X-Git-Url: https://plomlompom.com/repos/?a=blobdiff_plain;f=src%2Fserver%2Fmap.h;h=b1ad4c716b1ddd9ef64c5ebd58219454ea02eeac;hb=c8841380b53dbd999061a8de399e71d5d8272fb0;hp=9e3c54858033011cc193c4a5b81007d5f5e39a5c;hpb=639a12151eeb7ce0d18de330b4bb8d9d8094c4d3;p=plomrogue diff --git a/src/server/map.h b/src/server/map.h index 9e3c548..b1ad4c7 100644 --- a/src/server/map.h +++ b/src/server/map.h @@ -1,42 +1,31 @@ /* 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 */ -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. +/* Check if coordinate "pos" on (or beyond) world.map is accessible to thing + * movement. */ 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