3 * Struct for the game map and routines to create and scroll on it.
9 #include "yx_uint16.h" /* for yx_uint16 and dir enums */
16 struct yx_uint16 size; /* map's height/width in number of cells */
17 char * cells; /* sequence of bytes encoding map cells */
22 /* Initialize an island map as 64 x 64 cells of "~" cells representing water and
23 * "." cells representing land. The shape of the island is generated randomly by
24 * starting with a sea containing one land cell in the middle and then going
25 * into a cycle of repeatedly selecting a random cell on the map and
26 * transforming it into a land cell if it is horizontally or vertically neighbor
27 * to one; the cycle ends when a land cell is due to be created right at the
30 extern struct Map init_map();
32 /* Try to change the view center of map into directino described by "d" (north
33 * = "N", east = "E" etc.).
35 extern void map_scroll(char d);
37 /* Center map on player. */
38 extern void map_center();
40 /* Check if coordinate pos on (or beyond) map is accessible to map object
43 extern uint8_t is_passable(struct Map * map, struct yx_uint16 pos);