Introduce command encapsulation structure.
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3 changed files with 85 additions and 79 deletions
118
actions.c
118
actions.c
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@ -995,14 +995,14 @@ static int wave(token_t verb, token_t obj)
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}
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}
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int action(FILE *input, enum speechpart part, token_t verb, token_t obj)
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int action(FILE *input, struct command_t command)
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/* Analyse a verb. Remember what it was, go back for object if second word
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* unless verb is "say", which snarfs arbitrary second word.
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*/
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{
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token_t spk = ACTSPK[verb];
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token_t spk = ACTSPK[command.verb];
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if (part == unknown) {
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if (command.part == unknown) {
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/* Analyse an object word. See if the thing is here, whether
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* we've got a verb yet, and so on. Object must be here
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* unless verb is "find" or "invent(ory)" (and no new verb
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@ -1010,35 +1010,35 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj)
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* they are never actually dropped at any location, but might
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* be here inside the bottle or urn or as a feature of the
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* location. */
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if (HERE(obj))
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if (HERE(command.obj))
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/* FALL THROUGH */;
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else if (obj == GRATE) {
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else if (command.obj == GRATE) {
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if (game.loc == LOC_START || game.loc == LOC_VALLEY || game.loc == LOC_SLIT)
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obj = DPRSSN;
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command.obj = DPRSSN;
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if (game.loc == LOC_COBBLE || game.loc == LOC_DEBRIS || game.loc == LOC_AWKWARD ||
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game.loc == LOC_BIRD || game.loc == LOC_PITTOP)
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obj = ENTRNC;
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if (obj != GRATE)
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command.obj = ENTRNC;
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if (command.obj != GRATE)
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return GO_MOVE;
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} else if (obj == DWARF && ATDWRF(game.loc) > 0)
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} else if (command.obj == DWARF && ATDWRF(game.loc) > 0)
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/* FALL THROUGH */;
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else if ((LIQUID() == obj && HERE(BOTTLE)) || obj == LIQLOC(game.loc))
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else if ((LIQUID() == command.obj && HERE(BOTTLE)) || command.obj == LIQLOC(game.loc))
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/* FALL THROUGH */;
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else if (obj == OIL && HERE(URN) && game.prop[URN] != 0) {
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obj = URN;
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else if (command.obj == OIL && HERE(URN) && game.prop[URN] != 0) {
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command.obj = URN;
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/* FALL THROUGH */;
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} else if (obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
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obj = PLANT2;
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} else if (command.obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
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command.obj = PLANT2;
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/* FALL THROUGH */;
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} else if (obj == KNIFE && game.knfloc == game.loc) {
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} else if (command.obj == KNIFE && game.knfloc == game.loc) {
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game.knfloc = -1;
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spk = KNIVES_VANISH;
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RSPEAK(spk);
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return GO_CLEAROBJ;
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} else if (obj == ROD && HERE(ROD2)) {
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obj = ROD2;
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} else if (command.obj == ROD && HERE(ROD2)) {
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command.obj = ROD2;
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/* FALL THROUGH */;
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} else if ((verb == FIND || verb == INVENT) && WD2 <= 0)
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} else if ((command.verb == FIND || command.verb == INVENT) && WD2 <= 0)
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/* FALL THROUGH */;
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else {
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SETPRM(1, WD1, WD1X);
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@ -1048,36 +1048,36 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj)
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if (WD2 > 0)
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return GO_WORD2;
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if (verb != 0)
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part = transitive;
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if (command.verb != 0)
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command.part = transitive;
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}
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switch (part) {
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switch (command.part) {
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case intransitive:
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if (WD2 > 0 && verb != SAY)
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if (WD2 > 0 && command.verb != SAY)
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return GO_WORD2;
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if (verb == SAY)obj = WD2;
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if (obj == 0 || obj == INTRANSITIVE) {
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if (command.verb == SAY)command.obj = WD2;
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if (command.obj == 0 || command.obj == INTRANSITIVE) {
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/* Analyse an intransitive verb (ie, no object given yet). */
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switch (verb - 1) {
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switch (command.verb - 1) {
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case 0: /* CARRY */
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return carry(verb, INTRANSITIVE);
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return carry(command.verb, INTRANSITIVE);
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case 1: /* DROP */
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return GO_UNKNOWN;
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case 2: /* SAY */
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return GO_UNKNOWN;
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case 3: /* UNLOC */
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return lock(verb, INTRANSITIVE);
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return lock(command.verb, INTRANSITIVE);
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case 4: { /* NOTHI */
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RSPEAK(OK_MAN);
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return (GO_CLEAROBJ);
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}
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case 5: /* LOCK */
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return lock(verb, INTRANSITIVE);
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return lock(command.verb, INTRANSITIVE);
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case 6: /* LIGHT */
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return light(verb, INTRANSITIVE);
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return light(command.verb, INTRANSITIVE);
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case 7: /* EXTIN */
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return extinguish(verb, INTRANSITIVE);
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return extinguish(command.verb, INTRANSITIVE);
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case 8: /* WAVE */
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return GO_UNKNOWN;
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case 9: /* CALM */
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@ -1087,13 +1087,13 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj)
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return GO_CLEAROBJ;
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}
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case 11: /* ATTAC */
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return attack(input, verb, obj);
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return attack(input, command.verb, command.obj);
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case 12: /* POUR */
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return pour(verb, obj);
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return pour(command.verb, command.obj);
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case 13: /* EAT */
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return eat(verb, INTRANSITIVE);
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return eat(command.verb, INTRANSITIVE);
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case 14: /* DRINK */
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return drink(verb, obj);
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return drink(command.verb, command.obj);
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case 15: /* RUB */
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return GO_UNKNOWN;
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case 16: /* TOSS */
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@ -1107,7 +1107,7 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj)
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case 20: /* FEED */
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return GO_UNKNOWN;
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case 21: /* FILL */
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return fill(verb, obj);
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return fill(command.verb, command.obj);
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case 22: /* BLAST */
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blast();
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return GO_CLEAROBJ;
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@ -1119,7 +1119,7 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj)
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case 25: /* BRIEF */
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return brief();
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case 26: /* READ */
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return read(verb, INTRANSITIVE);
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return read(command.verb, INTRANSITIVE);
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case 27: /* BREAK */
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return GO_UNKNOWN;
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case 28: /* WAKE */
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@ -1129,7 +1129,7 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj)
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case 30: /* RESU */
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return resume();
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case 31: /* FLY */
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return fly(verb, INTRANSITIVE);
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return fly(command.verb, INTRANSITIVE);
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case 32: /* LISTE */
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return listen();
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case 33: /* ZZZZ */
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@ -1140,27 +1140,27 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj)
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/* FALLTHRU */
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case transitive:
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/* Analyse a transitive verb. */
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switch (verb - 1) {
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switch (command.verb - 1) {
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case 0: /* CARRY */
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return carry(verb, obj);
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return carry(command.verb, command.obj);
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case 1: /* DROP */
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return discard(verb, obj, false);
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return discard(command.verb, command.obj, false);
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case 2: /* SAY */
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return say();
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case 3: /* UNLOC */
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return lock(verb, obj);
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return lock(command.verb, command.obj);
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case 4: { /* NOTHI */
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RSPEAK(OK_MAN);
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return (GO_CLEAROBJ);
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}
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case 5: /* LOCK */
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return lock(verb, obj);
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return lock(command.verb, command.obj);
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case 6: /* LIGHT */
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return light(verb, obj);
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return light(command.verb, command.obj);
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case 7: /* EXTI */
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return extinguish(verb, obj);
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return extinguish(command.verb, command.obj);
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case 8: /* WAVE */
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return wave(verb, obj);
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return wave(command.verb, command.obj);
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case 9: { /* CALM */
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RSPEAK(spk);
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return GO_CLEAROBJ;
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@ -1170,29 +1170,29 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj)
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return GO_CLEAROBJ;
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}
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case 11: /* ATTAC */
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return attack(input, verb, obj);
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return attack(input, command.verb, command.obj);
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case 12: /* POUR */
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return pour(verb, obj);
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return pour(command.verb, command.obj);
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case 13: /* EAT */
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return eat(verb, obj);
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return eat(command.verb, command.obj);
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case 14: /* DRINK */
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return drink(verb, obj);
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return drink(command.verb, command.obj);
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case 15: /* RUB */
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return rub(verb, obj);
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return rub(command.verb, command.obj);
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case 16: /* TOSS */
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return throw (input, verb, obj);
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return throw (input, command.verb, command.obj);
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case 17: { /* QUIT */
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RSPEAK(spk);
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return GO_CLEAROBJ;
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}
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case 18: /* FIND */
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return find(verb, obj);
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return find(command.verb, command.obj);
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case 19: /* INVEN */
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return find(verb, obj);
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return find(command.verb, command.obj);
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case 20: /* FEED */
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return feed(verb, obj);
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return feed(command.verb, command.obj);
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case 21: /* FILL */
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return fill(verb, obj);
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return fill(command.verb, command.obj);
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case 22: /* BLAST */
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blast();
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return GO_CLEAROBJ;
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@ -1209,11 +1209,11 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj)
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return GO_CLEAROBJ;
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}
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case 26: /* READ */
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return read(verb, obj);
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return read(command.verb, command.obj);
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case 27: /* BREAK */
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return vbreak(verb, obj);
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return vbreak(command.verb, command.obj);
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case 28: /* WAKE */
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return wake(verb, obj);
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return wake(command.verb, command.obj);
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case 29: { /* SUSP */
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RSPEAK(spk);
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return GO_CLEAROBJ;
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@ -1223,7 +1223,7 @@ int action(FILE *input, enum speechpart part, token_t verb, token_t obj)
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return GO_CLEAROBJ;
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}
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case 31: /* FLY */
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return fly(verb, obj);
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return fly(command.verb, command.obj);
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case 32: { /* LISTE */
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RSPEAK(spk);
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return GO_CLEAROBJ;
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