+/* map.h
+ *
+ * Struct for the game map and routines to create and scroll on it.
+ */
+
#ifndef MAP_H
#define MAP_H
-#include "yx_uint16.h"
+#include "yx_uint16.h" /* for yx_uint16 and dir enums */
+struct Win;
+
+
+
+struct Map
+{
+ struct yx_uint16 size; /* map's height/width in number of cells */
+ char * cells; /* sequence of bytes encoding map cells */
+};
+
+
+
+/* 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 changing map window's focus into directino "d" (north = "N" etc.). */
+extern void map_scroll(char d);
+
+/* Center map window on player. */
+extern void map_center();
-struct Player;
+/* Check if coordinate pos on (or beyond) map is accessible to map object
+ * movement.
+ */
+extern uint8_t is_passable(struct Map * map, struct yx_uint16 pos);
-struct Map {
- struct yx_uint16 size;
- struct yx_uint16 offset;
- char * cells; };
-extern struct Map init_map ();
-extern void map_scroll (struct Map *, char, struct yx_uint16);
-extern void map_center_player (struct Map *, struct Player *, struct yx_uint16);
#endif