-
-extern void score(long);
-extern long ABBNUM, AMBER, ATTACK, AXE, BACK, BATTER, BEAR,
- BIRD, BLOOD, BONUS,
- BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST, CHLOC, CHLOC2,
- CLAM, CLOCK1, CLOCK2, CLOSED, CLOSNG, CLSHNT,
- COINS, CONDS, DALTLC, DETAIL,
- DKILL, DOOR, DPRSSN, DRAGON, DSEEN[], DTOTAL, DWARF, EGGS,
- EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOBAR, FOOD,
- GRATE, HINT, HINTED[], HINTLC[],
- I, INVENT, IGO, IWEST, J, JADE, K, K2, KEYS, KK,
- KNFLOC, KNIFE, KQ, L, LAMP, LIMIT, LL,
- LMWARN, LOC, LOCK, LOOK,
- MAGZIN, MAXDIE, MAXTRS, MESSAG, MIRROR, MXSCOR,
- NEWLOC, NOVICE, NUGGET, NUL, NUMDIE, OBJ,
- ODLOC[], OGRE, OIL, OLDLC2, OLDLOC, OLDOBJ, OYSTER,
- PANIC, PEARL, PILLOW, PLANT, PLANT2, PROP[], PYRAM,
- RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAVED, SAY,
- SCORE, SECT, SETUP, SIGN, SNAKE, SPK, STEPS, STICK,
- STREAM, TALLY, THRESH, THROW, TK[], TRIDNT,
- TRNDEX, TRNLUZ, TROLL, TROLL2,
- TURNS, URN, V1, V2, VASE, VEND, VERB,
- VOLCAN, VRSION, WATER, WD1, WD1X, WD2, WD2X,
- WZDARK, ZZWORD;
+extern void score(enum termination);
+extern int suspend(FILE *);
+extern int resume(FILE *);
+extern int restore(FILE *);
+
+/*
+ * MOD(N,M) = Arithmetic modulus
+ * 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(LOC) = 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)
+ * LIQUID() = 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 DESTROY(N) MOVE(N, NOWHERE)
+#define MOD(N,M) ((N) % (M))
+#define TOTING(OBJ) (game.place[OBJ] == CARRIED)
+#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 LIQUID() (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(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) >= LOC_FOREST1 && (LOC) <= LOC_FOREST22)
+#define VOCWRD(LETTRS,SECT) (VOCAB(MAKEWD(LETTRS),SECT))
+#define SPECIAL(LOC) ((LOC) > SPECIALBASE)
+
+/* 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) <= 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,
+ BIRD, BLOOD, BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
+ CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
+ EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD, GRATE, HINT, INVENT,
+ JADE, KEYS, KNIFE, LAMP, LOCK, LOOK, MAGZIN, MESSAG, MIRROR, NUGGET, NUL,
+ OGRE, OIL, OYSTER, PANIC, PEARL, PILLOW, PLANT, PLANT2, PYRAM,
+ RESER, ROD, ROD2, RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
+ STEPS, STICK, STREAM, THROW, TRIDNT, TROLL, TROLL2,
+ URN, VASE, VEND, VOLCAN, WATER;
+
+enum speechpart {unknown, intransitive, transitive};
+
+void initialise(void);
+int action(FILE *input, enum speechpart part, long verb, token_t obj);
+
+/* Phase codes for action returns.
+ * These were at one time FORTRAN line numbers.
+ * The values don't matter, but perturb their order at your peril.
+ */
+#define GO_TERMINATE 2
+#define GO_MOVE 8
+#define GO_TOP 2000
+#define GO_CLEAROBJ 2012
+#define GO_CHECKHINT 2600
+#define GO_CHECKFOO 2607
+#define GO_CLOSEJUMP 2610
+#define GO_DIRECTION 2620
+#define GO_LOOKUP 2630
+#define GO_WORD2 2800
+#define GO_SPECIALS 1900
+#define GO_UNKNOWN 8000
+#define GO_ACTION 40000
+#define GO_DWARFWAKE 19000
+
+/* Symbols for cond bits */
+#define LIGHT 0 /* Light */
+#define OILY 1 /* If bit 2 is on: on for oil, off for water */
+#define FLUID 2 /* Liquid asset, see bit 1 */
+#define NOARRR 3 /* Pirate doesn't go here unless following player */
+#define NOBACK 4 /* Cannot use "back" to move away */
+/* Bits past 10 indicate areas of interest to "hint" routines */
+#define HBASE 10 /* Base for location hint bitss */
+#define HCAVE 11 /* Trying to get into cave */
+#define HBIRD 12 /* Trying to catch bird */
+#define HSNAKE 13 /* Trying to deal with snake */
+#define HMAZE 14 /* Lost in maze */
+#define HDARK 15 /* Pondering dark room */
+#define HWITT 16 /* At Witt's End */
+#define HCLIFF 17 /* Cliff with urn */
+#define HWOODS 18 /* Lost in forest */
+#define HOGRE 19 /* Trying to deal with ogre */
+#define HJADE 20 /* Found all treasures except jade */
+
+/* Special object statuses in game.place - can also be a location number (> 0) */
+#define CARRIED -1 /* Player is toting it */
+#define NOWHERE 0 /* It's destroyed */
+
+/* hack to ignore GCC Unused Result */
+#define IGNORE(r) do{if (r){}}while(0)
+
+/* end */