Replace magic MINTRS/MAXTRS with a treasure attribute in YAML.
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index b97e44c24872de5d95d1d6a3db6ee437b748301b..069c8651c808ea312a150a4b9246713226a7a52a 100644 (file)
--- a/main.c
+++ b/main.c
 
 struct game_t game;
 
-long LNLENG, LNPOSN, PARMS[MAXPARMS + 1];
+long LNLENG, LNPOSN;
 char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
 
-long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
+long AMBER, AXE, BACK, BATTERY, BEAR, BIRD, BLOOD,
      BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
      CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
-     EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
+     EMERALD, ENTER, ENTRNC, FIND, FISSURE, FOOD,
      GRATE, HINT, INVENT, JADE, KEYS,
-     KNIFE, LAMP, LOCK, LOOK, MAGZIN,
+     KNIFE, LAMP, LOCK, LOOK, MAGAZINE,
      MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
-     PEARL, PILLOW, PLANT, PLANT2, PYRAM, RESER, ROD, ROD2,
+     PEARL, PILLOW, PLANT, PLANT2, PYRAMID, RESER, ROD, ROD2,
      RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
-     STEPS, STREAM, THROW, TRIDNT, TROLL, TROLL2,
-     URN, VASE, VEND, VOLCAN, WATER;
-long WD1, WD1X, WD2, WD2X;
+     STEPS, STREAM, THROW, TRIDENT, TROLL, TROLL2,
+     URN, VASE, VEND, VOLCANO, WATER;
 
 FILE  *logfp = NULL, *rfp = NULL;
 bool oldstyle = false;
@@ -66,7 +65,7 @@ static void sig_handler(int signo)
  *           15-treasure version (adventure) by Don Woods, April-June 1977
  *           20-treasure version (rev 2) by Don Woods, August 1978
  *             Errata fixed: 78/12/25
- *          Revived 2017 as Open Advebture.
+ *          Revived 2017 as Open Adventure.
  */
 
 static bool do_command(FILE *);
@@ -77,7 +76,14 @@ int main(int argc, char *argv[])
 
     /*  Options. */
 
-    while ((ch = getopt(argc, argv, "l:or:s")) != EOF) {
+#ifndef ADVENT_NOSAVE
+    const char* opts = "l:or:s";
+    const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n";
+#else
+    const char* opts = "l:os";
+    const char* usage = "Usage: %s [-l logfilename] [-o] [-s] \n";
+#endif
+    while ((ch = getopt(argc, argv, opts)) != EOF) {
         switch (ch) {
         case 'l':
             logfp = fopen(optarg, "w");
@@ -91,6 +97,7 @@ int main(int argc, char *argv[])
             oldstyle = true;
             editline = prompt = false;
             break;
+#ifndef ADVENT_NOSAVE
         case 'r':
             rfp = fopen(optarg, "r");
             if (rfp == NULL)
@@ -99,24 +106,30 @@ int main(int argc, char *argv[])
                         optarg);
             signal(SIGINT, sig_handler);
             break;
+#endif
         case 's':
             editline = false;
             break;
+        default:
+            fprintf(stderr,
+                    usage, argv[0]);
+            fprintf(stderr,
+                    "        -l create a log file of your game named as specified'\n");
+            fprintf(stderr,
+                    "        -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
+#ifndef ADVENT_NOSAVE
+            fprintf(stderr,
+                    "        -r restore from specified saved game file\n");
+#endif
+            fprintf(stderr,
+                    "        -s suppress command editing\n");
+            exit(-1);
+            break;
         }
     }
 
     linenoiseHistorySetMaxLen(350);
 
-    /* Logical variables:
-     *
-     *  game.closed says whether we're all the way closed
-     *  game.closng says whether it's closing time yet
-     *  game.clshnt says whether he's read the clue in the endgame
-     *  game.lmwarn says whether he's been warned about lamp going dim
-     *  game.novice says whether he asked for instructions at start-up
-     *  game.panic says whether he's found out he's trapped in the cave
-     *  game.wzdark says whether the loc he's leaving was dark */
-
     /* Initialize our LCG PRNG with parameters tested against
      * Knuth vol. 2. by the original authors */
     game.lcg_a = 1093;
@@ -133,10 +146,11 @@ int main(int argc, char *argv[])
     game.zzword = RNDVOC(3, 0);
     game.newloc = LOC_START;
     game.loc = LOC_START;
-    game.limit = 330;
+    game.limit = GAMELIMIT;
     if (!rfp) {
-        game.novice = YES(WELCOME_YOU, CAVE_NEARBY, NO_MESSAGE);
-        if (game.novice)game.limit = 1000;
+        game.novice = YES(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
+        if (game.novice)
+            game.limit = NOVICELIMIT;
     } else {
         restore(rfp);
     }
@@ -169,29 +183,27 @@ static bool fallback_handler(char *buf)
     return false;
 }
 
-/*  Check if this loc is eligible for any hints.  If been here
- *  long enough, branch to help section (on later page).  Hints
- *  all come back here eventually to finish the loop.  Ignore
- *  "HINTS" < 4 (special stuff, see database notes).
- */
-static void checkhints(FILE *cmdin)
+/*  Check if this loc is eligible for any hints.  If been here long
+ *  enough, display.  Ignore "HINTS" < 4 (special stuff, see database
+ *  notes). */
+static void checkhints(void)
 {
-    if (COND[game.loc] >= game.conds) {
-        for (int hint = 1; hint <= HNTMAX; hint++) {
+    if (conditions[game.loc] >= game.conds) {
+        for (int hint = 0; hint < NHINTS; hint++) {
             if (game.hinted[hint])
                 continue;
-            if (!CNDBIT(game.loc, hint + HBASE))
+            if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
                 game.hintlc[hint] = -1;
             ++game.hintlc[hint];
             /*  Come here if he's been long enough at required loc(s) for some
              *  unused hint. */
-            if (game.hintlc[hint] >= HINTS[hint][1]) {
+            if (game.hintlc[hint] >= hints[hint].turns) {
                 int i;
 
-                switch (hint - 1) {
+                switch (hint) {
                 case 0:
                     /* cave */
-                    if (game.prop[GRATE] == 0 && !HERE(KEYS))
+                    if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS))
                         break;
                     game.hintlc[hint] = 0;
                     return;
@@ -213,7 +225,7 @@ static void checkhints(FILE *cmdin)
                     game.hintlc[hint] = 0;
                     return;
                 case 4:        /* dark */
-                    if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
+                    if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1)
                         break;
                     game.hintlc[hint] = 0;
                     return;
@@ -245,19 +257,18 @@ static void checkhints(FILE *cmdin)
                     game.hintlc[hint] = 0;
                     return;
                 default:
-                    BUG(27);
+                    BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST);
                     break;
                 }
 
                 /* Fall through to hint display */
                 game.hintlc[hint] = 0;
-                if (!YES(HINTS[hint][3], NO_MESSAGE, OK_MAN))
+                if (!YES(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
                     return;
-                SETPRM(1, HINTS[hint][2], HINTS[hint][2]);
-                RSPEAK(HINT_COST);
-                game.hinted[hint] = YES(WANT_HINT, HINTS[hint][4], OK_MAN);
+                rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
+                game.hinted[hint] = YES(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
                 if (game.hinted[hint] && game.limit > WARNTIME)
-                    game.limit += WARNTIME * HINTS[hint][2];
+                    game.limit += WARNTIME * hints[hint].penalty;
             }
         }
     }
@@ -271,17 +282,19 @@ static bool spotted_by_pirate(int i)
     /*  The pirate's spotted him.  He leaves him alone once we've
      *  found chest.  K counts if a treasure is here.  If not, and
      *  tally=1 for an unseen chest, let the pirate be spotted.  Note
-     *  that game.place[CHEST] = NOWHERE might mean that he's thrown
+     *  that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
      *  it to the troll, but in that case he's seen the chest
      *  (game.prop=0). */
     if (game.loc == game.chloc || game.prop[CHEST] >= 0)
         return true;
     int snarfed = 0;
     bool movechest = false, robplayer = false;
-    for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
+    for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
+       if (!object_descriptions[treasure].is_treasure)
+           continue;
         /*  Pirate won't take pyramid from plover room or dark
          *  room (too easy!). */
-        if (treasure == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD])) {
+        if (treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD])) {
             continue;
         }
         if (TOTING(treasure) || HERE(treasure))
@@ -292,8 +305,8 @@ static bool spotted_by_pirate(int i)
         }
     }
     /* Force chest placement before player finds last treasure */
-    if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) {
-        RSPEAK(PIRATE_SPOTTED);
+    if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) {
+        rspeak(PIRATE_SPOTTED);
         movechest = true;
     }
     /* Do things in this order (chest move before robbery) so chest is listed
@@ -308,12 +321,14 @@ static bool spotted_by_pirate(int i)
         /* You might get a hint of the pirate's presence even if the
          * chest doesn't move... */
         if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
-            RSPEAK(PIRATE_RUSTLES);
+            rspeak(PIRATE_RUSTLES);
     }
     if (robplayer) {
-        RSPEAK(PIRATE_POUNCES);
-        for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
-            if (!(treasure == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
+        rspeak(PIRATE_POUNCES);
+       for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
+           if (!object_descriptions[treasure].is_treasure)
+               continue;
+            if (!(treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD]))) {
                 if (AT(treasure) && game.fixed[treasure] == 0)
                     CARRY(treasure, game.loc);
                 if (TOTING(treasure))
@@ -344,7 +359,7 @@ static bool dwarfmove(void)
      *  means dwarves won't follow him into dead end in maze, but
      *  c'est la vie.  They'll wait for him outside the dead
      *  end. */
-    if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, NOARRR))
+    if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR))
         return true;
 
     /* Dwarf activity level ratchets up */
@@ -358,7 +373,7 @@ static bool dwarfmove(void)
      *  the 5 dwarves.  If any of the survivors is at loc,
      *  replace him with the alternate. */
     if (game.dflag == 1) {
-        if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, NOBACK) || PCT(85))))
+        if (!INDEEP(game.loc) || (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85))))
             return true;
         game.dflag = 2;
         for (int i = 1; i <= 2; i++) {
@@ -371,7 +386,7 @@ static bool dwarfmove(void)
                 game.dloc[i] = DALTLC;
             game.odloc[i] = game.dloc[i];
         }
-        RSPEAK(DWARF_RAN);
+        rspeak(DWARF_RAN);
         DROP(AXE, game.loc);
         return true;
     }
@@ -402,7 +417,7 @@ static bool dwarfmove(void)
                                 j >= 20 ||
                                 game.newloc == game.dloc[i] ||
                                 FORCED(game.newloc) ||
-                                (i == PIRATE && CNDBIT(game.newloc, NOARRR)) ||
+                                (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
                                 labs(TRAVEL[kk]) / 1000000 == 100);
                 if (!avoided) {
                     tk[j++] = game.newloc;
@@ -434,20 +449,20 @@ static bool dwarfmove(void)
 
     /*  Now we know what's happening.  Let's tell the poor sucker about it.
      *  Note that various of the "knife" messages must have specific relative
-     *  positions in the RSPEAK database. */
+     *  positions in the rspeak database. */
     if (game.dtotal == 0)
         return true;
-    SETPRM(1, game.dtotal, 0);
-    RSPEAK(DWARF_PACK + 1 / game.dtotal);      /* FIXME: Arithmetic on message number */
+    rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
     if (attack == 0)
         return true;
     if (game.dflag == 2)game.dflag = 3;
-    SETPRM(1, attack, 0);
-    int k = 6;
-    if (attack > 1)k = THROWN_KNIVES;
-    RSPEAK(k);
-    SETPRM(1, stick, 0);
-    RSPEAK(k + 1 + 2 / (1 + stick));   /* FIXME: Arithmetic on message number */
+    if (attack > 1) {
+        rspeak(THROWN_KNIVES, attack);
+        rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
+    } else {
+        rspeak(KNIFE_THROWN);
+        rspeak(MISSES_YOU);
+    }
     if (stick == 0)
         return true;
     game.oldlc2 = game.loc;
@@ -457,7 +472,7 @@ static bool dwarfmove(void)
 /*  "You're dead, Jim."
  *
  *  If the current loc is zero, it means the clown got himself killed.
- *  We'll allow this maxdie times.  MAXDIE is automatically set based
+ *  We'll allow this maxdie times.  NDEATHS is automatically set based
  *  on the number of snide messages available.  Each death results in
  *  a message (81, 83, etc.)  which offers reincarnation; if accepted,
  *  this results in message 82, 84, etc.  The last time, if he wants
@@ -474,23 +489,23 @@ static bool dwarfmove(void)
  *  without the lamp!).  game.oldloc is zapped so he can't just
  *  "retreat". */
 
-static void croak(FILE *cmdin)
+static void croak(void)
 /*  Okay, he's dead.  Let's get on with it. */
 {
+    const char* query = obituaries[game.numdie].query;
+    const char* yes_response = obituaries[game.numdie].yes_response;
     ++game.numdie;
     if (game.closng) {
         /*  He died during closing time.  No resurrection.  Tally up a
          *  death and exit. */
-        RSPEAK(DEATH_CLOSING);
+        rspeak(DEATH_CLOSING);
         terminate(endgame);
-    }
-    /* FIXME: Arithmetic on message numbers */
-    else if (game.numdie == MAXDIE || !YES(WATCH_IT + game.numdie * 2, WHICH_WAY + game.numdie * 2, OK_MAN))
+    } else if (game.numdie == NDEATHS || !YES(query, yes_response, arbitrary_messages[OK_MAN]))
         terminate(endgame);
     else {
-        game.place[WATER] = game.place[OIL] = NOWHERE;
+        game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
         if (TOTING(LAMP))
-            game.prop[LAMP] = 0;
+            game.prop[LAMP] = LAMP_DARK;
         for (int j = 1; j <= NOBJECTS; j++) {
             int i = NOBJECTS + 1 - j;
             if (TOTING(i)) {
@@ -511,12 +526,12 @@ static void croak(FILE *cmdin)
  *  him, so we need game.oldlc2, which is the last place he was
  *  safe.) */
 
-static bool playermove(FILE *cmdin, token_t verb, int motion)
+static bool playermove(token_t verb, int motion)
 {
     int scratchloc, k2, kk = KEY[game.loc];
     game.newloc = game.loc;
     if (kk == 0)
-        BUG(26);
+        BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
     if (motion == NUL)
         return true;
     else if (motion == BACK) {
@@ -530,7 +545,7 @@ static bool playermove(FILE *cmdin, token_t verb, int motion)
         game.oldloc = game.loc;
         k2 = 0;
         if (motion == game.loc)k2 = FORGOT_PATH;
-        if (CNDBIT(game.loc, NOBACK))k2 = TWIST_TURN;
+        if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN;
         if (k2 == 0) {
             for (;;) {
                 scratchloc = MOD((labs(TRAVEL[kk]) / 1000), 1000);
@@ -545,7 +560,7 @@ static bool playermove(FILE *cmdin, token_t verb, int motion)
                     }
                     kk = k2;
                     if (kk == 0) {
-                        RSPEAK(NOT_CONNECTED);
+                        rspeak(NOT_CONNECTED);
                         return true;
                     }
                 }
@@ -555,7 +570,7 @@ static bool playermove(FILE *cmdin, token_t verb, int motion)
                 break; /* fall through to ordinary travel */
             }
         } else {
-            RSPEAK(k2);
+            rspeak(k2);
             return true;
         }
     } else if (motion == LOOK) {
@@ -563,14 +578,14 @@ static bool playermove(FILE *cmdin, token_t verb, int motion)
          *  (though it may now be dark) so he won't fall into a
          *  pit while staring into the gloom. */
         if (game.detail < 3)
-            RSPEAK(NO_MORE_DETAIL);
+            rspeak(NO_MORE_DETAIL);
         ++game.detail;
         game.wzdark = false;
         game.abbrev[game.loc] = 0;
         return true;
     } else if (motion == CAVE) {
         /*  Cave.  Different messages depending on whether above ground. */
-        RSPEAK((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
+        rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
         return true;
     } else {
         /* none of the specials */
@@ -592,10 +607,10 @@ static bool playermove(FILE *cmdin, token_t verb, int motion)
             if (motion == 29 || motion == 30)spk = BAD_DIRECTION;
             if (motion == 7 || motion == 36 || motion == 37)spk = UNSURE_FACING;
             if (motion == 11 || motion == 19)spk = NO_INOUT_HERE;
-            if (verb == FIND || verb == INVENT)spk = NEreplace;
+            if (verb == FIND || verb == INVENT)spk = NEARBY;
             if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
             if (motion == 17)spk = WHICH_WAY;
-            RSPEAK(spk);
+            rspeak(spk);
             return true;
         }
         ++kk;
@@ -605,97 +620,109 @@ static bool playermove(FILE *cmdin, token_t verb, int motion)
     do {
         /*
          * (ESR) This special-travel loop may have to be repeated if it includes
-         * the plover passage.  Same deal for any future cases wgerw we beed to
+         * the plover passage.  Same deal for any future cases where we need to
          * block travel and then redo it once the blocking condition has been
          * removed.
          */
-        for (;;) {
-            game.newloc = scratchloc / 1000;
-            motion = MOD(game.newloc, 100);
-            if (!SPECIAL(game.newloc)) {
-                if (game.newloc <= 100) {
-                    if (game.newloc == 0 || PCT(game.newloc))
+        for (;;) { /* L12 loop */
+            for (;;) {
+                game.newloc = scratchloc / 1000;
+                motion = MOD(game.newloc, 100);
+                if (!SPECIAL(game.newloc)) {
+                    if (game.newloc <= 100) {
+                        if (game.newloc == 0 || PCT(game.newloc))
+                            break;
+                        /* else fall through */
+                    }
+                    if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
                         break;
                     /* else fall through */
-                }
-                if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
+                } else if (game.prop[motion] != game.newloc / 100 - 3)
                     break;
-                /* else fall through */
-            } else if (game.prop[motion] != game.newloc / 100 - 3)
-                break;
-       L12:
-            do {
-                if (TRAVEL[kk] < 0)BUG(25);
-                ++kk;
-                game.newloc = labs(TRAVEL[kk]) / 1000;
-            } while
-            (game.newloc == scratchloc);
-            scratchloc = game.newloc;
-        }
+                do {
+                    if (TRAVEL[kk] < 0)
+                        BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
+                    ++kk;
+                    game.newloc = labs(TRAVEL[kk]) / 1000;
+                } while
+                (game.newloc == scratchloc);
+                scratchloc = game.newloc;
+            }
 
-        game.newloc = MOD(scratchloc, 1000);
-        if (!SPECIAL(game.newloc))
-            return true;
-        if (game.newloc <= 500) {
-            game.newloc = game.newloc - SPECIALBASE;
-            switch (game.newloc) {
-            case 1:
-                /*  Travel 301.  Plover-alcove passage.  Can carry only
-                 *  emerald.  Note: travel table must include "useless"
-                 *  entries going through passage, which can never be used for
-                 *  actual motion, but can be spotted by "go back". */
-                /* FIXME: Arithmetic on location numbers */
-                game.newloc = 99 + 100 - game.loc;
-                if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMRALD))) {
-                   game.newloc = game.loc;
-                   RSPEAK(MUST_DROP);
-               }
+            game.newloc = MOD(scratchloc, 1000);
+            if (!SPECIAL(game.newloc))
                 return true;
-            case 2:
-                /*  Travel 302.  Plover transport.  Drop the emerald (only use
-                 *  special travel if toting it), so he's forced to use the
-                 *  plover-passage to get it out.  Having dropped it, go back and
-                 *  pretend he wasn't carrying it after all. */
-                DROP(EMRALD, game.loc);
-               goto L12;
-            case 3:
-                /*  Travel 303.  Troll bridge.  Must be done only as special
-                 *  motion so that dwarves won't wander across and encounter
-                 *  the bear.  (They won't follow the player there because
-                 *  that region is forbidden to the pirate.)  If
-                 *  game.prop(TROLL)=1, he's crossed since paying, so step out
-                 *  and block him.  (standard travel entries check for
-                 *  game.prop(TROLL)=0.)  Special stuff for bear. */
-                if (game.prop[TROLL] == 1) {
-                    PSPEAK(TROLL, 1);
-                    game.prop[TROLL] = 0;
-                    MOVE(TROLL2, 0);
-                    MOVE(TROLL2 + NOBJECTS, 0);
-                    MOVE(TROLL, PLAC[TROLL]);
-                    MOVE(TROLL + NOBJECTS, FIXD[TROLL]);
-                    JUGGLE(CHASM);
-                    game.newloc = game.loc;
+            if (game.newloc <= 500) {
+                game.newloc -= SPECIALBASE;
+                switch (game.newloc) {
+                case 1:
+                    /*  Travel 301.  Plover-alcove passage.  Can carry only
+                     *  emerald.  Note: travel table must include "useless"
+                     *  entries going through passage, which can never be used for
+                     *  actual motion, but can be spotted by "go back". */
+                    /* FIXME: Arithmetic on location numbers */
+                    game.newloc = 99 + 100 - game.loc;
+                    if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
+                        game.newloc = game.loc;
+                        rspeak(MUST_DROP);
+                    }
                     return true;
-                } else {
-                    game.newloc = PLAC[TROLL] + FIXD[TROLL] - game.loc;
-                    if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
-                    if (!TOTING(BEAR)) return true;
-                    RSPEAK(BRIDGE_COLLAPSE);
-                    game.prop[CHASM] = 1;
-                    game.prop[TROLL] = 2;
-                    DROP(BEAR, game.newloc);
-                    game.fixed[BEAR] = -1;
-                    game.prop[BEAR] = 3;
-                    game.oldlc2 = game.newloc;
-                    croak(cmdin);
+                case 2:
+                    /*  Travel 302.  Plover transport.  Drop the emerald (only use
+                     *  special travel if toting it), so he's forced to use the
+                     *  plover-passage to get it out.  Having dropped it, go back and
+                     *  pretend he wasn't carrying it after all. */
+                    DROP(EMERALD, game.loc);
+                    do {
+                        if (TRAVEL[kk] < 0)
+                            BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
+                        ++kk;
+                        game.newloc = labs(TRAVEL[kk]) / 1000;
+                    } while
+                    (game.newloc == scratchloc);
+                    scratchloc = game.newloc;
+                    continue; /* goto L12 */
+                case 3:
+                    /*  Travel 303.  Troll bridge.  Must be done only as special
+                     *  motion so that dwarves won't wander across and encounter
+                     *  the bear.  (They won't follow the player there because
+                     *  that region is forbidden to the pirate.)  If
+                     *  game.prop(TROLL)=1, he's crossed since paying, so step out
+                     *  and block him.  (standard travel entries check for
+                     *  game.prop(TROLL)=0.)  Special stuff for bear. */
+                    if (game.prop[TROLL] == 1) {
+                        pspeak(TROLL,look, 1);
+                        game.prop[TROLL] = 0;
+                        MOVE(TROLL2, 0);
+                        MOVE(TROLL2 + NOBJECTS, 0);
+                        MOVE(TROLL, PLAC[TROLL]);
+                        MOVE(TROLL + NOBJECTS, FIXD[TROLL]);
+                        JUGGLE(CHASM);
+                        game.newloc = game.loc;
+                        return true;
+                    } else {
+                        game.newloc = PLAC[TROLL] + FIXD[TROLL] - game.loc;
+                        if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
+                        if (!TOTING(BEAR)) return true;
+                        rspeak(BRIDGE_COLLAPSE);
+                        game.prop[CHASM] = 1;
+                        game.prop[TROLL] = 2;
+                        DROP(BEAR, game.newloc);
+                        game.fixed[BEAR] = -1;
+                        game.prop[BEAR] = 3;
+                        game.oldlc2 = game.newloc;
+                        croak();
+                        return true;
+                    }
                 }
+                BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
             }
-            BUG(20);
+            break; /* Leave L12 loop */
         }
     } while
-       (false);
+    (false);
     /* FIXME: Arithmetic on location number, becoming a message number */
-    RSPEAK(game.newloc - 500);
+    rspeak(game.newloc - 500);
     game.newloc = game.loc;
     return true;
 }
@@ -738,8 +765,8 @@ static bool closecheck(void)
      *  know the bivalve is an oyster.  *And*, the dwarves must
      *  have been activated, since we've found chest. */
     if (game.clock1 == 0) {
-        game.prop[GRATE] = 0;
-        game.prop[FISSUR] = 0;
+        game.prop[GRATE] = GRATE_CLOSED;
+        game.prop[FISSURE] = 0;
         for (int i = 1; i <= NDWARVES; i++) {
             game.dseen[i] = false;
             game.dloc[i] = 0;
@@ -754,7 +781,7 @@ static bool closecheck(void)
         game.fixed[CHAIN] = 0;
         game.prop[AXE] = 0;
         game.fixed[AXE] = 0;
-        RSPEAK(CAVE_CLOSING);
+        rspeak(CAVE_CLOSING);
         game.clock1 = -1;
         game.closng = true;
         return true;
@@ -776,10 +803,9 @@ static bool closecheck(void)
          *  objects he might be carrying (lest he have some which
          *  could cause trouble, such as the keys).  We describe the
          *  flash of light and trundle back. */
-        game.prop[BOTTLE] = PUT(BOTTLE, LOC_NE, 1);
+        game.prop[BOTTLE] = PUT(BOTTLE, LOC_NE, EMPTY_BOTTLE);
         game.prop[PLANT] = PUT(PLANT, LOC_NE, 0);
         game.prop[OYSTER] = PUT(OYSTER, LOC_NE, 0);
-        OBJTXT[OYSTER] = 3;
         game.prop[LAMP] = PUT(LAMP, LOC_NE, 0);
         game.prop[ROD] = PUT(ROD, LOC_NE, 0);
         game.prop[DWARF] = PUT(DWARF, LOC_NE, 0);
@@ -790,7 +816,7 @@ static bool closecheck(void)
          *  Reuse sign. */
         PUT(GRATE, LOC_SW, 0);
         PUT(SIGN, LOC_SW, 0);
-        ++OBJTXT[SIGN];
+        game.prop[SIGN] = ENDGAME_SIGN;
         game.prop[SNAKE] = PUT(SNAKE, LOC_SW, 1);
         game.prop[BIRD] = PUT(BIRD, LOC_SW, 1);
         game.prop[CAGE] = PUT(CAGE, LOC_SW, 0);
@@ -805,7 +831,7 @@ static bool closecheck(void)
                 DESTROY(i);
         }
 
-        RSPEAK(CAVE_CLOSED);
+        rspeak(CAVE_CLOSED);
         game.closed = true;
         return true;
     }
@@ -816,35 +842,35 @@ static bool closecheck(void)
 static void lampcheck(void)
 /* Check game limit and lamp timers */
 {
-    if (game.prop[LAMP] == 1)
+    if (game.prop[LAMP] == LAMP_BRIGHT)
         --game.limit;
 
     /*  Another way we can force an end to things is by having the
-     *  lamp give out.  When it gets close, we come here to warn
-     *  him.  First following ar, if the lamp and fresh batteries are
+     *  lamp give out.  When it gets close, we come here to warn him.
+     *  First following arm checks if the lamp and fresh batteries are
      *  here, in which case we replace the batteries and continue.
-     *  Second is for other cases of lamp dying.  12400 is when it
-     *  goes out.  Even then, he can explore outside for a while
-     *  if desired. */
-    if (game.limit <= WARNTIME && HERE(BATTER) && game.prop[BATTER] == 0 && HERE(LAMP)) {
-        RSPEAK(REPLACE_BATTERIES);
-        game.prop[BATTER] = 1;
-        if (TOTING(BATTER))
-            DROP(BATTER, game.loc);
-        game.limit = game.limit + 2500;
+     *  Second is for other cases of lamp dying.  Eve after it goes
+     *  out, he can explore outside for a while if desired. */
+    if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
+        rspeak(REPLACE_BATTERIES);
+        game.prop[BATTERY] = DEAD_BATTERIES;
+        if (TOTING(BATTERY))
+            DROP(BATTERY, game.loc);
+        game.limit += BATTERYLIFE;
         game.lmwarn = false;
     } else if (game.limit == 0) {
         game.limit = -1;
-        game.prop[LAMP] = 0;
+        game.prop[LAMP] = LAMP_DARK;
         if (HERE(LAMP))
-            RSPEAK(LAMP_OUT);
+            rspeak(LAMP_OUT);
     } else if (game.limit <= WARNTIME) {
         if (!game.lmwarn && HERE(LAMP)) {
             game.lmwarn = true;
             int spk = GET_BATTERIES;
-            if (game.place[BATTER] == NOWHERE)spk = LAMP_DIM;
-            if (game.prop[BATTER] == 1)spk = MISSING_BATTERIES;
-            RSPEAK(spk);
+            if (game.place[BATTERY] == LOC_NOWHERE)spk = LAMP_DIM;
+            if (game.prop[BATTERY] == DEAD_BATTERIES)
+               spk = MISSING_BATTERIES;
+            rspeak(spk);
         }
     }
 }
@@ -890,7 +916,7 @@ static void listobjects(void)
             int kk = game.prop[obj];
             if (obj == STEPS && game.loc == game.fixed[STEPS])
                 kk = 1;
-            PSPEAK(obj, kk);
+            pspeak(obj, look, kk);
         }
     }
 }
@@ -898,15 +924,15 @@ static void listobjects(void)
 static bool do_command(FILE *cmdin)
 /* Get and execute a command */
 {
-    long verb = 0, V1, V2;
+    long V1, V2;
     long kmod, defn;
     static long igo = 0;
-    static long obj = 0;
-    enum speechpart part;
+    static struct command_t command;
+    command.verb = 0;
 
     /*  Can't leave cave once it's closing (except by main office). */
     if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
-        RSPEAK(EXIT_CLOSED);
+        rspeak(EXIT_CLOSED);
         game.newloc = game.loc;
         if (!game.panic)game.clock2 = PANICTIME;
         game.panic = true;
@@ -916,11 +942,11 @@ static bool do_command(FILE *cmdin)
      *  wants to go.  If so, the dwarf's blocking his way.  If
      *  coming from place forbidden to pirate (dwarves rooted in
      *  place) let him get out (and attacked). */
-    if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, NOARRR)) {
+    if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) {
         for (size_t i = 1; i <= NDWARVES - 1; i++) {
             if (game.odloc[i] == game.newloc && game.dseen[i]) {
                 game.newloc = game.loc;
-                RSPEAK(DWARF_BLOCK);
+                rspeak(DWARF_BLOCK);
                 break;
             }
         }
@@ -928,13 +954,13 @@ static bool do_command(FILE *cmdin)
     game.loc = game.newloc;
 
     if (!dwarfmove())
-        croak(cmdin);
+        croak();
 
     /*  Describe the current location and (maybe) get next command. */
 
     for (;;) {
         if (game.loc == 0)
-            croak(cmdin);
+            croak();
         const char* msg = locations[game.loc].description.small;
         if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0)
             msg = locations[game.loc].description.big;
@@ -942,32 +968,33 @@ static bool do_command(FILE *cmdin)
             /*  The easiest way to get killed is to fall into a pit in
              *  pitch darkness. */
             if (game.wzdark && PCT(35)) {
-                RSPEAK(PIT_FALL);
+                rspeak(PIT_FALL);
                 game.oldlc2 = game.loc;
-                croak(cmdin);
+                croak();
                 continue;      /* back to top of main interpreter loop */
             }
             msg = arbitrary_messages[PITCH_DARK];
         }
-        if (TOTING(BEAR))RSPEAK(TAME_BEAR);
+        if (TOTING(BEAR))rspeak(TAME_BEAR);
         speak(msg);
         if (FORCED(game.loc)) {
-            if (playermove(cmdin, verb, 1))
+            if (playermove(command.verb, 1))
                 return true;
             else
                 continue;      /* back to top of main interpreter loop */
         }
-        if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(SAYS_PLUGH);
+        if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
+            rspeak(SAYS_PLUGH);
 
         listobjects();
 
 L2012:
-        verb = 0;
-        game.oldobj = obj;
-        obj = 0;
+        command.verb = 0;
+        game.oldobj = command.obj;
+        command.obj = 0;
 
 L2600:
-        checkhints(cmdin);
+        checkhints();
 
         /*  If closing time, check for any objects being toted with
          *  game.prop < 0 and set the prop to -1-game.prop.  This way
@@ -976,7 +1003,7 @@ L2600:
          *  tick game.clock1 unless well into cave (and not at Y2). */
         if (game.closed) {
             if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
-                PSPEAK(OYSTER, 1);
+                pspeak(OYSTER, look, 1);
             for (size_t i = 1; i <= NOBJECTS; i++) {
                 if (TOTING(i) && game.prop[i] < 0)
                     game.prop[i] = -1 - game.prop[i];
@@ -987,7 +1014,7 @@ L2600:
             game.knfloc = 0;
 
         /* This is where we get a new command from the user */
-        if (!GETIN(cmdin, &WD1, &WD1X, &WD2, &WD2X))
+        if (!GETIN(cmdin, &command.wd1, &command.wd1x, &command.wd2, &command.wd2x))
             return false;
 
         /*  Every input, check "game.foobar" flag.  If zero, nothing's
@@ -996,18 +1023,22 @@ L2600:
 L2607:
         game.foobar = (game.foobar > 0 ? -game.foobar : 0);
         ++game.turns;
-        if (game.turns == game.thresh) {
-            speak(turn_threshold_messages[game.trndex]);
-            game.trnluz = game.trnluz + TRNVAL[game.trndex] / 100000;
-            ++game.trndex;
-            game.thresh = -1;
-            if (game.trndex <= TRNVLS)
-                game.thresh = MOD(TRNVAL[game.trndex], 100000) + 1;
-        }
-        if (verb == SAY && WD2 > 0)
-            verb = 0;
-        if (verb == SAY) {
-            part = transitive;
+
+       /* If a turn threshold has been met, apply penalties and tell
+        * the player about it. */
+       for (int i = 0; i < NTHRESHOLDS; ++i)
+         {
+           if (game.turns == turn_thresholds[i].threshold + 1)
+             {
+               game.trnluz += turn_thresholds[i].point_loss;
+               speak(turn_thresholds[i].message);
+             }
+         }
+
+        if (command.verb == SAY && command.wd2 > 0)
+            command.verb = 0;
+        if (command.verb == SAY) {
+            command.part = transitive;
             goto Laction;
         }
         if (closecheck()) {
@@ -1016,77 +1047,77 @@ L2607:
         } else
             lampcheck();
 
-        V1 = VOCAB(WD1, -1);
-        V2 = VOCAB(WD2, -1);
+        V1 = VOCAB(command.wd1, -1);
+        V2 = VOCAB(command.wd2, -1);
         if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
             if (LIQLOC(game.loc) == WATER) {
-                RSPEAK(FEET_WET);
+                rspeak(FEET_WET);
             } else {
-                RSPEAK(WHERE_QUERY);
+                rspeak(WHERE_QUERY);
             }
             goto L2012;
         }
-        if (V1 == ENTER && WD2 > 0) {
-            WD1 = WD2;
-            WD1X = WD2X;
-            WD2 = 0;
+        if (V1 == ENTER && command.wd2 > 0) {
+            command.wd1 = command.wd2;
+            command.wd1x = command.wd2x;
+            wordclear(&command.wd2);
         } else {
+            /* FIXME: Magic numbers */
             if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
                   (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
                 if (AT(V2 - 1000))
-                    WD2 = MAKEWD(16152118);
+                    command.wd2 = MAKEWD(WORD_POUR);
             }
             if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
-                WD1 = MAKEWD(301200308);
+                command.wd1 = MAKEWD(WORD_CATCH);
         }
 L2620:
-        if (WD1 == MAKEWD(23051920)) {
+        if (wordeq(command.wd1, MAKEWD(WORD_WEST))) {
             ++game.iwest;
             if (game.iwest == 10)
-                RSPEAK(W_IS_WEST);
+                rspeak(W_IS_WEST);
         }
-        if (WD1 == MAKEWD( 715) && WD2 != 0) {
+        if (wordeq(command.wd1, MAKEWD(WORD_GO)) && !wordempty(command.wd2)) {
             if (++igo == 10)
-                RSPEAK(GO_UNNEEDED);
+                rspeak(GO_UNNEEDED);
         }
 Lookup:
-        defn = VOCAB(WD1, -1);
+        defn = VOCAB(command.wd1, -1);
         if (defn == -1) {
             /* Gee, I don't understand. */
             if (fallback_handler(rawbuf))
                 continue;
-            SETPRM(1, WD1, WD1X);
-            RSPEAK(DONT_KNOW);
+            rspeak(DONT_KNOW, command.wd1, command.wd1x);
             goto L2600;
         }
         kmod = MOD(defn, 1000);
         switch (defn / 1000) {
         case 0:
-            if (playermove(cmdin, verb, kmod))
+            if (playermove(command.verb, kmod))
                 return true;
             else
                 continue;      /* back to top of main interpreter loop */
         case 1:
-            part = unknown;
-            obj = kmod;
+            command.part = unknown;
+            command.obj = kmod;
             break;
         case 2:
-            part = intransitive;
-            verb = kmod;
+            command.part = intransitive;
+            command.verb = kmod;
             break;
         case 3:
-            RSPEAK(kmod);
+            rspeak(kmod);
             goto L2012;
         default:
-            BUG(22);
+            BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3);
         }
 
 Laction:
-        switch (action(cmdin, part, verb, obj)) {
+        switch (action(cmdin, &command)) {
         case GO_TERMINATE:
             return true;
         case GO_MOVE:
-            playermove(cmdin, verb, NUL);
+            playermove(command.verb, NUL);
             return true;
         case GO_TOP:
             continue;  /* back to top of main interpreter loop */
@@ -1100,23 +1131,22 @@ Laction:
             goto Lookup;
         case GO_WORD2:
             /* Get second word for analysis. */
-            WD1 = WD2;
-            WD1X = WD2X;
-            WD2 = 0;
+            command.wd1 = command.wd2;
+            command.wd1x = command.wd2x;
+            wordclear(&command.wd2);
             goto L2620;
         case GO_UNKNOWN:
             /*  Random intransitive verbs come here.  Clear obj just in case
              *  (see attack()). */
-            SETPRM(1, WD1, WD1X);
-            RSPEAK(DO_WHAT);
-            obj = 0;
+            rspeak(DO_WHAT, command.wd1, command.wd1x);
+            command.obj = 0;
             goto L2600;
         case GO_DWARFWAKE:
             /*  Oh dear, he's disturbed the dwarves. */
-            RSPEAK(DWARVES_AWAKEN);
+            rspeak(DWARVES_AWAKEN);
             terminate(endgame);
         default:
-            BUG(99);
+            BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH);
         }
     }
 }