realign macro continuation after g to g? expansion
This commit is contained in:
12
src/botl.c
12
src/botl.c
@@ -676,11 +676,11 @@ static const char *cache_nomovemsg = NULL, *cache_multi_reason = NULL;
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do { \
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boolean clear_cache = FALSE, refresh_cache = FALSE; \
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\
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if (gm.multi < 0) { \
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if (gn.nomovemsg || gm.multi_reason) { \
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if (cache_nomovemsg != gn.nomovemsg) \
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if (gm.multi < 0) { \
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if (gn.nomovemsg || gm.multi_reason) { \
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if (cache_nomovemsg != gn.nomovemsg) \
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refresh_cache = TRUE; \
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if (cache_multi_reason != gm.multi_reason) \
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if (cache_multi_reason != gm.multi_reason) \
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refresh_cache = TRUE; \
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} else { \
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clear_cache = TRUE; \
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@@ -693,8 +693,8 @@ do { \
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cache_multi_reason = (const char *) 0; \
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} \
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if (refresh_cache) { \
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cache_nomovemsg = gn.nomovemsg; \
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cache_multi_reason = gm.multi_reason; \
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cache_nomovemsg = gn.nomovemsg; \
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cache_multi_reason = gm.multi_reason; \
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} \
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if (clear_cache || refresh_cache) { \
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cache_reslt[0] = cache_avail[0] = FALSE; \
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@@ -1814,14 +1814,14 @@ show_glyph(coordxy x, coordxy y, int glyph)
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* Reset the changed glyph borders so that none of the 3rd screen has
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* changed.
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*/
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#define reset_glyph_bbox() \
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{ \
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int i; \
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\
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for (i = 0; i < ROWNO; i++) { \
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#define reset_glyph_bbox() \
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{ \
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int i; \
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\
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for (i = 0; i < ROWNO; i++) { \
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gg.gbuf_start[i] = COLNO - 1; \
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gg.gbuf_stop[i] = 0; \
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} \
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} \
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}
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static gbuf_entry nul_gbuf = {
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@@ -2410,7 +2410,7 @@ int wallcolors[sokoban_walls + 1] = {
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#endif
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#if 0
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#define is_objpile(x, y) \
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#define is_objpile(x, y) \
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(!Hallucination && gl.level.objects[(x)][(y)] \
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&& gl.level.objects[(x)][(y)]->nexthere)
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#endif
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12
src/mon.c
12
src/mon.c
@@ -475,13 +475,13 @@ pm_to_cham(int mndx)
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}
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/* for deciding whether corpse will carry along full monster data */
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#define KEEPTRAITS(mon) \
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((mon)->isshk || (mon)->mtame || unique_corpstat((mon)->data) \
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|| is_reviver((mon)->data) \
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/* normally quest leader will be unique, */ \
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/* but he or she might have been polymorphed */ \
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#define KEEPTRAITS(mon) \
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((mon)->isshk || (mon)->mtame || unique_corpstat((mon)->data) \
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|| is_reviver((mon)->data) \
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/* normally quest leader will be unique, */ \
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/* but he or she might have been polymorphed */ \
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|| (mon)->m_id == gq.quest_status.leader_m_id \
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/* special cancellation handling for these */ \
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/* special cancellation handling for these */ \
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|| (dmgtype((mon)->data, AD_SEDU) || dmgtype((mon)->data, AD_SSEX)))
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/* Creates a monster corpse, a "special" corpse, or nothing if it doesn't
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@@ -523,22 +523,22 @@ ucatchgem(
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}
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#define MT_FLIGHTCHECK(pre,forcehit) \
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(/* missile hits edge of screen */ \
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!isok(gb.bhitpos.x + dx, gb.bhitpos.y + dy) \
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/* missile hits the wall */ \
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|| IS_ROCK(levl[gb.bhitpos.x + dx][gb.bhitpos.y + dy].typ) \
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/* missile hit closed door */ \
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|| closed_door(gb.bhitpos.x + dx, gb.bhitpos.y + dy) \
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/* missile might hit iron bars */ \
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/* the random chance for small objects hitting bars is */ \
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/* skipped when reaching them at point blank range */ \
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|| (levl[gb.bhitpos.x + dx][gb.bhitpos.y + dy].typ == IRONBARS \
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&& hits_bars(&singleobj, \
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gb.bhitpos.x, gb.bhitpos.y, \
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gb.bhitpos.x + dx, gb.bhitpos.y + dy, \
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((pre) ? 0 : forcehit), 0)) \
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/* Thrown objects "sink" */ \
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|| (!(pre) && IS_SINK(levl[gb.bhitpos.x][gb.bhitpos.y].typ)) \
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(/* missile hits edge of screen */ \
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!isok(gb.bhitpos.x + dx, gb.bhitpos.y + dy) \
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/* missile hits the wall */ \
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|| IS_ROCK(levl[gb.bhitpos.x + dx][gb.bhitpos.y + dy].typ) \
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/* missile hit closed door */ \
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|| closed_door(gb.bhitpos.x + dx, gb.bhitpos.y + dy) \
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/* missile might hit iron bars */ \
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/* the random chance for small objects hitting bars is */ \
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/* skipped when reaching them at point blank range */ \
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|| (levl[gb.bhitpos.x + dx][gb.bhitpos.y + dy].typ == IRONBARS \
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&& hits_bars(&singleobj, \
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gb.bhitpos.x, gb.bhitpos.y, \
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gb.bhitpos.x + dx, gb.bhitpos.y + dy, \
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((pre) ? 0 : forcehit), 0)) \
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/* Thrown objects "sink" */ \
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|| (!(pre) && IS_SINK(levl[gb.bhitpos.x][gb.bhitpos.y].typ)) \
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)
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void
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