Localize scope for restore file pointer in main.
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index 724194df110d6f73d5434a47f4b9980e8daf8963..345a7b23343daa4d55b5ab96bdf43036498c612d 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;
-char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
-
-long AMBER, AXE, BACK, BATTERY, BEAR, BIRD, BLOOD,
-     BOTTLE, CAGE, CAVE, CAVITY, CHAIN, CHASM, CHEST,
-     CLAM, COINS, DOOR, DPRSSN, DRAGON, DWARF, EGGS,
-     EMERALD, ENTER, ENTRNC, FIND, FISSURE, FOOD,
-     GRATE, HINT, INVENT, JADE, KEYS,
-     KNIFE, LAMP, LOCK, LOOK, MAGAZINE,
-     MESSAG, MIRROR, NUGGET, NUL, OGRE, OIL, OYSTER,
-     PEARL, PILLOW, PLANT, PLANT2, PYRAMID, RESER, ROD, ROD2,
-     RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
-     STEPS, STREAM, THROW, TRIDENT, TROLL, TROLL2,
-     URN, VASE, VEND, VOLCANO, WATER;
-
-FILE  *logfp = NULL, *rfp = NULL;
+#include "dungeon.h"
+
+#define DIM(a) (sizeof(a)/sizeof(a[0]))
+
+FILE *logfp = 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);
+    exit(EXIT_FAILURE);
 }
+// LCOV_EXCL_STOP
 
 /*
  * MAIN PROGRAM
  *
  *  Adventure (rev 2: 20 treasures)
- *
  *  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
@@ -68,7 +52,7 @@ static void sig_handler(int signo)
  *          Revived 2017 as Open Adventure.
  */
 
-static bool do_command(FILE *);
+static bool do_command(void);
 
 int main(int argc, char *argv[])
 {
@@ -77,11 +61,12 @@ int main(int argc, char *argv[])
     /*  Options. */
 
 #ifndef ADVENT_NOSAVE
-    const char* opts = "l:or:s";
-    const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [-s] \n";
+    const char* opts = "l:or:";
+    const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename]\n";
+    FILE *rfp = NULL;
 #else
-    const char* opts = "l:os";
-    const char* usage = "Usage: %s [-l logfilename] [-o] [-s] \n";
+    const char* opts = "l:o";
+    const char* usage = "Usage: %s [-l logfilename] [-o]\n";
 #endif
     while ((ch = getopt(argc, argv, opts)) != EOF) {
         switch (ch) {
@@ -95,7 +80,7 @@ int main(int argc, char *argv[])
             break;
         case 'o':
             oldstyle = true;
-            editline = prompt = false;
+            prompt = false;
             break;
 #ifndef ADVENT_NOSAVE
         case 'r':
@@ -107,9 +92,6 @@ int main(int argc, char *argv[])
             signal(SIGINT, sig_handler);
             break;
 #endif
-        case 's':
-            editline = false;
-            break;
         default:
             fprintf(stderr,
                     usage, argv[0]);
@@ -121,46 +103,30 @@ int main(int argc, char *argv[])
             fprintf(stderr,
                     "        -r restore from specified saved game file\n");
 #endif
-            fprintf(stderr,
-                    "        -s suppress command editing\n");
-            exit(-1);
+            exit(EXIT_FAILURE);
             break;
         }
     }
 
-    linenoiseHistorySetMaxLen(350);
-
-    /* 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);
-    game.newloc = LOC_START;
-    game.loc = LOC_START;
-    game.limit = GAMELIMIT;
+#ifndef ADVENT_NOSAVE
     if (!rfp) {
-        game.novice = YES(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
+        game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
         if (game.novice)
             game.limit = NOVICELIMIT;
     } else {
         restore(rfp);
     }
+#endif
 
     if (logfp)
         fprintf(logfp, "seed %ld\n", seedval);
 
     /* interpret commands until EOF or interrupt */
     for (;;) {
-        if (!do_command(stdin))
+        if (!do_command())
             break;
     }
     /* show score and exit */
@@ -176,8 +142,6 @@ static bool fallback_handler(char *buf)
         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;
     }
     return false;
@@ -188,11 +152,11 @@ static bool fallback_handler(char *buf)
  *  notes). */
 static void checkhints(void)
 {
-    if (COND[game.loc] >= game.conds) {
-        for (int hint = 0; hint < HINT_COUNT; hint++) {
+    if (conditions[game.loc] >= game.conds) {
+        for (int hint = 0; hint < NHINTS; hint++) {
             if (game.hinted[hint])
                 continue;
-            if (!CNDBIT(game.loc, hint + 1 + 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
@@ -203,7 +167,7 @@ static void checkhints(void)
                 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;
@@ -243,7 +207,7 @@ static void checkhints(void)
                         break;
                     return;
                 case 8:        /* ogre */
-                    i = ATDWRF(game.loc);
+                    i = atdwrf(game.loc);
                     if (i < 0) {
                         game.hintlc[hint] = 0;
                         return;
@@ -257,16 +221,16 @@ static void checkhints(void)
                     game.hintlc[hint] = 0;
                     return;
                 default:
-                    BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST);
+                    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]))
+                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]);
+                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;
             }
@@ -289,10 +253,12 @@ static bool spotted_by_pirate(int i)
         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 (!objects[treasure].is_treasure)
+            continue;
         /*  Pirate won't take pyramid from plover room or dark
          *  room (too easy!). */
-        if (treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD])) {
+        if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac)) {
             continue;
         }
         if (TOTING(treasure) || HERE(treasure))
@@ -303,15 +269,15 @@ static bool spotted_by_pirate(int i)
         }
     }
     /* Force chest placement before player finds last treasure */
-    if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == 1) {
+    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);
+        move(CHEST, game.chloc);
+        move(MESSAG, game.chloc2);
         game.dloc[PIRATE] = game.chloc;
         game.odloc[PIRATE] = game.chloc;
         game.dseen[PIRATE] = false;
@@ -323,12 +289,14 @@ static bool spotted_by_pirate(int i)
     }
     if (robplayer) {
         rspeak(PIRATE_POUNCES);
-        for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
-            if (!(treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD]))) {
+        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);
+                    carry(treasure, game.loc);
                 if (TOTING(treasure))
-                    DROP(treasure, game.chloc);
+                    drop(treasure, game.chloc);
             }
         }
     }
@@ -355,7 +323,7 @@ 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 */
@@ -369,7 +337,7 @@ 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++) {
@@ -377,13 +345,16 @@ static bool dwarfmove(void)
             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.dloc[i] = DALTLC; //
             game.odloc[i] = game.dloc[i];
         }
         rspeak(DWARF_RAN);
-        DROP(AXE, game.loc);
+        drop(AXE, game.loc);
         return true;
     }
 
@@ -400,27 +371,33 @@ static bool dwarfmove(void)
         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]];
+        unsigned int j = 1;
+        kk = tkey[game.dloc[i]];
         if (kk != 0)
             do {
-                game.newloc = MOD(labs(TRAVEL[kk]) / 1000, 1000);
+                game.newloc = travel[kk].dest;
                 /* 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;
+                if (SPECIAL(game.newloc))
+                   continue;
+                else if (!INDEEP(game.newloc))
+                   continue;
+               else if (game.newloc == game.odloc[i])
+                   continue;
+                else if (j > 1 && game.newloc == tk[j - 1])
+                   continue;
+               else if (j >= DIM(tk) - 1)
+                   continue;
+               else if (game.newloc == game.dloc[i])
+                   continue;
+               else if (FORCED(game.newloc))
+                   continue;
+               else if (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR))
+                   continue;
+               else if (travel[kk].nodwarves)
+                   continue;
+               tk[j++] = game.newloc;
             } while
-            (TRAVEL[kk - 1] >= 0);
+               (!travel[kk++].stop);
         tk[j] = game.odloc[i];
         if (j >= 2)
             --j;
@@ -428,7 +405,8 @@ static bool dwarfmove(void)
         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;
+        if (!game.dseen[i])
+            continue;
         game.dloc[i] = game.loc;
         if (spotted_by_pirate(i))
             continue;
@@ -451,7 +429,8 @@ static bool dwarfmove(void)
     rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
     if (attack == 0)
         return true;
-    if (game.dflag == 2)game.dflag = 3;
+    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);
@@ -468,21 +447,21 @@ 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.  maximum_deaths 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(void)
@@ -496,17 +475,17 @@ static void croak(void)
          *  death and exit. */
         rspeak(DEATH_CLOSING);
         terminate(endgame);
-    } else if (game.numdie == maximum_deaths || !YES(query, yes_response, arbitrary_messages[OK_MAN]))
+    } else if (game.numdie == NDEATHS || !yes(query, yes_response, arbitrary_messages[OK_MAN]))
         terminate(endgame);
     else {
         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)) {
                 /* Always leave lamp where it's accessible aboveground */
-                DROP(i, (i == LAMP) ? LOC_START : game.oldlc2);
+                drop(i, (i == LAMP) ? LOC_START : game.oldlc2);
             }
         }
         game.loc = LOC_BUILDING;
@@ -514,6 +493,13 @@ static void croak(void)
     }
 }
 
+static bool traveleq(long a, long b)
+/* Are two travel entries equal for purposes of skip after failed condition? */
+{
+    return (travel[a].cond == travel[b].cond)
+       && (travel[a].dest == travel[b].dest);
+}
+
 /*  Given the current location in "game.loc", and a motion verb number in
  *  "motion", put the new location in "game.newloc".  The current loc is saved
  *  in "game.oldloc" in case he wants to retreat.  The current
@@ -522,51 +508,55 @@ static void croak(void)
  *  him, so we need game.oldlc2, which is the last place he was
  *  safe.) */
 
-static bool playermove(token_t verb, int motion)
+static bool playermove( int motion)
 {
-    int scratchloc, k2, kk = KEY[game.loc];
+    int scratchloc, travel_entry = tkey[game.loc];
     game.newloc = game.loc;
-    if (kk == 0)
-        BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
+    if (travel_entry == 0)
+        BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
     if (motion == NUL)
         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. */
+         *  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;
-        k2 = 0;
-        if (motion == game.loc)k2 = FORGOT_PATH;
-        if (CNDBIT(game.loc, NOBACK))k2 = TWIST_TURN;
-        if (k2 == 0) {
+        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 = MOD((labs(TRAVEL[kk]) / 1000), 1000);
+                scratchloc = travel[travel_entry].dest;
                 if (scratchloc != motion) {
                     if (!SPECIAL(scratchloc)) {
-                        if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]]) / 1000), 1000) == motion)
-                            k2 = kk;
+                        if (FORCED(scratchloc) && travel[tkey[scratchloc]].dest == motion)
+                            te_tmp = travel_entry;
                     }
-                    if (TRAVEL[kk] >= 0) {
-                        ++kk;
+                    if (!travel[travel_entry].stop) {
+                        ++travel_entry;        /* go to next travel entry for this location */
                         continue;
                     }
-                    kk = k2;
-                    if (kk == 0) {
+                    /* 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 = MOD(labs(TRAVEL[kk]), 1000);
-                kk = KEY[game.loc];
+                motion = travel[travel_entry].motion;
+                travel_entry = tkey[game.loc];
                 break; /* fall through to ordinary travel */
             }
         } else {
-            rspeak(k2);
+            rspeak(spk);
             return true;
         }
     } else if (motion == LOOK) {
@@ -589,73 +579,86 @@ static bool playermove(token_t verb, int motion)
         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)
+        if (T_TERMINATE(travel[travel_entry]) || travel[travel_entry].motion == motion)
             break;
-        if (TRAVEL[kk] < 0) {
-            /* FIXME: Magic numbers! */
-            /*  Non-applicable motion.  Various messages depending on
-             *  word given. */
+        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 >= 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 = NEARBY;
-            if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
-            if (motion == 17)spk = WHICH_WAY;
+            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;
         }
-        ++kk;
+        ++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 where we need to
-         * block travel and then redo it once the blocking condition has been
-         * removed.
-         */
         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))
+                long cond = travel[travel_entry].cond;
+                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 */
                     }
-                    if (TOTING(motion) || (game.newloc > 200 && AT(motion)))
+                    /* YAML [with OBJ] clause */
+                    if (TOTING(arg) || (cond > 200 && AT(arg)))
                         break;
-                    /* else fall through */
-                } else if (game.prop[motion] != game.newloc / 100 - 3)
+                    /* 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[kk] < 0)
-                        BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
-                    ++kk;
-                    game.newloc = labs(TRAVEL[kk]) / 1000;
+                    if (travel[te_tmp].stop)
+                        BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
+                    ++te_tmp;
                 } while
-                (game.newloc == scratchloc);
-                scratchloc = game.newloc;
+                   (traveleq(travel_entry, te_tmp));
+                travel_entry = te_tmp;
             }
 
-            game.newloc = MOD(scratchloc, 1000);
+            /* Found an eligible rule, now execute it */
+            game.newloc = travel[travel_entry].dest;
             if (!SPECIAL(game.newloc))
                 return true;
-            if (game.newloc <= 500) {
+
+            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". */
+                    /* 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))) {
@@ -664,63 +667,65 @@ static bool playermove(token_t verb, int motion)
                     }
                     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);
+                    /* 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[kk] < 0)
-                            BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
-                        ++kk;
-                        game.newloc = labs(TRAVEL[kk]) / 1000;
+                        if (travel[te_tmp].stop)
+                            BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
+                        ++te_tmp;
                     } while
-                    (game.newloc == scratchloc);
-                    scratchloc = game.newloc;
+                       (traveleq(travel_entry, 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] == 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);
+                    /* 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] = TROLL_UNPAID;
+                        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 = PLAC[TROLL] + FIXD[TROLL] - game.loc;
-                        if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
-                        if (!TOTING(BEAR)) return true;
+                        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] = 1;
-                        game.prop[TROLL] = 2;
-                        DROP(BEAR, game.newloc);
+                        game.prop[CHASM] = BRIDGE_WRECKED;
+                        game.prop[TROLL] = TROLL_GONE;
+                        drop(BEAR, game.newloc);
                         game.fixed[BEAR] = -1;
-                        game.prop[BEAR] = 3;
+                        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
                 }
-                BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST);
             }
             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;
 }
 
 static bool closecheck(void)
@@ -734,17 +739,16 @@ 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)
+    if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
         --game.clock1;
 
     /*  When the first warning comes, we lock the grate, destroy
@@ -761,20 +765,21 @@ 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[FISSURE] = 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, PLAC[TROLL]);
-        MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]);
-        JUGGLE(CHASM);
-        if (game.prop[BEAR] != 3)DESTROY(BEAR);
-        game.prop[CHAIN] = 0;
-        game.fixed[CHAIN] = 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] = CHAIN_HEAP;
+        game.fixed[CHAIN] = CHAIN_HEAP;
         game.prop[AXE] = 0;
         game.fixed[AXE] = 0;
         rspeak(CAVE_CLOSING);
@@ -786,7 +791,7 @@ static bool closecheck(void)
     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
+         *  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
@@ -799,28 +804,27 @@ 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[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.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);
-        ++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);
+        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++) {
@@ -839,7 +843,7 @@ 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
@@ -848,24 +852,26 @@ static void lampcheck(void)
      *  here, in which case we replace the batteries and continue.
      *  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] == 0 && HERE(LAMP)) {
+    if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
         rspeak(REPLACE_BATTERIES);
-        game.prop[BATTERY] = 1;
+        game.prop[BATTERY] = DEAD_BATTERIES;
         if (TOTING(BATTERY))
-            DROP(BATTERY, game.loc);
+            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);
     } else if (game.limit <= WARNTIME) {
         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] == 1)spk = MISSING_BATTERYIES;
+            if (game.place[BATTERY] == LOC_NOWHERE)
+                spk = LAMP_DIM;
+            if (game.prop[BATTERY] == DEAD_BATTERIES)
+                spk = MISSING_BATTERIES;
             rspeak(spk);
         }
     }
@@ -875,8 +881,8 @@ static void listobjects(void)
 /*  Print out descriptions of objects at this location.  If
  *  not closing and property value is negative, tally off
  *  another treasure.  Rug is special case; once seen, its
- *  game.prop is 1 (dragon on it) till dragon is killed.
- *  Similarly for chain; game.prop is initially 1 (locked to
+ *  game.prop is RUG_DRAGON (dragon on it) till dragon is killed.
+ *  Similarly for chain; game.prop is initially CHAINING_BEAR (locked to
  *  bear).  These hacks are because game.prop=0 is needed to
  *  get full score. */
 {
@@ -884,15 +890,18 @@ static void listobjects(void)
         ++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 > 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;
+                if (obj == RUG)
+                    game.prop[RUG] = RUG_DRAGON;
+                if (obj == CHAIN)
+                    game.prop[CHAIN] = CHAINING_BEAR;
                 --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
@@ -912,12 +921,12 @@ 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);
         }
     }
 }
 
-static bool do_command(FILE *cmdin)
+static bool do_command()
 /* Get and execute a command */
 {
     long V1, V2;
@@ -930,7 +939,8 @@ static bool do_command(FILE *cmdin)
     if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
         rspeak(EXIT_CLOSED);
         game.newloc = game.loc;
-        if (!game.panic)game.clock2 = PANICTIME;
+        if (!game.panic)
+            game.clock2 = PANICTIME;
         game.panic = true;
     }
 
@@ -938,7 +948,7 @@ 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;
@@ -971,10 +981,11 @@ static bool do_command(FILE *cmdin)
             }
             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(command.verb, 1))
+            if (playermove(HERE))
                 return true;
             else
                 continue;      /* back to top of main interpreter loop */
@@ -999,7 +1010,7 @@ 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];
@@ -1010,8 +1021,30 @@ L2600:
             game.knfloc = 0;
 
         /* This is where we get a new command from the user */
-        if (!GETIN(cmdin, &command.wd1, &command.wd1x, &command.wd2, &command.wd2x))
-            return false;
+        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);
+        free(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,
@@ -1020,16 +1053,14 @@ 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 < turn_threshold_count; ++i)
-         {
-           if (game.turns == turn_thresholds[i].threshold + 1)
-             {
-               game.trnluz += turn_thresholds[i].point_loss;
-               speak(turn_thresholds[i].message);
-             }
-         }
+        /* 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;
@@ -1043,8 +1074,12 @@ L2607:
         } else
             lampcheck();
 
-        V1 = VOCAB(command.wd1, -1);
-        V2 = VOCAB(command.wd2, -1);
+        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);
@@ -1058,38 +1093,40 @@ L2607:
             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))
-                    command.wd2 = MAKEWD(WORD_POUR);
+            /* FIXME: Magic numbers related to vocabulary */
+            if (!((V1 != PROMOTE_WORD(WATER) && V1 != PROMOTE_WORD(OIL)) ||
+                  (V2 != PROMOTE_WORD(PLANT) && V2 != PROMOTE_WORD(DOOR)))) {
+                if (AT(DEMOTE_WORD(V2)))
+                    command.wd2 = token_to_packed("POUR");
             }
-            if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
-                command.wd1 = MAKEWD(WORD_CATCH);
+            if (V1 == PROMOTE_WORD(CAGE) && V2 == PROMOTE_WORD(BIRD) && HERE(CAGE) && HERE(BIRD))
+                command.wd1 = token_to_packed("CATCH");
         }
 L2620:
-        if (wordeq(command.wd1, MAKEWD(WORD_WEST))) {
+        if (wordeq(command.wd1, token_to_packed("WEST"))) {
             ++game.iwest;
             if (game.iwest == 10)
                 rspeak(W_IS_WEST);
         }
-        if (wordeq(command.wd1, MAKEWD(WORD_GO)) && !wordempty(command.wd2)) {
+        if (wordeq(command.wd1, token_to_packed("GO")) && !wordempty(command.wd2)) {
             if (++igo == 10)
                 rspeak(GO_UNNEEDED);
         }
 Lookup:
-        defn = VOCAB(command.wd1, -1);
+        packed_to_token(command.wd1, word1);
+        defn = get_vocab_id(word1);
         if (defn == -1) {
             /* Gee, I don't understand. */
-            if (fallback_handler(rawbuf))
+            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(command.verb, kmod))
+            if (playermove(kmod))
                 return true;
             else
                 continue;      /* back to top of main interpreter loop */
@@ -1102,18 +1139,18 @@ Lookup:
             command.verb = kmod;
             break;
         case 3:
-            rspeak(kmod);
+            speak(specials[kmod].message);
             goto L2012;
         default:
-            BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3);
+            BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
         }
 
 Laction:
-        switch (action(cmdin, &command)) {
+        switch (action(&command)) {
         case GO_TERMINATE:
             return true;
         case GO_MOVE:
-            playermove(command.verb, NUL);
+            playermove(NUL);
             return true;
         case GO_TOP:
             continue;  /* back to top of main interpreter loop */
@@ -1142,7 +1179,7 @@ Laction:
             rspeak(DWARVES_AWAKEN);
             terminate(endgame);
         default:
-            BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH);
+            BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
         }
     }
 }