/*
* Exit types, for doors, etc.
*/
/*
* Default states
*/
#define DOOR_OPEN "0"
#define DOOR_CLOSED "1"
#define DOOR_LOCKED "2"
/* door state is obtained from the object on the other side */
#define DOOR_OTHER "3"
/* like 3, and door also has no key on this side */
#define DOOR_BLIND "4"
/*
* Exit conditions. "0:code" means it's a door, and the player
* must have a key id'ing to it. "0:" with no code means it has no key,
* though the door appears (it just doesn't have a keyhole). If the
* first character of the code is an integer, that's the default door state. If
* it's not, the state is assumed to come from a save file or the other
* side of the door. If it's 3, the other side is always queried.
*/
#define IS_DOOR(conds) (index(";"+(conds), "0:") >= 0)