Create regression test for issue #36.
[open-adventure.git] / actions.c
index 9b09183bc5e115cdb27e41e6d151c54e9a26c75e..ceb728a0d86c6ae0f706ce2ca9179c790f4a0f58 100644 (file)
--- a/actions.c
+++ b/actions.c
+/*
+ * Actions for the duneon-running code.
+ *
+ * Copyright (c) 1977, 2005 by Will Crowther and Don Woods
+ * Copyright (c) 2017 by Eric S. Raymond
+ * SPDX-License-Identifier: BSD-2-clause
+ */
+
 #include <stdlib.h>
 #include <stdbool.h>
+#include <string.h>
 #include "advent.h"
-#include "database.h"
-#include "newdb.h"
-
-/* Limit visibility of ugly globals.  Eventually these should go away. */
-extern long WD1, WD1X, WD2, WD2X;
-
-/*
- * Action handlers.  Eventually we'll do lookup through a method table
- * that calls these.
- */
+#include "dungeon.h"
+#include <inttypes.h>
 
-static int fill(token_t verb, token_t);
+static int fill(verb_t, obj_t);
 
-static int attack(FILE *input, long verb, token_t obj)
+static int attack(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
  *  enemies, or no enemies but 2 others. */
 {
-    int spk = ACTSPK[verb];
-    int d = ATDWRF(game.loc);
-    if (obj == 0) {
-       if (d > 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) {
-           /* 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;
-           /* 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;
-       }
+    verb_t verb = command.verb;
+    obj_t obj = command.obj;
+
+    if (obj == INTRANSITIVE) {
+        int changes = 0;
+        if (atdwrf(game.loc) > 0) {
+            obj = DWARF;
+            ++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 == INTRANSITIVE) {
+            /* Can't attack bird or machine by throwing axe. */
+            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 = CLAM;
+                ++changes;
+            }
+        }
+        if (changes >= 2)
+            return GO_UNKNOWN;
     }
+
     if (obj == BIRD) {
-       spk=UNHAPPY_BIRD;
-       if (game.closed)
-       {
-           RSPEAK(spk);
-           return GO_CLEAROBJ;
-       }
-       DESTROY(BIRD);
-       game.prop[BIRD]=0;
-       spk=BIRD_DEAD;
-    }
-    else if (obj == VEND) {
-       PSPEAK(VEND,game.prop[VEND]+2);
-       game.prop[VEND]=3-game.prop[VEND];
-       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 == OGRE && d > 0) {
-       RSPEAK(spk);
-       RSPEAK(KNIFE_THROWN);
-       DESTROY(OGRE);
-       int dwarves=0;
-       for (int i=1; i < PIRATE; i++) {
-           if (game.dloc[i] == game.loc) {
-               ++dwarves;
-               game.dloc[i] = LOC_LONGWEST;
-               game.dseen[i]=false;
-           }
-       }
-       spk = (dwarves > 1) ? OGRE_PANIC1 : OGRE_PANIC2;
-    }
-    else if (obj == BEAR)
-       /* FIXME: Arithmetic on message numbers */
-       spk = BEAR_HANDS+(game.prop[BEAR]+1)/2;
-    else if (obj == DRAGON && game.prop[DRAGON] == 0) {
-       /*  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,&WD1,&WD1X,&WD2,&WD2X);
-       if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519))
-           return GO_CHECKFOO;
-       PSPEAK(DRAGON,3);
-       game.prop[DRAGON]=1;
-       game.prop[RUG]=0;
-       int k=(PLAC[DRAGON]+FIXD[DRAGON])/2;
-       MOVE(DRAGON+NOBJECTS,-1);
-       MOVE(RUG+NOBJECTS,0);
-       MOVE(DRAGON,k);
-       MOVE(RUG,k);
-       DROP(BLOOD,k);
-       for (obj=1; obj<=NOBJECTS; obj++) {
-           if (game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])
-               MOVE(obj,k);
-       }
-       game.loc=k;
-       return GO_MOVE;
-    }
-
-    RSPEAK(spk);
+        if (game.closed) {
+            rspeak(UNHAPPY_BIRD);
+        } else {
+            DESTROY(BIRD);
+            rspeak(BIRD_DEAD);
+        }
+        return GO_CLEAROBJ;
+    }
+    if (obj == VEND) {
+        state_change(VEND,
+                     game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS);
+        return GO_CLEAROBJ;
+    }
+
+    if (obj == BEAR) {
+        switch (game.prop[BEAR]) {
+        case UNTAMED_BEAR:
+            rspeak(BEAR_HANDS);
+            break;
+        case SITTING_BEAR:
+            rspeak(BEAR_CONFUSED);
+            break;
+        case CONTENTED_BEAR:
+            rspeak(BEAR_CONFUSED);
+            break;
+        case BEAR_DEAD:
+            rspeak(ALREADY_DEAD);
+            break;
+        }
+        return GO_CLEAROBJ;
+    }
+    if (obj == DRAGON && game.prop[DRAGON] == DRAGON_BARS) {
+        /*  Fun stuff for dragon.  If he insists on attacking it, win!
+         *  Set game.prop to dead, move dragon to central loc (still
+         *  fixed), move rug there (not fixed), and move him there,
+         *  too.  Then do a null motion to get new description. */
+        rspeak(BARE_HANDS_QUERY);
+        if (!silent_yes()) {
+            speak(arbitrary_messages[NASTY_DRAGON]);
+            return GO_MOVE;
+        }
+        state_change(DRAGON, DRAGON_DEAD);
+        game.prop[RUG] = RUG_FLOOR;
+        /* Hardcoding LOC_SECRET5 as the dragon's death location is ugly.
+         * The way it was computed before was worse; it depended on the
+         * two dragon locations being LOC_SECRET4 and LOC_SECRET6 and
+         * LOC_SECRET5 being right between them.
+         */
+        move(DRAGON + NOBJECTS, IS_FIXED);
+        move(RUG + NOBJECTS, IS_FREE);
+        move(DRAGON, LOC_SECRET5);
+        move(RUG, LOC_SECRET5);
+        drop(BLOOD, LOC_SECRET5);
+        for (obj_t i = 1; i <= NOBJECTS; i++) {
+            if (game.place[i] == objects[DRAGON].plac ||
+                game.place[i] == objects[DRAGON].fixd)
+                move(i, LOC_SECRET5);
+        }
+        game.loc = LOC_SECRET5;
+        return GO_MOVE;
+    }
+
+    if (obj == OGRE) {
+        rspeak(OGRE_DODGE);
+        if (atdwrf(game.loc) == 0)
+            return GO_CLEAROBJ;
+
+        rspeak(KNIFE_THROWN);
+        DESTROY(OGRE);
+        int dwarves = 0;
+        for (int i = 1; i < PIRATE; i++) {
+            if (game.dloc[i] == game.loc) {
+                ++dwarves;
+                game.dloc[i] = LOC_LONGWEST;
+                game.dseen[i] = false;
+            }
+        }
+        rspeak((dwarves > 1) ?
+               OGRE_PANIC1 :
+               OGRE_PANIC2);
+        return GO_CLEAROBJ;
+    }
+
+    switch (obj) {
+    case INTRANSITIVE:
+        rspeak(NO_TARGET);
+        break;
+    case CLAM:
+    case OYSTER:
+        rspeak(SHELL_IMPERVIOUS);
+        break;
+    case SNAKE:
+        rspeak(SNAKE_WARNING);
+        break;
+    case DWARF:
+        if (game.closed) {
+            return GO_DWARFWAKE;
+        }
+        rspeak(BARE_HANDS_QUERY);
+        break;
+    case DRAGON:
+        rspeak(ALREADY_DEAD);
+        break;
+    case TROLL:
+        rspeak(ROCKY_TROLL);
+        break;
+    default:
+        speak(actions[verb].message);
+    }
     return GO_CLEAROBJ;
 }
 
-static int bigwords(long foo)
+static int bigwords(vocab_t id)
 /*  FEE FIE FOE FOO (AND FUM).  Advance to next state if given in proper order.
- *  Look up WD1 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;
-    if (game.foobar != 1-k) {
-       if (game.foobar != 0)spk=START_OVER;
-       RSPEAK(spk);
-       return GO_CLEAROBJ;
+    if ((game.foobar == WORD_EMPTY && id == FEE) ||
+        (game.foobar == FEE && id == FIE) ||
+        (game.foobar == FIE && id == FOE) ||
+        (game.foobar == FOE && id == FOO) ||
+        (game.foobar == FOE && id == FUM)) {
+        game.foobar = id;
+        if ((id != FOO) && (id != FUM)) {
+            rspeak(OK_MAN);
+            return GO_CLEAROBJ;
+        }
+        game.foobar = WORD_EMPTY;
+        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] == TROLL_UNPAID)
+                game.prop[TROLL] = TROLL_PAIDONCE;
+            if (HERE(EGGS))
+                pspeak(EGGS, look, EGGS_VANISHED, true);
+            else if (game.loc == objects[EGGS].plac)
+                pspeak(EGGS, look, EGGS_HERE, true);
+            else
+                pspeak(EGGS, look, EGGS_DONE, true);
+            move(EGGS, objects[EGGS].plac);
+
+            return GO_CLEAROBJ;
+        }
     } else {
-       game.foobar=k;
-       if (k != 4) {
-           RSPEAK(OK_MAN);
-           return GO_CLEAROBJ;
-       }
-       game.foobar=0;
-       if (game.place[EGGS]==PLAC[EGGS] || (TOTING(EGGS) && game.loc==PLAC[EGGS])) {
-           RSPEAK(spk);
-           return GO_CLEAROBJ;
-       } else {
-           /*  Bring back troll if we steal the eggs back from him before
-            *  crossing. */
-           if (game.place[EGGS]==0 && game.place[TROLL]==0 && game.prop[TROLL]==0)
-               game.prop[TROLL]=1;
-           k=2;
-           if (HERE(EGGS))k=1;
-           if (game.loc == PLAC[EGGS])k=0;
-           MOVE(EGGS,PLAC[EGGS]);
-           PSPEAK(EGGS,k);
-           return GO_CLEAROBJ;
-       }
+        if (game.loc == LOC_GIANTROOM) {
+            rspeak(START_OVER);
+        } else {
+            /* This is new begavior in Open Adventure - sounds better when
+             * player isn't in the Giant Room. */
+            rspeak(WELL_POINTLESS);
+        }
+        game.foobar = WORD_EMPTY;
+        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(TRIDNT))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)
-       RSPEAK(REQUIRES_DYNAMITE);
+    if (game.prop[ROD2] == STATE_NOTFOUND ||
+        !game.closed)
+        rspeak(REQUIRES_DYNAMITE);
     else {
-       game.bonus=133;
-       if (game.loc == LOC_NE)
-           game.bonus=134;
-       if (HERE(ROD2))
-           game.bonus=135;
-       RSPEAK(game.bonus);
-       score(endgame);
+        if (HERE(ROD2)) {
+            game.bonus = splatter;
+            rspeak(SPLATTER_MESSAGE);
+        } else if (game.loc == LOC_NE) {
+            game.bonus = defeat;
+            rspeak(DEFEAT_MESSAGE);
+        } else {
+            game.bonus = victory;
+            rspeak(VICTORY_MESSAGE);
+        }
+        terminate(endgame);
     }
 }
 
-static int vbreak(token_t verb, token_t obj)
+static int vbreak(verb_t verb, obj_t obj)
 /*  Break.  Only works for mirror in repository and, of course, the vase. */
 {
-    int spk = ACTSPK[verb];
-    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) {
-           RSPEAK(BREAK_MIRROR);
-           return GO_DWARFWAKE;
-       }
+    switch (obj) {
+    case MIRROR:
+        if (game.closed) {
+            state_change(MIRROR, MIRROR_BROKEN);
+            return GO_DWARFWAKE;
+        } else {
+            rspeak(TOO_FAR);
+            break;
+        }
+    case VASE:
+        if (game.prop[VASE] == VASE_WHOLE) {
+            if (TOTING(VASE))
+                drop(VASE, game.loc);
+            state_change(VASE, VASE_BROKEN);
+            game.fixed[VASE] = IS_FIXED;
+            break;
+        }
+    /* FALLTHRU */
+    default:
+        speak(actions[verb].message);
     }
-    RSPEAK(spk);
-    return GO_CLEAROBJ;
+    return (GO_CLEAROBJ);
 }
 
 static int brief(void)
-/*  Brief.  Intransitive only.  Suppress long descriptions after first time. */
+/*  Brief.  Intransitive only.  Suppress full descriptions after first time. */
 {
-    game.abbnum=10000;
-    game.detail=3;
-    RSPEAK(BRIEF_CONFIRM);
+    game.abbnum = 10000;
+    game.detail = 3;
+    rspeak(BRIEF_CONFIRM);
     return GO_CLEAROBJ;
 }
 
-static int carry(token_t verb, token_t obj)
+static int vcarry(verb_t verb, obj_t obj)
 /*  Carry an object.  Special cases for bird and cage (if bird in cage, can't
  *  take one without the other).  Liquids also special, since they depend on
  *  status of bottle.  Also various side effects, etc. */
 {
-    int spk;
     if (obj == INTRANSITIVE) {
-       /*  Carry, no object given yet.  OK if only one object present. */
-       if(game.atloc[game.loc] == 0 ||
-          game.link[game.atloc[game.loc]] != 0 ||
-          ATDWRF(game.loc) > 0)
-           return GO_UNKNOWN;
-       obj=game.atloc[game.loc];
-    }
-
-    if (TOTING(obj)) {RSPEAK(ALREADY_CARRYING); return GO_CLEAROBJ;}
-    spk=YOU_JOKING;
-    if (obj == PLANT && game.prop[PLANT] <= 0)spk=DEEP_ROOTS;
-    if (obj == BEAR && game.prop[BEAR] == 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;
+        /*  Carry, no object given yet.  OK if only one object present. */
+        if (game.atloc[game.loc] == NO_OBJECT ||
+            game.link[game.atloc[game.loc]] != 0 ||
+            atdwrf(game.loc) > 0)
+            return GO_UNKNOWN;
+        obj = game.atloc[game.loc];
+    }
+
+    if (TOTING(obj)) {
+        speak(actions[verb].message);
+        return GO_CLEAROBJ;
+    }
+
     if (obj == MESSAG) {
-       RSPEAK(REMOVE_MESSAGE);
-       DESTROY(MESSAG);
-       return GO_CLEAROBJ;
-    }
-    if (game.fixed[obj] != 0) {
-       RSPEAK(spk);
-       return GO_CLEAROBJ;
-    }
-    if (obj == WATER || obj == OIL) {
-       if (!HERE(BOTTLE) || LIQUID() != obj) {
-           if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1)
-               return(fill(verb, BOTTLE));
-           else {
-               if (game.prop[BOTTLE] != 1)spk=BOTTLE_FULL;
-               if (!TOTING(BOTTLE))spk=NO_CONTAINER;
-               RSPEAK(spk);
-               return GO_CLEAROBJ;
-           }
-       }
-       obj = BOTTLE;
-    }
-
-    spk=CARRY_LIMIT;
+        rspeak(REMOVE_MESSAGE);
+        DESTROY(MESSAG);
+        return GO_CLEAROBJ;
+    }
+
+    if (game.fixed[obj] != IS_FREE) {
+        switch (obj) {
+        case PLANT:
+            /* Next guard tests whether plant is tiny or stashed */
+            rspeak(game.prop[PLANT] <= PLANT_THIRSTY ? DEEP_ROOTS : YOU_JOKING);
+            break;
+        case BEAR:
+            rspeak( game.prop[BEAR] == SITTING_BEAR ? BEAR_CHAINED : YOU_JOKING);
+            break;
+        case CHAIN:
+            rspeak( game.prop[BEAR] != UNTAMED_BEAR ? STILL_LOCKED : YOU_JOKING);
+            break;
+        case RUG:
+            rspeak(game.prop[RUG] == RUG_HOVER ? RUG_HOVERS : YOU_JOKING);
+            break;
+        case URN:
+            rspeak(URN_NOBUDGE);
+            break;
+        case CAVITY:
+            rspeak(DOUGHNUT_HOLES);
+            break;
+        case BLOOD:
+            rspeak(FEW_DROPS);
+            break;
+        case SIGN:
+            rspeak(HAND_PASSTHROUGH);
+            break;
+        default:
+            rspeak(YOU_JOKING);
+        }
+        return GO_CLEAROBJ;
+    }
+
+    if (obj == WATER ||
+        obj == OIL) {
+        if (!HERE(BOTTLE) ||
+            LIQUID() != obj) {
+            if (!TOTING(BOTTLE)) {
+                rspeak(NO_CONTAINER);
+                return GO_CLEAROBJ;
+            }
+            if (game.prop[BOTTLE] == EMPTY_BOTTLE) {
+                return (fill(verb, BOTTLE));
+            } else
+                rspeak(BOTTLE_FULL);
+            return GO_CLEAROBJ;
+        }
+        obj = BOTTLE;
+    }
+
     if (game.holdng >= INVLIMIT) {
-       RSPEAK(spk);
-       return GO_CLEAROBJ;
-    }
-    else if (obj == BIRD && game.prop[BIRD] != 1 && -1-game.prop[BIRD] != 1) {
-       if (game.prop[BIRD] == 2) {
-           DESTROY(BIRD);
-           RSPEAK(BIRD_CRAP);
-           return GO_CLEAROBJ;
-       }
-       if (!TOTING(CAGE))spk=CANNOT_CARRY;
-       if (TOTING(ROD))spk=BIRD_EVADES;
-       if (spk == CANNOT_CARRY || spk == BIRD_EVADES) {
-           RSPEAK(spk);
-           return GO_CLEAROBJ;
-       }
-       game.prop[BIRD]=1;
-    }
-    if ((obj==BIRD || obj==CAGE) && (game.prop[BIRD]==1 || -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;
-    }
-    RSPEAK(OK_MAN);
+        rspeak(CARRY_LIMIT);
+        return GO_CLEAROBJ;
+
+    }
+
+    if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && STASHED(BIRD) != BIRD_CAGED) {
+        if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) {
+            DESTROY(BIRD);
+            rspeak(BIRD_CRAP);
+            return GO_CLEAROBJ;
+        }
+        if (!TOTING(CAGE)) {
+            rspeak(CANNOT_CARRY);
+            return GO_CLEAROBJ;
+        }
+        if (TOTING(ROD)) {
+            rspeak(BIRD_EVADES);
+            return GO_CLEAROBJ;
+        }
+        game.prop[BIRD] = BIRD_CAGED;
+    }
+    if ((obj == BIRD ||
+         obj == CAGE) &&
+        (game.prop[BIRD] == BIRD_CAGED || STASHED(BIRD) == BIRD_CAGED)) {
+        /* expression maps BIRD to CAGE and CAGE to BIRD */
+        carry(BIRD + CAGE - obj, game.loc);
+    }
+
+    carry(obj, game.loc);
+
+    if (obj == BOTTLE && LIQUID() != NO_OBJECT)
+        game.place[LIQUID()] = CARRIED;
+
+    if (GSTONE(obj) && game.prop[obj] != STATE_FOUND) {
+        game.prop[obj] = STATE_FOUND;
+        game.prop[CAVITY] = CAVITY_EMPTY;
+    }
+    rspeak(OK_MAN);
     return GO_CLEAROBJ;
 }
 
-static int chain(token_t verb)
+static int chain(verb_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); 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 != PLAC[CHAIN])spk=NO_LOCKSITE;
-       if (spk != CHAIN_LOCKED) {
-           RSPEAK(spk);
-           return GO_CLEAROBJ;
-       }
-       game.prop[CHAIN]=2;
-       if (TOTING(CHAIN))DROP(CHAIN,game.loc);
-       game.fixed[CHAIN]= -1;
-    }
-    RSPEAK(spk);
+        if (game.prop[BEAR] == UNTAMED_BEAR) {
+            rspeak(BEAR_BLOCKS);
+            return GO_CLEAROBJ;
+        }
+        if (game.prop[CHAIN] == CHAIN_HEAP) {
+            rspeak(ALREADY_UNLOCKED);
+            return GO_CLEAROBJ;
+        }
+        game.prop[CHAIN] = CHAIN_HEAP;
+        game.fixed[CHAIN] = IS_FREE;
+        if (game.prop[BEAR] != BEAR_DEAD)
+            game.prop[BEAR] = CONTENTED_BEAR;
+
+        switch (game.prop[BEAR]) {
+        // LCOV_EXCL_START
+        case BEAR_DEAD:
+            /* Can't be reached until the bear can die in some way other
+             * than a bridge collapse. Leave in in case this changes, but
+             * exclude from coverage testing. */
+            game.fixed[BEAR] = IS_FIXED;
+            break;
+        // LCOV_EXCL_STOP
+        default:
+            game.fixed[BEAR] = IS_FREE;
+        }
+        rspeak(CHAIN_UNLOCKED);
+        return GO_CLEAROBJ;
+    }
+
+    if (game.prop[CHAIN] != CHAIN_HEAP) {
+        rspeak(ALREADY_LOCKED);
+        return GO_CLEAROBJ;
+    }
+    if (game.loc != objects[CHAIN].plac) {
+        rspeak(NO_LOCKSITE);
+        return GO_CLEAROBJ;
+    }
+
+    game.prop[CHAIN] = CHAIN_FIXED;
+
+    if (TOTING(CHAIN))
+        drop(CHAIN, game.loc);
+    game.fixed[CHAIN] = IS_FIXED;
+
+    rspeak(CHAIN_LOCKED);
     return GO_CLEAROBJ;
 }
 
-static int discard(token_t verb, token_t obj, bool just_do_it)
+static int discard(verb_t verb, obj_t obj)
 /*  Discard object.  "Throw" also comes here for most objects.  Special cases for
  *  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];
-    if (!just_do_it) {
-        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;
-            DESTROY(SNAKE);
-            /* Set game.prop for use by travel options */
-            game.prop[SNAKE]=1;
-
-        } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) {
-            RSPEAK(GEM_FITS);
-            game.prop[obj]=1;
-            game.prop[CAVITY]=0;
-            if (HERE(RUG) && ((obj == EMRALD && 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;
-                RSPEAK(spk);
-                if (spk != RUG_WIGGLES) {
-                    int k = 2-game.prop[RUG];
-                    game.prop[RUG] = k;
-                    if (k == 2) k = PLAC[SAPPH];
-                    MOVE(RUG+NOBJECTS, k);
-                }
+    if (obj == ROD && !TOTING(ROD) && TOTING(ROD2)) {
+        obj = ROD2;
+    }
+
+    if (!TOTING(obj)) {
+        speak(actions[verb].message);
+        return GO_CLEAROBJ;
+    }
+
+    if (GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL) {
+        rspeak(GEM_FITS);
+        game.prop[obj] = STATE_IN_CAVITY;
+        game.prop[CAVITY] = CAVITY_FULL;
+        if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) ||
+                          (obj == RUBY && game.prop[RUG] == RUG_HOVER))) {
+            if (obj == RUBY)
+                rspeak(RUG_SETTLES);
+            else if (TOTING(RUG))
+                rspeak(RUG_WIGGLES);
+            else
+                rspeak(RUG_RISES);
+            if (!TOTING(RUG) || obj == RUBY) {
+                int k = (game.prop[RUG] == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER;
+                game.prop[RUG] = k;
+                if (k == RUG_HOVER)
+                    k = objects[SAPPH].plac;
+                move(RUG + NOBJECTS, k);
             }
-        } else if (obj == COINS && HERE(VEND)) {
-            DESTROY(COINS);
-            DROP(BATTER,game.loc);
-            PSPEAK(BATTER,0);
+        }
+        drop(obj, game.loc);
+        return GO_CLEAROBJ;
+    }
+
+    if (obj == COINS && HERE(VEND)) {
+        DESTROY(COINS);
+        drop(BATTERY, game.loc);
+        pspeak(BATTERY, look, FRESH_BATTERIES, true);
+        return GO_CLEAROBJ;
+    }
+
+    if (LIQUID() == obj)
+        obj = BOTTLE;
+    if (obj == BOTTLE && LIQUID() != NO_OBJECT) {
+        game.place[LIQUID()] = LOC_NOWHERE;
+    }
+
+    if (obj == BEAR && AT(TROLL)) {
+        state_change(TROLL, TROLL_GONE);
+        move(TROLL, LOC_NOWHERE);
+        move(TROLL + NOBJECTS, IS_FREE);
+        move(TROLL2, objects[TROLL].plac);
+        move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
+        juggle(CHASM);
+        drop(obj, game.loc);
+        return GO_CLEAROBJ;
+    }
+
+    if (obj == VASE) {
+        if (game.loc != objects[PILLOW].plac) {
+            state_change(VASE, AT(PILLOW)
+                         ? VASE_WHOLE
+                         : VASE_DROPPED);
+            if (game.prop[VASE] != VASE_WHOLE)
+                game.fixed[VASE] = IS_FIXED;
+            drop(obj, game.loc);
             return GO_CLEAROBJ;
-        } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
-            RSPEAK(BIRD_BURNT);
+        }
+    }
+
+    if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED) {
+        drop(BIRD, game.loc);
+    }
+
+    if (obj == BIRD) {
+        if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
+            rspeak(BIRD_BURNT);
             DESTROY(BIRD);
-            game.prop[BIRD]=0;
             return GO_CLEAROBJ;
-        } else if (obj == BEAR && AT(TROLL)) {
-            RSPEAK(TROLL_SCAMPERS);
-            MOVE(TROLL,0);
-            MOVE(TROLL+NOBJECTS,0);
-            MOVE(TROLL2,PLAC[TROLL]);
-            MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
-            JUGGLE(CHASM);
-            game.prop[TROLL]=2;
-        } else if (obj != VASE || game.loc == PLAC[PILLOW]) {
-            RSPEAK(OK_MAN);
-        } else {
-            game.prop[VASE]=2;
-            if (AT(PILLOW))game.prop[VASE]=0;
-            PSPEAK(VASE,game.prop[VASE]+1);
-            if (game.prop[VASE] != 0)game.fixed[VASE]= -1;
-        }
-    }
-    int k = LIQUID();
-    if (k == obj)obj=BOTTLE;
-    if (obj == BOTTLE && k != 0)
-       game.place[k] = NOWHERE;
-    if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD,game.loc);
-    DROP(obj,game.loc);
-    if (obj != BIRD) return GO_CLEAROBJ;
-    game.prop[BIRD]=0;
-    if (FOREST(game.loc))game.prop[BIRD]=2;
+        }
+        if (HERE(SNAKE)) {
+            rspeak(BIRD_ATTACKS);
+            if (game.closed)
+                return GO_DWARFWAKE;
+            DESTROY(SNAKE);
+            /* Set game.prop for use by travel options */
+            game.prop[SNAKE] = SNAKE_CHASED;
+        } else
+            rspeak(OK_MAN);
+
+        game.prop[BIRD] = FOREST(game.loc) ? BIRD_FOREST_UNCAGED : BIRD_UNCAGED;
+        drop(obj, game.loc);
+        return GO_CLEAROBJ;
+    }
+
+    rspeak(OK_MAN);
+    drop(obj, game.loc);
     return GO_CLEAROBJ;
 }
 
-static int drink(token_t verb, token_t obj)
+static int drink(verb_t verb, obj_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];
-    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 (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) {
-           game.prop[BOTTLE] = 1;
-           game.place[WATER] = NOWHERE;
-           spk=BOTTLE_EMPTY;
-       }
-    } else {
-       DESTROY(BLOOD);
-       game.prop[DRAGON]=2;
-       OBJSND[BIRD]=OBJSND[BIRD]+3;
-       spk=HEAD_BUZZES;
+    if (obj == INTRANSITIVE && LIQLOC(game.loc) != WATER &&
+        (LIQUID() != WATER || !HERE(BOTTLE))) {
+        return GO_UNKNOWN;
+    }
+
+    if (obj == BLOOD) {
+        DESTROY(BLOOD);
+        state_change(DRAGON, DRAGON_BLOODLESS);
+        game.blooded = true;
+        return GO_CLEAROBJ;
+    }
+
+    if (obj != INTRANSITIVE && obj != WATER) {
+        rspeak(RIDICULOUS_ATTEMPT);
+        return GO_CLEAROBJ;
     }
-    RSPEAK(spk);
+    if (LIQUID() == WATER && HERE(BOTTLE)) {
+        game.place[WATER] = LOC_NOWHERE;
+        state_change(BOTTLE, EMPTY_BOTTLE);
+        return GO_CLEAROBJ;
+    }
+
+    speak(actions[verb].message);
     return GO_CLEAROBJ;
 }
 
-static int eat(token_t verb, token_t obj)
+static int eat(verb_t verb, obj_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];
-    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(spk);
+    switch (obj) {
+    case INTRANSITIVE:
+        if (!HERE(FOOD))
+            return GO_UNKNOWN;
+    /* FALLTHRU */
+    case FOOD:
+        DESTROY(FOOD);
+        rspeak(THANKS_DELICIOUS);
+        break;
+    case BIRD:
+    case SNAKE:
+    case CLAM:
+    case OYSTER:
+    case DWARF:
+    case DRAGON:
+    case TROLL:
+    case BEAR:
+    case OGRE:
+        rspeak(LOST_APPETITE);
+        break;
+    default:
+        speak(actions[verb].message);
+    }
     return GO_CLEAROBJ;
 }
 
-static int extinguish(token_t verb, int obj)
+static int extinguish(verb_t verb, obj_t obj)
 /* Extinguish.  Lamp, urn, dragon/volcano (nice try). */
 {
-    int spk = ACTSPK[verb];
     if (obj == INTRANSITIVE) {
-       if (HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP;
-       if (HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN;
-       if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
+        if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT)
+            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) {
-       game.prop[LAMP]=0;
-       RSPEAK(LAMP_OFF);
-       spk = DARK(game.loc) ? PITCH_DARK : NO_MESSAGE;
+    switch (obj) {
+    case URN:
+        if (game.prop[URN] != URN_EMPTY) {
+            state_change(URN, URN_DARK);
+        } else {
+            pspeak(URN, change, URN_DARK, true);
+        }
+        break;
+    case LAMP:
+        state_change(LAMP, LAMP_DARK);
+        rspeak(DARK(game.loc) ?
+               PITCH_DARK :
+               NO_MESSAGE);
+        break;
+    case DRAGON:
+    case VOLCANO:
+        rspeak(BEYOND_POWER);
+        break;
+    default:
+        speak(actions[verb].message);
     }
-    else if (obj == DRAGON || obj == VOLCAN)
-       spk=BEYOND_POWER;
-    RSPEAK(spk);
     return GO_CLEAROBJ;
 }
 
-static int feed(token_t verb, token_t obj)
+static int feed(verb_t verb, obj_t obj)
 /*  Feed.  If bird, no seed.  Snake, dragon, troll: quip.  If dwarf, make him
  *  mad.  Bear, special. */
 {
-    int spk = ACTSPK[verb];
-    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 == SNAKE && !game.closed && HERE(BIRD)) {
-           DESTROY(BIRD);
-           game.prop[BIRD]=0;
-           spk = BIRD_DEVOURED;
-       }
-    }
-    else if (obj == DWARF) {
-       if (HERE(FOOD)) {
-           game.dflag += 2;
-           spk = REALLY_MAD;
-       }
-    }
-    else if (obj == BEAR) {
-       if (game.prop[BEAR] == 0)spk=NOTHING_EDIBLE;
-       if (game.prop[BEAR] == 3)spk=RIDICULOUS_ATTEMPT;
-       if (HERE(FOOD)) {
-           DESTROY(FOOD);
-           game.prop[BEAR]=1;
-           game.fixed[AXE]=0;
-           game.prop[AXE]=0;
-           spk=BEAR_TAMED;
-       }
-    }
-    else if (obj == OGRE) {
-       if (HERE(FOOD))
-           spk=OGRE_FULL;
-    } else {
-       spk=AM_GAME;
+    switch (obj) {
+    case BIRD:
+        rspeak(BIRD_PINING);
+        break;
+    case DRAGON:
+        if (game.prop[DRAGON] != DRAGON_BARS)
+            rspeak(RIDICULOUS_ATTEMPT);
+        else
+            rspeak(NOTHING_EDIBLE);
+        break;
+    case SNAKE:
+        if (!game.closed && HERE(BIRD)) {
+            DESTROY(BIRD);
+            rspeak(BIRD_DEVOURED);
+        } else
+            rspeak(NOTHING_EDIBLE);
+        break;
+    case TROLL:
+        rspeak(TROLL_VICES);
+        break;
+    case DWARF:
+        if (HERE(FOOD)) {
+            game.dflag += 2;
+            rspeak(REALLY_MAD);
+        } else
+            speak(actions[verb].message);
+        break;
+    case BEAR:
+        if (game.prop[BEAR] == BEAR_DEAD) {
+            rspeak(RIDICULOUS_ATTEMPT);
+            break;
+        }
+        if (game.prop[BEAR] == UNTAMED_BEAR) {
+            if (HERE(FOOD)) {
+                DESTROY(FOOD);
+                game.fixed[AXE] = IS_FREE;
+                game.prop[AXE] = AXE_HERE;
+                state_change(BEAR, SITTING_BEAR);
+            } else
+                rspeak(NOTHING_EDIBLE);
+            break;
+        }
+        speak(actions[verb].message);
+        break;
+    case OGRE:
+        if (HERE(FOOD))
+            rspeak(OGRE_FULL);
+        else
+            speak(actions[verb].message);
+        break;
+    default:
+        rspeak(AM_GAME);
     }
-    RSPEAK(spk);
     return GO_CLEAROBJ;
 }
 
-int fill(token_t verb, token_t obj)
+int fill(verb_t verb, obj_t obj)
 /*  Fill.  Bottle or urn must be empty, and liquid available.  (Vase
  *  is nasty.) */
 {
-    int k;
-    int spk = ACTSPK[verb];
     if (obj == VASE) {
-       spk=ARENT_CARRYING;
-       if (LIQLOC(game.loc) == 0)spk=FILL_INVALID;
-       if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
-           RSPEAK(spk);
-           return GO_CLEAROBJ;
-       }
-       RSPEAK(SHATTER_VASE);
-       game.prop[VASE] = 2;
-       game.fixed[VASE]= -1;
-       return(discard(verb, obj, true));
-    }
-    else if (obj == URN) {
-       spk=FULL_URN;
-       if (game.prop[URN] != 0) {RSPEAK(spk); return GO_CLEAROBJ;}
-       spk=FILL_INVALID;
-       k=LIQUID();
-       if (k == 0 || !HERE(BOTTLE)) {RSPEAK(spk); return GO_CLEAROBJ;}
-       game.place[k] = NOWHERE;
-       game.prop[BOTTLE] = 1;
-       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);
-       return GO_CLEAROBJ;
-    }
-    else if (obj == 0 && !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 == 107) {
-       game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2;
-       k=LIQUID();
-       if (TOTING(BOTTLE))
-           game.place[k] = CARRIED;
-       if (k == OIL)
-           spk=BOTTLED_OIL;
-    }
-    RSPEAK(spk);
+        if (LIQLOC(game.loc) == NO_OBJECT) {
+            rspeak(FILL_INVALID);
+            return GO_CLEAROBJ;
+        }
+        if (!TOTING(VASE)) {
+            rspeak(ARENT_CARRYING);
+            return GO_CLEAROBJ;
+        }
+        rspeak(SHATTER_VASE);
+        game.prop[VASE] = VASE_BROKEN;
+        game.fixed[VASE] = IS_FIXED;
+        drop(VASE, game.loc);
+        return GO_CLEAROBJ;
+    }
+
+    if (obj == URN) {
+        if (game.prop[URN] != URN_EMPTY) {
+            rspeak(FULL_URN);
+            return GO_CLEAROBJ;
+        }
+        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;
+        return GO_CLEAROBJ;
+    }
+    if (obj != INTRANSITIVE && obj != BOTTLE) {
+        speak(actions[verb].message);
+        return GO_CLEAROBJ;
+    }
+    if (obj == INTRANSITIVE && !HERE(BOTTLE))
+        return GO_UNKNOWN;
+
+    if (HERE(URN) && game.prop[URN] != URN_EMPTY) {
+        rspeak(URN_NOPOUR);
+        return GO_CLEAROBJ;
+    }
+    if (LIQUID() != NO_OBJECT) {
+        rspeak(BOTTLE_FULL);
+        return GO_CLEAROBJ;
+    }
+    if (LIQLOC(game.loc) == NO_OBJECT) {
+        rspeak(NO_LIQUID);
+        return GO_CLEAROBJ;
+    }
+
+    state_change(BOTTLE, (LIQLOC(game.loc) == OIL)
+                 ? OIL_BOTTLE
+                 : WATER_BOTTLE);
+    if (TOTING(BOTTLE))
+        game.place[LIQUID()] = CARRIED;
     return GO_CLEAROBJ;
 }
 
-static int find(token_t verb, token_t obj)
+static int find(verb_t verb, obj_t obj)
 /* Find.  Might be carrying it, or it might be here.  Else give caveat. */
 {
-    int spk = ACTSPK[verb];
+    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_NEreplace;
-    if (TOTING(obj))spk=ALREADY_CARRYING;
-    RSPEAK(spk);
+        (LIQUID() == obj && AT(BOTTLE)) ||
+        obj == LIQLOC(game.loc) ||
+        (obj == DWARF && atdwrf(game.loc) > 0)) {
+        rspeak(YOU_HAVEIT);
+        return GO_CLEAROBJ;
+    }
+
+
+    speak(actions[verb].message);
     return GO_CLEAROBJ;
 }
 
-static int fly(token_t verb, token_t obj)
+static int fly(verb_t verb, obj_t obj)
 /* Fly.  Snide remarks unless hovering rug is here. */
 {
-    int spk = ACTSPK[verb];
     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);
-           return GO_CLEAROBJ;
-       }
-       obj=RUG;
+        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);
-       return GO_CLEAROBJ;
-    }
-    spk=RUG_NOTHING1;
-    if (game.prop[RUG] != 2) {RSPEAK(spk); return GO_CLEAROBJ;}
-    game.oldlc2=game.oldloc;
-    game.oldloc=game.loc;
-    game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc;
-    spk=RUG_GOES;
-    if (game.prop[SAPPH] >= 0)
-       spk=RUG_RETURNS;
-    RSPEAK(spk);
+        speak(actions[verb].message);
+        return GO_CLEAROBJ;
+    }
+    if (game.prop[RUG] != RUG_HOVER) {
+        rspeak(RUG_NOTHING1);
+        return GO_CLEAROBJ;
+    }
+    game.oldlc2 = game.oldloc;
+    game.oldloc = game.loc;
+
+    if (game.prop[SAPPH] == STATE_NOTFOUND) {
+        game.newloc = game.place[SAPPH];
+        rspeak(RUG_GOES);
+    } else {
+        game.newloc = LOC_CLIFF;
+        rspeak(RUG_RETURNS);
+    }
     return GO_TERMINATE;
 }
 
 static int inven(void)
 /* Inventory. If object, treat same as find.  Else report on current burden. */
 {
-    int spk=NO_CARRY;
-    for (int i=1; i<=NOBJECTS; i++) {
-       if (i == BEAR || !TOTING(i))
-           continue;
-       if (spk == NO_CARRY)
-           RSPEAK(NOW_HOLDING);
-       game.blklin=false;
-       PSPEAK(i,-1);
-       game.blklin=true;
-       spk=NO_MESSAGE;
+    bool empty = true;
+    for (obj_t i = 1; i <= NOBJECTS; i++) {
+        if (i == BEAR ||
+            !TOTING(i))
+            continue;
+        if (empty) {
+            rspeak(NOW_HOLDING);
+            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;
 }
 
-int light(token_t verb, token_t obj)
+static int light(verb_t verb, obj_t obj)
 /*  Light.  Applicable only to lamp and urn. */
 {
-    int spk = ACTSPK[verb];
     if (obj == INTRANSITIVE) {
-       if (HERE(LAMP) && game.prop[LAMP] == 0 && 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;
+        int selects = 0;
+        if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0) {
+            obj = LAMP;
+            selects++;
+        }
+        if (HERE(URN) && game.prop[URN] == URN_DARK) {
+            obj =  URN;
+            selects++;
+        }
+        if (selects != 1)
+            return GO_UNKNOWN;
     }
 
-    if (obj == URN) {
-       if (game.prop[URN] == 0) {
-           RSPEAK(URN_EMPTY);
-       } else {
-           game.prop[URN] = 2;
-           RSPEAK(URN_LIT);
-       }
-       return GO_CLEAROBJ;
-    } else {
-       if (obj != LAMP)
-       {
-           RSPEAK(spk);
-           return GO_CLEAROBJ;
-       }
-       spk=LAMP_OUT;
-       if (game.limit < 0) {
-           RSPEAK(spk);
-           return GO_CLEAROBJ;
-       }
-       game.prop[LAMP]=1;
-       RSPEAK(LAMP_ON);
-       if (game.wzdark)
-           return GO_TOP;
-       else
-           return GO_CLEAROBJ;
+    switch (obj) {
+    case URN:
+        state_change(URN, game.prop[URN] == URN_EMPTY ?
+                     URN_EMPTY :
+                     URN_LIT);
+        break;
+    case LAMP:
+        if (game.limit < 0) {
+            rspeak(LAMP_OUT);
+            break;
+        }
+        state_change(LAMP, LAMP_BRIGHT);
+        if (game.wzdark)
+            return GO_TOP;
+        break;
+    default:
+        speak(actions[verb].message);
     }
+    return GO_CLEAROBJ;
 }
 
 static int listen(void)
-/*  Listen.  Intransitive only.  Print stuff based on objsnd/locsnd. */
+/*  Listen.  Intransitive only.  Print stuff based on object sound proprties. */
 {
-    int k;
-    int spk=ALL_SILENT;
-    k=LOCSND[game.loc];
-    if (k != 0) {
-       RSPEAK(labs(k));
-       if (k < 0) return GO_CLEAROBJ;
-       spk=NO_MESSAGE;
-    }
-    SETPRM(1,game.zzword,0);
-    for (int i=1; i<=NOBJECTS; i++) {
-       if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
-           continue;
-       PSPEAK(i,OBJSND[i]+game.prop[i]);
-       spk=NO_MESSAGE;
-       if (i == BIRD && OBJSND[i]+game.prop[i] == 8)
-           DESTROY(BIRD);
-    }
-    RSPEAK(spk);
+    vocab_t sound = locations[game.loc].sound;
+    if (sound != SILENT) {
+        rspeak(sound);
+        if (!locations[game.loc].loud)
+            rspeak(NO_MESSAGE);
+        return GO_CLEAROBJ;
+    }
+    for (obj_t i = 1; i <= NOBJECTS; i++) {
+        if (!HERE(i) ||
+            objects[i].sounds[0] == NULL ||
+            game.prop[i] < 0)
+            continue;
+        int mi =  game.prop[i];
+        /* (ESR) Some unpleasant magic on object states here. Ideally
+         * we'd have liked the bird to be a normal object that we can
+         * use state_change() on; can't do it, because there are
+         * actually two different series of per-state birdsounds
+         * depending on whether player has drunk dragon's blood. */
+        if (i == BIRD)
+            mi += 3 * game.blooded;
+        pspeak(i, hear, mi, true, game.zzword);
+        rspeak(NO_MESSAGE);
+        if (i == BIRD && mi == BIRD_ENDSTATE)
+            DESTROY(BIRD);
+        return GO_CLEAROBJ;
+    }
+    rspeak(ALL_SILENT);
     return GO_CLEAROBJ;
 }
 
-static int lock(token_t verb, token_t obj)
+static int lock(verb_t verb, obj_t obj)
 /* Lock, unlock, no object given.  Assume various things if present. */
 {
-    int spk = ACTSPK[verb];
     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) {RSPEAK(spk); return GO_CLEAROBJ;}
-    }
-       
+        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 (HERE(KEYS)) {
-           if (obj == CHAIN)
-               return chain(verb);
-           if (game.closng) {
-               spk=EXIT_CLOSED;
-               if (!game.panic)game.clock2=15;
-               game.panic=true;
-           } else {
-               spk=game.prop[GRATE] ? GRATE_LOCKED : ALREADY_LOCKED;
-               game.prop[GRATE]=1;
-               if (verb == LOCK)game.prop[GRATE]=0;
-               spk=game.prop[GRATE] ? GRATE_UNLOCKED : GRATE_LOCKED;
-           }
-       }
-    }
-    RSPEAK(spk);
+
+    switch (obj) {
+    case CHAIN:
+        if (HERE(KEYS)) {
+            return chain(verb);
+        } else
+            rspeak(NO_KEYS);
+        break;
+    case GRATE:
+        if (HERE(KEYS)) {
+            if (game.closng) {
+                rspeak(EXIT_CLOSED);
+                if (!game.panic)
+                    game.clock2 = PANICTIME;
+                game.panic = true;
+            } else {
+                state_change(GRATE, (verb == LOCK) ?
+                             GRATE_CLOSED :
+                             GRATE_OPEN);
+            }
+        } else
+            rspeak(NO_KEYS);
+        break;
+    case CLAM:
+        if (verb == LOCK)
+            rspeak(HUH_MAN);
+        else if (!TOTING(TRIDENT))
+            rspeak(CLAM_OPENER);
+        else {
+            DESTROY(CLAM);
+            drop(OYSTER, game.loc);
+            drop(PEARL, LOC_CULDESAC);
+            rspeak(PEARL_FALLS);
+        }
+        break;
+    case OYSTER:
+        if (verb == LOCK)
+            rspeak(HUH_MAN);
+        else if (TOTING(OYSTER))
+            rspeak(DROP_OYSTER);
+        else if (!TOTING(TRIDENT))
+            rspeak(OYSTER_OPENER);
+        else
+            rspeak(OYSTER_OPENS);
+        break;
+    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:
+        speak(actions[verb].message);
+    }
+
     return GO_CLEAROBJ;
 }
 
-static int pour(token_t verb, token_t obj)
+static int pour(verb_t verb, obj_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;
-    if (!TOTING(obj)) {RSPEAK(spk); return GO_CLEAROBJ;}
-    spk=CANT_POUR;
-    if (obj != OIL && obj != WATER) {RSPEAK(spk); return GO_CLEAROBJ;}
-    if (HERE(URN) && game.prop[URN] == 0)
-       return fill(verb, URN);
-    game.prop[BOTTLE] = 1;
-    game.place[obj] = NOWHERE;
-    spk=GROUND_WET;
-    if (!(AT(PLANT) || AT(DOOR)))
-       {RSPEAK(spk); return GO_CLEAROBJ;}
+    if (obj == BOTTLE ||
+        obj == INTRANSITIVE)
+        obj = LIQUID();
+    if (obj == NO_OBJECT)
+        return GO_UNKNOWN;
+    if (!TOTING(obj)) {
+        speak(actions[verb].message);
+        return GO_CLEAROBJ;
+    }
+
+    if (obj != OIL && obj != WATER) {
+        rspeak(CANT_POUR);
+        return GO_CLEAROBJ;
+    }
+    if (HERE(URN) && game.prop[URN] == URN_EMPTY)
+        return fill(verb, URN);
+    game.prop[BOTTLE] = EMPTY_BOTTLE;
+    game.place[obj] = LOC_NOWHERE;
+    if (!(AT(PLANT) ||
+          AT(DOOR))) {
+        rspeak(GROUND_WET);
+        return GO_CLEAROBJ;
+    }
     if (!AT(DOOR)) {
-       spk=SHAKING_LEAVES;
-       if (obj != WATER) {RSPEAK(spk); return GO_CLEAROBJ;}
-       PSPEAK(PLANT,game.prop[PLANT]+3);
-       game.prop[PLANT]=MOD(game.prop[PLANT]+1,3);
-       game.prop[PLANT2]=game.prop[PLANT];
-       return GO_MOVE;
+        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;
+        }
     } else {
-       game.prop[DOOR]=0;
-       if (obj == OIL)game.prop[DOOR]=1;
-       spk=RUSTED_HINGES+game.prop[DOOR];
-       RSPEAK(spk);
-       return GO_CLEAROBJ;
+        state_change(DOOR, (obj == OIL) ?
+                     DOOR_UNRUSTED :
+                     DOOR_RUSTED);
+        return GO_CLEAROBJ;
     }
 }
 
-static int quit(FILE *input)
+static int quit(void)
 /*  Quit.  Intransitive only.  Verify intent and exit if that's what he wants. */
 {
-    if (YES(input,REALLY_QUIT,OK_MAN,OK_MAN))
-       score(quitgame);
+    if (yes(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
+        terminate(quitgame);
     return GO_CLEAROBJ;
 }
 
-static int read(FILE *input, token_t verb, token_t obj)
+static int read(command_t command)
 /*  Read.  Print stuff based on objtxt.  Oyster (?) is special case. */
 {
-    int spk = ACTSPK[verb];
-    if (obj == INTRANSITIVE) {
-       obj = 0;
-       for (int i=1; i<=NOBJECTS; i++) {
-           if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0)
-               obj = obj * NOBJECTS + i;
-       }
-       if (obj > NOBJECTS || obj == 0 || DARK(game.loc)) return GO_UNKNOWN;
-    }
-       
-    if (DARK(game.loc)) {
-       SETPRM(1,WD1,WD1X);
-       RSPEAK(NO_SEE);
-       return GO_CLEAROBJ;
-    }
-    if (OBJTXT[obj] == 0 || game.prop[obj] < 0) {
-       RSPEAK(spk);
-       return GO_CLEAROBJ;
-    }
-    if (obj == OYSTER && !game.clshnt) {
-       game.clshnt=YES(input,CLUE_QUERY,WAYOUT_CLUE,OK_MAN);
-       return GO_CLEAROBJ;
+    if (command.obj == INTRANSITIVE) {
+        command.obj = NO_OBJECT;
+        for (int i = 1; i <= NOBJECTS; i++) {
+            if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0)
+                command.obj = command.obj * NOBJECTS + i;
+        }
+        if (command.obj > NOBJECTS ||
+            command.obj == NO_OBJECT ||
+            DARK(game.loc))
+            return GO_UNKNOWN;
     }
-    PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
+
+    if (DARK(game.loc)) {
+        sspeak(NO_SEE, command.word[0].raw);
+    } 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] == STATE_NOTFOUND) {
+        speak(actions[command.verb].message);
+    } else
+        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). */
 {
-    if (!AT(RESER) && game.loc != game.fixed[RESER]-1) {
-       RSPEAK(RUB_NOGO);
-       return GO_CLEAROBJ;
+    if (!AT(RESER) && game.loc != LOC_RESBOTTOM) {
+        rspeak(NOTHING_HAPPENS);
+        return GO_CLEAROBJ;
     } else {
-       PSPEAK(RESER,game.prop[RESER]+1);
-       game.prop[RESER]=1-game.prop[RESER];
-       if (AT(RESER))
-           return GO_CLEAROBJ;
-       else {
-           game.oldlc2=game.loc;
-           game.newloc=0;
-           RSPEAK(NOT_BRIGHT);
-           return GO_TERMINATE;
-       }
+        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 = LOC_NOWHERE;
+            rspeak(NOT_BRIGHT);
+            return GO_TERMINATE;
+        }
     }
 }
 
-static int rub(token_t verb, token_t obj)
+static int rub(verb_t verb, obj_t obj)
 /* Rub.  Yields various snide remarks except for lit urn. */
 {
-    int spk = ACTSPK[verb];
-    if (obj != LAMP)
-       spk=PECULIAR_NOTHING;
-    if (obj == URN && game.prop[URN] == 2) {
-       DESTROY(URN);
-       DROP(AMBER,game.loc);
-       game.prop[AMBER]=1;
-       --game.tally;
-       DROP(CAVITY,game.loc);
-       spk=URN_GENIES;
-    }
-    RSPEAK(spk);
+    if (obj == URN && game.prop[URN] == URN_LIT) {
+        DESTROY(URN);
+        drop(AMBER, game.loc);
+        game.prop[AMBER] = AMBER_IN_ROCK;
+        --game.tally;
+        drop(CAVITY, game.loc);
+        rspeak(URN_GENIES);
+    } else if (obj != LAMP) {
+        rspeak(PECULIAR_NOTHING);
+    } else {
+        speak(actions[verb].message);
+    }
     return GO_CLEAROBJ;
 }
 
-static int say(void)
-/* Say.  Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).)  Magic words override. */
+static int say(command_t command)
+/* Say.  Echo WD2. Magic words override. */
 {
-    /* FIXME: ugly use of globals */
-    SETPRM(1,WD2,WD2X);
-    if (WD2 <= 0)
-       SETPRM(1,WD1,WD1X);
-    if (WD2 > 0)
-       WD1=WD2;
-    int wd=VOCAB(WD1,-1);
-    /* FIXME: Magic numbers */
-    if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
-       WD2=0;
-       return GO_LOOKUP;
-    }
-    RSPEAK(OKEY_DOKEY);
+    if (command.word[1].type == MOTION &&
+        (command.word[1].id == XYZZY ||
+         command.word[1].id == PLUGH ||
+         command.word[1].id == PLOVER)) {
+        return GO_WORD2;
+    }
+    if (command.word[1].type == ACTION && command.word[1].id == PART)
+        return reservoir();
+
+    if (command.word[1].type == ACTION &&
+        (command.word[1].id == FEE ||
+         command.word[1].id == FIE ||
+         command.word[1].id == FOE ||
+         command.word[1].id == FOO ||
+         command.word[1].id == FUM ||
+         command.word[1].id == PART)) {
+        return bigwords(command.word[1].id);
+    }
+    sspeak(OKEY_DOKEY, command.word[1].raw);
     return GO_CLEAROBJ;
 }
 
-static int throw_support(long spk)
+static int throw_support(vocab_t spk)
 {
-    RSPEAK(spk);
-    DROP(AXE,game.loc);
+    rspeak(spk);
+    drop(AXE, game.loc);
     return GO_MOVE;
 }
 
-static int throw(FILE *cmdin, long verb, token_t obj)
+static int throw (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[verb];
-    if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
-    if (!TOTING(obj)) {
-       RSPEAK(spk);
-       return GO_CLEAROBJ;
+    if (!TOTING(command.obj)) {
+        speak(actions[command.verb].message);
+        return GO_CLEAROBJ;
     }
-    if (obj >= MINTRS && obj <= MAXTRS && AT(TROLL)) {
-        spk=TROLL_SATISFIED;
+    if (objects[command.obj].is_treasure && AT(TROLL)) {
         /*  Snarf a treasure for the troll. */
-        DROP(obj,0);
-        MOVE(TROLL,0);
-        MOVE(TROLL+NOBJECTS,0);
-        DROP(TROLL2,PLAC[TROLL]);
-        DROP(TROLL2+NOBJECTS,FIXD[TROLL]);
-        JUGGLE(CHASM);
-        RSPEAK(spk);
-       return GO_CLEAROBJ;
-    }
-    if (obj == FOOD && HERE(BEAR)) {
-    /* But throwing food is another story. */
-        obj=BEAR;
-        return(feed(verb, obj));
-    }
-    if (obj != AXE)
-       return(discard(verb, obj, false));
-    int i=ATDWRF(game.loc);
-    if (i <= 0) {
-        if (AT(DRAGON) && game.prop[DRAGON] == 0) {
-            spk=DRAGON_SCALES;
-            return throw_support(spk);
-        }
-        if (AT(TROLL)) {
-            spk=TROLL_RETURNS;
-            return throw_support(spk);
-        }
-        if (AT(OGRE)) {
-            spk=OGRE_DODGE;
-            return throw_support(spk);
+        drop(command.obj, LOC_NOWHERE);
+        move(TROLL, LOC_NOWHERE);
+        move(TROLL + NOBJECTS, IS_FREE);
+        drop(TROLL2, objects[TROLL].plac);
+        drop(TROLL2 + NOBJECTS, objects[TROLL].fixd);
+        juggle(CHASM);
+        rspeak(TROLL_SATISFIED);
+        return GO_CLEAROBJ;
+    }
+    if (command.obj == FOOD && HERE(BEAR)) {
+        /* But throwing food is another story. */
+        command.obj = BEAR;
+        return (feed(command.verb, command.obj));
+    }
+    if (command.obj != AXE)
+        return (discard(command.verb, command.obj));
+    else {
+        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);
+            if (AT(OGRE))
+                return throw_support(OGRE_DODGE);
+            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] = IS_FIXED;
+                juggle(BEAR);
+                state_change(AXE, AXE_LOST);
+                return GO_CLEAROBJ;
+            }
+            command.obj = INTRANSITIVE;
+            return (attack(command));
         }
-        if (HERE(BEAR) && game.prop[BEAR] == 0) {
-            /* 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);
-           return GO_CLEAROBJ;
+
+        if (randrange(NDWARVES + 1) < game.dflag) {
+            return throw_support(DWARF_DODGES);
+        } else {
+            int i = atdwrf(game.loc);
+            game.dseen[i] = false;
+            game.dloc[i] = LOC_NOWHERE;
+            return throw_support((++game.dkill == 1) ?
+                                 DWARF_SMOKE :
+                                 KILLED_DWARF);
         }
-        return(attack(cmdin, verb, 0));
     }
+}
 
-    if (randrange(NDWARVES+1) < game.dflag) {
-        return throw_support(DWARF_DODGES);
+static int wake(verb_t verb, obj_t obj)
+/* Wake.  Only use is to disturb the dwarves. */
+{
+    if (obj != DWARF ||
+        !game.closed) {
+        speak(actions[verb].message);
+        return GO_CLEAROBJ;
+    } else {
+        rspeak(PROD_DWARF);
+        return GO_DWARFWAKE;
     }
-    game.dseen[i]=false;
-    game.dloc[i]=0;
-    return throw_support((++game.dkill == 1) ? DWARF_SMOKE : KILLED_DWARF);
 }
 
-static int vscore(void)
-/* Score.  Call scoring routine but tell it to return. */
+static int seed(verb_t verb, const char *arg)
+/* Set seed */
 {
-    score(scoregame);
-    return GO_CLEAROBJ;
+    int32_t seed = strtol(arg, NULL, 10);
+    speak(actions[verb].message, seed);
+    set_seed(seed);
+    --game.turns;
+    return GO_TOP;
 }
 
-static int wake(token_t verb, token_t obj)
-/* Wake.  Only use is to disturb the dwarves. */
+static int waste(verb_t verb, turn_t turns)
+/* Burn turns */
 {
-    if (obj != DWARF || !game.closed) {
-       RSPEAK(ACTSPK[verb]);
-       return GO_CLEAROBJ;
-    } else {
-       RSPEAK(PROD_DWARF);
-       return GO_DWARFWAKE;
-    }
+    game.limit -= turns;
+    speak(actions[verb].message, (int)game.limit);
+    return GO_TOP;
 }
 
-static int wave(token_t verb, token_t obj)
+static int wave(verb_t verb, obj_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;
     if (obj != ROD ||
-       !TOTING(obj) ||
-       (!HERE(BIRD) && (game.closng || !AT(FISSUR)))) {
-       RSPEAK(spk);
-       return GO_CLEAROBJ;
-    }
-    if (HERE(BIRD))spk=FREE_FLY+MOD(game.prop[BIRD],2);
-    if (spk == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
-       DROP(JADE,game.loc);
-       game.prop[JADE]=0;
-       --game.tally;
-       spk=NECKLACE_FLY;
-       RSPEAK(spk);
-       return GO_CLEAROBJ;
+        !TOTING(obj) ||
+        (!HERE(BIRD) &&
+         (game.closng ||
+          !AT(FISSURE)))) {
+        speak(((!TOTING(obj)) && (obj != ROD ||
+                                  !TOTING(ROD2))) ?
+              arbitrary_messages[ARENT_CARRYING] :
+              actions[verb].message);
+        return GO_CLEAROBJ;
+    }
+
+    if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] == STATE_NOTFOUND) {
+        drop(JADE, game.loc);
+        game.prop[JADE] = STATE_FOUND;
+        --game.tally;
+        rspeak(NECKLACE_FLY);
+        return GO_CLEAROBJ;
     } else {
-       if (game.closed) {
-           RSPEAK(spk);
-           return GO_DWARFWAKE;
-       }
-       if (game.closng || !AT(FISSUR)) {RSPEAK(spk); return GO_CLEAROBJ;}
-       if (HERE(BIRD))RSPEAK(spk);
-       game.prop[FISSUR]=1-game.prop[FISSUR];
-       PSPEAK(FISSUR,2-game.prop[FISSUR]);
-       return GO_CLEAROBJ;
+        if (game.closed) {
+            rspeak((game.prop[BIRD] == BIRD_CAGED) ?
+                   CAGE_FLY :
+                   FREE_FLY);
+            return GO_DWARFWAKE;
+        }
+        if (game.closng ||
+            !AT(FISSURE)) {
+            rspeak((game.prop[BIRD] == BIRD_CAGED) ?
+                   CAGE_FLY :
+                   FREE_FLY);
+            return GO_CLEAROBJ;
+        }
+        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, enum speechpart part, long verb, token_t obj)
+int action(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[verb];
-
-    if (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
-        *  unless verb is "find" or "invent(ory)" (and no new verb
-        *  yet to be analysed).  Water and oil are also funny, since
-        *  they are never actually dropped at any location, but might
-        *  be here inside the bottle or urn or as a feature of the
-        *  location. */
-       if (HERE(obj))
-           /* FALL THROUGH */;
-       else if (obj == GRATE) {
-           if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT)
-               obj=DPRSSN;
-           if (game.loc == LOC_COBBLE || game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD ||
-               game.loc == LOC_BIRD || game.loc == LOC_PITTOP)
-               obj=ENTRNC;
-           if (obj != GRATE)
-               return GO_MOVE;
-       }
-       else if (obj == DWARF && ATDWRF(game.loc) > 0)
-           /* FALL THROUGH */;
-       else if ((LIQUID() == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc))
-           /* FALL THROUGH */;
-       else if (obj == OIL && HERE(URN) && game.prop[URN] != 0) {
-           obj=URN;
-           /* FALL THROUGH */;
-       }
-       else if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
-           obj=PLANT2;
-           /* FALL THROUGH */;
-       }
-       else if (obj == KNIFE && game.knfloc == game.loc) {
-           game.knfloc= -1;
-           spk=KNIVES_VANISH;
-           RSPEAK(spk);
-           return GO_CLEAROBJ;
-       }
-       else if (obj == ROD && HERE(ROD2)) {
-           obj=ROD2;
-           /* FALL THROUGH */;
-       }
-       else if ((verb == FIND || verb == INVENT) && WD2 <= 0)
-           /* FALL THROUGH */;
-       else {
-           SETPRM(1,WD1,WD1X);
-           RSPEAK(NO_SEE);
-           return GO_CLEAROBJ;
-       }
-
-       if (WD2 > 0)
-           return GO_WORD2;
-       if (verb != 0)
-           part = transitive;
-    }
-
-    switch(part)
-    {
-       case intransitive:
-           if (WD2 > 0 && verb != SAY) return(2800);
-           if (verb == SAY)obj=WD2;
-           if (obj == 0 || obj == INTRANSITIVE) {
-               /*  Analyse an intransitive verb (ie, no object given yet). */
-                   switch (verb-1) {
-                   case  0: /* CARRY */ return carry(verb, INTRANSITIVE);
-                   case  1: /* DROP  */ return GO_UNKNOWN; 
-                   case  2: /* SAY   */ return GO_UNKNOWN; 
-                   case  3: /* UNLOC */ return lock(verb, INTRANSITIVE);    
-                   case  4: /* NOTHI */ {RSPEAK(OK_MAN); return(GO_CLEAROBJ);}
-                   case  5: /* LOCK  */ return lock(verb, INTRANSITIVE);    
-                   case  6: /* LIGHT */ return light(verb, INTRANSITIVE);    
-                   case  7: /* EXTIN */ return extinguish(verb, INTRANSITIVE);    
-                   case  8: /* WAVE  */ return GO_UNKNOWN; 
-                   case  9: /* CALM  */ return GO_UNKNOWN; 
-                   case 10: /* WALK  */ {RSPEAK(spk); return GO_CLEAROBJ;} 
-                   case 11: /* ATTAC */ return attack(input, verb, obj);   
-                   case 12: /* POUR  */ return pour(verb, obj);   
-                   case 13: /* EAT   */ return eat(verb, INTRANSITIVE);   
-                   case 14: /* DRINK */ return drink(verb, obj);   
-                   case 15: /* RUB   */ return GO_UNKNOWN; 
-                   case 16: /* TOSS  */ return GO_UNKNOWN; 
-                   case 17: /* QUIT  */ return quit(input);   
-                   case 18: /* FIND  */ return GO_UNKNOWN; 
-                   case 19: /* INVEN */ return inven();
-                   case 20: /* FEED  */ return GO_UNKNOWN; 
-                   case 21: /* FILL  */ return fill(verb, obj);   
-                   case 22: /* BLAST */ blast(); return GO_CLEAROBJ;
-                   case 23: /* SCOR  */ return vscore();   
-                   case 24: /* FOO   */ return bigwords(WD1);   
-                   case 25: /* BRIEF */ return brief();   
-                   case 26: /* READ  */ return read(input, verb, INTRANSITIVE);
-                   case 27: /* BREAK */ return GO_UNKNOWN; 
-                   case 28: /* WAKE  */ return GO_UNKNOWN; 
-                   case 29: /* SUSP  */ return suspend(input);
-                   case 30: /* RESU  */ return resume(input);
-                   case 31: /* FLY   */ return fly(verb, INTRANSITIVE);   
-                   case 32: /* LISTE */ return listen();   
-                   case 33: /* ZZZZ  */ return reservoir();   
-               }
-               BUG(23);
-           }
-           /* FALLTHRU */
-       case transitive:
-           /*  Analyse a transitive verb. */
-           switch (verb-1) {
-           case  0: /* CARRY */ return carry(verb, obj);    
-               case  1: /* DROP  */ return discard(verb, obj, false);    
-               case  2: /* SAY   */ return say();    
-               case  3: /* UNLOC */ return lock(verb, obj);    
-               case  4: /* NOTHI */ {RSPEAK(OK_MAN); return(GO_CLEAROBJ);}
-               case  5: /* LOCK  */ return lock(verb, obj);    
-               case  6: /* LIGHT */ return light(verb, obj);    
-               case  7: /* EXTI  */ return extinguish(verb, obj);    
-               case  8: /* WAVE  */ return wave(verb, obj);    
-               case  9: /* CALM  */ {RSPEAK(spk); return GO_CLEAROBJ;} 
-               case 10: /* WALK  */ {RSPEAK(spk); return GO_CLEAROBJ;} 
-               case 11: /* ATTAC */ return attack(input, verb, obj);   
-               case 12: /* POUR  */ return pour(verb, obj);   
-                       case 13: /* EAT   */ return eat(verb, obj);   
-               case 14: /* DRINK */ return drink(verb, obj);   
-               case 15: /* RUB   */ return rub(verb, obj);   
-               case 16: /* TOSS  */ return throw(input, verb, obj);   
-               case 17: /* QUIT  */ {RSPEAK(spk); return GO_CLEAROBJ;} 
-               case 18: /* FIND  */ return find(verb, obj);   
-               case 19: /* INVEN */ return find(verb, obj);   
-               case 20: /* FEED  */ return feed(verb, obj);   
-               case 21: /* FILL  */ return fill(verb, obj);   
-               case 22: /* BLAST */ blast(); return GO_CLEAROBJ;
-               case 23: /* SCOR  */ {RSPEAK(spk); return GO_CLEAROBJ;} 
-               case 24: /* FOO   */ {RSPEAK(spk); return GO_CLEAROBJ;} 
-               case 25: /* BRIEF */ {RSPEAK(spk); return GO_CLEAROBJ;} 
-               case 26: /* READ  */ return read(input, verb, obj);   
-               case 27: /* BREAK */ return vbreak(verb, obj);   
-               case 28: /* WAKE  */ return wake(verb, obj);   
-               case 29: /* SUSP  */ {RSPEAK(spk); return GO_CLEAROBJ;} 
-               case 30: /* RESU  */ {RSPEAK(spk); return GO_CLEAROBJ;} 
-               case 31: /* FLY   */ return fly(verb, obj);   
-               case 32: /* LISTE */ {RSPEAK(spk); return GO_CLEAROBJ;} 
-               case 33: /* ZZZZ  */ return reservoir();   
-           }
-           BUG(24);
-       case unknown:
-           /* Unknown verb, couldn't deduce object - might need hint */
-           SETPRM(1,WD1,WD1X);
-           RSPEAK(WHAT_DO);
-           return GO_CHECKHINT;
-    default:
-           BUG(99);
+    /* Previously, actions that result in a message, but don't do anything
+     * further were called "specials". Now they're handled here as normal
+     * actions. If noaction is true, then we spit out the message and return */
+    if (actions[command.verb].noaction) {
+        speak(actions[command.verb].message);
+        return GO_CLEAROBJ;
+    }
+
+    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
+         *  unless verb is "find" or "invent(ory)" (and no new verb
+         *  yet to be analysed).  Water and oil are also funny, since
+         *  they are never actually dropped at any location, but might
+         *  be here inside the bottle or urn or as a feature of the
+         *  location. */
+        if (HERE(command.obj))
+            /* FALL THROUGH */;
+        else if (command.obj == DWARF && atdwrf(game.loc) > 0)
+            /* FALL THROUGH */;
+        else if ((LIQUID() == command.obj && HERE(BOTTLE)) ||
+                 command.obj == LIQLOC(game.loc))
+            /* FALL THROUGH */;
+        else if (command.obj == OIL && HERE(URN) && game.prop[URN] != URN_EMPTY) {
+            command.obj = URN;
+            /* FALL THROUGH */;
+        } else if (command.obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != PLANT_THIRSTY) {
+            command.obj = PLANT2;
+            /* FALL THROUGH */;
+        } else if (command.obj == KNIFE && game.knfloc == game.loc) {
+            game.knfloc = -1;
+            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.word[1].id == WORD_EMPTY || command.word[1].id == WORD_NOT_FOUND))
+            /* FALL THROUGH */;
+        else {
+            sspeak(NO_SEE, command.word[0].raw);
+            return GO_CLEAROBJ;
+        }
+
+        if (command.verb != 0)
+            command.part = transitive;
+    }
+
+    switch (command.part) {
+    case intransitive:
+        if (command.word[1].raw[0] != '\0' && command.verb != SAY)
+            return GO_WORD2;
+        if (command.verb == SAY)
+            /* KEYS is not special, anything not NO_OBJECT or INTRANSITIVE
+             * will do here. We're preventing interpretation as an intransitive
+             * verb when the word is unknown. */
+            command.obj = command.word[1].raw[0] != '\0' ? KEYS : NO_OBJECT;
+        if (command.obj == NO_OBJECT ||
+            command.obj == INTRANSITIVE) {
+            /*  Analyse an intransitive verb (ie, no object given yet). */
+            switch (command.verb) {
+            case CARRY:
+                return vcarry(command.verb, INTRANSITIVE);
+            case  DROP:
+                return GO_UNKNOWN;
+            case  SAY:
+                return GO_UNKNOWN;
+            case  UNLOCK:
+                return lock(command.verb, INTRANSITIVE);
+            case  NOTHING: {
+                rspeak(OK_MAN);
+                return (GO_CLEAROBJ);
+            }
+            case  LOCK:
+                return lock(command.verb, INTRANSITIVE);
+            case  LIGHT:
+                return light(command.verb, INTRANSITIVE);
+            case  EXTINGUISH:
+                return extinguish(command.verb, INTRANSITIVE);
+            case  WAVE:
+                return GO_UNKNOWN;
+            case  TAME:
+                return GO_UNKNOWN;
+            case GO: {
+                speak(actions[command.verb].message);
+                return GO_CLEAROBJ;
+            }
+            case ATTACK:
+                command.obj = INTRANSITIVE;
+                return attack(command);
+            case POUR:
+                return pour(command.verb, INTRANSITIVE);
+            case EAT:
+                return eat(command.verb, INTRANSITIVE);
+            case DRINK:
+                return drink(command.verb, INTRANSITIVE);
+            case RUB:
+                return GO_UNKNOWN;
+            case THROW:
+                return GO_UNKNOWN;
+            case QUIT:
+                return quit();
+            case FIND:
+                return GO_UNKNOWN;
+            case INVENTORY:
+                return inven();
+            case FEED:
+                return GO_UNKNOWN;
+            case FILL:
+                return fill(command.verb, INTRANSITIVE);
+            case BLAST:
+                blast();
+                return GO_CLEAROBJ;
+            case SCORE:
+                score(scoregame);
+                return GO_CLEAROBJ;
+            case FEE:
+            case FIE:
+            case FOE:
+            case FOO:
+            case FUM:
+                return bigwords(command.word[0].id);
+            case BRIEF:
+                return brief();
+            case READ:
+                command.obj = INTRANSITIVE;
+                return read(command);
+            case BREAK:
+                return GO_UNKNOWN;
+            case WAKE:
+                return GO_UNKNOWN;
+            case SAVE:
+                return suspend();
+            case RESUME:
+                return resume();
+            case FLY:
+                return fly(command.verb, INTRANSITIVE);
+            case LISTEN:
+                return listen();
+            case PART:
+                return reservoir();
+            case SEED:
+            case WASTE:
+                rspeak(NUMERIC_REQUIRED);
+                return GO_TOP;
+            default: // LCOV_EXCL_LINE
+                BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
+            }
+        }
+    /* FALLTHRU */
+    case transitive:
+        /*  Analyse a transitive verb. */
+        switch (command.verb) {
+        case  CARRY:
+            return vcarry(command.verb, command.obj);
+        case  DROP:
+            return discard(command.verb, command.obj);
+        case  SAY:
+            return say(command);
+        case  UNLOCK:
+            return lock(command.verb, command.obj);
+        case  NOTHING: {
+            rspeak(OK_MAN);
+            return (GO_CLEAROBJ);
+        }
+        case  LOCK:
+            return lock(command.verb, command.obj);
+        case LIGHT:
+            return light(command.verb, command.obj);
+        case EXTINGUISH:
+            return extinguish(command.verb, command.obj);
+        case WAVE:
+            return wave(command.verb, command.obj);
+        case TAME: {
+            speak(actions[command.verb].message);
+            return GO_CLEAROBJ;
+        }
+        case GO: {
+            speak(actions[command.verb].message);
+            return GO_CLEAROBJ;
+        }
+        case ATTACK:
+            return attack(command);
+        case POUR:
+            return pour(command.verb, command.obj);
+        case EAT:
+            return eat(command.verb, command.obj);
+        case DRINK:
+            return drink(command.verb, command.obj);
+        case RUB:
+            return rub(command.verb, command.obj);
+        case THROW:
+            return throw (command);
+        case QUIT: {
+            speak(actions[command.verb].message);
+            return GO_CLEAROBJ;
+        }
+        case FIND:
+            return find(command.verb, command.obj);
+        case INVENTORY:
+            return find(command.verb, command.obj);
+        case FEED:
+            return feed(command.verb, command.obj);
+        case FILL:
+            return fill(command.verb, command.obj);
+        case BLAST:
+            blast();
+            return GO_CLEAROBJ;
+        case SCORE: {
+            speak(actions[command.verb].message);
+            return GO_CLEAROBJ;
+        }
+        case FEE:
+        case FIE:
+        case FOE:
+        case FOO:
+        case FUM: {
+            speak(actions[command.verb].message);
+            return GO_CLEAROBJ;
+        }
+        case BRIEF: {
+            speak(actions[command.verb].message);
+            return GO_CLEAROBJ;
+        }
+        case READ:
+            return read(command);
+        case BREAK:
+            return vbreak(command.verb, command.obj);
+        case WAKE:
+            return wake(command.verb, command.obj);
+        case SAVE: {
+            speak(actions[command.verb].message);
+            return GO_CLEAROBJ;
+        }
+        case RESUME: {
+            speak(actions[command.verb].message);
+            return GO_CLEAROBJ;
+        }
+        case FLY:
+            return fly(command.verb, command.obj);
+        case LISTEN: {
+            speak(actions[command.verb].message);
+            return GO_CLEAROBJ;
+        }
+        // LCOV_EXCL_START
+        // This case should never happen - here only as placeholder
+        case PART:
+            return reservoir();
+        // LCOV_EXCL_STOP
+        case SEED:
+            return seed(command.verb, command.word[1].raw);
+        case WASTE:
+            return waste(command.verb, (turn_t)atol(command.word[1].raw));
+        default: // LCOV_EXCL_LINE
+            BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
+        }
+    case unknown:
+        /* Unknown verb, couldn't deduce object - might need hint */
+        sspeak(WHAT_DO, command.word[0].raw);
+        return GO_CHECKHINT;
+    default: // LCOV_EXCL_LINE
+        BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE
     }
 }