X-Git-Url: https://plomlompom.com/repos/foo.html?a=blobdiff_plain;ds=inline;f=src%2Fserver%2Fmap.h;h=b1ad4c716b1ddd9ef64c5ebd58219454ea02eeac;hb=3cb6ed6453b22eba62f7c9186790813b0abebeb9;hp=9e3c54858033011cc193c4a5b81007d5f5e39a5c;hpb=639a12151eeb7ce0d18de330b4bb8d9d8094c4d3;p=plomrogue
diff --git a/src/server/map.h b/src/server/map.h
index 9e3c548..b1ad4c7 100644
--- a/src/server/map.h
+++ b/src/server/map.h
@@ -1,42 +1,31 @@
/* src/server/map.h
*
- * Struct for the game map and routines to create and navigate on it.
+ * Routines to create and navigate game map.
*/
-#ifndef MAP_H
-#define MAP_H
+#ifndef MAP_H_SERVER
+#define MAP_H_SERVER
#include /* 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. */
-};
-
-
-
-/* Initialize island map "~" cells representing water and "." cells representing
- * 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.
+/* (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.
*/
-extern void init_map();
+extern void remake_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