Comment 2 for bug 1226558

Revision history for this message
Stephen Lyons (slysven) wrote : Re: [Mudlet-makers] [Bug 1226558] [NEW] getRoom in TArea causes seg fault on map creation

On 17/09/13 23:59, Vadim Peretokin wrote:
> Yeah I agree. We should be able to create rooms, not have to place them
> into an area - setup their properties and then add it to one.
>

    Ah, I recently was adding some rooms to an old map to test some
mapping code. I had an empty area and although through the LUA
interface all the rooms seem to be in that area, the map drawing code
was treating some as being out of the area and not drawing exits/routes
between them properly when I added them later - the problem did not seem
to be fixed until after the map was saved and reloaded. I'd like to
know what was wrong (if anything). At a wild guess I'd say that some
structures are not being amended with new data as rooms are added. I
vaguely recall that some of the mapping data (the levels or "ebenung"?
tables) may not be being updated as rooms are inserted/deleted.

    I added into my code a LUA function to create a room (with the next
available RoomID) in an area with given areaID, coordinates and room
name but am I missing something in the room creation process?

    Also, do we not have an area with ID = 0 that always exists - would
it be safe to use that as an implicitly unnamed or default area (perhaps
it should have a fixed name of something like "_unnamed" so that it
always(?) is the first area in the mapper area selection list?) I can't
recall whether that area is actually displayable as a map anyway? If it
was would this still be problematic for inexperienced users starting out
building a fresh map and then wanting to name the first area they
created if they tried to rename such a default (un-renameable) area
rather than using the GUI or LUA code to move their rooms en-block to a
new area?

    I must check also whether it is allowed to add a room to an area
without giving any coordinates - I guess if it *is* you get a load of
rooms piling up at (0,0,0) which can be awkward to sort out later... 8-)

    Possible all-in-one room creation LUA function:
(Header file and LUA function registration not shown):
// createRoom( AreaID, RoomName, x, y, z )
// Returns new room ID, or nil on failure
// Convenience function to make a NEW room in a given area
int TLuaInterpreter::createRoom( lua_State *L )
{
    int areaId, x, y, z;
    Host * pHost = TLuaInterpreter::luaInterpreterMap[L];
    string name;
    TArea * pA;

    if(! pHost || ! pHost->mpMap || ! pHost->mpMap->mpRoomDB)
    {
        lua_pushstring( L, "createRoom: internal failure" );
        lua_error( L );
        return 1;
    }

    if( lua_isnumber( L, 1 ) )
    {
        areaId = lua_tonumber( L, 1 );
        pA = pHost->mpMap->mpRoomDB->getArea( areaId );
        if( !pA )
        {
            lua_pushstring( L, "createRoom: invalid areaId value" );
            lua_error( L );
            return 1;
        }
    }
    else
    {
        lua_pushstring( L, "createRoom: wrong argument(1) type" );
        lua_error( L );
        return 1;
    }

    if( lua_isstring( L, 2 ) )
    {
        name = lua_tostring( L, 2 );
    }
    else
    {
        lua_pushstring( L, "createRoom: wrong argument(2) type" );
        lua_error( L );
        return 1;
    }

    if( lua_isnumber( L, 3 ) )
    {
        x = lua_tonumber( L, 3);
    }
    else
    {
        lua_pushstring( L, "createRoom: wrong argument(3) type" );
        lua_error( L );
        return 1;
    }

    if( lua_isnumber( L, 4 ) )
    {
        y = lua_tonumber( L, 4);
    }
    else
    {
        lua_pushstring( L, "createRoom: wrong argument(4) type" );
        lua_error( L );
        return 1;
    }

    if( lua_isnumber( L, 5 ) )
    {
        z = lua_tonumber( L, 5);
    }
    else
    {
        lua_pushstring( L, "createRoom: wrong argument(5) type" );
        lua_error( L );
        return 1;
    }

    int id = pHost->mpMap->createNewRoomID();

    if( pHost->mpMap->addRoom( id ) )
    {
        TRoom * pR = pHost->mpMap->mpRoomDB->getRoom(id);
        if( pR )
        {
            pR->name = name.c_str();
            pHost->mpMap->setRoomCoordinates( id, x, y, z );
            pA->addRoom( id );
            lua_pushnumber( L, id );
            pA->calcSpan(); // Need to update this for 3D map at least
if a new z value has been used...
            pHost->mpMap->mMapGraphNeedsUpdate = true;
        }
        else
        {
            lua_pushstring( L, "createRoom: failed to create new room" );
            lua_error( L );
        }
    }
    else
    {
        lua_pushstring( L, "createRoom: failed to create new roomID" );
        lua_error( L );
    }
    return 1;
}