+bool preprocess_command(command_t *command)
+/* Pre-processes a command input to see if we need to tease out a few specific cases:
+ * - "enter water" or "enter stream":
+ * wierd specific case that gets the user wet, and then kicks us back to get another command
+ * - <object> <verb>:
+ * Irregular form of input, but should be allowed. We switch back to <verb> <object> form for
+ * furtherprocessing.
+ * - "grate":
+ * If in location with grate, we move to that grate. If we're in a number of other places,
+ * we move to the entrance.
+ * - "water plant", "oil plant", "water door", "oil door":
+ * Change to "pour water" or "pour oil" based on context
+ * - "cage bird":
+ * If bird is present, we change to "carry bird"
+ *
+ * Returns true if pre-processing is complete, and we're ready to move to the primary command
+ * processing, false otherwise. */
+{
+ if (command->word[0].type == MOTION && command->word[0].id == ENTER
+ && (command->word[1].id == STREAM || command->word[1].id == WATER)) {
+ if (LIQLOC(game.loc) == WATER)
+ rspeak(FEET_WET);
+ else
+ rspeak(WHERE_QUERY);
+ } else {
+ if (command->word[0].type == OBJECT) {
+ /* From OV to VO form */
+ if (command->word[1].type == ACTION) {
+ command_word_t stage = command->word[0];
+ command->word[0] = command->word[1];
+ command->word[1] = stage;
+ }