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/**
* @file
* @brief Functions used to save and load levels/games.
**/
// old compiler compatibility for CAO/CBRO stdint.h. cstdint doesn't work
// on these gcc versions to provide UINT8_MAX.
#ifndef __STDC_LIMIT_MACROS
#define __STDC_LIMIT_MACROS 1
#endif
#include <stdint.h>
#include "AppHdr.h"
#include "files.h"
#include "json.h"
#include "json-wrapper.h"
#include <algorithm>
#include <cctype>
#include <cerrno>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <functional>
#include <string>
#include <fcntl.h>
#include <sys/stat.h>
#ifdef HAVE_UTIMES
#include <sys/time.h>
#endif
#include <sys/types.h>
#ifdef UNIX
#include <unistd.h>
#endif
#include "abyss.h"
#include "act-iter.h"
#include "areas.h"
#include "branch.h"
#include "chardump.h"
#include "cloud.h"
#include "coordit.h"
#include "dactions.h"
#include "dbg-util.h"
#include "dgn-overview.h"
#include "directn.h"
#include "dungeon.h"
#include "end.h"
#include "english.h"
#include "tile-env.h"
#include "errors.h"
#include "player-save-info.h"
#include "fineff.h"
#include "ghost.h"
#include "god-abil.h"
#include "god-companions.h"
#include "god-passive.h"
#include "hints.h"
#include "initfile.h"
#include "item-name.h"
#include "items.h"
#include "jobs.h"
#include "kills.h"
#include "level-state-type.h"
#include "libutil.h"
#include "macro.h"
#include "map-knowledge.h"
#include "mapmark.h"
#include "message.h"
#include "mon-behv.h"
#include "mon-death.h"
#include "mon-place.h"
#include "nearby-danger.h"
#include "notes.h"
#include "place.h"
#include "prompt.h"
#include "religion.h"
#include "skills.h"
#include "species.h"
#include "spl-summoning.h"
#include "spl-transloc.h" // cell_vetoes_teleport
#include "stairs.h"
#include "state.h"
#include "stringutil.h"
#include "syscalls.h"
#include "tag-version.h"
#include "teleport.h"
#include "terrain.h"
#ifdef USE_TILE
// TODO -- dolls
#include "rltiles/tiledef-player.h"
#include "tilepick-p.h"
#endif
#include "tileview.h"
#include "tiles-build-specific.h"
#include "timed-effects.h"
#include "ui.h"
#include "unwind.h"
#include "version.h"
#include "view.h"
#include "xom.h"
#include "zot.h"
#ifdef __ANDROID__
#include <android/log.h>
#define VERSIONED_CACHE_DIR
#endif
#ifndef F_OK // MSVC for example
#define F_OK 0
#endif
#ifdef __HAIKU__
#include <FindDirectory.h>
#endif
#define BONES_DIAGNOSTICS (defined(WIZARD) || defined(DEBUG_BONES) || defined(DEBUG_DIAGNOSTICS))
#ifdef BONES_DIAGNOSTICS
/// show diagnostics following a wizard command, even if not a debug build
static void _ghost_dprf(const char *format, ...)
{
va_list argp;
va_start(argp, format);
#ifndef DEBUG_DIAGNOSTICS
const bool wiz_cmd = (crawl_state.prev_cmd == CMD_WIZARD);
if (wiz_cmd)
#endif
do_message_print(MSGCH_DIAGNOSTICS, 0, false, false, format, argp);
va_end(argp);
}
#else
# define _ghost_dprf(...) ((void)0)
#endif
static bool _ghost_version_compatible(const save_version &version);
static bool _restore_tagged_chunk(package *save, const string &name,
tag_type tag, const char* complaint);
static player_save_info _read_character_info(package *save);
static bool _convert_obsolete_species();
const short GHOST_SIGNATURE = short(0xDC55);
const int GHOST_LIMIT = 27; // max number of ghost files per level
static void _redraw_all()
{
you.redraw_hit_points = true;
you.redraw_magic_points = true;
you.redraw_stats.init(true);
you.redraw_armour_class = true;
you.redraw_evasion = true;
you.redraw_experience = true;
you.redraw_status_lights = true;
you.redraw_doom = true;
you.redraw_contam = true;
}
static bool is_save_file_name(const string &name)
{
int off = name.length() - strlen(SAVE_SUFFIX);
if (off <= 0)
return false;
return !strcasecmp(name.c_str() + off, SAVE_SUFFIX);
}
vector<string> get_dir_files_sorted(const string &dirname)
{
auto result = get_dir_files(dirname);
sort(result.begin(), result.end());
return result;
}
// Returns a vector of files (including directories if requested) in
// the given directory, recursively. All filenames returned are
// relative to the start directory. If an extension is supplied, all
// filenames (and directory names if include_directories is set)
// returned must be suffixed with the extension (the extension is not
// modified in any way, so if you want, say, ".des", you must include
// the "." as well).
//
// If recursion_depth is -1, the recursion is infinite, as far as the
// directory structure and filesystem allows. If recursion_depth is 0,
// only files in the start directory are returned.
vector<string> get_dir_files_recursive(const string &dirname, const string &ext,
int recursion_depth,
bool include_directories)
{
vector<string> files;
const int next_recur_depth =
recursion_depth == -1? -1 : recursion_depth - 1;
const bool recur = recursion_depth == -1 || recursion_depth > 0;
for (const string &filename : get_dir_files_sorted(dirname))
{
if (dir_exists(catpath(dirname, filename)))
{
if (include_directories
&& (ext.empty() || ends_with(filename, ext)))
{
files.push_back(filename);
}
if (recur)
{
// Each filename in a subdirectory has to be prefixed
// with the subdirectory name.
for (const string &subdirfile
: get_dir_files_recursive(catpath(dirname, filename),
ext, next_recur_depth))
{
files.push_back(catpath(filename, subdirfile));
}
}
}
else
{
if (ext.empty() || ends_with(filename, ext))
files.push_back(filename);
}
}
return files;
}
vector<string> get_dir_files_ext(const string &dir, const string &ext)
{
return get_dir_files_recursive(dir, ext, 0);
}
string get_parent_directory(const string &filename)
{
string::size_type pos = filename.rfind(FILE_SEPARATOR);
if (pos != string::npos)
return filename.substr(0, pos + 1);
#ifdef ALT_FILE_SEPARATOR
pos = filename.rfind(ALT_FILE_SEPARATOR);
if (pos != string::npos)
return filename.substr(0, pos + 1);
#endif
return "";
}
string get_base_filename(const string &filename)
{
string::size_type pos = filename.rfind(FILE_SEPARATOR);
if (pos != string::npos)
return filename.substr(pos + 1);
#ifdef ALT_FILE_SEPARATOR
pos = filename.rfind(ALT_FILE_SEPARATOR);
if (pos != string::npos)
return filename.substr(pos + 1);
#endif
return filename;
}
string get_cache_name(const string &filename)
{
string::size_type pos = filename.rfind(FILE_SEPARATOR);
while (pos != string::npos && filename.find("/des", pos) != pos)
pos = filename.rfind(FILE_SEPARATOR, pos - 1);
if (pos != string::npos)
return replace_all_of(filename.substr(pos + 5), " /\\:", "_");
#ifdef ALT_FILE_SEPARATOR
pos = filename.rfind(ALT_FILE_SEPARATOR);
while (pos != string::npos && filename.find("/des", pos) != pos)
pos = filename.rfind(ALT_FILE_SEPARATOR, pos - 1);
if (pos != string::npos)
return replace_all_of(filename.substr(pos + 5), " /\\:", "_");
#endif
return filename;
}
bool is_absolute_path(const string &path)
{
return !path.empty()
&& (path[0] == FILE_SEPARATOR
#ifdef TARGET_OS_WINDOWS
|| path.find(':') != string::npos
#endif
);
}
// Concatenates two paths, separating them with FILE_SEPARATOR if necessary.
// Assumes that the second path is not absolute.
//
// If the first path is empty, returns the second unchanged. The second path
// may be absolute in this case.
string catpath(const string &first, const string &second)
{
if (first.empty())
return second;
string directory = first;
if (directory[directory.length() - 1] != FILE_SEPARATOR
&& (second.empty() || second[0] != FILE_SEPARATOR))
{
directory += FILE_SEPARATOR;
}
directory += second;
return directory;
}
// Given a relative path and a reference file name, returns the relative path
// suffixed to the directory containing the reference file name. Assumes that
// the second path is not absolute.
string get_path_relative_to(const string &referencefile,
const string &relativepath)
{
return catpath(get_parent_directory(referencefile),
relativepath);
}
string change_file_extension(const string &filename, const string &ext)
{
const string::size_type pos = filename.rfind('.');
return (pos == string::npos? filename : filename.substr(0, pos)) + ext;
}
time_t file_modtime(const string &file)
{
struct stat filestat;
if (stat(file.c_str(), &filestat))
return 0;
return filestat.st_mtime;
}
time_t file_modtime(FILE *f)
{
struct stat filestat;
if (fstat(fileno(f), &filestat))
return 0;
return filestat.st_mtime;
}
static bool _create_directory(const char *dir)
{
if (!mkdir_u(dir, 0755))
return true;
if (errno == EEXIST || errno == EROFS) // might be not a directory
return dir_exists(dir);
return false;
}
static bool _create_dirs(const string &dir)
{
string sep = " ";
sep[0] = FILE_SEPARATOR;
vector<string> segments = split_string(sep, dir, false, false);
string path;
for (int i = 0, size = segments.size(); i < size; ++i)
{
path += segments[i];
// Handle absolute paths correctly.
if (i == 0 && dir.size() && dir[0] == FILE_SEPARATOR)
path = FILE_SEPARATOR + path;
if (!_create_directory(path.c_str()))
return false;
path += FILE_SEPARATOR;
}
return true;
}
// Checks whether the given path is safe to read from. A path is safe if:
// 1. If Unix: It contains no shell metacharacters.
// 2. If DATA_DIR_PATH is set: the path is not an absolute path.
// 3. If DATA_DIR_PATH is set: the path contains no ".." sequence.
void assert_read_safe_path(const string &path)
{
// Check for rank tomfoolery first:
if (path.empty())
throw unsafe_path("Empty file name.");
#ifdef UNIX
if (!shell_safe(path.c_str()))
throw unsafe_path_f("\"%s\" contains bad characters.", path.c_str());
#endif
#ifdef DATA_DIR_PATH
if (is_absolute_path(path))
throw unsafe_path_f("\"%s\" is an absolute path.", path.c_str());
if (path.find("..") != string::npos)
throw unsafe_path_f("\"%s\" contains \"..\" sequences.", path.c_str());
#endif
// Path is okay.
}
string canonicalise_file_separator(const string &path)
{
const string sep(1, FILE_SEPARATOR);
return replace_all_of(replace_all_of(path, "/", sep),
"\\", sep);
}
static vector<string> _get_base_dirs()
{
#ifdef __HAIKU__
char path[B_PATH_NAME_LENGTH];
find_path(B_APP_IMAGE_SYMBOL,
B_FIND_PATH_DATA_DIRECTORY,
"crawl/",
path,
B_PATH_NAME_LENGTH);
#endif
const string rawbases[] =
{
#ifdef DATA_DIR_PATH
DATA_DIR_PATH,
#else
!SysEnv.crawl_dir.empty()? SysEnv.crawl_dir : "",
!SysEnv.crawl_base.empty()? SysEnv.crawl_base : "",
#endif
#ifdef TARGET_OS_MACOSX
SysEnv.crawl_base + "../Resources/",
#endif
#ifdef __ANDROID__
ANDROID_ASSETS
#endif
#ifdef __HAIKU__
std::string(path),
#endif
};
const string prefixes[] =
{
string("dat") + FILE_SEPARATOR,
#ifdef USE_TILE_LOCAL
string("dat/tiles") + FILE_SEPARATOR,
#endif
string("docs") + FILE_SEPARATOR,
string("settings") + FILE_SEPARATOR,
#ifndef DATA_DIR_PATH
string("..") + FILE_SEPARATOR + "docs" + FILE_SEPARATOR,
string("..") + FILE_SEPARATOR + "dat" + FILE_SEPARATOR,
#ifdef USE_TILE_LOCAL
string("..") + FILE_SEPARATOR + "dat/tiles" + FILE_SEPARATOR,
#endif
string("..") + FILE_SEPARATOR + "settings" + FILE_SEPARATOR,
string("..") + FILE_SEPARATOR,
#endif
"",
};
vector<string> bases;
for (string base : rawbases)
{
if (base.empty())
continue;
base = canonicalise_file_separator(base);
if (base[base.length() - 1] != FILE_SEPARATOR)
base += FILE_SEPARATOR;
for (unsigned p = 0; p < ARRAYSZ(prefixes); ++p)
bases.push_back(base + prefixes[p]);
}
return bases;
}
/**
* check if `d` is a complete crawl data directory.
*
* @return true if yes; returns maybe if there are some
* but not all data subfolders; otherwise, false.
*/
maybe_bool validate_data_dir(const string &d)
{
// there are a few others, but this should be enough to minimally run something
static const vector<string> data_subfolders =
{
"clua",
"database",
"defaults",
"des",
"descript",
"dlua"
#ifdef USE_TILE_LOCAL
, "tiles"
#endif
};
if (!dir_exists(d))
return false;
bool everything = true;
bool something = false;
for (auto subdir : data_subfolders)
{
if (dir_exists(catpath(d, subdir)))
something = true;
else
everything = false;
}
return everything ? true : something ? maybe_bool::maybe : false;
}
void validate_basedirs()
{
// TODO: could use this to pick a single data directory? Right now the
// behavior is that files in directories earliest on this list get
// priority.
vector<string> bases(_get_base_dirs());
bool found = false;
for (const string &d : bases)
{
maybe_bool status = validate_data_dir(d);
if (!status)
continue; // empty or non-existent, ignore
else if (status == maybe_bool::maybe)
{
// give an error for this case because this incomplete data
// directory will be checked before others, possibly leading
// to a weird mix of data files.
if (!found)
{
mprf(MSGCH_ERROR,
"Incomplete or corrupted data directory '%s'",
d.c_str());
}
}
else // true -- found a complete data directory
{
if (!found)
mprf(MSGCH_PLAIN, "Data directory '%s' found.", d.c_str());
found = true;
}
}
// can't proceed if nothing complete was found.
if (!found)
{
string err = "Missing DCSS data directory; tried: \n";
err += comma_separated_line(bases.begin(), bases.end());
end(1, false, "%s", err.c_str());
}
}
string datafile_path(string basename, bool croak_on_fail, bool test_base_path,
bool (*thing_exists)(const string&))
{
basename = canonicalise_file_separator(basename);
if (test_base_path && thing_exists(basename))
return basename;
for (const string &basedir : _get_base_dirs())
{
string name = basedir + basename;
if (thing_exists(name))
return name;
}
// Die horribly.
if (croak_on_fail)
{
end(1, false, "Cannot find data file '%s' anywhere, aborting\n",
basename.c_str());
}
return "";
}
// Checks if directory 'dir' exists and tries to create it if it
// doesn't exist, modifying 'dir' to its canonical form.
//
// If given an empty 'dir', returns true without modifying 'dir' or
// performing any other checks.
//
// Otherwise, returns true if the directory already exists or was just
// created. 'dir' will be modified to a canonical representation,
// guaranteed to have the file separator appended to it, and with any
// / and \ separators replaced with the one true FILE_SEPARATOR.
//
bool check_mkdir(const string &whatdir, string *dir, bool silent)
{
if (dir->empty())
return true;
*dir = canonicalise_file_separator(*dir);
// Suffix the separator if necessary
if ((*dir)[dir->length() - 1] != FILE_SEPARATOR)
*dir += FILE_SEPARATOR;
if (!dir_exists(*dir) && !_create_dirs(*dir))
{
if (!silent)
{
#ifdef __ANDROID__
__android_log_print(ANDROID_LOG_INFO, "Crawl",
"%s \"%s\" does not exist and I can't create it.",
whatdir.c_str(), dir->c_str());
#endif
fprintf(stderr, "%s \"%s\" does not exist "
"and I can't create it.\n",
whatdir.c_str(), dir->c_str());
}
return false;
}
return true;
}
// Get the directory that contains save files for the current game
// type. This will not be the same as get_base_savedir() for game
// types such as Sprint.
static string _get_savefile_directory()
{
string dir = catpath(Options.save_dir, crawl_state.game_savedir_path());
check_mkdir("Save directory", &dir, false);
if (dir.empty())
dir = ".";
return dir;
}
/**
* Location of legacy ghost files. (The save directory.)
*
* @return The path to the directory for old ghost files.
*/
static string _get_old_bonefile_directory()
{
string dir = catpath(Options.shared_dir, crawl_state.game_savedir_path());
check_mkdir("Bones directory", &dir, false);
if (dir.empty())
dir = ".";
return dir;
}
/**
* Location of ghost files.
*
* @return The path to the directory for ghost files.
*/
static string _get_bonefile_directory()
{
string dir = catpath(Options.shared_dir, crawl_state.game_savedir_path());
dir = catpath(dir, "bones");
check_mkdir("Bones directory", &dir, false);
if (dir.empty())
dir = ".";
return dir;
}
// Returns a subdirectory of the current savefile directory as returned by
// _get_savefile_directory.
static string _get_savedir_path(const string &shortpath)
{
return canonicalise_file_separator(
catpath(_get_savefile_directory(), shortpath));
}
// Returns a subdirectory of the base save directory that contains all saves
// and cache directories. Save files for game type != GAME_TYPE_NORMAL may
// be found in a subdirectory of this dir. Use _get_savefile_directory() if
// you want the directory that contains save games for the current game
// type.
static string _get_base_savedir_path(const string &subpath = "")
{
return canonicalise_file_separator(catpath(Options.save_dir, subpath));
}
// Given a simple (relative) path, returns the path relative to the
// base save directory and a subdirectory named with the game version.
// This is useful when writing cache files and similar output that
// should not be shared between different game versions.
string savedir_versioned_path(const string &shortpath)
{
#ifdef VERSIONED_CACHE_DIR
const string versioned_dir =
_get_base_savedir_path(string("cache.") + Version::Long);
#else
const string versioned_dir = _get_base_savedir_path();
#endif
return catpath(versioned_dir, shortpath);
}
#ifdef USE_TILE
#define LINEMAX 1024
static bool _readln(chunk_reader &rd, char *buf)
{
for (int space = LINEMAX - 1; space; space--)
{
if (!rd.read(buf, 1))
return false;
if (*buf == '\n')
break;
buf++;
}
*buf = 0;
return true;
}
static void _fill_player_doll(player_save_info &p, package *save)
{
dolls_data equip_doll;
for (unsigned int j = 0; j < TILEP_PART_MAX; ++j)
equip_doll.parts[j] = TILEP_SHOW_EQUIP;
equip_doll.parts[TILEP_PART_BASE]
= tilep_species_to_base_tile(p.species, p.experience_level);
bool success = false;
chunk_reader fdoll(save, "tdl");
{
char fbuf[LINEMAX];
if (_readln(fdoll,fbuf))
{
tilep_scan_parts(fbuf, equip_doll, p.species, p.experience_level);
tilep_race_default(p.species, p.experience_level, &equip_doll);
success = true;
}
}
if (!success) // Use default doll instead.
{
job_type job = get_job_by_name(p.class_name.c_str());
if (job == JOB_UNKNOWN)
job = JOB_FIGHTER;
tilep_job_default(job, &equip_doll);
}
p.doll = equip_doll;
}
#endif
/*
* Returns a list of the names of characters that are already saved for the
* current user.
*/
static vector<player_save_info> _find_saved_characters()
{
vector<player_save_info> chars;
if (Options.no_save)
return chars;
#ifndef DISABLE_SAVEGAME_LISTS
string searchpath = _get_savefile_directory();
if (searchpath.empty())
searchpath = ".";
for (const string &filename : get_dir_files_sorted(searchpath))
{
if (is_save_file_name(filename))
{
try
{
package save(_get_savedir_path(filename).c_str(), false);
player_save_info p = _read_character_info(&save);
if (!p.name.empty())
{
p.filename = filename;
#ifdef USE_TILE
if (Options.tile_menu_icons && save.has_chunk("tdl"))
_fill_player_doll(p, &save);
#endif
chars.push_back(p);
}
}
catch (ext_fail_exception &E)
{
#ifndef DEBUG_DIAGNOSTICS
UNUSED(E);
#endif
dprf("%s: %s", filename.c_str(), E.what());
}
catch (game_ended_condition &E) // another process is using the save
{
if (E.exit_reason != game_exit::abort)
throw;
}
}
}
sort(chars.begin(), chars.end());
#endif // !DISABLE_SAVEGAME_LISTS
return chars;
}
vector<player_save_info> find_all_saved_characters()
{
set<string> dirs;
vector<player_save_info> saved_characters;
for (int i = 0; i < NUM_GAME_TYPE; ++i)
{
unwind_var<game_type> gt(
crawl_state.type,
static_cast<game_type>(i));
const string savedir = _get_savefile_directory();
if (dirs.count(savedir))
continue;
dirs.insert(savedir);
vector<player_save_info> chars_in_dir = _find_saved_characters();
saved_characters.insert(saved_characters.end(),
chars_in_dir.begin(),
chars_in_dir.end());
}
return saved_characters;
}
bool save_exists(const string& filename)
{
return file_exists(_get_savefile_directory() + filename);
}
string get_savedir_filename(const string &name)
{
return _get_savefile_directory() + get_save_filename(name);
}
#define MAX_FILENAME_LENGTH 250
string get_save_filename(const string &name)
{
return chop_string(strip_filename_unsafe_chars(name), MAX_FILENAME_LENGTH,
false) + SAVE_SUFFIX;
}
static bool _game_type_has_saves(const game_type g)
{
// TODO: this may be useful elsewhere too?
switch (g)
{
case GAME_TYPE_ARENA:
case GAME_TYPE_HIGH_SCORES:
case GAME_TYPE_INSTRUCTIONS:
case GAME_TYPE_UNSPECIFIED:
return false;
default:
return true;
}
}
static bool _game_type_removed(const game_type g)
{
return g == GAME_TYPE_ZOTDEF;
}
static bool _append_save_info(JsonWrapper &json, const char *filename,
game_type intended_gt=NUM_GAME_TYPE)
{
if (!file_exists(filename))
return false;
try
{
package save(filename, false);
player_save_info p = _read_character_info(&save);
// TODO: some json for the non-loadable case? I think this comes up
// for save compat mismatches so shouldn't be relevant for webtiles
// except in case of bugs...
if (p.name.empty() || !p.save_loadable)
return false;
auto *game_json = json_mkobject();
// TODO: version info might be useful?
json_append_member(game_json, "loadable", json_mkbool(true));
json_append_member(game_json, "name", json_mkstring(p.name));
json_append_member(game_json, "game_type",
json_mkstring(gametype_to_str(p.saved_game_type)));
json_append_member(game_json, "short_desc",
json_mkstring(p.short_desc(false)));
json_append_member(game_json, "really_short_desc",
json_mkstring(p.really_short_desc()));
// for the case where we are querying just one file, we don't have
// info on what the save slot is (if any -- could be an arbitrary
// file) so just use the file's value. This is really only here so
// that there is a consistent format to the json.
json_append_member(json.node, intended_gt == NUM_GAME_TYPE
? gametype_to_str(p.saved_game_type).c_str()
: gametype_to_str(intended_gt).c_str(),
game_json);
return true;
}
catch (game_ended_condition &E) // another process is using the save
{
if (E.exit_reason != game_exit::abort)
end(1); // something has gone fairly wrong in this case
auto *game_json = json_mkobject();
json_append_member(game_json, "loadable", json_mkbool(false));
json_append_member(game_json, "name", json_mkstring(""));
json_append_member(game_json, "game_type", json_mkstring(""));
json_append_member(game_json, "short_desc",
json_mkstring("Save in use"));
json_append_member(game_json, "really_short_desc",
json_mkstring(""));
// May give "none" in the case of querying a save file by name
// that is currently in use.
json_append_member(json.node, gametype_to_str(intended_gt).c_str(),
game_json);
return true;
}
}
static bool _append_player_save_info(JsonWrapper &json, const char *name, game_type gt)
{
// requires init file to have been read, otherwise the correct savedir
// paths may not have been initialized
unwind_var<game_type> temp_gt(crawl_state.type, gt);
return _append_save_info(json, get_savedir_filename(name).c_str(), gt);
}
/**
* Print information about save files associated with `name` in JSON format.
* The JSON format is a map (JSON Object) from (saveable) game types to save
* information.
*
* If `name` is a filename, the map will have one element in it for just that
* file; if it is a player name, the map will have one entry for every
* game type that has a save. (Keep in mind that most game types share a single
* save slot.)
*
* If a save file is currently in use by some other process, it will get
* `loadable': false, as well as most other info missing. If a save is queried
* by filename and is in use, it will additionally be mapped from game type
* `none`.
*/
NORETURN void print_save_json(const char *name)
{
// TODO: The overall call is quite heavy. Can the overhead to get to this
// point be simplified at all? On my local machine it's about 80-100ms per
// call if things go well.
try
{
JsonWrapper json(json_mkobject());
// Check for the exact filename first, then go by char name.
// TODO: based on other CLOs, but maybe these shouldn't be collapsed
// into a single option?
if (file_exists(name))
{
if (!_append_save_info(json, name))
{
fprintf(stderr, "Could not load '%s'\n", name);
end(1);
}
}
else
{
// Ensure that the savedir option is set correctly on the first
// parse_args pass.
// TODO: read initfile for local games?
Options.reset_paths();
// treat `name` as a character name. Prints an empty json dict
// if this is wrong (or if the character has no saves).
// TODO: this code (and much other code) could be a lot smarter
// about shared save slots. (Everything but sprint shares just
// one slot...)
for (int i = 0; i < NUM_GAME_TYPE; ++i)
{
auto gt = static_cast<game_type>(i);
if (_game_type_has_saves(gt) && !_game_type_removed(gt))
_append_player_save_info(json, name, gt);
}
}
fprintf(stdout, "%s", json.to_string().c_str());
end(0);
}
catch (ext_fail_exception &fe)
{
fprintf(stderr, "Error: %s\n", fe.what());
end(1);
}
}
static string _get_prefs_path()
{
#ifdef DGL_STARTUP_PREFS_BY_NAME
// if prfs are being organized by name, the save directory per se is most
// likely versioned, so store them in a subdirectory of the shared
// directory instead.
string dir = catpath(catpath(
Options.shared_dir,
crawl_state.game_savedir_path()),
"prefs");
check_mkdir("Preferences directory", &dir, false);
return dir;
#else
return _get_savefile_directory();
#endif
}
string get_prefs_filename()
{
#ifdef DGL_STARTUP_PREFS_BY_NAME
// in the early startup sequence we need to use Options.game.name, but this
// becomes empty by the time the game is actually starting. (...)
const string player_name = Options.game.name.length()
? Options.game.name : you.your_name;
const string filename =
"start-" + strip_filename_unsafe_chars(player_name) + "-ns.prf";
#else
const string filename = "start-ns.prf";
#endif
return catpath(_get_prefs_path(), filename);
}
void write_ghost_version(writer &outf)
{
// this may be distinct from the current save version
write_save_version(outf, save_version::current_bones());
// extended_version just pads the version out to four 32-bit words.
// This makes the bones file compatible with Hearse with no extra
// munging needed.
// Use a single signature 16-bit word to indicate that this is
// Stone Soup and to disambiguate this (unmunged) bones file
// from the munged bones files offered by the old Crawl-aware
// hearse.pl. Crawl-aware hearse.pl will prefix the bones file
// with the first 16-bits of the Crawl version, and the following
// 7 16-bit words set to 0.
marshallShort(outf, GHOST_SIGNATURE);
// Write the three remaining 32-bit words of padding.
for (int i = 0; i < 3; ++i)
marshallInt(outf, 0);
}
static void _write_tagged_chunk(const string &chunkname, tag_type tag)
{
writer outf(you.save, chunkname);
write_save_version(outf, save_version::current());
tag_write(tag, outf);
}
static int _get_dest_stair_type(dungeon_feature_type stair_taken,
bool &find_first)
{
// Order is important here.
if (stair_taken == DNGN_EXIT_ABYSS)
{
find_first = false;
return DNGN_EXIT_DUNGEON;
}
if (feat_is_hell_subbranch_exit(stair_taken))
return DNGN_EXIT_HELL;
if (player_in_hell() && feat_is_stone_stair_down(stair_taken))
{
find_first = false;
return branches[you.where_are_you].exit_stairs;
}
if (feat_is_stone_stair(stair_taken))
{
switch (stair_taken)
{
case DNGN_STONE_STAIRS_UP_I: return DNGN_STONE_STAIRS_DOWN_I;
case DNGN_STONE_STAIRS_UP_II: return DNGN_STONE_STAIRS_DOWN_II;
case DNGN_STONE_STAIRS_UP_III: return DNGN_STONE_STAIRS_DOWN_III;
case DNGN_STONE_STAIRS_DOWN_I: return DNGN_STONE_STAIRS_UP_I;
case DNGN_STONE_STAIRS_DOWN_II: return DNGN_STONE_STAIRS_UP_II;
case DNGN_STONE_STAIRS_DOWN_III: return DNGN_STONE_STAIRS_UP_III;
default: die("unknown stone stair %d", stair_taken);
}
}
if (feat_is_escape_hatch(stair_taken) || stair_taken == DNGN_TRAP_SHAFT)
return stair_taken;
if (stair_taken == DNGN_ENTER_DIS
|| stair_taken == DNGN_ENTER_GEHENNA
|| stair_taken == DNGN_ENTER_COCYTUS
|| stair_taken == DNGN_ENTER_TARTARUS)
{
return player_in_hell() ? branches[you.where_are_you].exit_stairs
: stair_taken;
}
if (feat_is_branch_exit(stair_taken))
{
for (branch_iterator it; it; ++it)
if (it->exit_stairs == stair_taken)
return it->entry_stairs;
die("entrance corresponding to exit %d not found", stair_taken);
}
if (feat_is_branch_entrance(stair_taken))
{
for (branch_iterator it; it; ++it)
if (it->entry_stairs == stair_taken)
return it->exit_stairs;
die("return corresponding to entry %d not found", stair_taken);
}
#if TAG_MAJOR_VERSION == 34
if (stair_taken == DNGN_ENTER_LABYRINTH)
{
// dgn_find_nearby_stair uses special logic for labyrinths.
return DNGN_ENTER_LABYRINTH;
}
#endif
if (feat_is_portal_entrance(stair_taken))
return DNGN_STONE_ARCH;
// Note: stair_taken can equal things like DNGN_FLOOR
// Just find a nice empty square.
find_first = false;
return DNGN_FLOOR;
}
static bool _nonfriendly_nearby(coord_def p)
{
for (monster_near_iterator mi(p); mi; ++mi)
if (!mi->friendly())
return true;
return false;
}
static bool _shaft_safely()
{
// Loosely modelled on bring_to_safety(). Perhaps should be unified.
for (int tries = 0; tries < 1000; ++tries)
{
coord_def pos;
pos.x = random2(GXM);
pos.y = random2(GYM);
if (!in_bounds(pos)
|| is_feat_dangerous(env.grid(pos), true)
|| cloud_at(pos) // XXX: ignore if is_harmless_cloud?
|| monster_at(pos)
|| env.pgrid(pos) & FPROP_NO_TELE_INTO
|| _nonfriendly_nearby(pos))
{
continue;
}
you.move_to(pos, MV_INTERNAL);
return true;
}
return false;
}
static void _place_player_on_stair(int stair_taken, const coord_def& dest_pos,
const string &hatch_name)
{
bool find_first = true;
dungeon_feature_type stair_type = static_cast<dungeon_feature_type>(
_get_dest_stair_type(static_cast<dungeon_feature_type>(stair_taken),
find_first));
if (stair_type == DNGN_TRAP_SHAFT && you.where_are_you == BRANCH_DUNGEON)
{
// Shafts are scary enough in D without putting you near mons.
if (_shaft_safely())
return;
// If we can't find a safe place, fall through to default random placement.
}
you.move_to(dgn_find_nearby_stair(stair_type, dest_pos, find_first,
hatch_name), MV_INTERNAL);
}
static void _clear_env_map()
{
env.map_knowledge.init(map_cell());
env.map_forgotten.reset();
}
static void _grab_follower(monster* fol)
{
level_id dest = level_id::current();
dprf("%s is following to %s.", fol->name(DESC_THE, true).c_str(),
dest.describe().c_str());
const bool could_see = you.can_see(*fol);
const coord_def old_pos = fol->pos();
fol->set_transit(dest);
fol->destroy_inventory();
monster_cleanup(fol);
if (could_see)
view_update_at(old_pos);
}
// Expire all friendly summons / zombies / etc. when the player is leaving a floor.
static void _expire_temporary_allies()
{
for (auto &mons : menv_real)
{
if (!mons.alive())
continue;
if (mons.was_created_by(you))
monster_die(mons, KILL_TIMEOUT, NON_MONSTER, true);
}
}
static void _grab_followers_and_expire_summons()
{
int non_stair_using_allies = 0;
int non_stair_using_undead = 0;
int non_stair_using_summons = 0;
monster* dowan = nullptr;
monster* duvessa = nullptr;
// Do a first pass to account for Dowan/Duvessa refusing to leave a floor
// without the other, as well as printing a message if the player is leaving
// summoned allies behind.
for (radius_iterator ri(you.pos(), 3, C_SQUARE, LOS_NO_TRANS, true); ri; ++ri)
{
monster* fol = monster_at(*ri);
if (fol == nullptr)
continue;
// Hostile monsters can only follow while adjacent and incapacitated
// monsters cannot follow at all. (We already checked this when flagging
// them, but it may have changed in the meantime)
if (!fol->alive() || fol->incapacitated()
|| (!fol->friendly() && grid_distance(*ri, you.pos()) > 1))
{
fol->flags &= ~MF_TAKING_STAIRS;
}
if (mons_is_mons_class(fol, MONS_DUVESSA) && fol->alive())
duvessa = fol;
if (mons_is_mons_class(fol, MONS_DOWAN) && fol->alive())
dowan = fol;
// Note friendlies that are being left behind because they can't take stairs.
if (fol->friendly() && !mons_can_use_stairs(*fol))
{
if (!fol->is_peripheral())
non_stair_using_allies++;
if (fol->holiness() & MH_UNDEAD)
non_stair_using_undead++;
else if (fol->is_abjurable())
non_stair_using_summons++;
}
}
// Deal with Dowan and Duvessa here.
if (dowan && duvessa)
{
if (!testbits(dowan->flags, MF_TAKING_STAIRS)
|| !testbits(duvessa->flags, MF_TAKING_STAIRS))
{
dowan->flags &= ~MF_TAKING_STAIRS;
duvessa->flags &= ~MF_TAKING_STAIRS;
}
}
else if (dowan && !duvessa)
{
if (!dowan->props.exists(CAN_CLIMB_KEY))
dowan->flags &= ~MF_TAKING_STAIRS;
}
else if (!dowan && duvessa)
{
if (!duvessa->props.exists(CAN_CLIMB_KEY))
duvessa->flags &= ~MF_TAKING_STAIRS;
}
if (non_stair_using_allies > 0)
{
// Summons won't follow and will time out.
if (non_stair_using_summons > 0)
{
mprf("Your summoned %s left behind.",
non_stair_using_allies > 1 ? "allies are" : "ally is");
}
else
{
const bool all_dead = non_stair_using_undead == non_stair_using_allies;
// Permanent undead are left behind but stay.
mprf("Your mindless puppet%s behind%s.",
non_stair_using_allies > 1 ? "s stay" : " stays",
all_dead ? " to rot" : "");
}
}
// Kill friendly summons before moving off-floor.
// (Helps with bookkeeping in some cases).
_expire_temporary_allies();
for (radius_iterator ri(you.pos(), 3, C_SQUARE, LOS_NO_TRANS, true); ri; ++ri)
{
monster* fol = monster_at(*ri);
if (!fol)
continue;
// Only grab monsters who were flagged when the player started their
// stair delay.
if (!testbits(fol->flags, MF_TAKING_STAIRS))
continue;
_grab_follower(fol);
}
// Clear flags of monsters that didn't follow.
for (auto &mons : menv_real)
{
if (!mons.alive())
continue;
mons.flags &= ~MF_TAKING_STAIRS;
}
}
static void _do_lost_monsters()
{
// Uniques can be considered wandering Pan just like you, so they're not
// gone forever. The likes of Cerebov won't be generated elsewhere, but
// there's no need to special-case that.
if (player_in_branch(BRANCH_PANDEMONIUM))
for (monster_iterator mi; mi; ++mi)
if (mons_is_unique(mi->type) && !(mi->flags & MF_TAKING_STAIRS))
you.unique_creatures.set(mi->type, false);
}
// Should be called after _grab_followers(), so that items carried by
// followers won't be considered lost.
static void _do_lost_items()
{
for (const auto &item : env.item)
if (item.defined() && item.pos != ITEM_IN_INVENTORY)
item_was_lost(item);
}
/**
* Perform cleanup when leaving a level.
*
* If returning to the previous level on the level stack (e.g. when leaving the
* abyss), pop it off the stack. Delete non-permanent levels. Also check to be
* sure no loops have formed in the level stack, and, for Fedhasites, rots any
* corpses left behind.
*
* @param stair_taken The means used to leave the last level.
* @param old_level The ID of the previous level.
* @param return_pos Set to the level entrance, if popping a stack level.
* @return Whether the level was popped onto the stack.
*/
static bool _leave_level(dungeon_feature_type stair_taken,
const level_id& old_level, coord_def *return_pos)
{
bool popped = false;
if (!you.level_stack.empty()
&& you.level_stack.back().id == level_id::current())
{
*return_pos = you.level_stack.back().pos;
you.level_stack.pop_back();
env.level_state |= LSTATE_DELETED;
popped = true;
}
else if (stair_taken == DNGN_TRANSIT_PANDEMONIUM
|| stair_taken == DNGN_EXIT_THROUGH_ABYSS
|| stair_taken == DNGN_STONE_STAIRS_DOWN_I
&& old_level.branch == BRANCH_ZIGGURAT
|| old_level.branch == BRANCH_ABYSS)
{
env.level_state |= LSTATE_DELETED;
}
if (is_level_on_stack(level_id::current())
&& !player_in_branch(BRANCH_ABYSS))
{
vector<string> stack;
for (level_pos lvl : you.level_stack)
stack.push_back(lvl.id.describe());
if (you.wizard)
{
// warn about breakage so testers know it's an abnormal situation.
mprf(MSGCH_ERROR, "Error: you smelly wizard, how dare you enter "
"the same level (%s) twice! It will be trampled upon return.\n"
"The stack has: %s.",
level_id::current().describe().c_str(),
comma_separated_line(stack.begin(), stack.end(),
", ", ", ").c_str());
}
else
{
die("Attempt to enter a portal (%s) twice; stack: %s",
level_id::current().describe().c_str(),
comma_separated_line(stack.begin(), stack.end(),
", ", ", ").c_str());
}
}
return popped;
}
static void _place_player_randomly()
{
// This copies the logic in the core of you_teleport_now().
coord_def newpos;
int tries = 500;
do
{
newpos = random_in_bounds();
}
while (--tries > 0
&& (cell_vetoes_teleport(newpos, false)
|| testbits(env.pgrid(newpos), FPROP_NO_TELE_INTO)));
if (tries == 0) // yikes!
die("couldn't find a rising flame destination");
// outta the way!
monster* const mons = monster_at(newpos);
if (mons)
mons->teleport(true);
you.move_to(newpos, MV_INTERNAL);
}
/**
* Move the player to the appropriate entrance location in a level.
*
* @param stair_taken The means used to leave the last level.
* @param return_pos The location of the entrance portal, if applicable.
* @param dest_pos The player's location on the last level.
*/
static void _place_player(dungeon_feature_type stair_taken,
const coord_def &return_pos,
const coord_def &dest_pos, const string &hatch_name)
{
if (player_in_branch(BRANCH_ABYSS))
you.move_to(ABYSS_CENTRE, MV_INTERNAL);
else if (!return_pos.origin())
you.move_to(return_pos, MV_INTERNAL);
else if (stair_taken == DNGN_ALTAR_IGNIS) // hack: we're rocketeers!
_place_player_randomly();
else
_place_player_on_stair(stair_taken, dest_pos, hatch_name);
// Don't return the player into walls, deep water, or a trap.
if (!you.is_habitable_feat(env.grid(you.pos()))
|| is_feat_dangerous(env.grid(you.pos()), true)
|| feat_is_trap(env.grid(you.pos())))
{
for (distance_iterator di(you.pos(), true, false); di; ++di)
if (you.is_habitable(*di)
&& !is_feat_dangerous(env.grid(*di), true)
&& !feat_is_trap(env.grid(*di))
&& !(env.pgrid(*di) & FPROP_NO_TELE_INTO))
{
if (you.pos() != *di)
you.move_to(*di, MV_INTERNAL);
break;
}
}
// This should fix the "monster occurring under the player" bug.
monster *mon = monster_at(you.pos());
if (mon && !fedhas_passthrough(mon))
{
for (distance_iterator di(you.pos()); di; ++di)
{
if (!monster_at(*di) && mon->is_habitable(*di))
{
mon->move_to(*di, MV_INTERNAL);
return;
}
}
dprf("%s under player and can't be moved anywhere; killing",
mon->name(DESC_PLAIN).c_str());
monster_die(*mon, KILL_RESET_KEEP_ITEMS, NON_MONSTER);
// XXX: do we need special handling for uniques...?
}
you.finalise_movement();
// Dump all arena contents on the player's feet when exiting the arena
if (stair_taken == DNGN_EXIT_ARENA && you.props.exists(OKAWARU_DUEL_ITEMS_KEY))
{
// If the player has emerged over deep water / lava, put something solid
// under us so that items from the duel are not lost
if ((env.grid(you.pos()) == DNGN_DEEP_WATER && !player_likes_water(true)
|| env.grid(you.pos()) == DNGN_LAVA))
{
env.grid(you.pos()) = DNGN_ALTAR_OKAWARU;
set_terrain_changed(you.pos());
}
CrawlVector& vec = you.props[OKAWARU_DUEL_ITEMS_KEY].get_vector();
for (CrawlStoreValue value : vec)
copy_item_to_grid(value.get_item(), you.pos());
you.props.erase(OKAWARU_DUEL_ITEMS_KEY);
}
}
// Update the trackers after the player changed level.
// note: also run on load for some reason in startup.cc
void trackers_init_new_level()
{
travel_init_new_level();
}
static string _get_hatch_name()
{
vector <map_marker *> markers;
markers = find_markers_by_prop(HATCH_NAME_PROP);
for (auto m : markers)
{
if (m->pos == you.pos())
{
string name = m->property(HATCH_NAME_PROP);
ASSERT(!name.empty());
return name;
}
}
return "";
}
static const string VISITED_LEVELS_KEY = "visited_levels";
#if TAG_MAJOR_VERSION == 34
// n.b. these functions are in files.cc largely because this is where the fixup
// needs to happen.
// before pregeneration, whether the level had been visited was synonymous with
// whether it had been visited, but after, we need to track this information
// more directly. It is also inferable from turns_on_level, but you can't get
// at that very easily without fully loading the level.
// no need for a minor version here, though there will be a brief window of
// offline pregen games that this doesn't handle right -- they will get things
// like broken runelock. (In principle this fixup could be done by loading
// each level and checking turns, but it's not worth the trouble for these few
// games.)
static void _fixup_visited_from_package()
{
// for games started later than this fixup, this prop is initialized in
// player::player
CrawlHashTable &visited = you.props[VISITED_LEVELS_KEY].get_table();
if (visited.size()) // only 0 for upgrades, or before entering D:1
return;
vector<level_id> levels = all_dungeon_ids();
for (const level_id &lid : levels)
if (is_existing_level(lid))
visited[lid.describe()] = true;
}
#endif
void player::set_level_visited(const level_id &level)
{
auto &visited = props[VISITED_LEVELS_KEY].get_table();
visited[level.describe()] = true;
}
/**
* Has the player visited the level currently stored in the save under the id
* `level`, if there is one? Returns false if there isn't one. This stores
* *token level* visited state, not type-level -- it does not answer questions
* like, e.g. has the player ever visited a trove? For that, see place_info.
* This distinction matters mainly for portal branches, especially ones that can
* be revisited, e.g. Pan levels and zigs.
*/
bool player::level_visited(const level_id &level)
{
// `is_existing_level` is not reliable after the game end, because the
// save no longer exists, so we ignore it for printing morgues
if (!is_existing_level(level) && you.save)
return false;
const auto &visited = props[VISITED_LEVELS_KEY].get_table();
return visited.exists(level.describe());
}
static void _generic_level_reset()
{
// TODO: can more be pulled into here?
you.prev_targ = MID_NOBODY;
you.prev_grd_targ.reset();
// Lose all listeners.
dungeon_events.clear();
clear_travel_trail();
}
// used to resolve generation order for cases where a single level has multiple
// portals. This currently should only include portals that can appear at most
// once.
static const vector<branch_type> portal_generation_order =
{
BRANCH_SEWER,
BRANCH_OSSUARY,
// do not pregenerate Necropolis: see bazaars
BRANCH_ICE_CAVE,
BRANCH_VOLCANO,
BRANCH_BAILEY,
BRANCH_GAUNTLET,
#if TAG_MAJOR_VERSION == 34
BRANCH_LABYRINTH,
#endif
// do not pregenerate bazaar (TODO: this is non-ideal)
// do not pregenerate trove
BRANCH_WIZLAB,
BRANCH_DESOLATION,
};
void update_portal_entrances()
{
unordered_set<branch_type, std::hash<int>> seen_portals;
auto const cur_level = level_id::current();
// add any portals not currently registered
for (rectangle_iterator ri(0); ri; ++ri)
{
dungeon_feature_type feat = feat_at_no_mimic(*ri);
// excludes pan, hell, abyss.
if (feat_is_portal_entrance(feat))
{
level_id whither = stair_destination(feat, "", false);
if (whither.branch == BRANCH_ZIGGURAT // not (quite) pregenerated
|| whither.branch == BRANCH_TROVE // not pregenerated
|| whither.branch == BRANCH_BAZAAR // multiple bazaars possible
|| whither.branch == BRANCH_NECROPOLIS) // multiple possible
{
continue; // handle these differently
}
dprf("Setting up entry for %s.", whither.describe().c_str());
ASSERT(count(portal_generation_order.begin(),
portal_generation_order.end(),
whither.branch) == 1);
if (brentry[whither.branch] != level_id())
{
mprf(MSGCH_ERROR, "Second portal entrance for %s!",
whither.describe().c_str());
}
brentry[whither.branch] = cur_level;
seen_portals.insert(whither.branch);
}
}
// clean up any portals that aren't actually here -- comes up for wizmode
// and test mode cases.
for (auto b : portal_generation_order)
if (!seen_portals.count(b) && brentry[b] == cur_level)
brentry[b] = level_id();
}
void reset_portal_entrances()
{
for (auto b : portal_generation_order)
if (brentry[b].is_valid())
brentry[b] = level_id();
}
/**
* Generate portals relative to the current level. This function does not clean
* up builder state.
*
* @return the number of levels that generated, or -1 if the builder failed.
*/
static int _generate_portal_levels()
{
// find any portals that branch off of the current level.
level_id here = level_id::current();
vector<level_id> to_build;
for (auto b : portal_generation_order)
if (brentry[b] == here)
for (int i = 1; i <= brdepth[b]; i++)
to_build.push_back(level_id(b, i));
int count = 0;
for (auto lid : to_build)
{
if (!generate_level(lid))
{
// Should this crash? Reaching this case means that multiple
// entrances to a non-reusable portal generated.
if (you.save->has_chunk(lid.describe()))
mprf(MSGCH_ERROR, "Portal %s already exists!", lid.describe().c_str());
else
return -1;
}
count++;
}
return count;
}
/**
* Ensure that the level given by `l` is generated. This does not do much in
* the way of cleanup, and the caller must ensure the player ends up somewhere
* sensible afterwards (this will not place the player, and will wipe out their
* current location state if a level is built). Does not do anything if the
* save already contains the relevant level.
*
* This function may generate multiple levels: any necessary portal levels
* needed for `l` are built also.
*
* @param l the level to try to build.
* @return whether the required builder steps succeeded, if there are any;
* false means that either there was a builder error, or the level already
* exists. This can be checked by looking at whether the save chunk exists.
*/
bool generate_level(const level_id &l)
{
const string level_name = l.describe();
if (you.save->has_chunk(level_name))
return false;
unwind_var<int> you_depth(you.depth, l.depth);
unwind_var<branch_type> you_branch(you.where_are_you, l.branch);
unwind_var<coord_def> you_saved_position(you.position);
you.position.reset();
// simulate a reasonable stair to enter the level with
const dungeon_feature_type stair_taken =
you.depth == 1
? (you.where_are_you == BRANCH_DUNGEON
? DNGN_UNSEEN
: branches[you.where_are_you].entry_stairs)
: DNGN_STONE_STAIRS_DOWN_I;
unwind_var<dungeon_feature_type> stair(you.transit_stair, stair_taken);
// TODO how necessary is this?
unwind_bool ylev(you.entering_level, true);
// n.b. crawl_state.generating_level is handled in builder
_generic_level_reset();
delete_all_clouds();
los_changed(); // invalidate the los cache, which impacts monster placement
// initialize env for builder
env.turns_on_level = -1;
tile_init_default_flavour();
tile_clear_flavour();
tile_env.names.clear();
_clear_env_map();
// finally -- everything is set up, call the builder.
dprf("Generating new level for '%s'.", level_name.c_str());
if (!builder(true))
return false;
auto &vault_list = you.vault_list[level_id::current()];
#ifdef DEBUG
// places where a level can generate multiple times.
// could add portals to this list for debugging purposes?
if ( you.where_are_you == BRANCH_ABYSS
|| you.where_are_you == BRANCH_PANDEMONIUM
|| you.where_are_you == BRANCH_BAZAAR
|| you.where_are_you == BRANCH_ZIGGURAT)
{
vault_list.push_back("[gen]");
}
#endif
const auto &level_vaults = level_vault_names();
vault_list.insert(vault_list.end(),
level_vaults.begin(), level_vaults.end());
// initialize env for a new level
env.turns_on_level = 0;
env.sanctuary_pos = coord_def(-1, -1);
env.sanctuary_time = 0;
env.markers.init_all(); // init first, activation happens when entering
show_update_emphasis(); // Clear map knowledge stair emphasis in env.
update_portal_entrances();
// save the level and associated env state
save_level(level_id::current());
const string save_name = level_id::current().describe(); // should be same as level_name...
// generate levels for all portals that branch off from here
int portal_level_count = _generate_portal_levels();
if (portal_level_count == -1)
return false; // something failed, bail immediately
else if (portal_level_count > 0)
{
// if portals were generated, we're currently elsewhere. Switch back to
// the level generated before the portals.
ASSERT(you.save->has_chunk(save_name));
dprf("Reloading new level '%s'.", save_name.c_str());
_restore_tagged_chunk(you.save, save_name, TAG_LEVEL,
"Level file is invalid.");
}
// Did the generation process actually manage to place the player? This is
// a useful sanity check, and also is necessary for the initial loading
// process.
you.on_current_level = (you_depth.original_value() == l.depth
&& you_branch.original_value() == l.branch);
return true;
}
// bel's original proposal generated D to lair depth, then lair, then D
// to orc depth, then orc, then the rest of D. I have simplified this to
// just generate whole branches at a time -- I am not sure how much real
// impact this has, though it does mean a pregen popup when the player enters
// lair, typically.
//
// Portals are handled via `portal_generation_order`, and generated as-needed
// with the level they appear on.
//
// We generate temple first so as to save the player a popup when they find it
// in mid-dungeon; it's fully decided in game setup and shouldn't interact with
// rng for other branches anyways.
//
// How should this relate to logical_branch_order etc?
static const vector<branch_type> branch_generation_order =
{
BRANCH_TEMPLE,
BRANCH_DUNGEON,
BRANCH_LAIR,
BRANCH_ORC,
BRANCH_SPIDER,
BRANCH_SNAKE,
BRANCH_SHOALS,
BRANCH_SWAMP,
BRANCH_VAULTS,
BRANCH_CRYPT,
BRANCH_DEPTHS,
BRANCH_VESTIBULE,
BRANCH_ELF,
BRANCH_ZOT,
BRANCH_SLIME,
BRANCH_TOMB,
BRANCH_TARTARUS,
BRANCH_COCYTUS,
BRANCH_DIS,
BRANCH_GEHENNA,
BRANCH_PANDEMONIUM,
BRANCH_ZIGGURAT,
NUM_BRANCHES,
};
static bool _branch_pregenerates(branch_type b)
{
if (!you.deterministic_levelgen)
return false;
if (b == NUM_BRANCHES || !brentry[b].is_valid() && is_random_subbranch(b))
return false;
return count(branch_generation_order.begin(),
branch_generation_order.end(), b) > 0;
}
/**
* Generate dungeon branches in a stable order until the level `stopping_point`
* is found; `stopping_point` will be generated if it doesn't already exist. If
* it does exist, the function is a noop.
*
* If `stopping_point` is not in the generation order, it will be generated on
* its own.
*
* To generate all generatable levels, pass a level_id with NUM_BRANCHES as the
* branch.
*
* @return whether stopping_point generated; if stopping_point is NUM_BRANCHES,
* whether the full pregen list completed. This will return false if all needed
* levels are already generated, so the caller should check whether false is an
* error case or trivial success (using the save chunk).
*/
bool pregen_dungeon(const level_id &stopping_point)
{
// TODO: the is_valid() check here doesn't look quite right to me, but so
// far I can't get it to break anything...
if (stopping_point.is_valid()
|| stopping_point.branch != NUM_BRANCHES &&
is_random_subbranch(stopping_point.branch) && you.wizard)
{
if (you.save->has_chunk(stopping_point.describe()))
return false;
if (!_branch_pregenerates(stopping_point.branch))
return generate_level(stopping_point);
}
vector<level_id> to_generate;
bool at_end = false;
for (auto br : branch_generation_order)
{
if (br == BRANCH_ZIGGURAT &&
stopping_point.branch == BRANCH_ZIGGURAT)
{
// zigs delete levels as they go, so don't catchup when we're
// already in one. Zigs are only handled this way so that everything
// else generates first.
to_generate.push_back(stopping_point);
continue;
}
// TODO: why is dungeon invalid? it's not set up properly in
// `initialise_branch_depths` for some reason. The vestibule is invalid
// because its depth isn't set until the player actually enters a
// portal, similarly for other portal branches.
if (br < NUM_BRANCHES &&
(brentry[br].is_valid()
|| br == BRANCH_DUNGEON || br == BRANCH_VESTIBULE
|| !is_connected_branch(br)))
{
for (int i = 1; i <= brdepth[br]; i++)
{
level_id new_level = level_id(br, i);
// skip any levels that have already generated.
if (you.save->has_chunk(new_level.describe()))
continue;
to_generate.push_back(new_level);
if (br == stopping_point.branch
&& (i == stopping_point.depth || i == brdepth[br]))
{
at_end = true;
break;
}
}
}
if (at_end)
break;
}
if (to_generate.size() == 0)
{
dprf("levelgen: No valid levels to generate.");
return false;
}
// TODO: some levels are very slow (typically in depths), and a popup might
// be helpful to the player. But is there a good way to tell?
else if (to_generate.size() == 1)
return generate_level(to_generate[0]); // no popup for this case
else
{
// be sure that AK start doesn't interfere with the builder
unwind_var<game_chapter> chapter(you.chapter, CHAPTER_ORB_HUNTING);
ui::progress_popup progress("Generating dungeon...\n\n", 35);
progress.advance_progress();
for (const level_id &new_level : to_generate)
{
string status = "\nbuilding ";
switch (new_level.branch)
{
case BRANCH_SPIDER:
case BRANCH_SNAKE:
status += "a lair branch";
break;
case BRANCH_SHOALS:
case BRANCH_SWAMP:
status += "another lair branch";
break;
default:
status += branches[new_level.branch].longname;
break;
}
progress.set_status_text(status);
dprf("Pregenerating %s:%d",
branches[new_level.branch].abbrevname, new_level.depth);
progress.advance_progress();
// (save chunk existence is checked above, so isn't relevant here)
if (!generate_level(new_level))
return false; // level failed to generate -- bail immediately
}
return true;
}
}
static void _rescue_player_from_wall()
{
// n.b. you.wizmode_teleported_into_rock would be better, but it is not
// actually saved.
if (cell_is_solid(you.pos()) && !you.wizard)
{
// if the player has somehow gotten into a wall, there may have been
// a fairly non-trivial crash, putting the player at some arbitrary
// position relative to where they were. Rescue them by trying to find
// a seen staircase, with a clear space near the wall as just a
// a fallback.
mprf(MSGCH_ERROR, "Emergency fixup: removing player from wall "
"at %d,%d. Please report this as a bug!",
you.pos().x, you.pos().y);
vector<coord_def> upstairs;
vector<coord_def> downstairs;
coord_def backup_clear_pos(-1,-1);
for (distance_iterator di(you.pos()); di; ++di)
{
// just find any clear square as a backup for really weird cases.
if (!in_bounds(backup_clear_pos) && !cell_is_solid(*di))
backup_clear_pos = *di;
// TODO: in principle this should use env.map_forgotten if it
// exists, but I'm not sure that is worth the trouble.
if (feat_is_stair(env.grid(*di)) && env.map_seen(*di))
{
const command_type dir = feat_stair_direction(env.grid(*di));
if (dir == CMD_GO_UPSTAIRS)
upstairs.push_back(*di);
else if (dir == CMD_GO_DOWNSTAIRS)
downstairs.push_back(*di);
}
}
coord_def target = backup_clear_pos;
if (upstairs.size())
target = upstairs[0];
else if (downstairs.size())
target = downstairs[0];
if (!in_bounds(target) && player_in_branch(BRANCH_ABYSS))
{
// something is *seriously* messed up. This can happen if the game
// crashed on an AK start where the initial map wasn't saved.
// Because it is abyss, it is relatively safe to just move a player
// to an arbitrary point and let abyss shift take over. (AK starts,
// the main case, can also escape from the abyss at this point.)
const coord_def emergency(1,1);
env.grid(emergency) = DNGN_FLOOR;
target = emergency;
}
// if things get this messed up, don't make them worse
ASSERT(in_bounds(target));
you.move_to(target, MV_INTERNAL);
}
}
#if TAG_MAJOR_VERSION == 34
static void _fixup_transmuters()
{
vector<pair<spell_type, talisman_type>> forms = {
{ SPELL_BEASTLY_APPENDAGE, TALISMAN_QUILL },
{ SPELL_SPIDER_FORM, TALISMAN_SPIDER },
{ SPELL_ICE_FORM, TALISMAN_SERPENT },
{ SPELL_BLADE_HANDS, TALISMAN_EEL },
{ SPELL_STATUE_FORM, TALISMAN_STATUE },
{ SPELL_DRAGON_FORM, TALISMAN_DRAGON },
{ SPELL_STORM_FORM, TALISMAN_STORM },
{ SPELL_NECROMUTATION, TALISMAN_DEATH },
};
for (auto &p : forms) {
if (!you.has_spell(p.first))
continue;
int obj = items(false, OBJ_TALISMANS, p.second, 0);
if (obj == NON_ITEM)
continue;
// Funny but tragic if the player is over red or blue lava.
move_item_to_grid(&obj, you.pos(), true);
del_spell_from_memory(p.first);
}
if (you.props.exists("consolation_talisman"))
{
copy_item_to_grid(you.props["consolation_talisman"].get_item(), you.pos());
you.props.erase("consolation_talisman");
}
}
#endif
/// Learn where each transporter on the current level goes.
static void _learn_transporters()
{
auto li = travel_cache.find_level_info(level_id::current());
for (auto &tp : li->get_transporters())
li->update_transporter(tp.position, get_transporter_dest(tp.position));
}
/**
* Load the current level.
*
* @param stair_taken The means used to enter the level.
* @param load_mode Whether the level is being entered, examined, etc.
* @return Whether a new level was created.
*/
bool load_level(dungeon_feature_type stair_taken, load_mode_type load_mode,
const level_id& old_level)
{
const string level_name = level_id::current().describe();
if (!you.save->has_chunk(level_name) && load_mode == LOAD_VISITOR)
return false;
const bool make_changes =
(load_mode == LOAD_START_GAME || load_mode == LOAD_ENTER_LEVEL);
#if TAG_MAJOR_VERSION == 34
// fixup saves that don't have this prop initialized.
if (load_mode == LOAD_RESTART_GAME)
_fixup_visited_from_package();
#endif
coord_def return_pos; //TODO: initialize to null
string hatch_name = "";
if (feat_is_escape_hatch(stair_taken))
hatch_name = _get_hatch_name();
// Did we get here by popping the level stack?
bool popped = false;
if (load_mode != LOAD_VISITOR)
popped = _leave_level(stair_taken, old_level, &return_pos);
unwind_var<dungeon_feature_type> stair(
you.transit_stair, stair_taken, DNGN_UNSEEN);
unwind_bool ylev(you.entering_level, load_mode != LOAD_VISITOR, false);
#ifdef DEBUG_LEVEL_LOAD
mprf(MSGCH_DIAGNOSTICS, "Loading... branch: %d, level: %d",
you.where_are_you, you.depth);
#endif
// Save position for hatches to place a marker on the destination level.
coord_def dest_pos = you.pos();
_generic_level_reset();
// We clear twice - on save and on load.
// Once would be enough...
if (make_changes)
delete_all_clouds();
// This block is to grab followers and save the old level to disk.
if (load_mode == LOAD_ENTER_LEVEL)
{
dprf("stair_taken = %s", dungeon_feature_name(stair_taken));
// Not the case normally, but can happen during recovery of damaged
// games.
if (old_level.depth != -1)
{
if (!crawl_state.game_is_descent())
_grab_followers_and_expire_summons();
if (env.level_state & LSTATE_DELETED)
delete_level(old_level), dprf("<lightmagenta>Deleting level.</lightmagenta>");
else
save_level(old_level);
}
// The player is now between levels.
you.position.reset();
update_companions();
}
#ifdef USE_TILE
if (load_mode != LOAD_VISITOR)
{
tiles.clear_minimap();
crawl_view_buffer empty_vbuf;
tiles.load_dungeon(empty_vbuf, crawl_view.vgrdc);
}
#endif
// GENERATE new level(s) when the file can't be opened:
if (pregen_dungeon(level_id::current()))
{
// sanity check: did the pregenerator leave us on the requested level? If
// this fails via a bug, and this ASSERT isn't here, something incorrect
// will get saved under the chunk for the current level (typically the
// last level in the pregen sequence, which is zig 27).
ASSERT(you.on_current_level);
}
else
{
if (!you.save->has_chunk(level_name))
{
// The builder has failed somewhere along the way, and couldn't get
// to the stopping point. The most likely (only?) cause is that
// there were too many vetoes, which can occasionally happen in
// Depths. To deal with this we force save and crash.
//
// Basically this will ensure that the rng state after the
// attempt is saved, making resuming likely to be possible. Setting
// `you.on_current_level` means that the save has the player on a
// non-generated level. Reloading a save in this state triggers
// the levelgen sequence needed to put them there.
// ensure these props can't be saved, otherwise the save is likely
// to become unloadable
if (you.props.exists(FORCE_MAP_KEY)
|| you.props.exists(FORCE_MINIVAULT_KEY))
{
// TODO: is there a good way of doing this without the crash?
mprf(MSGCH_ERROR, "&P with '%s' failed; clearing force props and trying with random generation next.",
you.props.exists(FORCE_MAP_KEY)
? you.props[FORCE_MAP_KEY].get_string().c_str()
: you.props[FORCE_MINIVAULT_KEY].get_string().c_str());
// without a flush this mprf doesn't get saved
flush_prev_message();
you.props.erase(FORCE_MINIVAULT_KEY);
you.props.erase(FORCE_MAP_KEY);
}
if (crawl_state.need_save)
{
you.on_current_level = true;
save_game(false);
}
die("Builder failure while generating '%s'!\nLast builder error: '%s'",
level_id::current().describe().c_str(),
crawl_state.last_builder_error.c_str());
}
dprf("Loading old level '%s'.", level_name.c_str());
_restore_tagged_chunk(you.save, level_name, TAG_LEVEL, "Level file is invalid.");
if (load_mode != LOAD_VISITOR)
you.on_current_level = true;
_redraw_all(); // TODO why is there a redraw call here?
}
const bool just_created_level = !you.level_visited(level_id::current());
// Clear map knowledge stair emphasis.
show_update_emphasis();
// Shouldn't happen, but this is too unimportant to assert.
clear_final_effects();
env.final_effect_monster_cache.clear();
los_changed();
if (load_mode != LOAD_VISITOR)
you.set_level_visited(level_id::current());
const bool descent_downclimb = crawl_state.game_is_descent()
&& feat_stair_direction(stair_taken) == CMD_GO_DOWNSTAIRS
&& !feat_is_descent_exitable(stair_taken);
const bool descent_peek = descent_downclimb
&& !feat_is_escape_hatch(stair_taken)
&& stair_taken != DNGN_TRAP_SHAFT
&& old_level.branch == you.where_are_you;
// Markers must be activated early, since they may rely on
// events issued later, e.g. DET_ENTERING_LEVEL or
// the DET_TURN_ELAPSED from update_level.
if (make_changes || load_mode == LOAD_RESTART_GAME)
{
bool message = !(load_mode == LOAD_RESTART_GAME && descent_peek);
env.markers.activate_all(message);
}
if (make_changes && env.elapsed_time && !just_created_level && !descent_peek
&& stair_taken != DNGN_EXIT_ARENA)
{
update_level(you.elapsed_time - env.elapsed_time);
}
// Apply all delayed actions, if any. TODO: logic for marshalling this is
// kind of odd.
// TODO: does this need make_changes?
if (just_created_level)
env.dactions_done = 0;
// Here's the second cloud clearing, on load (see above).
if (make_changes)
{
// this includes various things that are irrelevant for new levels, but
// also some things that aren't, such as bribe branch.
catchup_dactions();
delete_all_clouds();
_place_player(stair_taken, return_pos, dest_pos, hatch_name);
}
crawl_view.set_player_at(you.pos(), load_mode != LOAD_VISITOR);
// Actually "move" the followers if applicable.
if (load_mode == LOAD_ENTER_LEVEL)
place_followers();
// Load monsters in transit.
if (load_mode == LOAD_ENTER_LEVEL)
place_transiting_monsters();
if (just_created_level && make_changes)
replace_boris();
if (descent_peek && just_created_level)
descent_reveal_stairs();
if (make_changes)
{
// Tell stash-tracker and travel that we've changed levels.
trackers_init_new_level();
travel_cache.flush_invalid_waypoints();
tile_new_level(just_created_level);
}
else if (load_mode == LOAD_RESTART_GAME)
{
_rescue_player_from_wall();
// Travel needs initialize some things on reload, too.
travel_init_load_level();
}
_redraw_all();
if (load_mode != LOAD_VISITOR)
dungeon_events.fire_event(DET_ENTERING_LEVEL);
// Things to update for player entering level
if (load_mode == LOAD_ENTER_LEVEL)
{
if (descent_downclimb)
{
you.time_taken = 0; // free takebacks
if (!descent_peek)
descent_crumble_stairs(); // no sense waiting
}
else
you.time_taken = div_rand_round(you.time_taken * 3, 2);
if (just_created_level)
run_map_epilogues();
// no cross-level pursuits
crawl_state.potential_pursuers.clear();
}
// Save the created/updated level out to disk:
if (make_changes)
save_level(level_id::current());
setup_environment_effects();
setup_vault_mon_list();
// Inform user of level's annotation.
if (load_mode != LOAD_VISITOR
&& !get_level_annotation().empty()
&& !crawl_state.level_annotation_shown)
{
mprf(MSGCH_PLAIN, YELLOW, "Level annotation: %s",
get_level_annotation().c_str());
}
if (load_mode != LOAD_VISITOR)
crawl_state.level_annotation_shown = false;
if (make_changes)
{
// Update PlaceInfo entries
PlaceInfo& curr_PlaceInfo = you.get_place_info();
PlaceInfo delta;
if (load_mode == LOAD_START_GAME
|| (load_mode == LOAD_ENTER_LEVEL
&& old_level.branch != you.where_are_you
&& !popped))
{
delta.num_visits++;
}
if (just_created_level)
delta.levels_seen++;
you.global_info += delta;
#ifdef DEBUG_LEVEL_LOAD
mprf(MSGCH_DIAGNOSTICS,
"global_info:: num_visits: %d, levels_seen: %d",
you.global_info.num_visits, you.global_info.levels_seen);
#endif
you.global_info.assert_validity();
curr_PlaceInfo += delta;
#ifdef DEBUG_LEVEL_LOAD
mprf(MSGCH_DIAGNOSTICS,
"curr_PlaceInfo:: num_visits: %d, levels_seen: %d",
curr_PlaceInfo.num_visits, curr_PlaceInfo.levels_seen);
#endif
#if TAG_MAJOR_VERSION == 34
// TODO: place_info crashes are extremely brittle and unrecoverable,
// it might be good to generalize this fixup.
// TODO: this fixup triggers on &ctrl-r for a depth 1 branch (e.g.
// the vestibule of hell), would be nice to avoid. (Currently,
// `wizard_recreate_level` has a workaround.) But this check can't be
// skipped for that case, because otherwise the ASSERT is tripped.
//
// this fixup is for a bug where turns_on_level==0 was used to set
// just_created_level, and there were some obscure ways to have 0
// turns on a level that you had entered previously. It only applies
// to a narrow version range (basically 0.23.0) but there's no way to
// do a sensible minor version check here and the fixup can't happen
// on load.
if (is_connected_branch(curr_PlaceInfo.branch)
&& brdepth[curr_PlaceInfo.branch] > 0
&& static_cast<int>(curr_PlaceInfo.levels_seen)
> brdepth[curr_PlaceInfo.branch])
{
if (crawl_state.prev_cmd != CMD_WIZARD)
{
mprf(MSGCH_ERROR,
"Fixing up corrupted PlaceInfo for %s (levels_seen is %d)",
branches[curr_PlaceInfo.branch].shortname,
curr_PlaceInfo.levels_seen);
}
curr_PlaceInfo.levels_seen = brdepth[curr_PlaceInfo.branch];
}
#endif
curr_PlaceInfo.assert_validity();
}
if (just_created_level && make_changes)
{
you.attribute[ATTR_ABYSS_ENTOURAGE] = 0;
gozag_count_level_gold();
if (branches[you.where_are_you].branch_flags & brflag::fully_map)
{
magic_mapping(GDM, 100, true, false, false, true, false, coord_def(), true);
if (player_in_branch(BRANCH_TEMPLE))
_learn_transporters();
for (rectangle_iterator ri(BOUNDARY_BORDER - 1); ri; ++ri)
{
if (env.map_knowledge(*ri).seen())
{
force_show_update_at(*ri);
#ifdef USE_TILE
tiles.update_minimap(*ri);
tile_draw_map_cell(*ri, true);
#elif defined(USE_TILE_WEB)
tiles.mark_for_redraw(*ri);
#endif
}
}
}
}
if (load_mode != LOAD_VISITOR)
{
dungeon_events.fire_event(
dgn_event(DET_ENTERED_LEVEL, coord_def(), you.time_taken,
load_mode == LOAD_RESTART_GAME));
}
if (load_mode == LOAD_ENTER_LEVEL)
{
// 50% chance of repelling the stair you just came through.
if (you.duration[DUR_REPEL_STAIRS_MOVE]
|| you.duration[DUR_REPEL_STAIRS_CLIMB])
{
dungeon_feature_type feat = env.grid(you.pos());
if (feat != DNGN_ENTER_SHOP
&& feat_stair_direction(feat) != CMD_NO_CMD
&& feat_stair_direction(stair_taken) != CMD_NO_CMD)
{
string stair_str = feature_description(feat, NUM_TRAPS, "",
DESC_THE);
string verb = stair_climb_verb(feat);
if (coinflip()
&& slide_feature_over(you.pos()))
{
mprf("%s slides away from you right after you %s it!",
stair_str.c_str(), verb.c_str());
}
if (coinflip())
{
// Stairs stop fleeing from you now you actually caught one.
mprf("%s settles down.", stair_str.c_str());
you.duration[DUR_REPEL_STAIRS_MOVE] = 0;
you.duration[DUR_REPEL_STAIRS_CLIMB] = 0;
}
}
}
ash_detect_portals(is_map_persistent());
if (just_created_level)
xom_new_level_noise_or_stealth();
}
if (just_created_level && make_changes)
decr_zot_clock();
// Initialize halos, etc.
invalidate_agrid(true);
// Maybe make a note if we reached a new level.
// Don't do so if we are just moving around inside Pan, though.
if (just_created_level && make_changes
&& stair_taken != DNGN_TRANSIT_PANDEMONIUM)
{
take_note(Note(NOTE_DUNGEON_LEVEL_CHANGE));
}
// If the player entered the level from a different location than they last
// exited it, have monsters lose track of where they are
if (make_changes && you.position != env.old_player_pos)
shake_off_monsters(you.as_player());
if (make_changes)
maybe_break_floor_gem();
// When entering another floor, make monsters in sight of the player's
// arrival, but which the player has never seen before, skip their first turn.
if (make_changes)
for (monster_near_iterator mi(you.pos()); mi; ++mi)
if (!(mi->flags & MF_SEEN))
mi->flags |= MF_JUST_SUMMONED;
#if TAG_MAJOR_VERSION == 34
if (make_changes && you.props.exists("zig-fixup")
&& you.where_are_you == BRANCH_TOMB
&& you.depth == brdepth[BRANCH_TOMB])
{
if (!just_created_level)
{
int obj = items(false, OBJ_MISCELLANY, MISC_ZIGGURAT, 0);
ASSERT(obj != NON_ITEM);
bool success = move_item_to_grid(&obj, you.pos(), true);
ASSERT(success);
}
you.props.erase("zig-fixup");
}
if (load_mode == LOAD_RESTART_GAME)
_fixup_transmuters();
#endif
return just_created_level;
}
void save_level(const level_id& lid)
{
if (you.level_visited(lid))
travel_cache.get_level_info(lid).update();
// Nail all items to the ground.
fix_item_coordinates();
_write_tagged_chunk(lid.describe(), TAG_LEVEL);
}
#if TAG_MAJOR_VERSION == 34
# define CHUNK(short_name, long_name) short_name
#else
# define CHUNK(short_name, long_name) long_name
#endif
#define SAVEFILE(short_name, long_name, savefn) \
do \
{ \
writer w(you.save, CHUNK(short_name, long_name)); \
savefn(w); \
} while (false)
// Stack allocated string's go in separate function, so Valgrind doesn't
// complain.
static void _save_game_base()
{
/* Stashes */
SAVEFILE("st", "stashes", StashTrack.save);
/* lua */
SAVEFILE("lua", "lua", clua.save); // what goes in here?
/* kills */
SAVEFILE("kil", "kills", you.kills.save);
/* travel cache */
SAVEFILE("tc", "travel_cache", travel_cache.save);
/* notes */
SAVEFILE("nts", "notes", save_notes);
/* tutorial/hints mode */
if (crawl_state.game_is_hints_tutorial())
SAVEFILE("tut", "tutorial", save_hints);
/* messages */
SAVEFILE("msg", "messages", save_messages);
/* dlua errors */
SAVEFILE("de", "dlua_errors", save_dlua_errors);
/* tile dolls (empty for ASCII)*/
#ifdef USE_TILE
// Save the current equipment into a file.
SAVEFILE("tdl", "tiles_doll", save_doll_file);
#endif
_write_tagged_chunk("you", TAG_YOU);
_write_tagged_chunk("chr", TAG_CHR);
}
// Stack allocated string's go in separate function, so Valgrind doesn't
// complain.
static void _save_game_exit()
{
clua.save_persist();
// Prompt for saving macros.
if (crawl_state.unsaved_macros)
macro_save();
// Must be exiting -- save level & goodbye!
if (!you.entering_level)
save_level(level_id::current());
clrscr();
save_game_prefs();
update_whereis("saved");
#ifdef USE_TILE_WEB
tiles.send_exit_reason("saved");
#endif
delete you.save;
you.save = 0;
}
void save_game(bool leave_game, const char *farewellmsg)
{
unwind_bool saving_game(crawl_state.saving_game, true);
// Should you.no_save disable more here? Currently it entails an empty
// package, and persists won't save, but there's a bunch of other stuff
// that can.
ASSERT(you.on_current_level || Options.no_save);
if (leave_game && Options.dump_on_save)
{
if (!dump_char(you.your_name, true))
{
mpr("Char dump unsuccessful! Sorry about that.");
if (!crawl_state.seen_hups)
more();
}
#ifdef USE_TILE_WEB
else
tiles.send_dump_info("save", you.your_name);
#endif
}
// Stack allocated string's go in separate function,
// so Valgrind doesn't complain.
_save_game_base();
// If just save, early out.
if (!leave_game)
{
#ifdef __ANDROID__
// Save everything before pause
clua.save_persist();
if (crawl_state.unsaved_macros)
macro_save();
if (!you.entering_level)
save_level(level_id::current());
#endif
if (!crawl_state.disables[DIS_SAVE_CHECKPOINTS])
{
you.save->commit();
save_game_prefs();
}
return;
}
// Stack allocated string's go in separate function,
// so Valgrind doesn't complain.
_save_game_exit();
game_ended(game_exit::save, farewellmsg ? farewellmsg
: "See you soon, " + you.your_name + "!");
}
// Saves the game without exiting.
void save_game_state()
{
save_game(false);
if (crawl_state.seen_hups)
save_game(true);
}
static bool _bones_save_individual_levels(branch_type branch, bool store)
{
// Only use level-numbered bones files for places where players die a lot.
// For the permastore, go even coarser (just D and Lair use level numbers).
// n.b. some branches here may not currently generate ghosts.
// TODO: further adjustments? Make Zot coarser?
return store ? branch == BRANCH_DUNGEON ||
branch == BRANCH_LAIR
: !(branch == BRANCH_ZIGGURAT ||
branch ==BRANCH_CRYPT ||
branch == BRANCH_TOMB ||
branch == BRANCH_ABYSS ||
branch == BRANCH_SLIME);
}
static string _make_ghost_filename(bool store=false)
{
const level_id lvl = player_in_branch(BRANCH_NECROPOLIS)
? !you.level_stack.empty() ? you.level_stack.back().id
: level_id(BRANCH_DUNGEON, 15)
: level_id::current();
const bool with_number = _bones_save_individual_levels(lvl.branch, store);
// Players die so rarely in hell in practice that it doesn't even make
// sense to have per-hell bones. (Maybe vestibule should be separate?)
const string level_desc = is_hell_branch(lvl.branch) ? "Hells" :
replace_all(lvl.describe(false, with_number), ":", "-");
return string("bones.") + (store ? "store." : "") + level_desc;
}
static string _bones_permastore_file()
{
string filename = _make_ghost_filename(true);
string full_path = _get_bonefile_directory() + filename;
if (file_exists(full_path))
return full_path;
string dist_full_path = datafile_path(
string("dist_bones") + FILE_SEPARATOR + filename, false, false);
if (dist_full_path.empty())
return dist_full_path;
// no matching permastore is in the player's bones file, but one exists in
// the crawl distribution. Install it.
FILE *src = fopen_u(dist_full_path.c_str(), "rb");
if (!src)
{
mprf(MSGCH_ERROR, "Bones file exists but can't be opened: %s",
dist_full_path.c_str());
return "";
}
FILE *target = lk_open("wb", full_path);
if (!target)
{
mprf(MSGCH_ERROR, "Unable to open bones file %s for writing",
full_path.c_str());
fclose(src);
return "";
}
_ghost_dprf("Copying %s to %s", dist_full_path.c_str(), full_path.c_str());
char buf[BUFSIZ];
size_t size;
while ((size = fread(buf, sizeof(char), BUFSIZ, src)) > 0)
fwrite(buf, sizeof(char), size, target);
lk_close(target);
if (!feof(src))
{
mprf(MSGCH_ERROR, "Error installing bones file to %s",
full_path.c_str());
if (unlink(full_path.c_str()) != 0)
{
mprf(MSGCH_ERROR,
"Failed to unlink probably corrupt bones file: %s",
full_path.c_str());
}
fclose(src);
return "";
}
fclose(src);
return full_path;
}
// Bones files
//
// There are two kinds of bones files: temporary bones files and the
// permastore. Temporary bones files are ephemeral: ghosts will be reused only
// if they are on the floor where the player dies. The permastore is a more
// permanent stock of ghosts (per level) to use as a backup in case the
// temporary bones files are depleted.
/**
* Lists all bonefiles for the current level.
*
* @return A vector containing absolute paths to 0+ bonefiles.
*/
static vector<string> _list_bones()
{
string bonefile_dir = _get_bonefile_directory();
string base_filename = _make_ghost_filename();
string underscored_filename = base_filename + "_";
vector<string> filenames = get_dir_files_sorted(bonefile_dir);
vector<string> bonefiles;
for (const auto &filename : filenames)
if (starts_with(filename, underscored_filename)
&& !ends_with(filename, ".backup"))
{
bonefiles.push_back(bonefile_dir + filename);
_ghost_dprf("bonesfile %s", (bonefile_dir + filename).c_str());
}
string old_bonefile = _get_old_bonefile_directory() + base_filename;
if (access(old_bonefile.c_str(), F_OK) == 0)
{
_ghost_dprf("Found old bonefile %s", old_bonefile.c_str());
bonefiles.push_back(old_bonefile);
}
return bonefiles;
}
/**
* Attempts to find a file containing ghost(s) appropriate for the player.
*
* @return The filename of an appropriate bones file; may be "".
*/
static string _find_ghost_file()
{
vector<string> bonefiles = _list_bones();
if (bonefiles.empty())
return "";
return bonefiles[random2(bonefiles.size())];
}
static string _old_bones_filename(string ghost_filename, const save_version &v)
{
// TODO: a way of looking for any backup with a version earlier than v
if (ends_with(ghost_filename, ".backup"))
return ghost_filename; // already an old bones file
string new_filename = make_stringf("%s-v%d.%d.backup", ghost_filename.c_str(),
v.major, v.minor);
return new_filename;
}
static bool _backup_bones_for_upgrade(string ghost_filename, save_version &v)
{
// Copy the bones file to a versioned name, so that non-upgraded saves can
// load it. Copying would be cleaner with c++ ios stuff, but we need to
// interact with the lock system.
if (ghost_filename.empty())
return false;
if (ends_with(ghost_filename, ".backup"))
return false; // already an old bones file
string upgrade_filename = _old_bones_filename(ghost_filename, v);
if (file_exists(upgrade_filename))
return false;
_ghost_dprf("Backing up bones file %s to %s before upgrade to %d.%d",
ghost_filename.c_str(), upgrade_filename.c_str(),
save_version::current_bones().major,
save_version::current_bones().minor);
FILE *backup_src = lk_open("rb", ghost_filename);
if (!backup_src)
{
mprf(MSGCH_ERROR, "Bones file to back up doesn't exist: %s",
ghost_filename.c_str());
return false;
}
FILE *backup_target = lk_open("wb", upgrade_filename);
if (!backup_target)
{
mprf(MSGCH_ERROR, "Unable to open bones backup file %s for writing",
upgrade_filename.c_str());
lk_close(backup_src);
return false;
}
char buf[BUFSIZ];
size_t size;
while ((size = fread(buf, sizeof(char), BUFSIZ, backup_src)) > 0)
fwrite(buf, sizeof(char), size, backup_target);
lk_close(backup_target);
if (!feof(backup_src))
{
mprf(MSGCH_ERROR, "Error backing up bones file to %s",
upgrade_filename.c_str());
if (unlink(upgrade_filename.c_str()) != 0)
{
mprf(MSGCH_ERROR,
"Failed to unlink probably corrupt bones file: %s",
upgrade_filename.c_str());
}
lk_close(backup_src);
return false;
}
lk_close(backup_src);
return true;
}
save_version read_ghost_header(reader &inf)
{
auto version = get_save_version(inf);
if (!version.valid())
return version;
#if TAG_MAJOR_VERSION == 34
// downgrade bones files saved before the bones sub-versioning system
if (version > save_version::current_bones() && version.is_compatible())
{
_ghost_dprf("Setting bones file version from %d.%d to %d.%d on load",
version.major, version.minor,
save_version::current_bones().major,
save_version::current_bones().minor);
version = save_version::current_bones();
}
#endif
try
{
// Check for the DCSS ghost signature.
if (unmarshallShort(inf) != GHOST_SIGNATURE)
return save_version(); // version was valid, but this isn't a bones file
// Discard three more 32-bit words of padding.
inf.read(nullptr, 3*4);
}
catch (const short_read_exception&)
{
mprf(MSGCH_ERROR,
"Ghost file \"%s\" seems to be invalid (short read); deleting it.",
inf.filename().c_str());
return save_version();
}
return version;
}
vector<ghost_demon> load_bones_file(string ghost_filename, bool backup)
{
vector<ghost_demon> result;
if (ghost_filename.empty())
return result; // no such ghost.
reader inf(ghost_filename);
if (!inf.valid())
{
// file doesn't exist
_ghost_dprf("Ghost file '%s' invalid before read.", ghost_filename.c_str());
return result;
}
inf.set_safe_read(true); // don't die on 0-byte bones
save_version version = read_ghost_header(inf);
if (!_ghost_version_compatible(version))
{
string error = "Incompatible bones file: " + ghost_filename;
throw corrupted_save(error, version);
}
inf.setMinorVersion(version.minor);
if (backup && version < save_version::current_bones())
_backup_bones_for_upgrade(ghost_filename, version);
try
{
result = tag_read_ghosts(inf);
inf.fail_if_not_eof(ghost_filename);
}
catch (const short_read_exception&)
{
string error = "Broken bones file: " + ghost_filename;
throw corrupted_save(error, version);
}
inf.close();
string err_msg;
if (!debug_check_ghosts(result, err_msg))
{
string error = "Bones file is buggy: " + ghost_filename + "\n" + err_msg;;
throw corrupted_save(error, version);
}
return result;
}
static vector<ghost_demon> _load_ghosts_core(string filename,
bool backup_on_upgrade)
{
vector<ghost_demon> results;
try
{
results = load_bones_file(filename, backup_on_upgrade);
}
catch (corrupted_save &err)
{
// not a corrupted save per se, just from the future. Try to load the
// versioned bones file if it exists.
if (err.version.valid() && err.version.is_future())
{
string old_bones =
_old_bones_filename(filename, save_version::current());
if (old_bones != filename)
{
_ghost_dprf("Loading ghost from backup bones file %s",
old_bones.c_str());
return load_bones_file(old_bones, false);
}
else
mprf(MSGCH_ERROR, "Mismatch between bones backup "
"filename '%s' and version %d.%d!", filename.c_str(),
err.version.major, err.version.minor);
// intentional fallthrough -- unlink the misnamed file
}
else
mprf(MSGCH_ERROR, "%s", err.what());
string report;
// if we get to this point the bones file is unreadable and needs to
// be scrapped
if (unlink(filename.c_str()) != 0)
report = "Failed to unlink bad bones file";
else
report = "Clearing bad bones file";
mprf(MSGCH_ERROR, "%s: %s", report.c_str(), filename.c_str());
}
return results;
}
static vector<ghost_demon> _load_ephemeral_ghosts()
{
vector<ghost_demon> results;
string ghost_filename = _find_ghost_file();
if (ghost_filename.empty())
{
_ghost_dprf("%s", "No ephemeral ghost files for this level.");
return results; // no such ghost.
}
results = _load_ghosts_core(ghost_filename, true);
if (unlink(ghost_filename.c_str()) != 0)
{
mprf(MSGCH_ERROR, "Failed to unlink bones file: %s",
ghost_filename.c_str());
}
return results;
}
static vector<ghost_demon> _load_permastore_ghosts(bool backup_on_upgrade=false)
{
return _load_ghosts_core(_bones_permastore_file(), backup_on_upgrade);
}
/**
* Attempt to fill in a monster based on bones files.
*
* @param mons the monster to fill in
*
* @return whether there was a saved ghost that could be used.
*/
bool define_ghost_from_bones(monster& mons)
{
rng::generator rng(rng::SYSTEM_SPECIFIC);
bool used_permastore = false;
vector<ghost_demon> loaded_ghosts = _load_ephemeral_ghosts();
if (loaded_ghosts.empty())
{
loaded_ghosts = _load_permastore_ghosts();
if (loaded_ghosts.empty())
return false;
used_permastore = true;
}
int place_i = random2(loaded_ghosts.size());
_ghost_dprf("Loaded ghost file with %u ghost(s), placing %s",
(unsigned int)loaded_ghosts.size(), loaded_ghosts[place_i].name.c_str());
mons.set_ghost(loaded_ghosts[place_i]);
mons.type = MONS_PLAYER_GHOST;
mons.ghost_init(false);
if (!mons.alive())
mprf(MSGCH_ERROR, "Placed ghost is not alive.");
else if (mons.type != MONS_PLAYER_GHOST)
{
mprf(MSGCH_ERROR, "Placed ghost is not MONS_PLAYER_GHOST, but %s",
mons.name(DESC_PLAIN, true).c_str());
}
if (!used_permastore)
{
loaded_ghosts.erase(loaded_ghosts.begin() + place_i);
if (!loaded_ghosts.empty())
save_ghosts(loaded_ghosts);
}
return true;
}
/**
* Attempt to load one or more ghosts into the level.
*
* @param max_ghosts A maximum number of ghosts to creat.
* Set to <= 0 to load as many as possible.
* @param creating_level Whether a level is currently being generated.
* @return Whether ghosts were actually generated.
*/
bool load_ghosts(int max_ghosts, bool creating_level)
{
ASSERT(you.transit_stair == DNGN_UNSEEN || creating_level);
ASSERT(!you.entering_level || creating_level);
ASSERT(!creating_level
|| (you.entering_level && you.transit_stair != DNGN_UNSEEN));
// Only way to load a ghost without creating a level is via a wizard
// command.
ASSERT(creating_level || (crawl_state.prev_cmd == CMD_WIZARD));
#ifdef BONES_DIAGNOSTICS
// this is pretty hacky, but arguably cleaner than what it is replacing.
// The effect is to show bones diagnostic messages on wizmode builds during
// level building
unwind_var<command_type> last_cmd(crawl_state.prev_cmd, creating_level ?
CMD_WIZARD : crawl_state.prev_cmd);
#endif
vector<ghost_demon> loaded_ghosts = _load_ephemeral_ghosts();
_ghost_dprf("Loaded ghost file with %u ghost(s), will attempt to place %d of them",
(unsigned int)loaded_ghosts.size(), max_ghosts);
bool ghost_errors = false;
max_ghosts = max_ghosts <= 0 ? loaded_ghosts.size()
: min(max_ghosts, (int) loaded_ghosts.size());
int placed_ghosts = 0;
// Translate ghost to monster and place.
while (!loaded_ghosts.empty() && placed_ghosts < max_ghosts)
{
monster * const mons = get_free_monster();
if (!mons)
break;
mons->set_new_monster_id();
mons->set_ghost(loaded_ghosts[0]);
mons->type = MONS_PLAYER_GHOST;
mons->ghost_init();
loaded_ghosts.erase(loaded_ghosts.begin());
placed_ghosts++;
if (!mons->alive())
{
_ghost_dprf("Placed ghost is not alive.");
ghost_errors = true;
}
else if (mons->type != MONS_PLAYER_GHOST)
{
_ghost_dprf("Placed ghost is not MONS_PLAYER_GHOST, but %s",
mons->name(DESC_PLAIN, true).c_str());
ghost_errors = true;
}
}
if (placed_ghosts < max_ghosts)
{
_ghost_dprf("Unable to place %u ghost(s)", max_ghosts - placed_ghosts);
ghost_errors = true;
}
#ifdef BONES_DIAGNOSTICS
if (ghost_errors)
more();
#endif
// resave any unused ghosts
if (!loaded_ghosts.empty())
save_ghosts(loaded_ghosts);
return true;
}
static string _type_name_processed(game_type t)
{
string name = game_state::game_type_name_for(t);
return name.size() ? name : "regular";
}
// returns false if a new game should start instead
static bool _restore_game(const string& filename)
{
if (Options.no_save)
return false;
// In webtiles, a more before the player is loaded will crash when it tries
// to send enough information to the webtiles client to render the display.
// This is just cosmetic for other build targets.
unwind_bool save_more(crawl_state.show_more_prompt, false);
game_type menu_game_type = crawl_state.type;
clear_message_store();
you.save = new package((_get_savefile_directory() + filename).c_str(), true);
player_save_info save_info = _read_character_info(you.save);
if (!save_info.save_loadable)
{
// Note: if we are here, the save info was properly read, it would
// raise an exception otherwise.
if (yesno(("There is an existing game for name '" + save_info.name +
"' from an incompatible version of Crawl ("
+ save_info.prev_save_version + ").\n"
"Unless you reinstall that version, you can't load it.\n"
"Do you want to DELETE that game and start a new one?"
).c_str(),
true, 'n'))
{
you.save->unlink();
you.save = 0;
return false;
}
if (Options.remember_name)
crawl_state.default_startup_name = save_info.name; // for main menu
you.save->abort();
delete you.save;
you.save = 0;
game_ended(game_exit::abort,
save_info.name
+ " is from an incompatible version and can't be loaded.");
}
if (!crawl_state.bypassed_startup_menu
&& menu_game_type != crawl_state.type)
{
auto atype = article_a(_type_name_processed(save_info.saved_game_type));
if (!yesno(("You already have " + atype +
" game saved under the name '" + save_info.name + "';\n"
"do you want to load that instead?").c_str(),
true, 'n'))
{
you.save->abort(); // don't even rewrite the header
delete you.save;
you.save = 0;
// explicitly don't set default startup name here
game_ended(game_exit::abort,
"Please use a different name to start a new " +
_type_name_processed(menu_game_type) + " game, then.");
}
}
if (Options.remember_name)
crawl_state.default_startup_name = save_info.name; // for main menu
if (numcmp(save_info.prev_save_version.c_str(), Version::Long, 2) == -1
&& version_is_stable(save_info.prev_save_version.c_str()))
{
if (!yesno(("This game comes from a previous release of Crawl (" +
save_info.prev_save_version + ").\n\nIf you load it now,"
" you won't be able to go back. Continue?").c_str(),
true, 'n'))
{
you.save->abort(); // don't even rewrite the header
delete you.save;
you.save = 0;
game_ended(game_exit::abort, "Please use version " +
save_info.prev_save_version
+ " to load " + save_info.name + " then.");
}
}
you.init_from_save_info(save_info);
you.on_current_level = false; // we aren't on the current level until
// everything is fully loaded
_restore_tagged_chunk(you.save, "you", TAG_YOU, "Save data is invalid.");
_convert_obsolete_species();
const int minorVersion = crawl_state.minor_version;
if (you.save->has_chunk(CHUNK("st", "stashes")))
{
reader inf(you.save, CHUNK("st", "stashes"), minorVersion);
StashTrack.load(inf);
}
#ifdef CLUA_BINDINGS
if (you.save->has_chunk("lua"))
{
vector<char> buf;
chunk_reader inf(you.save, "lua");
inf.read_all(buf);
buf.push_back(0);
clua.execstring(&buf[0]);
}
#endif
if (you.save->has_chunk(CHUNK("kil", "kills")))
{
reader inf(you.save, CHUNK("kil", "kills"), minorVersion);
you.kills.load(inf);
}
if (you.save->has_chunk(CHUNK("tc", "travel_cache")))
{
reader inf(you.save, CHUNK("tc", "travel_cache"), minorVersion);
travel_cache.load(inf, minorVersion);
}
if (you.save->has_chunk(CHUNK("nts", "notes")))
{
reader inf(you.save, CHUNK("nts", "notes"), minorVersion);
load_notes(inf);
}
/* hints mode */
if (you.save->has_chunk(CHUNK("tut", "tutorial")))
{
reader inf(you.save, CHUNK("tut", "tutorial"), minorVersion);
load_hints(inf);
}
/* messages */
if (you.save->has_chunk(CHUNK("msg", "messages")))
{
reader inf(you.save, CHUNK("msg", "messages"), minorVersion);
load_messages(inf);
}
/* dlua errors */
if (you.save->has_chunk(CHUNK("de", "dlua_errors")))
{
reader inf(you.save, CHUNK("de", "dlua_errors"), minorVersion);
load_dlua_errors(inf);
}
// Handle somebody SIGHUP'ing out of the skill menu with every skill
// disabled. Doing this here rather in tags code because it can trigger
// UI, which may not be safe if everything isn't fully loaded.
check_selected_skills();
return true;
}
// returns false if a new game should start instead
bool restore_game(const string& filename)
{
try
{
return _restore_game(filename);
}
catch (corrupted_save &err)
{
if (yesno(make_stringf(
"There exists a save by that name but it appears to be invalid.\n"
"Do you want to delete it?\n"
"Error: %s", err.what()).c_str(), // TODO linebreak error
true, 'n'))
{
if (you.save)
you.save->unlink();
you.save = 0;
return false;
}
// Shouldn't crash probably...
fail("Aborting; you may try to recover it somehow.");
}
}
static void _load_level(const level_id &level)
{
// Load the given level.
you.where_are_you = level.branch;
you.depth = level.depth;
load_level(DNGN_STONE_STAIRS_DOWN_I, LOAD_VISITOR, level_id());
}
// Given a level returns true if the level has been created already
// in this game. Warning: after a game has ended, there is a phase where the
// save has been deleted and this check isn't usable, and this is when a moruge
// is generated.
bool is_existing_level(const level_id &level)
{
return you.save && you.save->has_chunk(level.describe());
}
void delete_level(const level_id &level)
{
travel_cache.erase_level_info(level);
StashTrack.remove_level(level);
shopping_list.del_things_from(level);
clear_level_exclusion_annotation(level);
clear_level_annotations(level);
if (you.save)
you.save->delete_chunk(level.describe());
auto &visited = you.props[VISITED_LEVELS_KEY].get_table();
visited.erase(level.describe());
if (level.branch == BRANCH_ABYSS)
{
save_abyss_uniques();
destroy_abyss();
}
// Since Pandemonium is internally all the same floor, we need to actually
// clean up our torch status whenever we leave a Pan floor so that the player
// will be able to use it on the next one. Do the same for portals as well
// (for the few cases of repeatable portals, like Necropolis).
else if (!is_connected_branch(level) && you.props.exists(YRED_TORCH_USED_KEY))
{
CrawlHashTable &levels = you.props[YRED_TORCH_USED_KEY].get_table();
levels.erase(level.describe());
}
_do_lost_monsters();
_do_lost_items();
}
static bool &_get_excursions_allowed()
{
static bool _allowed = true;
return _allowed;
}
bool level_excursions_allowed()
{
return _get_excursions_allowed();
}
no_excursions::no_excursions()
: prev(level_excursions_allowed())
{
_get_excursions_allowed() = false;
}
no_excursions::~no_excursions()
{
_get_excursions_allowed() = prev;
}
// This class provides a way to walk the dungeon with a bit more flexibility
// than you used to get with apply_to_all_dungeons.
level_excursion::level_excursion()
: original(level_id::current()), ever_changed_levels(false)
{
// could put an excursions allowed check here?
}
void level_excursion::go_to(const level_id& next)
{
// This ASSERT is here because level excursions are often triggered as
// side effects, e.g. in shopping list code, and we really don't want this
// happening during normal levelgen (weird interactions with seeding,
// potential crashes if items or monsters are incomplete, etc). However,
// the abyss purposefully does level excursions in order to pick up
// features from other levels and place them in the abyss: this is
// basically safe to do, and seeding isn't a concern.
// TODO: reimplement with no_excursions?
ASSERT(!crawl_state.generating_level || original.branch == BRANCH_ABYSS);
if (level_id::current() != next)
{
ASSERT(level_excursions_allowed());
if (!you.level_visited(level_id::current()))
travel_cache.erase_level_info(level_id::current());
ever_changed_levels = true;
save_level(level_id::current());
// This must be set before loading a level as it redraws the map knowledge
// which checks what is currently in view.
you.on_current_level = (next == original);
_load_level(next);
if (you.level_visited(next))
{
LevelInfo &li = travel_cache.get_level_info(next);
li.set_level_excludes();
}
// TODO: this won't clear excludes on an excursion to an unvisited
// level. Does this matter? Not right now, this case is only used for
// abyss procgen.
}
// I don't trust that excursions to levels you haven't visited during
// abyss generation won't mess with this when the pregen_dungeon option is
// set to false, so reset it to the correct value --Wizard Ike
you.on_current_level = (level_id::current() == original);
}
level_excursion::~level_excursion()
{
// Go back to original level and reactivate markers if we ever
// left the level.
if (ever_changed_levels)
{
// This may be a no-op if the level-excursion subsequently
// returned to the original level. However, at this point
// markers will still not be activated.
go_to(original);
// Quietly reactivate markers.
env.markers.activate_all(false);
}
}
save_version get_save_version(reader &file)
{
int major, minor;
try
{
major = unmarshallUByte(file);
minor = unmarshallUByte(file);
if (minor == UINT8_MAX)
minor = unmarshallInt(file);
}
catch (const short_read_exception&)
{
// Empty file?
return save_version(-1, -1);
}
return save_version(major, minor);
}
void write_save_version(writer &outf, save_version version)
{
marshallUByte(outf, version.major);
if (version.minor < UINT8_MAX)
marshallUByte(outf, version.minor);
else
{
marshallUByte(outf, UINT8_MAX);
marshallInt(outf, version.minor);
}
}
static bool _convert_obsolete_species()
{
// At this point the character has been loaded but not resaved, but the grid, lua, stashes, etc have not been.
#if TAG_MAJOR_VERSION == 34
if (you.species == SP_LAVA_ORC)
{
if (!yesno(
"This Lava Orc save game cannot be loaded as-is. If you load it now,\n"
"your character will be converted to a Mountain Dwarf. Continue?",
false, 'N'))
{
you.save->abort(); // don't even rewrite the header
delete you.save;
you.save = 0;
game_ended(game_exit::abort,
"Please load the save in an earlier version "
"if you want to keep it as a Lava Orc.");
}
change_species_to(SP_MOUNTAIN_DWARF);
// No need for conservation
you.innate_mutation[MUT_CONSERVE_SCROLLS]
= you.mutation[MUT_CONSERVE_SCROLLS] = 0;
// This is not an elegant way to deal with lava, but at this point the
// level isn't loaded so we can't check the grid features. In
// addition, even if the player isn't over lava, they might still get
// trapped.
fly_player(100);
return true;
}
else if (you.species == SP_VAMPIRE)
{
if (!yesno(
"This Vampire save game cannot be loaded as-is. If you load it now,\n"
"your character will be converted to a Human. Continue?",
false, 'N'))
{
you.save->abort(); // don't even rewrite the header
delete you.save;
you.save = 0;
game_ended(game_exit::abort,
"Please load the save in an earlier version "
"if you want to remain a Vampire.");
}
change_species_to(SP_HUMAN);
return true;
}
#endif
return false;
}
static bool _loadable_save_ver(int major, int minor)
{
#if TAG_MAJOR_VERSION == 34
if (major == 33 && minor == TAG_MINOR_0_11)
return true;
#endif
return major == TAG_MAJOR_VERSION && minor <= TAG_MINOR_VERSION;
}
static player_save_info _read_character_info(package *save)
{
reader inf(save, "chr");
try
{
player_save_info result;
const auto version = get_save_version(inf);
const auto major = version.major, minor = version.minor;
uint8_t format;
unsigned int len = unmarshallInt(inf);
if (len > 1024) // something is fishy
fail("Save file `%s` corrupted (info > 1KB)", save->get_filename().c_str());
vector<unsigned char> buf;
buf.resize(len);
inf.read(&buf[0], len);
inf.fail_if_not_eof("chr");
reader th(buf);
// 0.8 trunks (30.0 .. 32.12) were format 0 but without the marker.
if (major > 32 || major == 32 && minor >= 13)
th.read(&format, 1);
else
format = 0;
if (format > TAG_CHR_FORMAT)
{
fail("Incompatible character data from the future in `%s`",
save->get_filename().c_str());
}
result = tag_read_char_info(th, format, major, minor);
// Check if we read everything only on the exact same version,
// but that's the common case.
if (major == TAG_MAJOR_VERSION && minor == TAG_MINOR_VERSION)
inf.fail_if_not_eof("chr");
result.save_loadable = _loadable_save_ver(major, minor);
return result;
}
catch (const short_read_exception &)
{
fail("Save file `%s` corrupted (short read)", save->get_filename().c_str());
};
}
static bool _tagged_chunk_version_compatible(reader &inf, string* reason)
{
ASSERT(reason);
const save_version version = get_save_version(inf);
if (!version.valid())
{
*reason = make_stringf("File is corrupt (found version %d,%d).",
version.major, version.minor);
return false;
}
if (!version.is_compatible())
{
if (version.is_ancient())
{
const auto min_supported = save_version::minimum_supported();
*reason = make_stringf("This save is from an older version.\n"
"\n"
CRAWL " %s is not compatible with save files this old. You can:\n"
" • continue your game with an older version of " CRAWL "\n"
" • delete it and start a new game\n"
"\n"
"This save's version: (%d.%d) (must be >= %d.%d)",
Version::Short,
version.major, version.minor,
min_supported.major, min_supported.minor);
}
else if (version.is_future())
{
const auto current = save_version::current();
*reason = make_stringf("This save is from a newer version.\n"
"\n"
CRAWL " cannot load saves from newer versions. You can:\n"
" • continue your game with a newer version of " CRAWL "\n"
" • delete it and start a new game\n"
"\n"
"This save's version: (%d.%d) (must be <= %d.%d)",
version.major, version.minor,
current.major, current.minor);
}
return false;
}
inf.setMinorVersion(version.minor);
return true;
}
static bool _restore_tagged_chunk(package *save, const string &name,
tag_type tag, const char* complaint)
{
reader inf(save, name);
string reason;
if (!_tagged_chunk_version_compatible(inf, &reason))
{
if (!complaint)
{
dprf("chunk %s: %s", name.c_str(), reason.c_str());
return false;
}
else
end(-1, false, "\n%s %s\n", complaint, reason.c_str());
}
crawl_state.minor_version = inf.getMinorVersion();
try
{
tag_read(inf, tag);
}
catch (const short_read_exception&)
{
fail("truncated save chunk (%s)", name.c_str());
};
inf.fail_if_not_eof(name);
return true;
}
static bool _ghost_version_compatible(const save_version &version)
{
if (!version.valid())
return false;
if (!version.is_compatible())
{
_ghost_dprf("Ghost version mismatch: ghost was %d.%d; current is %d.%d",
version.major, version.minor,
save_version::current().major, save_version::current().minor);
return false;
}
return true;
}
/**
* Attempt to open a new bones file for saving ghosts.
*
* @param[out] return_gfilename The name of the file created, if any.
* @return A FILE object, or nullptr.
**/
static FILE* _make_bones_file(string * return_gfilename)
{
const string bone_dir = _get_bonefile_directory();
const string base_filename = _make_ghost_filename(false);
for (int i = 0; i < GHOST_LIMIT; i++)
{
const string g_file_name = make_stringf("%s%s_%d", bone_dir.c_str(),
base_filename.c_str(), i);
FILE *ghost_file = lk_open_exclusive(g_file_name);
// need to check file size, so can't open 'wb' - would truncate!
if (!ghost_file)
{
dprf("Could not open %s", g_file_name.c_str());
continue;
}
dprf("found %s", g_file_name.c_str());
*return_gfilename = g_file_name;
return ghost_file;
}
return nullptr;
}
#define GHOST_PERMASTORE_SIZE 10
#define GHOST_PERMASTORE_REPLACE_CHANCE 5
static size_t _ghost_permastore_size()
{
if (_bones_save_individual_levels(you.where_are_you, true))
return GHOST_PERMASTORE_SIZE;
else
return GHOST_PERMASTORE_SIZE * 2;
}
static vector<ghost_demon> _update_permastore(const vector<ghost_demon> &ghosts)
{
rng::generator rng(rng::SYSTEM_SPECIFIC);
if (ghosts.empty())
return ghosts;
// this read is not locked...
vector<ghost_demon> permastore = _load_permastore_ghosts();
vector<ghost_demon> leftovers;
bool rewrite = false;
unsigned int i = 0;
const size_t max_ghosts = _ghost_permastore_size();
while (permastore.size() < max_ghosts && i < ghosts.size())
{
// TODO: heuristics to make this as distinct as possible; maybe
// create a new name?
permastore.push_back(ghosts[i]);
#ifdef DGAMELAUNCH
// randomize name for online play
permastore.back().name = make_name();
#endif
i++;
rewrite = true;
}
if (i > 0)
_ghost_dprf("Permastoring %d ghosts", i);
if (!rewrite && x_chance_in_y(GHOST_PERMASTORE_REPLACE_CHANCE, 100)
&& i < ghosts.size())
{
int rewrite_i = random2(permastore.size());
permastore[rewrite_i] = ghosts[i];
#ifdef DGAMELAUNCH
permastore[rewrite_i].name = make_name();
#endif
rewrite = true;
}
while (i < ghosts.size())
{
leftovers.push_back(ghosts[i]);
i++;
}
if (rewrite)
{
string permastore_file = _bones_permastore_file();
// the following is to ensure that an old game doesn't overwrite a
// permastore that has a version in the future relative to that game.
{
reader inf(permastore_file);
if (inf.valid())
{
inf.set_safe_read(true); // don't die on 0-byte bones
save_version version = read_ghost_header(inf);
if (version.valid() && version.is_future())
{
permastore_file = _old_bones_filename(permastore_file,
save_version::current());
}
inf.close();
}
}
FILE *ghost_file = lk_open("wb", permastore_file);
if (!ghost_file)
{
// this will fail silently if the lock fails, seems safest
// TODO: better lock system for servers?
_ghost_dprf("Could not open ghost permastore: %s",
permastore_file.c_str());
return ghosts;
}
_ghost_dprf("Rewriting ghost permastore %s with %u ghosts",
permastore_file.c_str(), (unsigned int) permastore.size());
writer outw(permastore_file, ghost_file);
write_ghost_version(outw);
tag_write_ghosts(outw, permastore);
lk_close(ghost_file);
}
return leftovers;
}
/**
* Attempt to save all ghosts from the current level.
*
* Including the player, if they're not undead. Doesn't save ghosts from D:1-2
* or Temple.
*
* @param force Forces ghost generation even in otherwise-disallowed levels.
**/
void save_ghosts(const vector<ghost_demon> &ghosts, bool force, bool use_store)
{
// n.b. this is not called in the normal course of events for wizmode
// chars, so for debugging anything to do with deaths in wizmode, you will
// need to edit a conditional at the end of ouch.cc:ouch.
_ghost_dprf("Trying to save ghosts.");
if (ghosts.empty())
{
_ghost_dprf("Could not find any ghosts for this level to save.");
return;
}
if (!force && !ghost_demon::ghost_eligible())
{
_ghost_dprf("No eligible ghosts.");
return;
}
vector<ghost_demon> leftovers;
if (use_store)
leftovers = _update_permastore(ghosts);
else
leftovers = ghosts;
if (leftovers.size() == 0)
return;
if (_list_bones().size() >= static_cast<size_t>(GHOST_LIMIT))
{
_ghost_dprf("Too many ghosts for this level already!");
return;
}
string g_file_name = "";
FILE* ghost_file = _make_bones_file(&g_file_name);
if (!ghost_file)
{
_ghost_dprf("Could not open file to save ghosts.");
return;
}
writer outw(g_file_name, ghost_file);
write_ghost_version(outw);
tag_write_ghosts(outw, leftovers);
lk_close(ghost_file);
_ghost_dprf("Saved ghosts (%s).", g_file_name.c_str());
}
////////////////////////////////////////////////////////////////////////////
// Locking
bool lock_file_handle(FILE *handle, bool write)
{
return lock_file(fileno(handle), write, true);
}
bool unlock_file_handle(FILE *handle)
{
return unlock_file(fileno(handle));
}
/**
* Attempts to open & lock a file.
*
* @param mode The file access mode. ('r', 'ab+', etc)
* @param file The path to the file to be opened.
* @return A handle for the specified file, if successful; else nullptr.
*/
FILE *lk_open(const char *mode, const string &file)
{
ASSERT(mode);
FILE *handle = fopen_u(file.c_str(), mode);
if (!handle)
return nullptr;
const bool write_lock = mode[0] != 'r' || strchr(mode, '+');
if (!lock_file_handle(handle, write_lock))
{
mprf(MSGCH_ERROR, "ERROR: Could not lock file %s", file.c_str());
fclose(handle);
handle = nullptr;
}
return handle;
}
/**
* Attempts to open and lock a file for exclusive write access; fails if
* the file already exists.
*
* @param file The path to the file to be opened.
* @return A locked file handle for the specified file, if
* successful; else nullptr.
*/
FILE *lk_open_exclusive(const string &file)
{
int fd = open_u(file.c_str(), O_WRONLY|O_BINARY|O_EXCL|O_CREAT, 0666);
if (fd < 0)
return nullptr;
if (!lock_file(fd, true))
{
mprf(MSGCH_ERROR, "ERROR: Could not lock file %s", file.c_str());
close(fd);
return nullptr;
}
return fdopen(fd, "wb");
}
void lk_close(FILE *handle)
{
if (handle == nullptr || handle == stdin)
return;
unlock_file_handle(handle);
// actually close
fclose(handle);
}
/////////////////////////////////////////////////////////////////////////////
// file_lock
//
// Locks a named file (usually an empty lock file), creating it if necessary.
file_lock::file_lock(const string &s, const char *_mode, bool die_on_fail)
: handle(nullptr), mode(_mode), filename(s)
{
if (!(handle = lk_open(mode, filename)) && die_on_fail)
end(1, true, "Unable to open lock file \"%s\"", filename.c_str());
}
file_lock::~file_lock()
{
if (handle)
lk_close(handle);
}
/////////////////////////////////////////////////////////////////////////////
FILE *fopen_replace(const char *name)
{
int fd;
// Stave off symlink attacks. Races will be handled with O_EXCL.
unlink_u(name);
fd = open_u(name, O_CREAT|O_EXCL|O_WRONLY, 0666);
if (fd == -1)
return 0;
return fdopen(fd, "w");
}
// Returns the size of the opened file with the give FILE* handle.
off_t file_size(FILE *handle)
{
#ifdef __ANDROID__
off_t pos = ftello(handle);
if (fseeko(handle, 0, SEEK_END) < 0)
return 0;
off_t ret = ftello(handle);
fseeko(handle, pos, SEEK_SET);
return ret;
#else
struct stat fs;
const int err = fstat(fileno(handle), &fs);
return err? 0 : fs.st_size;
#endif
}
#ifdef USE_TILE_LOCAL
vector<string> get_title_files()
{
vector<string> titles;
for (const string &dir : _get_base_dirs())
for (const string &file : get_dir_files_sorted(dir))
if (file.substr(0, 6) == "title_")
titles.push_back(file);
return titles;
}
#endif
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