-/*
- * 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)