X-Git-Url: https://plomlompom.com/repos/foo.html?a=blobdiff_plain;f=src%2Fserver%2Fmap.h;h=d9ebf7476fc8a38f584a8dd1c29f42b8012065d1;hb=7c958f842958e0908862c56f07e432c65b4655d3;hp=464f8964d5a8d76e48a71a989c95fa2d2a1319e6;hpb=dd9d65ee727ac7e95801da0f8b5bae7009811802;p=plomrogue
diff --git a/src/server/map.h b/src/server/map.h
index 464f896..d9ebf74 100644
--- a/src/server/map.h
+++ b/src/server/map.h
@@ -1,31 +1,47 @@
/* src/server/map.h
*
- * Struct for the game map and routines to create and scroll on it.
+ * This file is part of PlomRogue. PlomRogue is licensed under the GPL version 3
+ * or any later version. For details on its copyright, license, and warranties,
+ * see the file NOTICE in the root directory of the PlomRogue source package.
+ *
+ * Routines to create and navigate game map.
*/
#ifndef MAP_H_SERVER
#define MAP_H_SERVER
#include /* uint8_t */
-#include "../common/map.h" /* struct Map */
-#include "../common/yx_uint16.h" /* yx_uint16 struct */
+struct yx_uint8;
-/* Initialize island map as 64 x 64 "~" 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.
+/* (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.
+/* Move "yx" into hex direction "dir". Available hex directions are: 'e'
+ * (north-east), 'd' (east), 'c' (south-east), 'x' (south-west), 's' (west), 'w'
+ * (north-west). Returns 1 if the move was legal, else 0.
+ *
+ * A move is legal if "yx" ends up in the confines of the map and the original
+ * wrap space. The latter is left to a neighbor wrap space if "yx" moves beyond
+ * the minimal (0) or maximal (UINT8_MAX) column or row of possible map space â
+ * in which case "yx".y or "yx".x will snap to the respective opposite side. The
+ * current wrapping state is kept between successive calls until a "yx" of NULL
+ * is passed, in which case the function does nothing but zero the wrap state.
+ * Successive wrapping may move "yx" several wrap spaces into either direction,
+ * or return it into the original wrap space.
*/
-extern uint8_t is_passable(struct yx_uint16 pos);
+extern uint8_t mv_yx_in_dir_legal(char dir, struct yx_uint8 * yx);
+/* Initialize (empty) map array at "map". */
+extern void init_empty_map(char ** map);
#endif