Place1TBS mandatory braces.
[open-adventure.git] / actions.c
index 980352f348dc201f3fff5bb87e8db09481f86316..fed70b9099531db585b436d51984d6d13f81628f 100644 (file)
--- a/actions.c
+++ b/actions.c
@@ -1,19 +1,26 @@
+/*
+ * Actions for the dungeon-running code.
+ *
+ * SPDX-FileCopyrightText: (C) 1977, 2005 Will Crowther and Don Woods
+ * SPDX-License-Identifier: BSD-2-Clause
+ */
+
 #include <stdlib.h>
 #include <stdbool.h>
 #include <string.h>
+#include <inttypes.h>
+
 #include "advent.h"
-#include "dungeon.h"
 
-static int fill(verb_t, obj_t);
+static phase_codes_t fill(verb_t, obj_t);
 
-static int attack(struct command_t *command)
+static phase_codes_t 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. */
-{
-    verb_t verb = command->verb;
-    obj_t obj = command->obj;
+    verb_t verb = command.verb;
+    obj_t obj = command.obj;
 
     if (obj == INTRANSITIVE) {
         int changes = 0;
@@ -25,7 +32,7 @@ static int attack(struct command_t *command)
             obj = SNAKE;
             ++changes;
         }
-        if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
+        if (AT(DRAGON) && game.objects[DRAGON].prop == DRAGON_BARS) {
             obj = DRAGON;
             ++changes;
         }
@@ -37,7 +44,7 @@ static int attack(struct command_t *command)
             obj = OGRE;
             ++changes;
         }
-        if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
+        if (HERE(BEAR) && game.objects[BEAR].prop == UNTAMED_BEAR) {
             obj = BEAR;
             ++changes;
         }
@@ -74,12 +81,13 @@ static int attack(struct command_t *command)
     }
     if (obj == VEND) {
         state_change(VEND,
-                     game.prop[VEND] == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS);
+                     game.objects[VEND].prop == VEND_BLOCKS ? VEND_UNBLOCKS : VEND_BLOCKS);
+
         return GO_CLEAROBJ;
     }
 
     if (obj == BEAR) {
-        switch (game.prop[BEAR]) {
+        switch (game.objects[BEAR].prop) {
         case UNTAMED_BEAR:
             rspeak(BEAR_HANDS);
             break;
@@ -95,22 +103,18 @@ static int attack(struct command_t *command)
         }
         return GO_CLEAROBJ;
     }
-    if (obj == DRAGON && game.prop[DRAGON] == DRAGON_BARS) {
+    if (obj == DRAGON && game.objects[DRAGON].prop == DRAGON_BARS) {
         /*  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);
-        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_or_no()) {
+            speak(arbitrary_messages[NASTY_DRAGON]);
+            return GO_MOVE;
         }
         state_change(DRAGON, DRAGON_DEAD);
-        game.prop[RUG] = RUG_FLOOR;
+        game.objects[RUG].prop = RUG_FLOOR;
         /* 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
@@ -122,8 +126,8 @@ static int attack(struct command_t *command)
         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)
+            if (game.objects[i].place == objects[DRAGON].plac ||
+                game.objects[i].place == objects[DRAGON].fixd)
                 move(i, LOC_SECRET5);
         }
         game.loc = LOC_SECRET5;
@@ -132,17 +136,17 @@ static int attack(struct command_t *command)
 
     if (obj == OGRE) {
         rspeak(OGRE_DODGE);
-        if (atdwrf(game.loc) == 0)
+        if (atdwrf(game.loc) == 0) {
             return GO_CLEAROBJ;
-
+       }
         rspeak(KNIFE_THROWN);
         DESTROY(OGRE);
         int dwarves = 0;
         for (int i = 1; i < PIRATE; i++) {
-            if (game.dloc[i] == game.loc) {
+            if (game.dwarves[i].loc == game.loc) {
                 ++dwarves;
-                game.dloc[i] = LOC_LONGWEST;
-                game.dseen[i] = false;
+                game.dwarves[i].loc = LOC_LONGWEST;
+                game.dwarves[i].seen = false;
             }
         }
         rspeak((dwarves > 1) ?
@@ -180,120 +184,127 @@ static int attack(struct command_t *command)
     return GO_CLEAROBJ;
 }
 
-static int bigwords(long 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))) {
+static phase_codes_t bigwords(vocab_t id) {
+/* Only called on 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). */
+    int foobar = abs(game.foobar);
+
+    /* Only FEE can start a magic-word sequence. */
+    if ((foobar == WORD_EMPTY) && (id == FIE || id == FOE || id == FOO || id == FUM)) {
+       rspeak(NOTHING_HAPPENS);
+       return GO_CLEAROBJ;
+    }
+    
+    if ((foobar == WORD_EMPTY && id == FEE) ||
+        (foobar == FEE && id == FIE) ||
+        (foobar == FIE && id == FOE) ||
+        (foobar == FOE && id == FOO)) {
         game.foobar = id;
-        if ((id != ACTION_WORD(FOO)) && (id != ACTION_WORD(FUM))) {
+        if (id != FOO) {
             rspeak(OK_MAN);
             return GO_CLEAROBJ;
         }
         game.foobar = WORD_EMPTY;
-        if (game.place[EGGS] == objects[EGGS].plac ||
+        if (game.objects[EGGS].place == 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;
-            if (HERE(EGGS))
-                k = EGGS_VANISHED;
-            else if (game.loc == objects[EGGS].plac)
-                k = EGGS_HERE;
-            else
-                k = EGGS_DONE;
+            if (game.objects[EGGS].place == LOC_NOWHERE && game.objects[TROLL].place == LOC_NOWHERE
+               && game.objects[TROLL].prop == TROLL_UNPAID)
+                game.objects[TROLL].prop = TROLL_PAIDONCE;
+            if (HERE(EGGS)) {
+                pspeak(EGGS, look, true, EGGS_VANISHED);
+            } else if (game.loc == objects[EGGS].plac) {
+                pspeak(EGGS, look, true, EGGS_HERE);
+            } else {
+                pspeak(EGGS, look, true, EGGS_DONE);
+           }
             move(EGGS, objects[EGGS].plac);
-            pspeak(EGGS, look, k, true);
+
             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);
-        }
+       /* Magic-word sequence was started but is incorrect */
+       if (settings.oldstyle || game.seenbigwords) {
+             rspeak(START_OVER);
+       } else {
+           rspeak(WELL_POINTLESS);
+       }
         game.foobar = WORD_EMPTY;
         return GO_CLEAROBJ;
     }
 }
 
-static void blast(void)
+static void blast(void) {
 /*  Blast.  No effect unless you've got dynamite, which is a neat trick! */
-{
-    if (game.prop[ROD2] == STATE_NOTFOUND ||
-        !game.closed)
+    if (PROP_IS_NOTFOUND(ROD2) || !game.closed)
         rspeak(REQUIRES_DYNAMITE);
     else {
-        if (HERE(ROD2))
-            game.bonus = SPLATTER_MESSAGE;
-        else if (game.loc == LOC_NE)
-            game.bonus = DEFEAT_MESSAGE;
-        else
-            game.bonus = VICTORY_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(verb_t verb, obj_t obj)
+static phase_codes_t vbreak(verb_t verb, obj_t obj) {
 /*  Break.  Only works for mirror in repository and, of course, the vase. */
-{
     switch (obj) {
     case MIRROR:
         if (game.closed) {
-            rspeak(BREAK_MIRROR);
+            state_change(MIRROR, MIRROR_BROKEN);
             return GO_DWARFWAKE;
         } else {
             rspeak(TOO_FAR);
             break;
         }
     case VASE:
-        if (game.prop[VASE] == VASE_WHOLE) {
+        if (game.objects[VASE].prop == VASE_WHOLE) {
             if (TOTING(VASE))
                 drop(VASE, game.loc);
             state_change(VASE, VASE_BROKEN);
-            game.fixed[VASE] = IS_FIXED;
+            game.objects[VASE].fixed = IS_FIXED;
             break;
         }
+    /* FALLTHRU */
     default:
         speak(actions[verb].message);
     }
     return (GO_CLEAROBJ);
 }
 
-static int brief(void)
-/*  Brief.  Intransitive only.  Suppress long descriptions after first time. */
-{
+static phase_codes_t brief(void) {
+/*  Brief.  Intransitive only.  Suppress full descriptions after first time. */
     game.abbnum = 10000;
     game.detail = 3;
     rspeak(BRIEF_CONFIRM);
     return GO_CLEAROBJ;
 }
 
-static int vcarry(verb_t verb, obj_t obj)
+static phase_codes_t 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] == NO_OBJECT ||
-            game.link[game.atloc[game.loc]] != 0 ||
-            atdwrf(game.loc) > 0)
+        if (game.locs[game.loc].atloc == NO_OBJECT ||
+            game.link[game.locs[game.loc].atloc] != 0 ||
+            atdwrf(game.loc) > 0) {
             return GO_UNKNOWN;
-        obj = game.atloc[game.loc];
+       }
+        obj = game.locs[game.loc].atloc;
     }
 
     if (TOTING(obj)) {
@@ -307,56 +318,50 @@ static int vcarry(verb_t verb, obj_t obj)
         return GO_CLEAROBJ;
     }
 
-    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) {
+    if (game.objects[obj].fixed != IS_FREE) {
+        switch (obj) {
+        case PLANT:
+            /* Next guard tests whether plant is tiny or stashed */
+            rspeak(game.objects[PLANT].prop <= PLANT_THIRSTY ? DEEP_ROOTS : YOU_JOKING);
+            break;
+        case BEAR:
+            rspeak( game.objects[BEAR].prop == SITTING_BEAR ? BEAR_CHAINED : YOU_JOKING);
+            break;
+        case CHAIN:
+            rspeak( game.objects[BEAR].prop != UNTAMED_BEAR ? STILL_LOCKED : YOU_JOKING);
+            break;
+        case RUG:
+            rspeak(game.objects[RUG].prop == 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;
     }
 
-    if (obj == WATER ||
-        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 (obj == WATER || obj == OIL) {
+        if (!HERE(BOTTLE) || LIQUID() != obj) {
+            if (!TOTING(BOTTLE)) {
+                rspeak(NO_CONTAINER);
                 return GO_CLEAROBJ;
             }
-            rspeak(NO_CONTAINER);
+            if (game.objects[BOTTLE].prop == EMPTY_BOTTLE) {
+                return (fill(verb, BOTTLE));
+            } else {
+                rspeak(BOTTLE_FULL);
+           }
             return GO_CLEAROBJ;
         }
         obj = BOTTLE;
@@ -368,8 +373,8 @@ static int vcarry(verb_t verb, obj_t obj)
 
     }
 
-    if (obj == BIRD && game.prop[BIRD] != BIRD_CAGED && STASHED(BIRD) != BIRD_CAGED) {
-        if (game.prop[BIRD] == BIRD_FOREST_UNCAGED) {
+    if (obj == BIRD && game.objects[BIRD].prop != BIRD_CAGED && !PROP_IS_STASHED(BIRD)) {
+        if (game.objects[BIRD].prop == BIRD_FOREST_UNCAGED) {
             DESTROY(BIRD);
             rspeak(BIRD_CRAP);
             return GO_CLEAROBJ;
@@ -382,58 +387,61 @@ static int vcarry(verb_t verb, obj_t obj)
             rspeak(BIRD_EVADES);
             return GO_CLEAROBJ;
         }
-        game.prop[BIRD] = BIRD_CAGED;
+        game.objects[BIRD].prop = BIRD_CAGED;
     }
-    if ((obj == BIRD ||
-         obj == CAGE) &&
-        (game.prop[BIRD] == BIRD_CAGED || STASHED(BIRD) == BIRD_CAGED))
+    if ((obj == BIRD || obj == CAGE) &&
+        (game.objects[BIRD].prop == BIRD_CAGED || PROP_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;
+
+    if (obj == BOTTLE && LIQUID() != NO_OBJECT) {
+        game.objects[LIQUID()].place = CARRIED;
+    }
+
+    if (GSTONE(obj) && !PROP_IS_FOUND(obj)) {
+        PROP_SET_FOUND(obj);
+        game.objects[CAVITY].prop = CAVITY_EMPTY;
     }
     rspeak(OK_MAN);
     return GO_CLEAROBJ;
 }
 
-static int chain(verb_t verb)
+static int chain(verb_t verb) {
 /* Do something to the bear's chain */
-{
     if (verb != LOCK) {
-        if (game.prop[BEAR] == UNTAMED_BEAR) {
+        if (game.objects[BEAR].prop == UNTAMED_BEAR) {
             rspeak(BEAR_BLOCKS);
             return GO_CLEAROBJ;
         }
-        if (game.prop[CHAIN] == CHAIN_HEAP) {
+        if (game.objects[CHAIN].prop == CHAIN_HEAP) {
             rspeak(ALREADY_UNLOCKED);
             return GO_CLEAROBJ;
         }
-        game.prop[CHAIN] = CHAIN_HEAP;
-        game.fixed[CHAIN] = IS_FREE;
-        if (game.prop[BEAR] != BEAR_DEAD)
-            game.prop[BEAR] = CONTENTED_BEAR;
+        game.objects[CHAIN].prop = CHAIN_HEAP;
+        game.objects[CHAIN].fixed = IS_FREE;
+        if (game.objects[BEAR].prop != BEAR_DEAD)
+            game.objects[BEAR].prop = CONTENTED_BEAR;
 
-        switch (game.prop[BEAR]) {
+        switch (game.objects[BEAR].prop) {
+        // LCOV_EXCL_START
         case BEAR_DEAD:
-            // LCOV_EXCL_START
-            /* Can't be reached as long as the only way for the bear to die
-             * is from a bridge collapse. Leave in in case this changes, but
+            /* 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;
+            game.objects[BEAR].fixed = IS_FIXED;
             break;
         // LCOV_EXCL_STOP
         default:
-            game.fixed[BEAR] = IS_FREE;
+            game.objects[BEAR].fixed = IS_FREE;
         }
         rspeak(CHAIN_UNLOCKED);
         return GO_CLEAROBJ;
     }
 
-    if (game.prop[CHAIN] != CHAIN_HEAP) {
+    if (game.objects[CHAIN].prop != CHAIN_HEAP) {
         rspeak(ALREADY_LOCKED);
         return GO_CLEAROBJ;
     }
@@ -442,103 +450,128 @@ static int chain(verb_t verb)
         return GO_CLEAROBJ;
     }
 
-    game.prop[CHAIN] = CHAIN_FIXED;
+    game.objects[CHAIN].prop = CHAIN_FIXED;
 
     if (TOTING(CHAIN))
         drop(CHAIN, game.loc);
-    game.fixed[CHAIN] = IS_FIXED;
+    game.objects[CHAIN].fixed = IS_FIXED;
 
     rspeak(CHAIN_LOCKED);
     return GO_CLEAROBJ;
 }
 
-static int discard(verb_t verb, obj_t obj)
+static phase_codes_t 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 (TOTING(ROD2) && obj == ROD && !TOTING(ROD))
+    if (obj == ROD && !TOTING(ROD) && TOTING(ROD2)) {
         obj = ROD2;
+    }
+
     if (!TOTING(obj)) {
         speak(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;
 
-    } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL)) {
+    if (GSTONE(obj) && AT(CAVITY) && game.objects[CAVITY].prop != 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;
-            if (obj == RUBY)
-                spk = RUG_SETTLES;
-            else if (TOTING(RUG))
-                spk = RUG_WIGGLES;
-            else
-                spk = RUG_RISES;
-            rspeak(spk);
-            if (spk != RUG_WIGGLES) {
-                int k = (game.prop[RUG] == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER;
-                game.prop[RUG] = k;
-                if (k == RUG_HOVER)
+        game.objects[obj].prop = STATE_IN_CAVITY;
+        game.objects[CAVITY].prop = CAVITY_FULL;
+        if (HERE(RUG) && ((obj == EMERALD && game.objects[RUG].prop != RUG_HOVER) ||
+                          (obj == RUBY && game.objects[RUG].prop == 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.objects[RUG].prop == RUG_HOVER) ? RUG_FLOOR : RUG_HOVER;
+                game.objects[RUG].prop = k;
+                if (k == RUG_HOVER) {
                     k = objects[SAPPH].plac;
+               }
                 move(RUG + NOBJECTS, k);
             }
         }
-    } else if (obj == COINS && HERE(VEND)) {
+        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;
-    } else if (obj == BIRD && AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS) {
-        rspeak(BIRD_BURNT);
-        DESTROY(BIRD);
+        pspeak(BATTERY, look, true, FRESH_BATTERIES);
         return GO_CLEAROBJ;
-    } else if (obj == BEAR && AT(TROLL)) {
+    }
+
+    if (LIQUID() == obj) {
+        obj = BOTTLE;
+    }
+    if (obj == BOTTLE && LIQUID() != NO_OBJECT) {
+        game.objects[LIQUID()].place = 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);
-    } else if (obj != VASE ||
-               game.loc == objects[PILLOW].plac) {
-        rspeak(OK_MAN);
-    } else {
-        state_change(VASE, AT(PILLOW)
-                     ? VASE_WHOLE
-                     : VASE_DROPPED);
-        if (game.prop[VASE] != VASE_WHOLE)
-            game.fixed[VASE] = IS_FIXED;
-    }
-    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)
+        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.objects[VASE].prop != VASE_WHOLE) {
+                game.objects[VASE].fixed = IS_FIXED;
+           }
+            drop(obj, game.loc);
+            return GO_CLEAROBJ;
+        }
+    }
+
+    if (obj == CAGE && game.objects[BIRD].prop == BIRD_CAGED) {
         drop(BIRD, game.loc);
-    drop(obj, game.loc);
-    if (obj != BIRD)
+    }
+
+    if (obj == BIRD) {
+        if (AT(DRAGON) && game.objects[DRAGON].prop == 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.objects[SNAKE].prop = SNAKE_CHASED;
+        } else {
+            rspeak(OK_MAN);
+       }
+
+        game.objects[BIRD].prop = 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(verb_t verb, obj_t obj)
+static phase_codes_t 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 == INTRANSITIVE && LIQLOC(game.loc) != WATER &&
         (LIQUID() != WATER || !HERE(BOTTLE))) {
         return GO_UNKNOWN;
@@ -556,7 +589,7 @@ static int drink(verb_t verb, obj_t obj)
         return GO_CLEAROBJ;
     }
     if (LIQUID() == WATER && HERE(BOTTLE)) {
-        game.place[WATER] = LOC_NOWHERE;
+        game.objects[WATER].place = LOC_NOWHERE;
         state_change(BOTTLE, EMPTY_BOTTLE);
         return GO_CLEAROBJ;
     }
@@ -565,14 +598,14 @@ static int drink(verb_t verb, obj_t obj)
     return GO_CLEAROBJ;
 }
 
-static int eat(verb_t verb, obj_t obj)
+static phase_codes_t 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. */
-{
     switch (obj) {
     case INTRANSITIVE:
         if (!HERE(FOOD))
             return GO_UNKNOWN;
+    /* FALLTHRU */
     case FOOD:
         DESTROY(FOOD);
         rspeak(THANKS_DELICIOUS);
@@ -594,24 +627,26 @@ static int eat(verb_t verb, obj_t obj)
     return GO_CLEAROBJ;
 }
 
-static int extinguish(verb_t verb, obj_t obj)
+static phase_codes_t extinguish(verb_t verb, obj_t obj) {
 /* Extinguish.  Lamp, urn, dragon/volcano (nice try). */
-{
     if (obj == INTRANSITIVE) {
-        if (HERE(LAMP) && game.prop[LAMP] == LAMP_BRIGHT)
-            obj = LAMP;
-        if (HERE(URN) && game.prop[URN] == URN_LIT)
-            obj = URN;
-        if (obj == INTRANSITIVE)
-            return GO_UNKNOWN;
+       if (HERE(LAMP) && game.objects[LAMP].prop == LAMP_BRIGHT) {
+             obj = LAMP;
+       }
+       if (HERE(URN) && game.objects[URN].prop == URN_LIT) {
+             obj = URN;
+       }
+       if (obj == INTRANSITIVE) {
+             return GO_UNKNOWN;
+       }
     }
 
     switch (obj) {
     case URN:
-        if (game.prop[URN] != URN_EMPTY) {
+        if (game.objects[URN].prop != URN_EMPTY) {
             state_change(URN, URN_DARK);
         } else {
-            pspeak(URN, change, URN_DARK, true);
+            pspeak(URN, change, true, URN_DARK);
         }
         break;
     case LAMP:
@@ -630,26 +665,27 @@ static int extinguish(verb_t verb, obj_t obj)
     return GO_CLEAROBJ;
 }
 
-static int feed(verb_t verb, obj_t obj)
+static phase_codes_t feed(verb_t verb, obj_t obj) {
 /*  Feed.  If bird, no seed.  Snake, dragon, troll: quip.  If dwarf, make him
  *  mad.  Bear, special. */
-{
     switch (obj) {
     case BIRD:
         rspeak(BIRD_PINING);
         break;
     case DRAGON:
-        if (game.prop[DRAGON] != DRAGON_BARS)
-            rspeak(RIDICULOUS_ATTEMPT);
-        else
-            rspeak(NOTHING_EDIBLE);
+       if (game.objects[DRAGON].prop != DRAGON_BARS) {
+             rspeak(RIDICULOUS_ATTEMPT);
+       } else {
+             rspeak(NOTHING_EDIBLE);
+       }
         break;
     case SNAKE:
         if (!game.closed && HERE(BIRD)) {
             DESTROY(BIRD);
             rspeak(BIRD_DEVOURED);
-        } else
+        } else {
             rspeak(NOTHING_EDIBLE);
+       }
         break;
     case TROLL:
         rspeak(TROLL_VICES);
@@ -658,31 +694,34 @@ static int feed(verb_t verb, obj_t obj)
         if (HERE(FOOD)) {
             game.dflag += 2;
             rspeak(REALLY_MAD);
-        } else
+        } else {
             speak(actions[verb].message);
+       }
         break;
     case BEAR:
-        if (game.prop[BEAR] == BEAR_DEAD) {
+        if (game.objects[BEAR].prop == BEAR_DEAD) {
             rspeak(RIDICULOUS_ATTEMPT);
             break;
         }
-        if (game.prop[BEAR] == UNTAMED_BEAR) {
+        if (game.objects[BEAR].prop == UNTAMED_BEAR) {
             if (HERE(FOOD)) {
                 DESTROY(FOOD);
-                game.fixed[AXE] = IS_FREE;
-                game.prop[AXE] = AXE_HERE;
+                game.objects[AXE].fixed = IS_FREE;
+                game.objects[AXE].prop = AXE_HERE;
                 state_change(BEAR, SITTING_BEAR);
-            } else
+            } else {
                 rspeak(NOTHING_EDIBLE);
+           }
             break;
         }
         speak(actions[verb].message);
         break;
     case OGRE:
-        if (HERE(FOOD))
-            rspeak(OGRE_FULL);
-        else
-            speak(actions[verb].message);
+       if (HERE(FOOD)) {
+             rspeak(OGRE_FULL);
+       } else {
+             speak(actions[verb].message);
+       }
         break;
     default:
         rspeak(AM_GAME);
@@ -690,10 +729,9 @@ static int feed(verb_t verb, obj_t obj)
     return GO_CLEAROBJ;
 }
 
-int fill(verb_t verb, obj_t obj)
+phase_codes_t fill(verb_t verb, obj_t obj) {
 /*  Fill.  Bottle or urn must be empty, and liquid available.  (Vase
  *  is nasty.) */
-{
     if (obj == VASE) {
         if (LIQLOC(game.loc) == NO_OBJECT) {
             rspeak(FILL_INVALID);
@@ -704,14 +742,14 @@ int fill(verb_t verb, obj_t obj)
             return GO_CLEAROBJ;
         }
         rspeak(SHATTER_VASE);
-        game.prop[VASE] = VASE_BROKEN;
-        game.fixed[VASE] = IS_FIXED;
+        game.objects[VASE].prop = VASE_BROKEN;
+        game.objects[VASE].fixed = IS_FIXED;
         drop(VASE, game.loc);
         return GO_CLEAROBJ;
     }
 
     if (obj == URN) {
-        if (game.prop[URN] != URN_EMPTY) {
+        if (game.objects[URN].prop != URN_EMPTY) {
             rspeak(FULL_URN);
             return GO_CLEAROBJ;
         }
@@ -722,12 +760,12 @@ int fill(verb_t verb, obj_t obj)
         int k = LIQUID();
         switch (k) {
         case WATER:
-            game.prop[BOTTLE] = EMPTY_BOTTLE;
+            game.objects[BOTTLE].prop = EMPTY_BOTTLE;
             rspeak(WATER_URN);
             break;
         case OIL:
-            game.prop[URN] = URN_DARK;
-            game.prop[BOTTLE] = EMPTY_BOTTLE;
+            game.objects[URN].prop = URN_DARK;
+            game.objects[BOTTLE].prop = EMPTY_BOTTLE;
             rspeak(OIL_URN);
             break;
         case NO_OBJECT:
@@ -735,7 +773,7 @@ int fill(verb_t verb, obj_t obj)
             rspeak(FILL_INVALID);
             return GO_CLEAROBJ;
         }
-        game.place[k] = LOC_NOWHERE;
+        game.objects[k].place = LOC_NOWHERE;
         return GO_CLEAROBJ;
     }
     if (obj != INTRANSITIVE && obj != BOTTLE) {
@@ -745,7 +783,7 @@ int fill(verb_t verb, obj_t obj)
     if (obj == INTRANSITIVE && !HERE(BOTTLE))
         return GO_UNKNOWN;
 
-    if (HERE(URN) && game.prop[URN] != URN_EMPTY) {
+    if (HERE(URN) && game.objects[URN].prop != URN_EMPTY) {
         rspeak(URN_NOPOUR);
         return GO_CLEAROBJ;
     }
@@ -761,14 +799,14 @@ int fill(verb_t verb, obj_t obj)
     state_change(BOTTLE, (LIQLOC(game.loc) == OIL)
                  ? OIL_BOTTLE
                  : WATER_BOTTLE);
-    if (TOTING(BOTTLE))
-        game.place[LIQUID()] = CARRIED;
+    if (TOTING(BOTTLE)) {
+        game.objects[LIQUID()].place = CARRIED;
+    }
     return GO_CLEAROBJ;
 }
 
-static int find(verb_t verb, obj_t obj)
+static phase_codes_t find(verb_t verb, obj_t obj) {
 /* Find.  Might be carrying it, or it might be here.  Else give caveat. */
-{
     if (TOTING(obj)) {
         rspeak(ALREADY_CARRYING);
         return GO_CLEAROBJ;
@@ -779,10 +817,8 @@ static int find(verb_t verb, obj_t obj)
         return GO_CLEAROBJ;
     }
 
-    if (AT(obj) ||
-        (LIQUID() == obj && AT(BOTTLE)) ||
-        obj == LIQLOC(game.loc) ||
-        (obj == DWARF && atdwrf(game.loc) > 0)) {
+    if (AT(obj) || (LIQUID() == obj && AT(BOTTLE)) ||
+        obj == LIQLOC(game.loc) || (obj == DWARF && atdwrf(game.loc) > 0)) {
         rspeak(YOU_HAVEIT);
         return GO_CLEAROBJ;
     }
@@ -792,15 +828,14 @@ static int find(verb_t verb, obj_t obj)
     return GO_CLEAROBJ;
 }
 
-static int fly(verb_t verb, obj_t obj)
+static phase_codes_t fly(verb_t verb, obj_t obj) {
 /* Fly.  Snide remarks unless hovering rug is here. */
-{
     if (obj == INTRANSITIVE) {
         if (!HERE(RUG)) {
             rspeak(FLAP_ARMS);
             return GO_CLEAROBJ;
         }
-        if (game.prop[RUG] != RUG_HOVER) {
+        if (game.objects[RUG].prop != RUG_HOVER) {
             rspeak(RUG_NOTHING2);
             return GO_CLEAROBJ;
         }
@@ -811,36 +846,41 @@ static int fly(verb_t verb, obj_t obj)
         speak(actions[verb].message);
         return GO_CLEAROBJ;
     }
-    if (game.prop[RUG] != RUG_HOVER) {
+    if (game.objects[RUG].prop != RUG_HOVER) {
         rspeak(RUG_NOTHING1);
         return GO_CLEAROBJ;
     }
-    game.oldlc2 = game.oldloc;
-    game.oldloc = game.loc;
 
-    if (game.prop[SAPPH] == STATE_NOTFOUND) {
-        game.newloc = game.place[SAPPH];
+    if (game.loc == LOC_CLIFF) {
+        game.oldlc2 = game.oldloc;
+        game.oldloc = game.loc;
+        game.newloc = LOC_LEDGE;
         rspeak(RUG_GOES);
-    } else {
+    } else if (game.loc == LOC_LEDGE) {
+        game.oldlc2 = game.oldloc;
+        game.oldloc = game.loc;
         game.newloc = LOC_CLIFF;
         rspeak(RUG_RETURNS);
+    } else {
+// LCOV_EXCL_START
+        /* should never happen */
+        rspeak(NOTHING_HAPPENS);
+// LCOV_EXCL_STOP
     }
     return GO_TERMINATE;
 }
 
-static int inven(void)
+static phase_codes_t inven(void) {
 /* Inventory. If object, treat same as find.  Else report on current burden. */
-{
     bool empty = true;
     for (obj_t i = 1; i <= NOBJECTS; i++) {
-        if (i == BEAR ||
-            !TOTING(i))
+        if (i == BEAR || !TOTING(i))
             continue;
         if (empty) {
             rspeak(NOW_HOLDING);
             empty = false;
         }
-        pspeak(i, touch, -1, false);
+        pspeak(i, touch, false, -1);
     }
     if (TOTING(BEAR))
         rspeak(TAME_BEAR);
@@ -849,16 +889,15 @@ static int inven(void)
     return GO_CLEAROBJ;
 }
 
-static int light(verb_t verb, obj_t obj)
+static phase_codes_t light(verb_t verb, obj_t obj) {
 /*  Light.  Applicable only to lamp and urn. */
-{
     if (obj == INTRANSITIVE) {
         int selects = 0;
-        if (HERE(LAMP) && game.prop[LAMP] == LAMP_DARK && game.limit >= 0) {
+        if (HERE(LAMP) && game.objects[LAMP].prop == LAMP_DARK && game.limit >= 0) {
             obj = LAMP;
             selects++;
         }
-        if (HERE(URN) && game.prop[URN] == URN_DARK) {
+        if (HERE(URN) && game.objects[URN].prop == URN_DARK) {
             obj =  URN;
             selects++;
         }
@@ -868,7 +907,7 @@ static int light(verb_t verb, obj_t obj)
 
     switch (obj) {
     case URN:
-        state_change(URN, game.prop[URN] == URN_EMPTY ?
+        state_change(URN, game.objects[URN].prop == URN_EMPTY ?
                      URN_EMPTY :
                      URN_LIT);
         break;
@@ -878,8 +917,9 @@ static int light(verb_t verb, obj_t obj)
             break;
         }
         state_change(LAMP, LAMP_BRIGHT);
-        if (game.wzdark)
+        if (game.wzdark) {
             return GO_TOP;
+       }
         break;
     default:
         speak(actions[verb].message);
@@ -887,50 +927,61 @@ static int light(verb_t verb, obj_t obj)
     return GO_CLEAROBJ;
 }
 
-static int listen(void)
-/*  Listen.  Intransitive only.  Print stuff based on object sound proprties. */
-{
-    long sound = locations[game.loc].sound;
+static phase_codes_t listen(void) {
+/*  Listen.  Intransitive only.  Print stuff based on object sound properties. */
+    bool soundlatch = false;
+    vocab_t sound = locations[game.loc].sound;
     if (sound != SILENT) {
         rspeak(sound);
-        if (!locations[game.loc].loud)
+        if (!locations[game.loc].loud) {
             rspeak(NO_MESSAGE);
-        return GO_CLEAROBJ;
+       }
+        soundlatch = true;
     }
     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];
-        /* FIXME: Weird magic on object states */
-        if (i == BIRD)
+       if (!HERE(i) || objects[i].sounds[0] == NULL || PROP_IS_STASHED_OR_UNSEEN(i)) {
+             continue;
+       }
+        int mi =  game.objects[i].prop;
+        /* (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, true, mi, game.zzword);
         rspeak(NO_MESSAGE);
-        if (i == BIRD && mi == BIRD_ENDSTATE)
+        if (i == BIRD && mi == BIRD_ENDSTATE) {
             DESTROY(BIRD);
-        return GO_CLEAROBJ;
+       }
+        soundlatch = true;
+    }
+    if (!soundlatch) {
+        rspeak(ALL_SILENT);
     }
-    rspeak(ALL_SILENT);
     return GO_CLEAROBJ;
 }
 
-static int lock(verb_t verb, obj_t obj)
+static phase_codes_t lock(verb_t verb, obj_t obj) {
 /* Lock, unlock, no object given.  Assume various things if present. */
-{
     if (obj == INTRANSITIVE) {
-        if (HERE(CLAM))
-            obj = CLAM;
-        if (HERE(OYSTER))
-            obj = OYSTER;
-        if (AT(DOOR))
-            obj = DOOR;
-        if (AT(GRATE))
-            obj = GRATE;
-        if (HERE(CHAIN))
-            obj = CHAIN;
+       if (HERE(CLAM)) {
+             obj = CLAM;
+       }
+       if (HERE(OYSTER)) {
+             obj = OYSTER;
+       }
+       if (AT(DOOR)) {
+             obj = DOOR;
+       }
+       if (AT(GRATE)) {
+             obj = GRATE;
+       }
+       if (HERE(CHAIN)) {
+             obj = CHAIN;
+       }
         if (obj == INTRANSITIVE) {
             rspeak(NOTHING_LOCKED);
             return GO_CLEAROBJ;
@@ -944,30 +995,35 @@ static int lock(verb_t verb, obj_t obj)
     case CHAIN:
         if (HERE(KEYS)) {
             return chain(verb);
-        } else
+        } else {
             rspeak(NO_KEYS);
+       }
         break;
     case GRATE:
         if (HERE(KEYS)) {
             if (game.closng) {
                 rspeak(EXIT_CLOSED);
-                if (!game.panic)
+                if (!game.panic) {
                     game.clock2 = PANICTIME;
+               }
                 game.panic = true;
             } else {
                 state_change(GRATE, (verb == LOCK) ?
                              GRATE_CLOSED :
                              GRATE_OPEN);
             }
-        } else
+        } else {
             rspeak(NO_KEYS);
+       }
         break;
     case CLAM:
-        if (verb == LOCK)
-            rspeak(HUH_MAN);
-        else if (!TOTING(TRIDENT))
-            rspeak(OYSTER_OPENER);
-        else {
+       if (verb == LOCK) {
+             rspeak(HUH_MAN);
+       } else if (TOTING(CLAM)) {
+             rspeak(DROP_CLAM);
+       } else if (!TOTING(TRIDENT)) {
+             rspeak(CLAM_OPENER);
+       } else {
             DESTROY(CLAM);
             drop(OYSTER, game.loc);
             drop(PEARL, LOC_CULDESAC);
@@ -975,13 +1031,18 @@ static int lock(verb_t verb, obj_t obj)
         }
         break;
     case OYSTER:
-        if (verb == LOCK)
-            rspeak(HUH_MAN);
-        else
-            rspeak(OYSTER_OPENER);
+       if (verb == LOCK) {
+             rspeak(HUH_MAN);
+       } else if (TOTING(OYSTER)) {
+             rspeak(DROP_OYSTER);
+       } else if (!TOTING(TRIDENT)) {
+             rspeak(OYSTER_OPENER);
+       } else {
+             rspeak(OYSTER_OPENS);
+       }
         break;
     case DOOR:
-        rspeak((game.prop[DOOR] == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR);
+        rspeak((game.objects[DOOR].prop == DOOR_UNRUSTED) ? OK_MAN : RUSTY_DOOR);
         break;
     case CAGE:
         rspeak( NO_LOCK);
@@ -996,15 +1057,15 @@ static int lock(verb_t verb, obj_t obj)
     return GO_CLEAROBJ;
 }
 
-static int pour(verb_t verb, obj_t obj)
+static phase_codes_t 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 == INTRANSITIVE)
-        obj = LIQUID();
-    if (obj == NO_OBJECT)
-        return GO_UNKNOWN;
+    if (obj == BOTTLE || obj == INTRANSITIVE) {
+         obj = LIQUID();
+    }
+    if (obj == NO_OBJECT) {
+         return GO_UNKNOWN;
+    }
     if (!TOTING(obj)) {
         speak(actions[verb].message);
         return GO_CLEAROBJ;
@@ -1014,20 +1075,20 @@ static int pour(verb_t verb, obj_t obj)
         rspeak(CANT_POUR);
         return GO_CLEAROBJ;
     }
-    if (HERE(URN) && game.prop[URN] == URN_EMPTY)
+    if (HERE(URN) && game.objects[URN].prop == URN_EMPTY) {
         return fill(verb, URN);
-    game.prop[BOTTLE] = EMPTY_BOTTLE;
-    game.place[obj] = LOC_NOWHERE;
-    if (!(AT(PLANT) ||
-          AT(DOOR))) {
+    }
+    game.objects[BOTTLE].prop = EMPTY_BOTTLE;
+    game.objects[obj].place = LOC_NOWHERE;
+    if (!(AT(PLANT) || AT(DOOR))) {
         rspeak(GROUND_WET);
         return GO_CLEAROBJ;
     }
     if (!AT(DOOR)) {
         if (obj == WATER) {
             /* cycle through the three plant states */
-            state_change(PLANT, MOD(game.prop[PLANT] + 1, 3));
-            game.prop[PLANT2] = game.prop[PLANT];
+            state_change(PLANT, MOD(game.objects[PLANT].prop + 1, 3));
+            game.objects[PLANT2].prop = game.objects[PLANT].prop;
             return GO_MOVE;
         } else {
             rspeak(SHAKING_LEAVES);
@@ -1041,50 +1102,55 @@ static int pour(verb_t verb, obj_t obj)
     }
 }
 
-static int quit(void)
+static phase_codes_t quit(void) {
 /*  Quit.  Intransitive only.  Verify intent and exit if that's what he wants. */
-{
-    if (yes(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN]))
-        terminate(quitgame);
+    if (yes_or_no(arbitrary_messages[REALLY_QUIT], arbitrary_messages[OK_MAN], arbitrary_messages[OK_MAN])) {
+         terminate(quitgame);
+    }
     return GO_CLEAROBJ;
 }
 
-static int read(struct command_t command)
+static phase_codes_t read(command_t command)
 /*  Read.  Print stuff based on objtxt.  Oyster (?) is special case. */
 {
     if (command.obj == INTRANSITIVE) {
         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 (HERE(i) && objects[i].texts[0] != NULL && !PROP_IS_STASHED(i)) {
+                 command.obj = command.obj * NOBJECTS + i;
+           }
         }
-        if (command.obj > NOBJECTS ||
-            command.obj == NO_OBJECT ||
-            DARK(game.loc))
+        if (command.obj > NOBJECTS || command.obj == NO_OBJECT || DARK(game.loc)) {
             return GO_UNKNOWN;
+       }
     }
 
     if (DARK(game.loc)) {
-        sspeak(NO_SEE, command.raw1);
-    } 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] == STATE_NOTFOUND) {
+        sspeak(NO_SEE, command.word[0].raw);
+    } else if (command.obj == OYSTER) {
+        if (!TOTING(OYSTER) || !game.closed) {
+            rspeak(DONT_UNDERSTAND);
+        } else if (!game.clshnt) {
+            game.clshnt = yes_or_no(arbitrary_messages[CLUE_QUERY], arbitrary_messages[WAYOUT_CLUE], arbitrary_messages[OK_MAN]);
+        } else {
+            pspeak(OYSTER, hear, true, 1);     // Not really a sound, but oh well.
+        }
+    } else if (objects[command.obj].texts[0] == NULL || PROP_IS_NOTFOUND(command.obj)) {
         speak(actions[command.verb].message);
-    } else
-        pspeak(command.obj, study, game.prop[command.obj], true);
+    } else {
+        pspeak(command.obj, study, true, game.objects[command.obj].prop);
+    }
     return GO_CLEAROBJ;
 }
 
-static int reservoir(void)
+static phase_codes_t reservoir(void) {
 /*  Z'ZZZ (word gets recomputed at startup; different each game). */
-{
     if (!AT(RESER) && game.loc != LOC_RESBOTTOM) {
         rspeak(NOTHING_HAPPENS);
         return GO_CLEAROBJ;
     } else {
         state_change(RESER,
-                     game.prop[RESER] == WATERS_PARTED ? WATERS_UNPARTED : WATERS_PARTED);
+                     game.objects[RESER].prop == WATERS_PARTED ? WATERS_UNPARTED : WATERS_PARTED);
         if (AT(RESER))
             return GO_CLEAROBJ;
         else {
@@ -1096,13 +1162,12 @@ static int reservoir(void)
     }
 }
 
-static int rub(verb_t verb, obj_t obj)
+static phase_codes_t rub(verb_t verb, obj_t obj) {
 /* Rub.  Yields various snide remarks except for lit urn. */
-{
-    if (obj == URN && game.prop[URN] == URN_LIT) {
+    if (obj == URN && game.objects[URN].prop == URN_LIT) {
         DESTROY(URN);
         drop(AMBER, game.loc);
-        game.prop[AMBER] = AMBER_IN_ROCK;
+        game.objects[AMBER].prop = AMBER_IN_ROCK;
         --game.tally;
         drop(CAVITY, game.loc);
         rspeak(URN_GENIES);
@@ -1114,53 +1179,50 @@ static int rub(verb_t verb, obj_t obj)
     return GO_CLEAROBJ;
 }
 
-static int say(struct command_t *command)
-/* Say.  Echo WD2 (or WD1 if no WD2 (SAY WHAT?, etc.).)  Magic words override. */
-{
-    if (command->wd2 > 0) {
-        command->wd1 = command->wd2;
-        strncpy(command->raw1, command->raw2, LINESIZE - 1);
-    }
-    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);
+static phase_codes_t say(command_t command) {
+/* Say.  Echo WD2. Magic words override. */
+    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 phase_codes_t throw_support(vocab_t spk)
 {
     rspeak(spk);
     drop(AXE, game.loc);
     return GO_MOVE;
 }
 
-static int throw (struct command_t *command)
+static phase_codes_t throwit(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)) {
-        speak(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, IS_FREE);
         drop(TROLL2, objects[TROLL].plac);
@@ -1169,39 +1231,41 @@ static int throw (struct command_t *command)
         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));
-    else {
+    if (command.obj != AXE) {
+        return (discard(command.verb, command.obj));
+    else {
         if (atdwrf(game.loc) <= 0) {
-            if (AT(DRAGON) && game.prop[DRAGON] == DRAGON_BARS)
+            if (AT(DRAGON) && game.objects[DRAGON].prop == DRAGON_BARS)
                 return throw_support(DRAGON_SCALES);
-            if (AT(TROLL))
-                return throw_support(TROLL_RETURNS);
-            if (AT(OGRE))
+            if (AT(TROLL)) {
+               return throw_support(TROLL_RETURNS);
+           }
+            if (AT(OGRE)) {
                 return throw_support(OGRE_DODGE);
-            if (HERE(BEAR) && game.prop[BEAR] == UNTAMED_BEAR) {
+           }
+            if (HERE(BEAR) && game.objects[BEAR].prop == UNTAMED_BEAR) {
                 /* This'll teach him to throw the axe at the bear! */
                 drop(AXE, game.loc);
-                game.fixed[AXE] = IS_FIXED;
+                game.objects[AXE].fixed = IS_FIXED;
                 juggle(BEAR);
                 state_change(AXE, AXE_LOST);
                 return GO_CLEAROBJ;
             }
-            command->obj = INTRANSITIVE;
+            command.obj = INTRANSITIVE;
             return (attack(command));
         }
 
         if (randrange(NDWARVES + 1) < game.dflag) {
             return throw_support(DWARF_DODGES);
         } else {
-            long i = atdwrf(game.loc);
-            game.dseen[i] = false;
-            game.dloc[i] = LOC_NOWHERE;
+            int i = atdwrf(game.loc);
+            game.dwarves[i].seen = false;
+            game.dwarves[i].loc = LOC_NOWHERE;
             return throw_support((++game.dkill == 1) ?
                                  DWARF_SMOKE :
                                  KILLED_DWARF);
@@ -1209,11 +1273,9 @@ static int throw (struct command_t *command)
     }
 }
 
-static int wake(verb_t verb, obj_t obj)
+static phase_codes_t wake(verb_t verb, obj_t obj) {
 /* Wake.  Only use is to disturb the dwarves. */
-{
-    if (obj != DWARF ||
-        !game.closed) {
+    if (obj != DWARF || !game.closed) {
         speak(actions[verb].message);
         return GO_CLEAROBJ;
     } else {
@@ -1222,14 +1284,25 @@ static int wake(verb_t verb, obj_t obj)
     }
 }
 
-static int wave(verb_t verb, obj_t obj)
+static phase_codes_t 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 phase_codes_t waste(verb_t verb, turn_t turns) {
+/* Burn turns */
+    game.limit -= turns;
+    speak(actions[verb].message, (int)game.limit);
+    return GO_TOP;
+}
+
+static phase_codes_t wave(verb_t verb, obj_t obj) {
 /* Wave.  No effect unless waving rod at fissure or at bird. */
-{
-    if (obj != ROD ||
-        !TOTING(obj) ||
-        (!HERE(BIRD) &&
-         (game.closng ||
-          !AT(FISSURE)))) {
+    if (obj != ROD || !TOTING(obj) || (!HERE(BIRD) && (game.closng || !AT(FISSURE)))) {
         speak(((!TOTING(obj)) && (obj != ROD ||
                                   !TOTING(ROD2))) ?
               arbitrary_messages[ARENT_CARRYING] :
@@ -1237,43 +1310,50 @@ static int wave(verb_t verb, obj_t obj)
         return GO_CLEAROBJ;
     }
 
-    if (game.prop[BIRD] == BIRD_UNCAGED && game.loc == game.place[STEPS] && game.prop[JADE] == STATE_NOTFOUND) {
+    if (game.objects[BIRD].prop == BIRD_UNCAGED && game.loc == game.objects[STEPS].place
+       && PROP_IS_NOTFOUND(JADE)) {
         drop(JADE, game.loc);
-        game.prop[JADE] = STATE_FOUND;
+        PROP_SET_FOUND(JADE);
         --game.tally;
         rspeak(NECKLACE_FLY);
         return GO_CLEAROBJ;
     } else {
         if (game.closed) {
-            rspeak((game.prop[BIRD] == BIRD_CAGED) ?
+            rspeak((game.objects[BIRD].prop == BIRD_CAGED) ?
                    CAGE_FLY :
                    FREE_FLY);
             return GO_DWARFWAKE;
         }
-        if (game.closng ||
-            !AT(FISSURE)) {
-            rspeak((game.prop[BIRD] == BIRD_CAGED) ?
+        if (game.closng || !AT(FISSURE)) {
+            rspeak((game.objects[BIRD].prop == BIRD_CAGED) ?
                    CAGE_FLY :
                    FREE_FLY);
             return GO_CLEAROBJ;
         }
         if (HERE(BIRD))
-            rspeak((game.prop[BIRD] == BIRD_CAGED) ?
+            rspeak((game.objects[BIRD].prop == BIRD_CAGED) ?
                    CAGE_FLY :
                    FREE_FLY);
 
         state_change(FISSURE,
-                     game.prop[FISSURE] == BRIDGED ? UNBRIDGED : BRIDGED);
+                     game.objects[FISSURE].prop == BRIDGED ? UNBRIDGED : BRIDGED);
         return GO_CLEAROBJ;
     }
 }
 
-int action(struct command_t *command)
+phase_codes_t 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
@@ -1281,98 +1361,88 @@ 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))
-            /* 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)
+       if (HERE(command.obj)) {
+             /* FALL THROUGH */;
+       } else if (command.obj == DWARF && atdwrf(game.loc) > 0) {
+             /* FALL THROUGH */;
+       } else if (!game.closed && ((LIQUID() == command.obj && HERE(BOTTLE)) ||
+                                   command.obj == LIQLOC(game.loc))) {
+             /* FALL THROUGH */;
+       } else if (command.obj == OIL && HERE(URN) && game.objects[URN].prop != URN_EMPTY) {
+            command.obj = URN;
             /* FALL THROUGH */;
-        else if ((LIQUID() == command->obj && HERE(BOTTLE)) ||
-                 command->obj == LIQLOC(game.loc))
+        } else if (command.obj == PLANT && AT(PLANT2) && game.objects[PLANT2].prop != PLANT_THIRSTY) {
+            command.obj = PLANT2;
             /* FALL THROUGH */;
-        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] != 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);
+        else {
+            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)
-            return GO_WORD2;
-        if (command->verb == SAY)
-            command->obj = command->wd2;
-        if (command->obj == NO_OBJECT ||
-            command->obj == INTRANSITIVE) {
+       if (command.word[1].raw[0] != '\0' && command.verb != SAY) {
+             return GO_WORD2;
+       }
+       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: {
-                speak(actions[command->verb].message);
+                speak(actions[command.verb].message);
                 return GO_CLEAROBJ;
             }
             case ATTACK:
-                command->obj = INTRANSITIVE;
+                command.obj = INTRANSITIVE;
                 return attack(command);
             case POUR:
-                return pour(command->verb, INTRANSITIVE);
+                return pour(command.verb, INTRANSITIVE);
             case EAT:
-                return eat(command->verb, INTRANSITIVE);
+                return eat(command.verb, INTRANSITIVE);
             case DRINK:
-                return drink(command->verb, INTRANSITIVE);
+                return drink(command.verb, INTRANSITIVE);
             case RUB:
                 return GO_UNKNOWN;
             case THROW:
@@ -1386,7 +1456,7 @@ int action(struct command_t *command)
             case FEED:
                 return GO_UNKNOWN;
             case FILL:
-                return fill(command->verb, INTRANSITIVE);
+                return fill(command.verb, INTRANSITIVE);
             case BLAST:
                 blast();
                 return GO_CLEAROBJ;
@@ -1398,12 +1468,12 @@ int action(struct command_t *command)
             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:
@@ -1413,120 +1483,126 @@ 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);
+            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: {
-            speak(actions[command->verb].message);
+            speak(actions[command.verb].message);
             return GO_CLEAROBJ;
         }
         case GO: {
-            speak(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: {
-            speak(actions[command->verb].message);
+            return throwit(command);
+        case QUIT:
+            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: {
-            speak(actions[command->verb].message);
+        case SCORE:
+            speak(actions[command.verb].message);
             return GO_CLEAROBJ;
-        }
         case FEE:
         case FIE:
         case FOE:
         case FOO:
-        case FUM: {
-            speak(actions[command->verb].message);
+        case FUM:
+            speak(actions[command.verb].message);
             return GO_CLEAROBJ;
-        }
-        case BRIEF: {
-            speak(actions[command->verb].message);
+        case BRIEF:
+            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);
-        case SAVE: {
-            speak(actions[command->verb].message);
+            return wake(command.verb, command.obj);
+        case SAVE:
+            speak(actions[command.verb].message);
             return GO_CLEAROBJ;
-        }
-        case RESUME: {
-            speak(actions[command->verb].message);
+        case RESUME:
+            speak(actions[command.verb].message);
             return GO_CLEAROBJ;
-        }
         case FLY:
-            return fly(command->verb, command->obj);
-        case LISTEN: {
-            speak(actions[command->verb].message);
+            return fly(command.verb, command.obj);
+        case LISTEN:
+            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
     }
 }
+
+// end