Move PRNG initialization to simplify cheat.c
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index 526eda171513899093f5a381e7a218d621d4fc86..077e3a996d200dde709fda3215035b194f5c9c99 100644 (file)
--- a/main.c
+++ b/main.c
  * and for the offensive globals.  Applying the Structured Program
  * Theorem can be hard.
  */
-#define DEFINE_GLOBALS_FROM_INCLUDES
+
 #include <stdlib.h>
 #include <stdio.h>
 #include <stdbool.h>
 #include <getopt.h>
 #include <signal.h>
-#include <time.h>
+#include <string.h>
 #include "advent.h"
-#include "database.h"
 #include "linenoise/linenoise.h"
-#include "newdb.h"
-
-struct game_t game;
-
-long LNLENG, LNPOSN, PARMS[MAXPARMS+1];
-char rawbuf[LINESIZE], INLINE[LINESIZE+1];
-
-long AMBER, AXE, BACK, BATTER, BEAR, BIRD, BLOOD,
-               BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
-               CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
-               EMRALD, ENTER, ENTRNC, FIND, FISSUR, FOOD,
-               GRATE, HINT, INVENT, JADE, KEYS,
-               KNIFE, LAMP, LOCK, LOOK, MAGZIN,
-               MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
-               PEARL, PILLOW, PLANT, PLANT2, PYRAM, 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;
+#include "dungeon.h"
+
+#define DIM(a) (sizeof(a)/sizeof(a[0]))
+
+struct game_t game = {
+    .dloc[1] = LOC_KINGHALL,
+    .dloc[2] = LOC_WESTBANK,
+    .dloc[3] = LOC_Y2,
+    .dloc[4] = LOC_ALIKE3,
+    .dloc[5] = LOC_COMPLEX,
+
+    /*  Sixth dwarf is special (the pirate).  He always starts at his
+     *  chest's eventual location inside the maze. This loc is saved
+     *  in chloc for ref. The dead end in the other maze has its
+     *  loc stored in chloc2. */
+    .dloc[6] = LOC_DEADEND12,
+    .chloc   = LOC_DEADEND12,
+    .chloc2  = LOC_DEADEND13,
+    .abbnum  = 5,
+    .clock1  = WARNTIME,
+    .clock2  = FLASHTIME,
+    .blklin  = true
+};
 
 FILE  *logfp = NULL, *rfp = NULL;
 bool oldstyle = false;
 bool editline = true;
 bool prompt = true;
 
+// LCOV_EXCL_START
+// exclude from coverage analysis because it requires interactivity to test
 static void sig_handler(int signo)
 {
-    if (signo == SIGINT){
-       if (logfp != NULL)
-           fflush(logfp);
-       }
-    exit(0);
+    if (signo == SIGINT) {
+        if (logfp != NULL)
+            fflush(logfp);
+    }
+    exit(EXIT_FAILURE);
 }
+// LCOV_EXCL_STOP
 
 /*
  * MAIN PROGRAM
  *
  *  Adventure (rev 2: 20 treasures)
- *
+Here's what we think. *
  *  History: Original idea & 5-treasure version (adventures) by Willie Crowther
  *           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 *);
+static bool do_command(void);
 
 int main(int argc, char *argv[])
 {
     int ch;
-       
-/*  Options. */
-
-    while ((ch = getopt(argc, argv, "l:or:s")) != EOF) {
-       switch (ch) {
-       case 'l':
-           logfp = fopen(optarg, "w");
-           if (logfp == NULL)
-               fprintf(stderr,
-                       "advent: can't open logfile %s for write\n",
-                       optarg);
-           signal(SIGINT, sig_handler);
-           break;
-       case 'o':
-           oldstyle = true;
-           editline = prompt = false;
-           break;
-       case 'r':
-           rfp = fopen(optarg, "r");
-           if (rfp == NULL)
-               fprintf(stderr,
-                       "advent: can't open save file %s for read\n",
-                       optarg);
-           signal(SIGINT, sig_handler);
-           break;
-       case 's':
-           editline = false;
-           break;
-       }
+
+    /*  Options. */
+
+#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");
+            if (logfp == NULL)
+                fprintf(stderr,
+                        "advent: can't open logfile %s for write\n",
+                        optarg);
+            signal(SIGINT, sig_handler);
+            break;
+        case 'o':
+            oldstyle = true;
+            editline = prompt = false;
+            break;
+#ifndef ADVENT_NOSAVE
+        case 'r':
+            rfp = fopen(optarg, "r");
+            if (rfp == NULL)
+                fprintf(stderr,
+                        "advent: can't open save file %s for read\n",
+                        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(EXIT_FAILURE);
+            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;
-    game.lcg_c = 221587;
-    game.lcg_m = 1048576;
-    srand(time(NULL));
-    long seedval = (long)rand();
-    set_seed(seedval);
-
     /*  Initialize game variables */
-    initialise();
+    long seedval = initialise();
 
     /*  Start-up, dwarf stuff */
-    game.zzword=RNDVOC(3,0);
+    make_zzword(game.zzword);
     game.newloc = LOC_START;
     game.loc = LOC_START;
-    game.limit=330;
-    if (!rfp){
-        game.novice=YES(stdin, WELCOME_YOU,CAVE_NEARBY,NO_MESSAGE);
-        if (game.novice)game.limit=1000;
+    game.limit = GAMELIMIT;
+    if (!rfp) {
+        game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
+        if (game.novice)
+            game.limit = NOVICELIMIT;
     } else {
         restore(rfp);
     }
 
     if (logfp)
-       fprintf(logfp, "seed %ld\n", seedval);
+        fprintf(logfp, "seed %ld\n", seedval);
 
     /* interpret commands until EOF or interrupt */
     for (;;) {
-       if (!do_command(stdin))
-           break;
+        if (!do_command())
+            break;
     }
     /* show score and exit */
-    score(quitgame);
+    terminate(quitgame);
 }
 
 static bool fallback_handler(char *buf)
@@ -158,170 +170,169 @@ static bool fallback_handler(char *buf)
 {
     long sv;
     if (sscanf(buf, "seed %ld", &sv) == 1) {
-       set_seed(sv);
-       printf("Seed set to %ld\n", sv);
-       // autogenerated, so don't charge user time for it.
-       --game.turns;
-       // here we reconfigure any global game state that uses random numbers
-       game.zzword=RNDVOC(3,0);
-       return true;
+        set_seed(sv);
+        printf("Seed set to %ld\n", sv);
+        // autogenerated, so don't charge user time for it.
+        --game.turns;
+        // here we reconfigure any global game state that uses random numbers
+        make_zzword(game.zzword);
+        return true;
     }
     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 (game.hinted[hint])
-               continue;
-           if (!CNDBIT(game.loc,hint+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])
-           {
-               int i;
-
-               switch (hint-1)
-               {
-               case 0:
-                   /* cave */
-                   if (game.prop[GRATE] == 0 && !HERE(KEYS))
-                       break;
-                   game.hintlc[hint]=0;
-                   return;
-               case 1: /* bird */
-                   if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
-                       break;
-                   return;
-               case 2: /* snake */
-                   if (HERE(SNAKE) && !HERE(BIRD))
-                       break;
-                   game.hintlc[hint]=0;
-                   return;
-               case 3: /* maze */
-                   if (game.atloc[game.loc] == 0 &&
-                       game.atloc[game.oldloc] == 0 &&
-                       game.atloc[game.oldlc2] == 0 &&
-                       game.holdng > 1)
-                       break;
-                   game.hintlc[hint]=0;
-                   return;
-               case 4: /* dark */
-                   if (game.prop[EMRALD] != -1 && game.prop[PYRAM] == -1)
-                       break;
-                   game.hintlc[hint]=0;
-                   return;
-               case 5: /* witt */
-                   break;
-               case 6: /* urn */
-                   if (game.dflag == 0)
-                       break;
-                   game.hintlc[hint]=0;
-                   return;
-               case 7: /* woods */
-                   if (game.atloc[game.loc] == 0 &&
-                       game.atloc[game.oldloc] == 0 &&
-                       game.atloc[game.oldlc2] == 0)
-                       break;
-                   return;
-               case 8: /* ogre */
-                   i=ATDWRF(game.loc);
-                   if (i < 0) {
-                       game.hintlc[hint]=0;
-                       return;
-                   }
-                   if (HERE(OGRE) && i == 0)
-                       break;
-                   return;
-               case 9: /* jade */
-                   if (game.tally == 1 && game.prop[JADE] < 0)
-                       break;
-                   game.hintlc[hint]=0;
-                   return;
-               default:
-                   BUG(27);
-                   break;
-               }
-    
-               /* Fall through to hint display */
-               game.hintlc[hint]=0;
-               if (!YES(cmdin,HINTS[hint][3],NO_MESSAGE,OK_MAN))
-                   return;
-               SETPRM(1,HINTS[hint][2],HINTS[hint][2]);
-               RSPEAK(HINT_COST);
-               game.hinted[hint]=YES(cmdin,WANT_HINT,HINTS[hint][4],OK_MAN);
-               if (game.hinted[hint] && game.limit > WARNTIME)
-                   game.limit += WARNTIME*HINTS[hint][2];
-           }
-       }
+    if (conditions[game.loc] >= game.conds) {
+        for (int hint = 0; hint < NHINTS; hint++) {
+            if (game.hinted[hint])
+                continue;
+            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].turns) {
+                int i;
+
+                switch (hint) {
+                case 0:
+                    /* cave */
+                    if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS))
+                        break;
+                    game.hintlc[hint] = 0;
+                    return;
+                case 1:        /* bird */
+                    if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
+                        break;
+                    return;
+                case 2:        /* snake */
+                    if (HERE(SNAKE) && !HERE(BIRD))
+                        break;
+                    game.hintlc[hint] = 0;
+                    return;
+                case 3:        /* maze */
+                    if (game.atloc[game.loc] == 0 &&
+                        game.atloc[game.oldloc] == 0 &&
+                        game.atloc[game.oldlc2] == 0 &&
+                        game.holdng > 1)
+                        break;
+                    game.hintlc[hint] = 0;
+                    return;
+                case 4:        /* dark */
+                    if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1)
+                        break;
+                    game.hintlc[hint] = 0;
+                    return;
+                case 5:        /* witt */
+                    break;
+                case 6:        /* urn */
+                    if (game.dflag == 0)
+                        break;
+                    game.hintlc[hint] = 0;
+                    return;
+                case 7:        /* woods */
+                    if (game.atloc[game.loc] == 0 &&
+                        game.atloc[game.oldloc] == 0 &&
+                        game.atloc[game.oldlc2] == 0)
+                        break;
+                    return;
+                case 8:        /* ogre */
+                    i = atdwrf(game.loc);
+                    if (i < 0) {
+                        game.hintlc[hint] = 0;
+                        return;
+                    }
+                    if (HERE(OGRE) && i == 0)
+                        break;
+                    return;
+                case 9:        /* jade */
+                    if (game.tally == 1 && game.prop[JADE] < 0)
+                        break;
+                    game.hintlc[hint] = 0;
+                    return;
+                default:
+                    BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
+                    break;
+                }
+
+                /* Fall through to hint display */
+                game.hintlc[hint] = 0;
+                if (!yes(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
+                    return;
+                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].penalty;
+            }
+        }
     }
 }
 
 static bool spotted_by_pirate(int i)
 {
-    if (i != PIRATE) 
-       return false;
+    if (i != PIRATE)
+        return false;
 
     /*  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;
+        return true;
+    int snarfed = 0;
     bool movechest = false, robplayer = false;
-    for (int treasure=MINTRS; treasure<=MAXTRS; treasure++) {
-       /*  Pirate won't take pyramid from plover room or dark
-        *  room (too easy!). */
-       if (treasure==PYRAM && (game.loc==PLAC[PYRAM] || game.loc==PLAC[EMRALD])) {
-           continue;
-       }
-       if (TOTING(treasure) || HERE(treasure))
-           ++snarfed;
-       if (TOTING(treasure)) {
-           movechest = true;
-           robplayer = true;
-       }
+    for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
+        if (!objects[treasure].is_treasure)
+            continue;
+        /*  Pirate won't take pyramid from plover room or dark
+         *  room (too easy!). */
+        if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac)) {
+            continue;
+        }
+        if (TOTING(treasure) || HERE(treasure))
+            ++snarfed;
+        if (TOTING(treasure)) {
+            movechest = true;
+            robplayer = true;
+        }
     }
     /* 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);
-       movechest = true;
+    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
      * last at the maze location. */
     if (movechest) {
-       MOVE(CHEST,game.chloc);
-       MOVE(MESSAG,game.chloc2);
-       game.dloc[PIRATE]=game.chloc;
-       game.odloc[PIRATE]=game.chloc;
-       game.dseen[PIRATE]=false;
+        move(CHEST, game.chloc);
+        move(MESSAG, game.chloc2);
+        game.dloc[PIRATE] = game.chloc;
+        game.odloc[PIRATE] = game.chloc;
+        game.dseen[PIRATE] = false;
     } else {
-       /* 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);
+        /* 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);
     }
     if (robplayer) {
-       RSPEAK(PIRATE_POUNCES);
-       for (int treasure=MINTRS; treasure<=MAXTRS; treasure++) {
-           if (!(treasure == PYRAM && (game.loc == PLAC[PYRAM] || game.loc == PLAC[EMRALD]))) {
-               if (AT(treasure) && game.fixed[treasure] == 0)
-                   CARRY(treasure,game.loc);
-               if (TOTING(treasure))
-                   DROP(treasure,game.chloc);
-           }
-       }
+        rspeak(PIRATE_POUNCES);
+        for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
+            if (!objects[treasure].is_treasure)
+                continue;
+            if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac))) {
+                if (AT(treasure) && game.fixed[treasure] == 0)
+                    carry(treasure, game.loc);
+                if (TOTING(treasure))
+                    drop(treasure, game.chloc);
+            }
+        }
     }
 
     return true;
@@ -346,36 +357,39 @@ 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))
-       return true;
+    if (game.loc == 0 || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR))
+        return true;
 
     /* Dwarf activity level ratchets up */
     if (game.dflag == 0) {
-       if (INDEEP(game.loc))
-           game.dflag=1;
-       return true;
+        if (INDEEP(game.loc))
+            game.dflag = 1;
+        return true;
     }
 
     /*  When we encounter the first dwarf, we kill 0, 1, or 2 of
      *  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))))
-           return true;
-       game.dflag=2;
-       for (int i=1; i<=2; i++) {
-           int j=1+randrange(NDWARVES-1);
-           if (PCT(50))
-               game.dloc[j]=0;
-       }
-       for (int i=1; i<=NDWARVES-1; i++) {
-           if (game.dloc[i] == game.loc)
-               game.dloc[i]=DALTLC;
-           game.odloc[i]=game.dloc[i];
-       }
-       RSPEAK(DWARF_RAN);
-       DROP(AXE,game.loc);
-       return true;
+        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++) {
+            int j = 1 + randrange(NDWARVES - 1);
+            if (PCT(50))
+                game.dloc[j] = 0;
+        }
+
+        /* Alternate initial loc for dwarf, in case one of them
+        *  starts out on top of the adventurer. */
+        for (int i = 1; i <= NDWARVES - 1; i++) {
+            if (game.dloc[i] == game.loc)
+                game.dloc[i] = DALTLC; //
+            game.odloc[i] = game.dloc[i];
+        }
+        rspeak(DWARF_RAN);
+        drop(AXE, game.loc);
+        return true;
     }
 
     /*  Things are in full swing.  Move each dwarf at random,
@@ -384,125 +398,126 @@ static bool dwarfmove(void)
      *  unless there's no alternative.  If they don't have to
      *  move, they attack.  And, of course, dead dwarves don't do
      *  much of anything. */
-    game.dtotal=0;
-    attack=0;
-    stick=0;
-    for (int i=1; i<=NDWARVES; i++) {
-       if (game.dloc[i] == 0)
-           continue;
-       /*  Fill tk array with all the places this dwarf might go. */
-       int j=1;
-       kk=KEY[game.dloc[i]];
-       if (kk != 0)
-           do {
-               game.newloc=MOD(labs(TRAVEL[kk])/1000,1000);
-               /* Have we avoided a dwarf encounter? */
-               bool avoided = (SPECIAL(game.newloc) ||
-                               !INDEEP(game.newloc) ||
-                               game.newloc == game.odloc[i] ||
-                               (j > 1 && game.newloc == tk[j-1]) ||
-                               j >= 20 ||
-                               game.newloc == game.dloc[i] ||
-                               FORCED(game.newloc) ||
-                               (i == PIRATE && CNDBIT(game.newloc,NOARRR)) ||
-                               labs(TRAVEL[kk])/1000000 == 100);
-               if (!avoided) {
-                   tk[j++] = game.newloc;
-               }
-               ++kk;
-           } while
-               (TRAVEL[kk-1] >= 0);
-       tk[j]=game.odloc[i];
-       if (j >= 2)
-           --j;
-       j=1+randrange(j);
-       game.odloc[i]=game.dloc[i];
-       game.dloc[i]=tk[j];
-       game.dseen[i]=(game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
-       if (!game.dseen[i]) continue;
-       game.dloc[i]=game.loc;
-       if (spotted_by_pirate(i))
-           continue;
-       /* This threatening little dwarf is in the room with him! */
-       ++game.dtotal;
-       if (game.odloc[i] == game.dloc[i]) {
-           ++attack;
-           if (game.knfloc >= 0)
-               game.knfloc=game.loc;
-           if (randrange(1000) < 95*(game.dflag-2))
-               ++stick;
-       }
+    game.dtotal = 0;
+    attack = 0;
+    stick = 0;
+    for (int i = 1; i <= NDWARVES; i++) {
+        if (game.dloc[i] == 0)
+            continue;
+        /*  Fill tk array with all the places this dwarf might go. */
+        unsigned int j = 1;
+        kk = tkey[game.dloc[i]];
+        if (kk != 0)
+            do {
+                game.newloc = T_DESTINATION(travel[kk]);
+                /* Have we avoided a dwarf encounter? */
+                bool avoided = (SPECIAL(game.newloc) ||
+                                !INDEEP(game.newloc) ||
+                                game.newloc == game.odloc[i] ||
+                                (j > 1 && game.newloc == tk[j - 1]) ||
+                                j >= DIM(tk) - 1 ||
+                                game.newloc == game.dloc[i] ||
+                                FORCED(game.newloc) ||
+                                (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
+                                T_NODWARVES(travel[kk]));
+                if (!avoided) {
+                    tk[j++] = game.newloc;
+                }
+                ++kk;
+            } while
+            (!travel[kk - 1].stop);
+        tk[j] = game.odloc[i];
+        if (j >= 2)
+            --j;
+        j = 1 + randrange(j);
+        game.odloc[i] = game.dloc[i];
+        game.dloc[i] = tk[j];
+        game.dseen[i] = (game.dseen[i] && INDEEP(game.loc)) || (game.dloc[i] == game.loc || game.odloc[i] == game.loc);
+        if (!game.dseen[i])
+            continue;
+        game.dloc[i] = game.loc;
+        if (spotted_by_pirate(i))
+            continue;
+        /* This threatening little dwarf is in the room with him! */
+        ++game.dtotal;
+        if (game.odloc[i] == game.dloc[i]) {
+            ++attack;
+            if (game.knfloc >= 0)
+                game.knfloc = game.loc;
+            if (randrange(1000) < 95 * (game.dflag - 2))
+                ++stick;
+        }
     }
 
     /*  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 */
+        return true;
+    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 */
+        return true;
+    if (game.dflag == 2)
+        game.dflag = 3;
+    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;
+        return true;
+    game.oldlc2 = game.loc;
     return false;
 }
 
 /*  "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
- *  another chance, he gets a snide remark as we exit.  When
- *  reincarnated, all objects being carried get dropped at game.oldlc2
- *  (presumably the last place prior to being killed) without change
- *  of props.  the loop runs backwards to assure that the bird is
- *  dropped before the cage.  (this kluge could be changed once we're
- *  sure all references to bird and cage are done by keywords.)  The
- *  lamp is a special case (it wouldn't do to leave it in the cave).
- *  It is turned off and left outside the building (only if he was
- *  carrying it, of course).  He himself is left inside the building
- *  (and heaven help him if he tries to xyzzy back into the cave
- *  without the lamp!).  game.oldloc is zapped so he can't just
+ *  a message (obituaries[n]) which offers reincarnation; if accepted,
+ *  this results in message obituaries[0], obituaries[2], etc.  The
+ *  last time, if he wants another chance, he gets a snide remark as
+ *  we exit.  When reincarnated, all objects being carried get dropped
+ *  at game.oldlc2 (presumably the last place prior to being killed)
+ *  without change of props.  The loop runs backwards to assure that
+ *  the bird is dropped before the cage.  (This kluge could be changed
+ *  once we're sure all references to bird and cage are done by
+ *  keywords.)  The lamp is a special case (it wouldn't do to leave it
+ *  in the cave). It is turned off and left outside the building (only
+ *  if he was carrying it, of course).  He himself is left inside the
+ *  building (and heaven help him if he tries to xyzzy back into the
+ *  cave 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);
-       score(endgame);
-
-    }
-    /* FIXME: Arithmetic on message numbers */
-    else if (game.numdie == MAXDIE || !YES(cmdin,WATCH_IT+game.numdie*2,WHICH_WAY+game.numdie*2,OK_MAN))
-           score(endgame);
+        /*  He died during closing time.  No resurrection.  Tally up a
+         *  death and exit. */
+        rspeak(DEATH_CLOSING);
+        terminate(endgame);
+    } else if (game.numdie == NDEATHS || !yes(query, yes_response, arbitrary_messages[OK_MAN]))
+        terminate(endgame);
     else {
-       game.place[WATER] = game.place[OIL] = NOWHERE;
-       if (TOTING(LAMP))
-           game.prop[LAMP]=0;
-       for (int j=1; j<=NOBJECTS; j++) {
-           int i=NOBJECTS + 1 - j;
-           if (TOTING(i)) {
-               /* Always leave lamp where it's accessible aboveground */
-               DROP(i, (i == LAMP) ? LOC_START : game.oldlc2);
-           }
-       }
-       game.loc = LOC_BUILDING;
-       game.oldloc=game.loc;
+        game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
+        if (TOTING(LAMP))
+            game.prop[LAMP] = LAMP_DARK;
+        for (int j = 1; j <= NOBJECTS; j++) {
+            int i = NOBJECTS + 1 - j;
+            if (TOTING(i)) {
+                /* Always leave lamp where it's accessible aboveground */
+                drop(i, (i == LAMP) ? LOC_START : game.oldlc2);
+            }
+        }
+        game.loc = LOC_BUILDING;
+        game.oldloc = game.loc;
     }
 }
 
@@ -514,203 +529,224 @@ 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( int motion)
 {
-    int scratchloc, k2, kk=KEY[game.loc];
-    game.newloc=game.loc;
-    if (kk == 0)
-       BUG(26);
+    int scratchloc, travel_entry = tkey[game.loc];
+    game.newloc = game.loc;
+    if (travel_entry == 0)
+        BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
     if (motion == NUL)
-       return true;
+        return true;
     else if (motion == BACK) {
-       /*  Handle "go back".  Look for verb which goes from game.loc to
-        *  game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
-        *  k2 saves entry -> forced loc -> previous loc. */
-       motion=game.oldloc;
-       if (FORCED(motion))
-           motion=game.oldlc2;
-       game.oldlc2=game.oldloc;
-       game.oldloc=game.loc;
-       k2=0;
-       if (motion == game.loc)k2=FORGOT_PATH;
-       if (CNDBIT(game.loc,NOBACK))k2=TWIST_TURN;
-       if (k2 == 0) {
-           for (;;) {
-               scratchloc=MOD((labs(TRAVEL[kk])/1000),1000);
-               if (scratchloc != motion) {
-                   if (!SPECIAL(scratchloc)) {
-                       if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]])/1000),1000) == motion)
-                           k2=kk;
-                   }
-                   if (TRAVEL[kk] >= 0) {
-                       ++kk;
-                       continue;
-                   }
-                   kk=k2;
-                   if (kk == 0) {
-                       RSPEAK(NOT_CONNECTED);
-                       return true;
-                   }
-               }
-
-               motion=MOD(labs(TRAVEL[kk]),1000);
-               kk=KEY[game.loc];
-               break; /* fall through to ordinary travel */
-           }
-       } else {
-           RSPEAK(k2);
-           return true;
-       }
-    }
-    else if (motion == LOOK) {
-       /*  Look.  Can't give more detail.  Pretend it wasn't dark
-        *  (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);
-       ++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);
-       return true;
-    }
-    else {
-       /* none of the specials */
-       game.oldlc2=game.oldloc;
-       game.oldloc=game.loc;
+        /*  Handle "go back".  Look for verb which goes from game.loc to
+         *  game.oldloc, or to game.oldlc2 If game.oldloc has forced-motion.
+         *  te_tmp saves entry -> forced loc -> previous loc. */
+        motion = game.oldloc;
+        if (FORCED(motion))
+            motion = game.oldlc2;
+        game.oldlc2 = game.oldloc;
+        game.oldloc = game.loc;
+        int spk = 0;
+        if (motion == game.loc)
+            spk = FORGOT_PATH;
+        if (CNDBIT(game.loc, COND_NOBACK))
+            spk = TWIST_TURN;
+        if (spk == 0) {
+            int te_tmp = 0;
+            for (;;) {
+                scratchloc = T_DESTINATION(travel[travel_entry]);
+                if (scratchloc != motion) {
+                    if (!SPECIAL(scratchloc)) {
+                        if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == motion)
+                            te_tmp = travel_entry;
+                    }
+                    if (!travel[travel_entry].stop) {
+                        ++travel_entry;        /* go to next travel entry for this location */
+                        continue;
+                    }
+                    /* we've reached the end of travel entries for game.loc */
+                    travel_entry = te_tmp;
+                    if (travel_entry == 0) {
+                        rspeak(NOT_CONNECTED);
+                        return true;
+                    }
+                }
+
+                motion = travel[travel_entry].motion;
+                travel_entry = tkey[game.loc];
+                break; /* fall through to ordinary travel */
+            }
+        } else {
+            rspeak(spk);
+            return true;
+        }
+    } else if (motion == LOOK) {
+        /*  Look.  Can't give more detail.  Pretend it wasn't dark
+         *  (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);
+        ++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);
+        return true;
+    } else {
+        /* none of the specials */
+        game.oldlc2 = game.oldloc;
+        game.oldloc = game.loc;
     }
 
-    /* ordinary travel */
+    /* Look for a way to fulfil the motion verb passed in - travel_entry indexes
+     * the beginning of the motion entries for here (game.loc). */
     for (;;) {
-       scratchloc=labs(TRAVEL[kk]);
-       if (MOD(scratchloc,1000) == 1 || MOD(scratchloc,1000) == motion)
-           break;
-       if (TRAVEL[kk] < 0) {
-           /* FIXME: Magic numbers! */
-           /*  Non-applicable motion.  Various messages depending on
-            *  word given. */
-           int spk=CANT_APPLY;
-           if (motion >= 43 && motion <= 50)spk=BAD_DIRECTION;
-           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 (motion == 62 || motion == 65)spk=NOTHING_HAPPENS;
-           if (motion == 17)spk=WHICH_WAY;
-           RSPEAK(spk);
-           return true;
-       }
-       ++kk;
+        if (T_TERMINATE(travel[travel_entry]) || travel[travel_entry].motion == motion)
+            break;
+        if (travel[travel_entry].stop) {
+            /*  Couldn't find an entry matching the motion word passed
+             *  in.  Various messages depending on word given. */
+            int spk = CANT_APPLY;
+            if (motion >= EAST && motion <= NW)
+                spk = BAD_DIRECTION;
+            if (motion == UP || motion == DOWN)
+                spk = BAD_DIRECTION;
+            if (motion == FORWARD || motion == LEFT || motion == RIGHT)
+                spk = UNSURE_FACING;
+            if (motion == OUTSIDE || motion == INSIDE)
+                spk = NO_INOUT_HERE;
+            if (motion == XYZZY || motion == PLUGH)
+                spk = NOTHING_HAPPENS;
+            if (motion == CRAWL)
+                spk = WHICH_WAY;
+            rspeak(spk);
+            return true;
+        }
+        ++travel_entry;
     }
-    scratchloc=scratchloc/1000;
 
+    /* (ESR) We've found a destination that goes with the motion verb.
+     * Next we need to check any conditional(s) on this destination, and
+     * possibly on following entries. */
+    /* FIXME: Magic numbers related to move opcodes */
     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 
-        * 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))
-                       break;
-                   /* else fall through */
-               } if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
-                     break;
-               /* else fall through */
-           }
-           else if (game.prop[motion] != game.newloc/100-3)
-               break;
-           do {
-               if (TRAVEL[kk] < 0)BUG(25);
-               ++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 == 0 || (game.holdng == 1 && TOTING(EMRALD)))
-                   return true;
-               game.newloc=game.loc;
-               RSPEAK(MUST_DROP);
-               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);
-               do {
-                   if (TRAVEL[kk] < 0)BUG(25);
-                   ++kk;
-                   game.newloc=labs(TRAVEL[kk])/1000;
-               } while
-                   (game.newloc == scratchloc);
-               continue;       /* back to top of do/while loop */
-           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;
-                   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);
-                   return false;
-               }
-           }
-           BUG(20);
-       }
+        for (;;) { /* L12 loop */
+            for (;;) {
+                long cond = T_CONDITION(travel[travel_entry]);
+                long arg = MOD(cond, 100);
+                if (!SPECIAL(cond)) {
+                    /* YAML N and [pct N] conditionals */
+                    if (cond <= 100) {
+                        if (cond == 0 || PCT(cond))
+                            break;
+                        /* else fall through */
+                    }
+                    /* YAML [with OBJ] clause */
+                    if (TOTING(arg) || (cond > 200 && AT(arg)))
+                        break;
+                    /* else fall through to check [not OBJ STATE] */
+                } else if (game.prop[arg] != cond / 100 - 3)
+                    break;
+
+                /* We arrive here on conditional failure.
+                 * Skip to next non-matching destination */
+                long te_tmp = travel_entry;
+                do {
+                    if (travel[te_tmp].stop)
+                        BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
+                    ++te_tmp;
+                } while
+                (T_HIGH(travel[travel_entry]) == T_HIGH(travel[te_tmp]));
+                travel_entry = te_tmp;
+            }
+
+            /* Found an eligible rule, now execute it */
+            game.newloc = T_DESTINATION(travel[travel_entry]);
+            if (!SPECIAL(game.newloc))
+                return true;
+
+            if (game.newloc > 500) {
+                /* Execute a speak rule */
+                rspeak(L_SPEAK(game.newloc));
+                game.newloc = game.loc;
+                return true;
+            } else {
+                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;
+                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);
+                    int te_tmp = travel_entry;
+                    do {
+                        if (travel[te_tmp].stop)
+                            BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
+                        ++te_tmp;
+                    } while
+                    (T_HIGH(travel[travel_entry]) == T_HIGH(travel[te_tmp]));
+                    travel_entry = te_tmp;
+                    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] == TROLL_PAIDONCE) {
+                        pspeak(TROLL, look, TROLL_PAIDONCE);
+                        game.prop[TROLL] = 0;
+                        move(TROLL2, 0);
+                        move(TROLL2 + NOBJECTS, 0);
+                        move(TROLL, objects[TROLL].plac);
+                        move(TROLL + NOBJECTS, objects[TROLL].fixd);
+                        juggle(CHASM);
+                        game.newloc = game.loc;
+                        return true;
+                    } else {
+                        game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
+                        if (game.prop[TROLL] == TROLL_UNPAID)
+                            game.prop[TROLL] = TROLL_PAIDONCE;
+                        if (!TOTING(BEAR))
+                            return true;
+                        rspeak(BRIDGE_COLLAPSE);
+                        game.prop[CHASM] = BRIDGE_WRECKED;
+                        game.prop[TROLL] = TROLL_GONE;
+                        drop(BEAR, game.newloc);
+                        game.fixed[BEAR] = -1;
+                        game.prop[BEAR] = BEAR_DEAD;
+                        game.oldlc2 = game.newloc;
+                        croak();
+                        return true;
+                    }
+                default:
+                    BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
+                }
+            }
+            break; /* Leave L12 loop */
+        }
     } while
-       (false);
-    /* FIXME: Arithmetic on location number, becoming a message number */
-    RSPEAK(game.newloc-500);
-    game.newloc=game.loc;
-    return true;
+    (false);
 }
 
 static bool closecheck(void)
@@ -724,18 +760,17 @@ static bool closecheck(void)
  *  to get out.  If he doesn't within clock2 turns, we close the cave;
  *  if he does try, we assume he panics, and give him a few additional
  *  turns to get frantic before we close.  When clock2 hits zero, we
- *  branch to 11000 to transport him into the final puzzle.  Note that
- *  the puzzle depends upon all sorts of random things.  For instance,
- *  there must be no water or oil, since there are beanstalks which we
- *  don't want to be able to water, since the code can't handle it.
- *  Also, we can have no keys, since there is a grate (having moved
- *  the fixed object!) there separating him from all the treasures.
- *  Most of these problems arise from the use of negative prop numbers
- *  to suppress the object descriptions until he's actually moved the
- *  objects. */
+ *  transport him into the final puzzle.  Note that the puzzle depends
+ *  upon all sorts of random things.  For instance, there must be no
+ *  water or oil, since there are beanstalks which we don't want to be
+ *  able to water, since the code can't handle it.  Also, we can have
+ *  no keys, since there is a grate (having moved the fixed object!)
+ *  there separating him from all the treasures.  Most of these
+ *  problems arise from the use of negative prop numbers to suppress
+ *  the object descriptions until he's actually moved the objects. */
 {
-    if (game.tally == 0 && INDEEP(game.loc) && game.loc != 33)
-       --game.clock1;
+    if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
+        --game.clock1;
 
     /*  When the first warning comes, we lock the grate, destroy
      *  the bridge, kill all the dwarves (and the pirate), remove
@@ -750,78 +785,77 @@ static bool closecheck(void)
      *  can refer to it.  Also also, he's gotten the pearl, so we
      *  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;
-       for (int i=1; i<=NDWARVES; i++) {
-           game.dseen[i]=false;
-           game.dloc[i]=0;
-       }
-       MOVE(TROLL,0);
-       MOVE(TROLL+NOBJECTS,0);
-       MOVE(TROLL2,PLAC[TROLL]);
-       MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
-       JUGGLE(CHASM);
-       if (game.prop[BEAR] != 3)DESTROY(BEAR);
-       game.prop[CHAIN]=0;
-       game.fixed[CHAIN]=0;
-       game.prop[AXE]=0;
-       game.fixed[AXE]=0;
-       RSPEAK(CAVE_CLOSING);
-       game.clock1= -1;
-       game.closng=true;
-       return true;
+    if (game.clock1 == 0) {
+        game.prop[GRATE] = GRATE_CLOSED;
+        game.prop[FISSURE] = UNBRIDGED;
+        for (int i = 1; i <= NDWARVES; i++) {
+            game.dseen[i] = false;
+            game.dloc[i] = 0;
+        }
+        move(TROLL, 0);
+        move(TROLL + NOBJECTS, 0);
+        move(TROLL2, objects[TROLL].plac);
+        move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
+        juggle(CHASM);
+        if (game.prop[BEAR] != BEAR_DEAD)
+            DESTROY(BEAR);
+        game.prop[CHAIN] = 0;
+        game.fixed[CHAIN] = 0;
+        game.prop[AXE] = 0;
+        game.fixed[AXE] = 0;
+        rspeak(CAVE_CLOSING);
+        game.clock1 = -1;
+        game.closng = true;
+        return true;
     } else if (game.clock1 < 0)
-       --game.clock2;
+        --game.clock2;
     if (game.clock2 == 0) {
-       /*  Once he's panicked, and clock2 has run out, we come here
-        *  to set up the storage room.  The room has two locs,
-        *  hardwired as 115 (ne) and 116 (sw).  At the ne end, we
-        *  place empty bottles, a nursery of plants, a bed of
-        *  oysters, a pile of lamps, rods with stars, sleeping
-        *  dwarves, and him.  At the sw end we place grate over
-        *  treasures, snake pit, covey of caged birds, more rods, and
-        *  pillows.  A mirror stretches across one wall.  Many of the
-        *  objects come from known locations and/or states (e.g. the
-        *  snake is known to have been destroyed and needn't be
-        *  carried away from its old "place"), making the various
-        *  objects be handled differently.  We also drop all other
-        *  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[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);
-       game.loc = LOC_NE;
-       game.oldloc = LOC_NE;
-       game.newloc = LOC_NE;
-       /*  Leave the grate with normal (non-negative) property.
-        *  Reuse sign. */
-       PUT(GRATE,LOC_SW,0);
-       PUT(SIGN,LOC_SW,0);
-       ++OBJTXT[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);
-       game.prop[ROD2]=PUT(ROD2,LOC_SW,0);
-       game.prop[PILLOW]=PUT(PILLOW,LOC_SW,0);
-
-       game.prop[MIRROR]=PUT(MIRROR,LOC_NE,0);
-       game.fixed[MIRROR]=LOC_SW;
-
-       for (int i=1; i<=NOBJECTS; i++) {
-           if (TOTING(i))
-               DESTROY(i);
-       }
-
-       RSPEAK(CAVE_CLOSED);
-       game.closed=true;
-       return true;
+        /*  Once he's panicked, and clock2 has run out, we come here
+         *  to set up the storage room.  The room has two locs,
+         *  hardwired as LOC_NE and LOC_SW.  At the ne end, we
+         *  place empty bottles, a nursery of plants, a bed of
+         *  oysters, a pile of lamps, rods with stars, sleeping
+         *  dwarves, and him.  At the sw end we place grate over
+         *  treasures, snake pit, covey of caged birds, more rods, and
+         *  pillows.  A mirror stretches across one wall.  Many of the
+         *  objects come from known locations and/or states (e.g. the
+         *  snake is known to have been destroyed and needn't be
+         *  carried away from its old "place"), making the various
+         *  objects be handled differently.  We also drop all other
+         *  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, EMPTY_BOTTLE);
+        game.prop[PLANT] = put(PLANT, LOC_NE, 0);
+        game.prop[OYSTER] = put(OYSTER, LOC_NE, 0);
+        game.prop[LAMP] = put(LAMP, LOC_NE, 0);
+        game.prop[ROD] = put(ROD, LOC_NE, 0);
+        game.prop[DWARF] = put(DWARF, LOC_NE, 0);
+        game.loc = LOC_NE;
+        game.oldloc = LOC_NE;
+        game.newloc = LOC_NE;
+        /*  Leave the grate with normal (non-negative) property.
+         *  Reuse sign. */
+        put(GRATE, LOC_SW, 0);
+        put(SIGN, LOC_SW, 0);
+        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);
+        game.prop[ROD2] = put(ROD2, LOC_SW, 0);
+        game.prop[PILLOW] = put(PILLOW, LOC_SW, 0);
+
+        game.prop[MIRROR] = put(MIRROR, LOC_NE, 0);
+        game.fixed[MIRROR] = LOC_SW;
+
+        for (int i = 1; i <= NOBJECTS; i++) {
+            if (TOTING(i))
+                DESTROY(i);
+        }
+
+        rspeak(CAVE_CLOSED);
+        game.closed = true;
+        return true;
     }
 
     return false;
@@ -830,37 +864,37 @@ static bool closecheck(void)
 static void lampcheck(void)
 /* Check game limit and lamp timers */
 {
-    if (game.prop[LAMP] == 1)
-       --game.limit;
+    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;
-       game.lmwarn=false;
+     *  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;
-       if (HERE(LAMP))
-           RSPEAK(LAMP_OUT);
+        game.limit = -1;
+        game.prop[LAMP] = LAMP_DARK;
+        if (HERE(LAMP))
+            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.lmwarn && HERE(LAMP)) {
+            game.lmwarn = true;
+            int spk = GET_BATTERIES;
+            if (game.place[BATTERY] == LOC_NOWHERE)
+                spk = LAMP_DIM;
+            if (game.prop[BATTERY] == DEAD_BATTERIES)
+                spk = MISSING_BATTERIES;
+            rspeak(spk);
+        }
     }
 }
 
@@ -874,253 +908,298 @@ static void listobjects(void)
  *  get full score. */
 {
     if (!DARK(game.loc)) {
-       ++game.abbrev[game.loc];
-       for (int i=game.atloc[game.loc]; i != 0; i=game.link[i]) {
-           long obj=i;
-           if (obj > NOBJECTS)obj=obj-NOBJECTS;
-           if (obj == STEPS && TOTING(NUGGET))
-               continue;
-           if (game.prop[obj] < 0) {
-               if (game.closed)
-                   continue;
-               game.prop[obj]=0;
-               if (obj == RUG || obj == CHAIN)
-                   game.prop[obj]=1;
-               --game.tally;
-               /*  Note: There used to be a test here to see whether the
-                *  player had blown it so badly that he could never ever see
-                *  the remaining treasures, and if so the lamp was zapped to
-                *  35 turns.  But the tests were too simple-minded; things
-                *  like killing the bird before the snake was gone (can never
-                *  see jewelry), and doing it "right" was hopeless.  E.G.,
-                *  could cross troll bridge several times, using up all
-                *  available treasures, breaking vase, using coins to buy
-                *  batteries, etc., and eventually never be able to get
-                *  across again.  If bottle were left on far side, could then
-                *  never get eggs or trident, and the effects propagate.  So
-                *  the whole thing was flushed.  anyone who makes such a
-                *  gross blunder isn't likely to find everything else anyway
-                *  (so goes the rationalisation). */
-           }
-           int kk=game.prop[obj];
-           if (obj == STEPS && game.loc == game.fixed[STEPS])
-               kk=1;
-           PSPEAK(obj,kk);
-       }
+        ++game.abbrev[game.loc];
+        for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
+            long obj = i;
+            if (obj > NOBJECTS)
+                obj = obj - NOBJECTS;
+            if (obj == STEPS && TOTING(NUGGET))
+                continue;
+            if (game.prop[obj] < 0) {
+                if (game.closed)
+                    continue;
+                game.prop[obj] = 0;
+                if (obj == RUG || obj == CHAIN)
+                    game.prop[obj] = 1;
+                --game.tally;
+                /*  Note: There used to be a test here to see whether the
+                 *  player had blown it so badly that he could never ever see
+                 *  the remaining treasures, and if so the lamp was zapped to
+                 *  35 turns.  But the tests were too simple-minded; things
+                 *  like killing the bird before the snake was gone (can never
+                 *  see jewelry), and doing it "right" was hopeless.  E.G.,
+                 *  could cross troll bridge several times, using up all
+                 *  available treasures, breaking vase, using coins to buy
+                 *  batteries, etc., and eventually never be able to get
+                 *  across again.  If bottle were left on far side, could then
+                 *  never get eggs or trident, and the effects propagate.  So
+                 *  the whole thing was flushed.  anyone who makes such a
+                 *  gross blunder isn't likely to find everything else anyway
+                 *  (so goes the rationalisation). */
+            }
+            int kk = game.prop[obj];
+            if (obj == STEPS && game.loc == game.fixed[STEPS])
+                kk = 1;
+            pspeak(obj, look, kk);
+        }
     }
 }
 
-static bool do_command(FILE *cmdin)
-/* Get and execute a command */ 
+static bool do_command()
+/* 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);
-       game.newloc=game.loc;
-       if (!game.panic)game.clock2=15;
-       game.panic=true;
+        rspeak(EXIT_CLOSED);
+        game.newloc = game.loc;
+        if (!game.panic)
+            game.clock2 = PANICTIME;
+        game.panic = true;
     }
 
     /*  See if a dwarf has seen him and has come from where he
      *  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)) {
-       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);
-               break;
-           }
-       }
+    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);
+                break;
+            }
+        }
     }
-    game.loc=game.newloc;
+    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);
-       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;
-       if (!FORCED(game.loc) && DARK(game.loc)) {
-           /*  The easiest way to get killed is to fall into a pit in
-            *  pitch darkness. */
-           if (game.wzdark && PCT(35)) {
-               RSPEAK(PIT_FALL);
-               game.oldlc2 = game.loc;
-               croak(cmdin);
-               continue;       /* back to top of main interpreter loop */
-           }
-           msg=arbitrary_messages[PITCH_DARK];
-       }
-       if (TOTING(BEAR))RSPEAK(TAME_BEAR);
-       newspeak(msg);
-       if (FORCED(game.loc)) {
-           if (playermove(cmdin, verb, 1))
-               return true;
-           else
-               continue;       /* back to top of main interpreter loop */
-       }
-       if (game.loc == 33 && PCT(25) && !game.closng)RSPEAK(SAYS_PLUGH);
-
-       listobjects();
-
-    L2012:
-       verb=0;
-       game.oldobj=obj;
-       obj=0;
-
-    L2600:
-       checkhints(cmdin);
-
-       /*  If closing time, check for any objects being toted with
-        *  game.prop < 0 and set the prop to -1-game.prop.  This way
-        *  objects won't be described until they've been picked up
-        *  and put down separate from their respective piles.  Don't
-        *  tick game.clock1 unless well into cave (and not at Y2). */
-       if (game.closed) {
-           if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
-               PSPEAK(OYSTER,1);
-           for (size_t i=1; i<=NOBJECTS; i++) {
-               if (TOTING(i) && game.prop[i] < 0)
-                   game.prop[i] = -1-game.prop[i];
-           }
-       }
-       game.wzdark=DARK(game.loc);
-       if (game.knfloc > 0 && game.knfloc != game.loc)
-           game.knfloc=0;
-
-       /* This is where we get a new command from the user */
-       if (!GETIN(cmdin, &WD1,&WD1X,&WD2,&WD2X))
-           return false;
-
-       /*  Every input, check "game.foobar" flag.  If zero, nothing's
-        *  going on.  If pos, make neg.  If neg, he skipped a word,
-        *  so make it zero. */
-    L2607:
-       game.foobar=(game.foobar>0 ? -game.foobar : 0);
-       ++game.turns;
-       if (game.turns == game.thresh) {
-           newspeak(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;
-           goto Laction;
-       }
-       if (closecheck()) {
-           if (game.closed)
-               return true;
-       } else
-           lampcheck();
-
-       V1=VOCAB(WD1,-1);
-       V2=VOCAB(WD2,-1);
-       if (V1 == ENTER && (V2 == STREAM || V2 == 1000+WATER)) {
-               if(LIQLOC(game.loc) == WATER){
-                       RSPEAK(FEET_WET);
-               } else {
-                       RSPEAK(WHERE_QUERY);
-               }
-           goto L2012;
-       }
-       if (V1 == ENTER && WD2 > 0) {
-           WD1=WD2;
-           WD1X=WD2X;
-           WD2=0;
-       } else {
-           if (!((V1 != 1000+WATER && V1 != 1000+OIL) ||
-                 (V2 != 1000+PLANT && V2 != 1000+DOOR))) {
-               if (AT(V2-1000))
-                   WD2=MAKEWD(16152118);
-           }
-           if (V1 == 1000+CAGE && V2 == 1000+BIRD && HERE(CAGE) && HERE(BIRD))
-               WD1=MAKEWD(301200308);
-       }
-    L2620:
-       if (WD1 == MAKEWD(23051920)) {
-           ++game.iwest;
-           if (game.iwest == 10)
-               RSPEAK(W_IS_WEST);
-       }
-       if (WD1 == MAKEWD( 715) && WD2 != 0) {
-           if (++igo == 10)
-               RSPEAK(GO_UNNEEDED);
-       }
-    Lookup:
-       defn = VOCAB(WD1,-1);
-       if (defn == -1) {
-           /* Gee, I don't understand. */
-           if (fallback_handler(rawbuf))
-               continue;
-           SETPRM(1,WD1,WD1X);
-           RSPEAK(DONT_KNOW);
-           goto L2600;
-       }
-       kmod=MOD(defn,1000);
-       switch (defn/1000)
-       {
-       case 0:
-           if (playermove(cmdin, verb, kmod))
-               return true;
-           else
-               continue;       /* back to top of main interpreter loop */
-       case 1: part=unknown; obj = kmod; break;
-       case 2: part=intransitive; verb = kmod; break;
-       case 3: RSPEAK(kmod); goto L2012;
-       default: BUG(22);
-       }
-
-    Laction:
-       switch (action(cmdin, part, verb, obj)) {
-       case GO_TERMINATE:
-           return true;
-       case GO_MOVE: 
-           playermove(cmdin, verb, NUL);
-           return true;
-       case GO_TOP: continue;  /* back to top of main interpreter loop */
-       case GO_CLEAROBJ: goto L2012;
-       case GO_CHECKHINT: goto L2600;
-       case GO_CHECKFOO: goto L2607;
-       case GO_LOOKUP: goto Lookup;
-       case GO_WORD2:
-           /* Get second word for analysis. */
-           WD1=WD2;
-           WD1X=WD2X;
-           WD2=0;
-           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;
-           goto L2600;
-       case GO_DWARFWAKE:
-           /*  Oh dear, he's disturbed the dwarves. */
-           RSPEAK(DWARVES_AWAKEN);
-           score(endgame);
-           return true;
-       default:
-           BUG(99);
-       }
+        if (game.loc == 0)
+            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;
+        if (!FORCED(game.loc) && DARK(game.loc)) {
+            /*  The easiest way to get killed is to fall into a pit in
+             *  pitch darkness. */
+            if (game.wzdark && PCT(35)) {
+                rspeak(PIT_FALL);
+                game.oldlc2 = game.loc;
+                croak();
+                continue;      /* back to top of main interpreter loop */
+            }
+            msg = arbitrary_messages[PITCH_DARK];
+        }
+        if (TOTING(BEAR))
+            rspeak(TAME_BEAR);
+        speak(msg);
+        if (FORCED(game.loc)) {
+            if (playermove(HERE))
+                return true;
+            else
+                continue;      /* back to top of main interpreter loop */
+        }
+        if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
+            rspeak(SAYS_PLUGH);
+
+        listobjects();
+
+L2012:
+        command.verb = 0;
+        game.oldobj = command.obj;
+        command.obj = 0;
+
+L2600:
+        checkhints();
+
+        /*  If closing time, check for any objects being toted with
+         *  game.prop < 0 and set the prop to -1-game.prop.  This way
+         *  objects won't be described until they've been picked up
+         *  and put down separate from their respective piles.  Don't
+         *  tick game.clock1 unless well into cave (and not at Y2). */
+        if (game.closed) {
+            if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
+                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];
+            }
+        }
+        game.wzdark = DARK(game.loc);
+        if (game.knfloc > 0 && game.knfloc != game.loc)
+            game.knfloc = 0;
+
+        /* This is where we get a new command from the user */
+        char* input;
+        char inputbuf[LINESIZE];
+
+        for (;;) {
+            input = get_input();
+            if (input == NULL)
+                return (false);
+            if (word_count(input) > 2) {
+                rspeak(TWO_WORDS);
+                continue;
+            }
+            if (strcmp(input, "") != 0)
+                break;
+        }
+
+        strncpy(inputbuf, input, LINESIZE - 1);
+        linenoiseFree(input);
+
+        long tokens[4];
+        tokenize(inputbuf, tokens);
+        command.wd1 = tokens[0];
+        command.wd1x = tokens[1];
+        command.wd2 = tokens[2];
+        command.wd2x = tokens[3];
+
+        /*  Every input, check "game.foobar" flag.  If zero, nothing's
+         *  going on.  If pos, make neg.  If neg, he skipped a word,
+         *  so make it zero. */
+L2607:
+        game.foobar = (game.foobar > 0 ? -game.foobar : 0);
+        ++game.turns;
+
+        /* 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()) {
+            if (game.closed)
+                return true;
+        } else
+            lampcheck();
+
+        char word1[6];
+        char word2[6];
+        packed_to_token(command.wd1, word1);
+        packed_to_token(command.wd2, word2);
+        V1 = get_vocab_id(word1);
+        V2 = get_vocab_id(word2);
+        if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
+            if (LIQLOC(game.loc) == WATER) {
+                rspeak(FEET_WET);
+            } else {
+                rspeak(WHERE_QUERY);
+            }
+            goto L2012;
+        }
+        if (V1 == ENTER && command.wd2 > 0) {
+            command.wd1 = command.wd2;
+            command.wd1x = command.wd2x;
+            wordclear(&command.wd2);
+        } else {
+            /* FIXME: Magic numbers related to vocabulary */
+            if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
+                  (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
+                if (AT(V2 - 1000))
+                    command.wd2 = token_to_packed("POUR");
+            }
+            if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
+                command.wd1 = token_to_packed("CATCH");
+        }
+L2620:
+        if (wordeq(command.wd1, token_to_packed("WEST"))) {
+            ++game.iwest;
+            if (game.iwest == 10)
+                rspeak(W_IS_WEST);
+        }
+        if (wordeq(command.wd1, token_to_packed("GO")) && !wordempty(command.wd2)) {
+            if (++igo == 10)
+                rspeak(GO_UNNEEDED);
+        }
+Lookup:
+        packed_to_token(command.wd1, word1);
+        defn = get_vocab_id(word1);
+        if (defn == -1) {
+            /* Gee, I don't understand. */
+            if (fallback_handler(inputbuf))
+                continue;
+            rspeak(DONT_KNOW, command.wd1, command.wd1x);
+            goto L2600;
+        }
+        /* FIXME: magic numbers related to vocabulary */
+        kmod = MOD(defn, 1000);
+        switch (defn / 1000) {
+        case 0:
+            if (playermove(kmod))
+                return true;
+            else
+                continue;      /* back to top of main interpreter loop */
+        case 1:
+            command.part = unknown;
+            command.obj = kmod;
+            break;
+        case 2:
+            command.part = intransitive;
+            command.verb = kmod;
+            break;
+        case 3:
+            rspeak(specials[kmod].message);
+            goto L2012;
+        default:
+            BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
+        }
+
+Laction:
+        switch (action(&command)) {
+        case GO_TERMINATE:
+            return true;
+        case GO_MOVE:
+            playermove(NUL);
+            return true;
+        case GO_TOP:
+            continue;  /* back to top of main interpreter loop */
+        case GO_CLEAROBJ:
+            goto L2012;
+        case GO_CHECKHINT:
+            goto L2600;
+        case GO_CHECKFOO:
+            goto L2607;
+        case GO_LOOKUP:
+            goto Lookup;
+        case GO_WORD2:
+            /* Get second word for analysis. */
+            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()). */
+            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);
+            terminate(endgame);
+        default:
+            BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
+        }
     }
 }