0>(coordsMap[eRoomNum].get<0>() + (-1 * dir_offsets[door][0]));
coordsMap[currentRoom].set<1>(coordsMap[eRoomNum].get<1>() + (-1 * dir_offsets[door][1]));
coordsMap[currentRoom].set<2>(coordsMap[eRoomNum].get<2>() + (-1 * dir_offsets[door][2]));
}
}
}
for (XMLElement* r = rooms->FirstChildElement("room"); r != NULL; r = r->NextSiblingElement()) {
// skip rooms where we aren't in the previous zone or alredy have coords
if (r->IntAttribute("area") != prevRoomZone || r->FirstChildElement("coord"))
continue;
room_num lastRoom = r->IntAttribute("id");
if (coordsMap.count(lastRoom)) {
XMLElement* c = doc.NewElement("coord");
c->SetAttribute("x", coordsMap[lastRoom].get<0>());
c->SetAttribute("y", coordsMap[lastRoom].get<1>());
c->SetAttribute("z", coordsMap[lastRoom].get<2>());
r->InsertEndChild(c);
}
}
// we've finished adding coords for the previous zone to the XML, start
// fresh
firstRoom = true;
coordsMap.clear();
zoneRooms.clear();
} // if the current room doesn't have coords, try and find them
else if (!coordsMap.count(currentRoom)) {
// see if any exit rooms have coords
for (int door = 0; door < NUM_OF_DIRS; door++) {
if (!W_EXIT(nr, door))
continue;
room_num eRoomNum = W_EXIT(nr, door)->to_room;
if (eRoomNum == NOWHERE || !world.count(eRoomNum) || GET_ROOM_ZONE(eRoomNum) == 255)
continue;
if (coordsMap.count(eRoomNum)) {
currentCoords.set<0>(coordsMap[eRoomNum].get<0>() + (-1 * dir_offsets[door][0]));
currentCoords.set<1>(coordsMap[eRoomNum].get<1>() + (-1 * dir_offsets[door][1]));
currentCoords.set<2>(coordsMap[eRoomNum].get<2>() + (-1 * dir_offsets[door][2]));
room_num dup = findCoords(currentCoords, coordsMap);
if (dup == NOWHERE) {
coordsMap[currentRoom].set<0>(coordsMap[eRoomNum].get<0>() + (-1 * dir_offsets[door][0]));
coordsMap[currentRoom].set<1>(coordsMap[eRoomNum].get<1>() + (-1 * dir_offsets[door][1]));
coordsMap[currentRoom].set<2>(coordsMap[eRoomNum].get<2>() + (-1 * dir_offsets[door][2]));
}
}
}
}
zoneRooms.push_back(nr);
roomHasExit = false;
for (int door = 0; door < NUM_OF_DIRS; door++) {
if (!W_EXIT(nr, door))
continue;
int eRoomNum = W_EXIT(nr, door)->to_room;
if (eRoomNum == NOWHERE || !world.count(eRoomNum) || ROOM_FLAGGED(eRoomNum, ROOM_NOMAP)
|| ROOM_FLAGGED(eRoomNum, ROOM_HOUSE) || GET_ROOM_ZONE(eRoomNum) == 255 || currentRoom == eRoomNum)
continue;
roomHasExit = true;
// first room always starts at 0,0,0
if (firstRoom) {
coordsMap[eRoomNum].set<0>(dir_offsets[door][0]); // x
coordsMap[eRoomNum].set<1>(dir_offsets[door][1]); // y
coordsMap[eRoomNum].set<2>(dir_offsets[door][2]); // z
} // does the current room have a coordinate?
else if (coordsMap.count(currentRoom)) { // set exit room coords based on currentRoom
currentCoords.set<0>(coordsMap[currentRoom].get<0>() + (-1 * dir_offsets[door][0]));
currentCoords.set<1>(coordsMap[currentRoom].get<1>() + (-1 * dir_offsets[door][1]));
currentCoords.set<2>(coordsMap[currentRoom].get<2>() + (-1 * dir_offsets[door][2]));
room_num dup = findCoords(currentCoords, coordsMap);
if (dup == NOWHERE) {
coordsMap[eRoomNum].set<0>(coordsMap[currentRoom].get<0>() + dir_offsets[door][0]);
coordsMap[eRoomNum].set<1>(coordsMap[currentRoom].get<1>() + dir_offsets[door][1]);
coordsMap[eRoomNum].set<2>(coordsMap[currentRoom].get<2>() + dir_offsets[door][2]);
}
} // no coords for current room
// skip adding the exit to the map if the door is closed
if (IS_SET(W_EXIT(nr, door)->exit_info, EX_CLOSED))
continue;
XMLElement* exit = doc.NewElement("exit");
exit->SetAttribute("direction", dirs[door]);
exit->SetAttribute("target", eRoomNum);
room->InsertEndChild(exit);
}
if (roomHasExit) {
if (firstRoom) {
coordsMap[nr].set<0>(0);
coordsMap[nr].set<1>(0);
coordsMap[nr].set<2>(0);
XMLElement* coords = doc.NewElement("coord");
coords->SetAttribute("x", 0);
coords->SetAttribute("y", 0);
coords->SetAttribute("z", 0);
room->InsertEndChild(coords);
firstRoom = false;
} else if (coordsMap.count(currentRoom)) {
XMLElement* coords = doc.NewElement("coord");
coords->SetAttribute("x", coordsMap[currentRoom].get<0>());
coords->SetAttribute("y", coordsMap[currentRoom].get<1>());
coords->SetAttribute("z", coordsMap[currentRoom].get<2>());
room->InsertEndChild(coords);
}
rooms->InsertEndChild(room);
}
prevRoomZone = rm->zone;
} // end of WORLD LOOP of all rooms
// delete rooms with no coords from the map
int deletedRooms = 0;
XMLElement* nextRoom;
for (XMLElement* r = rooms->FirstChildElement("room"); r != NULL;) {
nextRoom = r->NextSiblingElement();
if (!r->FirstChildElement("coord")) {
rooms->DeleteChild(r);
deletedRooms++;
}
r = nextRoom;
}
do_log("XMLMap: deleted %d rooms without coords", deletedRooms);
XMLElement* sects = doc.NewElement("environments");
pRoot->InsertEndChild(sects);
for (int i = 0; i < NUM_ROOM_SECTORS; i++) {
XMLElement* sect = doc.NewElement("environment");
sect->SetAttribute("id", i);
sect->SetAttribute("name", sector_types[i]);
sect->SetAttribute("color", sector_colors[i]);
sect->SetAttribute("htmlcolor", sector_html_colors[i]);
sects->InsertEndChild(sect);
}
auto mapFile = "/var/www/wop/maps/map.xml";
XMLError eResult = doc.SaveFile(mapFile);
if (eResult == XML_SUCCESS)
do_log("Map file successfilly written to %s", mapFile);
else
do_log("Error writing map file %s: %s", mapFile, XMLDocument::ErrorIDToName(eResult));
}