#ifndef SECTOR_H #define SECTOR_H #include "common.h" #include "player.h" struct sector { float floor, ceil; // floor and ceiling heights size_t *vertices; // index of each vertex (vertices[nverts]) size_t *neighbors; // index of each neighboring sector (neighbors[nverts]) size_t nverts; // number of vertices defining the sector }; typedef struct { struct sector *sectors; // all the sectors in the map size_t nsects; // sectors[nsects] struct xy *vertices; // all vertices in the map size_t nverts; // vertices[nverts] player_t player; // the player (should be an array in the future) } map_t; int map_draw(map_t *map, int SW, int SH); // SW and SH should be uint void map_player_sector(map_t *map); int map_load(map_t *map, char *filename); void map_unload(map_t *map); void map_print(map_t *map); int map_save(map_t *map, char *filename); #endif