3 * Routines to create and navigate game map.
9 #include <stdint.h> /* uint8_t, uint16_t */
10 #include "../common/yx_uint8.h" /* yx_uint8 struct */
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 island.
21 extern void remake_map();
23 /* Check if coordinate "pos" on (or beyond) world.map is accessible to thing
26 extern uint8_t is_passable(struct yx_uint8 pos);
28 /* Transform "yx" to an index position in the world map. */
29 extern uint16_t yx_to_map_pos(struct yx_uint8 * yx);