Partial cleanup of fill
[open-adventure.git] / actions.c
1 #include <stdlib.h>
2 #include <stdbool.h>
3 #include <string.h>
4 #include "advent.h"
5 #include "dungeon.h"
6
7 static int fill(token_t, token_t);
8
9 static void state_change(long obj, long state)
10 {
11     game.prop[obj] = state;
12     pspeak(obj, change, state, true);
13 }
14
15 static int attack(struct command_t *command)
16 /*  Attack.  Assume target if unambiguous.  "Throw" also links here.
17  *  Attackable objects fall into two categories: enemies (snake,
18  *  dwarf, etc.)  and others (bird, clam, machine).  Ambiguous if 2
19  *  enemies, or no enemies but 2 others. */
20 {
21     vocab_t verb = command->verb;
22     vocab_t obj = command->obj;
23
24     long spk = actions[verb].message;
25     if (obj == NO_OBJECT ||
26         obj == INTRANSITIVE) {
27         int changes = 0;
28         if (atdwrf(game.loc) > 0) {
29             obj = DWARF;
30             ++changes;
31         }
32         if (HERE(SNAKE)) {
33             obj = SNAKE;
34             ++changes;
35         }
36         if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
37             obj = DRAGON;
38             ++changes;
39         }
40         if (AT(TROLL)) {
41             obj = TROLL;
42             ++changes;
43         }
44         if (AT(OGRE)) {
45             obj = OGRE;
46             ++changes;
47         }
48         if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
49             obj = BEAR;
50             ++changes;
51         }
52         /* check for low-priority targets */
53         if (obj == NO_OBJECT) {
54             /* Can't attack bird or machine by throwing axe. */
55             if (HERE(BIRD) && verb != THROW) {
56                 obj = BIRD;
57                 ++changes;
58             }
59             if (HERE(VEND) && verb != THROW) {
60                 obj = VEND;
61                 ++changes;
62             }
63             /* Clam and oyster both treated as clam for intransitive case;
64              * no harm done. */
65             if (HERE(CLAM) || HERE(OYSTER)) {
66                 obj = CLAM;
67                 ++changes;
68             }
69         }
70         if (changes >= 2)
71             return GO_UNKNOWN;
72
73     }
74     if (obj == BIRD) {
75         if (game.closed) {
76             rspeak(UNHAPPY_BIRD);
77             return GO_CLEAROBJ;
78         }
79         DESTROY(BIRD);
80         spk = BIRD_DEAD;
81     } else if (obj == VEND) {
82         state_change(VEND,
83                      game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS);
84         return GO_CLEAROBJ;
85     }
86
87     if (obj == NO_OBJECT)
88         spk = NO_TARGET;
89     if (obj == CLAM ||
90         obj == OYSTER)
91         spk = SHELL_IMPERVIOUS;
92     if (obj == SNAKE)
93         spk = SNAKE_WARNING;
94     if (obj == DWARF)
95         spk = BARE_HANDS_QUERY;
96     if (obj == DWARF && game.closed)
97         return GO_DWARFWAKE;
98     if (obj == DRAGON)
99         spk = ALREADY_DEAD;
100     if (obj == TROLL)
101         spk = ROCKY_TROLL;
102     if (obj == OGRE)
103         spk = OGRE_DODGE;
104     if (obj == OGRE && atdwrf(game.loc) > 0) {
105         rspeak(spk);
106         rspeak(KNIFE_THROWN);
107         DESTROY(OGRE);
108         int dwarves = 0;
109         for (int i = 1; i < PIRATE; i++) {
110             if (game.dloc[i] == game.loc) {
111                 ++dwarves;
112                 game.dloc[i] = LOC_LONGWEST;
113                 game.dseen[i] = false;
114             }
115         }
116         spk = (dwarves > 1) ?
117               OGRE_PANIC1 :
118               OGRE_PANIC2;
119     } else if (obj == BEAR) {
120         switch (game.prop[BEAR]) {
121         case UNTAMED_BEAR:
122             spk = BEAR_HANDS;
123             break;
124         case SITTING_BEAR:
125             spk = BEAR_CONFUSED;
126             break;
127         case CONTENTED_BEAR:
128             spk = BEAR_CONFUSED;
129             break;
130         case BEAR_DEAD:
131             spk = ALREADY_DEAD;
132             break;
133         }
134     } else if (obj == DRAGON && game.prop[DRAGON] == DRAGON_BARS) {
135         /*  Fun stuff for dragon.  If he insists on attacking it, win!
136          *  Set game.prop to dead, move dragon to central loc (still
137          *  fixed), move rug there (not fixed), and move him there,
138          *  too.  Then do a null motion to get new description. */
139         rspeak(BARE_HANDS_QUERY);
140         if (silent_yes()) {
141             // FIXME: setting wd1 is a workaround for broken logic
142             command->wd1 = token_to_packed("Y");
143         } else {
144             // FIXME: setting wd1 is a workaround for broken logic
145             command->wd1 = token_to_packed("N");
146             return GO_CHECKFOO;
147         }
148         state_change(DRAGON, DRAGON_DEAD);
149         game.prop[RUG] = RUG_FLOOR;
150         /* FIXME: Arithmetic on location values */
151         int k = (objects[DRAGON].plac + objects[DRAGON].fixd) / 2;
152         move(DRAGON + NOBJECTS, -1);
153         move(RUG + NOBJECTS, 0);
154         move(DRAGON, k);
155         move(RUG, k);
156         drop(BLOOD, k);
157         for (obj = 1; obj <= NOBJECTS; obj++) {
158             if (game.place[obj] == objects[DRAGON].plac ||
159                 game.place[obj] == objects[DRAGON].fixd)
160                 move(obj, k);
161         }
162         game.loc = k;
163         return GO_MOVE;
164     }
165
166     rspeak(spk);
167     return GO_CLEAROBJ;
168 }
169
170 static int bigwords(token_t foo)
171 /*  FEE FIE FOE FOO (AND FUM).  Advance to next state if given in proper order.
172  *  Look up foo in special section of vocab to determine which word we've got.
173  *  Last word zips the eggs back to the giant room (unless already there). */
174 {
175     char word[TOKLEN + 1];
176     packed_to_token(foo, word);
177     int k = (int) get_special_vocab_id(word);
178     if (game.foobar != 1 - k) {
179         if (game.foobar != 0 && game.loc == LOC_GIANTROOM) {
180             rspeak( START_OVER);
181         } else {
182             rspeak(NOTHING_HAPPENS);
183         }
184         return GO_CLEAROBJ;
185     } else {
186         game.foobar = k;
187         if (k != 4) {
188             rspeak(OK_MAN);
189             return GO_CLEAROBJ;
190         }
191         game.foobar = 0;
192         if (game.place[EGGS] == objects[EGGS].plac ||
193             (TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
194             rspeak(NOTHING_HAPPENS);
195             return GO_CLEAROBJ;
196         } else {
197             /*  Bring back troll if we steal the eggs back from him before
198              *  crossing. */
199             if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID)
200                 game.prop[TROLL] = TROLL_PAIDONCE;
201             k = EGGS_DONE;
202             if (HERE(EGGS))
203                 k = EGGS_VANISHED;
204             if (game.loc == objects[EGGS].plac)
205                 k = EGGS_HERE;
206             move(EGGS, objects[EGGS].plac);
207             pspeak(EGGS, look, k, true);
208             return GO_CLEAROBJ;
209         }
210     }
211 }
212
213 static int bivalve(token_t verb, token_t obj)
214 /* Clam/oyster actions */
215 {
216     bool is_oyster = (obj == OYSTER);
217     if (verb == LOCK) {
218         rspeak(HUH_MAN);
219         return GO_CLEAROBJ;
220     }
221     if (!TOTING(TRIDENT)) {
222         rspeak(is_oyster ?
223                OYSTER_OPENER :
224                CLAM_OPENER);
225         return GO_CLEAROBJ;
226     }
227     if (TOTING(obj)) {
228         rspeak( is_oyster ?
229                 DROP_OYSTER :
230                 DROP_CLAM);
231         return GO_CLEAROBJ;
232     }
233
234     if (!is_oyster) {
235         DESTROY(CLAM);
236         drop(OYSTER, game.loc);
237         drop(PEARL, LOC_CULDESAC);
238     }
239     rspeak(is_oyster ?
240            OYSTER_OPENS :
241            PEARL_FALLS);
242     return GO_CLEAROBJ;
243 }
244
245 static void blast(void)
246 /*  Blast.  No effect unless you've got dynamite, which is a neat trick! */
247 {
248     if (game.prop[ROD2] < 0 ||
249         !game.closed)
250         rspeak(REQUIRES_DYNAMITE);
251     else {
252         game.bonus = VICTORY_MESSAGE;
253         if (game.loc == LOC_NE)
254             game.bonus = DEFEAT_MESSAGE;
255         if (HERE(ROD2))
256             game.bonus = SPLATTER_MESSAGE;
257         rspeak(game.bonus);
258         terminate(endgame);
259     }
260 }
261
262 static int vbreak(token_t verb, token_t obj)
263 /*  Break.  Only works for mirror in repository and, of course, the vase. */
264 {
265     if (obj == MIRROR) {
266         if (game.closed) {
267             rspeak(BREAK_MIRROR);
268             return GO_DWARFWAKE;
269         } else {
270             rspeak(TOO_FAR);
271             return GO_CLEAROBJ;
272         }
273     }
274     if (obj == VASE && game.prop[VASE] == VASE_WHOLE) {
275         if (TOTING(VASE))
276             drop(VASE, game.loc);
277         state_change(VASE, VASE_BROKEN);
278         game.fixed[VASE] = -1;
279         return GO_CLEAROBJ;
280     }
281     rspeak(actions[verb].message);
282     return (GO_CLEAROBJ);
283 }
284
285 static int brief(void)
286 /*  Brief.  Intransitive only.  Suppress long descriptions after first time. */
287 {
288     game.abbnum = 10000;
289     game.detail = 3;
290     rspeak(BRIEF_CONFIRM);
291     return GO_CLEAROBJ;
292 }
293
294 static int vcarry(token_t verb, token_t obj)
295 /*  Carry an object.  Special cases for bird and cage (if bird in cage, can't
296  *  take one without the other).  Liquids also special, since they depend on
297  *  status of bottle.  Also various side effects, etc. */
298 {
299     int spk;
300     if (obj == INTRANSITIVE) {
301         /*  Carry, no object given yet.  OK if only one object present. */
302         if (game.atloc[game.loc] == 0 ||
303             game.link[game.atloc[game.loc]] != 0 ||
304             atdwrf(game.loc) > 0)
305             return GO_UNKNOWN;
306         obj = game.atloc[game.loc];
307     }
308
309     if (TOTING(obj)) {
310         rspeak(ALREADY_CARRYING);
311         return GO_CLEAROBJ;
312     }
313     spk = YOU_JOKING;
314     if (obj == PLANT && game.prop[PLANT] <= 0)
315         spk = DEEP_ROOTS;
316     if (obj == BEAR && game.prop[BEAR] == SITTING_BEAR)
317         spk = BEAR_CHAINED;
318     if (obj == CHAIN && game.prop[BEAR] != UNTAMED_BEAR)
319         spk = STILL_LOCKED;
320     if (obj == URN)
321         spk = URN_NOBUDGE;
322     if (obj == CAVITY)
323         spk = DOUGHNUT_HOLES;
324     if (obj == BLOOD)
325         spk = FEW_DROPS;
326     if (obj == RUG && game.prop[RUG] == RUG_HOVER)
327         spk = RUG_HOVERS;
328     if (obj == SIGN)
329         spk = HAND_PASSTHROUGH;
330     if (obj == MESSAG) {
331         rspeak(REMOVE_MESSAGE);
332         DESTROY(MESSAG);
333         return GO_CLEAROBJ;
334     }
335     if (game.fixed[obj] != 0) {
336         rspeak(spk);
337         return GO_CLEAROBJ;
338     }
339     if (obj == WATER ||
340         obj == OIL) {
341         if (!HERE(BOTTLE) ||
342             LIQUID() != obj) {
343             if (TOTING(BOTTLE) && game.prop[BOTTLE] == EMPTY_BOTTLE)
344                 return (fill(verb, BOTTLE));
345             else {
346                 if (game.prop[BOTTLE] != EMPTY_BOTTLE)
347                     spk = BOTTLE_FULL;
348                 if (!TOTING(BOTTLE))
349                     spk = NO_CONTAINER;
350                 rspeak(spk);
351                 return GO_CLEAROBJ;
352             }
353         }
354         obj = BOTTLE;
355     }
356
357     spk = CARRY_LIMIT;
358     if (game.holdng >= INVLIMIT) {
359         rspeak(spk);
360         return GO_CLEAROBJ;
361     } else if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && -1 - game.prop[BIRD] != BIRD_CAGED) {
362         if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) {
363             DESTROY(BIRD);
364             rspeak(BIRD_CRAP);
365             return GO_CLEAROBJ;
366         }
367         if (!TOTING(CAGE))
368             spk = CANNOT_CARRY;
369         if (TOTING(ROD))
370             spk = BIRD_EVADES;
371         if (spk == CANNOT_CARRY ||
372             spk == BIRD_EVADES) {
373             rspeak(spk);
374             return GO_CLEAROBJ;
375         }
376         game.prop[BIRD] = BIRD_CAGED;
377     }
378     /* FIXME: Arithmetic on state numbers */
379     if ((obj == BIRD ||
380          obj == CAGE) &&
381         (game.prop[BIRD] == BIRD_CAGED ||
382          -1 - game.prop[BIRD] == 1))
383         carry(BIRD + CAGE - obj, game.loc);
384     carry(obj, game.loc);
385     if (obj == BOTTLE && LIQUID() != 0)
386         game.place[LIQUID()] = CARRIED;
387     if (GSTONE(obj) && game.prop[obj] != 0) {
388         game.prop[obj] = STATE_GROUND;
389         game.prop[CAVITY] = CAVITY_EMPTY;
390     }
391     rspeak(OK_MAN);
392     return GO_CLEAROBJ;
393 }
394
395 static int chain(token_t verb)
396 /* Do something to the bear's chain */
397 {
398     int spk;
399     if (verb != LOCK) {
400         spk = CHAIN_UNLOCKED;
401         if (game.prop[BEAR] == UNTAMED_BEAR)
402             spk = BEAR_BLOCKS;
403         if (game.prop[CHAIN] == CHAIN_HEAP)
404             spk = ALREADY_UNLOCKED;
405         if (spk != CHAIN_UNLOCKED) {
406             rspeak(spk);
407             return GO_CLEAROBJ;
408         }
409         game.prop[CHAIN] = CHAIN_HEAP;
410         game.fixed[CHAIN] = CHAIN_HEAP;
411         if (game.prop[BEAR] != BEAR_DEAD)
412             game.prop[BEAR] = CONTENTED_BEAR;
413         /* FIXME: Arithmetic on state numbers */
414         game.fixed[BEAR] = 2 - game.prop[BEAR];
415     } else {
416         spk = CHAIN_LOCKED;
417         if (game.prop[CHAIN] != CHAIN_HEAP)
418             spk = ALREADY_LOCKED;
419         if (game.loc != objects[CHAIN].plac)
420             spk = NO_LOCKSITE;
421         if (spk != CHAIN_LOCKED) {
422             rspeak(spk);
423             return GO_CLEAROBJ;
424         }
425         game.prop[CHAIN] = CHAIN_FIXED;
426         if (TOTING(CHAIN))
427             drop(CHAIN, game.loc);
428         game.fixed[CHAIN] = -1;
429     }
430     rspeak(spk);
431     return GO_CLEAROBJ;
432 }
433
434 static int discard(token_t verb, token_t obj, bool just_do_it)
435 /*  Discard object.  "Throw" also comes here for most objects.  Special cases for
436  *  bird (might attack snake or dragon) and cage (might contain bird) and vase.
437  *  Drop coins at vending machine for extra batteries. */
438 {
439     int spk = actions[verb].message;
440     if (!just_do_it) {
441         if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))
442             obj = ROD2;
443         if (!TOTING(obj)) {
444             rspeak(spk);
445             return GO_CLEAROBJ;
446         }
447         if (obj == BIRD && HERE(SNAKE)) {
448             rspeak(BIRD_ATTACKS);
449             if (game.closed)
450                 return GO_DWARFWAKE;
451             DESTROY(SNAKE);
452             /* Set game.prop for use by travel options */
453             game.prop[SNAKE] = SNAKE_CHASED;
454
455         } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL)) {
456             rspeak(GEM_FITS);
457             game.prop[obj] = 1;
458             game.prop[CAVITY] = CAVITY_FULL;
459             if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) ||
460                               (obj == RUBY && game.prop[RUG] == RUG_HOVER))) {
461                 spk = RUG_RISES;
462                 if (TOTING(RUG))
463                     spk = RUG_WIGGLES;
464                 if (obj == RUBY)
465                     spk = RUG_SETTLES;
466                 rspeak(spk);
467                 if (spk != RUG_WIGGLES) {
468                     /* FIXME: Arithmetic on state numbers */
469                     int k = 2 - game.prop[RUG];
470                     game.prop[RUG] = k;
471                     if (k == 2)
472                         k = objects[SAPPH].plac;
473                     move(RUG + NOBJECTS, k);
474                 }
475             }
476         } else if (obj == COINS && HERE(VEND)) {
477             DESTROY(COINS);
478             drop(BATTERY, game.loc);
479             pspeak(BATTERY, look, FRESH_BATTERIES, true);
480             return GO_CLEAROBJ;
481         } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
482             rspeak(BIRD_BURNT);
483             DESTROY(BIRD);
484             return GO_CLEAROBJ;
485         } else if (obj == BEAR && AT(TROLL)) {
486             state_change(TROLL, TROLL_GONE);
487             move(TROLL, LOC_NOWHERE);
488             move(TROLL + NOBJECTS, LOC_NOWHERE);
489             move(TROLL2, objects[TROLL].plac);
490             move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
491             juggle(CHASM);
492         } else if (obj != VASE ||
493                    game.loc == objects[PILLOW].plac) {
494             rspeak(OK_MAN);
495         } else {
496             game.prop[VASE] = VASE_BROKEN;
497             if (AT(PILLOW))
498                 game.prop[VASE] = VASE_WHOLE;
499             pspeak(VASE, look, game.prop[VASE] + 1, true);
500             if (game.prop[VASE] != VASE_WHOLE)
501                 game.fixed[VASE] = -1;
502         }
503     }
504     int k = LIQUID();
505     if (k == obj)
506         obj = BOTTLE;
507     if (obj == BOTTLE && k != 0)
508         game.place[k] = LOC_NOWHERE;
509     if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED)
510         drop(BIRD, game.loc);
511     drop(obj, game.loc);
512     if (obj != BIRD)
513         return GO_CLEAROBJ;
514     game.prop[BIRD] = BIRD_UNCAGED;
515     if (FOREST(game.loc))
516         game.prop[BIRD] = BIRD_FOREST_UNCAGED;
517     return GO_CLEAROBJ;
518 }
519
520 static int drink(token_t verb, token_t obj)
521 /*  Drink.  If no object, assume water and look for it here.  If water is in
522  *  the bottle, drink that, else must be at a water loc, so drink stream. */
523 {
524     if (obj == NO_OBJECT && LIQLOC(game.loc) != WATER && (LIQUID() != WATER ||
525             !HERE(BOTTLE)))
526         return GO_UNKNOWN;
527     if (obj != BLOOD) {
528         if (obj != NO_OBJECT && obj != WATER) {
529             rspeak(RIDICULOUS_ATTEMPT);
530         } else if (LIQUID() == WATER && HERE(BOTTLE)) {
531             game.prop[BOTTLE] = EMPTY_BOTTLE;
532             game.place[WATER] = LOC_NOWHERE;
533             rspeak(BOTTLE_EMPTY);
534         } else {
535             rspeak(actions[verb].message);
536         }
537     } else {
538         DESTROY(BLOOD);
539         state_change(DRAGON, DRAGON_BLOODLESS);
540         game.blooded = true;
541     }
542     return GO_CLEAROBJ;
543 }
544
545 static int eat(token_t verb, token_t obj)
546 /*  Eat.  Intransitive: assume food if present, else ask what.  Transitive: food
547  *  ok, some things lose appetite, rest are ridiculous. */
548 {
549     if (obj == INTRANSITIVE) {
550         if (!HERE(FOOD))
551             return GO_UNKNOWN;
552         DESTROY(FOOD);
553         rspeak(THANKS_DELICIOUS);
554         return GO_CLEAROBJ;
555     }
556     if (obj == FOOD) {
557         DESTROY(FOOD);
558         rspeak(THANKS_DELICIOUS);
559         return GO_CLEAROBJ;
560     }
561     if (obj == BIRD ||
562         obj == SNAKE ||
563         obj == CLAM ||
564         obj == OYSTER ||
565         obj == DWARF ||
566         obj == DRAGON ||
567         obj == TROLL ||
568         obj == BEAR ||
569         obj == OGRE) {
570         rspeak(LOST_APPETITE);
571         return GO_CLEAROBJ;
572     }
573     rspeak(actions[verb].message);
574     return GO_CLEAROBJ;
575 }
576
577 static int extinguish(token_t verb, int obj)
578 /* Extinguish.  Lamp, urn, dragon/volcano (nice try). */
579 {
580     if (obj == INTRANSITIVE) {
581         if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT)
582             obj = LAMP;
583         if (HERE(URN) && game.prop[URN] == URN_LIT)
584             obj = URN;
585         if (obj == INTRANSITIVE ||
586             (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT &&
587              HERE(URN) && game.prop[URN] == URN_LIT))
588             return GO_UNKNOWN;
589     }
590
591     if (obj == URN) {
592         if (game.prop[URN] != URN_EMPTY) {
593             state_change(URN, URN_DARK);
594         } else {
595             pspeak(URN, change, URN_DARK, true);
596         }
597
598     } else if (obj == LAMP) {
599         state_change(LAMP, LAMP_DARK);
600         rspeak(DARK(game.loc) ?
601                PITCH_DARK :
602                NO_MESSAGE);
603
604     } else if (obj == DRAGON ||
605                obj == VOLCANO) {
606         rspeak(BEYOND_POWER);
607
608     } else {
609         rspeak(actions[verb].message);
610     }
611     return GO_CLEAROBJ;
612 }
613
614 static int feed(token_t verb, token_t obj)
615 /*  Feed.  If bird, no seed.  Snake, dragon, troll: quip.  If dwarf, make him
616  *  mad.  Bear, special. */
617 {
618     int spk = actions[verb].message;
619     if (obj == BIRD) {
620         rspeak(BIRD_PINING);
621         return GO_CLEAROBJ;
622     } else if (obj == SNAKE ||
623                obj == DRAGON ||
624                obj == TROLL) {
625         spk = NOTHING_EDIBLE;
626         if (obj == DRAGON && game.prop[DRAGON] != DRAGON_BARS)
627             spk = RIDICULOUS_ATTEMPT;
628         if (obj == TROLL)
629             spk = TROLL_VICES;
630         if (obj == SNAKE && !game.closed && HERE(BIRD)) {
631             DESTROY(BIRD);
632             spk = BIRD_DEVOURED;
633         }
634     } else if (obj == DWARF) {
635         if (HERE(FOOD)) {
636             game.dflag += 2;
637             spk = REALLY_MAD;
638         }
639     } else if (obj == BEAR) {
640         if (game.prop[BEAR] == UNTAMED_BEAR)
641             spk = NOTHING_EDIBLE;
642         if (game.prop[BEAR] == BEAR_DEAD)
643             spk = RIDICULOUS_ATTEMPT;
644         if (HERE(FOOD)) {
645             DESTROY(FOOD);
646             game.prop[BEAR] = SITTING_BEAR;
647             game.fixed[AXE] = 0;
648             game.prop[AXE] = 0;
649             spk = BEAR_TAMED;
650         }
651     } else if (obj == OGRE) {
652         if (HERE(FOOD))
653             spk = OGRE_FULL;
654     } else {
655         spk = AM_GAME;
656     }
657     rspeak(spk);
658     return GO_CLEAROBJ;
659 }
660
661 int fill(token_t verb, token_t obj)
662 /*  Fill.  Bottle or urn must be empty, and liquid available.  (Vase
663  *  is nasty.) */
664 {
665     if (obj == VASE) {
666         if (LIQLOC(game.loc) == NO_OBJECT) {
667             rspeak(FILL_INVALID);
668             return GO_CLEAROBJ;
669         }
670         if (!TOTING(VASE)) {
671             rspeak(ARENT_CARRYING);
672             return GO_CLEAROBJ;
673         }
674         rspeak(SHATTER_VASE);
675         game.prop[VASE] = VASE_BROKEN;
676         game.fixed[VASE] = -1;
677         return (discard(verb, obj, true));
678     }
679
680     if (obj == URN) {
681         if (game.prop[URN] != URN_EMPTY) {
682             rspeak(FULL_URN);
683             return GO_CLEAROBJ;
684         }
685         if (!HERE(BOTTLE)) {
686             rspeak(FILL_INVALID);
687             return GO_CLEAROBJ;
688         }
689         int k = LIQUID();
690         switch (k) {
691         case WATER:
692             game.prop[BOTTLE] = EMPTY_BOTTLE;
693             rspeak(WATER_URN);
694             break;
695         case OIL:
696             game.prop[URN] = URN_DARK;
697             game.prop[BOTTLE] = EMPTY_BOTTLE;
698             rspeak(OIL_URN);
699             break;
700         case NO_OBJECT:
701         default:
702             rspeak(FILL_INVALID);
703             return GO_CLEAROBJ;
704         }
705         game.place[k] = LOC_NOWHERE;
706         return GO_CLEAROBJ;
707     } else if (obj != NO_OBJECT && obj != BOTTLE) {
708         rspeak(actions[verb].message);
709         return GO_CLEAROBJ;
710     } else if (obj == NO_OBJECT && !HERE(BOTTLE))
711         return GO_UNKNOWN;
712     int spk = BOTTLED_WATER;
713     if (LIQLOC(game.loc) == 0)
714         spk = NO_LIQUID;
715     if (HERE(URN) && game.prop[URN] != URN_EMPTY)
716         spk = URN_NOPOUR;
717     if (LIQUID() != 0)
718         spk = BOTTLE_FULL;
719     if (spk == BOTTLED_WATER) {
720         /* FIXME: Arithmetic on property values */
721         game.prop[BOTTLE] = MOD(conditions[game.loc], 4) / 2 * 2;
722         if (TOTING(BOTTLE))
723             game.place[LIQUID()] = CARRIED;
724         if (LIQUID() == OIL)
725             spk = BOTTLED_OIL;
726     }
727     rspeak(spk);
728     return GO_CLEAROBJ;
729 }
730
731 static int find(token_t verb, token_t obj)
732 /* Find.  Might be carrying it, or it might be here.  Else give caveat. */
733 {
734     if (TOTING(obj)) {
735         rspeak(ALREADY_CARRYING);
736         return GO_CLEAROBJ;
737     }
738
739     if (game.closed) {
740         rspeak(NEEDED_NEARBY);
741         return GO_CLEAROBJ;
742     }
743
744     if (AT(obj) ||
745         (LIQUID() == obj && AT(BOTTLE)) ||
746         obj == LIQLOC(game.loc) ||
747         (obj == DWARF && atdwrf(game.loc) > 0)) {
748         rspeak(YOU_HAVEIT);
749         return GO_CLEAROBJ;
750     }
751
752
753     rspeak(actions[verb].message);
754     return GO_CLEAROBJ;
755 }
756
757 static int fly(token_t verb, token_t obj)
758 /* Fly.  Snide remarks unless hovering rug is here. */
759 {
760     if (obj == INTRANSITIVE) {
761         if (!HERE(RUG)) {
762             rspeak(FLAP_ARMS);
763             return GO_CLEAROBJ;
764         }
765         if (game.prop[RUG] != RUG_HOVER) {
766             rspeak(RUG_NOTHING2);
767             return GO_CLEAROBJ;
768         }
769         obj = RUG;
770     }
771
772     if (obj != RUG) {
773         rspeak(actions[verb].message);
774         return GO_CLEAROBJ;
775     }
776     if (game.prop[RUG] != RUG_HOVER) {
777         rspeak(RUG_NOTHING1);
778         return GO_CLEAROBJ;
779     }
780     game.oldlc2 = game.oldloc;
781     game.oldloc = game.loc;
782     /* FIXME: Arithmetic on location values */
783     game.newloc = game.place[RUG] + game.fixed[RUG] - game.loc;
784
785     if (game.prop[SAPPH] >= 0) {
786         rspeak(RUG_RETURNS);
787     } else {
788         rspeak(RUG_GOES);
789     }
790     return GO_TERMINATE;
791 }
792
793 static int inven(void)
794 /* Inventory. If object, treat same as find.  Else report on current burden. */
795 {
796     bool empty = true;
797     for (int i = 1; i <= NOBJECTS; i++) {
798         if (i == BEAR ||
799             !TOTING(i))
800             continue;
801         if (empty) {
802             rspeak(NOW_HOLDING);
803             empty = false;
804         }
805         pspeak(i, touch, -1, false);
806     }
807     if (TOTING(BEAR))
808         rspeak(TAME_BEAR);
809     if (empty)
810         rspeak(NO_CARRY);
811     return GO_CLEAROBJ;
812 }
813
814 static int light(token_t verb, token_t obj)
815 /*  Light.  Applicable only to lamp and urn. */
816 {
817     if (obj == INTRANSITIVE) {
818         if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0)
819             obj = LAMP;
820         if (HERE(URN) && game.prop[URN] == URN_DARK)
821             obj =  URN;
822         if (obj == INTRANSITIVE ||
823             (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0 &&
824              HERE(URN) && game.prop[URN] == URN_DARK))
825             return GO_UNKNOWN;
826     }
827
828     if (obj == URN) {
829         state_change(URN, game.prop[URN] == URN_EMPTY ?
830                      URN_EMPTY :
831                      URN_LIT);
832         return GO_CLEAROBJ;
833     } else {
834         if (obj != LAMP) {
835             rspeak(actions[verb].message);
836             return GO_CLEAROBJ;
837         }
838         if (game.limit < 0) {
839             rspeak(LAMP_OUT);
840             return GO_CLEAROBJ;
841         }
842         state_change(LAMP, LAMP_BRIGHT);
843         if (game.wzdark)
844             return GO_TOP;
845         else
846             return GO_CLEAROBJ;
847     }
848 }
849
850 static int listen(void)
851 /*  Listen.  Intransitive only.  Print stuff based on objsnd/locsnd. */
852 {
853     long sound = locations[game.loc].sound;
854     if (sound != SILENT) {
855         rspeak(sound);
856         if (!locations[game.loc].loud)
857             rspeak(NO_MESSAGE);
858         return GO_CLEAROBJ;
859     }
860     for (int i = 1; i <= NOBJECTS; i++) {
861         if (!HERE(i) ||
862             objects[i].sounds[0] == NULL ||
863             game.prop[i] < 0)
864             continue;
865         int mi =  game.prop[i];
866         if (i == BIRD)
867             mi += 3 * game.blooded;
868         long packed_zzword = token_to_packed(game.zzword);
869         pspeak(i, hear, mi, true, packed_zzword);
870         rspeak(NO_MESSAGE);
871         /* FIXME: Magic number, sensitive to bird state logic */
872         if (i == BIRD && game.prop[i] == 5)
873             DESTROY(BIRD);
874         return GO_CLEAROBJ;
875     }
876     rspeak(ALL_SILENT);
877     return GO_CLEAROBJ;
878 }
879
880 static int lock(token_t verb, token_t obj)
881 /* Lock, unlock, no object given.  Assume various things if present. */
882 {
883     if (obj == INTRANSITIVE) {
884         if (HERE(CLAM))
885             obj = CLAM;
886         if (HERE(OYSTER))
887             obj = OYSTER;
888         if (AT(DOOR))
889             obj = DOOR;
890         if (AT(GRATE))
891             obj = GRATE;
892         if (HERE(CHAIN))
893             obj = CHAIN;
894         if (obj == INTRANSITIVE) {
895             rspeak(NOTHING_LOCKED);
896             return GO_CLEAROBJ;
897         }
898     }
899
900     /*  Lock, unlock object.  Special stuff for opening clam/oyster
901      *  and for chain. */
902     if (obj == GRATE ||
903         obj == CHAIN) {
904         if (HERE(KEYS)) {
905             if (obj == CHAIN)
906                 return chain(verb);
907             if (game.closng) {
908                 rspeak(EXIT_CLOSED);
909                 if (!game.panic)
910                     game.clock2 = PANICTIME;
911                 game.panic = true;
912                 return GO_CLEAROBJ ;
913             } else {
914                 state_change(GRATE, (verb == LOCK) ?
915                              GRATE_CLOSED :
916                              GRATE_OPEN);
917                 return GO_CLEAROBJ;
918             }
919         }
920         rspeak(NO_KEYS);
921         return GO_CLEAROBJ;
922     }
923
924     switch (obj) {
925     case CLAM:
926     case OYSTER:
927         return bivalve(verb, obj);
928     case DOOR:
929         rspeak((game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR);
930         break;
931     case CAGE:
932         rspeak( NO_LOCK);
933         break;
934     case KEYS:
935         rspeak(CANNOT_UNLOCK);
936         break;
937     default:
938         rspeak(actions[verb].message);
939     }
940
941     return GO_CLEAROBJ;
942 }
943
944 static int pour(token_t verb, token_t obj)
945 /*  Pour.  If no object, or object is bottle, assume contents of bottle.
946  *  special tests for pouring water or oil on plant or rusty door. */
947 {
948     if (obj == BOTTLE ||
949         obj == NO_OBJECT)
950         obj = LIQUID();
951     if (obj == NO_OBJECT)
952         return GO_UNKNOWN;
953     if (!TOTING(obj)) {
954         rspeak(actions[verb].message);
955         return GO_CLEAROBJ;
956     }
957
958     if (obj != OIL && obj != WATER) {
959         rspeak(CANT_POUR);
960         return GO_CLEAROBJ;
961     }
962     if (HERE(URN) && game.prop[URN] == URN_EMPTY)
963         return fill(verb, URN);
964     game.prop[BOTTLE] = EMPTY_BOTTLE;
965     game.place[obj] = LOC_NOWHERE;
966     if (!(AT(PLANT) ||
967           AT(DOOR))) {
968         rspeak(GROUND_WET);
969         return GO_CLEAROBJ;
970     }
971     if (!AT(DOOR)) {
972         if (obj == WATER) {
973             /* cycle through the three plant states */
974             state_change(PLANT, MOD(game.prop[PLANT] + 1, 3));
975             game.prop[PLANT2] = game.prop[PLANT];
976             return GO_MOVE;
977         } else {
978             rspeak(SHAKING_LEAVES);
979             return GO_CLEAROBJ;
980         }
981     } else {
982         state_change(DOOR, (obj == OIL) ?
983                      DOOR_UNRUSTED :
984                      DOOR_RUSTED);
985         return GO_CLEAROBJ;
986     }
987 }
988
989 static int quit(void)
990 /*  Quit.  Intransitive only.  Verify intent and exit if that's what he wants. */
991 {
992     if (yes(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
993         terminate(quitgame);
994     return GO_CLEAROBJ;
995 }
996
997 static int read(struct command_t command)
998 /*  Read.  Print stuff based on objtxt.  Oyster (?) is special case. */
999 {
1000     if (command.obj == INTRANSITIVE) {
1001         command.obj = 0;
1002         for (int i = 1; i <= NOBJECTS; i++) {
1003             if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0)
1004                 command.obj = command.obj * NOBJECTS + i;
1005         }
1006         if (command.obj > NOBJECTS ||
1007             command.obj == 0 ||
1008             DARK(game.loc))
1009             return GO_UNKNOWN;
1010     }
1011
1012     if (DARK(game.loc)) {
1013         sspeak(NO_SEE, command.raw1);
1014     } else if (command.obj == OYSTER && !game.clshnt && game.closed) {
1015         game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
1016     } else if (objects[command.obj].texts[0] == NULL ||
1017                game.prop[command.obj] < 0) {
1018         rspeak(actions[command.verb].message);
1019     } else
1020         pspeak(command.obj, study, game.prop[command.obj], true);
1021     return GO_CLEAROBJ;
1022 }
1023
1024 static int reservoir(void)
1025 /*  Z'ZZZ (word gets recomputed at startup; different each game). */
1026 {
1027     /* FIXME: Arithmetic on state numbers */
1028     if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) {
1029         rspeak(NOTHING_HAPPENS);
1030         return GO_CLEAROBJ;
1031     } else {
1032         /* FIXME: Arithmetic on state numbers */
1033         pspeak(RESER, look, game.prop[RESER] + 1, true);
1034         game.prop[RESER] = 1 - game.prop[RESER];
1035         if (AT(RESER))
1036             return GO_CLEAROBJ;
1037         else {
1038             game.oldlc2 = game.loc;
1039             game.newloc = LOC_NOWHERE;
1040             rspeak(NOT_BRIGHT);
1041             return GO_TERMINATE;
1042         }
1043     }
1044 }
1045
1046 static int rub(token_t verb, token_t obj)
1047 /* Rub.  Yields various snide remarks except for lit urn. */
1048 {
1049     if (obj == URN && game.prop[URN] == URN_LIT) {
1050         DESTROY(URN);
1051         drop(AMBER, game.loc);
1052         game.prop[AMBER] = AMBER_IN_ROCK;
1053         --game.tally;
1054         drop(CAVITY, game.loc);
1055         rspeak(URN_GENIES);
1056     } else if (obj != LAMP) {
1057         rspeak(PECULIAR_NOTHING);
1058     } else {
1059         rspeak(actions[verb].message);
1060     }
1061     return GO_CLEAROBJ;
1062 }
1063
1064 static int say(struct command_t *command)
1065 /* Say.  Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).)  Magic words override. */
1066 {
1067     if (command->wd2 > 0) {
1068         command->wd1 = command->wd2;
1069         strcpy(command->raw1, command->raw2);
1070     }
1071     char word1[TOKLEN + 1];
1072     packed_to_token(command->wd1, word1);
1073     int wd = (int) get_vocab_id(word1);
1074     /* FIXME: magic numbers */
1075     if (wd == MOTION_WORD(XYZZY) ||
1076         wd == MOTION_WORD(PLUGH) ||
1077         wd == MOTION_WORD(PLOVER) ||
1078         wd == ACTION_WORD(GIANTWORDS) ||
1079         wd == ACTION_WORD(PART)) {
1080         /* FIXME: scribbles on the interpreter's command block */
1081         wordclear(&command->wd2);
1082         return GO_LOOKUP;
1083     }
1084     sspeak(OKEY_DOKEY, command->raw1);
1085     return GO_CLEAROBJ;
1086 }
1087
1088 static int throw_support(long spk)
1089 {
1090     rspeak(spk);
1091     drop(AXE, game.loc);
1092     return GO_MOVE;
1093 }
1094
1095 static int throw (struct command_t *command)
1096 /*  Throw.  Same as discard unless axe.  Then same as attack except
1097  *  ignore bird, and if dwarf is present then one might be killed.
1098  *  (Only way to do so!)  Axe also special for dragon, bear, and
1099  *  troll.  Treasures special for troll. */
1100 {
1101     if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))
1102         command->obj = ROD2;
1103     if (!TOTING(command->obj)) {
1104         rspeak(actions[command->verb].message);
1105         return GO_CLEAROBJ;
1106     }
1107     if (objects[command->obj].is_treasure && AT(TROLL)) {
1108         /*  Snarf a treasure for the troll. */
1109         drop(command->obj, LOC_NOWHERE);
1110         move(TROLL, LOC_NOWHERE);
1111         move(TROLL + NOBJECTS, LOC_NOWHERE);
1112         drop(TROLL2, objects[TROLL].plac);
1113         drop(TROLL2 + NOBJECTS, objects[TROLL].fixd);
1114         juggle(CHASM);
1115         rspeak(TROLL_SATISFIED);
1116         return GO_CLEAROBJ;
1117     }
1118     if (command->obj == FOOD && HERE(BEAR)) {
1119         /* But throwing food is another story. */
1120         command->obj = BEAR;
1121         return (feed(command->verb, command->obj));
1122     }
1123     if (command->obj != AXE)
1124         return (discard(command->verb, command->obj, false));
1125     else {
1126         if (atdwrf(game.loc) <= 0) {
1127             if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS)
1128                 return throw_support(DRAGON_SCALES);
1129             if (AT(TROLL))
1130                 return throw_support(TROLL_RETURNS);
1131             else if (AT(OGRE))
1132                 return throw_support(OGRE_DODGE);
1133             else if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
1134                 /* This'll teach him to throw the axe at the bear! */
1135                 drop(AXE, game.loc);
1136                 game.fixed[AXE] = -1;
1137                 juggle(BEAR);
1138                 state_change(AXE, AXE_LOST);
1139                 return GO_CLEAROBJ;
1140             }
1141             command->obj = NO_OBJECT;
1142             return (attack(command));
1143         }
1144
1145         if (randrange(NDWARVES + 1) < game.dflag) {
1146             return throw_support(DWARF_DODGES);
1147         } else {
1148             long i = atdwrf(game.loc);
1149             game.dseen[i] = false;
1150             game.dloc[i] = LOC_NOWHERE;
1151             return throw_support((++game.dkill == 1) ?
1152                                  DWARF_SMOKE :
1153                                  KILLED_DWARF);
1154         }
1155     }
1156 }
1157
1158 static int wake(token_t verb, token_t obj)
1159 /* Wake.  Only use is to disturb the dwarves. */
1160 {
1161     if (obj != DWARF ||
1162         !game.closed) {
1163         rspeak(actions[verb].message);
1164         return GO_CLEAROBJ;
1165     } else {
1166         rspeak(PROD_DWARF);
1167         return GO_DWARFWAKE;
1168     }
1169 }
1170
1171 static int wave(token_t verb, token_t obj)
1172 /* Wave.  No effect unless waving rod at fissure or at bird. */
1173 {
1174     if (obj != ROD ||
1175         !TOTING(obj) ||
1176         (!HERE(BIRD) &&
1177          (game.closng ||
1178           !AT(FISSURE)))) {
1179         rspeak(((!TOTING(obj)) && (obj != ROD ||
1180                                    !TOTING(ROD2))) ?
1181                ARENT_CARRYING :
1182                actions[verb].message);
1183         return GO_CLEAROBJ;
1184     }
1185
1186     if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
1187         drop(JADE, game.loc);
1188         game.prop[JADE] = 0;
1189         --game.tally;
1190         rspeak(NECKLACE_FLY);
1191         return GO_CLEAROBJ;
1192     } else {
1193         if (game.closed) {
1194             rspeak((game.prop[BIRD] == BIRD_CAGED) ?
1195                    CAGE_FLY :
1196                    FREE_FLY);
1197             return GO_DWARFWAKE;
1198         }
1199         if (game.closng ||
1200             !AT(FISSURE)) {
1201             rspeak((game.prop[BIRD] == BIRD_CAGED) ?
1202                    CAGE_FLY :
1203                    FREE_FLY);
1204             return GO_CLEAROBJ;
1205         }
1206         if (HERE(BIRD))
1207             rspeak((game.prop[BIRD] == BIRD_CAGED) ?
1208                    CAGE_FLY :
1209                    FREE_FLY);
1210
1211         /* FIXME: Arithemetic on property values */
1212         game.prop[FISSURE] = 1 - game.prop[FISSURE];
1213         pspeak(FISSURE, look, 2 - game.prop[FISSURE], true);
1214         return GO_CLEAROBJ;
1215     }
1216 }
1217
1218 int action(struct command_t *command)
1219 /*  Analyse a verb.  Remember what it was, go back for object if second word
1220  *  unless verb is "say", which snarfs arbitrary second word.
1221  */
1222 {
1223     if (command->part == unknown) {
1224         /*  Analyse an object word.  See if the thing is here, whether
1225          *  we've got a verb yet, and so on.  Object must be here
1226          *  unless verb is "find" or "invent(ory)" (and no new verb
1227          *  yet to be analysed).  Water and oil are also funny, since
1228          *  they are never actually dropped at any location, but might
1229          *  be here inside the bottle or urn or as a feature of the
1230          *  location. */
1231         if (HERE(command->obj))
1232             /* FALL THROUGH */;
1233         else if (command->obj == GRATE) {
1234             if (game.loc == LOC_START ||
1235                 game.loc == LOC_VALLEY ||
1236                 game.loc == LOC_SLIT) {
1237                 command->obj = DPRSSN;
1238             }
1239             if (game.loc == LOC_COBBLE ||
1240                 game.loc == LOC_DEBRIS ||
1241                 game.loc == LOC_AWKWARD ||
1242                 game.loc == LOC_BIRD ||
1243                 game.loc == LOC_PITTOP) {
1244                 command->obj = ENTRNC;
1245             }
1246         } else if (command->obj == DWARF && atdwrf(game.loc) > 0)
1247             /* FALL THROUGH */;
1248         else if ((LIQUID() == command->obj && HERE(BOTTLE)) ||
1249                  command->obj == LIQLOC(game.loc))
1250             /* FALL THROUGH */;
1251         else if (command->obj == OIL && HERE(URN) && game.prop[URN] != 0) {
1252             command->obj = URN;
1253             /* FALL THROUGH */;
1254         } else if (command->obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
1255             command->obj = PLANT2;
1256             /* FALL THROUGH */;
1257         } else if (command->obj == KNIFE && game.knfloc == game.loc) {
1258             game.knfloc = -1;
1259             rspeak(KNIVES_VANISH);
1260             return GO_CLEAROBJ;
1261         } else if (command->obj == ROD && HERE(ROD2)) {
1262             command->obj = ROD2;
1263             /* FALL THROUGH */;
1264         } else if ((command->verb == FIND ||
1265                     command->verb == INVENTORY) && command->wd2 <= 0)
1266             /* FALL THROUGH */;
1267         else {
1268             sspeak(NO_SEE, command->raw1);
1269             return GO_CLEAROBJ;
1270         }
1271
1272         if (command->wd2 > 0)
1273             return GO_WORD2;
1274         if (command->verb != 0)
1275             command->part = transitive;
1276     }
1277
1278     switch (command->part) {
1279     case intransitive:
1280         if (command->wd2 > 0 && command->verb != SAY)
1281             return GO_WORD2;
1282         if (command->verb == SAY)
1283             command->obj = command->wd2;
1284         if (command->obj == 0 ||
1285             command->obj == INTRANSITIVE) {
1286             /*  Analyse an intransitive verb (ie, no object given yet). */
1287             switch (command->verb) {
1288             case CARRY:
1289                 return vcarry(command->verb, INTRANSITIVE);
1290             case  DROP:
1291                 return GO_UNKNOWN;
1292             case  SAY:
1293                 return GO_UNKNOWN;
1294             case  UNLOCK:
1295                 return lock(command->verb, INTRANSITIVE);
1296             case  NOTHING: {
1297                 rspeak(OK_MAN);
1298                 return (GO_CLEAROBJ);
1299             }
1300             case  LOCK:
1301                 return lock(command->verb, INTRANSITIVE);
1302             case  LIGHT:
1303                 return light(command->verb, INTRANSITIVE);
1304             case  EXTINGUISH:
1305                 return extinguish(command->verb, INTRANSITIVE);
1306             case  WAVE:
1307                 return GO_UNKNOWN;
1308             case  TAME:
1309                 return GO_UNKNOWN;
1310             case GO: {
1311                 rspeak(actions[command->verb].message);
1312                 return GO_CLEAROBJ;
1313             }
1314             case ATTACK:
1315                 return attack(command);
1316             case POUR:
1317                 return pour(command->verb, command->obj);
1318             case EAT:
1319                 return eat(command->verb, INTRANSITIVE);
1320             case DRINK:
1321                 return drink(command->verb, command->obj);
1322             case RUB:
1323                 return GO_UNKNOWN;
1324             case THROW:
1325                 return GO_UNKNOWN;
1326             case QUIT:
1327                 return quit();
1328             case FIND:
1329                 return GO_UNKNOWN;
1330             case INVENTORY:
1331                 return inven();
1332             case FEED:
1333                 return GO_UNKNOWN;
1334             case FILL:
1335                 return fill(command->verb, command->obj);
1336             case BLAST:
1337                 blast();
1338                 return GO_CLEAROBJ;
1339             case SCORE:
1340                 score(scoregame);
1341                 return GO_CLEAROBJ;
1342             case GIANTWORDS:
1343                 return bigwords(command->wd1);
1344             case BRIEF:
1345                 return brief();
1346             case READ:
1347                 command->obj = INTRANSITIVE;
1348                 return read(*command);
1349             case BREAK:
1350                 return GO_UNKNOWN;
1351             case WAKE:
1352                 return GO_UNKNOWN;
1353             case SAVE:
1354                 return suspend();
1355             case RESUME:
1356                 return resume();
1357             case FLY:
1358                 return fly(command->verb, INTRANSITIVE);
1359             case LISTEN:
1360                 return listen();
1361             case PART:
1362                 return reservoir();
1363             default:
1364                 BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
1365             }
1366         }
1367     /* FALLTHRU */
1368     case transitive:
1369         /*  Analyse a transitive verb. */
1370         switch (command->verb) {
1371         case  CARRY:
1372             return vcarry(command->verb, command->obj);
1373         case  DROP:
1374             return discard(command->verb, command->obj, false);
1375         case  SAY:
1376             return say(command);
1377         case  UNLOCK:
1378             return lock(command->verb, command->obj);
1379         case  NOTHING: {
1380             rspeak(OK_MAN);
1381             return (GO_CLEAROBJ);
1382         }
1383         case  LOCK:
1384             return lock(command->verb, command->obj);
1385         case LIGHT:
1386             return light(command->verb, command->obj);
1387         case EXTINGUISH:
1388             return extinguish(command->verb, command->obj);
1389         case WAVE:
1390             return wave(command->verb, command->obj);
1391         case TAME: {
1392             rspeak(actions[command->verb].message);
1393             return GO_CLEAROBJ;
1394         }
1395         case GO: {
1396             rspeak(actions[command->verb].message);
1397             return GO_CLEAROBJ;
1398         }
1399         case ATTACK:
1400             return attack(command);
1401         case POUR:
1402             return pour(command->verb, command->obj);
1403         case EAT:
1404             return eat(command->verb, command->obj);
1405         case DRINK:
1406             return drink(command->verb, command->obj);
1407         case RUB:
1408             return rub(command->verb, command->obj);
1409         case THROW:
1410             return throw (command);
1411         case QUIT: {
1412             rspeak(actions[command->verb].message);
1413             return GO_CLEAROBJ;
1414         }
1415         case FIND:
1416             return find(command->verb, command->obj);
1417         case INVENTORY:
1418             return find(command->verb, command->obj);
1419         case FEED:
1420             return feed(command->verb, command->obj);
1421         case FILL:
1422             return fill(command->verb, command->obj);
1423         case BLAST:
1424             blast();
1425             return GO_CLEAROBJ;
1426         case SCORE: {
1427             rspeak(actions[command->verb].message);
1428             return GO_CLEAROBJ;
1429         }
1430         case GIANTWORDS: {
1431             rspeak(actions[command->verb].message);
1432             return GO_CLEAROBJ;
1433         }
1434         case BRIEF: {
1435             rspeak(actions[command->verb].message);
1436             return GO_CLEAROBJ;
1437         }
1438         case READ:
1439             return read(*command);
1440         case BREAK:
1441             return vbreak(command->verb, command->obj);
1442         case WAKE:
1443             return wake(command->verb, command->obj);
1444         case SAVE: {
1445             rspeak(actions[command->verb].message);
1446             return GO_CLEAROBJ;
1447         }
1448         case RESUME: {
1449             rspeak(actions[command->verb].message);
1450             return GO_CLEAROBJ;
1451         }
1452         case FLY:
1453             return fly(command->verb, command->obj);
1454         case LISTEN: {
1455             rspeak(actions[command->verb].message);
1456             return GO_CLEAROBJ;
1457         }
1458         case PART:
1459             return reservoir();
1460         default:
1461             BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
1462         }
1463     case unknown:
1464         /* Unknown verb, couldn't deduce object - might need hint */
1465         sspeak(WHAT_DO, command->raw1);
1466         return GO_CHECKHINT;
1467     default:
1468         BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE
1469     }
1470 }