* Struct for the game map and routines to create and scroll on it.
*/
-#ifndef MAP_H_SERVER
-#define MAP_H_SERVER
+#ifndef MAP_H
+#define MAP_H
#include <stdint.h> /* uint8_t */
-#include "../common/map.h" /* struct Map */
+#include "../common/yx_uint8.h" /* yx_uint8 struct */
#include "../common/yx_uint16.h" /* yx_uint16 struct */
-/* 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.
+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.
*/
extern void init_map();
/* Check if coordinate "pos" on (or beyond) world.map is accessible to map
* object movement.
*/
-extern uint8_t is_passable(struct yx_uint16 pos);
+extern uint8_t is_passable(struct yx_uint8 pos);