3 * Routines to create and navigate game map.
9 #include <stdint.h> /* uint8_t */
14 /* (Re-)make island map "~" cells representing water and "." cells representing
15 * land. The island shape is built randomly from world.seed_map by starting with
16 * a sea of one land cell in the middle, then going into a cycle of repeatedly
17 * selecting a random sea cell and transforming it into land if it is neighbor
18 * to land; the cycle ends when a land cell is due to be created right at the
19 * border of the map. Lots of 'X' cells representing trees are put on the
22 extern void remake_map();
24 /* Move "yx" into hex direction "dir". Available hex directions are: 'e'
25 * (north-east), 'd' (east), 'c' (south-east), 'x' (south-west), 's' (west), 'w'
26 * (north-west). Returns 1 if the move was legal, else 0.
28 * A move is legal if "yx" ends up in the confines of the map and the original
29 * wrap space. The latter is left to a neighbor wrap space if "yx" moves beyond
30 * the minimal (0) or maximal (UINT8_MAX) column or row of possible map space –
31 * in which case "yx".y or "yx".x will snap to the respective opposite side. The
32 * current wrapping state is kept between successive calls until a "yx" of NULL
33 * is passed, in which case the function does nothing but zero the wrap state.
34 * Successive wrapping may move "yx" several wrap spaces into either direction,
35 * or return it into the original wrap space.
37 extern uint8_t mv_yx_in_dir_legal(char dir, struct yx_uint8 * yx);