/* 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
-#define MAP_H
+#ifndef MAP_H_SERVER
+#define MAP_H_SERVER
-#include <stdint.h> /* uint8_t */
+#include <stdint.h> /* 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. */
- 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.
+ * 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.
*/
extern void init_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