More action handlers. Use consistent VO order.

This commit is contained in:
Eric S. Raymond 2017-06-08 16:18:21 -04:00
parent 1ca74bfc39
commit ee20cd0861
2 changed files with 47 additions and 33 deletions

View file

@ -134,7 +134,7 @@ int discard(long obj, bool just_do_it) {
* objects fall into two categories: enemies (snake, dwarf, etc.) and others
* (bird, clam, machine). Ambiguous if 2 enemies, or no enemies but 2 others. */
int attack(FILE *input, long obj, long verb) {
int attack(FILE *input, long verb, long obj) {
int i =ATDWRF(game.loc);
if (obj == 0) {
if (i > 0)
@ -226,7 +226,7 @@ int throw_support(long spk)
return(8);
}
int throw(FILE *cmdin, long obj, long verb)
int throw(FILE *cmdin, long verb, long obj)
/* 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
@ -276,7 +276,7 @@ int throw(FILE *cmdin, long obj, long verb)
JUGGLE(BEAR);
return(2011);
}
return(attack(cmdin, 0, verb));
return(attack(cmdin, verb, 0));
}
if (randrange(NDWARVES+1) < game.dflag) {