/*** Screen Locations ***/
-
-
-/*
- * Object flags
- *
- * Old variables for object flags such as flags1, flags2, and flags3
- * are obsolated. Now single array flgs[TR_FLAG_SIZE] contains all
- * object flags. And each flag is refered by single index number
- * instead of a bit mask.
- *
- * Therefore it's very easy to add a lot of new flags; no one need to
- * worry about in which variable a new flag should be put, nor to
- * modify a huge number of files all over the source directory at once
- * to add new flag variables such as flags4, a_ability_flags1, etc...
- *
- * All management of flags is now treated using a set of macros
- * instead of bit operations.
- * Note: These macros are using division, modulo, and bit shift
- * operations, and it seems that these operations are rather slower
- * than original bit operation. But since index numbers are almost
- * always given as constant, such slow operations are performed in the
- * compile time. So there is no problem on the speed.
- *
- * Exceptions of new flag management is a set of flags to control
- * object generation and the curse flags. These are not yet rewritten
- * in new index form; maybe these have no merit of rewriting.
- */
-
-#define have_flag(ARRAY, INDEX) !!((ARRAY)[(INDEX)/32] & (1L << ((INDEX)%32)))
-#define add_flag(ARRAY, INDEX) ((ARRAY)[(INDEX)/32] |= (1L << ((INDEX)%32)))
-#define remove_flag(ARRAY, INDEX) ((ARRAY)[(INDEX)/32] &= ~(1L << ((INDEX)%32)))
-#define is_pval_flag(INDEX) ((TR_STR <= (INDEX) && (INDEX) <= TR_MAGIC_MASTERY) || (TR_STEALTH <= (INDEX) && (INDEX) <= TR_BLOWS))
-#define have_pval_flags(ARRAY) !!((ARRAY)[0] & (0x00003f7f))
-
/*
* Is the monster seen by the player?
*/
#define MAX_MACRO_MOD 12
#define MAX_MACRO_TRIG 200 /*!< \93o\98^\82ð\8b\96\82·\83}\83N\83\8d\81i\83g\83\8a\83K\81[\81j\82Ì\8dÅ\91å\90\94 */
+/*
+ * Object flags
+ *
+ * Old variables for object flags such as flags1, flags2, and flags3
+ * are obsolated. Now single array flgs[TR_FLAG_SIZE] contains all
+ * object flags. And each flag is refered by single index number
+ * instead of a bit mask.
+ *
+ * Therefore it's very easy to add a lot of new flags; no one need to
+ * worry about in which variable a new flag should be put, nor to
+ * modify a huge number of files all over the source directory at once
+ * to add new flag variables such as flags4, a_ability_flags1, etc...
+ *
+ * All management of flags is now treated using a set of macros
+ * instead of bit operations.
+ * Note: These macros are using division, modulo, and bit shift
+ * operations, and it seems that these operations are rather slower
+ * than original bit operation. But since index numbers are almost
+ * always given as constant, such slow operations are performed in the
+ * compile time. So there is no problem on the speed.
+ *
+ * Exceptions of new flag management is a set of flags to control
+ * object generation and the curse flags. These are not yet rewritten
+ * in new index form; maybe these have no merit of rewriting.
+ */
+
+#define have_flag(ARRAY, INDEX) !!((ARRAY)[(INDEX)/32] & (1L << ((INDEX)%32)))
+#define add_flag(ARRAY, INDEX) ((ARRAY)[(INDEX)/32] |= (1L << ((INDEX)%32)))
+#define remove_flag(ARRAY, INDEX) ((ARRAY)[(INDEX)/32] &= ~(1L << ((INDEX)%32)))
+#define is_pval_flag(INDEX) ((TR_STR <= (INDEX) && (INDEX) <= TR_MAGIC_MASTERY) || (TR_STEALTH <= (INDEX) && (INDEX) <= TR_BLOWS))
+#define have_pval_flags(ARRAY) !!((ARRAY)[0] & (0x00003f7f))
+
/*
* Sort-array element
*/