Replace SETPRM/[PR]SPEAK with variadic [pr]speak
[open-adventure.git] / actions.c
index d0608f60f1d8017ec2d6bdeee1248215d8769a2a..caf20eee0e084a138907f260538581bb47f992f0 100644 (file)
--- a/actions.c
+++ b/actions.c
 #include <stdbool.h>
 #include "advent.h"
 #include "database.h"
+#include "newdb.h"
 
-/* Limit visibility of ugly globals.  Eventually these should go away. */
-extern long WD1, WD1X, WD2, WD2X;
+static int fill(token_t, token_t);
 
-/*
- * Action handlers.  Eventually we'll do lookup through a method table
- * that calls these.
- */
-
-static int fill(token_t verb, token_t);
-
-static int attack(FILE *input, long verb, token_t obj)
+static int attack(FILE *input, struct command_t *command)
 /*  Attack.  Assume target if unambiguous.  "Throw" also links here.
  *  Attackable objects fall into two categories: enemies (snake,
  *  dwarf, etc.)  and others (bird, clam, machine).  Ambiguous if 2
  *  enemies, or no enemies but 2 others. */
 {
+    vocab_t verb = command->verb;
+    vocab_t obj = command->obj;
     int spk = ACTSPK[verb];
-    int i = ATDWRF(game.loc);
-    if (obj == 0) {
-       if (i > 0)
-           obj=DWARF;
-       if (HERE(SNAKE))obj=obj*NOBJECTS+SNAKE;
-       if (AT(DRAGON) && game.prop[DRAGON] == 0)obj=obj*NOBJECTS+DRAGON;
-       if (AT(TROLL))obj=obj*NOBJECTS+TROLL;
-       if (AT(OGRE))obj=obj*NOBJECTS+OGRE;
-       if (HERE(BEAR) && game.prop[BEAR] == 0)obj=obj*NOBJECTS+BEAR;
-       if (obj > NOBJECTS) return GO_UNKNOWN;
-       if (obj == 0) {
-           /* Can't attack bird or machine by throwing axe. */
-           if (HERE(BIRD) && verb != THROW)obj=BIRD;
-           if (HERE(VEND) && verb != THROW)obj=obj*NOBJECTS+VEND;
-           /* Clam and oyster both treated as clam for intransitive case;
-            * no harm done. */
-           if (HERE(CLAM) || HERE(OYSTER))obj=NOBJECTS*obj+CLAM;
-           if (obj > NOBJECTS) return GO_UNKNOWN;
-       }
+    if (obj == 0 || obj == INTRANSITIVE) {
+        if (ATDWRF(game.loc) > 0)
+            obj = DWARF;
+        if (HERE(SNAKE))obj = obj * NOBJECTS + SNAKE;
+        if (AT(DRAGON) && game.prop[DRAGON] == 0)obj = obj * NOBJECTS + DRAGON;
+        if (AT(TROLL))obj = obj * NOBJECTS + TROLL;
+        if (AT(OGRE))obj = obj * NOBJECTS + OGRE;
+        if (HERE(BEAR) && game.prop[BEAR] == 0)obj = obj * NOBJECTS + BEAR;
+        if (obj > NOBJECTS) return GO_UNKNOWN;
+        if (obj == 0) {
+            /* Can't attack bird or machine by throwing axe. */
+            if (HERE(BIRD) && verb != THROW)obj = BIRD;
+            if (HERE(VEND) && verb != THROW)obj = obj * NOBJECTS + VEND;
+            /* Clam and oyster both treated as clam for intransitive case;
+             * no harm done. */
+            if (HERE(CLAM) || HERE(OYSTER))obj = NOBJECTS * obj + CLAM;
+            if (obj > NOBJECTS)
+                return GO_UNKNOWN;
+        }
     }
     if (obj == BIRD) {
-       spk=137;
-       if (game.closed)
-       {
-           RSPEAK(spk);
-           return GO_CLEAROBJ;
-       }
-       DSTROY(BIRD);
-       game.prop[BIRD]=0;
-       spk=45;
-    }
-    if (obj == VEND) {
-       PSPEAK(VEND,game.prop[VEND]+2);
-       game.prop[VEND]=3-game.prop[VEND];
-       return GO_CLEAROBJ;
+        spk = UNHAPPY_BIRD;
+        if (game.closed) {
+            rspeak(spk);
+            return GO_CLEAROBJ;
+        }
+        DESTROY(BIRD);
+        game.prop[BIRD] = 0;
+        spk = BIRD_DEAD;
+    } else if (obj == VEND) {
+        pspeak(VEND, game.prop[VEND] + 2);
+        game.prop[VEND] = 3 - game.prop[VEND];
+        return GO_CLEAROBJ;
     }
 
-    if (obj == 0)spk=44;
-    if (obj == CLAM || obj == OYSTER)spk=150;
-    if (obj == SNAKE)spk=46;
-    if (obj == DWARF)spk=49;
-    if (obj == DWARF && game.closed) return(19000);
-    if (obj == DRAGON)spk=167;
-    if (obj == TROLL)spk=157;
-    if (obj == OGRE)spk=203;
-    if (obj == OGRE && i > 0) {
-       RSPEAK(spk);
-       RSPEAK(6);
-       DSTROY(OGRE);
-       int k=0;
-       for (i=1; i < PIRATE; i++) {
-           if (game.dloc[i] == game.loc) {
-               ++k;
-               game.dloc[i]=61;
-               game.dseen[i]=false;
-           }
-       }
-       spk=spk+1+1/k;
-       RSPEAK(spk);
-       return GO_CLEAROBJ;
-    }
-    if (obj == BEAR)spk=165+(game.prop[BEAR]+1)/2;
-    if (obj != DRAGON || game.prop[DRAGON] != 0) {RSPEAK(spk); return GO_CLEAROBJ;}
-    /*  Fun stuff for dragon.  If he insists on attacking it, win!
-     *  Set game.prop to dead, move dragon to central loc (still
-     *  fixed), move rug there (not fixed), and move him there,
-     *  too.  Then do a null motion to get new description. */
-    RSPEAK(49);
-    GETIN(input,&WD1,&WD1X,&WD2,&WD2X);
-    if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519))
-       return(2607);
-    PSPEAK(DRAGON,3);
-    game.prop[DRAGON]=1;
-    game.prop[RUG]=0;
-    int k=(PLAC[DRAGON]+FIXD[DRAGON])/2;
-    MOVE(DRAGON+NOBJECTS,-1);
-    MOVE(RUG+NOBJECTS,0);
-    MOVE(DRAGON,k);
-    MOVE(RUG,k);
-    DROP(BLOOD,k);
-    for (obj=1; obj<=NOBJECTS; obj++) {
-       if (game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])
-           MOVE(obj,k);
+    if (obj == 0)spk = NO_TARGET;
+    if (obj == CLAM || obj == OYSTER)spk = SHELL_IMPERVIOUS;
+    if (obj == SNAKE)spk = SNAKE_WARNING;
+    if (obj == DWARF)spk = BARE_HANDS_QUERY;
+    if (obj == DWARF && game.closed) return GO_DWARFWAKE;
+    if (obj == DRAGON)spk = ALREADY_DEAD;
+    if (obj == TROLL)spk = ROCKY_TROLL;
+    if (obj == OGRE)spk = OGRE_DODGE;
+    if (obj == OGRE && ATDWRF(game.loc) > 0) {
+        rspeak(spk);
+        rspeak(KNIFE_THROWN);
+        DESTROY(OGRE);
+        int dwarves = 0;
+        for (int i = 1; i < PIRATE; i++) {
+            if (game.dloc[i] == game.loc) {
+                ++dwarves;
+                game.dloc[i] = LOC_LONGWEST;
+                game.dseen[i] = false;
+            }
+        }
+        spk = (dwarves > 1) ? OGRE_PANIC1 : OGRE_PANIC2;
+    } else if (obj == BEAR)
+        /* FIXME: Arithmetic on message numbers */
+        spk = BEAR_HANDS + (game.prop[BEAR] + 1) / 2;
+    else if (obj == DRAGON && game.prop[DRAGON] == 0) {
+        /*  Fun stuff for dragon.  If he insists on attacking it, win!
+         *  Set game.prop to dead, move dragon to central loc (still
+         *  fixed), move rug there (not fixed), and move him there,
+         *  too.  Then do a null motion to get new description. */
+        rspeak(BARE_HANDS_QUERY);
+        GETIN(input, &command->wd1, &command->wd1x, &command->wd2, &command->wd2x);
+        if (command->wd1 != MAKEWD(WORD_YINIT) && command->wd1 != MAKEWD(WORD_YES))
+            return GO_CHECKFOO;
+        pspeak(DRAGON, 3);
+        game.prop[DRAGON] = 1;
+        game.prop[RUG] = 0;
+        int k = (PLAC[DRAGON] + FIXD[DRAGON]) / 2;
+        MOVE(DRAGON + NOBJECTS, -1);
+        MOVE(RUG + NOBJECTS, 0);
+        MOVE(DRAGON, k);
+        MOVE(RUG, k);
+        DROP(BLOOD, k);
+        for (obj = 1; obj <= NOBJECTS; obj++) {
+            if (game.place[obj] == PLAC[DRAGON] || game.place[obj] == FIXD[DRAGON])
+                MOVE(obj, k);
+        }
+        game.loc = k;
+        return GO_MOVE;
     }
-    game.loc=k;
-    return GO_MOVE;
+
+    rspeak(spk);
+    return GO_CLEAROBJ;
 }
 
-static int bigwords(long foo)
+static int bigwords(token_t foo)
 /*  FEE FIE FOE FOO (AND FUM).  Advance to next state if given in proper order.
- *  Look up WD1 in section 3 of vocab to determine which word we've got.  Last
+ *  Look up foo in section 3 of vocab to determine which word we've got.  Last
  *  word zips the eggs back to the giant room (unless already there). */
 {
-    int k=VOCAB(foo,3);
-    int spk=42;
-    if (game.foobar != 1-k) {
-       if (game.foobar != 0)spk=151;
-       RSPEAK(spk);
-       return GO_CLEAROBJ;
+    int k = VOCAB(foo, 3);
+    int spk = NOTHING_HAPPENS;
+    if (game.foobar != 1 - k) {
+        if (game.foobar != 0)spk = START_OVER;
+        rspeak(spk);
+        return GO_CLEAROBJ;
     } else {
-       game.foobar=k;
-       if (k != 4) {
-           RSPEAK(54);
-           return GO_CLEAROBJ;
-       }
-       game.foobar=0;
-       if (game.place[EGGS]==PLAC[EGGS] || (TOTING(EGGS) && game.loc==PLAC[EGGS])) {
-           RSPEAK(spk);
-           return GO_CLEAROBJ;
-       } else {
-           /*  Bring back troll if we steal the eggs back from him before
-            *  crossing. */
-           if (game.place[EGGS]==0 && game.place[TROLL]==0 && game.prop[TROLL]==0)
-               game.prop[TROLL]=1;
-           k=2;
-           if (HERE(EGGS))k=1;
-           if (game.loc == PLAC[EGGS])k=0;
-           MOVE(EGGS,PLAC[EGGS]);
-           PSPEAK(EGGS,k);
-           return GO_CLEAROBJ;
-       }
+        game.foobar = k;
+        if (k != 4) {
+            rspeak(OK_MAN);
+            return GO_CLEAROBJ;
+        }
+        game.foobar = 0;
+        if (game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS])) {
+            rspeak(spk);
+            return GO_CLEAROBJ;
+        } else {
+            /*  Bring back troll if we steal the eggs back from him before
+             *  crossing. */
+            if (game.place[EGGS] == LOC_NOWHERE && game.place[TROLL] == LOC_NOWHERE && game.prop[TROLL] == 0)
+                game.prop[TROLL] = 1;
+            k = 2;
+            if (HERE(EGGS))k = 1;
+            if (game.loc == PLAC[EGGS])k = 0;
+            MOVE(EGGS, PLAC[EGGS]);
+            pspeak(EGGS, k);
+            return GO_CLEAROBJ;
+        }
     }
 }
 
 static int bivalve(token_t verb, token_t obj)
 /* Clam/oyster actions */
 {
-    int spk, k=0;
-    if (obj == OYSTER)k=1;
-    spk=124+k;
-    if (TOTING(obj))spk=120+k;
-    if (!TOTING(TRIDNT))spk=122+k;
-    if (verb == LOCK)spk=61;
-    if (spk == 124) {
-       DSTROY(CLAM);
-       DROP(OYSTER,game.loc);
-       DROP(PEARL,105);
+    int spk;
+    bool is_oyster = (obj == OYSTER);
+    spk = is_oyster ? OYSTER_OPENS : PEARL_FALLS;
+    if (TOTING(obj))spk = is_oyster ? DROP_OYSTER : DROP_CLAM;
+    if (!TOTING(TRIDENT))spk = is_oyster ? OYSTER_OPENER : CLAM_OPENER;
+    if (verb == LOCK)spk = HUH_MAN;
+    if (spk == PEARL_FALLS) {
+        DESTROY(CLAM);
+        DROP(OYSTER, game.loc);
+        DROP(PEARL, LOC_CULDESAC);
     }
-    RSPEAK(spk);
+    rspeak(spk);
     return GO_CLEAROBJ;
 }
 
-static int blast(void)
+static void blast(void)
 /*  Blast.  No effect unless you've got dynamite, which is a neat trick! */
 {
     if (game.prop[ROD2] < 0 || !game.closed)
-    {
-       RSPEAK(67);
-       return GO_CLEAROBJ;
+        rspeak(REQUIRES_DYNAMITE);
+    else {
+        game.bonus = VICTORY_MESSAGE;
+        if (game.loc == LOC_NE)
+            game.bonus = DEFEAT_MESSAGE;
+        if (HERE(ROD2))
+            game.bonus = SPLATTER_MESSAGE;
+        rspeak(game.bonus);
+        terminate(endgame);
     }
-    game.bonus=133;
-    if (game.loc == 115)
-       game.bonus=134;
-    if (HERE(ROD2))
-       game.bonus=135;
-    RSPEAK(game.bonus);
-    score(0);
-    return GO_CLEAROBJ;        /* pacify compiler - we never get here */
 }
 
 static int vbreak(token_t verb, token_t obj)
 /*  Break.  Only works for mirror in repository and, of course, the vase. */
 {
     int spk = ACTSPK[verb];
-    if (obj == MIRROR)spk=148;
+    if (obj == MIRROR)spk = TOO_FAR;
     if (obj == VASE && game.prop[VASE] == 0) {
-       if (TOTING(VASE))DROP(VASE,game.loc);
-       game.prop[VASE]=2;
-       game.fixed[VASE]= -1;
-       spk=198;
+        if (TOTING(VASE))DROP(VASE, game.loc);
+        game.prop[VASE] = 2;
+        game.fixed[VASE] = -1;
+        spk = BREAK_VASE;
     } else {
-       if (obj == MIRROR && game.closed) {
-           RSPEAK(197);
-           return GO_DWARFWAKE;
-       }
+        if (obj == MIRROR && game.closed) {
+            rspeak(BREAK_MIRROR);
+            return GO_DWARFWAKE;
+        }
     }
-    RSPEAK(spk);
+    rspeak(spk);
     return GO_CLEAROBJ;
 }
 
 static int brief(void)
 /*  Brief.  Intransitive only.  Suppress long descriptions after first time. */
 {
-    game.abbnum=10000;
-    game.detail=3;
-    RSPEAK(156);
+    game.abbnum = 10000;
+    game.detail = 3;
+    rspeak(BRIEF_CONFIRM);
     return GO_CLEAROBJ;
 }
 
@@ -216,74 +210,78 @@ static int carry(token_t verb, token_t obj)
 {
     int spk;
     if (obj == INTRANSITIVE) {
-       /*  Carry, no object given yet.  OK if only one object present. */
-       if(game.atloc[game.loc] == 0 ||
-          game.link[game.atloc[game.loc]] != 0 ||
-          ATDWRF(game.loc) > 0)
-           return GO_UNKNOWN;
-       obj=game.atloc[game.loc];
+        /*  Carry, no object given yet.  OK if only one object present. */
+        if (game.atloc[game.loc] == 0 ||
+            game.link[game.atloc[game.loc]] != 0 ||
+            ATDWRF(game.loc) > 0)
+            return GO_UNKNOWN;
+        obj = game.atloc[game.loc];
     }
 
-    if (TOTING(obj)) {RSPEAK(24); return GO_CLEAROBJ;}
-    spk=25;
-    if (obj == PLANT && game.prop[PLANT] <= 0)spk=115;
-    if (obj == BEAR && game.prop[BEAR] == 1)spk=169;
-    if (obj == CHAIN && game.prop[BEAR] != 0)spk=170;
-    if (obj == URN)spk=215;
-    if (obj == CAVITY)spk=217;
-    if (obj == BLOOD)spk=239;
-    if (obj == RUG && game.prop[RUG] == 2)spk=222;
-    if (obj == SIGN)spk=196;
+    if (TOTING(obj)) {
+        rspeak(ALREADY_CARRYING);
+        return GO_CLEAROBJ;
+    }
+    spk = YOU_JOKING;
+    if (obj == PLANT && game.prop[PLANT] <= 0)spk = DEEP_ROOTS;
+    if (obj == BEAR && game.prop[BEAR] == 1)spk = BEAR_CHAINED;
+    if (obj == CHAIN && game.prop[BEAR] != 0)spk = STILL_LOCKED;
+    if (obj == URN)spk = URN_NOBUDGE;
+    if (obj == CAVITY)spk = DOUGHNUT_HOLES;
+    if (obj == BLOOD)spk = FEW_DROPS;
+    if (obj == RUG && game.prop[RUG] == 2)spk = RUG_HOVERS;
+    if (obj == SIGN)spk = HAND_PASSTHROUGH;
     if (obj == MESSAG) {
-       RSPEAK(190);
-       DSTROY(MESSAG);
-       return GO_CLEAROBJ;
+        rspeak(REMOVE_MESSAGE);
+        DESTROY(MESSAG);
+        return GO_CLEAROBJ;
     }
     if (game.fixed[obj] != 0) {
-       RSPEAK(spk);
-       return GO_CLEAROBJ;
+        rspeak(spk);
+        return GO_CLEAROBJ;
     }
     if (obj == WATER || obj == OIL) {
-       if (!HERE(BOTTLE) || LIQUID() != obj) {
-           if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1)
-               return(fill(verb, BOTTLE));
-           if (game.prop[BOTTLE] != 1)spk=105;
-           if (!TOTING(BOTTLE))spk=104;
-           RSPEAK(spk);
-           return GO_CLEAROBJ;
-       }
-       obj = BOTTLE;
+        if (!HERE(BOTTLE) || LIQUID() != obj) {
+            if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1)
+                return (fill(verb, BOTTLE));
+            else {
+                if (game.prop[BOTTLE] != 1)spk = BOTTLE_FULL;
+                if (!TOTING(BOTTLE))spk = NO_CONTAINER;
+                rspeak(spk);
+                return GO_CLEAROBJ;
+            }
+        }
+        obj = BOTTLE;
     }
 
-    spk=92;
+    spk = CARRY_LIMIT;
     if (game.holdng >= INVLIMIT) {
-       RSPEAK(spk);
-       return GO_CLEAROBJ;
-    }
-    else if (obj == BIRD && game.prop[BIRD] != 1 && -1-game.prop[BIRD] != 1) {
-       if (game.prop[BIRD] == 2) {
-           DSTROY(BIRD);
-           RSPEAK(238);
-           return GO_CLEAROBJ;
-       }
-       if (!TOTING(CAGE))spk=27;
-       if (TOTING(ROD))spk=26;
-       if (spk/2 == 13) {
-           RSPEAK(spk);
-           return GO_CLEAROBJ;
-       }
-       game.prop[BIRD]=1;
+        rspeak(spk);
+        return GO_CLEAROBJ;
+    } else if (obj == BIRD && game.prop[BIRD] != 1 && -1 - game.prop[BIRD] != 1) {
+        if (game.prop[BIRD] == 2) {
+            DESTROY(BIRD);
+            rspeak(BIRD_CRAP);
+            return GO_CLEAROBJ;
+        }
+        if (!TOTING(CAGE))spk = CANNOT_CARRY;
+        if (TOTING(ROD))spk = BIRD_EVADES;
+        if (spk == CANNOT_CARRY || spk == BIRD_EVADES) {
+            rspeak(spk);
+            return GO_CLEAROBJ;
+        }
+        game.prop[BIRD] = 1;
     }
-    if ((obj==BIRD || obj==CAGE) && (game.prop[BIRD]==1 || -1-game.prop[BIRD]==1))
-       CARRY(BIRD+CAGE-obj,game.loc);
-    CARRY(obj,game.loc);
+    if ((obj == BIRD || obj == CAGE) && (game.prop[BIRD] == 1 || -1 - game.prop[BIRD] == 1))
+        CARRY(BIRD + CAGE - obj, game.loc);
+    CARRY(obj, game.loc);
     if (obj == BOTTLE && LIQUID() != 0)
-       game.place[LIQUID()] = -1;
+        game.place[LIQUID()] = CARRIED;
     if (GSTONE(obj) && game.prop[obj] != 0) {
-       game.prop[obj]=0;
-       game.prop[CAVITY]=1;
+        game.prop[obj] = 0;
+        game.prop[CAVITY] = 1;
     }
-    RSPEAK(54);
+    rspeak(OK_MAN);
     return GO_CLEAROBJ;
 }
 
@@ -292,24 +290,30 @@ static int chain(token_t verb)
 {
     int spk;
     if (verb != LOCK) {
-       spk=171;
-       if (game.prop[BEAR] == 0)spk=41;
-       if (game.prop[CHAIN] == 0)spk=37;
-       if (spk != 171) {RSPEAK(spk); return GO_CLEAROBJ;}
-       game.prop[CHAIN]=0;
-       game.fixed[CHAIN]=0;
-       if (game.prop[BEAR] != 3)game.prop[BEAR]=2;
-       game.fixed[BEAR]=2-game.prop[BEAR];
+        spk = CHAIN_UNLOCKED;
+        if (game.prop[BEAR] == 0)spk = BEAR_BLOCKS;
+        if (game.prop[CHAIN] == 0)spk = ALREADY_UNLOCKED;
+        if (spk != CHAIN_UNLOCKED) {
+            rspeak(spk);
+            return GO_CLEAROBJ;
+        }
+        game.prop[CHAIN] = 0;
+        game.fixed[CHAIN] = 0;
+        if (game.prop[BEAR] != 3)game.prop[BEAR] = 2;
+        game.fixed[BEAR] = 2 - game.prop[BEAR];
     } else {
-       spk=172;
-       if (game.prop[CHAIN] != 0)spk=34;
-       if (game.loc != PLAC[CHAIN])spk=173;
-       if (spk != 172) {RSPEAK(spk); return GO_CLEAROBJ;}
-       game.prop[CHAIN]=2;
-       if (TOTING(CHAIN))DROP(CHAIN,game.loc);
-       game.fixed[CHAIN]= -1;
+        spk = CHAIN_LOCKED;
+        if (game.prop[CHAIN] != 0)spk = ALREADY_LOCKED;
+        if (game.loc != PLAC[CHAIN])spk = NO_LOCKSITE;
+        if (spk != CHAIN_LOCKED) {
+            rspeak(spk);
+            return GO_CLEAROBJ;
+        }
+        game.prop[CHAIN] = 2;
+        if (TOTING(CHAIN))DROP(CHAIN, game.loc);
+        game.fixed[CHAIN] = -1;
     }
-    RSPEAK(spk);
+    rspeak(spk);
     return GO_CLEAROBJ;
 }
 
@@ -320,68 +324,71 @@ static int discard(token_t verb, token_t obj, bool just_do_it)
 {
     int spk = ACTSPK[verb];
     if (!just_do_it) {
-        if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
-        if (!TOTING(obj)) {RSPEAK(spk); return GO_CLEAROBJ;}
+        if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj = ROD2;
+        if (!TOTING(obj)) {
+            rspeak(spk);
+            return GO_CLEAROBJ;
+        }
         if (obj == BIRD && HERE(SNAKE)) {
-            RSPEAK(30);
-            if (game.closed) return(19000);
-            DSTROY(SNAKE);
+            rspeak(BIRD_ATTACKS);
+            if (game.closed) return GO_DWARFWAKE;
+            DESTROY(SNAKE);
             /* Set game.prop for use by travel options */
-            game.prop[SNAKE]=1;
+            game.prop[SNAKE] = 1;
 
         } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) {
-            RSPEAK(218);
-            game.prop[obj]=1;
-            game.prop[CAVITY]=0;
-            if (HERE(RUG) && ((obj == EMRALD && game.prop[RUG] != 2) || (obj == RUBY &&
-                                                                        game.prop[RUG] == 2))) {
-                spk=219;
-                if (TOTING(RUG))spk=220;
-                if (obj == RUBY)spk=221;
-                RSPEAK(spk);
-                if (spk != 220) {
-                    int k = 2-game.prop[RUG];
+            rspeak(GEM_FITS);
+            game.prop[obj] = 1;
+            game.prop[CAVITY] = 0;
+            if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != 2) || (obj == RUBY &&
+                              game.prop[RUG] == 2))) {
+                spk = RUG_RISES;
+                if (TOTING(RUG))spk = RUG_WIGGLES;
+                if (obj == RUBY)spk = RUG_SETTLES;
+                rspeak(spk);
+                if (spk != RUG_WIGGLES) {
+                    int k = 2 - game.prop[RUG];
                     game.prop[RUG] = k;
                     if (k == 2) k = PLAC[SAPPH];
-                    MOVE(RUG+NOBJECTS, k);
+                    MOVE(RUG + NOBJECTS, k);
                 }
             }
         } else if (obj == COINS && HERE(VEND)) {
-            DSTROY(COINS);
-            DROP(BATTER,game.loc);
-            PSPEAK(BATTER,0);
+            DESTROY(COINS);
+            DROP(BATTERY, game.loc);
+            pspeak(BATTERY, 0);
             return GO_CLEAROBJ;
         } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
-            RSPEAK(154);
-            DSTROY(BIRD);
-            game.prop[BIRD]=0;
+            rspeak(BIRD_BURNT);
+            DESTROY(BIRD);
+            game.prop[BIRD] = 0;
             return GO_CLEAROBJ;
         } else if (obj == BEAR && AT(TROLL)) {
-            RSPEAK(163);
-            MOVE(TROLL,0);
-            MOVE(TROLL+NOBJECTS,0);
-            MOVE(TROLL2,PLAC[TROLL]);
-            MOVE(TROLL2+NOBJECTS,FIXD[TROLL]);
+            rspeak(TROLL_SCAMPERS);
+            MOVE(TROLL, 0);
+            MOVE(TROLL + NOBJECTS, 0);
+            MOVE(TROLL2, PLAC[TROLL]);
+            MOVE(TROLL2 + NOBJECTS, FIXD[TROLL]);
             JUGGLE(CHASM);
-            game.prop[TROLL]=2;
+            game.prop[TROLL] = 2;
         } else if (obj != VASE || game.loc == PLAC[PILLOW]) {
-            RSPEAK(54);
+            rspeak(OK_MAN);
         } else {
-            game.prop[VASE]=2;
-            if (AT(PILLOW))game.prop[VASE]=0;
-            PSPEAK(VASE,game.prop[VASE]+1);
-            if (game.prop[VASE] != 0)game.fixed[VASE]= -1;
+            game.prop[VASE] = 2;
+            if (AT(PILLOW))game.prop[VASE] = 0;
+            pspeak(VASE, game.prop[VASE] + 1);
+            if (game.prop[VASE] != 0)game.fixed[VASE] = -1;
         }
     }
     int k = LIQUID();
-    if (k == obj)obj=BOTTLE;
+    if (k == obj)obj = BOTTLE;
     if (obj == BOTTLE && k != 0)
-       game.place[k]=0;
-    if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD,game.loc);
-    DROP(obj,game.loc);
+        game.place[k] = LOC_NOWHERE;
+    if (obj == CAGE && game.prop[BIRD] == 1)DROP(BIRD, game.loc);
+    DROP(obj, game.loc);
     if (obj != BIRD) return GO_CLEAROBJ;
-    game.prop[BIRD]=0;
-    if (FOREST(game.loc))game.prop[BIRD]=2;
+    game.prop[BIRD] = 0;
+    if (FOREST(game.loc))game.prop[BIRD] = 2;
     return GO_CLEAROBJ;
 }
 
@@ -391,21 +398,21 @@ static int drink(token_t verb, token_t obj)
 {
     int spk = ACTSPK[verb];
     if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
-       return GO_UNKNOWN;
+        return GO_UNKNOWN;
     if (obj != BLOOD) {
-       if (obj != 0 && obj != WATER)spk=110;
-       if (spk != 110 && LIQUID() == WATER && HERE(BOTTLE)) {
-           game.prop[BOTTLE]=1;
-           game.place[WATER]=0;
-           spk=74;
-       }
+        if (obj != 0 && obj != WATER)spk = RIDICULOUS_ATTEMPT;
+        if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) {
+            game.prop[BOTTLE] = 1;
+            game.place[WATER] = LOC_NOWHERE;
+            spk = BOTTLE_EMPTY;
+        }
     } else {
-       DSTROY(BLOOD);
-       game.prop[DRAGON]=2;
-       OBJSND[BIRD]=OBJSND[BIRD]+3;
-       spk=240;
+        DESTROY(BLOOD);
+        game.prop[DRAGON] = 2;
+        OBJSND[BIRD] = OBJSND[BIRD] + 3;
+        spk = HEAD_BUZZES;
     }
-    RSPEAK(spk);
+    rspeak(spk);
     return GO_CLEAROBJ;
 }
 
@@ -415,20 +422,20 @@ static int eat(token_t verb, token_t obj)
 {
     int spk = ACTSPK[verb];
     if (obj == INTRANSITIVE) {
-       if (!HERE(FOOD))
-           return GO_UNKNOWN;
-       DSTROY(FOOD);
-       spk=72;
+        if (!HERE(FOOD))
+            return GO_UNKNOWN;
+        DESTROY(FOOD);
+        spk = THANKS_DELICIOUS;
     } else {
-       if (obj == FOOD) {
-           DSTROY(FOOD);
-           spk=72;
-       }
-       if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
-          DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
-          OGRE)spk=71;
+        if (obj == FOOD) {
+            DESTROY(FOOD);
+            spk = THANKS_DELICIOUS;
+        }
+        if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
+            DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
+            OGRE)spk = LOST_APPETITE;
     }
-    RSPEAK(spk);
+    rspeak(spk);
     return GO_CLEAROBJ;
 }
 
@@ -437,23 +444,21 @@ static int extinguish(token_t verb, int obj)
 {
     int spk = ACTSPK[verb];
     if (obj == INTRANSITIVE) {
-       if (HERE(LAMP) && game.prop[LAMP] == 1)obj=LAMP;
-       if (HERE(URN) && game.prop[URN] == 2)obj=obj*NOBJECTS+URN;
-       if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
+        if (HERE(LAMP) && game.prop[LAMP] == 1)obj = LAMP;
+        if (HERE(URN) && game.prop[URN] == 2)obj = obj * NOBJECTS + URN;
+        if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
     }
 
     if (obj == URN) {
-       game.prop[URN]=game.prop[URN]/2;
-       spk=210;
-    }
-    else if (obj == LAMP) {
-       game.prop[LAMP]=0;
-       RSPEAK(40);
-       spk = DARK(game.loc) ? 16 : 0;
-    }
-    else if (obj == DRAGON || obj == VOLCAN)
-       spk=146;
-    RSPEAK(spk);
+        game.prop[URN] = game.prop[URN] / 2;
+        spk = URN_DARK;
+    } else if (obj == LAMP) {
+        game.prop[LAMP] = 0;
+        rspeak(LAMP_OFF);
+        spk = DARK(game.loc) ? PITCH_DARK : NO_MESSAGE;
+    } else if (obj == DRAGON || obj == VOLCANO)
+        spk = BEYOND_POWER;
+    rspeak(spk);
     return GO_CLEAROBJ;
 }
 
@@ -463,43 +468,39 @@ static int feed(token_t verb, token_t obj)
 {
     int spk = ACTSPK[verb];
     if (obj == BIRD) {
-       RSPEAK(100);
-       return GO_CLEAROBJ;
-    }
-    else if (obj == SNAKE || obj == DRAGON || obj == TROLL) {
-       spk=102;
-       if (obj == DRAGON && game.prop[DRAGON] != 0)spk=110;
-       if (obj == TROLL)spk=182;
-       if (obj == SNAKE && !game.closed && HERE(BIRD)) {
-           DSTROY(BIRD);
-           game.prop[BIRD]=0;
-           spk = 101;
-       }
-    }
-    else if (obj == DWARF) {
-       if (HERE(FOOD)) {
-           game.dflag += 2;
-           spk = 103;
-       }
-    }
-    else if (obj == BEAR) {
-       if (game.prop[BEAR] == 0)spk=102;
-       if (game.prop[BEAR] == 3)spk=110;
-       if (HERE(FOOD)) {
-           DSTROY(FOOD);
-           game.prop[BEAR]=1;
-           game.fixed[AXE]=0;
-           game.prop[AXE]=0;
-           spk=168;
-       }
-    }
-    else if (obj == OGRE) {
-       if (HERE(FOOD))
-           spk=202;
+        rspeak(BIRD_PINING);
+        return GO_CLEAROBJ;
+    } else if (obj == SNAKE || obj == DRAGON || obj == TROLL) {
+        spk = NOTHING_EDIBLE;
+        if (obj == DRAGON && game.prop[DRAGON] != 0)spk = RIDICULOUS_ATTEMPT;
+        if (obj == TROLL)spk = TROLL_VICES;
+        if (obj == SNAKE && !game.closed && HERE(BIRD)) {
+            DESTROY(BIRD);
+            game.prop[BIRD] = 0;
+            spk = BIRD_DEVOURED;
+        }
+    } else if (obj == DWARF) {
+        if (HERE(FOOD)) {
+            game.dflag += 2;
+            spk = REALLY_MAD;
+        }
+    } else if (obj == BEAR) {
+        if (game.prop[BEAR] == 0)spk = NOTHING_EDIBLE;
+        if (game.prop[BEAR] == 3)spk = RIDICULOUS_ATTEMPT;
+        if (HERE(FOOD)) {
+            DESTROY(FOOD);
+            game.prop[BEAR] = 1;
+            game.fixed[AXE] = 0;
+            game.prop[AXE] = 0;
+            spk = BEAR_TAMED;
+        }
+    } else if (obj == OGRE) {
+        if (HERE(FOOD))
+            spk = OGRE_FULL;
     } else {
-       spk=14;
+        spk = AM_GAME;
     }
-    RSPEAK(spk);
+    rspeak(spk);
     return GO_CLEAROBJ;
 }
 
@@ -510,52 +511,55 @@ int fill(token_t verb, token_t obj)
     int k;
     int spk = ACTSPK[verb];
     if (obj == VASE) {
-       spk=29;
-       if (LIQLOC(game.loc) == 0)spk=144;
-       if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
-           RSPEAK(spk);
-           return GO_CLEAROBJ;
-       }
-       RSPEAK(145);
-       game.prop[VASE]=2;
-       game.fixed[VASE]= -1;
-       return(discard(verb, obj, true));
-    }
-    else if (obj == URN) {
-       spk=213;
-       if (game.prop[URN] != 0) {RSPEAK(spk); return GO_CLEAROBJ;}
-       spk=144;
-       k=LIQUID();
-       if (k == 0 || !HERE(BOTTLE)) {RSPEAK(spk); return GO_CLEAROBJ;}
-       game.place[k]=0;
-       game.prop[BOTTLE]=1;
-       if (k == OIL)game.prop[URN]=1;
-       spk=211+game.prop[URN];
-       RSPEAK(spk);
-       return GO_CLEAROBJ;
-    }
-    else if (obj != 0 && obj != BOTTLE) {
-       RSPEAK(spk);
-       return GO_CLEAROBJ;
-    }
-    else if (obj == 0 && !HERE(BOTTLE))
-       return GO_UNKNOWN;
-    spk=107;
+        spk = ARENT_CARRYING;
+        if (LIQLOC(game.loc) == 0)spk = FILL_INVALID;
+        if (LIQLOC(game.loc) == 0 || !TOTING(VASE)) {
+            rspeak(spk);
+            return GO_CLEAROBJ;
+        }
+        rspeak(SHATTER_VASE);
+        game.prop[VASE] = 2;
+        game.fixed[VASE] = -1;
+        return (discard(verb, obj, true));
+    } else if (obj == URN) {
+        spk = FULL_URN;
+        if (game.prop[URN] != 0) {
+            rspeak(spk);
+            return GO_CLEAROBJ;
+        }
+        spk = FILL_INVALID;
+        k = LIQUID();
+        if (k == 0 || !HERE(BOTTLE)) {
+            rspeak(spk);
+            return GO_CLEAROBJ;
+        }
+        game.place[k] = LOC_NOWHERE;
+        game.prop[BOTTLE] = 1;
+        if (k == OIL)game.prop[URN] = 1;
+        spk = WATER_URN + game.prop[URN];
+        rspeak(spk);
+        return GO_CLEAROBJ;
+    } else if (obj != 0 && obj != BOTTLE) {
+        rspeak(spk);
+        return GO_CLEAROBJ;
+    } else if (obj == 0 && !HERE(BOTTLE))
+        return GO_UNKNOWN;
+    spk = BOTTLED_WATER;
     if (LIQLOC(game.loc) == 0)
-       spk=106;
+        spk = NO_LIQUID;
     if (HERE(URN) && game.prop[URN] != 0)
-       spk=214;
+        spk = URN_NOPOUR;
     if (LIQUID() != 0)
-       spk=105;
-    if (spk == 107) {
-       game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2;
-       k=LIQUID();
-       if (TOTING(BOTTLE))
-           game.place[k]= -1;
-       if (k == OIL)
-           spk=108;
+        spk = BOTTLE_FULL;
+    if (spk == BOTTLED_WATER) {
+        game.prop[BOTTLE] = MOD(COND[game.loc], 4) / 2 * 2;
+        k = LIQUID();
+        if (TOTING(BOTTLE))
+            game.place[k] = CARRIED;
+        if (k == OIL)
+            spk = BOTTLED_OIL;
     }
-    RSPEAK(spk);
+    rspeak(spk);
     return GO_CLEAROBJ;
 }
 
@@ -564,13 +568,13 @@ static int find(token_t verb, token_t obj)
 {
     int spk = ACTSPK[verb];
     if (AT(obj) ||
-       (LIQUID() == obj && AT(BOTTLE)) ||
-       obj == LIQLOC(game.loc) ||
-       (obj == DWARF && ATDWRF(game.loc) > 0))
-       spk=94;
-    if (game.closed)spk=138;
-    if (TOTING(obj))spk=24;
-    RSPEAK(spk);
+        (LIQUID() == obj && AT(BOTTLE)) ||
+        obj == LIQLOC(game.loc) ||
+        (obj == DWARF && ATDWRF(game.loc) > 0))
+        spk = YOU_HAVEIT;
+    if (game.closed)spk = NEEDED_NEARBY;
+    if (TOTING(obj))spk = ALREADY_CARRYING;
+    rspeak(spk);
     return GO_CLEAROBJ;
 }
 
@@ -579,110 +583,111 @@ static int fly(token_t verb, token_t obj)
 {
     int spk = ACTSPK[verb];
     if (obj == INTRANSITIVE) {
-       if (game.prop[RUG] != 2)spk=224;
-       if (!HERE(RUG))spk=225;
-       if (spk/2 == 112) {
-           RSPEAK(spk);
-           return GO_CLEAROBJ;
-       }
-       obj=RUG;
+        if (game.prop[RUG] != 2)spk = RUG_NOTHING2;
+        if (!HERE(RUG))spk = FLAP_ARMS;
+        if (spk == RUG_NOTHING2 || spk == FLAP_ARMS) {
+            rspeak(spk);
+            return GO_CLEAROBJ;
+        }
+        obj = RUG;
     }
 
     if (obj != RUG) {
-       RSPEAK(spk);
-       return GO_CLEAROBJ;
+        rspeak(spk);
+        return GO_CLEAROBJ;
+    }
+    spk = RUG_NOTHING1;
+    if (game.prop[RUG] != 2) {
+        rspeak(spk);
+        return GO_CLEAROBJ;
     }
-    spk=223;
-    if (game.prop[RUG] != 2) {RSPEAK(spk); return GO_CLEAROBJ;}
-    game.oldlc2=game.oldloc;
-    game.oldloc=game.loc;
-    game.newloc=game.place[RUG]+game.fixed[RUG]-game.loc;
-    spk=226;
-    if (game.prop[SAPPH] >= 0)spk=227;
-    RSPEAK(spk);
+    game.oldlc2 = game.oldloc;
+    game.oldloc = game.loc;
+    game.newloc = game.place[RUG] + game.fixed[RUG] - game.loc;
+    spk = RUG_GOES;
+    if (game.prop[SAPPH] >= 0)
+        spk = RUG_RETURNS;
+    rspeak(spk);
     return GO_TERMINATE;
 }
-    
-static int inven(token_t obj)
+
+static int inven(void)
 /* Inventory. If object, treat same as find.  Else report on current burden. */
 {
-    int i;
-    int spk=98;
-    for (i=1; i<=NOBJECTS; i++) {
-       if (i == BEAR || !TOTING(i))
-           continue;
-       if (spk == 98)
-           RSPEAK(99);
-       game.blklin=false;
-       PSPEAK(i,-1);
-       game.blklin=true;
-       spk=0;
+    int spk = NO_CARRY;
+    for (int i = 1; i <= NOBJECTS; i++) {
+        if (i == BEAR || !TOTING(i))
+            continue;
+        if (spk == NO_CARRY)
+            rspeak(NOW_HOLDING);
+        game.blklin = false;
+        pspeak(i, -1);
+        game.blklin = true;
+        spk = NO_MESSAGE;
     }
     if (TOTING(BEAR))
-       spk=141;
-    RSPEAK(spk);
+        spk = TAME_BEAR;
+    rspeak(spk);
     return GO_CLEAROBJ;
 }
 
-int light(token_t verb, token_t obj)
+static int light(token_t verb, token_t obj)
 /*  Light.  Applicable only to lamp and urn. */
 {
     int spk = ACTSPK[verb];
     if (obj == INTRANSITIVE) {
-       if (HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj=LAMP;
-       if (HERE(URN) && game.prop[URN] == 1)obj=obj*NOBJECTS+URN;
-       if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
+        if (HERE(LAMP) && game.prop[LAMP] == 0 && game.limit >= 0)obj = LAMP;
+        if (HERE(URN) && game.prop[URN] == 1)obj = obj * NOBJECTS + URN;
+        if (obj == INTRANSITIVE || obj == 0 || obj > NOBJECTS) return GO_UNKNOWN;
     }
 
     if (obj == URN) {
-       spk=38;
-       if (game.prop[URN] == 0)
-           {RSPEAK(spk); return GO_CLEAROBJ;}
-       spk=209;
-       game.prop[URN]=2;
-       RSPEAK(spk);
-       return GO_CLEAROBJ;
+        if (game.prop[URN] == 0) {
+            rspeak(URN_EMPTY);
+        } else {
+            game.prop[URN] = 2;
+            rspeak(URN_LIT);
+        }
+        return GO_CLEAROBJ;
     } else {
-       if (obj != LAMP)
-       {
-           RSPEAK(spk);
-           return GO_CLEAROBJ;
-       }
-       spk=184;
-       if (game.limit < 0) {
-           RSPEAK(spk);
-           return GO_CLEAROBJ;
-       }
-       game.prop[LAMP]=1;
-       RSPEAK(39);
-       if (game.wzdark)
-           return GO_TOP;
-       else
-           return GO_CLEAROBJ;
-    }   
+        if (obj != LAMP) {
+            rspeak(spk);
+            return GO_CLEAROBJ;
+        }
+        spk = LAMP_OUT;
+        if (game.limit < 0) {
+            rspeak(spk);
+            return GO_CLEAROBJ;
+        }
+        game.prop[LAMP] = 1;
+        rspeak(LAMP_ON);
+        if (game.wzdark)
+            return GO_TOP;
+        else
+            return GO_CLEAROBJ;
+    }
 }
 
 static int listen(void)
 /*  Listen.  Intransitive only.  Print stuff based on objsnd/locsnd. */
 {
-    int i, k;
-    int spk=228;
-    k=LOCSND[game.loc];
+    int k;
+    int spk = ALL_SILENT;
+    k = LOCSND[game.loc];
     if (k != 0) {
-       RSPEAK(labs(k));
-       if (k < 0) return GO_CLEAROBJ;
-       spk=0;
+        rspeak(labs(k));
+        if (k < 0) return GO_CLEAROBJ;
+        spk = NO_MESSAGE;
     }
-    SETPRM(1,game.zzword,0);
-    for (i=1; i<=NOBJECTS; i++) {
-       if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
-           continue;
-       PSPEAK(i,OBJSND[i]+game.prop[i]);
-       spk=0;
-       if (i == BIRD && OBJSND[i]+game.prop[i] == 8)
-           DSTROY(BIRD);
+    for (int i = 1; i <= NOBJECTS; i++) {
+        if (!HERE(i) || OBJSND[i] == 0 || game.prop[i] < 0)
+            continue;
+        pspeak(i, OBJSND[i] + game.prop[i], game.zzword);
+        spk = NO_MESSAGE;
+        if (i == BIRD && OBJSND[i] + game.prop[i] == 8)
+            DESTROY(BIRD);
     }
-    RSPEAK(spk);
+    rspeak(spk);
     return GO_CLEAROBJ;
 }
 
@@ -691,42 +696,43 @@ static int lock(token_t verb, token_t obj)
 {
     int spk = ACTSPK[verb];
     if (obj == INTRANSITIVE) {
-       spk=28;
-       if (HERE(CLAM))obj=CLAM;
-       if (HERE(OYSTER))obj=OYSTER;
-       if (AT(DOOR))obj=DOOR;
-       if (AT(GRATE))obj=GRATE;
-       if (obj != 0 && HERE(CHAIN)) return GO_UNKNOWN;
-       if (HERE(CHAIN))obj=CHAIN;
-       if (obj == 0) {RSPEAK(spk); return GO_CLEAROBJ;}
+        spk = NOTHING_LOCKED;
+        if (HERE(CLAM))obj = CLAM;
+        if (HERE(OYSTER))obj = OYSTER;
+        if (AT(DOOR))obj = DOOR;
+        if (AT(GRATE))obj = GRATE;
+        if (obj != 0 && HERE(CHAIN)) return GO_UNKNOWN;
+        if (HERE(CHAIN))obj = CHAIN;
+        if (obj == 0 || obj == INTRANSITIVE) {
+            rspeak(spk);
+            return GO_CLEAROBJ;
+        }
     }
-       
+
     /*  Lock, unlock object.  Special stuff for opening clam/oyster
      *  and for chain. */
     if (obj == CLAM || obj == OYSTER)
-       return bivalve(verb, obj);
-    if (obj == DOOR)spk=111;
-    if (obj == DOOR && game.prop[DOOR] == 1)spk=54;
-    if (obj == CAGE)spk=32;
-    if (obj == KEYS)spk=55;
+        return bivalve(verb, obj);
+    if (obj == DOOR)spk = RUSTY_DOOR;
+    if (obj == DOOR && game.prop[DOOR] == 1)spk = OK_MAN;
+    if (obj == CAGE)spk = NO_LOCK;
+    if (obj == KEYS)spk = CANNOT_UNLOCK;
     if (obj == GRATE || obj == CHAIN) {
-       spk=31;
-       if (HERE(KEYS)) {
-           if (obj == CHAIN)
-               return chain(verb);
-           if (game.closng) {
-               spk=130;
-               if (!game.panic)game.clock2=15;
-               game.panic=true;
-           } else {
-               spk=34+game.prop[GRATE];
-               game.prop[GRATE]=1;
-               if (verb == LOCK)game.prop[GRATE]=0;
-               spk=spk+2*game.prop[GRATE];
-           }
-       }
+        spk = NO_KEYS;
+        if (HERE(KEYS)) {
+            if (obj == CHAIN)
+                return chain(verb);
+            if (game.closng) {
+                spk = EXIT_CLOSED;
+                if (!game.panic)game.clock2 = PANICTIME;
+                game.panic = true;
+            } else {
+                game.prop[GRATE] = (verb == LOCK) ? 0 : 1;
+                spk = game.prop[GRATE] ? GRATE_UNLOCKED : GRATE_LOCKED;
+            }
+        }
     }
-    RSPEAK(spk);
+    rspeak(spk);
     return GO_CLEAROBJ;
 }
 
@@ -735,87 +741,94 @@ static int pour(token_t verb, token_t obj)
  *  special tests for pouring water or oil on plant or rusty door. */
 {
     int spk = ACTSPK[verb];
-    if (obj == BOTTLE || obj == 0)obj=LIQUID();
+    if (obj == BOTTLE || obj == 0)obj = LIQUID();
     if (obj == 0) return GO_UNKNOWN;
-    if (!TOTING(obj)) {RSPEAK(spk); return GO_CLEAROBJ;}
-    spk=78;
-    if (obj != OIL && obj != WATER) {RSPEAK(spk); return GO_CLEAROBJ;}
+    if (!TOTING(obj)) {
+        rspeak(spk);
+        return GO_CLEAROBJ;
+    }
+    spk = CANT_POUR;
+    if (obj != OIL && obj != WATER) {
+        rspeak(spk);
+        return GO_CLEAROBJ;
+    }
     if (HERE(URN) && game.prop[URN] == 0)
-       return fill(verb, URN);
-    game.prop[BOTTLE]=1;
-    game.place[obj]=0;
-    spk=77;
-    if (!(AT(PLANT) || AT(DOOR)))
-       {RSPEAK(spk); return GO_CLEAROBJ;}
+        return fill(verb, URN);
+    game.prop[BOTTLE] = 1;
+    game.place[obj] = LOC_NOWHERE;
+    spk = GROUND_WET;
+    if (!(AT(PLANT) || AT(DOOR))) {
+        rspeak(spk);
+        return GO_CLEAROBJ;
+    }
     if (!AT(DOOR)) {
-       spk=112;
-       if (obj != WATER) {RSPEAK(spk); return GO_CLEAROBJ;}
-       PSPEAK(PLANT,game.prop[PLANT]+3);
-       game.prop[PLANT]=MOD(game.prop[PLANT]+1,3);
-       game.prop[PLANT2]=game.prop[PLANT];
-       return GO_MOVE;
+        spk = SHAKING_LEAVES;
+        if (obj != WATER) {
+            rspeak(spk);
+            return GO_CLEAROBJ;
+        }
+        pspeak(PLANT, game.prop[PLANT] + 3);
+        game.prop[PLANT] = MOD(game.prop[PLANT] + 1, 3);
+        game.prop[PLANT2] = game.prop[PLANT];
+        return GO_MOVE;
     } else {
-       game.prop[DOOR]=0;
-       if (obj == OIL)game.prop[DOOR]=1;
-       spk=113+game.prop[DOOR];
-       RSPEAK(spk);
-       return GO_CLEAROBJ;
+        game.prop[DOOR] = 0;
+        if (obj == OIL)game.prop[DOOR] = 1;
+        spk = RUSTED_HINGES + game.prop[DOOR];
+        rspeak(spk);
+        return GO_CLEAROBJ;
     }
 }
 
-static int quit(FILE *input)
+static int quit(void)
 /*  Quit.  Intransitive only.  Verify intent and exit if that's what he wants. */
 {
-    if (YES(input,22,54,54))
-       score(1);
+    if (YES(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
+        terminate(quitgame);
     return GO_CLEAROBJ;
 }
 
-static int read(FILE *input, token_t verb, token_t obj)
+static int read(struct command_t command)
 /*  Read.  Print stuff based on objtxt.  Oyster (?) is special case. */
 {
-    int i;
-    int spk = ACTSPK[verb];
-    if (obj == INTRANSITIVE) {
-       obj = 0;
-       for (i=1; i<=NOBJECTS; i++) {
-           if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0)
-               obj = obj * NOBJECTS + i;
-       }
-       if (obj > NOBJECTS || obj == 0 || DARK(game.loc)) return GO_UNKNOWN;
+    if (command.obj == INTRANSITIVE) {
+        command.obj = 0;
+        for (int i = 1; i <= NOBJECTS; i++) {
+            if (HERE(i) && OBJTXT[i] != 0 && game.prop[i] >= 0)
+                command.obj = command.obj * NOBJECTS + i;
+        }
+        if (command.obj > NOBJECTS || command.obj == 0 || DARK(game.loc))
+            return GO_UNKNOWN;
     }
-       
+
     if (DARK(game.loc)) {
-       SETPRM(1,WD1,WD1X);
-       RSPEAK(256);
-       return GO_CLEAROBJ;
-    }
-    if (OBJTXT[obj] == 0 || game.prop[obj] < 0) {
-       RSPEAK(spk);
-       return GO_CLEAROBJ;
-    }
-    if (obj == OYSTER && !game.clshnt) {
-       game.clshnt=YES(input,192,193,54);
-       return GO_CLEAROBJ;
-    }
-    PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
+        rspeak(NO_SEE, command.wd1, command.wd1x);
+    } else if (OBJTXT[command.obj] == 0 || game.prop[command.obj] < 0) {
+        rspeak(ACTSPK[command.verb]);
+    } else if (command.obj == OYSTER && !game.clshnt) {
+        game.clshnt = YES(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
+    } else
+        pspeak(command.obj, OBJTXT[command.obj] + game.prop[command.obj]);
     return GO_CLEAROBJ;
 }
 
 static int reservoir(void)
 /*  Z'ZZZ (word gets recomputed at startup; different each game). */
 {
-    if (!AT(RESER) && game.loc != game.fixed[RESER]-1) {
-       RSPEAK(75);
-       return GO_CLEAROBJ;
+    if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) {
+        rspeak(NOTHING_HAPPENS);
+        return GO_CLEAROBJ;
     } else {
-       PSPEAK(RESER,game.prop[RESER]+1);
-       game.prop[RESER]=1-game.prop[RESER];
-       if (AT(RESER)) return GO_CLEAROBJ;
-       game.oldlc2=game.loc;
-       game.newloc=0;
-       RSPEAK(241);
-       return GO_TERMINATE;
+        pspeak(RESER, game.prop[RESER] + 1);
+        game.prop[RESER] = 1 - game.prop[RESER];
+        if (AT(RESER))
+            return GO_CLEAROBJ;
+        else {
+            game.oldlc2 = game.loc;
+            game.newloc = 0;
+            rspeak(NOT_BRIGHT);
+            return GO_TERMINATE;
+        }
     }
 }
 
@@ -824,319 +837,399 @@ static int rub(token_t verb, token_t obj)
 {
     int spk = ACTSPK[verb];
     if (obj != LAMP)
-       spk=76;
+        spk = PECULIAR_NOTHING;
     if (obj == URN && game.prop[URN] == 2) {
-       DSTROY(URN);
-       DROP(AMBER,game.loc);
-       game.prop[AMBER]=1;
-       --game.tally;
-       DROP(CAVITY,game.loc);
-       spk=216;
+        DESTROY(URN);
+        DROP(AMBER, game.loc);
+        game.prop[AMBER] = 1;
+        --game.tally;
+        DROP(CAVITY, game.loc);
+        spk = URN_GENIES;
     }
-    RSPEAK(spk);
+    rspeak(spk);
     return GO_CLEAROBJ;
 }
 
-static int say(void)
+static int say(struct command_t *command)
 /* Say.  Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).)  Magic words override. */
 {
-    /* FIXME: ugly use of globals */
-    SETPRM(1,WD2,WD2X);
-    if (WD2 <= 0)
-       SETPRM(1,WD1,WD1X);
-    if (WD2 > 0)
-       WD1=WD2;
-    int wd=VOCAB(WD1,-1);
+    long a = command->wd1, b = command->wd1x;
+    if (command->wd2 > 0) {
+        a = command->wd2;
+        b = command->wd2x;
+        command->wd1 = command->wd2;
+    }
+    int wd = VOCAB(command->wd1, -1);
+    /* FIXME: Magic numbers */
     if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
-       WD2=0;
-       return GO_LOOKUP;
+        /* FIXME: scribbles on the interpreter's command block */
+        wordclear(&command->wd2);
+        return GO_LOOKUP;
     }
-    RSPEAK(258);
+    rspeak(OKEY_DOKEY, a, b);
     return GO_CLEAROBJ;
-
 }
 
 static int throw_support(long spk)
 {
-    RSPEAK(spk);
-    DROP(AXE,game.loc);
+    rspeak(spk);
+    DROP(AXE, game.loc);
     return GO_MOVE;
 }
 
-static int throw(FILE *cmdin, long verb, token_t obj)
+static int throw (FILE *cmdin, struct command_t *command)
 /*  Throw.  Same as discard unless axe.  Then same as attack except
  *  ignore bird, and if dwarf is present then one might be killed.
  *  (Only way to do so!)  Axe also special for dragon, bear, and
  *  troll.  Treasures special for troll. */
 {
-    int spk = ACTSPK[verb];
-    if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
-    if (!TOTING(obj)) {
-       RSPEAK(spk);
-       return GO_CLEAROBJ;
+    int spk = ACTSPK[command->verb];
+    if (TOTING(ROD2) && command->obj == ROD && !TOTING(ROD))command->obj = ROD2;
+    if (!TOTING(command->obj)) {
+        rspeak(spk);
+        return GO_CLEAROBJ;
     }
-    if (obj >= 50 && obj <= MAXTRS && AT(TROLL)) {
-        spk=159;
+    if (command->obj >= MINTRS && command->obj <= MAXTRS && AT(TROLL)) {
+        spk = TROLL_SATISFIED;
         /*  Snarf a treasure for the troll. */
-        DROP(obj,0);
-        MOVE(TROLL,0);
-        MOVE(TROLL+NOBJECTS,0);
-        DROP(TROLL2,PLAC[TROLL]);
-        DROP(TROLL2+NOBJECTS,FIXD[TROLL]);
+        DROP(command->obj, 0);
+        MOVE(TROLL, 0);
+        MOVE(TROLL + NOBJECTS, 0);
+        DROP(TROLL2, PLAC[TROLL]);
+        DROP(TROLL2 + NOBJECTS, FIXD[TROLL]);
         JUGGLE(CHASM);
-        RSPEAK(spk);
-       return GO_CLEAROBJ;
+        rspeak(spk);
+        return GO_CLEAROBJ;
     }
-    if (obj == FOOD && HERE(BEAR)) {
-    /* But throwing food is another story. */
-        obj=BEAR;
-        return(feed(verb, obj));
+    if (command->obj == FOOD && HERE(BEAR)) {
+        /* But throwing food is another story. */
+        command->obj = BEAR;
+        return (feed(command->verb, command->obj));
     }
-    if (obj != AXE)
-       return(discard(verb, obj, false));
-    int i=ATDWRF(game.loc);
-    if (i <= 0) {
-        if (AT(DRAGON) && game.prop[DRAGON] == 0) {
-            spk=152;
-            return throw_support(spk);
-        }
-        if (AT(TROLL)) {
-            spk=158;
-            return throw_support(spk);
-        }
-        if (AT(OGRE)) {
-            spk=203;
-            return throw_support(spk);
-        }
-        if (HERE(BEAR) && game.prop[BEAR] == 0) {
-            /* This'll teach him to throw the axe at the bear! */
-            spk=164;
-            DROP(AXE,game.loc);
-            game.fixed[AXE]= -1;
-            game.prop[AXE]=1;
-            JUGGLE(BEAR);
-            {RSPEAK(spk); return GO_CLEAROBJ;}
+    if (command->obj != AXE)
+        return (discard(command->verb, command->obj, false));
+    else {
+        int i = ATDWRF(game.loc);
+        if (i <= 0) {
+            if (AT(DRAGON) && game.prop[DRAGON] == 0)
+                return throw_support(DRAGON_SCALES);
+            if (AT(TROLL))
+                return throw_support(TROLL_RETURNS);
+            else if (AT(OGRE))
+                return throw_support(OGRE_DODGE);
+            else if (HERE(BEAR) && game.prop[BEAR] == 0) {
+                /* This'll teach him to throw the axe at the bear! */
+                DROP(AXE, game.loc);
+                game.fixed[AXE] = -1;
+                game.prop[AXE] = 1;
+                JUGGLE(BEAR);
+                rspeak(AXE_LOST);
+                return GO_CLEAROBJ;
+            }
+            command->obj = 0;
+            return (attack(cmdin, command));
         }
-        return(attack(cmdin, verb, 0));
-    }
 
-    if (randrange(NDWARVES+1) < game.dflag) {
-        spk=48;
-        return throw_support(spk);
+        if (randrange(NDWARVES + 1) < game.dflag) {
+            return throw_support(DWARF_DODGES);
+        } else {
+            game.dseen[i] = false;
+            game.dloc[i] = 0;
+            return throw_support((++game.dkill == 1)
+                                 ? DWARF_SMOKE : KILLED_DWARF);
+        }
     }
-    game.dseen[i]=false;
-    game.dloc[i]=0;
-    spk=47;
-    ++game.dkill;
-    if (game.dkill == 1)spk=149;
-
-    return throw_support(spk);
-}
-
-static int vscore(void)
-/* Score.  Call scoring routine but tell it to return. */
-{
-    score(-1);
-    return GO_CLEAROBJ;
 }
 
 static int wake(token_t verb, token_t obj)
 /* Wake.  Only use is to disturb the dwarves. */
 {
-    if (obj != DWARF || !game.closed)
-    {
-       RSPEAK(ACTSPK[verb]);
-       return GO_CLEAROBJ;
+    if (obj != DWARF || !game.closed) {
+        rspeak(ACTSPK[verb]);
+        return GO_CLEAROBJ;
+    } else {
+        rspeak(PROD_DWARF);
+        return GO_DWARFWAKE;
     }
-    RSPEAK(199);
-    return(19000);
 }
 
 static int wave(token_t verb, token_t obj)
 /* Wave.  No effect unless waving rod at fissure or at bird. */
 {
     int spk = ACTSPK[verb];
-    if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))spk=29;
+    if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))spk = ARENT_CARRYING;
     if (obj != ROD ||
-       !TOTING(obj) ||
-       (!HERE(BIRD) && (game.closng || !AT(FISSUR)))) {
-       RSPEAK(spk);
-       return GO_CLEAROBJ;
+        !TOTING(obj) ||
+        (!HERE(BIRD) && (game.closng || !AT(FISSURE)))) {
+        rspeak(spk);
+        return GO_CLEAROBJ;
     }
-    if (HERE(BIRD))spk=206+MOD(game.prop[BIRD],2);
-    if (spk == 206 && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
-       DROP(JADE,game.loc);
-       game.prop[JADE]=0;
-       --game.tally;
-       spk=208;
-       RSPEAK(spk);
-       return GO_CLEAROBJ;
+    if (HERE(BIRD))spk = FREE_FLY + MOD(game.prop[BIRD], 2);
+    if (spk == FREE_FLY && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
+        DROP(JADE, game.loc);
+        game.prop[JADE] = 0;
+        --game.tally;
+        spk = NECKLACE_FLY;
+        rspeak(spk);
+        return GO_CLEAROBJ;
     } else {
-       if (game.closed) {
-           RSPEAK(spk);
-           return(19000);
-       }
-       if (game.closng || !AT(FISSUR)) {RSPEAK(spk); return GO_CLEAROBJ;}
-       if (HERE(BIRD))RSPEAK(spk);
-       game.prop[FISSUR]=1-game.prop[FISSUR];
-       PSPEAK(FISSUR,2-game.prop[FISSUR]);
-       return GO_CLEAROBJ;
+        if (game.closed) {
+            rspeak(spk);
+            return GO_DWARFWAKE;
+        }
+        if (game.closng || !AT(FISSURE)) {
+            rspeak(spk);
+            return GO_CLEAROBJ;
+        }
+        if (HERE(BIRD))rspeak(spk);
+        game.prop[FISSURE] = 1 - game.prop[FISSURE];
+        pspeak(FISSURE, 2 - game.prop[FISSURE]);
+        return GO_CLEAROBJ;
     }
 }
 
-int action(FILE *input, enum speechpart part, long verb, token_t obj)
+int action(FILE *input, struct command_t *command)
 /*  Analyse a verb.  Remember what it was, go back for object if second word
  *  unless verb is "say", which snarfs arbitrary second word.
  */
 {
-    token_t spk=ACTSPK[verb];
+    token_t spk = ACTSPK[command->verb];
 
-    if (part == unknown)
-    {
-       /*  Analyse an object word.  See if the thing is here, whether
-        *  we've got a verb yet, and so on.  Object must be here
-        *  unless verb is "find" or "invent(ory)" (and no new verb
-        *  yet to be analysed).  Water and oil are also funny, since
-        *  they are never actually dropped at any location, but might
-        *  be here inside the bottle or urn or as a feature of the
-        *  location. */
-       if (HERE(obj))
-           /* FALL THROUGH */;
-       else if (obj == GRATE) {
-           if (game.loc == 1 || game.loc == 4 || game.loc == 7)
-               obj=DPRSSN;
-           if (game.loc > 9 && game.loc < 15)
-               obj=ENTRNC;
-           if (obj != GRATE)
-               return GO_MOVE;
-       }
-       else if (obj == DWARF && ATDWRF(game.loc) > 0)
-           /* FALL THROUGH */;
-       else if ((LIQUID() == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc))
-           /* FALL THROUGH */;
-       else if (obj == OIL && HERE(URN) && game.prop[URN] != 0) {
-           obj=URN;
-           /* FALL THROUGH */;
-       }
-       else if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
-           obj=PLANT2;
-           /* FALL THROUGH */;
-       }
-       else if (obj == KNIFE && game.knfloc == game.loc) {
-           game.knfloc= -1;
-           spk=116;
-           RSPEAK(spk);
-           return GO_CLEAROBJ;
-       }
-       else if (obj == ROD && HERE(ROD2)) {
-           obj=ROD2;
-           /* FALL THROUGH */;
-       }
-       else if ((verb == FIND || verb == INVENT) && WD2 <= 0)
-           /* FALL THROUGH */;
-       else {
-           SETPRM(1,WD1,WD1X);
-           RSPEAK(256);
-           return GO_CLEAROBJ;
-       }
+    if (command->part == unknown) {
+        /*  Analyse an object word.  See if the thing is here, whether
+         *  we've got a verb yet, and so on.  Object must be here
+         *  unless verb is "find" or "invent(ory)" (and no new verb
+         *  yet to be analysed).  Water and oil are also funny, since
+         *  they are never actually dropped at any location, but might
+         *  be here inside the bottle or urn or as a feature of the
+         *  location. */
+        if (HERE(command->obj))
+            /* FALL THROUGH */;
+        else if (command->obj == GRATE) {
+            if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT)
+                command->obj = DPRSSN;
+            if (game.loc == LOC_COBBLE || game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD ||
+                game.loc == LOC_BIRD || game.loc == LOC_PITTOP)
+                command->obj = ENTRNC;
+            if (command->obj != GRATE)
+                return GO_MOVE;
+        } else if (command->obj == DWARF && ATDWRF(game.loc) > 0)
+            /* FALL THROUGH */;
+        else if ((LIQUID() == command->obj && HERE(BOTTLE)) || command->obj == LIQLOC(game.loc))
+            /* FALL THROUGH */;
+        else if (command->obj == OIL && HERE(URN) && game.prop[URN] != 0) {
+            command->obj = URN;
+            /* FALL THROUGH */;
+        } else if (command->obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
+            command->obj = PLANT2;
+            /* FALL THROUGH */;
+        } else if (command->obj == KNIFE && game.knfloc == game.loc) {
+            game.knfloc = -1;
+            spk = KNIVES_VANISH;
+            rspeak(spk);
+            return GO_CLEAROBJ;
+        } else if (command->obj == ROD && HERE(ROD2)) {
+            command->obj = ROD2;
+            /* FALL THROUGH */;
+        } else if ((command->verb == FIND || command->verb == INVENT) && command->wd2 <= 0)
+            /* FALL THROUGH */;
+        else {
+            rspeak(NO_SEE, command->wd1, command->wd1x);
+            return GO_CLEAROBJ;
+        }
 
-       if (WD2 > 0)
-           return(2800);
-       if (verb != 0)
-           part = transitive;
+        if (command->wd2 > 0)
+            return GO_WORD2;
+        if (command->verb != 0)
+            command->part = transitive;
     }
 
-    switch(part)
-    {
-       case intransitive:
-           if (WD2 > 0 && verb != SAY) return(2800);
-           if (verb == SAY)obj=WD2;
-           if (obj == 0) {
-               /*  Analyse an intransitive verb (ie, no object given yet). */
-                   switch (verb-1) {
-                   case  0: /* CARRY */ return carry(verb, INTRANSITIVE);
-                   case  1: /* DROP  */ return GO_UNKNOWN; 
-                   case  2: /* SAY   */ return GO_UNKNOWN; 
-                   case  3: /* UNLOC */ return lock(verb, INTRANSITIVE);    
-                   case  4: /* NOTHI */ {RSPEAK(54); return(GO_CLEAROBJ);}
-                   case  5: /* LOCK  */ return lock(verb, INTRANSITIVE);    
-                   case  6: /* LIGHT */ return light(verb, INTRANSITIVE);    
-                   case  7: /* EXTIN */ return extinguish(verb, INTRANSITIVE);    
-                   case  8: /* WAVE  */ return GO_UNKNOWN; 
-                   case  9: /* CALM  */ return GO_UNKNOWN; 
-                   case 10: /* WALK  */ {RSPEAK(spk); return GO_CLEAROBJ;} 
-                   case 11: /* ATTAC */ return attack(input, verb, obj);   
-                   case 12: /* POUR  */ return pour(verb, obj);   
-                   case 13: /* EAT   */ return eat(verb, INTRANSITIVE);   
-                   case 14: /* DRINK */ return drink(verb, obj);   
-                   case 15: /* RUB   */ return GO_UNKNOWN; 
-                   case 16: /* TOSS  */ return GO_UNKNOWN; 
-                   case 17: /* QUIT  */ return quit(input);   
-                   case 18: /* FIND  */ return GO_UNKNOWN; 
-                   case 19: /* INVEN */ return inven(obj);   
-                   case 20: /* FEED  */ return GO_UNKNOWN; 
-                   case 21: /* FILL  */ return fill(verb, obj);   
-                   case 22: /* BLAST */ return blast();   
-                   case 23: /* SCOR  */ return vscore();   
-                   case 24: /* FOO   */ return bigwords(WD1);   
-                   case 25: /* BRIEF */ return brief();   
-                   case 26: /* READ  */ return read(input, verb, INTRANSITIVE);
-                   case 27: /* BREAK */ return GO_UNKNOWN; 
-                   case 28: /* WAKE  */ return GO_UNKNOWN; 
-                   case 29: /* SUSP  */ return saveresume(input, false);   
-                   case 30: /* RESU  */ return saveresume(input, true);   
-                   case 31: /* FLY   */ return fly(verb, INTRANSITIVE);   
-                   case 32: /* LISTE */ return listen();   
-                   case 33: /* ZZZZ  */ return reservoir();   
-               }
-               BUG(23);
-           }
-           /* FALLTHRU */
-       case transitive:
-           /*  Analyse a transitive verb. */
-           switch (verb-1) {
-           case  0: /* CARRY */ return carry(verb, obj);    
-               case  1: /* DROP  */ return discard(verb, obj, false);    
-               case  2: /* SAY   */ return say();    
-               case  3: /* UNLOC */ return lock(verb, obj);    
-               case  4: /* NOTHI */ {RSPEAK(54); return(GO_CLEAROBJ);}
-               case  5: /* LOCK  */ return lock(verb, obj);    
-               case  6: /* LIGHT */ return light(verb, obj);    
-               case  7: /* EXTI  */ return extinguish(verb, obj);    
-               case  8: /* WAVE  */ return wave(verb, obj);    
-               case  9: /* CALM  */ {RSPEAK(spk); return GO_CLEAROBJ;} 
-               case 10: /* WALK  */ {RSPEAK(spk); return GO_CLEAROBJ;} 
-               case 11: /* ATTAC */ return attack(input, verb, obj);   
-               case 12: /* POUR  */ return pour(verb, obj);   
-                       case 13: /* EAT   */ return eat(verb, obj);   
-               case 14: /* DRINK */ return drink(verb, obj);   
-               case 15: /* RUB   */ return rub(verb, obj);   
-               case 16: /* TOSS  */ return throw(input, verb, obj);   
-               case 17: /* QUIT  */ {RSPEAK(spk); return GO_CLEAROBJ;} 
-               case 18: /* FIND  */ return find(verb, obj);   
-               case 19: /* INVEN */ return find(verb, obj);   
-               case 20: /* FEED  */ return feed(verb, obj);   
-               case 21: /* FILL  */ return fill(verb, obj);   
-               case 22: /* BLAST */ return blast();   
-               case 23: /* SCOR  */ {RSPEAK(spk); return GO_CLEAROBJ;} 
-               case 24: /* FOO   */ {RSPEAK(spk); return GO_CLEAROBJ;} 
-               case 25: /* BRIEF */ {RSPEAK(spk); return GO_CLEAROBJ;} 
-               case 26: /* READ  */ return read(input, verb, obj);   
-               case 27: /* BREAK */ return vbreak(verb, obj);   
-               case 28: /* WAKE  */ return wake(verb, obj);   
-               case 29: /* SUSP  */ {RSPEAK(spk); return GO_CLEAROBJ;} 
-               case 30: /* RESU  */ {RSPEAK(spk); return GO_CLEAROBJ;} 
-               case 31: /* FLY   */ return fly(verb, obj);   
-               case 32: /* LISTE */ {RSPEAK(spk); return GO_CLEAROBJ;} 
-               case 33: /* ZZZZ  */ return reservoir();   
-           }
-           BUG(24);
-       case unknown:
-           /* Unknown verb, couldn't deduce object - might need hint */
-           SETPRM(1,WD1,WD1X);
-           RSPEAK(255);
-           return GO_CHECKHINT;
+    switch (command->part) {
+    case intransitive:
+        if (command->wd2 > 0 && command->verb != SAY)
+           return GO_WORD2;
+        if (command->verb == SAY)command->obj = command->wd2;
+        if (command->obj == 0 || command->obj == INTRANSITIVE) {
+            /*  Analyse an intransitive verb (ie, no object given yet). */
+            switch (command->verb - 1) {
+            case  0: /* CARRY */
+                return carry(command->verb, INTRANSITIVE);
+            case  1: /* DROP  */
+                return GO_UNKNOWN;
+            case  2: /* SAY   */
+                return GO_UNKNOWN;
+            case  3: /* UNLOC */
+                return lock(command->verb, INTRANSITIVE);
+            case  4: { /* NOTHI */
+                rspeak(OK_MAN);
+                return (GO_CLEAROBJ);
+            }
+            case  5: /* LOCK  */
+                return lock(command->verb, INTRANSITIVE);
+            case  6: /* LIGHT */
+                return light(command->verb, INTRANSITIVE);
+            case  7: /* EXTIN */
+                return extinguish(command->verb, INTRANSITIVE);
+            case  8: /* WAVE  */
+                return GO_UNKNOWN;
+            case  9: /* CALM  */
+                return GO_UNKNOWN;
+            case 10: { /* WALK  */
+                rspeak(spk);
+                return GO_CLEAROBJ;
+            }
+            case 11: /* ATTAC */
+                return attack(input, command);
+            case 12: /* POUR  */
+                return pour(command->verb, command->obj);
+            case 13: /* EAT   */
+                return eat(command->verb, INTRANSITIVE);
+            case 14: /* DRINK */
+                return drink(command->verb, command->obj);
+            case 15: /* RUB   */
+                return GO_UNKNOWN;
+            case 16: /* TOSS  */
+                return GO_UNKNOWN;
+            case 17: /* QUIT  */
+                return quit();
+            case 18: /* FIND  */
+                return GO_UNKNOWN;
+            case 19: /* INVEN */
+                return inven();
+            case 20: /* FEED  */
+                return GO_UNKNOWN;
+            case 21: /* FILL  */
+                return fill(command->verb, command->obj);
+            case 22: /* BLAST */
+                blast();
+                return GO_CLEAROBJ;
+            case 23: /* SCOR  */
+                score(scoregame);
+                return GO_CLEAROBJ;
+            case 24: /* FOO   */
+                return bigwords(command->wd1);
+            case 25: /* BRIEF */
+                return brief();
+            case 26: /* READ  */
+               command->obj = INTRANSITIVE;
+                return read(*command);
+            case 27: /* BREAK */
+                return GO_UNKNOWN;
+            case 28: /* WAKE  */
+                return GO_UNKNOWN;
+            case 29: /* SUSP  */
+                return suspend();
+            case 30: /* RESU  */
+                return resume();
+            case 31: /* FLY   */
+                return fly(command->verb, INTRANSITIVE);
+            case 32: /* LISTE */
+                return listen();
+            case 33: /* ZZZZ  */
+                return reservoir();
+            }
+            BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST);
+        }
+    /* FALLTHRU */
+    case transitive:
+        /*  Analyse a transitive verb. */
+        switch (command->verb - 1) {
+        case  0: /* CARRY */
+            return carry(command->verb, command->obj);
+        case  1: /* DROP  */
+            return discard(command->verb, command->obj, false);
+        case  2: /* SAY   */
+            return say(command);
+        case  3: /* UNLOC */
+            return lock(command->verb, command->obj);
+        case  4: { /* NOTHI */
+            rspeak(OK_MAN);
+            return (GO_CLEAROBJ);
+        }
+        case  5: /* LOCK  */
+            return lock(command->verb, command->obj);
+        case  6: /* LIGHT */
+            return light(command->verb, command->obj);
+        case  7: /* EXTI  */
+            return extinguish(command->verb, command->obj);
+        case  8: /* WAVE  */
+            return wave(command->verb, command->obj);
+        case  9: { /* CALM  */
+            rspeak(spk);
+            return GO_CLEAROBJ;
+        }
+        case 10: { /* WALK  */
+            rspeak(spk);
+            return GO_CLEAROBJ;
+        }
+        case 11: /* ATTAC */
+            return attack(input, command);
+        case 12: /* POUR  */
+            return pour(command->verb, command->obj);
+        case 13: /* EAT   */
+            return eat(command->verb, command->obj);
+        case 14: /* DRINK */
+            return drink(command->verb, command->obj);
+        case 15: /* RUB   */
+            return rub(command->verb, command->obj);
+        case 16: /* TOSS  */
+            return throw(input, command);
+        case 17: { /* QUIT  */
+            rspeak(spk);
+            return GO_CLEAROBJ;
+        }
+        case 18: /* FIND  */
+            return find(command->verb, command->obj);
+        case 19: /* INVEN */
+            return find(command->verb, command->obj);
+        case 20: /* FEED  */
+            return feed(command->verb, command->obj);
+        case 21: /* FILL  */
+            return fill(command->verb, command->obj);
+        case 22: /* BLAST */
+            blast();
+            return GO_CLEAROBJ;
+        case 23: { /* SCOR  */
+            rspeak(spk);
+            return GO_CLEAROBJ;
+        }
+        case 24: { /* FOO   */
+            rspeak(spk);
+            return GO_CLEAROBJ;
+        }
+        case 25: { /* BRIEF */
+            rspeak(spk);
+            return GO_CLEAROBJ;
+        }
+        case 26: /* READ  */
+            return read(*command);
+        case 27: /* BREAK */
+            return vbreak(command->verb, command->obj);
+        case 28: /* WAKE  */
+            return wake(command->verb, command->obj);
+        case 29: { /* SUSP  */
+            rspeak(spk);
+            return GO_CLEAROBJ;
+        }
+        case 30: { /* RESU  */
+            rspeak(spk);
+            return GO_CLEAROBJ;
+        }
+        case 31: /* FLY   */
+            return fly(command->verb, command->obj);
+        case 32: { /* LISTE */
+            rspeak(spk);
+            return GO_CLEAROBJ;
+        }
+        case 33: /* ZZZZ  */
+            return reservoir();
+        }
+        BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST);
+    case unknown:
+        /* Unknown verb, couldn't deduce object - might need hint */
+        rspeak(WHAT_DO, command->wd1, command->wd1x);
+        return GO_CHECKHINT;
     default:
-           BUG(99);
+        BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN);
     }
 }