More action handlers. Use consistent VO order.
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1ca74bfc39
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2 changed files with 47 additions and 33 deletions
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@ -134,7 +134,7 @@ int discard(long obj, bool just_do_it) {
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* objects fall into two categories: enemies (snake, dwarf, etc.) and others
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* (bird, clam, machine). Ambiguous if 2 enemies, or no enemies but 2 others. */
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int attack(FILE *input, long obj, long verb) {
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int attack(FILE *input, long verb, long obj) {
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int i =ATDWRF(game.loc);
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if (obj == 0) {
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if (i > 0)
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@ -226,7 +226,7 @@ int throw_support(long spk)
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return(8);
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}
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int throw(FILE *cmdin, long obj, long verb)
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int throw(FILE *cmdin, long verb, long obj)
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/* Throw. Same as discard unless axe. Then same as attack except
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* ignore bird, and if dwarf is present then one might be killed.
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* (Only way to do so!) Axe also special for dragon, bear, and
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@ -276,7 +276,7 @@ int throw(FILE *cmdin, long obj, long verb)
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JUGGLE(BEAR);
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return(2011);
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}
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return(attack(cmdin, 0, verb));
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return(attack(cmdin, verb, 0));
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}
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if (randrange(NDWARVES+1) < game.dflag) {
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