Pruned out special case of discarding the vase
[open-adventure.git] / actions.c
index 4135fba95f623a3370cee7d60cdc6b04a572bfca..ec7fb1c0a481d44d335da93ebe61e97e74cb7b41 100644 (file)
--- a/actions.c
+++ b/actions.c
@@ -6,13 +6,6 @@
 
 static int fill(token_t, token_t);
 
-static void state_change(long obj, long state)
-/* Object must have a change-message list for this to be useful; only some do */
-{
-    game.prop[obj] = state;
-    pspeak(obj, change, state, true);
-}
-
 static int attack(struct command_t *command)
 /*  Attack.  Assume target if unambiguous.  "Throw" also links here.
  *  Attackable objects fall into two categories: enemies (snake,
@@ -20,7 +13,7 @@ static int attack(struct command_t *command)
  *  enemies, or no enemies but 2 others. */
 {
     vocab_t verb = command->verb;
-    vocab_t obj = command->obj;
+    obj_t obj = command->obj;
 
     if (obj == NO_OBJECT ||
         obj == INTRANSITIVE) {
@@ -119,19 +112,22 @@ static int attack(struct command_t *command)
         }
         state_change(DRAGON, DRAGON_DEAD);
         game.prop[RUG] = RUG_FLOOR;
-        /* FIXME: Arithmetic on location values */
-        int k = (objects[DRAGON].plac + objects[DRAGON].fixd) / 2;
+        /* Hardcoding LOC_SECRET5 as the dragon's death location is ugly.
+         * The way it was computed before was wirse; it depended on the
+         * two dragon locations being LOC_SECRET4 and LOC_SECRET6 and
+         * LOC_SECRET5 being right between them.
+         */
         move(DRAGON + NOBJECTS, -1);
-        move(RUG + NOBJECTS, 0);
-        move(DRAGON, k);
-        move(RUG, k);
-        drop(BLOOD, k);
+        move(RUG + NOBJECTS, LOC_NOWHERE);
+        move(DRAGON, LOC_SECRET5);
+        move(RUG, LOC_SECRET5);
+        drop(BLOOD, LOC_SECRET5);
         for (obj = 1; obj <= NOBJECTS; obj++) {
             if (game.place[obj] == objects[DRAGON].plac ||
                 game.place[obj] == objects[DRAGON].fixd)
-                move(obj, k);
+                move(obj, LOC_SECRET5);
         }
-        game.loc = k;
+        game.loc = LOC_SECRET5;
         return GO_MOVE;
     }
 
@@ -180,33 +176,27 @@ static int attack(struct command_t *command)
         rspeak(ROCKY_TROLL);
         break;
     default:
-        rspeak(actions[verb].message);
+        speak(actions[verb].message);
     }
     return GO_CLEAROBJ;
 }
 
-static int bigwords(token_t foo)
+static int bigwords(long id)
 /*  FEE FIE FOE FOO (AND FUM).  Advance to next state if given in proper order.
  *  Look up foo in special section of vocab to determine which word we've got.
  *  Last word zips the eggs back to the giant room (unless already there). */
 {
-    char word[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) {
-            rspeak( START_OVER);
-        } else {
-            rspeak(NOTHING_HAPPENS);
-        }
-        return GO_CLEAROBJ;
-    } else {
-        game.foobar = k;
-        if (k != 4) {
+    if ((game.foobar == WORD_EMPTY && id == ACTION_WORD(FEE)) ||
+        (game.foobar == ACTION_WORD(FEE) && id == ACTION_WORD(FIE)) ||
+        (game.foobar == ACTION_WORD(FIE) && id == ACTION_WORD(FOE)) ||
+        (game.foobar == ACTION_WORD(FOE) && id == ACTION_WORD(FOO)) ||
+        (game.foobar == ACTION_WORD(FOE) && id == ACTION_WORD(FUM))) {
+        game.foobar = id;
+        if ((id != ACTION_WORD(FOO)) && (id != ACTION_WORD(FUM))) {
             rspeak(OK_MAN);
             return GO_CLEAROBJ;
         }
-        game.foobar = 0;
+        game.foobar = WORD_EMPTY;
         if (game.place[EGGS] == objects[EGGS].plac ||
             (TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
             rspeak(NOTHING_HAPPENS);
@@ -216,7 +206,7 @@ static int bigwords(token_t foo)
              *  crossing. */
             if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID)
                 game.prop[TROLL] = TROLL_PAIDONCE;
-            k = EGGS_DONE;
+            int k = EGGS_DONE;
             if (HERE(EGGS))
                 k = EGGS_VANISHED;
             if (game.loc == objects[EGGS].plac)
@@ -225,6 +215,16 @@ static int bigwords(token_t foo)
             pspeak(EGGS, look, k, true);
             return GO_CLEAROBJ;
         }
+    } else {
+        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;
     }
 }
 
@@ -245,7 +245,7 @@ static void blast(void)
     }
 }
 
-static int vbreak(token_t verb, token_t obj)
+static int vbreak(vocab_t verb, obj_t obj)
 /*  Break.  Only works for mirror in repository and, of course, the vase. */
 {
     if (obj == MIRROR) {
@@ -264,7 +264,7 @@ static int vbreak(token_t verb, token_t obj)
         game.fixed[VASE] = IS_FIXED;
         return GO_CLEAROBJ;
     }
-    rspeak(actions[verb].message);
+    speak(actions[verb].message);
     return (GO_CLEAROBJ);
 }
 
@@ -277,7 +277,7 @@ static int brief(void)
     return GO_CLEAROBJ;
 }
 
-static int vcarry(token_t verb, token_t obj)
+static int vcarry(token_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. */
@@ -303,7 +303,8 @@ static int vcarry(token_t verb, token_t obj)
     }
 
     if (game.fixed[obj] != IS_FREE) {
-        if (obj == PLANT && game.prop[PLANT] <= 0) { // FIXME: magical state assertion
+        /* Next guard tests whether plant is tiny or stashed */
+        if (obj == PLANT && game.prop[PLANT] <= PLANT_THIRSTY) {
             rspeak(DEEP_ROOTS);
             return GO_CLEAROBJ;
         }
@@ -441,73 +442,70 @@ static int chain(token_t verb)
     return GO_CLEAROBJ;
 }
 
-static int discard(token_t verb, token_t obj, bool just_do_it)
+static int discard(token_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. */
 {
-    if (!just_do_it) {
-        if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))
-            obj = ROD2;
-        if (!TOTING(obj)) {
-            rspeak(actions[verb].message);
-            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] = SNAKE_CHASED;
-
-        } else 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))) {
-                int spk = RUG_RISES;
-                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 == RUG_HOVER)
-                        k = objects[SAPPH].plac;
-                    move(RUG + NOBJECTS, k);
-                }
+    if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))
+        obj = ROD2;
+    if (!TOTING(obj)) {
+        speak(actions[verb].message);
+        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] = SNAKE_CHASED;
+
+    } else 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))) {
+            int spk = RUG_RISES;
+            if (TOTING(RUG))
+                spk = RUG_WIGGLES;
+            if (obj == RUBY)
+                spk = RUG_SETTLES;
+            rspeak(spk);
+            if (spk != RUG_WIGGLES) {
+                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(BATTERY, game.loc);
-            pspeak(BATTERY, look, FRESH_BATTERIES, true);
-            return GO_CLEAROBJ;
-        } 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)) {
-            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);
-        } else if (obj != VASE ||
-                   game.loc == objects[PILLOW].plac) {
-            rspeak(OK_MAN);
-        } else {
-           state_change(VASE, AT(PILLOW)
-                        ? VASE_WHOLE
-                        : VASE_DROPPED);
-            if (game.prop[VASE] != VASE_WHOLE)
-                game.fixed[VASE] = IS_FIXED;
         }
+    } else if (obj == COINS && HERE(VEND)) {
+        DESTROY(COINS);
+        drop(BATTERY, game.loc);
+        pspeak(BATTERY, look, FRESH_BATTERIES, true);
+        return GO_CLEAROBJ;
+    } 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)) {
+        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);
+    } else if (obj != VASE ||
+               game.loc == objects[PILLOW].plac) {
+        rspeak(OK_MAN);
+    } else {
+        state_change(VASE, AT(PILLOW)
+                     ? VASE_WHOLE
+                     : VASE_DROPPED);
+        if (game.prop[VASE] != VASE_WHOLE)
+            game.fixed[VASE] = IS_FIXED;
     }
     int k = LIQUID();
     if (k == obj)
@@ -525,7 +523,7 @@ static int discard(token_t verb, token_t obj, bool just_do_it)
     return GO_CLEAROBJ;
 }
 
-static int drink(token_t verb, token_t obj)
+static int drink(token_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. */
 {
@@ -551,11 +549,11 @@ static int drink(token_t verb, token_t obj)
         return GO_CLEAROBJ;
     }
 
-    rspeak(actions[verb].message);
+    speak(actions[verb].message);
     return GO_CLEAROBJ;
 }
 
-static int eat(token_t verb, token_t obj)
+static int eat(token_t verb, obj_t obj)
 /*  Eat.  Intransitive: assume food if present, else ask what.  Transitive: food
  *  ok, some things lose appetite, rest are ridiculous. */
 {
@@ -583,11 +581,11 @@ static int eat(token_t verb, token_t obj)
         rspeak(LOST_APPETITE);
         return GO_CLEAROBJ;
     }
-    rspeak(actions[verb].message);
+    speak(actions[verb].message);
     return GO_CLEAROBJ;
 }
 
-static int extinguish(token_t verb, int obj)
+static int extinguish(token_t verb, obj_t obj)
 /* Extinguish.  Lamp, urn, dragon/volcano (nice try). */
 {
     if (obj == INTRANSITIVE) {
@@ -622,58 +620,71 @@ static int extinguish(token_t verb, int obj)
         return GO_CLEAROBJ;
     }
 
-    rspeak(actions[verb].message);
+    speak(actions[verb].message);
     return GO_CLEAROBJ;
 }
 
-static int feed(token_t verb, token_t obj)
+static int feed(token_t verb, obj_t obj)
 /*  Feed.  If bird, no seed.  Snake, dragon, troll: quip.  If dwarf, make him
  *  mad.  Bear, special. */
 {
-    int spk = actions[verb].message;
-    if (obj == BIRD) {
+    switch (obj) {
+    case BIRD:
         rspeak(BIRD_PINING);
-        return GO_CLEAROBJ;
-    } else if (obj == SNAKE ||
-               obj == DRAGON ||
-               obj == TROLL) {
-        spk = NOTHING_EDIBLE;
-        if (obj == DRAGON && game.prop[DRAGON] != DRAGON_BARS)
-            spk = RIDICULOUS_ATTEMPT;
-        if (obj == TROLL)
-            spk = TROLL_VICES;
-        if (obj == SNAKE && !game.closed && HERE(BIRD)) {
+        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);
-            spk = BIRD_DEVOURED;
-        }
-    } else if (obj == DWARF) {
+            rspeak(BIRD_DEVOURED);
+        } else
+            rspeak(NOTHING_EDIBLE);
+        break;
+    case TROLL:
+        rspeak(TROLL_VICES);
+        break;
+    case DWARF:
         if (HERE(FOOD)) {
             game.dflag += 2;
-            spk = REALLY_MAD;
+            rspeak(REALLY_MAD);
+        } else
+            speak(actions[verb].message);
+        break;
+    case BEAR:
+        if (game.prop[BEAR] == BEAR_DEAD) {
+            rspeak(RIDICULOUS_ATTEMPT);
+            break;
         }
-    } else if (obj == BEAR) {
-        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] = SITTING_BEAR;
-            game.fixed[AXE] = IS_FREE;
-            game.prop[AXE] = AXE_HERE;
-            spk = BEAR_TAMED;
+        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;
         }
-    } else if (obj == OGRE) {
+        speak(actions[verb].message);
+        break;
+    case OGRE:
         if (HERE(FOOD))
-            spk = OGRE_FULL;
-    } else {
-        spk = AM_GAME;
+            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(token_t verb, obj_t obj)
 /*  Fill.  Bottle or urn must be empty, and liquid available.  (Vase
  *  is nasty.) */
 {
@@ -689,7 +700,8 @@ int fill(token_t verb, token_t obj)
         rspeak(SHATTER_VASE);
         game.prop[VASE] = VASE_BROKEN;
         game.fixed[VASE] = IS_FIXED;
-        return (discard(verb, VASE, true));
+        drop(VASE, game.loc);
+        return GO_CLEAROBJ;
     }
 
     if (obj == URN) {
@@ -721,7 +733,7 @@ int fill(token_t verb, token_t obj)
         return GO_CLEAROBJ;
     }
     if (obj != NO_OBJECT && obj != BOTTLE) {
-        rspeak(actions[verb].message);
+        speak(actions[verb].message);
         return GO_CLEAROBJ;
     }
     if (obj == NO_OBJECT && !HERE(BOTTLE))
@@ -741,14 +753,14 @@ int fill(token_t verb, token_t obj)
     }
 
     state_change(BOTTLE, (LIQLOC(game.loc) == OIL)
-                ? OIL_BOTTLE
-                : WATER_BOTTLE);
+                 ? 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(token_t verb, obj_t obj)
 /* Find.  Might be carrying it, or it might be here.  Else give caveat. */
 {
     if (TOTING(obj)) {
@@ -770,11 +782,11 @@ static int find(token_t verb, token_t obj)
     }
 
 
-    rspeak(actions[verb].message);
+    speak(actions[verb].message);
     return GO_CLEAROBJ;
 }
 
-static int fly(token_t verb, token_t obj)
+static int fly(token_t verb, obj_t obj)
 /* Fly.  Snide remarks unless hovering rug is here. */
 {
     if (obj == INTRANSITIVE) {
@@ -790,7 +802,7 @@ static int fly(token_t verb, token_t obj)
     }
 
     if (obj != RUG) {
-        rspeak(actions[verb].message);
+        speak(actions[verb].message);
         return GO_CLEAROBJ;
     }
     if (game.prop[RUG] != RUG_HOVER) {
@@ -799,13 +811,13 @@ static int fly(token_t verb, token_t obj)
     }
     game.oldlc2 = game.oldloc;
     game.oldloc = game.loc;
-    /* FIXME: Arithmetic on location values */
-    game.newloc = game.place[RUG] + game.fixed[RUG] - game.loc;
 
-    if (game.prop[SAPPH] >= 0) {
-        rspeak(RUG_RETURNS);
-    } else {
+    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;
 }
@@ -814,7 +826,7 @@ static int inven(void)
 /* Inventory. If object, treat same as find.  Else report on current burden. */
 {
     bool empty = true;
-    for (int i = 1; i <= NOBJECTS; i++) {
+    for (obj_t i = 1; i <= NOBJECTS; i++) {
         if (i == BEAR ||
             !TOTING(i))
             continue;
@@ -831,7 +843,7 @@ static int inven(void)
     return GO_CLEAROBJ;
 }
 
-static int light(token_t verb, token_t obj)
+static int light(token_t verb, obj_t obj)
 /*  Light.  Applicable only to lamp and urn. */
 {
     if (obj == INTRANSITIVE) {
@@ -852,7 +864,7 @@ static int light(token_t verb, token_t obj)
         return GO_CLEAROBJ;
     } else {
         if (obj != LAMP) {
-            rspeak(actions[verb].message);
+            speak(actions[verb].message);
             return GO_CLEAROBJ;
         }
         if (game.limit < 0) {
@@ -868,7 +880,7 @@ static int light(token_t verb, token_t obj)
 }
 
 static int listen(void)
-/*  Listen.  Intransitive only.  Print stuff based on objsnd/locsnd. */
+/*  Listen.  Intransitive only.  Print stuff based on object sound proprties. */
 {
     long sound = locations[game.loc].sound;
     if (sound != SILENT) {
@@ -877,19 +889,19 @@ static int listen(void)
             rspeak(NO_MESSAGE);
         return GO_CLEAROBJ;
     }
-    for (int i = 1; i <= NOBJECTS; i++) {
+    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];
+        /* FIXME: Weird magic on object states */
         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)
+        if (i == BIRD && mi == BIRD_ENDSTATE)
             DESTROY(BIRD);
         return GO_CLEAROBJ;
     }
@@ -897,7 +909,7 @@ static int listen(void)
     return GO_CLEAROBJ;
 }
 
-static int lock(token_t verb, token_t obj)
+static int lock(token_t verb, obj_t obj)
 /* Lock, unlock, no object given.  Assume various things if present. */
 {
     if (obj == INTRANSITIVE) {
@@ -919,29 +931,29 @@ static int lock(token_t verb, token_t obj)
 
     /*  Lock, unlock object.  Special stuff for opening clam/oyster
      *  and for chain. */
-    if (obj == GRATE ||
-        obj == CHAIN) {
+
+    switch (obj) {
+    case CHAIN:
+        if (HERE(KEYS)) {
+            return chain(verb);
+        } else
+            rspeak(NO_KEYS);
+        break;
+    case GRATE:
         if (HERE(KEYS)) {
-            if (obj == CHAIN)
-                return chain(verb);
             if (game.closng) {
                 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;
             }
-        }
-        rspeak(NO_KEYS);
-        return GO_CLEAROBJ;
-    }
-
-    switch (obj) {
+        } else
+            rspeak(NO_KEYS);
+        break;
     case CLAM:
         if (verb == LOCK)
             rspeak(HUH_MAN);
@@ -953,14 +965,13 @@ static int lock(token_t verb, token_t obj)
             drop(PEARL, LOC_CULDESAC);
             rspeak(PEARL_FALLS);
         }
-        return GO_CLEAROBJ;
+        break;
     case OYSTER:
         if (verb == LOCK)
             rspeak(HUH_MAN);
         else
             rspeak(OYSTER_OPENER);
-
-        return GO_CLEAROBJ;
+        break;
     case DOOR:
         rspeak((game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR);
         break;
@@ -971,13 +982,13 @@ static int lock(token_t verb, token_t obj)
         rspeak(CANNOT_UNLOCK);
         break;
     default:
-        rspeak(actions[verb].message);
+        speak(actions[verb].message);
     }
 
     return GO_CLEAROBJ;
 }
 
-static int pour(token_t verb, token_t obj)
+static int pour(token_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. */
 {
@@ -987,7 +998,7 @@ static int pour(token_t verb, token_t obj)
     if (obj == NO_OBJECT)
         return GO_UNKNOWN;
     if (!TOTING(obj)) {
-        rspeak(actions[verb].message);
+        speak(actions[verb].message);
         return GO_CLEAROBJ;
     }
 
@@ -1034,13 +1045,13 @@ static int read(struct command_t command)
 /*  Read.  Print stuff based on objtxt.  Oyster (?) is special case. */
 {
     if (command.obj == INTRANSITIVE) {
-        command.obj = 0;
+        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 == 0 ||
+            command.obj == NO_OBJECT ||
             DARK(game.loc))
             return GO_UNKNOWN;
     }
@@ -1050,8 +1061,8 @@ static int read(struct command_t command)
     } else if (command.obj == OYSTER && !game.clshnt && game.closed) {
         game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
     } else if (objects[command.obj].texts[0] == NULL ||
-               game.prop[command.obj] < 0) {
-        rspeak(actions[command.verb].message);
+               game.prop[command.obj] == STATE_NOTFOUND) {
+        speak(actions[command.verb].message);
     } else
         pspeak(command.obj, study, game.prop[command.obj], true);
     return GO_CLEAROBJ;
@@ -1060,8 +1071,7 @@ static int read(struct command_t command)
 static int reservoir(void)
 /*  Z'ZZZ (word gets recomputed at startup; different each game). */
 {
-    /* FIXME: Arithmetic on state numbers */
-    if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) {
+    if (!AT(RESER) && game.loc != LOC_RESBOTTOM) {
         rspeak(NOTHING_HAPPENS);
         return GO_CLEAROBJ;
     } else {
@@ -1078,7 +1088,7 @@ static int reservoir(void)
     }
 }
 
-static int rub(token_t verb, token_t obj)
+static int rub(token_t verb, obj_t obj)
 /* Rub.  Yields various snide remarks except for lit urn. */
 {
     if (obj == URN && game.prop[URN] == URN_LIT) {
@@ -1091,7 +1101,7 @@ static int rub(token_t verb, token_t obj)
     } else if (obj != LAMP) {
         rspeak(PECULIAR_NOTHING);
     } else {
-        rspeak(actions[verb].message);
+        speak(actions[verb].message);
     }
     return GO_CLEAROBJ;
 }
@@ -1109,7 +1119,11 @@ static int say(struct command_t *command)
     if (wd == MOTION_WORD(XYZZY) ||
         wd == MOTION_WORD(PLUGH) ||
         wd == MOTION_WORD(PLOVER) ||
-        wd == ACTION_WORD(GIANTWORDS) ||
+        wd == ACTION_WORD(FEE) ||
+        wd == ACTION_WORD(FIE) ||
+        wd == ACTION_WORD(FOE) ||
+        wd == ACTION_WORD(FOO) ||
+        wd == ACTION_WORD(FUM) ||
         wd == ACTION_WORD(PART)) {
         /* FIXME: scribbles on the interpreter's command block */
         wordclear(&command->wd2);
@@ -1133,7 +1147,7 @@ static int throw (struct command_t *command)
  *  troll.  Treasures special for troll. */
 {
     if (!TOTING(command->obj)) {
-        rspeak(actions[command->verb].message);
+        speak(actions[command->verb].message);
         return GO_CLEAROBJ;
     }
     if (objects[command->obj].is_treasure && AT(TROLL)) {
@@ -1153,7 +1167,7 @@ static int throw (struct command_t *command)
         return (feed(command->verb, command->obj));
     }
     if (command->obj != AXE)
-        return (discard(command->verb, command->obj, false));
+        return (discard(command->verb, command->obj));
     else {
         if (atdwrf(game.loc) <= 0) {
             if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS)
@@ -1187,12 +1201,12 @@ static int throw (struct command_t *command)
     }
 }
 
-static int wake(token_t verb, token_t obj)
+static int wake(token_t verb, obj_t obj)
 /* Wake.  Only use is to disturb the dwarves. */
 {
     if (obj != DWARF ||
         !game.closed) {
-        rspeak(actions[verb].message);
+        speak(actions[verb].message);
         return GO_CLEAROBJ;
     } else {
         rspeak(PROD_DWARF);
@@ -1200,7 +1214,7 @@ static int wake(token_t verb, token_t obj)
     }
 }
 
-static int wave(token_t verb, token_t obj)
+static int wave(token_t verb, obj_t obj)
 /* Wave.  No effect unless waving rod at fissure or at bird. */
 {
     if (obj != ROD ||
@@ -1208,14 +1222,14 @@ static int wave(token_t verb, token_t obj)
         (!HERE(BIRD) &&
          (game.closng ||
           !AT(FISSURE)))) {
-        rspeak(((!TOTING(obj)) && (obj != ROD ||
-                                   !TOTING(ROD2))) ?
-               ARENT_CARRYING :
-               actions[verb].message);
+        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] < 0) {
+    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;
@@ -1339,7 +1353,7 @@ int action(struct command_t *command)
             case  TAME:
                 return GO_UNKNOWN;
             case GO: {
-                rspeak(actions[command->verb].message);
+                speak(actions[command->verb].message);
                 return GO_CLEAROBJ;
             }
             case ATTACK:
@@ -1370,8 +1384,12 @@ int action(struct command_t *command)
             case SCORE:
                 score(scoregame);
                 return GO_CLEAROBJ;
-            case GIANTWORDS:
-                return bigwords(command->wd1);
+            case FEE:
+            case FIE:
+            case FOE:
+            case FOO:
+            case FUM:
+                return bigwords(command->id1);
             case BRIEF:
                 return brief();
             case READ:
@@ -1402,7 +1420,7 @@ int action(struct command_t *command)
         case  CARRY:
             return vcarry(command->verb, command->obj);
         case  DROP:
-            return discard(command->verb, command->obj, false);
+            return discard(command->verb, command->obj);
         case  SAY:
             return say(command);
         case  UNLOCK:
@@ -1420,11 +1438,11 @@ int action(struct command_t *command)
         case WAVE:
             return wave(command->verb, command->obj);
         case TAME: {
-            rspeak(actions[command->verb].message);
+            speak(actions[command->verb].message);
             return GO_CLEAROBJ;
         }
         case GO: {
-            rspeak(actions[command->verb].message);
+            speak(actions[command->verb].message);
             return GO_CLEAROBJ;
         }
         case ATTACK:
@@ -1440,7 +1458,7 @@ int action(struct command_t *command)
         case THROW:
             return throw (command);
         case QUIT: {
-            rspeak(actions[command->verb].message);
+            speak(actions[command->verb].message);
             return GO_CLEAROBJ;
         }
         case FIND:
@@ -1455,15 +1473,19 @@ int action(struct command_t *command)
             blast();
             return GO_CLEAROBJ;
         case SCORE: {
-            rspeak(actions[command->verb].message);
+            speak(actions[command->verb].message);
             return GO_CLEAROBJ;
         }
-        case GIANTWORDS: {
-            rspeak(actions[command->verb].message);
+        case FEE:
+        case FIE:
+        case FOE:
+        case FOO:
+        case FUM: {
+            speak(actions[command->verb].message);
             return GO_CLEAROBJ;
         }
         case BRIEF: {
-            rspeak(actions[command->verb].message);
+            speak(actions[command->verb].message);
             return GO_CLEAROBJ;
         }
         case READ:
@@ -1473,17 +1495,17 @@ int action(struct command_t *command)
         case WAKE:
             return wake(command->verb, command->obj);
         case SAVE: {
-            rspeak(actions[command->verb].message);
+            speak(actions[command->verb].message);
             return GO_CLEAROBJ;
         }
         case RESUME: {
-            rspeak(actions[command->verb].message);
+            speak(actions[command->verb].message);
             return GO_CLEAROBJ;
         }
         case FLY:
             return fly(command->verb, command->obj);
         case LISTEN: {
-            rspeak(actions[command->verb].message);
+            speak(actions[command->verb].message);
             return GO_CLEAROBJ;
         }
         case PART: