do { \
boolean clear_cache = FALSE, refresh_cache = FALSE; \
\
- if (gm.multi < 0) { \
- if (gn.nomovemsg || gm.multi_reason) { \
- if (cache_nomovemsg != gn.nomovemsg) \
+ if (gm.multi < 0) { \
+ if (gn.nomovemsg || gm.multi_reason) { \
+ if (cache_nomovemsg != gn.nomovemsg) \
refresh_cache = TRUE; \
- if (cache_multi_reason != gm.multi_reason) \
+ if (cache_multi_reason != gm.multi_reason) \
refresh_cache = TRUE; \
} else { \
clear_cache = TRUE; \
cache_multi_reason = (const char *) 0; \
} \
if (refresh_cache) { \
- cache_nomovemsg = gn.nomovemsg; \
- cache_multi_reason = gm.multi_reason; \
+ cache_nomovemsg = gn.nomovemsg; \
+ cache_multi_reason = gm.multi_reason; \
} \
if (clear_cache || refresh_cache) { \
cache_reslt[0] = cache_avail[0] = FALSE; \
* Reset the changed glyph borders so that none of the 3rd screen has
* changed.
*/
-#define reset_glyph_bbox() \
- { \
- int i; \
- \
- for (i = 0; i < ROWNO; i++) { \
+#define reset_glyph_bbox() \
+ { \
+ int i; \
+ \
+ for (i = 0; i < ROWNO; i++) { \
gg.gbuf_start[i] = COLNO - 1; \
gg.gbuf_stop[i] = 0; \
- } \
+ } \
}
static gbuf_entry nul_gbuf = {
#endif
#if 0
-#define is_objpile(x, y) \
+#define is_objpile(x, y) \
(!Hallucination && gl.level.objects[(x)][(y)] \
&& gl.level.objects[(x)][(y)]->nexthere)
#endif
}
/* for deciding whether corpse will carry along full monster data */
-#define KEEPTRAITS(mon) \
- ((mon)->isshk || (mon)->mtame || unique_corpstat((mon)->data) \
- || is_reviver((mon)->data) \
- /* normally quest leader will be unique, */ \
- /* but he or she might have been polymorphed */ \
+#define KEEPTRAITS(mon) \
+ ((mon)->isshk || (mon)->mtame || unique_corpstat((mon)->data) \
+ || is_reviver((mon)->data) \
+ /* normally quest leader will be unique, */ \
+ /* but he or she might have been polymorphed */ \
|| (mon)->m_id == gq.quest_status.leader_m_id \
- /* special cancellation handling for these */ \
+ /* special cancellation handling for these */ \
|| (dmgtype((mon)->data, AD_SEDU) || dmgtype((mon)->data, AD_SSEX)))
/* Creates a monster corpse, a "special" corpse, or nothing if it doesn't
}
#define MT_FLIGHTCHECK(pre,forcehit) \
- (/* missile hits edge of screen */ \
- !isok(gb.bhitpos.x + dx, gb.bhitpos.y + dy) \
- /* missile hits the wall */ \
- || IS_ROCK(levl[gb.bhitpos.x + dx][gb.bhitpos.y + dy].typ) \
- /* missile hit closed door */ \
- || closed_door(gb.bhitpos.x + dx, gb.bhitpos.y + dy) \
- /* missile might hit iron bars */ \
- /* the random chance for small objects hitting bars is */ \
- /* skipped when reaching them at point blank range */ \
- || (levl[gb.bhitpos.x + dx][gb.bhitpos.y + dy].typ == IRONBARS \
- && hits_bars(&singleobj, \
- gb.bhitpos.x, gb.bhitpos.y, \
- gb.bhitpos.x + dx, gb.bhitpos.y + dy, \
- ((pre) ? 0 : forcehit), 0)) \
- /* Thrown objects "sink" */ \
- || (!(pre) && IS_SINK(levl[gb.bhitpos.x][gb.bhitpos.y].typ)) \
+ (/* missile hits edge of screen */ \
+ !isok(gb.bhitpos.x + dx, gb.bhitpos.y + dy) \
+ /* missile hits the wall */ \
+ || IS_ROCK(levl[gb.bhitpos.x + dx][gb.bhitpos.y + dy].typ) \
+ /* missile hit closed door */ \
+ || closed_door(gb.bhitpos.x + dx, gb.bhitpos.y + dy) \
+ /* missile might hit iron bars */ \
+ /* the random chance for small objects hitting bars is */ \
+ /* skipped when reaching them at point blank range */ \
+ || (levl[gb.bhitpos.x + dx][gb.bhitpos.y + dy].typ == IRONBARS \
+ && hits_bars(&singleobj, \
+ gb.bhitpos.x, gb.bhitpos.y, \
+ gb.bhitpos.x + dx, gb.bhitpos.y + dy, \
+ ((pre) ? 0 : forcehit), 0)) \
+ /* Thrown objects "sink" */ \
+ || (!(pre) && IS_SINK(levl[gb.bhitpos.x][gb.bhitpos.y].typ)) \
)
void