Magic-number elimination.
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index 7ccffbb9d3019ee251b15f950fd464b00ad88445..5edcc755389d593929cfac3da0eac26cefb37aa6 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 <ctype.h>
 #include "advent.h"
-#include "database.h"
-#include "linenoise/linenoise.h"
-#include "newdb.h"
+#include "dungeon.h"
 
 #define DIM(a) (sizeof(a)/sizeof(a[0]))
 
-struct game_t game;
-
-long LNLENG, LNPOSN;
-char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
-
-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);
+        if (settings.logfp != NULL)
+            fflush(settings.logfp);
     }
-    exit(0);
+    exit(EXIT_FAILURE);
 }
 // LCOV_EXCL_STOP
 
@@ -53,7 +42,6 @@ static void sig_handler(int signo)
  * 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
@@ -61,7 +49,7 @@ 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[])
 {
@@ -70,25 +58,26 @@ 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) {
         case 'l':
-            logfp = fopen(optarg, "w");
-            if (logfp == NULL)
+            settings.logfp = fopen(optarg, "w");
+            if (settings.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;
+            settings.oldstyle = true;
+            settings.prompt = false;
             break;
 #ifndef ADVENT_NOSAVE
         case 'r':
@@ -100,9 +89,6 @@ int main(int argc, char *argv[])
             signal(SIGINT, sig_handler);
             break;
 #endif
-        case 's':
-            editline = false;
-            break;
         default:
             fprintf(stderr,
                     usage, argv[0]);
@@ -114,32 +100,15 @@ 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]);
         if (game.novice)
@@ -147,13 +116,14 @@ int main(int argc, char *argv[])
     } else {
         restore(rfp);
     }
+#endif
 
-    if (logfp)
-        fprintf(logfp, "seed %ld\n", seedval);
+    if (settings.logfp)
+        fprintf(settings.logfp, "seed %ld\n", seedval);
 
     /* interpret commands until EOF or interrupt */
     for (;;) {
-        if (!do_command(stdin))
+        if (!do_command())
             break;
     }
     /* show score and exit */
@@ -169,8 +139,6 @@ 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;
@@ -218,7 +186,7 @@ static void checkhints(void)
                     game.hintlc[hint] = 0;
                     return;
                 case 4:        /* dark */
-                    if (game.prop[EMERALD] != -1 && game.prop[PYRAMID] == -1)
+                    if (game.prop[EMERALD] != STATE_NOTFOUND && game.prop[PYRAMID] == STATE_NOTFOUND)
                         break;
                     game.hintlc[hint] = 0;
                     return;
@@ -278,19 +246,22 @@ static bool spotted_by_pirate(int i)
      *  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)
+    if (game.loc == game.chloc ||
+        game.prop[CHEST] >= 0)
         return true;
     int snarfed = 0;
     bool movechest = false, robplayer = false;
     for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
-       if (!objects[treasure].is_treasure)
-           continue;
+        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)) {
+        if (treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
+                                    game.loc == objects[EMERALD].plac)) {
             continue;
         }
-        if (TOTING(treasure) || HERE(treasure))
+        if (TOTING(treasure) ||
+            HERE(treasure))
             ++snarfed;
         if (TOTING(treasure)) {
             movechest = true;
@@ -318,11 +289,12 @@ static bool spotted_by_pirate(int i)
     }
     if (robplayer) {
         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)
+        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] == IS_FREE)
                     carry(treasure, game.loc);
                 if (TOTING(treasure))
                     drop(treasure, game.chloc);
@@ -352,7 +324,9 @@ 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, COND_NOARRR))
+    if (game.loc == 0 ||
+        FORCED(game.loc) ||
+        CNDBIT(game.newloc, COND_NOARRR))
         return true;
 
     /* Dwarf activity level ratchets up */
@@ -366,7 +340,9 @@ 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, COND_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++) {
@@ -374,9 +350,12 @@ 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);
@@ -401,31 +380,40 @@ static bool dwarfmove(void)
         kk = tkey[game.dloc[i]];
         if (kk != 0)
             do {
-               game.newloc = T_DESTINATION(travel[kk]);
+                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 >= 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;
+                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].stop);
+            (!travel[kk++].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.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;
@@ -448,7 +436,8 @@ 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);
@@ -467,19 +456,19 @@ static bool dwarfmove(void)
  *  If the current loc is zero, it means the clown got himself killed.
  *  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)
@@ -493,7 +482,8 @@ static void croak(void)
          *  death and exit. */
         rspeak(DEATH_CLOSING);
         terminate(endgame);
-    } else if (game.numdie == NDEATHS || !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;
@@ -511,6 +501,13 @@ 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
@@ -519,53 +516,56 @@ 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 void playermove( int motion)
 {
-    int scratchloc, k2, kk = tkey[game.loc];
+    int scratchloc, travel_entry = tkey[game.loc];
     game.newloc = game.loc;
-    if (kk == 0)
+    if (travel_entry == 0)
         BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES); // LCOV_EXCL_LINE
     if (motion == NUL)
-        return true;
+        return;
     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, COND_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 = T_DESTINATION(travel[kk]);
+                scratchloc = travel[travel_entry].dest;
                 if (scratchloc != motion) {
                     if (!SPECIAL(scratchloc)) {
-                        if (FORCED(scratchloc) && T_DESTINATION(travel[tkey[scratchloc]]) == motion)
-                            k2 = kk;
+                        if (FORCED(scratchloc) && travel[tkey[scratchloc]].dest == motion)
+                            te_tmp = travel_entry;
                     }
-                    if (!travel[kk].stop) {
-                        ++kk;  /* go to next travel entry for this location */
+                    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 */
-                   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;
+                        return;
                     }
                 }
 
-                motion = travel[kk].motion;
-                kk = tkey[game.loc];
+                motion = travel[travel_entry].motion;
+                travel_entry = tkey[game.loc];
                 break; /* fall through to ordinary travel */
             }
         } else {
-            rspeak(k2);
-            return true;
+            rspeak(spk);
+            return;
         }
     } else if (motion == LOOK) {
         /*  Look.  Can't give more detail.  Pretend it wasn't dark
@@ -576,159 +576,168 @@ static bool playermove(token_t verb, int motion)
         ++game.detail;
         game.wzdark = false;
         game.abbrev[game.loc] = 0;
-        return true;
+        return;
     } 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;
+        return;
     } else {
         /* none of the specials */
         game.oldlc2 = game.oldloc;
         game.oldloc = game.loc;
     }
 
-    /* Look for a way to fulfil the motion verb passed in - kk indexes
+    /* 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 (;;) {
-        if (T_TERMINATE(travel[kk]) || travel[kk].motion == motion)
+        if (T_TERMINATE(travel[travel_entry]) ||
+            travel[travel_entry].motion == motion)
             break;
-        if (travel[kk].stop) {
-            /* FIXME: Magic numbers! */
+        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 == INVENTORY)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;
+            return;
         }
-        ++kk;
+        ++travel_entry;
     }
 
     /* (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. */
-    scratchloc = T_HIGH(travel[kk]);
-
+    /* FIXME: Magic numbers related to move opcodes */
     do {
-        /*
-         * (ESR) This conditional-skip 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 (;;) {
-                long cond = scratchloc / 1000;
+                long cond = travel[travel_entry].cond;
                 long arg = MOD(cond, 100);
                 if (!SPECIAL(cond)) {
-                   /* YAML N and [pct N] conditionals */
+                    /* YAML N and [pct N] conditionals */
                     if (cond <= 100) {
-                        if (cond == 0 || PCT(cond))
+                        if (cond == 0 ||
+                            PCT(cond))
                             break;
                         /* else fall through */
                     }
-                   /* YAML [with OBJ] clause */
-                    if (TOTING(arg) || (cond > 200 && AT(arg)))
+                    /* 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 nextup;
-               do {
-                    if (travel[kk].stop)
+                /* 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
-                    ++kk;
-                    nextup = T_HIGH(travel[kk]);
+                    ++te_tmp;
                 } while
-                   (nextup == scratchloc);
-                scratchloc = nextup;
+                (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;
+                return;
 
-           if (game.newloc > 500) {
-               /* Execute a speak rule */
-               rspeak(L_SPEAK(game.newloc));
-               game.newloc = game.loc;
-               return true;
-           } else {
-               game.newloc -= SPECIALBASE;
+            if (game.newloc > 500) {
+                /* Execute a speak rule */
+                rspeak(L_SPEAK(game.newloc));
+                game.newloc = game.loc;
+                return;
+            } else {
+                game.newloc -= SPECIALBASE;
                 switch (game.newloc) {
                 case 1:
-                    /* Travel 301.  Plover-alcove passage.  Can carry only
+                    /* Special travel 1.  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 == LOC_PLOVER)
+                                  ? LOC_ALCOVE
+                                  : LOC_PLOVER;
+                    if (game.holdng > 1 ||
+                        (game.holdng == 1 && !TOTING(EMERALD))) {
                         game.newloc = game.loc;
                         rspeak(MUST_DROP);
                     }
-                    return true;
+                    return;
                 case 2:
-                    /* Travel 302.  Plover transport.  Drop the
+                    /* Special travel 2.  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].stop)
+                        if (travel[te_tmp].stop)
                             BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION); // LCOV_EXCL_LINE
-                        ++kk;
-                        game.newloc = T_HIGH(travel[kk]);
+                        ++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
+                    /* Special travel 3.  Troll bridge.  Must be done
+                     * only as special motion so that dwarves won't
+                     * wander across and encounter the bear.  (They
+                     * won't follow the player there because that
+                     * region is forbidden to the pirate.)  If
                      * game.prop(TROLL)=1, he's crossed since paying,
                      * so step out and block him.  (standard travel
                      * entries check for game.prop(TROLL)=0.)  Special
                      * stuff for bear. */
-                    if (game.prop[TROLL] == 1) {
-                        pspeak(TROLL,look, 1);
-                        game.prop[TROLL] = 0;
+                    if (game.prop[TROLL] == TROLL_PAIDONCE) {
+                        pspeak(TROLL, look, TROLL_PAIDONCE, true);
+                        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;
+                        return;
                     } else {
                         game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
-                        if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
-                        if (!TOTING(BEAR)) return true;
+                        if (game.prop[TROLL] == TROLL_UNPAID)
+                            game.prop[TROLL] = TROLL_PAIDONCE;
+                        if (!TOTING(BEAR))
+                            return;
                         rspeak(BRIDGE_COLLAPSE);
-                        game.prop[CHASM] = 1;
-                        game.prop[TROLL] = 2;
+                        game.prop[CHASM] = BRIDGE_WRECKED;
+                        game.prop[TROLL] = TROLL_GONE;
                         drop(BEAR, game.newloc);
-                        game.fixed[BEAR] = -1;
+                        game.fixed[BEAR] = IS_FIXED;
                         game.prop[BEAR] = BEAR_DEAD;
                         game.oldlc2 = game.newloc;
                         croak();
-                        return true;
+                        return;
                     }
-               default:
-                   BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
+                default:
+                    BUG(SPECIAL_TRAVEL_500_GT_L_GT_300_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
                 }
             }
             break; /* Leave L12 loop */
@@ -757,6 +766,7 @@ static bool closecheck(void)
  *  problems arise from the use of negative prop numbers to suppress
  *  the object descriptions until he's actually moved the objects. */
 {
+    /*  Don't tick game.clock1 unless well into cave (and not at Y2). */
     if (game.tally == 0 && INDEEP(game.loc) && game.loc != LOC_Y2)
         --game.clock1;
 
@@ -775,7 +785,7 @@ static bool closecheck(void)
      *  have been activated, since we've found chest. */
     if (game.clock1 == 0) {
         game.prop[GRATE] = GRATE_CLOSED;
-        game.prop[FISSURE] = 0;
+        game.prop[FISSURE] = UNBRIDGED;
         for (int i = 1; i <= NDWARVES; i++) {
             game.dseen[i] = false;
             game.dloc[i] = 0;
@@ -786,11 +796,11 @@ static bool closecheck(void)
         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;
+            DESTROY(BEAR);
+        game.prop[CHAIN] = CHAIN_HEAP;
+        game.fixed[CHAIN] = IS_FREE;
+        game.prop[AXE] = AXE_HERE;
+        game.fixed[AXE] = IS_FREE;
         rspeak(CAVE_CLOSING);
         game.clock1 = -1;
         game.closng = true;
@@ -877,9 +887,10 @@ static void lampcheck(void)
         if (!game.lmwarn && HERE(LAMP)) {
             game.lmwarn = true;
             int spk = GET_BATTERIES;
-            if (game.place[BATTERY] == LOC_NOWHERE)spk = LAMP_DIM;
+            if (game.place[BATTERY] == LOC_NOWHERE)
+                spk = LAMP_DIM;
             if (game.prop[BATTERY] == DEAD_BATTERIES)
-               spk = MISSING_BATTERIES;
+                spk = MISSING_BATTERIES;
             rspeak(spk);
         }
     }
@@ -889,8 +900,8 @@ 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. */
 {
@@ -898,15 +909,18 @@ 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;
+                game.prop[obj] = STATE_FOUND;
+                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
@@ -924,17 +938,18 @@ static void listobjects(void)
                  *  (so goes the rationalisation). */
             }
             int kk = game.prop[obj];
-            if (obj == STEPS && game.loc == game.fixed[STEPS])
-                kk = 1;
-            pspeak(obj, look, kk);
+            if (obj == STEPS)
+                kk = (game.loc == game.fixed[STEPS])
+                     ? STEPS_UP
+                     : STEPS_DOWN;
+            pspeak(obj, look, kk, true);
         }
     }
 }
 
-static bool do_command(FILE *cmdin)
+static bool do_command()
 /* Get and execute a command */
 {
-    long V1, V2;
     long kmod, defn;
     static long igo = 0;
     static struct command_t command;
@@ -944,7 +959,8 @@ 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;
     }
 
@@ -972,7 +988,8 @@ static bool do_command(FILE *cmdin)
         if (game.loc == 0)
             croak();
         const char* msg = locations[game.loc].description.small;
-        if (MOD(game.abbrev[game.loc], game.abbnum) == 0 || msg == 0)
+        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
@@ -985,13 +1002,12 @@ 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))
-                return true;
-            else
-                continue;      /* back to top of main interpreter loop */
+            playermove(HERE);
+            return true;
         }
         if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
             rspeak(SAYS_PLUGH);
@@ -1007,16 +1023,15 @@ 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). */
+         *  game.prop < 0 and stash them.  This way objects won't be
+         *  described until they've been picked up and put down
+         *  separate from their respective piles. */
         if (game.closed) {
             if (game.prop[OYSTER] < 0 && TOTING(OYSTER))
-                pspeak(OYSTER, look, 1);
+                pspeak(OYSTER, look, 1, true);
             for (size_t i = 1; i <= NOBJECTS; i++) {
                 if (TOTING(i) && game.prop[i] < 0)
-                    game.prop[i] = -1 - game.prop[i];
+                    game.prop[i] = STASHED(i);
             }
         }
         game.wzdark = DARK(game.loc);
@@ -1024,8 +1039,32 @@ 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);
+
+        tokenize(inputbuf, &command);
+
+        char word1[TOKLEN + 1];
+        char word2[TOKLEN + 1];
+        packed_to_token(command.wd1, word1);
+        packed_to_token(command.wd2, word2);
+        command.id1 = get_vocab_id(word1);
+        command.id2 = get_vocab_id(word2);
 
         /*  Every input, check "game.foobar" flag.  If zero, nothing's
          *  going on.  If pos, make neg.  If neg, he skipped a word,
@@ -1034,18 +1073,16 @@ 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)
+        /* 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.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY)
             command.verb = 0;
         if (command.verb == SAY) {
             command.part = transitive;
@@ -1057,9 +1094,8 @@ L2607:
         } else
             lampcheck();
 
-        V1 = vocab(command.wd1, -1);
-        V2 = vocab(command.wd2, -1);
-        if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
+        if (command.id1 == ENTER && (command.id2 == STREAM ||
+                                     command.id2 == PROMOTE_WORD(WATER))) {
             if (LIQLOC(game.loc) == WATER) {
                 rspeak(FEET_WET);
             } else {
@@ -1067,46 +1103,47 @@ L2607:
             }
             goto L2012;
         }
-        if (V1 == ENTER && command.wd2 > 0) {
-            command.wd1 = command.wd2;
-            command.wd1x = command.wd2x;
-            wordclear(&command.wd2);
+        if (command.id1 == ENTER && command.id2 != WORD_NOT_FOUND && command.id2 != WORD_EMPTY) {
+            /* command.wd1 = command.wd2; */
+            /* wordclear(&command.wd2); */
+            command.id1 = command.id2;
+            command.id2 = WORD_EMPTY;
         } 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 (!((command.id1 != PROMOTE_WORD(WATER) && command.id1 != PROMOTE_WORD(OIL)) ||
+                  (command.id2 != PROMOTE_WORD(PLANT) && command.id2 != PROMOTE_WORD(DOOR)))) {
+                if (AT(DEMOTE_WORD(command.id2)))
+                    command.wd2 = token_to_packed("POUR");
             }
-            if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
-                command.wd1 = MAKEWD(WORD_CATCH);
+            if (command.id1 == PROMOTE_WORD(CAGE) && command.id2 == 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);
-        if (defn == -1) {
+        packed_to_token(command.wd1, word1);
+        defn = get_vocab_id(word1);
+        if (defn == WORD_NOT_FOUND) {
             /* Gee, I don't understand. */
-            if (fallback_handler(rawbuf))
+            if (fallback_handler(inputbuf))
                 continue;
-            rspeak(DONT_KNOW, command.wd1, command.wd1x);
+            sspeak(DONT_KNOW, command.raw1);
             goto L2600;
         }
+        /* FIXME: magic numbers related to vocabulary */
         kmod = MOD(defn, 1000);
         switch (defn / 1000) {
         case 0:
-            if (playermove(command.verb, kmod))
-                return true;
-            else
-                continue;      /* back to top of main interpreter loop */
+            playermove(kmod);
+            return true;
         case 1:
             command.part = unknown;
             command.obj = kmod;
@@ -1116,18 +1153,18 @@ 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); // 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 */
@@ -1142,13 +1179,15 @@ Laction:
         case GO_WORD2:
             /* Get second word for analysis. */
             command.wd1 = command.wd2;
-            command.wd1x = command.wd2x;
+            strcpy(command.raw1, command.raw2);
             wordclear(&command.wd2);
+            command.raw2[0] = '\0';
             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.raw1[0] = toupper(command.raw1[0]);
+            sspeak(DO_WHAT, command.raw1);
             command.obj = 0;
             goto L2600;
         case GO_DWARFWAKE: