6 /* Limit visibility of ugly globals. Eventually these should go away. */
7 extern long K, SPK, WD1, WD1X, WD2, WD2X;
10 * Action handlers. Eventually we'll do lookup through a method table
11 * that calls these. Absolutely nothing like the original FORTRAN.
14 static int fill(long);
16 static int attack(FILE *input, long verb, long obj)
17 /* Attack. Assume target if unambiguous. "Throw" also links here.
18 * Attackable objects fall into two categories: enemies (snake,
19 * dwarf, etc.) and others (bird, clam, machine). Ambiguous if 2
20 * enemies, or no enemies but 2 others. */
22 int i =ATDWRF(game.loc);
26 if (HERE(SNAKE))obj=obj*NOBJECTS+SNAKE;
27 if (AT(DRAGON) && game.prop[DRAGON] == 0)obj=obj*NOBJECTS+DRAGON;
28 if (AT(TROLL))obj=obj*NOBJECTS+TROLL;
29 if (AT(OGRE))obj=obj*NOBJECTS+OGRE;
30 if (HERE(BEAR) && game.prop[BEAR] == 0)obj=obj*NOBJECTS+BEAR;
31 if (obj > NOBJECTS) return(8000);
33 /* Can't attack bird or machine by throwing axe. */
34 if (HERE(BIRD) && verb != THROW)obj=BIRD;
35 if (HERE(VEND) && verb != THROW)obj=obj*NOBJECTS+VEND;
36 /* Clam and oyster both treated as clam for intransitive case;
38 if (HERE(CLAM) || HERE(OYSTER))obj=NOBJECTS*obj+CLAM;
39 if (obj > NOBJECTS) return(8000);
54 PSPEAK(VEND,game.prop[VEND]+2);
55 game.prop[VEND]=3-game.prop[VEND];
60 if (obj == CLAM || obj == OYSTER)SPK=150;
61 if (obj == SNAKE)SPK=46;
62 if (obj == DWARF)SPK=49;
63 if (obj == DWARF && game.closed) return(19000);
64 if (obj == DRAGON)SPK=167;
65 if (obj == TROLL)SPK=157;
66 if (obj == OGRE)SPK=203;
67 if (obj == OGRE && i > 0) {
72 for (i=1; i < PIRATE; i++) {
73 if (game.dloc[i] == game.loc) {
83 if (obj == BEAR)SPK=165+(game.prop[BEAR]+1)/2;
84 if (obj != DRAGON || game.prop[DRAGON] != 0) {RSPEAK(SPK); return 2012;}
85 /* Fun stuff for dragon. If he insists on attacking it, win!
86 * Set game.prop to dead, move dragon to central loc (still
87 * fixed), move rug there (not fixed), and move him there,
88 * too. Then do a null motion to get new description. */
90 GETIN(input,&WD1,&WD1X,&WD2,&WD2X);
91 if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519))
96 int k=(PLAC[DRAGON]+FIXD[DRAGON])/2;
97 MOVE(DRAGON+NOBJECTS,-1);
102 for (obj=1; obj<=NOBJECTS; obj++) {
103 if (game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])
107 K=NUL; /* FIXME: error if removed */
111 static int bigwords(long foo)
112 /* FEE FIE FOE FOO (AND FUM). Advance to next state if given in proper order.
113 * Look up WD1 in section 3 of vocab to determine which word we've got. Last
114 * word zips the eggs back to the giant room (unless already there). */
118 if (game.foobar != 1-k) {
119 if (game.foobar != 0)SPK=151;
129 if (game.place[EGGS]==PLAC[EGGS] || (TOTING(EGGS) && game.loc==PLAC[EGGS])) {
133 /* Bring back troll if we steal the eggs back from him before
135 if (game.place[EGGS]==0 && game.place[TROLL]==0 && game.prop[TROLL]==0)
139 if (game.loc == PLAC[EGGS])k=0;
140 MOVE(EGGS,PLAC[EGGS]);
146 static int bivalve(token_t verb, token_t obj)
147 /* Clam/oyster actions */
150 if (obj == OYSTER)k=1;
152 if (TOTING(obj))spk=120+k;
153 if (!TOTING(TRIDNT))spk=122+k;
154 if (verb == LOCK)spk=61;
157 DROP(OYSTER,game.loc);
164 static int blast(void)
165 /* Blast. No effect unless you've got dynamite, which is a neat trick! */
167 if (game.prop[ROD2] < 0 || !game.closed)
181 static int vbreak(token_t obj)
182 /* Break. Only works for mirror in repository and, of course, the vase. */
184 /* FIXME: defaults from ACTSPK */
185 if (obj == MIRROR)SPK=148;
186 if (obj == VASE && game.prop[VASE] == 0) {
188 if (TOTING(VASE))DROP(VASE,game.loc);
190 game.fixed[VASE]= -1;
192 if (obj == MIRROR && game.closed) {
201 static int brief(void)
202 /* Brief. Intransitive only. Suppress long descriptions after first time. */
210 static int carry(long obj)
211 /* Carry an object. Special cases for bird and cage (if bird in cage, can't
212 * take one without the other). Liquids also special, since they depend on
213 * status of bottle. Also various side effects, etc. */
216 if (obj == INTRANSITIVE) {
217 /* Carry, no object given yet. OK if only one object present. */
218 if(game.atloc[game.loc] == 0 ||
219 game.link[game.atloc[game.loc]] != 0 ||
220 ATDWRF(game.loc) > 0)
222 obj=game.atloc[game.loc];
225 if (TOTING(obj)) {RSPEAK(24); return 2012;}
227 if (obj == PLANT && game.prop[PLANT] <= 0)spk=115;
228 if (obj == BEAR && game.prop[BEAR] == 1)spk=169;
229 if (obj == CHAIN && game.prop[BEAR] != 0)spk=170;
230 if (obj == URN)spk=215;
231 if (obj == CAVITY)spk=217;
232 if (obj == BLOOD)spk=239;
233 if (obj == RUG && game.prop[RUG] == 2)spk=222;
234 if (obj == SIGN)spk=196;
240 if (game.fixed[obj] != 0) {
244 if (obj == WATER || obj == OIL) {
245 if (!HERE(BOTTLE) || LIQUID() != obj) {
246 if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1)
247 return(fill(BOTTLE));
248 if (game.prop[BOTTLE] != 1)spk=105;
249 if (!TOTING(BOTTLE))spk=104;
257 if (game.holdng >= INVLIMIT) {
261 else if (obj == BIRD && game.prop[BIRD] != 1 && -1-game.prop[BIRD] != 1) {
262 if (game.prop[BIRD] == 2) {
267 if (!TOTING(CAGE))spk=27;
268 if (TOTING(ROD))spk=26;
275 if ((obj==BIRD || obj==CAGE) && (game.prop[BIRD]==1 || -1-game.prop[BIRD]==1))
276 CARRY(BIRD+CAGE-obj,game.loc);
278 if (obj == BOTTLE && LIQUID() != 0)
279 game.place[LIQUID()] = -1;
280 if (GSTONE(obj) && game.prop[obj] != 0) {
288 static int chain(token_t verb)
289 /* Do something to the bear's chain */
294 if (game.prop[BEAR] == 0)spk=41;
295 if (game.prop[CHAIN] == 0)spk=37;
296 if (spk != 171) {RSPEAK(spk); return 2012;}
299 if (game.prop[BEAR] != 3)game.prop[BEAR]=2;
300 game.fixed[BEAR]=2-game.prop[BEAR];
303 if (game.prop[CHAIN] != 0)spk=34;
304 if (game.loc != PLAC[CHAIN])spk=173;
305 if (spk != 172) {RSPEAK(spk); return 2012;}
307 if (TOTING(CHAIN))DROP(CHAIN,game.loc);
308 game.fixed[CHAIN]= -1;
314 static int discard(long obj, bool just_do_it)
315 /* Discard object. "Throw" also comes here for most objects. Special cases for
316 * bird (might attack snake or dragon) and cage (might contain bird) and vase.
317 * Drop coins at vending machine for extra batteries. */
320 if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
321 if (!TOTING(obj)) {RSPEAK(SPK); return 2012;}
322 if (obj == BIRD && HERE(SNAKE)) {
324 if (game.closed) return(19000);
326 /* Set game.prop for use by travel options */
329 } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) {
333 if (HERE(RUG) && ((obj == EMRALD && game.prop[RUG] != 2) || (obj == RUBY &&
334 game.prop[RUG] == 2))) {
336 if (TOTING(RUG))SPK=220;
337 if (obj == RUBY)SPK=221;
342 if (K == 2)K=PLAC[SAPPH];
343 MOVE(RUG+NOBJECTS,K);
346 } else if (obj == COINS && HERE(VEND)) {
348 DROP(BATTER,game.loc);
351 } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
356 } else if (obj == BEAR && AT(TROLL)) {
359 MOVE(TROLL+NOBJECTS,0);
360 MOVE(TROLL2,PLAC[TROLL]);
361 MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
364 } else if (obj != VASE || game.loc == PLAC[PILLOW]) {
368 if (AT(PILLOW))game.prop[VASE]=0;
369 PSPEAK(VASE,game.prop[VASE]+1);
370 if (game.prop[VASE] != 0)game.fixed[VASE]= -1;
374 if (K == obj)obj=BOTTLE;
375 if (obj == BOTTLE && K != 0)game.place[K]=0;
376 if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD,game.loc);
378 if (obj != BIRD) return(2012);
380 if (FOREST(game.loc))game.prop[BIRD]=2;
384 static int drink(token_t obj)
385 /* Drink. If no object, assume water and look for it here. If water is in
386 * the bottle, drink that, else must be at a water loc, so drink stream. */
388 if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
391 if (obj != 0 && obj != WATER)SPK=110;
392 if (SPK == 110 || LIQUID() != WATER || !HERE(BOTTLE)) {RSPEAK(SPK); return 2012;}
401 OBJSND[BIRD]=OBJSND[BIRD]+3;
408 static int eat(token_t obj)
409 /* Eat. Intransitive: assume food if present, else ask what. Transitive: food
410 * ok, some things lose appetite, rest are ridiculous. */
412 if (obj == INTRANSITIVE) {
422 if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
423 DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
430 static int extinguish(int obj)
431 /* Extinguish. Lamp, urn, dragon/volcano (nice try). */
433 if (obj == INTRANSITIVE) {
434 if (HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP;
435 if (HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN;
436 if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return(8000);
440 game.prop[URN]=game.prop[URN]/2;
445 else if (obj == LAMP) {
452 else if (obj == DRAGON || obj == VOLCAN)
458 static int feed(long obj)
459 /* Feed. If bird, no seed. Snake, dragon, troll: quip. If dwarf, make him
460 * mad. Bear, special. */
467 if (!(obj != SNAKE && obj != DRAGON && obj != TROLL)) {
469 if (obj == DRAGON && game.prop[DRAGON] != 0)spk=110;
470 if (obj == TROLL)spk=182;
471 if (obj != SNAKE || game.closed || !HERE(BIRD))
485 RSPEAK(SPK); /* FIXME: Defaults from ACTSPK */
488 game.dflag=game.dflag+2;
494 if (game.prop[BEAR] == 0)SPK=102;
495 if (game.prop[BEAR] == 3)SPK=110;
522 /* Fill. Bottle or urn must be empty, and liquid available. (Vase
528 if (LIQLOC(game.loc) == 0)SPK=144;
529 if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
535 game.fixed[VASE]= -1;
536 return(discard(obj, true));
541 if (game.prop[URN] != 0) {RSPEAK(SPK); return 2012;}
544 if (k == 0 || !HERE(BOTTLE)) {RSPEAK(SPK); return 2012;}
547 if (k == OIL)game.prop[URN]=1;
548 SPK=211+game.prop[URN];
553 if (obj != 0 && obj != BOTTLE) {
557 if (obj == 0 && !HERE(BOTTLE))
560 if (LIQLOC(game.loc) == 0)
562 if (HERE(URN) && game.prop[URN] != 0)
567 {RSPEAK(SPK); return 2012;}
568 game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2;
578 static int find(token_t obj)
579 /* Find. Might be carrying it, or it might be here. Else give caveat. */
582 (LIQUID() == obj && AT(BOTTLE)) ||
583 obj == LIQLOC(game.loc) ||
584 (obj == DWARF && ATDWRF(game.loc) > 0))
586 if (game.closed)SPK=138;
587 if (TOTING(obj))SPK=24;
592 static int fly(token_t obj)
593 /* Fly. Snide remarks unless hovering rug is here. */
595 if (obj == INTRANSITIVE) {
596 if (game.prop[RUG] != 2)SPK=224;
597 if (!HERE(RUG))SPK=225;
610 if (game.prop[RUG] != 2) {RSPEAK(SPK); return 2012;}
611 game.oldlc2=game.oldloc;
612 game.oldloc=game.loc;
613 game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc;
615 if (game.prop[SAPPH] >= 0)SPK=227;
620 static int inven(token_t obj)
621 /* Inventory. If object, treat same as find. Else report on current burden. */
625 for (i=1; i<=NOBJECTS; i++) {
626 if (i == BEAR || !TOTING(i))
641 int light(token_t obj)
642 /* Light. Applicable only to lamp and urn. */
645 if (obj == INTRANSITIVE) {
646 if (HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj=LAMP;
647 if (HERE(URN) && game.prop[URN] == 1)obj=obj*NOBJECTS+URN;
648 if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return(8000);
653 if (game.prop[URN] == 0)
654 {RSPEAK(spk); return 2012;}
666 if (game.limit < 0) {
678 static int listen(void)
679 /* Listen. Intransitive only. Print stuff based on objsnd/locsnd. */
686 if (k < 0) return(2012);
689 SETPRM(1,game.zzword,0);
690 for (i=1; i<=NOBJECTS; i++) {
691 if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
693 PSPEAK(i,OBJSND[i]+game.prop[i]);
695 if (i == BIRD && OBJSND[i]+game.prop[i] == 8)
702 static int lock(token_t verb, token_t obj)
703 /* Lock, unlock, no object given. Assume various things if present. */
706 if (obj == INTRANSITIVE) {
708 if (HERE(CLAM))obj=CLAM;
709 if (HERE(OYSTER))obj=OYSTER;
710 if (AT(DOOR))obj=DOOR;
711 if (AT(GRATE))obj=GRATE;
712 if (obj != 0 && HERE(CHAIN)) return(8000);
713 if (HERE(CHAIN))obj=CHAIN;
714 if (obj == 0) {RSPEAK(SPK); return 2012;}
717 /* Lock, unlock object. Special stuff for opening clam/oyster
719 if (obj == CLAM || obj == OYSTER)
720 return bivalve(verb, obj);
721 if (obj == DOOR)SPK=111;
722 if (obj == DOOR && game.prop[DOOR] == 1)SPK=54;
723 if (obj == CAGE)SPK=32;
724 if (obj == KEYS)SPK=55;
725 if (obj == GRATE || obj == CHAIN)SPK=31;
726 if (SPK != 31 || !HERE(KEYS)) {
734 if (!game.panic)game.clock2=15;
739 SPK=34+game.prop[GRATE];
741 if (verb == LOCK)game.prop[GRATE]=0;
742 SPK=SPK+2*game.prop[GRATE];
747 static int pour(token_t obj)
748 /* Pour. If no object, or object is bottle, assume contents of bottle.
749 * special tests for pouring water or oil on plant or rusty door. */
751 if (obj == BOTTLE || obj == 0)obj=LIQUID();
752 if (obj == 0) return(8000);
753 if (!TOTING(obj)) {RSPEAK(SPK); return 2012;}
755 if (obj != OIL && obj != WATER) {RSPEAK(SPK); return 2012;}
756 if (HERE(URN) && game.prop[URN] == 0)
761 if (!(AT(PLANT) || AT(DOOR)))
762 {RSPEAK(SPK); return 2012;}
765 if (obj != WATER) {RSPEAK(SPK); return 2012;}
766 PSPEAK(PLANT,game.prop[PLANT]+3);
767 game.prop[PLANT]=MOD(game.prop[PLANT]+1,3);
768 game.prop[PLANT2]=game.prop[PLANT];
773 if (obj == OIL)game.prop[DOOR]=1;
774 SPK=113+game.prop[DOOR];
780 static int quit(FILE *input)
781 /* Quit. Intransitive only. Verify intent and exit if that's what he wants. */
783 if (YES(input,22,54,54))
788 static int read(FILE *input, token_t obj)
789 /* Read. Print stuff based on objtxt. Oyster (?) is special case. */
792 if (obj == INTRANSITIVE) {
794 for (i=1; i<=NOBJECTS; i++) {
795 if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0)
796 obj = obj * NOBJECTS + i;
798 if (obj > NOBJECTS || obj == 0 || DARK(game.loc)) return(8000);
801 if (DARK(game.loc)) {
806 if (OBJTXT[obj] == 0 || game.prop[obj] < 0)
807 {RSPEAK(SPK); return 2012;}
808 if (obj == OYSTER && !game.clshnt) {
809 game.clshnt=YES(input,192,193,54);
812 PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
816 static int reservoir(void)
817 /* Z'ZZZ (word gets recomputed at startup; different each game). */
819 if (!AT(RESER) && game.loc != game.fixed[RESER]-1) {RSPEAK(SPK); return 2012;}
820 PSPEAK(RESER,game.prop[RESER]+1);
821 game.prop[RESER]=1-game.prop[RESER];
822 if (AT(RESER)) return(2012);
823 game.oldlc2=game.loc;
829 static int rub(token_t obj)
830 /* Rub. Yields various snide remarks except for lit urn. */
832 if (obj != LAMP)SPK=76;
833 if (obj != URN || game.prop[URN] != 2) {RSPEAK(SPK); return 2012;}
835 DROP(AMBER,game.loc);
838 DROP(CAVITY,game.loc);
845 /* SAY. Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).) Magic words override. */
847 /* FIXME: ugly use of globals */
848 SETPRM(1,WD2,WD2X); if (WD2 <= 0)SETPRM(1,WD1,WD1X);
850 int wd=VOCAB(WD1,-1);
851 if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
860 static int throw_support(long spk)
868 static int throw(FILE *cmdin, long verb, long obj)
869 /* Throw. Same as discard unless axe. Then same as attack except
870 * ignore bird, and if dwarf is present then one might be killed.
871 * (Only way to do so!) Axe also special for dragon, bear, and
872 * troll. Treasures special for troll. */
874 if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
876 RSPEAK(SPK); /* FIXME: Defaults from ACTSPK */
879 if (obj >= 50 && obj <= MAXTRS && AT(TROLL)) {
881 /* Snarf a treasure for the troll. */
884 MOVE(TROLL+NOBJECTS,0);
885 DROP(TROLL2,PLAC[TROLL]);
886 DROP(TROLL2+NOBJECTS,FIXD[TROLL]);
891 if (obj == FOOD && HERE(BEAR)) {
892 /* But throwing food is another story. */
897 return(discard(obj, false));
898 int i=ATDWRF(game.loc);
900 if (AT(DRAGON) && game.prop[DRAGON] == 0) {
902 return throw_support(SPK);
906 return throw_support(SPK);
910 return throw_support(SPK);
912 if (HERE(BEAR) && game.prop[BEAR] == 0) {
913 /* This'll teach him to throw the axe at the bear! */
919 {RSPEAK(SPK); return 2012;}
921 return(attack(cmdin, verb, 0));
924 if (randrange(NDWARVES+1) < game.dflag) {
926 return throw_support(SPK);
932 if (game.dkill == 1)SPK=149;
934 return throw_support(SPK);
937 static int vscore(void)
938 /* Score. Call scoring routine but tell it to return. */
944 static int wake(token_t obj)
945 /* Wake. Only use is to disturb the dwarves. */
947 if (obj != DWARF || !game.closed) {RSPEAK(SPK); return 2012;}
952 static int wave(token_t obj)
953 /* Wave. No effect unless waving rod at fissure or at bird. */
955 if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29;
958 (!HERE(BIRD) && (game.closng || !AT(FISSUR)))) {
962 if (HERE(BIRD))SPK=206+MOD(game.prop[BIRD],2);
963 if (SPK == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
972 RSPEAK(SPK); /* FIXME: How is SPK set here? */
975 if (game.closng || !AT(FISSUR)) {RSPEAK(SPK); return 2012;}
976 if (HERE(BIRD))RSPEAK(SPK);
977 game.prop[FISSUR]=1-game.prop[FISSUR];
978 PSPEAK(FISSUR,2-game.prop[FISSUR]);
983 int action(FILE *input, enum speechpart part, long verb, long obj)
984 /* Analyse a verb. Remember what it was, go back for object if second word
985 * unless verb is "say", which snarfs arbitrary second word.
992 /* Analyse an object word. See if the thing is here, whether
993 * we've got a verb yet, and so on. Object must be here
994 * unless verb is "find" or "invent(ory)" (and no new verb
995 * yet to be analysed). Water and oil are also funny, since
996 * they are never actually dropped at any location, but might
997 * be here inside the bottle or urn or as a feature of the
1001 else if (obj == GRATE) {
1002 if (game.loc == 1 || game.loc == 4 || game.loc == 7)
1004 if (game.loc > 9 && game.loc < 15)
1009 else if (obj == DWARF && ATDWRF(game.loc) > 0)
1011 else if ((LIQUID() == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc))
1013 else if (obj == OIL && HERE(URN) && game.prop[URN] != 0) {
1017 else if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
1021 else if (obj == KNIFE && game.knfloc == game.loc) {
1024 {RSPEAK(SPK); return 2012;}
1026 else if (obj == ROD && HERE(ROD2)) {
1030 else if ((verb == FIND || verb == INVENT) && WD2 <= 0)
1048 if (WD2 > 0 && verb != SAY) return(2800);
1049 if (verb == SAY)obj=WD2;
1051 /* Analyse an intransitive verb (ie, no object given yet). */
1053 case 0: /* CARRY */ return carry(INTRANSITIVE);
1054 case 1: /* DROP */ return(8000);
1055 case 2: /* SAY */ return(8000);
1056 case 3: /* UNLOC */ return lock(verb, INTRANSITIVE);
1057 case 4: /* NOTHI */ {RSPEAK(54); return(20012);}
1058 case 5: /* LOCK */ return lock(verb, INTRANSITIVE);
1059 case 6: /* LIGHT */ return light(INTRANSITIVE);
1060 case 7: /* EXTIN */ return extinguish(INTRANSITIVE);
1061 case 8: /* WAVE */ return(8000);
1062 case 9: /* CALM */ return(8000);
1063 case 10: /* WALK */ {RSPEAK(SPK); return 2012;}
1064 case 11: /* ATTAC */ return attack(input, verb, obj);
1065 case 12: /* POUR */ return pour(obj);
1066 case 13: /* EAT */ return eat(INTRANSITIVE);
1067 case 14: /* DRINK */ return drink(obj);
1068 case 15: /* RUB */ return(8000);
1069 case 16: /* TOSS */ return(8000);
1070 case 17: /* QUIT */ return quit(input);
1071 case 18: /* FIND */ return(8000);
1072 case 19: /* INVEN */ return inven(obj);
1073 case 20: /* FEED */ return(8000);
1074 case 21: /* FILL */ return fill(obj);
1075 case 22: /* BLAST */ return blast();
1076 case 23: /* SCOR */ return vscore();
1077 case 24: /* FOO */ return bigwords(WD1);
1078 case 25: /* BRIEF */ return brief();
1079 case 26: /* READ */ return read(input, INTRANSITIVE);
1080 case 27: /* BREAK */ return(8000);
1081 case 28: /* WAKE */ return(8000);
1082 case 29: /* SUSP */ return saveresume(input, false);
1083 case 30: /* RESU */ return saveresume(input, true);
1084 case 31: /* FLY */ return fly(INTRANSITIVE);
1085 case 32: /* LISTE */ return listen();
1086 case 33: /* ZZZZ */ return reservoir();
1092 /* Analyse a transitive verb. */
1094 case 0: /* CARRY */ return carry(obj);
1095 case 1: /* DROP */ return discard(obj, false);
1096 case 2: /* SAY */ return say();
1097 case 3: /* UNLOC */ return lock(verb, obj);
1098 case 4: /* NOTHI */ {RSPEAK(54); return(20012);}
1099 case 5: /* LOCK */ return lock(verb, obj);
1100 case 6: /* LIGHT */ return light(obj);
1101 case 7: /* EXTI */ return extinguish(obj);
1102 case 8: /* WAVE */ return wave(obj);
1103 case 9: /* CALM */ {RSPEAK(SPK); return 2012;}
1104 case 10: /* WALK */ {RSPEAK(SPK); return 2012;}
1105 case 11: /* ATTAC */ return attack(input, verb, obj);
1106 case 12: /* POUR */ return pour(obj);
1107 case 13: /* EAT */ return eat(obj);
1108 case 14: /* DRINK */ return drink(obj);
1109 case 15: /* RUB */ return rub(obj);
1110 case 16: /* TOSS */ return throw(input, verb, obj);
1111 case 17: /* QUIT */ {RSPEAK(SPK); return 2012;}
1112 case 18: /* FIND */ return find(obj);
1113 case 19: /* INVEN */ return find(obj);
1114 case 20: /* FEED */ return feed(obj);
1115 case 21: /* FILL */ return fill(obj);
1116 case 22: /* BLAST */ return blast();
1117 case 23: /* SCOR */ {RSPEAK(SPK); return 2012;}
1118 case 24: /* FOO */ {RSPEAK(SPK); return 2012;}
1119 case 25: /* BRIEF */ {RSPEAK(SPK); return 2012;}
1120 case 26: /* READ */ return read(input, obj);
1121 case 27: /* BREAK */ return vbreak(obj);
1122 case 28: /* WAKE */ return wake(obj);
1123 case 29: /* SUSP */ {RSPEAK(SPK); return 2012;}
1124 case 30: /* RESU */ {RSPEAK(SPK); return 2012;}
1125 case 31: /* FLY */ return fly(obj);
1126 case 32: /* LISTE */ {RSPEAK(SPK); return 2012;}
1127 case 33: /* ZZZZ */ return reservoir();
1131 /* Unknown verb, couldn't deduce object - might need hint */