-struct Map
-{
- struct yx_uint16 size; /* Map's height/width (use max. 256x256)! */
- char * cells; /* Sequence of bytes encoding map cells. */
- uint8_t dist_orthogonal; /* Ratio of the diagonal movement penalty as */
- uint8_t dist_diagonal; /* encoded by (.dist_diagonal/.dist_orthonal). */
-};
-
-
-
-/* Initialize island map "~" 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.