3 * Routines to create and navigate game map.
9 #include <stdint.h> /* uint8_t, uint16_t */
10 #include "../common/yx_uint8.h" /* yx_uint8 struct */
14 /* Initialize island map "~" cells representing water and "." cells representing
15 * land. The island shape is built randomly by starting with a sea of one land
16 * cell in the middle, then going into a cycle of repeatedly selecting a random
17 * seal cell and transforming it into land if it is neighbor to land; the cycle
18 * ends when a land cell is due to be created right at the border of the map.
19 * Lots of 'X' cells representing trees are put on the island, too.
21 extern void init_map();
23 /* Check if coordinate "pos" on (or beyond) world.map is accessible to thing
26 extern uint8_t is_passable(struct yx_uint8 pos);
28 /* Transform "yx" to an index position in the world map. */
29 extern uint16_t yx_to_map_pos(struct yx_uint8 * yx);