51a3f599a6cddde9b9d7d590e7b5bfb70826b6b0
[open-adventure.git] / actions.c
1 #include <stdlib.h>
2 #include <stdbool.h>
3 #include "advent.h"
4 #include "dungeon.h"
5
6 static int fill(token_t, token_t);
7
8 static void state_change(long obj, long state)
9 {
10     game.prop[obj] = state;
11     pspeak(obj, change, state);
12 }
13
14 static int attack(struct command_t *command)
15 /*  Attack.  Assume target if unambiguous.  "Throw" also links here.
16  *  Attackable objects fall into two categories: enemies (snake,
17  *  dwarf, etc.)  and others (bird, clam, machine).  Ambiguous if 2
18  *  enemies, or no enemies but 2 others. */
19 {
20     vocab_t verb = command->verb;
21     vocab_t obj = command->obj;
22     long spk = actions[verb].message;
23     if (obj == 0 || obj == INTRANSITIVE) {
24         if (atdwrf(game.loc) > 0)
25             obj = DWARF;
26         if (HERE(SNAKE))
27             obj = obj * NOBJECTS + SNAKE;
28         if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS)
29             obj = obj * NOBJECTS + DRAGON;
30         if (AT(TROLL))
31             obj = obj * NOBJECTS + TROLL;
32         if (AT(OGRE))
33             obj = obj * NOBJECTS + OGRE;
34         if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR)
35             obj = obj * NOBJECTS + BEAR;
36         if (obj > NOBJECTS)
37             return GO_UNKNOWN;
38         if (obj == 0) {
39             /* Can't attack bird or machine by throwing axe. */
40             if (HERE(BIRD) && verb != THROW)
41                 obj = BIRD;
42             if (HERE(VEND) && verb != THROW)
43                 obj = obj * NOBJECTS + VEND;
44             /* Clam and oyster both treated as clam for intransitive case;
45              * no harm done. */
46             if (HERE(CLAM) || HERE(OYSTER))
47                 obj = NOBJECTS * obj + CLAM;
48             if (obj > NOBJECTS)
49                 return GO_UNKNOWN;
50         }
51     }
52     if (obj == BIRD) {
53         spk = UNHAPPY_BIRD;
54         if (game.closed) {
55             rspeak(spk);
56             return GO_CLEAROBJ;
57         }
58         DESTROY(BIRD);
59         spk = BIRD_DEAD;
60     } else if (obj == VEND) {
61         state_change(VEND,
62                      game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS);
63         return GO_CLEAROBJ;
64     }
65
66     if (obj == 0)
67         spk = NO_TARGET;
68     if (obj == CLAM || obj == OYSTER)
69         spk = SHELL_IMPERVIOUS;
70     if (obj == SNAKE)
71         spk = SNAKE_WARNING;
72     if (obj == DWARF)
73         spk = BARE_HANDS_QUERY;
74     if (obj == DWARF && game.closed)
75         return GO_DWARFWAKE;
76     if (obj == DRAGON)
77         spk = ALREADY_DEAD;
78     if (obj == TROLL)
79         spk = ROCKY_TROLL;
80     if (obj == OGRE)
81         spk = OGRE_DODGE;
82     if (obj == OGRE && atdwrf(game.loc) > 0) {
83         rspeak(spk);
84         rspeak(KNIFE_THROWN);
85         DESTROY(OGRE);
86         int dwarves = 0;
87         for (int i = 1; i < PIRATE; i++) {
88             if (game.dloc[i] == game.loc) {
89                 ++dwarves;
90                 game.dloc[i] = LOC_LONGWEST;
91                 game.dseen[i] = false;
92             }
93         }
94         spk = (dwarves > 1) ? OGRE_PANIC1 : OGRE_PANIC2;
95     } else if (obj == BEAR) {
96         switch (game.prop[BEAR]) {
97         case UNTAMED_BEAR:
98             spk = BEAR_HANDS;
99             break;
100         case SITTING_BEAR:
101             spk = BEAR_CONFUSED;
102             break;
103         case CONTENTED_BEAR:
104             spk = BEAR_CONFUSED;
105             break;
106         case BEAR_DEAD:
107             spk = ALREADY_DEAD;
108             break;
109         }
110     } else if (obj == DRAGON && game.prop[DRAGON] == DRAGON_BARS) {
111         /*  Fun stuff for dragon.  If he insists on attacking it, win!
112          *  Set game.prop to dead, move dragon to central loc (still
113          *  fixed), move rug there (not fixed), and move him there,
114          *  too.  Then do a null motion to get new description. */
115         rspeak(BARE_HANDS_QUERY);
116         if (silent_yes()) {
117             // FIXME: setting wd1 is a workaround for broken logic
118             command->wd1 = token_to_packed("Y");
119         } else {
120             // FIXME: setting wd1 is a workaround for broken logic
121             command->wd1 = token_to_packed("N");
122             return GO_CHECKFOO;
123         }
124         state_change(DRAGON, DRAGON_DEAD);
125         game.prop[RUG] = RUG_FLOOR;
126         /* FIXME: Arithmetic on location values */
127         int k = (objects[DRAGON].plac + objects[DRAGON].fixd) / 2;
128         move(DRAGON + NOBJECTS, -1);
129         move(RUG + NOBJECTS, 0);
130         move(DRAGON, k);
131         move(RUG, k);
132         drop(BLOOD, k);
133         for (obj = 1; obj <= NOBJECTS; obj++) {
134             if (game.place[obj] == objects[DRAGON].plac || game.place[obj] == objects[DRAGON].fixd)
135                 move(obj, k);
136         }
137         game.loc = k;
138         return GO_MOVE;
139     }
140
141     rspeak(spk);
142     return GO_CLEAROBJ;
143 }
144
145 static int bigwords(token_t foo)
146 /*  FEE FIE FOE FOO (AND FUM).  Advance to next state if given in proper order.
147  *  Look up foo in section 3 of vocab to determine which word we've got.  Last
148  *  word zips the eggs back to the giant room (unless already there). */
149 {
150     //int k = vocab(foo, 3);
151     char word[6];
152     packed_to_token(foo, word);
153     int k = (int) get_special_vocab_id(word);
154     int spk = NOTHING_HAPPENS;
155     if (game.foobar != 1 - k) {
156         if (game.foobar != 0 && game.loc == LOC_GIANTROOM)
157             spk = START_OVER;
158         rspeak(spk);
159         return GO_CLEAROBJ;
160     } else {
161         game.foobar = k;
162         if (k != 4) {
163             rspeak(OK_MAN);
164             return GO_CLEAROBJ;
165         }
166         game.foobar = 0;
167         if (game.place[EGGS] == objects[EGGS].plac || (TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
168             rspeak(spk);
169             return GO_CLEAROBJ;
170         } else {
171             /*  Bring back troll if we steal the eggs back from him before
172              *  crossing. */
173             if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID)
174                 game.prop[TROLL] = TROLL_PAIDONCE;
175             k = EGGS_DONE;
176             if (HERE(EGGS))
177                 k = EGGS_VANISHED;
178             if (game.loc == objects[EGGS].plac)
179                 k = EGGS_HERE;
180             move(EGGS, objects[EGGS].plac);
181             pspeak(EGGS, look, k);
182             return GO_CLEAROBJ;
183         }
184     }
185 }
186
187 static int bivalve(token_t verb, token_t obj)
188 /* Clam/oyster actions */
189 {
190     int spk;
191     bool is_oyster = (obj == OYSTER);
192     spk = is_oyster ? OYSTER_OPENS : PEARL_FALLS;
193     if (TOTING(obj))
194         spk = is_oyster ? DROP_OYSTER : DROP_CLAM;
195     if (!TOTING(TRIDENT))
196         spk = is_oyster ? OYSTER_OPENER : CLAM_OPENER;
197     if (verb == LOCK)
198         spk = HUH_MAN;
199     if (spk == PEARL_FALLS) {
200         DESTROY(CLAM);
201         drop(OYSTER, game.loc);
202         drop(PEARL, LOC_CULDESAC);
203     }
204     rspeak(spk);
205     return GO_CLEAROBJ;
206 }
207
208 static void blast(void)
209 /*  Blast.  No effect unless you've got dynamite, which is a neat trick! */
210 {
211     if (game.prop[ROD2] < 0 || !game.closed)
212         rspeak(REQUIRES_DYNAMITE);
213     else {
214         game.bonus = VICTORY_MESSAGE;
215         if (game.loc == LOC_NE)
216             game.bonus = DEFEAT_MESSAGE;
217         if (HERE(ROD2))
218             game.bonus = SPLATTER_MESSAGE;
219         rspeak(game.bonus);
220         terminate(endgame);
221     }
222 }
223
224 static int vbreak(token_t verb, token_t obj)
225 /*  Break.  Only works for mirror in repository and, of course, the vase. */
226 {
227     if (obj == MIRROR) {
228         if (game.closed) {
229             rspeak(BREAK_MIRROR);
230             return GO_DWARFWAKE;
231         } else {
232             rspeak(TOO_FAR);
233             return GO_CLEAROBJ;
234         }
235     }
236     if (obj == VASE && game.prop[VASE] == VASE_WHOLE) {
237         if (TOTING(VASE))
238             drop(VASE, game.loc);
239         state_change(VASE, VASE_BROKEN);
240         game.fixed[VASE] = -1;
241         return GO_CLEAROBJ;
242     }
243     rspeak(actions[verb].message);
244     return (GO_CLEAROBJ);
245 }
246
247 static int brief(void)
248 /*  Brief.  Intransitive only.  Suppress long descriptions after first time. */
249 {
250     game.abbnum = 10000;
251     game.detail = 3;
252     rspeak(BRIEF_CONFIRM);
253     return GO_CLEAROBJ;
254 }
255
256 static int vcarry(token_t verb, token_t obj)
257 /*  Carry an object.  Special cases for bird and cage (if bird in cage, can't
258  *  take one without the other).  Liquids also special, since they depend on
259  *  status of bottle.  Also various side effects, etc. */
260 {
261     int spk;
262     if (obj == INTRANSITIVE) {
263         /*  Carry, no object given yet.  OK if only one object present. */
264         if (game.atloc[game.loc] == 0 ||
265             game.link[game.atloc[game.loc]] != 0 ||
266             atdwrf(game.loc) > 0)
267             return GO_UNKNOWN;
268         obj = game.atloc[game.loc];
269     }
270
271     if (TOTING(obj)) {
272         rspeak(ALREADY_CARRYING);
273         return GO_CLEAROBJ;
274     }
275     spk = YOU_JOKING;
276     if (obj == PLANT && game.prop[PLANT] <= 0)
277         spk = DEEP_ROOTS;
278     if (obj == BEAR && game.prop[BEAR] == SITTING_BEAR)
279         spk = BEAR_CHAINED;
280     if (obj == CHAIN && game.prop[BEAR] != UNTAMED_BEAR)
281         spk = STILL_LOCKED;
282     if (obj == URN)
283         spk = URN_NOBUDGE;
284     if (obj == CAVITY)
285         spk = DOUGHNUT_HOLES;
286     if (obj == BLOOD)
287         spk = FEW_DROPS;
288     if (obj == RUG && game.prop[RUG] == RUG_HOVER)
289         spk = RUG_HOVERS;
290     if (obj == SIGN)
291         spk = HAND_PASSTHROUGH;
292     if (obj == MESSAG) {
293         rspeak(REMOVE_MESSAGE);
294         DESTROY(MESSAG);
295         return GO_CLEAROBJ;
296     }
297     if (game.fixed[obj] != 0) {
298         rspeak(spk);
299         return GO_CLEAROBJ;
300     }
301     if (obj == WATER || obj == OIL) {
302         if (!HERE(BOTTLE) || LIQUID() != obj) {
303             if (TOTING(BOTTLE) && game.prop[BOTTLE] == EMPTY_BOTTLE)
304                 return (fill(verb, BOTTLE));
305             else {
306                 if (game.prop[BOTTLE] != EMPTY_BOTTLE)
307                     spk = BOTTLE_FULL;
308                 if (!TOTING(BOTTLE))
309                     spk = NO_CONTAINER;
310                 rspeak(spk);
311                 return GO_CLEAROBJ;
312             }
313         }
314         obj = BOTTLE;
315     }
316
317     spk = CARRY_LIMIT;
318     if (game.holdng >= INVLIMIT) {
319         rspeak(spk);
320         return GO_CLEAROBJ;
321     } else if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && -1 - game.prop[BIRD] != BIRD_CAGED) {
322         if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) {
323             DESTROY(BIRD);
324             rspeak(BIRD_CRAP);
325             return GO_CLEAROBJ;
326         }
327         if (!TOTING(CAGE))
328             spk = CANNOT_CARRY;
329         if (TOTING(ROD))
330             spk = BIRD_EVADES;
331         if (spk == CANNOT_CARRY || spk == BIRD_EVADES) {
332             rspeak(spk);
333             return GO_CLEAROBJ;
334         }
335         game.prop[BIRD] = BIRD_CAGED;
336     }
337     if ((obj == BIRD || obj == CAGE) && (game.prop[BIRD] == BIRD_CAGED || -1 - game.prop[BIRD] == 1))
338         carry(BIRD + CAGE - obj, game.loc);
339     carry(obj, game.loc);
340     if (obj == BOTTLE && LIQUID() != 0)
341         game.place[LIQUID()] = CARRIED;
342     if (GSTONE(obj) && game.prop[obj] != 0) {
343         game.prop[obj] = 0;
344         game.prop[CAVITY] = CAVITY_EMPTY;
345     }
346     rspeak(OK_MAN);
347     return GO_CLEAROBJ;
348 }
349
350 static int chain(token_t verb)
351 /* Do something to the bear's chain */
352 {
353     int spk;
354     if (verb != LOCK) {
355         spk = CHAIN_UNLOCKED;
356         if (game.prop[BEAR] == UNTAMED_BEAR)
357             spk = BEAR_BLOCKS;
358         if (game.prop[CHAIN] == CHAIN_HEAP)
359             spk = ALREADY_UNLOCKED;
360         if (spk != CHAIN_UNLOCKED) {
361             rspeak(spk);
362             return GO_CLEAROBJ;
363         }
364         game.prop[CHAIN] = CHAIN_HEAP;
365         game.fixed[CHAIN] = CHAIN_HEAP;
366         if (game.prop[BEAR] != BEAR_DEAD)
367             game.prop[BEAR] = CONTENTED_BEAR;
368         /* FIXME: Arithmetic on state numbers */
369         game.fixed[BEAR] = 2 - game.prop[BEAR];
370     } else {
371         spk = CHAIN_LOCKED;
372         if (game.prop[CHAIN] != CHAIN_HEAP)
373             spk = ALREADY_LOCKED;
374         if (game.loc != objects[CHAIN].plac)
375             spk = NO_LOCKSITE;
376         if (spk != CHAIN_LOCKED) {
377             rspeak(spk);
378             return GO_CLEAROBJ;
379         }
380         game.prop[CHAIN] = CHAIN_FIXED;
381         if (TOTING(CHAIN))
382             drop(CHAIN, game.loc);
383         game.fixed[CHAIN] = -1;
384     }
385     rspeak(spk);
386     return GO_CLEAROBJ;
387 }
388
389 static int discard(token_t verb, token_t obj, bool just_do_it)
390 /*  Discard object.  "Throw" also comes here for most objects.  Special cases for
391  *  bird (might attack snake or dragon) and cage (might contain bird) and vase.
392  *  Drop coins at vending machine for extra batteries. */
393 {
394     int spk = actions[verb].message;
395     if (!just_do_it) {
396         if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))
397             obj = ROD2;
398         if (!TOTING(obj)) {
399             rspeak(spk);
400             return GO_CLEAROBJ;
401         }
402         if (obj == BIRD && HERE(SNAKE)) {
403             rspeak(BIRD_ATTACKS);
404             if (game.closed)
405                 return GO_DWARFWAKE;
406             DESTROY(SNAKE);
407             /* Set game.prop for use by travel options */
408             game.prop[SNAKE] = SNAKE_CHASED;
409
410         } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL)) {
411             rspeak(GEM_FITS);
412             game.prop[obj] = 1;
413             game.prop[CAVITY] = CAVITY_FULL;
414             if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) || (obj == RUBY &&
415                               game.prop[RUG] == RUG_HOVER))) {
416                 spk = RUG_RISES;
417                 if (TOTING(RUG))
418                     spk = RUG_WIGGLES;
419                 if (obj == RUBY)
420                     spk = RUG_SETTLES;
421                 rspeak(spk);
422                 if (spk != RUG_WIGGLES) {
423                     /* FIXME: Arithmetic on state numbers */
424                     int k = 2 - game.prop[RUG];
425                     game.prop[RUG] = k;
426                     if (k == 2)
427                         k = objects[SAPPH].plac;
428                     move(RUG + NOBJECTS, k);
429                 }
430             }
431         } else if (obj == COINS && HERE(VEND)) {
432             DESTROY(COINS);
433             drop(BATTERY, game.loc);
434             pspeak(BATTERY, look, FRESH_BATTERIES);
435             return GO_CLEAROBJ;
436         } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
437             rspeak(BIRD_BURNT);
438             DESTROY(BIRD);
439             return GO_CLEAROBJ;
440         } else if (obj == BEAR && AT(TROLL)) {
441             rspeak(TROLL_SCAMPERS);
442             move(TROLL, 0);
443             move(TROLL + NOBJECTS, 0);
444             move(TROLL2, objects[TROLL].plac);
445             move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
446             juggle(CHASM);
447             game.prop[TROLL] = TROLL_GONE;
448         } else if (obj != VASE || game.loc == objects[PILLOW].plac) {
449             rspeak(OK_MAN);
450         } else {
451             game.prop[VASE] = VASE_BROKEN;
452             if (AT(PILLOW))
453                 game.prop[VASE] = VASE_WHOLE;
454             pspeak(VASE, look, game.prop[VASE] + 1);
455             if (game.prop[VASE] != VASE_WHOLE)
456                 game.fixed[VASE] = -1;
457         }
458     }
459     int k = LIQUID();
460     if (k == obj)
461         obj = BOTTLE;
462     if (obj == BOTTLE && k != 0)
463         game.place[k] = LOC_NOWHERE;
464     if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED)
465         drop(BIRD, game.loc);
466     drop(obj, game.loc);
467     if (obj != BIRD)
468         return GO_CLEAROBJ;
469     game.prop[BIRD] = BIRD_UNCAGED;
470     if (FOREST(game.loc))
471         game.prop[BIRD] = BIRD_FOREST_UNCAGED;
472     return GO_CLEAROBJ;
473 }
474
475 static int drink(token_t verb, token_t obj)
476 /*  Drink.  If no object, assume water and look for it here.  If water is in
477  *  the bottle, drink that, else must be at a water loc, so drink stream. */
478 {
479     int spk = actions[verb].message;
480     if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
481         return GO_UNKNOWN;
482     if (obj != BLOOD) {
483         if (obj != 0 && obj != WATER)
484             spk = RIDICULOUS_ATTEMPT;
485         if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) {
486             game.prop[BOTTLE] = EMPTY_BOTTLE;
487             game.place[WATER] = LOC_NOWHERE;
488             spk = BOTTLE_EMPTY;
489         }
490         rspeak(spk);
491     } else {
492         DESTROY(BLOOD);
493         state_change(DRAGON, DRAGON_BLOODLESS);
494         game.blooded = true;
495     }
496     return GO_CLEAROBJ;
497 }
498
499 static int eat(token_t verb, token_t obj)
500 /*  Eat.  Intransitive: assume food if present, else ask what.  Transitive: food
501  *  ok, some things lose appetite, rest are ridiculous. */
502 {
503     int spk = actions[verb].message;
504     if (obj == INTRANSITIVE) {
505         if (!HERE(FOOD))
506             return GO_UNKNOWN;
507         DESTROY(FOOD);
508         spk = THANKS_DELICIOUS;
509     } else {
510         if (obj == FOOD) {
511             DESTROY(FOOD);
512             spk = THANKS_DELICIOUS;
513         }
514         if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
515             DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
516             OGRE)
517             spk = LOST_APPETITE;
518     }
519     rspeak(spk);
520     return GO_CLEAROBJ;
521 }
522
523 static int extinguish(token_t verb, int obj)
524 /* Extinguish.  Lamp, urn, dragon/volcano (nice try). */
525 {
526     if (obj == INTRANSITIVE) {
527         if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT)
528             obj = LAMP;
529         if (HERE(URN) && game.prop[URN] == URN_LIT)
530             obj = URN;
531         if (obj == INTRANSITIVE)
532             return GO_UNKNOWN;
533     }
534
535     if (obj == URN) {
536         if (game.prop[URN] != URN_EMPTY) {
537             state_change(URN, URN_DARK);
538         } else {
539             pspeak(URN, change, URN_DARK);
540         }
541
542     } else if (obj == LAMP) {
543         state_change(LAMP, LAMP_DARK);
544         rspeak(DARK(game.loc) ? PITCH_DARK : NO_MESSAGE);
545     } else if (obj == DRAGON || obj == VOLCANO) {
546         rspeak(BEYOND_POWER);
547
548     } else {
549         rspeak(actions[verb].message);
550     }
551     return GO_CLEAROBJ;
552 }
553
554 static int feed(token_t verb, token_t obj)
555 /*  Feed.  If bird, no seed.  Snake, dragon, troll: quip.  If dwarf, make him
556  *  mad.  Bear, special. */
557 {
558     int spk = actions[verb].message;
559     if (obj == BIRD) {
560         rspeak(BIRD_PINING);
561         return GO_CLEAROBJ;
562     } else if (obj == SNAKE || obj == DRAGON || obj == TROLL) {
563         spk = NOTHING_EDIBLE;
564         if (obj == DRAGON && game.prop[DRAGON] != DRAGON_BARS)
565             spk = RIDICULOUS_ATTEMPT;
566         if (obj == TROLL)
567             spk = TROLL_VICES;
568         if (obj == SNAKE && !game.closed && HERE(BIRD)) {
569             DESTROY(BIRD);
570             spk = BIRD_DEVOURED;
571         }
572     } else if (obj == DWARF) {
573         if (HERE(FOOD)) {
574             game.dflag += 2;
575             spk = REALLY_MAD;
576         }
577     } else if (obj == BEAR) {
578         if (game.prop[BEAR] == UNTAMED_BEAR)
579             spk = NOTHING_EDIBLE;
580         if (game.prop[BEAR] == BEAR_DEAD)
581             spk = RIDICULOUS_ATTEMPT;
582         if (HERE(FOOD)) {
583             DESTROY(FOOD);
584             game.prop[BEAR] = SITTING_BEAR;
585             game.fixed[AXE] = 0;
586             game.prop[AXE] = 0;
587             spk = BEAR_TAMED;
588         }
589     } else if (obj == OGRE) {
590         if (HERE(FOOD))
591             spk = OGRE_FULL;
592     } else {
593         spk = AM_GAME;
594     }
595     rspeak(spk);
596     return GO_CLEAROBJ;
597 }
598
599 int fill(token_t verb, token_t obj)
600 /*  Fill.  Bottle or urn must be empty, and liquid available.  (Vase
601  *  is nasty.) */
602 {
603     int k;
604     int spk = actions[verb].message;
605     if (obj == VASE) {
606         spk = ARENT_CARRYING;
607         if (LIQLOC(game.loc) == 0)
608             spk = FILL_INVALID;
609         if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
610             rspeak(spk);
611             return GO_CLEAROBJ;
612         }
613         rspeak(SHATTER_VASE);
614         game.prop[VASE] = VASE_BROKEN;
615         game.fixed[VASE] = -1;
616         return (discard(verb, obj, true));
617     } else if (obj == URN) {
618         spk = FULL_URN;
619         if (game.prop[URN] != 0) {
620             rspeak(spk);
621             return GO_CLEAROBJ;
622         }
623         spk = FILL_INVALID;
624         k = LIQUID();
625         if (k == 0 || !HERE(BOTTLE)) {
626             rspeak(spk);
627             return GO_CLEAROBJ;
628         }
629         game.place[k] = LOC_NOWHERE;
630         game.prop[BOTTLE] = EMPTY_BOTTLE;
631         if (k == OIL)
632             game.prop[URN] = 1;
633         spk = WATER_URN + game.prop[URN];
634         rspeak(spk);
635         return GO_CLEAROBJ;
636     } else if (obj != 0 && obj != BOTTLE) {
637         rspeak(spk);
638         return GO_CLEAROBJ;
639     } else if (obj == 0 && !HERE(BOTTLE))
640         return GO_UNKNOWN;
641     spk = BOTTLED_WATER;
642     if (LIQLOC(game.loc) == 0)
643         spk = NO_LIQUID;
644     if (HERE(URN) && game.prop[URN] != 0)
645         spk = URN_NOPOUR;
646     if (LIQUID() != 0)
647         spk = BOTTLE_FULL;
648     if (spk == BOTTLED_WATER) {
649         /* FIXME: Arithmetic on property values */
650         game.prop[BOTTLE] = MOD(conditions[game.loc], 4) / 2 * 2;
651         k = LIQUID();
652         if (TOTING(BOTTLE))
653             game.place[k] = CARRIED;
654         if (k == OIL)
655             spk = BOTTLED_OIL;
656     }
657     rspeak(spk);
658     return GO_CLEAROBJ;
659 }
660
661 static int find(token_t verb, token_t obj)
662 /* Find.  Might be carrying it, or it might be here.  Else give caveat. */
663 {
664     int spk = actions[verb].message;
665     if (AT(obj) ||
666         (LIQUID() == obj && AT(BOTTLE)) ||
667         obj == LIQLOC(game.loc) ||
668         (obj == DWARF && atdwrf(game.loc) > 0))
669         spk = YOU_HAVEIT;
670     if (game.closed)
671         spk = NEEDED_NEARBY;
672     if (TOTING(obj))
673         spk = ALREADY_CARRYING;
674     rspeak(spk);
675     return GO_CLEAROBJ;
676 }
677
678 static int fly(token_t verb, token_t obj)
679 /* Fly.  Snide remarks unless hovering rug is here. */
680 {
681     int spk = actions[verb].message;
682     if (obj == INTRANSITIVE) {
683         if (game.prop[RUG] != RUG_HOVER)
684             spk = RUG_NOTHING2;
685         if (!HERE(RUG))
686             spk = FLAP_ARMS;
687         if (spk == RUG_NOTHING2 || spk == FLAP_ARMS) {
688             rspeak(spk);
689             return GO_CLEAROBJ;
690         }
691         obj = RUG;
692     }
693
694     if (obj != RUG) {
695         rspeak(spk);
696         return GO_CLEAROBJ;
697     }
698     spk = RUG_NOTHING1;
699     if (game.prop[RUG] != RUG_HOVER) {
700         rspeak(spk);
701         return GO_CLEAROBJ;
702     }
703     game.oldlc2 = game.oldloc;
704     game.oldloc = game.loc;
705     /* FIXME: Arithmetic on location values */
706     game.newloc = game.place[RUG] + game.fixed[RUG] - game.loc;
707     spk = RUG_GOES;
708     if (game.prop[SAPPH] >= 0)
709         spk = RUG_RETURNS;
710     rspeak(spk);
711     return GO_TERMINATE;
712 }
713
714 static int inven(void)
715 /* Inventory. If object, treat same as find.  Else report on current burden. */
716 {
717     int spk = NO_CARRY;
718     for (int i = 1; i <= NOBJECTS; i++) {
719         if (i == BEAR || !TOTING(i))
720             continue;
721         if (spk == NO_CARRY)
722             rspeak(NOW_HOLDING);
723         game.blklin = false;
724         pspeak(i, touch, -1);
725         game.blklin = true;
726         spk = NO_MESSAGE;
727     }
728     if (TOTING(BEAR))
729         spk = TAME_BEAR;
730     rspeak(spk);
731     return GO_CLEAROBJ;
732 }
733
734 static int light(token_t verb, token_t obj)
735 /*  Light.  Applicable only to lamp and urn. */
736 {
737     if (obj == INTRANSITIVE) {
738         if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0)
739             obj = LAMP;
740         if (HERE(URN) && game.prop[URN] == URN_DARK)
741             obj =  URN;
742         if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS)
743             return GO_UNKNOWN;
744     }
745
746     if (obj == URN) {
747         state_change(URN, game.prop[URN] == URN_EMPTY ? URN_EMPTY : URN_LIT);
748         return GO_CLEAROBJ;
749     } else {
750         if (obj != LAMP) {
751             rspeak(actions[verb].message);
752             return GO_CLEAROBJ;
753         }
754         if (game.limit < 0) {
755             rspeak(LAMP_OUT);
756             return GO_CLEAROBJ;
757         }
758         state_change(LAMP, LAMP_BRIGHT);
759         if (game.wzdark)
760             return GO_TOP;
761         else
762             return GO_CLEAROBJ;
763     }
764 }
765
766 static int listen(void)
767 /*  Listen.  Intransitive only.  Print stuff based on objsnd/locsnd. */
768 {
769     long k;
770     int spk = ALL_SILENT;
771     k = locations[game.loc].sound;
772     if (k != SILENT) {
773         rspeak(k);
774         if (locations[game.loc].loud)
775             return GO_CLEAROBJ;
776         else
777             spk = NO_MESSAGE;
778     }
779     for (int i = 1; i <= NOBJECTS; i++) {
780         if (!HERE(i) || objects[i].sounds[0] == NULL || game.prop[i] < 0)
781             continue;
782         int mi =  game.prop[i];
783         if (i == BIRD)
784             mi += 3 * game.blooded;
785         long packed_zzword = token_to_packed(game.zzword);
786         pspeak(i, hear, mi, packed_zzword);
787         spk = NO_MESSAGE;
788         /* FIXME: Magic number, sensitive to bird state logic */
789         if (i == BIRD && game.prop[i] == 5)
790             DESTROY(BIRD);
791     }
792     rspeak(spk);
793     return GO_CLEAROBJ;
794 }
795
796 static int lock(token_t verb, token_t obj)
797 /* Lock, unlock, no object given.  Assume various things if present. */
798 {
799     int spk = actions[verb].message;
800     if (obj == INTRANSITIVE) {
801         spk = NOTHING_LOCKED;
802         if (HERE(CLAM))
803             obj = CLAM;
804         if (HERE(OYSTER))
805             obj = OYSTER;
806         if (AT(DOOR))
807             obj = DOOR;
808         if (AT(GRATE))
809             obj = GRATE;
810         if (obj != 0 && HERE(CHAIN))
811             return GO_UNKNOWN;
812         if (HERE(CHAIN))
813             obj = CHAIN;
814         if (obj == 0 || obj == INTRANSITIVE) {
815             rspeak(spk);
816             return GO_CLEAROBJ;
817         }
818     }
819
820     /*  Lock, unlock object.  Special stuff for opening clam/oyster
821      *  and for chain. */
822     if (obj == CLAM || obj == OYSTER)
823         return bivalve(verb, obj);
824     if (obj == DOOR)
825         spk = RUSTY_DOOR;
826     if (obj == DOOR && game.prop[DOOR] == 1)
827         spk = OK_MAN;
828     if (obj == CAGE)
829         spk = NO_LOCK;
830     if (obj == KEYS)
831         spk = CANNOT_UNLOCK;
832     if (obj == GRATE || obj == CHAIN) {
833         spk = NO_KEYS;
834         if (HERE(KEYS)) {
835             if (obj == CHAIN)
836                 return chain(verb);
837             if (game.closng) {
838                 spk = EXIT_CLOSED;
839                 if (!game.panic)
840                     game.clock2 = PANICTIME;
841                 game.panic = true;
842             } else {
843                 state_change(GRATE, (verb == LOCK) ? GRATE_CLOSED : GRATE_OPEN);
844                 return GO_CLEAROBJ;
845             }
846         }
847     }
848     rspeak(spk);
849     return GO_CLEAROBJ;
850 }
851
852 static int pour(token_t verb, token_t obj)
853 /*  Pour.  If no object, or object is bottle, assume contents of bottle.
854  *  special tests for pouring water or oil on plant or rusty door. */
855 {
856     int spk = actions[verb].message;
857     if (obj == BOTTLE || obj == 0)
858         obj = LIQUID();
859     if (obj == 0)
860         return GO_UNKNOWN;
861     if (!TOTING(obj)) {
862         rspeak(spk);
863         return GO_CLEAROBJ;
864     }
865     spk = CANT_POUR;
866     if (obj != OIL && obj != WATER) {
867         rspeak(spk);
868         return GO_CLEAROBJ;
869     }
870     if (HERE(URN) && game.prop[URN] == 0)
871         return fill(verb, URN);
872     game.prop[BOTTLE] = EMPTY_BOTTLE;
873     game.place[obj] = LOC_NOWHERE;
874     spk = GROUND_WET;
875     if (!(AT(PLANT) || AT(DOOR))) {
876         rspeak(spk);
877         return GO_CLEAROBJ;
878     }
879     if (!AT(DOOR)) {
880         spk = SHAKING_LEAVES;
881         if (obj != WATER) {
882             rspeak(spk);
883             return GO_CLEAROBJ;
884         }
885         pspeak(PLANT, look, game.prop[PLANT] + 3);
886         game.prop[PLANT] = MOD(game.prop[PLANT] + 1, 3);
887         game.prop[PLANT2] = game.prop[PLANT];
888         return GO_MOVE;
889     } else {
890         state_change(DOOR, (obj == OIL) ? DOOR_UNRUSTED : DOOR_RUSTED);
891         return GO_CLEAROBJ;
892     }
893 }
894
895 static int quit(void)
896 /*  Quit.  Intransitive only.  Verify intent and exit if that's what he wants. */
897 {
898     if (yes(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
899         terminate(quitgame);
900     return GO_CLEAROBJ;
901 }
902
903 static int read(struct command_t command)
904 /*  Read.  Print stuff based on objtxt.  Oyster (?) is special case. */
905 {
906     if (command.obj == INTRANSITIVE) {
907         command.obj = 0;
908         for (int i = 1; i <= NOBJECTS; i++) {
909             if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0)
910                 command.obj = command.obj * NOBJECTS + i;
911         }
912         if (command.obj > NOBJECTS || command.obj == 0 || DARK(game.loc))
913             return GO_UNKNOWN;
914     }
915
916     if (DARK(game.loc)) {
917         rspeak(NO_SEE, command.wd1, command.wd1x);
918     } else if (command.obj == OYSTER && !game.clshnt && game.closed) {
919         game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
920     } else if (objects[command.obj].texts[0] == NULL || game.prop[command.obj] < 0) {
921         rspeak(actions[command.verb].message);
922     } else
923         pspeak(command.obj, study, game.prop[command.obj]);
924     return GO_CLEAROBJ;
925 }
926
927 static int reservoir(void)
928 /*  Z'ZZZ (word gets recomputed at startup; different each game). */
929 {
930     if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) {
931         rspeak(NOTHING_HAPPENS);
932         return GO_CLEAROBJ;
933     } else {
934         pspeak(RESER, look, game.prop[RESER] + 1);
935         game.prop[RESER] = 1 - game.prop[RESER];
936         if (AT(RESER))
937             return GO_CLEAROBJ;
938         else {
939             game.oldlc2 = game.loc;
940             game.newloc = 0;
941             rspeak(NOT_BRIGHT);
942             return GO_TERMINATE;
943         }
944     }
945 }
946
947 static int rub(token_t verb, token_t obj)
948 /* Rub.  Yields various snide remarks except for lit urn. */
949 {
950     int spk = actions[verb].message;
951     if (obj != LAMP)
952         spk = PECULIAR_NOTHING;
953     if (obj == URN && game.prop[URN] == 2) {
954         DESTROY(URN);
955         drop(AMBER, game.loc);
956         game.prop[AMBER] = 1;
957         --game.tally;
958         drop(CAVITY, game.loc);
959         spk = URN_GENIES;
960     }
961     rspeak(spk);
962     return GO_CLEAROBJ;
963 }
964
965 static int say(struct command_t *command)
966 /* Say.  Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).)  Magic words override. */
967 {
968     long a = command->wd1, b = command->wd1x;
969     if (command->wd2 > 0) {
970         a = command->wd2;
971         b = command->wd2x;
972         command->wd1 = command->wd2;
973     }
974     //int wd = vocab(command->wd1, -1);
975     char word1[6];
976     packed_to_token(command->wd1, word1);
977     int wd = (int) get_vocab_id(word1);
978     /* FIXME: magic numbers */
979     if (wd == XYZZY || wd == PLUGH || wd == PLOVER || wd == ACTION_WORD(GIANTWORDS) || wd == ACTION_WORD(PART)) {
980         /* FIXME: scribbles on the interpreter's command block */
981         wordclear(&command->wd2);
982         return GO_LOOKUP;
983     }
984     rspeak(OKEY_DOKEY, a, b);
985     return GO_CLEAROBJ;
986 }
987
988 static int throw_support(long spk)
989 {
990     rspeak(spk);
991     drop(AXE, game.loc);
992     return GO_MOVE;
993 }
994
995 static int throw (struct command_t *command)
996 /*  Throw.  Same as discard unless axe.  Then same as attack except
997  *  ignore bird, and if dwarf is present then one might be killed.
998  *  (Only way to do so!)  Axe also special for dragon, bear, and
999  *  troll.  Treasures special for troll. */
1000 {
1001     int spk = actions[command->verb].message;
1002     if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))
1003         command->obj = ROD2;
1004     if (!TOTING(command->obj)) {
1005         rspeak(spk);
1006         return GO_CLEAROBJ;
1007     }
1008     if (objects[command->obj].is_treasure && AT(TROLL)) {
1009         spk = TROLL_SATISFIED;
1010         /*  Snarf a treasure for the troll. */
1011         drop(command->obj, 0);
1012         move(TROLL, 0);
1013         move(TROLL + NOBJECTS, 0);
1014         drop(TROLL2, objects[TROLL].plac);
1015         drop(TROLL2 + NOBJECTS, objects[TROLL].fixd);
1016         juggle(CHASM);
1017         rspeak(spk);
1018         return GO_CLEAROBJ;
1019     }
1020     if (command->obj == FOOD && HERE(BEAR)) {
1021         /* But throwing food is another story. */
1022         command->obj = BEAR;
1023         return (feed(command->verb, command->obj));
1024     }
1025     if (command->obj != AXE)
1026         return (discard(command->verb, command->obj, false));
1027     else {
1028         int i = atdwrf(game.loc);
1029         if (i <= 0) {
1030             if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS)
1031                 return throw_support(DRAGON_SCALES);
1032             if (AT(TROLL))
1033                 return throw_support(TROLL_RETURNS);
1034             else if (AT(OGRE))
1035                 return throw_support(OGRE_DODGE);
1036             else if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
1037                 /* This'll teach him to throw the axe at the bear! */
1038                 drop(AXE, game.loc);
1039                 game.fixed[AXE] = -1;
1040                 game.prop[AXE] = 1;
1041                 juggle(BEAR);
1042                 rspeak(AXE_LOST);
1043                 return GO_CLEAROBJ;
1044             }
1045             command->obj = 0;
1046             return (attack(command));
1047         }
1048
1049         if (randrange(NDWARVES + 1) < game.dflag) {
1050             return throw_support(DWARF_DODGES);
1051         } else {
1052             game.dseen[i] = false;
1053             game.dloc[i] = 0;
1054             return throw_support((++game.dkill == 1)
1055                                  ? DWARF_SMOKE : KILLED_DWARF);
1056         }
1057     }
1058 }
1059
1060 static int wake(token_t verb, token_t obj)
1061 /* Wake.  Only use is to disturb the dwarves. */
1062 {
1063     if (obj != DWARF || !game.closed) {
1064         rspeak(actions[verb].message);
1065         return GO_CLEAROBJ;
1066     } else {
1067         rspeak(PROD_DWARF);
1068         return GO_DWARFWAKE;
1069     }
1070 }
1071
1072 static int wave(token_t verb, token_t obj)
1073 /* Wave.  No effect unless waving rod at fissure or at bird. */
1074 {
1075     int spk = actions[verb].message;
1076     if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))
1077         spk = ARENT_CARRYING;
1078     if (obj != ROD ||
1079         !TOTING(obj) ||
1080         (!HERE(BIRD) && (game.closng || !AT(FISSURE)))) {
1081         rspeak(spk);
1082         return GO_CLEAROBJ;
1083     }
1084     /* FIXME: Arithemetic on property values */
1085     if (HERE(BIRD))
1086         spk = FREE_FLY + MOD(game.prop[BIRD], 2);
1087     if (spk == FREE_FLY && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
1088         drop(JADE, game.loc);
1089         game.prop[JADE] = 0;
1090         --game.tally;
1091         spk = NECKLACE_FLY;
1092         rspeak(spk);
1093         return GO_CLEAROBJ;
1094     } else {
1095         if (game.closed) {
1096             rspeak(spk);
1097             return GO_DWARFWAKE;
1098         }
1099         if (game.closng || !AT(FISSURE)) {
1100             rspeak(spk);
1101             return GO_CLEAROBJ;
1102         }
1103         if (HERE(BIRD))
1104             rspeak(spk);
1105         game.prop[FISSURE] = 1 - game.prop[FISSURE];
1106         pspeak(FISSURE, look, 2 - game.prop[FISSURE]);
1107         return GO_CLEAROBJ;
1108     }
1109 }
1110
1111 int action(struct command_t *command)
1112 /*  Analyse a verb.  Remember what it was, go back for object if second word
1113  *  unless verb is "say", which snarfs arbitrary second word.
1114  */
1115 {
1116     token_t spk = actions[command->verb].message;
1117
1118     if (command->part == unknown) {
1119         /*  Analyse an object word.  See if the thing is here, whether
1120          *  we've got a verb yet, and so on.  Object must be here
1121          *  unless verb is "find" or "invent(ory)" (and no new verb
1122          *  yet to be analysed).  Water and oil are also funny, since
1123          *  they are never actually dropped at any location, but might
1124          *  be here inside the bottle or urn or as a feature of the
1125          *  location. */
1126         if (HERE(command->obj))
1127             /* FALL THROUGH */;
1128         else if (command->obj == GRATE) {
1129             if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT)
1130                 command->obj = DPRSSN;
1131             if (game.loc == LOC_COBBLE || game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD ||
1132                 game.loc == LOC_BIRD || game.loc == LOC_PITTOP)
1133                 command->obj = ENTRNC;
1134         } else if (command->obj == DWARF && atdwrf(game.loc) > 0)
1135             /* FALL THROUGH */;
1136         else if ((LIQUID() == command->obj && HERE(BOTTLE)) || command->obj == LIQLOC(game.loc))
1137             /* FALL THROUGH */;
1138         else if (command->obj == OIL && HERE(URN) && game.prop[URN] != 0) {
1139             command->obj = URN;
1140             /* FALL THROUGH */;
1141         } else if (command->obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
1142             command->obj = PLANT2;
1143             /* FALL THROUGH */;
1144         } else if (command->obj == KNIFE && game.knfloc == game.loc) {
1145             game.knfloc = -1;
1146             spk = KNIVES_VANISH;
1147             rspeak(spk);
1148             return GO_CLEAROBJ;
1149         } else if (command->obj == ROD && HERE(ROD2)) {
1150             command->obj = ROD2;
1151             /* FALL THROUGH */;
1152         } else if ((command->verb == FIND || command->verb == INVENTORY) && command->wd2 <= 0)
1153             /* FALL THROUGH */;
1154         else {
1155             rspeak(NO_SEE, command->wd1, command->wd1x);
1156             return GO_CLEAROBJ;
1157         }
1158
1159         if (command->wd2 > 0)
1160             return GO_WORD2;
1161         if (command->verb != 0)
1162             command->part = transitive;
1163     }
1164
1165     switch (command->part) {
1166     case intransitive:
1167         if (command->wd2 > 0 && command->verb != SAY)
1168             return GO_WORD2;
1169         if (command->verb == SAY)
1170             command->obj = command->wd2;
1171         if (command->obj == 0 || command->obj == INTRANSITIVE) {
1172             /*  Analyse an intransitive verb (ie, no object given yet). */
1173             switch (command->verb) {
1174             case CARRY:
1175                 return vcarry(command->verb, INTRANSITIVE);
1176             case  DROP:
1177                 return GO_UNKNOWN;
1178             case  SAY:
1179                 return GO_UNKNOWN;
1180             case  UNLOCK:
1181                 return lock(command->verb, INTRANSITIVE);
1182             case  NOTHING: {
1183                 rspeak(OK_MAN);
1184                 return (GO_CLEAROBJ);
1185             }
1186             case  LOCK:
1187                 return lock(command->verb, INTRANSITIVE);
1188             case  LIGHT:
1189                 return light(command->verb, INTRANSITIVE);
1190             case  EXTINGUISH:
1191                 return extinguish(command->verb, INTRANSITIVE);
1192             case  WAVE:
1193                 return GO_UNKNOWN;
1194             case  TAME:
1195                 return GO_UNKNOWN;
1196             case GO: {
1197                 rspeak(spk);
1198                 return GO_CLEAROBJ;
1199             }
1200             case ATTACK:
1201                 return attack(command);
1202             case POUR:
1203                 return pour(command->verb, command->obj);
1204             case EAT:
1205                 return eat(command->verb, INTRANSITIVE);
1206             case DRINK:
1207                 return drink(command->verb, command->obj);
1208             case RUB:
1209                 return GO_UNKNOWN;
1210             case THROW:
1211                 return GO_UNKNOWN;
1212             case QUIT:
1213                 return quit();
1214             case FIND:
1215                 return GO_UNKNOWN;
1216             case INVENTORY:
1217                 return inven();
1218             case FEED:
1219                 return GO_UNKNOWN;
1220             case FILL:
1221                 return fill(command->verb, command->obj);
1222             case BLAST:
1223                 blast();
1224                 return GO_CLEAROBJ;
1225             case SCORE:
1226                 score(scoregame);
1227                 return GO_CLEAROBJ;
1228             case GIANTWORDS:
1229                 return bigwords(command->wd1);
1230             case BRIEF:
1231                 return brief();
1232             case READ:
1233                 command->obj = INTRANSITIVE;
1234                 return read(*command);
1235             case BREAK:
1236                 return GO_UNKNOWN;
1237             case WAKE:
1238                 return GO_UNKNOWN;
1239             case SAVE:
1240                 return suspend();
1241             case RESUME:
1242                 return resume();
1243             case FLY:
1244                 return fly(command->verb, INTRANSITIVE);
1245             case LISTEN:
1246                 return listen();
1247             case PART:
1248                 return reservoir();
1249             default:
1250                 BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
1251             }
1252         }
1253     /* FALLTHRU */
1254     case transitive:
1255         /*  Analyse a transitive verb. */
1256         switch (command->verb) {
1257         case  CARRY:
1258             return vcarry(command->verb, command->obj);
1259         case  DROP:
1260             return discard(command->verb, command->obj, false);
1261         case  SAY:
1262             return say(command);
1263         case  UNLOCK:
1264             return lock(command->verb, command->obj);
1265         case  NOTHING: {
1266             rspeak(OK_MAN);
1267             return (GO_CLEAROBJ);
1268         }
1269         case  LOCK:
1270             return lock(command->verb, command->obj);
1271         case LIGHT:
1272             return light(command->verb, command->obj);
1273         case EXTINGUISH:
1274             return extinguish(command->verb, command->obj);
1275         case WAVE:
1276             return wave(command->verb, command->obj);
1277         case TAME: {
1278             rspeak(spk);
1279             return GO_CLEAROBJ;
1280         }
1281         case GO: {
1282             rspeak(spk);
1283             return GO_CLEAROBJ;
1284         }
1285         case ATTACK:
1286             return attack(command);
1287         case POUR:
1288             return pour(command->verb, command->obj);
1289         case EAT:
1290             return eat(command->verb, command->obj);
1291         case DRINK:
1292             return drink(command->verb, command->obj);
1293         case RUB:
1294             return rub(command->verb, command->obj);
1295         case THROW:
1296             return throw (command);
1297         case QUIT: {
1298             rspeak(spk);
1299             return GO_CLEAROBJ;
1300         }
1301         case FIND:
1302             return find(command->verb, command->obj);
1303         case INVENTORY:
1304             return find(command->verb, command->obj);
1305         case FEED:
1306             return feed(command->verb, command->obj);
1307         case FILL:
1308             return fill(command->verb, command->obj);
1309         case BLAST:
1310             blast();
1311             return GO_CLEAROBJ;
1312         case SCORE: {
1313             rspeak(spk);
1314             return GO_CLEAROBJ;
1315         }
1316         case GIANTWORDS: {
1317             rspeak(spk);
1318             return GO_CLEAROBJ;
1319         }
1320         case BRIEF: {
1321             rspeak(spk);
1322             return GO_CLEAROBJ;
1323         }
1324         case READ:
1325             return read(*command);
1326         case BREAK:
1327             return vbreak(command->verb, command->obj);
1328         case WAKE:
1329             return wake(command->verb, command->obj);
1330         case SAVE: {
1331             rspeak(spk);
1332             return GO_CLEAROBJ;
1333         }
1334         case RESUME: {
1335             rspeak(spk);
1336             return GO_CLEAROBJ;
1337         }
1338         case FLY:
1339             return fly(command->verb, command->obj);
1340         case LISTEN: {
1341             rspeak(spk);
1342             return GO_CLEAROBJ;
1343         }
1344         case PART:
1345             return reservoir();
1346         default:
1347             BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
1348         }
1349     case unknown:
1350         /* Unknown verb, couldn't deduce object - might need hint */
1351         rspeak(WHAT_DO, command->wd1, command->wd1x);
1352         return GO_CHECKHINT;
1353     default:
1354         BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE
1355     }
1356 }