Reformat .h files.

I did my best to exempt some of the bigger aligned blocks from the reformatting
using the /* clang-format off */ and /* clang-format on */ tags. Probably some
that shouldn't have been formatted were anyway; if you encounter them, please
fix.

The clang-format tags were left in on the basis that it's much easier to prune
those out later than to put them back in, and it means that, modulo my custom
version of clang-format, I should be able to run clang-format on the source tree
again without changing anything, now that Pat has fixed the VA_DECL issues.
This commit is contained in:
Sean Hunt
2015-05-25 09:03:10 +09:00
parent 26ee7dc370
commit 8b57d96fd2
156 changed files with 10712 additions and 10701 deletions

View File

@@ -17,13 +17,13 @@
* that there are enough situations which might make a monster change its
* weapon that this is impractical. --KAA
*/
# define NO_WEAPON_WANTED 0
# define NEED_WEAPON 1
# define NEED_RANGED_WEAPON 2
# define NEED_HTH_WEAPON 3
# define NEED_PICK_AXE 4
# define NEED_AXE 5
# define NEED_PICK_OR_AXE 6
#define NO_WEAPON_WANTED 0
#define NEED_WEAPON 1
#define NEED_RANGED_WEAPON 2
#define NEED_HTH_WEAPON 3
#define NEED_PICK_AXE 4
#define NEED_AXE 5
#define NEED_PICK_OR_AXE 6
/* The following flags are used for the second argument to display_minventory
* in invent.c:
@@ -33,130 +33,132 @@
* just display wielded weapons and worn items.
*/
#define MINV_NOLET 0x01
#define MINV_ALL 0x02
#define MINV_ALL 0x02
#ifndef MEXTRA_H
#include "mextra.h"
#endif
struct monst {
struct monst *nmon;
struct permonst *data;
unsigned m_id;
short mnum; /* permanent monster index number */
short cham; /* if shapeshifter, orig mons[] idx goes here */
short movement; /* movement points (derived from permonst definition and added effects */
uchar m_lev; /* adjusted difficulty level of monster */
aligntyp malign; /* alignment of this monster, relative to the
player (positive = good to kill) */
xchar mx, my;
xchar mux, muy; /* where the monster thinks you are */
#define MTSZ 4
coord mtrack[MTSZ]; /* monster track */
int mhp, mhpmax;
unsigned mappearance; /* for undetected mimics and the wiz */
uchar m_ap_type; /* what mappearance is describing: */
#define M_AP_NOTHING 0 /* mappearance is unused -- monster appears
as itself */
#define M_AP_FURNITURE 1 /* stairs, a door, an altar, etc. */
#define M_AP_OBJECT 2 /* an object */
#define M_AP_MONSTER 3 /* a monster */
struct monst *nmon;
struct permonst *data;
unsigned m_id;
short mnum; /* permanent monster index number */
short cham; /* if shapeshifter, orig mons[] idx goes here */
short movement; /* movement points (derived from permonst definition and
added effects */
uchar m_lev; /* adjusted difficulty level of monster */
aligntyp malign; /* alignment of this monster, relative to the
player (positive = good to kill) */
xchar mx, my;
xchar mux, muy; /* where the monster thinks you are */
#define MTSZ 4
coord mtrack[MTSZ]; /* monster track */
int mhp, mhpmax;
unsigned mappearance; /* for undetected mimics and the wiz */
uchar m_ap_type; /* what mappearance is describing: */
#define M_AP_NOTHING \
0 /* mappearance is unused -- monster appears \
as itself */
#define M_AP_FURNITURE 1 /* stairs, a door, an altar, etc. */
#define M_AP_OBJECT 2 /* an object */
#define M_AP_MONSTER 3 /* a monster */
schar mtame; /* level of tameness, implies peaceful */
unsigned short mintrinsics; /* low 8 correspond to mresists */
int mspec_used; /* monster's special ability attack timeout */
schar mtame; /* level of tameness, implies peaceful */
unsigned short mintrinsics; /* low 8 correspond to mresists */
int mspec_used; /* monster's special ability attack timeout */
Bitfield(female,1); /* is female */
Bitfield(minvis,1); /* currently invisible */
Bitfield(invis_blkd,1); /* invisibility blocked */
Bitfield(perminvis,1); /* intrinsic minvis value */
Bitfield(mcan,1); /* has been cancelled */
Bitfield(mburied,1); /* has been buried */
Bitfield(mundetected,1); /* not seen in present hiding place */
/* implies one of M1_CONCEAL or M1_HIDE,
* but not mimic (that is, snake, spider,
* trapper, piercer, eel)
*/
Bitfield(mcansee,1); /* cansee 1, temp.blinded 0, blind 0 */
Bitfield(female, 1); /* is female */
Bitfield(minvis, 1); /* currently invisible */
Bitfield(invis_blkd, 1); /* invisibility blocked */
Bitfield(perminvis, 1); /* intrinsic minvis value */
Bitfield(mcan, 1); /* has been cancelled */
Bitfield(mburied, 1); /* has been buried */
Bitfield(mundetected, 1); /* not seen in present hiding place */
/* implies one of M1_CONCEAL or M1_HIDE,
* but not mimic (that is, snake, spider,
* trapper, piercer, eel)
*/
Bitfield(mcansee, 1); /* cansee 1, temp.blinded 0, blind 0 */
Bitfield(mspeed,2); /* current speed */
Bitfield(permspeed,2); /* intrinsic mspeed value */
Bitfield(mrevived,1); /* has been revived from the dead */
Bitfield(mcloned,1); /* has been cloned from another */
Bitfield(mavenge,1); /* did something to deserve retaliation */
Bitfield(mflee,1); /* fleeing */
Bitfield(mspeed, 2); /* current speed */
Bitfield(permspeed, 2); /* intrinsic mspeed value */
Bitfield(mrevived, 1); /* has been revived from the dead */
Bitfield(mcloned, 1); /* has been cloned from another */
Bitfield(mavenge, 1); /* did something to deserve retaliation */
Bitfield(mflee, 1); /* fleeing */
Bitfield(mfleetim,7); /* timeout for mflee */
Bitfield(msleeping,1); /* asleep until woken */
Bitfield(mfleetim, 7); /* timeout for mflee */
Bitfield(msleeping, 1); /* asleep until woken */
Bitfield(mblinded,7); /* cansee 0, temp.blinded n, blind 0 */
Bitfield(mstun,1); /* stunned (off balance) */
Bitfield(mblinded, 7); /* cansee 0, temp.blinded n, blind 0 */
Bitfield(mstun, 1); /* stunned (off balance) */
Bitfield(mfrozen,7);
Bitfield(mcanmove,1); /* paralysis, similar to mblinded */
Bitfield(mfrozen, 7);
Bitfield(mcanmove, 1); /* paralysis, similar to mblinded */
Bitfield(mconf,1); /* confused */
Bitfield(mpeaceful,1); /* does not attack unprovoked */
Bitfield(mtrapped,1); /* trapped in a pit, web or bear trap */
Bitfield(mleashed,1); /* monster is on a leash */
Bitfield(isshk,1); /* is shopkeeper */
Bitfield(isminion,1); /* is a minion */
Bitfield(isgd,1); /* is guard */
Bitfield(ispriest,1); /* is a priest */
Bitfield(mconf, 1); /* confused */
Bitfield(mpeaceful, 1); /* does not attack unprovoked */
Bitfield(mtrapped, 1); /* trapped in a pit, web or bear trap */
Bitfield(mleashed, 1); /* monster is on a leash */
Bitfield(isshk, 1); /* is shopkeeper */
Bitfield(isminion, 1); /* is a minion */
Bitfield(isgd, 1); /* is guard */
Bitfield(ispriest, 1); /* is a priest */
Bitfield(iswiz,1); /* is the Wizard of Yendor */
Bitfield(wormno,5); /* at most 31 worms on any level */
/* 2 free bits */
Bitfield(iswiz, 1); /* is the Wizard of Yendor */
Bitfield(wormno, 5); /* at most 31 worms on any level */
/* 2 free bits */
#define MAX_NUM_WORMS 32 /* should be 2^(wormno bitfield size) */
#define MAX_NUM_WORMS 32 /* should be 2^(wormno bitfield size) */
unsigned long mstrategy; /* for monsters with mflag3: current strategy */
unsigned long mstrategy; /* for monsters with mflag3: current strategy */
#ifdef NHSTDC
#define STRAT_APPEARMSG 0x80000000UL
#define STRAT_APPEARMSG 0x80000000UL
#else
#define STRAT_APPEARMSG 0x80000000L
#define STRAT_APPEARMSG 0x80000000L
#endif
#define STRAT_ARRIVE 0x40000000L /* just arrived on current level */
#define STRAT_WAITFORU 0x20000000L
#define STRAT_CLOSE 0x10000000L
#define STRAT_WAITMASK (STRAT_CLOSE | STRAT_WAITFORU)
#define STRAT_HEAL 0x08000000L
#define STRAT_GROUND 0x04000000L
#define STRAT_MONSTR 0x02000000L
#define STRAT_PLAYER 0x01000000L
#define STRAT_NONE 0x00000000L
#define STRAT_ARRIVE 0x40000000L /* just arrived on current level */
#define STRAT_WAITFORU 0x20000000L
#define STRAT_CLOSE 0x10000000L
#define STRAT_WAITMASK (STRAT_CLOSE | STRAT_WAITFORU)
#define STRAT_HEAL 0x08000000L
#define STRAT_GROUND 0x04000000L
#define STRAT_MONSTR 0x02000000L
#define STRAT_PLAYER 0x01000000L
#define STRAT_NONE 0x00000000L
#define STRAT_STRATMASK 0x0f000000L
#define STRAT_XMASK 0x00ff0000L
#define STRAT_YMASK 0x0000ff00L
#define STRAT_GOAL 0x000000ffL
#define STRAT_GOALX(s) ((xchar)((s & STRAT_XMASK) >> 16))
#define STRAT_GOALY(s) ((xchar)((s & STRAT_YMASK) >> 8))
#define STRAT_XMASK 0x00ff0000L
#define STRAT_YMASK 0x0000ff00L
#define STRAT_GOAL 0x000000ffL
#define STRAT_GOALX(s) ((xchar)((s & STRAT_XMASK) >> 16))
#define STRAT_GOALY(s) ((xchar)((s & STRAT_YMASK) >> 8))
long mtrapseen; /* bitmap of traps we've been trapped in */
long mlstmv; /* for catching up with lost time */
long mspare1;
struct obj *minvent;
long mtrapseen; /* bitmap of traps we've been trapped in */
long mlstmv; /* for catching up with lost time */
long mspare1;
struct obj *minvent;
struct obj *mw;
long misc_worn_check;
xchar weapon_check;
struct obj *mw;
long misc_worn_check;
xchar weapon_check;
int meating; /* monster is eating timeout */
struct mextra *mextra; /* point to mextra struct */
int meating; /* monster is eating timeout */
struct mextra *mextra; /* point to mextra struct */
};
#define newmonst() (struct monst *)alloc(sizeof(struct monst))
#define newmonst() (struct monst *) alloc(sizeof(struct monst))
/* these are in mspeed */
#define MSLOW 1 /* slow monster */
#define MFAST 2 /* speeded monster */
#define MSLOW 1 /* slow monster */
#define MFAST 2 /* speeded monster */
#define MON_WEP(mon) ((mon)->mw)
#define MON_NOWEP(mon) ((mon)->mw = (struct obj *)0)
#define MON_WEP(mon) ((mon)->mw)
#define MON_NOWEP(mon) ((mon)->mw = (struct obj *) 0)
#define DEADMONSTER(mon) ((mon)->mhp < 1)
#define is_starting_pet(mon) ((mon)->m_id == context.startingpet_mid)
#define is_vampshifter(mon) ((mon)->cham == PM_VAMPIRE || \
(mon)->cham == PM_VAMPIRE_LORD || \
(mon)->cham == PM_VLAD_THE_IMPALER)
#define DEADMONSTER(mon) ((mon)->mhp < 1)
#define is_starting_pet(mon) ((mon)->m_id == context.startingpet_mid)
#define is_vampshifter(mon) \
((mon)->cham == PM_VAMPIRE || (mon)->cham == PM_VAMPIRE_LORD \
|| (mon)->cham == PM_VLAD_THE_IMPALER)
#endif /* MONST_H */