static inline boolean is_space_dir(const GdCave *cave, const int x, const int y,
const GdDirection dir)
{
- GdElement e = get_dir(cave, x, y, dir)&O_MASK;
+ GdElement e = get_dir(cave, x, y, dir) & O_MASK;
return (e == O_SPACE || e == O_LAVA);
}
static inline void store_dir(GdCave *cave, const int x, const int y,
const GdDirection dir, const GdElement element)
{
- store(cave, x + gd_dx[dir], y + gd_dy[dir], element|SCANNED);
+ store(cave, x + gd_dx[dir], y + gd_dy[dir], element | SCANNED);
}
/* store an element to a neighbouring cell */
{
/* if we find a scanned element, change it to the normal one, and that's all. */
/* this is required, for example for chasing stones, which have moved, always passing slime! */
- if (get(cave, x, y)&SCANNED)
+ if (get(cave, x, y) & SCANNED)
{
store(cave, x, y, get(cave, x, y) & ~SCANNED);