Confine use of STATE_NOTFOUND to macros.
[open-adventure.git] / main.c
diff --git a/main.c b/main.c
index dc879a137dfef7932f65977801de6989c8882065..b90056c5e04f83bbddd700c3bc85a4d51e3c9f7d 100644 (file)
--- a/main.c
+++ b/main.c
@@ -1,7 +1,7 @@
 /*
- * Copyright (c) 1977, 2005 by Will Crowther and Don Woods
- * Copyright (c) 2017 by Eric S. Raymond
- * SPDX-License-Identifier: BSD-2-clause
+ * SPDX-FileCopyrightText: 1977, 2005 by Will Crowther and Don Woods
+ * SPDX-FileCopyrightText: 2017 by Eric S. Raymond
+ * SPDX-License-Identifier: BSD-2-Clause
  */
 
 #include <stdlib.h>
 #include <signal.h>
 #include <string.h>
 #include <ctype.h>
+#include <unistd.h>
+#include <editline/readline.h>
 #include "advent.h"
 #include "dungeon.h"
 
 #define DIM(a) (sizeof(a)/sizeof(a[0]))
 
+#if defined ADVENT_AUTOSAVE
+static FILE* autosave_fp;
+void autosave(void)
+{
+    if (autosave_fp != NULL) {
+        rewind(autosave_fp);
+        savefile(autosave_fp);
+        fflush(autosave_fp);
+    }
+}
+#endif
+
 // LCOV_EXCL_START
 // exclude from coverage analysis because it requires interactivity to test
 static void sig_handler(int signo)
@@ -24,195 +38,154 @@ static void sig_handler(int signo)
         if (settings.logfp != NULL)
             fflush(settings.logfp);
     }
+
+#if defined ADVENT_AUTOSAVE
+    if (signo == SIGHUP || signo == SIGTERM)
+        autosave();
+#endif
     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
- *             Errata fixed: 78/12/25
- *          Revived 2017 as Open Adventure.
- */
-
-static bool do_command(void);
-
-int main(int argc, char *argv[])
+char *myreadline(const char *prompt)
 {
-    int ch;
-
-    /*  Options. */
-
-#ifndef ADVENT_NOSAVE
-    const char* opts = "l:or:";
-    const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename]\n";
-    FILE *rfp = NULL;
-#else
-    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':
-            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':
-            settings.oldstyle = true;
-            settings.prompt = false;
-            break;
-#ifndef ADVENT_NOSAVE
-        case 'r':
-            rfp = fopen(optarg, "r");
-            if (rfp == NULL)
-                fprintf(stderr,
-                        "advent: can't open save file %s for read\n",
-                        optarg);
-            break;
-#endif
-        default:
-            fprintf(stderr,
-                    usage, argv[0]);
-            fprintf(stderr,
-                    "        -l create a log file of your game named as specified'\n");
-            fprintf(stderr,
-                    "        -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
-#ifndef ADVENT_NOSAVE
-            fprintf(stderr,
-                    "        -r restore from specified saved game file\n");
-#endif
-            exit(EXIT_FAILURE);
-            break;
-        }
+    /*
+     * This function isn't required for gameplay, readline() straight
+     * up would suffice for that.  It's where we interpret command-line
+     * logfiles for testing purposes.
+     */
+    /* Normal case - no script arguments */
+    if (settings.argc == 0) {
+       char *ln = readline(prompt);
+       if (ln == NULL) {
+           fputs(prompt, stdout);
+       }
+        return ln;
     }
 
-    /*  Initialize game variables */
-    long seedval = initialise();
+    char *buf = malloc(LINESIZE + 1);
+    for (;;) {
+        if (settings.scriptfp == NULL || feof(settings.scriptfp)) {
+            if (settings.optind >= settings.argc) {
+                free(buf);
+                return NULL;
+            }
 
-#ifndef ADVENT_NOSAVE
-    if (!rfp) {
-        game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
-        if (game.novice)
-            game.limit = NOVICELIMIT;
-    } else {
-        restore(rfp);
-    }
-#else
-    game.novice = yes(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
-    if (game.novice)
-        game.limit = NOVICELIMIT;
-#endif
+            char *next = settings.argv[settings.optind++];
 
-    if (settings.logfp)
-        fprintf(settings.logfp, "seed %ld\n", seedval);
+            if (settings.scriptfp != NULL && feof(settings.scriptfp))
+                fclose(settings.scriptfp);
+            if (strcmp(next, "-") == 0)
+                settings.scriptfp = stdin; // LCOV_EXCL_LINE
+            else
+                settings.scriptfp = fopen(next, "r");
+        }
 
-    /* interpret commands until EOF or interrupt */
-    for (;;) {
-        if (!do_command())
-            break;
+        if (isatty(fileno(settings.scriptfp))) {
+            free(buf); // LCOV_EXCL_LINE
+            return readline(prompt); // LCOV_EXCL_LINE
+        } else {
+            char *ln = fgets(buf, LINESIZE, settings.scriptfp);
+            if (ln != NULL) {
+               fputs(prompt, stdout);
+                fputs(ln, stdout);
+               return ln;
+            }
+        }
     }
-    /* show score and exit */
-    terminate(quitgame);
+
+    return NULL;
 }
 
-/*  Check if this loc is eligible for any hints.  If been here long
+/*  Check if this loc is eligible for any hints.  If been here int
  *  enough, display.  Ignore "HINTS" < 4 (special stuff, see database
  *  notes). */
 static void checkhints(void)
 {
     if (conditions[game.loc] >= game.conds) {
         for (int hint = 0; hint < NHINTS; hint++) {
-            if (game.hinted[hint])
+            if (game.hints[hint].used)
                 continue;
             if (!CNDBIT(game.loc, hint + 1 + COND_HBASE))
-                game.hintlc[hint] = -1;
-            ++game.hintlc[hint];
-            /*  Come here if he's been long enough at required loc(s) for some
+                game.hints[hint].lc = -1;
+            ++game.hints[hint].lc;
+            /*  Come here if he's been int enough at required loc(s) for some
              *  unused hint. */
-            if (game.hintlc[hint] >= hints[hint].turns) {
+            if (game.hints[hint].lc >= hints[hint].turns) {
                 int i;
 
                 switch (hint) {
                 case 0:
                     /* cave */
-                    if (game.prop[GRATE] == GRATE_CLOSED && !HERE(KEYS))
+                    if (game.objects[GRATE].prop == GRATE_CLOSED && !HERE(KEYS))
                         break;
-                    game.hintlc[hint] = 0;
+                    game.hints[hint].lc = 0;
                     return;
                 case 1:        /* bird */
-                    if (game.place[BIRD] == game.loc && TOTING(ROD) && game.oldobj == BIRD)
+                    if (game.objects[BIRD].place == game.loc && TOTING(ROD) && game.oldobj == BIRD)
                         break;
                     return;
                 case 2:        /* snake */
                     if (HERE(SNAKE) && !HERE(BIRD))
                         break;
-                    game.hintlc[hint] = 0;
+                    game.hints[hint].lc = 0;
                     return;
                 case 3:        /* maze */
-                    if (game.atloc[game.loc] == NO_OBJECT &&
-                        game.atloc[game.oldloc] == NO_OBJECT &&
-                        game.atloc[game.oldlc2] == NO_OBJECT &&
+                    if (game.locs[game.loc].atloc == NO_OBJECT &&
+                        game.locs[game.oldloc].atloc == NO_OBJECT &&
+                        game.locs[game.oldlc2].atloc == NO_OBJECT &&
                         game.holdng > 1)
                         break;
-                    game.hintlc[hint] = 0;
+                    game.hints[hint].lc = 0;
                     return;
                 case 4:        /* dark */
-                    if (game.prop[EMERALD] != STATE_NOTFOUND && game.prop[PYRAMID] == STATE_NOTFOUND)
+                    if (!PROP_IS_NOTFOUND(EMERALD) && PROP_IS_NOTFOUND(PYRAMID))
                         break;
-                    game.hintlc[hint] = 0;
+                    game.hints[hint].lc = 0;
                     return;
                 case 5:        /* witt */
                     break;
                 case 6:        /* urn */
                     if (game.dflag == 0)
                         break;
-                    game.hintlc[hint] = 0;
+                    game.hints[hint].lc = 0;
                     return;
                 case 7:        /* woods */
-                    if (game.atloc[game.loc] == NO_OBJECT &&
-                        game.atloc[game.oldloc] == NO_OBJECT &&
-                        game.atloc[game.oldlc2] == NO_OBJECT)
+                    if (game.locs[game.loc].atloc == NO_OBJECT &&
+                        game.locs[game.oldloc].atloc == NO_OBJECT &&
+                        game.locs[game.oldlc2].atloc == NO_OBJECT)
                         break;
                     return;
                 case 8:        /* ogre */
                     i = atdwrf(game.loc);
                     if (i < 0) {
-                        game.hintlc[hint] = 0;
+                        game.hints[hint].lc = 0;
                         return;
                     }
                     if (HERE(OGRE) && i == 0)
                         break;
                     return;
                 case 9:        /* jade */
-                    if (game.tally == 1 && game.prop[JADE] < 0)
+                    if (game.tally == 1 && PROP_IS_STASHED_OR_UNSEEN(JADE))
                         break;
-                    game.hintlc[hint] = 0;
+                    game.hints[hint].lc = 0;
                     return;
                 default: // LCOV_EXCL_LINE
+                    // Should never happen
                     BUG(HINT_NUMBER_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
                 }
 
                 /* Fall through to hint display */
-                game.hintlc[hint] = 0;
-                if (!yes(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
+                game.hints[hint].lc = 0;
+                if (!yes_or_no(hints[hint].question, arbitrary_messages[NO_MESSAGE], arbitrary_messages[OK_MAN]))
                     return;
                 rspeak(HINT_COST, hints[hint].penalty, hints[hint].penalty);
-                game.hinted[hint] = yes(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
-                if (game.hinted[hint] && game.limit > WARNTIME)
+                game.hints[hint].used = yes_or_no(arbitrary_messages[WANT_HINT], hints[hint].hint, arbitrary_messages[OK_MAN]);
+                if (game.hints[hint].used && game.limit > WARNTIME)
                     game.limit += WARNTIME * hints[hint].penalty;
             }
         }
     }
-
-
 }
 
 static bool spotted_by_pirate(int i)
@@ -223,11 +196,10 @@ static bool spotted_by_pirate(int i)
     /*  The pirate's spotted him.  Pirate leaves him alone once we've
      *  found chest.  K counts if a treasure is here.  If not, and
      *  tally=1 for an unseen chest, let the pirate be spotted.  Note
-     *  that game.place[CHEST] = LOC_NOWHERE might mean that he's thrown
+     *  that game.objexts,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[CHEST] == STATE_FOUND). */
-    if (game.loc == game.chloc ||
-        game.prop[CHEST] != STATE_NOTFOUND)
+     *  PROP_IS_FOUND(CHEST) == true. */
+    if (game.loc == game.chloc || !PROP_IS_NOTFOUND(CHEST))
         return true;
     int snarfed = 0;
     bool movechest = false, robplayer = false;
@@ -240,8 +212,7 @@ static bool spotted_by_pirate(int i)
                                     game.loc == objects[EMERALD].plac)) {
             continue;
         }
-        if (TOTING(treasure) ||
-            HERE(treasure))
+        if (TOTING(treasure) || HERE(treasure))
             ++snarfed;
         if (TOTING(treasure)) {
             movechest = true;
@@ -249,7 +220,7 @@ 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] == LAMP_BRIGHT) {
+    if (game.tally == 1 && snarfed == 0 && game.objects[CHEST].place == LOC_NOWHERE && HERE(LAMP) && game.objects[LAMP].prop == LAMP_BRIGHT) {
         rspeak(PIRATE_SPOTTED);
         movechest = true;
     }
@@ -258,13 +229,13 @@ static bool spotted_by_pirate(int i)
     if (movechest) {
         move(CHEST, game.chloc);
         move(MESSAG, game.chloc2);
-        game.dloc[PIRATE] = game.chloc;
-        game.odloc[PIRATE] = game.chloc;
-        game.dseen[PIRATE] = false;
+        game.dwarves[PIRATE].loc = game.chloc;
+        game.dwarves[PIRATE].oldloc = game.chloc;
+        game.dwarves[PIRATE].seen = false;
     } else {
         /* You might get a hint of the pirate's presence even if the
          * chest doesn't move... */
-        if (game.odloc[PIRATE] != game.dloc[PIRATE] && PCT(20))
+        if (game.dwarves[PIRATE].oldloc != game.dwarves[PIRATE].loc && PCT(20))
             rspeak(PIRATE_RUSTLES);
     }
     if (robplayer) {
@@ -274,7 +245,7 @@ static bool spotted_by_pirate(int i)
                 continue;
             if (!(treasure == PYRAMID && (game.loc == objects[PYRAMID].plac ||
                                           game.loc == objects[EMERALD].plac))) {
-                if (AT(treasure) && game.fixed[treasure] == IS_FREE)
+                if (AT(treasure) && game.objects[treasure].fixed == IS_FREE)
                     carry(treasure, game.loc);
                 if (TOTING(treasure))
                     drop(treasure, game.chloc);
@@ -303,9 +274,7 @@ static bool dwarfmove(void)
      *  steal return toll, and dwarves can't meet the bear.  Also
      *  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 == LOC_NOWHERE ||
-        FORCED(game.loc) ||
-        CNDBIT(game.newloc, COND_NOARRR))
+    if (game.loc == LOC_NOWHERE || FORCED(game.loc) || CNDBIT(game.newloc, COND_NOARRR))
         return true;
 
     /* Dwarf activity level ratchets up */
@@ -320,22 +289,21 @@ static bool dwarfmove(void)
      *  replace him with the alternate. */
     if (game.dflag == 1) {
         if (!INDEEP(game.loc) ||
-            (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) ||
-                         PCT(85))))
+            (PCT(95) && (!CNDBIT(game.loc, COND_NOBACK) || PCT(85))))
             return true;
         game.dflag = 2;
         for (int i = 1; i <= 2; i++) {
             int j = 1 + randrange(NDWARVES - 1);
             if (PCT(50))
-                game.dloc[j] = 0;
+                game.dwarves[j].loc = 0;
         }
 
         /* Alternate initial loc for dwarf, in case one of them
         *  starts out on top of the adventurer. */
         for (int i = 1; i <= NDWARVES - 1; i++) {
-            if (game.dloc[i] == game.loc)
-                game.dloc[i] = DALTLC; //
-            game.odloc[i] = game.dloc[i];
+            if (game.dwarves[i].loc == game.loc)
+                game.dwarves[i].loc = DALTLC; //
+            game.dwarves[i].oldloc = game.dwarves[i].loc;
         }
         rspeak(DWARF_RAN);
         drop(AXE, game.loc);
@@ -352,11 +320,11 @@ static bool dwarfmove(void)
     attack = 0;
     stick = 0;
     for (int i = 1; i <= NDWARVES; i++) {
-        if (game.dloc[i] == 0)
+        if (game.dwarves[i].loc == 0)
             continue;
         /*  Fill tk array with all the places this dwarf might go. */
         unsigned int j = 1;
-        kk = tkey[game.dloc[i]];
+        kk = tkey[game.dwarves[i].loc];
         if (kk != 0)
             do {
                 enum desttype_t desttype = travel[kk].desttype;
@@ -366,14 +334,14 @@ static bool dwarfmove(void)
                     continue;
                 else if (!INDEEP(game.newloc))
                     continue;
-                else if (game.newloc == game.odloc[i])
+                else if (game.newloc == game.dwarves[i].oldloc)
                     continue;
                 else if (j > 1 && game.newloc == tk[j - 1])
                     continue;
                 else if (j >= DIM(tk) - 1)
                     /* This can't actually happen. */
                     continue; // LCOV_EXCL_LINE
-                else if (game.newloc == game.dloc[i])
+                else if (game.newloc == game.dwarves[i].loc)
                     continue;
                 else if (FORCED(game.newloc))
                     continue;
@@ -384,25 +352,25 @@ static bool dwarfmove(void)
                 tk[j++] = game.newloc;
             } while
             (!travel[kk++].stop);
-        tk[j] = game.odloc[i];
+        tk[j] = game.dwarves[i].oldloc;
         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])
+        game.dwarves[i].oldloc = game.dwarves[i].loc;
+        game.dwarves[i].loc = tk[j];
+        game.dwarves[i].seen = (game.dwarves[i].seen && INDEEP(game.loc)) ||
+                        (game.dwarves[i].loc == game.loc ||
+                         game.dwarves[i].oldloc == game.loc);
+        if (!game.dwarves[i].seen)
             continue;
-        game.dloc[i] = game.loc;
+        game.dwarves[i].loc = game.loc;
         if (spotted_by_pirate(i))
             continue;
         /* This threatening little dwarf is in the room with him! */
         ++game.dtotal;
-        if (game.odloc[i] == game.dloc[i]) {
+        if (game.dwarves[i].oldloc == game.dwarves[i].loc) {
             ++attack;
-            if (game.knfloc >= 0)
+            if (game.knfloc >= LOC_NOWHERE)
                 game.knfloc = game.loc;
             if (randrange(1000) < 95 * (game.dflag - 2))
                 ++stick;
@@ -449,27 +417,31 @@ static bool dwarfmove(void)
  *  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)
 /*  Okay, he's dead.  Let's get on with it. */
 {
-    if (game.numdie < 0)
-        game.numdie = 0;  // LCOV_EXCL_LINE
     const char* query = obituaries[game.numdie].query;
     const char* yes_response = obituaries[game.numdie].yes_response;
+
     ++game.numdie;
+
     if (game.closng) {
         /*  He died during closing time.  No resurrection.  Tally up a
          *  death and exit. */
         rspeak(DEATH_CLOSING);
         terminate(endgame);
-    } else if ( !yes(query, yes_response, arbitrary_messages[OK_MAN])
-                || game.numdie == NDEATHS)
+    } else if (!yes_or_no(query, yes_response, arbitrary_messages[OK_MAN])
+               || game.numdie == NDEATHS) {
+        /* Player is asked if he wants to try again. If not, or if
+         * he's already used all of his lives, we end the game */
         terminate(endgame);
-    else {
-        game.place[WATER] = game.place[OIL] = LOC_NOWHERE;
+    } else {
+        /* If player wishes to continue, we empty the liquids in the
+         * user's inventory, turn off the lamp, and drop all items
+         * where he died. */
+        game.objects[WATER].place = game.objects[OIL].place = LOC_NOWHERE;
         if (TOTING(LAMP))
-            game.prop[LAMP] = LAMP_DARK;
+            game.objects[LAMP].prop = LAMP_DARK;
         for (int j = 1; j <= NOBJECTS; j++) {
             int i = NOBJECTS + 1 - j;
             if (TOTING(i)) {
@@ -481,6 +453,28 @@ static void croak(void)
     }
 }
 
+static void describe_location(void)
+/* Describe the location to the user */
+{
+    const char* msg = locations[game.loc].description.small;
+
+    if (MOD(game.locs[game.loc].abbrev, game.abbnum) == 0 || msg == NO_MESSAGE)
+        msg = locations[game.loc].description.big;
+
+    if (!FORCED(game.loc) && DARK(game.loc)) {
+        msg = arbitrary_messages[PITCH_DARK];
+    }
+
+    if (TOTING(BEAR))
+        rspeak(TAME_BEAR);
+
+    speak(msg);
+
+    if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
+        rspeak(SAYS_PLUGH);
+}
+
+
 static bool traveleq(int a, int b)
 /* Are two travel entries equal for purposes of skip after failed condition? */
 {
@@ -498,8 +492,7 @@ static bool traveleq(int a, int b)
  *  does, game.newloc will be limbo, and game.oldloc will be what killed
  *  him, so we need game.oldlc2, which is the last place he was
  *  safe.) */
-
-static void playermove( int motion)
+static void playermove(int motion)
 {
     int scratchloc, travel_entry = tkey[game.loc];
     game.newloc = game.loc;
@@ -558,7 +551,7 @@ static void playermove( int motion)
             rspeak(NO_MORE_DETAIL);
         ++game.detail;
         game.wzdark = false;
-        game.abbrev[game.loc] = 0;
+        game.locs[game.loc].abbrev = 0;
         return;
     } else if (motion == CAVE) {
         /*  Cave.  Different messages depending on whether above ground. */
@@ -573,8 +566,7 @@ static void playermove( int motion)
     /* 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[travel_entry]) ||
-            travel[travel_entry].motion == motion)
+        if ((travel[travel_entry].motion == HERE) || travel[travel_entry].motion == motion)
             break;
         if (travel[travel_entry].stop) {
             /*  Couldn't find an entry matching the motion word passed
@@ -623,22 +615,20 @@ static void playermove( int motion)
         for (;;) { /* L12 loop */
             for (;;) {
                 enum condtype_t condtype = travel[travel_entry].condtype;
-                long condarg1 = travel[travel_entry].condarg1;
-                long condarg2 = travel[travel_entry].condarg2;
+                int condarg1 = travel[travel_entry].condarg1;
+                int condarg2 = travel[travel_entry].condarg2;
                 if (condtype < cond_not) {
                     /* YAML N and [pct N] conditionals */
                     if (condtype == cond_goto || condtype == cond_pct) {
-                        if (condarg1 == 0 ||
-                            PCT(condarg1))
+                        if (condarg1 == 0 || PCT(condarg1))
                             break;
                         /* else fall through */
                     }
                     /* YAML [with OBJ] clause */
-                    else if (TOTING(condarg1) ||
-                             (condtype == cond_with && AT(condarg1)))
+                    else if (TOTING(condarg1) || (condtype == cond_with && AT(condarg1)))
                         break;
                     /* else fall through to check [not OBJ STATE] */
-                } else if (game.prop[condarg1] != condarg2)
+                } else if (game.objects[condarg1].prop != condarg2)
                     break;
 
                 /* We arrive here on conditional failure.
@@ -674,8 +664,7 @@ static void playermove( int motion)
                     game.newloc = (game.loc == LOC_PLOVER)
                                   ? LOC_ALCOVE
                                   : LOC_PLOVER;
-                    if (game.holdng > 1 ||
-                        (game.holdng == 1 && !TOTING(EMERALD))) {
+                    if (game.holdng > 1 || (game.holdng == 1 && !TOTING(EMERALD))) {
                         game.newloc = game.loc;
                         rspeak(MUST_DROP);
                     }
@@ -709,10 +698,10 @@ static void playermove( int motion)
                      * (standard travel entries check for
                      * game.prop[TROLL]=TROLL_UNPAID.)  Special stuff
                      * for bear. */
-                    if (game.prop[TROLL] == TROLL_PAIDONCE) {
-                        pspeak(TROLL, look, TROLL_PAIDONCE, true);
-                        game.prop[TROLL] = TROLL_UNPAID;
-                        move(TROLL2, LOC_NOWHERE);
+                    if (game.objects[TROLL].prop == TROLL_PAIDONCE) {
+                        pspeak(TROLL, look, true, TROLL_PAIDONCE);
+                        game.objects[TROLL].prop = TROLL_UNPAID;
+                        DESTROY(TROLL2);
                         move(TROLL2 + NOBJECTS, IS_FREE);
                         move(TROLL, objects[TROLL].plac);
                         move(TROLL + NOBJECTS, objects[TROLL].fixd);
@@ -721,15 +710,15 @@ static void playermove( int motion)
                         return;
                     } else {
                         game.newloc = objects[TROLL].plac + objects[TROLL].fixd - game.loc;
-                        if (game.prop[TROLL] == TROLL_UNPAID)
-                            game.prop[TROLL] = TROLL_PAIDONCE;
+                        if (game.objects[TROLL].prop == TROLL_UNPAID)
+                            game.objects[TROLL].prop = TROLL_PAIDONCE;
                         if (!TOTING(BEAR))
                             return;
                         state_change(CHASM, BRIDGE_WRECKED);
-                        game.prop[TROLL] = TROLL_GONE;
+                        game.objects[TROLL].prop = TROLL_GONE;
                         drop(BEAR, game.newloc);
-                        game.fixed[BEAR] = IS_FIXED;
-                        game.prop[BEAR] = BEAR_DEAD;
+                        game.objects[BEAR].fixed = IS_FIXED;
+                        game.objects[BEAR].prop = BEAR_DEAD;
                         game.oldlc2 = game.newloc;
                         croak();
                         return;
@@ -744,6 +733,50 @@ static void playermove( int motion)
     (false);
 }
 
+static void lampcheck(void)
+/* Check game limit and lamp timers */
+{
+    if (game.objects[LAMP].prop == LAMP_BRIGHT)
+        --game.limit;
+
+    /*  Another way we can force an end to things is by having the
+     *  lamp give out.  When it gets close, we come here to warn him.
+     *  First following arm checks if the lamp and fresh batteries are
+     *  here, in which case we replace the batteries and continue.
+     *  Second is for other cases of lamp dying.  Even after it goes
+     *  out, he can explore outside for a while if desired. */
+    if (game.limit <= WARNTIME) {
+        if (HERE(BATTERY) && game.objects[BATTERY].prop == FRESH_BATTERIES && HERE(LAMP)) {
+            rspeak(REPLACE_BATTERIES);
+            game.objects[BATTERY].prop = DEAD_BATTERIES;
+#ifdef __unused__
+            /* This code from the original game seems to have been faulty.
+             * No tests ever passed the guard, and with the guard removed
+             * the game hangs when the lamp limit is reached.
+             */
+            if (TOTING(BATTERY))
+                drop(BATTERY, game.loc);
+#endif
+            game.limit += BATTERYLIFE;
+            game.lmwarn = false;
+        } else if (!game.lmwarn && HERE(LAMP)) {
+            game.lmwarn = true;
+            if (game.objects[BATTERY].prop == DEAD_BATTERIES)
+                rspeak(MISSING_BATTERIES);
+            else if (game.objects[BATTERY].place == LOC_NOWHERE)
+                rspeak(LAMP_DIM);
+            else
+                rspeak(GET_BATTERIES);
+        }
+    }
+    if (game.limit == 0) {
+        game.limit = -1;
+        game.objects[LAMP].prop = LAMP_DARK;
+        if (HERE(LAMP))
+            rspeak(LAMP_OUT);
+    }
+}
+
 static bool closecheck(void)
 /*  Handle the closing of the cave.  The cave closes "clock1" turns
  *  after the last treasure has been located (including the pirate's
@@ -791,27 +824,27 @@ 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] = GRATE_CLOSED;
-        game.prop[FISSURE] = UNBRIDGED;
+        game.objects[GRATE].prop = GRATE_CLOSED;
+        game.objects[FISSURE].prop = UNBRIDGED;
         for (int i = 1; i <= NDWARVES; i++) {
-            game.dseen[i] = false;
-            game.dloc[i] = LOC_NOWHERE;
+            game.dwarves[i].seen = false;
+            game.dwarves[i].loc = LOC_NOWHERE;
         }
-        move(TROLL, LOC_NOWHERE);
+        DESTROY(TROLL);
         move(TROLL + NOBJECTS, IS_FREE);
         move(TROLL2, objects[TROLL].plac);
         move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
         juggle(CHASM);
-        if (game.prop[BEAR] != BEAR_DEAD)
+        if (game.objects[BEAR].prop != BEAR_DEAD)
             DESTROY(BEAR);
-        game.prop[CHAIN] = CHAIN_HEAP;
-        game.fixed[CHAIN] = IS_FREE;
-        game.prop[AXE] = AXE_HERE;
-        game.fixed[AXE] = IS_FREE;
+        game.objects[CHAIN].prop = CHAIN_HEAP;
+        game.objects[CHAIN].fixed = IS_FREE;
+        game.objects[AXE].prop = AXE_HERE;
+        game.objects[AXE].fixed = IS_FREE;
         rspeak(CAVE_CLOSING);
         game.clock1 = -1;
         game.closng = true;
-        return true;
+        return game.closed;
     } else if (game.clock1 < 0)
         --game.clock2;
     if (game.clock2 == 0) {
@@ -826,32 +859,32 @@ static bool closecheck(void)
          *  objects come from known locations and/or states (e.g. the
          *  snake is known to have been destroyed and needn't be
          *  carried away from its old "place"), making the various
-         *  objects be handled differently.  We also drop all other
-         *  objects he might be carrying (lest he have some which
+         *  objects be handled differently.  We also drop all other 
+         *  objects he might be acrrying (lest he have some which
          *  could cause trouble, such as the keys).  We describe the
          *  flash of light and trundle back. */
-        game.prop[BOTTLE] = put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
-        game.prop[PLANT] = put(PLANT, LOC_NE, PLANT_THIRSTY);
-        game.prop[OYSTER] = put(OYSTER, LOC_NE, STATE_FOUND);
-        game.prop[LAMP] = put(LAMP, LOC_NE, LAMP_DARK);
-        game.prop[ROD] = put(ROD, LOC_NE, STATE_FOUND);
-        game.prop[DWARF] = put(DWARF, LOC_NE, 0);
+        put(BOTTLE, LOC_NE, EMPTY_BOTTLE);
+        put(PLANT, LOC_NE, PLANT_THIRSTY);
+        put(OYSTER, LOC_NE, STATE_FOUND);
+        put(LAMP, LOC_NE, LAMP_DARK);
+        put(ROD, LOC_NE, STATE_FOUND);
+        put(DWARF, LOC_NE, STATE_FOUND);
         game.loc = LOC_NE;
         game.oldloc = LOC_NE;
         game.newloc = LOC_NE;
         /*  Leave the grate with normal (non-negative) property.
          *  Reuse sign. */
-        put(GRATE, LOC_SW, 0);
-        put(SIGN, LOC_SW, 0);
-        game.prop[SIGN] = ENDGAME_SIGN;
-        game.prop[SNAKE] = put(SNAKE, LOC_SW, SNAKE_CHASED);
-        game.prop[BIRD] = put(BIRD, LOC_SW, BIRD_CAGED);
-        game.prop[CAGE] = put(CAGE, LOC_SW, STATE_FOUND);
-        game.prop[ROD2] = put(ROD2, LOC_SW, STATE_FOUND);
-        game.prop[PILLOW] = put(PILLOW, LOC_SW, STATE_FOUND);
-
-        game.prop[MIRROR] = put(MIRROR, LOC_NE, STATE_FOUND);
-        game.fixed[MIRROR] = LOC_SW;
+        move(GRATE, LOC_SW);
+        move(SIGN, LOC_SW);
+        game.objects[SIGN].prop = ENDGAME_SIGN;
+        put(SNAKE, LOC_SW, SNAKE_CHASED);
+        put(BIRD, LOC_SW, BIRD_CAGED);
+        put(CAGE, LOC_SW, STATE_FOUND);
+        put(ROD2, LOC_SW, STATE_FOUND);
+        put(PILLOW, LOC_SW, STATE_FOUND);
+
+        put(MIRROR, LOC_NE, STATE_FOUND);
+        game.objects[MIRROR].fixed = LOC_SW;
 
         for (int i = 1; i <= NOBJECTS; i++) {
             if (TOTING(i))
@@ -860,56 +893,13 @@ static bool closecheck(void)
 
         rspeak(CAVE_CLOSED);
         game.closed = true;
-        return true;
+        return game.closed;
     }
 
+    lampcheck();
     return false;
 }
 
-static void lampcheck(void)
-/* Check game limit and lamp timers */
-{
-    if (game.prop[LAMP] == LAMP_BRIGHT)
-        --game.limit;
-
-    /*  Another way we can force an end to things is by having the
-     *  lamp give out.  When it gets close, we come here to warn him.
-     *  First following arm checks if the lamp and fresh batteries are
-     *  here, in which case we replace the batteries and continue.
-     *  Second is for other cases of lamp dying.  Even after it goes
-     *  out, he can explore outside for a while if desired. */
-    if (game.limit <= WARNTIME) {
-        if (HERE(BATTERY) && game.prop[BATTERY] == FRESH_BATTERIES && HERE(LAMP)) {
-            rspeak(REPLACE_BATTERIES);
-            game.prop[BATTERY] = DEAD_BATTERIES;
-#ifdef __unused__
-            /* This code from the original game seems to have been faulty.
-             * No tests ever passed the guard, and with the guard removed
-             * the game hangs when the lamp limit is reached.
-             */
-            if (TOTING(BATTERY))
-                drop(BATTERY, game.loc);
-#endif
-            game.limit += BATTERYLIFE;
-            game.lmwarn = false;
-        } else if (!game.lmwarn && HERE(LAMP)) {
-            game.lmwarn = true;
-            if (game.prop[BATTERY] == DEAD_BATTERIES)
-                rspeak(MISSING_BATTERIES);
-            else if (game.place[BATTERY] == LOC_NOWHERE)
-                rspeak(LAMP_DIM);
-            else
-                rspeak(GET_BATTERIES);
-        }
-    }
-    if (game.limit == 0) {
-        game.limit = -1;
-        game.prop[LAMP] = LAMP_DARK;
-        if (HERE(LAMP))
-            rspeak(LAMP_OUT);
-    }
-}
-
 static void listobjects(void)
 /*  Print out descriptions of objects at this location.  If
  *  not closing and property value is negative, tally off
@@ -920,21 +910,23 @@ static void listobjects(void)
  *  get full score. */
 {
     if (!DARK(game.loc)) {
-        ++game.abbrev[game.loc];
-        for (int i = game.atloc[game.loc]; i != 0; i = game.link[i]) {
+        ++game.locs[game.loc].abbrev;
+        for (int i = game.locs[game.loc].atloc; i != 0; i = game.link[i]) {
             obj_t obj = i;
             if (obj > NOBJECTS)
                 obj = obj - NOBJECTS;
             if (obj == STEPS && TOTING(NUGGET))
                 continue;
-            if (game.prop[obj] < 0) {
+            if (PROP_IS_STASHED_OR_UNSEEN(obj)) {
                 if (game.closed)
                     continue;
-                game.prop[obj] = STATE_FOUND;
+                PROP_SET_FOUND(obj);
                 if (obj == RUG)
-                    game.prop[RUG] = RUG_DRAGON;
+                    game.objects[RUG].prop = RUG_DRAGON;
                 if (obj == CHAIN)
-                    game.prop[CHAIN] = CHAINING_BEAR;
+                    game.objects[CHAIN].prop = CHAINING_BEAR;
+               if (obj == EGGS)
+                   game.seenbigwords = true;
                 --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
@@ -951,94 +943,49 @@ static void listobjects(void)
                  *  gross blunder isn't likely to find everything else anyway
                  *  (so goes the rationalisation). */
             }
-            int kk = game.prop[obj];
+            int kk = game.objects[obj].prop;
             if (obj == STEPS)
-                kk = (game.loc == game.fixed[STEPS])
+                kk = (game.loc == game.objects[STEPS].fixed)
                      ? STEPS_UP
                      : STEPS_DOWN;
-            pspeak(obj, look, kk, true);
+            pspeak(obj, look, true, kk);
         }
     }
 }
 
-void clear_command(command_t *cmd)
-{
-    cmd->verb = ACT_NULL;
-    game.oldobj = cmd->obj;
-    cmd->obj = NO_OBJECT;
-}
-
-/* 
- * This function probably does too many disparate things. It checks for hints,
- * sees if the gamed is closed, checks for darkness, gets user input, increments 
- * the turns in the game state, checks to see if we should be closing, gets the 
- * command input, and preprocesses some implied verbs in the case that the user 
- * put in a single word motion or object command.
- * 
- * This was the lesser evil -- it got rid of a really nasty goto in the main 
- * input parser/state transition engine. This should be refactored further.
- */
-bool get_preprocessed_command_input(command_t *command)
+static bool preprocess_command(command_t *command)
+/* Pre-processes a command input to see if we need to tease out a few specific cases:
+ * - "enter water" or "enter stream":
+ *   weird specific case that gets the user wet, and then kicks us back to get another command
+ * - <object> <verb>:
+ *   Irregular form of input, but should be allowed. We switch back to <verb> <object> form for
+ *   further processing.
+ * - "grate":
+ *   If in location with grate, we move to that grate. If we're in a number of other places,
+ *   we move to the entrance.
+ * - "water plant", "oil plant", "water door", "oil door":
+ *   Change to "pour water" or "pour oil" based on context
+ * - "cage bird":
+ *   If bird is present, we change to "carry bird"
+ *
+ * Returns true if pre-processing is complete, and we're ready to move to the primary command
+ * processing, false otherwise. */
 {
-    bool preprocessed = false;
-
-    do {
-        preprocessed = true;
-        checkhints();
-
-        /*  If closing time, check for any objects being toted with
-         *  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, true);
-            for (size_t i = 1; i <= NOBJECTS; i++) {
-                if (TOTING(i) && game.prop[i] < 0)
-                    game.prop[i] = STASHED(i);
+    if (command->word[0].type == MOTION && command->word[0].id == ENTER
+        && (command->word[1].id == STREAM || command->word[1].id == WATER)) {
+        if (LIQLOC(game.loc) == WATER)
+            rspeak(FEET_WET);
+        else
+            rspeak(WHERE_QUERY);
+    } else {
+        if (command->word[0].type == OBJECT) {
+            /* From OV to VO form */
+            if (command->word[1].type == ACTION) {
+                command_word_t stage = command->word[0];
+                command->word[0] = command->word[1];
+                command->word[1] = stage;
             }
-        }
-        game.wzdark = DARK(game.loc);
-        if (game.knfloc > 0 && game.knfloc != game.loc)
-            game.knfloc = 0;
-
-        // Get command input from user
-        if (!get_command_input(command))
-            return false;
 
-#ifdef GDEBUG
-        /* Needs to stay synced with enum word_type_t */
-        const char *types[] = {"NO_WORD_TYPE", "MOTION", "OBJECT", "ACTION", "NUMERIC"};
-        /* needs to stay synced with enum speechpart */
-        const char *roles[] = {"unknown", "intransitive", "transitive"};
-        printf("Command: role = %s type1 = %s, id1 = %ld, type2 = %s, id2 = %ld\n",
-               roles[command->part],
-               types[command->word[0].type],
-               command->word[0].id,
-               types[command->word[1].type],
-               command->word[1].id);
-#endif
-
-        ++game.turns;
-
-        if (closecheck()) {
-            if (game.closed)
-                return false;
-        } else
-            lampcheck();
-
-        if (command->word[0].type == MOTION && command->word[0].id == ENTER
-            && (command->word[1].id == STREAM || command->word[1].id == WATER)) {
-            if (LIQLOC(game.loc) == WATER)
-                rspeak(FEET_WET);
-            else
-                rspeak(WHERE_QUERY);
-
-            clear_command(command);
-            preprocessed = false;
-        }
-
-        if (command->word[0].type == OBJECT) {
             if (command->word[0].id == GRATE) {
                 command->word[0].type = MOTION;
                 if (game.loc == LOC_START ||
@@ -1047,15 +994,15 @@ bool get_preprocessed_command_input(command_t *command)
                     command->word[0].id = DEPRESSION;
                 }
                 if (game.loc == LOC_COBBLE ||
-
                     game.loc == LOC_DEBRIS ||
                     game.loc == LOC_AWKWARD ||
-                    game.loc == LOC_BIRD ||
+                    game.loc == LOC_BIRDCHAMBER ||
                     game.loc == LOC_PITTOP) {
                     command->word[0].id = ENTRANCE;
                 }
             }
-            if ((command->word[0].id == WATER || command->word[0].id == OIL) && (command->word[1].id == PLANT || command->word[1].id == DOOR)) {
+            if ((command->word[0].id == WATER || command->word[0].id == OIL) &&
+                (command->word[1].id == PLANT || command->word[1].id == DOOR)) {
                 if (AT(command->word[1].id)) {
                     command->word[1] = command->word[0];
                     command->word[0].id = POUR;
@@ -1067,27 +1014,21 @@ bool get_preprocessed_command_input(command_t *command)
                 command->word[0].id = CARRY;
                 command->word[0].type = ACTION;
             }
-
-            /* From OV to VO form */
-            if (command->word[0].type == OBJECT && command->word[1].type == ACTION) {
-                command_word_t stage = command->word[0];
-                command->word[0] = command->word[1];
-                command->word[1] = stage;
-            }
         }
-    } while (preprocessed == false);
 
-    return true;
-}
+        /* If no word type is given for the first word, we assume it's a motion. */
+        if (command->word[0].type == NO_WORD_TYPE)
+            command->word[0].type = MOTION;
 
+        command->state = PREPROCESSED;
+        return true;
+    }
+    return false;
+}
 
-static bool do_command()
-/* Get and execute a command */
+static bool do_move(void)
+/* Actually execute the move to the new location and dwarf movement */
 {
-    static command_t command;
-    bool command_given = false;
-    bool command_executed = false;
-
     /*  Can't leave cave once it's closing (except by main office). */
     if (OUTSID(game.newloc) && game.newloc != 0 && game.closng) {
         rspeak(EXIT_CLOSED);
@@ -1103,7 +1044,7 @@ static bool do_command()
      *  place) let him get out (and attacked). */
     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]) {
+            if (game.dwarves[i].oldloc == game.newloc && game.dwarves[i].seen) {
                 game.newloc = game.loc;
                 rspeak(DWARF_BLOCK);
                 break;
@@ -1115,53 +1056,98 @@ static bool do_command()
     if (!dwarfmove())
         croak();
 
-    /*  Describe the current location and (maybe) get next command. */
+    if (game.loc == LOC_NOWHERE)
+        croak();
+
+    /* The easiest way to get killed is to fall into a pit in
+     * pitch darkness. */
+    if (!FORCED(game.loc) && DARK(game.loc) && game.wzdark && PCT(PIT_KILL_PROB)) {
+        rspeak(PIT_FALL);
+        game.oldlc2 = game.loc;
+        croak();
+        return false;
+    }
+
+    return true;
+}
+
+static bool do_command(void)
+/* Get and execute a command */
+{
+    static command_t command;
+    clear_command(&command);
+
+    /* Describe the current location and (maybe) get next command. */
+    while (command.state != EXECUTED) {
+        describe_location();
 
-    for (;;) {
-        command_given = false;
-        command_executed = false;
-
-        if (game.loc == 0)
-            croak();
-        const char* msg = locations[game.loc].description.small;
-        if (MOD(game.abbrev[game.loc], game.abbnum) == 0 ||
-            msg == 0)
-            msg = locations[game.loc].description.big;
-        if (!FORCED(game.loc) && DARK(game.loc)) {
-            /*  The easiest way to get killed is to fall into a pit in
-             *  pitch darkness. */
-            if (game.wzdark && PCT(35)) {
-                rspeak(PIT_FALL);
-                game.oldlc2 = game.loc;
-                croak();
-                continue;      /* back to top of main interpreter loop */
-            }
-            msg = arbitrary_messages[PITCH_DARK];
-        }
-        if (TOTING(BEAR))
-            rspeak(TAME_BEAR);
-        speak(msg);
         if (FORCED(game.loc)) {
             playermove(HERE);
             return true;
         }
-        if (game.loc == LOC_Y2 && PCT(25) && !game.closng)
-            rspeak(SAYS_PLUGH);
 
         listobjects();
+
+        /* Command not yet given; keep getting commands from user
+         * until valid command is both given and executed. */
         clear_command(&command);
-    
-        do {
-            // Get pre-processed command input from user
-            command_given = get_preprocessed_command_input(&command);
-            if (!command_given)
-                return game.closed;
-
-            // loop until all words in command are procesed
-            do {
-                // assume all words in command are processed, until proven otherwise
-                command_executed = true;
+        while (command.state <= GIVEN) {
+
+            if (game.closed) {
+                /*  If closing time, check for any objects being toted with
+                 *  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 ((PROP_IS_NOTFOUND(OYSTER) || PROP_IS_STASHED(OYSTER)) && TOTING(OYSTER))
+                    pspeak(OYSTER, look, true, 1);
+                for (size_t i = 1; i <= NOBJECTS; i++) {
+                    if (TOTING(i) && (PROP_IS_NOTFOUND(i) || PROP_IS_STASHED(i)))
+                        game.objects[i].prop = PROP_STASHED(i);
+                }
+            }
+
+            /* Check to see if the room is dark. If the knife is here,
+             * and it's dark, the knife permanently disappears */
+            game.wzdark = DARK(game.loc);
+            if (game.knfloc != LOC_NOWHERE && game.knfloc != game.loc)
+                game.knfloc = LOC_NOWHERE;
+
+            /* Check some for hints, get input from user, increment
+             * turn, and pre-process commands. Keep going until
+             * pre-processing is done. */
+            while ( command.state < PREPROCESSED ) {
+                checkhints();
+
+                /* Get command input from user */
+                if (!get_command_input(&command))
+                    return false;
+
+                /* Every input, check "foobar" flag. If zero, nothing's going
+                 * on. If pos, make neg. If neg, he skipped a word, so make it
+                 * zero.
+                 */
+                game.foobar = (game.foobar > WORD_EMPTY) ? -game.foobar : WORD_EMPTY;
+
+                ++game.turns;
+                preprocess_command(&command);
+            }
+
+            /* check if game is closed, and exit if it is */
+            if (closecheck() )
+                return true;
+
+            /* loop until all words in command are processed */
+            while (command.state == PREPROCESSED ) {
+                command.state = PROCESSING;
+
+                if (command.word[0].id == WORD_NOT_FOUND) {
+                    /* Gee, I don't understand. */
+                    sspeak(DONT_KNOW, command.word[0].raw);
+                    clear_command(&command);
+                    continue;
+                }
 
+                /* Give user hints of shortcuts */
                 if (strncasecmp(command.word[0].raw, "west", sizeof("west")) == 0) {
                     if (++game.iwest == 10)
                         rspeak(W_IS_WEST);
@@ -1170,19 +1156,12 @@ static bool do_command()
                     if (++game.igo == 10)
                         rspeak(GO_UNNEEDED);
                 }
-                if (command.word[0].id == WORD_NOT_FOUND) {
-                    /* Gee, I don't understand. */
-                    sspeak(DONT_KNOW, command.word[0].raw);
-                    clear_command(&command);
-                    command_given = false;
-                    break;
-                }
 
                 switch (command.word[0].type) {
-                case NO_WORD_TYPE: // FIXME: treating NO_WORD_TYPE as a motion word is confusing
                 case MOTION:
                     playermove(command.word[0].id);
-                    return true;
+                    command.state = EXECUTED;
+                    continue;
                 case OBJECT:
                     command.part = unknown;
                     command.obj = command.word[0].id;
@@ -1198,56 +1177,195 @@ static bool do_command()
                     if (!settings.oldstyle) {
                         sspeak(DONT_KNOW, command.word[0].raw);
                         clear_command(&command);
-                        command_given = false;
+                        continue;
                     }
-                    break;
+                    break;// LCOV_EXCL_LINE
                 default: // LCOV_EXCL_LINE
+                case NO_WORD_TYPE: // LCOV_EXCL_LINE
                     BUG(VOCABULARY_TYPE_N_OVER_1000_NOT_BETWEEN_0_AND_3); // LCOV_EXCL_LINE
                 }
 
-                if(command_given) {
-                    switch (action(command)) {
-                    case GO_TERMINATE:
-                        return true;
-                    case GO_MOVE:
-                        playermove(NUL);
-                        return true;
-                    case GO_TOP:
-                        continue;    /* back to top of main interpreter loop */
-                    case GO_CLEAROBJ:
-                        clear_command(&command);
-                        /* FALL THROUGH */
-                    case GO_CHECKHINT:
-                        command_given = false;
-                        break;
-                    case GO_WORD2:
+                switch (action(command)) {
+                case GO_TERMINATE:
+                    command.state = EXECUTED;
+                    break;
+                case GO_MOVE:
+                    playermove(NUL);
+                    command.state = EXECUTED;
+                    break;
+                case GO_WORD2:
 #ifdef GDEBUG
-                        printf("Word shift\n");
+                    printf("Word shift\n");
 #endif /* GDEBUG */
-                        /* Get second word for analysis. */
-                        command.word[0] = command.word[1];
-                        command.word[1] = empty_command_word;
-                        command_executed = false;
-                        break;
-                    case GO_UNKNOWN:
-                        /*  Random intransitive verbs come here.  Clear obj just in case
-                         *  (see attack()). */
-                        command.word[0].raw[0] = toupper(command.word[0].raw[0]);
-                        sspeak(DO_WHAT, command.word[0].raw);
-                        command.obj = 0;
-                        command_given = false;
-                        break;
-                    case GO_DWARFWAKE:
-                        /*  Oh dear, he's disturbed the dwarves. */
-                        rspeak(DWARVES_AWAKEN);
-                        terminate(endgame);
-                    default: // LCOV_EXCL_LINE
-                        BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
-                    }
+                    /* Get second word for analysis. */
+                    command.word[0] = command.word[1];
+                    command.word[1] = empty_command_word;
+                    command.state = PREPROCESSED;
+                    break;
+                case GO_UNKNOWN:
+                    /*  Random intransitive verbs come here.  Clear obj just in case
+                     *  (see attack()). */
+                    command.word[0].raw[0] = toupper(command.word[0].raw[0]);
+                    sspeak(DO_WHAT, command.word[0].raw);
+                    command.obj = NO_OBJECT;
+
+                    /* object cleared; we need to go back to the preprocessing step */
+                    command.state = GIVEN;
+                    break;
+                case GO_CHECKHINT: // FIXME: re-name to be more contextual; this was previously a label
+                    command.state = GIVEN;
+                    break;
+                case GO_DWARFWAKE:
+                    /*  Oh dear, he's disturbed the dwarves. */
+                    rspeak(DWARVES_AWAKEN);
+                    terminate(endgame);
+                case GO_CLEAROBJ: // FIXME: re-name to be more contextual; this was previously a label
+                    clear_command(&command);
+                    break;
+                case GO_TOP: // FIXME: re-name to be more contextual; this was previously a label
+                    break;
+                default: // LCOV_EXCL_LINE
+                    BUG(ACTION_RETURNED_PHASE_CODE_BEYOND_END_OF_SWITCH); // LCOV_EXCL_LINE
                 }
-            } while (!command_executed);
-        } while (!command_given);
-    } 
+            } /* while command has not been fully processed */
+        } /* while command is not yet given */
+    } /* while command is not executed */
+
+    /* command completely executed; we return true. */
+    return true;
+}
+
+/*
+ * 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
+ *             Errata fixed: 78/12/25
+ *          Revived 2017 as Open Adventure.
+ */
+
+int main(int argc, char *argv[])
+{
+    int ch;
+
+    /*  Options. */
+
+#if defined ADVENT_AUTOSAVE
+    const char* opts = "dl:oa:";
+    const char* usage = "Usage: %s [-l logfilename] [-o] [-a filename] [script...]\n";
+    FILE *rfp = NULL;
+    const char* autosave_filename = NULL;
+#elif !defined ADVENT_NOSAVE
+    const char* opts = "dl:or:";
+    const char* usage = "Usage: %s [-l logfilename] [-o] [-r restorefilename] [script...]\n";
+    FILE *rfp = NULL;
+#else
+    const char* opts = "dl:o";
+    const char* usage = "Usage: %s [-l logfilename] [-o] [script...]\n";
+#endif
+    while ((ch = getopt(argc, argv, opts)) != EOF) {
+        switch (ch) {
+       case 'd': // LCOV_EXCL_LINE
+           settings.debug +=1; // LCOV_EXCL_LINE
+           break; // LCOV_EXCL_LINE
+        case 'l':
+            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':
+            settings.oldstyle = true;
+            settings.prompt = false;
+            break;
+#ifdef ADVENT_AUTOSAVE
+        case 'a':
+            rfp = fopen(optarg, READ_MODE);
+            autosave_filename = optarg;
+            signal(SIGHUP, sig_handler);
+            signal(SIGTERM, sig_handler);
+            break;
+#elif !defined ADVENT_NOSAVE
+        case 'r':
+            rfp = fopen(optarg, "r");
+            if (rfp == NULL)
+                fprintf(stderr,
+                        "advent: can't open save file %s for read\n",
+                        optarg);
+            break;
+#endif
+        default:
+            fprintf(stderr,
+                    usage, argv[0]);
+            fprintf(stderr,
+                    "        -l create a log file of your game named as specified'\n");
+            fprintf(stderr,
+                    "        -o 'oldstyle' (no prompt, no command editing, displays 'Initialising...')\n");
+#if defined ADVENT_AUTOSAVE
+            fprintf(stderr,
+                    "        -a automatic save/restore from specified saved game file\n");
+#elif !defined ADVENT_NOSAVE
+            fprintf(stderr,
+                    "        -r restore from specified saved game file\n");
+#endif
+            exit(EXIT_FAILURE);
+            break;
+        }
+    }
+
+    /* copy invocation line part after switches */
+    settings.argc = argc - optind;
+    settings.argv = argv + optind;
+    settings.optind = 0;
+
+    /*  Initialize game variables */
+    int seedval = initialise();
+
+#if !defined ADVENT_NOSAVE
+    if (!rfp) {
+        game.novice = yes_or_no(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
+        if (game.novice)
+            game.limit = NOVICELIMIT;
+    } else {
+        restore(rfp);
+#if defined ADVENT_AUTOSAVE
+        score(scoregame);
+#endif
+    }
+#if defined ADVENT_AUTOSAVE
+    if (autosave_filename != NULL) {
+        if ((autosave_fp = fopen(autosave_filename, WRITE_MODE)) == NULL) {
+            perror(autosave_filename);
+            return EXIT_FAILURE;
+        }
+        autosave();
+    }
+#endif
+#else
+    game.novice = yes_or_no(arbitrary_messages[WELCOME_YOU], arbitrary_messages[CAVE_NEARBY], arbitrary_messages[NO_MESSAGE]);
+    if (game.novice)
+        game.limit = NOVICELIMIT;
+#endif
+
+    if (settings.logfp)
+        fprintf(settings.logfp, "seed %d\n", seedval);
+
+    /* interpret commands until EOF or interrupt */
+    for (;;) {
+        // if we're supposed to move, move
+        if (!do_move())
+            continue;
+
+        // get command
+        if (!do_command())
+            break;
+    }
+    /* show score and exit */
+    terminate(quitgame);
 }
 
 /* end */