object_descriptions[] is now objects[].
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index 1fb31ac7de5d4aa0284f0d2fe1601febcbf300c6..92f4206f89981493c89904188fe26b7b90da898f 100644 (file)
--- a/main.c
+++ b/main.c
 #include "linenoise/linenoise.h"
 #include "newdb.h"
 
+#define DIM(a) (sizeof(a)/sizeof(a[0]))
+
+/* Abstract out the encoding of words in the travel array.  Gives us
+ * some hope of getting to a less cryptic representation than we
+ * inherited from FORTRAN, someday. To understand these, read the
+ * encoding description for TRAVEL.
+ */
+#define T_DESTINATION(entry)   MOD(labs(entry) / 1000, 1000)
+#define T_NODWARVES(entry)     labs(entry) / 1000000 == 100
+#define T_MOTION(entry)                MOD(labs(entry), 1000)
+#define L_SPEAK(loc)           ((loc) - 500)
+#define T_TERMINATE(entry)     (T_MOTION(entry) == 1)
+
 struct game_t game;
 
-long LNLENG, LNPOSN, PARMS[MAXPARMS + 1];
+long LNLENG, LNPOSN;
 char rawbuf[LINESIZE], INLINE[LINESIZE + 1];
 
 long AMBER, AXE, BACK, BATTERY, BEAR, BIRD, BLOOD,
@@ -41,7 +54,6 @@ long AMBER, AXE, BACK, BATTERY, BEAR, BIRD, BLOOD,
      RUBY, RUG, SAPPH, SAY, SIGN, SNAKE,
      STEPS, STREAM, THROW, TRIDENT, TROLL, TROLL2,
      URN, VASE, VEND, VOLCANO, WATER;
-token_t WD1, WD1X, WD2, WD2X;
 
 FILE  *logfp = NULL, *rfp = NULL;
 bool oldstyle = false;
@@ -144,12 +156,12 @@ int main(int argc, char *argv[])
     initialise();
 
     /*  Start-up, dwarf stuff */
-    game.zzword = RNDVOC(3, 0);
+    game.zzword = rndvoc(3, 0);
     game.newloc = LOC_START;
     game.loc = LOC_START;
     game.limit = GAMELIMIT;
     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 {
@@ -178,7 +190,7 @@ static bool fallback_handler(char *buf)
         // 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);
+        game.zzword = rndvoc(3, 0);
         return true;
     }
     return false;
@@ -189,22 +201,22 @@ static bool fallback_handler(char *buf)
  *  notes). */
 static void checkhints(void)
 {
-    if (COND[game.loc] >= game.conds) {
-        for (int hint = 1; hint <= HNTMAX; hint++) {
+    if (conditions[game.loc] >= game.conds) {
+        for (int hint = 0; hint < NHINTS; hint++) {
             if (game.hinted[hint])
                 continue;
-            if (!CNDBIT(game.loc, hint + HBASE))
+            if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
                 game.hintlc[hint] = -1;
             ++game.hintlc[hint];
             /*  Come here if he's been long enough at required loc(s) for some
              *  unused hint. */
-            if (game.hintlc[hint] >= HINTS[hint][1]) {
+            if (game.hintlc[hint] >= hints[hint].turns) {
                 int i;
 
-                switch (hint - 1) {
+                switch (hint) {
                 case 0:
                     /* cave */
-                    if (game.prop[GRATE] == 0 && !HERE(KEYS))
+                    if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS))
                         break;
                     game.hintlc[hint] = 0;
                     return;
@@ -244,7 +256,7 @@ 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;
@@ -264,13 +276,12 @@ static void checkhints(void)
 
                 /* Fall through to hint display */
                 game.hintlc[hint] = 0;
-                if (!YES(arbitrary_messages[HINTS[hint][3]], arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
+                if (!yes(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
                     return;
-                SETPRM(1, HINTS[hint][2], HINTS[hint][2]);
-                RSPEAK(HINT_COST);
-                game.hinted[hint] = YES(arbitrary_messages[WANT_HINT], arbitrary_messages[HINTS[hint][4]], arbitrary_messages[OK_MAN]);
+                rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
+                game.hinted[hint] = yes(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
                 if (game.hinted[hint] && game.limit > WARNTIME)
-                    game.limit += WARNTIME * HINTS[hint][2];
+                    game.limit += WARNTIME * hints[hint].penalty;
             }
         }
     }
@@ -291,10 +302,12 @@ 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))
@@ -305,15 +318,15 @@ 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) {
-        RSPEAK(PIRATE_SPOTTED);
+    if (game.tally == 1 && snarfed == 0 && game.place[CHEST] == LOC_NOWHERE && HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT) {
+        rspeak(PIRATE_SPOTTED);
         movechest = true;
     }
     /* Do things in this order (chest move before robbery) so chest is listed
      * 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;
@@ -321,16 +334,18 @@ static bool spotted_by_pirate(int i)
         /* You might get a hint of the pirate's presence even if the
          * chest doesn't move... */
         if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
-            RSPEAK(PIRATE_RUSTLES);
+            rspeak(PIRATE_RUSTLES);
     }
     if (robplayer) {
-        RSPEAK(PIRATE_POUNCES);
-        for (int treasure = MINTRS; treasure <= MAXTRS; treasure++) {
-            if (!(treasure == PYRAMID && (game.loc == PLAC[PYRAMID] || game.loc == PLAC[EMERALD]))) {
+        rspeak(PIRATE_POUNCES);
+       for (int treasure = 1; treasure <= NOBJECTS; treasure++) {
+           if (!objects[treasure].is_treasure)
+               continue;
+            if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac || game.loc == objects[EMERALD].plac))) {
                 if (AT(treasure) && game.fixed[treasure] == 0)
-                    CARRY(treasure, game.loc);
+                    carry(treasure, game.loc);
                 if (TOTING(treasure))
-                    DROP(treasure, game.chloc);
+                    drop(treasure, game.chloc);
             }
         }
     }
@@ -357,7 +372,7 @@ 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 */
@@ -371,7 +386,7 @@ 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++) {
@@ -384,8 +399,8 @@ static bool dwarfmove(void)
                 game.dloc[i] = DALTLC;
             game.odloc[i] = game.dloc[i];
         }
-        RSPEAK(DWARF_RAN);
-        DROP(AXE, game.loc);
+        rspeak(DWARF_RAN);
+        drop(AXE, game.loc);
         return true;
     }
 
@@ -402,21 +417,21 @@ 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 = T_DESTINATION(TRAVEL[kk]);
                 /* Have we avoided a dwarf encounter? */
                 bool avoided = (SPECIAL(game.newloc) ||
                                 !INDEEP(game.newloc) ||
                                 game.newloc == game.odloc[i] ||
                                 (j > 1 && game.newloc == tk[j - 1]) ||
-                                j >= 20 ||
+                                j >= DIM(tk) - 1 ||
                                 game.newloc == game.dloc[i] ||
                                 FORCED(game.newloc) ||
-                                (i == PIRATE && CNDBIT(game.newloc, NOARRR)) ||
-                                labs(TRAVEL[kk]) / 1000000 == 100);
+                                (i == PIRATE && CNDBIT(game.newloc, COND_NOARRR)) ||
+                                T_NODWARVES(TRAVEL[kk]));
                 if (!avoided) {
                     tk[j++] = game.newloc;
                 }
@@ -447,22 +462,19 @@ static bool dwarfmove(void)
 
     /*  Now we know what's happening.  Let's tell the poor sucker about it.
      *  Note that various of the "knife" messages must have specific relative
-     *  positions in the RSPEAK database. */
+     *  positions in the rspeak database. */
     if (game.dtotal == 0)
         return true;
-    SETPRM(1, game.dtotal, 0);
-    RSPEAK(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK);
+    rspeak(game.dtotal == 1 ? DWARF_SINGLE : DWARF_PACK, game.dtotal);
     if (attack == 0)
         return true;
     if (game.dflag == 2)game.dflag = 3;
-    if (attack > 1){
-       SETPRM(1, attack, 0);
-       RSPEAK(THROWN_KNIVES);
-       SETPRM(1, stick, 0);
-       RSPEAK(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT));
+    if (attack > 1) {
+        rspeak(THROWN_KNIVES, attack);
+        rspeak(stick > 1 ? MULTIPLE_HITS : (stick == 1 ? ONE_HIT : NONE_HIT), stick);
     } else {
-       RSPEAK(KNIFE_THROWN);
-       RSPEAK(MISSES_YOU);
+        rspeak(KNIFE_THROWN);
+        rspeak(MISSES_YOU);
     }
     if (stick == 0)
         return true;
@@ -473,7 +485,7 @@ static bool dwarfmove(void)
 /*  "You're dead, Jim."
  *
  *  If the current loc is zero, it means the clown got himself killed.
- *  We'll allow this maxdie times.  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
@@ -499,19 +511,19 @@ static void croak(void)
     if (game.closng) {
         /*  He died during closing time.  No resurrection.  Tally up a
          *  death and exit. */
-        RSPEAK(DEATH_CLOSING);
+        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;
@@ -529,7 +541,7 @@ static void croak(void)
 
 static bool playermove(token_t verb, int motion)
 {
-    int scratchloc, k2, kk = KEY[game.loc];
+    int scratchloc, k2, kk = TKEY[game.loc];
     game.newloc = game.loc;
     if (kk == 0)
         BUG(LOCATION_HAS_NO_TRAVEL_ENTRIES);
@@ -546,32 +558,33 @@ static bool playermove(token_t verb, int motion)
         game.oldloc = game.loc;
         k2 = 0;
         if (motion == game.loc)k2 = FORGOT_PATH;
-        if (CNDBIT(game.loc, NOBACK))k2 = TWIST_TURN;
+        if (CNDBIT(game.loc, COND_NOBACK))k2 = TWIST_TURN;
         if (k2 == 0) {
             for (;;) {
-                scratchloc = MOD((labs(TRAVEL[kk]) / 1000), 1000);
+                scratchloc = T_DESTINATION(TRAVEL[kk]);
                 if (scratchloc != motion) {
                     if (!SPECIAL(scratchloc)) {
-                        if (FORCED(scratchloc) && MOD((labs(TRAVEL[KEY[scratchloc]]) / 1000), 1000) == motion)
+                        if (FORCED(scratchloc) && T_DESTINATION(TRAVEL[TKEY[scratchloc]]) == motion)
                             k2 = kk;
                     }
                     if (TRAVEL[kk] >= 0) {
-                        ++kk;
+                        ++kk;  /* go to next travel entry for this location */
                         continue;
                     }
-                    kk = k2;
+                   /* we've reached the end of travel entries for game.loc */
+                   kk = k2;
                     if (kk == 0) {
-                        RSPEAK(NOT_CONNECTED);
+                        rspeak(NOT_CONNECTED);
                         return true;
                     }
                 }
 
-                motion = MOD(labs(TRAVEL[kk]), 1000);
-                kk = KEY[game.loc];
+                motion = T_MOTION(TRAVEL[kk]);
+                kk = TKEY[game.loc];
                 break; /* fall through to ordinary travel */
             }
         } else {
-            RSPEAK(k2);
+            rspeak(k2);
             return true;
         }
     } else if (motion == LOOK) {
@@ -579,14 +592,14 @@ static bool playermove(token_t verb, int motion)
          *  (though it may now be dark) so he won't fall into a
          *  pit while staring into the gloom. */
         if (game.detail < 3)
-            RSPEAK(NO_MORE_DETAIL);
+            rspeak(NO_MORE_DETAIL);
         ++game.detail;
         game.wzdark = false;
         game.abbrev[game.loc] = 0;
         return true;
     } else if (motion == CAVE) {
         /*  Cave.  Different messages depending on whether above ground. */
-        RSPEAK((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
+        rspeak((OUTSID(game.loc) && game.loc != LOC_GRATE) ? FOLLOW_STREAM : NEED_DETAIL);
         return true;
     } else {
         /* none of the specials */
@@ -594,15 +607,15 @@ static bool playermove(token_t verb, int motion)
         game.oldloc = game.loc;
     }
 
-    /* ordinary travel */
+    /* Look for a way to fulfil the motion - kk 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[kk]) || T_MOTION(TRAVEL[kk]) == motion)
             break;
         if (TRAVEL[kk] < 0) {
             /* FIXME: Magic numbers! */
-            /*  Non-applicable motion.  Various messages depending on
-             *  word given. */
+            /*  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;
@@ -611,12 +624,12 @@ static bool playermove(token_t verb, int motion)
             if (verb == FIND || verb == INVENT)spk = NEARBY;
             if (motion == 62 || motion == 65)spk = NOTHING_HAPPENS;
             if (motion == 17)spk = WHICH_WAY;
-            RSPEAK(spk);
+            rspeak(spk);
             return true;
         }
         ++kk;
     }
-    scratchloc = scratchloc / 1000;
+    scratchloc = labs(TRAVEL[kk]) / 1000;
 
     do {
         /*
@@ -665,7 +678,7 @@ static bool playermove(token_t verb, int motion)
                     game.newloc = 99 + 100 - game.loc;
                     if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
                         game.newloc = game.loc;
-                        RSPEAK(MUST_DROP);
+                        rspeak(MUST_DROP);
                     }
                     return true;
                 case 2:
@@ -673,7 +686,7 @@ static bool playermove(token_t verb, int motion)
                      *  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);
+                    drop(EMERALD, game.loc);
                     do {
                         if (TRAVEL[kk] < 0)
                             BUG(CONDITIONAL_TRAVEL_ENTRY_WITH_NO_ALTERATION);
@@ -692,23 +705,23 @@ static bool playermove(token_t verb, int motion)
                      *  and block him.  (standard travel entries check for
                      *  game.prop(TROLL)=0.)  Special stuff for bear. */
                     if (game.prop[TROLL] == 1) {
-                        PSPEAK(TROLL, 1);
+                        pspeak(TROLL,look, 1);
                         game.prop[TROLL] = 0;
-                        MOVE(TROLL2, 0);
-                        MOVE(TROLL2 + NOBJECTS, 0);
-                        MOVE(TROLL, PLAC[TROLL]);
-                        MOVE(TROLL + NOBJECTS, FIXD[TROLL]);
-                        JUGGLE(CHASM);
+                        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;
+                        game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
                         if (game.prop[TROLL] == 0)game.prop[TROLL] = 1;
                         if (!TOTING(BEAR)) return true;
-                        RSPEAK(BRIDGE_COLLAPSE);
+                        rspeak(BRIDGE_COLLAPSE);
                         game.prop[CHASM] = 1;
                         game.prop[TROLL] = 2;
-                        DROP(BEAR, game.newloc);
+                        drop(BEAR, game.newloc);
                         game.fixed[BEAR] = -1;
                         game.prop[BEAR] = 3;
                         game.oldlc2 = game.newloc;
@@ -722,8 +735,9 @@ static bool playermove(token_t verb, int motion)
         }
     } while
     (false);
-    /* FIXME: Arithmetic on location number, becoming a message number */
-    RSPEAK(game.newloc - 500);
+    
+    /* Execute a speak rule */
+    rspeak(L_SPEAK(game.newloc));
     game.newloc = game.loc;
     return true;
 }
@@ -749,7 +763,7 @@ static bool closecheck(void)
  *  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
@@ -766,23 +780,23 @@ 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[GRATE] = GRATE_CLOSED;
         game.prop[FISSURE] = 0;
         for (int i = 1; i <= NDWARVES; i++) {
             game.dseen[i] = false;
             game.dloc[i] = 0;
         }
-        MOVE(TROLL, 0);
-        MOVE(TROLL + NOBJECTS, 0);
-        MOVE(TROLL2, PLAC[TROLL]);
-        MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]);
-        JUGGLE(CHASM);
+        move(TROLL, 0);
+        move(TROLL + NOBJECTS, 0);
+        move(TROLL2, objects[TROLL].plac);
+        move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
+        juggle(CHASM);
         if (game.prop[BEAR] != 3)DESTROY(BEAR);
         game.prop[CHAIN] = 0;
         game.fixed[CHAIN] = 0;
         game.prop[AXE] = 0;
         game.fixed[AXE] = 0;
-        RSPEAK(CAVE_CLOSING);
+        rspeak(CAVE_CLOSING);
         game.clock1 = -1;
         game.closng = true;
         return true;
@@ -791,7 +805,7 @@ 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
@@ -804,28 +818,27 @@ 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++) {
@@ -833,7 +846,7 @@ static bool closecheck(void)
                 DESTROY(i);
         }
 
-        RSPEAK(CAVE_CLOSED);
+        rspeak(CAVE_CLOSED);
         game.closed = true;
         return true;
     }
@@ -844,7 +857,7 @@ 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
@@ -853,25 +866,26 @@ 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)) {
-        RSPEAK(REPLACE_BATTERIES);
-        game.prop[BATTERY] = 1;
+    if (game.limit <= WARNTIME && HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
+        rspeak(REPLACE_BATTERIES);
+        game.prop[BATTERY] = DEAD_BATTERIES;
         if (TOTING(BATTERY))
-            DROP(BATTERY, game.loc);
+            drop(BATTERY, game.loc);
         game.limit += BATTERYLIFE;
         game.lmwarn = false;
     } else if (game.limit == 0) {
         game.limit = -1;
-        game.prop[LAMP] = 0;
+        game.prop[LAMP] = LAMP_DARK;
         if (HERE(LAMP))
-            RSPEAK(LAMP_OUT);
+            rspeak(LAMP_OUT);
     } else if (game.limit <= WARNTIME) {
         if (!game.lmwarn && HERE(LAMP)) {
             game.lmwarn = true;
             int spk = GET_BATTERIES;
             if (game.place[BATTERY] == LOC_NOWHERE)spk = LAMP_DIM;
-            if (game.prop[BATTERY] == 1)spk = MISSING_BATTERYIES;
-            RSPEAK(spk);
+            if (game.prop[BATTERY] == DEAD_BATTERIES)
+               spk = MISSING_BATTERIES;
+            rspeak(spk);
         }
     }
 }
@@ -917,7 +931,7 @@ static void listobjects(void)
             int kk = game.prop[obj];
             if (obj == STEPS && game.loc == game.fixed[STEPS])
                 kk = 1;
-            PSPEAK(obj, kk);
+            pspeak(obj, look, kk);
         }
     }
 }
@@ -933,7 +947,7 @@ static bool do_command(FILE *cmdin)
 
     /*  Can't leave cave once it's closing (except by main office). */
     if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
-        RSPEAK(EXIT_CLOSED);
+        rspeak(EXIT_CLOSED);
         game.newloc = game.loc;
         if (!game.panic)game.clock2 = PANICTIME;
         game.panic = true;
@@ -943,11 +957,11 @@ static bool do_command(FILE *cmdin)
      *  wants to go.  If so, the dwarf's blocking his way.  If
      *  coming from place forbidden to pirate (dwarves rooted in
      *  place) let him get out (and attacked). */
-    if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, NOARRR)) {
+    if (game.newloc != game.loc && !FORCED(game.loc) && !CNDBIT(game.loc, COND_NOARRR)) {
         for (size_t i = 1; i <= NDWARVES - 1; i++) {
             if (game.odloc[i] == game.newloc && game.dseen[i]) {
                 game.newloc = game.loc;
-                RSPEAK(DWARF_BLOCK);
+                rspeak(DWARF_BLOCK);
                 break;
             }
         }
@@ -969,14 +983,14 @@ static bool do_command(FILE *cmdin)
             /*  The easiest way to get killed is to fall into a pit in
              *  pitch darkness. */
             if (game.wzdark && PCT(35)) {
-                RSPEAK(PIT_FALL);
+                rspeak(PIT_FALL);
                 game.oldlc2 = game.loc;
                 croak();
                 continue;      /* back to top of main interpreter loop */
             }
             msg = arbitrary_messages[PITCH_DARK];
         }
-        if (TOTING(BEAR))RSPEAK(TAME_BEAR);
+        if (TOTING(BEAR))rspeak(TAME_BEAR);
         speak(msg);
         if (FORCED(game.loc)) {
             if (playermove(command.verb, 1))
@@ -985,7 +999,7 @@ static bool do_command(FILE *cmdin)
                 continue;      /* back to top of main interpreter loop */
         }
         if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
-            RSPEAK(SAYS_PLUGH);
+            rspeak(SAYS_PLUGH);
 
         listobjects();
 
@@ -1004,7 +1018,7 @@ 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];
@@ -1015,7 +1029,7 @@ L2600:
             game.knfloc = 0;
 
         /* This is where we get a new command from the user */
-        if (!GETIN(cmdin, &WD1, &WD1X, &WD2, &WD2X))
+        if (!GETIN(cmdin, &command.wd1, &command.wd1x, &command.wd2, &command.wd2x))
             return false;
 
         /*  Every input, check "game.foobar" flag.  If zero, nothing's
@@ -1027,23 +1041,16 @@ L2607:
 
        /* If a turn threshold has been met, apply penalties and tell
         * the player about it. */
-       for (int i = turn_threshold_count; i >= 0; --i)
+       for (int i = 0; i < NTHRESHOLDS; ++i)
          {
-           if (game.turns == turn_thresholds[i].threshold)
+           if (game.turns == turn_thresholds[i].threshold + 1)
              {
                game.trnluz += turn_thresholds[i].point_loss;
                speak(turn_thresholds[i].message);
              }
          }
-        /* if (game.turns == game.thresh) { */
-        /*     speak(turn_threshold_messages[game.trndex]); */
-        /*     game.trnluz = game.trnluz + TRNVAL[game.trndex] / 100000; */
-        /*     ++game.trndex; */
-        /*     game.thresh = -1; */
-        /*     if (game.trndex <= TRNVLS) */
-        /*         game.thresh = MOD(TRNVAL[game.trndex], 100000) + 1; */
-        /* } */
-        if (command.verb == SAY && WD2 > 0)
+
+        if (command.verb == SAY && command.wd2 > 0)
             command.verb = 0;
         if (command.verb == SAY) {
             command.part = transitive;
@@ -1055,48 +1062,47 @@ L2607:
         } else
             lampcheck();
 
-        V1 = VOCAB(WD1, -1);
-        V2 = VOCAB(WD2, -1);
+        V1 = vocab(command.wd1, -1);
+        V2 = vocab(command.wd2, -1);
         if (V1 == ENTER && (V2 == STREAM || V2 == 1000 + WATER)) {
             if (LIQLOC(game.loc) == WATER) {
-                RSPEAK(FEET_WET);
+                rspeak(FEET_WET);
             } else {
-                RSPEAK(WHERE_QUERY);
+                rspeak(WHERE_QUERY);
             }
             goto L2012;
         }
-        if (V1 == ENTER && WD2 > 0) {
-            WD1 = WD2;
-            WD1X = WD2X;
-            wordclear(&WD2);
+        if (V1 == ENTER && command.wd2 > 0) {
+            command.wd1 = command.wd2;
+            command.wd1x = command.wd2x;
+            wordclear(&command.wd2);
         } else {
-           /* FIXME: Magic numbers */
+            /* FIXME: Magic numbers */
             if (!((V1 != 1000 + WATER && V1 != 1000 + OIL) ||
                   (V2 != 1000 + PLANT && V2 != 1000 + DOOR))) {
                 if (AT(V2 - 1000))
-                    WD2 = MAKEWD(WORD_POUR);
+                    command.wd2 = MAKEWD(WORD_POUR);
             }
             if (V1 == 1000 + CAGE && V2 == 1000 + BIRD && HERE(CAGE) && HERE(BIRD))
-                WD1 = MAKEWD(WORD_CATCH);
+                command.wd1 = MAKEWD(WORD_CATCH);
         }
 L2620:
-        if (wordeq(WD1, MAKEWD(WORD_WEST))) {
+        if (wordeq(command.wd1, MAKEWD(WORD_WEST))) {
             ++game.iwest;
             if (game.iwest == 10)
-                RSPEAK(W_IS_WEST);
+                rspeak(W_IS_WEST);
         }
-        if (wordeq(WD1, MAKEWD(WORD_GO)) && !wordempty(WD2)) {
+        if (wordeq(command.wd1, MAKEWD(WORD_GO)) && !wordempty(command.wd2)) {
             if (++igo == 10)
-                RSPEAK(GO_UNNEEDED);
+                rspeak(GO_UNNEEDED);
         }
 Lookup:
-        defn = VOCAB(WD1, -1);
+        defn = vocab(command.wd1, -1);
         if (defn == -1) {
             /* Gee, I don't understand. */
             if (fallback_handler(rawbuf))
                 continue;
-            SETPRM(1, WD1, WD1X);
-            RSPEAK(DONT_KNOW);
+            rspeak(DONT_KNOW, command.wd1, command.wd1x);
             goto L2600;
         }
         kmod = MOD(defn, 1000);
@@ -1115,14 +1121,14 @@ Lookup:
             command.verb = kmod;
             break;
         case 3:
-            RSPEAK(kmod);
+            rspeak(kmod);
             goto L2012;
         default:
             BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3);
         }
 
 Laction:
-        switch (action(cmdin, command)) {
+        switch (action(cmdin, &command)) {
         case GO_TERMINATE:
             return true;
         case GO_MOVE:
@@ -1140,20 +1146,19 @@ Laction:
             goto Lookup;
         case GO_WORD2:
             /* Get second word for analysis. */
-            WD1 = WD2;
-            WD1X = WD2X;
-            wordclear(&WD2);
+            command.wd1 = command.wd2;
+            command.wd1x = command.wd2x;
+            wordclear(&command.wd2);
             goto L2620;
         case GO_UNKNOWN:
             /*  Random intransitive verbs come here.  Clear obj just in case
              *  (see attack()). */
-            SETPRM(1, WD1, WD1X);
-            RSPEAK(DO_WHAT);
+            rspeak(DO_WHAT, command.wd1, command.wd1x);
             command.obj = 0;
             goto L2600;
         case GO_DWARFWAKE:
             /*  Oh dear, he's disturbed the dwarves. */
-            RSPEAK(DWARVES_AWAKEN);
+            rspeak(DWARVES_AWAKEN);
             terminate(endgame);
         default:
             BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH);