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Description of functions provided by ADOM to be used by NotEye ============================================================== See adom-tables.

noe for the list of IDs that can be returned. adom_global_map() ----------------cursor_x cursor_y cursor_active sor map_visible is_game_running special_level level_type weather_level ) time_of_day is_silvernight is_darknight adom_player_map() ----------------player_x player_y player_is_blind player_is_deaf player_direction s) player_health player_race player_class player_sex player_alignment player_visible : : : : : : : : : : : integer, integer, boolean, boolean, integer, integer, integer, integer, integer, integer, boolean, the player X coordinate the player Y coordinate true if the player is blind true if the player is deaf the direction the PC is looking at (see directionid the health of the PC (0 <= health <= 100) the race of the PC (see pcraceids) the class of the PC (see pcclassids) the sex of the PC (see sexids) the alignment of the PC (see alignmentids) true if the player is visible : integer, the cursor X coordinate : integer, the cursor Y coordinate : boolean, true if the user can select a coordinate with a cur : : : : : boolean, boolean, integer, integer, integer, true if the map is shown true if a game is running the special level ID (see speciallevelids) the level type (see leveltypeids) the current weather conditions (see weatherlevelids

: integer, the current daytime (see daytimeids) : boolean, true if today is silvernight : boolean, true if today is darknight

adom_draw_map(x, y) ------------------is_lit : tile : tile_color : feature : feature_color : feature_color_pool: item : em ID item_color : item_count : integer, integer, integer, integer, integer, integer, integer, 1 if lit, 0 if dark the tile ID (see tileids) the tile color (see colorids) the feature ID (see featureids) the feature color (see colorids) the special pool feature color -1 to represent a "heap" of items or if >= 0 the it

integer, the item color (see colorids) integer, the number of pieces of the item on this position

being_type : integer, -1 to represent the PC or if >= 0 the monster ID (a ll player attributes are available in adom_player_map) monster_uid : integer, the unique monster ID monster_direction : integer, the direction the monster is looking at (see direct

ionids) monster_health : integer, the health of the monster (0 <= health <= 100) monster_sex : integer, the sex of the monster (see sexids) monster_attitude : integer, the attitude of the monster (see attitudeids) temporary_being_type : integer, the type of the temporary being (see temporarybe ingtypes) temporary_being_direction: integer, the temporary being direction (see direction ids) overlay_item : integer, the item ID (e.g. of a missile) overlay_color : integer, the color of the effect (e.g. explosion), see color ids or -1 if no color is defined overlay_item_direction: integer, the item direction (see directionids) overlay_effect_type: integer, the effect type (see effecttypeids) overlay_effect_direction: integer, the effect direction (see directionids) blood_level : integer, the amount of blood blood_visibility : integer, the blood visibility in percent (0 <= visibility <= 100) additional functions -------------------game_event_count() returns the number of events (N) reset_game_events() resets the event list game_event_map(i) returns the game event map (see below), i = 0 to N-1 game_event_map(i) ----------------game_event_id : integer, game event id (see gameeventids)

special game event map for GE_GAMBLING_MACHINE_SYMBOLS -----------------------------------------------------symbol1 : integer, the rolled first symbol (0 <= symbol <= 17) symbol2 : integer, the rolled second symbol (0 <= symbol <= 17) symbol3 : integer, the rolled third symbol (0 <= symbol <= 17)

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