Improve test coverage.
[open-adventure.git] / actions.c
index 20a577c480fd9bd4ea840eefa6da9ac24976a0fa..cbf73f27417b1535dac27c6558ba7a73fea17bdb 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;
 
 /*
  * Action handlers.  Eventually we'll do lookup through a method table
- * that calls these.  Absolutely nothing like the original FORTRAN.
+ * that calls these.
  */
 
-static int fill(long);
+static int fill(token_t verb, token_t);
 
-static int attack(FILE *input, long verb, long obj)
+static int attack(FILE *input, long verb, token_t obj)
 /*  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. */
 {
-    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(8000);
-       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(8000);
-       }
+    int spk = ACTSPK[verb];
+    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 2012;}
-       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(2012);
+        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 2012;}
-    }
-    if (obj == BEAR)SPK=165+(game.prop[BEAR]+1)/2;
-    if (obj != DRAGON || game.prop[DRAGON] != 0) {RSPEAK(SPK); return 2012;}
-    /*  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, &WD1, &WD1X, &WD2, &WD2X);
+        if (WD1 != MAKEWD(25) && WD1 != MAKEWD(250519))
+            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;
-    K=NUL;     /* FIXME: error if removed */
-    return(8);
+
+    RSPEAK(spk);
+    return GO_CLEAROBJ;
 }
 
 static int bigwords(long foo)
@@ -105,942 +115,1136 @@ static int bigwords(long foo)
  *  Look up WD1 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);
-    SPK=42;
-    if (game.foobar != 1-k) {
-       if (game.foobar != 0)SPK=151;
-       {RSPEAK(SPK); return 2012;}
+    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) return(2009);
-       game.foobar=0;
-       if (game.place[EGGS] == PLAC[EGGS] || (TOTING(EGGS) && game.loc == PLAC[EGGS])) 
-           {RSPEAK(SPK); return 2012;}
-       /*  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(2012);
+        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] == 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;
+        }
     }
 }
 
 static int bivalve(token_t verb, token_t obj)
 /* Clam/oyster actions */
 {
-    int 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)
-       {RSPEAK(SPK); return 2012;}
-    DSTROY(CLAM);
-    DROP(OYSTER,game.loc);
-    DROP(PEARL,105);
-    {RSPEAK(SPK); return 2012;}
+    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(TRIDNT))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);
+    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(SPK); return 2012;}
-    game.bonus=133;
-    if (game.loc == 115)game.bonus=134;
-    if (HERE(ROD2))game.bonus=135;
-    RSPEAK(game.bonus);
-    score(0);
+    if (game.prop[ROD2] < 0 || !game.closed)
+        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);
+        score(endgame);
+    }
 }
 
-static int vbreak(token_t obj)
+static int vbreak(token_t verb, token_t obj)
 /*  Break.  Only works for mirror in repository and, of course, the vase. */
 {
-    if (obj == MIRROR)SPK=148;
+    int spk = ACTSPK[verb];
+    if (obj == MIRROR)spk = TOO_FAR;
     if (obj == VASE && game.prop[VASE] == 0) {
-       SPK=198;
-       if (TOTING(VASE))DROP(VASE,game.loc);
-       game.prop[VASE]=2;
-       game.fixed[VASE]= -1;
-       {RSPEAK(SPK); return 2012;}
+        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(SPK); return 2012;}
-       SPK=197;
-       return(18999);
+        if (obj == MIRROR && game.closed) {
+            RSPEAK(BREAK_MIRROR);
+            return GO_DWARFWAKE;
+        }
     }
+    RSPEAK(spk);
+    return GO_CLEAROBJ;
 }
 
 static int brief(void)
 /*  Brief.  Intransitive only.  Suppress long descriptions after first time. */
 {
-    SPK=156;
-    game.abbnum=10000;
-    game.detail=3;
-    {RSPEAK(SPK); return 2012;}
+    game.abbnum = 10000;
+    game.detail = 3;
+    RSPEAK(BRIEF_CONFIRM);
+    return GO_CLEAROBJ;
 }
 
-static int carry(long obj)
+static int carry(token_t verb, token_t obj)
 /*  Carry an object.  Special cases for bird and cage (if bird in cage, can't
  *  take one without the other).  Liquids also special, since they depend on
  *  status of bottle.  Also various side effects, etc. */
 {
+    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(8000);
-       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(SPK); return 2012;}
-    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) {
-       SPK=190;
-       DSTROY(MESSAG);
+        RSPEAK(REMOVE_MESSAGE);
+        DESTROY(MESSAG);
+        return GO_CLEAROBJ;
+    }
+    if (game.fixed[obj] != 0) {
+        RSPEAK(spk);
+        return GO_CLEAROBJ;
     }
-    if (game.fixed[obj] != 0)
-       {RSPEAK(SPK); return 2012;}
     if (obj == WATER || obj == OIL) {
-       if (!HERE(BOTTLE) || LIQUID() != obj) {
-           if (TOTING(BOTTLE) && game.prop[BOTTLE] == 1)
-               return(fill(BOTTLE));
-           if (game.prop[BOTTLE] != 1)SPK=105;
-           if (!TOTING(BOTTLE))SPK=104;
-           {RSPEAK(SPK); return 2012;}
-       }
-       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;
-    if (game.holdng >= INVLIMIT)
-       {RSPEAK(SPK); return 2012;}
-    if (obj == BIRD && game.prop[BIRD] != 1 && -1-game.prop[BIRD] != 1) {
-       if (game.prop[BIRD] == 2) {
-           SPK=238;
-           DSTROY(BIRD);
-           {RSPEAK(SPK); return 2012;}
-       }
-       if (!TOTING(CAGE))SPK=27;
-       if (TOTING(ROD))SPK=26;
-       if (SPK/2 == 13) {RSPEAK(SPK); return 2012;}
-       game.prop[BIRD]=1;
+    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) {
+            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;
-    if (!GSTONE(obj) || game.prop[obj] == 0)
-       return(2009);
-    game.prop[obj]=0;
-    game.prop[CAVITY]=1;
-    return(2009);
+        game.place[LIQUID()] = CARRIED;
+    if (GSTONE(obj) && game.prop[obj] != 0) {
+        game.prop[obj] = 0;
+        game.prop[CAVITY] = 1;
+    }
+    RSPEAK(OK_MAN);
+    return GO_CLEAROBJ;
 }
 
 static int chain(token_t verb)
 /* Do something to the bear's chain */
 {
+    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 2012;}
-       game.prop[CHAIN]=0;
-       game.fixed[CHAIN]=0;
-       if (game.prop[BEAR] != 3)game.prop[BEAR]=2;
-       game.fixed[BEAR]=2-game.prop[BEAR];
-       {RSPEAK(SPK); return 2012;}
+        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 2012;}
-       game.prop[CHAIN]=2;
-       if (TOTING(CHAIN))DROP(CHAIN,game.loc);
-       game.fixed[CHAIN]= -1;
-       {RSPEAK(SPK); return 2012;}
+        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);
+    return GO_CLEAROBJ;
 }
 
-static int discard(long obj, bool just_do_it)
+static int discard(token_t verb, token_t obj, bool just_do_it)
 /*  Discard object.  "Throw" also comes here for most objects.  Special cases for
  *  bird (might attack snake or dragon) and cage (might contain bird) and vase.
  *  Drop coins at vending machine for extra batteries. */
 {
+    int spk = ACTSPK[verb];
     if (!just_do_it) {
-        if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
-        if (!TOTING(obj)) {RSPEAK(SPK); return 2012;}
+        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;
+            RSPEAK(GEM_FITS);
+            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) {
-                    K=2-game.prop[RUG];
-                    game.prop[RUG]=K;
-                    if (K == 2)K=PLAC[SAPPH];
-                    MOVE(RUG+NOBJECTS,K);
+                              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);
                 }
             }
         } else if (obj == COINS && HERE(VEND)) {
-            DSTROY(COINS);
-            DROP(BATTER,game.loc);
-            PSPEAK(BATTER,0);
-            return(2012);
+            DESTROY(COINS);
+            DROP(BATTER, game.loc);
+            PSPEAK(BATTER, 0);
+            return GO_CLEAROBJ;
         } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == 0) {
-            RSPEAK(154);
-            DSTROY(BIRD);
-            game.prop[BIRD]=0;
-            return(2012);
+            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;
         }
     }
-    K=LIQUID();
-    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);
-    if (obj != BIRD) return(2012);
-    game.prop[BIRD]=0;
-    if (FOREST(game.loc))game.prop[BIRD]=2;
-    return(2012);
+    int k = LIQUID();
+    if (k == obj)obj = BOTTLE;
+    if (obj == BOTTLE && k != 0)
+        game.place[k] = 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;
+    return GO_CLEAROBJ;
 }
 
-static int drink(token_t obj)
+static int drink(token_t verb, token_t obj)
 /*  Drink.  If no object, assume water and look for it here.  If water is in
  *  the bottle, drink that, else must be at a water loc, so drink stream. */
 {
+    int spk = ACTSPK[verb];
     if (obj == 0 && LIQLOC(game.loc) != WATER && (LIQUID() != WATER || !HERE(BOTTLE)))
-       return(8000);
+        return GO_UNKNOWN;
     if (obj != BLOOD) {
-       if (obj != 0 && obj != WATER)SPK=110;
-       if (SPK == 110 || LIQUID() != WATER || !HERE(BOTTLE)) {RSPEAK(SPK); return 2012;}
-       game.prop[BOTTLE]=1;
-       game.place[WATER]=0;
-       SPK=74;
-       {RSPEAK(SPK); return 2012;}
+        if (obj != 0 && obj != WATER)spk = RIDICULOUS_ATTEMPT;
+        if (spk != RIDICULOUS_ATTEMPT && LIQUID() == WATER && HERE(BOTTLE)) {
+            game.prop[BOTTLE] = 1;
+            game.place[WATER] = NOWHERE;
+            spk = BOTTLE_EMPTY;
+        }
     } else {
-       DSTROY(BLOOD);
-       game.prop[DRAGON]=2;
-       OBJSND[BIRD]=OBJSND[BIRD]+3;
-       SPK=240;
-       {RSPEAK(SPK); return 2012;}
+        DESTROY(BLOOD);
+        game.prop[DRAGON] = 2;
+        OBJSND[BIRD] = OBJSND[BIRD] + 3;
+        spk = HEAD_BUZZES;
     }
+    RSPEAK(spk);
+    return GO_CLEAROBJ;
 }
 
-static int eat(token_t obj)
+static int eat(token_t verb, token_t obj)
 /*  Eat.  Intransitive: assume food if present, else ask what.  Transitive: food
  *  ok, some things lose appetite, rest are ridiculous. */
 {
+    int spk = ACTSPK[verb];
     if (obj == INTRANSITIVE) {
-       if (!HERE(FOOD))
-           return(8000);
-       DSTROY(FOOD);
-       SPK=72;
-       {RSPEAK(SPK); return 2012;}
+        if (!HERE(FOOD))
+            return GO_UNKNOWN;
+        DESTROY(FOOD);
+        spk = THANKS_DELICIOUS;
     } else {
-       if (obj == FOOD) {
-           DSTROY(FOOD);
-           SPK=72;
-           {RSPEAK(SPK); return 2012;}
-       }
-       if (obj == BIRD || obj == SNAKE || obj == CLAM || obj == OYSTER || obj ==
-          DWARF || obj == DRAGON || obj == TROLL || obj == BEAR || obj ==
-          OGRE)SPK=71;
-       {RSPEAK(SPK); return 2012;}
+        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);
+    return GO_CLEAROBJ;
 }
 
-static int extinguish(int obj)
+static int extinguish(token_t verb, int obj)
 /* Extinguish.  Lamp, urn, dragon/volcano (nice try). */
 {
+    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 == 0 || obj > NOBJECTS) return(8000);
+        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;
-       {RSPEAK(SPK); return 2012;}
-    }
-    if (obj == LAMP) {
-       game.prop[LAMP]=0;
-       RSPEAK(40);
-       if (DARK(game.loc))
-           RSPEAK(16);
-       return(2012);
-    }
-    if (obj == DRAGON || obj == VOLCAN)
-       SPK=146;
-    {RSPEAK(SPK); return 2012;}
+        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 == VOLCAN)
+        spk = BEYOND_POWER;
+    RSPEAK(spk);
+    return GO_CLEAROBJ;
 }
 
-static int feed(long obj)
+static int feed(token_t verb, token_t obj)
 /*  Feed.  If bird, no seed.  Snake, dragon, troll: quip.  If dwarf, make him
  *  mad.  Bear, special. */
 {
+    int spk = ACTSPK[verb];
     if (obj == BIRD) {
-       SPK=100;
-       {RSPEAK(SPK); return 2012;}
-    }
-
-    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))
-           {RSPEAK(SPK); return 2012;}
-       SPK=101;
-       DSTROY(BIRD);
-       game.prop[BIRD]=0;
-       {RSPEAK(SPK); return 2012;}
-    }
-
-    if (obj == DWARF) {
-       if (!HERE(FOOD))
-           {RSPEAK(SPK); return 2012;}
-       SPK=103;
-       game.dflag=game.dflag+2;
-       {RSPEAK(SPK); return 2012;}
-    }
-
-    if (obj == BEAR) {
-       if (game.prop[BEAR] == 0)SPK=102;
-       if (game.prop[BEAR] == 3)SPK=110;
-       if (!HERE(FOOD))
-           {RSPEAK(SPK); return 2012;}
-       DSTROY(FOOD);
-       game.prop[BEAR]=1;
-       game.fixed[AXE]=0;
-       game.prop[AXE]=0;
-       SPK=168;
-       {RSPEAK(SPK); return 2012;}
-    }
-
-    if (obj == OGRE) {
-       if (HERE(FOOD))
-           SPK=202;
-       {RSPEAK(SPK); return 2012;}
+        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 = AM_GAME;
     }
-
-    SPK=14;
-    {RSPEAK(SPK); return 2012;}
+    RSPEAK(spk);
+    return GO_CLEAROBJ;
 }
 
-int fill(long obj)
+int fill(token_t verb, token_t obj)
 /*  Fill.  Bottle or urn must be empty, and liquid available.  (Vase
  *  is nasty.) */
 {
     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 2012;}
-       RSPEAK(145);
-       game.prop[VASE]=2;
-       game.fixed[VASE]= -1;
-       return(discard(obj, true));
-    }
-
-    if (obj == URN){
-       SPK=213;
-       if (game.prop[URN] != 0) {RSPEAK(SPK); return 2012;}
-       SPK=144;
-       k=LIQUID();
-       if (k == 0 || !HERE(BOTTLE)) {RSPEAK(SPK); return 2012;}
-       game.place[k]=0;
-       game.prop[BOTTLE]=1;
-       if (k == OIL)game.prop[URN]=1;
-       SPK=211+game.prop[URN];
-       {RSPEAK(SPK); return 2012;}
-    }
-
-    if (obj != 0 && obj != BOTTLE)
-       {RSPEAK(SPK); return 2012;}
-    if (obj == 0 && !HERE(BOTTLE))
-       return(8000);
-    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] = 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)
-       {RSPEAK(SPK); return 2012;}
-    game.prop[BOTTLE]=MOD(COND[game.loc],4)/2*2;
-    k=LIQUID();
-    if (TOTING(BOTTLE))
-       game.place[k]= -1;
-    if (k == OIL)
-       SPK=108;
-    {RSPEAK(SPK); return 2012;}
+        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);
+    return GO_CLEAROBJ;
 }
 
-static int find(token_t obj)
+static int find(token_t verb, token_t obj)
 /* Find.  Might be carrying it, or it might be here.  Else give caveat. */
 {
+    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); return 2012;}
+        (LIQUID() == obj && AT(BOTTLE)) ||
+        obj == LIQLOC(game.loc) ||
+        (obj == DWARF && ATDWRF(game.loc) > 0))
+        spk = YOU_HAVEIT;
+    if (game.closed)spk = NEEDED_NEreplace;
+    if (TOTING(obj))spk = ALREADY_CARRYING;
+    RSPEAK(spk);
+    return GO_CLEAROBJ;
 }
 
-static int fly(token_t obj)
+static int fly(token_t verb, token_t obj)
 /* Fly.  Snide remarks unless hovering rug is here. */
 {
+    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 2012;}
-       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 2012;}
-    SPK=223;
-    if (game.prop[RUG] != 2) {RSPEAK(SPK); return 2012;}
-    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);
-    return(2);
+    if (obj != RUG) {
+        RSPEAK(spk);
+        return GO_CLEAROBJ;
+    }
+    spk = RUG_NOTHING1;
+    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 = 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;
-    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); return 2012;}
+        spk = TAME_BEAR;
+    RSPEAK(spk);
+    return GO_CLEAROBJ;
 }
 
-int light(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 == 0 || obj > NOBJECTS) return(8000);
+        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 2012;}
-       SPK=209;
-       game.prop[URN]=2;
-       {RSPEAK(SPK); return 2012;}
+        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 2012;}
-       SPK=184;
-       if (game.limit < 0) {RSPEAK(SPK); return 2012;}
-       game.prop[LAMP]=1;
-       RSPEAK(39);
-       if (game.wzdark) return(2000);
-       return(2012);
-    }   
+        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;
-    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(2012);
-       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);
+    SETPRM(1, game.zzword, 0);
+    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]);
+        spk = NO_MESSAGE;
+        if (i == BIRD && OBJSND[i] + game.prop[i] == 8)
+            DESTROY(BIRD);
     }
-    {RSPEAK(SPK); return 2012;}
+    RSPEAK(spk);
+    return GO_CLEAROBJ;
 }
 
 static int lock(token_t verb, token_t obj)
 /* Lock, unlock, no object given.  Assume various things if present. */
 {
-    int k;
+    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(8000);
-       if (HERE(CHAIN))obj=CHAIN;
-       if (obj == 0) {RSPEAK(SPK); return 2012;}
+        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;
-    if (obj == GRATE || obj == CHAIN)SPK=31;
-    if (SPK != 31 || !HERE(KEYS)) {RSPEAK(SPK); return 2012;}
-    if (obj == CHAIN)
-       return chain(verb);
-    if (game.closng) {
-       SPK=130;
-       if (!game.panic)game.clock2=15;
-       game.panic=true;
-       {RSPEAK(SPK); return 2012;}
+        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 = 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 {
+                spk = game.prop[GRATE] ? GRATE_LOCKED : ALREADY_LOCKED;
+                game.prop[GRATE] = 1;
+                if (verb == LOCK)game.prop[GRATE] = 0;
+                spk = game.prop[GRATE] ? GRATE_UNLOCKED : GRATE_LOCKED;
+            }
+        }
     }
-    SPK=34+game.prop[GRATE];
-    game.prop[GRATE]=1;
-    if (verb == LOCK)game.prop[GRATE]=0;
-    SPK=SPK+2*game.prop[GRATE];
-    {RSPEAK(SPK); return 2012;}
+    RSPEAK(spk);
+    return GO_CLEAROBJ;
 }
 
-static int pour(token_t obj)
+static int pour(token_t verb, token_t obj)
 /*  Pour.  If no object, or object is bottle, assume contents of bottle.
  *  special tests for pouring water or oil on plant or rusty door. */
 {
-    if (obj == BOTTLE || obj == 0)obj=LIQUID();
-    if (obj == 0) return(8000);
-    if (!TOTING(obj)) {RSPEAK(SPK); return 2012;}
-    SPK=78;
-    if (obj != OIL && obj != WATER) {RSPEAK(SPK); return 2012;}
+    int spk = ACTSPK[verb];
+    if (obj == BOTTLE || obj == 0)obj = LIQUID();
+    if (obj == 0) return GO_UNKNOWN;
+    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(URN);
-    game.prop[BOTTLE]=1;
-    game.place[obj]=0;
-    SPK=77;
-    if (!(AT(PLANT) || AT(DOOR)))
-       {RSPEAK(SPK); return 2012;}
+        return fill(verb, URN);
+    game.prop[BOTTLE] = 1;
+    game.place[obj] = 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 2012;}
-       PSPEAK(PLANT,game.prop[PLANT]+3);
-       game.prop[PLANT]=MOD(game.prop[PLANT]+1,3);
-       game.prop[PLANT2]=game.prop[PLANT];
-       K=NUL;
-       return(8);
+        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 2012;}
+        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)
 /*  Quit.  Intransitive only.  Verify intent and exit if that's what he wants. */
 {
-    if (YES(input,22,54,54))
-       score(1);
-    return(2012);
+    if (YES(input, REALLY_QUIT, OK_MAN, OK_MAN))
+        score(quitgame);
+    return GO_CLEAROBJ;
 }
 
-static int read(FILE *input, token_t obj)
+static int read(FILE *input, token_t verb, token_t obj)
 /*  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(8000);
+        obj = 0;
+        for (int 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 (DARK(game.loc)) {
-       SETPRM(1,WD1,WD1X);
-       RSPEAK(256);
-       return(2012);
+        SETPRM(1, WD1, WD1X);
+        RSPEAK(NO_SEE);
+        return GO_CLEAROBJ;
+    }
+    if (OBJTXT[obj] == 0 || game.prop[obj] < 0) {
+        RSPEAK(spk);
+        return GO_CLEAROBJ;
     }
-    if (OBJTXT[obj] == 0 || game.prop[obj] < 0)
-       {RSPEAK(SPK); return 2012;}
     if (obj == OYSTER && !game.clshnt) {
-       game.clshnt=YES(input,192,193,54);
-       return(2012);
+        game.clshnt = YES(input, CLUE_QUERY, WAYOUT_CLUE, OK_MAN);
+        return GO_CLEAROBJ;
     }
-    PSPEAK(obj,OBJTXT[obj]+game.prop[obj]);
-    return(2012);
+    PSPEAK(obj, OBJTXT[obj] + game.prop[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(SPK); return 2012;}
-    PSPEAK(RESER,game.prop[RESER]+1);
-    game.prop[RESER]=1-game.prop[RESER];
-    if (AT(RESER)) return(2012);
-    game.oldlc2=game.loc;
-    game.newloc=0;
-    RSPEAK(241);
-    return(2);
+    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;
+        else {
+            game.oldlc2 = game.loc;
+            game.newloc = 0;
+            RSPEAK(NOT_BRIGHT);
+            return GO_TERMINATE;
+        }
+    }
 }
 
-static int rub(token_t obj)
+static int rub(token_t verb, token_t obj)
 /* Rub.  Yields various snide remarks except for lit urn. */
 {
-    if (obj != LAMP)SPK=76;
-    if (obj != URN || game.prop[URN] != 2) {RSPEAK(SPK); return 2012;}
-    DSTROY(URN);
-    DROP(AMBER,game.loc);
-    game.prop[AMBER]=1;
-    --game.tally;
-    DROP(CAVITY,game.loc);
-    SPK=216;
-    {RSPEAK(SPK); return 2012;}
+    int spk = ACTSPK[verb];
+    if (obj != LAMP)
+        spk = PECULIAR_NOTHING;
+    if (obj == URN && game.prop[URN] == 2) {
+        DESTROY(URN);
+        DROP(AMBER, game.loc);
+        game.prop[AMBER] = 1;
+        --game.tally;
+        DROP(CAVITY, game.loc);
+        spk = URN_GENIES;
+    }
+    RSPEAK(spk);
+    return GO_CLEAROBJ;
 }
 
 static int say(void)
-/* SAY.  Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).)  Magic words override. */
+/* 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);
+    SETPRM(1, WD2, WD2X);
+    if (WD2 <= 0)
+        SETPRM(1, WD1, WD1X);
+    if (WD2 > 0)
+        WD1 = WD2;
+    int wd = VOCAB(WD1, -1);
+    /* FIXME: Magic numbers */
     if (wd == 62 || wd == 65 || wd == 71 || wd == 2025 || wd == 2034) {
-       WD2=0;
-       return(2630);
+        WD2 = 0;
+        return GO_LOOKUP;
     }
-    RSPEAK(258);
-    return(2012);
-
+    RSPEAK(OKEY_DOKEY);
+    return GO_CLEAROBJ;
 }
 
 static int throw_support(long spk)
 {
     RSPEAK(spk);
-    DROP(AXE,game.loc);
-    K=NUL;
-    return(8);
+    DROP(AXE, game.loc);
+    return GO_MOVE;
 }
 
-static int throw(FILE *cmdin, long verb, long obj)
+static int throw (FILE *cmdin, long verb, token_t obj)
 /*  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. */
 {
-    if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj=ROD2;
-    if (!TOTING(obj))
-       {RSPEAK(SPK); return 2012;}
-    if (obj >= 50 && obj <= MAXTRS && AT(TROLL)) {
-        SPK=159;
+    int spk = ACTSPK[verb];
+    if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))obj = ROD2;
+    if (!TOTING(obj)) {
+        RSPEAK(spk);
+        return GO_CLEAROBJ;
+    }
+    if (obj >= MINTRS && 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(obj, 0);
+        MOVE(TROLL, 0);
+        MOVE(TROLL + NOBJECTS, 0);
+        DROP(TROLL2, PLAC[TROLL]);
+        DROP(TROLL2 + NOBJECTS, FIXD[TROLL]);
         JUGGLE(CHASM);
-        {RSPEAK(SPK); return 2012;}
+        RSPEAK(spk);
+        return GO_CLEAROBJ;
     }
     if (obj == FOOD && HERE(BEAR)) {
-    /* But throwing food is another story. */
-        obj=BEAR;
-        return(feed(obj));
+        /* But throwing food is another story. */
+        obj = BEAR;
+        return (feed(verb, obj));
     }
     if (obj != AXE)
-       return(discard(obj, false));
-    int i=ATDWRF(game.loc);
+        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) {
+        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! */
-            SPK=164;
-            DROP(AXE,game.loc);
-            game.fixed[AXE]= -1;
-            game.prop[AXE]=1;
+            DROP(AXE, game.loc);
+            game.fixed[AXE] = -1;
+            game.prop[AXE] = 1;
             JUGGLE(BEAR);
-            {RSPEAK(SPK); return 2012;}
+            RSPEAK(AXE_LOST);
+            return GO_CLEAROBJ;
         }
-        return(attack(cmdin, verb, 0));
+        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);
     }
-    game.dseen[i]=false;
-    game.dloc[i]=0;
-    SPK=47;
-    ++game.dkill;
-    if (game.dkill == 1)SPK=149;
-
-    return throw_support(SPK);
+    game.dseen[i] = false;
+    game.dloc[i] = 0;
+    return throw_support((++game.dkill == 1) ? DWARF_SMOKE : KILLED_DWARF);
 }
 
 static int vscore(void)
 /* Score.  Call scoring routine but tell it to return. */
 {
-    score(-1);
-    return(2012);
+    score(scoregame);
+    return GO_CLEAROBJ;
 }
 
-static int wake(token_t obj)
+static int wake(token_t verb, token_t obj)
 /* Wake.  Only use is to disturb the dwarves. */
 {
-    if (obj != DWARF || !game.closed) {RSPEAK(SPK); return 2012;}
-    SPK=199;
-    return(18999);
+    if (obj != DWARF || !game.closed) {
+        RSPEAK(ACTSPK[verb]);
+        return GO_CLEAROBJ;
+    } else {
+        RSPEAK(PROD_DWARF);
+        return GO_DWARFWAKE;
+    }
 }
 
-static int wave(token_t obj)
+static int wave(token_t verb, token_t obj)
 /* Wave.  No effect unless waving rod at fissure or at bird. */
 {
-    if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))SPK=29;
+    int spk = ACTSPK[verb];
+    if ((!TOTING(obj)) && (obj != ROD || !TOTING(ROD2)))spk = ARENT_CARRYING;
     if (obj != ROD ||
-       !TOTING(obj) ||
-       (!HERE(BIRD) && (game.closng || !AT(FISSUR))))
-       {RSPEAK(SPK); return 2012;}
-    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 2012;}
+        !TOTING(obj) ||
+        (!HERE(BIRD) && (game.closng || !AT(FISSUR)))) {
+        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) return(18999);
-       if (game.closng || !AT(FISSUR)) {RSPEAK(SPK); return 2012;}
-       if (HERE(BIRD))RSPEAK(SPK);
-       game.prop[FISSUR]=1-game.prop[FISSUR];
-       PSPEAK(FISSUR,2-game.prop[FISSUR]);
-       return(2012);
+        if (game.closed) {
+            RSPEAK(spk);
+            return GO_DWARFWAKE;
+        }
+        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;
     }
 }
 
-int action(FILE *input, enum speechpart part, long verb, long obj)
+int action(FILE *input, enum speechpart part, long verb, token_t obj)
 /*  Analyse a verb.  Remember what it was, go back for object if second word
  *  unless verb is "say", which snarfs arbitrary second word.
  */
 {
-    int kk;
+    token_t spk = ACTSPK[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(8);
-       }
-       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 2012;}
-       }
-       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(2012);
-       }
+    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 == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT)
+                obj = DPRSSN;
+            if (game.loc == LOC_COBBLE || game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD ||
+                game.loc == LOC_BIRD || game.loc == LOC_PITTOP)
+                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 = KNIVES_VANISH;
+            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(NO_SEE);
+            return GO_CLEAROBJ;
+        }
 
-       if (WD2 > 0)
-           return(2800);
-       if (verb != 0)
-           part = transitive;
+        if (WD2 > 0)
+            return GO_WORD2;
+        if (verb != 0)
+            part = transitive;
     }
 
-    switch(part)
-    {
-       case intransitive:
-           SPK=ACTSPK[verb];
-           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(INTRANSITIVE);
-                   case  1: /* DROP  */ return(8000); 
-                   case  2: /* SAY   */ return(8000); 
-                   case  3: /* UNLOC */ return lock(verb, INTRANSITIVE);    
-                   case  4: /* NOTHI */ return(2009); 
-                   case  5: /* LOCK  */ return lock(verb, INTRANSITIVE);    
-                   case  6: /* LIGHT */ return light(INTRANSITIVE);    
-                   case  7: /* EXTIN */ return extinguish(INTRANSITIVE);    
-                   case  8: /* WAVE  */ return(8000); 
-                   case  9: /* CALM  */ return(8000); 
-                   case 10: /* WALK  */ {RSPEAK(SPK); return 2012;} 
-                   case 11: /* ATTAC */ return attack(input, verb, obj);   
-                   case 12: /* POUR  */ return pour(obj);   
-                   case 13: /* EAT   */ return eat(INTRANSITIVE);   
-                   case 14: /* DRINK */ return drink(obj);   
-                   case 15: /* RUB   */ return(8000); 
-                   case 16: /* TOSS  */ return(8000); 
-                   case 17: /* QUIT  */ return quit(input);   
-                   case 18: /* FIND  */ return(8000); 
-                   case 19: /* INVEN */ return inven(obj);   
-                   case 20: /* FEED  */ return(8000); 
-                   case 21: /* FILL  */ return fill(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, INTRANSITIVE);   
-                   case 27: /* BREAK */ return(8000); 
-                   case 28: /* WAKE  */ return(8000); 
-                   case 29: /* SUSP  */ return saveresume(input, false);   
-                   case 30: /* RESU  */ return saveresume(input, true);   
-                   case 31: /* FLY   */ return fly(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(obj);    
-               case  1: /* DROP  */ return discard(obj, false);    
-               case  2: /* SAY   */ return say();    
-               case  3: /* UNLOC */ return lock(verb, obj);    
-               case  4: /* NOTHI */ return(2009); 
-               case  5: /* LOCK  */ return lock(verb, obj);    
-               case  6: /* LIGHT */ return light(obj);    
-               case  7: /* EXTI  */ return extinguish(obj);    
-               case  8: /* WAVE  */ return wave(obj);    
-               case  9: /* CALM  */ {RSPEAK(SPK); return 2012;} 
-               case 10: /* WALK  */ {RSPEAK(SPK); return 2012;} 
-               case 11: /* ATTAC */ return attack(input, verb, obj);   
-               case 12: /* POUR  */ return pour(obj);   
-               case 13: /* EAT   */ return eat(obj);   
-               case 14: /* DRINK */ return drink(obj);   
-               case 15: /* RUB   */ return rub(obj);   
-               case 16: /* TOSS  */ return throw(input, verb, obj);   
-               case 17: /* QUIT  */ {RSPEAK(SPK); return 2012;} 
-               case 18: /* FIND  */ return find(obj);   
-               case 19: /* INVEN */ return find(obj);   
-               case 20: /* FEED  */ return feed(obj);   
-               case 21: /* FILL  */ return fill(obj);   
-               case 22: /* BLAST */ return blast();   
-               case 23: /* SCOR  */ {RSPEAK(SPK); return 2012;} 
-               case 24: /* FOO   */ {RSPEAK(SPK); return 2012;} 
-               case 25: /* BRIEF */ {RSPEAK(SPK); return 2012;} 
-               case 26: /* READ  */ return read(input, obj);   
-               case 27: /* BREAK */ return vbreak(obj);   
-               case 28: /* WAKE  */ return wake(obj);   
-               case 29: /* SUSP  */ {RSPEAK(SPK); return 2012;} 
-               case 30: /* RESU  */ {RSPEAK(SPK); return 2012;} 
-               case 31: /* FLY   */ return fly(obj);   
-               case 32: /* LISTE */ {RSPEAK(SPK); return 2012;} 
-               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(2600);
+    switch (part) {
+    case intransitive:
+        if (WD2 > 0 && verb != SAY) return (2800);
+        if (verb == SAY)obj = WD2;
+        if (obj == 0 || obj == INTRANSITIVE) {
+            /*  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(OK_MAN);
+                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();
+            case 20: /* FEED  */
+                return GO_UNKNOWN;
+            case 21: /* FILL  */
+                return fill(verb, obj);
+            case 22: /* BLAST */
+                blast();
+                return GO_CLEAROBJ;
+            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 suspend(input);
+            case 30: /* RESU  */
+                return resume(input);
+            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(OK_MAN);
+            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 */
+            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(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(WHAT_DO);
+        return GO_CHECKHINT;
     default:
-           BUG(99);
+        BUG(99);
     }
 }