int init_logic(void)
{
	prepare_map();
	aloc_options();
	endwin();
	return 0;
}
/***********************************************************************//**
 * @brief Set map cube
 *
 * @param[in] map Sky map.
 *
 * Set the sky map.
 ***************************************************************************/
inline
void GModelSpatialDiffuseMap::map(const GSkymap& map)
{
    m_map = map;
    prepare_map();
    return;
}
Example #3
0
void start_location::setup( overmap *&cur_om, int &levx, int &levy, int &levz ) const
{
    // We start in the (0,0,0) overmap.
    cur_om = &overmap_buffer.get( 0, 0 );
    tripoint omtstart = cur_om->find_random_omt( target() );
    if( omtstart == overmap::invalid_tripoint ) {
        // TODO (maybe): either regenerate the overmap (conflicts with existing characters there,
        // that has to be checked. Or look at the neighboring overmaps, but one has to stop
        // looking for it sometimes.
        debugmsg( "Could not find starting overmap terrain %s", target().c_str() );
        omtstart = tripoint( 0, 0, 0 );
    }

    // Now prepare the initial map (change terrain etc.)
    const point player_location = overmapbuffer::omt_to_sm_copy( omtstart.x, omtstart.y );
    tinymap player_start;
    player_start.load( player_location.x, player_location.y, omtstart.z, false, cur_om );
    prepare_map( player_start );
    player_start.save();

    // Setup game::levx/levy/levz - those are in submap coordinates!
    // And the player is centered in the map
    levx = player_location.x - ( MAPSIZE / 2 );
    levy = player_location.y - ( MAPSIZE / 2 );
    levz = omtstart.z;
}
void start_location::prepare_map( const tripoint &omtstart ) const
{
    // Now prepare the initial map (change terrain etc.)
    const point player_location = omt_to_sm_copy( omtstart.x, omtstart.y );
    tinymap player_start;
    player_start.load( player_location.x, player_location.y, omtstart.z, false );
    prepare_map( player_start );
    player_start.save();
}
Example #5
0
int main(int an, char **ac) {
  struct xmlnode *scene, *hypervisor, *mmu, *map, *guest;
  char fn[128];
  uint64_t i, j;

  if (an != 2) {
    fprintf(stderr, "ERROR: need build directory argument.\n");
    return 1;
  }

  sprintf(fn, "%s/scenario_p_laidout.xml", ac[1]);
  scene = parse_from_file(fn, STRUCT_SCENARIO);
  if (!scene) {
    fprintf(stderr, "ERROR: could not load scenario: %s.\n", xml_errormsg);
    return 1;
  }

  // ---------------------------------------------------------------------------

  hypervisor = get_child(scene, STRUCT_HYPERVISOR);
  mmu = get_child(hypervisor, STRUCT_MMU);

  iterate_over_children(i, mmu, STRUCT_MAP, map) {
    if (strcmp(map->attrs[MAP_ATTR_XREF].value.string, "core_rx") == 0) {
      globals_window[0] = get_dict_hex(map->attrs + MAP_ATTR_BASE, 0);
      break;
    }
  }
  globals_window[1] = ~0UL;

  prepare_map(scene, mmu);
  layout_map_fixmaps(scene, mmu);
  layout_map(scene, mmu, -1);

  for (i = 0; i < hypervisor->attrs[HYPERVISOR_ATTR_NCPUS].value.number; i++) {
    struct range *Rclone = clone_range(map_range);
    layout_map(scene, mmu, i);
    map_range = Rclone;
  }

  map_range = NULL;

  iterate_over_children(i, scene, STRUCT_GUEST, guest) {
    mmu = get_child(guest, STRUCT_MMU);
    iterate_over_children(j, mmu, STRUCT_MAP, map) {
      if (!attr_exists(map->attrs + MAP_ATTR_BASE)) {
        fprintf(stderr, "ERROR: no dynamic placement for guests.\n");
        return 1;
      }
    }
  }
Example #6
0
tripoint start_location::setup() const
{
    // We start in the (0,0,0) overmap.
    overmap &initial_overmap = overmap_buffer.get( 0, 0 );
    tripoint omtstart = initial_overmap.find_random_omt( target() );
    if( omtstart == overmap::invalid_tripoint ) {
        // TODO (maybe): either regenerate the overmap (conflicts with existing characters there,
        // that has to be checked. Or look at the neighboring overmaps, but one has to stop
        // looking for it sometimes.
        debugmsg( "Could not find starting overmap terrain %s", target().c_str() );
        omtstart = tripoint( 0, 0, 0 );
    }

    // Now prepare the initial map (change terrain etc.)
    const point player_location = overmapbuffer::omt_to_sm_copy( omtstart.x, omtstart.y );
    tinymap player_start;
    player_start.load( player_location.x, player_location.y, omtstart.z, false );
    prepare_map( player_start );
    player_start.save();

    return omtstart;
}