#define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
#define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
#define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
+#define INSIDE(LOC) (!OUTSID(LOC) || LOC == LOC_BUILDING)
#define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC))
#define BUG(x) bug(x, #x)
-#define MOTION_WORD(n) ((n) + 0)
-#define OBJECT_WORD(n) ((n) + 1000)
-#define ACTION_WORD(n) ((n) + 2000)
-#define SPECIAL_WORD(n) ((n) + 3000)
-#define PROMOTE_WORD(n) ((n) + 1000)
-#define DEMOTE_WORD(n) ((n) - 1000)
enum bugtype {
SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST,
enum speechpart {unknown, intransitive, transitive};
+enum wordtype {NO_WORD_TYPE, MOTION, OBJECT, ACTION, SPECIAL};
+
/* Phase codes for action returns.
* These were at one time FORTRAN line numbers.
* The values don't matter, but perturb their order at your peril.
long id1;
long id2;
char raw1[LINESIZE], raw2[LINESIZE];
+ enum wordtype type1;
+ enum wordtype type2;
};
extern struct game_t game;
extern int get_object_vocab_id(const char*);
extern int get_action_vocab_id(const char*);
extern int get_special_vocab_id(const char*);
-extern long get_vocab_id(const char*);
+extern void get_vocab_metadata(const char*, long*, enum wordtype*);
extern void juggle(obj_t);
extern void move(obj_t, loc_t);
extern long put(obj_t, long, long);