Magic-number elimination.
[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     int spk = actions[verb].message;
527     if (obj == INTRANSITIVE) {
528         if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT)
529             obj = LAMP;
530         if (HERE(URN) && game.prop[URN] == 2)
531             obj = obj * NOBJECTS + URN;
532         if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS)
533             return GO_UNKNOWN;
534     }
535
536     if (obj == URN) {
537         game.prop[URN] = game.prop[URN] / 2;
538         spk = URN_DARK;
539     } else if (obj == LAMP) {
540         state_change(LAMP, LAMP_DARK);
541         spk = DARK(game.loc) ? PITCH_DARK : NO_MESSAGE;
542     } else if (obj == DRAGON || obj == VOLCANO)
543         spk = BEYOND_POWER;
544     rspeak(spk);
545     return GO_CLEAROBJ;
546 }
547
548 static int feed(token_t verb, token_t obj)
549 /*  Feed.  If bird, no seed.  Snake, dragon, troll: quip.  If dwarf, make him
550  *  mad.  Bear, special. */
551 {
552     int spk = actions[verb].message;
553     if (obj == BIRD) {
554         rspeak(BIRD_PINING);
555         return GO_CLEAROBJ;
556     } else if (obj == SNAKE || obj == DRAGON || obj == TROLL) {
557         spk = NOTHING_EDIBLE;
558         if (obj == DRAGON && game.prop[DRAGON] != DRAGON_BARS)
559             spk = RIDICULOUS_ATTEMPT;
560         if (obj == TROLL)
561             spk = TROLL_VICES;
562         if (obj == SNAKE && !game.closed && HERE(BIRD)) {
563             DESTROY(BIRD);
564             spk = BIRD_DEVOURED;
565         }
566     } else if (obj == DWARF) {
567         if (HERE(FOOD)) {
568             game.dflag += 2;
569             spk = REALLY_MAD;
570         }
571     } else if (obj == BEAR) {
572         if (game.prop[BEAR] == UNTAMED_BEAR)
573             spk = NOTHING_EDIBLE;
574         if (game.prop[BEAR] == BEAR_DEAD)
575             spk = RIDICULOUS_ATTEMPT;
576         if (HERE(FOOD)) {
577             DESTROY(FOOD);
578             game.prop[BEAR] = SITTING_BEAR;
579             game.fixed[AXE] = 0;
580             game.prop[AXE] = 0;
581             spk = BEAR_TAMED;
582         }
583     } else if (obj == OGRE) {
584         if (HERE(FOOD))
585             spk = OGRE_FULL;
586     } else {
587         spk = AM_GAME;
588     }
589     rspeak(spk);
590     return GO_CLEAROBJ;
591 }
592
593 int fill(token_t verb, token_t obj)
594 /*  Fill.  Bottle or urn must be empty, and liquid available.  (Vase
595  *  is nasty.) */
596 {
597     int k;
598     int spk = actions[verb].message;
599     if (obj == VASE) {
600         spk = ARENT_CARRYING;
601         if (LIQLOC(game.loc) == 0)
602             spk = FILL_INVALID;
603         if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
604             rspeak(spk);
605             return GO_CLEAROBJ;
606         }
607         rspeak(SHATTER_VASE);
608         game.prop[VASE] = VASE_BROKEN;
609         game.fixed[VASE] = -1;
610         return (discard(verb, obj, true));
611     } else if (obj == URN) {
612         spk = FULL_URN;
613         if (game.prop[URN] != 0) {
614             rspeak(spk);
615             return GO_CLEAROBJ;
616         }
617         spk = FILL_INVALID;
618         k = LIQUID();
619         if (k == 0 || !HERE(BOTTLE)) {
620             rspeak(spk);
621             return GO_CLEAROBJ;
622         }
623         game.place[k] = LOC_NOWHERE;
624         game.prop[BOTTLE] = EMPTY_BOTTLE;
625         if (k == OIL)
626             game.prop[URN] = 1;
627         spk = WATER_URN + game.prop[URN];
628         rspeak(spk);
629         return GO_CLEAROBJ;
630     } else if (obj != 0 && obj != BOTTLE) {
631         rspeak(spk);
632         return GO_CLEAROBJ;
633     } else if (obj == 0 && !HERE(BOTTLE))
634         return GO_UNKNOWN;
635     spk = BOTTLED_WATER;
636     if (LIQLOC(game.loc) == 0)
637         spk = NO_LIQUID;
638     if (HERE(URN) && game.prop[URN] != 0)
639         spk = URN_NOPOUR;
640     if (LIQUID() != 0)
641         spk = BOTTLE_FULL;
642     if (spk == BOTTLED_WATER) {
643         /* FIXME: Arithmetic on property values */
644         game.prop[BOTTLE] = MOD(conditions[game.loc], 4) / 2 * 2;
645         k = LIQUID();
646         if (TOTING(BOTTLE))
647             game.place[k] = CARRIED;
648         if (k == OIL)
649             spk = BOTTLED_OIL;
650     }
651     rspeak(spk);
652     return GO_CLEAROBJ;
653 }
654
655 static int find(token_t verb, token_t obj)
656 /* Find.  Might be carrying it, or it might be here.  Else give caveat. */
657 {
658     int spk = actions[verb].message;
659     if (AT(obj) ||
660         (LIQUID() == obj && AT(BOTTLE)) ||
661         obj == LIQLOC(game.loc) ||
662         (obj == DWARF && atdwrf(game.loc) > 0))
663         spk = YOU_HAVEIT;
664     if (game.closed)
665         spk = NEEDED_NEARBY;
666     if (TOTING(obj))
667         spk = ALREADY_CARRYING;
668     rspeak(spk);
669     return GO_CLEAROBJ;
670 }
671
672 static int fly(token_t verb, token_t obj)
673 /* Fly.  Snide remarks unless hovering rug is here. */
674 {
675     int spk = actions[verb].message;
676     if (obj == INTRANSITIVE) {
677         if (game.prop[RUG] != RUG_HOVER)
678             spk = RUG_NOTHING2;
679         if (!HERE(RUG))
680             spk = FLAP_ARMS;
681         if (spk == RUG_NOTHING2 || spk == FLAP_ARMS) {
682             rspeak(spk);
683             return GO_CLEAROBJ;
684         }
685         obj = RUG;
686     }
687
688     if (obj != RUG) {
689         rspeak(spk);
690         return GO_CLEAROBJ;
691     }
692     spk = RUG_NOTHING1;
693     if (game.prop[RUG] != RUG_HOVER) {
694         rspeak(spk);
695         return GO_CLEAROBJ;
696     }
697     game.oldlc2 = game.oldloc;
698     game.oldloc = game.loc;
699     /* FIXME: Arithmetic on location values */
700     game.newloc = game.place[RUG] + game.fixed[RUG] - game.loc;
701     spk = RUG_GOES;
702     if (game.prop[SAPPH] >= 0)
703         spk = RUG_RETURNS;
704     rspeak(spk);
705     return GO_TERMINATE;
706 }
707
708 static int inven(void)
709 /* Inventory. If object, treat same as find.  Else report on current burden. */
710 {
711     int spk = NO_CARRY;
712     for (int i = 1; i <= NOBJECTS; i++) {
713         if (i == BEAR || !TOTING(i))
714             continue;
715         if (spk == NO_CARRY)
716             rspeak(NOW_HOLDING);
717         game.blklin = false;
718         pspeak(i, touch, -1);
719         game.blklin = true;
720         spk = NO_MESSAGE;
721     }
722     if (TOTING(BEAR))
723         spk = TAME_BEAR;
724     rspeak(spk);
725     return GO_CLEAROBJ;
726 }
727
728 static int light(token_t verb, token_t obj)
729 /*  Light.  Applicable only to lamp and urn. */
730 {
731     int spk = actions[verb].message;
732     if (obj == INTRANSITIVE) {
733         if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0)
734             obj = LAMP;
735         if (HERE(URN) && game.prop[URN] == 1)
736             obj = obj * NOBJECTS + URN;
737         if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS)
738             return GO_UNKNOWN;
739     }
740
741     if (obj == URN) {
742         if (game.prop[URN] == 0) {
743             rspeak(URN_EMPTY);
744         } else {
745             game.prop[URN] = 2;
746             rspeak(URN_LIT);
747         }
748         return GO_CLEAROBJ;
749     } else {
750         if (obj != LAMP) {
751             rspeak(spk);
752             return GO_CLEAROBJ;
753         }
754         spk = LAMP_OUT;
755         if (game.limit < 0) {
756             rspeak(spk);
757             return GO_CLEAROBJ;
758         }
759         state_change(LAMP, LAMP_BRIGHT);
760         if (game.wzdark)
761             return GO_TOP;
762         else
763             return GO_CLEAROBJ;
764     }
765 }
766
767 static int listen(void)
768 /*  Listen.  Intransitive only.  Print stuff based on objsnd/locsnd. */
769 {
770     long k;
771     int spk = ALL_SILENT;
772     k = locations[game.loc].sound;
773     if (k != SILENT) {
774         rspeak(k);
775         if (locations[game.loc].loud)
776             return GO_CLEAROBJ;
777         else
778             spk = NO_MESSAGE;
779     }
780     for (int i = 1; i <= NOBJECTS; i++) {
781         if (!HERE(i) || objects[i].sounds[0] == NULL || game.prop[i] < 0)
782             continue;
783         int mi =  game.prop[i];
784         if (i == BIRD)
785             mi += 3 * game.blooded;
786         long packed_zzword = token_to_packed(game.zzword);
787         pspeak(i, hear, mi, packed_zzword);
788         spk = NO_MESSAGE;
789         /* FIXME: Magic number, sensitive to bird state logic */
790         if (i == BIRD && game.prop[i] == 5)
791             DESTROY(BIRD);
792     }
793     rspeak(spk);
794     return GO_CLEAROBJ;
795 }
796
797 static int lock(token_t verb, token_t obj)
798 /* Lock, unlock, no object given.  Assume various things if present. */
799 {
800     int spk = actions[verb].message;
801     if (obj == INTRANSITIVE) {
802         spk = NOTHING_LOCKED;
803         if (HERE(CLAM))
804             obj = CLAM;
805         if (HERE(OYSTER))
806             obj = OYSTER;
807         if (AT(DOOR))
808             obj = DOOR;
809         if (AT(GRATE))
810             obj = GRATE;
811         if (obj != 0 && HERE(CHAIN))
812             return GO_UNKNOWN;
813         if (HERE(CHAIN))
814             obj = CHAIN;
815         if (obj == 0 || obj == INTRANSITIVE) {
816             rspeak(spk);
817             return GO_CLEAROBJ;
818         }
819     }
820
821     /*  Lock, unlock object.  Special stuff for opening clam/oyster
822      *  and for chain. */
823     if (obj == CLAM || obj == OYSTER)
824         return bivalve(verb, obj);
825     if (obj == DOOR)
826         spk = RUSTY_DOOR;
827     if (obj == DOOR && game.prop[DOOR] == 1)
828         spk = OK_MAN;
829     if (obj == CAGE)
830         spk = NO_LOCK;
831     if (obj == KEYS)
832         spk = CANNOT_UNLOCK;
833     if (obj == GRATE || obj == CHAIN) {
834         spk = NO_KEYS;
835         if (HERE(KEYS)) {
836             if (obj == CHAIN)
837                 return chain(verb);
838             if (game.closng) {
839                 spk = EXIT_CLOSED;
840                 if (!game.panic)
841                     game.clock2 = PANICTIME;
842                 game.panic = true;
843             } else {
844                 state_change(GRATE, (verb == LOCK) ? GRATE_CLOSED : GRATE_OPEN);
845                 return GO_CLEAROBJ;
846             }
847         }
848     }
849     rspeak(spk);
850     return GO_CLEAROBJ;
851 }
852
853 static int pour(token_t verb, token_t obj)
854 /*  Pour.  If no object, or object is bottle, assume contents of bottle.
855  *  special tests for pouring water or oil on plant or rusty door. */
856 {
857     int spk = actions[verb].message;
858     if (obj == BOTTLE || obj == 0)
859         obj = LIQUID();
860     if (obj == 0)
861         return GO_UNKNOWN;
862     if (!TOTING(obj)) {
863         rspeak(spk);
864         return GO_CLEAROBJ;
865     }
866     spk = CANT_POUR;
867     if (obj != OIL && obj != WATER) {
868         rspeak(spk);
869         return GO_CLEAROBJ;
870     }
871     if (HERE(URN) && game.prop[URN] == 0)
872         return fill(verb, URN);
873     game.prop[BOTTLE] = EMPTY_BOTTLE;
874     game.place[obj] = LOC_NOWHERE;
875     spk = GROUND_WET;
876     if (!(AT(PLANT) || AT(DOOR))) {
877         rspeak(spk);
878         return GO_CLEAROBJ;
879     }
880     if (!AT(DOOR)) {
881         spk = SHAKING_LEAVES;
882         if (obj != WATER) {
883             rspeak(spk);
884             return GO_CLEAROBJ;
885         }
886         pspeak(PLANT, look, game.prop[PLANT] + 3);
887         game.prop[PLANT] = MOD(game.prop[PLANT] + 1, 3);
888         game.prop[PLANT2] = game.prop[PLANT];
889         return GO_MOVE;
890     } else {
891         game.prop[DOOR] = 0;
892         if (obj == OIL)
893             game.prop[DOOR] = 1;
894         spk = RUSTED_HINGES + game.prop[DOOR];
895         rspeak(spk);
896         return GO_CLEAROBJ;
897     }
898 }
899
900 static int quit(void)
901 /*  Quit.  Intransitive only.  Verify intent and exit if that's what he wants. */
902 {
903     if (yes(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
904         terminate(quitgame);
905     return GO_CLEAROBJ;
906 }
907
908 static int read(struct command_t command)
909 /*  Read.  Print stuff based on objtxt.  Oyster (?) is special case. */
910 {
911     if (command.obj == INTRANSITIVE) {
912         command.obj = 0;
913         for (int i = 1; i <= NOBJECTS; i++) {
914             if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0)
915                 command.obj = command.obj * NOBJECTS + i;
916         }
917         if (command.obj > NOBJECTS || command.obj == 0 || DARK(game.loc))
918             return GO_UNKNOWN;
919     }
920
921     if (DARK(game.loc)) {
922         rspeak(NO_SEE, command.wd1, command.wd1x);
923     } else if (command.obj == OYSTER && !game.clshnt && game.closed) {
924         game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
925     } else if (objects[command.obj].texts[0] == NULL || game.prop[command.obj] < 0) {
926         rspeak(actions[command.verb].message);
927     } else
928         pspeak(command.obj, study, game.prop[command.obj]);
929     return GO_CLEAROBJ;
930 }
931
932 static int reservoir(void)
933 /*  Z'ZZZ (word gets recomputed at startup; different each game). */
934 {
935     if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) {
936         rspeak(NOTHING_HAPPENS);
937         return GO_CLEAROBJ;
938     } else {
939         pspeak(RESER, look, game.prop[RESER] + 1);
940         game.prop[RESER] = 1 - game.prop[RESER];
941         if (AT(RESER))
942             return GO_CLEAROBJ;
943         else {
944             game.oldlc2 = game.loc;
945             game.newloc = 0;
946             rspeak(NOT_BRIGHT);
947             return GO_TERMINATE;
948         }
949     }
950 }
951
952 static int rub(token_t verb, token_t obj)
953 /* Rub.  Yields various snide remarks except for lit urn. */
954 {
955     int spk = actions[verb].message;
956     if (obj != LAMP)
957         spk = PECULIAR_NOTHING;
958     if (obj == URN && game.prop[URN] == 2) {
959         DESTROY(URN);
960         drop(AMBER, game.loc);
961         game.prop[AMBER] = 1;
962         --game.tally;
963         drop(CAVITY, game.loc);
964         spk = URN_GENIES;
965     }
966     rspeak(spk);
967     return GO_CLEAROBJ;
968 }
969
970 static int say(struct command_t *command)
971 /* Say.  Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).)  Magic words override. */
972 {
973     long a = command->wd1, b = command->wd1x;
974     if (command->wd2 > 0) {
975         a = command->wd2;
976         b = command->wd2x;
977         command->wd1 = command->wd2;
978     }
979     //int wd = vocab(command->wd1, -1);
980     char word1[6];
981     packed_to_token(command->wd1, word1);
982     int wd = (int) get_vocab_id(word1);
983     /* FIXME: magic numbers */
984     if (wd == XYZZY || wd == PLUGH || wd == PLOVER || wd == ACTION_WORD(GIANTWORDS) || wd == ACTION_WORD(PART)) {
985         /* FIXME: scribbles on the interpreter's command block */
986         wordclear(&command->wd2);
987         return GO_LOOKUP;
988     }
989     rspeak(OKEY_DOKEY, a, b);
990     return GO_CLEAROBJ;
991 }
992
993 static int throw_support(long spk)
994 {
995     rspeak(spk);
996     drop(AXE, game.loc);
997     return GO_MOVE;
998 }
999
1000 static int throw (struct command_t *command)
1001 /*  Throw.  Same as discard unless axe.  Then same as attack except
1002  *  ignore bird, and if dwarf is present then one might be killed.
1003  *  (Only way to do so!)  Axe also special for dragon, bear, and
1004  *  troll.  Treasures special for troll. */
1005 {
1006     int spk = actions[command->verb].message;
1007     if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))
1008         command->obj = ROD2;
1009     if (!TOTING(command->obj)) {
1010         rspeak(spk);
1011         return GO_CLEAROBJ;
1012     }
1013     if (objects[command->obj].is_treasure && AT(TROLL)) {
1014         spk = TROLL_SATISFIED;
1015         /*  Snarf a treasure for the troll. */
1016         drop(command->obj, 0);
1017         move(TROLL, 0);
1018         move(TROLL + NOBJECTS, 0);
1019         drop(TROLL2, objects[TROLL].plac);
1020         drop(TROLL2 + NOBJECTS, objects[TROLL].fixd);
1021         juggle(CHASM);
1022         rspeak(spk);
1023         return GO_CLEAROBJ;
1024     }
1025     if (command->obj == FOOD && HERE(BEAR)) {
1026         /* But throwing food is another story. */
1027         command->obj = BEAR;
1028         return (feed(command->verb, command->obj));
1029     }
1030     if (command->obj != AXE)
1031         return (discard(command->verb, command->obj, false));
1032     else {
1033         int i = atdwrf(game.loc);
1034         if (i <= 0) {
1035             if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS)
1036                 return throw_support(DRAGON_SCALES);
1037             if (AT(TROLL))
1038                 return throw_support(TROLL_RETURNS);
1039             else if (AT(OGRE))
1040                 return throw_support(OGRE_DODGE);
1041             else if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
1042                 /* This'll teach him to throw the axe at the bear! */
1043                 drop(AXE, game.loc);
1044                 game.fixed[AXE] = -1;
1045                 game.prop[AXE] = 1;
1046                 juggle(BEAR);
1047                 rspeak(AXE_LOST);
1048                 return GO_CLEAROBJ;
1049             }
1050             command->obj = 0;
1051             return (attack(command));
1052         }
1053
1054         if (randrange(NDWARVES + 1) < game.dflag) {
1055             return throw_support(DWARF_DODGES);
1056         } else {
1057             game.dseen[i] = false;
1058             game.dloc[i] = 0;
1059             return throw_support((++game.dkill == 1)
1060                                  ? DWARF_SMOKE : KILLED_DWARF);
1061         }
1062     }
1063 }
1064
1065 static int wake(token_t verb, token_t obj)
1066 /* Wake.  Only use is to disturb the dwarves. */
1067 {
1068     if (obj != DWARF || !game.closed) {
1069         rspeak(actions[verb].message);
1070         return GO_CLEAROBJ;
1071     } else {
1072         rspeak(PROD_DWARF);
1073         return GO_DWARFWAKE;
1074     }
1075 }
1076
1077 static int wave(token_t verb, token_t obj)
1078 /* Wave.  No effect unless waving rod at fissure or at bird. */
1079 {
1080     int spk = actions[verb].message;
1081     if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))
1082         spk = ARENT_CARRYING;
1083     if (obj != ROD ||
1084         !TOTING(obj) ||
1085         (!HERE(BIRD) && (game.closng || !AT(FISSURE)))) {
1086         rspeak(spk);
1087         return GO_CLEAROBJ;
1088     }
1089     /* FIXME: Arithemetic on proprty values */
1090     if (HERE(BIRD))
1091         spk = FREE_FLY + MOD(game.prop[BIRD], 2);
1092     if (spk == FREE_FLY && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
1093         drop(JADE, game.loc);
1094         game.prop[JADE] = 0;
1095         --game.tally;
1096         spk = NECKLACE_FLY;
1097         rspeak(spk);
1098         return GO_CLEAROBJ;
1099     } else {
1100         if (game.closed) {
1101             rspeak(spk);
1102             return GO_DWARFWAKE;
1103         }
1104         if (game.closng || !AT(FISSURE)) {
1105             rspeak(spk);
1106             return GO_CLEAROBJ;
1107         }
1108         if (HERE(BIRD))
1109             rspeak(spk);
1110         game.prop[FISSURE] = 1 - game.prop[FISSURE];
1111         pspeak(FISSURE, look, 2 - game.prop[FISSURE]);
1112         return GO_CLEAROBJ;
1113     }
1114 }
1115
1116 int action(struct command_t *command)
1117 /*  Analyse a verb.  Remember what it was, go back for object if second word
1118  *  unless verb is "say", which snarfs arbitrary second word.
1119  */
1120 {
1121     token_t spk = actions[command->verb].message;
1122
1123     if (command->part == unknown) {
1124         /*  Analyse an object word.  See if the thing is here, whether
1125          *  we've got a verb yet, and so on.  Object must be here
1126          *  unless verb is "find" or "invent(ory)" (and no new verb
1127          *  yet to be analysed).  Water and oil are also funny, since
1128          *  they are never actually dropped at any location, but might
1129          *  be here inside the bottle or urn or as a feature of the
1130          *  location. */
1131         if (HERE(command->obj))
1132             /* FALL THROUGH */;
1133         else if (command->obj == GRATE) {
1134             if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT)
1135                 command->obj = DPRSSN;
1136             if (game.loc == LOC_COBBLE || game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD ||
1137                 game.loc == LOC_BIRD || game.loc == LOC_PITTOP)
1138                 command->obj = ENTRNC;
1139         } else if (command->obj == DWARF && atdwrf(game.loc) > 0)
1140             /* FALL THROUGH */;
1141         else if ((LIQUID() == command->obj && HERE(BOTTLE)) || command->obj == LIQLOC(game.loc))
1142             /* FALL THROUGH */;
1143         else if (command->obj == OIL && HERE(URN) && game.prop[URN] != 0) {
1144             command->obj = URN;
1145             /* FALL THROUGH */;
1146         } else if (command->obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
1147             command->obj = PLANT2;
1148             /* FALL THROUGH */;
1149         } else if (command->obj == KNIFE && game.knfloc == game.loc) {
1150             game.knfloc = -1;
1151             spk = KNIVES_VANISH;
1152             rspeak(spk);
1153             return GO_CLEAROBJ;
1154         } else if (command->obj == ROD && HERE(ROD2)) {
1155             command->obj = ROD2;
1156             /* FALL THROUGH */;
1157         } else if ((command->verb == FIND || command->verb == INVENTORY) && command->wd2 <= 0)
1158             /* FALL THROUGH */;
1159         else {
1160             rspeak(NO_SEE, command->wd1, command->wd1x);
1161             return GO_CLEAROBJ;
1162         }
1163
1164         if (command->wd2 > 0)
1165             return GO_WORD2;
1166         if (command->verb != 0)
1167             command->part = transitive;
1168     }
1169
1170     switch (command->part) {
1171     case intransitive:
1172         if (command->wd2 > 0 && command->verb != SAY)
1173             return GO_WORD2;
1174         if (command->verb == SAY)
1175             command->obj = command->wd2;
1176         if (command->obj == 0 || command->obj == INTRANSITIVE) {
1177             /*  Analyse an intransitive verb (ie, no object given yet). */
1178             switch (command->verb) {
1179             case CARRY:
1180                 return vcarry(command->verb, INTRANSITIVE);
1181             case  DROP:
1182                 return GO_UNKNOWN;
1183             case  SAY:
1184                 return GO_UNKNOWN;
1185             case  UNLOCK:
1186                 return lock(command->verb, INTRANSITIVE);
1187             case  NOTHING: {
1188                 rspeak(OK_MAN);
1189                 return (GO_CLEAROBJ);
1190             }
1191             case  LOCK:
1192                 return lock(command->verb, INTRANSITIVE);
1193             case  LIGHT:
1194                 return light(command->verb, INTRANSITIVE);
1195             case  EXTINGUISH:
1196                 return extinguish(command->verb, INTRANSITIVE);
1197             case  WAVE:
1198                 return GO_UNKNOWN;
1199             case  TAME:
1200                 return GO_UNKNOWN;
1201             case GO: {
1202                 rspeak(spk);
1203                 return GO_CLEAROBJ;
1204             }
1205             case ATTACK:
1206                 return attack(command);
1207             case POUR:
1208                 return pour(command->verb, command->obj);
1209             case EAT:
1210                 return eat(command->verb, INTRANSITIVE);
1211             case DRINK:
1212                 return drink(command->verb, command->obj);
1213             case RUB:
1214                 return GO_UNKNOWN;
1215             case THROW:
1216                 return GO_UNKNOWN;
1217             case QUIT:
1218                 return quit();
1219             case FIND:
1220                 return GO_UNKNOWN;
1221             case INVENTORY:
1222                 return inven();
1223             case FEED:
1224                 return GO_UNKNOWN;
1225             case FILL:
1226                 return fill(command->verb, command->obj);
1227             case BLAST:
1228                 blast();
1229                 return GO_CLEAROBJ;
1230             case SCORE:
1231                 score(scoregame);
1232                 return GO_CLEAROBJ;
1233             case GIANTWORDS:
1234                 return bigwords(command->wd1);
1235             case BRIEF:
1236                 return brief();
1237             case READ:
1238                 command->obj = INTRANSITIVE;
1239                 return read(*command);
1240             case BREAK:
1241                 return GO_UNKNOWN;
1242             case WAKE:
1243                 return GO_UNKNOWN;
1244             case SAVE:
1245                 return suspend();
1246             case RESUME:
1247                 return resume();
1248             case FLY:
1249                 return fly(command->verb, INTRANSITIVE);
1250             case LISTEN:
1251                 return listen();
1252             case PART:
1253                 return reservoir();
1254             default:
1255                 BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
1256             }
1257         }
1258     /* FALLTHRU */
1259     case transitive:
1260         /*  Analyse a transitive verb. */
1261         switch (command->verb) {
1262         case  CARRY:
1263             return vcarry(command->verb, command->obj);
1264         case  DROP:
1265             return discard(command->verb, command->obj, false);
1266         case  SAY:
1267             return say(command);
1268         case  UNLOCK:
1269             return lock(command->verb, command->obj);
1270         case  NOTHING: {
1271             rspeak(OK_MAN);
1272             return (GO_CLEAROBJ);
1273         }
1274         case  LOCK:
1275             return lock(command->verb, command->obj);
1276         case LIGHT:
1277             return light(command->verb, command->obj);
1278         case EXTINGUISH:
1279             return extinguish(command->verb, command->obj);
1280         case WAVE:
1281             return wave(command->verb, command->obj);
1282         case TAME: {
1283             rspeak(spk);
1284             return GO_CLEAROBJ;
1285         }
1286         case GO: {
1287             rspeak(spk);
1288             return GO_CLEAROBJ;
1289         }
1290         case ATTACK:
1291             return attack(command);
1292         case POUR:
1293             return pour(command->verb, command->obj);
1294         case EAT:
1295             return eat(command->verb, command->obj);
1296         case DRINK:
1297             return drink(command->verb, command->obj);
1298         case RUB:
1299             return rub(command->verb, command->obj);
1300         case THROW:
1301             return throw (command);
1302         case QUIT: {
1303             rspeak(spk);
1304             return GO_CLEAROBJ;
1305         }
1306         case FIND:
1307             return find(command->verb, command->obj);
1308         case INVENTORY:
1309             return find(command->verb, command->obj);
1310         case FEED:
1311             return feed(command->verb, command->obj);
1312         case FILL:
1313             return fill(command->verb, command->obj);
1314         case BLAST:
1315             blast();
1316             return GO_CLEAROBJ;
1317         case SCORE: {
1318             rspeak(spk);
1319             return GO_CLEAROBJ;
1320         }
1321         case GIANTWORDS: {
1322             rspeak(spk);
1323             return GO_CLEAROBJ;
1324         }
1325         case BRIEF: {
1326             rspeak(spk);
1327             return GO_CLEAROBJ;
1328         }
1329         case READ:
1330             return read(*command);
1331         case BREAK:
1332             return vbreak(command->verb, command->obj);
1333         case WAKE:
1334             return wake(command->verb, command->obj);
1335         case SAVE: {
1336             rspeak(spk);
1337             return GO_CLEAROBJ;
1338         }
1339         case RESUME: {
1340             rspeak(spk);
1341             return GO_CLEAROBJ;
1342         }
1343         case FLY:
1344             return fly(command->verb, command->obj);
1345         case LISTEN: {
1346             rspeak(spk);
1347             return GO_CLEAROBJ;
1348         }
1349         case PART:
1350             return reservoir();
1351         default:
1352             BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
1353         }
1354     case unknown:
1355         /* Unknown verb, couldn't deduce object - might need hint */
1356         rspeak(WHAT_DO, command->wd1, command->wd1x);
1357         return GO_CHECKHINT;
1358     default:
1359         BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE
1360     }
1361 }