6 #define VRSION 25 /* bump on save format change */
9 * Action handlers. Eventually we'll do lookup through a method table
10 * that calls these. Absolutely nothing like the original FORTRAN.
13 static int fill(long);
15 static int attack(FILE *input, long verb, long obj)
16 /* Attack. Assume target if unambiguous. "Throw" also links here.
17 * Attackable objects fall into two categories: enemies (snake,
18 * dwarf, etc.) and others (bird, clam, machine). Ambiguous if 2
19 * enemies, or no enemies but 2 others. */
21 int i =ATDWRF(game.loc);
25 if (HERE(SNAKE))obj=obj*NOBJECTS+SNAKE;
26 if (AT(DRAGON) && game.prop[DRAGON] == 0)obj=obj*NOBJECTS+DRAGON;
27 if (AT(TROLL))obj=obj*NOBJECTS+TROLL;
28 if (AT(OGRE))obj=obj*NOBJECTS+OGRE;
29 if (HERE(BEAR) && game.prop[BEAR] == 0)obj=obj*NOBJECTS+BEAR;
30 if (obj > NOBJECTS) return(8000);
32 /* Can't attack bird or machine by throwing axe. */
33 if (HERE(BIRD) && verb != THROW)obj=BIRD;
34 if (HERE(VEND) && verb != THROW)obj=obj*NOBJECTS+VEND;
35 /* Clam and oyster both treated as clam for intransitive case;
37 if (HERE(CLAM) || HERE(OYSTER))obj=NOBJECTS*obj+CLAM;
38 if (obj > NOBJECTS) return(8000);
43 if (game.closed) return(2011);
49 PSPEAK(VEND,game.prop[VEND]+2);
50 game.prop[VEND]=3-game.prop[VEND];
55 if (obj == CLAM || obj == OYSTER)SPK=150;
56 if (obj == SNAKE)SPK=46;
57 if (obj == DWARF)SPK=49;
58 if (obj == DWARF && game.closed) return(19000);
59 if (obj == DRAGON)SPK=167;
60 if (obj == TROLL)SPK=157;
61 if (obj == OGRE)SPK=203;
62 if (obj == OGRE && i > 0) {
67 for (i=1; i < PIRATE; i++) {
68 if (game.dloc[i] == game.loc) {
77 if (obj == BEAR)SPK=165+(game.prop[BEAR]+1)/2;
78 if (obj != DRAGON || game.prop[DRAGON] != 0) return(2011);
79 /* Fun stuff for dragon. If he insists on attacking it, win!
80 * Set game.prop to dead, move dragon to central loc (still
81 * fixed), move rug there (not fixed), and move him there,
82 * too. Then do a null motion to get new description. */
84 GETIN(input,&WD1,&WD1X,&WD2,&WD2X);
85 if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519))
90 int k=(PLAC[DRAGON]+FIXD[DRAGON])/2;
91 MOVE(DRAGON+NOBJECTS,-1);
96 for (obj=1; obj<=NOBJECTS; obj++) {
97 if (game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])
101 K=NUL; /* FIXME: error if removed */
105 static int bigwords(long foo)
106 /* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
107 * Look up WD1 in section 3 of vocab to determine which word we've got. Last
108 * word zips the eggs back to the giant room (unless already there). */
112 if (game.foobar != 1-k) {
113 if (game.foobar != 0)SPK=151;
117 if (k != 4) return(2009);
119 if (game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS]))
121 /* Bring back troll if we steal the eggs back from him before
123 if (game.place[EGGS]==0 && game.place[TROLL]==0 && game.prop[TROLL]==0)
127 if (game.loc == PLAC[EGGS])k=0;
128 MOVE(EGGS,PLAC[EGGS]);
134 static int bivalve(token_t verb, token_t obj)
135 /* Clam/oyster actions */
138 if (obj == OYSTER)k=1;
140 if (TOTING(obj))SPK=120+k;
141 if (!TOTING(TRIDNT))SPK=122+k;
142 if (verb == LOCK)SPK=61;
146 DROP(OYSTER,game.loc);
151 static int blast(void)
152 /* Blast. No effect unless you've got dynamite, which is a neat trick! */
154 if (game.prop[ROD2] < 0 || !game.closed) return(2011);
156 if (game.loc == 115)game.bonus=134;
157 if (HERE(ROD2))game.bonus=135;
162 static int vbreak(token_t obj)
163 /* Break. Only works for mirror in repository and, of course, the vase. */
165 if (obj == MIRROR)SPK=148;
166 if (obj == VASE && game.prop[VASE] == 0) {
168 if (TOTING(VASE))DROP(VASE,game.loc);
170 game.fixed[VASE]= -1;
173 if (obj != MIRROR || !game.closed) return(2011);
179 static int brief(void)
180 /* Brief. Intransitive only. Suppress long descriptions after first time. */
188 static int carry(long obj)
189 /* Carry an object. Special cases for bird and cage (if bird in cage, can't
190 * take one without the other). Liquids also special, since they depend on
191 * status of bottle. Also various side effects, etc. */
193 if (obj == INTRANSITIVE) {
194 /* Carry, no object given yet. OK if only one object present. */
195 if(game.atloc[game.loc] == 0 ||
196 game.link[game.atloc[game.loc]] != 0 ||
197 ATDWRF(game.loc) > 0)
199 obj=game.atloc[game.loc];
202 if (TOTING(obj)) return(2011);
204 if (obj == PLANT && game.prop[PLANT] <= 0)SPK=115;
205 if (obj == BEAR && game.prop[BEAR] == 1)SPK=169;
206 if (obj == CHAIN && game.prop[BEAR] != 0)SPK=170;
207 if (obj == URN)SPK=215;
208 if (obj == CAVITY)SPK=217;
209 if (obj == BLOOD)SPK=239;
210 if (obj == RUG && game.prop[RUG] == 2)SPK=222;
211 if (obj == SIGN)SPK=196;
216 if (game.fixed[obj] != 0)
218 if (obj == WATER || obj == OIL) {
219 if (!HERE(BOTTLE) || LIQ(0) != obj) {
220 if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1)
221 return(fill(BOTTLE));
222 if (game.prop[BOTTLE] != 1)SPK=105;
223 if (!TOTING(BOTTLE))SPK=104;
230 if (game.holdng >= INVLIMIT)
232 if (obj == BIRD && game.prop[BIRD] != 1 && -1-game.prop[BIRD] != 1) {
233 if (game.prop[BIRD] == 2) {
238 if (!TOTING(CAGE))SPK=27;
239 if (TOTING(ROD))SPK=26;
240 if (SPK/2 == 13) return(2011);
243 if ((obj==BIRD || obj==CAGE) && (game.prop[BIRD]==1 || -1-game.prop[BIRD]==1))
244 CARRY(BIRD+CAGE-obj,game.loc);
246 if (obj == BOTTLE && LIQ(0) != 0)
247 game.place[LIQ(0)] = -1;
248 if (!GSTONE(obj) || game.prop[obj] == 0)
255 static int chain(token_t verb)
256 /* Do something to the bear's chain */
260 if (game.prop[BEAR] == 0)SPK=41;
261 if (game.prop[CHAIN] == 0)SPK=37;
262 if (SPK != 171) return(2011);
265 if (game.prop[BEAR] != 3)game.prop[BEAR]=2;
266 game.fixed[BEAR]=2-game.prop[BEAR];
270 if (game.prop[CHAIN] != 0)SPK=34;
271 if (game.loc != PLAC[CHAIN])SPK=173;
272 if (SPK != 172) return(2011);
274 if (TOTING(CHAIN))DROP(CHAIN,game.loc);
275 game.fixed[CHAIN]= -1;
280 static int discard(long obj, bool just_do_it)
281 /* Discard object. "Throw" also comes here for most objects. Special cases for
282 * bird (might attack snake or dragon) and cage (might contain bird) and vase.
283 * Drop coins at vending machine for extra batteries. */
286 if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
287 if (!TOTING(obj)) return(2011);
288 if (obj == BIRD && HERE(SNAKE)) {
290 if (game.closed) return(19000);
292 /* Set game.prop for use by travel options */
295 } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) {
299 if (HERE(RUG) && ((obj == EMRALD && game.prop[RUG] != 2) || (obj == RUBY &&
300 game.prop[RUG] == 2))) {
302 if (TOTING(RUG))SPK=220;
303 if (obj == RUBY)SPK=221;
308 if (K == 2)K=PLAC[SAPPH];
309 MOVE(RUG+NOBJECTS,K);
312 } else if (obj == COINS && HERE(VEND)) {
314 DROP(BATTER,game.loc);
317 } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
322 } else if (obj == BEAR && AT(TROLL)) {
325 MOVE(TROLL+NOBJECTS,0);
326 MOVE(TROLL2,PLAC[TROLL]);
327 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
330 } else if (obj != VASE || game.loc == PLAC[PILLOW]) {
334 if (AT(PILLOW))game.prop[VASE]=0;
335 PSPEAK(VASE,game.prop[VASE]+1);
336 if (game.prop[VASE] != 0)game.fixed[VASE]= -1;
340 if (K == obj)obj=BOTTLE;
341 if (obj == BOTTLE && K != 0)game.place[K]=0;
342 if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD,game.loc);
344 if (obj != BIRD) return(2012);
346 if (FOREST(game.loc))game.prop[BIRD]=2;
350 static int drink(token_t obj)
351 /* Drink. If no object, assume water and look for it here. If water is in
352 * the bottle, drink that, else must be at a water loc, so drink stream. */
354 if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQ(0) != WATER || !HERE(BOTTLE)))
357 if (obj != 0 && obj != WATER)SPK=110;
358 if (SPK == 110 || LIQ(0) != WATER || !HERE(BOTTLE)) return(2011);
366 OBJSND[BIRD]=OBJSND[BIRD]+3;
372 static int eat(token_t obj)
373 /* Eat. Intransitive: assume food if present, else ask what. Transitive: food
374 * ok, some things lose appetite, rest are ridiculous. */
376 if (obj == INTRANSITIVE) {
388 if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
389 DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
395 static int extinguish(int obj)
396 /* Extinguish. Lamp, urn, dragon/volcano (nice try). */
398 if (obj == INTRANSITIVE) {
399 if (HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP;
400 if (HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN;
401 if (obj == 0 || obj > NOBJECTS) return(8000);
405 game.prop[URN]=game.prop[URN]/2;
416 if (obj == DRAGON || obj == VOLCAN)
421 static int feed(long obj)
422 /* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
423 * mad. Bear, special. */
430 if (!(obj != SNAKE && obj != DRAGON && obj != TROLL)) {
432 if (obj == DRAGON && game.prop[DRAGON] != 0)SPK=110;
433 if (obj == TROLL)SPK=182;
434 if (obj != SNAKE || game.closed || !HERE(BIRD))
446 game.dflag=game.dflag+2;
451 if (game.prop[BEAR] == 0)SPK=102;
452 if (game.prop[BEAR] == 3)SPK=110;
474 /* Fill. Bottle or urn must be empty, and liquid available. (Vase
480 if (LIQLOC(game.loc) == 0)SPK=144;
481 if (LIQLOC(game.loc) == 0 || !TOTING(VASE))
485 game.fixed[VASE]= -1;
486 return(discard(obj, true));
491 if (game.prop[URN] != 0) return(2011);
494 if (k == 0 || !HERE(BOTTLE)) return(2011);
497 if (k == OIL)game.prop[URN]=1;
498 SPK=211+game.prop[URN];
502 if (obj != 0 && obj != BOTTLE)
504 if (obj == 0 && !HERE(BOTTLE))
507 if (LIQLOC(game.loc) == 0)
509 if (HERE(URN) && game.prop[URN] != 0)
515 game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2;
524 static int find(token_t obj)
525 /* Find. Might be carrying it, or it might be here. Else give caveat. */
528 (LIQ(0) == obj && AT(BOTTLE)) ||
529 obj == LIQLOC(game.loc) ||
530 (obj == DWARF && ATDWRF(game.loc) > 0))
532 if (game.closed)SPK=138;
533 if (TOTING(obj))SPK=24;
537 static int fly(token_t obj)
538 /* Fly. Snide remarks unless hovering rug is here. */
540 if (obj == INTRANSITIVE) {
541 if (game.prop[RUG] != 2)SPK=224;
542 if (!HERE(RUG))SPK=225;
543 if (SPK/2 == 112) return(2011);
547 if (obj != RUG) return(2011);
549 if (game.prop[RUG] != 2) return(2011);
550 game.oldlc2=game.oldloc;
551 game.oldloc=game.loc;
552 game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc;
554 if (game.prop[SAPPH] >= 0)SPK=227;
559 static int inven(token_t obj)
560 /* Inventory. If object, treat same as find. Else report on current burden. */
564 for (i=1; i<=NOBJECTS; i++) {
565 if (i == BEAR || !TOTING(i))
567 if (SPK == 98)RSPEAK(99);
578 int light(token_t obj)
579 /* Light. Applicable only to lamp and urn. */
581 if (obj == INTRANSITIVE) {
582 if (HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj=LAMP;
583 if (HERE(URN) && game.prop[URN] == 1)obj=obj*NOBJECTS+URN;
584 if (obj == 0 || obj > NOBJECTS) return(8000);
589 if (game.prop[URN] == 0)
595 if (obj != LAMP) return(2011);
597 if (game.limit < 0) return(2011);
600 if (game.wzdark) return(2000);
605 static int listen(void)
606 /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
613 if (k < 0) return(2012);
616 SETPRM(1,game.zzword,0);
617 for (i=1; i<=NOBJECTS; i++) {
618 if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
620 PSPEAK(i,OBJSND[i]+game.prop[i]);
622 if (i == BIRD && OBJSND[i]+game.prop[i] == 8)
628 static int lock(token_t verb, token_t obj)
629 /* Lock, unlock, no object given. Assume various things if present. */
632 if (obj == INTRANSITIVE) {
634 if (HERE(CLAM))obj=CLAM;
635 if (HERE(OYSTER))obj=OYSTER;
636 if (AT(DOOR))obj=DOOR;
637 if (AT(GRATE))obj=GRATE;
638 if (obj != 0 && HERE(CHAIN)) return(8000);
639 if (HERE(CHAIN))obj=CHAIN;
640 if (obj == 0) return(2011);
643 /* Lock, unlock object. Special stuff for opening clam/oyster
645 if (obj == CLAM || obj == OYSTER)
646 return bivalve(verb, obj);
647 if (obj == DOOR)SPK=111;
648 if (obj == DOOR && game.prop[DOOR] == 1)SPK=54;
649 if (obj == CAGE)SPK=32;
650 if (obj == KEYS)SPK=55;
651 if (obj == GRATE || obj == CHAIN)SPK=31;
652 if (SPK != 31 || !HERE(KEYS)) return(2011);
657 if (!game.panic)game.clock2=15;
661 SPK=34+game.prop[GRATE];
663 if (verb == LOCK)game.prop[GRATE]=0;
664 SPK=SPK+2*game.prop[GRATE];
668 static int pour(token_t obj)
669 /* Pour. If no object, or object is bottle, assume contents of bottle.
670 * special tests for pouring water or oil on plant or rusty door. */
672 if (obj == BOTTLE || obj == 0)obj=LIQ(0);
673 if (obj == 0) return(8000);
674 if (!TOTING(obj)) return(2011);
676 if (obj != OIL && obj != WATER) return(2011);
677 if (HERE(URN) && game.prop[URN] == 0)
682 if (!(AT(PLANT) || AT(DOOR)))
686 if (obj != WATER) return(2011);
687 PSPEAK(PLANT,game.prop[PLANT]+3);
688 game.prop[PLANT]=MOD(game.prop[PLANT]+1,3);
689 game.prop[PLANT2]=game.prop[PLANT];
694 if (obj == OIL)game.prop[DOOR]=1;
695 SPK=113+game.prop[DOOR];
700 static int quit(FILE *input)
701 /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
703 if (YES(input,22,54,54))
708 static int read(FILE *input, token_t obj)
709 /* Read. Print stuff based on objtxt. Oyster (?) is special case. */
712 if (obj == INTRANSITIVE) {
714 for (i=1; i<=NOBJECTS; i++) {
715 if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0)
716 obj = obj * NOBJECTS + i;
718 if (obj > NOBJECTS || obj == 0 || DARK(0)) return(8000);
726 if (OBJTXT[obj] == 0 || game.prop[obj] < 0)
728 if (obj == OYSTER && !game.clshnt) {
729 game.clshnt=YES(input,192,193,54);
732 PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
736 static int reservoir(void)
737 /* Z'ZZZ (word gets recomputed at startup; different each game). */
739 if (!AT(RESER) && game.loc != game.fixed[RESER]-1) return(2011);
740 PSPEAK(RESER,game.prop[RESER]+1);
741 game.prop[RESER]=1-game.prop[RESER];
742 if (AT(RESER)) return(2012);
743 game.oldlc2=game.loc;
749 static int rub(token_t obj)
750 /* Rub. Yields various snide remarks except for lit urn. */
752 if (obj != LAMP)SPK=76;
753 if (obj != URN || game.prop[URN] != 2) return(2011);
755 DROP(AMBER,game.loc);
757 game.tally=game.tally-1;
758 DROP(CAVITY,game.loc);
764 /* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
766 /* FIXME: ugly use of globals */
767 SETPRM(1,WD2,WD2X); if (WD2 <= 0)SETPRM(1,WD1,WD1X);
769 int wd=VOCAB(WD1,-1);
770 if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
779 static int suspendresume(FILE *input, bool resume)
780 /* Suspend and resume */
785 /* Suspend. Offer to save things in a file, but charging
786 * some points (so can't win by using saved games to retry
787 * battles or to start over after learning zzword). */
790 if (!YES(input,200,54,54)) return(2012);
791 game.saved=game.saved+5;
796 /* Resume. Read a suspended game back from a file. */
798 if (game.loc != 1 || game.abbrev[1] != 1) {
800 if (!YES(input,200,54,54)) return(2012);
804 /* Suspend vs resume cases are distinguished by the value of kk
805 * (-1 for suspend, +1 for resume). */
808 * FIXME: This is way more complicated than it needs to be in C.
809 * What we ought to do is define a save-block structure that
810 * includes a game state block and then use a single fread/fwrite
811 * for I/O. All the SAV* functions can be scrapped.
820 SETPRM(1,K/10,MOD(K,10));
821 SETPRM(3,VRSION/10,MOD(VRSION,10));
825 /* Herewith are all the variables whose values can change during a game,
826 * omitting a few (such as I, J) whose values between turns are
827 * irrelevant and some whose values when a game is
828 * suspended or resumed are guaranteed to match. If unsure whether a value
829 * needs to be saved, include it. Overkill can't hurt. Pad the last savwds
830 * with junk variables to bring it up to 7 values. */
831 SAVWDS(game.abbnum,game.blklin,game.bonus,game.clock1,game.clock2,game.closed,game.closng);
832 SAVWDS(game.detail,game.dflag,game.dkill,game.dtotal,game.foobar,game.holdng,game.iwest);
833 SAVWDS(game.knfloc,game.limit,K,game.lmwarn,game.loc,game.newloc,game.numdie);
834 SAVWDS(K,game.oldlc2,game.oldloc,game.oldobj,game.panic,game.saved,game.setup);
835 SAVWDS(SPK,game.tally,game.thresh,game.trndex,game.trnluz,game.turns,OBJTXT[OYSTER]);
836 SAVWDS(K,WD1,WD1X,WD2,game.wzdark,game.zzword,OBJSND[BIRD]);
837 SAVWDS(OBJTXT[SIGN],game.clshnt,game.novice,K,K,K,K);
838 SAVARR(game.abbrev,LOCSIZ);
839 SAVARR(game.atloc,LOCSIZ);
840 SAVARR(game.dloc,NDWARVES);
841 SAVARR(game.dseen,NDWARVES);
842 SAVARR(game.fixed,NOBJECTS);
843 SAVARR(game.hinted,HNTSIZ);
844 SAVARR(game.hintlc,HNTSIZ);
845 SAVARR(game.link,NOBJECTS*2);
846 SAVARR(game.odloc,NDWARVES);
847 SAVARR(game.place,NOBJECTS);
848 SAVARR(game.prop,NOBJECTS);
855 game.zzword=RNDVOC(3,game.zzword);
856 if (kk > 0) return(8);
861 static int throw_support(long spk)
869 static int throw(FILE *cmdin, long verb, long obj)
870 /* Throw. Same as discard unless axe. Then same as attack except
871 * ignore bird, and if dwarf is present then one might be killed.
872 * (Only way to do so!) Axe also special for dragon, bear, and
873 * troll. Treasures special for troll. */
875 if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
878 if (obj >= 50 && obj <= MAXTRS && AT(TROLL)) {
880 /* Snarf a treasure for the troll. */
883 MOVE(TROLL+NOBJECTS,0);
884 DROP(TROLL2,PLAC[TROLL]);
885 DROP(TROLL2+NOBJECTS,FIXD[TROLL]);
889 if (obj == FOOD && HERE(BEAR)) {
890 /* But throwing food is another story. */
895 return(discard(obj, false));
896 int i=ATDWRF(game.loc);
898 if (AT(DRAGON) && game.prop[DRAGON] == 0) {
900 return throw_support(SPK);
904 return throw_support(SPK);
908 return throw_support(SPK);
910 if (HERE(BEAR) && game.prop[BEAR] == 0) {
911 /* This'll teach him to throw the axe at the bear! */
919 return(attack(cmdin, verb, 0));
922 if (randrange(NDWARVES+1) < game.dflag) {
924 return throw_support(SPK);
929 game.dkill=game.dkill+1;
930 if (game.dkill == 1)SPK=149;
932 return throw_support(SPK);
935 static int vscore(void)
936 /* Score. Call scoring routine but tell it to return. */
942 static int wake(token_t obj)
943 /* Wake. Only use is to disturb the dwarves. */
945 if (obj != DWARF || !game.closed) return(2011);
950 static int wave(token_t obj)
951 /* Wave. No effect unless waving rod at fissure or at bird. */
953 if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29;
956 (!HERE(BIRD) && (game.closng || !AT(FISSUR))))
958 if (HERE(BIRD))SPK=206+MOD(game.prop[BIRD],2);
959 if (SPK == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
962 game.tally=game.tally-1;
966 if (game.closed) return(18999);
967 if (game.closng || !AT(FISSUR)) return(2011);
968 if (HERE(BIRD))RSPEAK(SPK);
969 game.prop[FISSUR]=1-game.prop[FISSUR];
970 PSPEAK(FISSUR,2-game.prop[FISSUR]);
975 /* We're called with a number that says what label the caller wanted
976 * to "goto", and we return a similar label number for the caller to
980 int action(FILE *input, long STARTAT, long verb, long obj)
981 /* Analyse a verb. Remember what it was, go back for object if second word
982 * unless verb is "say", which snarfs arbitrary second word.
987 case 4000: goto L4000;
988 case 4090: goto L4090;
989 case 5000: goto L5000;
995 if (WD2 > 0 && verb != SAY) return(2800);
996 if (verb == SAY)obj=WD2;
997 if (obj > 0) goto L4090;
999 /* Analyse an intransitive verb (ie, no object given yet). */
1002 case 0: /* CARRY */ return carry(INTRANSITIVE);
1003 case 1: /* DROP */ return(8000);
1004 case 2: /* SAY */ return(8000);
1005 case 3: /* UNLOC */ return lock(verb, INTRANSITIVE);
1006 case 4: /* NOTHI */ return(2009);
1007 case 5: /* LOCK */ return lock(verb, INTRANSITIVE);
1008 case 6: /* LIGHT */ return light(INTRANSITIVE);
1009 case 7: /* EXTIN */ return extinguish(INTRANSITIVE);
1010 case 8: /* WAVE */ return(8000);
1011 case 9: /* CALM */ return(8000);
1012 case 10: /* WALK */ return(2011);
1013 case 11: /* ATTAC */ return attack(input, verb, obj);
1014 case 12: /* POUR */ return pour(obj);
1015 case 13: /* EAT */ return eat(INTRANSITIVE);
1016 case 14: /* DRINK */ return drink(obj);
1017 case 15: /* RUB */ return(8000);
1018 case 16: /* TOSS */ return(8000);
1019 case 17: /* QUIT */ return quit(input);
1020 case 18: /* FIND */ return(8000);
1021 case 19: /* INVEN */ return inven(obj);
1022 case 20: /* FEED */ return(8000);
1023 case 21: /* FILL */ return fill(obj);
1024 case 22: /* BLAST */ return blast();
1025 case 23: /* SCOR */ return vscore();
1026 case 24: /* FOO */ return bigwords(WD1);
1027 case 25: /* BRIEF */ return brief();
1028 case 26: /* READ */ return read(input, INTRANSITIVE);
1029 case 27: /* BREAK */ return(8000);
1030 case 28: /* WAKE */ return(8000);
1031 case 29: /* SUSP */ return suspendresume(input, false);
1032 case 30: /* RESU */ return suspendresume(input, true);
1033 case 31: /* FLY */ return fly(INTRANSITIVE);
1034 case 32: /* LISTE */ return listen();
1035 case 33: /* ZZZZ */ return reservoir();
1039 /* Analyse a transitive verb. */
1041 L4090: switch (verb-1) {
1042 case 0: /* CARRY */ return carry(obj);
1043 case 1: /* DROP */ return discard(obj, false);
1044 case 2: /* SAY */ return say();
1045 case 3: /* UNLOC */ return lock(verb, obj);
1046 case 4: /* NOTHI */ return(2009);
1047 case 5: /* LOCK */ return lock(verb, obj);
1048 case 6: /* LIGHT */ return light(obj);
1049 case 7: /* EXTI */ return extinguish(obj);
1050 case 8: /* WAVE */ return wave(obj);
1051 case 9: /* CALM */ return(2011);
1052 case 10: /* WALK */ return(2011);
1053 case 11: /* ATTAC */ return attack(input, verb, obj);
1054 case 12: /* POUR */ return pour(obj);
1055 case 13: /* EAT */ return eat(obj);
1056 case 14: /* DRINK */ return drink(obj);
1057 case 15: /* RUB */ return rub(obj);
1058 case 16: /* TOSS */ return throw(input, verb, obj);
1059 case 17: /* QUIT */ return(2011);
1060 case 18: /* FIND */ return find(obj);
1061 case 19: /* INVEN */ return find(obj);
1062 case 20: /* FEED */ return feed(obj);
1063 case 21: /* FILL */ return fill(obj);
1064 case 22: /* BLAST */ return blast();
1065 case 23: /* SCOR */ return(2011);
1066 case 24: /* FOO */ return(2011);
1067 case 25: /* BRIEF */ return(2011);
1068 case 26: /* READ */ return read(input, obj);
1069 case 27: /* BREAK */ return vbreak(obj);
1070 case 28: /* WAKE */ return wake(obj);
1071 case 29: /* SUSP */ return(2011);
1072 case 30: /* RESU */ return(2011);
1073 case 31: /* FLY */ return fly(obj);
1074 case 32: /* LISTE */ return(2011);
1075 case 33: /* ZZZZ */ return reservoir();
1079 /* Analyse an object word. See if the thing is here, whether we've got a verb
1080 * yet, and so on. Object must be here unless verb is "find" or "invent(ory)"
1081 * (and no new verb yet to be analysed). Water and oil are also funny, since
1082 * they are never actually dropped at any location, but might be here inside
1083 * the bottle or urn or as a feature of the location. */
1099 if (game.loc == 1 || game.loc == 4 || game.loc == 7)
1101 if (game.loc > 9 && game.loc < 15)
1107 if (obj == DWARF && ATDWRF(game.loc) > 0)
1109 if ((LIQ(0) == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc))
1111 if (obj != OIL || !HERE(URN) || game.prop[URN] == 0)
1116 if (obj != PLANT || !AT(PLANT2) || game.prop[PLANT2] == 0)
1121 if (obj != KNIFE || game.knfloc != game.loc)
1127 if (obj != ROD || !HERE(ROD2))
1132 if ((verb == FIND || verb == INVENT) && WD2 <= 0)