#define PROMPT "> "
/*
- * DESTROY(N) = Get rid of an item by putting it in LOC_NOWHERE
- * MOD(N,M) = Arithmetic modulus
- * TOTING(OBJ) = true if the OBJ is being carried
- * AT(OBJ) = true if on either side of two-placed object
- * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
- * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
- * LIQUID() = object number of liquid in bottle
- * LIQLOC(LOC) = object number of liquid (if any) at LOC
- * FORCED(LOC) = true if LOC moves without asking for input (COND=2)
- * DARK(LOC) = true if location "LOC" is dark
- * PCT(N) = true N% of the time (N integer from 0 to 100)
- * GSTONE(OBJ) = true if OBJ is a gemstone
- * FOREST(LOC) = true if LOC is part of the forest
- * OUTSID(LOC) = true if location not in the cave
- * INSIDE(LOC) = true if location is in the cave or the building at the
- * beginning of the game INDEEP(LOC) = true if location is in the Hall of Mists
- * or deeper BUG(X) = report bug and exit
+ * DESTROY(N) = Get rid of an item by putting it in LOC_NOWHERE
+ * MOD(N,M) = Arithmetic modulus
+ * TOTING(OBJ) = true if the OBJ is being carried
+ * AT(OBJ) = true if on either side of two-placed object
+ * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
+ * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
+ * LIQUID() = object number of liquid in bottle
+ * LIQLOC(LOC) = object number of liquid (if any) at LOC
+ * FORCED(LOC) = true if LOC moves without asking for input (COND=2)
+ * DARK(LOC) = true if location "LOC" is dark
+ * PCT(N) = true N% of the time (N integer from 0 to 100)
+ * GSTONE(OBJ) = true if OBJ is a gemstone
+ * FOREST(LOC) = true if LOC is part of the forest
+ * OUTSIDE(LOC) = true if location not in the cave
+ * INSIDE(LOC) = true if location is in the cave or the building at the
+ * beginning of the game
+ * INDEEP(LOC) = true if location is in the Hall of Mists or deeper
+ * BUG(X) = report bug and exit
*/
#define DESTROY(N) move(N, LOC_NOWHERE)
#define MOD(N, M) ((N) % (M))
#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 OUTSIDE(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
+#define INSIDE(LOC) (!OUTSIDE(LOC) || LOC == LOC_BUILDING)
#define INDEEP(LOC) CNDBIT((LOC), COND_DEEP)
#define BUG(x) bug(x, #x)
} else if (motion == CAVE) {
/* Cave. Different messages depending on whether above ground.
*/
- rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE)
+ rspeak((OUTSIDE(game.loc) && game.loc != LOC_GRATE)
? FOLLOW_STREAM
: NEED_DETAIL);
return;
static bool do_move(void) {
/* Actually execute the move to the new location and dwarf movement */
/* Can't leave cave once it's closing (except by main office). */
- if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
+ if (OUTSIDE(game.newloc) && game.newloc != 0 && game.closng) {
rspeak(EXIT_CLOSED);
game.newloc = game.loc;
if (!game.panic) {