#include "map.h"
-#include <stdint.h> /* for uint16_t, uint32_t */
+#include <stdint.h> /* for uint8_t, uint16_t, uint32_t */
#include "misc.h" /* for try_malloc(), center_offset(), rrand() */
#include "map_objects.h" /* for get_player() */
-#include "yx_uint16.h" /* for yx_uint16 and dir enums */
+#include "yx_uint16.h" /* for yx_uint16, dir enums */
#include "windows.h" /* for struct Win */
#include "main.h" /* for world global */
#include "wincontrol.h" /* for get_win_by_id() */
uint16_t y, x;
for (y = 0; y < map.size.y; y++)
{
- for (x = 0; x < map.size.x; x++)
- {
- map.cells[(y * map.size.x) + x] = '~';
- }
+ for (x = 0; x < map.size.x; map.cells[(y * map.size.x) + x] = '~', x++);
}
map.cells[size / 2 + (map.size.x / 2)] = '.';
uint32_t curpos;
offset = center_offset(win->center.y,
world.map->size.y, win->framesize.y);
win->center.y = offset + (win->framesize.y / 2);
- if ('N' == d && win->center.y > 0)
- {
- win->center.y--;
- }
- else if ('S' == d && win->center.y < world.map->size.y - 1)
+ if ('S' == d && win->center.y < world.map->size.y - 1)
{
win->center.y++;
+ return;
}
+ win->center.y = win->center.y - ('N' == d && win->center.y > 0);
}
else if (('W' == d || 'E' == d) && world.map->size.x > win->framesize.x)
{
offset = center_offset(win->center.x,
world.map->size.x, win->framesize.x);
win->center.x = offset + (win->framesize.x / 2);
- if ('W' == d && win->center.x > 0)
- {
- win->center.x--;
- }
- else if ('E' == d && win->center.x < world.map->size.x - 1)
+ if ('E' == d && win->center.x < world.map->size.x - 1)
{
win->center.x++;
+ return;
}
+ win->center.x = win->center.x - ('W' == d && win->center.x > 0);
}
}
-/* Initialize an island map as 64 x 64 cells of "~" 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.
+/* 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.
*/
extern struct Map init_map();
-/* Try to change the view center of map into directino described by "d" (north
- * = "N", east = "E" etc.).
- */
+/* Try changing map window's focus into directino "d" (north = "N" etc.). */
extern void map_scroll(char d);
-/* Center map on player. */
+/* Center map window on player. */
extern void map_center();
/* Check if coordinate pos on (or beyond) map is accessible to map object