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		<title>DizzyBot: beep boop</title>
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		<updated>2018-05-12T09:25:05Z</updated>

		<summary type="html">&lt;p&gt;beep boop&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;__MIXEDSYNTAXHIGHLIGHT__&lt;br /&gt;
Below is the full text to '''display.h''' from the [[NetHack 3.6.1 source code|source code]] of [[NetHack 3.6.1]]. To link to a particular line, write [[Source:NetHack 3.6.1/include/display.h#line123|&amp;lt;nowiki&amp;gt;[[Source:NetHack 3.6.1/include/display.h#line123]]&amp;lt;/nowiki&amp;gt;]], for example.&lt;br /&gt;
&lt;br /&gt;
{{NGPL}}&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line1&amp;quot;&amp;gt;1. /* NetHack 3.6	display.h	$NHDT-Date: 1447729027 2015/11/17 02:57:07 $  $NHDT-Branch: master $:$NHDT-Revision: 1.26 $ */&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. #ifndef MONDATA_H&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line13&amp;quot;&amp;gt;13. #include &amp;quot;mondata.h&amp;quot; /* for mindless() */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line14&amp;quot;&amp;gt;14. #endif&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line15&amp;quot;&amp;gt;15. &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.  * vobj_at()&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line18&amp;quot;&amp;gt;18.  *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line19&amp;quot;&amp;gt;19.  * Returns the head of the list of objects that the player can see&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line20&amp;quot;&amp;gt;20.  * at location (x,y).&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. #define vobj_at(x, y) (level.objects[x][y])&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. /*&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line25&amp;quot;&amp;gt;25.  * sensemon()&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.  * 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;line28&amp;quot;&amp;gt;28.  * monsters that are hiding or mimicing other monsters.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line29&amp;quot;&amp;gt;29.  */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line30&amp;quot;&amp;gt;30. #define tp_sensemon(mon) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line31&amp;quot;&amp;gt;31.     (/* The hero can always sense a monster IF:        */  \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line32&amp;quot;&amp;gt;32.      /* 1. the monster has a brain to sense            */  \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line33&amp;quot;&amp;gt;33.      (!mindless(mon-&amp;gt;data))                                \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line34&amp;quot;&amp;gt;34.      /* AND     2a. hero is blind and telepathic       */  \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line35&amp;quot;&amp;gt;35.       &amp;amp;&amp;amp; ((Blind &amp;amp;&amp;amp; Blind_telepat)                         \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line36&amp;quot;&amp;gt;36.           /* OR 2b. hero is using a telepathy inducing */  \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line37&amp;quot;&amp;gt;37.           /*        object and in range                */  \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line38&amp;quot;&amp;gt;38.           || (Unblind_telepat                              \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line39&amp;quot;&amp;gt;39.               &amp;amp;&amp;amp; (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;line40&amp;quot;&amp;gt;40. &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line41&amp;quot;&amp;gt;41. #define sensemon(mon) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line42&amp;quot;&amp;gt;42.     (tp_sensemon(mon) || Detect_monsters || MATCH_WARN_OF_MON(mon))&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line43&amp;quot;&amp;gt;43. &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line44&amp;quot;&amp;gt;44. /*&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line45&amp;quot;&amp;gt;45.  * mon_warning() is used to warn of any dangerous monsters in your&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line46&amp;quot;&amp;gt;46.  * vicinity, and a glyph representing the warning level is displayed.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line47&amp;quot;&amp;gt;47.  */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line48&amp;quot;&amp;gt;48. &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line49&amp;quot;&amp;gt;49. #define mon_warning(mon)                                                 \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line50&amp;quot;&amp;gt;50.     (Warning &amp;amp;&amp;amp; !(mon)-&amp;gt;mpeaceful &amp;amp;&amp;amp; (distu((mon)-&amp;gt;mx, (mon)-&amp;gt;my) &amp;lt; 100) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line51&amp;quot;&amp;gt;51.      &amp;amp;&amp;amp; (((int) ((mon)-&amp;gt;m_lev / 4)) &amp;gt;= context.warnlevel))&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.  * mon_visible()&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line55&amp;quot;&amp;gt;55.  *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line56&amp;quot;&amp;gt;56.  * 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;line57&amp;quot;&amp;gt;57.  * 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;line58&amp;quot;&amp;gt;58.  * 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;line59&amp;quot;&amp;gt;59.  * Infravision is not taken into account.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line60&amp;quot;&amp;gt;60.  */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line61&amp;quot;&amp;gt;61. #define mon_visible(mon) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line62&amp;quot;&amp;gt;62.     (/* The hero can see the monster IF the monster                     */ \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line63&amp;quot;&amp;gt;63.      (!mon-&amp;gt;minvis || See_invisible)  /*     1. is not invisible        */ \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line64&amp;quot;&amp;gt;64.      &amp;amp;&amp;amp; !mon-&amp;gt;mundetected             /* AND 2. not an undetected hider */ \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line65&amp;quot;&amp;gt;65.      &amp;amp;&amp;amp; !(mon-&amp;gt;mburied || u.uburied)) /* AND 3. neither you nor it is buried */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line66&amp;quot;&amp;gt;66. &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.  * see_with_infrared()&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line69&amp;quot;&amp;gt;69.  *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line70&amp;quot;&amp;gt;70.  * 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;line71&amp;quot;&amp;gt;71.  * The caller must check for invisibility (invisible monsters are also&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line72&amp;quot;&amp;gt;72.  * invisible to infravision), because this is usually called from within&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line73&amp;quot;&amp;gt;73.  * canseemon() or canspotmon() which already check that.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line74&amp;quot;&amp;gt;74.  */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line75&amp;quot;&amp;gt;75. #define see_with_infrared(mon)                        \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line76&amp;quot;&amp;gt;76.     (!Blind &amp;amp;&amp;amp; Infravision &amp;amp;&amp;amp; mon &amp;amp;&amp;amp; infravisible(mon-&amp;gt;data) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line77&amp;quot;&amp;gt;77.      &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;line78&amp;quot;&amp;gt;78. &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.  * canseemon()&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line81&amp;quot;&amp;gt;81.  *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line82&amp;quot;&amp;gt;82.  * 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;line83&amp;quot;&amp;gt;83.  * 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;line84&amp;quot;&amp;gt;84.  * location instead of assuming it.  (And also considers worms.)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line85&amp;quot;&amp;gt;85.  */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line86&amp;quot;&amp;gt;86. #define canseemon(mon)                                                    \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line87&amp;quot;&amp;gt;87.     ((mon-&amp;gt;wormno ? worm_known(mon)                                       \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line88&amp;quot;&amp;gt;88.                   : (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;line89&amp;quot;&amp;gt;89.      &amp;amp;&amp;amp; mon_visible(mon))&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line90&amp;quot;&amp;gt;90. &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line91&amp;quot;&amp;gt;91. /*&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line92&amp;quot;&amp;gt;92.  * canspotmon(mon)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line93&amp;quot;&amp;gt;93.  *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line94&amp;quot;&amp;gt;94.  * 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;line95&amp;quot;&amp;gt;95.  * 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;line96&amp;quot;&amp;gt;96.  * known.&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 canspotmon(mon) (canseemon(mon) || sensemon(mon))&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line99&amp;quot;&amp;gt;99. &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line100&amp;quot;&amp;gt;100. /* knowninvisible(mon)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line101&amp;quot;&amp;gt;101.  * 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;line102&amp;quot;&amp;gt;102.  * 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;line103&amp;quot;&amp;gt;103.  * 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;line104&amp;quot;&amp;gt;104.  * Nethack were really inconsistent on this.)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line105&amp;quot;&amp;gt;105.  * 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;line106&amp;quot;&amp;gt;106.  * 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;line107&amp;quot;&amp;gt;107.  * creature in an apparently empty spot.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line108&amp;quot;&amp;gt;108.  * 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;line109&amp;quot;&amp;gt;109.  * invisible to infravision.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line110&amp;quot;&amp;gt;110.  */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line111&amp;quot;&amp;gt;111. #define knowninvisible(mon)                                               \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line112&amp;quot;&amp;gt;112.     (mtmp-&amp;gt;minvis                                                         \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line113&amp;quot;&amp;gt;113.      &amp;amp;&amp;amp; ((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;line114&amp;quot;&amp;gt;114.          || (!Blind &amp;amp;&amp;amp; (HTelepat &amp;amp; ~INTRINSIC)                            \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line115&amp;quot;&amp;gt;115.              &amp;amp;&amp;amp; 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;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.  * is_safepet(mon)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line119&amp;quot;&amp;gt;119.  *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line120&amp;quot;&amp;gt;120.  * 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;line121&amp;quot;&amp;gt;121.  * definition here is convenient.&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. #define is_safepet(mon)                                                   \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line124&amp;quot;&amp;gt;124.     (mon &amp;amp;&amp;amp; mon-&amp;gt;mtame &amp;amp;&amp;amp; canspotmon(mon) &amp;amp;&amp;amp; flags.safe_dog &amp;amp;&amp;amp; !Confusion \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line125&amp;quot;&amp;gt;125.      &amp;amp;&amp;amp; !Hallucination &amp;amp;&amp;amp; !Stunned)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line126&amp;quot;&amp;gt;126. &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.  * canseeself()&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line129&amp;quot;&amp;gt;129.  * senseself()&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line130&amp;quot;&amp;gt;130.  * canspotself()&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line131&amp;quot;&amp;gt;131.  *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line132&amp;quot;&amp;gt;132.  * This returns true if the hero can see her/himself.&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.  * Sensing yourself by touch is treated as seeing yourself, even if&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line135&amp;quot;&amp;gt;135.  * unable to see.  So when blind, being invisible won't affect your&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line136&amp;quot;&amp;gt;136.  * self-perception, and when swallowed, the enclosing monster touches.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line137&amp;quot;&amp;gt;137.  */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line138&amp;quot;&amp;gt;138. #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;line139&amp;quot;&amp;gt;139. #define senseself() (Unblind_telepat || Detect_monsters)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line140&amp;quot;&amp;gt;140. #define canspotself() (canseeself() || senseself())&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line141&amp;quot;&amp;gt;141. &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line142&amp;quot;&amp;gt;142. /*&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line143&amp;quot;&amp;gt;143.  * random_monster()&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line144&amp;quot;&amp;gt;144.  * random_object()&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line145&amp;quot;&amp;gt;145.  * random_trap()&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line146&amp;quot;&amp;gt;146.  *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line147&amp;quot;&amp;gt;147.  * Respectively return a random monster, object, or trap number.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line148&amp;quot;&amp;gt;148.  */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line149&amp;quot;&amp;gt;149. #define random_monster() rn2(NUMMONS)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line150&amp;quot;&amp;gt;150. #define random_object() rn1(NUM_OBJECTS - 1, 1)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line151&amp;quot;&amp;gt;151. #define random_trap() rn1(TRAPNUM - 1, 1)&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. /*&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line154&amp;quot;&amp;gt;154.  * what_obj()&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line155&amp;quot;&amp;gt;155.  * what_mon()&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line156&amp;quot;&amp;gt;156.  * what_trap()&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line157&amp;quot;&amp;gt;157.  *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line158&amp;quot;&amp;gt;158.  * 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;line159&amp;quot;&amp;gt;159.  * given.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line160&amp;quot;&amp;gt;160.  */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line161&amp;quot;&amp;gt;161. #define what_obj(obj) (Hallucination ? random_object() : obj)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line162&amp;quot;&amp;gt;162. #define what_mon(mon) (Hallucination ? random_monster() : mon)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line163&amp;quot;&amp;gt;163. #define what_trap(trp) (Hallucination ? random_trap() : trp)&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.  * covers_objects()&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line167&amp;quot;&amp;gt;167.  * covers_traps()&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line168&amp;quot;&amp;gt;168.  *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line169&amp;quot;&amp;gt;169.  * 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;line170&amp;quot;&amp;gt;170.  * &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;line171&amp;quot;&amp;gt;171.  */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line172&amp;quot;&amp;gt;172. #define covers_objects(xx, yy) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line173&amp;quot;&amp;gt;173.     ((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;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. #define covers_traps(xx, yy) covers_objects(xx, yy)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line176&amp;quot;&amp;gt;176. &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.  * tmp_at() control calls.&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. #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;line181&amp;quot;&amp;gt;181. #define DISP_ALL     (-2) /* Like beam, but still displayed if not visible. */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line182&amp;quot;&amp;gt;182. #define DISP_FLASH   (-3) /* Clean up each glyph before displaying new one. */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line183&amp;quot;&amp;gt;183. #define DISP_ALWAYS  (-4) /* Like flash, but still displayed if not visible. */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line184&amp;quot;&amp;gt;184. #define DISP_CHANGE  (-5) /* Change glyph. */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line185&amp;quot;&amp;gt;185. #define DISP_END     (-6) /* Clean up. */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line186&amp;quot;&amp;gt;186. #define DISP_FREEMEM (-7) /* Free all memory during exit only. */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line187&amp;quot;&amp;gt;187. &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line188&amp;quot;&amp;gt;188. /* Total number of cmap indices in the shield_static[] array. */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line189&amp;quot;&amp;gt;189. #define SHIELD_COUNT 21&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line190&amp;quot;&amp;gt;190. &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line191&amp;quot;&amp;gt;191. /*&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line192&amp;quot;&amp;gt;192.  * display_self()&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line193&amp;quot;&amp;gt;193.  *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line194&amp;quot;&amp;gt;194.  * 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;line195&amp;quot;&amp;gt;195.  * _if_ the hero can be seen have already been done.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line196&amp;quot;&amp;gt;196.  */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line197&amp;quot;&amp;gt;197. #define maybe_display_usteed(otherwise_self)                             \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line198&amp;quot;&amp;gt;198.     ((u.usteed &amp;amp;&amp;amp; mon_visible(u.usteed)) ? ridden_mon_to_glyph(u.usteed) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line199&amp;quot;&amp;gt;199.                                          : (otherwise_self))&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line200&amp;quot;&amp;gt;200. &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line201&amp;quot;&amp;gt;201. #define display_self() \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line202&amp;quot;&amp;gt;202.     show_glyph(u.ux, u.uy,                                                  \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line203&amp;quot;&amp;gt;203.            maybe_display_usteed((youmonst.m_ap_type == M_AP_NOTHING)        \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line204&amp;quot;&amp;gt;204.                                 ? hero_glyph                                \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line205&amp;quot;&amp;gt;205.                                 : (youmonst.m_ap_type == M_AP_FURNITURE)    \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line206&amp;quot;&amp;gt;206.                                   ? cmap_to_glyph(youmonst.mappearance)     \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line207&amp;quot;&amp;gt;207.                                   : (youmonst.m_ap_type == M_AP_OBJECT)     \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line208&amp;quot;&amp;gt;208.                                     ? objnum_to_glyph(youmonst.mappearance) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line209&amp;quot;&amp;gt;209.                                     /* else M_AP_MONSTER */                 \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line210&amp;quot;&amp;gt;210.                                     : monnum_to_glyph(youmonst.mappearance)))&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line211&amp;quot;&amp;gt;211. &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line212&amp;quot;&amp;gt;212. /*&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line213&amp;quot;&amp;gt;213.  * 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;line214&amp;quot;&amp;gt;214.  * dungeon part, or effect.  The uniqueness is important.  For example,&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line215&amp;quot;&amp;gt;215.  * 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;line216&amp;quot;&amp;gt;216.  * 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;line217&amp;quot;&amp;gt;217.  * 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;line218&amp;quot;&amp;gt;218.  * [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;line219&amp;quot;&amp;gt;219.  * 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;line220&amp;quot;&amp;gt;220.  * colors, but would also be represented by different symbols.&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.  * Glyphs are grouped for easy accessibility:&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.  * monster      Represents all the wild (not 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.  * pet          Represents all of the tame monsters.  Count: NUMMONS&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.  * invisible    Invisible monster placeholder.  Count: 1&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.  * detect       Represents all detected monsters.  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.  * corpse       One for each monster.  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.  * ridden       Represents all monsters being ridden.  Count: NUMMONS&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.  * object       One for each object.  Count: NUM_OBJECTS&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line237&amp;quot;&amp;gt;237.  *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line238&amp;quot;&amp;gt;238.  * 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;line239&amp;quot;&amp;gt;239.  *              is the dungeon features and other miscellaneous things.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line240&amp;quot;&amp;gt;240.  *              Count: MAXPCHARS&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line241&amp;quot;&amp;gt;241.  *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line242&amp;quot;&amp;gt;242.  * explosions   A set of nine for each of the following seven explosion types:&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line243&amp;quot;&amp;gt;243.  *                   dark, noxious, muddy, wet, magical, fiery, frosty.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line244&amp;quot;&amp;gt;244.  *              The nine positions represent those surrounding the hero.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line245&amp;quot;&amp;gt;245.  *              Count: MAXEXPCHARS * EXPL_MAX (EXPL_MAX is defined in hack.h)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line246&amp;quot;&amp;gt;246.  *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line247&amp;quot;&amp;gt;247.  * 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;line248&amp;quot;&amp;gt;248.  *              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;line249&amp;quot;&amp;gt;249.  *              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;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.  * 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;line252&amp;quot;&amp;gt;252.  *              resent those surrounding the hero.  The monster number is&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line253&amp;quot;&amp;gt;253.  *              shifted over 3 positions and the swallow position is stored&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line254&amp;quot;&amp;gt;254.  *              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;line255&amp;quot;&amp;gt;255.  *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line256&amp;quot;&amp;gt;256.  * warning      A set of six representing the different warning levels.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line257&amp;quot;&amp;gt;257.  *&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line258&amp;quot;&amp;gt;258.  * 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;line259&amp;quot;&amp;gt;259.  */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line260&amp;quot;&amp;gt;260. #define NUM_ZAP 8 /* number of zap beam types */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line261&amp;quot;&amp;gt;261. &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line262&amp;quot;&amp;gt;262. #define GLYPH_MON_OFF     0&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line263&amp;quot;&amp;gt;263. #define GLYPH_PET_OFF     (NUMMONS + GLYPH_MON_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line264&amp;quot;&amp;gt;264. #define GLYPH_INVIS_OFF   (NUMMONS + GLYPH_PET_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line265&amp;quot;&amp;gt;265. #define GLYPH_DETECT_OFF  (1 + GLYPH_INVIS_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line266&amp;quot;&amp;gt;266. #define GLYPH_BODY_OFF    (NUMMONS + GLYPH_DETECT_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line267&amp;quot;&amp;gt;267. #define GLYPH_RIDDEN_OFF  (NUMMONS + GLYPH_BODY_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line268&amp;quot;&amp;gt;268. #define GLYPH_OBJ_OFF     (NUMMONS + GLYPH_RIDDEN_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line269&amp;quot;&amp;gt;269. #define GLYPH_CMAP_OFF    (NUM_OBJECTS + GLYPH_OBJ_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line270&amp;quot;&amp;gt;270. #define GLYPH_EXPLODE_OFF ((MAXPCHARS - MAXEXPCHARS) + GLYPH_CMAP_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line271&amp;quot;&amp;gt;271. #define GLYPH_ZAP_OFF     ((MAXEXPCHARS * EXPL_MAX) + GLYPH_EXPLODE_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line272&amp;quot;&amp;gt;272. #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;line273&amp;quot;&amp;gt;273. #define GLYPH_WARNING_OFF ((NUMMONS &amp;lt;&amp;lt; 3) + GLYPH_SWALLOW_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line274&amp;quot;&amp;gt;274. #define GLYPH_STATUE_OFF  (WARNCOUNT + GLYPH_WARNING_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line275&amp;quot;&amp;gt;275. #define MAX_GLYPH         (NUMMONS + GLYPH_STATUE_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line276&amp;quot;&amp;gt;276. &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line277&amp;quot;&amp;gt;277. #define NO_GLYPH          MAX_GLYPH&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line278&amp;quot;&amp;gt;278. #define GLYPH_INVISIBLE   GLYPH_INVIS_OFF&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line279&amp;quot;&amp;gt;279. &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line280&amp;quot;&amp;gt;280. #define warning_to_glyph(mwarnlev) ((mwarnlev) + GLYPH_WARNING_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line281&amp;quot;&amp;gt;281. #define mon_to_glyph(mon) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line282&amp;quot;&amp;gt;282.     ((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;line283&amp;quot;&amp;gt;283. #define detected_mon_to_glyph(mon) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line284&amp;quot;&amp;gt;284.     ((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;line285&amp;quot;&amp;gt;285. #define ridden_mon_to_glyph(mon) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line286&amp;quot;&amp;gt;286.     ((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;line287&amp;quot;&amp;gt;287. #define pet_to_glyph(mon) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line288&amp;quot;&amp;gt;288.     ((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;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. /* 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;line291&amp;quot;&amp;gt;291. /* 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;line292&amp;quot;&amp;gt;292. #define random_obj_to_glyph()                \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line293&amp;quot;&amp;gt;293.     ((otg_temp = random_object()) == CORPSE  \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line294&amp;quot;&amp;gt;294.          ? random_monster() + GLYPH_BODY_OFF \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line295&amp;quot;&amp;gt;295.          : otg_temp + GLYPH_OBJ_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. #define obj_to_glyph(obj) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line298&amp;quot;&amp;gt;298.     (((obj)-&amp;gt;otyp == STATUE)                                            \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line299&amp;quot;&amp;gt;299.          ? statue_to_glyph(obj)                                         \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line300&amp;quot;&amp;gt;300.          : Hallucination                                                \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line301&amp;quot;&amp;gt;301.                ? random_obj_to_glyph()                                  \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line302&amp;quot;&amp;gt;302.                : ((obj)-&amp;gt;otyp == CORPSE)                                \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line303&amp;quot;&amp;gt;303.                      ? (int) (obj)-&amp;gt;corpsenm + GLYPH_BODY_OFF           \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line304&amp;quot;&amp;gt;304.                      : (int) (obj)-&amp;gt;otyp + GLYPH_OBJ_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line305&amp;quot;&amp;gt;305. &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line306&amp;quot;&amp;gt;306. /* MRKR: Statues now have glyphs corresponding to the monster they    */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line307&amp;quot;&amp;gt;307. /*       represent and look like monsters when you are hallucinating. */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line308&amp;quot;&amp;gt;308. &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line309&amp;quot;&amp;gt;309. #define statue_to_glyph(obj)                          \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line310&amp;quot;&amp;gt;310.     (Hallucination ? random_monster() + GLYPH_MON_OFF \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line311&amp;quot;&amp;gt;311.                    : (int) (obj)-&amp;gt;corpsenm + GLYPH_STATUE_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line312&amp;quot;&amp;gt;312. &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line313&amp;quot;&amp;gt;313. #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;line314&amp;quot;&amp;gt;314. #define explosion_to_glyph(expltype, idx) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line315&amp;quot;&amp;gt;315.     ((((expltype) * MAXEXPCHARS) + ((idx) - S_explode1)) + GLYPH_EXPLODE_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line316&amp;quot;&amp;gt;316. &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line317&amp;quot;&amp;gt;317. #define trap_to_glyph(trap) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line318&amp;quot;&amp;gt;318.     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;line319&amp;quot;&amp;gt;319. &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line320&amp;quot;&amp;gt;320. /* Not affected by hallucination.  Gives a generic body for CORPSE */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line321&amp;quot;&amp;gt;321. /* MRKR: ...and the generic statue */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line322&amp;quot;&amp;gt;322. #define objnum_to_glyph(onum) ((int) (onum) + GLYPH_OBJ_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line323&amp;quot;&amp;gt;323. #define monnum_to_glyph(mnum) ((int) (mnum) + GLYPH_MON_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line324&amp;quot;&amp;gt;324. #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;line325&amp;quot;&amp;gt;325. #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;line326&amp;quot;&amp;gt;326. #define petnum_to_glyph(mnum) ((int) (mnum) + GLYPH_PET_OFF)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line327&amp;quot;&amp;gt;327. &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line328&amp;quot;&amp;gt;328. /* The hero's glyph when seen as a monster.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line329&amp;quot;&amp;gt;329.  */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line330&amp;quot;&amp;gt;330. #define hero_glyph                                                    \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line331&amp;quot;&amp;gt;331.     monnum_to_glyph((Upolyd || !flags.showrace)                       \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line332&amp;quot;&amp;gt;332.                         ? u.umonnum                                   \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line333&amp;quot;&amp;gt;333.                         : (flags.female &amp;amp;&amp;amp; urace.femalenum != NON_PM) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line334&amp;quot;&amp;gt;334.                               ? urace.femalenum                       \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line335&amp;quot;&amp;gt;335.                               : urace.malenum)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line336&amp;quot;&amp;gt;336. &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line337&amp;quot;&amp;gt;337. /*&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line338&amp;quot;&amp;gt;338.  * Change the given glyph into it's given type.  Note:&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line339&amp;quot;&amp;gt;339.  *      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;line340&amp;quot;&amp;gt;340.  *         to the proper monster number.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line341&amp;quot;&amp;gt;341.  *      2) Bodies are all mapped into the generic CORPSE object&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line342&amp;quot;&amp;gt;342.  *      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;line343&amp;quot;&amp;gt;343.  *         will return NO_GLYPH (see exception below)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line344&amp;quot;&amp;gt;344.  *      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;line345&amp;quot;&amp;gt;345.  *         offset from the first swallow symbol.  If handed something&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line346&amp;quot;&amp;gt;346.  *         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;line347&amp;quot;&amp;gt;347.  *         to return).&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line348&amp;quot;&amp;gt;348.  */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line349&amp;quot;&amp;gt;349. #define glyph_to_mon(glyph) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line350&amp;quot;&amp;gt;350.     (glyph_is_normal_monster(glyph)                             \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line351&amp;quot;&amp;gt;351.          ? ((glyph) - GLYPH_MON_OFF)                            \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line352&amp;quot;&amp;gt;352.          : glyph_is_pet(glyph)                                  \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line353&amp;quot;&amp;gt;353.                ? ((glyph) - GLYPH_PET_OFF)                      \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line354&amp;quot;&amp;gt;354.                : glyph_is_detected_monster(glyph)               \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line355&amp;quot;&amp;gt;355.                      ? ((glyph) - GLYPH_DETECT_OFF)             \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line356&amp;quot;&amp;gt;356.                      : glyph_is_ridden_monster(glyph)           \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line357&amp;quot;&amp;gt;357.                            ? ((glyph) - GLYPH_RIDDEN_OFF)       \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line358&amp;quot;&amp;gt;358.                            : glyph_is_statue(glyph)             \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line359&amp;quot;&amp;gt;359.                                  ? ((glyph) - GLYPH_STATUE_OFF) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line360&amp;quot;&amp;gt;360.                                  : NO_GLYPH)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line361&amp;quot;&amp;gt;361. #define glyph_to_obj(glyph) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line362&amp;quot;&amp;gt;362.     (glyph_is_body(glyph)                        \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line363&amp;quot;&amp;gt;363.          ? CORPSE                                \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line364&amp;quot;&amp;gt;364.          : glyph_is_statue(glyph)                \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line365&amp;quot;&amp;gt;365.                ? STATUE                          \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line366&amp;quot;&amp;gt;366.                : glyph_is_normal_object(glyph)   \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line367&amp;quot;&amp;gt;367.                      ? ((glyph) - GLYPH_OBJ_OFF) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line368&amp;quot;&amp;gt;368.                      : NO_GLYPH)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line369&amp;quot;&amp;gt;369. #define glyph_to_trap(glyph) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line370&amp;quot;&amp;gt;370.     (glyph_is_trap(glyph) ? ((int) defsym_to_trap((glyph) - GLYPH_CMAP_OFF)) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line371&amp;quot;&amp;gt;371.                           : NO_GLYPH)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line372&amp;quot;&amp;gt;372. #define glyph_to_cmap(glyph) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line373&amp;quot;&amp;gt;373.     (glyph_is_cmap(glyph) ? ((glyph) - GLYPH_CMAP_OFF) : NO_GLYPH)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line374&amp;quot;&amp;gt;374. #define glyph_to_swallow(glyph) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line375&amp;quot;&amp;gt;375.     (glyph_is_swallow(glyph) ? (((glyph) - GLYPH_SWALLOW_OFF) &amp;amp; 0x7) : 0)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line376&amp;quot;&amp;gt;376. #define glyph_to_warning(glyph) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line377&amp;quot;&amp;gt;377.     (glyph_is_warning(glyph) ? ((glyph) - GLYPH_WARNING_OFF) : NO_GLYPH);&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line378&amp;quot;&amp;gt;378. &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line379&amp;quot;&amp;gt;379. /*&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line380&amp;quot;&amp;gt;380.  * 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;line381&amp;quot;&amp;gt;381.  * considered objects.&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line382&amp;quot;&amp;gt;382.  */&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line383&amp;quot;&amp;gt;383. #define glyph_is_monster(glyph)                            \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line384&amp;quot;&amp;gt;384.     (glyph_is_normal_monster(glyph) || glyph_is_pet(glyph) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line385&amp;quot;&amp;gt;385.      || glyph_is_ridden_monster(glyph) || glyph_is_detected_monster(glyph))&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line386&amp;quot;&amp;gt;386. #define glyph_is_normal_monster(glyph) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line387&amp;quot;&amp;gt;387.     ((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;line388&amp;quot;&amp;gt;388. #define glyph_is_pet(glyph) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line389&amp;quot;&amp;gt;389.     ((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;line390&amp;quot;&amp;gt;390. #define glyph_is_body(glyph) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line391&amp;quot;&amp;gt;391.     ((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;line392&amp;quot;&amp;gt;392. &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line393&amp;quot;&amp;gt;393. #define glyph_is_statue(glyph) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line394&amp;quot;&amp;gt;394.     ((glyph) &amp;gt;= GLYPH_STATUE_OFF &amp;amp;&amp;amp; (glyph) &amp;lt; (GLYPH_STATUE_OFF + NUMMONS))&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line395&amp;quot;&amp;gt;395. &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line396&amp;quot;&amp;gt;396. #define glyph_is_ridden_monster(glyph) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line397&amp;quot;&amp;gt;397.     ((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;line398&amp;quot;&amp;gt;398. #define glyph_is_detected_monster(glyph) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line399&amp;quot;&amp;gt;399.     ((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;line400&amp;quot;&amp;gt;400. #define glyph_is_invisible(glyph) ((glyph) == GLYPH_INVISIBLE)&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line401&amp;quot;&amp;gt;401. #define glyph_is_normal_object(glyph) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line402&amp;quot;&amp;gt;402.     ((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;line403&amp;quot;&amp;gt;403. #define glyph_is_object(glyph)                               \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line404&amp;quot;&amp;gt;404.     (glyph_is_normal_object(glyph) || glyph_is_statue(glyph) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line405&amp;quot;&amp;gt;405.      || glyph_is_body(glyph))&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line406&amp;quot;&amp;gt;406. #define glyph_is_trap(glyph)                         \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line407&amp;quot;&amp;gt;407.     ((glyph) &amp;gt;= (GLYPH_CMAP_OFF + trap_to_defsym(1)) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line408&amp;quot;&amp;gt;408.      &amp;amp;&amp;amp; (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;line409&amp;quot;&amp;gt;409. #define glyph_is_cmap(glyph) \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line410&amp;quot;&amp;gt;410.     ((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;line411&amp;quot;&amp;gt;411. #define glyph_is_swallow(glyph)   \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line412&amp;quot;&amp;gt;412.     ((glyph) &amp;gt;= GLYPH_SWALLOW_OFF \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line413&amp;quot;&amp;gt;413.      &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;line414&amp;quot;&amp;gt;414. #define glyph_is_warning(glyph)   \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line415&amp;quot;&amp;gt;415.     ((glyph) &amp;gt;= GLYPH_WARNING_OFF \&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line416&amp;quot;&amp;gt;416.      &amp;amp;&amp;amp; (glyph) &amp;lt; (GLYPH_WARNING_OFF + WARNCOUNT))&amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line417&amp;quot;&amp;gt;417. &amp;lt;/span&amp;gt;&lt;br /&gt;
 &amp;lt;span id=&amp;quot;line418&amp;quot;&amp;gt;418. #endif /* DISPLAY_H */&amp;lt;/span&amp;gt;&lt;br /&gt;
[[Category:NetHack 3.6.1 source code|include/display.h]]&lt;/div&gt;</summary>
		<author><name>DizzyBot</name></author>
		
	</entry>
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