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.
85 lines
2.6 KiB
C
85 lines
2.6 KiB
C
/* NetHack 3.6 trap.h $NHDT-Date$ $NHDT-Branch$:$NHDT-Revision$ */
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/* NetHack 3.6 trap.h $Date: 2009/05/06 10:45:14 $ $Revision: 1.7 $ */
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/* SCCS Id: @(#)trap.h 3.5 2000/08/30 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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/* note for 3.1.0 and later: no longer manipulated by 'makedefs' */
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#ifndef TRAP_H
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#define TRAP_H
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union vlaunchinfo {
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short v_launch_otyp; /* type of object to be triggered */
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coord v_launch2; /* secondary launch point (for boulders) */
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uchar v_conjoined; /* conjoined pit locations */
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short v_tnote; /* boards: 12 notes */
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};
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struct trap {
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struct trap *ntrap;
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xchar tx, ty;
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d_level dst; /* destination for portals */
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coord launch;
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Bitfield(ttyp, 5);
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Bitfield(tseen, 1);
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Bitfield(once, 1);
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Bitfield(madeby_u, 1); /* So monsters may take offence when you trap
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them. Recognizing who made the trap isn't
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completely unreasonable, everybody has
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their own style. This flag is also needed
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when you untrap a monster. It would be too
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easy to make a monster peaceful if you could
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set a trap for it and then untrap it. */
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union vlaunchinfo vl;
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#define launch_otyp vl.v_launch_otyp
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#define launch2 vl.v_launch2
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#define conjoined vl.v_conjoined
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#define tnote vl.v_tnote
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};
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extern struct trap *ftrap;
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#define newtrap() (struct trap *) alloc(sizeof(struct trap))
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#define dealloc_trap(trap) free((genericptr_t)(trap))
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/* reasons for statue animation */
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#define ANIMATE_NORMAL 0
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#define ANIMATE_SHATTER 1
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#define ANIMATE_SPELL 2
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/* reasons for animate_statue's failure */
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#define AS_OK 0 /* didn't fail */
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#define AS_NO_MON 1 /* makemon failed */
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#define AS_MON_IS_UNIQUE 2 /* statue monster is unique */
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/* Note: if adding/removing a trap, adjust trap_engravings[] in mklev.c */
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/* unconditional traps */
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#define NO_TRAP 0
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#define ARROW_TRAP 1
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#define DART_TRAP 2
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#define ROCKTRAP 3
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#define SQKY_BOARD 4
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#define BEAR_TRAP 5
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#define LANDMINE 6
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#define ROLLING_BOULDER_TRAP 7
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#define SLP_GAS_TRAP 8
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#define RUST_TRAP 9
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#define FIRE_TRAP 10
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#define PIT 11
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#define SPIKED_PIT 12
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#define HOLE 13
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#define TRAPDOOR 14
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#define TELEP_TRAP 15
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#define LEVEL_TELEP 16
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#define MAGIC_PORTAL 17
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#define WEB 18
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#define STATUE_TRAP 19
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#define MAGIC_TRAP 20
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#define ANTI_MAGIC 21
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#define POLY_TRAP 22
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#define VIBRATING_SQUARE 23
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#define TRAPNUM 24
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#endif /* TRAP_H */
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