Reindend, compile out all save stuff
[open-adventure.git] / actions.c
1 #include <stdlib.h>
2 #include <stdbool.h>
3 #include "advent.h"
4 #include "dungeon.h"
5
6 static int fill(token_t, token_t);
7
8 static void state_change(long obj, long state)
9 {
10     game.prop[obj] = state;
11     pspeak(obj, change, state);
12 }
13
14 static int attack(struct command_t *command)
15 /*  Attack.  Assume target if unambiguous.  "Throw" also links here.
16  *  Attackable objects fall into two categories: enemies (snake,
17  *  dwarf, etc.)  and others (bird, clam, machine).  Ambiguous if 2
18  *  enemies, or no enemies but 2 others. */
19 {
20     vocab_t verb = command->verb;
21     vocab_t obj = command->obj;
22     long spk = actions[verb].message;
23     if (obj == 0 || obj == INTRANSITIVE) {
24         if (atdwrf(game.loc) > 0)
25             obj = DWARF;
26         if (HERE(SNAKE))
27             obj = obj * NOBJECTS + SNAKE;
28         if (AT(DRAGON) && game.prop[DRAGON] == 0)
29             obj = obj * NOBJECTS + DRAGON;
30         if (AT(TROLL))
31             obj = obj * NOBJECTS + TROLL;
32         if (AT(OGRE))
33             obj = obj * NOBJECTS + OGRE;
34         if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR)
35             obj = obj * NOBJECTS + BEAR;
36         if (obj > NOBJECTS)
37             return GO_UNKNOWN;
38         if (obj == 0) {
39             /* Can't attack bird or machine by throwing axe. */
40             if (HERE(BIRD) && verb != THROW)
41                 obj = BIRD;
42             if (HERE(VEND) && verb != THROW)
43                 obj = obj * NOBJECTS + VEND;
44             /* Clam and oyster both treated as clam for intransitive case;
45              * no harm done. */
46             if (HERE(CLAM) || HERE(OYSTER))
47                 obj = NOBJECTS * obj + CLAM;
48             if (obj > NOBJECTS)
49                 return GO_UNKNOWN;
50         }
51     }
52     if (obj == BIRD) {
53         spk = UNHAPPY_BIRD;
54         if (game.closed) {
55             rspeak(spk);
56             return GO_CLEAROBJ;
57         }
58         DESTROY(BIRD);
59         spk = BIRD_DEAD;
60     } else if (obj == VEND) {
61         state_change(VEND,
62                      game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS);
63         return GO_CLEAROBJ;
64     }
65
66     if (obj == 0)
67         spk = NO_TARGET;
68     if (obj == CLAM || obj == OYSTER)
69         spk = SHELL_IMPERVIOUS;
70     if (obj == SNAKE)
71         spk = SNAKE_WARNING;
72     if (obj == DWARF)
73         spk = BARE_HANDS_QUERY;
74     if (obj == DWARF && game.closed)
75         return GO_DWARFWAKE;
76     if (obj == DRAGON)
77         spk = ALREADY_DEAD;
78     if (obj == TROLL)
79         spk = ROCKY_TROLL;
80     if (obj == OGRE)
81         spk = OGRE_DODGE;
82     if (obj == OGRE && atdwrf(game.loc) > 0) {
83         rspeak(spk);
84         rspeak(KNIFE_THROWN);
85         DESTROY(OGRE);
86         int dwarves = 0;
87         for (int i = 1; i < PIRATE; i++) {
88             if (game.dloc[i] == game.loc) {
89                 ++dwarves;
90                 game.dloc[i] = LOC_LONGWEST;
91                 game.dseen[i] = false;
92             }
93         }
94         spk = (dwarves > 1) ? OGRE_PANIC1 : OGRE_PANIC2;
95     } else if (obj == BEAR) {
96         switch (game.prop[BEAR]) {
97         case UNTAMED_BEAR:
98             spk = BEAR_HANDS;
99             break;
100         case SITTING_BEAR:
101             spk = BEAR_CONFUSED;
102             break;
103         case CONTENTED_BEAR:
104             spk = BEAR_CONFUSED;
105             break;
106         case BEAR_DEAD:
107             spk = ALREADY_DEAD;
108             break;
109         }
110     } else if (obj == DRAGON && game.prop[DRAGON] == 0) {
111         /*  Fun stuff for dragon.  If he insists on attacking it, win!
112          *  Set game.prop to dead, move dragon to central loc (still
113          *  fixed), move rug there (not fixed), and move him there,
114          *  too.  Then do a null motion to get new description. */
115         rspeak(BARE_HANDS_QUERY);
116         if (silent_yes()) {
117             // FIXME: setting wd1 is a workaround for broken logic
118             command->wd1 = token_to_packed("Y");
119         } else {
120             // FIXME: setting wd1 is a workaround for broken logic
121             command->wd1 = token_to_packed("N");
122             return GO_CHECKFOO;
123         }
124         pspeak(DRAGON, look, 3);
125         game.prop[DRAGON] = 1;
126         game.prop[RUG] = 0;
127         int k = (objects[DRAGON].plac + objects[DRAGON].fixd) / 2;
128         move(DRAGON + NOBJECTS, -1);
129         move(RUG + NOBJECTS, 0);
130         move(DRAGON, k);
131         move(RUG, k);
132         drop(BLOOD, k);
133         for (obj = 1; obj <= NOBJECTS; obj++) {
134             if (game.place[obj] == objects[DRAGON].plac || game.place[obj] == objects[DRAGON].fixd)
135                 move(obj, k);
136         }
137         game.loc = k;
138         return GO_MOVE;
139     }
140
141     rspeak(spk);
142     return GO_CLEAROBJ;
143 }
144
145 static int bigwords(token_t foo)
146 /*  FEE FIE FOE FOO (AND FUM).  Advance to next state if given in proper order.
147  *  Look up foo in section 3 of vocab to determine which word we've got.  Last
148  *  word zips the eggs back to the giant room (unless already there). */
149 {
150     //int k = vocab(foo, 3);
151     char word[6];
152     packed_to_token(foo, word);
153     int k = (int) get_special_vocab_id(word);
154     int spk = NOTHING_HAPPENS;
155     if (game.foobar != 1 - k) {
156         if (game.foobar != 0 && game.loc == LOC_GIANTROOM)
157             spk = START_OVER;
158         rspeak(spk);
159         return GO_CLEAROBJ;
160     } else {
161         game.foobar = k;
162         if (k != 4) {
163             rspeak(OK_MAN);
164             return GO_CLEAROBJ;
165         }
166         game.foobar = 0;
167         if (game.place[EGGS] == objects[EGGS].plac || (TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
168             rspeak(spk);
169             return GO_CLEAROBJ;
170         } else {
171             /*  Bring back troll if we steal the eggs back from him before
172              *  crossing. */
173             if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == 0)
174                 game.prop[TROLL] = 1;
175             k = 2;
176             if (HERE(EGGS))
177                 k = 1;
178             if (game.loc == objects[EGGS].plac)
179                 k = 0;
180             move(EGGS, objects[EGGS].plac);
181             pspeak(EGGS, look, k);
182             return GO_CLEAROBJ;
183         }
184     }
185 }
186
187 static int bivalve(token_t verb, token_t obj)
188 /* Clam/oyster actions */
189 {
190     int spk;
191     bool is_oyster = (obj == OYSTER);
192     spk = is_oyster ? OYSTER_OPENS : PEARL_FALLS;
193     if (TOTING(obj))
194         spk = is_oyster ? DROP_OYSTER : DROP_CLAM;
195     if (!TOTING(TRIDENT))
196         spk = is_oyster ? OYSTER_OPENER : CLAM_OPENER;
197     if (verb == LOCK)
198         spk = HUH_MAN;
199     if (spk == PEARL_FALLS) {
200         DESTROY(CLAM);
201         drop(OYSTER, game.loc);
202         drop(PEARL, LOC_CULDESAC);
203     }
204     rspeak(spk);
205     return GO_CLEAROBJ;
206 }
207
208 static void blast(void)
209 /*  Blast.  No effect unless you've got dynamite, which is a neat trick! */
210 {
211     if (game.prop[ROD2] < 0 || !game.closed)
212         rspeak(REQUIRES_DYNAMITE);
213     else {
214         game.bonus = VICTORY_MESSAGE;
215         if (game.loc == LOC_NE)
216             game.bonus = DEFEAT_MESSAGE;
217         if (HERE(ROD2))
218             game.bonus = SPLATTER_MESSAGE;
219         rspeak(game.bonus);
220         terminate(endgame);
221     }
222 }
223
224 static int vbreak(token_t verb, token_t obj)
225 /*  Break.  Only works for mirror in repository and, of course, the vase. */
226 {
227     int spk = actions[verb].message;
228     if (obj == MIRROR)
229         spk = TOO_FAR;
230     if (obj == VASE && game.prop[VASE] == 0) {
231         if (TOTING(VASE))
232             drop(VASE, game.loc);
233         game.prop[VASE] = 2;
234         game.fixed[VASE] = -1;
235         spk = BREAK_VASE;
236     } else {
237         if (obj == MIRROR && game.closed) {
238             rspeak(BREAK_MIRROR);
239             return GO_DWARFWAKE;
240         }
241     }
242     rspeak(spk);
243     return GO_CLEAROBJ;
244 }
245
246 static int brief(void)
247 /*  Brief.  Intransitive only.  Suppress long descriptions after first time. */
248 {
249     game.abbnum = 10000;
250     game.detail = 3;
251     rspeak(BRIEF_CONFIRM);
252     return GO_CLEAROBJ;
253 }
254
255 static int vcarry(token_t verb, token_t obj)
256 /*  Carry an object.  Special cases for bird and cage (if bird in cage, can't
257  *  take one without the other).  Liquids also special, since they depend on
258  *  status of bottle.  Also various side effects, etc. */
259 {
260     int spk;
261     if (obj == INTRANSITIVE) {
262         /*  Carry, no object given yet.  OK if only one object present. */
263         if (game.atloc[game.loc] == 0 ||
264             game.link[game.atloc[game.loc]] != 0 ||
265             atdwrf(game.loc) > 0)
266             return GO_UNKNOWN;
267         obj = game.atloc[game.loc];
268     }
269
270     if (TOTING(obj)) {
271         rspeak(ALREADY_CARRYING);
272         return GO_CLEAROBJ;
273     }
274     spk = YOU_JOKING;
275     if (obj == PLANT && game.prop[PLANT] <= 0)
276         spk = DEEP_ROOTS;
277     if (obj == BEAR && game.prop[BEAR] == SITTING_BEAR)
278         spk = BEAR_CHAINED;
279     if (obj == CHAIN && game.prop[BEAR] != UNTAMED_BEAR)
280         spk = STILL_LOCKED;
281     if (obj == URN)
282         spk = URN_NOBUDGE;
283     if (obj == CAVITY)
284         spk = DOUGHNUT_HOLES;
285     if (obj == BLOOD)
286         spk = FEW_DROPS;
287     if (obj == RUG && game.prop[RUG] == 2)
288         spk = RUG_HOVERS;
289     if (obj == SIGN)
290         spk = HAND_PASSTHROUGH;
291     if (obj == MESSAG) {
292         rspeak(REMOVE_MESSAGE);
293         DESTROY(MESSAG);
294         return GO_CLEAROBJ;
295     }
296     if (game.fixed[obj] != 0) {
297         rspeak(spk);
298         return GO_CLEAROBJ;
299     }
300     if (obj == WATER || obj == OIL) {
301         if (!HERE(BOTTLE) || LIQUID() != obj) {
302             if (TOTING(BOTTLE) && game.prop[BOTTLE] == EMPTY_BOTTLE)
303                 return (fill(verb, BOTTLE));
304             else {
305                 if (game.prop[BOTTLE] != EMPTY_BOTTLE)
306                     spk = BOTTLE_FULL;
307                 if (!TOTING(BOTTLE))
308                     spk = NO_CONTAINER;
309                 rspeak(spk);
310                 return GO_CLEAROBJ;
311             }
312         }
313         obj = BOTTLE;
314     }
315
316     spk = CARRY_LIMIT;
317     if (game.holdng >= INVLIMIT) {
318         rspeak(spk);
319         return GO_CLEAROBJ;
320     } else if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && -1 - game.prop[BIRD] != BIRD_CAGED) {
321         if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) {
322             DESTROY(BIRD);
323             rspeak(BIRD_CRAP);
324             return GO_CLEAROBJ;
325         }
326         if (!TOTING(CAGE))
327             spk = CANNOT_CARRY;
328         if (TOTING(ROD))
329             spk = BIRD_EVADES;
330         if (spk == CANNOT_CARRY || spk == BIRD_EVADES) {
331             rspeak(spk);
332             return GO_CLEAROBJ;
333         }
334         game.prop[BIRD] = BIRD_CAGED;
335     }
336     if ((obj == BIRD || obj == CAGE) && (game.prop[BIRD] == BIRD_CAGED || -1 - game.prop[BIRD] == 1))
337         carry(BIRD + CAGE - obj, game.loc);
338     carry(obj, game.loc);
339     if (obj == BOTTLE && LIQUID() != 0)
340         game.place[LIQUID()] = CARRIED;
341     if (GSTONE(obj) && game.prop[obj] != 0) {
342         game.prop[obj] = 0;
343         game.prop[CAVITY] = CAVITY_EMPTY;
344     }
345     rspeak(OK_MAN);
346     return GO_CLEAROBJ;
347 }
348
349 static int chain(token_t verb)
350 /* Do something to the bear's chain */
351 {
352     int spk;
353     if (verb != LOCK) {
354         spk = CHAIN_UNLOCKED;
355         if (game.prop[BEAR] == UNTAMED_BEAR)
356             spk = BEAR_BLOCKS;
357         if (game.prop[CHAIN] == 0)
358             spk = ALREADY_UNLOCKED;
359         if (spk != CHAIN_UNLOCKED) {
360             rspeak(spk);
361             return GO_CLEAROBJ;
362         }
363         game.prop[CHAIN] = 0;
364         game.fixed[CHAIN] = 0;
365         if (game.prop[BEAR] != BEAR_DEAD)
366             game.prop[BEAR] = CONTENTED_BEAR;
367         /* FIXME: Arithmetic on state numbers */
368         game.fixed[BEAR] = 2 - game.prop[BEAR];
369     } else {
370         spk = CHAIN_LOCKED;
371         if (game.prop[CHAIN] != 0)
372             spk = ALREADY_LOCKED;
373         if (game.loc != objects[CHAIN].plac)
374             spk = NO_LOCKSITE;
375         if (spk != CHAIN_LOCKED) {
376             rspeak(spk);
377             return GO_CLEAROBJ;
378         }
379         game.prop[CHAIN] = 2;
380         if (TOTING(CHAIN))
381             drop(CHAIN, game.loc);
382         game.fixed[CHAIN] = -1;
383     }
384     rspeak(spk);
385     return GO_CLEAROBJ;
386 }
387
388 static int discard(token_t verb, token_t obj, bool just_do_it)
389 /*  Discard object.  "Throw" also comes here for most objects.  Special cases for
390  *  bird (might attack snake or dragon) and cage (might contain bird) and vase.
391  *  Drop coins at vending machine for extra batteries. */
392 {
393     int spk = actions[verb].message;
394     if (!just_do_it) {
395         if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))
396             obj = ROD2;
397         if (!TOTING(obj)) {
398             rspeak(spk);
399             return GO_CLEAROBJ;
400         }
401         if (obj == BIRD && HERE(SNAKE)) {
402             rspeak(BIRD_ATTACKS);
403             if (game.closed)
404                 return GO_DWARFWAKE;
405             DESTROY(SNAKE);
406             /* Set game.prop for use by travel options */
407             game.prop[SNAKE] = SNAKE_CHASED;
408
409         } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL)) {
410             rspeak(GEM_FITS);
411             game.prop[obj] = 1;
412             game.prop[CAVITY] = CAVITY_FULL;
413             if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != 2) || (obj == RUBY &&
414                               game.prop[RUG] == 2))) {
415                 spk = RUG_RISES;
416                 if (TOTING(RUG))
417                     spk = RUG_WIGGLES;
418                 if (obj == RUBY)
419                     spk = RUG_SETTLES;
420                 rspeak(spk);
421                 if (spk != RUG_WIGGLES) {
422                     int k = 2 - game.prop[RUG];
423                     game.prop[RUG] = k;
424                     if (k == 2)
425                         k = objects[SAPPH].plac;
426                     move(RUG + NOBJECTS, k);
427                 }
428             }
429         } else if (obj == COINS && HERE(VEND)) {
430             DESTROY(COINS);
431             drop(BATTERY, game.loc);
432             pspeak(BATTERY, look, FRESH_BATTERIES);
433             return GO_CLEAROBJ;
434         } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
435             rspeak(BIRD_BURNT);
436             DESTROY(BIRD);
437             return GO_CLEAROBJ;
438         } else if (obj == BEAR && AT(TROLL)) {
439             rspeak(TROLL_SCAMPERS);
440             move(TROLL, 0);
441             move(TROLL + NOBJECTS, 0);
442             move(TROLL2, objects[TROLL].plac);
443             move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
444             juggle(CHASM);
445             game.prop[TROLL] = 2;
446         } else if (obj != VASE || game.loc == objects[PILLOW].plac) {
447             rspeak(OK_MAN);
448         } else {
449             game.prop[VASE] = 2;
450             if (AT(PILLOW))
451                 game.prop[VASE] = 0;
452             pspeak(VASE, look, game.prop[VASE] + 1);
453             if (game.prop[VASE] != 0)
454                 game.fixed[VASE] = -1;
455         }
456     }
457     int k = LIQUID();
458     if (k == obj)
459         obj = BOTTLE;
460     if (obj == BOTTLE && k != 0)
461         game.place[k] = LOC_NOWHERE;
462     if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED)
463         drop(BIRD, game.loc);
464     drop(obj, game.loc);
465     if (obj != BIRD)
466         return GO_CLEAROBJ;
467     game.prop[BIRD] = BIRD_UNCAGED;
468     if (FOREST(game.loc))
469         game.prop[BIRD] = BIRD_FOREST_UNCAGED;
470     return GO_CLEAROBJ;
471 }
472
473 static int drink(token_t verb, token_t obj)
474 /*  Drink.  If no object, assume water and look for it here.  If water is in
475  *  the bottle, drink that, else must be at a water loc, so drink stream. */
476 {
477     int spk = actions[verb].message;
478     if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
479         return GO_UNKNOWN;
480     if (obj != BLOOD) {
481         if (obj != 0 && obj != WATER)
482             spk = RIDICULOUS_ATTEMPT;
483         if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) {
484             game.prop[BOTTLE] = EMPTY_BOTTLE;
485             game.place[WATER] = LOC_NOWHERE;
486             spk = BOTTLE_EMPTY;
487         }
488     } else {
489         DESTROY(BLOOD);
490         game.prop[DRAGON] = 2;
491         game.blooded = true;
492         spk = HEAD_BUZZES;
493     }
494     rspeak(spk);
495     return GO_CLEAROBJ;
496 }
497
498 static int eat(token_t verb, token_t obj)
499 /*  Eat.  Intransitive: assume food if present, else ask what.  Transitive: food
500  *  ok, some things lose appetite, rest are ridiculous. */
501 {
502     int spk = actions[verb].message;
503     if (obj == INTRANSITIVE) {
504         if (!HERE(FOOD))
505             return GO_UNKNOWN;
506         DESTROY(FOOD);
507         spk = THANKS_DELICIOUS;
508     } else {
509         if (obj == FOOD) {
510             DESTROY(FOOD);
511             spk = THANKS_DELICIOUS;
512         }
513         if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
514             DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
515             OGRE)
516             spk = LOST_APPETITE;
517     }
518     rspeak(spk);
519     return GO_CLEAROBJ;
520 }
521
522 static int extinguish(token_t verb, int obj)
523 /* Extinguish.  Lamp, urn, dragon/volcano (nice try). */
524 {
525     int spk = actions[verb].message;
526     if (obj == INTRANSITIVE) {
527         if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT)
528             obj = LAMP;
529         if (HERE(URN) && game.prop[URN] == 2)
530             obj = obj * NOBJECTS + URN;
531         if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS)
532             return GO_UNKNOWN;
533     }
534
535     if (obj == URN) {
536         game.prop[URN] = game.prop[URN] / 2;
537         spk = URN_DARK;
538     } else if (obj == LAMP) {
539         state_change(LAMP, LAMP_DARK);
540         spk = DARK(game.loc) ? PITCH_DARK : NO_MESSAGE;
541     } else if (obj == DRAGON || obj == VOLCANO)
542         spk = BEYOND_POWER;
543     rspeak(spk);
544     return GO_CLEAROBJ;
545 }
546
547 static int feed(token_t verb, token_t obj)
548 /*  Feed.  If bird, no seed.  Snake, dragon, troll: quip.  If dwarf, make him
549  *  mad.  Bear, special. */
550 {
551     int spk = actions[verb].message;
552     if (obj == BIRD) {
553         rspeak(BIRD_PINING);
554         return GO_CLEAROBJ;
555     } else if (obj == SNAKE || obj == DRAGON || obj == TROLL) {
556         spk = NOTHING_EDIBLE;
557         if (obj == DRAGON && game.prop[DRAGON] != 0)
558             spk = RIDICULOUS_ATTEMPT;
559         if (obj == TROLL)
560             spk = TROLL_VICES;
561         if (obj == SNAKE && !game.closed && HERE(BIRD)) {
562             DESTROY(BIRD);
563             spk = BIRD_DEVOURED;
564         }
565     } else if (obj == DWARF) {
566         if (HERE(FOOD)) {
567             game.dflag += 2;
568             spk = REALLY_MAD;
569         }
570     } else if (obj == BEAR) {
571         if (game.prop[BEAR] == UNTAMED_BEAR)
572             spk = NOTHING_EDIBLE;
573         if (game.prop[BEAR] == BEAR_DEAD)
574             spk = RIDICULOUS_ATTEMPT;
575         if (HERE(FOOD)) {
576             DESTROY(FOOD);
577             game.prop[BEAR] = SITTING_BEAR;
578             game.fixed[AXE] = 0;
579             game.prop[AXE] = 0;
580             spk = BEAR_TAMED;
581         }
582     } else if (obj == OGRE) {
583         if (HERE(FOOD))
584             spk = OGRE_FULL;
585     } else {
586         spk = AM_GAME;
587     }
588     rspeak(spk);
589     return GO_CLEAROBJ;
590 }
591
592 int fill(token_t verb, token_t obj)
593 /*  Fill.  Bottle or urn must be empty, and liquid available.  (Vase
594  *  is nasty.) */
595 {
596     int k;
597     int spk = actions[verb].message;
598     if (obj == VASE) {
599         spk = ARENT_CARRYING;
600         if (LIQLOC(game.loc) == 0)
601             spk = FILL_INVALID;
602         if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
603             rspeak(spk);
604             return GO_CLEAROBJ;
605         }
606         rspeak(SHATTER_VASE);
607         game.prop[VASE] = 2;
608         game.fixed[VASE] = -1;
609         return (discard(verb, obj, true));
610     } else if (obj == URN) {
611         spk = FULL_URN;
612         if (game.prop[URN] != 0) {
613             rspeak(spk);
614             return GO_CLEAROBJ;
615         }
616         spk = FILL_INVALID;
617         k = LIQUID();
618         if (k == 0 || !HERE(BOTTLE)) {
619             rspeak(spk);
620             return GO_CLEAROBJ;
621         }
622         game.place[k] = LOC_NOWHERE;
623         game.prop[BOTTLE] = EMPTY_BOTTLE;
624         if (k == OIL)
625             game.prop[URN] = 1;
626         spk = WATER_URN + game.prop[URN];
627         rspeak(spk);
628         return GO_CLEAROBJ;
629     } else if (obj != 0 && obj != BOTTLE) {
630         rspeak(spk);
631         return GO_CLEAROBJ;
632     } else if (obj == 0 && !HERE(BOTTLE))
633         return GO_UNKNOWN;
634     spk = BOTTLED_WATER;
635     if (LIQLOC(game.loc) == 0)
636         spk = NO_LIQUID;
637     if (HERE(URN) && game.prop[URN] != 0)
638         spk = URN_NOPOUR;
639     if (LIQUID() != 0)
640         spk = BOTTLE_FULL;
641     if (spk == BOTTLED_WATER) {
642         /* FIXME: Arithmetic on property values */
643         game.prop[BOTTLE] = MOD(conditions[game.loc], 4) / 2 * 2;
644         k = LIQUID();
645         if (TOTING(BOTTLE))
646             game.place[k] = CARRIED;
647         if (k == OIL)
648             spk = BOTTLED_OIL;
649     }
650     rspeak(spk);
651     return GO_CLEAROBJ;
652 }
653
654 static int find(token_t verb, token_t obj)
655 /* Find.  Might be carrying it, or it might be here.  Else give caveat. */
656 {
657     int spk = actions[verb].message;
658     if (AT(obj) ||
659         (LIQUID() == obj && AT(BOTTLE)) ||
660         obj == LIQLOC(game.loc) ||
661         (obj == DWARF && atdwrf(game.loc) > 0))
662         spk = YOU_HAVEIT;
663     if (game.closed)
664         spk = NEEDED_NEARBY;
665     if (TOTING(obj))
666         spk = ALREADY_CARRYING;
667     rspeak(spk);
668     return GO_CLEAROBJ;
669 }
670
671 static int fly(token_t verb, token_t obj)
672 /* Fly.  Snide remarks unless hovering rug is here. */
673 {
674     int spk = actions[verb].message;
675     if (obj == INTRANSITIVE) {
676         if (game.prop[RUG] != 2)
677             spk = RUG_NOTHING2;
678         if (!HERE(RUG))
679             spk = FLAP_ARMS;
680         if (spk == RUG_NOTHING2 || spk == FLAP_ARMS) {
681             rspeak(spk);
682             return GO_CLEAROBJ;
683         }
684         obj = RUG;
685     }
686
687     if (obj != RUG) {
688         rspeak(spk);
689         return GO_CLEAROBJ;
690     }
691     spk = RUG_NOTHING1;
692     if (game.prop[RUG] != 2) {
693         rspeak(spk);
694         return GO_CLEAROBJ;
695     }
696     game.oldlc2 = game.oldloc;
697     game.oldloc = game.loc;
698     game.newloc = game.place[RUG] + game.fixed[RUG] - game.loc;
699     spk = RUG_GOES;
700     if (game.prop[SAPPH] >= 0)
701         spk = RUG_RETURNS;
702     rspeak(spk);
703     return GO_TERMINATE;
704 }
705
706 static int inven(void)
707 /* Inventory. If object, treat same as find.  Else report on current burden. */
708 {
709     int spk = NO_CARRY;
710     for (int i = 1; i <= NOBJECTS; i++) {
711         if (i == BEAR || !TOTING(i))
712             continue;
713         if (spk == NO_CARRY)
714             rspeak(NOW_HOLDING);
715         game.blklin = false;
716         pspeak(i, touch, -1);
717         game.blklin = true;
718         spk = NO_MESSAGE;
719     }
720     if (TOTING(BEAR))
721         spk = TAME_BEAR;
722     rspeak(spk);
723     return GO_CLEAROBJ;
724 }
725
726 static int light(token_t verb, token_t obj)
727 /*  Light.  Applicable only to lamp and urn. */
728 {
729     int spk = actions[verb].message;
730     if (obj == INTRANSITIVE) {
731         if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0)
732             obj = LAMP;
733         if (HERE(URN) && game.prop[URN] == 1)
734             obj = obj * NOBJECTS + URN;
735         if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS)
736             return GO_UNKNOWN;
737     }
738
739     if (obj == URN) {
740         if (game.prop[URN] == 0) {
741             rspeak(URN_EMPTY);
742         } else {
743             game.prop[URN] = 2;
744             rspeak(URN_LIT);
745         }
746         return GO_CLEAROBJ;
747     } else {
748         if (obj != LAMP) {
749             rspeak(spk);
750             return GO_CLEAROBJ;
751         }
752         spk = LAMP_OUT;
753         if (game.limit < 0) {
754             rspeak(spk);
755             return GO_CLEAROBJ;
756         }
757         state_change(LAMP, LAMP_BRIGHT);
758         if (game.wzdark)
759             return GO_TOP;
760         else
761             return GO_CLEAROBJ;
762     }
763 }
764
765 static int listen(void)
766 /*  Listen.  Intransitive only.  Print stuff based on objsnd/locsnd. */
767 {
768     long k;
769     int spk = ALL_SILENT;
770     k = locations[game.loc].sound;
771     if (k != SILENT) {
772         rspeak(k);
773         if (locations[game.loc].loud)
774             return GO_CLEAROBJ;
775         else
776             spk = NO_MESSAGE;
777     }
778     for (int i = 1; i <= NOBJECTS; i++) {
779         if (!HERE(i) || objects[i].sounds[0] == NULL || game.prop[i] < 0)
780             continue;
781         int mi =  game.prop[i];
782         if (i == BIRD)
783             mi += 3 * game.blooded;
784         long packed_zzword = token_to_packed(game.zzword);
785         pspeak(i, hear, mi, packed_zzword);
786         spk = NO_MESSAGE;
787         /* FIXME: Magic number, sensitive to bird state logic */
788         if (i == BIRD && game.prop[i] == 5)
789             DESTROY(BIRD);
790     }
791     rspeak(spk);
792     return GO_CLEAROBJ;
793 }
794
795 static int lock(token_t verb, token_t obj)
796 /* Lock, unlock, no object given.  Assume various things if present. */
797 {
798     int spk = actions[verb].message;
799     if (obj == INTRANSITIVE) {
800         spk = NOTHING_LOCKED;
801         if (HERE(CLAM))
802             obj = CLAM;
803         if (HERE(OYSTER))
804             obj = OYSTER;
805         if (AT(DOOR))
806             obj = DOOR;
807         if (AT(GRATE))
808             obj = GRATE;
809         if (obj != 0 && HERE(CHAIN))
810             return GO_UNKNOWN;
811         if (HERE(CHAIN))
812             obj = CHAIN;
813         if (obj == 0 || obj == INTRANSITIVE) {
814             rspeak(spk);
815             return GO_CLEAROBJ;
816         }
817     }
818
819     /*  Lock, unlock object.  Special stuff for opening clam/oyster
820      *  and for chain. */
821     if (obj == CLAM || obj == OYSTER)
822         return bivalve(verb, obj);
823     if (obj == DOOR)
824         spk = RUSTY_DOOR;
825     if (obj == DOOR && game.prop[DOOR] == 1)
826         spk = OK_MAN;
827     if (obj == CAGE)
828         spk = NO_LOCK;
829     if (obj == KEYS)
830         spk = CANNOT_UNLOCK;
831     if (obj == GRATE || obj == CHAIN) {
832         spk = NO_KEYS;
833         if (HERE(KEYS)) {
834             if (obj == CHAIN)
835                 return chain(verb);
836             if (game.closng) {
837                 spk = EXIT_CLOSED;
838                 if (!game.panic)
839                     game.clock2 = PANICTIME;
840                 game.panic = true;
841             } else {
842                 state_change(GRATE, (verb == LOCK) ? GRATE_CLOSED : GRATE_OPEN);
843                 return GO_CLEAROBJ;
844             }
845         }
846     }
847     rspeak(spk);
848     return GO_CLEAROBJ;
849 }
850
851 static int pour(token_t verb, token_t obj)
852 /*  Pour.  If no object, or object is bottle, assume contents of bottle.
853  *  special tests for pouring water or oil on plant or rusty door. */
854 {
855     int spk = actions[verb].message;
856     if (obj == BOTTLE || obj == 0)
857         obj = LIQUID();
858     if (obj == 0)
859         return GO_UNKNOWN;
860     if (!TOTING(obj)) {
861         rspeak(spk);
862         return GO_CLEAROBJ;
863     }
864     spk = CANT_POUR;
865     if (obj != OIL && obj != WATER) {
866         rspeak(spk);
867         return GO_CLEAROBJ;
868     }
869     if (HERE(URN) && game.prop[URN] == 0)
870         return fill(verb, URN);
871     game.prop[BOTTLE] = EMPTY_BOTTLE;
872     game.place[obj] = LOC_NOWHERE;
873     spk = GROUND_WET;
874     if (!(AT(PLANT) || AT(DOOR))) {
875         rspeak(spk);
876         return GO_CLEAROBJ;
877     }
878     if (!AT(DOOR)) {
879         spk = SHAKING_LEAVES;
880         if (obj != WATER) {
881             rspeak(spk);
882             return GO_CLEAROBJ;
883         }
884         pspeak(PLANT, look, game.prop[PLANT] + 3);
885         game.prop[PLANT] = MOD(game.prop[PLANT] + 1, 3);
886         game.prop[PLANT2] = game.prop[PLANT];
887         return GO_MOVE;
888     } else {
889         game.prop[DOOR] = 0;
890         if (obj == OIL)
891             game.prop[DOOR] = 1;
892         spk = RUSTED_HINGES + game.prop[DOOR];
893         rspeak(spk);
894         return GO_CLEAROBJ;
895     }
896 }
897
898 static int quit(void)
899 /*  Quit.  Intransitive only.  Verify intent and exit if that's what he wants. */
900 {
901     if (yes(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
902         terminate(quitgame);
903     return GO_CLEAROBJ;
904 }
905
906 static int read(struct command_t command)
907 /*  Read.  Print stuff based on objtxt.  Oyster (?) is special case. */
908 {
909     if (command.obj == INTRANSITIVE) {
910         command.obj = 0;
911         for (int i = 1; i <= NOBJECTS; i++) {
912             if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0)
913                 command.obj = command.obj * NOBJECTS + i;
914         }
915         if (command.obj > NOBJECTS || command.obj == 0 || DARK(game.loc))
916             return GO_UNKNOWN;
917     }
918
919     if (DARK(game.loc)) {
920         rspeak(NO_SEE, command.wd1, command.wd1x);
921     } else if (command.obj == OYSTER && !game.clshnt && game.closed) {
922         game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
923     } else if (objects[command.obj].texts[0] == NULL || game.prop[command.obj] < 0) {
924         rspeak(actions[command.verb].message);
925     } else
926         pspeak(command.obj, study, game.prop[command.obj]);
927     return GO_CLEAROBJ;
928 }
929
930 static int reservoir(void)
931 /*  Z'ZZZ (word gets recomputed at startup; different each game). */
932 {
933     if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) {
934         rspeak(NOTHING_HAPPENS);
935         return GO_CLEAROBJ;
936     } else {
937         pspeak(RESER, look, game.prop[RESER] + 1);
938         game.prop[RESER] = 1 - game.prop[RESER];
939         if (AT(RESER))
940             return GO_CLEAROBJ;
941         else {
942             game.oldlc2 = game.loc;
943             game.newloc = 0;
944             rspeak(NOT_BRIGHT);
945             return GO_TERMINATE;
946         }
947     }
948 }
949
950 static int rub(token_t verb, token_t obj)
951 /* Rub.  Yields various snide remarks except for lit urn. */
952 {
953     int spk = actions[verb].message;
954     if (obj != LAMP)
955         spk = PECULIAR_NOTHING;
956     if (obj == URN && game.prop[URN] == 2) {
957         DESTROY(URN);
958         drop(AMBER, game.loc);
959         game.prop[AMBER] = 1;
960         --game.tally;
961         drop(CAVITY, game.loc);
962         spk = URN_GENIES;
963     }
964     rspeak(spk);
965     return GO_CLEAROBJ;
966 }
967
968 static int say(struct command_t *command)
969 /* Say.  Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).)  Magic words override. */
970 {
971     long a = command->wd1, b = command->wd1x;
972     if (command->wd2 > 0) {
973         a = command->wd2;
974         b = command->wd2x;
975         command->wd1 = command->wd2;
976     }
977     //int wd = vocab(command->wd1, -1);
978     char word1[6];
979     packed_to_token(command->wd1, word1);
980     int wd = (int) get_vocab_id(word1);
981     /* FIXME: magic numbers */
982     if (wd == XYZZY || wd == PLUGH || wd == PLOVER || wd == ACTION_WORD(GIANTWORDS) || wd == ACTION_WORD(PART)) {
983         /* FIXME: scribbles on the interpreter's command block */
984         wordclear(&command->wd2);
985         return GO_LOOKUP;
986     }
987     rspeak(OKEY_DOKEY, a, b);
988     return GO_CLEAROBJ;
989 }
990
991 static int throw_support(long spk)
992 {
993     rspeak(spk);
994     drop(AXE, game.loc);
995     return GO_MOVE;
996 }
997
998 static int throw (struct command_t *command)
999 /*  Throw.  Same as discard unless axe.  Then same as attack except
1000  *  ignore bird, and if dwarf is present then one might be killed.
1001  *  (Only way to do so!)  Axe also special for dragon, bear, and
1002  *  troll.  Treasures special for troll. */
1003 {
1004     int spk = actions[command->verb].message;
1005     if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))
1006         command->obj = ROD2;
1007     if (!TOTING(command->obj)) {
1008         rspeak(spk);
1009         return GO_CLEAROBJ;
1010     }
1011     if (objects[command->obj].is_treasure && AT(TROLL)) {
1012         spk = TROLL_SATISFIED;
1013         /*  Snarf a treasure for the troll. */
1014         drop(command->obj, 0);
1015         move(TROLL, 0);
1016         move(TROLL + NOBJECTS, 0);
1017         drop(TROLL2, objects[TROLL].plac);
1018         drop(TROLL2 + NOBJECTS, objects[TROLL].fixd);
1019         juggle(CHASM);
1020         rspeak(spk);
1021         return GO_CLEAROBJ;
1022     }
1023     if (command->obj == FOOD && HERE(BEAR)) {
1024         /* But throwing food is another story. */
1025         command->obj = BEAR;
1026         return (feed(command->verb, command->obj));
1027     }
1028     if (command->obj != AXE)
1029         return (discard(command->verb, command->obj, false));
1030     else {
1031         int i = atdwrf(game.loc);
1032         if (i <= 0) {
1033             if (AT(DRAGON) && game.prop[DRAGON] == 0)
1034                 return throw_support(DRAGON_SCALES);
1035             if (AT(TROLL))
1036                 return throw_support(TROLL_RETURNS);
1037             else if (AT(OGRE))
1038                 return throw_support(OGRE_DODGE);
1039             else if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
1040                 /* This'll teach him to throw the axe at the bear! */
1041                 drop(AXE, game.loc);
1042                 game.fixed[AXE] = -1;
1043                 game.prop[AXE] = 1;
1044                 juggle(BEAR);
1045                 rspeak(AXE_LOST);
1046                 return GO_CLEAROBJ;
1047             }
1048             command->obj = 0;
1049             return (attack(command));
1050         }
1051
1052         if (randrange(NDWARVES + 1) < game.dflag) {
1053             return throw_support(DWARF_DODGES);
1054         } else {
1055             game.dseen[i] = false;
1056             game.dloc[i] = 0;
1057             return throw_support((++game.dkill == 1)
1058                                  ? DWARF_SMOKE : KILLED_DWARF);
1059         }
1060     }
1061 }
1062
1063 static int wake(token_t verb, token_t obj)
1064 /* Wake.  Only use is to disturb the dwarves. */
1065 {
1066     if (obj != DWARF || !game.closed) {
1067         rspeak(actions[verb].message);
1068         return GO_CLEAROBJ;
1069     } else {
1070         rspeak(PROD_DWARF);
1071         return GO_DWARFWAKE;
1072     }
1073 }
1074
1075 static int wave(token_t verb, token_t obj)
1076 /* Wave.  No effect unless waving rod at fissure or at bird. */
1077 {
1078     int spk = actions[verb].message;
1079     if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))
1080         spk = ARENT_CARRYING;
1081     if (obj != ROD ||
1082         !TOTING(obj) ||
1083         (!HERE(BIRD) && (game.closng || !AT(FISSURE)))) {
1084         rspeak(spk);
1085         return GO_CLEAROBJ;
1086     }
1087     /* FIXME: Arithemetic on proprty values */
1088     if (HERE(BIRD))
1089         spk = FREE_FLY + MOD(game.prop[BIRD], 2);
1090     if (spk == FREE_FLY && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
1091         drop(JADE, game.loc);
1092         game.prop[JADE] = 0;
1093         --game.tally;
1094         spk = NECKLACE_FLY;
1095         rspeak(spk);
1096         return GO_CLEAROBJ;
1097     } else {
1098         if (game.closed) {
1099             rspeak(spk);
1100             return GO_DWARFWAKE;
1101         }
1102         if (game.closng || !AT(FISSURE)) {
1103             rspeak(spk);
1104             return GO_CLEAROBJ;
1105         }
1106         if (HERE(BIRD))
1107             rspeak(spk);
1108         game.prop[FISSURE] = 1 - game.prop[FISSURE];
1109         pspeak(FISSURE, look, 2 - game.prop[FISSURE]);
1110         return GO_CLEAROBJ;
1111     }
1112 }
1113
1114 int action(struct command_t *command)
1115 /*  Analyse a verb.  Remember what it was, go back for object if second word
1116  *  unless verb is "say", which snarfs arbitrary second word.
1117  */
1118 {
1119     token_t spk = actions[command->verb].message;
1120
1121     if (command->part == unknown) {
1122         /*  Analyse an object word.  See if the thing is here, whether
1123          *  we've got a verb yet, and so on.  Object must be here
1124          *  unless verb is "find" or "invent(ory)" (and no new verb
1125          *  yet to be analysed).  Water and oil are also funny, since
1126          *  they are never actually dropped at any location, but might
1127          *  be here inside the bottle or urn or as a feature of the
1128          *  location. */
1129         if (HERE(command->obj))
1130             /* FALL THROUGH */;
1131         else if (command->obj == GRATE) {
1132             if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT)
1133                 command->obj = DPRSSN;
1134             if (game.loc == LOC_COBBLE || game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD ||
1135                 game.loc == LOC_BIRD || game.loc == LOC_PITTOP)
1136                 command->obj = ENTRNC;
1137         } else if (command->obj == DWARF && atdwrf(game.loc) > 0)
1138             /* FALL THROUGH */;
1139         else if ((LIQUID() == command->obj && HERE(BOTTLE)) || command->obj == LIQLOC(game.loc))
1140             /* FALL THROUGH */;
1141         else if (command->obj == OIL && HERE(URN) && game.prop[URN] != 0) {
1142             command->obj = URN;
1143             /* FALL THROUGH */;
1144         } else if (command->obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
1145             command->obj = PLANT2;
1146             /* FALL THROUGH */;
1147         } else if (command->obj == KNIFE && game.knfloc == game.loc) {
1148             game.knfloc = -1;
1149             spk = KNIVES_VANISH;
1150             rspeak(spk);
1151             return GO_CLEAROBJ;
1152         } else if (command->obj == ROD && HERE(ROD2)) {
1153             command->obj = ROD2;
1154             /* FALL THROUGH */;
1155         } else if ((command->verb == FIND || command->verb == INVENTORY) && command->wd2 <= 0)
1156             /* FALL THROUGH */;
1157         else {
1158             rspeak(NO_SEE, command->wd1, command->wd1x);
1159             return GO_CLEAROBJ;
1160         }
1161
1162         if (command->wd2 > 0)
1163             return GO_WORD2;
1164         if (command->verb != 0)
1165             command->part = transitive;
1166     }
1167
1168     switch (command->part) {
1169     case intransitive:
1170         if (command->wd2 > 0 && command->verb != SAY)
1171             return GO_WORD2;
1172         if (command->verb == SAY)
1173             command->obj = command->wd2;
1174         if (command->obj == 0 || command->obj == INTRANSITIVE) {
1175             /*  Analyse an intransitive verb (ie, no object given yet). */
1176             switch (command->verb) {
1177             case CARRY:
1178                 return vcarry(command->verb, INTRANSITIVE);
1179             case  DROP:
1180                 return GO_UNKNOWN;
1181             case  SAY:
1182                 return GO_UNKNOWN;
1183             case  UNLOCK:
1184                 return lock(command->verb, INTRANSITIVE);
1185             case  NOTHING: {
1186                 rspeak(OK_MAN);
1187                 return (GO_CLEAROBJ);
1188             }
1189             case  LOCK:
1190                 return lock(command->verb, INTRANSITIVE);
1191             case  LIGHT:
1192                 return light(command->verb, INTRANSITIVE);
1193             case  EXTINGUISH:
1194                 return extinguish(command->verb, INTRANSITIVE);
1195             case  WAVE:
1196                 return GO_UNKNOWN;
1197             case  TAME:
1198                 return GO_UNKNOWN;
1199             case GO: {
1200                 rspeak(spk);
1201                 return GO_CLEAROBJ;
1202             }
1203             case ATTACK:
1204                 return attack(command);
1205             case POUR:
1206                 return pour(command->verb, command->obj);
1207             case EAT:
1208                 return eat(command->verb, INTRANSITIVE);
1209             case DRINK:
1210                 return drink(command->verb, command->obj);
1211             case RUB:
1212                 return GO_UNKNOWN;
1213             case THROW:
1214                 return GO_UNKNOWN;
1215             case QUIT:
1216                 return quit();
1217             case FIND:
1218                 return GO_UNKNOWN;
1219             case INVENTORY:
1220                 return inven();
1221             case FEED:
1222                 return GO_UNKNOWN;
1223             case FILL:
1224                 return fill(command->verb, command->obj);
1225             case BLAST:
1226                 blast();
1227                 return GO_CLEAROBJ;
1228             case SCORE:
1229                 score(scoregame);
1230                 return GO_CLEAROBJ;
1231             case GIANTWORDS:
1232                 return bigwords(command->wd1);
1233             case BRIEF:
1234                 return brief();
1235             case READ:
1236                 command->obj = INTRANSITIVE;
1237                 return read(*command);
1238             case BREAK:
1239                 return GO_UNKNOWN;
1240             case WAKE:
1241                 return GO_UNKNOWN;
1242             case SAVE:
1243                 return suspend();
1244             case RESUME:
1245                 return resume();
1246             case FLY:
1247                 return fly(command->verb, INTRANSITIVE);
1248             case LISTEN:
1249                 return listen();
1250             case PART:
1251                 return reservoir();
1252             default:
1253                 BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
1254             }
1255         }
1256     /* FALLTHRU */
1257     case transitive:
1258         /*  Analyse a transitive verb. */
1259         switch (command->verb) {
1260         case  CARRY:
1261             return vcarry(command->verb, command->obj);
1262         case  DROP:
1263             return discard(command->verb, command->obj, false);
1264         case  SAY:
1265             return say(command);
1266         case  UNLOCK:
1267             return lock(command->verb, command->obj);
1268         case  NOTHING: {
1269             rspeak(OK_MAN);
1270             return (GO_CLEAROBJ);
1271         }
1272         case  LOCK:
1273             return lock(command->verb, command->obj);
1274         case LIGHT:
1275             return light(command->verb, command->obj);
1276         case EXTINGUISH:
1277             return extinguish(command->verb, command->obj);
1278         case WAVE:
1279             return wave(command->verb, command->obj);
1280         case TAME: {
1281             rspeak(spk);
1282             return GO_CLEAROBJ;
1283         }
1284         case GO: {
1285             rspeak(spk);
1286             return GO_CLEAROBJ;
1287         }
1288         case ATTACK:
1289             return attack(command);
1290         case POUR:
1291             return pour(command->verb, command->obj);
1292         case EAT:
1293             return eat(command->verb, command->obj);
1294         case DRINK:
1295             return drink(command->verb, command->obj);
1296         case RUB:
1297             return rub(command->verb, command->obj);
1298         case THROW:
1299             return throw (command);
1300         case QUIT: {
1301             rspeak(spk);
1302             return GO_CLEAROBJ;
1303         }
1304         case FIND:
1305             return find(command->verb, command->obj);
1306         case INVENTORY:
1307             return find(command->verb, command->obj);
1308         case FEED:
1309             return feed(command->verb, command->obj);
1310         case FILL:
1311             return fill(command->verb, command->obj);
1312         case BLAST:
1313             blast();
1314             return GO_CLEAROBJ;
1315         case SCORE: {
1316             rspeak(spk);
1317             return GO_CLEAROBJ;
1318         }
1319         case GIANTWORDS: {
1320             rspeak(spk);
1321             return GO_CLEAROBJ;
1322         }
1323         case BRIEF: {
1324             rspeak(spk);
1325             return GO_CLEAROBJ;
1326         }
1327         case READ:
1328             return read(*command);
1329         case BREAK:
1330             return vbreak(command->verb, command->obj);
1331         case WAKE:
1332             return wake(command->verb, command->obj);
1333         case SAVE: {
1334             rspeak(spk);
1335             return GO_CLEAROBJ;
1336         }
1337         case RESUME: {
1338             rspeak(spk);
1339             return GO_CLEAROBJ;
1340         }
1341         case FLY:
1342             return fly(command->verb, command->obj);
1343         case LISTEN: {
1344             rspeak(spk);
1345             return GO_CLEAROBJ;
1346         }
1347         case PART:
1348             return reservoir();
1349         default:
1350             BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
1351         }
1352     case unknown:
1353         /* Unknown verb, couldn't deduce object - might need hint */
1354         rspeak(WHAT_DO, command->wd1, command->wd1x);
1355         return GO_CHECKHINT;
1356     default:
1357         BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE
1358     }
1359 }