Unspk'd Giant Words
[open-adventure.git] / actions.c
1 #include <stdlib.h>
2 #include <stdbool.h>
3 #include <string.h>
4 #include "advent.h"
5 #include "dungeon.h"
6
7 static int fill(token_t, token_t);
8
9 static void state_change(long obj, long state)
10 {
11     game.prop[obj] = state;
12     pspeak(obj, change, state, true);
13 }
14
15 static int attack(struct command_t *command)
16 /*  Attack.  Assume target if unambiguous.  "Throw" also links here.
17  *  Attackable objects fall into two categories: enemies (snake,
18  *  dwarf, etc.)  and others (bird, clam, machine).  Ambiguous if 2
19  *  enemies, or no enemies but 2 others. */
20 {
21     vocab_t verb = command->verb;
22     vocab_t obj = command->obj;
23
24     long spk = actions[verb].message;
25     if (obj == NO_OBJECT ||
26         obj == INTRANSITIVE) {
27         int changes = 0;
28         if (atdwrf(game.loc) > 0) {
29             obj = DWARF;
30             ++changes;
31         }
32         if (HERE(SNAKE)) {
33             obj = SNAKE;
34             ++changes;
35         }
36         if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
37             obj = DRAGON;
38             ++changes;
39         }
40         if (AT(TROLL)) {
41             obj = TROLL;
42             ++changes;
43         }
44         if (AT(OGRE)) {
45             obj = OGRE;
46             ++changes;
47         }
48         if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
49             obj = BEAR;
50             ++changes;
51         }
52         /* check for low-priority targets */
53         if (obj == NO_OBJECT) {
54             /* Can't attack bird or machine by throwing axe. */
55             if (HERE(BIRD) && verb != THROW) {
56                 obj = BIRD;
57                 ++changes;
58             }
59             if (HERE(VEND) && verb != THROW) {
60                 obj = VEND;
61                 ++changes;
62             }
63             /* Clam and oyster both treated as clam for intransitive case;
64              * no harm done. */
65             if (HERE(CLAM) || HERE(OYSTER)) {
66                 obj = CLAM;
67                 ++changes;
68             }
69         }
70         if (changes >= 2)
71             return GO_UNKNOWN;
72
73     }
74     if (obj == BIRD) {
75         if (game.closed) {
76             rspeak(UNHAPPY_BIRD);
77             return GO_CLEAROBJ;
78         }
79         DESTROY(BIRD);
80         spk = BIRD_DEAD;
81     } else if (obj == VEND) {
82         state_change(VEND,
83                      game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS);
84         return GO_CLEAROBJ;
85     }
86
87     if (obj == NO_OBJECT)
88         spk = NO_TARGET;
89     if (obj == CLAM ||
90         obj == OYSTER)
91         spk = SHELL_IMPERVIOUS;
92     if (obj == SNAKE)
93         spk = SNAKE_WARNING;
94     if (obj == DWARF)
95         spk = BARE_HANDS_QUERY;
96     if (obj == DWARF && game.closed)
97         return GO_DWARFWAKE;
98     if (obj == DRAGON)
99         spk = ALREADY_DEAD;
100     if (obj == TROLL)
101         spk = ROCKY_TROLL;
102     if (obj == OGRE)
103         spk = OGRE_DODGE;
104     if (obj == OGRE && atdwrf(game.loc) > 0) {
105         rspeak(spk);
106         rspeak(KNIFE_THROWN);
107         DESTROY(OGRE);
108         int dwarves = 0;
109         for (int i = 1; i < PIRATE; i++) {
110             if (game.dloc[i] == game.loc) {
111                 ++dwarves;
112                 game.dloc[i] = LOC_LONGWEST;
113                 game.dseen[i] = false;
114             }
115         }
116         spk = (dwarves > 1) ?
117               OGRE_PANIC1 :
118               OGRE_PANIC2;
119     } else if (obj == BEAR) {
120         switch (game.prop[BEAR]) {
121         case UNTAMED_BEAR:
122             spk = BEAR_HANDS;
123             break;
124         case SITTING_BEAR:
125             spk = BEAR_CONFUSED;
126             break;
127         case CONTENTED_BEAR:
128             spk = BEAR_CONFUSED;
129             break;
130         case BEAR_DEAD:
131             spk = ALREADY_DEAD;
132             break;
133         }
134     } else if (obj == DRAGON && game.prop[DRAGON] == DRAGON_BARS) {
135         /*  Fun stuff for dragon.  If he insists on attacking it, win!
136          *  Set game.prop to dead, move dragon to central loc (still
137          *  fixed), move rug there (not fixed), and move him there,
138          *  too.  Then do a null motion to get new description. */
139         rspeak(BARE_HANDS_QUERY);
140         if (silent_yes()) {
141             // FIXME: setting wd1 is a workaround for broken logic
142             command->wd1 = token_to_packed("Y");
143         } else {
144             // FIXME: setting wd1 is a workaround for broken logic
145             command->wd1 = token_to_packed("N");
146             return GO_CHECKFOO;
147         }
148         state_change(DRAGON, DRAGON_DEAD);
149         game.prop[RUG] = RUG_FLOOR;
150         /* FIXME: Arithmetic on location values */
151         int k = (objects[DRAGON].plac + objects[DRAGON].fixd) / 2;
152         move(DRAGON + NOBJECTS, -1);
153         move(RUG + NOBJECTS, 0);
154         move(DRAGON, k);
155         move(RUG, k);
156         drop(BLOOD, k);
157         for (obj = 1; obj <= NOBJECTS; obj++) {
158             if (game.place[obj] == objects[DRAGON].plac ||
159                 game.place[obj] == objects[DRAGON].fixd)
160                 move(obj, k);
161         }
162         game.loc = k;
163         return GO_MOVE;
164     }
165
166     rspeak(spk);
167     return GO_CLEAROBJ;
168 }
169
170 static int bigwords(token_t foo)
171 /*  FEE FIE FOE FOO (AND FUM).  Advance to next state if given in proper order.
172  *  Look up foo in special section of vocab to determine which word we've got.
173  *  Last word zips the eggs back to the giant room (unless already there). */
174 {
175     char word[TOKLEN + 1];
176     packed_to_token(foo, word);
177     int k = (int) get_special_vocab_id(word);
178     if (game.foobar != 1 - k) {
179         if (game.foobar != 0 && game.loc == LOC_GIANTROOM) {
180             rspeak( START_OVER);
181         } else {
182             rspeak(NOTHING_HAPPENS);
183         }
184         return GO_CLEAROBJ;
185     } else {
186         game.foobar = k;
187         if (k != 4) {
188             rspeak(OK_MAN);
189             return GO_CLEAROBJ;
190         }
191         game.foobar = 0;
192         if (game.place[EGGS] == objects[EGGS].plac ||
193             (TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
194             rspeak(NOTHING_HAPPENS);
195             return GO_CLEAROBJ;
196         } else {
197             /*  Bring back troll if we steal the eggs back from him before
198              *  crossing. */
199             if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == TROLL_UNPAID)
200                 game.prop[TROLL] = TROLL_PAIDONCE;
201             k = EGGS_DONE;
202             if (HERE(EGGS))
203                 k = EGGS_VANISHED;
204             if (game.loc == objects[EGGS].plac)
205                 k = EGGS_HERE;
206             move(EGGS, objects[EGGS].plac);
207             pspeak(EGGS, look, k, true);
208             return GO_CLEAROBJ;
209         }
210     }
211 }
212
213 static int bivalve(token_t verb, token_t obj)
214 /* Clam/oyster actions */
215 {
216     bool is_oyster = (obj == OYSTER);
217     if (verb == LOCK) {
218         rspeak(HUH_MAN);
219         return GO_CLEAROBJ;
220     }
221     if (!TOTING(TRIDENT)) {
222         rspeak(is_oyster ?
223                OYSTER_OPENER :
224                CLAM_OPENER);
225         return GO_CLEAROBJ;
226     }
227     if (TOTING(obj)) {
228         rspeak( is_oyster ?
229                 DROP_OYSTER :
230                 DROP_CLAM);
231         return GO_CLEAROBJ;
232     }
233
234     if (!is_oyster) {
235         DESTROY(CLAM);
236         drop(OYSTER, game.loc);
237         drop(PEARL, LOC_CULDESAC);
238     }
239     rspeak(is_oyster ?
240            OYSTER_OPENS :
241            PEARL_FALLS);
242     return GO_CLEAROBJ;
243 }
244
245 static void blast(void)
246 /*  Blast.  No effect unless you've got dynamite, which is a neat trick! */
247 {
248     if (game.prop[ROD2] < 0 ||
249         !game.closed)
250         rspeak(REQUIRES_DYNAMITE);
251     else {
252         game.bonus = VICTORY_MESSAGE;
253         if (game.loc == LOC_NE)
254             game.bonus = DEFEAT_MESSAGE;
255         if (HERE(ROD2))
256             game.bonus = SPLATTER_MESSAGE;
257         rspeak(game.bonus);
258         terminate(endgame);
259     }
260 }
261
262 static int vbreak(token_t verb, token_t obj)
263 /*  Break.  Only works for mirror in repository and, of course, the vase. */
264 {
265     if (obj == MIRROR) {
266         if (game.closed) {
267             rspeak(BREAK_MIRROR);
268             return GO_DWARFWAKE;
269         } else {
270             rspeak(TOO_FAR);
271             return GO_CLEAROBJ;
272         }
273     }
274     if (obj == VASE && game.prop[VASE] == VASE_WHOLE) {
275         if (TOTING(VASE))
276             drop(VASE, game.loc);
277         state_change(VASE, VASE_BROKEN);
278         game.fixed[VASE] = -1;
279         return GO_CLEAROBJ;
280     }
281     rspeak(actions[verb].message);
282     return (GO_CLEAROBJ);
283 }
284
285 static int brief(void)
286 /*  Brief.  Intransitive only.  Suppress long descriptions after first time. */
287 {
288     game.abbnum = 10000;
289     game.detail = 3;
290     rspeak(BRIEF_CONFIRM);
291     return GO_CLEAROBJ;
292 }
293
294 static int vcarry(token_t verb, token_t obj)
295 /*  Carry an object.  Special cases for bird and cage (if bird in cage, can't
296  *  take one without the other).  Liquids also special, since they depend on
297  *  status of bottle.  Also various side effects, etc. */
298 {
299     int spk;
300     if (obj == INTRANSITIVE) {
301         /*  Carry, no object given yet.  OK if only one object present. */
302         if (game.atloc[game.loc] == 0 ||
303             game.link[game.atloc[game.loc]] != 0 ||
304             atdwrf(game.loc) > 0)
305             return GO_UNKNOWN;
306         obj = game.atloc[game.loc];
307     }
308
309     if (TOTING(obj)) {
310         rspeak(ALREADY_CARRYING);
311         return GO_CLEAROBJ;
312     }
313     spk = YOU_JOKING;
314     if (obj == PLANT && game.prop[PLANT] <= 0)
315         spk = DEEP_ROOTS;
316     if (obj == BEAR && game.prop[BEAR] == SITTING_BEAR)
317         spk = BEAR_CHAINED;
318     if (obj == CHAIN && game.prop[BEAR] != UNTAMED_BEAR)
319         spk = STILL_LOCKED;
320     if (obj == URN)
321         spk = URN_NOBUDGE;
322     if (obj == CAVITY)
323         spk = DOUGHNUT_HOLES;
324     if (obj == BLOOD)
325         spk = FEW_DROPS;
326     if (obj == RUG && game.prop[RUG] == RUG_HOVER)
327         spk = RUG_HOVERS;
328     if (obj == SIGN)
329         spk = HAND_PASSTHROUGH;
330     if (obj == MESSAG) {
331         rspeak(REMOVE_MESSAGE);
332         DESTROY(MESSAG);
333         return GO_CLEAROBJ;
334     }
335     if (game.fixed[obj] != 0) {
336         rspeak(spk);
337         return GO_CLEAROBJ;
338     }
339     if (obj == WATER ||
340         obj == OIL) {
341         if (!HERE(BOTTLE) ||
342             LIQUID() != obj) {
343             if (TOTING(BOTTLE) && game.prop[BOTTLE] == EMPTY_BOTTLE)
344                 return (fill(verb, BOTTLE));
345             else {
346                 if (game.prop[BOTTLE] != EMPTY_BOTTLE)
347                     spk = BOTTLE_FULL;
348                 if (!TOTING(BOTTLE))
349                     spk = NO_CONTAINER;
350                 rspeak(spk);
351                 return GO_CLEAROBJ;
352             }
353         }
354         obj = BOTTLE;
355     }
356
357     spk = CARRY_LIMIT;
358     if (game.holdng >= INVLIMIT) {
359         rspeak(spk);
360         return GO_CLEAROBJ;
361     } else if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && -1 - game.prop[BIRD] != BIRD_CAGED) {
362         if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) {
363             DESTROY(BIRD);
364             rspeak(BIRD_CRAP);
365             return GO_CLEAROBJ;
366         }
367         if (!TOTING(CAGE))
368             spk = CANNOT_CARRY;
369         if (TOTING(ROD))
370             spk = BIRD_EVADES;
371         if (spk == CANNOT_CARRY ||
372             spk == BIRD_EVADES) {
373             rspeak(spk);
374             return GO_CLEAROBJ;
375         }
376         game.prop[BIRD] = BIRD_CAGED;
377     }
378     /* FIXME: Arithmetic on state numbers */
379     if ((obj == BIRD ||
380          obj == CAGE) &&
381         (game.prop[BIRD] == BIRD_CAGED ||
382          -1 - game.prop[BIRD] == 1))
383         carry(BIRD + CAGE - obj, game.loc);
384     carry(obj, game.loc);
385     if (obj == BOTTLE && LIQUID() != 0)
386         game.place[LIQUID()] = CARRIED;
387     if (GSTONE(obj) && game.prop[obj] != 0) {
388         game.prop[obj] = STATE_GROUND;
389         game.prop[CAVITY] = CAVITY_EMPTY;
390     }
391     rspeak(OK_MAN);
392     return GO_CLEAROBJ;
393 }
394
395 static int chain(token_t verb)
396 /* Do something to the bear's chain */
397 {
398     int spk;
399     if (verb != LOCK) {
400         spk = CHAIN_UNLOCKED;
401         if (game.prop[BEAR] == UNTAMED_BEAR)
402             spk = BEAR_BLOCKS;
403         if (game.prop[CHAIN] == CHAIN_HEAP)
404             spk = ALREADY_UNLOCKED;
405         if (spk != CHAIN_UNLOCKED) {
406             rspeak(spk);
407             return GO_CLEAROBJ;
408         }
409         game.prop[CHAIN] = CHAIN_HEAP;
410         game.fixed[CHAIN] = CHAIN_HEAP;
411         if (game.prop[BEAR] != BEAR_DEAD)
412             game.prop[BEAR] = CONTENTED_BEAR;
413         /* FIXME: Arithmetic on state numbers */
414         game.fixed[BEAR] = 2 - game.prop[BEAR];
415     } else {
416         spk = CHAIN_LOCKED;
417         if (game.prop[CHAIN] != CHAIN_HEAP)
418             spk = ALREADY_LOCKED;
419         if (game.loc != objects[CHAIN].plac)
420             spk = NO_LOCKSITE;
421         if (spk != CHAIN_LOCKED) {
422             rspeak(spk);
423             return GO_CLEAROBJ;
424         }
425         game.prop[CHAIN] = CHAIN_FIXED;
426         if (TOTING(CHAIN))
427             drop(CHAIN, game.loc);
428         game.fixed[CHAIN] = -1;
429     }
430     rspeak(spk);
431     return GO_CLEAROBJ;
432 }
433
434 static int discard(token_t verb, token_t obj, bool just_do_it)
435 /*  Discard object.  "Throw" also comes here for most objects.  Special cases for
436  *  bird (might attack snake or dragon) and cage (might contain bird) and vase.
437  *  Drop coins at vending machine for extra batteries. */
438 {
439     int spk = actions[verb].message;
440     if (!just_do_it) {
441         if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))
442             obj = ROD2;
443         if (!TOTING(obj)) {
444             rspeak(spk);
445             return GO_CLEAROBJ;
446         }
447         if (obj == BIRD && HERE(SNAKE)) {
448             rspeak(BIRD_ATTACKS);
449             if (game.closed)
450                 return GO_DWARFWAKE;
451             DESTROY(SNAKE);
452             /* Set game.prop for use by travel options */
453             game.prop[SNAKE] = SNAKE_CHASED;
454
455         } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL)) {
456             rspeak(GEM_FITS);
457             game.prop[obj] = 1;
458             game.prop[CAVITY] = CAVITY_FULL;
459             if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) ||
460                               (obj == RUBY && game.prop[RUG] == RUG_HOVER))) {
461                 spk = RUG_RISES;
462                 if (TOTING(RUG))
463                     spk = RUG_WIGGLES;
464                 if (obj == RUBY)
465                     spk = RUG_SETTLES;
466                 rspeak(spk);
467                 if (spk != RUG_WIGGLES) {
468                     /* FIXME: Arithmetic on state numbers */
469                     int k = 2 - game.prop[RUG];
470                     game.prop[RUG] = k;
471                     if (k == 2)
472                         k = objects[SAPPH].plac;
473                     move(RUG + NOBJECTS, k);
474                 }
475             }
476         } else if (obj == COINS && HERE(VEND)) {
477             DESTROY(COINS);
478             drop(BATTERY, game.loc);
479             pspeak(BATTERY, look, FRESH_BATTERIES, true);
480             return GO_CLEAROBJ;
481         } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
482             rspeak(BIRD_BURNT);
483             DESTROY(BIRD);
484             return GO_CLEAROBJ;
485         } else if (obj == BEAR && AT(TROLL)) {
486             state_change(TROLL, TROLL_GONE);
487             move(TROLL, LOC_NOWHERE);
488             move(TROLL + NOBJECTS, LOC_NOWHERE);
489             move(TROLL2, objects[TROLL].plac);
490             move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
491             juggle(CHASM);
492         } else if (obj != VASE ||
493                    game.loc == objects[PILLOW].plac) {
494             rspeak(OK_MAN);
495         } else {
496             game.prop[VASE] = VASE_BROKEN;
497             if (AT(PILLOW))
498                 game.prop[VASE] = VASE_WHOLE;
499             pspeak(VASE, look, game.prop[VASE] + 1, true);
500             if (game.prop[VASE] != VASE_WHOLE)
501                 game.fixed[VASE] = -1;
502         }
503     }
504     int k = LIQUID();
505     if (k == obj)
506         obj = BOTTLE;
507     if (obj == BOTTLE && k != 0)
508         game.place[k] = LOC_NOWHERE;
509     if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED)
510         drop(BIRD, game.loc);
511     drop(obj, game.loc);
512     if (obj != BIRD)
513         return GO_CLEAROBJ;
514     game.prop[BIRD] = BIRD_UNCAGED;
515     if (FOREST(game.loc))
516         game.prop[BIRD] = BIRD_FOREST_UNCAGED;
517     return GO_CLEAROBJ;
518 }
519
520 static int drink(token_t verb, token_t obj)
521 /*  Drink.  If no object, assume water and look for it here.  If water is in
522  *  the bottle, drink that, else must be at a water loc, so drink stream. */
523 {
524     if (obj == NO_OBJECT && LIQLOC(game.loc) != WATER && (LIQUID() != WATER ||
525             !HERE(BOTTLE)))
526         return GO_UNKNOWN;
527     if (obj != BLOOD) {
528         if (obj != NO_OBJECT && obj != WATER) {
529             rspeak(RIDICULOUS_ATTEMPT);
530         } else if (LIQUID() == WATER && HERE(BOTTLE)) {
531             game.prop[BOTTLE] = EMPTY_BOTTLE;
532             game.place[WATER] = LOC_NOWHERE;
533             rspeak(BOTTLE_EMPTY);
534         } else {
535             rspeak(actions[verb].message);
536         }
537     } else {
538         DESTROY(BLOOD);
539         state_change(DRAGON, DRAGON_BLOODLESS);
540         game.blooded = true;
541     }
542     return GO_CLEAROBJ;
543 }
544
545 static int eat(token_t verb, token_t obj)
546 /*  Eat.  Intransitive: assume food if present, else ask what.  Transitive: food
547  *  ok, some things lose appetite, rest are ridiculous. */
548 {
549     if (obj == INTRANSITIVE) {
550         if (!HERE(FOOD))
551             return GO_UNKNOWN;
552         DESTROY(FOOD);
553         rspeak(THANKS_DELICIOUS);
554         return GO_CLEAROBJ;
555     }
556     if (obj == FOOD) {
557         DESTROY(FOOD);
558         rspeak(THANKS_DELICIOUS);
559         return GO_CLEAROBJ;
560     }
561     if (obj == BIRD ||
562         obj == SNAKE ||
563         obj == CLAM ||
564         obj == OYSTER ||
565         obj == DWARF ||
566         obj == DRAGON ||
567         obj == TROLL ||
568         obj == BEAR ||
569         obj == OGRE) {
570         rspeak(LOST_APPETITE);
571         return GO_CLEAROBJ;
572     }
573     rspeak(actions[verb].message);
574     return GO_CLEAROBJ;
575 }
576
577 static int extinguish(token_t verb, int obj)
578 /* Extinguish.  Lamp, urn, dragon/volcano (nice try). */
579 {
580     if (obj == INTRANSITIVE) {
581         if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT)
582             obj = LAMP;
583         if (HERE(URN) && game.prop[URN] == URN_LIT)
584             obj = URN;
585         if (obj == INTRANSITIVE ||
586             (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT &&
587              HERE(URN) && game.prop[URN] == URN_LIT))
588             return GO_UNKNOWN;
589     }
590
591     if (obj == URN) {
592         if (game.prop[URN] != URN_EMPTY) {
593             state_change(URN, URN_DARK);
594         } else {
595             pspeak(URN, change, URN_DARK, true);
596         }
597
598     } else if (obj == LAMP) {
599         state_change(LAMP, LAMP_DARK);
600         rspeak(DARK(game.loc) ?
601                PITCH_DARK :
602                NO_MESSAGE);
603
604     } else if (obj == DRAGON ||
605                obj == VOLCANO) {
606         rspeak(BEYOND_POWER);
607
608     } else {
609         rspeak(actions[verb].message);
610     }
611     return GO_CLEAROBJ;
612 }
613
614 static int feed(token_t verb, token_t obj)
615 /*  Feed.  If bird, no seed.  Snake, dragon, troll: quip.  If dwarf, make him
616  *  mad.  Bear, special. */
617 {
618     int spk = actions[verb].message;
619     if (obj == BIRD) {
620         rspeak(BIRD_PINING);
621         return GO_CLEAROBJ;
622     } else if (obj == SNAKE ||
623                obj == DRAGON ||
624                obj == TROLL) {
625         spk = NOTHING_EDIBLE;
626         if (obj == DRAGON && game.prop[DRAGON] != DRAGON_BARS)
627             spk = RIDICULOUS_ATTEMPT;
628         if (obj == TROLL)
629             spk = TROLL_VICES;
630         if (obj == SNAKE && !game.closed && HERE(BIRD)) {
631             DESTROY(BIRD);
632             spk = BIRD_DEVOURED;
633         }
634     } else if (obj == DWARF) {
635         if (HERE(FOOD)) {
636             game.dflag += 2;
637             spk = REALLY_MAD;
638         }
639     } else if (obj == BEAR) {
640         if (game.prop[BEAR] == UNTAMED_BEAR)
641             spk = NOTHING_EDIBLE;
642         if (game.prop[BEAR] == BEAR_DEAD)
643             spk = RIDICULOUS_ATTEMPT;
644         if (HERE(FOOD)) {
645             DESTROY(FOOD);
646             game.prop[BEAR] = SITTING_BEAR;
647             game.fixed[AXE] = 0;
648             game.prop[AXE] = 0;
649             spk = BEAR_TAMED;
650         }
651     } else if (obj == OGRE) {
652         if (HERE(FOOD))
653             spk = OGRE_FULL;
654     } else {
655         spk = AM_GAME;
656     }
657     rspeak(spk);
658     return GO_CLEAROBJ;
659 }
660
661 int fill(token_t verb, token_t obj)
662 /*  Fill.  Bottle or urn must be empty, and liquid available.  (Vase
663  *  is nasty.) */
664 {
665     int k;
666     int spk = actions[verb].message;
667     if (obj == VASE) {
668         spk = ARENT_CARRYING;
669         if (LIQLOC(game.loc) == 0)
670             spk = FILL_INVALID;
671         if (LIQLOC(game.loc) == 0 ||
672             !TOTING(VASE)) {
673             rspeak(spk);
674             return GO_CLEAROBJ;
675         }
676         rspeak(SHATTER_VASE);
677         game.prop[VASE] = VASE_BROKEN;
678         game.fixed[VASE] = -1;
679         return (discard(verb, obj, true));
680     } else if (obj == URN) {
681         spk = FULL_URN;
682         if (game.prop[URN] != URN_EMPTY) {
683             rspeak(spk);
684             return GO_CLEAROBJ;
685         }
686         spk = FILL_INVALID;
687         k = LIQUID();
688         if (k == 0 ||
689             !HERE(BOTTLE)) {
690             rspeak(spk);
691             return GO_CLEAROBJ;
692         }
693         game.place[k] = LOC_NOWHERE;
694         game.prop[BOTTLE] = EMPTY_BOTTLE;
695         if (k == OIL)
696             game.prop[URN] = URN_DARK;
697         spk = WATER_URN + game.prop[URN];
698         rspeak(spk);
699         return GO_CLEAROBJ;
700     } else if (obj != NO_OBJECT && obj != BOTTLE) {
701         rspeak(spk);
702         return GO_CLEAROBJ;
703     } else if (obj == NO_OBJECT && !HERE(BOTTLE))
704         return GO_UNKNOWN;
705     spk = BOTTLED_WATER;
706     if (LIQLOC(game.loc) == 0)
707         spk = NO_LIQUID;
708     if (HERE(URN) && game.prop[URN] != URN_EMPTY)
709         spk = URN_NOPOUR;
710     if (LIQUID() != 0)
711         spk = BOTTLE_FULL;
712     if (spk == BOTTLED_WATER) {
713         /* FIXME: Arithmetic on property values */
714         game.prop[BOTTLE] = MOD(conditions[game.loc], 4) / 2 * 2;
715         k = LIQUID();
716         if (TOTING(BOTTLE))
717             game.place[k] = CARRIED;
718         if (k == OIL)
719             spk = BOTTLED_OIL;
720     }
721     rspeak(spk);
722     return GO_CLEAROBJ;
723 }
724
725 static int find(token_t verb, token_t obj)
726 /* Find.  Might be carrying it, or it might be here.  Else give caveat. */
727 {
728     int spk = actions[verb].message;
729     if (AT(obj) ||
730         (LIQUID() == obj && AT(BOTTLE)) ||
731         obj == LIQLOC(game.loc) ||
732         (obj == DWARF && atdwrf(game.loc) > 0))
733         spk = YOU_HAVEIT;
734     if (game.closed)
735         spk = NEEDED_NEARBY;
736     if (TOTING(obj))
737         spk = ALREADY_CARRYING;
738     rspeak(spk);
739     return GO_CLEAROBJ;
740 }
741
742 static int fly(token_t verb, token_t obj)
743 /* Fly.  Snide remarks unless hovering rug is here. */
744 {
745     if (obj == INTRANSITIVE) {
746         if (!HERE(RUG)) {
747             rspeak(FLAP_ARMS);
748             return GO_CLEAROBJ;
749         }
750         if (game.prop[RUG] != RUG_HOVER) {
751             rspeak(RUG_NOTHING2);
752             return GO_CLEAROBJ;
753         }
754         obj = RUG;
755     }
756
757     if (obj != RUG) {
758         rspeak(actions[verb].message);
759         return GO_CLEAROBJ;
760     }
761     if (game.prop[RUG] != RUG_HOVER) {
762         rspeak(RUG_NOTHING1);
763         return GO_CLEAROBJ;
764     }
765     game.oldlc2 = game.oldloc;
766     game.oldloc = game.loc;
767     /* FIXME: Arithmetic on location values */
768     game.newloc = game.place[RUG] + game.fixed[RUG] - game.loc;
769
770     if (game.prop[SAPPH] >= 0) {
771         rspeak(RUG_RETURNS);
772     } else {
773         rspeak(RUG_GOES);
774     }
775     return GO_TERMINATE;
776 }
777
778 static int inven(void)
779 /* Inventory. If object, treat same as find.  Else report on current burden. */
780 {
781     int spk = NO_CARRY;
782     for (int i = 1; i <= NOBJECTS; i++) {
783         if (i == BEAR ||
784             !TOTING(i))
785             continue;
786         if (spk == NO_CARRY)
787             rspeak(NOW_HOLDING);
788         pspeak(i, touch, -1, false);
789         spk = NO_MESSAGE;
790     }
791     if (TOTING(BEAR))
792         spk = TAME_BEAR;
793     rspeak(spk);
794     return GO_CLEAROBJ;
795 }
796
797 static int light(token_t verb, token_t obj)
798 /*  Light.  Applicable only to lamp and urn. */
799 {
800     if (obj == INTRANSITIVE) {
801         if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0)
802             obj = LAMP;
803         if (HERE(URN) && game.prop[URN] == URN_DARK)
804             obj =  URN;
805         if (obj == INTRANSITIVE ||
806             (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0 &&
807              HERE(URN) && game.prop[URN] == URN_DARK))
808             return GO_UNKNOWN;
809     }
810
811     if (obj == URN) {
812         state_change(URN, game.prop[URN] == URN_EMPTY ?
813                      URN_EMPTY :
814                      URN_LIT);
815         return GO_CLEAROBJ;
816     } else {
817         if (obj != LAMP) {
818             rspeak(actions[verb].message);
819             return GO_CLEAROBJ;
820         }
821         if (game.limit < 0) {
822             rspeak(LAMP_OUT);
823             return GO_CLEAROBJ;
824         }
825         state_change(LAMP, LAMP_BRIGHT);
826         if (game.wzdark)
827             return GO_TOP;
828         else
829             return GO_CLEAROBJ;
830     }
831 }
832
833 static int listen(void)
834 /*  Listen.  Intransitive only.  Print stuff based on objsnd/locsnd. */
835 {
836     long sound = locations[game.loc].sound;
837     if (sound != SILENT) {
838         rspeak(sound);
839         if (!locations[game.loc].loud)
840             rspeak(NO_MESSAGE);
841         return GO_CLEAROBJ;
842     }
843     for (int i = 1; i <= NOBJECTS; i++) {
844         if (!HERE(i) ||
845             objects[i].sounds[0] == NULL ||
846             game.prop[i] < 0)
847             continue;
848         int mi =  game.prop[i];
849         if (i == BIRD)
850             mi += 3 * game.blooded;
851         long packed_zzword = token_to_packed(game.zzword);
852         pspeak(i, hear, mi, true, packed_zzword);
853         rspeak(NO_MESSAGE);
854         /* FIXME: Magic number, sensitive to bird state logic */
855         if (i == BIRD && game.prop[i] == 5)
856             DESTROY(BIRD);
857         return GO_CLEAROBJ;
858     }
859     rspeak(ALL_SILENT);
860     return GO_CLEAROBJ;
861 }
862
863 static int lock(token_t verb, token_t obj)
864 /* Lock, unlock, no object given.  Assume various things if present. */
865 {
866     if (obj == INTRANSITIVE) {
867         if (HERE(CLAM))
868             obj = CLAM;
869         if (HERE(OYSTER))
870             obj = OYSTER;
871         if (AT(DOOR))
872             obj = DOOR;
873         if (AT(GRATE))
874             obj = GRATE;
875         if (HERE(CHAIN))
876             obj = CHAIN;
877         if (obj == NO_OBJECT ||
878             obj == INTRANSITIVE) {
879             rspeak(NOTHING_LOCKED);
880             return GO_CLEAROBJ;
881         }
882     }
883
884     /*  Lock, unlock object.  Special stuff for opening clam/oyster
885      *  and for chain. */
886     int spk = actions[verb].message;
887     if (obj == CLAM || obj == OYSTER)
888         return bivalve(verb, obj);
889     if (obj == DOOR)
890         spk = (game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR;
891     if (obj == CAGE)
892         spk = NO_LOCK;
893     if (obj == KEYS)
894         spk = CANNOT_UNLOCK;
895     if (obj == GRATE ||
896         obj == CHAIN) {
897         spk = NO_KEYS;
898         if (HERE(KEYS)) {
899             if (obj == CHAIN)
900                 return chain(verb);
901             if (game.closng) {
902                 spk = EXIT_CLOSED;
903                 if (!game.panic)
904                     game.clock2 = PANICTIME;
905                 game.panic = true;
906             } else {
907                 state_change(GRATE, (verb == LOCK) ?
908                              GRATE_CLOSED :
909                              GRATE_OPEN);
910                 return GO_CLEAROBJ;
911             }
912         }
913     }
914     rspeak(spk);
915     return GO_CLEAROBJ;
916 }
917
918 static int pour(token_t verb, token_t obj)
919 /*  Pour.  If no object, or object is bottle, assume contents of bottle.
920  *  special tests for pouring water or oil on plant or rusty door. */
921 {
922     if (obj == BOTTLE ||
923         obj == NO_OBJECT)
924         obj = LIQUID();
925     if (obj == NO_OBJECT)
926         return GO_UNKNOWN;
927     if (!TOTING(obj)) {
928         rspeak(actions[verb].message);
929         return GO_CLEAROBJ;
930     }
931
932     if (obj != OIL && obj != WATER) {
933         rspeak(CANT_POUR);
934         return GO_CLEAROBJ;
935     }
936     if (HERE(URN) && game.prop[URN] == URN_EMPTY)
937         return fill(verb, URN);
938     game.prop[BOTTLE] = EMPTY_BOTTLE;
939     game.place[obj] = LOC_NOWHERE;
940     if (!(AT(PLANT) ||
941           AT(DOOR))) {
942         rspeak(GROUND_WET);
943         return GO_CLEAROBJ;
944     }
945     if (!AT(DOOR)) {
946         if (obj == WATER) {
947             /* cycle through the three plant states */
948             state_change(PLANT, MOD(game.prop[PLANT] + 1, 3));
949             game.prop[PLANT2] = game.prop[PLANT];
950             return GO_MOVE;
951         } else {
952             rspeak(SHAKING_LEAVES);
953             return GO_CLEAROBJ;
954         }
955     } else {
956         state_change(DOOR, (obj == OIL) ?
957                      DOOR_UNRUSTED :
958                      DOOR_RUSTED);
959         return GO_CLEAROBJ;
960     }
961 }
962
963 static int quit(void)
964 /*  Quit.  Intransitive only.  Verify intent and exit if that's what he wants. */
965 {
966     if (yes(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
967         terminate(quitgame);
968     return GO_CLEAROBJ;
969 }
970
971 static int read(struct command_t command)
972 /*  Read.  Print stuff based on objtxt.  Oyster (?) is special case. */
973 {
974     if (command.obj == INTRANSITIVE) {
975         command.obj = 0;
976         for (int i = 1; i <= NOBJECTS; i++) {
977             if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0)
978                 command.obj = command.obj * NOBJECTS + i;
979         }
980         if (command.obj > NOBJECTS ||
981             command.obj == 0 ||
982             DARK(game.loc))
983             return GO_UNKNOWN;
984     }
985
986     if (DARK(game.loc)) {
987         sspeak(NO_SEE, command.raw1);
988     } else if (command.obj == OYSTER && !game.clshnt && game.closed) {
989         game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
990     } else if (objects[command.obj].texts[0] == NULL ||
991                game.prop[command.obj] < 0) {
992         rspeak(actions[command.verb].message);
993     } else
994         pspeak(command.obj, study, game.prop[command.obj], true);
995     return GO_CLEAROBJ;
996 }
997
998 static int reservoir(void)
999 /*  Z'ZZZ (word gets recomputed at startup; different each game). */
1000 {
1001     /* FIXME: Arithmetic on state numbers */
1002     if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) {
1003         rspeak(NOTHING_HAPPENS);
1004         return GO_CLEAROBJ;
1005     } else {
1006         /* FIXME: Arithmetic on state numbers */
1007         pspeak(RESER, look, game.prop[RESER] + 1, true);
1008         game.prop[RESER] = 1 - game.prop[RESER];
1009         if (AT(RESER))
1010             return GO_CLEAROBJ;
1011         else {
1012             game.oldlc2 = game.loc;
1013             game.newloc = LOC_NOWHERE;
1014             rspeak(NOT_BRIGHT);
1015             return GO_TERMINATE;
1016         }
1017     }
1018 }
1019
1020 static int rub(token_t verb, token_t obj)
1021 /* Rub.  Yields various snide remarks except for lit urn. */
1022 {
1023     if (obj == URN && game.prop[URN] == URN_LIT) {
1024         DESTROY(URN);
1025         drop(AMBER, game.loc);
1026         game.prop[AMBER] = AMBER_IN_ROCK;
1027         --game.tally;
1028         drop(CAVITY, game.loc);
1029         rspeak(URN_GENIES);
1030     } else if (obj != LAMP) {
1031         rspeak(PECULIAR_NOTHING);
1032     } else {
1033         rspeak(actions[verb].message);
1034     }
1035     return GO_CLEAROBJ;
1036 }
1037
1038 static int say(struct command_t *command)
1039 /* Say.  Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).)  Magic words override. */
1040 {
1041     long a = command->wd1;
1042     if (command->wd2 > 0) {
1043         a = command->wd2;
1044         command->wd1 = command->wd2;
1045         strcpy(command->raw1, command->raw2);
1046     }
1047     char word1[TOKLEN + 1];
1048     packed_to_token(command->wd1, word1);
1049     int wd = (int) get_vocab_id(word1);
1050     /* FIXME: magic numbers */
1051     if (wd == MOTION_WORD(XYZZY) ||
1052         wd == MOTION_WORD(PLUGH) ||
1053         wd == MOTION_WORD(PLOVER) ||
1054         wd == ACTION_WORD(GIANTWORDS) ||
1055         wd == ACTION_WORD(PART)) {
1056         /* FIXME: scribbles on the interpreter's command block */
1057         wordclear(&command->wd2);
1058         return GO_LOOKUP;
1059     }
1060     sspeak(OKEY_DOKEY, command->raw1);
1061     return GO_CLEAROBJ;
1062 }
1063
1064 static int throw_support(long spk)
1065 {
1066     rspeak(spk);
1067     drop(AXE, game.loc);
1068     return GO_MOVE;
1069 }
1070
1071 static int throw (struct command_t *command)
1072 /*  Throw.  Same as discard unless axe.  Then same as attack except
1073  *  ignore bird, and if dwarf is present then one might be killed.
1074  *  (Only way to do so!)  Axe also special for dragon, bear, and
1075  *  troll.  Treasures special for troll. */
1076 {
1077     if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))
1078         command->obj = ROD2;
1079     if (!TOTING(command->obj)) {
1080         rspeak(actions[command->verb].message);
1081         return GO_CLEAROBJ;
1082     }
1083     if (objects[command->obj].is_treasure && AT(TROLL)) {
1084         /*  Snarf a treasure for the troll. */
1085         drop(command->obj, LOC_NOWHERE);
1086         move(TROLL, LOC_NOWHERE);
1087         move(TROLL + NOBJECTS, LOC_NOWHERE);
1088         drop(TROLL2, objects[TROLL].plac);
1089         drop(TROLL2 + NOBJECTS, objects[TROLL].fixd);
1090         juggle(CHASM);
1091         rspeak(TROLL_SATISFIED);
1092         return GO_CLEAROBJ;
1093     }
1094     if (command->obj == FOOD && HERE(BEAR)) {
1095         /* But throwing food is another story. */
1096         command->obj = BEAR;
1097         return (feed(command->verb, command->obj));
1098     }
1099     if (command->obj != AXE)
1100         return (discard(command->verb, command->obj, false));
1101     else {
1102         if (atdwrf(game.loc) <= 0) {
1103             if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS)
1104                 return throw_support(DRAGON_SCALES);
1105             if (AT(TROLL))
1106                 return throw_support(TROLL_RETURNS);
1107             else if (AT(OGRE))
1108                 return throw_support(OGRE_DODGE);
1109             else if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
1110                 /* This'll teach him to throw the axe at the bear! */
1111                 drop(AXE, game.loc);
1112                 game.fixed[AXE] = -1;
1113                 juggle(BEAR);
1114                 state_change(AXE, AXE_LOST);
1115                 return GO_CLEAROBJ;
1116             }
1117             command->obj = NO_OBJECT;
1118             return (attack(command));
1119         }
1120
1121         if (randrange(NDWARVES + 1) < game.dflag) {
1122             return throw_support(DWARF_DODGES);
1123         } else {
1124             long i = atdwrf(game.loc);
1125             game.dseen[i] = false;
1126             game.dloc[i] = LOC_NOWHERE;
1127             return throw_support((++game.dkill == 1) ?
1128                                  DWARF_SMOKE :
1129                                  KILLED_DWARF);
1130         }
1131     }
1132 }
1133
1134 static int wake(token_t verb, token_t obj)
1135 /* Wake.  Only use is to disturb the dwarves. */
1136 {
1137     if (obj != DWARF ||
1138         !game.closed) {
1139         rspeak(actions[verb].message);
1140         return GO_CLEAROBJ;
1141     } else {
1142         rspeak(PROD_DWARF);
1143         return GO_DWARFWAKE;
1144     }
1145 }
1146
1147 static int wave(token_t verb, token_t obj)
1148 /* Wave.  No effect unless waving rod at fissure or at bird. */
1149 {
1150     if (obj != ROD ||
1151         !TOTING(obj) ||
1152         (!HERE(BIRD) &&
1153          (game.closng ||
1154           !AT(FISSURE)))) {
1155         rspeak(((!TOTING(obj)) && (obj != ROD ||
1156                                    !TOTING(ROD2))) ?
1157                ARENT_CARRYING :
1158                actions[verb].message);
1159         return GO_CLEAROBJ;
1160     }
1161
1162     if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
1163         drop(JADE, game.loc);
1164         game.prop[JADE] = 0;
1165         --game.tally;
1166         rspeak(NECKLACE_FLY);
1167         return GO_CLEAROBJ;
1168     } else {
1169         if (game.closed) {
1170             rspeak((game.prop[BIRD] == BIRD_CAGED) ?
1171                    CAGE_FLY :
1172                    FREE_FLY);
1173             return GO_DWARFWAKE;
1174         }
1175         if (game.closng ||
1176             !AT(FISSURE)) {
1177             rspeak((game.prop[BIRD] == BIRD_CAGED) ?
1178                    CAGE_FLY :
1179                    FREE_FLY);
1180             return GO_CLEAROBJ;
1181         }
1182         if (HERE(BIRD))
1183             rspeak((game.prop[BIRD] == BIRD_CAGED) ?
1184                    CAGE_FLY :
1185                    FREE_FLY);
1186
1187         /* FIXME: Arithemetic on property values */
1188         game.prop[FISSURE] = 1 - game.prop[FISSURE];
1189         pspeak(FISSURE, look, 2 - game.prop[FISSURE], true);
1190         return GO_CLEAROBJ;
1191     }
1192 }
1193
1194 int action(struct command_t *command)
1195 /*  Analyse a verb.  Remember what it was, go back for object if second word
1196  *  unless verb is "say", which snarfs arbitrary second word.
1197  */
1198 {
1199     if (command->part == unknown) {
1200         /*  Analyse an object word.  See if the thing is here, whether
1201          *  we've got a verb yet, and so on.  Object must be here
1202          *  unless verb is "find" or "invent(ory)" (and no new verb
1203          *  yet to be analysed).  Water and oil are also funny, since
1204          *  they are never actually dropped at any location, but might
1205          *  be here inside the bottle or urn or as a feature of the
1206          *  location. */
1207         if (HERE(command->obj))
1208             /* FALL THROUGH */;
1209         else if (command->obj == GRATE) {
1210             if (game.loc == LOC_START ||
1211                 game.loc == LOC_VALLEY ||
1212                 game.loc == LOC_SLIT) {
1213                 command->obj = DPRSSN;
1214             }
1215             if (game.loc == LOC_COBBLE ||
1216                 game.loc == LOC_DEBRIS ||
1217                 game.loc == LOC_AWKWARD ||
1218                 game.loc == LOC_BIRD ||
1219                 game.loc == LOC_PITTOP) {
1220                 command->obj = ENTRNC;
1221             }
1222         } else if (command->obj == DWARF && atdwrf(game.loc) > 0)
1223             /* FALL THROUGH */;
1224         else if ((LIQUID() == command->obj && HERE(BOTTLE)) ||
1225                  command->obj == LIQLOC(game.loc))
1226             /* FALL THROUGH */;
1227         else if (command->obj == OIL && HERE(URN) && game.prop[URN] != 0) {
1228             command->obj = URN;
1229             /* FALL THROUGH */;
1230         } else if (command->obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
1231             command->obj = PLANT2;
1232             /* FALL THROUGH */;
1233         } else if (command->obj == KNIFE && game.knfloc == game.loc) {
1234             game.knfloc = -1;
1235             rspeak(KNIVES_VANISH);
1236             return GO_CLEAROBJ;
1237         } else if (command->obj == ROD && HERE(ROD2)) {
1238             command->obj = ROD2;
1239             /* FALL THROUGH */;
1240         } else if ((command->verb == FIND ||
1241                     command->verb == INVENTORY) && command->wd2 <= 0)
1242             /* FALL THROUGH */;
1243         else {
1244             sspeak(NO_SEE, command->raw1);
1245             return GO_CLEAROBJ;
1246         }
1247
1248         if (command->wd2 > 0)
1249             return GO_WORD2;
1250         if (command->verb != 0)
1251             command->part = transitive;
1252     }
1253
1254     switch (command->part) {
1255     case intransitive:
1256         if (command->wd2 > 0 && command->verb != SAY)
1257             return GO_WORD2;
1258         if (command->verb == SAY)
1259             command->obj = command->wd2;
1260         if (command->obj == 0 ||
1261             command->obj == INTRANSITIVE) {
1262             /*  Analyse an intransitive verb (ie, no object given yet). */
1263             switch (command->verb) {
1264             case CARRY:
1265                 return vcarry(command->verb, INTRANSITIVE);
1266             case  DROP:
1267                 return GO_UNKNOWN;
1268             case  SAY:
1269                 return GO_UNKNOWN;
1270             case  UNLOCK:
1271                 return lock(command->verb, INTRANSITIVE);
1272             case  NOTHING: {
1273                 rspeak(OK_MAN);
1274                 return (GO_CLEAROBJ);
1275             }
1276             case  LOCK:
1277                 return lock(command->verb, INTRANSITIVE);
1278             case  LIGHT:
1279                 return light(command->verb, INTRANSITIVE);
1280             case  EXTINGUISH:
1281                 return extinguish(command->verb, INTRANSITIVE);
1282             case  WAVE:
1283                 return GO_UNKNOWN;
1284             case  TAME:
1285                 return GO_UNKNOWN;
1286             case GO: {
1287                 rspeak(actions[command->verb].message);
1288                 return GO_CLEAROBJ;
1289             }
1290             case ATTACK:
1291                 return attack(command);
1292             case POUR:
1293                 return pour(command->verb, command->obj);
1294             case EAT:
1295                 return eat(command->verb, INTRANSITIVE);
1296             case DRINK:
1297                 return drink(command->verb, command->obj);
1298             case RUB:
1299                 return GO_UNKNOWN;
1300             case THROW:
1301                 return GO_UNKNOWN;
1302             case QUIT:
1303                 return quit();
1304             case FIND:
1305                 return GO_UNKNOWN;
1306             case INVENTORY:
1307                 return inven();
1308             case FEED:
1309                 return GO_UNKNOWN;
1310             case FILL:
1311                 return fill(command->verb, command->obj);
1312             case BLAST:
1313                 blast();
1314                 return GO_CLEAROBJ;
1315             case SCORE:
1316                 score(scoregame);
1317                 return GO_CLEAROBJ;
1318             case GIANTWORDS:
1319                 return bigwords(command->wd1);
1320             case BRIEF:
1321                 return brief();
1322             case READ:
1323                 command->obj = INTRANSITIVE;
1324                 return read(*command);
1325             case BREAK:
1326                 return GO_UNKNOWN;
1327             case WAKE:
1328                 return GO_UNKNOWN;
1329             case SAVE:
1330                 return suspend();
1331             case RESUME:
1332                 return resume();
1333             case FLY:
1334                 return fly(command->verb, INTRANSITIVE);
1335             case LISTEN:
1336                 return listen();
1337             case PART:
1338                 return reservoir();
1339             default:
1340                 BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
1341             }
1342         }
1343     /* FALLTHRU */
1344     case transitive:
1345         /*  Analyse a transitive verb. */
1346         switch (command->verb) {
1347         case  CARRY:
1348             return vcarry(command->verb, command->obj);
1349         case  DROP:
1350             return discard(command->verb, command->obj, false);
1351         case  SAY:
1352             return say(command);
1353         case  UNLOCK:
1354             return lock(command->verb, command->obj);
1355         case  NOTHING: {
1356             rspeak(OK_MAN);
1357             return (GO_CLEAROBJ);
1358         }
1359         case  LOCK:
1360             return lock(command->verb, command->obj);
1361         case LIGHT:
1362             return light(command->verb, command->obj);
1363         case EXTINGUISH:
1364             return extinguish(command->verb, command->obj);
1365         case WAVE:
1366             return wave(command->verb, command->obj);
1367         case TAME: {
1368             rspeak(actions[command->verb].message);
1369             return GO_CLEAROBJ;
1370         }
1371         case GO: {
1372             rspeak(actions[command->verb].message);
1373             return GO_CLEAROBJ;
1374         }
1375         case ATTACK:
1376             return attack(command);
1377         case POUR:
1378             return pour(command->verb, command->obj);
1379         case EAT:
1380             return eat(command->verb, command->obj);
1381         case DRINK:
1382             return drink(command->verb, command->obj);
1383         case RUB:
1384             return rub(command->verb, command->obj);
1385         case THROW:
1386             return throw (command);
1387         case QUIT: {
1388             rspeak(actions[command->verb].message);
1389             return GO_CLEAROBJ;
1390         }
1391         case FIND:
1392             return find(command->verb, command->obj);
1393         case INVENTORY:
1394             return find(command->verb, command->obj);
1395         case FEED:
1396             return feed(command->verb, command->obj);
1397         case FILL:
1398             return fill(command->verb, command->obj);
1399         case BLAST:
1400             blast();
1401             return GO_CLEAROBJ;
1402         case SCORE: {
1403             rspeak(actions[command->verb].message);
1404             return GO_CLEAROBJ;
1405         }
1406         case GIANTWORDS: {
1407             rspeak(actions[command->verb].message);
1408             return GO_CLEAROBJ;
1409         }
1410         case BRIEF: {
1411             rspeak(actions[command->verb].message);
1412             return GO_CLEAROBJ;
1413         }
1414         case READ:
1415             return read(*command);
1416         case BREAK:
1417             return vbreak(command->verb, command->obj);
1418         case WAKE:
1419             return wake(command->verb, command->obj);
1420         case SAVE: {
1421             rspeak(actions[command->verb].message);
1422             return GO_CLEAROBJ;
1423         }
1424         case RESUME: {
1425             rspeak(actions[command->verb].message);
1426             return GO_CLEAROBJ;
1427         }
1428         case FLY:
1429             return fly(command->verb, command->obj);
1430         case LISTEN: {
1431             rspeak(actions[command->verb].message);
1432             return GO_CLEAROBJ;
1433         }
1434         case PART:
1435             return reservoir();
1436         default:
1437             BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
1438         }
1439     case unknown:
1440         /* Unknown verb, couldn't deduce object - might need hint */
1441         sspeak(WHAT_DO, command->raw1);
1442         return GO_CHECKHINT;
1443     default:
1444         BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE
1445     }
1446 }