-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 int saveresume(FILE *, bool);
+
+/* 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(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 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 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,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, SIGN, SNAKE,
+ STEPS, STICK, STREAM, THROW, TRIDNT, TROLL, TROLL2,
+ URN, VASE, VEND, VOLCAN, WATER;
+/* everything else */
+extern long K, SPK, WD1, WD1X, WD2, WD2X;
+
+enum speechpart {unknown, intransitive, transitive};
+
+/* hack to ignore GCC Unused Result */
+#define IGNORE(r) do{if (r){}}while(0)
+
+/* end */