/* src/server/map.h
*
- * Struct for the game map and routines to create and scroll on it.
+ * Routines to create and navigate game map.
*/
-#ifndef MAP_H
-#define MAP_H
+#ifndef MAP_H_SERVER
+#define MAP_H_SERVER
-#include <stdint.h> /* uint8_t */
+#include <stdint.h> /* uint8_t, uint16_t */
#include "../common/yx_uint8.h" /* yx_uint8 struct */
-#include "../common/yx_uint16.h" /* yx_uint16 struct */
-
-
-
-struct Map
-{
- struct yx_uint16 size; /* Map's height/width (use max. 256x256)! */
- char * cells; /* Sequence of bytes encoding map cells. */
-};
* cell in the middle, then going into a cycle of repeatedly selecting a random
* seal cell and transforming it into land if it is neighbor to land; the cycle
* ends when a land cell is due to be created right at the border of the map.
+ * Lots of 'X' cells representing trees are put on the island, too.
*/
extern void init_map();
*/
extern uint8_t is_passable(struct yx_uint8 pos);
+/* Transform "yx" to an index position in the world map. */
+extern uint16_t yx_to_map_pos(struct yx_uint8 * yx);
+
#endif