X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=src%2Fserver%2Fmap.h;h=1ca12d69c8e56d8b80371f5d7498d7ea1f4061dd;hb=cf0d81ea863df7adb1bdd862708571b0e40a73cb;hp=9e3c54858033011cc193c4a5b81007d5f5e39a5c;hpb=639a12151eeb7ce0d18de330b4bb8d9d8094c4d3;p=plomrogue diff --git a/src/server/map.h b/src/server/map.h index 9e3c548..1ca12d6 100644 --- a/src/server/map.h +++ b/src/server/map.h @@ -1,41 +1,40 @@ /* src/server/map.h * - * Struct for the game map and routines to create and navigate on it. + * Routines to create and navigate game map. */ -#ifndef MAP_H -#define MAP_H +#ifndef MAP_H_SERVER +#define MAP_H_SERVER -#include /* uint8_t, uint16_t */ -#include "../common/yx_uint8.h" /* yx_uint8 struct */ -#include "../common/yx_uint16.h" /* yx_uint16 struct */ +#include /* uint8_t */ +struct yx_uint8; -struct Map -{ - struct yx_uint16 size; /* Map's height/width (use max. 256x256)! */ - char * cells; /* Sequence of bytes encoding map cells. */ -}; - - - -/* Initialize island map "~" cells representing water and "." cells representing - * land. The island shape is built randomly by starting with a sea of one land - * 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. +/* (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. +/* Move "yx" into hex direction "dir". Available hex directions are: 'e' + * (north-east), 'd' (east), 'c' (south-east), 'x' (south-west), 's' (west), 'w' + * (north-west). Returns 1 if the move was legal, else 0. + * + * A move is legal if "yx" ends up in the confines of the map and the original + * wrap space. The latter is left to a neighbor wrap space if "yx" moves beyond + * the minimal (0) or maximal (UINT8_MAX) column or row of possible map space – + * in which case "yx".y or "yx".x will snap to the respective opposite side. The + * current wrapping state is kept between successive calls until a "yx" of NULL + * is passed, in which case the function does nothing but zero the wrap state. + * Successive wrapping may move "yx" several wrap spaces into either direction, + * or return it into the original wrap space. */ -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); +extern uint8_t mv_yx_in_dir_legal(char dir, struct yx_uint8 * yx);