#include <stdbool.h>
+#include "database.h"
-/* STATEMENT FUNCTIONS
+/* Statement functions
*
- * AT(OBJ) = TRUE IF ON EITHER SIDE OF TWO-PLACED OBJECT
- * CNDBIT(L,N) = TRUE IF COND(L) HAS BIT N SET (BIT 0 IS UNITS BIT)
- * DARK(DUMMY) = TRUE IF LOCATION "LOC" IS DARK
- * FORCED(LOC) = TRUE IF LOC MOVES WITHOUT ASKING FOR INPUT (COND=2)
- * FOREST(LOC) = TRUE IF LOC IS PART OF THE FOREST
- * GSTONE(OBJ) = TRUE IF OBJ IS A GEMSTONE
- * HERE(OBJ) = TRUE IF THE OBJ IS AT "LOC" (OR IS BEING CARRIED)
- * LIQ(DUMMY) = OBJECT NUMBER OF LIQUID IN BOTTLE
- * LIQLOC(LOC) = OBJECT NUMBER OF LIQUID (IF ANY) AT LOC
- * PCT(N) = TRUE N% OF THE TIME (N INTEGER FROM 0 TO 100)
- * TOTING(OBJ) = TRUE IF THE OBJ IS BEING CARRIED */
-
-#define TOTING(OBJ) (PLACE[OBJ] == -1)
-#define AT(OBJ) (PLACE[OBJ] == LOC || FIXED[OBJ] == LOC)
+ * AT(OBJ) = true if on either side of two-placed object
+ * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
+ * DARK(DUMMY) = true if location "LOC" is dark
+ * FORCED(LOC) = true if LOC moves without asking for input (COND=2)
+ * FOREST(LOC) = true if LOC is part of the forest
+ * GSTONE(OBJ) = true if OBJ is a gemstone
+ * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
+ * LIQ(DUMMY) = object number of liquid in bottle
+ * LIQLOC(LOC) = object number of liquid (if any) at LOC
+ * PCT(N) = true N% of the time (N integer from 0 to 100)
+ * TOTING(OBJ) = true if the OBJ is being carried */
+
+#define TOTING(OBJ) (game.place[OBJ] == -1)
+#define AT(OBJ) (game.place[OBJ] == game.loc || game.fixed[OBJ] == game.loc)
#define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
#define LIQ2(PBOTL) ((1-(PBOTL))*WATER+((PBOTL)/2)*(WATER+OIL))
-#define LIQ(DUMMY) (LIQ2(PROP[BOTTLE]<0 ? -1-PROP[BOTTLE] : PROP[BOTTLE]))
+#define LIQ(DUMMY) (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
#define LIQLOC(LOC) (LIQ2((MOD(COND[LOC]/2*2,8)-5)*MOD(COND[LOC]/4,2)+1))
#define CNDBIT(L,N) (TSTBIT(COND[L],N))
#define FORCED(LOC) (COND[LOC] == 2)
-#define DARK(DUMMY) ((!CNDBIT(LOC,0)) && (PROP[LAMP] == 0 || !HERE(LAMP)))
-#define PCT(N) (RAN(100) < (N))
+#define DARK(DUMMY) ((!CNDBIT(game.loc,0)) && (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 VOCWRD(LETTRS,SECT) (VOCAB(MAKEWD(LETTRS),SECT))
-/* THE FOLLOWING TWO FUNCTIONS WERE ADDED TO FIX A BUG (CLOCK1 DECREMENTED
- * WHILE IN FOREST). THEY SHOULD PROBABLY BE REPLACED BY USING ANOTHER
- * "COND" BIT. FOR NOW, HOWEVER, A QUICK FIX... OUTSID(LOC) IS TRUE IF
- * 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. */
+/* The following two functions were added to fix a bug (game.clock1 decremented
+ * while in forest). They should probably be replaced by using another
+ * "cond" bit. For now, however, a quick fix... OUTSID(LOC) is true if
+ * 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)
-extern int carry(void), discard(bool), attack(void), throw(void), feed(void), fill(void);
+extern int carry(long);
+extern int discard(long, bool);
+extern int attack(FILE *, long, long);
+extern int throw(FILE *, long, long);
+extern int feed(long);
+extern int fill(long);
void score(long);