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