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