Magic-number elimination.
[open-adventure.git] / actions.c
index 9c54e17fb1d605dcc3c57bc0cec95960c85c948d..06da68805481e1526c7a24687b09c9224188b6b1 100644 (file)
--- a/actions.c
+++ b/actions.c
@@ -1,11 +1,13 @@
 #include <stdlib.h>
 #include <stdbool.h>
+#include <string.h>
 #include "advent.h"
 #include "dungeon.h"
 
 static int fill(token_t, token_t);
 
 static void state_change(long obj, long state)
+/* Object must have a change-message list for this to be useful; only some do */
 {
     game.prop[obj] = state;
     pspeak(obj, change, state, true);
@@ -20,11 +22,8 @@ static int attack(struct command_t *command)
     vocab_t verb = command->verb;
     vocab_t obj = command->obj;
 
-    if (obj == INTRANSITIVE) {
-        return GO_UNKNOWN;
-    }
-    long spk = actions[verb].message;
-    if (obj == NO_OBJECT || obj == INTRANSITIVE) {
+    if (obj == NO_OBJECT ||
+        obj == INTRANSITIVE) {
         int changes = 0;
         if (atdwrf(game.loc) > 0) {
             obj = DWARF;
@@ -70,66 +69,41 @@ static int attack(struct command_t *command)
         }
         if (changes >= 2)
             return GO_UNKNOWN;
-
     }
+
     if (obj == BIRD) {
         if (game.closed) {
             rspeak(UNHAPPY_BIRD);
-            return GO_CLEAROBJ;
+        } else {
+            DESTROY(BIRD);
+            rspeak(BIRD_DEAD);
         }
-        DESTROY(BIRD);
-        spk = BIRD_DEAD;
-    } else if (obj == VEND) {
+        return GO_CLEAROBJ;
+    }
+    if (obj == VEND) {
         state_change(VEND,
                      game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS);
         return GO_CLEAROBJ;
     }
 
-    if (obj == NO_OBJECT)
-        spk = NO_TARGET;
-    if (obj == CLAM || obj == OYSTER)
-        spk = SHELL_IMPERVIOUS;
-    if (obj == SNAKE)
-        spk = SNAKE_WARNING;
-    if (obj == DWARF)
-        spk = BARE_HANDS_QUERY;
-    if (obj == DWARF && game.closed)
-        return GO_DWARFWAKE;
-    if (obj == DRAGON)
-        spk = ALREADY_DEAD;
-    if (obj == TROLL)
-        spk = ROCKY_TROLL;
-    if (obj == OGRE)
-        spk = OGRE_DODGE;
-    if (obj == OGRE && atdwrf(game.loc) > 0) {
-        rspeak(spk);
-        rspeak(KNIFE_THROWN);
-        DESTROY(OGRE);
-        int dwarves = 0;
-        for (int i = 1; i < PIRATE; i++) {
-            if (game.dloc[i] == game.loc) {
-                ++dwarves;
-                game.dloc[i] = LOC_LONGWEST;
-                game.dseen[i] = false;
-            }
-        }
-        spk = (dwarves > 1) ? OGRE_PANIC1 : OGRE_PANIC2;
-    } else if (obj == BEAR) {
+    if (obj == BEAR) {
         switch (game.prop[BEAR]) {
         case UNTAMED_BEAR:
-            spk = BEAR_HANDS;
+            rspeak(BEAR_HANDS);
             break;
         case SITTING_BEAR:
-            spk = BEAR_CONFUSED;
+            rspeak(BEAR_CONFUSED);
             break;
         case CONTENTED_BEAR:
-            spk = BEAR_CONFUSED;
+            rspeak(BEAR_CONFUSED);
             break;
         case BEAR_DEAD:
-            spk = ALREADY_DEAD;
+            rspeak(ALREADY_DEAD);
             break;
         }
-    } else if (obj == DRAGON && game.prop[DRAGON] == DRAGON_BARS) {
+        return GO_CLEAROBJ;
+    }
+    if (obj == DRAGON && game.prop[DRAGON] == DRAGON_BARS) {
         /*  Fun stuff for dragon.  If he insists on attacking it, win!
          *  Set game.prop to dead, move dragon to central loc (still
          *  fixed), move rug there (not fixed), and move him there,
@@ -153,14 +127,61 @@ static int attack(struct command_t *command)
         move(RUG, k);
         drop(BLOOD, k);
         for (obj = 1; obj <= NOBJECTS; obj++) {
-            if (game.place[obj] == objects[DRAGON].plac || game.place[obj] == objects[DRAGON].fixd)
+            if (game.place[obj] == objects[DRAGON].plac ||
+                game.place[obj] == objects[DRAGON].fixd)
                 move(obj, k);
         }
         game.loc = k;
         return GO_MOVE;
     }
 
-    rspeak(spk);
+    if (obj == OGRE) {
+        rspeak(OGRE_DODGE);
+        if (atdwrf(game.loc) == 0)
+            return GO_CLEAROBJ;
+
+        rspeak(KNIFE_THROWN);
+        DESTROY(OGRE);
+        int dwarves = 0;
+        for (int i = 1; i < PIRATE; i++) {
+            if (game.dloc[i] == game.loc) {
+                ++dwarves;
+                game.dloc[i] = LOC_LONGWEST;
+                game.dseen[i] = false;
+            }
+        }
+        rspeak((dwarves > 1) ?
+               OGRE_PANIC1 :
+               OGRE_PANIC2);
+        return GO_CLEAROBJ;
+    }
+
+    switch (obj) {
+    case NO_OBJECT:
+        rspeak(NO_TARGET);
+        break;
+    case CLAM:
+    case OYSTER:
+        rspeak(SHELL_IMPERVIOUS);
+        break;
+    case SNAKE:
+        rspeak(SNAKE_WARNING);
+        break;
+    case DWARF:
+        if (game.closed) {
+            return GO_DWARFWAKE;
+        }
+        rspeak(BARE_HANDS_QUERY);
+        break;
+    case DRAGON:
+        rspeak(ALREADY_DEAD);
+        break;
+    case TROLL:
+        rspeak(ROCKY_TROLL);
+        break;
+    default:
+        rspeak(actions[verb].message);
+    }
     return GO_CLEAROBJ;
 }
 
@@ -169,14 +190,15 @@ static int bigwords(token_t foo)
  *  Look up foo in special section of vocab to determine which word we've got.
  *  Last word zips the eggs back to the giant room (unless already there). */
 {
-    char word[6];
+    char word[TOKLEN + 1];
     packed_to_token(foo, word);
     int k = (int) get_special_vocab_id(word);
-    int spk = NOTHING_HAPPENS;
     if (game.foobar != 1 - k) {
-        if (game.foobar != 0 && game.loc == LOC_GIANTROOM)
-            spk = START_OVER;
-        rspeak(spk);
+        if (game.foobar != 0 && game.loc == LOC_GIANTROOM) {
+            rspeak( START_OVER);
+        } else {
+            rspeak(NOTHING_HAPPENS);
+        }
         return GO_CLEAROBJ;
     } else {
         game.foobar = k;
@@ -185,8 +207,9 @@ static int bigwords(token_t foo)
             return GO_CLEAROBJ;
         }
         game.foobar = 0;
-        if (game.place[EGGS] == objects[EGGS].plac || (TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
-            rspeak(spk);
+        if (game.place[EGGS] == objects[EGGS].plac ||
+            (TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
+            rspeak(NOTHING_HAPPENS);
             return GO_CLEAROBJ;
         } else {
             /*  Bring back troll if we steal the eggs back from him before
@@ -205,31 +228,11 @@ static int bigwords(token_t foo)
     }
 }
 
-static int bivalve(token_t verb, token_t obj)
-/* Clam/oyster actions */
-{
-    int spk;
-    bool is_oyster = (obj == OYSTER);
-    spk = is_oyster ? OYSTER_OPENS : PEARL_FALLS;
-    if (TOTING(obj))
-        spk = is_oyster ? DROP_OYSTER : DROP_CLAM;
-    if (!TOTING(TRIDENT))
-        spk = is_oyster ? OYSTER_OPENER : CLAM_OPENER;
-    if (verb == LOCK)
-        spk = HUH_MAN;
-    if (spk == PEARL_FALLS) {
-        DESTROY(CLAM);
-        drop(OYSTER, game.loc);
-        drop(PEARL, LOC_CULDESAC);
-    }
-    rspeak(spk);
-    return GO_CLEAROBJ;
-}
-
 static void blast(void)
 /*  Blast.  No effect unless you've got dynamite, which is a neat trick! */
 {
-    if (game.prop[ROD2] < 0 || !game.closed)
+    if (game.prop[ROD2] < 0 ||
+        !game.closed)
         rspeak(REQUIRES_DYNAMITE);
     else {
         game.bonus = VICTORY_MESSAGE;
@@ -258,7 +261,7 @@ static int vbreak(token_t verb, token_t obj)
         if (TOTING(VASE))
             drop(VASE, game.loc);
         state_change(VASE, VASE_BROKEN);
-        game.fixed[VASE] = -1;
+        game.fixed[VASE] = IS_FIXED;
         return GO_CLEAROBJ;
     }
     rspeak(actions[verb].message);
@@ -279,7 +282,6 @@ static int vcarry(token_t verb, token_t obj)
  *  take one without the other).  Liquids also special, since they depend on
  *  status of bottle.  Also various side effects, etc. */
 {
-    int spk;
     if (obj == INTRANSITIVE) {
         /*  Carry, no object given yet.  OK if only one object present. */
         if (game.atloc[game.loc] == 0 ||
@@ -293,75 +295,100 @@ static int vcarry(token_t verb, token_t obj)
         rspeak(ALREADY_CARRYING);
         return GO_CLEAROBJ;
     }
-    spk = YOU_JOKING;
-    if (obj == PLANT && game.prop[PLANT] <= 0)
-        spk = DEEP_ROOTS;
-    if (obj == BEAR && game.prop[BEAR] == SITTING_BEAR)
-        spk = BEAR_CHAINED;
-    if (obj == CHAIN && game.prop[BEAR] != UNTAMED_BEAR)
-        spk = STILL_LOCKED;
-    if (obj == URN)
-        spk = URN_NOBUDGE;
-    if (obj == CAVITY)
-        spk = DOUGHNUT_HOLES;
-    if (obj == BLOOD)
-        spk = FEW_DROPS;
-    if (obj == RUG && game.prop[RUG] == RUG_HOVER)
-        spk = RUG_HOVERS;
-    if (obj == SIGN)
-        spk = HAND_PASSTHROUGH;
+
     if (obj == MESSAG) {
         rspeak(REMOVE_MESSAGE);
         DESTROY(MESSAG);
         return GO_CLEAROBJ;
     }
-    if (game.fixed[obj] != 0) {
-        rspeak(spk);
+
+    if (game.fixed[obj] != IS_FREE) {
+       /* Next guard tests whether plant is tiny or stashed */
+        if (obj == PLANT && game.prop[PLANT] <= PLANT_THIRSTY) {
+            rspeak(DEEP_ROOTS);
+            return GO_CLEAROBJ;
+        }
+        if (obj == BEAR && game.prop[BEAR] == SITTING_BEAR) {
+            rspeak(BEAR_CHAINED);
+            return GO_CLEAROBJ;
+        }
+        if (obj == CHAIN && game.prop[BEAR] != UNTAMED_BEAR) {
+            rspeak(STILL_LOCKED);
+            return GO_CLEAROBJ;
+        }
+        if (obj == URN) {
+            rspeak(URN_NOBUDGE);
+            return GO_CLEAROBJ;
+        }
+        if (obj == CAVITY) {
+            rspeak(DOUGHNUT_HOLES);
+            return GO_CLEAROBJ;
+        }
+        if (obj == BLOOD) {
+            rspeak(FEW_DROPS);
+            return GO_CLEAROBJ;
+        }
+        if (obj == RUG && game.prop[RUG] == RUG_HOVER) {
+            rspeak(RUG_HOVERS);
+            return GO_CLEAROBJ;
+        }
+        if (obj == SIGN) {
+            rspeak(HAND_PASSTHROUGH);
+            return GO_CLEAROBJ;
+        }
+        rspeak(YOU_JOKING);
         return GO_CLEAROBJ;
     }
-    if (obj == WATER || obj == OIL) {
-        if (!HERE(BOTTLE) || LIQUID() != obj) {
-            if (TOTING(BOTTLE) && game.prop[BOTTLE] == EMPTY_BOTTLE)
-                return (fill(verb, BOTTLE));
-            else {
-                if (game.prop[BOTTLE] != EMPTY_BOTTLE)
-                    spk = BOTTLE_FULL;
-                if (!TOTING(BOTTLE))
-                    spk = NO_CONTAINER;
-                rspeak(spk);
+
+    if (obj == WATER ||
+        obj == OIL) {
+        if (!HERE(BOTTLE) ||
+            LIQUID() != obj) {
+            if (TOTING(BOTTLE)) {
+                if (game.prop[BOTTLE] == EMPTY_BOTTLE) {
+                    return (fill(verb, BOTTLE));
+                } else if (game.prop[BOTTLE] != EMPTY_BOTTLE)
+                    rspeak(BOTTLE_FULL);
                 return GO_CLEAROBJ;
             }
+            rspeak(NO_CONTAINER);
+            return GO_CLEAROBJ;
         }
         obj = BOTTLE;
     }
 
-    spk = CARRY_LIMIT;
     if (game.holdng >= INVLIMIT) {
-        rspeak(spk);
+        rspeak(CARRY_LIMIT);
         return GO_CLEAROBJ;
-    } else if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && -1 - game.prop[BIRD] != BIRD_CAGED) {
+
+    }
+
+    if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && STASHED(BIRD) != BIRD_CAGED) {
         if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) {
             DESTROY(BIRD);
             rspeak(BIRD_CRAP);
             return GO_CLEAROBJ;
         }
-        if (!TOTING(CAGE))
-            spk = CANNOT_CARRY;
-        if (TOTING(ROD))
-            spk = BIRD_EVADES;
-        if (spk == CANNOT_CARRY || spk == BIRD_EVADES) {
-            rspeak(spk);
+        if (!TOTING(CAGE)) {
+            rspeak(CANNOT_CARRY);
+            return GO_CLEAROBJ;
+        }
+        if (TOTING(ROD)) {
+            rspeak(BIRD_EVADES);
             return GO_CLEAROBJ;
         }
         game.prop[BIRD] = BIRD_CAGED;
     }
-    if ((obj == BIRD || obj == CAGE) && (game.prop[BIRD] == BIRD_CAGED || -1 - game.prop[BIRD] == 1))
+    if ((obj == BIRD ||
+         obj == CAGE) &&
+        (game.prop[BIRD] == BIRD_CAGED || STASHED(BIRD) == BIRD_CAGED))
+        /* expression maps BIRD to CAGE and CAGE to BIRD */
         carry(BIRD + CAGE - obj, game.loc);
     carry(obj, game.loc);
-    if (obj == BOTTLE && LIQUID() != 0)
+    if (obj == BOTTLE && LIQUID() != NO_OBJECT)
         game.place[LIQUID()] = CARRIED;
-    if (GSTONE(obj) && game.prop[obj] != 0) {
-        game.prop[obj] = STATE_GROUND;
+    if (GSTONE(obj) && game.prop[obj] != STATE_FOUND) {
+        game.prop[obj] = STATE_FOUND;
         game.prop[CAVITY] = CAVITY_EMPTY;
     }
     rspeak(OK_MAN);
@@ -371,39 +398,47 @@ static int vcarry(token_t verb, token_t obj)
 static int chain(token_t verb)
 /* Do something to the bear's chain */
 {
-    int spk;
     if (verb != LOCK) {
-        spk = CHAIN_UNLOCKED;
-        if (game.prop[BEAR] == UNTAMED_BEAR)
-            spk = BEAR_BLOCKS;
-        if (game.prop[CHAIN] == CHAIN_HEAP)
-            spk = ALREADY_UNLOCKED;
-        if (spk != CHAIN_UNLOCKED) {
-            rspeak(spk);
+        if (game.prop[BEAR] == UNTAMED_BEAR) {
+            rspeak(BEAR_BLOCKS);
+            return GO_CLEAROBJ;
+        }
+        if (game.prop[CHAIN] == CHAIN_HEAP) {
+            rspeak(ALREADY_UNLOCKED);
             return GO_CLEAROBJ;
         }
         game.prop[CHAIN] = CHAIN_HEAP;
-        game.fixed[CHAIN] = CHAIN_HEAP;
+        game.fixed[CHAIN] = IS_FREE;
         if (game.prop[BEAR] != BEAR_DEAD)
             game.prop[BEAR] = CONTENTED_BEAR;
-        /* FIXME: Arithmetic on state numbers */
-        game.fixed[BEAR] = 2 - game.prop[BEAR];
-    } else {
-        spk = CHAIN_LOCKED;
-        if (game.prop[CHAIN] != CHAIN_HEAP)
-            spk = ALREADY_LOCKED;
-        if (game.loc != objects[CHAIN].plac)
-            spk = NO_LOCKSITE;
-        if (spk != CHAIN_LOCKED) {
-            rspeak(spk);
-            return GO_CLEAROBJ;
+
+        switch (game.prop[BEAR]) {
+        case BEAR_DEAD:
+            game.fixed[BEAR] = IS_FIXED;
+            break;
+        default:
+            game.fixed[BEAR] = IS_FREE;
         }
-        game.prop[CHAIN] = CHAIN_FIXED;
-        if (TOTING(CHAIN))
-            drop(CHAIN, game.loc);
-        game.fixed[CHAIN] = -1;
+        rspeak(CHAIN_UNLOCKED);
+        return GO_CLEAROBJ;
     }
-    rspeak(spk);
+
+    if (game.prop[CHAIN] != CHAIN_HEAP) {
+        rspeak(ALREADY_LOCKED);
+        return GO_CLEAROBJ;
+    }
+    if (game.loc != objects[CHAIN].plac) {
+        rspeak(NO_LOCKSITE);
+        return GO_CLEAROBJ;
+    }
+
+    game.prop[CHAIN] = CHAIN_FIXED;
+
+    if (TOTING(CHAIN))
+        drop(CHAIN, game.loc);
+    game.fixed[CHAIN] = IS_FIXED;
+
+    rspeak(CHAIN_LOCKED);
     return GO_CLEAROBJ;
 }
 
@@ -412,12 +447,11 @@ static int discard(token_t verb, token_t obj, bool just_do_it)
  *  bird (might attack snake or dragon) and cage (might contain bird) and vase.
  *  Drop coins at vending machine for extra batteries. */
 {
-    int spk = actions[verb].message;
     if (!just_do_it) {
         if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))
             obj = ROD2;
         if (!TOTING(obj)) {
-            rspeak(spk);
+            rspeak(actions[verb].message);
             return GO_CLEAROBJ;
         }
         if (obj == BIRD && HERE(SNAKE)) {
@@ -430,11 +464,11 @@ static int discard(token_t verb, token_t obj, bool just_do_it)
 
         } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL)) {
             rspeak(GEM_FITS);
-            game.prop[obj] = 1;
+            game.prop[obj] = STATE_IN_CAVITY;
             game.prop[CAVITY] = CAVITY_FULL;
-            if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) || (obj == RUBY &&
-                              game.prop[RUG] == RUG_HOVER))) {
-                spk = RUG_RISES;
+            if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) ||
+                              (obj == RUBY && game.prop[RUG] == RUG_HOVER))) {
+                int spk = RUG_RISES;
                 if (TOTING(RUG))
                     spk = RUG_WIGGLES;
                 if (obj == RUBY)
@@ -444,7 +478,7 @@ static int discard(token_t verb, token_t obj, bool just_do_it)
                     /* FIXME: Arithmetic on state numbers */
                     int k = 2 - game.prop[RUG];
                     game.prop[RUG] = k;
-                    if (k == 2)
+                    if (k == RUG_HOVER)
                         k = objects[SAPPH].plac;
                     move(RUG + NOBJECTS, k);
                 }
@@ -459,28 +493,27 @@ static int discard(token_t verb, token_t obj, bool just_do_it)
             DESTROY(BIRD);
             return GO_CLEAROBJ;
         } else if (obj == BEAR && AT(TROLL)) {
-            rspeak(TROLL_SCAMPERS);
+            state_change(TROLL, TROLL_GONE);
             move(TROLL, LOC_NOWHERE);
             move(TROLL + NOBJECTS, LOC_NOWHERE);
             move(TROLL2, objects[TROLL].plac);
             move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
             juggle(CHASM);
-            game.prop[TROLL] = TROLL_GONE;
-        } else if (obj != VASE || game.loc == objects[PILLOW].plac) {
+        } else if (obj != VASE ||
+                   game.loc == objects[PILLOW].plac) {
             rspeak(OK_MAN);
         } else {
-            game.prop[VASE] = VASE_BROKEN;
-            if (AT(PILLOW))
-                game.prop[VASE] = VASE_WHOLE;
-            pspeak(VASE, look, game.prop[VASE] + 1, true);
+           state_change(VASE, AT(PILLOW)
+                        ? VASE_WHOLE
+                        : VASE_DROPPED);
             if (game.prop[VASE] != VASE_WHOLE)
-                game.fixed[VASE] = -1;
+                game.fixed[VASE] = IS_FIXED;
         }
     }
     int k = LIQUID();
     if (k == obj)
         obj = BOTTLE;
-    if (obj == BOTTLE && k != 0)
+    if (obj == BOTTLE && k != NO_OBJECT)
         game.place[k] = LOC_NOWHERE;
     if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED)
         drop(BIRD, game.loc);
@@ -497,23 +530,29 @@ static int drink(token_t verb, token_t obj)
 /*  Drink.  If no object, assume water and look for it here.  If water is in
  *  the bottle, drink that, else must be at a water loc, so drink stream. */
 {
-    if (obj == NO_OBJECT && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
+    if (obj == NO_OBJECT && LIQLOC(game.loc) != WATER &&
+        (LIQUID() != WATER || !HERE(BOTTLE))) {
         return GO_UNKNOWN;
-    if (obj != BLOOD) {
-        if (obj != NO_OBJECT && obj != WATER) {
-            rspeak(RIDICULOUS_ATTEMPT);
-        } else if (LIQUID() == WATER && HERE(BOTTLE)) {
-            game.prop[BOTTLE] = EMPTY_BOTTLE;
-            game.place[WATER] = LOC_NOWHERE;
-            rspeak(BOTTLE_EMPTY);
-        } else {
-            rspeak(actions[verb].message);
-        }
-    } else {
+    }
+
+    if (obj == BLOOD) {
         DESTROY(BLOOD);
         state_change(DRAGON, DRAGON_BLOODLESS);
         game.blooded = true;
+        return GO_CLEAROBJ;
+    }
+
+    if (obj != NO_OBJECT && obj != WATER) {
+        rspeak(RIDICULOUS_ATTEMPT);
+        return GO_CLEAROBJ;
+    }
+    if (LIQUID() == WATER && HERE(BOTTLE)) {
+        game.place[WATER] = LOC_NOWHERE;
+        state_change(BOTTLE, EMPTY_BOTTLE);
+        return GO_CLEAROBJ;
     }
+
+    rspeak(actions[verb].message);
     return GO_CLEAROBJ;
 }
 
@@ -521,23 +560,31 @@ static int eat(token_t verb, token_t obj)
 /*  Eat.  Intransitive: assume food if present, else ask what.  Transitive: food
  *  ok, some things lose appetite, rest are ridiculous. */
 {
-    int spk = actions[verb].message;
     if (obj == INTRANSITIVE) {
         if (!HERE(FOOD))
             return GO_UNKNOWN;
         DESTROY(FOOD);
-        spk = THANKS_DELICIOUS;
-    } else {
-        if (obj == FOOD) {
-            DESTROY(FOOD);
-            spk = THANKS_DELICIOUS;
-        }
-        if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
-            DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
-            OGRE)
-            spk = LOST_APPETITE;
+        rspeak(THANKS_DELICIOUS);
+        return GO_CLEAROBJ;
     }
-    rspeak(spk);
+    if (obj == FOOD) {
+        DESTROY(FOOD);
+        rspeak(THANKS_DELICIOUS);
+        return GO_CLEAROBJ;
+    }
+    if (obj == BIRD ||
+        obj == SNAKE ||
+        obj == CLAM ||
+        obj == OYSTER ||
+        obj == DWARF ||
+        obj == DRAGON ||
+        obj == TROLL ||
+        obj == BEAR ||
+        obj == OGRE) {
+        rspeak(LOST_APPETITE);
+        return GO_CLEAROBJ;
+    }
+    rspeak(actions[verb].message);
     return GO_CLEAROBJ;
 }
 
@@ -549,9 +596,7 @@ static int extinguish(token_t verb, int obj)
             obj = LAMP;
         if (HERE(URN) && game.prop[URN] == URN_LIT)
             obj = URN;
-        if (obj == INTRANSITIVE ||
-            (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT &&
-             HERE(URN) && game.prop[URN] == URN_LIT))
+        if (obj == INTRANSITIVE)
             return GO_UNKNOWN;
     }
 
@@ -561,16 +606,24 @@ static int extinguish(token_t verb, int obj)
         } else {
             pspeak(URN, change, URN_DARK, true);
         }
+        return GO_CLEAROBJ;
+    }
 
-    } else if (obj == LAMP) {
+    if (obj == LAMP) {
         state_change(LAMP, LAMP_DARK);
-        rspeak(DARK(game.loc) ? PITCH_DARK : NO_MESSAGE);
-    } else if (obj == DRAGON || obj == VOLCANO) {
-        rspeak(BEYOND_POWER);
+        rspeak(DARK(game.loc) ?
+               PITCH_DARK :
+               NO_MESSAGE);
+        return GO_CLEAROBJ;
+    }
 
-    } else {
-        rspeak(actions[verb].message);
+    if (obj == DRAGON ||
+        obj == VOLCANO) {
+        rspeak(BEYOND_POWER);
+        return GO_CLEAROBJ;
     }
+
+    rspeak(actions[verb].message);
     return GO_CLEAROBJ;
 }
 
@@ -582,7 +635,9 @@ static int feed(token_t verb, token_t obj)
     if (obj == BIRD) {
         rspeak(BIRD_PINING);
         return GO_CLEAROBJ;
-    } else if (obj == SNAKE || obj == DRAGON || obj == TROLL) {
+    } else if (obj == SNAKE ||
+               obj == DRAGON ||
+               obj == TROLL) {
         spk = NOTHING_EDIBLE;
         if (obj == DRAGON && game.prop[DRAGON] != DRAGON_BARS)
             spk = RIDICULOUS_ATTEMPT;
@@ -605,8 +660,8 @@ static int feed(token_t verb, token_t obj)
         if (HERE(FOOD)) {
             DESTROY(FOOD);
             game.prop[BEAR] = SITTING_BEAR;
-            game.fixed[AXE] = 0;
-            game.prop[AXE] = 0;
+            game.fixed[AXE] = IS_FREE;
+            game.prop[AXE] = AXE_HERE;
             spk = BEAR_TAMED;
         }
     } else if (obj == OGRE) {
@@ -623,132 +678,157 @@ int fill(token_t verb, token_t obj)
 /*  Fill.  Bottle or urn must be empty, and liquid available.  (Vase
  *  is nasty.) */
 {
-    int k;
-    int spk = actions[verb].message;
     if (obj == VASE) {
-        spk = ARENT_CARRYING;
-        if (LIQLOC(game.loc) == 0)
-            spk = FILL_INVALID;
-        if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
-            rspeak(spk);
+        if (LIQLOC(game.loc) == NO_OBJECT) {
+            rspeak(FILL_INVALID);
+            return GO_CLEAROBJ;
+        }
+        if (!TOTING(VASE)) {
+            rspeak(ARENT_CARRYING);
             return GO_CLEAROBJ;
         }
         rspeak(SHATTER_VASE);
         game.prop[VASE] = VASE_BROKEN;
-        game.fixed[VASE] = -1;
-        return (discard(verb, obj, true));
-    } else if (obj == URN) {
-        spk = FULL_URN;
+        game.fixed[VASE] = IS_FIXED;
+        return (discard(verb, VASE, true));
+    }
+
+    if (obj == URN) {
         if (game.prop[URN] != URN_EMPTY) {
-            rspeak(spk);
+            rspeak(FULL_URN);
             return GO_CLEAROBJ;
         }
-        spk = FILL_INVALID;
-        k = LIQUID();
-        if (k == 0 || !HERE(BOTTLE)) {
-            rspeak(spk);
+        if (!HERE(BOTTLE)) {
+            rspeak(FILL_INVALID);
             return GO_CLEAROBJ;
         }
-        game.place[k] = LOC_NOWHERE;
-        game.prop[BOTTLE] = EMPTY_BOTTLE;
-        if (k == OIL)
+        int k = LIQUID();
+        switch (k) {
+        case WATER:
+            game.prop[BOTTLE] = EMPTY_BOTTLE;
+            rspeak(WATER_URN);
+            break;
+        case OIL:
             game.prop[URN] = URN_DARK;
-        spk = WATER_URN + game.prop[URN];
-        rspeak(spk);
+            game.prop[BOTTLE] = EMPTY_BOTTLE;
+            rspeak(OIL_URN);
+            break;
+        case NO_OBJECT:
+        default:
+            rspeak(FILL_INVALID);
+            return GO_CLEAROBJ;
+        }
+        game.place[k] = LOC_NOWHERE;
         return GO_CLEAROBJ;
-    } else if (obj != NO_OBJECT && obj != BOTTLE) {
-        rspeak(spk);
+    }
+    if (obj != NO_OBJECT && obj != BOTTLE) {
+        rspeak(actions[verb].message);
         return GO_CLEAROBJ;
-    } else if (obj == NO_OBJECT && !HERE(BOTTLE))
+    }
+    if (obj == NO_OBJECT && !HERE(BOTTLE))
         return GO_UNKNOWN;
-    spk = BOTTLED_WATER;
-    if (LIQLOC(game.loc) == 0)
-        spk = NO_LIQUID;
-    if (HERE(URN) && game.prop[URN] != URN_EMPTY)
-        spk = URN_NOPOUR;
-    if (LIQUID() != 0)
-        spk = BOTTLE_FULL;
-    if (spk == BOTTLED_WATER) {
-        /* FIXME: Arithmetic on property values */
-        game.prop[BOTTLE] = MOD(conditions[game.loc], 4) / 2 * 2;
-        k = LIQUID();
-        if (TOTING(BOTTLE))
-            game.place[k] = CARRIED;
-        if (k == OIL)
-            spk = BOTTLED_OIL;
+
+    if (HERE(URN) && game.prop[URN] != URN_EMPTY) {
+        rspeak(URN_NOPOUR);
+        return GO_CLEAROBJ;
     }
-    rspeak(spk);
+    if (LIQUID() != NO_OBJECT) {
+        rspeak(BOTTLE_FULL);
+        return GO_CLEAROBJ;
+    }
+    if (LIQLOC(game.loc) == NO_OBJECT) {
+        rspeak(NO_LIQUID);
+        return GO_CLEAROBJ;
+    }
+
+    state_change(BOTTLE, (LIQLOC(game.loc) == OIL)
+                ? OIL_BOTTLE
+                : WATER_BOTTLE);
+    if (TOTING(BOTTLE))
+        game.place[LIQUID()] = CARRIED;
     return GO_CLEAROBJ;
 }
 
 static int find(token_t verb, token_t obj)
 /* Find.  Might be carrying it, or it might be here.  Else give caveat. */
 {
-    int spk = actions[verb].message;
+    if (TOTING(obj)) {
+        rspeak(ALREADY_CARRYING);
+        return GO_CLEAROBJ;
+    }
+
+    if (game.closed) {
+        rspeak(NEEDED_NEARBY);
+        return GO_CLEAROBJ;
+    }
+
     if (AT(obj) ||
         (LIQUID() == obj && AT(BOTTLE)) ||
         obj == LIQLOC(game.loc) ||
-        (obj == DWARF && atdwrf(game.loc) > 0))
-        spk = YOU_HAVEIT;
-    if (game.closed)
-        spk = NEEDED_NEARBY;
-    if (TOTING(obj))
-        spk = ALREADY_CARRYING;
-    rspeak(spk);
+        (obj == DWARF && atdwrf(game.loc) > 0)) {
+        rspeak(YOU_HAVEIT);
+        return GO_CLEAROBJ;
+    }
+
+
+    rspeak(actions[verb].message);
     return GO_CLEAROBJ;
 }
 
 static int fly(token_t verb, token_t obj)
 /* Fly.  Snide remarks unless hovering rug is here. */
 {
-    int spk = actions[verb].message;
     if (obj == INTRANSITIVE) {
-        if (game.prop[RUG] != RUG_HOVER)
-            spk = RUG_NOTHING2;
-        if (!HERE(RUG))
-            spk = FLAP_ARMS;
-        if (spk == RUG_NOTHING2 || spk == FLAP_ARMS) {
-            rspeak(spk);
+        if (!HERE(RUG)) {
+            rspeak(FLAP_ARMS);
+            return GO_CLEAROBJ;
+        }
+        if (game.prop[RUG] != RUG_HOVER) {
+            rspeak(RUG_NOTHING2);
             return GO_CLEAROBJ;
         }
         obj = RUG;
     }
 
     if (obj != RUG) {
-        rspeak(spk);
+        rspeak(actions[verb].message);
         return GO_CLEAROBJ;
     }
-    spk = RUG_NOTHING1;
     if (game.prop[RUG] != RUG_HOVER) {
-        rspeak(spk);
+        rspeak(RUG_NOTHING1);
         return GO_CLEAROBJ;
     }
     game.oldlc2 = game.oldloc;
     game.oldloc = game.loc;
     /* FIXME: Arithmetic on location values */
     game.newloc = game.place[RUG] + game.fixed[RUG] - game.loc;
-    spk = RUG_GOES;
-    if (game.prop[SAPPH] >= 0)
-        spk = RUG_RETURNS;
-    rspeak(spk);
+
+    if (game.prop[SAPPH] == STATE_NOTFOUND) {
+        rspeak(RUG_GOES);
+    } else {
+        rspeak(RUG_RETURNS);
+    }
     return GO_TERMINATE;
 }
 
 static int inven(void)
 /* Inventory. If object, treat same as find.  Else report on current burden. */
 {
-    int spk = NO_CARRY;
+    bool empty = true;
     for (int i = 1; i <= NOBJECTS; i++) {
-        if (i == BEAR || !TOTING(i))
+        if (i == BEAR ||
+            !TOTING(i))
             continue;
-        if (spk == NO_CARRY)
+        if (empty) {
             rspeak(NOW_HOLDING);
+            empty = false;
+        }
         pspeak(i, touch, -1, false);
-        spk = NO_MESSAGE;
     }
     if (TOTING(BEAR))
-        spk = TAME_BEAR;
-    rspeak(spk);
+        rspeak(TAME_BEAR);
+    if (empty)
+        rspeak(NO_CARRY);
     return GO_CLEAROBJ;
 }
 
@@ -767,7 +847,9 @@ static int light(token_t verb, token_t obj)
     }
 
     if (obj == URN) {
-        state_change(URN, game.prop[URN] == URN_EMPTY ? URN_EMPTY : URN_LIT);
+        state_change(URN, game.prop[URN] == URN_EMPTY ?
+                     URN_EMPTY :
+                     URN_LIT);
         return GO_CLEAROBJ;
     } else {
         if (obj != LAMP) {
@@ -787,41 +869,38 @@ static int light(token_t verb, token_t obj)
 }
 
 static int listen(void)
-/*  Listen.  Intransitive only.  Print stuff based on objsnd/locsnd. */
+/*  Listen.  Intransitive only.  Print stuff based on object sound proprties. */
 {
-    long k;
-    int spk = ALL_SILENT;
-    k = locations[game.loc].sound;
-    if (k != SILENT) {
-        rspeak(k);
-        if (locations[game.loc].loud)
-            return GO_CLEAROBJ;
-        else
-            spk = NO_MESSAGE;
+    long sound = locations[game.loc].sound;
+    if (sound != SILENT) {
+        rspeak(sound);
+        if (!locations[game.loc].loud)
+            rspeak(NO_MESSAGE);
+        return GO_CLEAROBJ;
     }
     for (int i = 1; i <= NOBJECTS; i++) {
-        if (!HERE(i) || objects[i].sounds[0] == NULL || game.prop[i] < 0)
+        if (!HERE(i) ||
+            objects[i].sounds[0] == NULL ||
+            game.prop[i] < 0)
             continue;
         int mi =  game.prop[i];
         if (i == BIRD)
             mi += 3 * game.blooded;
         long packed_zzword = token_to_packed(game.zzword);
         pspeak(i, hear, mi, true, packed_zzword);
-        spk = NO_MESSAGE;
-        /* FIXME: Magic number, sensitive to bird state logic */
-        if (i == BIRD && game.prop[i] == 5)
+        rspeak(NO_MESSAGE);
+        if (i == BIRD && mi == BIRD_ENDSTATE)
             DESTROY(BIRD);
+        return GO_CLEAROBJ;
     }
-    rspeak(spk);
+    rspeak(ALL_SILENT);
     return GO_CLEAROBJ;
 }
 
 static int lock(token_t verb, token_t obj)
 /* Lock, unlock, no object given.  Assume various things if present. */
 {
-    int spk = actions[verb].message;
     if (obj == INTRANSITIVE) {
-        spk = NOTHING_LOCKED;
         if (HERE(CLAM))
             obj = CLAM;
         if (HERE(OYSTER))
@@ -832,41 +911,69 @@ static int lock(token_t verb, token_t obj)
             obj = GRATE;
         if (HERE(CHAIN))
             obj = CHAIN;
-        if (obj == NO_OBJECT || obj == INTRANSITIVE) {
-            rspeak(spk);
+        if (obj == INTRANSITIVE) {
+            rspeak(NOTHING_LOCKED);
             return GO_CLEAROBJ;
         }
     }
 
     /*  Lock, unlock object.  Special stuff for opening clam/oyster
      *  and for chain. */
-    if (obj == CLAM || obj == OYSTER)
-        return bivalve(verb, obj);
-    if (obj == DOOR)
-        spk = RUSTY_DOOR;
-    if (obj == DOOR && game.prop[DOOR] == DOOR_UNRUSTED)
-        spk = OK_MAN;
-    if (obj == CAGE)
-        spk = NO_LOCK;
-    if (obj == KEYS)
-        spk = CANNOT_UNLOCK;
-    if (obj == GRATE || obj == CHAIN) {
-        spk = NO_KEYS;
+    if (obj == GRATE ||
+        obj == CHAIN) {
         if (HERE(KEYS)) {
             if (obj == CHAIN)
                 return chain(verb);
             if (game.closng) {
-                spk = EXIT_CLOSED;
+                rspeak(EXIT_CLOSED);
                 if (!game.panic)
                     game.clock2 = PANICTIME;
                 game.panic = true;
+                return GO_CLEAROBJ ;
             } else {
-                state_change(GRATE, (verb == LOCK) ? GRATE_CLOSED : GRATE_OPEN);
+                state_change(GRATE, (verb == LOCK) ?
+                             GRATE_CLOSED :
+                             GRATE_OPEN);
                 return GO_CLEAROBJ;
             }
         }
+        rspeak(NO_KEYS);
+        return GO_CLEAROBJ;
     }
-    rspeak(spk);
+
+    switch (obj) {
+    case CLAM:
+        if (verb == LOCK)
+            rspeak(HUH_MAN);
+        else if (!TOTING(TRIDENT))
+            rspeak(OYSTER_OPENER);
+        else {
+            DESTROY(CLAM);
+            drop(OYSTER, game.loc);
+            drop(PEARL, LOC_CULDESAC);
+            rspeak(PEARL_FALLS);
+        }
+        return GO_CLEAROBJ;
+    case OYSTER:
+        if (verb == LOCK)
+            rspeak(HUH_MAN);
+        else
+            rspeak(OYSTER_OPENER);
+
+        return GO_CLEAROBJ;
+    case DOOR:
+        rspeak((game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR);
+        break;
+    case CAGE:
+        rspeak( NO_LOCK);
+        break;
+    case KEYS:
+        rspeak(CANNOT_UNLOCK);
+        break;
+    default:
+        rspeak(actions[verb].message);
+    }
+
     return GO_CLEAROBJ;
 }
 
@@ -874,41 +981,43 @@ static int pour(token_t verb, token_t obj)
 /*  Pour.  If no object, or object is bottle, assume contents of bottle.
  *  special tests for pouring water or oil on plant or rusty door. */
 {
-    int spk = actions[verb].message;
-    if (obj == BOTTLE || obj == NO_OBJECT)
+    if (obj == BOTTLE ||
+        obj == NO_OBJECT)
         obj = LIQUID();
     if (obj == NO_OBJECT)
         return GO_UNKNOWN;
     if (!TOTING(obj)) {
-        rspeak(spk);
+        rspeak(actions[verb].message);
         return GO_CLEAROBJ;
     }
-    spk = CANT_POUR;
+
     if (obj != OIL && obj != WATER) {
-        rspeak(spk);
+        rspeak(CANT_POUR);
         return GO_CLEAROBJ;
     }
     if (HERE(URN) && game.prop[URN] == URN_EMPTY)
         return fill(verb, URN);
     game.prop[BOTTLE] = EMPTY_BOTTLE;
     game.place[obj] = LOC_NOWHERE;
-    spk = GROUND_WET;
-    if (!(AT(PLANT) || AT(DOOR))) {
-        rspeak(spk);
+    if (!(AT(PLANT) ||
+          AT(DOOR))) {
+        rspeak(GROUND_WET);
         return GO_CLEAROBJ;
     }
     if (!AT(DOOR)) {
-        spk = SHAKING_LEAVES;
-        if (obj != WATER) {
-            rspeak(spk);
+        if (obj == WATER) {
+            /* cycle through the three plant states */
+            state_change(PLANT, MOD(game.prop[PLANT] + 1, 3));
+            game.prop[PLANT2] = game.prop[PLANT];
+            return GO_MOVE;
+        } else {
+            rspeak(SHAKING_LEAVES);
             return GO_CLEAROBJ;
         }
-        pspeak(PLANT, look, game.prop[PLANT] + 3, true);
-        game.prop[PLANT] = MOD(game.prop[PLANT] + 1, 3);
-        game.prop[PLANT2] = game.prop[PLANT];
-        return GO_MOVE;
     } else {
-        state_change(DOOR, (obj == OIL) ? DOOR_UNRUSTED : DOOR_RUSTED);
+        state_change(DOOR, (obj == OIL) ?
+                     DOOR_UNRUSTED :
+                     DOOR_RUSTED);
         return GO_CLEAROBJ;
     }
 }
@@ -930,15 +1039,18 @@ static int read(struct command_t command)
             if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0)
                 command.obj = command.obj * NOBJECTS + i;
         }
-        if (command.obj > NOBJECTS || command.obj == 0 || DARK(game.loc))
+        if (command.obj > NOBJECTS ||
+            command.obj == 0 ||
+            DARK(game.loc))
             return GO_UNKNOWN;
     }
 
     if (DARK(game.loc)) {
-        rspeak(NO_SEE, command.wd1, command.wd1x);
+        sspeak(NO_SEE, command.raw1);
     } else if (command.obj == OYSTER && !game.clshnt && game.closed) {
         game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
-    } else if (objects[command.obj].texts[0] == NULL || game.prop[command.obj] < 0) {
+    } else if (objects[command.obj].texts[0] == NULL ||
+               game.prop[command.obj] < 0) {
         rspeak(actions[command.verb].message);
     } else
         pspeak(command.obj, study, game.prop[command.obj], true);
@@ -948,17 +1060,18 @@ static int read(struct command_t command)
 static int reservoir(void)
 /*  Z'ZZZ (word gets recomputed at startup; different each game). */
 {
+    /* FIXME: Arithmetic on state numbers */
     if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) {
         rspeak(NOTHING_HAPPENS);
         return GO_CLEAROBJ;
     } else {
-        pspeak(RESER, look, game.prop[RESER] + 1, true);
-        game.prop[RESER] = 1 - game.prop[RESER];
+        state_change(RESER,
+                     game.prop[RESER] == WATERS_PARTED ? WATERS_UNPARTED : WATERS_PARTED);
         if (AT(RESER))
             return GO_CLEAROBJ;
         else {
             game.oldlc2 = game.loc;
-            game.newloc = 0;
+            game.newloc = LOC_NOWHERE;
             rspeak(NOT_BRIGHT);
             return GO_TERMINATE;
         }
@@ -986,22 +1099,23 @@ static int rub(token_t verb, token_t obj)
 static int say(struct command_t *command)
 /* Say.  Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).)  Magic words override. */
 {
-    long a = command->wd1, b = command->wd1x;
     if (command->wd2 > 0) {
-        a = command->wd2;
-        b = command->wd2x;
         command->wd1 = command->wd2;
+        strcpy(command->raw1, command->raw2);
     }
-    char word1[6];
+    char word1[TOKLEN + 1];
     packed_to_token(command->wd1, word1);
     int wd = (int) get_vocab_id(word1);
-    /* FIXME: magic numbers */
-    if (wd == MOTION_WORD(XYZZY) || wd == MOTION_WORD(PLUGH) || wd == MOTION_WORD(PLOVER) || wd == ACTION_WORD(GIANTWORDS) || wd == ACTION_WORD(PART)) {
+    if (wd == MOTION_WORD(XYZZY) ||
+        wd == MOTION_WORD(PLUGH) ||
+        wd == MOTION_WORD(PLOVER) ||
+        wd == ACTION_WORD(GIANTWORDS) ||
+        wd == ACTION_WORD(PART)) {
         /* FIXME: scribbles on the interpreter's command block */
         wordclear(&command->wd2);
         return GO_LOOKUP;
     }
-    rspeak(OKEY_DOKEY, a, b);
+    sspeak(OKEY_DOKEY, command->raw1);
     return GO_CLEAROBJ;
 }
 
@@ -1018,8 +1132,6 @@ static int throw (struct command_t *command)
  *  (Only way to do so!)  Axe also special for dragon, bear, and
  *  troll.  Treasures special for troll. */
 {
-    if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))
-        command->obj = ROD2;
     if (!TOTING(command->obj)) {
         rspeak(actions[command->verb].message);
         return GO_CLEAROBJ;
@@ -1053,7 +1165,7 @@ static int throw (struct command_t *command)
             else if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
                 /* This'll teach him to throw the axe at the bear! */
                 drop(AXE, game.loc);
-                game.fixed[AXE] = -1;
+                game.fixed[AXE] = IS_FIXED;
                 juggle(BEAR);
                 state_change(AXE, AXE_LOST);
                 return GO_CLEAROBJ;
@@ -1067,9 +1179,10 @@ static int throw (struct command_t *command)
         } else {
             long i = atdwrf(game.loc);
             game.dseen[i] = false;
-            game.dloc[i] = 0;
-            return throw_support((++game.dkill == 1)
-                                 ? DWARF_SMOKE : KILLED_DWARF);
+            game.dloc[i] = LOC_NOWHERE;
+            return throw_support((++game.dkill == 1) ?
+                                 DWARF_SMOKE :
+                                 KILLED_DWARF);
         }
     }
 }
@@ -1077,7 +1190,8 @@ static int throw (struct command_t *command)
 static int wake(token_t verb, token_t obj)
 /* Wake.  Only use is to disturb the dwarves. */
 {
-    if (obj != DWARF || !game.closed) {
+    if (obj != DWARF ||
+        !game.closed) {
         rspeak(actions[verb].message);
         return GO_CLEAROBJ;
     } else {
@@ -1089,38 +1203,45 @@ static int wake(token_t verb, token_t obj)
 static int wave(token_t verb, token_t obj)
 /* Wave.  No effect unless waving rod at fissure or at bird. */
 {
-    int spk = actions[verb].message;
-    if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))
-        spk = ARENT_CARRYING;
     if (obj != ROD ||
         !TOTING(obj) ||
-        (!HERE(BIRD) && (game.closng || !AT(FISSURE)))) {
-        rspeak(spk);
+        (!HERE(BIRD) &&
+         (game.closng ||
+          !AT(FISSURE)))) {
+        rspeak(((!TOTING(obj)) && (obj != ROD ||
+                                   !TOTING(ROD2))) ?
+               ARENT_CARRYING :
+               actions[verb].message);
         return GO_CLEAROBJ;
     }
-    /* FIXME: Arithemetic on property values */
-    if (HERE(BIRD))
-        spk = FREE_FLY + MOD(game.prop[BIRD], 2);
-    if (spk == FREE_FLY && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
+
+    if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
         drop(JADE, game.loc);
-        game.prop[JADE] = 0;
+        game.prop[JADE] = STATE_FOUND;
         --game.tally;
-        spk = NECKLACE_FLY;
-        rspeak(spk);
+        rspeak(NECKLACE_FLY);
         return GO_CLEAROBJ;
     } else {
         if (game.closed) {
-            rspeak(spk);
+            rspeak((game.prop[BIRD] == BIRD_CAGED) ?
+                   CAGE_FLY :
+                   FREE_FLY);
             return GO_DWARFWAKE;
         }
-        if (game.closng || !AT(FISSURE)) {
-            rspeak(spk);
+        if (game.closng ||
+            !AT(FISSURE)) {
+            rspeak((game.prop[BIRD] == BIRD_CAGED) ?
+                   CAGE_FLY :
+                   FREE_FLY);
             return GO_CLEAROBJ;
         }
         if (HERE(BIRD))
-            rspeak(spk);
-        game.prop[FISSURE] = 1 - game.prop[FISSURE];
-        pspeak(FISSURE, look, 2 - game.prop[FISSURE], true);
+            rspeak((game.prop[BIRD] == BIRD_CAGED) ?
+                   CAGE_FLY :
+                   FREE_FLY);
+
+        state_change(FISSURE,
+                     game.prop[FISSURE] == BRIDGED ? UNBRIDGED : BRIDGED);
         return GO_CLEAROBJ;
     }
 }
@@ -1130,8 +1251,6 @@ int action(struct command_t *command)
  *  unless verb is "say", which snarfs arbitrary second word.
  */
 {
-    token_t spk = actions[command->verb].message;
-
     if (command->part == unknown) {
         /*  Analyse an object word.  See if the thing is here, whether
          *  we've got a verb yet, and so on.  Object must be here
@@ -1143,14 +1262,22 @@ int action(struct command_t *command)
         if (HERE(command->obj))
             /* FALL THROUGH */;
         else if (command->obj == GRATE) {
-            if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT)
+            if (game.loc == LOC_START ||
+                game.loc == LOC_VALLEY ||
+                game.loc == LOC_SLIT) {
                 command->obj = DPRSSN;
-            if (game.loc == LOC_COBBLE || game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD ||
-                game.loc == LOC_BIRD || game.loc == LOC_PITTOP)
+            }
+            if (game.loc == LOC_COBBLE ||
+                game.loc == LOC_DEBRIS ||
+                game.loc == LOC_AWKWARD ||
+                game.loc == LOC_BIRD ||
+                game.loc == LOC_PITTOP) {
                 command->obj = ENTRNC;
+            }
         } else if (command->obj == DWARF && atdwrf(game.loc) > 0)
             /* FALL THROUGH */;
-        else if ((LIQUID() == command->obj && HERE(BOTTLE)) || command->obj == LIQLOC(game.loc))
+        else if ((LIQUID() == command->obj && HERE(BOTTLE)) ||
+                 command->obj == LIQLOC(game.loc))
             /* FALL THROUGH */;
         else if (command->obj == OIL && HERE(URN) && game.prop[URN] != 0) {
             command->obj = URN;
@@ -1160,16 +1287,16 @@ int action(struct command_t *command)
             /* FALL THROUGH */;
         } else if (command->obj == KNIFE && game.knfloc == game.loc) {
             game.knfloc = -1;
-            spk = KNIVES_VANISH;
-            rspeak(spk);
+            rspeak(KNIVES_VANISH);
             return GO_CLEAROBJ;
         } else if (command->obj == ROD && HERE(ROD2)) {
             command->obj = ROD2;
             /* FALL THROUGH */;
-        } else if ((command->verb == FIND || command->verb == INVENTORY) && command->wd2 <= 0)
+        } else if ((command->verb == FIND ||
+                    command->verb == INVENTORY) && command->wd2 <= 0)
             /* FALL THROUGH */;
         else {
-            rspeak(NO_SEE, command->wd1, command->wd1x);
+            sspeak(NO_SEE, command->raw1);
             return GO_CLEAROBJ;
         }
 
@@ -1185,7 +1312,8 @@ int action(struct command_t *command)
             return GO_WORD2;
         if (command->verb == SAY)
             command->obj = command->wd2;
-        if (command->obj == 0 || command->obj == INTRANSITIVE) {
+        if (command->obj == NO_OBJECT ||
+            command->obj == INTRANSITIVE) {
             /*  Analyse an intransitive verb (ie, no object given yet). */
             switch (command->verb) {
             case CARRY:
@@ -1211,7 +1339,7 @@ int action(struct command_t *command)
             case  TAME:
                 return GO_UNKNOWN;
             case GO: {
-                rspeak(spk);
+                rspeak(actions[command->verb].message);
                 return GO_CLEAROBJ;
             }
             case ATTACK:
@@ -1292,11 +1420,11 @@ int action(struct command_t *command)
         case WAVE:
             return wave(command->verb, command->obj);
         case TAME: {
-            rspeak(spk);
+            rspeak(actions[command->verb].message);
             return GO_CLEAROBJ;
         }
         case GO: {
-            rspeak(spk);
+            rspeak(actions[command->verb].message);
             return GO_CLEAROBJ;
         }
         case ATTACK:
@@ -1312,7 +1440,7 @@ int action(struct command_t *command)
         case THROW:
             return throw (command);
         case QUIT: {
-            rspeak(spk);
+            rspeak(actions[command->verb].message);
             return GO_CLEAROBJ;
         }
         case FIND:
@@ -1327,15 +1455,15 @@ int action(struct command_t *command)
             blast();
             return GO_CLEAROBJ;
         case SCORE: {
-            rspeak(spk);
+            rspeak(actions[command->verb].message);
             return GO_CLEAROBJ;
         }
         case GIANTWORDS: {
-            rspeak(spk);
+            rspeak(actions[command->verb].message);
             return GO_CLEAROBJ;
         }
         case BRIEF: {
-            rspeak(spk);
+            rspeak(actions[command->verb].message);
             return GO_CLEAROBJ;
         }
         case READ:
@@ -1345,17 +1473,17 @@ int action(struct command_t *command)
         case WAKE:
             return wake(command->verb, command->obj);
         case SAVE: {
-            rspeak(spk);
+            rspeak(actions[command->verb].message);
             return GO_CLEAROBJ;
         }
         case RESUME: {
-            rspeak(spk);
+            rspeak(actions[command->verb].message);
             return GO_CLEAROBJ;
         }
         case FLY:
             return fly(command->verb, command->obj);
         case LISTEN: {
-            rspeak(spk);
+            rspeak(actions[command->verb].message);
             return GO_CLEAROBJ;
         }
         case PART:
@@ -1365,7 +1493,7 @@ int action(struct command_t *command)
         }
     case unknown:
         /* Unknown verb, couldn't deduce object - might need hint */
-        rspeak(WHAT_DO, command->wd1, command->wd1x);
+        sspeak(WHAT_DO, command->raw1);
         return GO_CHECKHINT;
     default:
         BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE