Eliminated bivalve function.
[open-adventure.git] / actions.c
index c79a66680da59b391e06b7967eb1a7defb15f6c1..c05cfb0ffd3fd2710776dd6b9ea5b464caa516a5 100644 (file)
--- a/actions.c
+++ b/actions.c
@@ -1,18 +1,18 @@
 #include <stdlib.h>
 #include <stdbool.h>
+#include <string.h>
 #include "advent.h"
-#include "database.h"
-#include "newdb.h"
+#include "dungeon.h"
 
 static int fill(token_t, token_t);
 
 static void state_change(long obj, long state)
 {
     game.prop[obj] = state;
-    pspeak(obj, change, state);
+    pspeak(obj, change, state, true);
 }
 
-static int attack(FILE *input, struct command_t *command)
+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
@@ -20,50 +20,87 @@ static int attack(FILE *input, struct command_t *command)
 {
     vocab_t verb = command->verb;
     vocab_t obj = command->obj;
+
     long spk = actions[verb].message;
-    if (obj == 0 || obj == INTRANSITIVE) {
-        if (atdwrf(game.loc) > 0)
+    if (obj == NO_OBJECT ||
+        obj == INTRANSITIVE) {
+        int changes = 0;
+        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 (obj == 0) {
+            ++changes;
+        }
+        if (HERE(SNAKE)) {
+            obj = SNAKE;
+            ++changes;
+        }
+        if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
+            obj = DRAGON;
+            ++changes;
+        }
+        if (AT(TROLL)) {
+            obj = TROLL;
+            ++changes;
+        }
+        if (AT(OGRE)) {
+            obj = OGRE;
+            ++changes;
+        }
+        if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
+            obj = BEAR;
+            ++changes;
+        }
+        /* check for low-priority targets */
+        if (obj == NO_OBJECT) {
             /* 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;
+                ++changes;
+            }
+            if (HERE(VEND) && verb != THROW) {
+                obj = VEND;
+                ++changes;
+            }
             /* Clam and oyster both treated as clam for intransitive case;
              * no harm done. */
-            if (HERE(CLAM) || HERE(OYSTER))obj = NOBJECTS * obj + CLAM;
-            if (obj > NOBJECTS)
-                return GO_UNKNOWN;
+            if (HERE(CLAM) || HERE(OYSTER)) {
+                obj = CLAM;
+                ++changes;
+            }
         }
+        if (changes >= 2)
+            return GO_UNKNOWN;
+
     }
     if (obj == BIRD) {
-        spk = UNHAPPY_BIRD;
         if (game.closed) {
-            rspeak(spk);
+            rspeak(UNHAPPY_BIRD);
             return GO_CLEAROBJ;
         }
         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 == 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);
@@ -76,22 +113,41 @@ static int attack(FILE *input, struct command_t *command)
                 game.dseen[i] = false;
             }
         }
-        spk = (dwarves > 1) ? OGRE_PANIC1 : OGRE_PANIC2;
-    } else if (obj == BEAR)
-        /* FIXME: Arithmetic on message numbers */
-        spk = BEAR_HANDS + (game.prop[BEAR] + 1) / 2;
-    else if (obj == DRAGON && game.prop[DRAGON] == 0) {
+        spk = (dwarves > 1) ?
+              OGRE_PANIC1 :
+              OGRE_PANIC2;
+    } else if (obj == BEAR) {
+        switch (game.prop[BEAR]) {
+        case UNTAMED_BEAR:
+            spk = BEAR_HANDS;
+            break;
+        case SITTING_BEAR:
+            spk = BEAR_CONFUSED;
+            break;
+        case CONTENTED_BEAR:
+            spk = BEAR_CONFUSED;
+            break;
+        case BEAR_DEAD:
+            spk = ALREADY_DEAD;
+            break;
+        }
+    } else 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,
          *  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;
+        }
+        state_change(DRAGON, DRAGON_DEAD);
+        game.prop[RUG] = RUG_FLOOR;
+        /* FIXME: Arithmetic on location values */
         int k = (objects[DRAGON].plac + objects[DRAGON].fixd) / 2;
         move(DRAGON + NOBJECTS, -1);
         move(RUG + NOBJECTS, 0);
@@ -99,7 +155,8 @@ static int attack(FILE *input, 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;
@@ -112,14 +169,18 @@ static int attack(FILE *input, struct command_t *command)
 
 static int bigwords(token_t foo)
 /*  FEE FIE FOE FOO (AND FUM).  Advance to next state if given in proper order.
- *  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). */
+ *  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). */
 {
-    int k = vocab(foo, 3);
-    int spk = NOTHING_HAPPENS;
+    char word[TOKLEN + 1];
+    packed_to_token(foo, word);
+    int k = (int) get_special_vocab_id(word);
     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;
@@ -128,46 +189,32 @@ 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
              *  crossing. */
-            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 (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID)
+                game.prop[TROLL] = TROLL_PAIDONCE;
+            k = EGGS_DONE;
+            if (HERE(EGGS))
+                k = EGGS_VANISHED;
+            if (game.loc == objects[EGGS].plac)
+                k = EGGS_HERE;
             move(EGGS, objects[EGGS].plac);
-            pspeak(EGGS, look, k);
+            pspeak(EGGS, look, k, true);
             return GO_CLEAROBJ;
         }
     }
 }
 
-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;
@@ -183,21 +230,24 @@ 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 = actions[verb].message;
-    if (obj == MIRROR)spk = TOO_FAR;
-    if (obj == VASE && game.prop[VASE] == 0) {
-        if (TOTING(VASE))drop(VASE, game.loc);
-        game.prop[VASE] = 2;
-        game.fixed[VASE] = -1;
-        spk = BREAK_VASE;
-    } else {
-        if (obj == MIRROR && game.closed) {
+    if (obj == MIRROR) {
+        if (game.closed) {
             rspeak(BREAK_MIRROR);
             return GO_DWARFWAKE;
+        } else {
+            rspeak(TOO_FAR);
+            return GO_CLEAROBJ;
         }
     }
-    rspeak(spk);
-    return GO_CLEAROBJ;
+    if (obj == VASE && game.prop[VASE] == VASE_WHOLE) {
+        if (TOTING(VASE))
+            drop(VASE, game.loc);
+        state_change(VASE, VASE_BROKEN);
+        game.fixed[VASE] = -1;
+        return GO_CLEAROBJ;
+    }
+    rspeak(actions[verb].message);
+    return (GO_CLEAROBJ);
 }
 
 static int brief(void)
@@ -229,14 +279,22 @@ 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] == RUG_HOVER)
+        spk = RUG_HOVERS;
+    if (obj == SIGN)
+        spk = HAND_PASSTHROUGH;
     if (obj == MESSAG) {
         rspeak(REMOVE_MESSAGE);
         DESTROY(MESSAG);
@@ -246,14 +304,17 @@ static int vcarry(token_t verb, token_t obj)
         rspeak(spk);
         return GO_CLEAROBJ;
     }
-    if (obj == WATER || obj == OIL) {
-        if (!HERE(BOTTLE) || LIQUID() != obj) {
+    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;
+                    spk = BOTTLE_FULL;
+                if (!TOTING(BOTTLE))
+                    spk = NO_CONTAINER;
                 rspeak(spk);
                 return GO_CLEAROBJ;
             }
@@ -271,22 +332,29 @@ 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 (spk == CANNOT_CARRY || 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;
         }
         game.prop[BIRD] = BIRD_CAGED;
     }
-    if ((obj == BIRD || obj == CAGE) && (game.prop[BIRD] == BIRD_CAGED || -1 - game.prop[BIRD] == 1))
+    /* FIXME: Arithmetic on state numbers */
+    if ((obj == BIRD ||
+         obj == CAGE) &&
+        (game.prop[BIRD] == BIRD_CAGED ||
+         -1 - game.prop[BIRD] == 1))
         carry(BIRD + CAGE - obj, game.loc);
     carry(obj, game.loc);
     if (obj == BOTTLE && LIQUID() != 0)
         game.place[LIQUID()] = CARRIED;
     if (GSTONE(obj) && game.prop[obj] != 0) {
-        game.prop[obj] = 0;
-        game.prop[CAVITY] = 1;
+        game.prop[obj] = STATE_GROUND;
+        game.prop[CAVITY] = CAVITY_EMPTY;
     }
     rspeak(OK_MAN);
     return GO_CLEAROBJ;
@@ -295,32 +363,47 @@ 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] == 0)spk = BEAR_BLOCKS;
-        if (game.prop[CHAIN] == 0)spk = ALREADY_UNLOCKED;
-        if (spk != CHAIN_UNLOCKED) {
-            rspeak(spk);
+        if (game.prop[BEAR] == UNTAMED_BEAR) {
+            rspeak(BEAR_BLOCKS);
             return GO_CLEAROBJ;
         }
-        game.prop[CHAIN] = 0;
-        game.fixed[CHAIN] = 0;
-        if (game.prop[BEAR] != 3)game.prop[BEAR] = 2;
-        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 (spk != CHAIN_LOCKED) {
-            rspeak(spk);
+        if (game.prop[CHAIN] == CHAIN_HEAP) {
+            rspeak(ALREADY_UNLOCKED);
             return GO_CLEAROBJ;
         }
-        game.prop[CHAIN] = 2;
-        if (TOTING(CHAIN))drop(CHAIN, game.loc);
-        game.fixed[CHAIN] = -1;
+        game.prop[CHAIN] = CHAIN_HEAP;
+        game.fixed[CHAIN] = CHAIN_HEAP;
+        if (game.prop[BEAR] != BEAR_DEAD)
+            game.prop[BEAR] = CONTENTED_BEAR;
+
+        switch (game.prop[BEAR]) {
+        case BEAR_DEAD:
+            game.fixed[BEAR] = -1;
+            break;
+        default:
+            game.fixed[BEAR] = 0;
+        }
+        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] = -1;
+
+    rspeak(CHAIN_LOCKED);
     return GO_CLEAROBJ;
 }
 
@@ -331,72 +414,82 @@ static int discard(token_t verb, token_t obj, bool just_do_it)
 {
     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;
-            if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != 2) || (obj == RUBY &&
-                              game.prop[RUG] == 2))) {
+            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 (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) {
+                    /* FIXME: Arithmetic on state numbers */
                     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);
                 }
             }
         } else if (obj == COINS && HERE(VEND)) {
             DESTROY(COINS);
             drop(BATTERY, game.loc);
-            pspeak(BATTERY, look, FRESH_BATTERIES);
+            pspeak(BATTERY, look, FRESH_BATTERIES, true);
             return GO_CLEAROBJ;
-        } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
+        } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
             rspeak(BIRD_BURNT);
             DESTROY(BIRD);
             return GO_CLEAROBJ;
         } else if (obj == BEAR && AT(TROLL)) {
-            rspeak(TROLL_SCAMPERS);
-            move(TROLL, 0);
-            move(TROLL + NOBJECTS, 0);
+            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] = 2;
-        } 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] = 2;
-            if (AT(PILLOW))game.prop[VASE] = 0;
-            pspeak(VASE, look, game.prop[VASE] + 1);
-            if (game.prop[VASE] != 0)game.fixed[VASE] = -1;
+            game.prop[VASE] = VASE_BROKEN;
+            if (AT(PILLOW))
+                game.prop[VASE] = VASE_WHOLE;
+            pspeak(VASE, look, game.prop[VASE] + 1, true);
+            if (game.prop[VASE] != VASE_WHOLE)
+                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;
 }
 
@@ -404,23 +497,30 @@ 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 = actions[verb].message;
-    if (obj == 0 && 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 != 0 && obj != WATER)spk = RIDICULOUS_ATTEMPT;
-        if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) {
-            game.prop[BOTTLE] = EMPTY_BOTTLE;
-            game.place[WATER] = LOC_NOWHERE;
-            spk = BOTTLE_EMPTY;
-        }
-    } else {
+    }
+
+    if (obj == BLOOD) {
         DESTROY(BLOOD);
-        game.prop[DRAGON] = 2;
+        state_change(DRAGON, DRAGON_BLOODLESS);
         game.blooded = true;
-        spk = HEAD_BUZZES;
+        return GO_CLEAROBJ;
     }
-    rspeak(spk);
+
+    if (obj != NO_OBJECT && obj != WATER) {
+        rspeak(RIDICULOUS_ATTEMPT);
+        return GO_CLEAROBJ;
+    }
+    if (LIQUID() == WATER && HERE(BOTTLE)) {
+        game.prop[BOTTLE] = EMPTY_BOTTLE;
+        game.place[WATER] = LOC_NOWHERE;
+        rspeak(BOTTLE_EMPTY);
+        return GO_CLEAROBJ;
+    }
+
+    rspeak(actions[verb].message);
     return GO_CLEAROBJ;
 }
 
@@ -428,45 +528,70 @@ 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;
 }
 
 static int extinguish(token_t verb, int obj)
 /* Extinguish.  Lamp, urn, dragon/volcano (nice try). */
 {
-    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] == URN_LIT)
+            obj = URN;
+        if (obj == INTRANSITIVE)
+            return GO_UNKNOWN;
     }
 
     if (obj == URN) {
-        game.prop[URN] = game.prop[URN] / 2;
-        spk = URN_DARK;
-    } else if (obj == LAMP) {
-       state_change(LAMP, LAMP_DARK);
-        spk = DARK(game.loc) ? PITCH_DARK : NO_MESSAGE;
-    } else if (obj == DRAGON || obj == VOLCANO)
-        spk = BEYOND_POWER;
-    rspeak(spk);
+        if (game.prop[URN] != URN_EMPTY) {
+            state_change(URN, URN_DARK);
+        } else {
+            pspeak(URN, change, URN_DARK, true);
+        }
+        return GO_CLEAROBJ;
+    }
+
+    if (obj == LAMP) {
+        state_change(LAMP, LAMP_DARK);
+        rspeak(DARK(game.loc) ?
+               PITCH_DARK :
+               NO_MESSAGE);
+        return GO_CLEAROBJ;
+    }
+
+    if (obj == DRAGON ||
+        obj == VOLCANO) {
+        rspeak(BEYOND_POWER);
+        return GO_CLEAROBJ;
+    }
+
+    rspeak(actions[verb].message);
     return GO_CLEAROBJ;
 }
 
@@ -478,10 +603,14 @@ 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] != 0)spk = RIDICULOUS_ATTEMPT;
-        if (obj == TROLL)spk = TROLL_VICES;
+        if (obj == DRAGON && game.prop[DRAGON] != DRAGON_BARS)
+            spk = RIDICULOUS_ATTEMPT;
+        if (obj == TROLL)
+            spk = TROLL_VICES;
         if (obj == SNAKE && !game.closed && HERE(BIRD)) {
             DESTROY(BIRD);
             spk = BIRD_DEVOURED;
@@ -492,11 +621,13 @@ 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;
@@ -515,160 +646,191 @@ 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] = 2;
+        game.prop[VASE] = VASE_BROKEN;
         game.fixed[VASE] = -1;
         return (discard(verb, obj, true));
-    } else if (obj == URN) {
-        spk = FULL_URN;
-        if (game.prop[URN] != 0) {
-            rspeak(spk);
+    }
+
+    if (obj == URN) {
+        if (game.prop[URN] != URN_EMPTY) {
+            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;
+        }
+        int k = LIQUID();
+        switch (k) {
+        case WATER:
+            game.prop[BOTTLE] = EMPTY_BOTTLE;
+            rspeak(WATER_URN);
+            break;
+        case OIL:
+            game.prop[URN] = URN_DARK;
+            game.prop[BOTTLE] = EMPTY_BOTTLE;
+            rspeak(OIL_URN);
+            break;
+        case NO_OBJECT:
+        default:
+            rspeak(FILL_INVALID);
             return GO_CLEAROBJ;
         }
         game.place[k] = LOC_NOWHERE;
-        game.prop[BOTTLE] = EMPTY_BOTTLE;
-        if (k == OIL)game.prop[URN] = 1;
-        spk = WATER_URN + game.prop[URN];
-        rspeak(spk);
         return GO_CLEAROBJ;
-    } else if (obj != 0 && obj != BOTTLE) {
-        rspeak(spk);
+    }
+    if (obj != NO_OBJECT && obj != BOTTLE) {
+        rspeak(actions[verb].message);
         return GO_CLEAROBJ;
-    } else if (obj == 0 && !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] != 0)
-        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;
+    }
+
+    game.prop[BOTTLE] = (LIQLOC(game.loc) == OIL) ? OIL_BOTTLE : WATER_BOTTLE;
+    if (TOTING(BOTTLE))
+        game.place[LIQUID()] = CARRIED;
+    if (LIQUID() == OIL)
+        rspeak(BOTTLED_OIL);
+    else
+        rspeak(BOTTLED_WATER);
     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] != 2)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] != 2) {
-        rspeak(spk);
+    if (game.prop[RUG] != RUG_HOVER) {
+        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] >= 0) {
+        rspeak(RUG_RETURNS);
+    } else {
+        rspeak(RUG_GOES);
+    }
     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);
-        game.blklin = false;
-        pspeak(i, touch, -1);
-        game.blklin = true;
-        spk = NO_MESSAGE;
+            empty = false;
+        }
+        pspeak(i, touch, -1, false);
     }
     if (TOTING(BEAR))
-        spk = TAME_BEAR;
-    rspeak(spk);
+        rspeak(TAME_BEAR);
+    if (empty)
+        rspeak(NO_CARRY);
     return GO_CLEAROBJ;
 }
 
 static int light(token_t verb, token_t obj)
 /*  Light.  Applicable only to lamp and urn. */
 {
-    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] == URN_DARK)
+            obj =  URN;
+        if (obj == INTRANSITIVE ||
+            (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0 &&
+             HERE(URN) && game.prop[URN] == URN_DARK))
+            return GO_UNKNOWN;
     }
 
     if (obj == URN) {
-        if (game.prop[URN] == 0) {
-            rspeak(URN_EMPTY);
-        } else {
-            game.prop[URN] = 2;
-            rspeak(URN_LIT);
-        }
+        state_change(URN, game.prop[URN] == URN_EMPTY ?
+                     URN_EMPTY :
+                     URN_LIT);
         return GO_CLEAROBJ;
     } else {
         if (obj != LAMP) {
-            rspeak(spk);
+            rspeak(actions[verb].message);
             return GO_CLEAROBJ;
         }
-        spk = LAMP_OUT;
         if (game.limit < 0) {
-            rspeak(spk);
+            rspeak(LAMP_OUT);
             return GO_CLEAROBJ;
         }
-       state_change(LAMP, LAMP_BRIGHT);
+        state_change(LAMP, LAMP_BRIGHT);
         if (game.wzdark)
             return GO_TOP;
         else
@@ -679,74 +841,110 @@ static int light(token_t verb, token_t obj)
 static int listen(void)
 /*  Listen.  Intransitive only.  Print stuff based on objsnd/locsnd. */
 {
-    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;
-        pspeak(i, hear, mi, game.zzword);
-        spk = NO_MESSAGE;
-       /* FIXME: Magic number, sensitive to bird state logic */
-       if (i == BIRD && game.prop[i] == 5)
+        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);
+        rspeak(NO_MESSAGE);
+        /* FIXME: Magic number, sensitive to bird state logic */
+        if (i == BIRD && game.prop[i] == 5)
             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))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);
+        if (HERE(CLAM))
+            obj = CLAM;
+        if (HERE(OYSTER))
+            obj = OYSTER;
+        if (AT(DOOR))
+            obj = DOOR;
+        if (AT(GRATE))
+            obj = GRATE;
+        if (HERE(CHAIN))
+            obj = CHAIN;
+        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] == 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 (obj == GRATE ||
+        obj == CHAIN) {
         if (HERE(KEYS)) {
             if (obj == CHAIN)
                 return chain(verb);
             if (game.closng) {
-                spk = EXIT_CLOSED;
-                if (!game.panic)game.clock2 = PANICTIME;
+                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);
-               return GO_CLEAROBJ;
+                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;
 }
 
@@ -754,42 +952,43 @@ 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 == 0)obj = LIQUID();
-    if (obj == 0) return GO_UNKNOWN;
+    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] == 0)
+    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);
-        game.prop[PLANT] = MOD(game.prop[PLANT] + 1, 3);
-        game.prop[PLANT2] = game.prop[PLANT];
-        return GO_MOVE;
+       }
     } else {
-        game.prop[DOOR] = 0;
-        if (obj == OIL)game.prop[DOOR] = 1;
-        spk = RUSTED_HINGES + game.prop[DOOR];
-        rspeak(spk);
+        state_change(DOOR, (obj == OIL) ?
+                     DOOR_UNRUSTED :
+                     DOOR_RUSTED);
         return GO_CLEAROBJ;
     }
 }
@@ -811,35 +1010,39 @@ 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]);
+        pspeak(command.obj, study, game.prop[command.obj], true);
     return GO_CLEAROBJ;
 }
 
 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);
-        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;
         }
@@ -849,38 +1052,42 @@ static int reservoir(void)
 static int rub(token_t verb, token_t obj)
 /* Rub.  Yields various snide remarks except for lit urn. */
 {
-    int spk = actions[verb].message;
-    if (obj != LAMP)
-        spk = PECULIAR_NOTHING;
-    if (obj == URN && game.prop[URN] == 2) {
+    if (obj == URN && game.prop[URN] == URN_LIT) {
         DESTROY(URN);
         drop(AMBER, game.loc);
-        game.prop[AMBER] = 1;
+        game.prop[AMBER] = AMBER_IN_ROCK;
         --game.tally;
         drop(CAVITY, game.loc);
-        spk = URN_GENIES;
+        rspeak(URN_GENIES);
+    } else if (obj != LAMP) {
+        rspeak(PECULIAR_NOTHING);
+    } else {
+        rspeak(actions[verb].message);
     }
-    rspeak(spk);
     return GO_CLEAROBJ;
 }
 
 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);
     }
-    int wd = vocab(command->wd1, -1);
-    /* FIXME: Magic numbers */
-    if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
+    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)) {
         /* 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;
 }
 
@@ -891,28 +1098,27 @@ 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 = actions[command->verb].message;
-    if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))command->obj = ROD2;
+    if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))
+        command->obj = ROD2;
     if (!TOTING(command->obj)) {
-        rspeak(spk);
+        rspeak(actions[command->verb].message);
         return GO_CLEAROBJ;
     }
     if (objects[command->obj].is_treasure && AT(TROLL)) {
-        spk = TROLL_SATISFIED;
         /*  Snarf a treasure for the troll. */
-        drop(command->obj, 0);
-        move(TROLL, 0);
-        move(TROLL + NOBJECTS, 0);
+        drop(command->obj, LOC_NOWHERE);
+        move(TROLL, LOC_NOWHERE);
+        move(TROLL + NOBJECTS, LOC_NOWHERE);
         drop(TROLL2, objects[TROLL].plac);
         drop(TROLL2 + NOBJECTS, objects[TROLL].fixd);
         juggle(CHASM);
-        rspeak(spk);
+        rspeak(TROLL_SATISFIED);
         return GO_CLEAROBJ;
     }
     if (command->obj == FOOD && HERE(BEAR)) {
@@ -923,34 +1129,34 @@ static int throw (FILE *cmdin, struct command_t *command)
     if (command->obj != AXE)
         return (discard(command->verb, command->obj, false));
     else {
-        int i = atdwrf(game.loc);
-        if (i <= 0) {
-            if (AT(DRAGON) && game.prop[DRAGON] == 0)
+        if (atdwrf(game.loc) <= 0) {
+            if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS)
                 return throw_support(DRAGON_SCALES);
             if (AT(TROLL))
                 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;
-                game.prop[AXE] = 1;
                 juggle(BEAR);
-                rspeak(AXE_LOST);
+                state_change(AXE, AXE_LOST);
                 return GO_CLEAROBJ;
             }
-            command->obj = 0;
-            return (attack(cmdin, command));
+            command->obj = NO_OBJECT;
+            return (attack(command));
         }
 
         if (randrange(NDWARVES + 1) < game.dflag) {
             return throw_support(DWARF_DODGES);
         } 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);
         }
     }
 }
@@ -958,7 +1164,8 @@ static int throw (FILE *cmdin, 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 {
@@ -970,47 +1177,54 @@ 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 proprty 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.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]);
+        if (HERE(BIRD))
+            rspeak((game.prop[BIRD] == BIRD_CAGED) ?
+                   CAGE_FLY :
+                   FREE_FLY);
+
+        state_change(FISSURE,
+           game.prop[FISSURE] == BRIDGED ? UNBRIDGED : BRIDGED);
         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 = 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
@@ -1022,14 +1236,22 @@ int action(FILE *input, 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;
@@ -1039,16 +1261,16 @@ int action(FILE *input, 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;
         }
 
@@ -1061,9 +1283,11 @@ 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;
-        if (command->obj == 0 || command->obj == INTRANSITIVE) {
+            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) {
             case CARRY:
@@ -1089,11 +1313,11 @@ int action(FILE *input, struct command_t *command)
             case  TAME:
                 return GO_UNKNOWN;
             case GO: {
-                rspeak(spk);
+                rspeak(actions[command->verb].message);
                 return GO_CLEAROBJ;
             }
             case ATTACK:
-                return attack(input, command);
+                return attack(command);
             case POUR:
                 return pour(command->verb, command->obj);
             case EAT:
@@ -1125,7 +1349,7 @@ int action(FILE *input, struct command_t *command)
             case BRIEF:
                 return brief();
             case READ:
-               command->obj = INTRANSITIVE;
+                command->obj = INTRANSITIVE;
                 return read(*command);
             case BREAK:
                 return GO_UNKNOWN;
@@ -1141,8 +1365,8 @@ int action(FILE *input, struct command_t *command)
                 return listen();
             case PART:
                 return reservoir();
-           default:
-               BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
+            default:
+                BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
             }
         }
     /* FALLTHRU */
@@ -1170,15 +1394,15 @@ int action(FILE *input, 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);
+        case GO: {
+            rspeak(actions[command->verb].message);
             return GO_CLEAROBJ;
         }
         case ATTACK:
-            return attack(input, command);
+            return attack(command);
         case POUR:
             return pour(command->verb, command->obj);
         case EAT:
@@ -1188,9 +1412,9 @@ int action(FILE *input, struct command_t *command)
         case RUB:
             return rub(command->verb, command->obj);
         case THROW:
-            return throw(input, command);
+            return throw (command);
         case QUIT: {
-            rspeak(spk);
+            rspeak(actions[command->verb].message);
             return GO_CLEAROBJ;
         }
         case FIND:
@@ -1205,15 +1429,15 @@ int action(FILE *input, 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:
@@ -1223,27 +1447,27 @@ int action(FILE *input, 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:
+        case PART:
             return reservoir();
-    default:
-        BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
-    }
+        default:
+            BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
+        }
     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