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	<title>Source:NetHack 3.3.0/display.h - Revision history</title>
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	<updated>2026-06-04T05:50:22Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>https://nethackwiki.com/index.php?title=Source:NetHack_3.3.0/display.h&amp;diff=28845&amp;oldid=prev</id>
		<title>Kernigh bot: NetHack 3.3.0/display.h moved to Source:NetHack 3.3.0/display.h: Robot: moved page</title>
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		<updated>2008-03-04T10:23:43Z</updated>

		<summary type="html">&lt;p&gt;&lt;a href=&quot;/wiki/NetHack_3.3.0/display.h&quot; class=&quot;mw-redirect&quot; title=&quot;NetHack 3.3.0/display.h&quot;&gt;NetHack 3.3.0/display.h&lt;/a&gt; moved to &lt;a href=&quot;/wiki/Source:NetHack_3.3.0/display.h&quot; title=&quot;Source:NetHack 3.3.0/display.h&quot;&gt;Source:NetHack 3.3.0/display.h&lt;/a&gt;: Robot: moved page&lt;/p&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Revision as of 10:23, 4 March 2008&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
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		<author><name>Kernigh bot</name></author>
		
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		<title>Jaytbot: Automated source code upload</title>
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		<updated>2006-09-25T19:00:57Z</updated>

		<summary type="html">&lt;p&gt;Automated source code upload&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Below is the full text to '''display.h''' from the [[NetHack 3.3.0 source code|source code]] of [[NetHack 3.3.0]]. To link to a particular line, write [[NetHack 3.3.0/display.h#line123|&amp;lt;nowiki&amp;gt;[[NetHack 3.3.0/display.h#line123]]&amp;lt;/nowiki&amp;gt;]], for example.&lt;br /&gt;
&lt;br /&gt;
'''Warning!''' This is the source code from an old release. For the latest release, see [[Source code]]&lt;br /&gt;
&lt;br /&gt;
{{NGPL}}&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line1&amp;quot;&amp;gt;1.    /*	SCCS Id: @(#)display.h	3.3	1999/11/30	*/&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line2&amp;quot;&amp;gt;2.    /* Copyright (c) Dean Luick, with acknowledgements to Kevin Darcy */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line3&amp;quot;&amp;gt;3.    /* and Dave Cohrs, 1990.					  */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line4&amp;quot;&amp;gt;4.    /* NetHack may be freely redistributed.  See license for details. */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line5&amp;quot;&amp;gt;5.    &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line6&amp;quot;&amp;gt;6.    #ifndef DISPLAY_H&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line7&amp;quot;&amp;gt;7.    #define DISPLAY_H&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line8&amp;quot;&amp;gt;8.    &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line9&amp;quot;&amp;gt;9.    #ifndef VISION_H&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line10&amp;quot;&amp;gt;10.   #include &amp;quot;vision.h&amp;quot;&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line11&amp;quot;&amp;gt;11.   #endif&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line12&amp;quot;&amp;gt;12.   &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line13&amp;quot;&amp;gt;13.   #ifndef MONDATA_H&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line14&amp;quot;&amp;gt;14.   #include &amp;quot;mondata.h&amp;quot;	/* for mindless() */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line15&amp;quot;&amp;gt;15.   #endif&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line16&amp;quot;&amp;gt;16.   &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line17&amp;quot;&amp;gt;17.   #ifndef INVISIBLE_OBJECTS&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line18&amp;quot;&amp;gt;18.   #define vobj_at(x,y) (level.objects[x][y])&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line19&amp;quot;&amp;gt;19.   #endif&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line20&amp;quot;&amp;gt;20.   &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line21&amp;quot;&amp;gt;21.   /*&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line22&amp;quot;&amp;gt;22.    * sensemon()&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line23&amp;quot;&amp;gt;23.    *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line24&amp;quot;&amp;gt;24.    * Returns true if the hero can sense the given monster.  This includes&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line25&amp;quot;&amp;gt;25.    * monsters that are hiding or mimicing other monsters.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line26&amp;quot;&amp;gt;26.    */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line27&amp;quot;&amp;gt;27.   #define tp_sensemon(mon) (	/* The hero can always sense a monster IF:  */\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line28&amp;quot;&amp;gt;28.       (!mindless(mon-&amp;gt;data)) &amp;amp;&amp;amp;	/* 1. the monster has a brain to sense AND  */\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line29&amp;quot;&amp;gt;29.         ((Blind &amp;amp;&amp;amp; Blind_telepat) ||	/* 2a. hero is blind and telepathic OR	    */\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line30&amp;quot;&amp;gt;30.   				/* 2b. hero is using a telepathy inducing   */\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line31&amp;quot;&amp;gt;31.   				/*	 object and in range		    */\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line32&amp;quot;&amp;gt;32.         (Unblind_telepat &amp;amp;&amp;amp;					      \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line33&amp;quot;&amp;gt;33.   	(distu(mon-&amp;gt;mx, mon-&amp;gt;my) &amp;lt;= (BOLT_LIM * BOLT_LIM))))		      \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line34&amp;quot;&amp;gt;34.   )&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line35&amp;quot;&amp;gt;35.   &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line36&amp;quot;&amp;gt;36.   #define sensemon(mon) (tp_sensemon(mon) || Detect_monsters)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line37&amp;quot;&amp;gt;37.   &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line38&amp;quot;&amp;gt;38.   &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line39&amp;quot;&amp;gt;39.   /*&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line40&amp;quot;&amp;gt;40.    * mon_visible()&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line41&amp;quot;&amp;gt;41.    *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line42&amp;quot;&amp;gt;42.    * Returns true if the hero can see the monster.  It is assumed that the&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line43&amp;quot;&amp;gt;43.    * hero can physically see the location of the monster.  The function&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line44&amp;quot;&amp;gt;44.    * vobj_at() returns a pointer to an object that the hero can see there.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line45&amp;quot;&amp;gt;45.    * Infravision is not taken into account.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line46&amp;quot;&amp;gt;46.    */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line47&amp;quot;&amp;gt;47.   #define mon_visible(mon) (		/* The hero can see the monster     */\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line48&amp;quot;&amp;gt;48.   					/* IF the monster		    */\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line49&amp;quot;&amp;gt;49.       (!mon-&amp;gt;minvis || See_invisible) &amp;amp;&amp;amp;	/* 1. is not invisible AND	    */\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line50&amp;quot;&amp;gt;50.       (!mon-&amp;gt;mundetected) &amp;amp;&amp;amp;		/* 2. not an undetected hider	    */\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line51&amp;quot;&amp;gt;51.       (!(mon-&amp;gt;mburied || u.uburied))	/* 3. neither you or it is buried   */\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line52&amp;quot;&amp;gt;52.   )&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line53&amp;quot;&amp;gt;53.   &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line54&amp;quot;&amp;gt;54.   /*&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line55&amp;quot;&amp;gt;55.    * see_with_infrared()&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line56&amp;quot;&amp;gt;56.    *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line57&amp;quot;&amp;gt;57.    * This function is true if the player can see a monster using infravision.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line58&amp;quot;&amp;gt;58.    * The caller must check for invisibility (invisible monsters are also&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line59&amp;quot;&amp;gt;59.    * invisible to infravision), because this is usually called from within&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line60&amp;quot;&amp;gt;60.    * canseemon() or canspotmon() which already check that.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line61&amp;quot;&amp;gt;61.    */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line62&amp;quot;&amp;gt;62.   #define see_with_infrared(mon) (!Blind &amp;amp;&amp;amp; Infravision &amp;amp;&amp;amp; infravisible(mon-&amp;gt;data) &amp;amp;&amp;amp; couldsee(mon-&amp;gt;mx, mon-&amp;gt;my))&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line63&amp;quot;&amp;gt;63.   &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line64&amp;quot;&amp;gt;64.   &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line65&amp;quot;&amp;gt;65.   /*&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line66&amp;quot;&amp;gt;66.    * canseemon()&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line67&amp;quot;&amp;gt;67.    *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line68&amp;quot;&amp;gt;68.    * This is the globally used canseemon().  It is not called within the display&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line69&amp;quot;&amp;gt;69.    * routines.  Like mon_visible(), but it checks to see if the hero sees the&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line70&amp;quot;&amp;gt;70.    * location instead of assuming it.  (And also considers worms.)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line71&amp;quot;&amp;gt;71.    */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line72&amp;quot;&amp;gt;72.   #define canseemon(mon) ((mon-&amp;gt;wormno ? worm_known(mon) : \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line73&amp;quot;&amp;gt;73.   	    (cansee(mon-&amp;gt;mx, mon-&amp;gt;my) || see_with_infrared(mon))) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line74&amp;quot;&amp;gt;74.   	&amp;amp;&amp;amp; mon_visible(mon))&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line75&amp;quot;&amp;gt;75.   &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line76&amp;quot;&amp;gt;76.   &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line77&amp;quot;&amp;gt;77.   /*&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line78&amp;quot;&amp;gt;78.    * canspotmon(mon)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line79&amp;quot;&amp;gt;79.    *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line80&amp;quot;&amp;gt;80.    * This function checks whether you can either see a monster or sense it by&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line81&amp;quot;&amp;gt;81.    * telepathy, and is what you usually call for monsters about which nothing is&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line82&amp;quot;&amp;gt;82.    * known.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line83&amp;quot;&amp;gt;83.    */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line84&amp;quot;&amp;gt;84.   #define canspotmon(mon) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line85&amp;quot;&amp;gt;85.   	(canseemon(mon) || sensemon(mon))&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line86&amp;quot;&amp;gt;86.   &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line87&amp;quot;&amp;gt;87.   /* knowninvisible(mon)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line88&amp;quot;&amp;gt;88.    * This one checks to see if you know a monster is both there and invisible.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line89&amp;quot;&amp;gt;89.    * 1) If you can see the monster and have see invisible, it is assumed the&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line90&amp;quot;&amp;gt;90.    * monster is transparent, but visible in some manner.	(Earlier versions of&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line91&amp;quot;&amp;gt;91.    * Nethack were really inconsistent on this.)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line92&amp;quot;&amp;gt;92.    * 2) If you can't see the monster, but can see its location and you have&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line93&amp;quot;&amp;gt;93.    * telepathy that works when you can see, you can tell that there is a&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line94&amp;quot;&amp;gt;94.    * creature in an apparently empty spot.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line95&amp;quot;&amp;gt;95.    * Infravision is not relevant; we assume that invisible monsters are also&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line96&amp;quot;&amp;gt;96.    * invisible to infravision.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line97&amp;quot;&amp;gt;97.    */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line98&amp;quot;&amp;gt;98.   #define knowninvisible(mon) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line99&amp;quot;&amp;gt;99.   	(mtmp-&amp;gt;minvis &amp;amp;&amp;amp; \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line100&amp;quot;&amp;gt;100.  	    ((cansee(mon-&amp;gt;mx, mon-&amp;gt;my) &amp;amp;&amp;amp; (See_invisible || Detect_monsters)) || \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line101&amp;quot;&amp;gt;101.  		(!Blind &amp;amp;&amp;amp; (HTelepat &amp;amp; ~INTRINSIC) &amp;amp;&amp;amp; \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line102&amp;quot;&amp;gt;102.  		    distu(mon-&amp;gt;mx, mon-&amp;gt;my) &amp;lt;= (BOLT_LIM * BOLT_LIM) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line103&amp;quot;&amp;gt;103.  		) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line104&amp;quot;&amp;gt;104.  	    ) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line105&amp;quot;&amp;gt;105.  	)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line106&amp;quot;&amp;gt;106.  &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line107&amp;quot;&amp;gt;107.  /*&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line108&amp;quot;&amp;gt;108.   * is_safepet(mon)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line109&amp;quot;&amp;gt;109.   *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line110&amp;quot;&amp;gt;110.   * A special case check used in attack() and domove().	Placing the&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line111&amp;quot;&amp;gt;111.   * definition here is convenient.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line112&amp;quot;&amp;gt;112.   */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line113&amp;quot;&amp;gt;113.  #define is_safepet(mon) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line114&amp;quot;&amp;gt;114.  	(mon &amp;amp;&amp;amp; mon-&amp;gt;mtame &amp;amp;&amp;amp; canspotmon(mon) &amp;amp;&amp;amp; flags.safe_dog \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line115&amp;quot;&amp;gt;115.  		&amp;amp;&amp;amp; !Confusion &amp;amp;&amp;amp; !Hallucination &amp;amp;&amp;amp; !Stunned)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line116&amp;quot;&amp;gt;116.  &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line117&amp;quot;&amp;gt;117.  &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line118&amp;quot;&amp;gt;118.  /*&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line119&amp;quot;&amp;gt;119.   * canseeself()&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line120&amp;quot;&amp;gt;120.   *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line121&amp;quot;&amp;gt;121.   * This returns true if the hero can see her/himself.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line122&amp;quot;&amp;gt;122.   *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line123&amp;quot;&amp;gt;123.   * The u.uswallow check assumes that you can see yourself even if you are&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line124&amp;quot;&amp;gt;124.   * invisible.  If not, then we don't need the check.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line125&amp;quot;&amp;gt;125.   */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line126&amp;quot;&amp;gt;126.  #define canseeself()	(Blind || u.uswallow || (!Invisible &amp;amp;&amp;amp; !u.uundetected))&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line127&amp;quot;&amp;gt;127.  &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line128&amp;quot;&amp;gt;128.  &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line129&amp;quot;&amp;gt;129.  /*&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line130&amp;quot;&amp;gt;130.   * random_monster()&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line131&amp;quot;&amp;gt;131.   * random_object()&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line132&amp;quot;&amp;gt;132.   * random_trap()&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line133&amp;quot;&amp;gt;133.   *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line134&amp;quot;&amp;gt;134.   * Respectively return a random monster, object, or trap number.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line135&amp;quot;&amp;gt;135.   */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line136&amp;quot;&amp;gt;136.  #define random_monster() rn2(NUMMONS)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line137&amp;quot;&amp;gt;137.  #define random_object()  rn1(NUM_OBJECTS-1,1)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line138&amp;quot;&amp;gt;138.  #define random_trap()	 rn1(TRAPNUM-1,1)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line139&amp;quot;&amp;gt;139.  &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line140&amp;quot;&amp;gt;140.  /*&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line141&amp;quot;&amp;gt;141.   * what_obj()&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line142&amp;quot;&amp;gt;142.   * what_mon()&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line143&amp;quot;&amp;gt;143.   * what_trap()&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line144&amp;quot;&amp;gt;144.   *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line145&amp;quot;&amp;gt;145.   * If hallucinating, choose a random object/monster, otherwise, use the one&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line146&amp;quot;&amp;gt;146.   * given.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line147&amp;quot;&amp;gt;147.   */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line148&amp;quot;&amp;gt;148.  #define what_obj(obj)	(Hallucination ? random_object()  : obj)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line149&amp;quot;&amp;gt;149.  #define what_mon(mon)	(Hallucination ? random_monster() : mon)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line150&amp;quot;&amp;gt;150.  #define what_trap(trp)	(Hallucination ? random_trap()	  : trp)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line151&amp;quot;&amp;gt;151.  &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line152&amp;quot;&amp;gt;152.  /*&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line153&amp;quot;&amp;gt;153.   * covers_objects()&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line154&amp;quot;&amp;gt;154.   * covers_traps()&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line155&amp;quot;&amp;gt;155.   *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line156&amp;quot;&amp;gt;156.   * These routines are true if what is really at the given location will&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line157&amp;quot;&amp;gt;157.   * &amp;quot;cover&amp;quot; any objects or traps that might be there.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line158&amp;quot;&amp;gt;158.   */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line159&amp;quot;&amp;gt;159.  #define covers_objects(xx,yy)						      \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line160&amp;quot;&amp;gt;160.      ((is_pool(xx,yy) &amp;amp;&amp;amp; !Underwater) || (levl[xx][yy].typ == LAVAPOOL))&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line161&amp;quot;&amp;gt;161.  &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line162&amp;quot;&amp;gt;162.  #define covers_traps(xx,yy)	covers_objects(xx,yy)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line163&amp;quot;&amp;gt;163.  &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line164&amp;quot;&amp;gt;164.  &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line165&amp;quot;&amp;gt;165.  /*&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line166&amp;quot;&amp;gt;166.   * tmp_at() control calls.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line167&amp;quot;&amp;gt;167.   */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line168&amp;quot;&amp;gt;168.  #define DISP_BEAM   (-1)  /* Keep all glyphs showing &amp;amp; clean up at end. */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line169&amp;quot;&amp;gt;169.  #define DISP_FLASH  (-2)  /* Clean up each glyph before displaying new one. */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line170&amp;quot;&amp;gt;170.  #define DISP_ALWAYS (-3)  /* Like flash, but still displayed if not visible. */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line171&amp;quot;&amp;gt;171.  #define DISP_CHANGE (-4)  /* Change glyph. */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line172&amp;quot;&amp;gt;172.  #define DISP_END    (-5)  /* Clean up. */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line173&amp;quot;&amp;gt;173.  &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line174&amp;quot;&amp;gt;174.  &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line175&amp;quot;&amp;gt;175.  /* Total number of cmap indices in the sheild_static[] array. */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line176&amp;quot;&amp;gt;176.  #define SHIELD_COUNT 21&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line177&amp;quot;&amp;gt;177.  &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line178&amp;quot;&amp;gt;178.  &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line179&amp;quot;&amp;gt;179.  /*&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line180&amp;quot;&amp;gt;180.   * display_self()&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line181&amp;quot;&amp;gt;181.   *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line182&amp;quot;&amp;gt;182.   * Display the hero.  It is assumed that all checks necessary to determine&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line183&amp;quot;&amp;gt;183.   * _if_ the hero can be seen have already been done.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line184&amp;quot;&amp;gt;184.   */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line185&amp;quot;&amp;gt;185.  #ifdef STEED&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line186&amp;quot;&amp;gt;186.  #define display_self()							\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line187&amp;quot;&amp;gt;187.      show_glyph(u.ux, u.uy,						\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line188&amp;quot;&amp;gt;188.  	(u.usteed &amp;amp;&amp;amp; mon_visible(u.usteed)) ?			\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line189&amp;quot;&amp;gt;189.  				ridden_mon_to_glyph(u.usteed) :		\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line190&amp;quot;&amp;gt;190.  	youmonst.m_ap_type == M_AP_NOTHING ?				\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line191&amp;quot;&amp;gt;191.  				monnum_to_glyph(u.umonnum) :	\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line192&amp;quot;&amp;gt;192.  	youmonst.m_ap_type == M_AP_FURNITURE ?				\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line193&amp;quot;&amp;gt;193.  				cmap_to_glyph(youmonst.mappearance) :	\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line194&amp;quot;&amp;gt;194.  	youmonst.m_ap_type == M_AP_OBJECT ?				\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line195&amp;quot;&amp;gt;195.  				objnum_to_glyph(youmonst.mappearance) : \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line196&amp;quot;&amp;gt;196.  	/* else M_AP_MONSTER */ monnum_to_glyph(youmonst.mappearance))&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line197&amp;quot;&amp;gt;197.  #else&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line198&amp;quot;&amp;gt;198.  #define display_self()							\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line199&amp;quot;&amp;gt;199.      show_glyph(u.ux, u.uy,						\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line200&amp;quot;&amp;gt;200.  	youmonst.m_ap_type == M_AP_NOTHING ?				\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line201&amp;quot;&amp;gt;201.  				monnum_to_glyph(Upolyd ? u.umonnum : urace.malenum) :	\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line202&amp;quot;&amp;gt;202.  	youmonst.m_ap_type == M_AP_FURNITURE ?				\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line203&amp;quot;&amp;gt;203.  				cmap_to_glyph(youmonst.mappearance) :	\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line204&amp;quot;&amp;gt;204.  	youmonst.m_ap_type == M_AP_OBJECT ?				\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line205&amp;quot;&amp;gt;205.  				objnum_to_glyph(youmonst.mappearance) : \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line206&amp;quot;&amp;gt;206.      !Upolyd ? monnum_to_glyph(urace.malenum) :		\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line207&amp;quot;&amp;gt;207.  	/* else M_AP_MONSTER */ monnum_to_glyph(youmonst.mappearance))&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line208&amp;quot;&amp;gt;208.  #endif&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line209&amp;quot;&amp;gt;209.  &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line210&amp;quot;&amp;gt;210.  /*&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line211&amp;quot;&amp;gt;211.   * A glyph is an abstraction that represents a _unique_ monster, object,&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line212&amp;quot;&amp;gt;212.   * dungeon part, or effect.  The uniqueness is important.  For example,&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line213&amp;quot;&amp;gt;213.   * It is not enough to have four (one for each &amp;quot;direction&amp;quot;) zap beam glyphs,&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line214&amp;quot;&amp;gt;214.   * we need a set of four for each beam type.  Why go to so much trouble?&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line215&amp;quot;&amp;gt;215.   * Because it is possible that any given window dependent display driver&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line216&amp;quot;&amp;gt;216.   * [print_glyph()] can produce something different for each type of glyph.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line217&amp;quot;&amp;gt;217.   * That is, a beam of cold and a beam of fire would not only be different&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line218&amp;quot;&amp;gt;218.   * colors, but would also be represented by different symbols.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line219&amp;quot;&amp;gt;219.   *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line220&amp;quot;&amp;gt;220.   * Glyphs are grouped for easy accessibility:&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line221&amp;quot;&amp;gt;221.   *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line222&amp;quot;&amp;gt;222.   * monster	Represents all the wild (not tame) monsters.  Count: NUMMONS.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line223&amp;quot;&amp;gt;223.   *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line224&amp;quot;&amp;gt;224.   * pet		Represents all of the tame monsters.  Count: NUMMONS&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line225&amp;quot;&amp;gt;225.   *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line226&amp;quot;&amp;gt;226.   * invisible	Invisible monster placeholder.	Count: 1&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line227&amp;quot;&amp;gt;227.   *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line228&amp;quot;&amp;gt;228.   * detect	Represents all detected monsters.  Count: NUMMONS&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line229&amp;quot;&amp;gt;229.   *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line230&amp;quot;&amp;gt;230.   * corpse	One for each monster.  Count: NUMMONS&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line231&amp;quot;&amp;gt;231.   *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line232&amp;quot;&amp;gt;232.   * ridden	Represents all monsters being ridden.  Count: NUMMONS &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line233&amp;quot;&amp;gt;233.   *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line234&amp;quot;&amp;gt;234.   * object	One for each object.  Count: NUM_OBJECTS&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line235&amp;quot;&amp;gt;235.   *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line236&amp;quot;&amp;gt;236.   * cmap		One for each entry in the character map.  The character map&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line237&amp;quot;&amp;gt;237.   *		is the dungeon features and other miscellaneous things.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line238&amp;quot;&amp;gt;238.   *		Count: MAXPCHARS&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line239&amp;quot;&amp;gt;239.   *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line240&amp;quot;&amp;gt;240.   * zap beam	A set of four (there are four directions) for each beam type.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line241&amp;quot;&amp;gt;241.   *		The beam type is shifted over 2 positions and the direction&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line242&amp;quot;&amp;gt;242.   *		is stored in the lower 2 bits.	Count: NUM_ZAP &amp;lt;&amp;lt; 2&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line243&amp;quot;&amp;gt;243.   *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line244&amp;quot;&amp;gt;244.   * swallow	A set of eight for each monster.  The eight positions rep-&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line245&amp;quot;&amp;gt;245.   *		resent those surrounding the hero.  The monster number is&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line246&amp;quot;&amp;gt;246.   *		shifted over 3 positions and the swallow position is stored&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line247&amp;quot;&amp;gt;247.   *		in the lower three bits.  Count: NUMMONS &amp;lt;&amp;lt; 3&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line248&amp;quot;&amp;gt;248.   *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line249&amp;quot;&amp;gt;249.   * The following are offsets used to convert to and from a glyph.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line250&amp;quot;&amp;gt;250.   */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line251&amp;quot;&amp;gt;251.  #define NUM_ZAP 8	/* number of zap beam types */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line252&amp;quot;&amp;gt;252.  &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line253&amp;quot;&amp;gt;253.  #define GLYPH_MON_OFF		0&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line254&amp;quot;&amp;gt;254.  #define GLYPH_PET_OFF		(NUMMONS	+ GLYPH_MON_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line255&amp;quot;&amp;gt;255.  #define GLYPH_INVIS_OFF		(NUMMONS	+ GLYPH_PET_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line256&amp;quot;&amp;gt;256.  #define GLYPH_DETECT_OFF	(1		+ GLYPH_INVIS_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line257&amp;quot;&amp;gt;257.  #define GLYPH_BODY_OFF		(NUMMONS	+ GLYPH_DETECT_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line258&amp;quot;&amp;gt;258.  #define GLYPH_RIDDEN_OFF	(NUMMONS	+ GLYPH_BODY_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line259&amp;quot;&amp;gt;259.  #define GLYPH_OBJ_OFF		(NUMMONS	+ GLYPH_RIDDEN_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line260&amp;quot;&amp;gt;260.  #define GLYPH_CMAP_OFF		(NUM_OBJECTS	+ GLYPH_OBJ_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line261&amp;quot;&amp;gt;261.  #define GLYPH_ZAP_OFF		(MAXPCHARS	+ GLYPH_CMAP_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line262&amp;quot;&amp;gt;262.  #define GLYPH_SWALLOW_OFF	((NUM_ZAP &amp;lt;&amp;lt; 2) + GLYPH_ZAP_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line263&amp;quot;&amp;gt;263.  #define MAX_GLYPH		((NUMMONS &amp;lt;&amp;lt; 3) + GLYPH_SWALLOW_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line264&amp;quot;&amp;gt;264.  &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line265&amp;quot;&amp;gt;265.  #define NO_GLYPH MAX_GLYPH&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line266&amp;quot;&amp;gt;266.  &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line267&amp;quot;&amp;gt;267.  #define GLYPH_INVISIBLE GLYPH_INVIS_OFF&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line268&amp;quot;&amp;gt;268.  &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line269&amp;quot;&amp;gt;269.  &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line270&amp;quot;&amp;gt;270.  #define mon_to_glyph(mon) ((int) what_mon(monsndx((mon)-&amp;gt;data))+GLYPH_MON_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line271&amp;quot;&amp;gt;271.  #define detected_mon_to_glyph(mon) ((int) what_mon(monsndx((mon)-&amp;gt;data))+GLYPH_DETECT_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line272&amp;quot;&amp;gt;272.  #define ridden_mon_to_glyph(mon) ((int) what_mon(monsndx((mon)-&amp;gt;data))+GLYPH_RIDDEN_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line273&amp;quot;&amp;gt;273.  #define pet_to_glyph(mon) ((int) what_mon(monsndx((mon)-&amp;gt;data))+GLYPH_PET_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line274&amp;quot;&amp;gt;274.  &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line275&amp;quot;&amp;gt;275.  /* This has the unfortunate side effect of needing a global variable	*/&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line276&amp;quot;&amp;gt;276.  /* to store a result. 'otg_temp' is defined and declared in decl.{ch}.	*/&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line277&amp;quot;&amp;gt;277.  #define obj_to_glyph(obj)						      \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line278&amp;quot;&amp;gt;278.      (Hallucination ?							      \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line279&amp;quot;&amp;gt;279.  	((otg_temp = random_object()) == CORPSE ?			      \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line280&amp;quot;&amp;gt;280.  	    random_monster() + GLYPH_BODY_OFF :				      \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line281&amp;quot;&amp;gt;281.  	    otg_temp + GLYPH_OBJ_OFF)	:				      \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line282&amp;quot;&amp;gt;282.  	((obj)-&amp;gt;otyp == CORPSE ?					      \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line283&amp;quot;&amp;gt;283.  	    (int) (obj)-&amp;gt;corpsenm + GLYPH_BODY_OFF :			      \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line284&amp;quot;&amp;gt;284.  	    (int) (obj)-&amp;gt;otyp + GLYPH_OBJ_OFF))&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line285&amp;quot;&amp;gt;285.  &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line286&amp;quot;&amp;gt;286.  #define cmap_to_glyph(cmap_idx) ((int) (cmap_idx)   + GLYPH_CMAP_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line287&amp;quot;&amp;gt;287.  #define trap_to_glyph(trap)	\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line288&amp;quot;&amp;gt;288.  			cmap_to_glyph(trap_to_defsym(what_trap((trap)-&amp;gt;ttyp)))&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line289&amp;quot;&amp;gt;289.  &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line290&amp;quot;&amp;gt;290.  /* Not affected by hallucination.  Gives a generic body for CORPSE */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line291&amp;quot;&amp;gt;291.  #define objnum_to_glyph(onum)	((int) (onum) + GLYPH_OBJ_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line292&amp;quot;&amp;gt;292.  #define monnum_to_glyph(mnum)	((int) (mnum) + GLYPH_MON_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line293&amp;quot;&amp;gt;293.  #define detected_monnum_to_glyph(mnum)	((int) (mnum) + GLYPH_DETECT_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line294&amp;quot;&amp;gt;294.  #define ridden_monnum_to_glyph(mnum)	((int) (mnum) + GLYPH_RIDDEN_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line295&amp;quot;&amp;gt;295.  #define petnum_to_glyph(mnum)	((int) (mnum) + GLYPH_PET_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line296&amp;quot;&amp;gt;296.  &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line297&amp;quot;&amp;gt;297.  &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line298&amp;quot;&amp;gt;298.  /*&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line299&amp;quot;&amp;gt;299.   * Change the given glyph into it's given type.  Note:&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line300&amp;quot;&amp;gt;300.   *	1) Pets, detected, and ridden monsters are animals and are converted&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line301&amp;quot;&amp;gt;301.   *	   to the proper monster number.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line302&amp;quot;&amp;gt;302.   *	2) Bodies are all mapped into the generic CORPSE object&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line303&amp;quot;&amp;gt;303.   *	3) If handed a glyph out of range for the type, these functions&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line304&amp;quot;&amp;gt;304.   *	   will return NO_GLYPH (see exception below)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line305&amp;quot;&amp;gt;305.   *	4) glyph_to_swallow() does not return a showsyms[] index, but an&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line306&amp;quot;&amp;gt;306.   *	   offset from the first swallow symbol.  If handed something&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line307&amp;quot;&amp;gt;307.   *	   out of range, it will return zero (for lack of anything better&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line308&amp;quot;&amp;gt;308.   *	   to return).&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line309&amp;quot;&amp;gt;309.   */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line310&amp;quot;&amp;gt;310.  #define glyph_to_mon(glyph)						\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line311&amp;quot;&amp;gt;311.  	(glyph_is_normal_monster(glyph) ? ((glyph)-GLYPH_MON_OFF) :	\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line312&amp;quot;&amp;gt;312.  	glyph_is_pet(glyph) ? ((glyph)-GLYPH_PET_OFF) :			\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line313&amp;quot;&amp;gt;313.  	glyph_is_detected_monster(glyph) ? ((glyph)-GLYPH_DETECT_OFF) :	\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line314&amp;quot;&amp;gt;314.  	glyph_is_ridden_monster(glyph) ? ((glyph)-GLYPH_RIDDEN_OFF) :	\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line315&amp;quot;&amp;gt;315.  	NO_GLYPH)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line316&amp;quot;&amp;gt;316.  #define glyph_to_obj(glyph)						\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line317&amp;quot;&amp;gt;317.  	(glyph_is_body(glyph) ? CORPSE :				\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line318&amp;quot;&amp;gt;318.  	glyph_is_normal_object(glyph) ? ((glyph)-GLYPH_OBJ_OFF) :	\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line319&amp;quot;&amp;gt;319.  	NO_GLYPH)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line320&amp;quot;&amp;gt;320.  #define glyph_to_trap(glyph)						\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line321&amp;quot;&amp;gt;321.  	(glyph_is_trap(glyph) ?						\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line322&amp;quot;&amp;gt;322.  		((int) defsym_to_trap((glyph) - GLYPH_CMAP_OFF)) :	\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line323&amp;quot;&amp;gt;323.  	NO_GLYPH)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line324&amp;quot;&amp;gt;324.  #define glyph_to_cmap(glyph)						\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line325&amp;quot;&amp;gt;325.  	(glyph_is_cmap(glyph) ? ((glyph) - GLYPH_CMAP_OFF) :		\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line326&amp;quot;&amp;gt;326.  	NO_GLYPH)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line327&amp;quot;&amp;gt;327.  #define glyph_to_swallow(glyph)						\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line328&amp;quot;&amp;gt;328.  	(glyph_is_swallow(glyph) ? (((glyph) - GLYPH_SWALLOW_OFF) &amp;amp; 0x7) : \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line329&amp;quot;&amp;gt;329.  	0)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line330&amp;quot;&amp;gt;330.  &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line331&amp;quot;&amp;gt;331.  /*&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line332&amp;quot;&amp;gt;332.   * Return true if the given glyph is what we want.  Note that bodies are&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line333&amp;quot;&amp;gt;333.   * considered objects.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line334&amp;quot;&amp;gt;334.   */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line335&amp;quot;&amp;gt;335.  #define glyph_is_monster(glyph)						\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line336&amp;quot;&amp;gt;336.  		(glyph_is_normal_monster(glyph)				\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line337&amp;quot;&amp;gt;337.  		|| glyph_is_pet(glyph)					\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line338&amp;quot;&amp;gt;338.  		|| glyph_is_ridden_monster(glyph)			\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line339&amp;quot;&amp;gt;339.  		|| glyph_is_detected_monster(glyph))&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line340&amp;quot;&amp;gt;340.  #define glyph_is_normal_monster(glyph)					\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line341&amp;quot;&amp;gt;341.      ((glyph) &amp;gt;= GLYPH_MON_OFF &amp;amp;&amp;amp; (glyph) &amp;lt; (GLYPH_MON_OFF+NUMMONS))&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line342&amp;quot;&amp;gt;342.  #define glyph_is_pet(glyph)						\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line343&amp;quot;&amp;gt;343.      ((glyph) &amp;gt;= GLYPH_PET_OFF &amp;amp;&amp;amp; (glyph) &amp;lt; (GLYPH_PET_OFF+NUMMONS))&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line344&amp;quot;&amp;gt;344.  #define glyph_is_body(glyph)						\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line345&amp;quot;&amp;gt;345.      ((glyph) &amp;gt;= GLYPH_BODY_OFF &amp;amp;&amp;amp; (glyph) &amp;lt; (GLYPH_BODY_OFF+NUMMONS))&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line346&amp;quot;&amp;gt;346.  #define glyph_is_ridden_monster(glyph)					\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line347&amp;quot;&amp;gt;347.      ((glyph) &amp;gt;= GLYPH_RIDDEN_OFF &amp;amp;&amp;amp; (glyph) &amp;lt; (GLYPH_RIDDEN_OFF+NUMMONS))&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line348&amp;quot;&amp;gt;348.  #define glyph_is_detected_monster(glyph)				\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line349&amp;quot;&amp;gt;349.      ((glyph) &amp;gt;= GLYPH_DETECT_OFF &amp;amp;&amp;amp; (glyph) &amp;lt; (GLYPH_DETECT_OFF+NUMMONS))&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line350&amp;quot;&amp;gt;350.  #define glyph_is_invisible(glyph) ((glyph) == GLYPH_INVISIBLE)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line351&amp;quot;&amp;gt;351.  #define glyph_is_normal_object(glyph)					\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line352&amp;quot;&amp;gt;352.      ((glyph) &amp;gt;= GLYPH_OBJ_OFF &amp;amp;&amp;amp; (glyph) &amp;lt; (GLYPH_OBJ_OFF+NUM_OBJECTS))&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line353&amp;quot;&amp;gt;353.  #define glyph_is_object(glyph)						\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line354&amp;quot;&amp;gt;354.  		(glyph_is_normal_object(glyph)				\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line355&amp;quot;&amp;gt;355.  		|| glyph_is_body(glyph))&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line356&amp;quot;&amp;gt;356.  #define glyph_is_trap(glyph)						\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line357&amp;quot;&amp;gt;357.      ((glyph) &amp;gt;= (GLYPH_CMAP_OFF+trap_to_defsym(1)) &amp;amp;&amp;amp;			\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line358&amp;quot;&amp;gt;358.       (glyph) &amp;lt;	(GLYPH_CMAP_OFF+trap_to_defsym(1)+TRAPNUM))&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line359&amp;quot;&amp;gt;359.  #define glyph_is_cmap(glyph)						\&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line360&amp;quot;&amp;gt;360.      ((glyph) &amp;gt;= GLYPH_CMAP_OFF &amp;amp;&amp;amp; (glyph) &amp;lt; (GLYPH_CMAP_OFF+MAXPCHARS))&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line361&amp;quot;&amp;gt;361.  #define glyph_is_swallow(glyph) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line362&amp;quot;&amp;gt;362.      ((glyph) &amp;gt;= GLYPH_SWALLOW_OFF &amp;amp;&amp;amp; (glyph) &amp;lt; (GLYPH_SWALLOW_OFF+(NUMMONS &amp;lt;&amp;lt; 3)))&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line363&amp;quot;&amp;gt;363.  &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line364&amp;quot;&amp;gt;364.  #endif /* DISPLAY_H */&amp;lt;/span&amp;gt;&lt;br /&gt;
[[Category:NetHack 3.3.0 source code|display.h]]&lt;/div&gt;</summary>
		<author><name>Jaytbot</name></author>
		
	</entry>
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