static int seed(verb_t verb, const char *arg)
/* Set seed */
{
- long seed = atol(arg);
- speak(actions[verb].message, arg);
+ int seed = atoi(arg);
+ speak(actions[verb].message, seed);
set_seed(seed);
--game.turns;
return GO_TOP;
/* Burn turns */
{
game.limit -= turns;
- char newlim[1024];
- sprintf(newlim, "%ld", (long)game.limit);
- speak(actions[verb].message, newlim);
+ speak(actions[verb].message, (int)game.limit);
return GO_TOP;
}
* unless verb is "say", which snarfs arbitrary second word.
*/
{
+ /* 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