+/* Special object-state values - integers > 0 are object-specific */
+#define STATE_NOTFOUND -1 // 'Not found" state of treasures
+#define STATE_FOUND 0 // After discovered, before messed with
+#define STATE_IN_CAVITY 1 // State value common to all gemstones
+
+/* Special fixed object-state values - integers > 0 are location */
+#define IS_FIXED -1
+#define IS_FREE 0
+
+#ifndef FOUNDBOOL
+/* (ESR) It is fitting that translation of the original ADVENT should
+ * have left us a maze of twisty little conditionals that resists all
+ * understanding. Setting and use of what is now the per-object state
+ * member (which used to be an array of its own) is our mystery. This
+ * state tangles together information about whether the object is a
+ * treasure, whether the player has seen it yet, and its activation
+ * state.
+ *
+ * Things we think we know:
+ *
+ * STATE_NOTFOUND is only set on treasures. Non-treasures start the
+ * game in STATE_FOUND.
+ *
+ * PROP_STASHED is supposed to map a state property value to a
+ * negative range, where the object cannot be picked up but the value
+ * can be recovered later. Various objects get this property when
+ * the cave starts to close. Only seems to be significant for the bird
+ * and readable objects, notably the clam/oyster - but the code around
+ * those test is difficult to read.
+ */
+#define PROP_STASHIFY(n) (-1 - (n))
+#define PROP_IS_STASHED(obj) (game.objects[obj].prop < STATE_NOTFOUND)
+#define PROP_IS_NOTFOUND(obj) (game.objects[obj].prop == STATE_NOTFOUND)
+#define PROP_IS_FOUND(obj) (game.objects[obj].prop == STATE_FOUND)
+#define PROP_IS_STASHED_OR_UNSEEN(obj) (game.objects[obj].prop < 0)
+#define PROP_SET_FOUND(obj) (game.objects[obj].prop = STATE_FOUND)
+#define PROP_SET_NOT_FOUND(obj) (game.objects[obj].prop = STATE_NOTFOUND)
+#define PROP_IS_NOTFOUND2(g, o) (g.objects[o].prop == STATE_NOTFOUND)
+#define PROP_IS_INVALID(val) (val < -MAX_STATE - 1 || val > MAX_STATE)
+#else
+/* (ESR) Only the boldest of adventurers will explore here. This
+ * alternate set of definitions for the macros above was an attempt to
+ * break from out of the state encoding a per-object "found" member
+ * telling whether or not the player has seen the object.
+ *
+ * What's broken when you try to use thus is
+ * PROP_IS_STASHED_OR_UNSEEN. The symptom is game.tally getting
+ * decremented on non-treasures.
+ */
+#define PROP_STASHIFY(n) (-(n))
+#define PROP_IS_STASHED(obj) (game.objects[obj].prop < 0)
+#define PROP_IS_NOTFOUND(obj) (!game.objects[obj].found)
+#define PROP_IS_FOUND(obj) (game.objects[obj].found && game.objects[obj].prop == 0)
+#define PROP_IS_STASHED_OR_UNSEEN(obj) (!game.objects[obj].found || game.objects[obj].prop < 0)
+#define PROP_SET_FOUND(obj) do {game.objects[obj].found = true; game.objects[obj].prop = STATE_FOUND;} while(0)
+#define PROP_SET_NOT_FOUND(obj) game.objects[obj].found = false
+#define PROP_IS_NOTFOUND2(g, o) (!g.objects[o].found)
+#define PROP_IS_INVALID(val) (val < -MAX_STATE || val > MAX_STATE)
+#define PROP_SET_SEEN(obj) game.objects[object].found = true
+#endif
+#define PROP_STASHED(obj) PROP_STASHIFY(game.objects[obj].prop)
+
+#define PROMPT "> "
+
+/*
+ * DESTROY(N) = Get rid of an item by putting it in LOC_NOWHERE
+ * MOD(N,M) = Arithmetic modulus
+ * TOTING(OBJ) = true if the OBJ is being carried
+ * AT(OBJ) = true if on either side of two-placed object
+ * HERE(OBJ) = true if the OBJ is at "LOC" (or is being carried)
+ * CNDBIT(L,N) = true if COND(L) has bit n set (bit 0 is units bit)
+ * LIQUID() = object number of liquid in bottle
+ * LIQLOC(LOC) = object number of liquid (if any) at LOC
+ * FORCED(LOC) = true if LOC moves without asking for input (COND=2)
+ * DARK(LOC) = true if location "LOC" is dark
+ * PCT(N) = true N% of the time (N integer from 0 to 100)
+ * GSTONE(OBJ) = true if OBJ is a gemstone
+ * FOREST(LOC) = true if LOC is part of the forest
+ * OUTSID(LOC) = true if location not in the cave
+ * INSIDE(LOC) = true if location is in the cave or the building at the beginning of the game
+ * INDEEP(LOC) = true if location is in the Hall of Mists or deeper
+ * BUG(X) = report bug and exit
+ */
+#define DESTROY(N) move(N, LOC_NOWHERE)
+#define MOD(N,M) ((N) % (M))
+#define TOTING(OBJ) (game.objects[OBJ].place == CARRIED)
+#define AT(OBJ) (game.objects[OBJ].place == game.loc || game.objects[OBJ].fixed == game.loc)
+#define HERE(OBJ) (AT(OBJ) || TOTING(OBJ))
+#define CNDBIT(L,N) (tstbit(conditions[L],N))
+#define LIQUID() (game.objects[BOTTLE].prop == WATER_BOTTLE? WATER : game.objects[BOTTLE].prop == OIL_BOTTLE ? OIL : NO_OBJECT )
+#define LIQLOC(LOC) (CNDBIT((LOC),COND_FLUID)? CNDBIT((LOC),COND_OILY) ? OIL : WATER : NO_OBJECT)
+#define FORCED(LOC) CNDBIT(LOC, COND_FORCED)
+#define DARK(DUMMY) (!CNDBIT(game.loc,COND_LIT) && (game.objects[LAMP].prop == 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 OUTSID(LOC) (CNDBIT(LOC, COND_ABOVE) || FOREST(LOC))
+#define INSIDE(LOC) (!OUTSID(LOC) || LOC == LOC_BUILDING)
+#define INDEEP(LOC) CNDBIT((LOC),COND_DEEP)
+#define BUG(x) bug(x, #x)
+
+enum bugtype {
+ SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST,
+ VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3,
+ INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
+ TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST,
+ CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION,
+ LOCATION_HAS_NO_TRAVEL_ENTRIES,
+ HINT_NUMBER_EXCEEDS_GOTO_LIST,
+ SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN,
+ ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH,
+};
+
+enum speaktype {touch, look, hear, study, change};
+
+enum termination {endgame, quitgame, scoregame};
+
+enum speechpart {unknown, intransitive, transitive};
+
+typedef enum {NO_WORD_TYPE, MOTION, OBJECT, ACTION, NUMERIC} word_type_t;
+
+typedef enum scorebonus {none, splatter, defeat, victory} score_t;
+
+/* Phase codes for action returns.
+ * These were at one time FORTRAN line numbers.
+ */
+typedef enum {
+ GO_TERMINATE,
+ GO_MOVE,
+ GO_TOP,
+ GO_CLEAROBJ,
+ GO_CHECKHINT,
+ GO_WORD2,
+ GO_UNKNOWN,
+ GO_DWARFWAKE,
+} phase_codes_t;
+
+/* Use fixed-lwength types to make the save format moore portable */
+typedef int32_t vocab_t; // index into a vocabulary array */
+typedef int32_t verb_t; // index into an actions array */
+typedef int32_t obj_t; // index into the object array */
+typedef int32_t loc_t; // index into the locations array */
+typedef int32_t turn_t; // turn counter or threshold */
+typedef int32_t bool32_t; // turn counter or threshold */