3 * Routines to create and navigate game map.
9 #include <stdint.h> /* uint8_t */
10 #include "../common/yx_uint8.h" /* yx_uint8 */
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 /* Check if coordinate "pos" on (or beyond) world.map is accessible to thing
27 extern uint8_t is_passable(struct yx_uint8 pos);
29 /* Wrapper to mv_yx_in_dir_wrap(), returns 1 if the wrapped function moved "yx"
30 * within the wrap borders and the map size, else 0.
32 extern uint8_t mv_yx_in_dir_legal(char dir, struct yx_uint8 * yx);