+ game.loc = game.newloc;
+
+ if (!dwarfmove())
+ croak();
+
+ /* Describe the current location and (maybe) get next command. */
+
+ for (;;) {
+ if (game.loc == 0)
+ croak();
+ const char* msg = locations[game.loc].description.small;
+ if (MOD(game.abbrev[game.loc], game.abbnum) == 0 ||
+ msg == 0)
+ msg = locations[game.loc].description.big;
+ if (!FORCED(game.loc) && DARK(game.loc)) {
+ /* The easiest way to get killed is to fall into a pit in
+ * pitch darkness. */
+ if (game.wzdark && PCT(35)) {
+ rspeak(PIT_FALL);
+ game.oldlc2 = game.loc;
+ croak();
+ continue; /* back to top of main interpreter loop */
+ }
+ msg = arbitrary_messages[PITCH_DARK];
+ }
+ if (TOTING(BEAR))
+ rspeak(TAME_BEAR);
+ speak(msg);
+ if (FORCED(game.loc)) {
+ playermove(HERE);
+ return true;
+ }
+ if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
+ rspeak(SAYS_PLUGH);
+
+ listobjects();
+
+L2012:
+ game.oldobj = command.obj;
+
+L2600:
+ checkhints();
+
+ /* If closing time, check for any objects being toted with
+ * game.prop < 0 and stash them. This way objects won't be
+ * described until they've been picked up and put down
+ * separate from their respective piles. */
+ if (game.closed) {
+ if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
+ pspeak(OYSTER, look, 1, true);
+ for (size_t i = 1; i <= NOBJECTS; i++) {
+ if (TOTING(i) && game.prop[i] < 0)
+ game.prop[i] = STASHED(i);
+ }
+ }
+ game.wzdark = DARK(game.loc);
+ if (game.knfloc > 0 && game.knfloc != game.loc)
+ game.knfloc = 0;
+
+ /* This is where we get a new command from the user */
+ char* input;
+ char inputbuf[LINESIZE];
+
+ for (;;) {
+ input = get_input();
+ if (input == NULL)
+ return (false);
+ if (word_count(input) > 2) {
+ rspeak(TWO_WORDS);
+ free(input);
+ continue;
+ }
+ if (strcmp(input, "") != 0)
+ break;
+ free(input);
+ }
+
+ strncpy(inputbuf, input, LINESIZE - 1);
+ free(input);
+
+ tokenize(inputbuf, &command);
+
+ char word1[TOKLEN + 1];
+ char word2[TOKLEN + 1];
+ packed_to_token(command.wd1, word1);
+ packed_to_token(command.wd2, word2);
+ command.id1 = get_vocab_id(word1);
+ command.id2 = get_vocab_id(word2);
+
+L2607:
+ ++game.turns;
+
+ /* If a turn threshold has been met, apply penalties and tell
+ * the player about it. */
+ for (int i = 0; i < NTHRESHOLDS; ++i) {
+ if (game.turns == turn_thresholds[i].threshold + 1) {
+ game.trnluz += turn_thresholds[i].point_loss;
+ speak(turn_thresholds[i].message);
+ }
+ }
+
+ if (command.verb == SAY && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY)
+ command.verb = 0;
+ if (command.verb == SAY) {
+ command.part = transitive;
+ goto Laction;
+ }
+ if (closecheck()) {
+ if (game.closed)
+ return true;
+ } else
+ lampcheck();
+
+ if (command.id1 == ENTER && (command.id2 == STREAM ||
+ command.id2 == PROMOTE_WORD(WATER))) {
+ if (LIQLOC(game.loc) == WATER) {
+ rspeak(FEET_WET);
+ } else {
+ rspeak(WHERE_QUERY);
+ }
+ goto L2012;
+ }
+ if (command.id1 == ENTER && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) {
+ /* command.wd1 = command.wd2; */
+ /* wordclear(&command.wd2); */
+ command.id1 = command.id2;
+ command.id2 = WORD_EMPTY;
+ } else {
+ /* FIXME: Magic numbers related to vocabulary */
+ if (!((command.id1 != PROMOTE_WORD(WATER) && command.id1 != PROMOTE_WORD(OIL)) ||
+ (command.id2 != PROMOTE_WORD(PLANT) && command.id2 != PROMOTE_WORD(DOOR)))) {
+ if (AT(DEMOTE_WORD(command.id2)))
+ command.wd2 = token_to_packed("POUR");
+ }
+ if (command.id1 == PROMOTE_WORD(CAGE) && command.id2 == PROMOTE_WORD(BIRD) && HERE(CAGE) && HERE(BIRD))
+ command.wd1 = token_to_packed("CATCH");
+ }
+L2620:
+ if (wordeq(command.wd1, token_to_packed("WEST"))) {
+ ++game.iwest;
+ if (game.iwest == 10)
+ rspeak(W_IS_WEST);
+ }
+ if (wordeq(command.wd1, token_to_packed("GO")) && !wordempty(command.wd2)) {
+ if (++igo == 10)
+ rspeak(GO_UNNEEDED);
+ }
+Lookup:
+ packed_to_token(command.wd1, word1);
+ defn = get_vocab_id(word1);
+ if (defn == WORD_NOT_FOUND) {
+ /* Gee, I don't understand. */
+ if (fallback_handler(inputbuf))
+ continue;
+ sspeak(DONT_KNOW, command.raw1);
+ goto L2600;
+ }
+ /* FIXME: magic numbers related to vocabulary */
+ kmod = MOD(defn, 1000);
+ switch (defn / 1000) {
+ case 0:
+ playermove(kmod);
+ return true;
+ case 1:
+ command.part = unknown;
+ command.obj = kmod;
+ break;
+ case 2:
+ command.part = intransitive;
+ command.verb = kmod;
+ break;
+ case 3:
+ speak(specials[kmod].message);
+ goto L2012;
+ default:
+ BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
+ }