Made feeding a switch instead of elsif chain
[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 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     vocab_t verb = command->verb;
16     vocab_t obj = command->obj;
17
18     if (obj == NO_OBJECT ||
19         obj == INTRANSITIVE) {
20         int changes = 0;
21         if (atdwrf(game.loc) > 0) {
22             obj = DWARF;
23             ++changes;
24         }
25         if (HERE(SNAKE)) {
26             obj = SNAKE;
27             ++changes;
28         }
29         if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
30             obj = DRAGON;
31             ++changes;
32         }
33         if (AT(TROLL)) {
34             obj = TROLL;
35             ++changes;
36         }
37         if (AT(OGRE)) {
38             obj = OGRE;
39             ++changes;
40         }
41         if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
42             obj = BEAR;
43             ++changes;
44         }
45         /* check for low-priority targets */
46         if (obj == NO_OBJECT) {
47             /* Can't attack bird or machine by throwing axe. */
48             if (HERE(BIRD) && verb != THROW) {
49                 obj = BIRD;
50                 ++changes;
51             }
52             if (HERE(VEND) && verb != THROW) {
53                 obj = VEND;
54                 ++changes;
55             }
56             /* Clam and oyster both treated as clam for intransitive case;
57              * no harm done. */
58             if (HERE(CLAM) || HERE(OYSTER)) {
59                 obj = CLAM;
60                 ++changes;
61             }
62         }
63         if (changes >= 2)
64             return GO_UNKNOWN;
65     }
66
67     if (obj == BIRD) {
68         if (game.closed) {
69             rspeak(UNHAPPY_BIRD);
70         } else {
71             DESTROY(BIRD);
72             rspeak(BIRD_DEAD);
73         }
74         return GO_CLEAROBJ;
75     }
76     if (obj == VEND) {
77         state_change(VEND,
78                      game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS);
79         return GO_CLEAROBJ;
80     }
81
82     if (obj == BEAR) {
83         switch (game.prop[BEAR]) {
84         case UNTAMED_BEAR:
85             rspeak(BEAR_HANDS);
86             break;
87         case SITTING_BEAR:
88             rspeak(BEAR_CONFUSED);
89             break;
90         case CONTENTED_BEAR:
91             rspeak(BEAR_CONFUSED);
92             break;
93         case BEAR_DEAD:
94             rspeak(ALREADY_DEAD);
95             break;
96         }
97         return GO_CLEAROBJ;
98     }
99     if (obj == DRAGON && game.prop[DRAGON] == DRAGON_BARS) {
100         /*  Fun stuff for dragon.  If he insists on attacking it, win!
101          *  Set game.prop to dead, move dragon to central loc (still
102          *  fixed), move rug there (not fixed), and move him there,
103          *  too.  Then do a null motion to get new description. */
104         rspeak(BARE_HANDS_QUERY);
105         if (silent_yes()) {
106             // FIXME: setting wd1 is a workaround for broken logic
107             command->wd1 = token_to_packed("Y");
108         } else {
109             // FIXME: setting wd1 is a workaround for broken logic
110             command->wd1 = token_to_packed("N");
111             return GO_CHECKFOO;
112         }
113         state_change(DRAGON, DRAGON_DEAD);
114         game.prop[RUG] = RUG_FLOOR;
115         /* FIXME: Arithmetic on location values */
116         int k = (objects[DRAGON].plac + objects[DRAGON].fixd) / 2;
117         move(DRAGON + NOBJECTS, -1);
118         move(RUG + NOBJECTS, 0);
119         move(DRAGON, k);
120         move(RUG, k);
121         drop(BLOOD, k);
122         for (obj = 1; obj <= NOBJECTS; obj++) {
123             if (game.place[obj] == objects[DRAGON].plac ||
124                 game.place[obj] == objects[DRAGON].fixd)
125                 move(obj, k);
126         }
127         game.loc = k;
128         return GO_MOVE;
129     }
130
131     if (obj == OGRE) {
132         rspeak(OGRE_DODGE);
133         if (atdwrf(game.loc) == 0)
134             return GO_CLEAROBJ;
135
136         rspeak(KNIFE_THROWN);
137         DESTROY(OGRE);
138         int dwarves = 0;
139         for (int i = 1; i < PIRATE; i++) {
140             if (game.dloc[i] == game.loc) {
141                 ++dwarves;
142                 game.dloc[i] = LOC_LONGWEST;
143                 game.dseen[i] = false;
144             }
145         }
146         rspeak((dwarves > 1) ?
147                OGRE_PANIC1 :
148                OGRE_PANIC2);
149         return GO_CLEAROBJ;
150     }
151
152     switch (obj) {
153     case NO_OBJECT:
154         rspeak(NO_TARGET);
155         break;
156     case CLAM:
157     case OYSTER:
158         rspeak(SHELL_IMPERVIOUS);
159         break;
160     case SNAKE:
161         rspeak(SNAKE_WARNING);
162         break;
163     case DWARF:
164         if (game.closed) {
165             return GO_DWARFWAKE;
166         }
167         rspeak(BARE_HANDS_QUERY);
168         break;
169     case DRAGON:
170         rspeak(ALREADY_DEAD);
171         break;
172     case TROLL:
173         rspeak(ROCKY_TROLL);
174         break;
175     default:
176         rspeak(actions[verb].message);
177     }
178     return GO_CLEAROBJ;
179 }
180
181 static int bigwords(token_t foo)
182 /*  FEE FIE FOE FOO (AND FUM).  Advance to next state if given in proper order.
183  *  Look up foo in special section of vocab to determine which word we've got.
184  *  Last word zips the eggs back to the giant room (unless already there). */
185 {
186     char word[TOKLEN + 1];
187     packed_to_token(foo, word);
188     int k = (int) get_special_vocab_id(word);
189     if (game.foobar != 1 - k) {
190         if (game.foobar != 0 && game.loc == LOC_GIANTROOM) {
191             rspeak( START_OVER);
192         } else {
193             rspeak(NOTHING_HAPPENS);
194         }
195         return GO_CLEAROBJ;
196     } else {
197         game.foobar = k;
198         if (k != 4) {
199             rspeak(OK_MAN);
200             return GO_CLEAROBJ;
201         }
202         game.foobar = 0;
203         if (game.place[EGGS] == objects[EGGS].plac ||
204             (TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
205             rspeak(NOTHING_HAPPENS);
206             return GO_CLEAROBJ;
207         } else {
208             /*  Bring back troll if we steal the eggs back from him before
209              *  crossing. */
210             if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID)
211                 game.prop[TROLL] = TROLL_PAIDONCE;
212             k = EGGS_DONE;
213             if (HERE(EGGS))
214                 k = EGGS_VANISHED;
215             if (game.loc == objects[EGGS].plac)
216                 k = EGGS_HERE;
217             move(EGGS, objects[EGGS].plac);
218             pspeak(EGGS, look, k, true);
219             return GO_CLEAROBJ;
220         }
221     }
222 }
223
224 static void blast(void)
225 /*  Blast.  No effect unless you've got dynamite, which is a neat trick! */
226 {
227     if (game.prop[ROD2] < 0 ||
228         !game.closed)
229         rspeak(REQUIRES_DYNAMITE);
230     else {
231         game.bonus = VICTORY_MESSAGE;
232         if (game.loc == LOC_NE)
233             game.bonus = DEFEAT_MESSAGE;
234         if (HERE(ROD2))
235             game.bonus = SPLATTER_MESSAGE;
236         rspeak(game.bonus);
237         terminate(endgame);
238     }
239 }
240
241 static int vbreak(token_t verb, token_t obj)
242 /*  Break.  Only works for mirror in repository and, of course, the vase. */
243 {
244     if (obj == MIRROR) {
245         if (game.closed) {
246             rspeak(BREAK_MIRROR);
247             return GO_DWARFWAKE;
248         } else {
249             rspeak(TOO_FAR);
250             return GO_CLEAROBJ;
251         }
252     }
253     if (obj == VASE && game.prop[VASE] == VASE_WHOLE) {
254         if (TOTING(VASE))
255             drop(VASE, game.loc);
256         state_change(VASE, VASE_BROKEN);
257         game.fixed[VASE] = IS_FIXED;
258         return GO_CLEAROBJ;
259     }
260     rspeak(actions[verb].message);
261     return (GO_CLEAROBJ);
262 }
263
264 static int brief(void)
265 /*  Brief.  Intransitive only.  Suppress long descriptions after first time. */
266 {
267     game.abbnum = 10000;
268     game.detail = 3;
269     rspeak(BRIEF_CONFIRM);
270     return GO_CLEAROBJ;
271 }
272
273 static int vcarry(token_t verb, token_t obj)
274 /*  Carry an object.  Special cases for bird and cage (if bird in cage, can't
275  *  take one without the other).  Liquids also special, since they depend on
276  *  status of bottle.  Also various side effects, etc. */
277 {
278     if (obj == INTRANSITIVE) {
279         /*  Carry, no object given yet.  OK if only one object present. */
280         if (game.atloc[game.loc] == 0 ||
281             game.link[game.atloc[game.loc]] != 0 ||
282             atdwrf(game.loc) > 0)
283             return GO_UNKNOWN;
284         obj = game.atloc[game.loc];
285     }
286
287     if (TOTING(obj)) {
288         rspeak(ALREADY_CARRYING);
289         return GO_CLEAROBJ;
290     }
291
292     if (obj == MESSAG) {
293         rspeak(REMOVE_MESSAGE);
294         DESTROY(MESSAG);
295         return GO_CLEAROBJ;
296     }
297
298     if (game.fixed[obj] != IS_FREE) {
299         /* Next guard tests whether plant is tiny or stashed */
300         if (obj == PLANT && game.prop[PLANT] <= PLANT_THIRSTY) {
301             rspeak(DEEP_ROOTS);
302             return GO_CLEAROBJ;
303         }
304         if (obj == BEAR && game.prop[BEAR] == SITTING_BEAR) {
305             rspeak(BEAR_CHAINED);
306             return GO_CLEAROBJ;
307         }
308         if (obj == CHAIN && game.prop[BEAR] != UNTAMED_BEAR) {
309             rspeak(STILL_LOCKED);
310             return GO_CLEAROBJ;
311         }
312         if (obj == URN) {
313             rspeak(URN_NOBUDGE);
314             return GO_CLEAROBJ;
315         }
316         if (obj == CAVITY) {
317             rspeak(DOUGHNUT_HOLES);
318             return GO_CLEAROBJ;
319         }
320         if (obj == BLOOD) {
321             rspeak(FEW_DROPS);
322             return GO_CLEAROBJ;
323         }
324         if (obj == RUG && game.prop[RUG] == RUG_HOVER) {
325             rspeak(RUG_HOVERS);
326             return GO_CLEAROBJ;
327         }
328         if (obj == SIGN) {
329             rspeak(HAND_PASSTHROUGH);
330             return GO_CLEAROBJ;
331         }
332         rspeak(YOU_JOKING);
333         return GO_CLEAROBJ;
334     }
335
336     if (obj == WATER ||
337         obj == OIL) {
338         if (!HERE(BOTTLE) ||
339             LIQUID() != obj) {
340             if (TOTING(BOTTLE)) {
341                 if (game.prop[BOTTLE] == EMPTY_BOTTLE) {
342                     return (fill(verb, BOTTLE));
343                 } else if (game.prop[BOTTLE] != EMPTY_BOTTLE)
344                     rspeak(BOTTLE_FULL);
345                 return GO_CLEAROBJ;
346             }
347             rspeak(NO_CONTAINER);
348             return GO_CLEAROBJ;
349         }
350         obj = BOTTLE;
351     }
352
353     if (game.holdng >= INVLIMIT) {
354         rspeak(CARRY_LIMIT);
355         return GO_CLEAROBJ;
356
357     }
358
359     if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && STASHED(BIRD) != BIRD_CAGED) {
360         if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) {
361             DESTROY(BIRD);
362             rspeak(BIRD_CRAP);
363             return GO_CLEAROBJ;
364         }
365         if (!TOTING(CAGE)) {
366             rspeak(CANNOT_CARRY);
367             return GO_CLEAROBJ;
368         }
369         if (TOTING(ROD)) {
370             rspeak(BIRD_EVADES);
371             return GO_CLEAROBJ;
372         }
373         game.prop[BIRD] = BIRD_CAGED;
374     }
375     if ((obj == BIRD ||
376          obj == CAGE) &&
377         (game.prop[BIRD] == BIRD_CAGED || STASHED(BIRD) == BIRD_CAGED))
378         /* expression maps BIRD to CAGE and CAGE to BIRD */
379         carry(BIRD + CAGE - obj, game.loc);
380     carry(obj, game.loc);
381     if (obj == BOTTLE && LIQUID() != NO_OBJECT)
382         game.place[LIQUID()] = CARRIED;
383     if (GSTONE(obj) && game.prop[obj] != STATE_FOUND) {
384         game.prop[obj] = STATE_FOUND;
385         game.prop[CAVITY] = CAVITY_EMPTY;
386     }
387     rspeak(OK_MAN);
388     return GO_CLEAROBJ;
389 }
390
391 static int chain(token_t verb)
392 /* Do something to the bear's chain */
393 {
394     if (verb != LOCK) {
395         if (game.prop[BEAR] == UNTAMED_BEAR) {
396             rspeak(BEAR_BLOCKS);
397             return GO_CLEAROBJ;
398         }
399         if (game.prop[CHAIN] == CHAIN_HEAP) {
400             rspeak(ALREADY_UNLOCKED);
401             return GO_CLEAROBJ;
402         }
403         game.prop[CHAIN] = CHAIN_HEAP;
404         game.fixed[CHAIN] = IS_FREE;
405         if (game.prop[BEAR] != BEAR_DEAD)
406             game.prop[BEAR] = CONTENTED_BEAR;
407
408         switch (game.prop[BEAR]) {
409         case BEAR_DEAD:
410             game.fixed[BEAR] = IS_FIXED;
411             break;
412         default:
413             game.fixed[BEAR] = IS_FREE;
414         }
415         rspeak(CHAIN_UNLOCKED);
416         return GO_CLEAROBJ;
417     }
418
419     if (game.prop[CHAIN] != CHAIN_HEAP) {
420         rspeak(ALREADY_LOCKED);
421         return GO_CLEAROBJ;
422     }
423     if (game.loc != objects[CHAIN].plac) {
424         rspeak(NO_LOCKSITE);
425         return GO_CLEAROBJ;
426     }
427
428     game.prop[CHAIN] = CHAIN_FIXED;
429
430     if (TOTING(CHAIN))
431         drop(CHAIN, game.loc);
432     game.fixed[CHAIN] = IS_FIXED;
433
434     rspeak(CHAIN_LOCKED);
435     return GO_CLEAROBJ;
436 }
437
438 static int discard(token_t verb, token_t obj, bool just_do_it)
439 /*  Discard object.  "Throw" also comes here for most objects.  Special cases for
440  *  bird (might attack snake or dragon) and cage (might contain bird) and vase.
441  *  Drop coins at vending machine for extra batteries. */
442 {
443     if (!just_do_it) {
444         if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))
445             obj = ROD2;
446         if (!TOTING(obj)) {
447             rspeak(actions[verb].message);
448             return GO_CLEAROBJ;
449         }
450         if (obj == BIRD && HERE(SNAKE)) {
451             rspeak(BIRD_ATTACKS);
452             if (game.closed)
453                 return GO_DWARFWAKE;
454             DESTROY(SNAKE);
455             /* Set game.prop for use by travel options */
456             game.prop[SNAKE] = SNAKE_CHASED;
457
458         } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL)) {
459             rspeak(GEM_FITS);
460             game.prop[obj] = STATE_IN_CAVITY;
461             game.prop[CAVITY] = CAVITY_FULL;
462             if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) ||
463                               (obj == RUBY && game.prop[RUG] == RUG_HOVER))) {
464                 int spk = RUG_RISES;
465                 if (TOTING(RUG))
466                     spk = RUG_WIGGLES;
467                 if (obj == RUBY)
468                     spk = RUG_SETTLES;
469                 rspeak(spk);
470                 if (spk != RUG_WIGGLES) {
471                     /* FIXME: Arithmetic on state numbers */
472                     int k = (game.prop[RUG] == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER;
473                     game.prop[RUG] = k;
474                     if (k == RUG_HOVER)
475                         k = objects[SAPPH].plac;
476                     move(RUG + NOBJECTS, k);
477                 }
478             }
479         } else if (obj == COINS && HERE(VEND)) {
480             DESTROY(COINS);
481             drop(BATTERY, game.loc);
482             pspeak(BATTERY, look, FRESH_BATTERIES, true);
483             return GO_CLEAROBJ;
484         } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
485             rspeak(BIRD_BURNT);
486             DESTROY(BIRD);
487             return GO_CLEAROBJ;
488         } else if (obj == BEAR && AT(TROLL)) {
489             state_change(TROLL, TROLL_GONE);
490             move(TROLL, LOC_NOWHERE);
491             move(TROLL + NOBJECTS, LOC_NOWHERE);
492             move(TROLL2, objects[TROLL].plac);
493             move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
494             juggle(CHASM);
495         } else if (obj != VASE ||
496                    game.loc == objects[PILLOW].plac) {
497             rspeak(OK_MAN);
498         } else {
499             state_change(VASE, AT(PILLOW)
500                          ? VASE_WHOLE
501                          : VASE_DROPPED);
502             if (game.prop[VASE] != VASE_WHOLE)
503                 game.fixed[VASE] = IS_FIXED;
504         }
505     }
506     int k = LIQUID();
507     if (k == obj)
508         obj = BOTTLE;
509     if (obj == BOTTLE && k != NO_OBJECT)
510         game.place[k] = LOC_NOWHERE;
511     if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED)
512         drop(BIRD, game.loc);
513     drop(obj, game.loc);
514     if (obj != BIRD)
515         return GO_CLEAROBJ;
516     game.prop[BIRD] = BIRD_UNCAGED;
517     if (FOREST(game.loc))
518         game.prop[BIRD] = BIRD_FOREST_UNCAGED;
519     return GO_CLEAROBJ;
520 }
521
522 static int drink(token_t verb, token_t obj)
523 /*  Drink.  If no object, assume water and look for it here.  If water is in
524  *  the bottle, drink that, else must be at a water loc, so drink stream. */
525 {
526     if (obj == NO_OBJECT && LIQLOC(game.loc) != WATER &&
527         (LIQUID() != WATER || !HERE(BOTTLE))) {
528         return GO_UNKNOWN;
529     }
530
531     if (obj == BLOOD) {
532         DESTROY(BLOOD);
533         state_change(DRAGON, DRAGON_BLOODLESS);
534         game.blooded = true;
535         return GO_CLEAROBJ;
536     }
537
538     if (obj != NO_OBJECT && obj != WATER) {
539         rspeak(RIDICULOUS_ATTEMPT);
540         return GO_CLEAROBJ;
541     }
542     if (LIQUID() == WATER && HERE(BOTTLE)) {
543         game.place[WATER] = LOC_NOWHERE;
544         state_change(BOTTLE, EMPTY_BOTTLE);
545         return GO_CLEAROBJ;
546     }
547
548     rspeak(actions[verb].message);
549     return GO_CLEAROBJ;
550 }
551
552 static int eat(token_t verb, token_t obj)
553 /*  Eat.  Intransitive: assume food if present, else ask what.  Transitive: food
554  *  ok, some things lose appetite, rest are ridiculous. */
555 {
556     if (obj == INTRANSITIVE) {
557         if (!HERE(FOOD))
558             return GO_UNKNOWN;
559         DESTROY(FOOD);
560         rspeak(THANKS_DELICIOUS);
561         return GO_CLEAROBJ;
562     }
563     if (obj == FOOD) {
564         DESTROY(FOOD);
565         rspeak(THANKS_DELICIOUS);
566         return GO_CLEAROBJ;
567     }
568     if (obj == BIRD ||
569         obj == SNAKE ||
570         obj == CLAM ||
571         obj == OYSTER ||
572         obj == DWARF ||
573         obj == DRAGON ||
574         obj == TROLL ||
575         obj == BEAR ||
576         obj == OGRE) {
577         rspeak(LOST_APPETITE);
578         return GO_CLEAROBJ;
579     }
580     rspeak(actions[verb].message);
581     return GO_CLEAROBJ;
582 }
583
584 static int extinguish(token_t verb, int obj)
585 /* Extinguish.  Lamp, urn, dragon/volcano (nice try). */
586 {
587     if (obj == INTRANSITIVE) {
588         if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT)
589             obj = LAMP;
590         if (HERE(URN) && game.prop[URN] == URN_LIT)
591             obj = URN;
592         if (obj == INTRANSITIVE)
593             return GO_UNKNOWN;
594     }
595
596     if (obj == URN) {
597         if (game.prop[URN] != URN_EMPTY) {
598             state_change(URN, URN_DARK);
599         } else {
600             pspeak(URN, change, URN_DARK, true);
601         }
602         return GO_CLEAROBJ;
603     }
604
605     if (obj == LAMP) {
606         state_change(LAMP, LAMP_DARK);
607         rspeak(DARK(game.loc) ?
608                PITCH_DARK :
609                NO_MESSAGE);
610         return GO_CLEAROBJ;
611     }
612
613     if (obj == DRAGON ||
614         obj == VOLCANO) {
615         rspeak(BEYOND_POWER);
616         return GO_CLEAROBJ;
617     }
618
619     rspeak(actions[verb].message);
620     return GO_CLEAROBJ;
621 }
622
623 static int feed(token_t verb, token_t obj)
624 /*  Feed.  If bird, no seed.  Snake, dragon, troll: quip.  If dwarf, make him
625  *  mad.  Bear, special. */
626 {
627     switch (obj) {
628     case BIRD:
629         rspeak(BIRD_PINING);
630         break;
631
632     case DRAGON:
633         if (game.prop[DRAGON] != DRAGON_BARS)
634             rspeak(RIDICULOUS_ATTEMPT);
635         else
636             rspeak(NOTHING_EDIBLE);
637         break;
638     case SNAKE:
639         if (!game.closed && HERE(BIRD)) {
640             DESTROY(BIRD);
641             rspeak(BIRD_DEVOURED);
642         } else
643             rspeak(NOTHING_EDIBLE);
644         break;
645     case TROLL:
646         rspeak(TROLL_VICES);
647         break;
648     case DWARF:
649         if (HERE(FOOD)) {
650             game.dflag += 2;
651             rspeak(REALLY_MAD);
652         }
653         break;
654     case BEAR:
655         if (game.prop[BEAR] == BEAR_DEAD) {
656             rspeak(RIDICULOUS_ATTEMPT);
657             break;
658         }
659         if (game.prop[BEAR] == UNTAMED_BEAR) {
660             if (HERE(FOOD)) {
661                 DESTROY(FOOD);
662                 game.fixed[AXE] = IS_FREE;
663                 game.prop[AXE] = AXE_HERE;
664                 state_change(BEAR, SITTING_BEAR);
665             } else
666                 rspeak(NOTHING_EDIBLE);
667         }
668         break;
669     case OGRE:
670         if (HERE(FOOD))
671             rspeak(OGRE_FULL);
672         else rspeak(actions[verb].message);
673         break;
674     default:
675         rspeak(AM_GAME);
676     }
677     return GO_CLEAROBJ;
678 }
679
680 int fill(token_t verb, token_t obj)
681 /*  Fill.  Bottle or urn must be empty, and liquid available.  (Vase
682  *  is nasty.) */
683 {
684     if (obj == VASE) {
685         if (LIQLOC(game.loc) == NO_OBJECT) {
686             rspeak(FILL_INVALID);
687             return GO_CLEAROBJ;
688         }
689         if (!TOTING(VASE)) {
690             rspeak(ARENT_CARRYING);
691             return GO_CLEAROBJ;
692         }
693         rspeak(SHATTER_VASE);
694         game.prop[VASE] = VASE_BROKEN;
695         game.fixed[VASE] = IS_FIXED;
696         return (discard(verb, VASE, true));
697     }
698
699     if (obj == URN) {
700         if (game.prop[URN] != URN_EMPTY) {
701             rspeak(FULL_URN);
702             return GO_CLEAROBJ;
703         }
704         if (!HERE(BOTTLE)) {
705             rspeak(FILL_INVALID);
706             return GO_CLEAROBJ;
707         }
708         int k = LIQUID();
709         switch (k) {
710         case WATER:
711             game.prop[BOTTLE] = EMPTY_BOTTLE;
712             rspeak(WATER_URN);
713             break;
714         case OIL:
715             game.prop[URN] = URN_DARK;
716             game.prop[BOTTLE] = EMPTY_BOTTLE;
717             rspeak(OIL_URN);
718             break;
719         case NO_OBJECT:
720         default:
721             rspeak(FILL_INVALID);
722             return GO_CLEAROBJ;
723         }
724         game.place[k] = LOC_NOWHERE;
725         return GO_CLEAROBJ;
726     }
727     if (obj != NO_OBJECT && obj != BOTTLE) {
728         rspeak(actions[verb].message);
729         return GO_CLEAROBJ;
730     }
731     if (obj == NO_OBJECT && !HERE(BOTTLE))
732         return GO_UNKNOWN;
733
734     if (HERE(URN) && game.prop[URN] != URN_EMPTY) {
735         rspeak(URN_NOPOUR);
736         return GO_CLEAROBJ;
737     }
738     if (LIQUID() != NO_OBJECT) {
739         rspeak(BOTTLE_FULL);
740         return GO_CLEAROBJ;
741     }
742     if (LIQLOC(game.loc) == NO_OBJECT) {
743         rspeak(NO_LIQUID);
744         return GO_CLEAROBJ;
745     }
746
747     state_change(BOTTLE, (LIQLOC(game.loc) == OIL)
748                  ? OIL_BOTTLE
749                  : WATER_BOTTLE);
750     if (TOTING(BOTTLE))
751         game.place[LIQUID()] = CARRIED;
752     return GO_CLEAROBJ;
753 }
754
755 static int find(token_t verb, token_t obj)
756 /* Find.  Might be carrying it, or it might be here.  Else give caveat. */
757 {
758     if (TOTING(obj)) {
759         rspeak(ALREADY_CARRYING);
760         return GO_CLEAROBJ;
761     }
762
763     if (game.closed) {
764         rspeak(NEEDED_NEARBY);
765         return GO_CLEAROBJ;
766     }
767
768     if (AT(obj) ||
769         (LIQUID() == obj && AT(BOTTLE)) ||
770         obj == LIQLOC(game.loc) ||
771         (obj == DWARF && atdwrf(game.loc) > 0)) {
772         rspeak(YOU_HAVEIT);
773         return GO_CLEAROBJ;
774     }
775
776
777     rspeak(actions[verb].message);
778     return GO_CLEAROBJ;
779 }
780
781 static int fly(token_t verb, token_t obj)
782 /* Fly.  Snide remarks unless hovering rug is here. */
783 {
784     if (obj == INTRANSITIVE) {
785         if (!HERE(RUG)) {
786             rspeak(FLAP_ARMS);
787             return GO_CLEAROBJ;
788         }
789         if (game.prop[RUG] != RUG_HOVER) {
790             rspeak(RUG_NOTHING2);
791             return GO_CLEAROBJ;
792         }
793         obj = RUG;
794     }
795
796     if (obj != RUG) {
797         rspeak(actions[verb].message);
798         return GO_CLEAROBJ;
799     }
800     if (game.prop[RUG] != RUG_HOVER) {
801         rspeak(RUG_NOTHING1);
802         return GO_CLEAROBJ;
803     }
804     game.oldlc2 = game.oldloc;
805     game.oldloc = game.loc;
806     /* FIXME: Arithmetic on location values */
807     game.newloc = game.place[RUG] + game.fixed[RUG] - game.loc;
808
809     if (game.prop[SAPPH] == STATE_NOTFOUND) {
810         rspeak(RUG_GOES);
811     } else {
812         rspeak(RUG_RETURNS);
813     }
814     return GO_TERMINATE;
815 }
816
817 static int inven(void)
818 /* Inventory. If object, treat same as find.  Else report on current burden. */
819 {
820     bool empty = true;
821     for (int i = 1; i <= NOBJECTS; i++) {
822         if (i == BEAR ||
823             !TOTING(i))
824             continue;
825         if (empty) {
826             rspeak(NOW_HOLDING);
827             empty = false;
828         }
829         pspeak(i, touch, -1, false);
830     }
831     if (TOTING(BEAR))
832         rspeak(TAME_BEAR);
833     if (empty)
834         rspeak(NO_CARRY);
835     return GO_CLEAROBJ;
836 }
837
838 static int light(token_t verb, token_t obj)
839 /*  Light.  Applicable only to lamp and urn. */
840 {
841     if (obj == INTRANSITIVE) {
842         if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0)
843             obj = LAMP;
844         if (HERE(URN) && game.prop[URN] == URN_DARK)
845             obj =  URN;
846         if (obj == INTRANSITIVE ||
847             (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0 &&
848              HERE(URN) && game.prop[URN] == URN_DARK))
849             return GO_UNKNOWN;
850     }
851
852     if (obj == URN) {
853         state_change(URN, game.prop[URN] == URN_EMPTY ?
854                      URN_EMPTY :
855                      URN_LIT);
856         return GO_CLEAROBJ;
857     } else {
858         if (obj != LAMP) {
859             rspeak(actions[verb].message);
860             return GO_CLEAROBJ;
861         }
862         if (game.limit < 0) {
863             rspeak(LAMP_OUT);
864             return GO_CLEAROBJ;
865         }
866         state_change(LAMP, LAMP_BRIGHT);
867         if (game.wzdark)
868             return GO_TOP;
869         else
870             return GO_CLEAROBJ;
871     }
872 }
873
874 static int listen(void)
875 /*  Listen.  Intransitive only.  Print stuff based on object sound proprties. */
876 {
877     long sound = locations[game.loc].sound;
878     if (sound != SILENT) {
879         rspeak(sound);
880         if (!locations[game.loc].loud)
881             rspeak(NO_MESSAGE);
882         return GO_CLEAROBJ;
883     }
884     for (int i = 1; i <= NOBJECTS; i++) {
885         if (!HERE(i) ||
886             objects[i].sounds[0] == NULL ||
887             game.prop[i] < 0)
888             continue;
889         int mi =  game.prop[i];
890         if (i == BIRD)
891             mi += 3 * game.blooded;
892         long packed_zzword = token_to_packed(game.zzword);
893         pspeak(i, hear, mi, true, packed_zzword);
894         rspeak(NO_MESSAGE);
895         if (i == BIRD && mi == BIRD_ENDSTATE)
896             DESTROY(BIRD);
897         return GO_CLEAROBJ;
898     }
899     rspeak(ALL_SILENT);
900     return GO_CLEAROBJ;
901 }
902
903 static int lock(token_t verb, token_t obj)
904 /* Lock, unlock, no object given.  Assume various things if present. */
905 {
906     if (obj == INTRANSITIVE) {
907         if (HERE(CLAM))
908             obj = CLAM;
909         if (HERE(OYSTER))
910             obj = OYSTER;
911         if (AT(DOOR))
912             obj = DOOR;
913         if (AT(GRATE))
914             obj = GRATE;
915         if (HERE(CHAIN))
916             obj = CHAIN;
917         if (obj == INTRANSITIVE) {
918             rspeak(NOTHING_LOCKED);
919             return GO_CLEAROBJ;
920         }
921     }
922
923     /*  Lock, unlock object.  Special stuff for opening clam/oyster
924      *  and for chain. */
925     if (obj == GRATE ||
926         obj == CHAIN) {
927         if (HERE(KEYS)) {
928             if (obj == CHAIN)
929                 return chain(verb);
930             if (game.closng) {
931                 rspeak(EXIT_CLOSED);
932                 if (!game.panic)
933                     game.clock2 = PANICTIME;
934                 game.panic = true;
935                 return GO_CLEAROBJ ;
936             } else {
937                 state_change(GRATE, (verb == LOCK) ?
938                              GRATE_CLOSED :
939                              GRATE_OPEN);
940                 return GO_CLEAROBJ;
941             }
942         }
943         rspeak(NO_KEYS);
944         return GO_CLEAROBJ;
945     }
946
947     switch (obj) {
948     case CLAM:
949         if (verb == LOCK)
950             rspeak(HUH_MAN);
951         else if (!TOTING(TRIDENT))
952             rspeak(OYSTER_OPENER);
953         else {
954             DESTROY(CLAM);
955             drop(OYSTER, game.loc);
956             drop(PEARL, LOC_CULDESAC);
957             rspeak(PEARL_FALLS);
958         }
959         return GO_CLEAROBJ;
960     case OYSTER:
961         if (verb == LOCK)
962             rspeak(HUH_MAN);
963         else
964             rspeak(OYSTER_OPENER);
965
966         return GO_CLEAROBJ;
967     case DOOR:
968         rspeak((game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR);
969         break;
970     case CAGE:
971         rspeak( NO_LOCK);
972         break;
973     case KEYS:
974         rspeak(CANNOT_UNLOCK);
975         break;
976     default:
977         rspeak(actions[verb].message);
978     }
979
980     return GO_CLEAROBJ;
981 }
982
983 static int pour(token_t verb, token_t obj)
984 /*  Pour.  If no object, or object is bottle, assume contents of bottle.
985  *  special tests for pouring water or oil on plant or rusty door. */
986 {
987     if (obj == BOTTLE ||
988         obj == NO_OBJECT)
989         obj = LIQUID();
990     if (obj == NO_OBJECT)
991         return GO_UNKNOWN;
992     if (!TOTING(obj)) {
993         rspeak(actions[verb].message);
994         return GO_CLEAROBJ;
995     }
996
997     if (obj != OIL && obj != WATER) {
998         rspeak(CANT_POUR);
999         return GO_CLEAROBJ;
1000     }
1001     if (HERE(URN) && game.prop[URN] == URN_EMPTY)
1002         return fill(verb, URN);
1003     game.prop[BOTTLE] = EMPTY_BOTTLE;
1004     game.place[obj] = LOC_NOWHERE;
1005     if (!(AT(PLANT) ||
1006           AT(DOOR))) {
1007         rspeak(GROUND_WET);
1008         return GO_CLEAROBJ;
1009     }
1010     if (!AT(DOOR)) {
1011         if (obj == WATER) {
1012             /* cycle through the three plant states */
1013             state_change(PLANT, MOD(game.prop[PLANT] + 1, 3));
1014             game.prop[PLANT2] = game.prop[PLANT];
1015             return GO_MOVE;
1016         } else {
1017             rspeak(SHAKING_LEAVES);
1018             return GO_CLEAROBJ;
1019         }
1020     } else {
1021         state_change(DOOR, (obj == OIL) ?
1022                      DOOR_UNRUSTED :
1023                      DOOR_RUSTED);
1024         return GO_CLEAROBJ;
1025     }
1026 }
1027
1028 static int quit(void)
1029 /*  Quit.  Intransitive only.  Verify intent and exit if that's what he wants. */
1030 {
1031     if (yes(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
1032         terminate(quitgame);
1033     return GO_CLEAROBJ;
1034 }
1035
1036 static int read(struct command_t command)
1037 /*  Read.  Print stuff based on objtxt.  Oyster (?) is special case. */
1038 {
1039     if (command.obj == INTRANSITIVE) {
1040         command.obj = 0;
1041         for (int i = 1; i <= NOBJECTS; i++) {
1042             if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0)
1043                 command.obj = command.obj * NOBJECTS + i;
1044         }
1045         if (command.obj > NOBJECTS ||
1046             command.obj == 0 ||
1047             DARK(game.loc))
1048             return GO_UNKNOWN;
1049     }
1050
1051     if (DARK(game.loc)) {
1052         sspeak(NO_SEE, command.raw1);
1053     } else if (command.obj == OYSTER && !game.clshnt && game.closed) {
1054         game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
1055     } else if (objects[command.obj].texts[0] == NULL ||
1056                game.prop[command.obj] < 0) {
1057         rspeak(actions[command.verb].message);
1058     } else
1059         pspeak(command.obj, study, game.prop[command.obj], true);
1060     return GO_CLEAROBJ;
1061 }
1062
1063 static int reservoir(void)
1064 /*  Z'ZZZ (word gets recomputed at startup; different each game). */
1065 {
1066     /* FIXME: Arithmetic on state numbers */
1067     if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) {
1068         rspeak(NOTHING_HAPPENS);
1069         return GO_CLEAROBJ;
1070     } else {
1071         state_change(RESER,
1072                      game.prop[RESER] == WATERS_PARTED ? WATERS_UNPARTED : WATERS_PARTED);
1073         if (AT(RESER))
1074             return GO_CLEAROBJ;
1075         else {
1076             game.oldlc2 = game.loc;
1077             game.newloc = LOC_NOWHERE;
1078             rspeak(NOT_BRIGHT);
1079             return GO_TERMINATE;
1080         }
1081     }
1082 }
1083
1084 static int rub(token_t verb, token_t obj)
1085 /* Rub.  Yields various snide remarks except for lit urn. */
1086 {
1087     if (obj == URN && game.prop[URN] == URN_LIT) {
1088         DESTROY(URN);
1089         drop(AMBER, game.loc);
1090         game.prop[AMBER] = AMBER_IN_ROCK;
1091         --game.tally;
1092         drop(CAVITY, game.loc);
1093         rspeak(URN_GENIES);
1094     } else if (obj != LAMP) {
1095         rspeak(PECULIAR_NOTHING);
1096     } else {
1097         rspeak(actions[verb].message);
1098     }
1099     return GO_CLEAROBJ;
1100 }
1101
1102 static int say(struct command_t *command)
1103 /* Say.  Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).)  Magic words override. */
1104 {
1105     if (command->wd2 > 0) {
1106         command->wd1 = command->wd2;
1107         strcpy(command->raw1, command->raw2);
1108     }
1109     char word1[TOKLEN + 1];
1110     packed_to_token(command->wd1, word1);
1111     int wd = (int) get_vocab_id(word1);
1112     if (wd == MOTION_WORD(XYZZY) ||
1113         wd == MOTION_WORD(PLUGH) ||
1114         wd == MOTION_WORD(PLOVER) ||
1115         wd == ACTION_WORD(GIANTWORDS) ||
1116         wd == ACTION_WORD(PART)) {
1117         /* FIXME: scribbles on the interpreter's command block */
1118         wordclear(&command->wd2);
1119         return GO_LOOKUP;
1120     }
1121     sspeak(OKEY_DOKEY, command->raw1);
1122     return GO_CLEAROBJ;
1123 }
1124
1125 static int throw_support(long spk)
1126 {
1127     rspeak(spk);
1128     drop(AXE, game.loc);
1129     return GO_MOVE;
1130 }
1131
1132 static int throw (struct command_t *command)
1133 /*  Throw.  Same as discard unless axe.  Then same as attack except
1134  *  ignore bird, and if dwarf is present then one might be killed.
1135  *  (Only way to do so!)  Axe also special for dragon, bear, and
1136  *  troll.  Treasures special for troll. */
1137 {
1138     if (!TOTING(command->obj)) {
1139         rspeak(actions[command->verb].message);
1140         return GO_CLEAROBJ;
1141     }
1142     if (objects[command->obj].is_treasure && AT(TROLL)) {
1143         /*  Snarf a treasure for the troll. */
1144         drop(command->obj, LOC_NOWHERE);
1145         move(TROLL, LOC_NOWHERE);
1146         move(TROLL + NOBJECTS, LOC_NOWHERE);
1147         drop(TROLL2, objects[TROLL].plac);
1148         drop(TROLL2 + NOBJECTS, objects[TROLL].fixd);
1149         juggle(CHASM);
1150         rspeak(TROLL_SATISFIED);
1151         return GO_CLEAROBJ;
1152     }
1153     if (command->obj == FOOD && HERE(BEAR)) {
1154         /* But throwing food is another story. */
1155         command->obj = BEAR;
1156         return (feed(command->verb, command->obj));
1157     }
1158     if (command->obj != AXE)
1159         return (discard(command->verb, command->obj, false));
1160     else {
1161         if (atdwrf(game.loc) <= 0) {
1162             if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS)
1163                 return throw_support(DRAGON_SCALES);
1164             if (AT(TROLL))
1165                 return throw_support(TROLL_RETURNS);
1166             else if (AT(OGRE))
1167                 return throw_support(OGRE_DODGE);
1168             else if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
1169                 /* This'll teach him to throw the axe at the bear! */
1170                 drop(AXE, game.loc);
1171                 game.fixed[AXE] = IS_FIXED;
1172                 juggle(BEAR);
1173                 state_change(AXE, AXE_LOST);
1174                 return GO_CLEAROBJ;
1175             }
1176             command->obj = NO_OBJECT;
1177             return (attack(command));
1178         }
1179
1180         if (randrange(NDWARVES + 1) < game.dflag) {
1181             return throw_support(DWARF_DODGES);
1182         } else {
1183             long i = atdwrf(game.loc);
1184             game.dseen[i] = false;
1185             game.dloc[i] = LOC_NOWHERE;
1186             return throw_support((++game.dkill == 1) ?
1187                                  DWARF_SMOKE :
1188                                  KILLED_DWARF);
1189         }
1190     }
1191 }
1192
1193 static int wake(token_t verb, token_t obj)
1194 /* Wake.  Only use is to disturb the dwarves. */
1195 {
1196     if (obj != DWARF ||
1197         !game.closed) {
1198         rspeak(actions[verb].message);
1199         return GO_CLEAROBJ;
1200     } else {
1201         rspeak(PROD_DWARF);
1202         return GO_DWARFWAKE;
1203     }
1204 }
1205
1206 static int wave(token_t verb, token_t obj)
1207 /* Wave.  No effect unless waving rod at fissure or at bird. */
1208 {
1209     if (obj != ROD ||
1210         !TOTING(obj) ||
1211         (!HERE(BIRD) &&
1212          (game.closng ||
1213           !AT(FISSURE)))) {
1214         rspeak(((!TOTING(obj)) && (obj != ROD ||
1215                                    !TOTING(ROD2))) ?
1216                ARENT_CARRYING :
1217                actions[verb].message);
1218         return GO_CLEAROBJ;
1219     }
1220
1221     if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
1222         drop(JADE, game.loc);
1223         game.prop[JADE] = STATE_FOUND;
1224         --game.tally;
1225         rspeak(NECKLACE_FLY);
1226         return GO_CLEAROBJ;
1227     } else {
1228         if (game.closed) {
1229             rspeak((game.prop[BIRD] == BIRD_CAGED) ?
1230                    CAGE_FLY :
1231                    FREE_FLY);
1232             return GO_DWARFWAKE;
1233         }
1234         if (game.closng ||
1235             !AT(FISSURE)) {
1236             rspeak((game.prop[BIRD] == BIRD_CAGED) ?
1237                    CAGE_FLY :
1238                    FREE_FLY);
1239             return GO_CLEAROBJ;
1240         }
1241         if (HERE(BIRD))
1242             rspeak((game.prop[BIRD] == BIRD_CAGED) ?
1243                    CAGE_FLY :
1244                    FREE_FLY);
1245
1246         state_change(FISSURE,
1247                      game.prop[FISSURE] == BRIDGED ? UNBRIDGED : BRIDGED);
1248         return GO_CLEAROBJ;
1249     }
1250 }
1251
1252 int action(struct command_t *command)
1253 /*  Analyse a verb.  Remember what it was, go back for object if second word
1254  *  unless verb is "say", which snarfs arbitrary second word.
1255  */
1256 {
1257     if (command->part == unknown) {
1258         /*  Analyse an object word.  See if the thing is here, whether
1259          *  we've got a verb yet, and so on.  Object must be here
1260          *  unless verb is "find" or "invent(ory)" (and no new verb
1261          *  yet to be analysed).  Water and oil are also funny, since
1262          *  they are never actually dropped at any location, but might
1263          *  be here inside the bottle or urn or as a feature of the
1264          *  location. */
1265         if (HERE(command->obj))
1266             /* FALL THROUGH */;
1267         else if (command->obj == GRATE) {
1268             if (game.loc == LOC_START ||
1269                 game.loc == LOC_VALLEY ||
1270                 game.loc == LOC_SLIT) {
1271                 command->obj = DPRSSN;
1272             }
1273             if (game.loc == LOC_COBBLE ||
1274                 game.loc == LOC_DEBRIS ||
1275                 game.loc == LOC_AWKWARD ||
1276                 game.loc == LOC_BIRD ||
1277                 game.loc == LOC_PITTOP) {
1278                 command->obj = ENTRNC;
1279             }
1280         } else if (command->obj == DWARF && atdwrf(game.loc) > 0)
1281             /* FALL THROUGH */;
1282         else if ((LIQUID() == command->obj && HERE(BOTTLE)) ||
1283                  command->obj == LIQLOC(game.loc))
1284             /* FALL THROUGH */;
1285         else if (command->obj == OIL && HERE(URN) && game.prop[URN] != 0) {
1286             command->obj = URN;
1287             /* FALL THROUGH */;
1288         } else if (command->obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
1289             command->obj = PLANT2;
1290             /* FALL THROUGH */;
1291         } else if (command->obj == KNIFE && game.knfloc == game.loc) {
1292             game.knfloc = -1;
1293             rspeak(KNIVES_VANISH);
1294             return GO_CLEAROBJ;
1295         } else if (command->obj == ROD && HERE(ROD2)) {
1296             command->obj = ROD2;
1297             /* FALL THROUGH */;
1298         } else if ((command->verb == FIND ||
1299                     command->verb == INVENTORY) && command->wd2 <= 0)
1300             /* FALL THROUGH */;
1301         else {
1302             sspeak(NO_SEE, command->raw1);
1303             return GO_CLEAROBJ;
1304         }
1305
1306         if (command->wd2 > 0)
1307             return GO_WORD2;
1308         if (command->verb != 0)
1309             command->part = transitive;
1310     }
1311
1312     switch (command->part) {
1313     case intransitive:
1314         if (command->wd2 > 0 && command->verb != SAY)
1315             return GO_WORD2;
1316         if (command->verb == SAY)
1317             command->obj = command->wd2;
1318         if (command->obj == NO_OBJECT ||
1319             command->obj == INTRANSITIVE) {
1320             /*  Analyse an intransitive verb (ie, no object given yet). */
1321             switch (command->verb) {
1322             case CARRY:
1323                 return vcarry(command->verb, INTRANSITIVE);
1324             case  DROP:
1325                 return GO_UNKNOWN;
1326             case  SAY:
1327                 return GO_UNKNOWN;
1328             case  UNLOCK:
1329                 return lock(command->verb, INTRANSITIVE);
1330             case  NOTHING: {
1331                 rspeak(OK_MAN);
1332                 return (GO_CLEAROBJ);
1333             }
1334             case  LOCK:
1335                 return lock(command->verb, INTRANSITIVE);
1336             case  LIGHT:
1337                 return light(command->verb, INTRANSITIVE);
1338             case  EXTINGUISH:
1339                 return extinguish(command->verb, INTRANSITIVE);
1340             case  WAVE:
1341                 return GO_UNKNOWN;
1342             case  TAME:
1343                 return GO_UNKNOWN;
1344             case GO: {
1345                 rspeak(actions[command->verb].message);
1346                 return GO_CLEAROBJ;
1347             }
1348             case ATTACK:
1349                 return attack(command);
1350             case POUR:
1351                 return pour(command->verb, command->obj);
1352             case EAT:
1353                 return eat(command->verb, INTRANSITIVE);
1354             case DRINK:
1355                 return drink(command->verb, command->obj);
1356             case RUB:
1357                 return GO_UNKNOWN;
1358             case THROW:
1359                 return GO_UNKNOWN;
1360             case QUIT:
1361                 return quit();
1362             case FIND:
1363                 return GO_UNKNOWN;
1364             case INVENTORY:
1365                 return inven();
1366             case FEED:
1367                 return GO_UNKNOWN;
1368             case FILL:
1369                 return fill(command->verb, command->obj);
1370             case BLAST:
1371                 blast();
1372                 return GO_CLEAROBJ;
1373             case SCORE:
1374                 score(scoregame);
1375                 return GO_CLEAROBJ;
1376             case GIANTWORDS:
1377                 return bigwords(command->wd1);
1378             case BRIEF:
1379                 return brief();
1380             case READ:
1381                 command->obj = INTRANSITIVE;
1382                 return read(*command);
1383             case BREAK:
1384                 return GO_UNKNOWN;
1385             case WAKE:
1386                 return GO_UNKNOWN;
1387             case SAVE:
1388                 return suspend();
1389             case RESUME:
1390                 return resume();
1391             case FLY:
1392                 return fly(command->verb, INTRANSITIVE);
1393             case LISTEN:
1394                 return listen();
1395             case PART:
1396                 return reservoir();
1397             default:
1398                 BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
1399             }
1400         }
1401     /* FALLTHRU */
1402     case transitive:
1403         /*  Analyse a transitive verb. */
1404         switch (command->verb) {
1405         case  CARRY:
1406             return vcarry(command->verb, command->obj);
1407         case  DROP:
1408             return discard(command->verb, command->obj, false);
1409         case  SAY:
1410             return say(command);
1411         case  UNLOCK:
1412             return lock(command->verb, command->obj);
1413         case  NOTHING: {
1414             rspeak(OK_MAN);
1415             return (GO_CLEAROBJ);
1416         }
1417         case  LOCK:
1418             return lock(command->verb, command->obj);
1419         case LIGHT:
1420             return light(command->verb, command->obj);
1421         case EXTINGUISH:
1422             return extinguish(command->verb, command->obj);
1423         case WAVE:
1424             return wave(command->verb, command->obj);
1425         case TAME: {
1426             rspeak(actions[command->verb].message);
1427             return GO_CLEAROBJ;
1428         }
1429         case GO: {
1430             rspeak(actions[command->verb].message);
1431             return GO_CLEAROBJ;
1432         }
1433         case ATTACK:
1434             return attack(command);
1435         case POUR:
1436             return pour(command->verb, command->obj);
1437         case EAT:
1438             return eat(command->verb, command->obj);
1439         case DRINK:
1440             return drink(command->verb, command->obj);
1441         case RUB:
1442             return rub(command->verb, command->obj);
1443         case THROW:
1444             return throw (command);
1445         case QUIT: {
1446             rspeak(actions[command->verb].message);
1447             return GO_CLEAROBJ;
1448         }
1449         case FIND:
1450             return find(command->verb, command->obj);
1451         case INVENTORY:
1452             return find(command->verb, command->obj);
1453         case FEED:
1454             return feed(command->verb, command->obj);
1455         case FILL:
1456             return fill(command->verb, command->obj);
1457         case BLAST:
1458             blast();
1459             return GO_CLEAROBJ;
1460         case SCORE: {
1461             rspeak(actions[command->verb].message);
1462             return GO_CLEAROBJ;
1463         }
1464         case GIANTWORDS: {
1465             rspeak(actions[command->verb].message);
1466             return GO_CLEAROBJ;
1467         }
1468         case BRIEF: {
1469             rspeak(actions[command->verb].message);
1470             return GO_CLEAROBJ;
1471         }
1472         case READ:
1473             return read(*command);
1474         case BREAK:
1475             return vbreak(command->verb, command->obj);
1476         case WAKE:
1477             return wake(command->verb, command->obj);
1478         case SAVE: {
1479             rspeak(actions[command->verb].message);
1480             return GO_CLEAROBJ;
1481         }
1482         case RESUME: {
1483             rspeak(actions[command->verb].message);
1484             return GO_CLEAROBJ;
1485         }
1486         case FLY:
1487             return fly(command->verb, command->obj);
1488         case LISTEN: {
1489             rspeak(actions[command->verb].message);
1490             return GO_CLEAROBJ;
1491         }
1492         case PART:
1493             return reservoir();
1494         default:
1495             BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
1496         }
1497     case unknown:
1498         /* Unknown verb, couldn't deduce object - might need hint */
1499         sspeak(WHAT_DO, command->raw1);
1500         return GO_CHECKHINT;
1501     default:
1502         BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE
1503     }
1504 }