for (int hint = 0; hint < HINT_COUNT; hint++) {
if (game.hinted[hint])
continue;
- if (!CNDBIT(game.loc, hint + 1 + HBASE))
+ if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
game.hintlc[hint] = -1;
++game.hintlc[hint];
/* Come here if he's been long enough at required loc(s) for some
* means dwarves won't follow him into dead end in maze, but
* c'est la vie. They'll wait for him outside the dead
* end. */
- if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, NOARRR))
+ if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR))
return true;
/* Dwarf activity level ratchets up */
* the 5 dwarves. If any of the survivors is at loc,
* replace him with the alternate. */
if (game.dflag == 1) {
- if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, NOBACK) || PCT(85))))
+ if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85))))
return true;
game.dflag = 2;
for (int i = 1; i <= 2; i++) {
j >= 20 ||
game.newloc == game.dloc[i] ||
FORCED(game.newloc) ||
- (i == PIRATE && CNDBIT(game.newloc, NOARRR)) ||
+ (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
labs(TRAVEL[kk]) / 1000000 == 100);
if (!avoided) {
tk[j++] = game.newloc;
game.oldloc = game.loc;
k2 = 0;
if (motion == game.loc)k2 = FORGOT_PATH;
- if (CNDBIT(game.loc, NOBACK))k2 = TWIST_TURN;
+ if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN;
if (k2 == 0) {
for (;;) {
scratchloc = MOD((labs(TRAVEL[kk]) / 1000), 1000);
* wants to go. If so, the dwarf's blocking his way. If
* coming from place forbidden to pirate (dwarves rooted in
* place) let him get out (and attacked). */
- if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, NOARRR)) {
+ if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) {
for (size_t i = 1; i <= NDWARVES - 1; i++) {
if (game.odloc[i] == game.newloc && game.dseen[i]) {
game.newloc = game.loc;