#define LINESIZE 100
#define NDWARVES 6
#define PIRATE NDWARVES /* must be NDWARVES-1 when zero-origin */
-#define DALTLC 18 /* alternate dwarf location; low room */
+#define DALTLC LOC_NUGGET /* alternate dwarf location */
#define MINTRS 50
#define MAXTRS 79
#define MAXPARMS 25
#define DARK(DUMMY) ((!CNDBIT(game.loc,LIGHT)) && (game.prop[LAMP] == 0 || !HERE(LAMP)))
#define PCT(N) (randrange(100) < (N))
#define GSTONE(OBJ) ((OBJ) == EMRALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
-#define FOREST(LOC) ((LOC) >= 145 && (LOC) <= 166)
+#define FOREST(LOC) ((LOC) >= LOC_FOREST1 && (LOC) <= LOC_FOREST22)
#define VOCWRD(LETTRS,SECT) (VOCAB(MAKEWD(LETTRS),SECT))
#define SPECIAL(LOC) ((LOC) > SPECIALBASE)
* 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) <= 8 || FOREST(LOC) || (LOC) == PLAC[SAPPH] || (LOC) == 180 || (LOC) == 182)
-#define INDEEP(LOC) ((LOC) >= 15 && !OUTSID(LOC) && (LOC) != 179)
+#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)
/* vocabulary items */
extern long AMBER, ATTACK, AXE, BACK, BATTER, BEAR,