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
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) {
return GO_CLEAROBJ;
}
-static int say(struct command_t command)
+static int say(command_t command)
/* Say. Echo WD2. Magic words override. */
{
if (command.word[1].type == MOTION &&
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
}
}
-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.
*/