6 /* Limit visibility of ugly globals. Eventually these should go away. */
7 extern long WD1, WD1X, WD2, WD2X;
10 * Action handlers. Eventually we'll do lookup through a method table
14 static int fill(token_t verb, token_t);
16 static int attack(FILE *input, long verb, token_t obj)
17 /* Attack. Assume target if unambiguous. "Throw" also links here.
18 * Attackable objects fall into two categories: enemies (snake,
19 * dwarf, etc.) and others (bird, clam, machine). Ambiguous if 2
20 * enemies, or no enemies but 2 others. */
22 int spk = ACTSPK[verb];
23 int i = ATDWRF(game.loc);
27 if (HERE(SNAKE))obj=obj*NOBJECTS+SNAKE;
28 if (AT(DRAGON) && game.prop[DRAGON] == 0)obj=obj*NOBJECTS+DRAGON;
29 if (AT(TROLL))obj=obj*NOBJECTS+TROLL;
30 if (AT(OGRE))obj=obj*NOBJECTS+OGRE;
31 if (HERE(BEAR) && game.prop[BEAR] == 0)obj=obj*NOBJECTS+BEAR;
32 if (obj > NOBJECTS) return(8000);
34 /* Can't attack bird or machine by throwing axe. */
35 if (HERE(BIRD) && verb != THROW)obj=BIRD;
36 if (HERE(VEND) && verb != THROW)obj=obj*NOBJECTS+VEND;
37 /* Clam and oyster both treated as clam for intransitive case;
39 if (HERE(CLAM) || HERE(OYSTER))obj=NOBJECTS*obj+CLAM;
40 if (obj > NOBJECTS) return(8000);
55 PSPEAK(VEND,game.prop[VEND]+2);
56 game.prop[VEND]=3-game.prop[VEND];
61 if (obj == CLAM || obj == OYSTER)spk=150;
62 if (obj == SNAKE)spk=46;
63 if (obj == DWARF)spk=49;
64 if (obj == DWARF && game.closed) return(19000);
65 if (obj == DRAGON)spk=167;
66 if (obj == TROLL)spk=157;
67 if (obj == OGRE)spk=203;
68 if (obj == OGRE && i > 0) {
73 for (i=1; i < PIRATE; i++) {
74 if (game.dloc[i] == game.loc) {
84 if (obj == BEAR)spk=165+(game.prop[BEAR]+1)/2;
85 if (obj != DRAGON || game.prop[DRAGON] != 0) {RSPEAK(spk); return GO_CLEAROBJ;}
86 /* Fun stuff for dragon. If he insists on attacking it, win!
87 * Set game.prop to dead, move dragon to central loc (still
88 * fixed), move rug there (not fixed), and move him there,
89 * too. Then do a null motion to get new description. */
91 GETIN(input,&WD1,&WD1X,&WD2,&WD2X);
92 if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519))
97 int k=(PLAC[DRAGON]+FIXD[DRAGON])/2;
98 MOVE(DRAGON+NOBJECTS,-1);
103 for (obj=1; obj<=NOBJECTS; obj++) {
104 if (game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])
111 static int bigwords(long foo)
112 /* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
113 * Look up WD1 in section 3 of vocab to determine which word we've got. Last
114 * word zips the eggs back to the giant room (unless already there). */
118 if (game.foobar != 1-k) {
119 if (game.foobar != 0)spk=151;
129 if (game.place[EGGS]==PLAC[EGGS] || (TOTING(EGGS) && game.loc==PLAC[EGGS])) {
133 /* Bring back troll if we steal the eggs back from him before
135 if (game.place[EGGS]==0 && game.place[TROLL]==0 && game.prop[TROLL]==0)
139 if (game.loc == PLAC[EGGS])k=0;
140 MOVE(EGGS,PLAC[EGGS]);
146 static int bivalve(token_t verb, token_t obj)
147 /* Clam/oyster actions */
150 if (obj == OYSTER)k=1;
152 if (TOTING(obj))spk=120+k;
153 if (!TOTING(TRIDNT))spk=122+k;
154 if (verb == LOCK)spk=61;
157 DROP(OYSTER,game.loc);
164 static int blast(void)
165 /* Blast. No effect unless you've got dynamite, which is a neat trick! */
167 if (game.prop[ROD2] < 0 || !game.closed)
181 static int vbreak(token_t verb, token_t obj)
182 /* Break. Only works for mirror in repository and, of course, the vase. */
184 int spk = ACTSPK[verb];
185 if (obj == MIRROR)spk=148;
186 if (obj == VASE && game.prop[VASE] == 0) {
187 if (TOTING(VASE))DROP(VASE,game.loc);
189 game.fixed[VASE]= -1;
192 if (obj == MIRROR && game.closed) {
201 static int brief(void)
202 /* Brief. Intransitive only. Suppress long descriptions after first time. */
210 static int carry(token_t verb, token_t obj)
211 /* Carry an object. Special cases for bird and cage (if bird in cage, can't
212 * take one without the other). Liquids also special, since they depend on
213 * status of bottle. Also various side effects, etc. */
216 if (obj == INTRANSITIVE) {
217 /* Carry, no object given yet. OK if only one object present. */
218 if(game.atloc[game.loc] == 0 ||
219 game.link[game.atloc[game.loc]] != 0 ||
220 ATDWRF(game.loc) > 0)
222 obj=game.atloc[game.loc];
225 if (TOTING(obj)) {RSPEAK(24); return GO_CLEAROBJ;}
227 if (obj == PLANT && game.prop[PLANT] <= 0)spk=115;
228 if (obj == BEAR && game.prop[BEAR] == 1)spk=169;
229 if (obj == CHAIN && game.prop[BEAR] != 0)spk=170;
230 if (obj == URN)spk=215;
231 if (obj == CAVITY)spk=217;
232 if (obj == BLOOD)spk=239;
233 if (obj == RUG && game.prop[RUG] == 2)spk=222;
234 if (obj == SIGN)spk=196;
240 if (game.fixed[obj] != 0) {
244 if (obj == WATER || obj == OIL) {
245 if (!HERE(BOTTLE) || LIQUID() != obj) {
246 if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1)
247 return(fill(verb, BOTTLE));
248 if (game.prop[BOTTLE] != 1)spk=105;
249 if (!TOTING(BOTTLE))spk=104;
257 if (game.holdng >= INVLIMIT) {
261 else if (obj == BIRD && game.prop[BIRD] != 1 && -1-game.prop[BIRD] != 1) {
262 if (game.prop[BIRD] == 2) {
267 if (!TOTING(CAGE))spk=27;
268 if (TOTING(ROD))spk=26;
275 if ((obj==BIRD || obj==CAGE) && (game.prop[BIRD]==1 || -1-game.prop[BIRD]==1))
276 CARRY(BIRD+CAGE-obj,game.loc);
278 if (obj == BOTTLE && LIQUID() != 0)
279 game.place[LIQUID()] = -1;
280 if (GSTONE(obj) && game.prop[obj] != 0) {
288 static int chain(token_t verb)
289 /* Do something to the bear's chain */
294 if (game.prop[BEAR] == 0)spk=41;
295 if (game.prop[CHAIN] == 0)spk=37;
296 if (spk != 171) {RSPEAK(spk); return GO_CLEAROBJ;}
299 if (game.prop[BEAR] != 3)game.prop[BEAR]=2;
300 game.fixed[BEAR]=2-game.prop[BEAR];
303 if (game.prop[CHAIN] != 0)spk=34;
304 if (game.loc != PLAC[CHAIN])spk=173;
305 if (spk != 172) {RSPEAK(spk); return GO_CLEAROBJ;}
307 if (TOTING(CHAIN))DROP(CHAIN,game.loc);
308 game.fixed[CHAIN]= -1;
314 static int discard(token_t verb, token_t obj, bool just_do_it)
315 /* Discard object. "Throw" also comes here for most objects. Special cases for
316 * bird (might attack snake or dragon) and cage (might contain bird) and vase.
317 * Drop coins at vending machine for extra batteries. */
319 int spk = ACTSPK[verb];
321 if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
322 if (!TOTING(obj)) {RSPEAK(spk); return GO_CLEAROBJ;}
323 if (obj == BIRD && HERE(SNAKE)) {
325 if (game.closed) return(19000);
327 /* Set game.prop for use by travel options */
330 } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) {
334 if (HERE(RUG) && ((obj == EMRALD && game.prop[RUG] != 2) || (obj == RUBY &&
335 game.prop[RUG] == 2))) {
337 if (TOTING(RUG))spk=220;
338 if (obj == RUBY)spk=221;
341 int k = 2-game.prop[RUG];
343 if (k == 2) k = PLAC[SAPPH];
344 MOVE(RUG+NOBJECTS, k);
347 } else if (obj == COINS && HERE(VEND)) {
349 DROP(BATTER,game.loc);
352 } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
357 } else if (obj == BEAR && AT(TROLL)) {
360 MOVE(TROLL+NOBJECTS,0);
361 MOVE(TROLL2,PLAC[TROLL]);
362 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
365 } else if (obj != VASE || game.loc == PLAC[PILLOW]) {
369 if (AT(PILLOW))game.prop[VASE]=0;
370 PSPEAK(VASE,game.prop[VASE]+1);
371 if (game.prop[VASE] != 0)game.fixed[VASE]= -1;
375 if (k == obj)obj=BOTTLE;
376 if (obj == BOTTLE && k != 0)
378 if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD,game.loc);
380 if (obj != BIRD) return GO_CLEAROBJ;
382 if (FOREST(game.loc))game.prop[BIRD]=2;
386 static int drink(token_t verb, token_t obj)
387 /* Drink. If no object, assume water and look for it here. If water is in
388 * the bottle, drink that, else must be at a water loc, so drink stream. */
390 int spk = ACTSPK[verb];
391 if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
394 if (obj != 0 && obj != WATER)spk=110;
395 if (spk == 110 || LIQUID() != WATER || !HERE(BOTTLE)) {
405 OBJSND[BIRD]=OBJSND[BIRD]+3;
412 static int eat(token_t verb, token_t obj)
413 /* Eat. Intransitive: assume food if present, else ask what. Transitive: food
414 * ok, some things lose appetite, rest are ridiculous. */
416 int spk = ACTSPK[verb];
417 if (obj == INTRANSITIVE) {
427 if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
428 DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
435 static int extinguish(token_t verb, int obj)
436 /* Extinguish. Lamp, urn, dragon/volcano (nice try). */
438 int spk = ACTSPK[verb];
439 if (obj == INTRANSITIVE) {
440 if (HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP;
441 if (HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN;
442 if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return(8000);
446 game.prop[URN]=game.prop[URN]/2;
451 else if (obj == LAMP) {
458 else if (obj == DRAGON || obj == VOLCAN)
464 static int feed(token_t verb, token_t obj)
465 /* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
466 * mad. Bear, special. */
468 int spk = ACTSPK[verb];
474 if (!(obj != SNAKE && obj != DRAGON && obj != TROLL)) {
476 if (obj == DRAGON && game.prop[DRAGON] != 0)spk=110;
477 if (obj == TROLL)spk=182;
478 if (obj != SNAKE || game.closed || !HERE(BIRD))
495 game.dflag=game.dflag+2;
501 if (game.prop[BEAR] == 0)spk=102;
502 if (game.prop[BEAR] == 3)spk=110;
528 int fill(token_t verb, token_t obj)
529 /* Fill. Bottle or urn must be empty, and liquid available. (Vase
533 int spk = ACTSPK[verb];
536 if (LIQLOC(game.loc) == 0)spk=144;
537 if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
543 game.fixed[VASE]= -1;
544 return(discard(verb, obj, true));
549 if (game.prop[URN] != 0) {RSPEAK(spk); return GO_CLEAROBJ;}
552 if (k == 0 || !HERE(BOTTLE)) {RSPEAK(spk); return GO_CLEAROBJ;}
555 if (k == OIL)game.prop[URN]=1;
556 spk=211+game.prop[URN];
561 if (obj != 0 && obj != BOTTLE) {
565 if (obj == 0 && !HERE(BOTTLE))
568 if (LIQLOC(game.loc) == 0)
570 if (HERE(URN) && game.prop[URN] != 0)
575 {RSPEAK(spk); return GO_CLEAROBJ;}
576 game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2;
586 static int find(token_t verb, token_t obj)
587 /* Find. Might be carrying it, or it might be here. Else give caveat. */
589 int spk = ACTSPK[verb];
591 (LIQUID() == obj && AT(BOTTLE)) ||
592 obj == LIQLOC(game.loc) ||
593 (obj == DWARF && ATDWRF(game.loc) > 0))
595 if (game.closed)spk=138;
596 if (TOTING(obj))spk=24;
601 static int fly(token_t verb, token_t obj)
602 /* Fly. Snide remarks unless hovering rug is here. */
604 int spk = ACTSPK[verb];
605 if (obj == INTRANSITIVE) {
606 if (game.prop[RUG] != 2)spk=224;
607 if (!HERE(RUG))spk=225;
620 if (game.prop[RUG] != 2) {RSPEAK(spk); return GO_CLEAROBJ;}
621 game.oldlc2=game.oldloc;
622 game.oldloc=game.loc;
623 game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc;
625 if (game.prop[SAPPH] >= 0)spk=227;
630 static int inven(token_t obj)
631 /* Inventory. If object, treat same as find. Else report on current burden. */
635 for (i=1; i<=NOBJECTS; i++) {
636 if (i == BEAR || !TOTING(i))
651 int light(token_t verb, token_t obj)
652 /* Light. Applicable only to lamp and urn. */
654 int spk = ACTSPK[verb];
655 if (obj == INTRANSITIVE) {
656 if (HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj=LAMP;
657 if (HERE(URN) && game.prop[URN] == 1)obj=obj*NOBJECTS+URN;
658 if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return(8000);
663 if (game.prop[URN] == 0)
664 {RSPEAK(spk); return GO_CLEAROBJ;}
676 if (game.limit < 0) {
689 static int listen(void)
690 /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
697 if (k < 0) return GO_CLEAROBJ;
700 SETPRM(1,game.zzword,0);
701 for (i=1; i<=NOBJECTS; i++) {
702 if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
704 PSPEAK(i,OBJSND[i]+game.prop[i]);
706 if (i == BIRD && OBJSND[i]+game.prop[i] == 8)
713 static int lock(token_t verb, token_t obj)
714 /* Lock, unlock, no object given. Assume various things if present. */
717 int spk = ACTSPK[verb];
718 if (obj == INTRANSITIVE) {
720 if (HERE(CLAM))obj=CLAM;
721 if (HERE(OYSTER))obj=OYSTER;
722 if (AT(DOOR))obj=DOOR;
723 if (AT(GRATE))obj=GRATE;
724 if (obj != 0 && HERE(CHAIN)) return(8000);
725 if (HERE(CHAIN))obj=CHAIN;
726 if (obj == 0) {RSPEAK(spk); return GO_CLEAROBJ;}
729 /* Lock, unlock object. Special stuff for opening clam/oyster
731 if (obj == CLAM || obj == OYSTER)
732 return bivalve(verb, obj);
733 if (obj == DOOR)spk=111;
734 if (obj == DOOR && game.prop[DOOR] == 1)spk=54;
735 if (obj == CAGE)spk=32;
736 if (obj == KEYS)spk=55;
737 if (obj == GRATE || obj == CHAIN)spk=31;
738 if (spk != 31 || !HERE(KEYS)) {
746 if (!game.panic)game.clock2=15;
751 spk=34+game.prop[GRATE];
753 if (verb == LOCK)game.prop[GRATE]=0;
754 spk=spk+2*game.prop[GRATE];
759 static int pour(token_t verb, token_t obj)
760 /* Pour. If no object, or object is bottle, assume contents of bottle.
761 * special tests for pouring water or oil on plant or rusty door. */
763 int spk = ACTSPK[verb];
764 if (obj == BOTTLE || obj == 0)obj=LIQUID();
765 if (obj == 0) return(8000);
766 if (!TOTING(obj)) {RSPEAK(spk); return GO_CLEAROBJ;}
768 if (obj != OIL && obj != WATER) {RSPEAK(spk); return GO_CLEAROBJ;}
769 if (HERE(URN) && game.prop[URN] == 0)
770 return fill(verb, URN);
774 if (!(AT(PLANT) || AT(DOOR)))
775 {RSPEAK(spk); return GO_CLEAROBJ;}
778 if (obj != WATER) {RSPEAK(spk); return GO_CLEAROBJ;}
779 PSPEAK(PLANT,game.prop[PLANT]+3);
780 game.prop[PLANT]=MOD(game.prop[PLANT]+1,3);
781 game.prop[PLANT2]=game.prop[PLANT];
785 if (obj == OIL)game.prop[DOOR]=1;
786 spk=113+game.prop[DOOR];
792 static int quit(FILE *input)
793 /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
795 if (YES(input,22,54,54))
800 static int read(FILE *input, token_t verb, token_t obj)
801 /* Read. Print stuff based on objtxt. Oyster (?) is special case. */
804 int spk = ACTSPK[verb];
805 if (obj == INTRANSITIVE) {
807 for (i=1; i<=NOBJECTS; i++) {
808 if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0)
809 obj = obj * NOBJECTS + i;
811 if (obj > NOBJECTS || obj == 0 || DARK(game.loc)) return(8000);
814 if (DARK(game.loc)) {
819 if (OBJTXT[obj] == 0 || game.prop[obj] < 0) {
823 if (obj == OYSTER && !game.clshnt) {
824 game.clshnt=YES(input,192,193,54);
827 PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
831 static int reservoir(void)
832 /* Z'ZZZ (word gets recomputed at startup; different each game). */
834 if (!AT(RESER) && game.loc != game.fixed[RESER]-1) {
838 PSPEAK(RESER,game.prop[RESER]+1);
839 game.prop[RESER]=1-game.prop[RESER];
840 if (AT(RESER)) return GO_CLEAROBJ;
841 game.oldlc2=game.loc;
847 static int rub(token_t verb, token_t obj)
848 /* Rub. Yields various snide remarks except for lit urn. */
850 int spk = ACTSPK[verb];
851 if (obj != LAMP)spk=76;
852 if (obj != URN || game.prop[URN] != 2) {RSPEAK(spk); return GO_CLEAROBJ;}
854 DROP(AMBER,game.loc);
857 DROP(CAVITY,game.loc);
864 /* Say. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
866 /* FIXME: ugly use of globals */
872 int wd=VOCAB(WD1,-1);
873 if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
882 static int throw_support(long spk)
889 static int throw(FILE *cmdin, long verb, token_t obj)
890 /* Throw. Same as discard unless axe. Then same as attack except
891 * ignore bird, and if dwarf is present then one might be killed.
892 * (Only way to do so!) Axe also special for dragon, bear, and
893 * troll. Treasures special for troll. */
895 int spk = ACTSPK[verb];
896 if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
901 if (obj >= 50 && obj <= MAXTRS && AT(TROLL)) {
903 /* Snarf a treasure for the troll. */
906 MOVE(TROLL+NOBJECTS,0);
907 DROP(TROLL2,PLAC[TROLL]);
908 DROP(TROLL2+NOBJECTS,FIXD[TROLL]);
913 if (obj == FOOD && HERE(BEAR)) {
914 /* But throwing food is another story. */
916 return(feed(verb, obj));
919 return(discard(verb, obj, false));
920 int i=ATDWRF(game.loc);
922 if (AT(DRAGON) && game.prop[DRAGON] == 0) {
924 return throw_support(spk);
928 return throw_support(spk);
932 return throw_support(spk);
934 if (HERE(BEAR) && game.prop[BEAR] == 0) {
935 /* This'll teach him to throw the axe at the bear! */
941 {RSPEAK(spk); return GO_CLEAROBJ;}
943 return(attack(cmdin, verb, 0));
946 if (randrange(NDWARVES+1) < game.dflag) {
948 return throw_support(spk);
954 if (game.dkill == 1)spk=149;
956 return throw_support(spk);
959 static int vscore(void)
960 /* Score. Call scoring routine but tell it to return. */
966 static int wake(token_t verb, token_t obj)
967 /* Wake. Only use is to disturb the dwarves. */
969 if (obj != DWARF || !game.closed) {RSPEAK(ACTSPK[verb]); return GO_CLEAROBJ;}
974 static int wave(token_t verb, token_t obj)
975 /* Wave. No effect unless waving rod at fissure or at bird. */
977 int spk = ACTSPK[verb];
978 if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))spk=29;
981 (!HERE(BIRD) && (game.closng || !AT(FISSUR)))) {
985 if (HERE(BIRD))spk=206+MOD(game.prop[BIRD],2);
986 if (spk == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
998 if (game.closng || !AT(FISSUR)) {RSPEAK(spk); return GO_CLEAROBJ;}
999 if (HERE(BIRD))RSPEAK(spk);
1000 game.prop[FISSUR]=1-game.prop[FISSUR];
1001 PSPEAK(FISSUR,2-game.prop[FISSUR]);
1006 int action(FILE *input, enum speechpart part, long verb, token_t obj)
1007 /* Analyse a verb. Remember what it was, go back for object if second word
1008 * unless verb is "say", which snarfs arbitrary second word.
1012 token_t spk=ACTSPK[verb];
1014 if (part == unknown)
1016 /* Analyse an object word. See if the thing is here, whether
1017 * we've got a verb yet, and so on. Object must be here
1018 * unless verb is "find" or "invent(ory)" (and no new verb
1019 * yet to be analysed). Water and oil are also funny, since
1020 * they are never actually dropped at any location, but might
1021 * be here inside the bottle or urn or as a feature of the
1025 else if (obj == GRATE) {
1026 if (game.loc == 1 || game.loc == 4 || game.loc == 7)
1028 if (game.loc > 9 && game.loc < 15)
1033 else if (obj == DWARF && ATDWRF(game.loc) > 0)
1035 else if ((LIQUID() == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc))
1037 else if (obj == OIL && HERE(URN) && game.prop[URN] != 0) {
1041 else if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
1045 else if (obj == KNIFE && game.knfloc == game.loc) {
1051 else if (obj == ROD && HERE(ROD2)) {
1055 else if ((verb == FIND || verb == INVENT) && WD2 <= 0)
1072 if (WD2 > 0 && verb != SAY) return(2800);
1073 if (verb == SAY)obj=WD2;
1075 /* Analyse an intransitive verb (ie, no object given yet). */
1077 case 0: /* CARRY */ return carry(verb, INTRANSITIVE);
1078 case 1: /* DROP */ return(8000);
1079 case 2: /* SAY */ return(8000);
1080 case 3: /* UNLOC */ return lock(verb, INTRANSITIVE);
1081 case 4: /* NOTHI */ {RSPEAK(54); return(20012);}
1082 case 5: /* LOCK */ return lock(verb, INTRANSITIVE);
1083 case 6: /* LIGHT */ return light(verb, INTRANSITIVE);
1084 case 7: /* EXTIN */ return extinguish(verb, INTRANSITIVE);
1085 case 8: /* WAVE */ return(8000);
1086 case 9: /* CALM */ return(8000);
1087 case 10: /* WALK */ {RSPEAK(spk); return GO_CLEAROBJ;}
1088 case 11: /* ATTAC */ return attack(input, verb, obj);
1089 case 12: /* POUR */ return pour(verb, obj);
1090 case 13: /* EAT */ return eat(verb, INTRANSITIVE);
1091 case 14: /* DRINK */ return drink(verb, obj);
1092 case 15: /* RUB */ return(8000);
1093 case 16: /* TOSS */ return(8000);
1094 case 17: /* QUIT */ return quit(input);
1095 case 18: /* FIND */ return(8000);
1096 case 19: /* INVEN */ return inven(obj);
1097 case 20: /* FEED */ return(8000);
1098 case 21: /* FILL */ return fill(verb, obj);
1099 case 22: /* BLAST */ return blast();
1100 case 23: /* SCOR */ return vscore();
1101 case 24: /* FOO */ return bigwords(WD1);
1102 case 25: /* BRIEF */ return brief();
1103 case 26: /* READ */ return read(input, verb, INTRANSITIVE);
1104 case 27: /* BREAK */ return(8000);
1105 case 28: /* WAKE */ return(8000);
1106 case 29: /* SUSP */ return saveresume(input, false);
1107 case 30: /* RESU */ return saveresume(input, true);
1108 case 31: /* FLY */ return fly(verb, INTRANSITIVE);
1109 case 32: /* LISTE */ return listen();
1110 case 33: /* ZZZZ */ return reservoir();
1116 /* Analyse a transitive verb. */
1118 case 0: /* CARRY */ return carry(verb, obj);
1119 case 1: /* DROP */ return discard(verb, obj, false);
1120 case 2: /* SAY */ return say();
1121 case 3: /* UNLOC */ return lock(verb, obj);
1122 case 4: /* NOTHI */ {RSPEAK(54); return(20012);}
1123 case 5: /* LOCK */ return lock(verb, obj);
1124 case 6: /* LIGHT */ return light(verb, obj);
1125 case 7: /* EXTI */ return extinguish(verb, obj);
1126 case 8: /* WAVE */ return wave(verb, obj);
1127 case 9: /* CALM */ {RSPEAK(spk); return GO_CLEAROBJ;}
1128 case 10: /* WALK */ {RSPEAK(spk); return GO_CLEAROBJ;}
1129 case 11: /* ATTAC */ return attack(input, verb, obj);
1130 case 12: /* POUR */ return pour(verb, obj);
1131 case 13: /* EAT */ return eat(verb, obj);
1132 case 14: /* DRINK */ return drink(verb, obj);
1133 case 15: /* RUB */ return rub(verb, obj);
1134 case 16: /* TOSS */ return throw(input, verb, obj);
1135 case 17: /* QUIT */ {RSPEAK(spk); return GO_CLEAROBJ;}
1136 case 18: /* FIND */ return find(verb, obj);
1137 case 19: /* INVEN */ return find(verb, obj);
1138 case 20: /* FEED */ return feed(verb, obj);
1139 case 21: /* FILL */ return fill(verb, obj);
1140 case 22: /* BLAST */ return blast();
1141 case 23: /* SCOR */ {RSPEAK(spk); return GO_CLEAROBJ;}
1142 case 24: /* FOO */ {RSPEAK(spk); return GO_CLEAROBJ;}
1143 case 25: /* BRIEF */ {RSPEAK(spk); return GO_CLEAROBJ;}
1144 case 26: /* READ */ return read(input, verb, obj);
1145 case 27: /* BREAK */ return vbreak(verb, obj);
1146 case 28: /* WAKE */ return wake(verb, obj);
1147 case 29: /* SUSP */ {RSPEAK(spk); return GO_CLEAROBJ;}
1148 case 30: /* RESU */ {RSPEAK(spk); return GO_CLEAROBJ;}
1149 case 31: /* FLY */ return fly(verb, obj);
1150 case 32: /* LISTE */ {RSPEAK(spk); return GO_CLEAROBJ;}
1151 case 33: /* ZZZZ */ return reservoir();
1155 /* Unknown verb, couldn't deduce object - might need hint */
1158 return GO_CHECKHINT;