Adapt bottle object to use state_change().
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2 changed files with 8 additions and 10 deletions
11
actions.c
11
actions.c
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@ -546,9 +546,8 @@ static int drink(token_t verb, token_t obj)
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return GO_CLEAROBJ;
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}
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if (LIQUID() == WATER && HERE(BOTTLE)) {
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game.prop[BOTTLE] = EMPTY_BOTTLE;
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game.place[WATER] = LOC_NOWHERE;
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rspeak(BOTTLE_EMPTY);
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state_change(BOTTLE, EMPTY_BOTTLE);
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return GO_CLEAROBJ;
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}
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@ -741,13 +740,11 @@ int fill(token_t verb, token_t obj)
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return GO_CLEAROBJ;
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}
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game.prop[BOTTLE] = (LIQLOC(game.loc) == OIL) ? OIL_BOTTLE : WATER_BOTTLE;
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state_change(BOTTLE, (LIQLOC(game.loc) == OIL)
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? OIL_BOTTLE
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: WATER_BOTTLE);
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if (TOTING(BOTTLE))
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game.place[LIQUID()] = CARRIED;
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if (LIQUID() == OIL)
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rspeak(BOTTLED_OIL);
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else
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rspeak(BOTTLED_WATER);
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return GO_CLEAROBJ;
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}
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@ -2845,7 +2845,6 @@ arbitrary_messages: !!omap
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- STREAM_WATER: |-
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You have taken a drink from the stream. The water tastes strongly of
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minerals, but is not unpleasant. It is extremely cold.
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- BOTTLE_EMPTY: 'The bottle of water is now empty.'
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- RUB_NOGO: |-
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Rubbing the electric lamp is not particularly rewarding. Anyway,
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nothing exciting happens.
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@ -2871,8 +2870,6 @@ arbitrary_messages: !!omap
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- NO_CONTAINER: 'You have nothing in which to carry it.'
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- BOTTLE_FULL: 'Your bottle is already full.'
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- NO_LIQUID: 'There is nothing here with which to fill the bottle.'
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- BOTTLED_WATER: 'Your bottle is now full of water.'
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- BOTTLED_OIL: 'Your bottle is now full of oil.'
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- CANT_FILL: 'You can''t fill that.'
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- RIDICULOUS_ATTEMPT: 'Don''t be ridiculous!'
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- RUSTY_DOOR: 'The door is extremely rusty and refuses to open.'
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@ -3387,6 +3384,10 @@ objects: !!omap
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- 'There is a bottle of water here.'
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- 'There is an empty bottle here.'
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- 'There is a bottle of oil here.'
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changes:
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- 'Your bottle is now full of water.'
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- 'The bottle of water is now empty.'
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- 'Your bottle is now full of oil.'
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- WATER:
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words: ['water', 'h2o']
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inventory: 'Water in the bottle'
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