follow-up
adjust the mon_offmap(mon) macro to test any of the bits that constitute being off the map, while ignoring some of the other bits that do not.
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+4
-1
@@ -257,7 +257,10 @@ struct monst {
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#define mon_perma_blind(mon) (!mon->mcansee && !mon->mblinded)
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#define mon_offmap(mon) ((mon)->mstate != MON_FLOOR)
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#define MON_OFF_MAP_BITS (MON_OFFMAP | MON_DETACH | MON_LIMBO | MON_MIGRATING \
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| MON_ENDGAME_FREE | MON_ENDGAME_MIGR | MON_BUBBLEMOVE)
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#define mon_offmap(mon) (((mon)->mstate & (MON_OFF_MAP_BITS)) != 0)
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/* Get the maximum difficulty monsters that can currently be generated,
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given the current level difficulty and the hero's level. */
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+2
-3
@@ -935,11 +935,10 @@ place_monster(struct monst *mon, coordxy x, coordxy y)
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bits that may be set. We'll probably make MON_FLOOR an
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actual bit one day */
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mon->mstate &= ~(MON_OFFMAP | MON_DETACH | MON_LIMBO | MON_MIGRATING
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| MON_ENDGAME_FREE | MON_ENDGAME_MIGR);
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mon->mstate &= ~(MON_OFF_MAP_BITS);
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/* We don't mess with these bits above:
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MON_BUBBLEMOVE | MON_OBLITERATE | MON_STILL_ARRIVING | MON_PARKED
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MON_OBLITERATE | MON_STILL_ARRIVING | MON_PARKED
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*/
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}
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