/* 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_SERVER
#define MAP_H_SERVER
-#include <stdint.h> /* uint8_t */
-#include "../common/map.h" /* struct Map */
-#include "../common/yx_uint16.h" /* yx_uint16 struct */
+#include <stdint.h> /* uint8_t, uint16_t */
+#include "../common/yx_uint8.h" /* yx_uint8 struct */
-/* Initialize island map as 64 x 64 "~" cells representing water and "." cells
- * representing land. The shape of the island is generated randomly by starting
- * with a sea containing one land cell in the middle and then going into a cycle
- * of repeatedly selecting a random cell on the map and transforming it into a
- * land cell if it is horizontally or vertically neighbor to one; the cycle ends
- * when a land cell is due to be created right at the border of the map.
+/* (Re-)make island map "~" cells representing water and "." cells representing
+ * land. The island shape is built randomly from world.seed_map by starting with
+ * a sea of one land cell in the middle, then going into a cycle of repeatedly
+ * selecting a random sea 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.
*/
-extern void init_map();
+extern void remake_map();
-/* Check if coordinate "pos" on (or beyond) world.map is accessible to map
- * object movement.
+/* Check if coordinate "pos" on (or beyond) world.map is accessible to thing
+ * movement.
*/
-extern uint8_t is_passable(struct yx_uint16 pos);
+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);