Typo fix.
[open-adventure.git] / actions.c
index baebd0c45e629e613e99385096022fbe15c57711..31a09c82f5bed6ee2f50dc68a00686b7e683c4ab 100644 (file)
--- a/actions.c
+++ b/actions.c
-#include <stdlib.h>
+/*
+ * Actions for the dungeon-running code.
+ *
+ * SPDX-FileCopyrightText: (C) 1977, 2005 Will Crowther and Don Woods
+ * SPDX-License-Identifier: BSD-2-Clause
+ */
+
+#include <inttypes.h>
 #include <stdbool.h>
+#include <stdlib.h>
+#include <string.h>
+
 #include "advent.h"
-#include "database.h"
-#include "newdb.h"
 
-/* Limit visibility of ugly globals.  Eventually these should go away. */
-extern long WD1, WD1X, WD2, WD2X;
+static phase_codes_t fill(verb_t, obj_t);
 
-/*
- * Action handlers.  Eventually we'll do lookup through a method table
- * that calls these.
- */
+static phase_codes_t attack(command_t command) {
+       /*  Attack.  Assume target if unambiguous.  "Throw" also links here.
+        *  Attackable objects fall into two categories: enemies (snake,
+        *  dwarf, etc.)  and others (bird, clam, machine).  Ambiguous if 2
+        *  enemies, or no enemies but 2 others. */
+       verb_t verb = command.verb;
+       obj_t obj = command.obj;
 
-static int fill(token_t verb, token_t);
+       if (obj == INTRANSITIVE) {
+               int changes = 0;
+               if (atdwrf(game.loc) > 0) {
+                       obj = DWARF;
+                       ++changes;
+               }
+               if (HERE(SNAKE)) {
+                       obj = SNAKE;
+                       ++changes;
+               }
+               if (AT(DRAGON) && game.objects[DRAGON].prop == DRAGON_BARS) {
+                       obj = DRAGON;
+                       ++changes;
+               }
+               if (AT(TROLL)) {
+                       obj = TROLL;
+                       ++changes;
+               }
+               if (AT(OGRE)) {
+                       obj = OGRE;
+                       ++changes;
+               }
+               if (HERE(BEAR) && game.objects[BEAR].prop == UNTAMED_BEAR) {
+                       obj = BEAR;
+                       ++changes;
+               }
+               /* check for low-priority targets */
+               if (obj == INTRANSITIVE) {
+                       /* Can't attack bird or machine by throwing axe. */
+                       if (HERE(BIRD) && verb != THROW) {
+                               obj = BIRD;
+                               ++changes;
+                       }
+                       if (HERE(VEND) && verb != THROW) {
+                               obj = VEND;
+                               ++changes;
+                       }
+                       /* Clam and oyster both treated as clam for intransitive
+                        * case; no harm done. */
+                       if (HERE(CLAM) || HERE(OYSTER)) {
+                               obj = CLAM;
+                               ++changes;
+                       }
+               }
+               if (changes >= 2) {
+                       return GO_UNKNOWN;
+               }
+       }
 
-static int attack(FILE *input, long verb, token_t obj)
-/*  Attack.  Assume target if unambiguous.  "Throw" also links here.
- *  Attackable objects fall into two categories: enemies (snake,
- *  dwarf, etc.)  and others (bird, clam, machine).  Ambiguous if 2
- *  enemies, or no enemies but 2 others. */
-{
-    int spk = ACTSPK[verb];
-    int d = ATDWRF(game.loc);
-    if (obj == 0) {
-       if (d > 0)
-           obj=DWARF;
-       if (HERE(SNAKE))obj=obj*NOBJECTS+SNAKE;
-       if (AT(DRAGON) && game.prop[DRAGON] == 0)obj=obj*NOBJECTS+DRAGON;
-       if (AT(TROLL))obj=obj*NOBJECTS+TROLL;
-       if (AT(OGRE))obj=obj*NOBJECTS+OGRE;
-       if (HERE(BEAR) && game.prop[BEAR] == 0)obj=obj*NOBJECTS+BEAR;
-       if (obj > NOBJECTS) return GO_UNKNOWN;
-       if (obj == 0) {
-           /* Can't attack bird or machine by throwing axe. */
-           if (HERE(BIRD) && verb != THROW)obj=BIRD;
-           if (HERE(VEND) && verb != THROW)obj=obj*NOBJECTS+VEND;
-           /* Clam and oyster both treated as clam for intransitive case;
-            * no harm done. */
-           if (HERE(CLAM) || HERE(OYSTER))obj=NOBJECTS*obj+CLAM;
-           if (obj > NOBJECTS) return GO_UNKNOWN;
-       }
-    }
-    if (obj == BIRD) {
-       spk=UNHAPPY_BIRD;
-       if (game.closed)
-       {
-           RSPEAK(spk);
-           return GO_CLEAROBJ;
-       }
-       DSTROY(BIRD);
-       game.prop[BIRD]=0;
-       spk=BIRD_DEAD;
-    }
-    if (obj == VEND) {
-       PSPEAK(VEND,game.prop[VEND]+2);
-       game.prop[VEND]=3-game.prop[VEND];
-       return GO_CLEAROBJ;
-    }
-
-    if (obj == 0)spk=NO_TARGET;
-    if (obj == CLAM || obj == OYSTER)spk=SHELL_IMPERVIOUS;
-    if (obj == SNAKE)spk=SNAKE_WARNING;
-    if (obj == DWARF)spk=BARE_HANDS_QUERY;
-    if (obj == DWARF && game.closed) return GO_DWARFWAKE;
-    if (obj == DRAGON)spk=ALREADY_DEAD;
-    if (obj == TROLL)spk=ROCKY_TROLL;
-    if (obj == OGRE)spk=OGRE_DODGE;
-    if (obj == OGRE && d > 0) {
-       RSPEAK(spk);
-       RSPEAK(KNIFE_THROWN);
-       DSTROY(OGRE);
-       int k=0;
-       for (int i=1; i < PIRATE; i++) {
-           if (game.dloc[i] == game.loc) {
-               ++k;
-               game.dloc[i] = LOC_LONGWEST;
-               game.dseen[i]=false;
-           }
-       }
-       spk=k == 2 ? OGRE_PANIC1 : OGRE_PANIC2;
-       RSPEAK(spk);
-       return GO_CLEAROBJ;
-    }
+       if (obj == BIRD) {
+               if (game.closed) {
+                       rspeak(UNHAPPY_BIRD);
+               } else {
+                       DESTROY(BIRD);
+                       rspeak(BIRD_DEAD);
+               }
+               return GO_CLEAROBJ;
+       }
+       if (obj == VEND) {
+               state_change(VEND, game.objects[VEND].prop == VEND_BLOCKS
+                                      ? VEND_UNBLOCKS
+                                      : VEND_BLOCKS);
+
+               return GO_CLEAROBJ;
+       }
+
+       if (obj == BEAR) {
+               switch (game.objects[BEAR].prop) {
+               case UNTAMED_BEAR:
+                       rspeak(BEAR_HANDS);
+                       break;
+               case SITTING_BEAR:
+                       rspeak(BEAR_CONFUSED);
+                       break;
+               case CONTENTED_BEAR:
+                       rspeak(BEAR_CONFUSED);
+                       break;
+               case BEAR_DEAD:
+                       rspeak(ALREADY_DEAD);
+                       break;
+               }
+               return GO_CLEAROBJ;
+       }
+       if (obj == DRAGON && game.objects[DRAGON].prop == DRAGON_BARS) {
+               /*  Fun stuff for dragon.  If he insists on attacking it, win!
+                *  Set game.prop to dead, move dragon to central loc (still
+                *  fixed), move rug there (not fixed), and move him there,
+                *  too.  Then do a null motion to get new description. */
+               rspeak(BARE_HANDS_QUERY);
+               if (!silent_yes_or_no()) {
+                       speak(arbitrary_messages[NASTY_DRAGON]);
+                       return GO_MOVE;
+               }
+               state_change(DRAGON, DRAGON_DEAD);
+               game.objects[RUG].prop = RUG_FLOOR;
+               /* Hardcoding LOC_SECRET5 as the dragon's death location is
+                * ugly. The way it was computed before was worse; it depended
+                * on the two dragon locations being LOC_SECRET4 and LOC_SECRET6
+                * and LOC_SECRET5 being right between them.
+                */
+               move(DRAGON + NOBJECTS, IS_FIXED);
+               move(RUG + NOBJECTS, IS_FREE);
+               move(DRAGON, LOC_SECRET5);
+               move(RUG, LOC_SECRET5);
+               drop(BLOOD, LOC_SECRET5);
+               for (obj_t i = 1; i <= NOBJECTS; i++) {
+                       if (game.objects[i].place == objects[DRAGON].plac ||
+                           game.objects[i].place == objects[DRAGON].fixd) {
+                               move(i, LOC_SECRET5);
+                       }
+               }
+               game.loc = LOC_SECRET5;
+               return GO_MOVE;
+       }
 
-    if (obj == BEAR)
-       /* FIXME: Arithmetic on message numbers */
-       spk = BEAR_HANDS+(game.prop[BEAR]+1)/2;
-    if (obj != DRAGON || game.prop[DRAGON] != 0) {
-       RSPEAK(spk);
+       if (obj == OGRE) {
+               rspeak(OGRE_DODGE);
+               if (atdwrf(game.loc) == 0) {
+                       return GO_CLEAROBJ;
+               }
+               rspeak(KNIFE_THROWN);
+               DESTROY(OGRE);
+               int dwarves = 0;
+               for (int i = 1; i < PIRATE; i++) {
+                       if (game.dwarves[i].loc == game.loc) {
+                               ++dwarves;
+                               game.dwarves[i].loc = LOC_LONGWEST;
+                               game.dwarves[i].seen = false;
+                       }
+               }
+               rspeak((dwarves > 1) ? OGRE_PANIC1 : OGRE_PANIC2);
+               return GO_CLEAROBJ;
+       }
+
+       switch (obj) {
+       case INTRANSITIVE:
+               rspeak(NO_TARGET);
+               break;
+       case CLAM:
+       case OYSTER:
+               rspeak(SHELL_IMPERVIOUS);
+               break;
+       case SNAKE:
+               rspeak(SNAKE_WARNING);
+               break;
+       case DWARF:
+               if (game.closed) {
+                       return GO_DWARFWAKE;
+               }
+               rspeak(BARE_HANDS_QUERY);
+               break;
+       case DRAGON:
+               rspeak(ALREADY_DEAD);
+               break;
+       case TROLL:
+               rspeak(ROCKY_TROLL);
+               break;
+       default:
+               speak(actions[verb].message);
+       }
        return GO_CLEAROBJ;
-    }
-    /*  Fun stuff for dragon.  If he insists on attacking it, win!
-     *  Set game.prop to dead, move dragon to central loc (still
-     *  fixed), move rug there (not fixed), and move him there,
-     *  too.  Then do a null motion to get new description. */
-    RSPEAK(BARE_HANDS_QUERY);
-    GETIN(input,&WD1,&WD1X,&WD2,&WD2X);
-    if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519))
-       return GO_CHECKFOO;
-    PSPEAK(DRAGON,3);
-    game.prop[DRAGON]=1;
-    game.prop[RUG]=0;
-    int k=(PLAC[DRAGON]+FIXD[DRAGON])/2;
-    MOVE(DRAGON+NOBJECTS,-1);
-    MOVE(RUG+NOBJECTS,0);
-    MOVE(DRAGON,k);
-    MOVE(RUG,k);
-    DROP(BLOOD,k);
-    for (obj=1; obj<=NOBJECTS; obj++) {
-       if (game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])
-           MOVE(obj,k);
-    }
-    game.loc=k;
-    return GO_MOVE;
 }
 
-static int bigwords(long foo)
-/*  FEE FIE FOE FOO (AND FUM).  Advance to next state if given in proper order.
- *  Look up WD1 in section 3 of vocab to determine which word we've got.  Last
- *  word zips the eggs back to the giant room (unless already there). */
-{
-    int k=VOCAB(foo,3);
-    int spk=NOTHING_HAPPENS;
-    if (game.foobar != 1-k) {
-       if (game.foobar != 0)spk=START_OVER;
-       RSPEAK(spk);
-       return GO_CLEAROBJ;
-    } else {
-       game.foobar=k;
-       if (k != 4) {
-           RSPEAK(OK_MAN);
-           return GO_CLEAROBJ;
-       }
-       game.foobar=0;
-       if (game.place[EGGS]==PLAC[EGGS] || (TOTING(EGGS) && game.loc==PLAC[EGGS])) {
-           RSPEAK(spk);
-           return GO_CLEAROBJ;
+static phase_codes_t bigwords(vocab_t id) {
+       /* Only called on FEE FIE FOE FOO (AND FUM).  Advance to next state if
+        * given in proper order. Look up foo in special section of vocab to
+        * determine which word we've got. Last word zips the eggs back to the
+        * giant room (unless already there). */
+       int foobar = abs(game.foobar);
+
+       /* Only FEE can start a magic-word sequence. */
+       if ((foobar == WORD_EMPTY) &&
+           (id == FIE || id == FOE || id == FOO || id == FUM)) {
+               rspeak(NOTHING_HAPPENS);
+               return GO_CLEAROBJ;
+       }
+
+       if ((foobar == WORD_EMPTY && id == FEE) ||
+           (foobar == FEE && id == FIE) || (foobar == FIE && id == FOE) ||
+           (foobar == FOE && id == FOO)) {
+               game.foobar = id;
+               if (id != FOO) {
+                       rspeak(OK_MAN);
+                       return GO_CLEAROBJ;
+               }
+               game.foobar = WORD_EMPTY;
+               if (game.objects[EGGS].place == objects[EGGS].plac ||
+                   (TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
+                       rspeak(NOTHING_HAPPENS);
+                       return GO_CLEAROBJ;
+               } else {
+                       /*  Bring back troll if we steal the eggs back from him
+                        * before crossing. */
+                       if (game.objects[EGGS].place == LOC_NOWHERE &&
+                           game.objects[TROLL].place == LOC_NOWHERE &&
+                           game.objects[TROLL].prop == TROLL_UNPAID) {
+                               game.objects[TROLL].prop = TROLL_PAIDONCE;
+                       }
+                       if (HERE(EGGS)) {
+                               pspeak(EGGS, look, true, EGGS_VANISHED);
+                       } else if (game.loc == objects[EGGS].plac) {
+                               pspeak(EGGS, look, true, EGGS_HERE);
+                       } else {
+                               pspeak(EGGS, look, true, EGGS_DONE);
+                       }
+                       move(EGGS, objects[EGGS].plac);
+
+                       return GO_CLEAROBJ;
+               }
        } else {
-           /*  Bring back troll if we steal the eggs back from him before
-            *  crossing. */
-           if (game.place[EGGS]==0 && game.place[TROLL]==0 && game.prop[TROLL]==0)
-               game.prop[TROLL]=1;
-           k=2;
-           if (HERE(EGGS))k=1;
-           if (game.loc == PLAC[EGGS])k=0;
-           MOVE(EGGS,PLAC[EGGS]);
-           PSPEAK(EGGS,k);
-           return GO_CLEAROBJ;
-       }
-    }
+               /* Magic-word sequence was started but is incorrect */
+               if (settings.oldstyle || game.seenbigwords) {
+                       rspeak(START_OVER);
+               } else {
+                       rspeak(WELL_POINTLESS);
+               }
+               game.foobar = WORD_EMPTY;
+               return GO_CLEAROBJ;
+       }
 }
 
-static int bivalve(token_t verb, token_t obj)
-/* Clam/oyster actions */
-{
-    int spk;
-    bool is_oyster = (obj == OYSTER);
-    spk= is_oyster ? OYSTER_OPENS : PEARL_FALLS;
-    if (TOTING(obj))spk= is_oyster ? DROP_OYSTER : DROP_CLAM;
-    if (!TOTING(TRIDNT))spk= is_oyster ? OYSTER_OPENER : CLAM_OPENER;
-    if (verb == LOCK)spk=HUH_MAN;
-    if (spk == PEARL_FALLS) {
-       DSTROY(CLAM);
-       DROP(OYSTER,game.loc);
-       DROP(PEARL,LOC_CULDESAC);
-    }
-    RSPEAK(spk);
-    return GO_CLEAROBJ;
+static void blast(void) {
+       /*  Blast.  No effect unless you've got dynamite, which is a neat trick!
+        */
+       if (PROP_IS_NOTFOUND(ROD2) || !game.closed) {
+               rspeak(REQUIRES_DYNAMITE);
+       } else {
+               if (HERE(ROD2)) {
+                       game.bonus = splatter;
+                       rspeak(SPLATTER_MESSAGE);
+               } else if (game.loc == LOC_NE) {
+                       game.bonus = defeat;
+                       rspeak(DEFEAT_MESSAGE);
+               } else {
+                       game.bonus = victory;
+                       rspeak(VICTORY_MESSAGE);
+               }
+               terminate(endgame);
+       }
 }
 
-static int blast(void)
-/*  Blast.  No effect unless you've got dynamite, which is a neat trick! */
-{
-    if (game.prop[ROD2] < 0 || !game.closed)
-    {
-       RSPEAK(REQUIRES_DYNAMITE);
-       return GO_CLEAROBJ;
-    }
-    game.bonus=133;
-    if (game.loc == LOC_NE)
-       game.bonus=134;
-    if (HERE(ROD2))
-       game.bonus=135;
-    RSPEAK(game.bonus);
-    score(endgame);
-    return GO_CLEAROBJ;        /* pacify compiler - we never get here */
+static phase_codes_t vbreak(verb_t verb, obj_t obj) {
+       /*  Break.  Only works for mirror in repository and, of course, the
+        * vase. */
+       switch (obj) {
+       case MIRROR:
+               if (game.closed) {
+                       state_change(MIRROR, MIRROR_BROKEN);
+                       return GO_DWARFWAKE;
+               } else {
+                       rspeak(TOO_FAR);
+                       break;
+               }
+       case VASE:
+               if (game.objects[VASE].prop == VASE_WHOLE) {
+                       if (TOTING(VASE)) {
+                               drop(VASE, game.loc);
+                       }
+                       state_change(VASE, VASE_BROKEN);
+                       game.objects[VASE].fixed = IS_FIXED;
+                       break;
+               }
+       /* FALLTHRU */
+       default:
+               speak(actions[verb].message);
+       }
+       return (GO_CLEAROBJ);
 }
 
-static int vbreak(token_t verb, token_t obj)
-/*  Break.  Only works for mirror in repository and, of course, the vase. */
-{
-    int spk = ACTSPK[verb];
-    if (obj == MIRROR)spk=TOO_FAR;
-    if (obj == VASE && game.prop[VASE] == 0) {
-       if (TOTING(VASE))DROP(VASE,game.loc);
-       game.prop[VASE]=2;
-       game.fixed[VASE]= -1;
-       spk=BREAK_VASE;
-    } else {
-       if (obj == MIRROR && game.closed) {
-           RSPEAK(BREAK_MIRROR);
-           return GO_DWARFWAKE;
-       }
-    }
-    RSPEAK(spk);
-    return GO_CLEAROBJ;
+static phase_codes_t brief(void) {
+       /*  Brief.  Intransitive only.  Suppress full descriptions after first
+        * time. */
+       game.abbnum = 10000;
+       game.detail = 3;
+       rspeak(BRIEF_CONFIRM);
+       return GO_CLEAROBJ;
 }
 
-static int brief(void)
-/*  Brief.  Intransitive only.  Suppress long descriptions after first time. */
-{
-    game.abbnum=10000;
-    game.detail=3;
-    RSPEAK(BRIEF_CONFIRM);
-    return GO_CLEAROBJ;
-}
+static phase_codes_t vcarry(verb_t verb, obj_t obj) {
+       /*  Carry an object.  Special cases for bird and cage (if bird in cage,
+        * can't take one without the other).  Liquids also special, since they
+        * depend on status of bottle.  Also various side effects, etc. */
+       if (obj == INTRANSITIVE) {
+               /*  Carry, no object given yet.  OK if only one object present.
+                */
+               if (game.locs[game.loc].atloc == NO_OBJECT ||
+                   game.link[game.locs[game.loc].atloc] != 0 ||
+                   atdwrf(game.loc) > 0) {
+                       return GO_UNKNOWN;
+               }
+               obj = game.locs[game.loc].atloc;
+       }
 
-static int carry(token_t verb, token_t obj)
-/*  Carry an object.  Special cases for bird and cage (if bird in cage, can't
- *  take one without the other).  Liquids also special, since they depend on
- *  status of bottle.  Also various side effects, etc. */
-{
-    int spk;
-    if (obj == INTRANSITIVE) {
-       /*  Carry, no object given yet.  OK if only one object present. */
-       if(game.atloc[game.loc] == 0 ||
-          game.link[game.atloc[game.loc]] != 0 ||
-          ATDWRF(game.loc) > 0)
-           return GO_UNKNOWN;
-       obj=game.atloc[game.loc];
-    }
-
-    if (TOTING(obj)) {RSPEAK(ALREADY_CARRYING); return GO_CLEAROBJ;}
-    spk=YOU_JOKING;
-    if (obj == PLANT && game.prop[PLANT] <= 0)spk=DEEP_ROOTS;
-    if (obj == BEAR && game.prop[BEAR] == 1)spk=BEAR_CHAINED;
-    if (obj == CHAIN && game.prop[BEAR] != 0)spk=STILL_LOCKED;
-    if (obj == URN)spk=URN_NOBUDGE;
-    if (obj == CAVITY)spk=DOUGHNUT_HOLES;
-    if (obj == BLOOD)spk=FEW_DROPS;
-    if (obj == RUG && game.prop[RUG] == 2)spk=RUG_HOVERS;
-    if (obj == SIGN)spk=HAND_PASSTHROUGH;
-    if (obj == MESSAG) {
-       RSPEAK(REMOVE_MESSAGE);
-       DSTROY(MESSAG);
-       return GO_CLEAROBJ;
-    }
-    if (game.fixed[obj] != 0) {
-       RSPEAK(spk);
-       return GO_CLEAROBJ;
-    }
-    if (obj == WATER || obj == OIL) {
-       if (!HERE(BOTTLE) || LIQUID() != obj) {
-           if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1)
-               return(fill(verb, BOTTLE));
-           if (game.prop[BOTTLE] != 1)spk=BOTTLE_FULL;
-           if (!TOTING(BOTTLE))spk=NO_CONTAINER;
-           RSPEAK(spk);
-           return GO_CLEAROBJ;
-       }
-       obj = BOTTLE;
-    }
-
-    spk=CARRY_LIMIT;
-    if (game.holdng >= INVLIMIT) {
-       RSPEAK(spk);
+       if (TOTING(obj)) {
+               speak(actions[verb].message);
+               return GO_CLEAROBJ;
+       }
+
+       if (obj == MESSAG) {
+               rspeak(REMOVE_MESSAGE);
+               DESTROY(MESSAG);
+               return GO_CLEAROBJ;
+       }
+
+       if (game.objects[obj].fixed != IS_FREE) {
+               switch (obj) {
+               case PLANT:
+                       /* Next guard tests whether plant is tiny or stashed */
+                       rspeak(game.objects[PLANT].prop <= PLANT_THIRSTY
+                                  ? DEEP_ROOTS
+                                  : YOU_JOKING);
+                       break;
+               case BEAR:
+                       rspeak(game.objects[BEAR].prop == SITTING_BEAR
+                                  ? BEAR_CHAINED
+                                  : YOU_JOKING);
+                       break;
+               case CHAIN:
+                       rspeak(game.objects[BEAR].prop != UNTAMED_BEAR
+                                  ? STILL_LOCKED
+                                  : YOU_JOKING);
+                       break;
+               case RUG:
+                       rspeak(game.objects[RUG].prop == RUG_HOVER
+                                  ? RUG_HOVERS
+                                  : YOU_JOKING);
+                       break;
+               case URN:
+                       rspeak(URN_NOBUDGE);
+                       break;
+               case CAVITY:
+                       rspeak(DOUGHNUT_HOLES);
+                       break;
+               case BLOOD:
+                       rspeak(FEW_DROPS);
+                       break;
+               case SIGN:
+                       rspeak(HAND_PASSTHROUGH);
+                       break;
+               default:
+                       rspeak(YOU_JOKING);
+               }
+               return GO_CLEAROBJ;
+       }
+
+       if (obj == WATER || obj == OIL) {
+               if (!HERE(BOTTLE) || LIQUID() != obj) {
+                       if (!TOTING(BOTTLE)) {
+                               rspeak(NO_CONTAINER);
+                               return GO_CLEAROBJ;
+                       }
+                       if (game.objects[BOTTLE].prop == EMPTY_BOTTLE) {
+                               return (fill(verb, BOTTLE));
+                       } else {
+                               rspeak(BOTTLE_FULL);
+                       }
+                       return GO_CLEAROBJ;
+               }
+               obj = BOTTLE;
+       }
+
+       if (game.holdng >= INVLIMIT) {
+               rspeak(CARRY_LIMIT);
+               return GO_CLEAROBJ;
+       }
+
+       if (obj == BIRD && game.objects[BIRD].prop != BIRD_CAGED &&
+           !PROP_IS_STASHED(BIRD)) {
+               if (game.objects[BIRD].prop == BIRD_FOREST_UNCAGED) {
+                       DESTROY(BIRD);
+                       rspeak(BIRD_CRAP);
+                       return GO_CLEAROBJ;
+               }
+               if (!TOTING(CAGE)) {
+                       rspeak(CANNOT_CARRY);
+                       return GO_CLEAROBJ;
+               }
+               if (TOTING(ROD)) {
+                       rspeak(BIRD_EVADES);
+                       return GO_CLEAROBJ;
+               }
+               game.objects[BIRD].prop = BIRD_CAGED;
+       }
+       if ((obj == BIRD || obj == CAGE) &&
+           (game.objects[BIRD].prop == BIRD_CAGED ||
+            PROP_STASHED(BIRD) == BIRD_CAGED)) {
+               /* expression maps BIRD to CAGE and CAGE to BIRD */
+               carry(BIRD + CAGE - obj, game.loc);
+       }
+
+       carry(obj, game.loc);
+
+       if (obj == BOTTLE && LIQUID() != NO_OBJECT) {
+               game.objects[LIQUID()].place = CARRIED;
+       }
+
+       if (GSTONE(obj) && !PROP_IS_FOUND(obj)) {
+               PROP_SET_FOUND(obj);
+               game.objects[CAVITY].prop = CAVITY_EMPTY;
+       }
+       rspeak(OK_MAN);
        return GO_CLEAROBJ;
-    }
-    else if (obj == BIRD && game.prop[BIRD] != 1 && -1-game.prop[BIRD] != 1) {
-       if (game.prop[BIRD] == 2) {
-           DSTROY(BIRD);
-           RSPEAK(BIRD_CRAP);
-           return GO_CLEAROBJ;
-       }
-       if (!TOTING(CAGE))spk=CANNOT_CARRY;
-       if (TOTING(ROD))spk=BIRD_EVADES;
-       if (spk == CANNOT_CARRY || spk == BIRD_EVADES) {
-           RSPEAK(spk);
-           return GO_CLEAROBJ;
-       }
-       game.prop[BIRD]=1;
-    }
-    if ((obj==BIRD || obj==CAGE) && (game.prop[BIRD]==1 || -1-game.prop[BIRD]==1))
-       CARRY(BIRD+CAGE-obj,game.loc);
-    CARRY(obj,game.loc);
-    if (obj == BOTTLE && LIQUID() != 0)
-       game.place[LIQUID()] = -1;
-    if (GSTONE(obj) && game.prop[obj] != 0) {
-       game.prop[obj]=0;
-       game.prop[CAVITY]=1;
-    }
-    RSPEAK(OK_MAN);
-    return GO_CLEAROBJ;
 }
 
-static int chain(token_t verb)
-/* Do something to the bear's chain */
-{
-    int spk;
-    if (verb != LOCK) {
-       spk=CHAIN_UNLOCKED;
-       if (game.prop[BEAR] == 0)spk=BEAR_BLOCKS;
-       if (game.prop[CHAIN] == 0)spk=ALREADY_UNLOCKED;
-       if (spk != CHAIN_UNLOCKED) {RSPEAK(spk); return GO_CLEAROBJ;}
-       game.prop[CHAIN]=0;
-       game.fixed[CHAIN]=0;
-       if (game.prop[BEAR] != 3)game.prop[BEAR]=2;
-       game.fixed[BEAR]=2-game.prop[BEAR];
-    } else {
-       spk=CHAIN_LOCKED;
-       if (game.prop[CHAIN] != 0)spk=ALREADY_LOCKED;
-       if (game.loc != PLAC[CHAIN])spk=NO_LOCKSITE;
-       if (spk != CHAIN_LOCKED) {
-           RSPEAK(spk);
-           return GO_CLEAROBJ;
-       }
-       game.prop[CHAIN]=2;
-       if (TOTING(CHAIN))DROP(CHAIN,game.loc);
-       game.fixed[CHAIN]= -1;
-    }
-    RSPEAK(spk);
-    return GO_CLEAROBJ;
-}
+static int chain(verb_t verb) {
+       /* Do something to the bear's chain */
+       if (verb != LOCK) {
+               if (game.objects[BEAR].prop == UNTAMED_BEAR) {
+                       rspeak(BEAR_BLOCKS);
+                       return GO_CLEAROBJ;
+               }
+               if (game.objects[CHAIN].prop == CHAIN_HEAP) {
+                       rspeak(ALREADY_UNLOCKED);
+                       return GO_CLEAROBJ;
+               }
+               game.objects[CHAIN].prop = CHAIN_HEAP;
+               game.objects[CHAIN].fixed = IS_FREE;
+               if (game.objects[BEAR].prop != BEAR_DEAD) {
+                       game.objects[BEAR].prop = CONTENTED_BEAR;
+               }
 
-static int discard(token_t verb, token_t obj, bool just_do_it)
-/*  Discard object.  "Throw" also comes here for most objects.  Special cases for
- *  bird (might attack snake or dragon) and cage (might contain bird) and vase.
- *  Drop coins at vending machine for extra batteries. */
-{
-    int spk = ACTSPK[verb];
-    if (!just_do_it) {
-        if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
-        if (!TOTING(obj)) {RSPEAK(spk); return GO_CLEAROBJ;}
-        if (obj == BIRD && HERE(SNAKE)) {
-            RSPEAK(BIRD_ATTACKS);
-            if (game.closed) return GO_DWARFWAKE;
-            DSTROY(SNAKE);
-            /* Set game.prop for use by travel options */
-            game.prop[SNAKE]=1;
-
-        } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) {
-            RSPEAK(GEM_FITS);
-            game.prop[obj]=1;
-            game.prop[CAVITY]=0;
-            if (HERE(RUG) && ((obj == EMRALD && game.prop[RUG] != 2) || (obj == RUBY &&
-                                                                        game.prop[RUG] == 2))) {
-                spk=RUG_RISES;
-                if (TOTING(RUG))spk=RUG_WIGGLES;
-                if (obj == RUBY)spk=RUG_SETTLES;
-                RSPEAK(spk);
-                if (spk != RUG_WIGGLES) {
-                    int k = 2-game.prop[RUG];
-                    game.prop[RUG] = k;
-                    if (k == 2) k = PLAC[SAPPH];
-                    MOVE(RUG+NOBJECTS, k);
-                }
-            }
-        } else if (obj == COINS && HERE(VEND)) {
-            DSTROY(COINS);
-            DROP(BATTER,game.loc);
-            PSPEAK(BATTER,0);
-            return GO_CLEAROBJ;
-        } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
-            RSPEAK(BIRD_BURNT);
-            DSTROY(BIRD);
-            game.prop[BIRD]=0;
-            return GO_CLEAROBJ;
-        } else if (obj == BEAR && AT(TROLL)) {
-            RSPEAK(TROLL_SCAMPERS);
-            MOVE(TROLL,0);
-            MOVE(TROLL+NOBJECTS,0);
-            MOVE(TROLL2,PLAC[TROLL]);
-            MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
-            JUGGLE(CHASM);
-            game.prop[TROLL]=2;
-        } else if (obj != VASE || game.loc == PLAC[PILLOW]) {
-            RSPEAK(OK_MAN);
-        } else {
-            game.prop[VASE]=2;
-            if (AT(PILLOW))game.prop[VASE]=0;
-            PSPEAK(VASE,game.prop[VASE]+1);
-            if (game.prop[VASE] != 0)game.fixed[VASE]= -1;
-        }
-    }
-    int k = LIQUID();
-    if (k == obj)obj=BOTTLE;
-    if (obj == BOTTLE && k != 0)
-       game.place[k]=0;
-    if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD,game.loc);
-    DROP(obj,game.loc);
-    if (obj != BIRD) return GO_CLEAROBJ;
-    game.prop[BIRD]=0;
-    if (FOREST(game.loc))game.prop[BIRD]=2;
-    return GO_CLEAROBJ;
-}
+               switch (game.objects[BEAR].prop) {
+               // LCOV_EXCL_START
+               case BEAR_DEAD:
+                       /* Can't be reached until the bear can die in some way
+                        * other than a bridge collapse. Leave in in case this
+                        * changes, but exclude from coverage testing. */
+                       game.objects[BEAR].fixed = IS_FIXED;
+                       break;
+               // LCOV_EXCL_STOP
+               default:
+                       game.objects[BEAR].fixed = IS_FREE;
+               }
+               rspeak(CHAIN_UNLOCKED);
+               return GO_CLEAROBJ;
+       }
 
-static int drink(token_t verb, token_t obj)
-/*  Drink.  If no object, assume water and look for it here.  If water is in
- *  the bottle, drink that, else must be at a water loc, so drink stream. */
-{
-    int spk = ACTSPK[verb];
-    if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
-       return GO_UNKNOWN;
-    if (obj != BLOOD) {
-       if (obj != 0 && obj != WATER)spk=RIDICULOUS_ATTEMPT;
-       if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) {
-           game.prop[BOTTLE]=1;
-           game.place[WATER]=0;
-           spk=BOTTLE_EMPTY;
-       }
-    } else {
-       DSTROY(BLOOD);
-       game.prop[DRAGON]=2;
-       OBJSND[BIRD]=OBJSND[BIRD]+3;
-       spk=HEAD_BUZZES;
-    }
-    RSPEAK(spk);
-    return GO_CLEAROBJ;
+       if (game.objects[CHAIN].prop != CHAIN_HEAP) {
+               rspeak(ALREADY_LOCKED);
+               return GO_CLEAROBJ;
+       }
+       if (game.loc != objects[CHAIN].plac) {
+               rspeak(NO_LOCKSITE);
+               return GO_CLEAROBJ;
+       }
+
+       game.objects[CHAIN].prop = CHAIN_FIXED;
+
+       if (TOTING(CHAIN)) {
+               drop(CHAIN, game.loc);
+       }
+       game.objects[CHAIN].fixed = IS_FIXED;
+
+       rspeak(CHAIN_LOCKED);
+       return GO_CLEAROBJ;
 }
 
-static int eat(token_t verb, token_t obj)
-/*  Eat.  Intransitive: assume food if present, else ask what.  Transitive: food
- *  ok, some things lose appetite, rest are ridiculous. */
-{
-    int spk = ACTSPK[verb];
-    if (obj == INTRANSITIVE) {
-       if (!HERE(FOOD))
-           return GO_UNKNOWN;
-       DSTROY(FOOD);
-       spk=THANKS_DELICIOUS;
-    } else {
-       if (obj == FOOD) {
-           DSTROY(FOOD);
-           spk=THANKS_DELICIOUS;
-       }
-       if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
-          DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
-          OGRE)spk=LOST_APPETITE;
-    }
-    RSPEAK(spk);
-    return GO_CLEAROBJ;
+static phase_codes_t discard(verb_t verb, obj_t obj) {
+       /*  Discard object.  "Throw" also comes here for most objects.  Special
+        * cases for bird (might attack snake or dragon) and cage (might contain
+        * bird) and vase. Drop coins at vending machine for extra batteries. */
+       if (obj == ROD && !TOTING(ROD) && TOTING(ROD2)) {
+               obj = ROD2;
+       }
+
+       if (!TOTING(obj)) {
+               speak(actions[verb].message);
+               return GO_CLEAROBJ;
+       }
+
+       if (GSTONE(obj) && AT(CAVITY) &&
+           game.objects[CAVITY].prop != CAVITY_FULL) {
+               rspeak(GEM_FITS);
+               game.objects[obj].prop = STATE_IN_CAVITY;
+               game.objects[CAVITY].prop = CAVITY_FULL;
+               if (HERE(RUG) &&
+                   ((obj == EMERALD && game.objects[RUG].prop != RUG_HOVER) ||
+                    (obj == RUBY && game.objects[RUG].prop == RUG_HOVER))) {
+                       if (obj == RUBY) {
+                               rspeak(RUG_SETTLES);
+                       } else if (TOTING(RUG)) {
+                               rspeak(RUG_WIGGLES);
+                       } else {
+                               rspeak(RUG_RISES);
+                       }
+                       if (!TOTING(RUG) || obj == RUBY) {
+                               int k = (game.objects[RUG].prop == RUG_HOVER)
+                                           ? RUG_FLOOR
+                                           : RUG_HOVER;
+                               game.objects[RUG].prop = k;
+                               if (k == RUG_HOVER) {
+                                       k = objects[SAPPH].plac;
+                               }
+                               move(RUG + NOBJECTS, k);
+                       }
+               }
+               drop(obj, game.loc);
+               return GO_CLEAROBJ;
+       }
+
+       if (obj == COINS && HERE(VEND)) {
+               DESTROY(COINS);
+               drop(BATTERY, game.loc);
+               pspeak(BATTERY, look, true, FRESH_BATTERIES);
+               return GO_CLEAROBJ;
+       }
+
+       if (LIQUID() == obj) {
+               obj = BOTTLE;
+       }
+       if (obj == BOTTLE && LIQUID() != NO_OBJECT) {
+               game.objects[LIQUID()].place = LOC_NOWHERE;
+       }
+
+       if (obj == BEAR && AT(TROLL)) {
+               state_change(TROLL, TROLL_GONE);
+               move(TROLL, LOC_NOWHERE);
+               move(TROLL + NOBJECTS, IS_FREE);
+               move(TROLL2, objects[TROLL].plac);
+               move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
+               juggle(CHASM);
+               drop(obj, game.loc);
+               return GO_CLEAROBJ;
+       }
+
+       if (obj == VASE) {
+               if (game.loc != objects[PILLOW].plac) {
+                       state_change(VASE,
+                                    AT(PILLOW) ? VASE_WHOLE : VASE_DROPPED);
+                       if (game.objects[VASE].prop != VASE_WHOLE) {
+                               game.objects[VASE].fixed = IS_FIXED;
+                       }
+                       drop(obj, game.loc);
+                       return GO_CLEAROBJ;
+               }
+       }
+
+       if (obj == CAGE && game.objects[BIRD].prop == BIRD_CAGED) {
+               drop(BIRD, game.loc);
+       }
+
+       if (obj == BIRD) {
+               if (AT(DRAGON) && game.objects[DRAGON].prop == DRAGON_BARS) {
+                       rspeak(BIRD_BURNT);
+                       DESTROY(BIRD);
+                       return GO_CLEAROBJ;
+               }
+               if (HERE(SNAKE)) {
+                       rspeak(BIRD_ATTACKS);
+                       if (game.closed) {
+                               return GO_DWARFWAKE;
+                       }
+                       DESTROY(SNAKE);
+                       /* Set game.prop for use by travel options */
+                       game.objects[SNAKE].prop = SNAKE_CHASED;
+               } else {
+                       rspeak(OK_MAN);
+               }
+
+               game.objects[BIRD].prop =
+                   FOREST(game.loc) ? BIRD_FOREST_UNCAGED : BIRD_UNCAGED;
+               drop(obj, game.loc);
+               return GO_CLEAROBJ;
+       }
+
+       rspeak(OK_MAN);
+       drop(obj, game.loc);
+       return GO_CLEAROBJ;
 }
 
-static int extinguish(token_t verb, int obj)
-/* Extinguish.  Lamp, urn, dragon/volcano (nice try). */
-{
-    int spk = ACTSPK[verb];
-    if (obj == INTRANSITIVE) {
-       if (HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP;
-       if (HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN;
-       if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
-    }
-
-    if (obj == URN) {
-       game.prop[URN]=game.prop[URN]/2;
-       spk=URN_DARK;
-    }
-    else if (obj == LAMP) {
-       game.prop[LAMP]=0;
-       RSPEAK(LAMP_OFF);
-       spk = DARK(game.loc) ? PITCH_DARK : ARB_0;
-    }
-    else if (obj == DRAGON || obj == VOLCAN)
-       spk=BEYOND_POWER;
-    RSPEAK(spk);
-    return GO_CLEAROBJ;
+static phase_codes_t drink(verb_t verb, obj_t obj) {
+       /*  Drink.  If no object, assume water and look for it here.  If water
+        * is in the bottle, drink that, else must be at a water loc, so drink
+        * stream. */
+       if (obj == INTRANSITIVE && LIQLOC(game.loc) != WATER &&
+           (LIQUID() != WATER || !HERE(BOTTLE))) {
+               return GO_UNKNOWN;
+       }
+
+       if (obj == BLOOD) {
+               DESTROY(BLOOD);
+               state_change(DRAGON, DRAGON_BLOODLESS);
+               game.blooded = true;
+               return GO_CLEAROBJ;
+       }
+
+       if (obj != INTRANSITIVE && obj != WATER) {
+               rspeak(RIDICULOUS_ATTEMPT);
+               return GO_CLEAROBJ;
+       }
+       if (LIQUID() == WATER && HERE(BOTTLE)) {
+               game.objects[WATER].place = LOC_NOWHERE;
+               state_change(BOTTLE, EMPTY_BOTTLE);
+               return GO_CLEAROBJ;
+       }
+
+       speak(actions[verb].message);
+       return GO_CLEAROBJ;
 }
 
-static int feed(token_t verb, token_t obj)
-/*  Feed.  If bird, no seed.  Snake, dragon, troll: quip.  If dwarf, make him
- *  mad.  Bear, special. */
-{
-    int spk = ACTSPK[verb];
-    if (obj == BIRD) {
-       RSPEAK(BIRD_PINING);
+static phase_codes_t eat(verb_t verb, obj_t obj) {
+       /*  Eat.  Intransitive: assume food if present, else ask what.
+        * Transitive: food ok, some things lose appetite, rest are ridiculous.
+        */
+       switch (obj) {
+       case INTRANSITIVE:
+               if (!HERE(FOOD)) {
+                       return GO_UNKNOWN;
+               }
+       /* FALLTHRU */
+       case FOOD:
+               DESTROY(FOOD);
+               rspeak(THANKS_DELICIOUS);
+               break;
+       case BIRD:
+       case SNAKE:
+       case CLAM:
+       case OYSTER:
+       case DWARF:
+       case DRAGON:
+       case TROLL:
+       case BEAR:
+       case OGRE:
+               rspeak(LOST_APPETITE);
+               break;
+       default:
+               speak(actions[verb].message);
+       }
        return GO_CLEAROBJ;
-    }
-    else if (obj == SNAKE || obj == DRAGON || obj == TROLL) {
-       spk=NOTHING_EDIBLE;
-       if (obj == DRAGON && game.prop[DRAGON] != 0)spk=RIDICULOUS_ATTEMPT;
-       if (obj == TROLL)spk=TROLL_VICES;
-       if (obj == SNAKE && !game.closed && HERE(BIRD)) {
-           DSTROY(BIRD);
-           game.prop[BIRD]=0;
-           spk = BIRD_DEVOURED;
-       }
-    }
-    else if (obj == DWARF) {
-       if (HERE(FOOD)) {
-           game.dflag += 2;
-           spk = REALLY_MAD;
-       }
-    }
-    else if (obj == BEAR) {
-       if (game.prop[BEAR] == 0)spk=NOTHING_EDIBLE;
-       if (game.prop[BEAR] == 3)spk=RIDICULOUS_ATTEMPT;
-       if (HERE(FOOD)) {
-           DSTROY(FOOD);
-           game.prop[BEAR]=1;
-           game.fixed[AXE]=0;
-           game.prop[AXE]=0;
-           spk=BEAR_TAMED;
-       }
-    }
-    else if (obj == OGRE) {
-       if (HERE(FOOD))
-           spk=OGRE_FULL;
-    } else {
-       spk=AM_GAME;
-    }
-    RSPEAK(spk);
-    return GO_CLEAROBJ;
 }
 
-int fill(token_t verb, token_t obj)
-/*  Fill.  Bottle or urn must be empty, and liquid available.  (Vase
- *  is nasty.) */
-{
-    int k;
-    int spk = ACTSPK[verb];
-    if (obj == VASE) {
-       spk=ARENT_CARRYING;
-       if (LIQLOC(game.loc) == 0)spk=FILL_INVALID;
-       if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
-           RSPEAK(spk);
-           return GO_CLEAROBJ;
-       }
-       RSPEAK(SHATTER_VASE);
-       game.prop[VASE] = 2;
-       game.fixed[VASE]= -1;
-       return(discard(verb, obj, true));
-    }
-    else if (obj == URN) {
-       spk=FULL_URN;
-       if (game.prop[URN] != 0) {RSPEAK(spk); return GO_CLEAROBJ;}
-       spk=FILL_INVALID;
-       k=LIQUID();
-       if (k == 0 || !HERE(BOTTLE)) {RSPEAK(spk); return GO_CLEAROBJ;}
-       game.place[k]=0;
-       game.prop[BOTTLE]=1;
-       if (k == OIL)game.prop[URN]=1;
-       spk=WATER_URN+game.prop[URN];
-       RSPEAK(spk);
+static phase_codes_t extinguish(verb_t verb, obj_t obj) {
+       /* Extinguish.  Lamp, urn, dragon/volcano (nice try). */
+       if (obj == INTRANSITIVE) {
+               if (HERE(LAMP) && game.objects[LAMP].prop == LAMP_BRIGHT) {
+                       obj = LAMP;
+               }
+               if (HERE(URN) && game.objects[URN].prop == URN_LIT) {
+                       obj = URN;
+               }
+               if (obj == INTRANSITIVE) {
+                       return GO_UNKNOWN;
+               }
+       }
+
+       switch (obj) {
+       case URN:
+               if (game.objects[URN].prop != URN_EMPTY) {
+                       state_change(URN, URN_DARK);
+               } else {
+                       pspeak(URN, change, true, URN_DARK);
+               }
+               break;
+       case LAMP:
+               state_change(LAMP, LAMP_DARK);
+               rspeak(DARK(game.loc) ? PITCH_DARK : NO_MESSAGE);
+               break;
+       case DRAGON:
+       case VOLCANO:
+               rspeak(BEYOND_POWER);
+               break;
+       default:
+               speak(actions[verb].message);
+       }
        return GO_CLEAROBJ;
-    }
-    else if (obj != 0 && obj != BOTTLE) {
-       RSPEAK(spk);
+}
+
+static phase_codes_t feed(verb_t verb, obj_t obj) {
+       /*  Feed.  If bird, no seed.  Snake, dragon, troll: quip.  If dwarf,
+        * make him mad.  Bear, special. */
+       switch (obj) {
+       case BIRD:
+               rspeak(BIRD_PINING);
+               break;
+       case DRAGON:
+               if (game.objects[DRAGON].prop != DRAGON_BARS) {
+                       rspeak(RIDICULOUS_ATTEMPT);
+               } else {
+                       rspeak(NOTHING_EDIBLE);
+               }
+               break;
+       case SNAKE:
+               if (!game.closed && HERE(BIRD)) {
+                       DESTROY(BIRD);
+                       rspeak(BIRD_DEVOURED);
+               } else {
+                       rspeak(NOTHING_EDIBLE);
+               }
+               break;
+       case TROLL:
+               rspeak(TROLL_VICES);
+               break;
+       case DWARF:
+               if (HERE(FOOD)) {
+                       game.dflag += 2;
+                       rspeak(REALLY_MAD);
+               } else {
+                       speak(actions[verb].message);
+               }
+               break;
+       case BEAR:
+               if (game.objects[BEAR].prop == BEAR_DEAD) {
+                       rspeak(RIDICULOUS_ATTEMPT);
+                       break;
+               }
+               if (game.objects[BEAR].prop == UNTAMED_BEAR) {
+                       if (HERE(FOOD)) {
+                               DESTROY(FOOD);
+                               game.objects[AXE].fixed = IS_FREE;
+                               game.objects[AXE].prop = AXE_HERE;
+                               state_change(BEAR, SITTING_BEAR);
+                       } else {
+                               rspeak(NOTHING_EDIBLE);
+                       }
+                       break;
+               }
+               speak(actions[verb].message);
+               break;
+       case OGRE:
+               if (HERE(FOOD)) {
+                       rspeak(OGRE_FULL);
+               } else {
+                       speak(actions[verb].message);
+               }
+               break;
+       default:
+               rspeak(AM_GAME);
+       }
        return GO_CLEAROBJ;
-    }
-    else if (obj == 0 && !HERE(BOTTLE))
-       return GO_UNKNOWN;
-    spk=BOTTLED_WATER;
-    if (LIQLOC(game.loc) == 0)
-       spk=NO_LIQUID;
-    if (HERE(URN) && game.prop[URN] != 0)
-       spk=URN_NOPOUR;
-    if (LIQUID() != 0)
-       spk=BOTTLE_FULL;
-    if (spk == 107) {
-       game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2;
-       k=LIQUID();
-       if (TOTING(BOTTLE))
-           game.place[k] = -1;
-       if (k == OIL)
-           spk=BOTTLED_OIL;
-    }
-    RSPEAK(spk);
-    return GO_CLEAROBJ;
 }
 
-static int find(token_t verb, token_t obj)
-/* Find.  Might be carrying it, or it might be here.  Else give caveat. */
-{
-    int spk = ACTSPK[verb];
-    if (AT(obj) ||
-       (LIQUID() == obj && AT(BOTTLE)) ||
-       obj == LIQLOC(game.loc) ||
-       (obj == DWARF && ATDWRF(game.loc) > 0))
-       spk=YOU_HAVEIT;
-    if (game.closed)spk=NEEDED_NEreplace;
-    if (TOTING(obj))spk=ALREADY_CARRYING;
-    RSPEAK(spk);
-    return GO_CLEAROBJ;
+phase_codes_t fill(verb_t verb, obj_t obj) {
+       /*  Fill.  Bottle or urn must be empty, and liquid available.  (Vase
+        *  is nasty.) */
+       if (obj == VASE) {
+               if (LIQLOC(game.loc) == NO_OBJECT) {
+                       rspeak(FILL_INVALID);
+                       return GO_CLEAROBJ;
+               }
+               if (!TOTING(VASE)) {
+                       rspeak(ARENT_CARRYING);
+                       return GO_CLEAROBJ;
+               }
+               rspeak(SHATTER_VASE);
+               game.objects[VASE].prop = VASE_BROKEN;
+               game.objects[VASE].fixed = IS_FIXED;
+               drop(VASE, game.loc);
+               return GO_CLEAROBJ;
+       }
+
+       if (obj == URN) {
+               if (game.objects[URN].prop != URN_EMPTY) {
+                       rspeak(FULL_URN);
+                       return GO_CLEAROBJ;
+               }
+               if (!HERE(BOTTLE)) {
+                       rspeak(FILL_INVALID);
+                       return GO_CLEAROBJ;
+               }
+               int k = LIQUID();
+               switch (k) {
+               case WATER:
+                       game.objects[BOTTLE].prop = EMPTY_BOTTLE;
+                       rspeak(WATER_URN);
+                       break;
+               case OIL:
+                       game.objects[URN].prop = URN_DARK;
+                       game.objects[BOTTLE].prop = EMPTY_BOTTLE;
+                       rspeak(OIL_URN);
+                       break;
+               case NO_OBJECT:
+               default:
+                       rspeak(FILL_INVALID);
+                       return GO_CLEAROBJ;
+               }
+               game.objects[k].place = LOC_NOWHERE;
+               return GO_CLEAROBJ;
+       }
+       if (obj != INTRANSITIVE && obj != BOTTLE) {
+               speak(actions[verb].message);
+               return GO_CLEAROBJ;
+       }
+       if (obj == INTRANSITIVE && !HERE(BOTTLE)) {
+               return GO_UNKNOWN;
+       }
+
+       if (HERE(URN) && game.objects[URN].prop != URN_EMPTY) {
+               rspeak(URN_NOPOUR);
+               return GO_CLEAROBJ;
+       }
+       if (LIQUID() != NO_OBJECT) {
+               rspeak(BOTTLE_FULL);
+               return GO_CLEAROBJ;
+       }
+       if (LIQLOC(game.loc) == NO_OBJECT) {
+               rspeak(NO_LIQUID);
+               return GO_CLEAROBJ;
+       }
+
+       state_change(BOTTLE,
+                    (LIQLOC(game.loc) == OIL) ? OIL_BOTTLE : WATER_BOTTLE);
+       if (TOTING(BOTTLE)) {
+               game.objects[LIQUID()].place = CARRIED;
+       }
+       return GO_CLEAROBJ;
 }
 
-static int fly(token_t verb, token_t obj)
-/* Fly.  Snide remarks unless hovering rug is here. */
-{
-    int spk = ACTSPK[verb];
-    if (obj == INTRANSITIVE) {
-       if (game.prop[RUG] != 2)spk=RUG_NOTHING2;
-       if (!HERE(RUG))spk=FLAP_ARMS;
-       if (spk == RUG_NOTHING2 || spk == FLAP_ARMS) {
-           RSPEAK(spk);
-           return GO_CLEAROBJ;
-       }
-       obj=RUG;
-    }
-
-    if (obj != RUG) {
-       RSPEAK(spk);
+static phase_codes_t find(verb_t verb, obj_t obj) {
+       /* Find.  Might be carrying it, or it might be here.  Else give caveat.
+        */
+       if (TOTING(obj)) {
+               rspeak(ALREADY_CARRYING);
+               return GO_CLEAROBJ;
+       }
+
+       if (game.closed) {
+               rspeak(NEEDED_NEARBY);
+               return GO_CLEAROBJ;
+       }
+
+       if (AT(obj) || (LIQUID() == obj && AT(BOTTLE)) ||
+           obj == LIQLOC(game.loc) || (obj == DWARF && atdwrf(game.loc) > 0)) {
+               rspeak(YOU_HAVEIT);
+               return GO_CLEAROBJ;
+       }
+
+       speak(actions[verb].message);
        return GO_CLEAROBJ;
-    }
-    spk=RUG_NOTHING1;
-    if (game.prop[RUG] != 2) {RSPEAK(spk); return GO_CLEAROBJ;}
-    game.oldlc2=game.oldloc;
-    game.oldloc=game.loc;
-    game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc;
-    spk=RUG_GOES;
-    if (game.prop[SAPPH] >= 0)
-       spk=RUG_RETURNS;
-    RSPEAK(spk);
-    return GO_TERMINATE;
 }
 
-static int inven(token_t obj)
-/* Inventory. If object, treat same as find.  Else report on current burden. */
-{
-    int spk=NO_CARRY;
-    for (int i=1; i<=NOBJECTS; i++) {
-       if (i == BEAR || !TOTING(i))
-           continue;
-       if (spk == NO_CARRY)
-           RSPEAK(NOW_HOLDING);
-       game.blklin=false;
-       PSPEAK(i,-1);
-       game.blklin=true;
-       spk=ARB_0;
-    }
-    if (TOTING(BEAR))
-       spk=TAME_BEAR;
-    RSPEAK(spk);
-    return GO_CLEAROBJ;
+static phase_codes_t fly(verb_t verb, obj_t obj) {
+       /* Fly.  Snide remarks unless hovering rug is here. */
+       if (obj == INTRANSITIVE) {
+               if (!HERE(RUG)) {
+                       rspeak(FLAP_ARMS);
+                       return GO_CLEAROBJ;
+               }
+               if (game.objects[RUG].prop != RUG_HOVER) {
+                       rspeak(RUG_NOTHING2);
+                       return GO_CLEAROBJ;
+               }
+               obj = RUG;
+       }
+
+       if (obj != RUG) {
+               speak(actions[verb].message);
+               return GO_CLEAROBJ;
+       }
+       if (game.objects[RUG].prop != RUG_HOVER) {
+               rspeak(RUG_NOTHING1);
+               return GO_CLEAROBJ;
+       }
+
+       if (game.loc == LOC_CLIFF) {
+               game.oldlc2 = game.oldloc;
+               game.oldloc = game.loc;
+               game.newloc = LOC_LEDGE;
+               rspeak(RUG_GOES);
+       } else if (game.loc == LOC_LEDGE) {
+               game.oldlc2 = game.oldloc;
+               game.oldloc = game.loc;
+               game.newloc = LOC_CLIFF;
+               rspeak(RUG_RETURNS);
+       } else {
+               // LCOV_EXCL_START
+               /* should never happen */
+               rspeak(NOTHING_HAPPENS);
+               // LCOV_EXCL_STOP
+       }
+       return GO_TERMINATE;
 }
 
-int light(token_t verb, token_t obj)
-/*  Light.  Applicable only to lamp and urn. */
-{
-    int spk = ACTSPK[verb];
-    if (obj == INTRANSITIVE) {
-       if (HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj=LAMP;
-       if (HERE(URN) && game.prop[URN] == 1)obj=obj*NOBJECTS+URN;
-       if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
-    }
-
-    if (obj == URN) {
-       spk=URN_EMPTY;
-       if (game.prop[URN] == 0)
-           {RSPEAK(spk); return GO_CLEAROBJ;}
-       spk=URN_LIT;
-       game.prop[URN]=2;
-       RSPEAK(spk);
+static phase_codes_t inven(void) {
+       /* Inventory. If object, treat same as find.  Else report on current
+        * burden. */
+       bool empty = true;
+       for (obj_t i = 1; i <= NOBJECTS; i++) {
+               if (i == BEAR || !TOTING(i)) {
+                       continue;
+               }
+               if (empty) {
+                       rspeak(NOW_HOLDING);
+                       empty = false;
+               }
+               pspeak(i, touch, false, -1);
+       }
+       if (TOTING(BEAR)) {
+               rspeak(TAME_BEAR);
+       }
+       if (empty) {
+               rspeak(NO_CARRY);
+       }
        return GO_CLEAROBJ;
-    } else {
-       if (obj != LAMP)
-       {
-           RSPEAK(spk);
-           return GO_CLEAROBJ;
-       }
-       spk=LAMP_OUT;
-       if (game.limit < 0) {
-           RSPEAK(spk);
-           return GO_CLEAROBJ;
-       }
-       game.prop[LAMP]=1;
-       RSPEAK(LAMP_ON);
-       if (game.wzdark)
-           return GO_TOP;
-       else
-           return GO_CLEAROBJ;
-    }
 }
 
-static int listen(void)
-/*  Listen.  Intransitive only.  Print stuff based on objsnd/locsnd. */
-{
-    int k;
-    int spk=ALL_SILENT;
-    k=LOCSND[game.loc];
-    if (k != 0) {
-       RSPEAK(labs(k));
-       if (k < 0) return GO_CLEAROBJ;
-       spk=ARB_0;
-    }
-    SETPRM(1,game.zzword,0);
-    for (int i=1; i<=NOBJECTS; i++) {
-       if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
-           continue;
-       PSPEAK(i,OBJSND[i]+game.prop[i]);
-       spk=ARB_0;
-       if (i == BIRD && OBJSND[i]+game.prop[i] == 8)
-           DSTROY(BIRD);
-    }
-    RSPEAK(spk);
-    return GO_CLEAROBJ;
+static phase_codes_t light(verb_t verb, obj_t obj) {
+       /*  Light.  Applicable only to lamp and urn. */
+       if (obj == INTRANSITIVE) {
+               int selects = 0;
+               if (HERE(LAMP) && game.objects[LAMP].prop == LAMP_DARK &&
+                   game.limit >= 0) {
+                       obj = LAMP;
+                       selects++;
+               }
+               if (HERE(URN) && game.objects[URN].prop == URN_DARK) {
+                       obj = URN;
+                       selects++;
+               }
+               if (selects != 1) {
+                       return GO_UNKNOWN;
+               }
+       }
+
+       switch (obj) {
+       case URN:
+               state_change(URN, game.objects[URN].prop == URN_EMPTY
+                                     ? URN_EMPTY
+                                     : URN_LIT);
+               break;
+       case LAMP:
+               if (game.limit < 0) {
+                       rspeak(LAMP_OUT);
+                       break;
+               }
+               state_change(LAMP, LAMP_BRIGHT);
+               if (game.wzdark) {
+                       return GO_TOP;
+               }
+               break;
+       default:
+               speak(actions[verb].message);
+       }
+       return GO_CLEAROBJ;
 }
 
-static int lock(token_t verb, token_t obj)
-/* Lock, unlock, no object given.  Assume various things if present. */
-{
-    int spk = ACTSPK[verb];
-    if (obj == INTRANSITIVE) {
-       spk=NOTHING_LOCKED;
-       if (HERE(CLAM))obj=CLAM;
-       if (HERE(OYSTER))obj=OYSTER;
-       if (AT(DOOR))obj=DOOR;
-       if (AT(GRATE))obj=GRATE;
-       if (obj != 0 && HERE(CHAIN)) return GO_UNKNOWN;
-       if (HERE(CHAIN))obj=CHAIN;
-       if (obj == 0) {RSPEAK(spk); return GO_CLEAROBJ;}
-    }
-       
-    /*  Lock, unlock object.  Special stuff for opening clam/oyster
-     *  and for chain. */
-    if (obj == CLAM || obj == OYSTER)
-       return bivalve(verb, obj);
-    if (obj == DOOR)spk=RUSTY_DOOR;
-    if (obj == DOOR && game.prop[DOOR] == 1)spk=OK_MAN;
-    if (obj == CAGE)spk=NO_LOCK;
-    if (obj == KEYS)spk=CANNOT_UNLOCK;
-    if (obj == GRATE || obj == CHAIN) {
-       spk=NO_KEYS;
-       if (HERE(KEYS)) {
-           if (obj == CHAIN)
-               return chain(verb);
-           if (game.closng) {
-               spk=EXIT_CLOSED;
-               if (!game.panic)game.clock2=15;
-               game.panic=true;
-           } else {
-               spk=game.prop[GRATE] ? GRATE_LOCKED : ALREADY_LOCKED;
-               game.prop[GRATE]=1;
-               if (verb == LOCK)game.prop[GRATE]=0;
-               spk=game.prop[GRATE] ? GRATE_UNLOCKED : GRATE_LOCKED;
-           }
-       }
-    }
-    RSPEAK(spk);
-    return GO_CLEAROBJ;
+static phase_codes_t listen(void) {
+       /*  Listen.  Intransitive only.  Print stuff based on object sound
+        * properties. */
+       bool soundlatch = false;
+       vocab_t sound = locations[game.loc].sound;
+       if (sound != SILENT) {
+               rspeak(sound);
+               if (!locations[game.loc].loud) {
+                       rspeak(NO_MESSAGE);
+               }
+               soundlatch = true;
+       }
+       for (obj_t i = 1; i <= NOBJECTS; i++) {
+               if (!HERE(i) || objects[i].sounds[0] == NULL ||
+                   PROP_IS_STASHED_OR_UNSEEN(i)) {
+                       continue;
+               }
+               int mi = game.objects[i].prop;
+               /* (ESR) Some unpleasant magic on object states here. Ideally
+                * we'd have liked the bird to be a normal object that we can
+                * use state_change() on; can't do it, because there are
+                * actually two different series of per-state birdsounds
+                * depending on whether player has drunk dragon's blood. */
+               if (i == BIRD) {
+                       mi += 3 * game.blooded;
+               }
+               pspeak(i, hear, true, mi, game.zzword);
+               rspeak(NO_MESSAGE);
+               if (i == BIRD && mi == BIRD_ENDSTATE) {
+                       DESTROY(BIRD);
+               }
+               soundlatch = true;
+       }
+       if (!soundlatch) {
+               rspeak(ALL_SILENT);
+       }
+       return GO_CLEAROBJ;
 }
 
-static int pour(token_t verb, token_t obj)
-/*  Pour.  If no object, or object is bottle, assume contents of bottle.
- *  special tests for pouring water or oil on plant or rusty door. */
-{
-    int spk = ACTSPK[verb];
-    if (obj == BOTTLE || obj == 0)obj=LIQUID();
-    if (obj == 0) return GO_UNKNOWN;
-    if (!TOTING(obj)) {RSPEAK(spk); return GO_CLEAROBJ;}
-    spk=CANT_POUR;
-    if (obj != OIL && obj != WATER) {RSPEAK(spk); return GO_CLEAROBJ;}
-    if (HERE(URN) && game.prop[URN] == 0)
-       return fill(verb, URN);
-    game.prop[BOTTLE]=1;
-    game.place[obj]=0;
-    spk=GROUND_WET;
-    if (!(AT(PLANT) || AT(DOOR)))
-       {RSPEAK(spk); return GO_CLEAROBJ;}
-    if (!AT(DOOR)) {
-       spk=SHAKING_LEAVES;
-       if (obj != WATER) {RSPEAK(spk); return GO_CLEAROBJ;}
-       PSPEAK(PLANT,game.prop[PLANT]+3);
-       game.prop[PLANT]=MOD(game.prop[PLANT]+1,3);
-       game.prop[PLANT2]=game.prop[PLANT];
-       return GO_MOVE;
-    } else {
-       game.prop[DOOR]=0;
-       if (obj == OIL)game.prop[DOOR]=1;
-       spk=RUSTED_HINGES+game.prop[DOOR];
-       RSPEAK(spk);
+static phase_codes_t lock(verb_t verb, obj_t obj) {
+       /* Lock, unlock, no object given.  Assume various things if present. */
+       if (obj == INTRANSITIVE) {
+               if (HERE(CLAM)) {
+                       obj = CLAM;
+               }
+               if (HERE(OYSTER)) {
+                       obj = OYSTER;
+               }
+               if (AT(DOOR)) {
+                       obj = DOOR;
+               }
+               if (AT(GRATE)) {
+                       obj = GRATE;
+               }
+               if (HERE(CHAIN)) {
+                       obj = CHAIN;
+               }
+               if (obj == INTRANSITIVE) {
+                       rspeak(NOTHING_LOCKED);
+                       return GO_CLEAROBJ;
+               }
+       }
+
+       /*  Lock, unlock object.  Special stuff for opening clam/oyster
+        *  and for chain. */
+
+       switch (obj) {
+       case CHAIN:
+               if (HERE(KEYS)) {
+                       return chain(verb);
+               } else {
+                       rspeak(NO_KEYS);
+               }
+               break;
+       case GRATE:
+               if (HERE(KEYS)) {
+                       if (game.closng) {
+                               rspeak(EXIT_CLOSED);
+                               if (!game.panic) {
+                                       game.clock2 = PANICTIME;
+                               }
+                               game.panic = true;
+                       } else {
+                               state_change(GRATE, (verb == LOCK)
+                                                       ? GRATE_CLOSED
+                                                       : GRATE_OPEN);
+                       }
+               } else {
+                       rspeak(NO_KEYS);
+               }
+               break;
+       case CLAM:
+               if (verb == LOCK) {
+                       rspeak(HUH_MAN);
+               } else if (TOTING(CLAM)) {
+                       rspeak(DROP_CLAM);
+               } else if (!TOTING(TRIDENT)) {
+                       rspeak(CLAM_OPENER);
+               } else {
+                       DESTROY(CLAM);
+                       drop(OYSTER, game.loc);
+                       drop(PEARL, LOC_CULDESAC);
+                       rspeak(PEARL_FALLS);
+               }
+               break;
+       case OYSTER:
+               if (verb == LOCK) {
+                       rspeak(HUH_MAN);
+               } else if (TOTING(OYSTER)) {
+                       rspeak(DROP_OYSTER);
+               } else if (!TOTING(TRIDENT)) {
+                       rspeak(OYSTER_OPENER);
+               } else {
+                       rspeak(OYSTER_OPENS);
+               }
+               break;
+       case DOOR:
+               rspeak((game.objects[DOOR].prop == DOOR_UNRUSTED) ? OK_MAN
+                                                                 : RUSTY_DOOR);
+               break;
+       case CAGE:
+               rspeak(NO_LOCK);
+               break;
+       case KEYS:
+               rspeak(CANNOT_UNLOCK);
+               break;
+       default:
+               speak(actions[verb].message);
+       }
+
        return GO_CLEAROBJ;
-    }
 }
 
-static int quit(FILE *input)
-/*  Quit.  Intransitive only.  Verify intent and exit if that's what he wants. */
-{
-    if (YES(input,REALLY_QUIT,OK_MAN,OK_MAN))
-       score(quitgame);
-    return GO_CLEAROBJ;
+static phase_codes_t pour(verb_t verb, obj_t obj) {
+       /*  Pour.  If no object, or object is bottle, assume contents of bottle.
+        *  special tests for pouring water or oil on plant or rusty door. */
+       if (obj == BOTTLE || obj == INTRANSITIVE) {
+               obj = LIQUID();
+       }
+       if (obj == NO_OBJECT) {
+               return GO_UNKNOWN;
+       }
+       if (!TOTING(obj)) {
+               speak(actions[verb].message);
+               return GO_CLEAROBJ;
+       }
+
+       if (obj != OIL && obj != WATER) {
+               rspeak(CANT_POUR);
+               return GO_CLEAROBJ;
+       }
+       if (HERE(URN) && game.objects[URN].prop == URN_EMPTY) {
+               return fill(verb, URN);
+       }
+       game.objects[BOTTLE].prop = EMPTY_BOTTLE;
+       game.objects[obj].place = LOC_NOWHERE;
+       if (!(AT(PLANT) || AT(DOOR))) {
+               rspeak(GROUND_WET);
+               return GO_CLEAROBJ;
+       }
+       if (!AT(DOOR)) {
+               if (obj == WATER) {
+                       /* cycle through the three plant states */
+                       state_change(PLANT,
+                                    MOD(game.objects[PLANT].prop + 1, 3));
+                       game.objects[PLANT2].prop = game.objects[PLANT].prop;
+                       return GO_MOVE;
+               } else {
+                       rspeak(SHAKING_LEAVES);
+                       return GO_CLEAROBJ;
+               }
+       } else {
+               state_change(DOOR, (obj == OIL) ? DOOR_UNRUSTED : DOOR_RUSTED);
+               return GO_CLEAROBJ;
+       }
 }
 
-static int read(FILE *input, token_t verb, token_t obj)
+static phase_codes_t quit(void) {
+       /*  Quit.  Intransitive only.  Verify intent and exit if that's what he
+        * wants. */
+       if (yes_or_no(arbitrary_messages[REALLY_QUIT],
+                     arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN])) {
+               terminate(quitgame);
+       }
+       return GO_CLEAROBJ;
+}
+
+static phase_codes_t read(command_t command)
 /*  Read.  Print stuff based on objtxt.  Oyster (?) is special case. */
 {
-    int spk = ACTSPK[verb];
-    if (obj == INTRANSITIVE) {
-       obj = 0;
-       for (int i=1; i<=NOBJECTS; i++) {
-           if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0)
-               obj = obj * NOBJECTS + i;
-       }
-       if (obj > NOBJECTS || obj == 0 || DARK(game.loc)) return GO_UNKNOWN;
-    }
-       
-    if (DARK(game.loc)) {
-       SETPRM(1,WD1,WD1X);
-       RSPEAK(NO_SEE);
-       return GO_CLEAROBJ;
-    }
-    if (OBJTXT[obj] == 0 || game.prop[obj] < 0) {
-       RSPEAK(spk);
+       if (command.obj == INTRANSITIVE) {
+               command.obj = NO_OBJECT;
+               for (int i = 1; i <= NOBJECTS; i++) {
+                       if (HERE(i) && objects[i].texts[0] != NULL &&
+                           !PROP_IS_STASHED(i)) {
+                               command.obj = command.obj * NOBJECTS + i;
+                       }
+               }
+               if (command.obj > NOBJECTS || command.obj == NO_OBJECT ||
+                   DARK(game.loc)) {
+                       return GO_UNKNOWN;
+               }
+       }
+
+       if (DARK(game.loc)) {
+               sspeak(NO_SEE, command.word[0].raw);
+       } else if (command.obj == OYSTER) {
+               if (!TOTING(OYSTER) || !game.closed) {
+                       rspeak(DONT_UNDERSTAND);
+               } else if (!game.clshnt) {
+                       game.clshnt = yes_or_no(arbitrary_messages[CLUE_QUERY],
+                                               arbitrary_messages[WAYOUT_CLUE],
+                                               arbitrary_messages[OK_MAN]);
+               } else {
+                       pspeak(OYSTER, hear, true,
+                              1); // Not really a sound, but oh well.
+               }
+       } else if (objects[command.obj].texts[0] == NULL ||
+                  PROP_IS_NOTFOUND(command.obj)) {
+               speak(actions[command.verb].message);
+       } else {
+               pspeak(command.obj, study, true,
+                      game.objects[command.obj].prop);
+       }
        return GO_CLEAROBJ;
-    }
-    if (obj == OYSTER && !game.clshnt) {
-       game.clshnt=YES(input,CLUE_QUERY,WAYOUT_CLUE,OK_MAN);
+}
+
+static phase_codes_t reservoir(void) {
+       /*  Z'ZZZ (word gets recomputed at startup; different each game). */
+       if (!AT(RESER) && game.loc != LOC_RESBOTTOM) {
+               rspeak(NOTHING_HAPPENS);
+               return GO_CLEAROBJ;
+       } else {
+               state_change(RESER, game.objects[RESER].prop == WATERS_PARTED
+                                       ? WATERS_UNPARTED
+                                       : WATERS_PARTED);
+               if (AT(RESER)) {
+                       return GO_CLEAROBJ;
+               } else {
+                       game.oldlc2 = game.loc;
+                       game.newloc = LOC_NOWHERE;
+                       rspeak(NOT_BRIGHT);
+                       return GO_TERMINATE;
+               }
+       }
+}
+
+static phase_codes_t rub(verb_t verb, obj_t obj) {
+       /* Rub.  Yields various snide remarks except for lit urn. */
+       if (obj == URN && game.objects[URN].prop == URN_LIT) {
+               DESTROY(URN);
+               drop(AMBER, game.loc);
+               game.objects[AMBER].prop = AMBER_IN_ROCK;
+               --game.tally;
+               drop(CAVITY, game.loc);
+               rspeak(URN_GENIES);
+       } else if (obj != LAMP) {
+               rspeak(PECULIAR_NOTHING);
+       } else {
+               speak(actions[verb].message);
+       }
        return GO_CLEAROBJ;
-    }
-    PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
-    return GO_CLEAROBJ;
 }
 
-static int reservoir(void)
-/*  Z'ZZZ (word gets recomputed at startup; different each game). */
-{
-    if (!AT(RESER) && game.loc != game.fixed[RESER]-1) {
-       RSPEAK(RUB_NOGO);
+static phase_codes_t say(command_t command) {
+       /* Say.  Echo WD2. Magic words override. */
+       if (command.word[1].type == MOTION &&
+           (command.word[1].id == XYZZY || command.word[1].id == PLUGH ||
+            command.word[1].id == PLOVER)) {
+               return GO_WORD2;
+       }
+       if (command.word[1].type == ACTION && command.word[1].id == PART) {
+               return reservoir();
+       }
+
+       if (command.word[1].type == ACTION &&
+           (command.word[1].id == FEE || command.word[1].id == FIE ||
+            command.word[1].id == FOE || command.word[1].id == FOO ||
+            command.word[1].id == FUM || command.word[1].id == PART)) {
+               return bigwords(command.word[1].id);
+       }
+       sspeak(OKEY_DOKEY, command.word[1].raw);
        return GO_CLEAROBJ;
-    } else {
-       PSPEAK(RESER,game.prop[RESER]+1);
-       game.prop[RESER]=1-game.prop[RESER];
-       if (AT(RESER))
-           return GO_CLEAROBJ;
-       else {
-           game.oldlc2=game.loc;
-           game.newloc=0;
-           RSPEAK(NOT_BRIGHT);
-           return GO_TERMINATE;
-       }
-    }
 }
 
-static int rub(token_t verb, token_t obj)
-/* Rub.  Yields various snide remarks except for lit urn. */
-{
-    int spk = ACTSPK[verb];
-    if (obj != LAMP)
-       spk=PECULIAR_NOTHING;
-    if (obj == URN && game.prop[URN] == 2) {
-       DSTROY(URN);
-       DROP(AMBER,game.loc);
-       game.prop[AMBER]=1;
-       --game.tally;
-       DROP(CAVITY,game.loc);
-       spk=URN_GENIES;
-    }
-    RSPEAK(spk);
-    return GO_CLEAROBJ;
+static phase_codes_t throw_support(vocab_t spk) {
+       rspeak(spk);
+       drop(AXE, game.loc);
+       return GO_MOVE;
 }
 
-static int say(void)
-/* Say.  Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).)  Magic words override. */
-{
-    /* FIXME: ugly use of globals */
-    SETPRM(1,WD2,WD2X);
-    if (WD2 <= 0)
-       SETPRM(1,WD1,WD1X);
-    if (WD2 > 0)
-       WD1=WD2;
-    int wd=VOCAB(WD1,-1);
-    /* FIXME: Magic numbers */
-    if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
-       WD2=0;
-       return GO_LOOKUP;
-    }
-    RSPEAK(OKEY_DOKEY);
-    return GO_CLEAROBJ;
+static phase_codes_t throwit(command_t command) {
+       /*  Throw.  Same as discard unless axe.  Then same as attack except
+        *  ignore bird, and if dwarf is present then one might be killed.
+        *  (Only way to do so!)  Axe also special for dragon, bear, and
+        *  troll.  Treasures special for troll. */
+       if (!TOTING(command.obj)) {
+               speak(actions[command.verb].message);
+               return GO_CLEAROBJ;
+       }
+       if (objects[command.obj].is_treasure && AT(TROLL)) {
+               /*  Snarf a treasure for the troll. */
+               drop(command.obj, LOC_NOWHERE);
+               move(TROLL, LOC_NOWHERE);
+               move(TROLL + NOBJECTS, IS_FREE);
+               drop(TROLL2, objects[TROLL].plac);
+               drop(TROLL2 + NOBJECTS, objects[TROLL].fixd);
+               juggle(CHASM);
+               rspeak(TROLL_SATISFIED);
+               return GO_CLEAROBJ;
+       }
+       if (command.obj == FOOD && HERE(BEAR)) {
+               /* But throwing food is another story. */
+               command.obj = BEAR;
+               return (feed(command.verb, command.obj));
+       }
+       if (command.obj != AXE) {
+               return (discard(command.verb, command.obj));
+       } else {
+               if (atdwrf(game.loc) <= 0) {
+                       if (AT(DRAGON) &&
+                           game.objects[DRAGON].prop == DRAGON_BARS) {
+                               return throw_support(DRAGON_SCALES);
+                       }
+                       if (AT(TROLL)) {
+                               return throw_support(TROLL_RETURNS);
+                       }
+                       if (AT(OGRE)) {
+                               return throw_support(OGRE_DODGE);
+                       }
+                       if (HERE(BEAR) &&
+                           game.objects[BEAR].prop == UNTAMED_BEAR) {
+                               /* This'll teach him to throw the axe at the
+                                * bear! */
+                               drop(AXE, game.loc);
+                               game.objects[AXE].fixed = IS_FIXED;
+                               juggle(BEAR);
+                               state_change(AXE, AXE_LOST);
+                               return GO_CLEAROBJ;
+                       }
+                       command.obj = INTRANSITIVE;
+                       return (attack(command));
+               }
 
+               if (randrange(NDWARVES + 1) < game.dflag) {
+                       return throw_support(DWARF_DODGES);
+               } else {
+                       int i = atdwrf(game.loc);
+                       game.dwarves[i].seen = false;
+                       game.dwarves[i].loc = LOC_NOWHERE;
+                       return throw_support(
+                           (++game.dkill == 1) ? DWARF_SMOKE : KILLED_DWARF);
+               }
+       }
 }
 
-static int throw_support(long spk)
-{
-    RSPEAK(spk);
-    DROP(AXE,game.loc);
-    return GO_MOVE;
+static phase_codes_t wake(verb_t verb, obj_t obj) {
+       /* Wake.  Only use is to disturb the dwarves. */
+       if (obj != DWARF || !game.closed) {
+               speak(actions[verb].message);
+               return GO_CLEAROBJ;
+       } else {
+               rspeak(PROD_DWARF);
+               return GO_DWARFWAKE;
+       }
 }
 
-static int throw(FILE *cmdin, long verb, token_t obj)
-/*  Throw.  Same as discard unless axe.  Then same as attack except
- *  ignore bird, and if dwarf is present then one might be killed.
- *  (Only way to do so!)  Axe also special for dragon, bear, and
- *  troll.  Treasures special for troll. */
-{
-    int spk = ACTSPK[verb];
-    if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
-    if (!TOTING(obj)) {
-       RSPEAK(spk);
-       return GO_CLEAROBJ;
-    }
-    if (obj >= MINTRS && obj <= MAXTRS && AT(TROLL)) {
-        spk=TROLL_SATISFIED;
-        /*  Snarf a treasure for the troll. */
-        DROP(obj,0);
-        MOVE(TROLL,0);
-        MOVE(TROLL+NOBJECTS,0);
-        DROP(TROLL2,PLAC[TROLL]);
-        DROP(TROLL2+NOBJECTS,FIXD[TROLL]);
-        JUGGLE(CHASM);
-        RSPEAK(spk);
-       return GO_CLEAROBJ;
-    }
-    if (obj == FOOD && HERE(BEAR)) {
-    /* But throwing food is another story. */
-        obj=BEAR;
-        return(feed(verb, obj));
-    }
-    if (obj != AXE)
-       return(discard(verb, obj, false));
-    int i=ATDWRF(game.loc);
-    if (i <= 0) {
-        if (AT(DRAGON) && game.prop[DRAGON] == 0) {
-            spk=DRAGON_SCALES;
-            return throw_support(spk);
-        }
-        if (AT(TROLL)) {
-            spk=TROLL_RETURNS;
-            return throw_support(spk);
-        }
-        if (AT(OGRE)) {
-            spk=OGRE_DODGE;
-            return throw_support(spk);
-        }
-        if (HERE(BEAR) && game.prop[BEAR] == 0) {
-            /* This'll teach him to throw the axe at the bear! */
-            spk=AXE_LOST;
-            DROP(AXE,game.loc);
-            game.fixed[AXE]= -1;
-            game.prop[AXE]=1;
-            JUGGLE(BEAR);
-            {RSPEAK(spk); return GO_CLEAROBJ;}
-        }
-        return(attack(cmdin, verb, 0));
-    }
-
-    if (randrange(NDWARVES+1) < game.dflag) {
-        spk=DWARF_DODGES;
-        return throw_support(spk);
-    }
-    game.dseen[i]=false;
-    game.dloc[i]=0;
-    spk=KILLED_DWARF;
-    ++game.dkill;
-    if (game.dkill == 1)spk=DWARF_SMOKE;
-
-    return throw_support(spk);
+static phase_codes_t seed(verb_t verb, const char *arg) {
+       /* Set seed */
+       int32_t seed = strtol(arg, NULL, 10);
+       speak(actions[verb].message, seed);
+       set_seed(seed);
+       --game.turns;
+       return GO_TOP;
 }
 
-static int vscore(void)
-/* Score.  Call scoring routine but tell it to return. */
-{
-    score(scoregame);
-    return GO_CLEAROBJ;
+static phase_codes_t waste(verb_t verb, turn_t turns) {
+       /* Burn turns */
+       game.limit -= turns;
+       speak(actions[verb].message, (int)game.limit);
+       return GO_TOP;
 }
 
-static int wake(token_t verb, token_t obj)
-/* Wake.  Only use is to disturb the dwarves. */
-{
-    if (obj != DWARF || !game.closed)
-    {
-       RSPEAK(ACTSPK[verb]);
-       return GO_CLEAROBJ;
-    }
-    RSPEAK(PROD_DWARF);
-    return GO_DWARFWAKE;
-}
+static phase_codes_t wave(verb_t verb, obj_t obj) {
+       /* Wave.  No effect unless waving rod at fissure or at bird. */
+       if (obj != ROD || !TOTING(obj) ||
+           (!HERE(BIRD) && (game.closng || !AT(FISSURE)))) {
+               speak(((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))
+                         ? arbitrary_messages[ARENT_CARRYING]
+                         : actions[verb].message);
+               return GO_CLEAROBJ;
+       }
 
-static int wave(token_t verb, token_t obj)
-/* Wave.  No effect unless waving rod at fissure or at bird. */
-{
-    int spk = ACTSPK[verb];
-    if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))spk=ARENT_CARRYING;
-    if (obj != ROD ||
-       !TOTING(obj) ||
-       (!HERE(BIRD) && (game.closng || !AT(FISSUR)))) {
-       RSPEAK(spk);
-       return GO_CLEAROBJ;
-    }
-    if (HERE(BIRD))spk=FREE_FLY+MOD(game.prop[BIRD],2);
-    if (spk == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
-       DROP(JADE,game.loc);
-       game.prop[JADE]=0;
-       --game.tally;
-       spk=NECKLACE_FLY;
-       RSPEAK(spk);
-       return GO_CLEAROBJ;
-    } else {
-       if (game.closed) {
-           RSPEAK(spk);
-           return GO_DWARFWAKE;
+       if (game.objects[BIRD].prop == BIRD_UNCAGED &&
+           game.loc == game.objects[STEPS].place && PROP_IS_NOTFOUND(JADE)) {
+               drop(JADE, game.loc);
+               PROP_SET_FOUND(JADE);
+               --game.tally;
+               rspeak(NECKLACE_FLY);
+               return GO_CLEAROBJ;
+       } else {
+               if (game.closed) {
+                       rspeak((game.objects[BIRD].prop == BIRD_CAGED)
+                                  ? CAGE_FLY
+                                  : FREE_FLY);
+                       return GO_DWARFWAKE;
+               }
+               if (game.closng || !AT(FISSURE)) {
+                       rspeak((game.objects[BIRD].prop == BIRD_CAGED)
+                                  ? CAGE_FLY
+                                  : FREE_FLY);
+                       return GO_CLEAROBJ;
+               }
+               if (HERE(BIRD)) {
+                       rspeak((game.objects[BIRD].prop == BIRD_CAGED)
+                                  ? CAGE_FLY
+                                  : FREE_FLY);
+               }
+
+               state_change(FISSURE, game.objects[FISSURE].prop == BRIDGED
+                                         ? UNBRIDGED
+                                         : BRIDGED);
+               return GO_CLEAROBJ;
        }
-       if (game.closng || !AT(FISSUR)) {RSPEAK(spk); return GO_CLEAROBJ;}
-       if (HERE(BIRD))RSPEAK(spk);
-       game.prop[FISSUR]=1-game.prop[FISSUR];
-       PSPEAK(FISSUR,2-game.prop[FISSUR]);
-       return GO_CLEAROBJ;
-    }
 }
 
-int action(FILE *input, enum speechpart part, long verb, token_t obj)
-/*  Analyse a verb.  Remember what it was, go back for object if second word
- *  unless verb is "say", which snarfs arbitrary second word.
- */
-{
-    token_t spk=ACTSPK[verb];
-
-    if (part == unknown)
-    {
-       /*  Analyse an object word.  See if the thing is here, whether
-        *  we've got a verb yet, and so on.  Object must be here
-        *  unless verb is "find" or "invent(ory)" (and no new verb
-        *  yet to be analysed).  Water and oil are also funny, since
-        *  they are never actually dropped at any location, but might
-        *  be here inside the bottle or urn or as a feature of the
-        *  location. */
-       if (HERE(obj))
-           /* FALL THROUGH */;
-       else if (obj == GRATE) {
-           if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT)
-               obj=DPRSSN;
-           if (game.loc == LOC_COBBLE || game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD ||
-               game.loc == LOC_BIRD || game.loc == LOC_PITTOP)
-               obj=ENTRNC;
-           if (obj != GRATE)
-               return GO_MOVE;
+phase_codes_t action(command_t command) {
+       /*  Analyse a verb.  Remember what it was, go back for object if second
+        * word unless verb is "say", which snarfs arbitrary second word.
+        */
+       /* Previously, actions that result in a message, but don't do anything
+        * further were called "specials". Now they're handled here as normal
+        * actions. If noaction is true, then we spit out the message and return
+        */
+       if (actions[command.verb].noaction) {
+               speak(actions[command.verb].message);
+               return GO_CLEAROBJ;
+       }
+
+       if (command.part == unknown) {
+               /*  Analyse an object word.  See if the thing is here, whether
+                *  we've got a verb yet, and so on.  Object must be here
+                *  unless verb is "find" or "invent(ory)" (and no new verb
+                *  yet to be analysed).  Water and oil are also funny, since
+                *  they are never actually dropped at any location, but might
+                *  be here inside the bottle or urn or as a feature of the
+                *  location. */
+               if (HERE(command.obj)) {
+                       /* FALL THROUGH */;
+               } else if (command.obj == DWARF && atdwrf(game.loc) > 0) {
+                       /* FALL THROUGH */;
+               } else if (!game.closed &&
+                          ((LIQUID() == command.obj && HERE(BOTTLE)) ||
+                           command.obj == LIQLOC(game.loc))) {
+                       /* FALL THROUGH */;
+               } else if (command.obj == OIL && HERE(URN) &&
+                          game.objects[URN].prop != URN_EMPTY) {
+                       command.obj = URN;
+                       /* FALL THROUGH */;
+               } else if (command.obj == PLANT && AT(PLANT2) &&
+                          game.objects[PLANT2].prop != PLANT_THIRSTY) {
+                       command.obj = PLANT2;
+                       /* FALL THROUGH */;
+               } else if (command.obj == KNIFE && game.knfloc == game.loc) {
+                       game.knfloc = -1;
+                       rspeak(KNIVES_VANISH);
+                       return GO_CLEAROBJ;
+               } else if (command.obj == ROD && HERE(ROD2)) {
+                       command.obj = ROD2;
+                       /* FALL THROUGH */;
+               } else if ((command.verb == FIND ||
+                           command.verb == INVENTORY) &&
+                          (command.word[1].id == WORD_EMPTY ||
+                           command.word[1].id == WORD_NOT_FOUND)) {
+                       /* FALL THROUGH */;
+               } else {
+                       sspeak(NO_SEE, command.word[0].raw);
+                       return GO_CLEAROBJ;
+               }
+
+               if (command.verb != 0) {
+                       command.part = transitive;
+               }
        }
-       else if (obj == DWARF && ATDWRF(game.loc) > 0)
-           /* FALL THROUGH */;
-       else if ((LIQUID() == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc))
-           /* FALL THROUGH */;
-       else if (obj == OIL && HERE(URN) && game.prop[URN] != 0) {
-           obj=URN;
-           /* FALL THROUGH */;
-       }
-       else if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
-           obj=PLANT2;
-           /* FALL THROUGH */;
-       }
-       else if (obj == KNIFE && game.knfloc == game.loc) {
-           game.knfloc= -1;
-           spk=KNIVES_VANISH;
-           RSPEAK(spk);
-           return GO_CLEAROBJ;
-       }
-       else if (obj == ROD && HERE(ROD2)) {
-           obj=ROD2;
-           /* FALL THROUGH */;
-       }
-       else if ((verb == FIND || verb == INVENT) && WD2 <= 0)
-           /* FALL THROUGH */;
-       else {
-           SETPRM(1,WD1,WD1X);
-           RSPEAK(NO_SEE);
-           return GO_CLEAROBJ;
-       }
-
-       if (WD2 > 0)
-           return GO_WORD2;
-       if (verb != 0)
-           part = transitive;
-    }
-
-    switch(part)
-    {
+
+       switch (command.part) {
        case intransitive:
-           if (WD2 > 0 && verb != SAY) return(2800);
-           if (verb == SAY)obj=WD2;
-           if (obj == 0 || obj == INTRANSITIVE) {
-               /*  Analyse an intransitive verb (ie, no object given yet). */
-                   switch (verb-1) {
-                   case  0: /* CARRY */ return carry(verb, INTRANSITIVE);
-                   case  1: /* DROP  */ return GO_UNKNOWN; 
-                   case  2: /* SAY   */ return GO_UNKNOWN; 
-                   case  3: /* UNLOC */ return lock(verb, INTRANSITIVE);    
-                   case  4: /* NOTHI */ {RSPEAK(OK_MAN); return(GO_CLEAROBJ);}
-                   case  5: /* LOCK  */ return lock(verb, INTRANSITIVE);    
-                   case  6: /* LIGHT */ return light(verb, INTRANSITIVE);    
-                   case  7: /* EXTIN */ return extinguish(verb, INTRANSITIVE);    
-                   case  8: /* WAVE  */ return GO_UNKNOWN; 
-                   case  9: /* CALM  */ return GO_UNKNOWN; 
-                   case 10: /* WALK  */ {RSPEAK(spk); return GO_CLEAROBJ;} 
-                   case 11: /* ATTAC */ return attack(input, verb, obj);   
-                   case 12: /* POUR  */ return pour(verb, obj);   
-                   case 13: /* EAT   */ return eat(verb, INTRANSITIVE);   
-                   case 14: /* DRINK */ return drink(verb, obj);   
-                   case 15: /* RUB   */ return GO_UNKNOWN; 
-                   case 16: /* TOSS  */ return GO_UNKNOWN; 
-                   case 17: /* QUIT  */ return quit(input);   
-                   case 18: /* FIND  */ return GO_UNKNOWN; 
-                   case 19: /* INVEN */ return inven(obj);   
-                   case 20: /* FEED  */ return GO_UNKNOWN; 
-                   case 21: /* FILL  */ return fill(verb, obj);   
-                   case 22: /* BLAST */ return blast();   
-                   case 23: /* SCOR  */ return vscore();   
-                   case 24: /* FOO   */ return bigwords(WD1);   
-                   case 25: /* BRIEF */ return brief();   
-                   case 26: /* READ  */ return read(input, verb, INTRANSITIVE);
-                   case 27: /* BREAK */ return GO_UNKNOWN; 
-                   case 28: /* WAKE  */ return GO_UNKNOWN; 
-                   case 29: /* SUSP  */ return saveresume(input, false);   
-                   case 30: /* RESU  */ return saveresume(input, true);   
-                   case 31: /* FLY   */ return fly(verb, INTRANSITIVE);   
-                   case 32: /* LISTE */ return listen();   
-                   case 33: /* ZZZZ  */ return reservoir();   
-               }
-               BUG(23);
-           }
-           /* FALLTHRU */
+               if (command.word[1].raw[0] != '\0' && command.verb != SAY) {
+                       return GO_WORD2;
+               }
+               if (command.verb == SAY) {
+                       /* KEYS is not special, anything not NO_OBJECT or
+                        * INTRANSITIVE will do here. We're preventing
+                        * interpretation as an intransitive verb when the word
+                        * is unknown. */
+                       command.obj =
+                           command.word[1].raw[0] != '\0' ? KEYS : NO_OBJECT;
+               }
+               if (command.obj == NO_OBJECT || command.obj == INTRANSITIVE) {
+                       /*  Analyse an intransitive verb (ie, no object given
+                        * yet). */
+                       switch (command.verb) {
+                       case CARRY:
+                               return vcarry(command.verb, INTRANSITIVE);
+                       case DROP:
+                               return GO_UNKNOWN;
+                       case SAY:
+                               return GO_UNKNOWN;
+                       case UNLOCK:
+                               return lock(command.verb, INTRANSITIVE);
+                       case NOTHING: {
+                               rspeak(OK_MAN);
+                               return (GO_CLEAROBJ);
+                       }
+                       case LOCK:
+                               return lock(command.verb, INTRANSITIVE);
+                       case LIGHT:
+                               return light(command.verb, INTRANSITIVE);
+                       case EXTINGUISH:
+                               return extinguish(command.verb, INTRANSITIVE);
+                       case WAVE:
+                               return GO_UNKNOWN;
+                       case TAME:
+                               return GO_UNKNOWN;
+                       case GO: {
+                               speak(actions[command.verb].message);
+                               return GO_CLEAROBJ;
+                       }
+                       case ATTACK:
+                               command.obj = INTRANSITIVE;
+                               return attack(command);
+                       case POUR:
+                               return pour(command.verb, INTRANSITIVE);
+                       case EAT:
+                               return eat(command.verb, INTRANSITIVE);
+                       case DRINK:
+                               return drink(command.verb, INTRANSITIVE);
+                       case RUB:
+                               return GO_UNKNOWN;
+                       case THROW:
+                               return GO_UNKNOWN;
+                       case QUIT:
+                               return quit();
+                       case FIND:
+                               return GO_UNKNOWN;
+                       case INVENTORY:
+                               return inven();
+                       case FEED:
+                               return GO_UNKNOWN;
+                       case FILL:
+                               return fill(command.verb, INTRANSITIVE);
+                       case BLAST:
+                               blast();
+                               return GO_CLEAROBJ;
+                       case SCORE:
+                               score(scoregame);
+                               return GO_CLEAROBJ;
+                       case FEE:
+                       case FIE:
+                       case FOE:
+                       case FOO:
+                       case FUM:
+                               return bigwords(command.word[0].id);
+                       case BRIEF:
+                               return brief();
+                       case READ:
+                               command.obj = INTRANSITIVE;
+                               return read(command);
+                       case BREAK:
+                               return GO_UNKNOWN;
+                       case WAKE:
+                               return GO_UNKNOWN;
+                       case SAVE:
+                               return suspend();
+                       case RESUME:
+                               return resume();
+                       case FLY:
+                               return fly(command.verb, INTRANSITIVE);
+                       case LISTEN:
+                               return listen();
+                       case PART:
+                               return reservoir();
+                       case SEED:
+                       case WASTE:
+                               rspeak(NUMERIC_REQUIRED);
+                               return GO_TOP;
+                       default: // LCOV_EXCL_LINE
+                               BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
+                       }
+               }
+       /* FALLTHRU */
        case transitive:
-           /*  Analyse a transitive verb. */
-           switch (verb-1) {
-           case  0: /* CARRY */ return carry(verb, obj);    
-               case  1: /* DROP  */ return discard(verb, obj, false);    
-               case  2: /* SAY   */ return say();    
-               case  3: /* UNLOC */ return lock(verb, obj);    
-               case  4: /* NOTHI */ {RSPEAK(OK_MAN); return(GO_CLEAROBJ);}
-               case  5: /* LOCK  */ return lock(verb, obj);    
-               case  6: /* LIGHT */ return light(verb, obj);    
-               case  7: /* EXTI  */ return extinguish(verb, obj);    
-               case  8: /* WAVE  */ return wave(verb, obj);    
-               case  9: /* CALM  */ {RSPEAK(spk); return GO_CLEAROBJ;} 
-               case 10: /* WALK  */ {RSPEAK(spk); return GO_CLEAROBJ;} 
-               case 11: /* ATTAC */ return attack(input, verb, obj);   
-               case 12: /* POUR  */ return pour(verb, obj);   
-                       case 13: /* EAT   */ return eat(verb, obj);   
-               case 14: /* DRINK */ return drink(verb, obj);   
-               case 15: /* RUB   */ return rub(verb, obj);   
-               case 16: /* TOSS  */ return throw(input, verb, obj);   
-               case 17: /* QUIT  */ {RSPEAK(spk); return GO_CLEAROBJ;} 
-               case 18: /* FIND  */ return find(verb, obj);   
-               case 19: /* INVEN */ return find(verb, obj);   
-               case 20: /* FEED  */ return feed(verb, obj);   
-               case 21: /* FILL  */ return fill(verb, obj);   
-               case 22: /* BLAST */ return blast();   
-               case 23: /* SCOR  */ {RSPEAK(spk); return GO_CLEAROBJ;} 
-               case 24: /* FOO   */ {RSPEAK(spk); return GO_CLEAROBJ;} 
-               case 25: /* BRIEF */ {RSPEAK(spk); return GO_CLEAROBJ;} 
-               case 26: /* READ  */ return read(input, verb, obj);   
-               case 27: /* BREAK */ return vbreak(verb, obj);   
-               case 28: /* WAKE  */ return wake(verb, obj);   
-               case 29: /* SUSP  */ {RSPEAK(spk); return GO_CLEAROBJ;} 
-               case 30: /* RESU  */ {RSPEAK(spk); return GO_CLEAROBJ;} 
-               case 31: /* FLY   */ return fly(verb, obj);   
-               case 32: /* LISTE */ {RSPEAK(spk); return GO_CLEAROBJ;} 
-               case 33: /* ZZZZ  */ return reservoir();   
-           }
-           BUG(24);
+               /*  Analyse a transitive verb. */
+               switch (command.verb) {
+               case CARRY:
+                       return vcarry(command.verb, command.obj);
+               case DROP:
+                       return discard(command.verb, command.obj);
+               case SAY:
+                       return say(command);
+               case UNLOCK:
+                       return lock(command.verb, command.obj);
+               case NOTHING: {
+                       rspeak(OK_MAN);
+                       return (GO_CLEAROBJ);
+               }
+               case LOCK:
+                       return lock(command.verb, command.obj);
+               case LIGHT:
+                       return light(command.verb, command.obj);
+               case EXTINGUISH:
+                       return extinguish(command.verb, command.obj);
+               case WAVE:
+                       return wave(command.verb, command.obj);
+               case TAME: {
+                       speak(actions[command.verb].message);
+                       return GO_CLEAROBJ;
+               }
+               case GO: {
+                       speak(actions[command.verb].message);
+                       return GO_CLEAROBJ;
+               }
+               case ATTACK:
+                       return attack(command);
+               case POUR:
+                       return pour(command.verb, command.obj);
+               case EAT:
+                       return eat(command.verb, command.obj);
+               case DRINK:
+                       return drink(command.verb, command.obj);
+               case RUB:
+                       return rub(command.verb, command.obj);
+               case THROW:
+                       return throwit(command);
+               case QUIT:
+                       speak(actions[command.verb].message);
+                       return GO_CLEAROBJ;
+               case FIND:
+                       return find(command.verb, command.obj);
+               case INVENTORY:
+                       return find(command.verb, command.obj);
+               case FEED:
+                       return feed(command.verb, command.obj);
+               case FILL:
+                       return fill(command.verb, command.obj);
+               case BLAST:
+                       blast();
+                       return GO_CLEAROBJ;
+               case SCORE:
+                       speak(actions[command.verb].message);
+                       return GO_CLEAROBJ;
+               case FEE:
+               case FIE:
+               case FOE:
+               case FOO:
+               case FUM:
+                       speak(actions[command.verb].message);
+                       return GO_CLEAROBJ;
+               case BRIEF:
+                       speak(actions[command.verb].message);
+                       return GO_CLEAROBJ;
+               case READ:
+                       return read(command);
+               case BREAK:
+                       return vbreak(command.verb, command.obj);
+               case WAKE:
+                       return wake(command.verb, command.obj);
+               case SAVE:
+                       speak(actions[command.verb].message);
+                       return GO_CLEAROBJ;
+               case RESUME:
+                       speak(actions[command.verb].message);
+                       return GO_CLEAROBJ;
+               case FLY:
+                       return fly(command.verb, command.obj);
+               case LISTEN:
+                       speak(actions[command.verb].message);
+                       return GO_CLEAROBJ;
+               // LCOV_EXCL_START
+               // This case should never happen - here only as placeholder
+               case PART:
+                       return reservoir();
+               // LCOV_EXCL_STOP
+               case SEED:
+                       return seed(command.verb, command.word[1].raw);
+               case WASTE:
+                       return waste(command.verb,
+                                    (turn_t)atol(command.word[1].raw));
+               default: // LCOV_EXCL_LINE
+                       BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
+               }
        case unknown:
-           /* Unknown verb, couldn't deduce object - might need hint */
-           SETPRM(1,WD1,WD1X);
-           RSPEAK(WHAT_DO);
-           return GO_CHECKHINT;
-    default:
-           BUG(99);
-    }
+               /* Unknown verb, couldn't deduce object - might need hint */
+               sspeak(WHAT_DO, command.word[0].raw);
+               return GO_CHECKHINT;
+       default: // LCOV_EXCL_LINE
+               BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE
+       }
 }
+
+// end