#define LIQUID() (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
#define LIQLOC(LOC) (LIQ2((MOD(conditions[LOC]/2*2,8)-5)*MOD(conditions[LOC]/4,2)+1))
#define CNDBIT(L,N) (TSTBIT(conditions[L],N))
-#define FORCED(LOC) (conditions[LOC] == 2)
+#define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
#define DARK(DUMMY) ((!TSTBIT(conditions[game.loc],COND_LIT)) && (game.prop[LAMP] == 0 || !HERE(LAMP)))
#define PCT(N) (randrange(100) < (N))
#define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
-#define FOREST(LOC) ((LOC) >= LOC_FOREST1 && (LOC) <= LOC_FOREST22)
+#define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
#define VOCWRD(LETTRS,SECT) (VOCAB(MAKEWD(LETTRS),SECT))
#define SPECIAL(LOC) ((LOC) > SPECIALBASE)
+#define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
-/* The following two functions were added to fix a bug (game.clock1 decremented
- * while in forest). They should probably be replaced by using another
- * "cond" bit. For now, however, a quick fix... OUTSID(LOC) is true if
- * LOC is outside, INDEEP(LOC) is true if LOC is "deep" in the cave (hall
- * of mists or deeper). Note special kludges for "Foof!" locs. */
-
-#define OUTSID(LOC) ((LOC) <= LOC_GRATE || FOREST(LOC) || (LOC) == PLAC[SAPPH] || (LOC) == LOC_FOOF2 || (LOC) == LOC_FOOF4)
-#define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC) && (LOC) != LOC_FOOF1)
+#define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC))
/* vocabulary items */
extern long AMBER, ATTACK, AXE, BACK, BATTERY, BEAR,