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Revision: 1.158
Committed: Wed Dec 5 19:03:26 2018 UTC (5 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.157: +1 -1 lines
Log Message:
some bugfixes

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2002-2005 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
24 */
25
26 /*
27 * The maptile is allocated each time a new map is opened.
28 * It contains pointers (very indirectly) to all objects on the map.
29 */
30
31 #ifndef MAP_H
32 #define MAP_H
33
34 #include <tr1/unordered_map>
35
36 //+GPL
37
38 #include "region.h"
39 #include "cfperl.h"
40
41 /* We set this size - this is to make magic map work properly on
42 * tiled maps. There is no requirement that this matches the
43 * tiled maps size - it just seemed like a reasonable value.
44 * Magic map code now always starts out putting the player in the
45 * center of the map - this makes the most sense when dealing
46 * with tiled maps.
47 * We also figure out the magicmap color to use as we process the
48 * spaces - this is more efficient as we already have up to date
49 * map pointers.
50 */
51 #define MAGIC_MAP_SIZE 50
52 #define MAGIC_MAP_HALF MAGIC_MAP_SIZE/2
53
54 #define MAP_LAYERS 3
55
56 // tile map index - toggling the lowest bit reverses direction
57 enum
58 {
59 TILE_NORTH,
60 TILE_SOUTH,
61 TILE_WEST,
62 TILE_EAST,
63 TILE_UP,
64 TILE_DOWN,
65 TILE_NUM
66 };
67
68 #define REVERSE_TILE_DIR(dir) ((dir) ^ 1)
69
70 /* Values for state below */
71 enum
72 {
73 MAP_SWAPPED, // header loaded, nothing else
74 MAP_INACTIVE, // in memory, linkable, but not active
75 MAP_ACTIVE, // running!
76 };
77
78 /* GET_MAP_FLAGS really shouldn't be used very often - get_map_flags should
79 * really be used, as it is multi tile aware. However, there are some cases
80 * where it is known the map is not tiled or the values are known
81 * consistent (eg, op->map, op->x, op->y)
82 */
83 // all those macros are herewith declared legacy
84 #define GET_MAP_FLAGS(M,X,Y) (M)->at((X),(Y)).flags ()
85 #define GET_MAP_OB(M,X,Y) (M)->at((X),(Y)).bot
86 #define GET_MAP_TOP(M,X,Y) (M)->at((X),(Y)).top
87 #define GET_MAP_FACE_OBJ(M,X,Y,L) (M)->at((X),(Y)).faces_obj[L]
88 #define GET_MAP_MOVE_BLOCK(M,X,Y) (M)->at((X),(Y)).move_block
89 #define GET_MAP_MOVE_SLOW(M,X,Y) (M)->at((X),(Y)).move_slow
90 #define GET_MAP_MOVE_ON(M,X,Y) (M)->at((X),(Y)).move_on
91 #define GET_MAP_MOVE_OFF(M,X,Y) (M)->at((X),(Y)).move_off
92
93 /* You should really know what you are doing before using this - you
94 * should almost always be using out_of_map instead, which takes into account
95 * map tiling.
96 */
97 #define OUT_OF_REAL_MAP(M,X,Y) (!(IN_RANGE_EXC ((X), 0, (M)->width) && IN_RANGE_EXC ((Y), 0, (M)->height)))
98
99 /* These are used in the mapspace flags element. They are not used in
100 * in the object flags structure.
101 */
102 #define P_BLOCKSVIEW 0x01
103 #define P_NO_MAGIC 0x02 /* Spells (some) can't pass this object */
104 #define P_NO_CLERIC 0x04 /* no clerical spells cast here */
105 #define P_SAFE 0x08 /* If this is set the map tile is a safe space,
106 * that means, nothing harmful can be done,
107 * such as: bombs, potion usage, alchemy, spells
108 * this was introduced to make shops safer
109 * but is useful in other situations */
110
111 #define P_PLAYER 0x10 /* a player (or something seeing these objects) is on this mapspace */
112 #define P_IS_ALIVE 0x20 /* something alive is on this space */
113 #define P_UPTODATE 0x80 // this space is up to date
114
115 /* The following two values are not stored in the MapLook flags, but instead
116 * used in the get_map_flags value - that function is used to return
117 * the flag value, as well as other conditions - using a more general
118 * function that does more of the work can hopefully be used to replace
119 * lots of duplicate checks currently in the code.
120 */
121 #define P_OUT_OF_MAP 0x10000 /* This space is outside the map */
122 #define P_NEW_MAP 0x20000 /* Coordinates passed result in a new tiled map */
123
124 // persistent flags (pflags) in mapspace
125 enum
126 {
127 PF_VIS_UP = 0x01, // visible upwards, set by upmap, cleared by mapspace
128 };
129
130 /* Instead of having numerous arrays that have information on a
131 * particular space (was map, floor, floor2, map_ob),
132 * have this structure take care of that information.
133 * This puts it all in one place, and should also make it easier
134 * to extend information about a space.
135 */
136 INTERFACE_CLASS (mapspace)
137 struct mapspace
138 {
139 object *ACC (RW, bot);
140 object *ACC (RW, top); /* lowest/highest object on this space */
141 object *ACC (RW, faces_obj[MAP_LAYERS]);/* face objects for the 3 layers */
142 uint8 flags_; /* flags about this space (see the P_ values above) */
143 sint8 ACC (RW, light); /* How much light this space provides */
144 MoveType ACC (RW, move_block); /* What movement types this space blocks */
145 MoveType ACC (RW, move_slow); /* What movement types this space slows */
146 MoveType ACC (RW, move_on); /* What movement types are activated */
147 MoveType ACC (RW, move_off); /* What movement types are activated */
148 uint16_t ACC (RW, items_); // saturates at 64k
149 uint32_t ACC (RW, volume_); // ~dm³ (not cm³) (factor is actually 1024)
150 uint32_t ACC (RW, smell); // the last count a player was seen here, or 0
151 static uint32_t ACC (RW, smellcount); // global smell counter
152
153 uint8_t pflags; // additional, persistent flags
154 uint8_t pad [3]; // pad to 64 bytes on LP64 systems
155
156 //-GPL
157
158 void update_ ();
159 MTH void update ()
160 {
161 // we take advantage of the fact that 0x80 is the sign bit
162 // to generate more efficient code on many cpus
163 //assert (sint8 (P_UPTODATE) < 0);
164 //assert (sint8 (-1 & ~P_UPTODATE) >= 0);
165
166 if (ecb_expect_false (sint8 (flags_) >= 0))
167 update_ ();
168
169 // must be true by now (gcc seems content with only the second test)
170 ecb_assume (sint8 (flags_) < 0);
171 ecb_assume (flags_ & P_UPTODATE);
172 }
173
174 MTH uint8 flags ()
175 {
176 update ();
177 return flags_;
178 }
179
180 MTH void update_up ();
181
182 MTH void invalidate ()
183 {
184 flags_ = 0;
185
186 if (pflags)
187 update_up ();
188 }
189
190 MTH object *player ()
191 {
192 object *op;
193
194 if (flags () & P_PLAYER)
195 for (op = top; op->type != PLAYER; op = op->below)
196 ;
197 else
198 op = 0;
199
200 return op;
201 }
202
203 MTH uint32 items()
204 {
205 update ();
206 return items_;
207 }
208
209 // return the item volume on this mapspace in cm³
210 MTH volume_t volume ()
211 {
212 update ();
213 return volume_ * 1024;
214 }
215
216 bool blocks (MoveType mt) const
217 {
218 return move_block && (mt & move_block) == mt;
219 }
220
221 bool blocks (object *op) const
222 {
223 return blocks (op->move_type);
224 }
225 };
226
227 // a rectangular area of a map, used my split_to_tiles/unordered_mapwalk
228 struct maprect
229 {
230 maptile *m;
231 int x0, y0;
232 int x1, y1;
233 int dx, dy; // offset to go from local coordinates to original tile */
234 };
235
236 // (refcounted) list of objects on this map that need physics processing
237 struct physics_queue
238 : unordered_vector<object *>
239 {
240 int i; // already processed
241 physics_queue ();
242 ~physics_queue ();
243 object *pop ();
244 };
245
246 #define PHYSICS_QUEUES 16 // "activity" at least every 16 ticks
247
248 //+GPL
249
250 struct shopitems : zero_initialised
251 {
252 const char *name; /* name of the item in question, null if it is the default item */
253 const char *name_pl; /* plural name */
254 int typenum; /* itemtype number we need to match 0 if it is the default price */
255 sint8 strength; /* the degree of specialisation the shop has in this item,
256 * as a percentage from -100 to 100 */
257 int index; /* being the size of the shopitems array. */
258 };
259
260 // map I/O, what to load/save
261 enum {
262 IO_HEADER = 0x01, // the "arch map" pseudo object
263 IO_OBJECTS = 0x02, // the non-unique objects
264 IO_UNIQUES = 0x04, // unique objects
265 };
266
267 /* In general, code should always use the macros
268 * above (or functions in map.c) to access many of the
269 * values in the map structure. Failure to do this will
270 * almost certainly break various features. You may think
271 * it is safe to look at width and height values directly
272 * (or even through the macros), but doing so will completely
273 * break map tiling.
274 */
275 INTERFACE_CLASS (maptile)
276 struct maptile : zero_initialised, attachable
277 {
278 sint32 ACC (RW, width), ACC (RW, height); /* Width and height of map. */
279 struct mapspace *spaces; /* Array of spaces on this map */
280 uint8 *regions; /* region index per mapspace, if != 0 */
281 region_ptr *regionmap; /* index to region */
282
283 tstamp ACC (RW, last_access); /* last time this map was accessed somehow */
284
285 shstr ACC (RW, name); /* Name of map as given by its creator */
286 region_ptr ACC (RW, default_region); /* What jurisdiction in the game world this map is ruled by
287 * points to the struct containing all the properties of
288 * the region */
289 double ACC (RW, reset_time);
290 uint32 ACC (RW, reset_timeout); /* How many seconds must elapse before this map
291 * should be reset
292 */
293 bool ACC (RW, dirty); /* if true, something was inserted or removed */
294 bool ACC (RW, no_reset); // must not reset this map
295 bool ACC (RW, fixed_resettime); /* if true, reset time is not affected by
296 * players entering/exiting map
297 */
298 uint8 ACC (RW, state); /* If not true, the map has been freed and must
299 * be loaded before used. The map,omap and map_ob
300 * arrays will be allocated when the map is loaded */
301 sint32 ACC (RW, timeout); /* swapout is set to this */
302 sint32 ACC (RW, swap_time); /* When it reaches 0, the map will be swapped out */
303 sint16 players; /* How many players are on this map right now */
304 uint16 ACC (RW, difficulty); /* What level the player should be to play here */
305
306 bool ACC (RW, per_player);
307 bool ACC (RW, per_party);
308 bool ACC (RW, outdoor); /* True if an outdoor map */
309 bool ACC (RW, no_drop); /* avoid auto-dropping (on death) anything on this map */
310 sint8 ACC (RW, darkness); /* indicates level of darkness of map */
311 static sint8 outdoor_darkness; /* the global darkness level outside */
312
313 uint16 ACC (RW, enter_x); /* enter_x and enter_y are default entrance location */
314 uint16 ACC (RW, enter_y); /* on the map if none are set in the exit */
315 oblinkpt *buttons; /* Linked list of linked lists of buttons */
316 struct shopitems *shopitems; /* a semi-colon seperated list of item-types the map's shop will trade in */
317 shstr ACC (RW, shoprace); /* the preffered race of the local shopkeeper */
318 double ACC (RW, shopgreed); /* how much our shopkeeper overcharges */
319 sint64 ACC (RW, shopmin); /* minimum price a shop will trade for */
320 sint64 ACC (RW, shopmax); /* maximum price a shop will offer */
321 shstr ACC (RW, msg); /* Message map creator may have left */
322 shstr ACC (RW, maplore); /* Map lore information */
323 shstr ACC (RW, tile_path[TILE_NUM]); /* path to adjoining maps */
324 maptile *ACC (RW, tile_map[TILE_NUM]); /* Next map, linked list */
325 shstr ACC (RW, path); /* Filename of the map */
326 volume_t ACC (RW, max_volume); // maximum volume for all items on a mapspace
327 int ACC (RW, max_items); // maximum number of items on a mapspace
328
329 //-GPL
330
331 physics_queue pq[PHYSICS_QUEUES];
332 MTH void queue_physics (object *ob, int after = 0);
333 MTH void queue_physics_at (int x, int y);
334 MTH int run_physics (tick_t tick, int max_objects);
335 MTH void activate_physics ();
336
337 // the maptile:: is neccessary here for the perl interface to work
338 MTH sint8 darklevel (sint8 outside = maptile::outdoor_darkness) const
339 {
340 return clamp (outdoor ? darkness + outside : darkness, 0, MAX_DARKNESS);
341 }
342
343 static void adjust_daylight ();
344
345 MTH void activate ();
346 MTH void deactivate ();
347
348 // allocates all (empty) mapspace
349 MTH void alloc ();
350 // deallocates the mapspaces (and destroys all objects)
351 MTH void clear ();
352
353 MTH void post_load (); // update cached values in mapspaces etc.
354 MTH void fix_auto_apply ();
355 MTH void do_decay_objects ();
356 MTH void update_buttons ();
357 MTH int change_map_light (int change);
358 MTH int estimate_difficulty () const;
359
360 MTH void play_sound (faceidx sound, int x, int y) const;
361 MTH void say_msg (const_utf8_string msg, int x, int y) const;
362
363 // connected links
364 oblinkpt *find_link (shstr_tmp id);
365 MTH void trigger (shstr_tmp id, int state = 1, object *activator = 0, object *originator = 0);
366
367 // set the given flag on all objects in the map
368 MTH void set_object_flag (int flag, int value = 1);
369 MTH void post_load_original ();
370
371 MTH void link_multipart_objects ();
372 MTH void clear_unique_items ();
373
374 MTH void clear_header ();
375 MTH void clear_links_to (maptile *m);
376
377 MTH struct region *region (int x, int y) const;
378
379 // load the header pseudo-object
380 bool _load_header (object_thawer &thawer);
381 MTH bool _load_header (object_thawer *thawer) { return _load_header (*thawer); }
382
383 // load objects into the map
384 bool _load_objects (object_thawer &thawer);
385 MTH bool _load_objects (object_thawer *thawer) { return _load_objects (*thawer); }
386
387 // save objects into the given file (uses IO_ flags)
388 bool _save_objects (object_freezer &freezer, int flags);
389 MTH bool _save_objects (const_octet_string path, int flags);
390
391 // save the header pseudo object _only_
392 bool _save_header (object_freezer &freezer);
393 MTH bool _save_header (const_octet_string path);
394
395 maptile ();
396 maptile (int w, int h);
397 void init ();
398 ~maptile ();
399
400 void do_destroy ();
401 void gather_callbacks (AV *&callbacks, event_type event) const;
402
403 MTH bool linkable () { return state >= MAP_INACTIVE; }
404
405 MTH int size () const { return width * height; }
406
407 MTH object *insert (object *op, int x, int y, object *originator = 0, int flags = 0);
408
409 MTH void touch () { last_access = runtime; }
410
411 // returns the map at given direction. if the map isn't linked yet,
412 // it will either return false (if load is false), or otherwise try to link
413 // it - if linking fails because the map is not loaded yet, it will
414 // start loading the map and return 0.
415 // thus, if you get 0, the map exists and load is true, then some later
416 // call (some tick or so later...) will eventually succeed.
417 MTH maptile *tile_available (int dir, bool load = true);
418
419 // find the map that is at coordinate x|y relative to this map
420 // TODO: need a better way than passing by reference
421 // TODO: make perl interface
422 maptile *xy_find (sint16 &x, sint16 &y);
423
424 // like xy_find, but also loads the map
425 maptile *xy_load (sint16 &x, sint16 &y);
426
427 void do_load_sync ();//PERL
428
429 // make sure the map is loaded
430 MTH void load_sync ()
431 {
432 if (!spaces)
433 do_load_sync ();
434 }
435
436 void make_map_floor (char **layout, const char *floorstyle, random_map_params *RP);
437 bool generate_random_map (random_map_params *RP);
438
439 static maptile *find_async (const_utf8_string path, maptile *original = 0, bool load = true);//PERL
440 static maptile *find_sync (const_utf8_string path, maptile *original = 0);//PERL
441 static maptile *find_style_sync (const_utf8_string dir, const_utf8_string file = 0);//PERL
442 object *pick_random_object (rand_gen &gen = rndm) const;
443
444 mapspace &at (uint32 x, uint32 y) const { return spaces [x * height + y]; }
445
446 // return an array of maprects corresponding
447 // to the given rectangular area. the last rect will have
448 // a 0 map pointer.
449 maprect *split_to_tiles (dynbuf &buf, int x0, int y0, int x1, int y1);
450
451 MTH bool is_in_shop (int x, int y) const;
452 };
453
454 inline bool
455 object::is_in_shop () const
456 {
457 return is_on_map ()
458 && map->is_in_shop (x, y);
459 }
460
461 //+GPL
462
463 /* This is used by get_rangevector to determine where the other
464 * creature is. get_rangevector takes into account map tiling,
465 * so you just can not look the the map coordinates and get the
466 * righte value. distance_x/y are distance away, which
467 * can be negative. direction is the crossfire direction scheme
468 * that the creature should head. part is the part of the
469 * monster that is closest.
470 * Note: distance should be always >=0. I changed it to UINT. MT
471 */
472 struct rv_vector
473 {
474 unsigned int distance;
475 int distance_x;
476 int distance_y;
477 int direction;
478 object *part;
479 };
480
481 // comaptibility cruft start
482 //TODO: these should be refactored into things like xy_normalise
483 // and so on.
484 int get_map_flags (maptile *oldmap, maptile **newmap, sint16 x, sint16 y, sint16 *nx, sint16 *ny);
485 int out_of_map (maptile *m, int x, int y);
486 maptile *get_map_from_coord (maptile *m, sint16 *x, sint16 *y);
487 void get_rangevector (object *op1, object *op2, rv_vector *retval, int flags);
488 void get_rangevector_from_mapcoord (maptile *m, int x, int y, const object *op2, rv_vector *retval, int flags = 0 /*unused*/);
489 int on_same_map (const object *op1, const object *op2);
490 int adjacent_map (maptile *map1, maptile *map2, int *dx, int *dy);
491
492 // adjust map, x and y for tiled maps and return true if the position is valid at all
493 static inline bool
494 xy_normalise (maptile *&map, sint16 &x, sint16 &y)
495 {
496 // when in range, do a quick return, otherwise go the slow route
497 return
498 (IN_RANGE_EXC (x, 0, map->width) && IN_RANGE_EXC (y, 0, map->height))
499 || !(get_map_flags (map, &map, x, y, &x, &y) & P_OUT_OF_MAP);
500 }
501 // comaptibility cruft end
502
503 //-GPL
504
505 inline mapspace &
506 object::ms () const
507 {
508 return map->at (x, y);
509 }
510
511 struct mapxy {
512 maptile *m;
513 sint16 x, y;
514
515 mapxy (maptile *m, sint16 x, sint16 y)
516 : m(m), x(x), y(y)
517 { }
518
519 mapxy (object *op)
520 : m(op->map), x(op->x), y(op->y)
521 { }
522
523 mapxy &move (int dx, int dy)
524 {
525 x += dx;
526 y += dy;
527
528 return *this;
529 }
530
531 mapxy &move (int dir)
532 {
533 return move (DIRX (dir), DIRY (dir));
534 }
535
536 operator void *() const { return (void *)m; }
537 mapxy &operator =(const object *op)
538 {
539 m = op->map;
540 x = op->x;
541 y = op->y;
542
543 return *this;
544 }
545
546 mapspace *operator ->() const { return &m->at (x, y); }
547 mapspace &operator * () const { return m->at (x, y); }
548
549 bool normalise ()
550 {
551 return xy_normalise (m, x, y);
552 }
553
554 mapspace &ms () const
555 {
556 return m->at (x, y);
557 }
558
559 object *insert (object *op, object *originator = 0, int flags = 0) const
560 {
561 return m->insert (op, x, y, originator, flags);
562 }
563 };
564
565 inline const mapxy &
566 object::operator =(const mapxy &pos)
567 {
568 map = pos.m;
569 x = pos.x;
570 y = pos.y;
571
572 return pos;
573 }
574
575 // iterate over a rectangular area relative to op
576 // can be used as a single statement, but both iterate macros
577 // invocations must not be followed by a ";"
578 // see common/los.C for usage example
579 // the walk will be ordered, outer loop x, inner loop y
580 // m will be set to the map (or 0), nx, ny to the map coord, dx, dy to the offset relative to op
581 // "continue" will skip to the next space
582 #define ordered_mapwalk_begin(op,dx0,dy0,dx1,dy1) \
583 for (int dx = (dx0); dx <= (dx1); ++dx) \
584 { \
585 sint16 nx, ny; \
586 maptile *m = 0; \
587 \
588 for (int dy = (dy0); dy <= (dy1); ++dy) \
589 { \
590 /* check to see if we can simply go one down quickly, */ \
591 /* if not, do it the slow way */ \
592 if (!m || ++ny >= m->height) \
593 { \
594 nx = (op)->x + dx; ny = (op)->y + dy; m = (op)->map; \
595 \
596 if (!xy_normalise (m, nx, ny)) \
597 m = 0; \
598 }
599
600 #define ordered_mapwalk_end \
601 } \
602 }
603
604 extern dynbuf mapwalk_buf; // can be used in simple non-recursive situations
605
606 // special "grave" map used to store all removed objects
607 // till they can be destroyed - saves a lot of checks in the rest
608 // of the code
609 struct freed_map
610 : maptile
611 {
612 freed_map ()
613 : maptile (3, 3)
614 {
615 path = "<freed objects map>";
616 name = "/internal/freed_objects_map";
617 no_drop = 1;
618 no_reset = 1;
619
620 state = MAP_ACTIVE;
621 }
622
623 ~freed_map ()
624 {
625 destroy ();
626 }
627 };
628
629 // initialised in common/shstr.C, due to shstr usage we need defined
630 // initialisation order!
631 extern struct freed_map freed_map; // freed objects are moved here to avoid crashes
632
633 // loop over every space in the given maprect,
634 // setting m, nx, ny to the map and -coordinate and dx, dy to the offset relative to dx0,dy0
635 // the iterator code must be a single statement following this macro call, similar to "if"
636 // "continue" will skip to the next space
637 #define rect_mapwalk(rect,dx0,dy0) \
638 statementvar (maptile *, m, (rect)->m) \
639 for (int nx = (rect)->x0; nx < (rect)->x1; ++nx) \
640 for (int ny = (rect)->y0; ny < (rect)->y1; ++ny) \
641 statementvar (int, dx, nx + (rect)->dx - (dx0)) \
642 statementvar (int, dy, ny + (rect)->dy - (dy0))
643
644 // same as ordered_mapwalk, but the walk will not follow any particular
645 // order (unorded), but is likely faster.
646 // m will be set to the map (never 0!), nx, ny to the map coord, dx, dy to the offset relative to op
647 // "continue" will skip to the next space
648 #define unordered_mapwalk_at(buf,map,ox,oy,dx0,dy0,dx1,dy1) \
649 for (maprect *r_e_c_t = (map)->split_to_tiles (buf, \
650 (ox) + (dx0) , (oy) + (dy0) , \
651 (ox) + (dx1) + 1, (oy) + (dy1) + 1); \
652 r_e_c_t->m; \
653 ++r_e_c_t) \
654 rect_mapwalk (r_e_c_t, (ox), (oy))
655
656 #define unordered_mapwalk(buf,op,dx0,dy0,dx1,dy1) \
657 unordered_mapwalk_at (buf,op->map, op->x, op->y, dx0, dy0, dx1, dy1)
658
659 #endif
660