Create regression test for issue #36.
[open-adventure.git] / actions.c
index 2b432f371470eb0645532951774149d7ce2d3925..ceb728a0d86c6ae0f706ce2ca9179c790f4a0f58 100644 (file)
--- a/actions.c
+++ b/actions.c
@@ -1,22 +1,30 @@
+/*
+ * Actions for the duneon-running code.
+ *
+ * Copyright (c) 1977, 2005 by Will Crowther and Don Woods
+ * Copyright (c) 2017 by Eric S. Raymond
+ * SPDX-License-Identifier: BSD-2-clause
+ */
+
 #include <stdlib.h>
 #include <stdbool.h>
 #include <string.h>
 #include "advent.h"
 #include "dungeon.h"
+#include <inttypes.h>
 
-static int fill(token_t, token_t);
+static int fill(verb_t, obj_t);
 
-static int attack(struct command_t *command)
+static int attack(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;
+    verb_t verb = command.verb;
+    obj_t obj = command.obj;
 
-    if (obj == NO_OBJECT ||
-        obj == INTRANSITIVE) {
+    if (obj == INTRANSITIVE) {
         int changes = 0;
         if (atdwrf(game.loc) > 0) {
             obj = DWARF;
@@ -43,7 +51,7 @@ static int attack(struct command_t *command)
             ++changes;
         }
         /* check for low-priority targets */
-        if (obj == NO_OBJECT) {
+        if (obj == INTRANSITIVE) {
             /* Can't attack bird or machine by throwing axe. */
             if (HERE(BIRD) && verb != THROW) {
                 obj = BIRD;
@@ -102,29 +110,28 @@ static int attack(struct command_t *command)
          *  fixed), move rug there (not fixed), and move him there,
          *  too.  Then do a null motion to get new description. */
         rspeak(BARE_HANDS_QUERY);
-        if (silent_yes()) {
-            // FIXME: setting wd1 is a workaround for broken logic
-            command->wd1 = token_to_packed("Y");
-        } else {
-            // FIXME: setting wd1 is a workaround for broken logic
-            command->wd1 = token_to_packed("N");
-            return GO_CHECKFOO;
+        if (!silent_yes()) {
+            speak(arbitrary_messages[NASTY_DRAGON]);
+            return GO_MOVE;
         }
         state_change(DRAGON, DRAGON_DEAD);
         game.prop[RUG] = RUG_FLOOR;
-        /* FIXME: Arithmetic on location values */
-        int k = (objects[DRAGON].plac + objects[DRAGON].fixd) / 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] == objects[DRAGON].plac ||
-                game.place[obj] == objects[DRAGON].fixd)
-                move(obj, k);
-        }
-        game.loc = k;
+        /* Hardcoding LOC_SECRET5 as the dragon's death location is ugly.
+         * The way it was computed before was worse; it depended on the
+         * two dragon locations being LOC_SECRET4 and LOC_SECRET6 and
+         * LOC_SECRET5 being right between them.
+         */
+        move(DRAGON + NOBJECTS, IS_FIXED);
+        move(RUG + NOBJECTS, IS_FREE);
+        move(DRAGON, LOC_SECRET5);
+        move(RUG, LOC_SECRET5);
+        drop(BLOOD, LOC_SECRET5);
+        for (obj_t i = 1; i <= NOBJECTS; i++) {
+            if (game.place[i] == objects[DRAGON].plac ||
+                game.place[i] == objects[DRAGON].fixd)
+                move(i, LOC_SECRET5);
+        }
+        game.loc = LOC_SECRET5;
         return GO_MOVE;
     }
 
@@ -150,7 +157,7 @@ static int attack(struct command_t *command)
     }
 
     switch (obj) {
-    case NO_OBJECT:
+    case INTRANSITIVE:
         rspeak(NO_TARGET);
         break;
     case CLAM:
@@ -173,101 +180,109 @@ static int attack(struct command_t *command)
         rspeak(ROCKY_TROLL);
         break;
     default:
-        rspeak(actions[verb].message);
+        speak(actions[verb].message);
     }
     return GO_CLEAROBJ;
 }
 
-static int bigwords(long id)
+static int bigwords(vocab_t id)
 /*  FEE FIE FOE FOO (AND FUM).  Advance to next state if given in proper order.
  *  Look up foo in special section of vocab to determine which word we've got.
  *  Last word zips the eggs back to the giant room (unless already there). */
 {
-  if ((game.foobar == WORD_EMPTY && id == ACTION_WORD(FEE)) ||
-      (game.foobar == ACTION_WORD(FEE) && id == ACTION_WORD(FIE)) ||
-      (game.foobar == ACTION_WORD(FIE) && id == ACTION_WORD(FOE)) ||
-      (game.foobar == ACTION_WORD(FOE) && id == ACTION_WORD(FOO)) ||
-      (game.foobar == ACTION_WORD(FOE) && id == ACTION_WORD(FUM)))
-    {
-      game.foobar = id;
-      if ((id != ACTION_WORD(FOO)) && (id != ACTION_WORD(FUM))) {
-       rspeak(OK_MAN);
-       return GO_CLEAROBJ;
-      }
-      game.foobar = WORD_EMPTY;
-      if (game.place[EGGS] == objects[EGGS].plac ||
-         (TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
-       rspeak(NOTHING_HAPPENS);
-       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] == TROLL_UNPAID)
-         game.prop[TROLL] = TROLL_PAIDONCE;
-       int k = EGGS_DONE;
-       if (HERE(EGGS))
-         k = EGGS_VANISHED;
-       if (game.loc == objects[EGGS].plac)
-         k = EGGS_HERE;
-       move(EGGS, objects[EGGS].plac);
-       pspeak(EGGS, look, k, true);
-       return GO_CLEAROBJ;
-      }
-    }
-  else
-    {
-      if (game.loc == LOC_GIANTROOM) {
-       rspeak( START_OVER);
-      } else {
-       rspeak(NOTHING_HAPPENS);
-      }
-      game.foobar = WORD_EMPTY;
-      return GO_CLEAROBJ;
+    if ((game.foobar == WORD_EMPTY && id == FEE) ||
+        (game.foobar == FEE && id == FIE) ||
+        (game.foobar == FIE && id == FOE) ||
+        (game.foobar == FOE && id == FOO) ||
+        (game.foobar == FOE && id == FUM)) {
+        game.foobar = id;
+        if ((id != FOO) && (id != FUM)) {
+            rspeak(OK_MAN);
+            return GO_CLEAROBJ;
+        }
+        game.foobar = WORD_EMPTY;
+        if (game.place[EGGS] == objects[EGGS].plac ||
+            (TOTING(EGGS) && game.loc == objects[EGGS].plac)) {
+            rspeak(NOTHING_HAPPENS);
+            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] == TROLL_UNPAID)
+                game.prop[TROLL] = TROLL_PAIDONCE;
+            if (HERE(EGGS))
+                pspeak(EGGS, look, EGGS_VANISHED, true);
+            else if (game.loc == objects[EGGS].plac)
+                pspeak(EGGS, look, EGGS_HERE, true);
+            else
+                pspeak(EGGS, look, EGGS_DONE, true);
+            move(EGGS, objects[EGGS].plac);
+
+            return GO_CLEAROBJ;
+        }
+    } else {
+        if (game.loc == LOC_GIANTROOM) {
+            rspeak(START_OVER);
+        } else {
+            /* This is new begavior in Open Adventure - sounds better when
+             * player isn't in the Giant Room. */
+            rspeak(WELL_POINTLESS);
+        }
+        game.foobar = WORD_EMPTY;
+        return GO_CLEAROBJ;
     }
 }
 
 static void blast(void)
 /*  Blast.  No effect unless you've got dynamite, which is a neat trick! */
 {
-    if (game.prop[ROD2] < 0 ||
+    if (game.prop[ROD2] == STATE_NOTFOUND ||
         !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);
+        if (HERE(ROD2)) {
+            game.bonus = splatter;
+            rspeak(SPLATTER_MESSAGE);
+        } else if (game.loc == LOC_NE) {
+            game.bonus = defeat;
+            rspeak(DEFEAT_MESSAGE);
+        } else {
+            game.bonus = victory;
+            rspeak(VICTORY_MESSAGE);
+        }
         terminate(endgame);
     }
 }
 
-static int vbreak(token_t verb, token_t obj)
+static int vbreak(verb_t verb, obj_t obj)
 /*  Break.  Only works for mirror in repository and, of course, the vase. */
 {
-    if (obj == MIRROR) {
+    switch (obj) {
+    case MIRROR:
         if (game.closed) {
-            rspeak(BREAK_MIRROR);
+            state_change(MIRROR, MIRROR_BROKEN);
             return GO_DWARFWAKE;
         } else {
             rspeak(TOO_FAR);
-            return GO_CLEAROBJ;
+            break;
         }
+    case VASE:
+        if (game.prop[VASE] == VASE_WHOLE) {
+            if (TOTING(VASE))
+                drop(VASE, game.loc);
+            state_change(VASE, VASE_BROKEN);
+            game.fixed[VASE] = IS_FIXED;
+            break;
+        }
+    /* FALLTHRU */
+    default:
+        speak(actions[verb].message);
     }
-    if (obj == VASE && game.prop[VASE] == VASE_WHOLE) {
-        if (TOTING(VASE))
-            drop(VASE, game.loc);
-        state_change(VASE, VASE_BROKEN);
-        game.fixed[VASE] = IS_FIXED;
-        return GO_CLEAROBJ;
-    }
-    rspeak(actions[verb].message);
     return (GO_CLEAROBJ);
 }
 
 static int brief(void)
-/*  Brief.  Intransitive only.  Suppress long descriptions after first time. */
+/*  Brief.  Intransitive only.  Suppress full descriptions after first time. */
 {
     game.abbnum = 10000;
     game.detail = 3;
@@ -275,14 +290,14 @@ static int brief(void)
     return GO_CLEAROBJ;
 }
 
-static int vcarry(token_t verb, token_t obj)
+static int vcarry(verb_t verb, obj_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. */
 {
     if (obj == INTRANSITIVE) {
         /*  Carry, no object given yet.  OK if only one object present. */
-        if (game.atloc[game.loc] == 0 ||
+        if (game.atloc[game.loc] == NO_OBJECT ||
             game.link[game.atloc[game.loc]] != 0 ||
             atdwrf(game.loc) > 0)
             return GO_UNKNOWN;
@@ -290,7 +305,7 @@ static int vcarry(token_t verb, token_t obj)
     }
 
     if (TOTING(obj)) {
-        rspeak(ALREADY_CARRYING);
+        speak(actions[verb].message);
         return GO_CLEAROBJ;
     }
 
@@ -301,40 +316,35 @@ static int vcarry(token_t verb, token_t obj)
     }
 
     if (game.fixed[obj] != IS_FREE) {
-        /* Next guard tests whether plant is tiny or stashed */
-        if (obj == PLANT && game.prop[PLANT] <= PLANT_THIRSTY) {
-            rspeak(DEEP_ROOTS);
-            return GO_CLEAROBJ;
-        }
-        if (obj == BEAR && game.prop[BEAR] == SITTING_BEAR) {
-            rspeak(BEAR_CHAINED);
-            return GO_CLEAROBJ;
-        }
-        if (obj == CHAIN && game.prop[BEAR] != UNTAMED_BEAR) {
-            rspeak(STILL_LOCKED);
-            return GO_CLEAROBJ;
-        }
-        if (obj == URN) {
+        switch (obj) {
+        case PLANT:
+            /* Next guard tests whether plant is tiny or stashed */
+            rspeak(game.prop[PLANT] <= PLANT_THIRSTY ? DEEP_ROOTS : YOU_JOKING);
+            break;
+        case BEAR:
+            rspeak( game.prop[BEAR] == SITTING_BEAR ? BEAR_CHAINED : YOU_JOKING);
+            break;
+        case CHAIN:
+            rspeak( game.prop[BEAR] != UNTAMED_BEAR ? STILL_LOCKED : YOU_JOKING);
+            break;
+        case RUG:
+            rspeak(game.prop[RUG] == RUG_HOVER ? RUG_HOVERS : YOU_JOKING);
+            break;
+        case URN:
             rspeak(URN_NOBUDGE);
-            return GO_CLEAROBJ;
-        }
-        if (obj == CAVITY) {
+            break;
+        case CAVITY:
             rspeak(DOUGHNUT_HOLES);
-            return GO_CLEAROBJ;
-        }
-        if (obj == BLOOD) {
+            break;
+        case BLOOD:
             rspeak(FEW_DROPS);
-            return GO_CLEAROBJ;
-        }
-        if (obj == RUG && game.prop[RUG] == RUG_HOVER) {
-            rspeak(RUG_HOVERS);
-            return GO_CLEAROBJ;
-        }
-        if (obj == SIGN) {
+            break;
+        case SIGN:
             rspeak(HAND_PASSTHROUGH);
-            return GO_CLEAROBJ;
+            break;
+        default:
+            rspeak(YOU_JOKING);
         }
-        rspeak(YOU_JOKING);
         return GO_CLEAROBJ;
     }
 
@@ -342,14 +352,14 @@ static int vcarry(token_t verb, token_t obj)
         obj == OIL) {
         if (!HERE(BOTTLE) ||
             LIQUID() != obj) {
-            if (TOTING(BOTTLE)) {
-                if (game.prop[BOTTLE] == EMPTY_BOTTLE) {
-                    return (fill(verb, BOTTLE));
-                } else if (game.prop[BOTTLE] != EMPTY_BOTTLE)
-                    rspeak(BOTTLE_FULL);
+            if (!TOTING(BOTTLE)) {
+                rspeak(NO_CONTAINER);
                 return GO_CLEAROBJ;
             }
-            rspeak(NO_CONTAINER);
+            if (game.prop[BOTTLE] == EMPTY_BOTTLE) {
+                return (fill(verb, BOTTLE));
+            } else
+                rspeak(BOTTLE_FULL);
             return GO_CLEAROBJ;
         }
         obj = BOTTLE;
@@ -379,12 +389,16 @@ static int vcarry(token_t verb, token_t obj)
     }
     if ((obj == BIRD ||
          obj == CAGE) &&
-        (game.prop[BIRD] == BIRD_CAGED || STASHED(BIRD) == BIRD_CAGED))
+        (game.prop[BIRD] == BIRD_CAGED || STASHED(BIRD) == BIRD_CAGED)) {
         /* expression maps BIRD to CAGE and CAGE to BIRD */
         carry(BIRD + CAGE - obj, game.loc);
+    }
+
     carry(obj, game.loc);
+
     if (obj == BOTTLE && LIQUID() != NO_OBJECT)
         game.place[LIQUID()] = CARRIED;
+
     if (GSTONE(obj) && game.prop[obj] != STATE_FOUND) {
         game.prop[obj] = STATE_FOUND;
         game.prop[CAVITY] = CAVITY_EMPTY;
@@ -393,7 +407,7 @@ static int vcarry(token_t verb, token_t obj)
     return GO_CLEAROBJ;
 }
 
-static int chain(token_t verb)
+static int chain(verb_t verb)
 /* Do something to the bear's chain */
 {
     if (verb != LOCK) {
@@ -411,9 +425,14 @@ static int chain(token_t verb)
             game.prop[BEAR] = CONTENTED_BEAR;
 
         switch (game.prop[BEAR]) {
+        // LCOV_EXCL_START
         case BEAR_DEAD:
+            /* Can't be reached until the bear can die in some way other
+             * than a bridge collapse. Leave in in case this changes, but
+             * exclude from coverage testing. */
             game.fixed[BEAR] = IS_FIXED;
             break;
+        // LCOV_EXCL_STOP
         default:
             game.fixed[BEAR] = IS_FREE;
         }
@@ -440,95 +459,115 @@ static int chain(token_t verb)
     return GO_CLEAROBJ;
 }
 
-static int discard(token_t verb, token_t obj, bool just_do_it)
+static int discard(verb_t verb, obj_t obj)
 /*  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. */
 {
-    if (!just_do_it) {
-        if (TOTING(ROD2) && obj == ROD && !TOTING(ROD))
-            obj = ROD2;
-        if (!TOTING(obj)) {
-            rspeak(actions[verb].message);
-            return GO_CLEAROBJ;
-        }
-        if (obj == BIRD && HERE(SNAKE)) {
-            rspeak(BIRD_ATTACKS);
-            if (game.closed)
-                return GO_DWARFWAKE;
-            DESTROY(SNAKE);
-            /* Set game.prop for use by travel options */
-            game.prop[SNAKE] = SNAKE_CHASED;
+    if (obj == ROD && !TOTING(ROD) && TOTING(ROD2)) {
+        obj = ROD2;
+    }
 
-        } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL)) {
-            rspeak(GEM_FITS);
-            game.prop[obj] = STATE_IN_CAVITY;
-            game.prop[CAVITY] = CAVITY_FULL;
-            if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) ||
-                              (obj == RUBY && game.prop[RUG] == RUG_HOVER))) {
-                int spk = RUG_RISES;
-                if (TOTING(RUG))
-                    spk = RUG_WIGGLES;
-                if (obj == RUBY)
-                    spk = RUG_SETTLES;
-                rspeak(spk);
-                if (spk != RUG_WIGGLES) {
-                    /* FIXME: Arithmetic on state numbers */
-                    int k = (game.prop[RUG] == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER;
-                    game.prop[RUG] = k;
-                    if (k == RUG_HOVER)
-                        k = objects[SAPPH].plac;
-                    move(RUG + NOBJECTS, k);
-                }
+    if (!TOTING(obj)) {
+        speak(actions[verb].message);
+        return GO_CLEAROBJ;
+    }
+
+    if (GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL) {
+        rspeak(GEM_FITS);
+        game.prop[obj] = STATE_IN_CAVITY;
+        game.prop[CAVITY] = CAVITY_FULL;
+        if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != RUG_HOVER) ||
+                          (obj == RUBY && game.prop[RUG] == RUG_HOVER))) {
+            if (obj == RUBY)
+                rspeak(RUG_SETTLES);
+            else if (TOTING(RUG))
+                rspeak(RUG_WIGGLES);
+            else
+                rspeak(RUG_RISES);
+            if (!TOTING(RUG) || obj == RUBY) {
+                int k = (game.prop[RUG] == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER;
+                game.prop[RUG] = k;
+                if (k == RUG_HOVER)
+                    k = objects[SAPPH].plac;
+                move(RUG + NOBJECTS, k);
             }
-        } else if (obj == COINS && HERE(VEND)) {
-            DESTROY(COINS);
-            drop(BATTERY, game.loc);
-            pspeak(BATTERY, look, FRESH_BATTERIES, true);
-            return GO_CLEAROBJ;
-        } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
-            rspeak(BIRD_BURNT);
-            DESTROY(BIRD);
-            return GO_CLEAROBJ;
-        } else if (obj == BEAR && AT(TROLL)) {
-            state_change(TROLL, TROLL_GONE);
-            move(TROLL, LOC_NOWHERE);
-            move(TROLL + NOBJECTS, LOC_NOWHERE);
-            move(TROLL2, objects[TROLL].plac);
-            move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
-            juggle(CHASM);
-        } else if (obj != VASE ||
-                   game.loc == objects[PILLOW].plac) {
-            rspeak(OK_MAN);
-        } else {
+        }
+        drop(obj, game.loc);
+        return GO_CLEAROBJ;
+    }
+
+    if (obj == COINS && HERE(VEND)) {
+        DESTROY(COINS);
+        drop(BATTERY, game.loc);
+        pspeak(BATTERY, look, FRESH_BATTERIES, true);
+        return GO_CLEAROBJ;
+    }
+
+    if (LIQUID() == obj)
+        obj = BOTTLE;
+    if (obj == BOTTLE && LIQUID() != NO_OBJECT) {
+        game.place[LIQUID()] = LOC_NOWHERE;
+    }
+
+    if (obj == BEAR && AT(TROLL)) {
+        state_change(TROLL, TROLL_GONE);
+        move(TROLL, LOC_NOWHERE);
+        move(TROLL + NOBJECTS, IS_FREE);
+        move(TROLL2, objects[TROLL].plac);
+        move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
+        juggle(CHASM);
+        drop(obj, game.loc);
+        return GO_CLEAROBJ;
+    }
+
+    if (obj == VASE) {
+        if (game.loc != objects[PILLOW].plac) {
             state_change(VASE, AT(PILLOW)
                          ? VASE_WHOLE
                          : VASE_DROPPED);
             if (game.prop[VASE] != VASE_WHOLE)
                 game.fixed[VASE] = IS_FIXED;
+            drop(obj, game.loc);
+            return GO_CLEAROBJ;
         }
     }
-    int k = LIQUID();
-    if (k == obj)
-        obj = BOTTLE;
-    if (obj == BOTTLE && k != NO_OBJECT)
-        game.place[k] = LOC_NOWHERE;
-    if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED)
+
+    if (obj == CAGE && game.prop[BIRD] == BIRD_CAGED) {
         drop(BIRD, game.loc);
-    drop(obj, game.loc);
-    if (obj != BIRD)
+    }
+
+    if (obj == BIRD) {
+        if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
+            rspeak(BIRD_BURNT);
+            DESTROY(BIRD);
+            return GO_CLEAROBJ;
+        }
+        if (HERE(SNAKE)) {
+            rspeak(BIRD_ATTACKS);
+            if (game.closed)
+                return GO_DWARFWAKE;
+            DESTROY(SNAKE);
+            /* Set game.prop for use by travel options */
+            game.prop[SNAKE] = SNAKE_CHASED;
+        } else
+            rspeak(OK_MAN);
+
+        game.prop[BIRD] = FOREST(game.loc) ? BIRD_FOREST_UNCAGED : BIRD_UNCAGED;
+        drop(obj, game.loc);
         return GO_CLEAROBJ;
-    game.prop[BIRD] = BIRD_UNCAGED;
-    if (FOREST(game.loc))
-        game.prop[BIRD] = BIRD_FOREST_UNCAGED;
+    }
+
+    rspeak(OK_MAN);
+    drop(obj, game.loc);
     return GO_CLEAROBJ;
 }
 
-static int drink(token_t verb, token_t obj)
+static int drink(verb_t verb, obj_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. */
 {
-    if (obj == NO_OBJECT && LIQLOC(game.loc) != WATER &&
+    if (obj == INTRANSITIVE && LIQLOC(game.loc) != WATER &&
         (LIQUID() != WATER || !HERE(BOTTLE))) {
         return GO_UNKNOWN;
     }
@@ -540,7 +579,7 @@ static int drink(token_t verb, token_t obj)
         return GO_CLEAROBJ;
     }
 
-    if (obj != NO_OBJECT && obj != WATER) {
+    if (obj != INTRANSITIVE && obj != WATER) {
         rspeak(RIDICULOUS_ATTEMPT);
         return GO_CLEAROBJ;
     }
@@ -550,43 +589,41 @@ static int drink(token_t verb, token_t obj)
         return GO_CLEAROBJ;
     }
 
-    rspeak(actions[verb].message);
+    speak(actions[verb].message);
     return GO_CLEAROBJ;
 }
 
-static int eat(token_t verb, token_t obj)
+static int eat(verb_t verb, obj_t obj)
 /*  Eat.  Intransitive: assume food if present, else ask what.  Transitive: food
  *  ok, some things lose appetite, rest are ridiculous. */
 {
-    if (obj == INTRANSITIVE) {
+    switch (obj) {
+    case INTRANSITIVE:
         if (!HERE(FOOD))
             return GO_UNKNOWN;
+    /* FALLTHRU */
+    case FOOD:
         DESTROY(FOOD);
         rspeak(THANKS_DELICIOUS);
-        return GO_CLEAROBJ;
-    }
-    if (obj == FOOD) {
-        DESTROY(FOOD);
-        rspeak(THANKS_DELICIOUS);
-        return GO_CLEAROBJ;
-    }
-    if (obj == BIRD ||
-        obj == SNAKE ||
-        obj == CLAM ||
-        obj == OYSTER ||
-        obj == DWARF ||
-        obj == DRAGON ||
-        obj == TROLL ||
-        obj == BEAR ||
-        obj == OGRE) {
+        break;
+    case BIRD:
+    case SNAKE:
+    case CLAM:
+    case OYSTER:
+    case DWARF:
+    case DRAGON:
+    case TROLL:
+    case BEAR:
+    case OGRE:
         rspeak(LOST_APPETITE);
-        return GO_CLEAROBJ;
+        break;
+    default:
+        speak(actions[verb].message);
     }
-    rspeak(actions[verb].message);
     return GO_CLEAROBJ;
 }
 
-static int extinguish(token_t verb, int obj)
+static int extinguish(verb_t verb, obj_t obj)
 /* Extinguish.  Lamp, urn, dragon/volcano (nice try). */
 {
     if (obj == INTRANSITIVE) {
@@ -598,34 +635,31 @@ static int extinguish(token_t verb, int obj)
             return GO_UNKNOWN;
     }
 
-    if (obj == URN) {
+    switch (obj) {
+    case URN:
         if (game.prop[URN] != URN_EMPTY) {
             state_change(URN, URN_DARK);
         } else {
             pspeak(URN, change, URN_DARK, true);
         }
-        return GO_CLEAROBJ;
-    }
-
-    if (obj == LAMP) {
+        break;
+    case LAMP:
         state_change(LAMP, LAMP_DARK);
         rspeak(DARK(game.loc) ?
                PITCH_DARK :
                NO_MESSAGE);
-        return GO_CLEAROBJ;
-    }
-
-    if (obj == DRAGON ||
-        obj == VOLCANO) {
+        break;
+    case DRAGON:
+    case VOLCANO:
         rspeak(BEYOND_POWER);
-        return GO_CLEAROBJ;
+        break;
+    default:
+        speak(actions[verb].message);
     }
-
-    rspeak(actions[verb].message);
     return GO_CLEAROBJ;
 }
 
-static int feed(token_t verb, token_t obj)
+static int feed(verb_t verb, obj_t obj)
 /*  Feed.  If bird, no seed.  Snake, dragon, troll: quip.  If dwarf, make him
  *  mad.  Bear, special. */
 {
@@ -654,7 +688,7 @@ static int feed(token_t verb, token_t obj)
             game.dflag += 2;
             rspeak(REALLY_MAD);
         } else
-            rspeak(actions[verb].message);
+            speak(actions[verb].message);
         break;
     case BEAR:
         if (game.prop[BEAR] == BEAR_DEAD) {
@@ -671,13 +705,13 @@ static int feed(token_t verb, token_t obj)
                 rspeak(NOTHING_EDIBLE);
             break;
         }
-        rspeak(actions[verb].message);
+        speak(actions[verb].message);
         break;
     case OGRE:
         if (HERE(FOOD))
             rspeak(OGRE_FULL);
         else
-            rspeak(actions[verb].message);
+            speak(actions[verb].message);
         break;
     default:
         rspeak(AM_GAME);
@@ -685,7 +719,7 @@ static int feed(token_t verb, token_t obj)
     return GO_CLEAROBJ;
 }
 
-int fill(token_t verb, token_t obj)
+int fill(verb_t verb, obj_t obj)
 /*  Fill.  Bottle or urn must be empty, and liquid available.  (Vase
  *  is nasty.) */
 {
@@ -701,7 +735,8 @@ int fill(token_t verb, token_t obj)
         rspeak(SHATTER_VASE);
         game.prop[VASE] = VASE_BROKEN;
         game.fixed[VASE] = IS_FIXED;
-        return (discard(verb, VASE, true));
+        drop(VASE, game.loc);
+        return GO_CLEAROBJ;
     }
 
     if (obj == URN) {
@@ -732,11 +767,11 @@ int fill(token_t verb, token_t obj)
         game.place[k] = LOC_NOWHERE;
         return GO_CLEAROBJ;
     }
-    if (obj != NO_OBJECT && obj != BOTTLE) {
-        rspeak(actions[verb].message);
+    if (obj != INTRANSITIVE && obj != BOTTLE) {
+        speak(actions[verb].message);
         return GO_CLEAROBJ;
     }
-    if (obj == NO_OBJECT && !HERE(BOTTLE))
+    if (obj == INTRANSITIVE && !HERE(BOTTLE))
         return GO_UNKNOWN;
 
     if (HERE(URN) && game.prop[URN] != URN_EMPTY) {
@@ -760,7 +795,7 @@ int fill(token_t verb, token_t obj)
     return GO_CLEAROBJ;
 }
 
-static int find(token_t verb, token_t obj)
+static int find(verb_t verb, obj_t obj)
 /* Find.  Might be carrying it, or it might be here.  Else give caveat. */
 {
     if (TOTING(obj)) {
@@ -782,11 +817,11 @@ static int find(token_t verb, token_t obj)
     }
 
 
-    rspeak(actions[verb].message);
+    speak(actions[verb].message);
     return GO_CLEAROBJ;
 }
 
-static int fly(token_t verb, token_t obj)
+static int fly(verb_t verb, obj_t obj)
 /* Fly.  Snide remarks unless hovering rug is here. */
 {
     if (obj == INTRANSITIVE) {
@@ -802,7 +837,7 @@ static int fly(token_t verb, token_t obj)
     }
 
     if (obj != RUG) {
-        rspeak(actions[verb].message);
+        speak(actions[verb].message);
         return GO_CLEAROBJ;
     }
     if (game.prop[RUG] != RUG_HOVER) {
@@ -811,12 +846,12 @@ static int fly(token_t verb, token_t obj)
     }
     game.oldlc2 = game.oldloc;
     game.oldloc = game.loc;
-    /* FIXME: Arithmetic on location values */
-    game.newloc = game.place[RUG] + game.fixed[RUG] - game.loc;
 
     if (game.prop[SAPPH] == STATE_NOTFOUND) {
+        game.newloc = game.place[SAPPH];
         rspeak(RUG_GOES);
     } else {
+        game.newloc = LOC_CLIFF;
         rspeak(RUG_RETURNS);
     }
     return GO_TERMINATE;
@@ -826,7 +861,7 @@ static int inven(void)
 /* Inventory. If object, treat same as find.  Else report on current burden. */
 {
     bool empty = true;
-    for (int i = 1; i <= NOBJECTS; i++) {
+    for (obj_t i = 1; i <= NOBJECTS; i++) {
         if (i == BEAR ||
             !TOTING(i))
             continue;
@@ -843,62 +878,68 @@ static int inven(void)
     return GO_CLEAROBJ;
 }
 
-static int light(token_t verb, token_t obj)
+static int light(verb_t verb, obj_t obj)
 /*  Light.  Applicable only to lamp and urn. */
 {
     if (obj == INTRANSITIVE) {
-        if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0)
+        int selects = 0;
+        if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0) {
             obj = LAMP;
-        if (HERE(URN) && game.prop[URN] == URN_DARK)
+            selects++;
+        }
+        if (HERE(URN) && game.prop[URN] == URN_DARK) {
             obj =  URN;
-        if (obj == INTRANSITIVE ||
-            (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0 &&
-             HERE(URN) && game.prop[URN] == URN_DARK))
+            selects++;
+        }
+        if (selects != 1)
             return GO_UNKNOWN;
     }
 
-    if (obj == URN) {
+    switch (obj) {
+    case URN:
         state_change(URN, game.prop[URN] == URN_EMPTY ?
                      URN_EMPTY :
                      URN_LIT);
-        return GO_CLEAROBJ;
-    } else {
-        if (obj != LAMP) {
-            rspeak(actions[verb].message);
-            return GO_CLEAROBJ;
-        }
+        break;
+    case LAMP:
         if (game.limit < 0) {
             rspeak(LAMP_OUT);
-            return GO_CLEAROBJ;
+            break;
         }
         state_change(LAMP, LAMP_BRIGHT);
         if (game.wzdark)
             return GO_TOP;
-        else
-            return GO_CLEAROBJ;
+        break;
+    default:
+        speak(actions[verb].message);
     }
+    return GO_CLEAROBJ;
 }
 
 static int listen(void)
 /*  Listen.  Intransitive only.  Print stuff based on object sound proprties. */
 {
-    long sound = locations[game.loc].sound;
+    vocab_t sound = locations[game.loc].sound;
     if (sound != SILENT) {
         rspeak(sound);
         if (!locations[game.loc].loud)
             rspeak(NO_MESSAGE);
         return GO_CLEAROBJ;
     }
-    for (int i = 1; i <= NOBJECTS; i++) {
+    for (obj_t i = 1; i <= NOBJECTS; i++) {
         if (!HERE(i) ||
             objects[i].sounds[0] == NULL ||
             game.prop[i] < 0)
             continue;
         int mi =  game.prop[i];
+        /* (ESR) Some unpleasant magic on object states here. Ideally
+         * we'd have liked the bird to be a normal object that we can
+         * use state_change() on; can't do it, because there are
+         * actually two different series of per-state birdsounds
+         * depending on whether player has drunk dragon's blood. */
         if (i == BIRD)
             mi += 3 * game.blooded;
-        long packed_zzword = token_to_packed(game.zzword);
-        pspeak(i, hear, mi, true, packed_zzword);
+        pspeak(i, hear, mi, true, game.zzword);
         rspeak(NO_MESSAGE);
         if (i == BIRD && mi == BIRD_ENDSTATE)
             DESTROY(BIRD);
@@ -908,7 +949,7 @@ static int listen(void)
     return GO_CLEAROBJ;
 }
 
-static int lock(token_t verb, token_t obj)
+static int lock(verb_t verb, obj_t obj)
 /* Lock, unlock, no object given.  Assume various things if present. */
 {
     if (obj == INTRANSITIVE) {
@@ -930,48 +971,51 @@ static int lock(token_t verb, token_t obj)
 
     /*  Lock, unlock object.  Special stuff for opening clam/oyster
      *  and for chain. */
-    if (obj == GRATE ||
-        obj == CHAIN) {
+
+    switch (obj) {
+    case CHAIN:
+        if (HERE(KEYS)) {
+            return chain(verb);
+        } else
+            rspeak(NO_KEYS);
+        break;
+    case GRATE:
         if (HERE(KEYS)) {
-            if (obj == CHAIN)
-                return chain(verb);
             if (game.closng) {
                 rspeak(EXIT_CLOSED);
                 if (!game.panic)
                     game.clock2 = PANICTIME;
                 game.panic = true;
-                return GO_CLEAROBJ ;
             } else {
                 state_change(GRATE, (verb == LOCK) ?
                              GRATE_CLOSED :
                              GRATE_OPEN);
-                return GO_CLEAROBJ;
             }
-        }
-        rspeak(NO_KEYS);
-        return GO_CLEAROBJ;
-    }
-
-    switch (obj) {
+        } else
+            rspeak(NO_KEYS);
+        break;
     case CLAM:
         if (verb == LOCK)
             rspeak(HUH_MAN);
         else if (!TOTING(TRIDENT))
-            rspeak(OYSTER_OPENER);
+            rspeak(CLAM_OPENER);
         else {
             DESTROY(CLAM);
             drop(OYSTER, game.loc);
             drop(PEARL, LOC_CULDESAC);
             rspeak(PEARL_FALLS);
         }
-        return GO_CLEAROBJ;
+        break;
     case OYSTER:
         if (verb == LOCK)
             rspeak(HUH_MAN);
-        else
+        else if (TOTING(OYSTER))
+            rspeak(DROP_OYSTER);
+        else if (!TOTING(TRIDENT))
             rspeak(OYSTER_OPENER);
-
-        return GO_CLEAROBJ;
+        else
+            rspeak(OYSTER_OPENS);
+        break;
     case DOOR:
         rspeak((game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR);
         break;
@@ -982,23 +1026,23 @@ static int lock(token_t verb, token_t obj)
         rspeak(CANNOT_UNLOCK);
         break;
     default:
-        rspeak(actions[verb].message);
+        speak(actions[verb].message);
     }
 
     return GO_CLEAROBJ;
 }
 
-static int pour(token_t verb, token_t obj)
+static int pour(verb_t verb, obj_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 == NO_OBJECT)
+        obj == INTRANSITIVE)
         obj = LIQUID();
     if (obj == NO_OBJECT)
         return GO_UNKNOWN;
     if (!TOTING(obj)) {
-        rspeak(actions[verb].message);
+        speak(actions[verb].message);
         return GO_CLEAROBJ;
     }
 
@@ -1041,28 +1085,28 @@ static int quit(void)
     return GO_CLEAROBJ;
 }
 
-static int read(struct command_t command)
+static int read(command_t command)
 /*  Read.  Print stuff based on objtxt.  Oyster (?) is special case. */
 {
     if (command.obj == INTRANSITIVE) {
-        command.obj = 0;
+        command.obj = NO_OBJECT;
         for (int i = 1; i <= NOBJECTS; i++) {
             if (HERE(i) && objects[i].texts[0] != NULL && game.prop[i] >= 0)
                 command.obj = command.obj * NOBJECTS + i;
         }
         if (command.obj > NOBJECTS ||
-            command.obj == 0 ||
+            command.obj == NO_OBJECT ||
             DARK(game.loc))
             return GO_UNKNOWN;
     }
 
     if (DARK(game.loc)) {
-        sspeak(NO_SEE, command.raw1);
+        sspeak(NO_SEE, command.word[0].raw);
     } else if (command.obj == OYSTER && !game.clshnt && game.closed) {
         game.clshnt = yes(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
     } else if (objects[command.obj].texts[0] == NULL ||
-               game.prop[command.obj] < 0) {
-        rspeak(actions[command.verb].message);
+               game.prop[command.obj] == STATE_NOTFOUND) {
+        speak(actions[command.verb].message);
     } else
         pspeak(command.obj, study, game.prop[command.obj], true);
     return GO_CLEAROBJ;
@@ -1071,8 +1115,7 @@ static int read(struct command_t command)
 static int reservoir(void)
 /*  Z'ZZZ (word gets recomputed at startup; different each game). */
 {
-    /* FIXME: Arithmetic on state numbers */
-    if (!AT(RESER) && game.loc != game.fixed[RESER] - 1) {
+    if (!AT(RESER) && game.loc != LOC_RESBOTTOM) {
         rspeak(NOTHING_HAPPENS);
         return GO_CLEAROBJ;
     } else {
@@ -1089,7 +1132,7 @@ static int reservoir(void)
     }
 }
 
-static int rub(token_t verb, token_t obj)
+static int rub(verb_t verb, obj_t obj)
 /* Rub.  Yields various snide remarks except for lit urn. */
 {
     if (obj == URN && game.prop[URN] == URN_LIT) {
@@ -1102,82 +1145,80 @@ static int rub(token_t verb, token_t obj)
     } else if (obj != LAMP) {
         rspeak(PECULIAR_NOTHING);
     } else {
-        rspeak(actions[verb].message);
+        speak(actions[verb].message);
     }
     return GO_CLEAROBJ;
 }
 
-static int say(struct command_t *command)
-/* Say.  Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).)  Magic words override. */
+static int say(command_t command)
+/* Say.  Echo WD2. Magic words override. */
 {
-    if (command->wd2 > 0) {
-        command->wd1 = command->wd2;
-        strcpy(command->raw1, command->raw2);
-    }
-    char word1[TOKLEN + 1];
-    packed_to_token(command->wd1, word1);
-    int wd = (int) get_vocab_id(word1);
-    if (wd == MOTION_WORD(XYZZY) ||
-        wd == MOTION_WORD(PLUGH) ||
-        wd == MOTION_WORD(PLOVER) ||
-        wd == ACTION_WORD(FEE) ||
-       wd == ACTION_WORD(FIE) ||
-       wd == ACTION_WORD(FOE) ||
-       wd == ACTION_WORD(FOO) ||
-       wd == ACTION_WORD(FUM) ||
-        wd == ACTION_WORD(PART)) {
-        /* FIXME: scribbles on the interpreter's command block */
-        wordclear(&command->wd2);
-        return GO_LOOKUP;
-    }
-    sspeak(OKEY_DOKEY, command->raw1);
+    if (command.word[1].type == MOTION &&
+        (command.word[1].id == XYZZY ||
+         command.word[1].id == PLUGH ||
+         command.word[1].id == PLOVER)) {
+        return GO_WORD2;
+    }
+    if (command.word[1].type == ACTION && command.word[1].id == PART)
+        return reservoir();
+
+    if (command.word[1].type == ACTION &&
+        (command.word[1].id == FEE ||
+         command.word[1].id == FIE ||
+         command.word[1].id == FOE ||
+         command.word[1].id == FOO ||
+         command.word[1].id == FUM ||
+         command.word[1].id == PART)) {
+        return bigwords(command.word[1].id);
+    }
+    sspeak(OKEY_DOKEY, command.word[1].raw);
     return GO_CLEAROBJ;
 }
 
-static int throw_support(long spk)
+static int throw_support(vocab_t spk)
 {
     rspeak(spk);
     drop(AXE, game.loc);
     return GO_MOVE;
 }
 
-static int throw (struct command_t *command)
+static int throw (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. */
 {
-    if (!TOTING(command->obj)) {
-        rspeak(actions[command->verb].message);
+    if (!TOTING(command.obj)) {
+        speak(actions[command.verb].message);
         return GO_CLEAROBJ;
     }
-    if (objects[command->obj].is_treasure && AT(TROLL)) {
+    if (objects[command.obj].is_treasure && AT(TROLL)) {
         /*  Snarf a treasure for the troll. */
-        drop(command->obj, LOC_NOWHERE);
+        drop(command.obj, LOC_NOWHERE);
         move(TROLL, LOC_NOWHERE);
-        move(TROLL + NOBJECTS, LOC_NOWHERE);
+        move(TROLL + NOBJECTS, IS_FREE);
         drop(TROLL2, objects[TROLL].plac);
         drop(TROLL2 + NOBJECTS, objects[TROLL].fixd);
         juggle(CHASM);
         rspeak(TROLL_SATISFIED);
         return GO_CLEAROBJ;
     }
-    if (command->obj == FOOD && HERE(BEAR)) {
+    if (command.obj == FOOD && HERE(BEAR)) {
         /* But throwing food is another story. */
-        command->obj = BEAR;
-        return (feed(command->verb, command->obj));
+        command.obj = BEAR;
+        return (feed(command.verb, command.obj));
     }
-    if (command->obj != AXE)
-        return (discard(command->verb, command->obj, false));
+    if (command.obj != AXE)
+        return (discard(command.verb, command.obj));
     else {
         if (atdwrf(game.loc) <= 0) {
             if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS)
                 return throw_support(DRAGON_SCALES);
             if (AT(TROLL))
                 return throw_support(TROLL_RETURNS);
-            else if (AT(OGRE))
+            if (AT(OGRE))
                 return throw_support(OGRE_DODGE);
-            else if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
+            if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
                 /* This'll teach him to throw the axe at the bear! */
                 drop(AXE, game.loc);
                 game.fixed[AXE] = IS_FIXED;
@@ -1185,14 +1226,14 @@ static int throw (struct command_t *command)
                 state_change(AXE, AXE_LOST);
                 return GO_CLEAROBJ;
             }
-            command->obj = NO_OBJECT;
+            command.obj = INTRANSITIVE;
             return (attack(command));
         }
 
         if (randrange(NDWARVES + 1) < game.dflag) {
             return throw_support(DWARF_DODGES);
         } else {
-            long i = atdwrf(game.loc);
+            int i = atdwrf(game.loc);
             game.dseen[i] = false;
             game.dloc[i] = LOC_NOWHERE;
             return throw_support((++game.dkill == 1) ?
@@ -1202,12 +1243,12 @@ static int throw (struct command_t *command)
     }
 }
 
-static int wake(token_t verb, token_t obj)
+static int wake(verb_t verb, obj_t obj)
 /* Wake.  Only use is to disturb the dwarves. */
 {
     if (obj != DWARF ||
         !game.closed) {
-        rspeak(actions[verb].message);
+        speak(actions[verb].message);
         return GO_CLEAROBJ;
     } else {
         rspeak(PROD_DWARF);
@@ -1215,7 +1256,25 @@ static int wake(token_t verb, token_t obj)
     }
 }
 
-static int wave(token_t verb, token_t obj)
+static int seed(verb_t verb, const char *arg)
+/* Set seed */
+{
+    int32_t seed = strtol(arg, NULL, 10);
+    speak(actions[verb].message, seed);
+    set_seed(seed);
+    --game.turns;
+    return GO_TOP;
+}
+
+static int waste(verb_t verb, turn_t turns)
+/* Burn turns */
+{
+    game.limit -= turns;
+    speak(actions[verb].message, (int)game.limit);
+    return GO_TOP;
+}
+
+static int wave(verb_t verb, obj_t obj)
 /* Wave.  No effect unless waving rod at fissure or at bird. */
 {
     if (obj != ROD ||
@@ -1223,14 +1282,14 @@ static int wave(token_t verb, token_t obj)
         (!HERE(BIRD) &&
          (game.closng ||
           !AT(FISSURE)))) {
-        rspeak(((!TOTING(obj)) && (obj != ROD ||
-                                   !TOTING(ROD2))) ?
-               ARENT_CARRYING :
-               actions[verb].message);
+        speak(((!TOTING(obj)) && (obj != ROD ||
+                                  !TOTING(ROD2))) ?
+              arbitrary_messages[ARENT_CARRYING] :
+              actions[verb].message);
         return GO_CLEAROBJ;
     }
 
-    if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] < 0) {
+    if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] == STATE_NOTFOUND) {
         drop(JADE, game.loc);
         game.prop[JADE] = STATE_FOUND;
         --game.tally;
@@ -1261,12 +1320,20 @@ static int wave(token_t verb, token_t obj)
     }
 }
 
-int action(struct command_t *command)
+int action(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.
  */
 {
-    if (command->part == unknown) {
+    /* Previously, actions that result in a message, but don't do anything
+     * further were called "specials". Now they're handled here as normal
+     * actions. If noaction is true, then we spit out the message and return */
+    if (actions[command.verb].noaction) {
+        speak(actions[command.verb].message);
+        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
@@ -1274,97 +1341,86 @@ int action(struct command_t *command)
          *  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))
+        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;
-            }
-        } else if (command->obj == DWARF && atdwrf(game.loc) > 0)
+        else if (command.obj == DWARF && atdwrf(game.loc) > 0)
             /* FALL THROUGH */;
-        else if ((LIQUID() == command->obj && HERE(BOTTLE)) ||
-                 command->obj == LIQLOC(game.loc))
+        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;
+        else if (command.obj == OIL && HERE(URN) && game.prop[URN] != URN_EMPTY) {
+            command.obj = URN;
             /* FALL THROUGH */;
-        } else if (command->obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != 0) {
-            command->obj = PLANT2;
+        } else if (command.obj == PLANT && AT(PLANT2) && game.prop[PLANT2] != PLANT_THIRSTY) {
+            command.obj = PLANT2;
             /* FALL THROUGH */;
-        } else if (command->obj == KNIFE && game.knfloc == game.loc) {
+        } else if (command.obj == KNIFE && game.knfloc == game.loc) {
             game.knfloc = -1;
             rspeak(KNIVES_VANISH);
             return GO_CLEAROBJ;
-        } else if (command->obj == ROD && HERE(ROD2)) {
-            command->obj = ROD2;
+        } else if (command.obj == ROD && HERE(ROD2)) {
+            command.obj = ROD2;
             /* FALL THROUGH */;
-        } else if ((command->verb == FIND ||
-                    command->verb == INVENTORY) && command->wd2 <= 0)
+        } else if ((command.verb == FIND ||
+                    command.verb == INVENTORY) && (command.word[1].id == WORD_EMPTY || command.word[1].id == WORD_NOT_FOUND))
             /* FALL THROUGH */;
         else {
-            sspeak(NO_SEE, command->raw1);
+            sspeak(NO_SEE, command.word[0].raw);
             return GO_CLEAROBJ;
         }
 
-        if (command->wd2 > 0)
-            return GO_WORD2;
-        if (command->verb != 0)
-            command->part = transitive;
+        if (command.verb != 0)
+            command.part = transitive;
     }
 
-    switch (command->part) {
+    switch (command.part) {
     case intransitive:
-        if (command->wd2 > 0 && command->verb != SAY)
+        if (command.word[1].raw[0] != '\0' && command.verb != SAY)
             return GO_WORD2;
-        if (command->verb == SAY)
-            command->obj = command->wd2;
-        if (command->obj == NO_OBJECT ||
-            command->obj == INTRANSITIVE) {
+        if (command.verb == SAY)
+            /* KEYS is not special, anything not NO_OBJECT or INTRANSITIVE
+             * will do here. We're preventing interpretation as an intransitive
+             * verb when the word is unknown. */
+            command.obj = command.word[1].raw[0] != '\0' ? KEYS : NO_OBJECT;
+        if (command.obj == NO_OBJECT ||
+            command.obj == INTRANSITIVE) {
             /*  Analyse an intransitive verb (ie, no object given yet). */
-            switch (command->verb) {
+            switch (command.verb) {
             case CARRY:
-                return vcarry(command->verb, INTRANSITIVE);
+                return vcarry(command.verb, INTRANSITIVE);
             case  DROP:
                 return GO_UNKNOWN;
             case  SAY:
                 return GO_UNKNOWN;
             case  UNLOCK:
-                return lock(command->verb, INTRANSITIVE);
+                return lock(command.verb, INTRANSITIVE);
             case  NOTHING: {
                 rspeak(OK_MAN);
                 return (GO_CLEAROBJ);
             }
             case  LOCK:
-                return lock(command->verb, INTRANSITIVE);
+                return lock(command.verb, INTRANSITIVE);
             case  LIGHT:
-                return light(command->verb, INTRANSITIVE);
+                return light(command.verb, INTRANSITIVE);
             case  EXTINGUISH:
-                return extinguish(command->verb, INTRANSITIVE);
+                return extinguish(command.verb, INTRANSITIVE);
             case  WAVE:
                 return GO_UNKNOWN;
             case  TAME:
                 return GO_UNKNOWN;
             case GO: {
-                rspeak(actions[command->verb].message);
+                speak(actions[command.verb].message);
                 return GO_CLEAROBJ;
             }
             case ATTACK:
+                command.obj = INTRANSITIVE;
                 return attack(command);
             case POUR:
-                return pour(command->verb, command->obj);
+                return pour(command.verb, INTRANSITIVE);
             case EAT:
-                return eat(command->verb, INTRANSITIVE);
+                return eat(command.verb, INTRANSITIVE);
             case DRINK:
-                return drink(command->verb, command->obj);
+                return drink(command.verb, INTRANSITIVE);
             case RUB:
                 return GO_UNKNOWN;
             case THROW:
@@ -1378,24 +1434,24 @@ int action(struct command_t *command)
             case FEED:
                 return GO_UNKNOWN;
             case FILL:
-                return fill(command->verb, command->obj);
+                return fill(command.verb, INTRANSITIVE);
             case BLAST:
                 blast();
                 return GO_CLEAROBJ;
             case SCORE:
                 score(scoregame);
                 return GO_CLEAROBJ;
-           case FEE:
-           case FIE:
-           case FOE:
-           case FOO:
+            case FEE:
+            case FIE:
+            case FOE:
+            case FOO:
             case FUM:
-                return bigwords(command->id1);
+                return bigwords(command.word[0].id);
             case BRIEF:
                 return brief();
             case READ:
-                command->obj = INTRANSITIVE;
-                return read(*command);
+                command.obj = INTRANSITIVE;
+                return read(command);
             case BREAK:
                 return GO_UNKNOWN;
             case WAKE:
@@ -1405,120 +1461,131 @@ int action(struct command_t *command)
             case RESUME:
                 return resume();
             case FLY:
-                return fly(command->verb, INTRANSITIVE);
+                return fly(command.verb, INTRANSITIVE);
             case LISTEN:
                 return listen();
             case PART:
                 return reservoir();
-            default:
+            case SEED:
+            case WASTE:
+                rspeak(NUMERIC_REQUIRED);
+                return GO_TOP;
+            default: // LCOV_EXCL_LINE
                 BUG(INTRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
             }
         }
     /* FALLTHRU */
     case transitive:
         /*  Analyse a transitive verb. */
-        switch (command->verb) {
+        switch (command.verb) {
         case  CARRY:
-            return vcarry(command->verb, command->obj);
+            return vcarry(command.verb, command.obj);
         case  DROP:
-            return discard(command->verb, command->obj, false);
+            return discard(command.verb, command.obj);
         case  SAY:
             return say(command);
         case  UNLOCK:
-            return lock(command->verb, command->obj);
+            return lock(command.verb, command.obj);
         case  NOTHING: {
             rspeak(OK_MAN);
             return (GO_CLEAROBJ);
         }
         case  LOCK:
-            return lock(command->verb, command->obj);
+            return lock(command.verb, command.obj);
         case LIGHT:
-            return light(command->verb, command->obj);
+            return light(command.verb, command.obj);
         case EXTINGUISH:
-            return extinguish(command->verb, command->obj);
+            return extinguish(command.verb, command.obj);
         case WAVE:
-            return wave(command->verb, command->obj);
+            return wave(command.verb, command.obj);
         case TAME: {
-            rspeak(actions[command->verb].message);
+            speak(actions[command.verb].message);
             return GO_CLEAROBJ;
         }
         case GO: {
-            rspeak(actions[command->verb].message);
+            speak(actions[command.verb].message);
             return GO_CLEAROBJ;
         }
         case ATTACK:
             return attack(command);
         case POUR:
-            return pour(command->verb, command->obj);
+            return pour(command.verb, command.obj);
         case EAT:
-            return eat(command->verb, command->obj);
+            return eat(command.verb, command.obj);
         case DRINK:
-            return drink(command->verb, command->obj);
+            return drink(command.verb, command.obj);
         case RUB:
-            return rub(command->verb, command->obj);
+            return rub(command.verb, command.obj);
         case THROW:
             return throw (command);
         case QUIT: {
-            rspeak(actions[command->verb].message);
+            speak(actions[command.verb].message);
             return GO_CLEAROBJ;
         }
         case FIND:
-            return find(command->verb, command->obj);
+            return find(command.verb, command.obj);
         case INVENTORY:
-            return find(command->verb, command->obj);
+            return find(command.verb, command.obj);
         case FEED:
-            return feed(command->verb, command->obj);
+            return feed(command.verb, command.obj);
         case FILL:
-            return fill(command->verb, command->obj);
+            return fill(command.verb, command.obj);
         case BLAST:
             blast();
             return GO_CLEAROBJ;
         case SCORE: {
-            rspeak(actions[command->verb].message);
+            speak(actions[command.verb].message);
             return GO_CLEAROBJ;
         }
-       case FEE:
-       case FIE:
-       case FOE:
-       case FOO:
+        case FEE:
+        case FIE:
+        case FOE:
+        case FOO:
         case FUM: {
-            rspeak(actions[command->verb].message);
+            speak(actions[command.verb].message);
             return GO_CLEAROBJ;
         }
         case BRIEF: {
-            rspeak(actions[command->verb].message);
+            speak(actions[command.verb].message);
             return GO_CLEAROBJ;
         }
         case READ:
-            return read(*command);
+            return read(command);
         case BREAK:
-            return vbreak(command->verb, command->obj);
+            return vbreak(command.verb, command.obj);
         case WAKE:
-            return wake(command->verb, command->obj);
+            return wake(command.verb, command.obj);
         case SAVE: {
-            rspeak(actions[command->verb].message);
+            speak(actions[command.verb].message);
             return GO_CLEAROBJ;
         }
         case RESUME: {
-            rspeak(actions[command->verb].message);
+            speak(actions[command.verb].message);
             return GO_CLEAROBJ;
         }
         case FLY:
-            return fly(command->verb, command->obj);
+            return fly(command.verb, command.obj);
         case LISTEN: {
-            rspeak(actions[command->verb].message);
+            speak(actions[command.verb].message);
             return GO_CLEAROBJ;
         }
+        // LCOV_EXCL_START
+        // This case should never happen - here only as placeholder
         case PART:
             return reservoir();
-        default:
+        // LCOV_EXCL_STOP
+        case SEED:
+            return seed(command.verb, command.word[1].raw);
+        case WASTE:
+            return waste(command.verb, (turn_t)atol(command.word[1].raw));
+        default: // LCOV_EXCL_LINE
             BUG(TRANSITIVE_ACTION_VERB_EXCEEDS_GOTO_LIST); // LCOV_EXCL_LINE
         }
     case unknown:
         /* Unknown verb, couldn't deduce object - might need hint */
-        sspeak(WHAT_DO, command->raw1);
+        sspeak(WHAT_DO, command.word[0].raw);
         return GO_CHECKHINT;
-    default:
+    default: // LCOV_EXCL_LINE
         BUG(SPEECHPART_NOT_TRANSITIVE_OR_INTRANSITIVE_OR_UNKNOWN); // LCOV_EXCL_LINE
     }
 }