6 /* Limit visibility of ugly globals. Eventually these should go away. */
7 extern long K, SPK, WD1, WD1X, WD2, WD2X;
10 * Action handlers. Eventually we'll do lookup through a method table
11 * that calls these. Absolutely nothing like the original FORTRAN.
14 static int fill(long);
16 static int attack(FILE *input, long verb, long obj)
17 /* Attack. Assume target if unambiguous. "Throw" also links here.
18 * Attackable objects fall into two categories: enemies (snake,
19 * dwarf, etc.) and others (bird, clam, machine). Ambiguous if 2
20 * enemies, or no enemies but 2 others. */
22 int i =ATDWRF(game.loc);
26 if (HERE(SNAKE))obj=obj*NOBJECTS+SNAKE;
27 if (AT(DRAGON) && game.prop[DRAGON] == 0)obj=obj*NOBJECTS+DRAGON;
28 if (AT(TROLL))obj=obj*NOBJECTS+TROLL;
29 if (AT(OGRE))obj=obj*NOBJECTS+OGRE;
30 if (HERE(BEAR) && game.prop[BEAR] == 0)obj=obj*NOBJECTS+BEAR;
31 if (obj > NOBJECTS) return(8000);
33 /* Can't attack bird or machine by throwing axe. */
34 if (HERE(BIRD) && verb != THROW)obj=BIRD;
35 if (HERE(VEND) && verb != THROW)obj=obj*NOBJECTS+VEND;
36 /* Clam and oyster both treated as clam for intransitive case;
38 if (HERE(CLAM) || HERE(OYSTER))obj=NOBJECTS*obj+CLAM;
39 if (obj > NOBJECTS) return(8000);
54 PSPEAK(VEND,game.prop[VEND]+2);
55 game.prop[VEND]=3-game.prop[VEND];
60 if (obj == CLAM || obj == OYSTER)SPK=150;
61 if (obj == SNAKE)SPK=46;
62 if (obj == DWARF)SPK=49;
63 if (obj == DWARF && game.closed) return(19000);
64 if (obj == DRAGON)SPK=167;
65 if (obj == TROLL)SPK=157;
66 if (obj == OGRE)SPK=203;
67 if (obj == OGRE && i > 0) {
72 for (i=1; i < PIRATE; i++) {
73 if (game.dloc[i] == game.loc) {
83 if (obj == BEAR)SPK=165+(game.prop[BEAR]+1)/2;
84 if (obj != DRAGON || game.prop[DRAGON] != 0) {RSPEAK(SPK); return 2012;}
85 /* Fun stuff for dragon. If he insists on attacking it, win!
86 * Set game.prop to dead, move dragon to central loc (still
87 * fixed), move rug there (not fixed), and move him there,
88 * too. Then do a null motion to get new description. */
90 GETIN(input,&WD1,&WD1X,&WD2,&WD2X);
91 if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519))
96 int k=(PLAC[DRAGON]+FIXD[DRAGON])/2;
97 MOVE(DRAGON+NOBJECTS,-1);
102 for (obj=1; obj<=NOBJECTS; obj++) {
103 if (game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])
107 K=NUL; /* FIXME: error if removed */
111 static int bigwords(long foo)
112 /* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
113 * Look up WD1 in section 3 of vocab to determine which word we've got. Last
114 * word zips the eggs back to the giant room (unless already there). */
118 if (game.foobar != 1-k) {
119 if (game.foobar != 0)SPK=151;
129 if (game.place[EGGS]==PLAC[EGGS] || (TOTING(EGGS) && game.loc==PLAC[EGGS])) {
133 /* Bring back troll if we steal the eggs back from him before
135 if (game.place[EGGS]==0 && game.place[TROLL]==0 && game.prop[TROLL]==0)
139 if (game.loc == PLAC[EGGS])k=0;
140 MOVE(EGGS,PLAC[EGGS]);
146 static int bivalve(token_t verb, token_t obj)
147 /* Clam/oyster actions */
150 if (obj == OYSTER)k=1;
152 if (TOTING(obj))SPK=120+k;
153 if (!TOTING(TRIDNT))SPK=122+k;
154 if (verb == LOCK)SPK=61;
157 DROP(OYSTER,game.loc);
164 static int blast(void)
165 /* Blast. No effect unless you've got dynamite, which is a neat trick! */
167 if (game.prop[ROD2] < 0 || !game.closed) {RSPEAK(SPK); return 2012;}
169 if (game.loc == 115)game.bonus=134;
170 if (HERE(ROD2))game.bonus=135;
175 static int vbreak(token_t obj)
176 /* Break. Only works for mirror in repository and, of course, the vase. */
178 if (obj == MIRROR)SPK=148;
179 if (obj == VASE && game.prop[VASE] == 0) {
181 if (TOTING(VASE))DROP(VASE,game.loc);
183 game.fixed[VASE]= -1;
185 if (obj == MIRROR && game.closed) {
194 static int brief(void)
195 /* Brief. Intransitive only. Suppress long descriptions after first time. */
204 static int carry(long obj)
205 /* Carry an object. Special cases for bird and cage (if bird in cage, can't
206 * take one without the other). Liquids also special, since they depend on
207 * status of bottle. Also various side effects, etc. */
209 if (obj == INTRANSITIVE) {
210 /* Carry, no object given yet. OK if only one object present. */
211 if(game.atloc[game.loc] == 0 ||
212 game.link[game.atloc[game.loc]] != 0 ||
213 ATDWRF(game.loc) > 0)
215 obj=game.atloc[game.loc];
218 if (TOTING(obj)) {RSPEAK(SPK); return 2012;}
220 if (obj == PLANT && game.prop[PLANT] <= 0)SPK=115;
221 if (obj == BEAR && game.prop[BEAR] == 1)SPK=169;
222 if (obj == CHAIN && game.prop[BEAR] != 0)SPK=170;
223 if (obj == URN)SPK=215;
224 if (obj == CAVITY)SPK=217;
225 if (obj == BLOOD)SPK=239;
226 if (obj == RUG && game.prop[RUG] == 2)SPK=222;
227 if (obj == SIGN)SPK=196;
232 if (game.fixed[obj] != 0) {
236 if (obj == WATER || obj == OIL) {
237 if (!HERE(BOTTLE) || LIQUID() != obj) {
238 if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1)
239 return(fill(BOTTLE));
240 if (game.prop[BOTTLE] != 1)SPK=105;
241 if (!TOTING(BOTTLE))SPK=104;
249 if (game.holdng >= INVLIMIT) {
253 else if (obj == BIRD && game.prop[BIRD] != 1 && -1-game.prop[BIRD] != 1) {
254 if (game.prop[BIRD] == 2) {
259 if (!TOTING(CAGE))SPK=27;
260 if (TOTING(ROD))SPK=26;
267 if ((obj==BIRD || obj==CAGE) && (game.prop[BIRD]==1 || -1-game.prop[BIRD]==1))
268 CARRY(BIRD+CAGE-obj,game.loc);
270 if (obj == BOTTLE && LIQUID() != 0)
271 game.place[LIQUID()] = -1;
272 if (GSTONE(obj) && game.prop[obj] != 0) {
280 static int chain(token_t verb)
281 /* Do something to the bear's chain */
285 if (game.prop[BEAR] == 0)SPK=41;
286 if (game.prop[CHAIN] == 0)SPK=37;
287 if (SPK != 171) {RSPEAK(SPK); return 2012;}
290 if (game.prop[BEAR] != 3)game.prop[BEAR]=2;
291 game.fixed[BEAR]=2-game.prop[BEAR];
294 if (game.prop[CHAIN] != 0)SPK=34;
295 if (game.loc != PLAC[CHAIN])SPK=173;
296 if (SPK != 172) {RSPEAK(SPK); return 2012;}
298 if (TOTING(CHAIN))DROP(CHAIN,game.loc);
299 game.fixed[CHAIN]= -1;
305 static int discard(long obj, bool just_do_it)
306 /* Discard object. "Throw" also comes here for most objects. Special cases for
307 * bird (might attack snake or dragon) and cage (might contain bird) and vase.
308 * Drop coins at vending machine for extra batteries. */
311 if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
312 if (!TOTING(obj)) {RSPEAK(SPK); return 2012;}
313 if (obj == BIRD && HERE(SNAKE)) {
315 if (game.closed) return(19000);
317 /* Set game.prop for use by travel options */
320 } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) {
324 if (HERE(RUG) && ((obj == EMRALD && game.prop[RUG] != 2) || (obj == RUBY &&
325 game.prop[RUG] == 2))) {
327 if (TOTING(RUG))SPK=220;
328 if (obj == RUBY)SPK=221;
333 if (K == 2)K=PLAC[SAPPH];
334 MOVE(RUG+NOBJECTS,K);
337 } else if (obj == COINS && HERE(VEND)) {
339 DROP(BATTER,game.loc);
342 } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
347 } else if (obj == BEAR && AT(TROLL)) {
350 MOVE(TROLL+NOBJECTS,0);
351 MOVE(TROLL2,PLAC[TROLL]);
352 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
355 } else if (obj != VASE || game.loc == PLAC[PILLOW]) {
359 if (AT(PILLOW))game.prop[VASE]=0;
360 PSPEAK(VASE,game.prop[VASE]+1);
361 if (game.prop[VASE] != 0)game.fixed[VASE]= -1;
365 if (K == obj)obj=BOTTLE;
366 if (obj == BOTTLE && K != 0)game.place[K]=0;
367 if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD,game.loc);
369 if (obj != BIRD) return(2012);
371 if (FOREST(game.loc))game.prop[BIRD]=2;
375 static int drink(token_t obj)
376 /* Drink. If no object, assume water and look for it here. If water is in
377 * the bottle, drink that, else must be at a water loc, so drink stream. */
379 if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
382 if (obj != 0 && obj != WATER)SPK=110;
383 if (SPK == 110 || LIQUID() != WATER || !HERE(BOTTLE)) {RSPEAK(SPK); return 2012;}
392 OBJSND[BIRD]=OBJSND[BIRD]+3;
399 static int eat(token_t obj)
400 /* Eat. Intransitive: assume food if present, else ask what. Transitive: food
401 * ok, some things lose appetite, rest are ridiculous. */
403 if (obj == INTRANSITIVE) {
413 if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
414 DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
421 static int extinguish(int obj)
422 /* Extinguish. Lamp, urn, dragon/volcano (nice try). */
424 if (obj == INTRANSITIVE) {
425 if (HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP;
426 if (HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN;
427 if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return(8000);
431 game.prop[URN]=game.prop[URN]/2;
436 else if (obj == LAMP) {
443 else if (obj == DRAGON || obj == VOLCAN)
449 static int feed(long obj)
450 /* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
451 * mad. Bear, special. */
459 if (!(obj != SNAKE && obj != DRAGON && obj != TROLL)) {
461 if (obj == DRAGON && game.prop[DRAGON] != 0)SPK=110;
462 if (obj == TROLL)SPK=182;
463 if (obj != SNAKE || game.closed || !HERE(BIRD))
464 {RSPEAK(SPK); return 2012;}
474 {RSPEAK(SPK); return 2012;}
476 game.dflag=game.dflag+2;
482 if (game.prop[BEAR] == 0)SPK=102;
483 if (game.prop[BEAR] == 3)SPK=110;
510 /* Fill. Bottle or urn must be empty, and liquid available. (Vase
516 if (LIQLOC(game.loc) == 0)SPK=144;
517 if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
523 game.fixed[VASE]= -1;
524 return(discard(obj, true));
529 if (game.prop[URN] != 0) {RSPEAK(SPK); return 2012;}
532 if (k == 0 || !HERE(BOTTLE)) {RSPEAK(SPK); return 2012;}
535 if (k == OIL)game.prop[URN]=1;
536 SPK=211+game.prop[URN];
541 if (obj != 0 && obj != BOTTLE) {
545 if (obj == 0 && !HERE(BOTTLE))
548 if (LIQLOC(game.loc) == 0)
550 if (HERE(URN) && game.prop[URN] != 0)
555 {RSPEAK(SPK); return 2012;}
556 game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2;
566 static int find(token_t obj)
567 /* Find. Might be carrying it, or it might be here. Else give caveat. */
570 (LIQUID() == obj && AT(BOTTLE)) ||
571 obj == LIQLOC(game.loc) ||
572 (obj == DWARF && ATDWRF(game.loc) > 0))
574 if (game.closed)SPK=138;
575 if (TOTING(obj))SPK=24;
580 static int fly(token_t obj)
581 /* Fly. Snide remarks unless hovering rug is here. */
583 if (obj == INTRANSITIVE) {
584 if (game.prop[RUG] != 2)SPK=224;
585 if (!HERE(RUG))SPK=225;
598 if (game.prop[RUG] != 2) {RSPEAK(SPK); return 2012;}
599 game.oldlc2=game.oldloc;
600 game.oldloc=game.loc;
601 game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc;
603 if (game.prop[SAPPH] >= 0)SPK=227;
608 static int inven(token_t obj)
609 /* Inventory. If object, treat same as find. Else report on current burden. */
613 for (i=1; i<=NOBJECTS; i++) {
614 if (i == BEAR || !TOTING(i))
616 if (SPK == 98)RSPEAK(99);
628 int light(token_t obj)
629 /* Light. Applicable only to lamp and urn. */
631 if (obj == INTRANSITIVE) {
632 if (HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj=LAMP;
633 if (HERE(URN) && game.prop[URN] == 1)obj=obj*NOBJECTS+URN;
634 if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return(8000);
639 if (game.prop[URN] == 0)
640 {RSPEAK(SPK); return 2012;}
652 if (game.limit < 0) {
664 static int listen(void)
665 /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
672 if (k < 0) return(2012);
675 SETPRM(1,game.zzword,0);
676 for (i=1; i<=NOBJECTS; i++) {
677 if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
679 PSPEAK(i,OBJSND[i]+game.prop[i]);
681 if (i == BIRD && OBJSND[i]+game.prop[i] == 8)
688 static int lock(token_t verb, token_t obj)
689 /* Lock, unlock, no object given. Assume various things if present. */
692 if (obj == INTRANSITIVE) {
694 if (HERE(CLAM))obj=CLAM;
695 if (HERE(OYSTER))obj=OYSTER;
696 if (AT(DOOR))obj=DOOR;
697 if (AT(GRATE))obj=GRATE;
698 if (obj != 0 && HERE(CHAIN)) return(8000);
699 if (HERE(CHAIN))obj=CHAIN;
700 if (obj == 0) {RSPEAK(SPK); return 2012;}
703 /* Lock, unlock object. Special stuff for opening clam/oyster
705 if (obj == CLAM || obj == OYSTER)
706 return bivalve(verb, obj);
707 if (obj == DOOR)SPK=111;
708 if (obj == DOOR && game.prop[DOOR] == 1)SPK=54;
709 if (obj == CAGE)SPK=32;
710 if (obj == KEYS)SPK=55;
711 if (obj == GRATE || obj == CHAIN)SPK=31;
712 if (SPK != 31 || !HERE(KEYS)) {
720 if (!game.panic)game.clock2=15;
725 SPK=34+game.prop[GRATE];
727 if (verb == LOCK)game.prop[GRATE]=0;
728 SPK=SPK+2*game.prop[GRATE];
733 static int pour(token_t obj)
734 /* Pour. If no object, or object is bottle, assume contents of bottle.
735 * special tests for pouring water or oil on plant or rusty door. */
737 if (obj == BOTTLE || obj == 0)obj=LIQUID();
738 if (obj == 0) return(8000);
739 if (!TOTING(obj)) {RSPEAK(SPK); return 2012;}
741 if (obj != OIL && obj != WATER) {RSPEAK(SPK); return 2012;}
742 if (HERE(URN) && game.prop[URN] == 0)
747 if (!(AT(PLANT) || AT(DOOR)))
748 {RSPEAK(SPK); return 2012;}
751 if (obj != WATER) {RSPEAK(SPK); return 2012;}
752 PSPEAK(PLANT,game.prop[PLANT]+3);
753 game.prop[PLANT]=MOD(game.prop[PLANT]+1,3);
754 game.prop[PLANT2]=game.prop[PLANT];
759 if (obj == OIL)game.prop[DOOR]=1;
760 SPK=113+game.prop[DOOR];
766 static int quit(FILE *input)
767 /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
769 if (YES(input,22,54,54))
774 static int read(FILE *input, token_t obj)
775 /* Read. Print stuff based on objtxt. Oyster (?) is special case. */
778 if (obj == INTRANSITIVE) {
780 for (i=1; i<=NOBJECTS; i++) {
781 if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0)
782 obj = obj * NOBJECTS + i;
784 if (obj > NOBJECTS || obj == 0 || DARK(game.loc)) return(8000);
787 if (DARK(game.loc)) {
792 if (OBJTXT[obj] == 0 || game.prop[obj] < 0)
793 {RSPEAK(SPK); return 2012;}
794 if (obj == OYSTER && !game.clshnt) {
795 game.clshnt=YES(input,192,193,54);
798 PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
802 static int reservoir(void)
803 /* Z'ZZZ (word gets recomputed at startup; different each game). */
805 if (!AT(RESER) && game.loc != game.fixed[RESER]-1) {RSPEAK(SPK); return 2012;}
806 PSPEAK(RESER,game.prop[RESER]+1);
807 game.prop[RESER]=1-game.prop[RESER];
808 if (AT(RESER)) return(2012);
809 game.oldlc2=game.loc;
815 static int rub(token_t obj)
816 /* Rub. Yields various snide remarks except for lit urn. */
818 if (obj != LAMP)SPK=76;
819 if (obj != URN || game.prop[URN] != 2) {RSPEAK(SPK); return 2012;}
821 DROP(AMBER,game.loc);
824 DROP(CAVITY,game.loc);
831 /* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
833 /* FIXME: ugly use of globals */
834 SETPRM(1,WD2,WD2X); if (WD2 <= 0)SETPRM(1,WD1,WD1X);
836 int wd=VOCAB(WD1,-1);
837 if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
846 static int throw_support(long spk)
854 static int throw(FILE *cmdin, long verb, long obj)
855 /* Throw. Same as discard unless axe. Then same as attack except
856 * ignore bird, and if dwarf is present then one might be killed.
857 * (Only way to do so!) Axe also special for dragon, bear, and
858 * troll. Treasures special for troll. */
860 if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
862 {RSPEAK(SPK); return 2012;}
863 if (obj >= 50 && obj <= MAXTRS && AT(TROLL)) {
865 /* Snarf a treasure for the troll. */
868 MOVE(TROLL+NOBJECTS,0);
869 DROP(TROLL2,PLAC[TROLL]);
870 DROP(TROLL2+NOBJECTS,FIXD[TROLL]);
875 if (obj == FOOD && HERE(BEAR)) {
876 /* But throwing food is another story. */
881 return(discard(obj, false));
882 int i=ATDWRF(game.loc);
884 if (AT(DRAGON) && game.prop[DRAGON] == 0) {
886 return throw_support(SPK);
890 return throw_support(SPK);
894 return throw_support(SPK);
896 if (HERE(BEAR) && game.prop[BEAR] == 0) {
897 /* This'll teach him to throw the axe at the bear! */
903 {RSPEAK(SPK); return 2012;}
905 return(attack(cmdin, verb, 0));
908 if (randrange(NDWARVES+1) < game.dflag) {
910 return throw_support(SPK);
916 if (game.dkill == 1)SPK=149;
918 return throw_support(SPK);
921 static int vscore(void)
922 /* Score. Call scoring routine but tell it to return. */
928 static int wake(token_t obj)
929 /* Wake. Only use is to disturb the dwarves. */
931 if (obj != DWARF || !game.closed) {RSPEAK(SPK); return 2012;}
936 static int wave(token_t obj)
937 /* Wave. No effect unless waving rod at fissure or at bird. */
939 if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29;
942 (!HERE(BIRD) && (game.closng || !AT(FISSUR)))) {
946 if (HERE(BIRD))SPK=206+MOD(game.prop[BIRD],2);
947 if (SPK == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
956 RSPEAK(SPK); /* FIXME: How is SPK set here? */
959 if (game.closng || !AT(FISSUR)) {RSPEAK(SPK); return 2012;}
960 if (HERE(BIRD))RSPEAK(SPK);
961 game.prop[FISSUR]=1-game.prop[FISSUR];
962 PSPEAK(FISSUR,2-game.prop[FISSUR]);
967 int action(FILE *input, enum speechpart part, long verb, long obj)
968 /* Analyse a verb. Remember what it was, go back for object if second word
969 * unless verb is "say", which snarfs arbitrary second word.
976 /* Analyse an object word. See if the thing is here, whether
977 * we've got a verb yet, and so on. Object must be here
978 * unless verb is "find" or "invent(ory)" (and no new verb
979 * yet to be analysed). Water and oil are also funny, since
980 * they are never actually dropped at any location, but might
981 * be here inside the bottle or urn or as a feature of the
985 else if (obj == GRATE) {
986 if (game.loc == 1 || game.loc == 4 || game.loc == 7)
988 if (game.loc > 9 && game.loc < 15)
993 else if (obj == DWARF && ATDWRF(game.loc) > 0)
995 else if ((LIQUID() == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc))
997 else if (obj == OIL && HERE(URN) && game.prop[URN] != 0) {
1001 else if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
1005 else if (obj == KNIFE && game.knfloc == game.loc) {
1008 {RSPEAK(SPK); return 2012;}
1010 else if (obj == ROD && HERE(ROD2)) {
1014 else if ((verb == FIND || verb == INVENT) && WD2 <= 0)
1032 if (WD2 > 0 && verb != SAY) return(2800);
1033 if (verb == SAY)obj=WD2;
1035 /* Analyse an intransitive verb (ie, no object given yet). */
1037 case 0: /* CARRY */ return carry(INTRANSITIVE);
1038 case 1: /* DROP */ return(8000);
1039 case 2: /* SAY */ return(8000);
1040 case 3: /* UNLOC */ return lock(verb, INTRANSITIVE);
1041 case 4: /* NOTHI */ {RSPEAK(54); return(20012);}
1042 case 5: /* LOCK */ return lock(verb, INTRANSITIVE);
1043 case 6: /* LIGHT */ return light(INTRANSITIVE);
1044 case 7: /* EXTIN */ return extinguish(INTRANSITIVE);
1045 case 8: /* WAVE */ return(8000);
1046 case 9: /* CALM */ return(8000);
1047 case 10: /* WALK */ {RSPEAK(SPK); return 2012;}
1048 case 11: /* ATTAC */ return attack(input, verb, obj);
1049 case 12: /* POUR */ return pour(obj);
1050 case 13: /* EAT */ return eat(INTRANSITIVE);
1051 case 14: /* DRINK */ return drink(obj);
1052 case 15: /* RUB */ return(8000);
1053 case 16: /* TOSS */ return(8000);
1054 case 17: /* QUIT */ return quit(input);
1055 case 18: /* FIND */ return(8000);
1056 case 19: /* INVEN */ return inven(obj);
1057 case 20: /* FEED */ return(8000);
1058 case 21: /* FILL */ return fill(obj);
1059 case 22: /* BLAST */ return blast();
1060 case 23: /* SCOR */ return vscore();
1061 case 24: /* FOO */ return bigwords(WD1);
1062 case 25: /* BRIEF */ return brief();
1063 case 26: /* READ */ return read(input, INTRANSITIVE);
1064 case 27: /* BREAK */ return(8000);
1065 case 28: /* WAKE */ return(8000);
1066 case 29: /* SUSP */ return saveresume(input, false);
1067 case 30: /* RESU */ return saveresume(input, true);
1068 case 31: /* FLY */ return fly(INTRANSITIVE);
1069 case 32: /* LISTE */ return listen();
1070 case 33: /* ZZZZ */ return reservoir();
1076 /* Analyse a transitive verb. */
1078 case 0: /* CARRY */ return carry(obj);
1079 case 1: /* DROP */ return discard(obj, false);
1080 case 2: /* SAY */ return say();
1081 case 3: /* UNLOC */ return lock(verb, obj);
1082 case 4: /* NOTHI */ {RSPEAK(54); return(20012);}
1083 case 5: /* LOCK */ return lock(verb, obj);
1084 case 6: /* LIGHT */ return light(obj);
1085 case 7: /* EXTI */ return extinguish(obj);
1086 case 8: /* WAVE */ return wave(obj);
1087 case 9: /* CALM */ {RSPEAK(SPK); return 2012;}
1088 case 10: /* WALK */ {RSPEAK(SPK); return 2012;}
1089 case 11: /* ATTAC */ return attack(input, verb, obj);
1090 case 12: /* POUR */ return pour(obj);
1091 case 13: /* EAT */ return eat(obj);
1092 case 14: /* DRINK */ return drink(obj);
1093 case 15: /* RUB */ return rub(obj);
1094 case 16: /* TOSS */ return throw(input, verb, obj);
1095 case 17: /* QUIT */ {RSPEAK(SPK); return 2012;}
1096 case 18: /* FIND */ return find(obj);
1097 case 19: /* INVEN */ return find(obj);
1098 case 20: /* FEED */ return feed(obj);
1099 case 21: /* FILL */ return fill(obj);
1100 case 22: /* BLAST */ return blast();
1101 case 23: /* SCOR */ {RSPEAK(SPK); return 2012;}
1102 case 24: /* FOO */ {RSPEAK(SPK); return 2012;}
1103 case 25: /* BRIEF */ {RSPEAK(SPK); return 2012;}
1104 case 26: /* READ */ return read(input, obj);
1105 case 27: /* BREAK */ return vbreak(obj);
1106 case 28: /* WAKE */ return wake(obj);
1107 case 29: /* SUSP */ {RSPEAK(SPK); return 2012;}
1108 case 30: /* RESU */ {RSPEAK(SPK); return 2012;}
1109 case 31: /* FLY */ return fly(obj);
1110 case 32: /* LISTE */ {RSPEAK(SPK); return 2012;}
1111 case 33: /* ZZZZ */ return reservoir();
1115 /* Unknown verb, couldn't deduce object - might need hint */