Add a historical comment on R_SJUNC.

While poring over Crowther's original code at
http://jerz.setonhill.edu/if/crowther/advdat.77-03-11
I just noticed that Crowther originally connected the
"junction of three canyons" directly to the dusty rock
room. This connection doesn't appear in Woods' version.

Perhaps Crowther was implying that the northbound
"tall" canyon actually connected to the dusty rock room;
or perhaps he hadn't implemented the north canyon yet;
or maybe the dusty rock room was just a placeholder
while the game was in development.

No change in behavior.
Remove an unused description of TROLL.

objs(TROLL).prop is 1 only if the troll isn't present (and NO_TROLL
is present instead). Specifically, objs(TROLL).prop is:

    0 -- blocking the way, or absent and paid off
    1 -- absent but not paid off (i.e., you've crossed
         the bridge but not attempted to cross since then,
         or else you stole back the eggs before attempting
         to cross)
    2 -- permanently scared away by the bear or by the
         collapse of his bridge

Therefore no description is needed for prop values 1 or 2.

Should be no change in behavior.
Initial commit of ODWY0501/.

This is a work in progress. I started with ODWY0350; replaced
the travel table, objects, and vocabulary; replaced the listen()
routine with getwds() (which is currently instrumented with
debugging printfs); and ripped out almost all of the ODWY0350
game logic, since I know a good fraction of it will need to be
reimplemented anyway.

The program compiles and runs, and you can move around following
the travel table, but no verbs are implemented so you can't
GET anything or even LOOK. (But you can QUIT!)
Continue working on ODWY0501.

Fixed some travel-table bugs (R_LOW, R_ORIENTAL, R_HOUSE, R_ROAD).
Debugged the location flags F_LIGHTED, F_OUTSIDE, and F_PORTAL.
Fixed some bugs in getwds().
Completely implemented the verbs LOOK and READ.
Continue working on ODWY0501.

Implemented the weight() and burden() functions.
Completely implemented the verbs LOCK, UNLOCK, and OPEN.

Lastly, verified the tangle of inventory functions: where Woods
had "merely" carry/drop/move/juggle/toting/here/there/is_at_loc,
Long adds enclosed/holding/at_hand/remove_from_containers.
Continue working on ODWY0501.

Implemented the verbs TAKE, YANK, INSERT, REMOVE, WEAR, and FILL.
This includes fixing a lot of original bugs in Long's FILL and
INSERT logic.

Cleaned up some getwds() logic. It seems that Long broke Woods'
original logic for CRAWL WEST, etc.; I've decided to restore it.
Also it looks like Long got his new ENTER/EXIT test backwards,
or something, so that ENTER HOUSE does work but then so does
WEST HOUSE.
Continue working on ODWY0501.

Add (untested) handlers for R_CLAY, R_PHUCE, R_GNOME,
and R_KALEIDOSCOPE.
Continue working on ODWY0501: BREAK and room descriptions.

Implemented the verb BREAK and the transitive versions of
YANK/WEAR/INSERT/REMOVE/BURN (which just required refactoring).
Some of the above-ground room descriptions have changed, too,
to mention the pantry and the outdoor billboard.
Continue working on ODWY0501: CLOSE and POUR.

Implemented the verbs CLOSE and POUR.

Tracked down the exact cause of the "cask full of cave drawings"
bug I'd observed in Long's version, explained it in comments, and
patched it.

Implemented Easter eggs for strange places the sapphire could be.
(This breaks from my "originalist" goal, but after patching so
many bugs in Long's original code, I figure I'm making more of
a "reimplementation" than a "port" at this point, and I deserve
to have a little fun here and there.)