Test consolidation
[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(verb_t, obj_t);
8
9 static int attack(struct command_t *command)
10 /*  Attack.  Assume target if unambiguous.  "Throw" also links here.
11  *  Attackable objects fall into two categories: enemies (snake,
12  *  dwarf, etc.)  and others (bird, clam, machine).  Ambiguous if 2
13  *  enemies, or no enemies but 2 others. */
14 {
15     verb_t verb = command->verb;
16     obj_t obj = command->obj;
17
18     if (obj == INTRANSITIVE) {
19         int changes = 0;
20         if (atdwrf(game.loc) > 0) {
21             obj = DWARF;
22             ++changes;
23         }
24         if (HERE(SNAKE)) {
25             obj = SNAKE;
26             ++changes;
27         }
28         if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
29             obj = DRAGON;
30             ++changes;
31         }
32         if (AT(TROLL)) {
33             obj = TROLL;
34             ++changes;
35         }
36         if (AT(OGRE)) {
37             obj = OGRE;
38             ++changes;
39         }
40         if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
41             obj = BEAR;
42             ++changes;
43         }
44         /* check for low-priority targets */
45         if (obj == INTRANSITIVE) {
46             /* Can't attack bird or machine by throwing axe. */
47             if (HERE(BIRD) && verb != THROW) {
48                 obj = BIRD;
49                 ++changes;
50             }
51             if (HERE(VEND) && verb != THROW) {
52                 obj = VEND;
53                 ++changes;
54             }
55             /* Clam and oyster both treated as clam for intransitive case;
56              * no harm done. */
57             if (HERE(CLAM) || HERE(OYSTER)) {
58                 obj = CLAM;
59                 ++changes;
60             }
61         }
62         if (changes >= 2)
63             return GO_UNKNOWN;
64     }
65
66     if (obj == BIRD) {
67         if (game.closed) {
68             rspeak(UNHAPPY_BIRD);
69         } else {
70             DESTROY(BIRD);
71             rspeak(BIRD_DEAD);
72         }
73         return GO_CLEAROBJ;
74     }
75     if (obj == VEND) {
76         state_change(VEND,
77                      game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS);
78         return GO_CLEAROBJ;
79     }
80
81     if (obj == BEAR) {
82         switch (game.prop[BEAR]) {
83         case UNTAMED_BEAR:
84             rspeak(BEAR_HANDS);
85             break;
86         case SITTING_BEAR:
87             rspeak(BEAR_CONFUSED);
88             break;
89         case CONTENTED_BEAR:
90             rspeak(BEAR_CONFUSED);
91             break;
92         case BEAR_DEAD:
93             rspeak(ALREADY_DEAD);
94             break;
95         }
96         return GO_CLEAROBJ;
97     }
98     if (obj == DRAGON && game.prop[DRAGON] == DRAGON_BARS) {
99         /*  Fun stuff for dragon.  If he insists on attacking it, win!
100          *  Set game.prop to dead, move dragon to central loc (still
101          *  fixed), move rug there (not fixed), and move him there,
102          *  too.  Then do a null motion to get new description. */
103         rspeak(BARE_HANDS_QUERY);
104         if (!silent_yes())
105           {
106             speak(arbitrary_messages[NASTY_DRAGON]);
107             return GO_MOVE;
108           }
109         state_change(DRAGON, DRAGON_DEAD);
110         game.prop[RUG] = RUG_FLOOR;
111         /* Hardcoding LOC_SECRET5 as the dragon's death location is ugly.
112          * The way it was computed before was worse; it depended on the
113          * two dragon locations being LOC_SECRET4 and LOC_SECRET6 and
114          * LOC_SECRET5 being right between them.
115          */
116         move(DRAGON + NOBJECTS, IS_FIXED);
117         move(RUG + NOBJECTS, IS_FREE);
118         move(DRAGON, LOC_SECRET5);
119         move(RUG, LOC_SECRET5);
120         drop(BLOOD, LOC_SECRET5);
121         for (obj_t i = 1; i <= NOBJECTS; i++) {
122             if (game.place[i] == objects[DRAGON].plac ||
123                 game.place[i] == objects[DRAGON].fixd)
124                 move(i, LOC_SECRET5);
125         }
126         game.loc = LOC_SECRET5;
127         return GO_MOVE;
128     }
129
130     if (obj == OGRE) {
131         rspeak(OGRE_DODGE);
132         if (atdwrf(game.loc) == 0)
133             return GO_CLEAROBJ;
134
135         rspeak(KNIFE_THROWN);
136         DESTROY(OGRE);
137         int dwarves = 0;
138         for (int i = 1; i < PIRATE; i++) {
139             if (game.dloc[i] == game.loc) {
140                 ++dwarves;
141                 game.dloc[i] = LOC_LONGWEST;
142                 game.dseen[i] = false;
143             }
144         }
145         rspeak((dwarves > 1) ?
146                OGRE_PANIC1 :
147                OGRE_PANIC2);
148         return GO_CLEAROBJ;
149     }
150
151     switch (obj) {
152     case INTRANSITIVE:
153         rspeak(NO_TARGET);
154         break;
155     case CLAM:
156     case OYSTER:
157         rspeak(SHELL_IMPERVIOUS);
158         break;
159     case SNAKE:
160         rspeak(SNAKE_WARNING);
161         break;
162     case DWARF:
163         if (game.closed) {
164             return GO_DWARFWAKE;
165         }
166         rspeak(BARE_HANDS_QUERY);
167         break;
168     case DRAGON:
169         rspeak(ALREADY_DEAD);
170         break;
171     case TROLL:
172         rspeak(ROCKY_TROLL);
173         break;
174     default:
175         speak(actions[verb].message);
176     }
177     return GO_CLEAROBJ;
178 }
179
180 static int bigwords(long id)
181 /*  FEE FIE FOE FOO (AND FUM).  Advance to next state if given in proper order.
182  *  Look up foo in special section of vocab to determine which word we've got.
183  *  Last word zips the eggs back to the giant room (unless already there). */
184 {
185     if ((game.foobar == WORD_EMPTY && id == FEE) ||
186         (game.foobar == FEE && id == FIE) ||
187         (game.foobar == FIE && id == FOE) ||
188         (game.foobar == FOE && id == FOO) ||
189         (game.foobar == FOE && id == FUM)) {
190         game.foobar = id;
191         if ((id != FOO) && (id != FUM)) {
192             rspeak(OK_MAN);
193             return GO_CLEAROBJ;
194         }
195         game.foobar = WORD_EMPTY;
196         if (game.place[EGGS] == objects[EGGS].plac ||
197             (TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
198             rspeak(NOTHING_HAPPENS);
199             return GO_CLEAROBJ;
200         } else {
201             /*  Bring back troll if we steal the eggs back from him before
202              *  crossing. */
203             if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID)
204                 game.prop[TROLL] = TROLL_PAIDONCE;
205             int k;
206             if (HERE(EGGS))
207                 k = EGGS_VANISHED;
208             else if (game.loc == objects[EGGS].plac)
209                 k = EGGS_HERE;
210             else
211                 k = EGGS_DONE;
212             move(EGGS, objects[EGGS].plac);
213             pspeak(EGGS, look, k, true);
214             return GO_CLEAROBJ;
215         }
216     } else {
217         if (game.loc == LOC_GIANTROOM) {
218             rspeak(START_OVER);
219         } else {
220             /* This is new begavior in Open Adventure - sounds better when
221              * player isn't in the Giant Room. */
222             rspeak(WELL_POINTLESS);
223         }
224         game.foobar = WORD_EMPTY;
225         return GO_CLEAROBJ;
226     }
227 }
228
229 static void blast(void)
230 /*  Blast.  No effect unless you've got dynamite, which is a neat trick! */
231 {
232     if (game.prop[ROD2] == STATE_NOTFOUND ||
233         !game.closed)
234         rspeak(REQUIRES_DYNAMITE);
235     else {
236         if (HERE(ROD2)) {
237             game.bonus = splatter;
238             rspeak(SPLATTER_MESSAGE);
239         } else if (game.loc == LOC_NE) {
240             game.bonus = defeat;
241             rspeak(DEFEAT_MESSAGE);
242         } else {
243             game.bonus = victory;
244             rspeak(VICTORY_MESSAGE);
245         }
246         terminate(endgame);
247     }
248 }
249
250 static int vbreak(verb_t verb, obj_t obj)
251 /*  Break.  Only works for mirror in repository and, of course, the vase. */
252 {
253     switch (obj) {
254     case MIRROR:
255         if (game.closed) {
256             state_change(MIRROR, MIRROR_BROKEN);
257             return GO_DWARFWAKE;
258         } else {
259             rspeak(TOO_FAR);
260             break;
261         }
262     case VASE:
263         if (game.prop[VASE] == VASE_WHOLE) {
264             if (TOTING(VASE))
265                 drop(VASE, game.loc);
266             state_change(VASE, VASE_BROKEN);
267             game.fixed[VASE] = IS_FIXED;
268             break;
269         }
270     default:
271         speak(actions[verb].message);
272     }
273     return (GO_CLEAROBJ);
274 }
275
276 static int brief(void)
277 /*  Brief.  Intransitive only.  Suppress long descriptions after first time. */
278 {
279     game.abbnum = 10000;
280     game.detail = 3;
281     rspeak(BRIEF_CONFIRM);
282     return GO_CLEAROBJ;
283 }
284
285 static int vcarry(verb_t verb, obj_t obj)
286 /*  Carry an object.  Special cases for bird and cage (if bird in cage, can't
287  *  take one without the other).  Liquids also special, since they depend on
288  *  status of bottle.  Also various side effects, etc. */
289 {
290     if (obj == INTRANSITIVE) {
291         /*  Carry, no object given yet.  OK if only one object present. */
292         if (game.atloc[game.loc] == NO_OBJECT ||
293             game.link[game.atloc[game.loc]] != 0 ||
294             atdwrf(game.loc) > 0)
295             return GO_UNKNOWN;
296         obj = game.atloc[game.loc];
297     }
298
299     if (TOTING(obj)) {
300         speak(actions[verb].message);
301         return GO_CLEAROBJ;
302     }
303
304     if (obj == MESSAG) {
305         rspeak(REMOVE_MESSAGE);
306         DESTROY(MESSAG);
307         return GO_CLEAROBJ;
308     }
309
310     if (game.fixed[obj] != IS_FREE) {
311         switch (obj) {
312         case PLANT:
313             /* Next guard tests whether plant is tiny or stashed */
314             rspeak(game.prop[PLANT] <= PLANT_THIRSTY ? DEEP_ROOTS : YOU_JOKING);
315             break;
316         case BEAR:
317             rspeak( game.prop[BEAR] == SITTING_BEAR ? BEAR_CHAINED : YOU_JOKING);
318             break;
319         case CHAIN:
320             rspeak( game.prop[BEAR] != UNTAMED_BEAR ? STILL_LOCKED : YOU_JOKING);
321             break;
322         case RUG:
323             rspeak(game.prop[RUG] == RUG_HOVER ? RUG_HOVERS : YOU_JOKING);
324             break;
325         case URN:
326             rspeak(URN_NOBUDGE);
327             break;
328         case CAVITY:
329             rspeak(DOUGHNUT_HOLES);
330             break;
331         case BLOOD:
332             rspeak(FEW_DROPS);
333             break;
334         case SIGN:
335             rspeak(HAND_PASSTHROUGH);
336             break;
337         default:
338             rspeak(YOU_JOKING);
339         }
340         return GO_CLEAROBJ;
341     }
342
343     if (obj == WATER ||
344         obj == OIL) {
345         if (!HERE(BOTTLE) ||
346             LIQUID() != obj) {
347             if (!TOTING(BOTTLE)) {
348                 rspeak(NO_CONTAINER);
349                 return GO_CLEAROBJ;
350             }
351             if (game.prop[BOTTLE] == EMPTY_BOTTLE) {
352                 return (fill(verb, BOTTLE));
353             } else
354                 rspeak(BOTTLE_FULL);
355             return GO_CLEAROBJ;
356         }
357         obj = BOTTLE;
358     }
359
360     if (game.holdng >= INVLIMIT) {
361         rspeak(CARRY_LIMIT);
362         return GO_CLEAROBJ;
363
364     }
365
366     if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && STASHED(BIRD) != BIRD_CAGED) {
367         if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) {
368             DESTROY(BIRD);
369             rspeak(BIRD_CRAP);
370             return GO_CLEAROBJ;
371         }
372         if (!TOTING(CAGE)) {
373             rspeak(CANNOT_CARRY);
374             return GO_CLEAROBJ;
375         }
376         if (TOTING(ROD)) {
377             rspeak(BIRD_EVADES);
378             return GO_CLEAROBJ;
379         }
380         game.prop[BIRD] = BIRD_CAGED;
381     }
382     if ((obj == BIRD ||
383          obj == CAGE) &&
384         (game.prop[BIRD] == BIRD_CAGED || STASHED(BIRD) == BIRD_CAGED)) {
385         /* expression maps BIRD to CAGE and CAGE to BIRD */
386         carry(BIRD + CAGE - obj, game.loc);
387     }
388
389     carry(obj, game.loc);
390
391     if (obj == BOTTLE && LIQUID() != NO_OBJECT)
392         game.place[LIQUID()] = CARRIED;
393
394     if (GSTONE(obj) && game.prop[obj] != STATE_FOUND) {
395         game.prop[obj] = STATE_FOUND;
396         game.prop[CAVITY] = CAVITY_EMPTY;
397     }
398     rspeak(OK_MAN);
399     return GO_CLEAROBJ;
400 }
401
402 static int chain(verb_t verb)
403 /* Do something to the bear's chain */
404 {
405     if (verb != LOCK) {
406         if (game.prop[BEAR] == UNTAMED_BEAR) {
407             rspeak(BEAR_BLOCKS);
408             return GO_CLEAROBJ;
409         }
410         if (game.prop[CHAIN] == CHAIN_HEAP) {
411             rspeak(ALREADY_UNLOCKED);
412             return GO_CLEAROBJ;
413         }
414         game.prop[CHAIN] = CHAIN_HEAP;
415         game.fixed[CHAIN] = IS_FREE;
416         if (game.prop[BEAR] != BEAR_DEAD)
417             game.prop[BEAR] = CONTENTED_BEAR;
418
419         switch (game.prop[BEAR]) {
420         case BEAR_DEAD:
421             // LCOV_EXCL_START
422             /* Can't be reached as long as the only way for the bear to die
423              * is from a bridge collapse. Leave in in case this changes, but
424              * exclude from coverage testing. */
425             game.fixed[BEAR] = IS_FIXED;
426             break;
427         // LCOV_EXCL_STOP
428         default:
429             game.fixed[BEAR] = IS_FREE;
430         }
431         rspeak(CHAIN_UNLOCKED);
432         return GO_CLEAROBJ;
433     }
434
435     if (game.prop[CHAIN] != CHAIN_HEAP) {
436         rspeak(ALREADY_LOCKED);
437         return GO_CLEAROBJ;
438     }
439     if (game.loc != objects[CHAIN].plac) {
440         rspeak(NO_LOCKSITE);
441         return GO_CLEAROBJ;
442     }
443
444     game.prop[CHAIN] = CHAIN_FIXED;
445
446     if (TOTING(CHAIN))
447         drop(CHAIN, game.loc);
448     game.fixed[CHAIN] = IS_FIXED;
449
450     rspeak(CHAIN_LOCKED);
451     return GO_CLEAROBJ;
452 }
453
454 static int discard(verb_t verb, obj_t obj)
455 /*  Discard object.  "Throw" also comes here for most objects.  Special cases for
456  *  bird (might attack snake or dragon) and cage (might contain bird) and vase.
457  *  Drop coins at vending machine for extra batteries. */
458 {
459     if (obj == ROD && !TOTING(ROD) && TOTING(ROD2)) {
460         obj = ROD2;
461     }
462
463     if (!TOTING(obj)) {
464         speak(actions[verb].message);
465         return GO_CLEAROBJ;
466     }
467
468     if (GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL) {
469         rspeak(GEM_FITS);
470         game.prop[obj] = STATE_IN_CAVITY;
471         game.prop[CAVITY] = CAVITY_FULL;
472         if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) ||
473                           (obj == RUBY && game.prop[RUG] == RUG_HOVER))) {
474             if (obj == RUBY)
475                 rspeak(RUG_SETTLES);
476             else if (TOTING(RUG))
477                 rspeak(RUG_WIGGLES);
478             else
479                 rspeak(RUG_RISES);
480             if (!TOTING(RUG) || obj == RUBY) {
481                 int k = (game.prop[RUG] == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER;
482                 game.prop[RUG] = k;
483                 if (k == RUG_HOVER)
484                     k = objects[SAPPH].plac;
485                 move(RUG + NOBJECTS, k);
486             }
487         }
488         drop(obj, game.loc);
489         return GO_CLEAROBJ;
490     }
491
492     if (obj == COINS && HERE(VEND)) {
493         DESTROY(COINS);
494         drop(BATTERY, game.loc);
495         pspeak(BATTERY, look, FRESH_BATTERIES, true);
496         return GO_CLEAROBJ;
497     }
498
499     if (LIQUID() == obj)
500         obj = BOTTLE;
501     if (obj == BOTTLE && LIQUID() != NO_OBJECT) {
502         game.place[LIQUID()] = LOC_NOWHERE;
503     }
504
505     if (obj == BEAR && AT(TROLL)) {
506         state_change(TROLL, TROLL_GONE);
507         move(TROLL, LOC_NOWHERE);
508         move(TROLL + NOBJECTS, IS_FREE);
509         move(TROLL2, objects[TROLL].plac);
510         move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
511         juggle(CHASM);
512         drop(obj, game.loc);
513         return GO_CLEAROBJ;
514     }
515
516     if (obj == VASE) {
517         if (game.loc != objects[PILLOW].plac) {
518             state_change(VASE, AT(PILLOW)
519                          ? VASE_WHOLE
520                          : VASE_DROPPED);
521             if (game.prop[VASE] != VASE_WHOLE)
522                 game.fixed[VASE] = IS_FIXED;
523             drop(obj, game.loc);
524             return GO_CLEAROBJ;
525         }
526     }
527
528     if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED) {
529         drop(BIRD, game.loc);
530     }
531
532     if (obj == BIRD) {
533         if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
534             rspeak(BIRD_BURNT);
535             DESTROY(BIRD);
536             return GO_CLEAROBJ;
537         }
538         if (HERE(SNAKE)) {
539             rspeak(BIRD_ATTACKS);
540             if (game.closed)
541                 return GO_DWARFWAKE;
542             DESTROY(SNAKE);
543             /* Set game.prop for use by travel options */
544             game.prop[SNAKE] = SNAKE_CHASED;
545         } else
546             rspeak(OK_MAN);
547
548         game.prop[BIRD] = FOREST(game.loc) ? BIRD_FOREST_UNCAGED : BIRD_UNCAGED;
549         drop(obj, game.loc);
550         return GO_CLEAROBJ;
551     }
552
553     rspeak(OK_MAN);
554     drop(obj, game.loc);
555     return GO_CLEAROBJ;
556 }
557
558 static int drink(verb_t verb, obj_t obj)
559 /*  Drink.  If no object, assume water and look for it here.  If water is in
560  *  the bottle, drink that, else must be at a water loc, so drink stream. */
561 {
562     if (obj == INTRANSITIVE && LIQLOC(game.loc) != WATER &&
563         (LIQUID() != WATER || !HERE(BOTTLE))) {
564         return GO_UNKNOWN;
565     }
566
567     if (obj == BLOOD) {
568         DESTROY(BLOOD);
569         state_change(DRAGON, DRAGON_BLOODLESS);
570         game.blooded = true;
571         return GO_CLEAROBJ;
572     }
573
574     if (obj != INTRANSITIVE && obj != WATER) {
575         rspeak(RIDICULOUS_ATTEMPT);
576         return GO_CLEAROBJ;
577     }
578     if (LIQUID() == WATER && HERE(BOTTLE)) {
579         game.place[WATER] = LOC_NOWHERE;
580         state_change(BOTTLE, EMPTY_BOTTLE);
581         return GO_CLEAROBJ;
582     }
583
584     speak(actions[verb].message);
585     return GO_CLEAROBJ;
586 }
587
588 static int eat(verb_t verb, obj_t obj)
589 /*  Eat.  Intransitive: assume food if present, else ask what.  Transitive: food
590  *  ok, some things lose appetite, rest are ridiculous. */
591 {
592     switch (obj) {
593     case INTRANSITIVE:
594         if (!HERE(FOOD))
595             return GO_UNKNOWN;
596     case FOOD:
597         DESTROY(FOOD);
598         rspeak(THANKS_DELICIOUS);
599         break;
600     case BIRD:
601     case SNAKE:
602     case CLAM:
603     case OYSTER:
604     case DWARF:
605     case DRAGON:
606     case TROLL:
607     case BEAR:
608     case OGRE:
609         rspeak(LOST_APPETITE);
610         break;
611     default:
612         speak(actions[verb].message);
613     }
614     return GO_CLEAROBJ;
615 }
616
617 static int extinguish(verb_t verb, obj_t obj)
618 /* Extinguish.  Lamp, urn, dragon/volcano (nice try). */
619 {
620     if (obj == INTRANSITIVE) {
621         if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT)
622             obj = LAMP;
623         if (HERE(URN) && game.prop[URN] == URN_LIT)
624             obj = URN;
625         if (obj == INTRANSITIVE)
626             return GO_UNKNOWN;
627     }
628
629     switch (obj) {
630     case URN:
631         if (game.prop[URN] != URN_EMPTY) {
632             state_change(URN, URN_DARK);
633         } else {
634             pspeak(URN, change, URN_DARK, true);
635         }
636         break;
637     case LAMP:
638         state_change(LAMP, LAMP_DARK);
639         rspeak(DARK(game.loc) ?
640                PITCH_DARK :
641                NO_MESSAGE);
642         break;
643     case DRAGON:
644     case VOLCANO:
645         rspeak(BEYOND_POWER);
646         break;
647     default:
648         speak(actions[verb].message);
649     }
650     return GO_CLEAROBJ;
651 }
652
653 static int feed(verb_t verb, obj_t obj)
654 /*  Feed.  If bird, no seed.  Snake, dragon, troll: quip.  If dwarf, make him
655  *  mad.  Bear, special. */
656 {
657     switch (obj) {
658     case BIRD:
659         rspeak(BIRD_PINING);
660         break;
661     case DRAGON:
662         if (game.prop[DRAGON] != DRAGON_BARS)
663             rspeak(RIDICULOUS_ATTEMPT);
664         else
665             rspeak(NOTHING_EDIBLE);
666         break;
667     case SNAKE:
668         if (!game.closed && HERE(BIRD)) {
669             DESTROY(BIRD);
670             rspeak(BIRD_DEVOURED);
671         } else
672             rspeak(NOTHING_EDIBLE);
673         break;
674     case TROLL:
675         rspeak(TROLL_VICES);
676         break;
677     case DWARF:
678         if (HERE(FOOD)) {
679             game.dflag += 2;
680             rspeak(REALLY_MAD);
681         } else
682             speak(actions[verb].message);
683         break;
684     case BEAR:
685         if (game.prop[BEAR] == BEAR_DEAD) {
686             rspeak(RIDICULOUS_ATTEMPT);
687             break;
688         }
689         if (game.prop[BEAR] == UNTAMED_BEAR) {
690             if (HERE(FOOD)) {
691                 DESTROY(FOOD);
692                 game.fixed[AXE] = IS_FREE;
693                 game.prop[AXE] = AXE_HERE;
694                 state_change(BEAR, SITTING_BEAR);
695             } else
696                 rspeak(NOTHING_EDIBLE);
697             break;
698         }
699         speak(actions[verb].message);
700         break;
701     case OGRE:
702         if (HERE(FOOD))
703             rspeak(OGRE_FULL);
704         else
705             speak(actions[verb].message);
706         break;
707     default:
708         rspeak(AM_GAME);
709     }
710     return GO_CLEAROBJ;
711 }
712
713 int fill(verb_t verb, obj_t obj)
714 /*  Fill.  Bottle or urn must be empty, and liquid available.  (Vase
715  *  is nasty.) */
716 {
717     if (obj == VASE) {
718         if (LIQLOC(game.loc) == NO_OBJECT) {
719             rspeak(FILL_INVALID);
720             return GO_CLEAROBJ;
721         }
722         if (!TOTING(VASE)) {
723             rspeak(ARENT_CARRYING);
724             return GO_CLEAROBJ;
725         }
726         rspeak(SHATTER_VASE);
727         game.prop[VASE] = VASE_BROKEN;
728         game.fixed[VASE] = IS_FIXED;
729         drop(VASE, game.loc);
730         return GO_CLEAROBJ;
731     }
732
733     if (obj == URN) {
734         if (game.prop[URN] != URN_EMPTY) {
735             rspeak(FULL_URN);
736             return GO_CLEAROBJ;
737         }
738         if (!HERE(BOTTLE)) {
739             rspeak(FILL_INVALID);
740             return GO_CLEAROBJ;
741         }
742         int k = LIQUID();
743         switch (k) {
744         case WATER:
745             game.prop[BOTTLE] = EMPTY_BOTTLE;
746             rspeak(WATER_URN);
747             break;
748         case OIL:
749             game.prop[URN] = URN_DARK;
750             game.prop[BOTTLE] = EMPTY_BOTTLE;
751             rspeak(OIL_URN);
752             break;
753         case NO_OBJECT:
754         default:
755             rspeak(FILL_INVALID);
756             return GO_CLEAROBJ;
757         }
758         game.place[k] = LOC_NOWHERE;
759         return GO_CLEAROBJ;
760     }
761     if (obj != INTRANSITIVE && obj != BOTTLE) {
762         speak(actions[verb].message);
763         return GO_CLEAROBJ;
764     }
765     if (obj == INTRANSITIVE && !HERE(BOTTLE))
766         return GO_UNKNOWN;
767
768     if (HERE(URN) && game.prop[URN] != URN_EMPTY) {
769         rspeak(URN_NOPOUR);
770         return GO_CLEAROBJ;
771     }
772     if (LIQUID() != NO_OBJECT) {
773         rspeak(BOTTLE_FULL);
774         return GO_CLEAROBJ;
775     }
776     if (LIQLOC(game.loc) == NO_OBJECT) {
777         rspeak(NO_LIQUID);
778         return GO_CLEAROBJ;
779     }
780
781     state_change(BOTTLE, (LIQLOC(game.loc) == OIL)
782                  ? OIL_BOTTLE
783                  : WATER_BOTTLE);
784     if (TOTING(BOTTLE))
785         game.place[LIQUID()] = CARRIED;
786     return GO_CLEAROBJ;
787 }
788
789 static int find(verb_t verb, obj_t obj)
790 /* Find.  Might be carrying it, or it might be here.  Else give caveat. */
791 {
792     if (TOTING(obj)) {
793         rspeak(ALREADY_CARRYING);
794         return GO_CLEAROBJ;
795     }
796
797     if (game.closed) {
798         rspeak(NEEDED_NEARBY);
799         return GO_CLEAROBJ;
800     }
801
802     if (AT(obj) ||
803         (LIQUID() == obj && AT(BOTTLE)) ||
804         obj == LIQLOC(game.loc) ||
805         (obj == DWARF && atdwrf(game.loc) > 0)) {
806         rspeak(YOU_HAVEIT);
807         return GO_CLEAROBJ;
808     }
809
810
811     speak(actions[verb].message);
812     return GO_CLEAROBJ;
813 }
814
815 static int fly(verb_t verb, obj_t obj)
816 /* Fly.  Snide remarks unless hovering rug is here. */
817 {
818     if (obj == INTRANSITIVE) {
819         if (!HERE(RUG)) {
820             rspeak(FLAP_ARMS);
821             return GO_CLEAROBJ;
822         }
823         if (game.prop[RUG] != RUG_HOVER) {
824             rspeak(RUG_NOTHING2);
825             return GO_CLEAROBJ;
826         }
827         obj = RUG;
828     }
829
830     if (obj != RUG) {
831         speak(actions[verb].message);
832         return GO_CLEAROBJ;
833     }
834     if (game.prop[RUG] != RUG_HOVER) {
835         rspeak(RUG_NOTHING1);
836         return GO_CLEAROBJ;
837     }
838     game.oldlc2 = game.oldloc;
839     game.oldloc = game.loc;
840
841     if (game.prop[SAPPH] == STATE_NOTFOUND) {
842         game.newloc = game.place[SAPPH];
843         rspeak(RUG_GOES);
844     } else {
845         game.newloc = LOC_CLIFF;
846         rspeak(RUG_RETURNS);
847     }
848     return GO_TERMINATE;
849 }
850
851 static int inven(void)
852 /* Inventory. If object, treat same as find.  Else report on current burden. */
853 {
854     bool empty = true;
855     for (obj_t i = 1; i <= NOBJECTS; i++) {
856         if (i == BEAR ||
857             !TOTING(i))
858             continue;
859         if (empty) {
860             rspeak(NOW_HOLDING);
861             empty = false;
862         }
863         pspeak(i, touch, -1, false);
864     }
865     if (TOTING(BEAR))
866         rspeak(TAME_BEAR);
867     if (empty)
868         rspeak(NO_CARRY);
869     return GO_CLEAROBJ;
870 }
871
872 static int light(verb_t verb, obj_t obj)
873 /*  Light.  Applicable only to lamp and urn. */
874 {
875     if (obj == INTRANSITIVE) {
876         int selects = 0;
877         if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0) {
878             obj = LAMP;
879             selects++;
880         }
881         if (HERE(URN) && game.prop[URN] == URN_DARK) {
882             obj =  URN;
883             selects++;
884         }
885         if (selects != 1)
886             return GO_UNKNOWN;
887     }
888
889     switch (obj) {
890     case URN:
891         state_change(URN, game.prop[URN] == URN_EMPTY ?
892                      URN_EMPTY :
893                      URN_LIT);
894         break;
895     case LAMP:
896         if (game.limit < 0) {
897             rspeak(LAMP_OUT);
898             break;
899         }
900         state_change(LAMP, LAMP_BRIGHT);
901         if (game.wzdark)
902             return GO_TOP;
903         break;
904     default:
905         speak(actions[verb].message);
906     }
907     return GO_CLEAROBJ;
908 }
909
910 static int listen(void)
911 /*  Listen.  Intransitive only.  Print stuff based on object sound proprties. */
912 {
913     long sound = locations[game.loc].sound;
914     if (sound != SILENT) {
915         rspeak(sound);
916         if (!locations[game.loc].loud)
917             rspeak(NO_MESSAGE);
918         return GO_CLEAROBJ;
919     }
920     for (obj_t i = 1; i <= NOBJECTS; i++) {
921         if (!HERE(i) ||
922             objects[i].sounds[0] == NULL ||
923             game.prop[i] < 0)
924             continue;
925         int mi =  game.prop[i];
926         /* (ESR) Some unpleasant magic on object states here. Ideally
927          * we'd have liked the bird to be a normal object that we can
928          * use state_change() on; can't do it, because there are
929          * actually two different series of per-state birdsounds
930          * depending on whether player has drunk dragon's blood. */
931         if (i == BIRD)
932             mi += 3 * game.blooded;
933         long packed_zzword = token_to_packed(game.zzword);
934         pspeak(i, hear, mi, true, packed_zzword);
935         rspeak(NO_MESSAGE);
936         if (i == BIRD && mi == BIRD_ENDSTATE)
937             DESTROY(BIRD);
938         return GO_CLEAROBJ;
939     }
940     rspeak(ALL_SILENT);
941     return GO_CLEAROBJ;
942 }
943
944 static int lock(verb_t verb, obj_t obj)
945 /* Lock, unlock, no object given.  Assume various things if present. */
946 {
947     if (obj == INTRANSITIVE) {
948         if (HERE(CLAM))
949             obj = CLAM;
950         if (HERE(OYSTER))
951             obj = OYSTER;
952         if (AT(DOOR))
953             obj = DOOR;
954         if (AT(GRATE))
955             obj = GRATE;
956         if (HERE(CHAIN))
957             obj = CHAIN;
958         if (obj == INTRANSITIVE) {
959             rspeak(NOTHING_LOCKED);
960             return GO_CLEAROBJ;
961         }
962     }
963
964     /*  Lock, unlock object.  Special stuff for opening clam/oyster
965      *  and for chain. */
966
967     switch (obj) {
968     case CHAIN:
969         if (HERE(KEYS)) {
970             return chain(verb);
971         } else
972             rspeak(NO_KEYS);
973         break;
974     case GRATE:
975         if (HERE(KEYS)) {
976             if (game.closng) {
977                 rspeak(EXIT_CLOSED);
978                 if (!game.panic)
979                     game.clock2 = PANICTIME;
980                 game.panic = true;
981             } else {
982                 state_change(GRATE, (verb == LOCK) ?
983                              GRATE_CLOSED :
984                              GRATE_OPEN);
985             }
986         } else
987             rspeak(NO_KEYS);
988         break;
989     case CLAM:
990         if (verb == LOCK)
991             rspeak(HUH_MAN);
992         else if (!TOTING(TRIDENT))
993             rspeak(CLAM_OPENER);
994         else {
995             DESTROY(CLAM);
996             drop(OYSTER, game.loc);
997             drop(PEARL, LOC_CULDESAC);
998             rspeak(PEARL_FALLS);
999         }
1000         break;
1001     case OYSTER:
1002         if (verb == LOCK)
1003             rspeak(HUH_MAN);
1004         else if (TOTING(OYSTER))
1005             rspeak(DROP_OYSTER);
1006         else if (!TOTING(TRIDENT))
1007             rspeak(OYSTER_OPENER);
1008         else
1009             rspeak(OYSTER_OPENS);
1010         break;
1011     case DOOR:
1012         rspeak((game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR);
1013         break;
1014     case CAGE:
1015         rspeak( NO_LOCK);
1016         break;
1017     case KEYS:
1018         rspeak(CANNOT_UNLOCK);
1019         break;
1020     default:
1021         speak(actions[verb].message);
1022     }
1023
1024     return GO_CLEAROBJ;
1025 }
1026
1027 static int pour(verb_t verb, obj_t obj)
1028 /*  Pour.  If no object, or object is bottle, assume contents of bottle.
1029  *  special tests for pouring water or oil on plant or rusty door. */
1030 {
1031     if (obj == BOTTLE ||
1032         obj == INTRANSITIVE)
1033         obj = LIQUID();
1034     if (obj == NO_OBJECT)
1035         return GO_UNKNOWN;
1036     if (!TOTING(obj)) {
1037         speak(actions[verb].message);
1038         return GO_CLEAROBJ;
1039     }
1040
1041     if (obj != OIL && obj != WATER) {
1042         rspeak(CANT_POUR);
1043         return GO_CLEAROBJ;
1044     }
1045     if (HERE(URN) && game.prop[URN] == URN_EMPTY)
1046         return fill(verb, URN);
1047     game.prop[BOTTLE] = EMPTY_BOTTLE;
1048     game.place[obj] = LOC_NOWHERE;
1049     if (!(AT(PLANT) ||
1050           AT(DOOR))) {
1051         rspeak(GROUND_WET);
1052         return GO_CLEAROBJ;
1053     }
1054     if (!AT(DOOR)) {
1055         if (obj == WATER) {
1056             /* cycle through the three plant states */
1057             state_change(PLANT, MOD(game.prop[PLANT] + 1, 3));
1058             game.prop[PLANT2] = game.prop[PLANT];
1059             return GO_MOVE;
1060         } else {
1061             rspeak(SHAKING_LEAVES);
1062             return GO_CLEAROBJ;
1063         }
1064     } else {
1065         state_change(DOOR, (obj == OIL) ?
1066                      DOOR_UNRUSTED :
1067                      DOOR_RUSTED);
1068         return GO_CLEAROBJ;
1069     }
1070 }
1071
1072 static int quit(void)
1073 /*  Quit.  Intransitive only.  Verify intent and exit if that's what he wants. */
1074 {
1075     if (yes(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
1076         terminate(quitgame);
1077     return GO_CLEAROBJ;
1078 }
1079
1080 static int read(struct command_t command)
1081 /*  Read.  Print stuff based on objtxt.  Oyster (?) is special case. */
1082 {
1083     if (command.obj == INTRANSITIVE) {
1084         command.obj = NO_OBJECT;
1085         for (int i = 1; i <= NOBJECTS; i++) {
1086             if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0)
1087                 command.obj = command.obj * NOBJECTS + i;
1088         }
1089         if (command.obj > NOBJECTS ||
1090             command.obj == NO_OBJECT ||
1091             DARK(game.loc))
1092             return GO_UNKNOWN;
1093     }
1094
1095     if (DARK(game.loc)) {
1096         sspeak(NO_SEE, command.raw1);
1097     } else if (command.obj == OYSTER && !game.clshnt && game.closed) {
1098         game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
1099     } else if (objects[command.obj].texts[0] == NULL ||
1100                game.prop[command.obj] == STATE_NOTFOUND) {
1101         speak(actions[command.verb].message);
1102     } else
1103         pspeak(command.obj, study, game.prop[command.obj], true);
1104     return GO_CLEAROBJ;
1105 }
1106
1107 static int reservoir(void)
1108 /*  Z'ZZZ (word gets recomputed at startup; different each game). */
1109 {
1110     if (!AT(RESER) && game.loc != LOC_RESBOTTOM) {
1111         rspeak(NOTHING_HAPPENS);
1112         return GO_CLEAROBJ;
1113     } else {
1114         state_change(RESER,
1115                      game.prop[RESER] == WATERS_PARTED ? WATERS_UNPARTED : WATERS_PARTED);
1116         if (AT(RESER))
1117             return GO_CLEAROBJ;
1118         else {
1119             game.oldlc2 = game.loc;
1120             game.newloc = LOC_NOWHERE;
1121             rspeak(NOT_BRIGHT);
1122             return GO_TERMINATE;
1123         }
1124     }
1125 }
1126
1127 static int rub(verb_t verb, obj_t obj)
1128 /* Rub.  Yields various snide remarks except for lit urn. */
1129 {
1130     if (obj == URN && game.prop[URN] == URN_LIT) {
1131         DESTROY(URN);
1132         drop(AMBER, game.loc);
1133         game.prop[AMBER] = AMBER_IN_ROCK;
1134         --game.tally;
1135         drop(CAVITY, game.loc);
1136         rspeak(URN_GENIES);
1137     } else if (obj != LAMP) {
1138         rspeak(PECULIAR_NOTHING);
1139     } else {
1140         speak(actions[verb].message);
1141     }
1142     return GO_CLEAROBJ;
1143 }
1144
1145 static int say(struct command_t *command)
1146 /* Say.  Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).)  Magic words override. */
1147 {
1148     if (command->wd2 > 0) {
1149         command->wd1 = command->wd2;
1150         strncpy(command->raw1, command->raw2, LINESIZE - 1);
1151     }
1152     char word1[TOKLEN + 1];
1153     packed_to_token(command->wd1, word1);
1154     long wd;
1155     enum wordtype type;
1156     get_vocab_metadata(word1, &wd, &type);
1157     if (wd == XYZZY ||
1158         wd == PLUGH ||
1159         wd == PLOVER ||
1160         wd == FEE ||
1161         wd == FIE ||
1162         wd == FOE ||
1163         wd == FOO ||
1164         wd == FUM ||
1165         wd == PART) {
1166         /* FIXME: scribbles on the interpreter's command block */
1167         wordclear(&command->wd2);
1168         return GO_LOOKUP;
1169     }
1170     sspeak(OKEY_DOKEY, command->raw1);
1171     return GO_CLEAROBJ;
1172 }
1173
1174 static int throw_support(long spk)
1175 {
1176     rspeak(spk);
1177     drop(AXE, game.loc);
1178     return GO_MOVE;
1179 }
1180
1181 static int throw (struct command_t *command)
1182 /*  Throw.  Same as discard unless axe.  Then same as attack except
1183  *  ignore bird, and if dwarf is present then one might be killed.
1184  *  (Only way to do so!)  Axe also special for dragon, bear, and
1185  *  troll.  Treasures special for troll. */
1186 {
1187     if (!TOTING(command->obj)) {
1188         speak(actions[command->verb].message);
1189         return GO_CLEAROBJ;
1190     }
1191     if (objects[command->obj].is_treasure && AT(TROLL)) {
1192         /*  Snarf a treasure for the troll. */
1193         drop(command->obj, LOC_NOWHERE);
1194         move(TROLL, LOC_NOWHERE);
1195         move(TROLL + NOBJECTS, IS_FREE);
1196         drop(TROLL2, objects[TROLL].plac);
1197         drop(TROLL2 + NOBJECTS, objects[TROLL].fixd);
1198         juggle(CHASM);
1199         rspeak(TROLL_SATISFIED);
1200         return GO_CLEAROBJ;
1201     }
1202     if (command->obj == FOOD && HERE(BEAR)) {
1203         /* But throwing food is another story. */
1204         command->obj = BEAR;
1205         return (feed(command->verb, command->obj));
1206     }
1207     if (command->obj != AXE)
1208         return (discard(command->verb, command->obj));
1209     else {
1210         if (atdwrf(game.loc) <= 0) {
1211             if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS)
1212                 return throw_support(DRAGON_SCALES);
1213             if (AT(TROLL))
1214                 return throw_support(TROLL_RETURNS);
1215             if (AT(OGRE))
1216                 return throw_support(OGRE_DODGE);
1217             if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
1218                 /* This'll teach him to throw the axe at the bear! */
1219                 drop(AXE, game.loc);
1220                 game.fixed[AXE] = IS_FIXED;
1221                 juggle(BEAR);
1222                 state_change(AXE, AXE_LOST);
1223                 return GO_CLEAROBJ;
1224             }
1225             command->obj = INTRANSITIVE;
1226             return (attack(command));
1227         }
1228
1229         if (randrange(NDWARVES + 1) < game.dflag) {
1230             return throw_support(DWARF_DODGES);
1231         } else {
1232             long i = atdwrf(game.loc);
1233             game.dseen[i] = false;
1234             game.dloc[i] = LOC_NOWHERE;
1235             return throw_support((++game.dkill == 1) ?
1236                                  DWARF_SMOKE :
1237                                  KILLED_DWARF);
1238         }
1239     }
1240 }
1241
1242 static int wake(verb_t verb, obj_t obj)
1243 /* Wake.  Only use is to disturb the dwarves. */
1244 {
1245     if (obj != DWARF ||
1246         !game.closed) {
1247         speak(actions[verb].message);
1248         return GO_CLEAROBJ;
1249     } else {
1250         rspeak(PROD_DWARF);
1251         return GO_DWARFWAKE;
1252     }
1253 }
1254
1255 static int wave(verb_t verb, obj_t obj)
1256 /* Wave.  No effect unless waving rod at fissure or at bird. */
1257 {
1258     if (obj != ROD ||
1259         !TOTING(obj) ||
1260         (!HERE(BIRD) &&
1261          (game.closng ||
1262           !AT(FISSURE)))) {
1263         speak(((!TOTING(obj)) && (obj != ROD ||
1264                                   !TOTING(ROD2))) ?
1265               arbitrary_messages[ARENT_CARRYING] :
1266               actions[verb].message);
1267         return GO_CLEAROBJ;
1268     }
1269
1270     if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] == STATE_NOTFOUND) {
1271         drop(JADE, game.loc);
1272         game.prop[JADE] = STATE_FOUND;
1273         --game.tally;
1274         rspeak(NECKLACE_FLY);
1275         return GO_CLEAROBJ;
1276     } else {
1277         if (game.closed) {
1278             rspeak((game.prop[BIRD] == BIRD_CAGED) ?
1279                    CAGE_FLY :
1280                    FREE_FLY);
1281             return GO_DWARFWAKE;
1282         }
1283         if (game.closng ||
1284             !AT(FISSURE)) {
1285             rspeak((game.prop[BIRD] == BIRD_CAGED) ?
1286                    CAGE_FLY :
1287                    FREE_FLY);
1288             return GO_CLEAROBJ;
1289         }
1290         if (HERE(BIRD))
1291             rspeak((game.prop[BIRD] == BIRD_CAGED) ?
1292                    CAGE_FLY :
1293                    FREE_FLY);
1294
1295         state_change(FISSURE,
1296                      game.prop[FISSURE] == BRIDGED ? UNBRIDGED : BRIDGED);
1297         return GO_CLEAROBJ;
1298     }
1299 }
1300
1301 int action(struct command_t *command)
1302 /*  Analyse a verb.  Remember what it was, go back for object if second word
1303  *  unless verb is "say", which snarfs arbitrary second word.
1304  */
1305 {
1306     if (command->part == unknown) {
1307         /*  Analyse an object word.  See if the thing is here, whether
1308          *  we've got a verb yet, and so on.  Object must be here
1309          *  unless verb is "find" or "invent(ory)" (and no new verb
1310          *  yet to be analysed).  Water and oil are also funny, since
1311          *  they are never actually dropped at any location, but might
1312          *  be here inside the bottle or urn or as a feature of the
1313          *  location. */
1314         if (HERE(command->obj))
1315             /* FALL THROUGH */;
1316         else if (command->obj == GRATE) {
1317             if (game.loc == LOC_START ||
1318                 game.loc == LOC_VALLEY ||
1319                 game.loc == LOC_SLIT) {
1320                 command->obj = DPRSSN;
1321             }
1322             if (game.loc == LOC_COBBLE ||
1323                 game.loc == LOC_DEBRIS ||
1324                 game.loc == LOC_AWKWARD ||
1325                 game.loc == LOC_BIRD ||
1326                 game.loc == LOC_PITTOP) {
1327                 command->obj = ENTRNC;
1328             }
1329         } else if (command->obj == DWARF && atdwrf(game.loc) > 0)
1330             /* FALL THROUGH */;
1331         else if ((LIQUID() == command->obj && HERE(BOTTLE)) ||
1332                  command->obj == LIQLOC(game.loc))
1333             /* FALL THROUGH */;
1334         else if (command->obj == OIL && HERE(URN) && game.prop[URN] != URN_EMPTY) {
1335             command->obj = URN;
1336             /* FALL THROUGH */;
1337         } else if (command->obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != PLANT_THIRSTY) {
1338             command->obj = PLANT2;
1339             /* FALL THROUGH */;
1340         } else if (command->obj == KNIFE && game.knfloc == game.loc) {
1341             game.knfloc = -1;
1342             rspeak(KNIVES_VANISH);
1343             return GO_CLEAROBJ;
1344         } else if (command->obj == ROD && HERE(ROD2)) {
1345             command->obj = ROD2;
1346             /* FALL THROUGH */;
1347         } else if ((command->verb == FIND ||
1348                     command->verb == INVENTORY) && (command->id2 == WORD_EMPTY || command->id2 == WORD_NOT_FOUND))
1349             /* FALL THROUGH */;
1350         else {
1351             sspeak(NO_SEE, command->raw1);
1352             return GO_CLEAROBJ;
1353         }
1354
1355         if (command->id2 != WORD_EMPTY && command->id2 != WORD_NOT_FOUND)
1356             return GO_WORD2;
1357         if (command->verb != 0)
1358             command->part = transitive;
1359     }
1360
1361     switch (command->part) {
1362     case intransitive:
1363         if (command->wd2 > 0 && command->verb != SAY)
1364             return GO_WORD2;
1365         if (command->verb == SAY)
1366             command->obj = command->wd2;
1367         if (command->obj == NO_OBJECT ||
1368             command->obj == INTRANSITIVE) {
1369             /*  Analyse an intransitive verb (ie, no object given yet). */
1370             switch (command->verb) {
1371             case CARRY:
1372                 return vcarry(command->verb, INTRANSITIVE);
1373             case  DROP:
1374                 return GO_UNKNOWN;
1375             case  SAY:
1376                 return GO_UNKNOWN;
1377             case  UNLOCK:
1378                 return lock(command->verb, INTRANSITIVE);
1379             case  NOTHING: {
1380                 rspeak(OK_MAN);
1381                 return (GO_CLEAROBJ);
1382             }
1383             case  LOCK:
1384                 return lock(command->verb, INTRANSITIVE);
1385             case  LIGHT:
1386                 return light(command->verb, INTRANSITIVE);
1387             case  EXTINGUISH:
1388                 return extinguish(command->verb, INTRANSITIVE);
1389             case  WAVE:
1390                 return GO_UNKNOWN;
1391             case  TAME:
1392                 return GO_UNKNOWN;
1393             case GO: {
1394                 speak(actions[command->verb].message);
1395                 return GO_CLEAROBJ;
1396             }
1397             case ATTACK:
1398                 command->obj = INTRANSITIVE;
1399                 return attack(command);
1400             case POUR:
1401                 return pour(command->verb, INTRANSITIVE);
1402             case EAT:
1403                 return eat(command->verb, INTRANSITIVE);
1404             case DRINK:
1405                 return drink(command->verb, INTRANSITIVE);
1406             case RUB:
1407                 return GO_UNKNOWN;
1408             case THROW:
1409                 return GO_UNKNOWN;
1410             case QUIT:
1411                 return quit();
1412             case FIND:
1413                 return GO_UNKNOWN;
1414             case INVENTORY:
1415                 return inven();
1416             case FEED:
1417                 return GO_UNKNOWN;
1418             case FILL:
1419                 return fill(command->verb, INTRANSITIVE);
1420             case BLAST:
1421                 blast();
1422                 return GO_CLEAROBJ;
1423             case SCORE:
1424                 score(scoregame);
1425                 return GO_CLEAROBJ;
1426             case FEE:
1427             case FIE:
1428             case FOE:
1429             case FOO:
1430             case FUM:
1431                 return bigwords(command->id1);
1432             case BRIEF:
1433                 return brief();
1434             case READ:
1435                 command->obj = INTRANSITIVE;
1436                 return read(*command);
1437             case BREAK:
1438                 return GO_UNKNOWN;
1439             case WAKE:
1440                 return GO_UNKNOWN;
1441             case SAVE:
1442                 return suspend();
1443             case RESUME:
1444                 return resume();
1445             case FLY:
1446                 return fly(command->verb, INTRANSITIVE);
1447             case LISTEN:
1448                 return listen();
1449             case PART:
1450                 return reservoir();
1451             default:
1452                 BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
1453             }
1454         }
1455     /* FALLTHRU */
1456     case transitive:
1457         /*  Analyse a transitive verb. */
1458         switch (command->verb) {
1459         case  CARRY:
1460             return vcarry(command->verb, command->obj);
1461         case  DROP:
1462             return discard(command->verb, command->obj);
1463         case  SAY:
1464             return say(command);
1465         case  UNLOCK:
1466             return lock(command->verb, command->obj);
1467         case  NOTHING: {
1468             rspeak(OK_MAN);
1469             return (GO_CLEAROBJ);
1470         }
1471         case  LOCK:
1472             return lock(command->verb, command->obj);
1473         case LIGHT:
1474             return light(command->verb, command->obj);
1475         case EXTINGUISH:
1476             return extinguish(command->verb, command->obj);
1477         case WAVE:
1478             return wave(command->verb, command->obj);
1479         case TAME: {
1480             speak(actions[command->verb].message);
1481             return GO_CLEAROBJ;
1482         }
1483         case GO: {
1484             speak(actions[command->verb].message);
1485             return GO_CLEAROBJ;
1486         }
1487         case ATTACK:
1488             return attack(command);
1489         case POUR:
1490             return pour(command->verb, command->obj);
1491         case EAT:
1492             return eat(command->verb, command->obj);
1493         case DRINK:
1494             return drink(command->verb, command->obj);
1495         case RUB:
1496             return rub(command->verb, command->obj);
1497         case THROW:
1498             return throw (command);
1499         case QUIT: {
1500             speak(actions[command->verb].message);
1501             return GO_CLEAROBJ;
1502         }
1503         case FIND:
1504             return find(command->verb, command->obj);
1505         case INVENTORY:
1506             return find(command->verb, command->obj);
1507         case FEED:
1508             return feed(command->verb, command->obj);
1509         case FILL:
1510             return fill(command->verb, command->obj);
1511         case BLAST:
1512             blast();
1513             return GO_CLEAROBJ;
1514         case SCORE: {
1515             speak(actions[command->verb].message);
1516             return GO_CLEAROBJ;
1517         }
1518         case FEE:
1519         case FIE:
1520         case FOE:
1521         case FOO:
1522         case FUM: {
1523             speak(actions[command->verb].message);
1524             return GO_CLEAROBJ;
1525         }
1526         case BRIEF: {
1527             speak(actions[command->verb].message);
1528             return GO_CLEAROBJ;
1529         }
1530         case READ:
1531             return read(*command);
1532         case BREAK:
1533             return vbreak(command->verb, command->obj);
1534         case WAKE:
1535             return wake(command->verb, command->obj);
1536         case SAVE: {
1537             speak(actions[command->verb].message);
1538             return GO_CLEAROBJ;
1539         }
1540         case RESUME: {
1541             speak(actions[command->verb].message);
1542             return GO_CLEAROBJ;
1543         }
1544         case FLY:
1545             return fly(command->verb, command->obj);
1546         case LISTEN: {
1547             speak(actions[command->verb].message);
1548             return GO_CLEAROBJ;
1549         }
1550         case PART:
1551             return reservoir();
1552         default:
1553             BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
1554         }
1555     case unknown:
1556         /* Unknown verb, couldn't deduce object - might need hint */
1557         sspeak(WHAT_DO, command->raw1);
1558         return GO_CHECKHINT;
1559     default:
1560         BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE
1561     }
1562 }