3 * AT(OBJ) = TRUE IF ON EITHER SIDE OF TWO-PLACED OBJECT
4 * CNDBIT(L,N) = TRUE IF COND(L) HAS BIT N SET (BIT 0 IS UNITS BIT)
5 * DARK(DUMMY) = TRUE IF LOCATION "LOC" IS DARK
6 * FORCED(LOC) = TRUE IF LOC MOVES WITHOUT ASKING FOR INPUT (COND=2)
7 * FOREST(LOC) = TRUE IF LOC IS PART OF THE FOREST
8 * GSTONE(OBJ) = TRUE IF OBJ IS A GEMSTONE
9 * HERE(OBJ) = TRUE IF THE OBJ IS AT "LOC" (OR IS BEING CARRIED)
10 * LIQ(DUMMY) = OBJECT NUMBER OF LIQUID IN BOTTLE
11 * LIQLOC(LOC) = OBJECT NUMBER OF LIQUID (IF ANY) AT LOC
12 * PCT(N) = TRUE N% OF THE TIME (N INTEGER FROM 0 TO 100)
13 * TOTING(OBJ) = TRUE IF THE OBJ IS BEING CARRIED */
15 #define TOTING(OBJ) (PLACE[OBJ] == -1)
16 #define AT(OBJ) (PLACE[OBJ] == LOC || FIXED[OBJ] == LOC)
17 #define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
18 #define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL))
19 #define LIQ(DUMMY) (LIQ2(PROP[BOTTLE]<0 ? -1-PROP[BOTTLE] : PROP[BOTTLE]))
20 #define LIQLOC(LOC) (LIQ2((MOD(COND[LOC]/2*2,8)-5)*MOD(COND[LOC]/4,2)+1))
21 #define CNDBIT(L,N) (TSTBIT(COND[L],N))
22 #define FORCED(LOC) (COND[LOC] == 2)
23 #define DARK(DUMMY) ((!CNDBIT(LOC,0)) && (PROP[LAMP] == 0 || !HERE(LAMP)))
24 #define PCT(N) (RAN(100) < (N))
25 #define GSTONE(OBJ) ((OBJ) == EMRALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
26 #define FOREST(LOC) ((LOC) >= 145 && (LOC) <= 166)
27 #define VOCWRD(LETTRS,SECT) (VOCAB(MAKEWD(LETTRS),SECT))
29 /* THE FOLLOWING TWO FUNCTIONS WERE ADDED TO FIX A BUG (CLOCK1 DECREMENTED
30 * WHILE IN FOREST). THEY SHOULD PROBABLY BE REPLACED BY USING ANOTHER
31 * "COND" BIT. FOR NOW, HOWEVER, A QUICK FIX... OUTSID(LOC) IS TRUE IF
32 * LOC IS OUTSIDE, INDEEP(LOC) IS TRUE IF LOC IS "DEEP" IN THE CAVE (HALL
33 * OF MISTS OR DEEPER). NOTE SPECIAL KLUDGES FOR "FOOF" LOCS. */
35 #define OUTSID(LOC) ((LOC) <= 8 || FOREST(LOC) || (LOC) == PLAC[SAPPH] || (LOC) == 180 || (LOC) == 182)
36 #define INDEEP(LOC) ((LOC) >= 15 && !OUTSID(LOC) && (LOC) != 179)
38 extern int carry(void), discard(long), attack(void), throw(void), feed(void), fill(void);