Breaking one-line conditionals
[open-adventure.git] / actions.c
index f287bc8b3f9e8a7eefd274bd2ac60b03b79ae032..5e2f5a349007fe8df9e678d549ef5d1524eec47e 100644 (file)
--- a/actions.c
+++ b/actions.c
@@ -1,12 +1,17 @@
 #include <stdlib.h>
 #include <stdbool.h>
 #include "advent.h"
-#include "database.h"
-#include "newdb.h"
+#include "dungeon.h"
 
 static int fill(token_t, token_t);
 
-static int attack(FILE *input, struct command_t *command)
+static void state_change(long obj, long state)
+{
+    game.prop[obj] = state;
+    pspeak(obj, change, state);
+}
+
+static int attack(struct command_t *command)
 /*  Attack.  Assume target if unambiguous.  "Throw" also links here.
  *  Attackable objects fall into two categories: enemies (snake,
  *  dwarf, etc.)  and others (bird, clam, machine).  Ambiguous if 2
@@ -14,23 +19,32 @@ static int attack(FILE *input, struct command_t *command)
 {
     vocab_t verb = command->verb;
     vocab_t obj = command->obj;
-    int spk = actspk[verb];
+    long spk = actions[verb].message;
     if (obj == 0 || obj == INTRANSITIVE) {
         if (atdwrf(game.loc) > 0)
             obj = DWARF;
-        if (HERE(SNAKE))obj = obj * NOBJECTS + SNAKE;
-        if (AT(DRAGON) && game.prop[DRAGON] == 0)obj = obj * NOBJECTS + DRAGON;
-        if (AT(TROLL))obj = obj * NOBJECTS + TROLL;
-        if (AT(OGRE))obj = obj * NOBJECTS + OGRE;
-        if (HERE(BEAR) && game.prop[BEAR] == 0)obj = obj * NOBJECTS + BEAR;
-        if (obj > NOBJECTS) return GO_UNKNOWN;
+        if (HERE(SNAKE))
+            obj = obj * NOBJECTS + SNAKE;
+        if (AT(DRAGON) && game.prop[DRAGON] == 0)
+            obj = obj * NOBJECTS + DRAGON;
+        if (AT(TROLL))
+            obj = obj * NOBJECTS + TROLL;
+        if (AT(OGRE))
+            obj = obj * NOBJECTS + OGRE;
+        if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR)
+            obj = obj * NOBJECTS + BEAR;
+        if (obj > NOBJECTS)
+            return GO_UNKNOWN;
         if (obj == 0) {
             /* Can't attack bird or machine by throwing axe. */
-            if (HERE(BIRD) && verb != THROW)obj = BIRD;
-            if (HERE(VEND) && verb != THROW)obj = obj * NOBJECTS + VEND;
+            if (HERE(BIRD) && verb != THROW)
+                obj = BIRD;
+            if (HERE(VEND) && verb != THROW)
+                obj = obj * NOBJECTS + VEND;
             /* Clam and oyster both treated as clam for intransitive case;
              * no harm done. */
-            if (HERE(CLAM) || HERE(OYSTER))obj = NOBJECTS * obj + CLAM;
+            if (HERE(CLAM) || HERE(OYSTER))
+                obj = NOBJECTS * obj + CLAM;
             if (obj > NOBJECTS)
                 return GO_UNKNOWN;
         }
@@ -44,20 +58,27 @@ static int attack(FILE *input, struct command_t *command)
         DESTROY(BIRD);
         spk = BIRD_DEAD;
     } else if (obj == VEND) {
-       bool blocking = (game.prop[VEND] == VEND_BLOCKS);
-        game.prop[VEND] = blocking ? VEND_UNBLOCKS : VEND_BLOCKS;
-        rspeak(blocking ? MACHINE_SWINGOUT : MACHINE_SWINGBACK);
+        state_change(VEND,
+                     game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS);
         return GO_CLEAROBJ;
     }
 
-    if (obj == 0)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 == 0)
+        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);
@@ -80,9 +101,14 @@ static int attack(FILE *input, struct command_t *command)
          *  fixed), move rug there (not fixed), and move him there,
          *  too.  Then do a null motion to get new description. */
         rspeak(BARE_HANDS_QUERY);
-        GETIN(input, &command->wd1, &command->wd1x, &command->wd2, &command->wd2x);
-        if (command->wd1 != MAKEWD(WORD_YINIT) && command->wd1 != MAKEWD(WORD_YES))
+        if (silent_yes()) {
+            // FIXME: setting wd1 is a workaround for broken logic
+            command->wd1 = token_to_packed("Y");
+        } else {
+            // FIXME: setting wd1 is a workaround for broken logic
+            command->wd1 = token_to_packed("N");
             return GO_CHECKFOO;
+        }
         pspeak(DRAGON, look, 3);
         game.prop[DRAGON] = 1;
         game.prop[RUG] = 0;
@@ -109,10 +135,14 @@ static int bigwords(token_t foo)
  *  Look up foo in section 3 of vocab to determine which word we've got.  Last
  *  word zips the eggs back to the giant room (unless already there). */
 {
-    int k = vocab(foo, 3);
+    //int k = vocab(foo, 3);
+    char word[6];
+    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;
+        if (game.foobar != 0 && game.loc == LOC_GIANTROOM)
+            spk = START_OVER;
         rspeak(spk);
         return GO_CLEAROBJ;
     } else {
@@ -131,8 +161,10 @@ static int bigwords(token_t foo)
             if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == 0)
                 game.prop[TROLL] = 1;
             k = 2;
-            if (HERE(EGGS))k = 1;
-            if (game.loc == objects[EGGS].plac)k = 0;
+            if (HERE(EGGS))
+                k = 1;
+            if (game.loc == objects[EGGS].plac)
+                k = 0;
             move(EGGS, objects[EGGS].plac);
             pspeak(EGGS, look, k);
             return GO_CLEAROBJ;
@@ -146,9 +178,12 @@ static int bivalve(token_t verb, token_t obj)
     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 (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);
@@ -177,10 +212,12 @@ static void blast(void)
 static int vbreak(token_t verb, token_t obj)
 /*  Break.  Only works for mirror in repository and, of course, the vase. */
 {
-    int spk = actspk[verb];
-    if (obj == MIRROR)spk = TOO_FAR;
+    int spk = actions[verb].message;
+    if (obj == MIRROR)
+        spk = TOO_FAR;
     if (obj == VASE && game.prop[VASE] == 0) {
-        if (TOTING(VASE))drop(VASE, game.loc);
+        if (TOTING(VASE))
+            drop(VASE, game.loc);
         game.prop[VASE] = 2;
         game.fixed[VASE] = -1;
         spk = BREAK_VASE;
@@ -223,14 +260,22 @@ static int vcarry(token_t verb, token_t obj)
         return GO_CLEAROBJ;
     }
     spk = YOU_JOKING;
-    if (obj == PLANT && game.prop[PLANT] <= 0)spk = DEEP_ROOTS;
-    if (obj == BEAR && game.prop[BEAR] == 1)spk = BEAR_CHAINED;
-    if (obj == CHAIN && game.prop[BEAR] != 0)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] == 2)spk = RUG_HOVERS;
-    if (obj == SIGN)spk = HAND_PASSTHROUGH;
+    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] == 2)
+        spk = RUG_HOVERS;
+    if (obj == SIGN)
+        spk = HAND_PASSTHROUGH;
     if (obj == MESSAG) {
         rspeak(REMOVE_MESSAGE);
         DESTROY(MESSAG);
@@ -246,8 +291,9 @@ static int vcarry(token_t verb, token_t obj)
                 return (fill(verb, BOTTLE));
             else {
                 if (game.prop[BOTTLE] != EMPTY_BOTTLE)
-                   spk = BOTTLE_FULL;
-                if (!TOTING(BOTTLE))spk = NO_CONTAINER;
+                    spk = BOTTLE_FULL;
+                if (!TOTING(BOTTLE))
+                    spk = NO_CONTAINER;
                 rspeak(spk);
                 return GO_CLEAROBJ;
             }
@@ -265,8 +311,10 @@ static int vcarry(token_t verb, token_t obj)
             rspeak(BIRD_CRAP);
             return GO_CLEAROBJ;
         }
-        if (!TOTING(CAGE))spk = CANNOT_CARRY;
-        if (TOTING(ROD))spk = BIRD_EVADES;
+        if (!TOTING(CAGE))
+            spk = CANNOT_CARRY;
+        if (TOTING(ROD))
+            spk = BIRD_EVADES;
         if (spk == CANNOT_CARRY || spk == BIRD_EVADES) {
             rspeak(spk);
             return GO_CLEAROBJ;
@@ -280,7 +328,7 @@ static int vcarry(token_t verb, token_t obj)
         game.place[LIQUID()] = CARRIED;
     if (GSTONE(obj) && game.prop[obj] != 0) {
         game.prop[obj] = 0;
-        game.prop[CAVITY] = 1;
+        game.prop[CAVITY] = CAVITY_EMPTY;
     }
     rspeak(OK_MAN);
     return GO_CLEAROBJ;
@@ -292,26 +340,33 @@ static int chain(token_t verb)
     int spk;
     if (verb != LOCK) {
         spk = CHAIN_UNLOCKED;
-        if (game.prop[BEAR] == 0)spk = BEAR_BLOCKS;
-        if (game.prop[CHAIN] == 0)spk = ALREADY_UNLOCKED;
+        if (game.prop[BEAR] == UNTAMED_BEAR)
+            spk = BEAR_BLOCKS;
+        if (game.prop[CHAIN] == 0)
+            spk = ALREADY_UNLOCKED;
         if (spk != CHAIN_UNLOCKED) {
             rspeak(spk);
             return GO_CLEAROBJ;
         }
         game.prop[CHAIN] = 0;
         game.fixed[CHAIN] = 0;
-        if (game.prop[BEAR] != 3)game.prop[BEAR] = 2;
+        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] != 0)spk = ALREADY_LOCKED;
-        if (game.loc != objects[CHAIN].plac)spk = NO_LOCKSITE;
+        if (game.prop[CHAIN] != 0)
+            spk = ALREADY_LOCKED;
+        if (game.loc != objects[CHAIN].plac)
+            spk = NO_LOCKSITE;
         if (spk != CHAIN_LOCKED) {
             rspeak(spk);
             return GO_CLEAROBJ;
         }
         game.prop[CHAIN] = 2;
-        if (TOTING(CHAIN))drop(CHAIN, game.loc);
+        if (TOTING(CHAIN))
+            drop(CHAIN, game.loc);
         game.fixed[CHAIN] = -1;
     }
     rspeak(spk);
@@ -323,34 +378,39 @@ 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 = actspk[verb];
+    int spk = actions[verb].message;
     if (!just_do_it) {
-        if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj = ROD2;
+        if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))
+            obj = ROD2;
         if (!TOTING(obj)) {
             rspeak(spk);
             return GO_CLEAROBJ;
         }
         if (obj == BIRD && HERE(SNAKE)) {
             rspeak(BIRD_ATTACKS);
-            if (game.closed) return GO_DWARFWAKE;
+            if (game.closed)
+                return GO_DWARFWAKE;
             DESTROY(SNAKE);
             /* Set game.prop for use by travel options */
-            game.prop[SNAKE] = 1;
+            game.prop[SNAKE] = SNAKE_CHASED;
 
-        } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) {
+        } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL)) {
             rspeak(GEM_FITS);
             game.prop[obj] = 1;
-            game.prop[CAVITY] = 0;
+            game.prop[CAVITY] = CAVITY_FULL;
             if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != 2) || (obj == RUBY &&
                               game.prop[RUG] == 2))) {
                 spk = RUG_RISES;
-                if (TOTING(RUG))spk = RUG_WIGGLES;
-                if (obj == RUBY)spk = RUG_SETTLES;
+                if (TOTING(RUG))
+                    spk = RUG_WIGGLES;
+                if (obj == RUBY)
+                    spk = RUG_SETTLES;
                 rspeak(spk);
                 if (spk != RUG_WIGGLES) {
                     int k = 2 - game.prop[RUG];
                     game.prop[RUG] = k;
-                    if (k == 2) k = objects[SAPPH].plac;
+                    if (k == 2)
+                        k = objects[SAPPH].plac;
                     move(RUG + NOBJECTS, k);
                 }
             }
@@ -375,22 +435,26 @@ static int discard(token_t verb, token_t obj, bool just_do_it)
             rspeak(OK_MAN);
         } else {
             game.prop[VASE] = 2;
-            if (AT(PILLOW))game.prop[VASE] = 0;
+            if (AT(PILLOW))
+                game.prop[VASE] = 0;
             pspeak(VASE, look, game.prop[VASE] + 1);
-            if (game.prop[VASE] != 0)game.fixed[VASE] = -1;
+            if (game.prop[VASE] != 0)
+                game.fixed[VASE] = -1;
         }
     }
     int k = LIQUID();
-    if (k == obj)obj = BOTTLE;
+    if (k == obj)
+        obj = BOTTLE;
     if (obj == BOTTLE && k != 0)
         game.place[k] = LOC_NOWHERE;
     if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED)
-       drop(BIRD, game.loc);
+        drop(BIRD, game.loc);
     drop(obj, game.loc);
-    if (obj != BIRD) return GO_CLEAROBJ;
+    if (obj != BIRD)
+        return GO_CLEAROBJ;
     game.prop[BIRD] = BIRD_UNCAGED;
     if (FOREST(game.loc))
-       game.prop[BIRD] = BIRD_FOREST_UNCAGED;
+        game.prop[BIRD] = BIRD_FOREST_UNCAGED;
     return GO_CLEAROBJ;
 }
 
@@ -398,11 +462,12 @@ 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. */
 {
-    int spk = actspk[verb];
+    int spk = actions[verb].message;
     if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
         return GO_UNKNOWN;
     if (obj != BLOOD) {
-        if (obj != 0 && obj != WATER)spk = RIDICULOUS_ATTEMPT;
+        if (obj != 0 && obj != WATER)
+            spk = RIDICULOUS_ATTEMPT;
         if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) {
             game.prop[BOTTLE] = EMPTY_BOTTLE;
             game.place[WATER] = LOC_NOWHERE;
@@ -422,7 +487,7 @@ 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 = actspk[verb];
+    int spk = actions[verb].message;
     if (obj == INTRANSITIVE) {
         if (!HERE(FOOD))
             return GO_UNKNOWN;
@@ -435,7 +500,8 @@ static int eat(token_t verb, token_t obj)
         }
         if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
             DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
-            OGRE)spk = LOST_APPETITE;
+            OGRE)
+            spk = LOST_APPETITE;
     }
     rspeak(spk);
     return GO_CLEAROBJ;
@@ -444,20 +510,21 @@ static int eat(token_t verb, token_t obj)
 static int extinguish(token_t verb, int obj)
 /* Extinguish.  Lamp, urn, dragon/volcano (nice try). */
 {
-    int spk = actspk[verb];
+    int spk = actions[verb].message;
     if (obj == INTRANSITIVE) {
         if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT)
-           obj = LAMP;
-        if (HERE(URN) && game.prop[URN] == 2)obj = obj * NOBJECTS + URN;
-        if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
+            obj = LAMP;
+        if (HERE(URN) && game.prop[URN] == 2)
+            obj = obj * NOBJECTS + URN;
+        if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS)
+            return GO_UNKNOWN;
     }
 
     if (obj == URN) {
         game.prop[URN] = game.prop[URN] / 2;
         spk = URN_DARK;
     } else if (obj == LAMP) {
-        game.prop[LAMP] = LAMP_DARK;
-        rspeak(LAMP_OFF);
+        state_change(LAMP, LAMP_DARK);
         spk = DARK(game.loc) ? PITCH_DARK : NO_MESSAGE;
     } else if (obj == DRAGON || obj == VOLCANO)
         spk = BEYOND_POWER;
@@ -469,14 +536,16 @@ static int feed(token_t verb, token_t obj)
 /*  Feed.  If bird, no seed.  Snake, dragon, troll: quip.  If dwarf, make him
  *  mad.  Bear, special. */
 {
-    int spk = actspk[verb];
+    int spk = actions[verb].message;
     if (obj == BIRD) {
         rspeak(BIRD_PINING);
         return GO_CLEAROBJ;
     } else if (obj == SNAKE || obj == DRAGON || obj == TROLL) {
         spk = NOTHING_EDIBLE;
-        if (obj == DRAGON && game.prop[DRAGON] != 0)spk = RIDICULOUS_ATTEMPT;
-        if (obj == TROLL)spk = TROLL_VICES;
+        if (obj == DRAGON && game.prop[DRAGON] != 0)
+            spk = RIDICULOUS_ATTEMPT;
+        if (obj == TROLL)
+            spk = TROLL_VICES;
         if (obj == SNAKE && !game.closed && HERE(BIRD)) {
             DESTROY(BIRD);
             spk = BIRD_DEVOURED;
@@ -487,11 +556,13 @@ static int feed(token_t verb, token_t obj)
             spk = REALLY_MAD;
         }
     } else if (obj == BEAR) {
-        if (game.prop[BEAR] == 0)spk = NOTHING_EDIBLE;
-        if (game.prop[BEAR] == 3)spk = RIDICULOUS_ATTEMPT;
+        if (game.prop[BEAR] == UNTAMED_BEAR)
+            spk = NOTHING_EDIBLE;
+        if (game.prop[BEAR] == BEAR_DEAD)
+            spk = RIDICULOUS_ATTEMPT;
         if (HERE(FOOD)) {
             DESTROY(FOOD);
-            game.prop[BEAR] = 1;
+            game.prop[BEAR] = SITTING_BEAR;
             game.fixed[AXE] = 0;
             game.prop[AXE] = 0;
             spk = BEAR_TAMED;
@@ -511,10 +582,11 @@ int fill(token_t verb, token_t obj)
  *  is nasty.) */
 {
     int k;
-    int spk = actspk[verb];
+    int spk = actions[verb].message;
     if (obj == VASE) {
         spk = ARENT_CARRYING;
-        if (LIQLOC(game.loc) == 0)spk = FILL_INVALID;
+        if (LIQLOC(game.loc) == 0)
+            spk = FILL_INVALID;
         if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
             rspeak(spk);
             return GO_CLEAROBJ;
@@ -537,7 +609,8 @@ int fill(token_t verb, token_t obj)
         }
         game.place[k] = LOC_NOWHERE;
         game.prop[BOTTLE] = EMPTY_BOTTLE;
-        if (k == OIL)game.prop[URN] = 1;
+        if (k == OIL)
+            game.prop[URN] = 1;
         spk = WATER_URN + game.prop[URN];
         rspeak(spk);
         return GO_CLEAROBJ;
@@ -554,7 +627,7 @@ int fill(token_t verb, token_t obj)
     if (LIQUID() != 0)
         spk = BOTTLE_FULL;
     if (spk == BOTTLED_WATER) {
-       /* FIXME: Arithmetic on property values */
+        /* FIXME: Arithmetic on property values */
         game.prop[BOTTLE] = MOD(conditions[game.loc], 4) / 2 * 2;
         k = LIQUID();
         if (TOTING(BOTTLE))
@@ -569,14 +642,16 @@ int fill(token_t verb, token_t obj)
 static int find(token_t verb, token_t obj)
 /* Find.  Might be carrying it, or it might be here.  Else give caveat. */
 {
-    int spk = actspk[verb];
+    int spk = actions[verb].message;
     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;
+    if (game.closed)
+        spk = NEEDED_NEARBY;
+    if (TOTING(obj))
+        spk = ALREADY_CARRYING;
     rspeak(spk);
     return GO_CLEAROBJ;
 }
@@ -584,10 +659,12 @@ static int find(token_t verb, token_t obj)
 static int fly(token_t verb, token_t obj)
 /* Fly.  Snide remarks unless hovering rug is here. */
 {
-    int spk = actspk[verb];
+    int spk = actions[verb].message;
     if (obj == INTRANSITIVE) {
-        if (game.prop[RUG] != 2)spk = RUG_NOTHING2;
-        if (!HERE(RUG))spk = FLAP_ARMS;
+        if (game.prop[RUG] != 2)
+            spk = RUG_NOTHING2;
+        if (!HERE(RUG))
+            spk = FLAP_ARMS;
         if (spk == RUG_NOTHING2 || spk == FLAP_ARMS) {
             rspeak(spk);
             return GO_CLEAROBJ;
@@ -637,12 +714,14 @@ static int inven(void)
 static int light(token_t verb, token_t obj)
 /*  Light.  Applicable only to lamp and urn. */
 {
-    int spk = actspk[verb];
+    int spk = actions[verb].message;
     if (obj == INTRANSITIVE) {
         if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0)
-           obj = LAMP;
-        if (HERE(URN) && game.prop[URN] == 1)obj = obj * NOBJECTS + URN;
-        if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
+            obj = LAMP;
+        if (HERE(URN) && game.prop[URN] == 1)
+            obj = obj * NOBJECTS + URN;
+        if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS)
+            return GO_UNKNOWN;
     }
 
     if (obj == URN) {
@@ -663,8 +742,7 @@ static int light(token_t verb, token_t obj)
             rspeak(spk);
             return GO_CLEAROBJ;
         }
-        game.prop[LAMP] = LAMP_BRIGHT;
-        rspeak(LAMP_ON);
+        state_change(LAMP, LAMP_BRIGHT);
         if (game.wzdark)
             return GO_TOP;
         else
@@ -681,20 +759,21 @@ static int listen(void)
     if (k != SILENT) {
         rspeak(k);
         if (locations[game.loc].loud)
-           return GO_CLEAROBJ;
-       else
-           spk = NO_MESSAGE;
+            return GO_CLEAROBJ;
+        else
+            spk = NO_MESSAGE;
     }
     for (int i = 1; i <= NOBJECTS; i++) {
         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;
-        pspeak(i, hear, mi, game.zzword);
+        int mi =  game.prop[i];
+        if (i == BIRD)
+            mi += 3 * game.blooded;
+        long packed_zzword = token_to_packed(game.zzword);
+        pspeak(i, hear, mi, packed_zzword);
         spk = NO_MESSAGE;
-       /* FIXME: Magic number, sensitive to bird state logic */
-       if (i == BIRD && game.prop[i] == 5)
+        /* FIXME: Magic number, sensitive to bird state logic */
+        if (i == BIRD && game.prop[i] == 5)
             DESTROY(BIRD);
     }
     rspeak(spk);
@@ -704,15 +783,21 @@ static int listen(void)
 static int lock(token_t verb, token_t obj)
 /* Lock, unlock, no object given.  Assume various things if present. */
 {
-    int spk = actspk[verb];
+    int spk = actions[verb].message;
     if (obj == INTRANSITIVE) {
         spk = NOTHING_LOCKED;
-        if (HERE(CLAM))obj = CLAM;
-        if (HERE(OYSTER))obj = OYSTER;
-        if (AT(DOOR))obj = DOOR;
-        if (AT(GRATE))obj = GRATE;
-        if (obj != 0 && HERE(CHAIN)) return GO_UNKNOWN;
-        if (HERE(CHAIN))obj = CHAIN;
+        if (HERE(CLAM))
+            obj = CLAM;
+        if (HERE(OYSTER))
+            obj = OYSTER;
+        if (AT(DOOR))
+            obj = DOOR;
+        if (AT(GRATE))
+            obj = GRATE;
+        if (obj != 0 && HERE(CHAIN))
+            return GO_UNKNOWN;
+        if (HERE(CHAIN))
+            obj = CHAIN;
         if (obj == 0 || obj == INTRANSITIVE) {
             rspeak(spk);
             return GO_CLEAROBJ;
@@ -723,10 +808,14 @@ static int lock(token_t verb, token_t obj)
      *  and for chain. */
     if (obj == CLAM || obj == OYSTER)
         return bivalve(verb, obj);
-    if (obj == DOOR)spk = RUSTY_DOOR;
-    if (obj == DOOR && game.prop[DOOR] == 1)spk = OK_MAN;
-    if (obj == CAGE)spk = NO_LOCK;
-    if (obj == KEYS)spk = CANNOT_UNLOCK;
+    if (obj == DOOR)
+        spk = RUSTY_DOOR;
+    if (obj == DOOR && game.prop[DOOR] == 1)
+        spk = OK_MAN;
+    if (obj == CAGE)
+        spk = NO_LOCK;
+    if (obj == KEYS)
+        spk = CANNOT_UNLOCK;
     if (obj == GRATE || obj == CHAIN) {
         spk = NO_KEYS;
         if (HERE(KEYS)) {
@@ -734,11 +823,12 @@ static int lock(token_t verb, token_t obj)
                 return chain(verb);
             if (game.closng) {
                 spk = EXIT_CLOSED;
-                if (!game.panic)game.clock2 = PANICTIME;
+                if (!game.panic)
+                    game.clock2 = PANICTIME;
                 game.panic = true;
             } else {
-                game.prop[GRATE] = (verb == LOCK) ? GRATE_CLOSED : GRATE_OPEN;
-                spk = game.prop[GRATE] ? GRATE_UNLOCKED : GRATE_LOCKED;
+                state_change(GRATE, (verb == LOCK) ? GRATE_CLOSED : GRATE_OPEN);
+                return GO_CLEAROBJ;
             }
         }
     }
@@ -750,9 +840,11 @@ 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 = actspk[verb];
-    if (obj == BOTTLE || obj == 0)obj = LIQUID();
-    if (obj == 0) return GO_UNKNOWN;
+    int spk = actions[verb].message;
+    if (obj == BOTTLE || obj == 0)
+        obj = LIQUID();
+    if (obj == 0)
+        return GO_UNKNOWN;
     if (!TOTING(obj)) {
         rspeak(spk);
         return GO_CLEAROBJ;
@@ -783,7 +875,8 @@ static int pour(token_t verb, token_t obj)
         return GO_MOVE;
     } else {
         game.prop[DOOR] = 0;
-        if (obj == OIL)game.prop[DOOR] = 1;
+        if (obj == OIL)
+            game.prop[DOOR] = 1;
         spk = RUSTED_HINGES + game.prop[DOOR];
         rspeak(spk);
         return GO_CLEAROBJ;
@@ -816,7 +909,7 @@ static int read(struct command_t command)
     } 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) {
-        rspeak(actspk[command.verb]);
+        rspeak(actions[command.verb].message);
     } else
         pspeak(command.obj, study, game.prop[command.obj]);
     return GO_CLEAROBJ;
@@ -845,7 +938,7 @@ static int reservoir(void)
 static int rub(token_t verb, token_t obj)
 /* Rub.  Yields various snide remarks except for lit urn. */
 {
-    int spk = actspk[verb];
+    int spk = actions[verb].message;
     if (obj != LAMP)
         spk = PECULIAR_NOTHING;
     if (obj == URN && game.prop[URN] == 2) {
@@ -869,7 +962,10 @@ static int say(struct command_t *command)
         b = command->wd2x;
         command->wd1 = command->wd2;
     }
-    int wd = vocab(command->wd1, -1);
+    //int wd = vocab(command->wd1, -1);
+    char word1[6];
+    packed_to_token(command->wd1, word1);
+    int wd = (int) get_vocab_id(word1);
     /* FIXME: Magic numbers */
     if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
         /* FIXME: scribbles on the interpreter's command block */
@@ -887,14 +983,15 @@ static int throw_support(long spk)
     return GO_MOVE;
 }
 
-static int throw (FILE *cmdin, struct command_t *command)
+static int throw (struct command_t *command)
 /*  Throw.  Same as discard unless axe.  Then same as attack except
  *  ignore bird, and if dwarf is present then one might be killed.
  *  (Only way to do so!)  Axe also special for dragon, bear, and
  *  troll.  Treasures special for troll. */
 {
-    int spk = actspk[command->verb];
-    if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))command->obj = ROD2;
+    int spk = actions[command->verb].message;
+    if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))
+        command->obj = ROD2;
     if (!TOTING(command->obj)) {
         rspeak(spk);
         return GO_CLEAROBJ;
@@ -927,7 +1024,7 @@ static int throw (FILE *cmdin, struct command_t *command)
                 return throw_support(TROLL_RETURNS);
             else if (AT(OGRE))
                 return throw_support(OGRE_DODGE);
-            else if (HERE(BEAR) && game.prop[BEAR] == 0) {
+            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;
@@ -937,7 +1034,7 @@ static int throw (FILE *cmdin, struct command_t *command)
                 return GO_CLEAROBJ;
             }
             command->obj = 0;
-            return (attack(cmdin, command));
+            return (attack(command));
         }
 
         if (randrange(NDWARVES + 1) < game.dflag) {
@@ -955,7 +1052,7 @@ static int wake(token_t verb, token_t obj)
 /* Wake.  Only use is to disturb the dwarves. */
 {
     if (obj != DWARF || !game.closed) {
-        rspeak(actspk[verb]);
+        rspeak(actions[verb].message);
         return GO_CLEAROBJ;
     } else {
         rspeak(PROD_DWARF);
@@ -966,8 +1063,9 @@ 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 = actspk[verb];
-    if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))spk = ARENT_CARRYING;
+    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)))) {
@@ -976,7 +1074,7 @@ static int wave(token_t verb, token_t obj)
     }
     /* FIXME: Arithemetic on proprty values */
     if (HERE(BIRD))
-       spk = FREE_FLY + MOD(game.prop[BIRD], 2);
+        spk = FREE_FLY + MOD(game.prop[BIRD], 2);
     if (spk == FREE_FLY && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
         drop(JADE, game.loc);
         game.prop[JADE] = 0;
@@ -993,19 +1091,20 @@ static int wave(token_t verb, token_t obj)
             rspeak(spk);
             return GO_CLEAROBJ;
         }
-        if (HERE(BIRD))rspeak(spk);
+        if (HERE(BIRD))
+            rspeak(spk);
         game.prop[FISSURE] = 1 - game.prop[FISSURE];
         pspeak(FISSURE, look, 2 - game.prop[FISSURE]);
         return GO_CLEAROBJ;
     }
 }
 
-int action(FILE *input, struct command_t *command)
+int action(struct command_t *command)
 /*  Analyse a verb.  Remember what it was, go back for object if second word
  *  unless verb is "say", which snarfs arbitrary second word.
  */
 {
-    token_t spk = actspk[command->verb];
+    token_t spk = actions[command->verb].message;
 
     if (command->part == unknown) {
         /*  Analyse an object word.  See if the thing is here, whether
@@ -1041,7 +1140,7 @@ int action(FILE *input, struct command_t *command)
         } else if (command->obj == ROD && HERE(ROD2)) {
             command->obj = ROD2;
             /* FALL THROUGH */;
-        } else if ((command->verb == FIND || command->verb == INVENT) && command->wd2 <= 0)
+        } else if ((command->verb == FIND || command->verb == INVENTORY) && command->wd2 <= 0)
             /* FALL THROUGH */;
         else {
             rspeak(NO_SEE, command->wd1, command->wd1x);
@@ -1057,189 +1156,192 @@ int action(FILE *input, struct command_t *command)
     switch (command->part) {
     case intransitive:
         if (command->wd2 > 0 && command->verb != SAY)
-           return GO_WORD2;
-        if (command->verb == SAY)command->obj = command->wd2;
+            return GO_WORD2;
+        if (command->verb == SAY)
+            command->obj = command->wd2;
         if (command->obj == 0 || command->obj == INTRANSITIVE) {
             /*  Analyse an intransitive verb (ie, no object given yet). */
-            switch (command->verb - 1) {
-            case  0: /* CARRY */
+            switch (command->verb) {
+            case CARRY:
                 return vcarry(command->verb, INTRANSITIVE);
-            case  1: /* DROP  */
+            case  DROP:
                 return GO_UNKNOWN;
-            case  2: /* SAY   */
+            case  SAY:
                 return GO_UNKNOWN;
-            case  3: /* UNLOC */
+            case  UNLOCK:
                 return lock(command->verb, INTRANSITIVE);
-            case  4: { /* NOTHI */
+            case  NOTHING: {
                 rspeak(OK_MAN);
                 return (GO_CLEAROBJ);
             }
-            case  5: /* LOCK  */
+            case  LOCK:
                 return lock(command->verb, INTRANSITIVE);
-            case  6: /* LIGHT */
+            case  LIGHT:
                 return light(command->verb, INTRANSITIVE);
-            case  7: /* EXTIN */
+            case  EXTINGUISH:
                 return extinguish(command->verb, INTRANSITIVE);
-            case  8: /* WAVE  */
+            case  WAVE:
                 return GO_UNKNOWN;
-            case  9: /* CALM  */
+            case  TAME:
                 return GO_UNKNOWN;
-            case 10: { /* WALK  */
+            case GO: {
                 rspeak(spk);
                 return GO_CLEAROBJ;
             }
-            case 11: /* ATTAC */
-                return attack(input, command);
-            case 12: /* POUR  */
+            case ATTACK:
+                return attack(command);
+            case POUR:
                 return pour(command->verb, command->obj);
-            case 13: /* EAT   */
+            case EAT:
                 return eat(command->verb, INTRANSITIVE);
-            case 14: /* DRINK */
+            case DRINK:
                 return drink(command->verb, command->obj);
-            case 15: /* RUB   */
+            case RUB:
                 return GO_UNKNOWN;
-            case 16: /* TOSS  */
+            case THROW:
                 return GO_UNKNOWN;
-            case 17: /* QUIT  */
+            case QUIT:
                 return quit();
-            case 18: /* FIND  */
+            case FIND:
                 return GO_UNKNOWN;
-            case 19: /* INVEN */
+            case INVENTORY:
                 return inven();
-            case 20: /* FEED  */
+            case FEED:
                 return GO_UNKNOWN;
-            case 21: /* FILL  */
+            case FILL:
                 return fill(command->verb, command->obj);
-            case 22: /* BLAST */
+            case BLAST:
                 blast();
                 return GO_CLEAROBJ;
-            case 23: /* SCOR  */
+            case SCORE:
                 score(scoregame);
                 return GO_CLEAROBJ;
-            case 24: /* FOO   */
+            case GIANTWORDS:
                 return bigwords(command->wd1);
-            case 25: /* BRIEF */
+            case BRIEF:
                 return brief();
-            case 26: /* READ  */
-               command->obj = INTRANSITIVE;
+            case READ:
+                command->obj = INTRANSITIVE;
                 return read(*command);
-            case 27: /* BREAK */
+            case BREAK:
                 return GO_UNKNOWN;
-            case 28: /* WAKE  */
+            case WAKE:
                 return GO_UNKNOWN;
-            case 29: /* SUSP  */
+            case SAVE:
                 return suspend();
-            case 30: /* RESU  */
+            case RESUME:
                 return resume();
-            case 31: /* FLY   */
+            case FLY:
                 return fly(command->verb, INTRANSITIVE);
-            case 32: /* LISTE */
+            case LISTEN:
                 return listen();
-            case 33: /* ZZZZ  */
+            case PART:
                 return reservoir();
+            default:
+                BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
             }
-            BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST);
         }
     /* FALLTHRU */
     case transitive:
         /*  Analyse a transitive verb. */
-        switch (command->verb - 1) {
-        case  0: /* CARRY */
+        switch (command->verb) {
+        case  CARRY:
             return vcarry(command->verb, command->obj);
-        case  1: /* DROP  */
+        case  DROP:
             return discard(command->verb, command->obj, false);
-        case  2: /* SAY   */
+        case  SAY:
             return say(command);
-        case  3: /* UNLOC */
+        case  UNLOCK:
             return lock(command->verb, command->obj);
-        case  4: { /* NOTHI */
+        case  NOTHING: {
             rspeak(OK_MAN);
             return (GO_CLEAROBJ);
         }
-        case  5: /* LOCK  */
+        case  LOCK:
             return lock(command->verb, command->obj);
-        case  6: /* LIGHT */
+        case LIGHT:
             return light(command->verb, command->obj);
-        case  7: /* EXTI  */
+        case EXTINGUISH:
             return extinguish(command->verb, command->obj);
-        case  8: /* WAVE  */
+        case WAVE:
             return wave(command->verb, command->obj);
-        case  9: { /* CALM  */
+        case TAME: {
             rspeak(spk);
             return GO_CLEAROBJ;
         }
-        case 10: { /* WALK  */
+        case GO: {
             rspeak(spk);
             return GO_CLEAROBJ;
         }
-        case 11: /* ATTAC */
-            return attack(input, command);
-        case 12: /* POUR  */
+        case ATTACK:
+            return attack(command);
+        case POUR:
             return pour(command->verb, command->obj);
-        case 13: /* EAT   */
+        case EAT:
             return eat(command->verb, command->obj);
-        case 14: /* DRINK */
+        case DRINK:
             return drink(command->verb, command->obj);
-        case 15: /* RUB   */
+        case RUB:
             return rub(command->verb, command->obj);
-        case 16: /* TOSS  */
-            return throw(input, command);
-        case 17: { /* QUIT  */
+        case THROW:
+            return throw (command);
+        case QUIT: {
             rspeak(spk);
             return GO_CLEAROBJ;
         }
-        case 18: /* FIND  */
+        case FIND:
             return find(command->verb, command->obj);
-        case 19: /* INVEN */
+        case INVENTORY:
             return find(command->verb, command->obj);
-        case 20: /* FEED  */
+        case FEED:
             return feed(command->verb, command->obj);
-        case 21: /* FILL  */
+        case FILL:
             return fill(command->verb, command->obj);
-        case 22: /* BLAST */
+        case BLAST:
             blast();
             return GO_CLEAROBJ;
-        case 23: { /* SCOR  */
+        case SCORE: {
             rspeak(spk);
             return GO_CLEAROBJ;
         }
-        case 24: { /* FOO   */
+        case GIANTWORDS: {
             rspeak(spk);
             return GO_CLEAROBJ;
         }
-        case 25: { /* BRIEF */
+        case BRIEF: {
             rspeak(spk);
             return GO_CLEAROBJ;
         }
-        case 26: /* READ  */
+        case READ:
             return read(*command);
-        case 27: /* BREAK */
+        case BREAK:
             return vbreak(command->verb, command->obj);
-        case 28: /* WAKE  */
+        case WAKE:
             return wake(command->verb, command->obj);
-        case 29: { /* SUSP  */
+        case SAVE: {
             rspeak(spk);
             return GO_CLEAROBJ;
         }
-        case 30: { /* RESU  */
+        case RESUME: {
             rspeak(spk);
             return GO_CLEAROBJ;
         }
-        case 31: /* FLY   */
+        case FLY:
             return fly(command->verb, command->obj);
-        case 32: { /* LISTE */
+        case LISTEN: {
             rspeak(spk);
             return GO_CLEAROBJ;
         }
-        case 33: /* ZZZZ  */
+        case PART:
             return reservoir();
+        default:
+            BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
         }
-        BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST);
     case unknown:
         /* Unknown verb, couldn't deduce object - might need hint */
         rspeak(WHAT_DO, command->wd1, command->wd1x);
         return GO_CHECKHINT;
     default:
-        BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN);
+        BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE
     }
 }