7 * Action handlers. Eventually we'll do lookup through a method table
8 * that calls these. Absolutely nothing like the original FORTRAN.
11 static int fill(long);
13 static int attack(FILE *input, long verb, long obj)
14 /* Attack. Assume target if unambiguous. "Throw" also links here.
15 * Attackable objects fall into two categories: enemies (snake,
16 * dwarf, etc.) and others (bird, clam, machine). Ambiguous if 2
17 * enemies, or no enemies but 2 others. */
19 int i =ATDWRF(game.loc);
23 if (HERE(SNAKE))obj=obj*NOBJECTS+SNAKE;
24 if (AT(DRAGON) && game.prop[DRAGON] == 0)obj=obj*NOBJECTS+DRAGON;
25 if (AT(TROLL))obj=obj*NOBJECTS+TROLL;
26 if (AT(OGRE))obj=obj*NOBJECTS+OGRE;
27 if (HERE(BEAR) && game.prop[BEAR] == 0)obj=obj*NOBJECTS+BEAR;
28 if (obj > NOBJECTS) return(8000);
30 /* Can't attack bird or machine by throwing axe. */
31 if (HERE(BIRD) && verb != THROW)obj=BIRD;
32 if (HERE(VEND) && verb != THROW)obj=obj*NOBJECTS+VEND;
33 /* Clam and oyster both treated as clam for intransitive case;
35 if (HERE(CLAM) || HERE(OYSTER))obj=NOBJECTS*obj+CLAM;
36 if (obj > NOBJECTS) return(8000);
51 PSPEAK(VEND,game.prop[VEND]+2);
52 game.prop[VEND]=3-game.prop[VEND];
57 if (obj == CLAM || obj == OYSTER)SPK=150;
58 if (obj == SNAKE)SPK=46;
59 if (obj == DWARF)SPK=49;
60 if (obj == DWARF && game.closed) return(19000);
61 if (obj == DRAGON)SPK=167;
62 if (obj == TROLL)SPK=157;
63 if (obj == OGRE)SPK=203;
64 if (obj == OGRE && i > 0) {
69 for (i=1; i < PIRATE; i++) {
70 if (game.dloc[i] == game.loc) {
80 if (obj == BEAR)SPK=165+(game.prop[BEAR]+1)/2;
81 if (obj != DRAGON || game.prop[DRAGON] != 0) {RSPEAK(SPK); return 2012;}
82 /* Fun stuff for dragon. If he insists on attacking it, win!
83 * Set game.prop to dead, move dragon to central loc (still
84 * fixed), move rug there (not fixed), and move him there,
85 * too. Then do a null motion to get new description. */
87 GETIN(input,&WD1,&WD1X,&WD2,&WD2X);
88 if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519))
93 int k=(PLAC[DRAGON]+FIXD[DRAGON])/2;
94 MOVE(DRAGON+NOBJECTS,-1);
99 for (obj=1; obj<=NOBJECTS; obj++) {
100 if (game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])
104 K=NUL; /* FIXME: error if removed */
108 static int bigwords(long foo)
109 /* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
110 * Look up WD1 in section 3 of vocab to determine which word we've got. Last
111 * word zips the eggs back to the giant room (unless already there). */
115 if (game.foobar != 1-k) {
116 if (game.foobar != 0)SPK=151;
121 if (k != 4) return(2009);
123 if (game.place[EGGS]==PLAC[EGGS] || (TOTING(EGGS) && game.loc==PLAC[EGGS])) {
127 /* Bring back troll if we steal the eggs back from him before
129 if (game.place[EGGS]==0 && game.place[TROLL]==0 && game.prop[TROLL]==0)
133 if (game.loc == PLAC[EGGS])k=0;
134 MOVE(EGGS,PLAC[EGGS]);
140 static int bivalve(token_t verb, token_t obj)
141 /* Clam/oyster actions */
144 if (obj == OYSTER)k=1;
146 if (TOTING(obj))SPK=120+k;
147 if (!TOTING(TRIDNT))SPK=122+k;
148 if (verb == LOCK)SPK=61;
151 DROP(OYSTER,game.loc);
158 static int blast(void)
159 /* Blast. No effect unless you've got dynamite, which is a neat trick! */
161 if (game.prop[ROD2] < 0 || !game.closed) {RSPEAK(SPK); return 2012;}
163 if (game.loc == 115)game.bonus=134;
164 if (HERE(ROD2))game.bonus=135;
169 static int vbreak(token_t obj)
170 /* Break. Only works for mirror in repository and, of course, the vase. */
172 if (obj == MIRROR)SPK=148;
173 if (obj == VASE && game.prop[VASE] == 0) {
175 if (TOTING(VASE))DROP(VASE,game.loc);
177 game.fixed[VASE]= -1;
179 if (obj == MIRROR && game.closed) {
188 static int brief(void)
189 /* Brief. Intransitive only. Suppress long descriptions after first time. */
198 static int carry(long obj)
199 /* Carry an object. Special cases for bird and cage (if bird in cage, can't
200 * take one without the other). Liquids also special, since they depend on
201 * status of bottle. Also various side effects, etc. */
203 if (obj == INTRANSITIVE) {
204 /* Carry, no object given yet. OK if only one object present. */
205 if(game.atloc[game.loc] == 0 ||
206 game.link[game.atloc[game.loc]] != 0 ||
207 ATDWRF(game.loc) > 0)
209 obj=game.atloc[game.loc];
212 if (TOTING(obj)) {RSPEAK(SPK); return 2012;}
214 if (obj == PLANT && game.prop[PLANT] <= 0)SPK=115;
215 if (obj == BEAR && game.prop[BEAR] == 1)SPK=169;
216 if (obj == CHAIN && game.prop[BEAR] != 0)SPK=170;
217 if (obj == URN)SPK=215;
218 if (obj == CAVITY)SPK=217;
219 if (obj == BLOOD)SPK=239;
220 if (obj == RUG && game.prop[RUG] == 2)SPK=222;
221 if (obj == SIGN)SPK=196;
226 if (game.fixed[obj] != 0) {
230 if (obj == WATER || obj == OIL) {
231 if (!HERE(BOTTLE) || LIQUID() != obj) {
232 if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1)
233 return(fill(BOTTLE));
234 if (game.prop[BOTTLE] != 1)SPK=105;
235 if (!TOTING(BOTTLE))SPK=104;
243 if (game.holdng >= INVLIMIT) {
247 else if (obj == BIRD && game.prop[BIRD] != 1 && -1-game.prop[BIRD] != 1) {
248 if (game.prop[BIRD] == 2) {
253 if (!TOTING(CAGE))SPK=27;
254 if (TOTING(ROD))SPK=26;
261 if ((obj==BIRD || obj==CAGE) && (game.prop[BIRD]==1 || -1-game.prop[BIRD]==1))
262 CARRY(BIRD+CAGE-obj,game.loc);
264 if (obj == BOTTLE && LIQUID() != 0)
265 game.place[LIQUID()] = -1;
266 if (!GSTONE(obj) || game.prop[obj] == 0)
273 static int chain(token_t verb)
274 /* Do something to the bear's chain */
278 if (game.prop[BEAR] == 0)SPK=41;
279 if (game.prop[CHAIN] == 0)SPK=37;
280 if (SPK != 171) {RSPEAK(SPK); return 2012;}
283 if (game.prop[BEAR] != 3)game.prop[BEAR]=2;
284 game.fixed[BEAR]=2-game.prop[BEAR];
287 if (game.prop[CHAIN] != 0)SPK=34;
288 if (game.loc != PLAC[CHAIN])SPK=173;
289 if (SPK != 172) {RSPEAK(SPK); return 2012;}
291 if (TOTING(CHAIN))DROP(CHAIN,game.loc);
292 game.fixed[CHAIN]= -1;
298 static int discard(long obj, bool just_do_it)
299 /* Discard object. "Throw" also comes here for most objects. Special cases for
300 * bird (might attack snake or dragon) and cage (might contain bird) and vase.
301 * Drop coins at vending machine for extra batteries. */
304 if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
305 if (!TOTING(obj)) {RSPEAK(SPK); return 2012;}
306 if (obj == BIRD && HERE(SNAKE)) {
308 if (game.closed) return(19000);
310 /* Set game.prop for use by travel options */
313 } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) {
317 if (HERE(RUG) && ((obj == EMRALD && game.prop[RUG] != 2) || (obj == RUBY &&
318 game.prop[RUG] == 2))) {
320 if (TOTING(RUG))SPK=220;
321 if (obj == RUBY)SPK=221;
326 if (K == 2)K=PLAC[SAPPH];
327 MOVE(RUG+NOBJECTS,K);
330 } else if (obj == COINS && HERE(VEND)) {
332 DROP(BATTER,game.loc);
335 } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
340 } else if (obj == BEAR && AT(TROLL)) {
343 MOVE(TROLL+NOBJECTS,0);
344 MOVE(TROLL2,PLAC[TROLL]);
345 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
348 } else if (obj != VASE || game.loc == PLAC[PILLOW]) {
352 if (AT(PILLOW))game.prop[VASE]=0;
353 PSPEAK(VASE,game.prop[VASE]+1);
354 if (game.prop[VASE] != 0)game.fixed[VASE]= -1;
358 if (K == obj)obj=BOTTLE;
359 if (obj == BOTTLE && K != 0)game.place[K]=0;
360 if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD,game.loc);
362 if (obj != BIRD) return(2012);
364 if (FOREST(game.loc))game.prop[BIRD]=2;
368 static int drink(token_t obj)
369 /* Drink. If no object, assume water and look for it here. If water is in
370 * the bottle, drink that, else must be at a water loc, so drink stream. */
372 if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
375 if (obj != 0 && obj != WATER)SPK=110;
376 if (SPK == 110 || LIQUID() != WATER || !HERE(BOTTLE)) {RSPEAK(SPK); return 2012;}
385 OBJSND[BIRD]=OBJSND[BIRD]+3;
392 static int eat(token_t obj)
393 /* Eat. Intransitive: assume food if present, else ask what. Transitive: food
394 * ok, some things lose appetite, rest are ridiculous. */
396 if (obj == INTRANSITIVE) {
406 if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
407 DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
414 static int extinguish(int obj)
415 /* Extinguish. Lamp, urn, dragon/volcano (nice try). */
417 if (obj == INTRANSITIVE) {
418 if (HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP;
419 if (HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN;
420 if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return(8000);
424 game.prop[URN]=game.prop[URN]/2;
429 else if (obj == LAMP) {
436 else if (obj == DRAGON || obj == VOLCAN)
442 static int feed(long obj)
443 /* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
444 * mad. Bear, special. */
452 if (!(obj != SNAKE && obj != DRAGON && obj != TROLL)) {
454 if (obj == DRAGON && game.prop[DRAGON] != 0)SPK=110;
455 if (obj == TROLL)SPK=182;
456 if (obj != SNAKE || game.closed || !HERE(BIRD))
457 {RSPEAK(SPK); return 2012;}
467 {RSPEAK(SPK); return 2012;}
469 game.dflag=game.dflag+2;
475 if (game.prop[BEAR] == 0)SPK=102;
476 if (game.prop[BEAR] == 3)SPK=110;
503 /* Fill. Bottle or urn must be empty, and liquid available. (Vase
509 if (LIQLOC(game.loc) == 0)SPK=144;
510 if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
516 game.fixed[VASE]= -1;
517 return(discard(obj, true));
522 if (game.prop[URN] != 0) {RSPEAK(SPK); return 2012;}
525 if (k == 0 || !HERE(BOTTLE)) {RSPEAK(SPK); return 2012;}
528 if (k == OIL)game.prop[URN]=1;
529 SPK=211+game.prop[URN];
534 if (obj != 0 && obj != BOTTLE) {
538 if (obj == 0 && !HERE(BOTTLE))
541 if (LIQLOC(game.loc) == 0)
543 if (HERE(URN) && game.prop[URN] != 0)
548 {RSPEAK(SPK); return 2012;}
549 game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2;
559 static int find(token_t obj)
560 /* Find. Might be carrying it, or it might be here. Else give caveat. */
563 (LIQUID() == obj && AT(BOTTLE)) ||
564 obj == LIQLOC(game.loc) ||
565 (obj == DWARF && ATDWRF(game.loc) > 0))
567 if (game.closed)SPK=138;
568 if (TOTING(obj))SPK=24;
573 static int fly(token_t obj)
574 /* Fly. Snide remarks unless hovering rug is here. */
576 if (obj == INTRANSITIVE) {
577 if (game.prop[RUG] != 2)SPK=224;
578 if (!HERE(RUG))SPK=225;
591 if (game.prop[RUG] != 2) {RSPEAK(SPK); return 2012;}
592 game.oldlc2=game.oldloc;
593 game.oldloc=game.loc;
594 game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc;
596 if (game.prop[SAPPH] >= 0)SPK=227;
601 static int inven(token_t obj)
602 /* Inventory. If object, treat same as find. Else report on current burden. */
606 for (i=1; i<=NOBJECTS; i++) {
607 if (i == BEAR || !TOTING(i))
609 if (SPK == 98)RSPEAK(99);
621 int light(token_t obj)
622 /* Light. Applicable only to lamp and urn. */
624 if (obj == INTRANSITIVE) {
625 if (HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj=LAMP;
626 if (HERE(URN) && game.prop[URN] == 1)obj=obj*NOBJECTS+URN;
627 if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return(8000);
632 if (game.prop[URN] == 0)
633 {RSPEAK(SPK); return 2012;}
645 if (game.limit < 0) {
657 static int listen(void)
658 /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
665 if (k < 0) return(2012);
668 SETPRM(1,game.zzword,0);
669 for (i=1; i<=NOBJECTS; i++) {
670 if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
672 PSPEAK(i,OBJSND[i]+game.prop[i]);
674 if (i == BIRD && OBJSND[i]+game.prop[i] == 8)
681 static int lock(token_t verb, token_t obj)
682 /* Lock, unlock, no object given. Assume various things if present. */
685 if (obj == INTRANSITIVE) {
687 if (HERE(CLAM))obj=CLAM;
688 if (HERE(OYSTER))obj=OYSTER;
689 if (AT(DOOR))obj=DOOR;
690 if (AT(GRATE))obj=GRATE;
691 if (obj != 0 && HERE(CHAIN)) return(8000);
692 if (HERE(CHAIN))obj=CHAIN;
693 if (obj == 0) {RSPEAK(SPK); return 2012;}
696 /* Lock, unlock object. Special stuff for opening clam/oyster
698 if (obj == CLAM || obj == OYSTER)
699 return bivalve(verb, obj);
700 if (obj == DOOR)SPK=111;
701 if (obj == DOOR && game.prop[DOOR] == 1)SPK=54;
702 if (obj == CAGE)SPK=32;
703 if (obj == KEYS)SPK=55;
704 if (obj == GRATE || obj == CHAIN)SPK=31;
705 if (SPK != 31 || !HERE(KEYS)) {
713 if (!game.panic)game.clock2=15;
718 SPK=34+game.prop[GRATE];
720 if (verb == LOCK)game.prop[GRATE]=0;
721 SPK=SPK+2*game.prop[GRATE];
726 static int pour(token_t obj)
727 /* Pour. If no object, or object is bottle, assume contents of bottle.
728 * special tests for pouring water or oil on plant or rusty door. */
730 if (obj == BOTTLE || obj == 0)obj=LIQUID();
731 if (obj == 0) return(8000);
732 if (!TOTING(obj)) {RSPEAK(SPK); return 2012;}
734 if (obj != OIL && obj != WATER) {RSPEAK(SPK); return 2012;}
735 if (HERE(URN) && game.prop[URN] == 0)
740 if (!(AT(PLANT) || AT(DOOR)))
741 {RSPEAK(SPK); return 2012;}
744 if (obj != WATER) {RSPEAK(SPK); return 2012;}
745 PSPEAK(PLANT,game.prop[PLANT]+3);
746 game.prop[PLANT]=MOD(game.prop[PLANT]+1,3);
747 game.prop[PLANT2]=game.prop[PLANT];
752 if (obj == OIL)game.prop[DOOR]=1;
753 SPK=113+game.prop[DOOR];
759 static int quit(FILE *input)
760 /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
762 if (YES(input,22,54,54))
767 static int read(FILE *input, token_t obj)
768 /* Read. Print stuff based on objtxt. Oyster (?) is special case. */
771 if (obj == INTRANSITIVE) {
773 for (i=1; i<=NOBJECTS; i++) {
774 if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0)
775 obj = obj * NOBJECTS + i;
777 if (obj > NOBJECTS || obj == 0 || DARK(game.loc)) return(8000);
780 if (DARK(game.loc)) {
785 if (OBJTXT[obj] == 0 || game.prop[obj] < 0)
786 {RSPEAK(SPK); return 2012;}
787 if (obj == OYSTER && !game.clshnt) {
788 game.clshnt=YES(input,192,193,54);
791 PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
795 static int reservoir(void)
796 /* Z'ZZZ (word gets recomputed at startup; different each game). */
798 if (!AT(RESER) && game.loc != game.fixed[RESER]-1) {RSPEAK(SPK); return 2012;}
799 PSPEAK(RESER,game.prop[RESER]+1);
800 game.prop[RESER]=1-game.prop[RESER];
801 if (AT(RESER)) return(2012);
802 game.oldlc2=game.loc;
808 static int rub(token_t obj)
809 /* Rub. Yields various snide remarks except for lit urn. */
811 if (obj != LAMP)SPK=76;
812 if (obj != URN || game.prop[URN] != 2) {RSPEAK(SPK); return 2012;}
814 DROP(AMBER,game.loc);
817 DROP(CAVITY,game.loc);
824 /* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
826 /* FIXME: ugly use of globals */
827 SETPRM(1,WD2,WD2X); if (WD2 <= 0)SETPRM(1,WD1,WD1X);
829 int wd=VOCAB(WD1,-1);
830 if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
839 static int throw_support(long spk)
847 static int throw(FILE *cmdin, long verb, long obj)
848 /* Throw. Same as discard unless axe. Then same as attack except
849 * ignore bird, and if dwarf is present then one might be killed.
850 * (Only way to do so!) Axe also special for dragon, bear, and
851 * troll. Treasures special for troll. */
853 if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
855 {RSPEAK(SPK); return 2012;}
856 if (obj >= 50 && obj <= MAXTRS && AT(TROLL)) {
858 /* Snarf a treasure for the troll. */
861 MOVE(TROLL+NOBJECTS,0);
862 DROP(TROLL2,PLAC[TROLL]);
863 DROP(TROLL2+NOBJECTS,FIXD[TROLL]);
868 if (obj == FOOD && HERE(BEAR)) {
869 /* But throwing food is another story. */
874 return(discard(obj, false));
875 int i=ATDWRF(game.loc);
877 if (AT(DRAGON) && game.prop[DRAGON] == 0) {
879 return throw_support(SPK);
883 return throw_support(SPK);
887 return throw_support(SPK);
889 if (HERE(BEAR) && game.prop[BEAR] == 0) {
890 /* This'll teach him to throw the axe at the bear! */
896 {RSPEAK(SPK); return 2012;}
898 return(attack(cmdin, verb, 0));
901 if (randrange(NDWARVES+1) < game.dflag) {
903 return throw_support(SPK);
909 if (game.dkill == 1)SPK=149;
911 return throw_support(SPK);
914 static int vscore(void)
915 /* Score. Call scoring routine but tell it to return. */
921 static int wake(token_t obj)
922 /* Wake. Only use is to disturb the dwarves. */
924 if (obj != DWARF || !game.closed) {RSPEAK(SPK); return 2012;}
929 static int wave(token_t obj)
930 /* Wave. No effect unless waving rod at fissure or at bird. */
932 if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29;
935 (!HERE(BIRD) && (game.closng || !AT(FISSUR)))) {
939 if (HERE(BIRD))SPK=206+MOD(game.prop[BIRD],2);
940 if (SPK == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
948 if (game.closed) return(18999);
949 if (game.closng || !AT(FISSUR)) {RSPEAK(SPK); return 2012;}
950 if (HERE(BIRD))RSPEAK(SPK);
951 game.prop[FISSUR]=1-game.prop[FISSUR];
952 PSPEAK(FISSUR,2-game.prop[FISSUR]);
957 int action(FILE *input, enum speechpart part, long verb, long obj)
958 /* Analyse a verb. Remember what it was, go back for object if second word
959 * unless verb is "say", which snarfs arbitrary second word.
966 /* Analyse an object word. See if the thing is here, whether
967 * we've got a verb yet, and so on. Object must be here
968 * unless verb is "find" or "invent(ory)" (and no new verb
969 * yet to be analysed). Water and oil are also funny, since
970 * they are never actually dropped at any location, but might
971 * be here inside the bottle or urn or as a feature of the
975 else if (obj == GRATE) {
976 if (game.loc == 1 || game.loc == 4 || game.loc == 7)
978 if (game.loc > 9 && game.loc < 15)
983 else if (obj == DWARF && ATDWRF(game.loc) > 0)
985 else if ((LIQUID() == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc))
987 else if (obj == OIL && HERE(URN) && game.prop[URN] != 0) {
991 else if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
995 else if (obj == KNIFE && game.knfloc == game.loc) {
998 {RSPEAK(SPK); return 2012;}
1000 else if (obj == ROD && HERE(ROD2)) {
1004 else if ((verb == FIND || verb == INVENT) && WD2 <= 0)
1022 if (WD2 > 0 && verb != SAY) return(2800);
1023 if (verb == SAY)obj=WD2;
1025 /* Analyse an intransitive verb (ie, no object given yet). */
1027 case 0: /* CARRY */ return carry(INTRANSITIVE);
1028 case 1: /* DROP */ return(8000);
1029 case 2: /* SAY */ return(8000);
1030 case 3: /* UNLOC */ return lock(verb, INTRANSITIVE);
1031 case 4: /* NOTHI */ return(2009);
1032 case 5: /* LOCK */ return lock(verb, INTRANSITIVE);
1033 case 6: /* LIGHT */ return light(INTRANSITIVE);
1034 case 7: /* EXTIN */ return extinguish(INTRANSITIVE);
1035 case 8: /* WAVE */ return(8000);
1036 case 9: /* CALM */ return(8000);
1037 case 10: /* WALK */ {RSPEAK(SPK); return 2012;}
1038 case 11: /* ATTAC */ return attack(input, verb, obj);
1039 case 12: /* POUR */ return pour(obj);
1040 case 13: /* EAT */ return eat(INTRANSITIVE);
1041 case 14: /* DRINK */ return drink(obj);
1042 case 15: /* RUB */ return(8000);
1043 case 16: /* TOSS */ return(8000);
1044 case 17: /* QUIT */ return quit(input);
1045 case 18: /* FIND */ return(8000);
1046 case 19: /* INVEN */ return inven(obj);
1047 case 20: /* FEED */ return(8000);
1048 case 21: /* FILL */ return fill(obj);
1049 case 22: /* BLAST */ return blast();
1050 case 23: /* SCOR */ return vscore();
1051 case 24: /* FOO */ return bigwords(WD1);
1052 case 25: /* BRIEF */ return brief();
1053 case 26: /* READ */ return read(input, INTRANSITIVE);
1054 case 27: /* BREAK */ return(8000);
1055 case 28: /* WAKE */ return(8000);
1056 case 29: /* SUSP */ return saveresume(input, false);
1057 case 30: /* RESU */ return saveresume(input, true);
1058 case 31: /* FLY */ return fly(INTRANSITIVE);
1059 case 32: /* LISTE */ return listen();
1060 case 33: /* ZZZZ */ return reservoir();
1066 /* Analyse a transitive verb. */
1068 case 0: /* CARRY */ return carry(obj);
1069 case 1: /* DROP */ return discard(obj, false);
1070 case 2: /* SAY */ return say();
1071 case 3: /* UNLOC */ return lock(verb, obj);
1072 case 4: /* NOTHI */ return(2009);
1073 case 5: /* LOCK */ return lock(verb, obj);
1074 case 6: /* LIGHT */ return light(obj);
1075 case 7: /* EXTI */ return extinguish(obj);
1076 case 8: /* WAVE */ return wave(obj);
1077 case 9: /* CALM */ {RSPEAK(SPK); return 2012;}
1078 case 10: /* WALK */ {RSPEAK(SPK); return 2012;}
1079 case 11: /* ATTAC */ return attack(input, verb, obj);
1080 case 12: /* POUR */ return pour(obj);
1081 case 13: /* EAT */ return eat(obj);
1082 case 14: /* DRINK */ return drink(obj);
1083 case 15: /* RUB */ return rub(obj);
1084 case 16: /* TOSS */ return throw(input, verb, obj);
1085 case 17: /* QUIT */ {RSPEAK(SPK); return 2012;}
1086 case 18: /* FIND */ return find(obj);
1087 case 19: /* INVEN */ return find(obj);
1088 case 20: /* FEED */ return feed(obj);
1089 case 21: /* FILL */ return fill(obj);
1090 case 22: /* BLAST */ return blast();
1091 case 23: /* SCOR */ {RSPEAK(SPK); return 2012;}
1092 case 24: /* FOO */ {RSPEAK(SPK); return 2012;}
1093 case 25: /* BRIEF */ {RSPEAK(SPK); return 2012;}
1094 case 26: /* READ */ return read(input, obj);
1095 case 27: /* BREAK */ return vbreak(obj);
1096 case 28: /* WAKE */ return wake(obj);
1097 case 29: /* SUSP */ {RSPEAK(SPK); return 2012;}
1098 case 30: /* RESU */ {RSPEAK(SPK); return 2012;}
1099 case 31: /* FLY */ return fly(obj);
1100 case 32: /* LISTE */ {RSPEAK(SPK); return 2012;}
1101 case 33: /* ZZZZ */ return reservoir();
1105 /* Unknown verb, couldn't deduce object - might need hint */