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.)
Continue working on ODWY0501: verb EAT.

Implemented the verb EAT. Investigated several amusing bugs
related to the Alice puzzle; for example, it's possible to strand
yourself in R_CRAMPED without any inventory or items in the room
with you, by vanishing the key into the chest-in-bottle-in-chest
and then eating the cakes, or of course by vanishing the cakes
to begin with.

Implemented forbidden_to_pirate(), and cleaned up some movement
and pseudo-movement stuff. Dwarves and pirate are still largely
unimplemented.

Investigated the behavior of the word "LIGHT" as a verb and noun.
I believe I know what the program is doing, but I haven't figured
out how it corresponds to the source code!
Continue working on ODWY0501: verbs DRINK and RUB.

Fixed a bunch of Long's bugs with DRINK.
Refactored the "doff dropped items" code into a single place.
Continue working on ODWY0501: DROP, INVENTORY, and SCORE.
Continue working on ODWY0501: HIT, KILL, FEED, TOSS...

Implemented the interlocking verbs HIT, KILL, TOSS, FEED.
Implemented FIND.

Also, refactored all "move(X, R_LIMBO)" calls into "destroy(X)",
which will properly empty destroyed containers and reset the
prop value of the uncaged BIRD when necessary.