Fix GitLab issue #69: repeated knive caveat message
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index be941d183f9ed94c5f5b303f4ba45279db4b52d3..6d904f297734fe78e1f27d334d596769d8cdbb51 100644 (file)
--- a/main.c
+++ b/main.c
 /*
- * The author - Don Woods - apologises for the style of the code; it
- * is a result of running the original Fortran IV source through a
- * home-brew Fortran-to-C converter.)
+ * SPDX-FileCopyrightText: (C) 1977, 2005 by Will Crowther and Don Woods
+ * SPDX-License-Identifier: BSD-2-Clause
  */
-#include <stdlib.h>
-#include <stdio.h>
-#include <stdbool.h>
+
+#include "advent.h"
+#include <ctype.h>
+#include <editline/readline.h>
 #include <getopt.h>
 #include <signal.h>
-#include <time.h>
-#include "advent.h"
-#include "database.h"
-
-struct game_t game;
-
-long LNLENG, LNPOSN, PARMS[26];
-char rawbuf[LINESIZE], INLINE[LINESIZE+1], MAP1[129], MAP2[129];
-
-long AMBER, ATTACK, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
-               BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
-               CLAM, COINS, DALTLC, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
-               EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
-               GRATE, HINT, I, INVENT, IGO, J, JADE, K, KEYS,
-               KNIFE, L, LAMP, LOCK, LOOK, MAGZIN, MAXDIE, MAXTRS,
-               MESSAG, MIRROR, MXSCOR, NUGGET, NUL, OGRE, OIL, OYSTER,
-               PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
-               RUBY, RUG, SAPPH, SAY, SCORE, SECT, SIGN, SNAKE, SPK,
-               STEPS, STICK, STREAM, THROW, TK[21], TRIDNT, TROLL, TROLL2,
-               URN, V1, V2, VASE, VEND,
-               VOLCAN, VRSION = 25, WATER, WD1, WD1X, WD2, WD2X;
-FILE  *logfp;
-bool oldstyle = false;
-lcg_state lcgstate;
-
-extern void initialise();
-extern void score(long);
-extern int action(FILE *, long, long, long);
-
-void sig_handler(int signo)
-{
-    if (signo == SIGINT)
-       if (logfp != NULL)
-           fflush(logfp);
-    exit(0);
+#include <stdbool.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <unistd.h>
+
+#define DIM(a) (sizeof(a) / sizeof(a[0]))
+
+#if defined ADVENT_AUTOSAVE
+static FILE *autosave_fp;
+void autosave(void) {
+       if (autosave_fp != NULL) {
+               rewind(autosave_fp);
+               savefile(autosave_fp);
+               fflush(autosave_fp);
+       }
 }
+#endif
+
+// LCOV_EXCL_START
+// exclude from coverage analysis because it requires interactivity to test
+static void sig_handler(int signo) {
+       if (signo == SIGINT) {
+               if (settings.logfp != NULL) {
+                       fflush(settings.logfp);
+               }
+       }
 
-/*
- * MAIN PROGRAM
- */
+#if defined ADVENT_AUTOSAVE
+       if (signo == SIGHUP || signo == SIGTERM) {
+               autosave();
+       }
+#endif
+       exit(EXIT_FAILURE);
+}
+// LCOV_EXCL_STOP
+
+char *myreadline(const char *prompt) {
+       /*
+        * This function isn't required for gameplay, readline() straight
+        * up would suffice for that.  It's where we interpret command-line
+        * logfiles for testing purposes.
+        */
+       /* Normal case - no script arguments */
+       if (settings.argc == 0) {
+               char *ln = readline(prompt);
+               if (ln == NULL) {
+                       fputs(prompt, stdout);
+               }
+               return ln;
+       }
 
-static bool do_command(FILE *);
+       char *buf = malloc(LINESIZE + 1);
+       for (;;) {
+               if (settings.scriptfp == NULL || feof(settings.scriptfp)) {
+                       if (settings.optind >= settings.argc) {
+                               free(buf);
+                               return NULL;
+                       }
+
+                       char *next = settings.argv[settings.optind++];
+
+                       if (settings.scriptfp != NULL &&
+                           feof(settings.scriptfp)) {
+                               fclose(settings.scriptfp);
+                       }
+                       if (strcmp(next, "-") == 0) {
+                               settings.scriptfp = stdin; // LCOV_EXCL_LINE
+                       } else {
+                               settings.scriptfp = fopen(next, "r");
+                       }
+               }
 
-int main(int argc, char *argv[]) {
-       int ch;
-       
-/*  Adventure (rev 2: 20 treasures) */
+               if (isatty(fileno(settings.scriptfp))) {
+                       free(buf);               // LCOV_EXCL_LINE
+                       return readline(prompt); // LCOV_EXCL_LINE
+               } else {
+                       char *ln = fgets(buf, LINESIZE, settings.scriptfp);
+                       if (ln != NULL) {
+                               fputs(prompt, stdout);
+                               fputs(ln, stdout);
+                               return ln;
+                       }
+               }
+       }
 
-/*  History: Original idea & 5-treasure version (adventures) by Willie Crowther
- *           15-treasure version (adventure) by Don Woods, April-June 1977
- *           20-treasure version (rev 2) by Don Woods, August 1978
- *             Errata fixed: 78/12/25 */
+       return NULL;
+}
 
+/*  Check if this loc is eligible for any hints.  If been here int
+ *  enough, display.  Ignore "HINTS" < 4 (special stuff, see database
+ *  notes). */
+static void checkhints(void) {
+       if (conditions[game.loc] >= game.conds) {
+               for (int hint = 0; hint < NHINTS; hint++) {
+                       if (game.hints[hint].used) {
+                               continue;
+                       }
+                       if (!CNDBIT(game.loc, hint + 1 + COND_HBASE)) {
+                               game.hints[hint].lc = -1;
+                       }
+                       ++game.hints[hint].lc;
+                       /*  Come here if he's been int enough at required loc(s)
+                        * for some unused hint. */
+                       if (game.hints[hint].lc >= hints[hint].turns) {
+                               int i;
+
+                               switch (hint) {
+                               case 0:
+                                       /* cave */
+                                       if (game.objects[GRATE].prop ==
+                                               GRATE_CLOSED &&
+                                           !HERE(KEYS)) {
+                                               break;
+                                       }
+                                       game.hints[hint].lc = 0;
+                                       return;
+                               case 1: /* bird */
+                                       if (game.objects[BIRD].place ==
+                                               game.loc &&
+                                           TOTING(ROD) &&
+                                           game.oldobj == BIRD) {
+                                               break;
+                                       }
+                                       return;
+                               case 2: /* snake */
+                                       if (HERE(SNAKE) && !HERE(BIRD)) {
+                                               break;
+                                       }
+                                       game.hints[hint].lc = 0;
+                                       return;
+                               case 3: /* maze */
+                                       if (game.locs[game.loc].atloc ==
+                                               NO_OBJECT &&
+                                           game.locs[game.oldloc].atloc ==
+                                               NO_OBJECT &&
+                                           game.locs[game.oldlc2].atloc ==
+                                               NO_OBJECT &&
+                                           game.holdng > 1) {
+                                               break;
+                                       }
+                                       game.hints[hint].lc = 0;
+                                       return;
+                               case 4: /* dark */
+                                       if (!PROP_IS_NOTFOUND(EMERALD) &&
+                                           PROP_IS_NOTFOUND(PYRAMID)) {
+                                               break;
+                                       }
+                                       game.hints[hint].lc = 0;
+                                       return;
+                               case 5: /* witt */
+                                       break;
+                               case 6: /* urn */
+                                       if (game.dflag == 0) {
+                                               break;
+                                       }
+                                       game.hints[hint].lc = 0;
+                                       return;
+                               case 7: /* woods */
+                                       if (game.locs[game.loc].atloc ==
+                                               NO_OBJECT &&
+                                           game.locs[game.oldloc].atloc ==
+                                               NO_OBJECT &&
+                                           game.locs[game.oldlc2].atloc ==
+                                               NO_OBJECT) {
+                                               break;
+                                       }
+                                       return;
+                               case 8: /* ogre */
+                                       i = atdwrf(game.loc);
+                                       if (i < 0) {
+                                               game.hints[hint].lc = 0;
+                                               return;
+                                       }
+                                       if (HERE(OGRE) && i == 0) {
+                                               break;
+                                       }
+                                       return;
+                               case 9: /* jade */
+                                       if (game.tally == 1 &&
+                                           PROP_IS_STASHED_OR_UNSEEN(JADE)) {
+                                               break;
+                                       }
+                                       game.hints[hint].lc = 0;
+                                       return;
+                               default: // LCOV_EXCL_LINE
+                                       // Should never happen
+                                       BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
+                               }
+
+                               /* Fall through to hint display */
+                               game.hints[hint].lc = 0;
+                               if (!yes_or_no(hints[hint].question,
+                                              arbitrary_messages[NO_MESSAGE],
+                                              arbitrary_messages[OK_MAN])) {
+                                       return;
+                               }
+                               rspeak(HINT_COST, hints[hint].penalty,
+                                      hints[hint].penalty);
+                               game.hints[hint].used =
+                                   yes_or_no(arbitrary_messages[WANT_HINT],
+                                             hints[hint].hint,
+                                             arbitrary_messages[OK_MAN]);
+                               if (game.hints[hint].used &&
+                                   game.limit > WARNTIME) {
+                                       game.limit +=
+                                           WARNTIME * hints[hint].penalty;
+                               }
+                       }
+               }
+       }
+}
 
-/*  Options. */
+static bool spotted_by_pirate(int i) {
+       if (i != PIRATE) {
+               return false;
+       }
 
-       while ((ch = getopt(argc, argv, "l:o")) != EOF) {
-               switch (ch) {
-               case 'l':
-                       logfp = fopen(optarg, "w");
-                       if (logfp == NULL)
-                               fprintf(stderr,
-                                       "advent: can't open logfile %s for write\n",
-                                       optarg);
-                       signal(SIGINT, sig_handler);
-                       break;
-               case 'o':
-                   oldstyle = true;
-                   break;
+       /*  The pirate's spotted him.  Pirate leaves him alone once we've
+        *  found chest.  K counts if a treasure is here.  If not, and
+        *  tally=1 for an unseen chest, let the pirate be spotted.  Note
+        *  that game.objexts,place[CHEST] = LOC_NOWHERE might mean that he's
+        * thrown it to the troll, but in that case he's seen the chest
+        *  PROP_IS_FOUND(CHEST) == true. */
+       if (game.loc == game.chloc || !PROP_IS_NOTFOUND(CHEST)) {
+               return true;
+       }
+       int snarfed = 0;
+       bool movechest = false, robplayer = false;
+       for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
+               if (!objects[treasure].is_treasure) {
+                       continue;
+               }
+               /*  Pirate won't take pyramid from plover room or dark
+                *  room (too easy!). */
+               if (treasure == PYRAMID &&
+                   (game.loc == objects[PYRAMID].plac ||
+                    game.loc == objects[EMERALD].plac)) {
+                       continue;
+               }
+               if (TOTING(treasure) || HERE(treasure)) {
+                       ++snarfed;
+               }
+               if (TOTING(treasure)) {
+                       movechest = true;
+                       robplayer = true;
+               }
+       }
+       /* Force chest placement before player finds last treasure */
+       if (game.tally == 1 && snarfed == 0 &&
+           game.objects[CHEST].place == LOC_NOWHERE && HERE(LAMP) &&
+           game.objects[LAMP].prop == LAMP_BRIGHT) {
+               rspeak(PIRATE_SPOTTED);
+               movechest = true;
+       }
+       /* Do things in this order (chest move before robbery) so chest is
+        * listed last at the maze location. */
+       if (movechest) {
+               move(CHEST, game.chloc);
+               move(MESSAG, game.chloc2);
+               game.dwarves[PIRATE].loc = game.chloc;
+               game.dwarves[PIRATE].oldloc = game.chloc;
+               game.dwarves[PIRATE].seen = false;
+       } else {
+               /* You might get a hint of the pirate's presence even if the
+                * chest doesn't move... */
+               if (game.dwarves[PIRATE].oldloc != game.dwarves[PIRATE].loc &&
+                   PCT(20)) {
+                       rspeak(PIRATE_RUSTLES);
+               }
+       }
+       if (robplayer) {
+               rspeak(PIRATE_POUNCES);
+               for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
+                       if (!objects[treasure].is_treasure) {
+                               continue;
+                       }
+                       if (!(treasure == PYRAMID &&
+                             (game.loc == objects[PYRAMID].plac ||
+                              game.loc == objects[EMERALD].plac))) {
+                               if (AT(treasure) &&
+                                   game.objects[treasure].fixed == IS_FREE) {
+                                       carry(treasure, game.loc);
+                               }
+                               if (TOTING(treasure)) {
+                                       drop(treasure, game.chloc);
+                               }
+                       }
                }
        }
 
-/* Logical variables:
- *
- *  game.closed says whether we're all the way closed
- *  game.closng says whether it's closing time yet
- *  game.clshnt says whether he's read the clue in the endgame
- *  game.lmwarn says whether he's been warned about lamp going dim
- *  game.novice says whether he asked for instructions at start-up
- *  game.panic says whether he's found out he's trapped in the cave
- *  game.wzdark says whether the loc he's leaving was dark */
+       return true;
+}
 
-#include "funcs.h"
+static bool dwarfmove(void) {
+       /* Dwarves move.  Return true if player survives, false if he dies. */
+       int kk, stick, attack;
+       loc_t tk[21];
+
+       /*  Dwarf stuff.  See earlier comments for description of
+        *  variables.  Remember sixth dwarf is pirate and is thus
+        *  very different except for motion rules. */
+
+       /*  First off, don't let the dwarves follow him into a pit or a
+        *  wall.  Activate the whole mess the first time he gets as far
+        *  as the Hall of Mists (what INDEEP() tests).  If game.newloc
+        *  is forbidden to pirate (in particular, if it's beyond the
+        *  troll bridge), bypass dwarf stuff.  That way pirate can't
+        *  steal return toll, and dwarves can't meet the bear.  Also
+        *  means dwarves won't follow him into dead end in maze, but
+        *  c'est la vie.  They'll wait for him outside the dead end. */
+       if (game.loc == LOC_NOWHERE || FORCED(game.loc) ||
+           CNDBIT(game.newloc, COND_NOARRR)) {
+               return true;
+       }
 
-/* Initialize our LCG PRNG with parameters tested against Knuth vol. 2. by the original authors */
+       /* Dwarf activity level ratchets up */
+       if (game.dflag == 0) {
+               if (INDEEP(game.loc)) {
+                       game.dflag = 1;
+               }
+               return true;
+       }
 
-       lcgstate.a = 1093;
-       lcgstate.c = 221587;
-       lcgstate.m = 1048576;
-       srand(time(NULL));
-       long seedval = (long)rand();
-       set_seed(seedval);
+       /*  When we encounter the first dwarf, we kill 0, 1, or 2 of
+        *  the 5 dwarves.  If any of the survivors is at game.loc,
+        *  replace him with the alternate. */
+       if (game.dflag == 1) {
+               if (!INDEEP(game.loc) ||
+                   (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85)))) {
+                       return true;
+               }
+               game.dflag = 2;
+               for (int i = 1; i <= 2; i++) {
+                       int j = 1 + randrange(NDWARVES - 1);
+                       if (PCT(50)) {
+                               game.dwarves[j].loc = 0;
+                       }
+               }
 
-/*  Read the database if we have not yet done so */
+               /* Alternate initial loc for dwarf, in case one of them
+                *  starts out on top of the adventurer. */
+               for (int i = 1; i <= NDWARVES - 1; i++) {
+                       if (game.dwarves[i].loc == game.loc) {
+                               game.dwarves[i].loc = DALTLC;
+                       }
+                       game.dwarves[i].oldloc = game.dwarves[i].loc;
+               }
+               rspeak(DWARF_RAN);
+               drop(AXE, game.loc);
+               return true;
+       }
+
+       /*  Things are in full swing.  Move each dwarf at random,
+        *  except if he's seen us he sticks with us.  Dwarves stay
+        *  deep inside.  If wandering at random, they don't back up
+        *  unless there's no alternative.  If they don't have to
+        *  move, they attack.  And, of course, dead dwarves don't do
+        *  much of anything. */
+       game.dtotal = 0;
+       attack = 0;
+       stick = 0;
+       for (int i = 1; i <= NDWARVES; i++) {
+               if (game.dwarves[i].loc == 0) {
+                       continue;
+               }
+               /*  Fill tk array with all the places this dwarf might go. */
+               unsigned int j = 1;
+               kk = tkey[game.dwarves[i].loc];
+               if (kk != 0) {
+                       do {
+                               enum desttype_t desttype = travel[kk].desttype;
+                               game.newloc = travel[kk].destval;
+                               /* Have we avoided a dwarf encounter? */
+                               if (desttype != dest_goto) {
+                                       continue;
+                               } else if (!INDEEP(game.newloc)) {
+                                       continue;
+                               } else if (game.newloc ==
+                                          game.dwarves[i].oldloc) {
+                                       continue;
+                               } else if (j > 1 && game.newloc == tk[j - 1]) {
+                                       continue;
+                               } else if (j >= DIM(tk) - 1) {
+                                       /* This can't actually happen. */
+                                       continue; // LCOV_EXCL_LINE
+                               } else if (game.newloc == game.dwarves[i].loc) {
+                                       continue;
+                               } else if (FORCED(game.newloc)) {
+                                       continue;
+                               } else if (i == PIRATE &&
+                                          CNDBIT(game.newloc, COND_NOARRR)) {
+                                       continue;
+                               } else if (travel[kk].nodwarves) {
+                                       continue;
+                               }
+                               tk[j++] = game.newloc;
+                       } while (!travel[kk++].stop);
+               }
+               tk[j] = game.dwarves[i].oldloc;
+               if (j >= 2) {
+                       --j;
+               }
+               j = 1 + randrange(j);
+               game.dwarves[i].oldloc = game.dwarves[i].loc;
+               game.dwarves[i].loc = tk[j];
+               game.dwarves[i].seen =
+                   (game.dwarves[i].seen && INDEEP(game.loc)) ||
+                   (game.dwarves[i].loc == game.loc ||
+                    game.dwarves[i].oldloc == game.loc);
+               if (!game.dwarves[i].seen) {
+                       continue;
+               }
+               game.dwarves[i].loc = game.loc;
+               if (spotted_by_pirate(i)) {
+                       continue;
+               }
+               /* This threatening little dwarf is in the room with him! */
+               ++game.dtotal;
+               if (game.dwarves[i].oldloc == game.dwarves[i].loc) {
+                       ++attack;
+                       if (game.knfloc >= LOC_NOWHERE) {
+                               game.knfloc = game.loc;
+                       }
+                       if (randrange(1000) < 95 * (game.dflag - 2)) {
+                               ++stick;
+                       }
+               }
+       }
+
+       /*  Now we know what's happening.  Let's tell the poor sucker about it.
+        */
+       if (game.dtotal == 0) {
+               return true;
+       }
+       rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
+       if (attack == 0) {
+               return true;
+       }
+       if (game.dflag == 2) {
+               game.dflag = 3;
+       }
+       if (attack > 1) {
+               rspeak(THROWN_KNIVES, attack);
+               rspeak(stick > 1 ? MULTIPLE_HITS
+                                : (stick == 1 ? ONE_HIT : NONE_HIT),
+                      stick);
+       } else {
+               rspeak(KNIFE_THROWN);
+               rspeak(stick ? GETS_YOU : MISSES_YOU);
+       }
+       if (stick == 0) {
+               return true;
+       }
+       game.oldlc2 = game.loc;
+       return false;
+}
 
-       MAP2[1] = 0;
-       if (!game.setup)initialise();
-       if(game.setup > 0) goto L1;
+/*  "You're dead, Jim."
+ *
+ *  If the current loc is zero, it means the clown got himself killed.
+ *  We'll allow this maxdie times.  NDEATHS is automatically set based
+ *  on the number of snide messages available.  Each death results in
+ *  a message (obituaries[n]) which offers reincarnation; if accepted,
+ *  this results in message obituaries[0], obituaries[2], etc.  The
+ *  last time, if he wants another chance, he gets a snide remark as
+ *  we exit.  When reincarnated, all objects being carried get dropped
+ *  at game.oldlc2 (presumably the last place prior to being killed)
+ *  without change of props.  The loop runs backwards to assure that
+ *  the bird is dropped before the cage.  (This kluge could be changed
+ *  once we're sure all references to bird and cage are done by
+ *  keywords.)  The lamp is a special case (it wouldn't do to leave it
+ *  in the cave). It is turned off and left outside the building (only
+ *  if he was carrying it, of course).  He himself is left inside the
+ *  building (and heaven help him if he tries to xyzzy back into the
+ *  cave without the lamp!).  game.oldloc is zapped so he can't just
+ *  "retreat". */
+static void croak(void) {
+       /*  Okay, he's dead.  Let's get on with it. */
+       const char *query = obituaries[game.numdie].query;
+       const char *yes_response = obituaries[game.numdie].yes_response;
+
+       ++game.numdie;
+
+       if (game.closng) {
+               /*  He died during closing time.  No resurrection.  Tally up a
+                *  death and exit. */
+               rspeak(DEATH_CLOSING);
+               terminate(endgame);
+       } else if (!yes_or_no(query, yes_response,
+                             arbitrary_messages[OK_MAN]) ||
+                  game.numdie == NDEATHS) {
+               /* Player is asked if he wants to try again. If not, or if
+                * he's already used all of his lives, we end the game */
+               terminate(endgame);
+       } else {
+               /* If player wishes to continue, we empty the liquids in the
+                * user's inventory, turn off the lamp, and drop all items
+                * where he died. */
+               game.objects[WATER].place = game.objects[OIL].place =
+                   LOC_NOWHERE;
+               if (TOTING(LAMP)) {
+                       game.objects[LAMP].prop = LAMP_DARK;
+               }
+               for (int j = 1; j <= NOBJECTS; j++) {
+                       int i = NOBJECTS + 1 - j;
+                       if (TOTING(i)) {
+                               /* Always leave lamp where it's accessible
+                                * aboveground */
+                               drop(i, (i == LAMP) ? LOC_START : game.oldlc2);
+                       }
+               }
+               game.oldloc = game.loc = game.newloc = LOC_BUILDING;
+       }
+}
 
-/*  Unlike earlier versions, adventure is no longer restartable.  (This
- *  lets us get away with modifying things such as OBJSND(BIRD) without
- *  having to be able to undo the changes later.)  If a "used" copy is
- *  rerun, we come here and tell the player to run a fresh copy. */
+static void describe_location(void) {
+       /* Describe the location to the user */
+       const char *msg = locations[game.loc].description.small;
 
-       RSPEAK(201);
-       exit(0);
+       if (MOD(game.locs[game.loc].abbrev, game.abbnum) == 0 ||
+           msg == NO_MESSAGE) {
+               msg = locations[game.loc].description.big;
+       }
 
-/*  Start-up, dwarf stuff */
+       if (!FORCED(game.loc) && DARK(game.loc)) {
+               msg = arbitrary_messages[PITCH_DARK];
+       }
 
-L1:    game.setup= -1;
-       I=0;
-       game.zzword=RNDVOC(3,0);
-       game.novice=YES(stdin, 65,1,0);
-       game.newloc=1;
-       game.loc=1;
-       game.limit=330;
-       if(game.novice)game.limit=1000;
+       if (TOTING(BEAR)) {
+               rspeak(TAME_BEAR);
+       }
 
-       if (logfp)
-           fprintf(logfp, "seed %ld\n", seedval);
+       speak(msg);
 
-       for (;;) {
-           if (!do_command(stdin))
-               break;
+       if (game.loc == LOC_Y2 && PCT(25) && !game.closng) {
+               rspeak(SAYS_PLUGH);
        }
-       score(1);
 }
 
-static bool fallback_handler(char *buf)
-/* fallback handler for commands not handled by FORTRANish parser */
-{
-    long sv;
-    if (sscanf(buf, "seed %ld", &sv) == 1) {
-       set_seed(sv);
-       printf("Seed set to %ld\n", sv);
-       // autogenerated, so don't charge user time for it.
-       --game.turns;
-       // here we reconfigure any global game state that uses random numbers
-       game.zzword=RNDVOC(3,0);
-       return true;
-    }
-    return false;
+static bool traveleq(int a, int b) {
+       /* Are two travel entries equal for purposes of skip after failed
+        * condition? */
+       return (travel[a].condtype == travel[b].condtype) &&
+              (travel[a].condarg1 == travel[b].condarg1) &&
+              (travel[a].condarg2 == travel[b].condarg2) &&
+              (travel[a].desttype == travel[b].desttype) &&
+              (travel[a].destval == travel[b].destval);
 }
 
-static bool do_command(FILE *cmdin) {
-       long LL, KQ, VERB, KK, K2;
-       long obj;
-
-/*  Can't leave cave once it's closing (except by main office). */
-
-       if(!OUTSID(game.newloc) || game.newloc == 0 || !game.closng) goto L71;
-       RSPEAK(130);
-       game.newloc=game.loc;
-       if(!game.panic)game.clock2=15;
-       game.panic=true;
-
-/*  See if a dwarf has seen him and has come from where he wants to go.  If so,
- *  the dwarf's blocking his way.  If coming from place forbidden to pirate
- *  (dwarves rooted in place) let him get out (and attacked). */
-
-L71:   if(game.newloc == game.loc || FORCED(game.loc) || CNDBIT(game.loc,3)) goto L74;
-       /* 73 */ for (I=1; I<=NDWARVES-1; I++) {
-       if(game.odloc[I] != game.newloc || !game.dseen[I]) goto L73;
-       game.newloc=game.loc;
-       RSPEAK(2);
-        goto L74;
-L73:   /*etc*/ ;
-       } /* end loop */
-L74:   game.loc=game.newloc;
-
-/*  Dwarf stuff.  See earlier comments for description of variables.  Remember
- *  sixth dwarf is pirate and is thus very different except for motion rules. */
-
-/*  First off, don't let the dwarves follow him into a pit or a wall.  Activate
- *  the whole mess the first time he gets as far as the hall of mists (loc 15).
- *  If game.newloc is forbidden to pirate (in particular, if it's beyond the troll
- *  bridge), bypass dwarf stuff.  That way pirate can't steal return toll, and
- *  dwarves can't meet the bear.  Also means dwarves won't follow him into dead
- *  end in maze, but c'est la vie.  They'll wait for him outside the dead end. */
-
-       if(game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc,3)) goto L2000;
-       if(game.dflag != 0) goto L6000;
-       if(INDEEP(game.loc))game.dflag=1;
-        goto L2000;
-
-/*  When we encounter the first dwarf, we kill 0, 1, or 2 of the 5 dwarves.  If
- *  any of the survivors is at loc, replace him with the alternate. */
-
-L6000: if(game.dflag != 1) goto L6010;
-       if(!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc,4) || PCT(85)))) goto L2000;
-       game.dflag=2;
-       for (I=1; I<=2; I++) {
-       J=1+randrange(NDWARVES-1);
-       if(PCT(50))game.dloc[J]=0;
-       } /* end loop */
-       for (I=1; I<=NDWARVES-1; I++) {
-       if(game.dloc[I] == game.loc)game.dloc[I]=DALTLC;
-       game.odloc[I]=game.dloc[I];
-       } /* end loop */
-       RSPEAK(3);
-       DROP(AXE,game.loc);
-        goto L2000;
-
-/*  Things are in full swing.  Move each dwarf at random, except if he's seen us
- *  he sticks with us.  Dwarves stay deep inside.  If wandering at random,
- *  they don't back up unless there's no alternative.  If they don't have to
- *  move, they attack.  And, of course, dead dwarves don't do much of anything. */
-
-L6010: game.dtotal=0;
-       ATTACK=0;
-       STICK=0;
-       /* 6030 */ for (I=1; I<=NDWARVES; I++) {
-       if(game.dloc[I] == 0) goto L6030;
-/*  Fill TK array with all the places this dwarf might go. */
-       J=1;
-       KK=game.dloc[I];
-       KK=KEY[KK];
-       if(KK == 0) goto L6016;
-L6012: game.newloc=MOD(labs(TRAVEL[KK])/1000,1000);
-       {long x = J-1;
-       if(game.newloc > 300 || !INDEEP(game.newloc) || game.newloc == game.odloc[I] || (J > 1 &&
-               game.newloc == TK[x]) || J >= 20 || game.newloc == game.dloc[I] ||
-               FORCED(game.newloc) || (I == 6 && CNDBIT(game.newloc,3)) ||
-               labs(TRAVEL[KK])/1000000 == 100) goto L6014;}
-       TK[J]=game.newloc;
-       J=J+1;
-L6014: KK=KK+1;
-       {long x = KK-1; if(TRAVEL[x] >= 0) goto L6012;}
-L6016: TK[J]=game.odloc[I];
-       if(J >= 2)J=J-1;
-       J=1+randrange(J);
-       game.odloc[I]=game.dloc[I];
-       game.dloc[I]=TK[J];
-       game.dseen[I]=(game.dseen[I] && INDEEP(game.loc)) || (game.dloc[I] == game.loc || game.odloc[I] == game.loc);
-       if(!game.dseen[I]) goto L6030;
-       game.dloc[I]=game.loc;
-       if(I != 6) goto L6027;
-
-/*  The pirate's spotted him.  He leaves him alone once we've found chest.  K
- *  counts if a treasure is here.  If not, and tally=1 for an unseen chest, let
- *  the pirate be spotted.  Note that game.place(CHEST)=0 might mean that he's
- *  thrown it to the troll, but in that case he's seen the chest (game.prop=0). */
-
-       if(game.loc == game.chloc || game.prop[CHEST] >= 0) goto L6030;
-       K=0;
-       /* 6020 */ for (J=50; J<=MAXTRS; J++) {
-/*  Pirate won't take pyramid from plover room or dark room (too easy!). */
-       if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6020;
-       if(TOTING(J)) goto L6021;
-L6020: if(HERE(J))K=1;
-       } /* end loop */
-       if(game.tally == 1 && K == 0 && game.place[CHEST] == 0 && HERE(LAMP) && game.prop[LAMP]
-               == 1) goto L6025;
-       if(game.odloc[6] != game.dloc[6] && PCT(20))RSPEAK(127);
-        goto L6030;
-
-L6021: if(game.place[CHEST] != 0) goto L6022;
-/*  Install chest only once, to insure it is the last treasure in the list. */
-       MOVE(CHEST,game.chloc);
-       MOVE(MESSAG,game.chloc2);
-L6022: RSPEAK(128);
-       /* 6023 */ for (J=50; J<=MAXTRS; J++) {
-       if(J == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) goto L6023;
-       if(AT(J) && game.fixed[J] == 0)CARRY(J,game.loc);
-       if(TOTING(J))DROP(J,game.chloc);
-L6023: /*etc*/ ;
-       } /* end loop */
-L6024: game.dloc[6]=game.chloc;
-       game.odloc[6]=game.chloc;
-       game.dseen[6]=false;
-        goto L6030;
-
-L6025: RSPEAK(186);
-       MOVE(CHEST,game.chloc);
-       MOVE(MESSAG,game.chloc2);
-        goto L6024;
-
-/*  This threatening little dwarf is in the room with him! */
-
-L6027: game.dtotal=game.dtotal+1;
-       if(game.odloc[I] != game.dloc[I]) goto L6030;
-       ATTACK=ATTACK+1;
-       if(game.knfloc >= 0)game.knfloc=game.loc;
-       if(randrange(1000) < 95*(game.dflag-2))STICK=STICK+1;
-L6030: /*etc*/ ;
-       } /* end loop */
-
-/*  Now we know what's happening.  Let's tell the poor sucker about it.
- *  Note that various of the "knife" messages must have specific relative
- *  positions in the RSPEAK database. */
-
-       if(game.dtotal == 0) goto L2000;
-       SETPRM(1,game.dtotal,0);
-       RSPEAK(4+1/game.dtotal);
-       if(ATTACK == 0) goto L2000;
-       if(game.dflag == 2)game.dflag=3;
-       SETPRM(1,ATTACK,0);
-       K=6;
-       if(ATTACK > 1)K=250;
-       RSPEAK(K);
-       SETPRM(1,STICK,0);
-       RSPEAK(K+1+2/(1+STICK));
-       if(STICK == 0) goto L2000;
-       game.oldlc2=game.loc;
-        goto L99;
-
-/*  Describe the current location and (maybe) get next command. */
-
-/*  Print text for current loc. */
-
-L2000: if(game.loc == 0) goto L99;
-       KK=STEXT[game.loc];
-       if(MOD(game.abbrev[game.loc],game.abbnum) == 0 || KK == 0)KK=LTEXT[game.loc];
-       if(FORCED(game.loc) || !DARK(0)) goto L2001;
-       if(game.wzdark && PCT(35)) goto L90;
-       KK=RTEXT[16];
-L2001: if(TOTING(BEAR))RSPEAK(141);
-       SPEAK(KK);
-       K=1;
-       if(FORCED(game.loc)) goto L8;
-       if(game.loc == 33 && PCT(25) && !game.closng)RSPEAK(7);
-
-/*  Print out descriptions of objects at this location.  If not closing and
- *  property value is negative, tally off another treasure.  Rug is special
- *  case; once seen, its game.prop is 1 (dragon on it) till dragon is killed.
- *  Similarly for chain; game.prop is initially 1 (locked to bear).  These hacks
- *  are because game.prop=0 is needed to get full score. */
-
-       if(DARK(0)) goto L2012;
-       game.abbrev[game.loc]=game.abbrev[game.loc]+1;
-       I=game.atloc[game.loc];
-L2004: if(I == 0) goto L2012;
-       obj=I;
-       if(obj > NOBJECTS)obj=obj-NOBJECTS;
-       if(obj == STEPS && TOTING(NUGGET)) goto L2008;
-       if(game.prop[obj] >= 0) goto L2006;
-       if(game.closed) goto L2008;
-       game.prop[obj]=0;
-       if(obj == RUG || obj == CHAIN)game.prop[obj]=1;
-       game.tally=game.tally-1;
-/*  Note: There used to be a test here to see whether the player had blown it
- *  so badly that he could never ever see the remaining treasures, and if so
- *  the lamp was zapped to 35 turns.  But the tests were too simple-minded;
- *  things like killing the bird before the snake was gone (can never see
- *  jewelry), and doing it "right" was hopeless.  E.G., could cross troll
- *  bridge several times, using up all available treasures, breaking vase,
- *  using coins to buy batteries, etc., and eventually never be able to get
- *  across again.  If bottle were left on far side, could then never get eggs
- *  or trident, and the effects propagate.  So the whole thing was flushed.
- *  anyone who makes such a gross blunder isn't likely to find everything
- *  else anyway (so goes the rationalisation). */
-L2006: KK=game.prop[obj];
-       if(obj == STEPS && game.loc == game.fixed[STEPS])KK=1;
-       PSPEAK(obj,KK);
-L2008: I=game.link[I];
-        goto L2004;
-
-L2009: K=54;
-L2010: SPK=K;
-L2011: RSPEAK(SPK);
-
-L2012: VERB=0;
-       game.oldobj=obj;
-       obj=0;
-
-/*  Check if this loc is eligible for any hints.  If been here long enough,
- *  branch to help section (on later page).  Hints all come back here eventually
- *  to finish the loop.  Ignore "HINTS" < 4 (special stuff, see database notes).
-               */
-
-L2600: if(COND[game.loc] < game.conds) goto L2603;
-       /* 2602 */ for (HINT=1; HINT<=HNTMAX; HINT++) {
-       if(game.hinted[HINT]) goto L2602;
-       if(!CNDBIT(game.loc,HINT+10))game.hintlc[HINT]= -1;
-       game.hintlc[HINT]=game.hintlc[HINT]+1;
-       if(game.hintlc[HINT] >= HINTS[HINT][1]) goto L40000;
-L2602: /*etc*/ ;
-       } /* end loop */
-
-/*  If closing time, check for any objects being toted with game.prop < 0 and set
- *  the prop to -1-game.prop.  This way objects won't be described until they've
- *  been picked up and put down separate from their respective piles.  Don't
- *  tick game.clock1 unless well into cave (and not at Y2). */
-
-L2603: if(!game.closed) goto L2605;
-       if(game.prop[OYSTER] < 0 && TOTING(OYSTER))PSPEAK(OYSTER,1);
-       for (I=1; I<=NOBJECTS; I++) {
-       if(TOTING(I) && game.prop[I] < 0)game.prop[I]= -1-game.prop[I];
-       } /* end loop */
-L2605: game.wzdark=DARK(0);
-       if(game.knfloc > 0 && game.knfloc != game.loc)game.knfloc=0;
-       I=0;
-       if (!GETIN(cmdin, WD1,WD1X,WD2,WD2X))
-           return false;
-
-/*  Every input, check "game.foobar" flag.  If zero, nothing's going on.  If pos,
- *  make neg.  If neg, he skipped a word, so make it zero. */
-
-L2607: game.foobar=(game.foobar>0 ? -game.foobar : 0);
-       game.turns=game.turns+1;
-       if(game.turns == game.thresh) {
-       SPEAK(TTEXT[game.trndex]);
-       game.trnluz=game.trnluz+TRNVAL[game.trndex]/100000;
-       game.trndex=game.trndex+1;
-       game.thresh= -1;
-       if(game.trndex <= TRNVLS)
-           game.thresh=MOD(TRNVAL[game.trndex],100000)+1;
-       }
-       if(VERB == SAY && WD2 > 0)VERB=0;
-       if(VERB == SAY) goto L4090;
-       if(game.tally == 0 && INDEEP(game.loc) && game.loc != 33)game.clock1=game.clock1-1;
-       if(game.clock1 == 0) goto L10000;
-       if(game.clock1 < 0)game.clock2=game.clock2-1;
-       if(game.clock2 == 0) goto L11000;
-       if(game.prop[LAMP] == 1)game.limit=game.limit-1;
-       if(game.limit <= 30 && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) goto
-               L12000;
-       if(game.limit == 0) goto L12400;
-       if(game.limit <= 30) goto L12200;
-L19999: K=43;
-       if(LIQLOC(game.loc) == WATER)K=70;
-       V1=VOCAB(WD1,-1);
-       V2=VOCAB(WD2,-1);
-       if(V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) goto L2010;
-       if(V1 == ENTER && WD2 > 0) goto L2800;
-       if((V1 != 1000+WATER && V1 != 1000+OIL) || (V2 != 1000+PLANT && V2 !=
-               1000+DOOR)) goto L2610;
-       {long x = V2-1000; if(AT(x))WD2=MAKEWD(16152118);}
-L2610: if(V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
-               WD1=MAKEWD(301200308);
-L2620: if(WD1 == MAKEWD(23051920)) {
-               game.iwest=game.iwest+1;
-               if(game.iwest == 10)RSPEAK(17);
-       }
-       if(WD1 != MAKEWD( 715) || WD2 == 0) goto L2630;
-       IGO=IGO+1;
-       if(IGO == 10)RSPEAK(276);
-L2630: I=VOCAB(WD1,-1);
-       if(I == -1) goto L3000;
-       K=MOD(I,1000);
-       KQ=I/1000+1;
-        switch (KQ-1) { case 0: goto L8; case 1: goto L5000; case 2: goto L4000;
-               case 3: goto L2010; }
-       BUG(22);
-
-/*  Get second word for analysis. */
-
-L2800: WD1=WD2;
-       WD1X=WD2X;
-       WD2=0;
-        goto L2620;
-
-/*  Gee, I don't understand. */
-
-L3000: SETPRM(1,WD1,WD1X);
-        if (fallback_handler(rawbuf))
-            return true;
-       RSPEAK(254);
-        goto L2600;
-
-/* Verb and object analysis moved to separate module. */
-
-L4000: I=4000; VERB=K; goto Laction;
-L4090: I=4090; goto Laction;
-L5000: I=5000;
-Laction:
-        switch (action(cmdin, I, VERB, obj)) {
-          case 2: return true;
-          case 8: goto L8;
-          case 2000: goto L2000;
-          case 2009: goto L2009;
-          case 2010: goto L2010;
-          case 2011: goto L2011;
-          case 2012: goto L2012;
-          case 2600: goto L2600;
-          case 2607: goto L2607;
-          case 2630: goto L2630;
-          case 2800: goto L2800;
-          case 8000: goto L8000;
-          case 18999: goto L18999;
-          case 19000: goto L19000;
-          }
-       BUG(99);
-
-/*  Random intransitive verbs come here.  Clear obj just in case (see "attack").
-               */
-
-L8000: SETPRM(1,WD1,WD1X);
-       RSPEAK(257);
-       obj=0;
-       goto L2600;
-
-/*  Figure out the new location
- *
- *  Given the current location in "game.loc", and a motion verb number in
- *  "K", put the new location in "game.newloc".  The current loc is saved
+/*  Given the current location in "game.loc", and a motion verb number in
+ *  "motion", put the new location in "game.newloc".  The current loc is saved
  *  in "game.oldloc" in case he wants to retreat.  The current
  *  game.oldloc is saved in game.oldlc2, in case he dies.  (if he
- *  does, game.newloc will be limbo, and OLgame.dloc will be what killed
+ *  does, game.newloc will be limbo, and game.oldloc will be what killed
  *  him, so we need game.oldlc2, which is the last place he was
  *  safe.) */
+static void playermove(int motion) {
+       int scratchloc, travel_entry = tkey[game.loc];
+       game.newloc = game.loc;
+       if (travel_entry == 0) {
+               BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
+       }
+       if (motion == NUL) {
+               return;
+       } else if (motion == BACK) {
+               /*  Handle "go back".  Look for verb which goes from game.loc to
+                *  game.oldloc, or to game.oldlc2 If game.oldloc has
+                * forced-motion. te_tmp saves entry -> forced loc -> previous
+                * loc. */
+               motion = game.oldloc;
+               if (FORCED(motion)) {
+                       motion = game.oldlc2;
+               }
+               game.oldlc2 = game.oldloc;
+               game.oldloc = game.loc;
+               if (CNDBIT(game.loc, COND_NOBACK)) {
+                       rspeak(TWIST_TURN);
+                       return;
+               }
+               if (motion == game.loc) {
+                       rspeak(FORGOT_PATH);
+                       return;
+               }
 
-L8:    KK=KEY[game.loc];
-       game.newloc=game.loc;
-       if(KK == 0)BUG(26);
-       if(K == NUL) return true;
-       if(K == BACK) goto L20;
-       if(K == LOOK) goto L30;
-       if(K == CAVE) goto L40;
-       game.oldlc2=game.oldloc;
-       game.oldloc=game.loc;
-
-L9:    LL=labs(TRAVEL[KK]);
-       if(MOD(LL,1000) == 1 || MOD(LL,1000) == K) goto L10;
-       if(TRAVEL[KK] < 0) goto L50;
-       KK=KK+1;
-        goto L9;
-
-L10:   LL=LL/1000;
-L11:   game.newloc=LL/1000;
-        K=MOD(game.newloc,100);        /* ESR: an instance of NOBJECTS? */
-       if(game.newloc <= 300) goto L13;
-       if(game.prop[K] != game.newloc/100-3) goto L16;
-L12:   if(TRAVEL[KK] < 0)BUG(25);
-       KK=KK+1;
-       game.newloc=labs(TRAVEL[KK])/1000;
-       if(game.newloc == LL) goto L12;
-       LL=game.newloc;
-        goto L11;
-
-L13:   if(game.newloc <= 100) goto L14;        /* ESR: an instance of NOBJECTS? */
-       if(TOTING(K) || (game.newloc > 200 && AT(K))) goto L16;
-        goto L12;
-
-L14:   if(game.newloc != 0 && !PCT(game.newloc)) goto L12;
-L16:   game.newloc=MOD(LL,1000);
-       if(game.newloc <= 300) return true;
-       if(game.newloc <= 500) goto L30000;
-       RSPEAK(game.newloc-500);
-       game.newloc=game.loc;
-        return true;
-
-/*  Special motions come here.  Labelling convention: statement numbers NNNXX
- *  (XX=00-99) are used for special case number NNN (NNN=301-500). */
-
-L30000: game.newloc=game.newloc-300;
-        switch (game.newloc) { case 1: goto L30100; case 2: goto L30200; case 3: goto
-               L30300; }
-       BUG(20);
-
-/*  Travel 301.  Plover-alcove passage.  Can carry only emerald.  Note: travel
- *  table must include "useless" entries going through passage, which can never
- *  be used for actual motion, but can be spotted by "go back". */
-
-L30100: game.newloc=99+100-game.loc;   /* ESR: an instance of NOBJECTS? */
-       if(game.holdng == 0 || (game.holdng == 1 && TOTING(EMRALD))) return true;
-       game.newloc=game.loc;
-       RSPEAK(117);
-       return true;
+               int te_tmp = 0;
+               for (;;) {
+                       enum desttype_t desttype =
+                           travel[travel_entry].desttype;
+                       scratchloc = travel[travel_entry].destval;
+                       if (desttype != dest_goto || scratchloc != motion) {
+                               if (desttype == dest_goto) {
+                                       if (FORCED(scratchloc) &&
+                                           travel[tkey[scratchloc]].destval ==
+                                               motion) {
+                                               te_tmp = travel_entry;
+                                       }
+                               }
+                               if (!travel[travel_entry].stop) {
+                                       ++travel_entry; /* go to next travel
+                                                          entry for this
+                                                          location */
+                                       continue;
+                               }
+                               /* we've reached the end of travel entries for
+                                * game.loc */
+                               travel_entry = te_tmp;
+                               if (travel_entry == 0) {
+                                       rspeak(NOT_CONNECTED);
+                                       return;
+                               }
+                       }
+
+                       motion = travel[travel_entry].motion;
+                       travel_entry = tkey[game.loc];
+                       break; /* fall through to ordinary travel */
+               }
+       } else if (motion == LOOK) {
+               /*  Look.  Can't give more detail.  Pretend it wasn't dark
+                *  (though it may now be dark) so he won't fall into a
+                *  pit while staring into the gloom. */
+               if (game.detail < 3) {
+                       rspeak(NO_MORE_DETAIL);
+               }
+               ++game.detail;
+               game.wzdark = false;
+               game.locs[game.loc].abbrev = 0;
+               return;
+       } else if (motion == CAVE) {
+               /*  Cave.  Different messages depending on whether above ground.
+                */
+               rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE)
+                          ? FOLLOW_STREAM
+                          : NEED_DETAIL);
+               return;
+       } else {
+               /* none of the specials */
+               game.oldlc2 = game.oldloc;
+               game.oldloc = game.loc;
+       }
 
-/*  Travel 302.  Plover transport.  Drop the emerald (only use special travel if
- *  toting it), so he's forced to use the plover-passage to get it out.  Having
- *  dropped it, go back and pretend he wasn't carrying it after all. */
-
-L30200: DROP(EMRALD,game.loc);
-        goto L12;
-
-/*  Travel 303.  Troll bridge.  Must be done only as special motion so that
- *  dwarves won't wander across and encounter the bear.  (They won't follow the
- *  player there because that region is forbidden to the pirate.)  If
- *  game.prop(TROLL)=1, he's crossed since paying, so step out and block him.
- *  (standard travel entries check for game.prop(TROLL)=0.)  Special stuff for bear. */
-
-L30300: if(game.prop[TROLL] != 1) goto L30310;
-       PSPEAK(TROLL,1);
-       game.prop[TROLL]=0;
-       MOVE(TROLL2,0);
-       MOVE(TROLL2+NOBJECTS,0);
-       MOVE(TROLL,PLAC[TROLL]);
-       MOVE(TROLL+NOBJECTS,FIXD[TROLL]);
-       JUGGLE(CHASM);
-       game.newloc=game.loc;
-       return true;
+       /* Look for a way to fulfil the motion verb passed in - travel_entry
+        * indexes the beginning of the motion entries for here (game.loc). */
+       for (;;) {
+               if ((travel[travel_entry].motion == HERE) ||
+                   travel[travel_entry].motion == motion) {
+                       break;
+               }
+               if (travel[travel_entry].stop) {
+                       /*  Couldn't find an entry matching the motion word
+                        * passed in.  Various messages depending on word given.
+                        */
+                       switch (motion) {
+                       case EAST:
+                       case WEST:
+                       case SOUTH:
+                       case NORTH:
+                       case NE:
+                       case NW:
+                       case SW:
+                       case SE:
+                       case UP:
+                       case DOWN:
+                               rspeak(BAD_DIRECTION);
+                               break;
+                       case FORWARD:
+                       case LEFT:
+                       case RIGHT:
+                               rspeak(UNSURE_FACING);
+                               break;
+                       case OUTSIDE:
+                       case INSIDE:
+                               rspeak(NO_INOUT_HERE);
+                               break;
+                       case XYZZY:
+                       case PLUGH:
+                               rspeak(NOTHING_HAPPENS);
+                               break;
+                       case CRAWL:
+                               rspeak(WHICH_WAY);
+                               break;
+                       default:
+                               rspeak(CANT_APPLY);
+                       }
+                       return;
+               }
+               ++travel_entry;
+       }
 
-L30310: game.newloc=PLAC[TROLL]+FIXD[TROLL]-game.loc;
-       if(game.prop[TROLL] == 0)game.prop[TROLL]=1;
-       if(!TOTING(BEAR)) return true;
-       RSPEAK(162);
-       game.prop[CHASM]=1;
-       game.prop[TROLL]=2;
-       DROP(BEAR,game.newloc);
-       game.fixed[BEAR]= -1;
-       game.prop[BEAR]=3;
-       game.oldlc2=game.newloc;
-        goto L99;
-
-/*  End of specials. */
-
-/*  Handle "go back".  Look for verb which goes from game.loc to game.oldloc, or to game.oldlc2
- *  If game.oldloc has forced-motion.  K2 saves entry -> forced loc -> previous loc. */
-
-L20:   K=game.oldloc;
-       if(FORCED(K))K=game.oldlc2;
-       game.oldlc2=game.oldloc;
-       game.oldloc=game.loc;
-       K2=0;
-       if(K == game.loc)K2=91;
-       if(CNDBIT(game.loc,4))K2=274;
-       if(K2 == 0) goto L21;
-       RSPEAK(K2);
-       return true;
+       /* (ESR) We've found a destination that goes with the motion verb.
+        * Next we need to check any conditional(s) on this destination, and
+        * possibly on following entries. */
+       do {
+               for (;;) { /* L12 loop */
+                       for (;;) {
+                               enum condtype_t condtype =
+                                   travel[travel_entry].condtype;
+                               int condarg1 = travel[travel_entry].condarg1;
+                               int condarg2 = travel[travel_entry].condarg2;
+                               if (condtype < cond_not) {
+                                       /* YAML N and [pct N] conditionals */
+                                       if (condtype == cond_goto ||
+                                           condtype == cond_pct) {
+                                               if (condarg1 == 0 ||
+                                                   PCT(condarg1)) {
+                                                       break;
+                                               }
+                                               /* else fall through */
+                                       }
+                                       /* YAML [with OBJ] clause */
+                                       else if (TOTING(condarg1) ||
+                                                (condtype == cond_with &&
+                                                 AT(condarg1))) {
+                                               break;
+                                       }
+                                       /* else fall through to check [not OBJ
+                                        * STATE] */
+                               } else if (game.objects[condarg1].prop !=
+                                          condarg2) {
+                                       break;
+                               }
+
+                               /* We arrive here on conditional failure.
+                                * Skip to next non-matching destination */
+                               int te_tmp = travel_entry;
+                               do {
+                                       if (travel[te_tmp].stop) {
+                                               BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
+                                       }
+                                       ++te_tmp;
+                               } while (traveleq(travel_entry, te_tmp));
+                               travel_entry = te_tmp;
+                       }
+
+                       /* Found an eligible rule, now execute it */
+                       enum desttype_t desttype =
+                           travel[travel_entry].desttype;
+                       game.newloc = travel[travel_entry].destval;
+                       if (desttype == dest_goto) {
+                               return;
+                       }
+
+                       if (desttype == dest_speak) {
+                               /* Execute a speak rule */
+                               rspeak(game.newloc);
+                               game.newloc = game.loc;
+                               return;
+                       } else {
+                               switch (game.newloc) {
+                               case 1:
+                                       /* Special travel 1.  Plover-alcove
+                                        * passage.  Can carry only emerald.
+                                        * Note: travel table must include
+                                        * "useless" entries going through
+                                        * passage, which can never be used for
+                                        * actual motion, but can be spotted by
+                                        * "go back". */
+                                       game.newloc = (game.loc == LOC_PLOVER)
+                                                         ? LOC_ALCOVE
+                                                         : LOC_PLOVER;
+                                       if (game.holdng > 1 ||
+                                           (game.holdng == 1 &&
+                                            !TOTING(EMERALD))) {
+                                               game.newloc = game.loc;
+                                               rspeak(MUST_DROP);
+                                       }
+                                       return;
+                               case 2:
+                                       /* Special travel 2.  Plover transport.
+                                        * Drop the emerald (only use special
+                                        * travel if toting it), so he's forced
+                                        * to use the plover-passage to get it
+                                        * out.  Having dropped it, go back and
+                                        * pretend he wasn't carrying it after
+                                        * all. */
+                                       drop(EMERALD, game.loc);
+                                       {
+                                               int te_tmp = travel_entry;
+                                               do {
+                                                       if (travel[te_tmp]
+                                                               .stop) {
+                                                               BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
+                                                       }
+                                                       ++te_tmp;
+                                               } while (traveleq(travel_entry,
+                                                                 te_tmp));
+                                               travel_entry = te_tmp;
+                                       }
+                                       continue; /* goto L12 */
+                               case 3:
+                                       /* Special travel 3.  Troll bridge. Must
+                                        * be done only as special motion so
+                                        * that dwarves won't wander across and
+                                        * encounter the bear.  (They won't
+                                        * follow the player there because that
+                                        * region is forbidden to the pirate.)
+                                        * If game.prop[TROLL]=TROLL_PAIDONCE,
+                                        * he's crossed since paying, so step
+                                        * out and block him. (standard travel
+                                        * entries check for
+                                        * game.prop[TROLL]=TROLL_UNPAID.)
+                                        * Special stuff for bear. */
+                                       if (game.objects[TROLL].prop ==
+                                           TROLL_PAIDONCE) {
+                                               pspeak(TROLL, look, true,
+                                                      TROLL_PAIDONCE);
+                                               game.objects[TROLL].prop =
+                                                   TROLL_UNPAID;
+                                               DESTROY(TROLL2);
+                                               move(TROLL2 + NOBJECTS,
+                                                    IS_FREE);
+                                               move(TROLL,
+                                                    objects[TROLL].plac);
+                                               move(TROLL + NOBJECTS,
+                                                    objects[TROLL].fixd);
+                                               juggle(CHASM);
+                                               game.newloc = game.loc;
+                                               return;
+                                       } else {
+                                               game.newloc =
+                                                   objects[TROLL].plac +
+                                                   objects[TROLL].fixd -
+                                                   game.loc;
+                                               if (game.objects[TROLL].prop ==
+                                                   TROLL_UNPAID) {
+                                                       game.objects[TROLL]
+                                                           .prop =
+                                                           TROLL_PAIDONCE;
+                                               }
+                                               if (!TOTING(BEAR)) {
+                                                       return;
+                                               }
+                                               state_change(CHASM,
+                                                            BRIDGE_WRECKED);
+                                               game.objects[TROLL].prop =
+                                                   TROLL_GONE;
+                                               drop(BEAR, game.newloc);
+                                               game.objects[BEAR].fixed =
+                                                   IS_FIXED;
+                                               game.objects[BEAR].prop =
+                                                   BEAR_DEAD;
+                                               game.oldlc2 = game.newloc;
+                                               croak();
+                                               return;
+                                       }
+                               default: // LCOV_EXCL_LINE
+                                       BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
+                               }
+                       }
+                       break; /* Leave L12 loop */
+               }
+       } while (false);
+}
+
+static void lampcheck(void) {
+       /* Check game limit and lamp timers */
+       if (game.objects[LAMP].prop == LAMP_BRIGHT) {
+               --game.limit;
+       }
 
-L21:   LL=MOD((labs(TRAVEL[KK])/1000),1000);
-       if(LL != K) {
-               if(LL <= 300) {
-                       J=KEY[LL];
-                       if(FORCED(LL) && MOD((labs(TRAVEL[J])/1000),1000) == K)
-                               K2=KK;
+       /*  Another way we can force an end to things is by having the
+        *  lamp give out.  When it gets close, we come here to warn him.
+        *  First following arm checks if the lamp and fresh batteries are
+        *  here, in which case we replace the batteries and continue.
+        *  Second is for other cases of lamp dying.  Even after it goes
+        *  out, he can explore outside for a while if desired. */
+       if (game.limit <= WARNTIME) {
+               if (HERE(BATTERY) &&
+                   game.objects[BATTERY].prop == FRESH_BATTERIES &&
+                   HERE(LAMP)) {
+                       rspeak(REPLACE_BATTERIES);
+                       game.objects[BATTERY].prop = DEAD_BATTERIES;
+#ifdef __unused__
+                       /* This code from the original game seems to have been
+                        * faulty. No tests ever passed the guard, and with the
+                        * guard removed the game hangs when the lamp limit is
+                        * reached.
+                        */
+                       if (TOTING(BATTERY)) {
+                               drop(BATTERY, game.loc);
+                       }
+#endif
+                       game.limit += BATTERYLIFE;
+                       game.lmwarn = false;
+               } else if (!game.lmwarn && HERE(LAMP)) {
+                       game.lmwarn = true;
+                       if (game.objects[BATTERY].prop == DEAD_BATTERIES) {
+                               rspeak(MISSING_BATTERIES);
+                       } else if (game.objects[BATTERY].place == LOC_NOWHERE) {
+                               rspeak(LAMP_DIM);
+                       } else {
+                               rspeak(GET_BATTERIES);
+                       }
                }
-               if(TRAVEL[KK] < 0) goto L23;
-               KK=KK+1;
-               goto L21;
+       }
+       if (game.limit == 0) {
+               game.limit = -1;
+               game.objects[LAMP].prop = LAMP_DARK;
+               if (HERE(LAMP)) {
+                       rspeak(LAMP_OUT);
+               }
+       }
+}
 
-L23:           KK=K2;
-               if(KK == 0) {
-                       RSPEAK(140);
-                       return true;
+/*  Handle the closing of the cave.  The cave closes "clock1" turns
+ *  after the last treasure has been located (including the pirate's
+ *  chest, which may of course never show up).  Note that the
+ *  treasures need not have been taken yet, just located.  Hence
+ *  clock1 must be large enough to get out of the cave (it only ticks
+ *  while inside the cave).  When it hits zero, we start closing the
+ *  cave, and then sit back and wait for him to try to get out.  If he
+ *  doesn't within clock2 turns, we close the cave; if he does try, we
+ *  assume he panics, and give him a few additional turns to get
+ *  frantic before we close.  When clock2 hits zero, we transport him
+ *  into the final puzzle.  Note that the puzzle depends upon all
+ *  sorts of random things.  For instance, there must be no water or
+ *  oil, since there are beanstalks which we don't want to be able to
+ *  water, since the code can't handle it.  Also, we can have no keys,
+ *  since there is a grate (having moved the fixed object!)  there
+ *  separating him from all the treasures.  Most of these problems
+ *  arise from the use of negative prop numbers to suppress the object
+ *  descriptions until he's actually moved the objects. */
+static bool closecheck(void) {
+       /* 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);
                }
        }
 
-       K=MOD(labs(TRAVEL[KK]),1000);
-       KK=KEY[game.loc];
-        goto L9;
+       /*  Don't tick game.clock1 unless well into cave (and not at Y2). */
+       if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2) {
+               --game.clock1;
+       }
 
-/*  Look.  Can't give more detail.  Pretend it wasn't dark (though it may "now"
- *  be dark) so he won't fall into a pit while staring into the gloom. */
+       /*  When the first warning comes, we lock the grate, destroy
+        *  the bridge, kill all the dwarves (and the pirate), remove
+        *  the troll and bear (unless dead), and set "closng" to
+        *  true.  Leave the dragon; too much trouble to move it.
+        *  from now until clock2 runs out, he cannot unlock the
+        *  grate, move to any location outside the cave, or create
+        *  the bridge.  Nor can he be resurrected if he dies.  Note
+        *  that the snake is already gone, since he got to the
+        *  treasure accessible only via the hall of the mountain
+        *  king. Also, he's been in giant room (to get eggs), so we
+        *  can refer to it.  Also also, he's gotten the pearl, so we
+        *  know the bivalve is an oyster.  *And*, the dwarves must
+        *  have been activated, since we've found chest. */
+       if (game.clock1 == 0) {
+               game.objects[GRATE].prop = GRATE_CLOSED;
+               game.objects[FISSURE].prop = UNBRIDGED;
+               for (int i = 1; i <= NDWARVES; i++) {
+                       game.dwarves[i].seen = false;
+                       game.dwarves[i].loc = LOC_NOWHERE;
+               }
+               DESTROY(TROLL);
+               move(TROLL + NOBJECTS, IS_FREE);
+               move(TROLL2, objects[TROLL].plac);
+               move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
+               juggle(CHASM);
+               if (game.objects[BEAR].prop != BEAR_DEAD) {
+                       DESTROY(BEAR);
+               }
+               game.objects[CHAIN].prop = CHAIN_HEAP;
+               game.objects[CHAIN].fixed = IS_FREE;
+               game.objects[AXE].prop = AXE_HERE;
+               game.objects[AXE].fixed = IS_FREE;
+               rspeak(CAVE_CLOSING);
+               game.clock1 = -1;
+               game.closng = true;
+               return game.closed;
+       } else if (game.clock1 < 0) {
+               --game.clock2;
+       }
+       if (game.clock2 == 0) {
+               /*  Once he's panicked, and clock2 has run out, we come here
+                *  to set up the storage room.  The room has two locs,
+                *  hardwired as LOC_NE and LOC_SW.  At the ne end, we
+                *  place empty bottles, a nursery of plants, a bed of
+                *  oysters, a pile of lamps, rods with stars, sleeping
+                *  dwarves, and him.  At the sw end we place grate over
+                *  treasures, snake pit, covey of caged birds, more rods, and
+                *  pillows.  A mirror stretches across one wall.  Many of the
+                *  objects come from known locations and/or states (e.g. the
+                *  snake is known to have been destroyed and needn't be
+                *  carried away from its old "place"), making the various
+                *  objects be handled differently.  We also drop all other
+                *  objects he might be carrying (lest he has some which
+                *  could cause trouble, such as the keys).  We describe the
+                *  flash of light and trundle back. */
+               put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
+               put(PLANT, LOC_NE, PLANT_THIRSTY);
+               put(OYSTER, LOC_NE, STATE_FOUND);
+               put(LAMP, LOC_NE, LAMP_DARK);
+               put(ROD, LOC_NE, STATE_FOUND);
+               put(DWARF, LOC_NE, STATE_FOUND);
+               game.loc = LOC_NE;
+               game.oldloc = LOC_NE;
+               game.newloc = LOC_NE;
+               /*  Leave the grate with normal (non-negative) property.
+                *  Reuse sign. */
+               move(GRATE, LOC_SW);
+               move(SIGN, LOC_SW);
+               game.objects[SIGN].prop = ENDGAME_SIGN;
+               put(SNAKE, LOC_SW, SNAKE_CHASED);
+               put(BIRD, LOC_SW, BIRD_CAGED);
+               put(CAGE, LOC_SW, STATE_FOUND);
+               put(ROD2, LOC_SW, STATE_FOUND);
+               put(PILLOW, LOC_SW, STATE_FOUND);
+
+               put(MIRROR, LOC_NE, STATE_FOUND);
+               game.objects[MIRROR].fixed = LOC_SW;
+
+               for (int i = 1; i <= NOBJECTS; i++) {
+                       if (TOTING(i)) {
+                               DESTROY(i);
+                       }
+               }
 
-L30:   if(game.detail < 3)RSPEAK(15);
-       game.detail=game.detail+1;
-       game.wzdark=false;
-       game.abbrev[game.loc]=0;
-       return true;
+               rspeak(CAVE_CLOSED);
+               game.closed = true;
+               return game.closed;
+       }
+
+       lampcheck();
+       return false;
+}
+
+static void listobjects(void) {
+       /*  Print out descriptions of objects at this location.  If
+        *  not closing and property value is negative, tally off
+        *  another treasure.  Rug is special case; once seen, its
+        *  game.prop is RUG_DRAGON (dragon on it) till dragon is killed.
+        *  Similarly for chain; game.prop is initially CHAINING_BEAR (locked to
+        *  bear).  These hacks are because game.prop=0 is needed to
+        *  get full score. */
+       if (!DARK(game.loc)) {
+               ++game.locs[game.loc].abbrev;
+               for (int i = game.locs[game.loc].atloc; i != 0;
+                    i = game.link[i]) {
+                       obj_t obj = i;
+                       if (obj > NOBJECTS) {
+                               obj = obj - NOBJECTS;
+                       }
+                       if (obj == STEPS && TOTING(NUGGET)) {
+                               continue;
+                       }
+                       /* (ESR) Warning: it looks like you could get away with
+                        * running this code only on objects with the treasure
+                        * property set. Nope.  There is mystery here.
+                        */
+                       if (PROP_IS_STASHED_OR_UNSEEN(obj)) {
+                               if (game.closed) {
+                                       continue;
+                               }
+                               PROP_SET_FOUND(obj);
+                               if (obj == RUG) {
+                                       game.objects[RUG].prop = RUG_DRAGON;
+                               }
+                               if (obj == CHAIN) {
+                                       game.objects[CHAIN].prop =
+                                           CHAINING_BEAR;
+                               }
+                               if (obj == EGGS) {
+                                       game.seenbigwords = true;
+                               }
+                               --game.tally;
+                               /*  Note: There used to be a test here to see
+                                * whether the player had blown it so badly that
+                                * he could never ever see the remaining
+                                * treasures, and if so the lamp was zapped to
+                                *  35 turns.  But the tests were too
+                                * simple-minded; things like killing the bird
+                                * before the snake was gone (can never see
+                                * jewelry), and doing it "right" was hopeless.
+                                * E.G., could cross troll bridge several times,
+                                * using up all available treasures, breaking
+                                * vase, using coins to buy batteries, etc., and
+                                * eventually never be able to get across again.
+                                * If bottle were left on far side, could then
+                                *  never get eggs or trident, and the effects
+                                * propagate.  So the whole thing was flushed.
+                                * anyone who makes such a gross blunder isn't
+                                * likely to find everything else anyway (so
+                                * goes the rationalisation). */
+                       }
+                       int kk = game.objects[obj].prop;
+                       if (obj == STEPS) {
+                               kk = (game.loc == game.objects[STEPS].fixed)
+                                        ? STEPS_UP
+                                        : STEPS_DOWN;
+                       }
+                       pspeak(obj, look, true, kk);
+               }
+       }
+}
+
+/* Pre-processes a command input to see if we need to tease out a few specific
+ * cases:
+ * - "enter water" or "enter stream":
+ *   weird specific case that gets the user wet, and then kicks us back to get
+ * another command
+ * - <object> <verb>:
+ *   Irregular form of input, but should be allowed. We switch back to <verb>
+ * <object> form for further processing.
+ * - "grate":
+ *   If in location with grate, we move to that grate. If we're in a number of
+ * other places, we move to the entrance.
+ * - "water plant", "oil plant", "water door", "oil door":
+ *   Change to "pour water" or "pour oil" based on context
+ * - "cage bird":
+ *   If bird is present, we change to "carry bird"
+ *
+ * Returns true if pre-processing is complete, and we're ready to move to the
+ * primary command processing, false otherwise. */
+static bool preprocess_command(command_t *command) {
+       if (command->word[0].type == MOTION && command->word[0].id == ENTER &&
+           (command->word[1].id == STREAM || command->word[1].id == WATER)) {
+               if (LIQLOC(game.loc) == WATER) {
+                       rspeak(FEET_WET);
+               } else {
+                       rspeak(WHERE_QUERY);
+               }
+       } else {
+               if (command->word[0].type == OBJECT) {
+                       /* From OV to VO form */
+                       if (command->word[1].type == ACTION) {
+                               command_word_t stage = command->word[0];
+                               command->word[0] = command->word[1];
+                               command->word[1] = stage;
+                       }
+
+                       if (command->word[0].id == GRATE) {
+                               command->word[0].type = MOTION;
+                               if (game.loc == LOC_START ||
+                                   game.loc == LOC_VALLEY ||
+                                   game.loc == LOC_SLIT) {
+                                       command->word[0].id = DEPRESSION;
+                               }
+                               if (game.loc == LOC_COBBLE ||
+                                   game.loc == LOC_DEBRIS ||
+                                   game.loc == LOC_AWKWARD ||
+                                   game.loc == LOC_BIRDCHAMBER ||
+                                   game.loc == LOC_PITTOP) {
+                                       command->word[0].id = ENTRANCE;
+                               }
+                       }
+                       if ((command->word[0].id == WATER ||
+                            command->word[0].id == OIL) &&
+                           (command->word[1].id == PLANT ||
+                            command->word[1].id == DOOR)) {
+                               if (AT(command->word[1].id)) {
+                                       command->word[1] = command->word[0];
+                                       command->word[0].id = POUR;
+                                       command->word[0].type = ACTION;
+                                       strncpy(command->word[0].raw, "pour",
+                                               LINESIZE - 1);
+                               }
+                       }
+                       if (command->word[0].id == CAGE &&
+                           command->word[1].id == BIRD && HERE(CAGE) &&
+                           HERE(BIRD)) {
+                               command->word[0].id = CARRY;
+                               command->word[0].type = ACTION;
+                       }
+               }
+
+               /* If no word type is given for the first word, we assume it's a
+                * motion. */
+               if (command->word[0].type == NO_WORD_TYPE) {
+                       command->word[0].type = MOTION;
+               }
+
+               command->state = PREPROCESSED;
+               return true;
+       }
+       return false;
+}
+
+static bool do_move(void) {
+       /* Actually execute the move to the new location and dwarf movement */
+       /*  Can't leave cave once it's closing (except by main office). */
+       if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
+               rspeak(EXIT_CLOSED);
+               game.newloc = game.loc;
+               if (!game.panic) {
+                       game.clock2 = PANICTIME;
+               }
+               game.panic = true;
+       }
+
+       /*  See if a dwarf has seen him and has come from where he
+        *  wants to go.  If so, the dwarf's blocking his way.  If
+        *  coming from place forbidden to pirate (dwarves rooted in
+        *  place) let him get out (and attacked). */
+       if (game.newloc != game.loc && !FORCED(game.loc) &&
+           !CNDBIT(game.loc, COND_NOARRR)) {
+               for (size_t i = 1; i <= NDWARVES - 1; i++) {
+                       if (game.dwarves[i].oldloc == game.newloc &&
+                           game.dwarves[i].seen) {
+                               game.newloc = game.loc;
+                               rspeak(DWARF_BLOCK);
+                               break;
+                       }
+               }
+       }
+       game.loc = game.newloc;
+
+       if (!dwarfmove()) {
+               croak();
+       }
+
+       if (game.loc == LOC_NOWHERE) {
+               croak();
+       }
 
-/*  Cave.  Different messages depending on whether above ground. */
+       /* The easiest way to get killed is to fall into a pit in
+        * pitch darkness. */
+       if (!FORCED(game.loc) && DARK(game.loc) && game.wzdark &&
+           PCT(PIT_KILL_PROB)) {
+               rspeak(PIT_FALL);
+               game.oldlc2 = game.loc;
+               croak();
+               return false;
+       }
 
-L40:   K=58;
-       if(OUTSID(game.loc) && game.loc != 8)K=57;
-       RSPEAK(K);
        return true;
+}
+
+static bool do_command(void) {
+       /* Get and execute a command */
+       static command_t command;
+       clear_command(&command);
 
-/*  Non-applicable motion.  Various messages depending on word given. */
-
-L50:   SPK=12;
-       if(K >= 43 && K <= 50)SPK=52;
-       if(K == 29 || K == 30)SPK=52;
-       if(K == 7 || K == 36 || K == 37)SPK=10;
-       if(K == 11 || K == 19)SPK=11;
-       if(VERB == FIND || VERB == INVENT)SPK=59;
-       if(K == 62 || K == 65)SPK=42;
-       if(K == 17)SPK=80;
-       RSPEAK(SPK);
+       /* Describe the current location and (maybe) get next command. */
+       while (command.state != EXECUTED) {
+               describe_location();
+
+               if (FORCED(game.loc)) {
+                       playermove(HERE);
+                       return true;
+               }
+
+               listobjects();
+
+               /* Command not yet given; keep getting commands from user
+                * until valid command is both given and executed. */
+               clear_command(&command);
+               while (command.state <= GIVEN) {
+
+                       if (game.closed) {
+                               /*  If closing time, check for any stashed
+                                * objects being toted and unstash them.  This
+                                * way objects won't be described until they've
+                                * been picked up and put down separate from
+                                * their respective piles. */
+                               if ((PROP_IS_NOTFOUND(OYSTER) ||
+                                    PROP_IS_STASHED(OYSTER)) &&
+                                   TOTING(OYSTER)) {
+                                       pspeak(OYSTER, look, true, 1);
+                               }
+                               for (size_t i = 1; i <= NOBJECTS; i++) {
+                                       if (TOTING(i) && (PROP_IS_NOTFOUND(i) ||
+                                                         PROP_IS_STASHED(i))) {
+                                               game.objects[i].prop =
+                                                   PROP_STASHED(i);
+                                       }
+                               }
+                       }
+
+                       /* Check to see if the room is dark. */
+                       game.wzdark = DARK(game.loc);
+                    
+                       /* If the knife is not here it permanently disappears.
+                       * Possibly this should fire if the knife is here but
+                       * the room is dark? */
+                       if (game.knfloc > LOC_NOWHERE &&
+                           game.knfloc != game.loc) {
+                               game.knfloc = LOC_NOWHERE;
+                       }
+
+                       /* Check some for hints, get input from user, increment
+                        * turn, and pre-process commands. Keep going until
+                        * pre-processing is done. */
+                       while (command.state < PREPROCESSED) {
+                               checkhints();
+
+                               /* Get command input from user */
+                               if (!get_command_input(&command)) {
+                                       return false;
+                               }
+
+                               /* Every input, check "foobar" flag. If zero,
+                                * nothing's going on. If pos, make neg. If neg,
+                                * he skipped a word, so make it zero.
+                                */
+                               game.foobar = (game.foobar > WORD_EMPTY)
+                                                 ? -game.foobar
+                                                 : WORD_EMPTY;
+
+                               ++game.turns;
+                               preprocess_command(&command);
+                       }
+
+                       /* check if game is closed, and exit if it is */
+                       if (closecheck()) {
+                               return true;
+                       }
+
+                       /* loop until all words in command are processed */
+                       while (command.state == PREPROCESSED) {
+                               command.state = PROCESSING;
+
+                               if (command.word[0].id == WORD_NOT_FOUND) {
+                                       /* Gee, I don't understand. */
+                                       sspeak(DONT_KNOW, command.word[0].raw);
+                                       clear_command(&command);
+                                       continue;
+                               }
+
+                               /* Give user hints of shortcuts */
+                               if (strncasecmp(command.word[0].raw, "west",
+                                               sizeof("west")) == 0) {
+                                       if (++game.iwest == 10) {
+                                               rspeak(W_IS_WEST);
+                                       }
+                               }
+                               if (strncasecmp(command.word[0].raw, "go",
+                                               sizeof("go")) == 0 &&
+                                   command.word[1].id != WORD_EMPTY) {
+                                       if (++game.igo == 10) {
+                                               rspeak(GO_UNNEEDED);
+                                       }
+                               }
+
+                               switch (command.word[0].type) {
+                               case MOTION:
+                                       playermove(command.word[0].id);
+                                       command.state = EXECUTED;
+                                       continue;
+                               case OBJECT:
+                                       command.part = unknown;
+                                       command.obj = command.word[0].id;
+                                       break;
+                               case ACTION:
+                                       if (command.word[1].type == NUMERIC) {
+                                               command.part = transitive;
+                                       } else {
+                                               command.part = intransitive;
+                                       }
+                                       command.verb = command.word[0].id;
+                                       break;
+                               case NUMERIC:
+                                       if (!settings.oldstyle) {
+                                               sspeak(DONT_KNOW,
+                                                      command.word[0].raw);
+                                               clear_command(&command);
+                                               continue;
+                                       }
+                                       break;     // LCOV_EXCL_LINE
+                               default:           // LCOV_EXCL_LINE
+                               case NO_WORD_TYPE: // LCOV_EXCL_LINE
+                                       BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
+                               }
+
+                               switch (action(command)) {
+                               case GO_TERMINATE:
+                                       command.state = EXECUTED;
+                                       break;
+                               case GO_MOVE:
+                                       playermove(NUL);
+                                       command.state = EXECUTED;
+                                       break;
+                               case GO_WORD2:
+#ifdef GDEBUG
+                                       printf("Word shift\n");
+#endif /* GDEBUG */
+                                       /* Get second word for analysis. */
+                                       command.word[0] = command.word[1];
+                                       command.word[1] = empty_command_word;
+                                       command.state = PREPROCESSED;
+                                       break;
+                               case GO_UNKNOWN:
+                                       /*  Random intransitive verbs come here.
+                                        * Clear obj just in case (see
+                                        * attack()). */
+                                       command.word[0].raw[0] =
+                                           toupper(command.word[0].raw[0]);
+                                       sspeak(DO_WHAT, command.word[0].raw);
+                                       command.obj = NO_OBJECT;
+
+                                       /* object cleared; we need to go back to
+                                        * the preprocessing step */
+                                       command.state = GIVEN;
+                                       break;
+                               case GO_CHECKHINT: // FIXME: re-name to be more
+                                                  // contextual; this was
+                                                  // previously a label
+                                       command.state = GIVEN;
+                                       break;
+                               case GO_DWARFWAKE:
+                                       /*  Oh dear, he's disturbed the dwarves.
+                                        */
+                                       rspeak(DWARVES_AWAKEN);
+                                       terminate(endgame);
+                               case GO_CLEAROBJ: // FIXME: re-name to be more
+                                                 // contextual; this was
+                                                 // previously a label
+                                       clear_command(&command);
+                                       break;
+                               case GO_TOP: // FIXME: re-name to be more
+                                            // contextual; this was previously
+                                            // a label
+                                       break;
+                               default: // LCOV_EXCL_LINE
+                                       BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
+                               }
+                       } /* while command has not been fully processed */
+               }         /* while command is not yet given */
+       }                 /* while command is not executed */
+
+       /* command completely executed; we return true. */
        return true;
+}
 
-/*  "You're dead, Jim."
+/*
+ * MAIN PROGRAM
  *
- *  If the current loc is zero, it means the clown got himself killed.  We'll
- *  allow this maxdie times.  MAXDIE is automatically set based on the number of
- *  snide messages available.  Each death results in a message (81, 83, etc.)
- *  which offers reincarnation; if accepted, this results in message 82, 84,
- *  etc.  The last time, if he wants another chance, he gets a snide remark as
- *  we exit.  When reincarnated, all objects being carried get dropped at game.oldlc2
- *  (presumably the last place prior to being killed) without change of props.
- *  the loop runs backwards to assure that the bird is dropped before the cage.
- *  (this kluge could be changed once we're sure all references to bird and cage
- *  are done by keywords.)  The lamp is a special case (it wouldn't do to leave
- *  it in the cave).  It is turned off and left outside the building (only if he
- *  was carrying it, of course).  He himself is left inside the building (and
- *  heaven help him if he tries to xyzzy back into the cave without the lamp!).
- *  game.oldloc is zapped so he can't just "retreat". */
+ *  Adventure (rev 2: 20 treasures)
+ *  History: Original idea & 5-treasure version (adventures) by Willie Crowther
+ *           15-treasure version (adventure) by Don Woods, April-June 1977
+ *           20-treasure version (rev 2) by Don Woods, August 1978
+ *             Errata fixed: 78/12/25
+ *          Revived 2017 as Open Adventure.
+ */
 
-/*  The easiest way to get killed is to fall into a pit in pitch darkness. */
+int main(int argc, char *argv[]) {
+       int ch;
+
+       /*  Options. */
+
+#if defined ADVENT_AUTOSAVE
+       const char *opts = "dl:oa:";
+       const char *usage =
+           "Usage: %s [-l logfilename] [-o] [-a filename] [script...]\n";
+       FILE *rfp = NULL;
+       const char *autosave_filename = NULL;
+#elif !defined ADVENT_NOSAVE
+       const char *opts = "dl:or:";
+       const char *usage = "Usage: %s [-l logfilename] [-o] [-r "
+                           "restorefilename] [script...]\n";
+       FILE *rfp = NULL;
+#else
+       const char *opts = "dl:o";
+       const char *usage = "Usage: %s [-l logfilename] [-o] [script...]\n";
+#endif
+       while ((ch = getopt(argc, argv, opts)) != EOF) {
+               switch (ch) {
+               case 'd':                    // LCOV_EXCL_LINE
+                       settings.debug += 1; // LCOV_EXCL_LINE
+                       break;               // LCOV_EXCL_LINE
+               case 'l':
+                       settings.logfp = fopen(optarg, "w");
+                       if (settings.logfp == NULL) {
+                               fprintf(
+                                   stderr,
+                                   "advent: can't open logfile %s for write\n",
+                                   optarg);
+                       }
+                       signal(SIGINT, sig_handler);
+                       break;
+               case 'o':
+                       settings.oldstyle = true;
+                       settings.prompt = false;
+                       break;
+#ifdef ADVENT_AUTOSAVE
+               case 'a':
+                       rfp = fopen(optarg, READ_MODE);
+                       autosave_filename = optarg;
+                       signal(SIGHUP, sig_handler);
+                       signal(SIGTERM, sig_handler);
+                       break;
+#elif !defined ADVENT_NOSAVE
+               case 'r':
+                       rfp = fopen(optarg, "r");
+                       if (rfp == NULL) {
+                               fprintf(stderr,
+                                       "advent: can't open save file %s for "
+                                       "read\n",
+                                       optarg);
+                       }
+                       break;
+#endif
+               default:
+                       fprintf(stderr, usage, argv[0]);
+                       fprintf(stderr, "        -l create a log file of your "
+                                       "game named as specified'\n");
+                       fprintf(stderr,
+                               "        -o 'oldstyle' (no prompt, no command "
+                               "editing, displays 'Initialising...')\n");
+#if defined ADVENT_AUTOSAVE
+                       fprintf(stderr, "        -a automatic save/restore "
+                                       "from specified saved game file\n");
+#elif !defined ADVENT_NOSAVE
+                       fprintf(stderr, "        -r restore from specified "
+                                       "saved game file\n");
+#endif
+                       exit(EXIT_FAILURE);
+                       break;
+               }
+       }
 
-L90:   RSPEAK(23);
-       game.oldlc2=game.loc;
+       /* copy invocation line part after switches */
+       settings.argc = argc - optind;
+       settings.argv = argv + optind;
+       settings.optind = 0;
+
+       /*  Initialize game variables */
+       int seedval = initialise();
+
+#if !defined ADVENT_NOSAVE
+       if (!rfp) {
+               game.novice = yes_or_no(arbitrary_messages[WELCOME_YOU],
+                                       arbitrary_messages[CAVE_NEARBY],
+                                       arbitrary_messages[NO_MESSAGE]);
+               if (game.novice) {
+                       game.limit = NOVICELIMIT;
+               }
+       } else {
+               restore(rfp);
+#if defined ADVENT_AUTOSAVE
+               score(scoregame);
+#endif
+       }
+#if defined ADVENT_AUTOSAVE
+       if (autosave_filename != NULL) {
+               if ((autosave_fp = fopen(autosave_filename, WRITE_MODE)) ==
+                   NULL) {
+                       perror(autosave_filename);
+                       return EXIT_FAILURE;
+               }
+               autosave();
+       }
+#endif
+#else
+       game.novice = yes_or_no(arbitrary_messages[WELCOME_YOU],
+                               arbitrary_messages[CAVE_NEARBY],
+                               arbitrary_messages[NO_MESSAGE]);
+       if (game.novice) {
+               game.limit = NOVICELIMIT;
+       }
+#endif
 
-/*  Okay, he's dead.  Let's get on with it. */
+       if (settings.logfp) {
+               fprintf(settings.logfp, "seed %d\n", seedval);
+       }
 
-L99:   if(game.closng) goto L95;
-       game.numdie=game.numdie+1;
-       if(!YES(cmdin,79+game.numdie*2,80+game.numdie*2,54)) score(0);
-       if(game.numdie == MAXDIE) score(0);
-       game.place[WATER]=0;
-       game.place[OIL]=0;
-       if(TOTING(LAMP))game.prop[LAMP]=0;
-       /* 98 */ for (J=1; J<=NOBJECTS; J++) {
-       I=NOBJECTS + 1 - J;
-       if(!TOTING(I)) goto L98;
-       K=game.oldlc2;
-       if(I == LAMP)K=1;
-       DROP(I,K);
-L98:   /*etc*/ ;
-       } /* end loop */
-       game.loc=3;
-       game.oldloc=game.loc;
-        goto L2000;
-
-/*  He died during closing time.  No resurrection.  Tally up a death and exit. */
-
-L95:   RSPEAK(131);
-       game.numdie=game.numdie+1;
-        score(0);
-
-
-
-
-/*  Hints */
-
-/*  Come here if he's been long enough at required loc(s) for some unused hint.
- *  hint number is in variable "hint".  Branch to quick test for additional
- *  conditions, then come back to do neat stuff.  Goto 40010 if conditions are
- *  met and we want to offer the hint.  Goto 40020 to clear game.hintlc back to zero,
- *  40030 to take no action yet. */
-
-L40000:    switch (HINT-1) { case 0: goto L40100; case 1: goto L40200; case 2: goto
-               L40300; case 3: goto L40400; case 4: goto L40500; case 5: goto
-               L40600; case 6: goto L40700; case 7: goto L40800; case 8: goto
-               L40900; case 9: goto L41000; }
-/*             CAVE  BIRD  SNAKE MAZE  DARK  WITT  URN   WOODS OGRE
- *             JADE */
-       BUG(27);
-
-L40010: game.hintlc[HINT]=0;
-       if(!YES(cmdin,HINTS[HINT][3],0,54)) goto L2602;
-       SETPRM(1,HINTS[HINT][2],HINTS[HINT][2]);
-       RSPEAK(261);
-       game.hinted[HINT]=YES(cmdin,175,HINTS[HINT][4],54);
-       if(game.hinted[HINT] && game.limit > 30)game.limit=game.limit+30*HINTS[HINT][2];
-L40020: game.hintlc[HINT]=0;
-L40030:  goto L2602;
-
-/*  Now for the quick tests.  See database description for one-line notes. */
-
-L40100: if(game.prop[GRATE] == 0 && !HERE(KEYS)) goto L40010;
-        goto L40020;
-
-L40200: if(game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD) goto L40010;
-        goto L40030;
-
-L40300: if(HERE(SNAKE) && !HERE(BIRD)) goto L40010;
-        goto L40020;
-
-L40400: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0 && game.holdng >
-               1) goto L40010;
-        goto L40020;
-
-L40500: if(game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1) goto L40010;
-        goto L40020;
-
-L40600:  goto L40010;
-
-L40700: if(game.dflag == 0) goto L40010;
-        goto L40020;
-
-L40800: if(game.atloc[game.loc] == 0 && game.atloc[game.oldloc] == 0 && game.atloc[game.oldlc2] == 0) goto
-               L40010;
-        goto L40030;
-
-L40900: I=ATDWRF(game.loc);
-       if(I < 0) goto L40020;
-       if(HERE(OGRE) && I == 0) goto L40010;
-        goto L40030;
-
-L41000: if(game.tally == 1 && game.prop[JADE] < 0) goto L40010;
-        goto L40020;
-
-
-
-
-
-/*  Cave closing and scoring */
-
-
-/*  These sections handle the closing of the cave.  The cave closes "clock1"
- *  turns after the last treasure has been located (including the pirate's
- *  chest, which may of course never show up).  Note that the treasures need not
- *  have been taken yet, just located.  Hence clock1 must be large enough to get
- *  out of the cave (it only ticks while inside the cave).  When it hits zero,
- *  we branch to 10000 to start closing the cave, and then sit back and wait for
- *  him to try to get out.  If he doesn't within clock2 turns, we close the
- *  cave; if he does try, we assume he panics, and give him a few additional
- *  turns to get frantic before we close.  When clock2 hits zero, we branch to
- *  11000 to transport him into the final puzzle.  Note that the puzzle depends
- *  upon all sorts of random things.  For instance, there must be no water or
- *  oil, since there are beanstalks which we don't want to be able to water,
- *  since the code can't handle it.  Also, we can have no keys, since there is a
- *  grate (having moved the fixed object!) there separating him from all the
- *  treasures.  Most of these problems arise from the use of negative prop
- *  numbers to suppress the object descriptions until he's actually moved the
- *  objects. */
-
-/*  When the first warning comes, we lock the grate, destroy the bridge, kill
- *  all the dwarves (and the pirate), remove the troll and bear (unless dead),
- *  and set "closng" to true.  Leave the dragon; too much trouble to move it.
- *  from now until clock2 runs out, he cannot unlock the grate, move to any
- *  location outside the cave, or create the bridge.  Nor can he be
- *  resurrected if he dies.  Note that the snake is already gone, since he got
- *  to the treasure accessible only via the hall of the mountain king. Also, he's
- *  been in giant room (to get eggs), so we can refer to it.  Also also, he's
- *  gotten the pearl, so we know the bivalve is an oyster.  *And*, the dwarves
- *  must have been activated, since we've found chest. */
-
-L10000: game.prop[GRATE]=0;
-       game.prop[FISSUR]=0;
-       for (I=1; I<=NDWARVES; I++) {
-       game.dseen[I]=false;
-       game.dloc[I]=0;
-       } /* end loop */
-       MOVE(TROLL,0);
-       MOVE(TROLL+NOBJECTS,0);
-       MOVE(TROLL2,PLAC[TROLL]);
-       MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
-       JUGGLE(CHASM);
-       if(game.prop[BEAR] != 3)DSTROY(BEAR);
-       game.prop[CHAIN]=0;
-       game.fixed[CHAIN]=0;
-       game.prop[AXE]=0;
-       game.fixed[AXE]=0;
-       RSPEAK(129);
-       game.clock1= -1;
-       game.closng=true;
-        goto L19999;
-
-/*  Once he's panicked, and clock2 has run out, we come here to set up the
- *  storage room.  The room has two locs, hardwired as 115 (ne) and 116 (sw).
- *  At the ne end, we place empty bottles, a nursery of plants, a bed of
- *  oysters, a pile of lamps, rods with stars, sleeping dwarves, and him.  At
- *  the sw end we place grate over treasures, snake pit, covey of caged birds,
- *  more rods, and pillows.  A mirror stretches across one wall.  Many of the
- *  objects come from known locations and/or states (e.g. the snake is known to
- *  have been destroyed and needn't be carried away from its old "place"),
- *  making the various objects be handled differently.  We also drop all other
- *  objects he might be carrying (lest he have some which could cause trouble,
- *  such as the keys).  We describe the flash of light and trundle back. */
-
-L11000: game.prop[BOTTLE]=PUT(BOTTLE,115,1);
-       game.prop[PLANT]=PUT(PLANT,115,0);
-       game.prop[OYSTER]=PUT(OYSTER,115,0);
-       OBJTXT[OYSTER]=3;
-       game.prop[LAMP]=PUT(LAMP,115,0);
-       game.prop[ROD]=PUT(ROD,115,0);
-       game.prop[DWARF]=PUT(DWARF,115,0);
-       game.loc=115;
-       game.oldloc=115;
-       game.newloc=115;
-
-/*  Leave the grate with normal (non-negative) property.  Reuse sign. */
-
-       I=PUT(GRATE,116,0);
-       I=PUT(SIGN,116,0);
-       OBJTXT[SIGN]=OBJTXT[SIGN]+1;
-       game.prop[SNAKE]=PUT(SNAKE,116,1);
-       game.prop[BIRD]=PUT(BIRD,116,1);
-       game.prop[CAGE]=PUT(CAGE,116,0);
-       game.prop[ROD2]=PUT(ROD2,116,0);
-       game.prop[PILLOW]=PUT(PILLOW,116,0);
-
-       game.prop[MIRROR]=PUT(MIRROR,115,0);
-       game.fixed[MIRROR]=116;
-
-       for (I=1; I<=NOBJECTS; I++) {
-               if(TOTING(I))
-                       DSTROY(I);
-       } /* end loop */
-
-       RSPEAK(132);
-       game.closed=true;
-       return true;
+       /* interpret commands until EOF or interrupt */
+       for (;;) {
+               // if we're supposed to move, move
+               if (!do_move()) {
+                       continue;
+               }
 
-/*  Another way we can force an end to things is by having the lamp give out.
- *  When it gets close, we come here to warn him.  We go to 12000 if the lamp
- *  and fresh batteries are here, in which case we replace the batteries and
- *  continue.  12200 is for other cases of lamp dying.  12400 is when it goes
- *  out.  Even then, he can explore outside for a while if desired. */
-
-L12000: RSPEAK(188);
-       game.prop[BATTER]=1;
-       if(TOTING(BATTER))DROP(BATTER,game.loc);
-       game.limit=game.limit+2500;
-       game.lmwarn=false;
-        goto L19999;
-
-L12200: if(game.lmwarn || !HERE(LAMP)) goto L19999;
-       game.lmwarn=true;
-       SPK=187;
-       if(game.place[BATTER] == 0)SPK=183;
-       if(game.prop[BATTER] == 1)SPK=189;
-       RSPEAK(SPK);
-        goto L19999;
-
-L12400: game.limit= -1;
-       game.prop[LAMP]=0;
-       if(HERE(LAMP))RSPEAK(184);
-        goto L19999;
-
-/*  Oh dear, he's disturbed the dwarves. */
-
-L18999: RSPEAK(SPK);
-L19000: RSPEAK(136);
-       score(0);
-       return true;
+               // get command
+               if (!do_command()) {
+                       break;
+               }
+       }
+       /* show score and exit */
+       terminate(quitgame);
 }
+
+/* end */