-#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(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 (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)
-
-/* 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, SECT, SIGN, SNAKE,
- STEPS, STICK, STREAM, THROW, TRIDNT, TROLL, TROLL2,
- URN, VASE, VEND, VOLCAN, WATER;
-/* everything else */
-extern long I, J, K, L, SPK, VRSION, WD1, WD1X, WD2, WD2X;
+#define LIQUID() (LIQ2(game.prop[BOTTLE]<0 ? -1-game.prop[BOTTLE] : game.prop[BOTTLE]))
+#define LIQLOC(LOC) (LIQ2((MOD(conditions[LOC]/2*2,8)-5)*MOD(conditions[LOC]/4,2)+1))
+#define CNDBIT(L,N) (tstbit(conditions[L],N))
+#define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
+#define DARK(DUMMY) ((!tstbit(conditions[game.loc],COND_LIT)) && (game.prop[LAMP] == LAMP_DARK || !HERE(LAMP)))
+#define PCT(N) (randrange(100) < (N))
+#define GSTONE(OBJ) ((OBJ) == EMERALD || (OBJ) == RUBY || (OBJ) == AMBER || (OBJ) == SAPPH)
+#define FOREST(LOC) CNDBIT(LOC, COND_FOREST)
+#define VOCWRD(LETTRS,SECT) (vocab(MAKEWD(LETTRS),SECT))
+#define SPECIAL(LOC) ((LOC) > SPECIALBASE)
+#define OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
+
+#define INDEEP(LOC) ((LOC) >= LOC_MISTHALL && !OUTSID(LOC))
+
+/* vocabulary items */
+extern long NUL;
+extern long BACK;
+extern long LOOK;
+extern long CAVE;
+extern long FIND;
+extern long INVENT;
+extern long SAY;
+extern long ENTER;
+extern long STREAM;
+extern long DPRSSN;
+extern long ENTRNC;
+extern long LOCK;
+extern long THROW;
+
+enum speechpart {unknown, intransitive, transitive};
+
+struct command_t {
+ enum speechpart part;
+ vocab_t verb;
+ vocab_t obj;
+ token_t wd1, wd1x;
+ token_t wd2, wd2x;
+};
+
+void initialise(void);
+int action(FILE *input, struct command_t *command);
+
+/* 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_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
+
+/* Special object statuses in game.place - can also be a location number (> 0) */
+#define CARRIED -1 /* Player is toting it */
+
+/* hack to ignore GCC Unused Result */
+#define IGNORE(r) do{if (r){}}while(0)
+
+/*
+ * FIXME: These constants should be replaced by strings, at their usage sites.
+ * They are sixbit-packed representations of vocabulary words. This, and code
+ * left in misc.c, is the only place left in the runtime that knows about
+ * word packing.
+ */
+#define WORD_AXE 12405
+#define WORD_BATTERY 201202005
+#define WORD_BEAR 2050118
+#define WORD_BIRD 2091804
+#define WORD_BLOOD 212151504
+#define WORD_BOTTLE 215202012
+#define WORD_CAGE 3010705
+#define WORD_CATCH 301200308
+#define WORD_CAVITY 301220920
+#define WORD_CHASM 308011913
+#define WORD_CLAM 3120113
+#define WORD_DOOR 4151518
+#define WORD_DRAGON 418010715
+#define WORD_DWARF 423011806
+#define WORD_FISSURE 609191921
+#define WORD_FOOD 6151504
+#define WORD_GO 715
+#define WORD_GRATE 718012005
+#define WORD_KEYS 11052519
+#define WORD_KNIFE 1114090605
+#define WORD_LAMP 12011316
+#define WORD_MAGAZINE 1301070126
+#define WORD_MESSAG 1305191901
+#define WORD_MIRROR 1309181815
+#define WORD_OGRE 15071805
+#define WORD_OIL 150912
+#define WORD_OYSTER 1525192005
+#define WORD_PILLOW 1609121215
+#define WORD_PLANT 1612011420
+#define WORD_POUR 16152118
+#define WORD_RESER 1805190518
+#define WORD_ROD 181504
+#define WORD_SIGN 19090714
+#define WORD_SNAKE 1914011105
+#define WORD_STEPS 1920051619
+#define WORD_TROLL 2018151212
+#define WORD_URN 211814
+#define WORD_VEND 1755140409
+#define WORD_VOLCANO 1765120301
+#define WORD_WATER 1851200518
+#define WORD_AMBER 113020518
+#define WORD_CHAIN 308010914
+#define WORD_CHEST 308051920
+#define WORD_COINS 315091419
+#define WORD_EGGS 5070719
+#define WORD_EMERALD 513051801
+#define WORD_JADE 10010405
+#define WORD_NUGGET 7151204
+#define WORD_PEARL 1605011812
+#define WORD_PYRAMID 1625180113
+#define WORD_RUBY 18210225
+#define WORD_RUG 182107
+#define WORD_SAPPH 1901161608
+#define WORD_TRIDENT 2018090405
+#define WORD_VASE 22011905
+#define WORD_BACK 2010311
+#define WORD_CAVE 3012205
+#define WORD_DPRSSN 405161805
+#define WORD_ENTER 514200518
+#define WORD_ENTRNC 514201801
+#define WORD_LOOK 12151511
+#define WORD_NUL 14211212
+#define WORD_STREAM 1920180501
+#define WORD_FIND 6091404
+#define WORD_INVENT 914220514
+#define WORD_LOCK 12150311
+#define WORD_SAY 190125
+#define WORD_THROW 2008181523
+#define WORD_WEST 23051920
+#define WORD_YES 250519
+#define WORD_YINIT 25
+
+/* end */