Another use of state_change() and changes messages.
This commit is contained in:
parent
e62e4f6e46
commit
e91b8c2a06
2 changed files with 10 additions and 8 deletions
12
actions.c
12
actions.c
|
@ -943,15 +943,15 @@ static int pour(token_t verb, token_t obj)
|
|||
return GO_CLEAROBJ;
|
||||
}
|
||||
if (!AT(DOOR)) {
|
||||
if (obj != WATER) {
|
||||
if (obj == WATER) {
|
||||
/* cycle through the three plant states */
|
||||
state_change(PLANT, MOD(game.prop[PLANT] + 1, 3));
|
||||
game.prop[PLANT2] = game.prop[PLANT];
|
||||
return GO_MOVE;
|
||||
} else {
|
||||
rspeak(SHAKING_LEAVES);
|
||||
return GO_CLEAROBJ;
|
||||
}
|
||||
/* FIXME: Arithmetic on state numbers */
|
||||
pspeak(PLANT, look, game.prop[PLANT] + 3, true);
|
||||
game.prop[PLANT] = MOD(game.prop[PLANT] + 1, 3);
|
||||
game.prop[PLANT2] = game.prop[PLANT];
|
||||
return GO_MOVE;
|
||||
} else {
|
||||
state_change(DOOR, (obj == OIL) ?
|
||||
DOOR_UNRUSTED :
|
||||
|
|
|
@ -3311,6 +3311,7 @@ objects: !!omap
|
|||
- '' # chased away
|
||||
sounds:
|
||||
- 'The snake is hissing venomously.'
|
||||
- ''
|
||||
- FISSURE:
|
||||
words: ['fissu']
|
||||
inventory: '*fissure'
|
||||
|
@ -3412,9 +3413,10 @@ objects: !!omap
|
|||
- 'There is a tiny little plant in the pit, murmuring "water, water, ..."'
|
||||
- 'There is a 12-foot-tall beanstalk stretching up out of the pit,\nbellowing "WATER!! WATER!!"'
|
||||
- 'There is a gigantic beanstalk stretching all the way up to the hole.'
|
||||
changes:
|
||||
- 'You''ve over-watered the plant! It''s shriveling up! And now . . .'
|
||||
- 'The plant spurts into furious growth for a few seconds.'
|
||||
- 'The plant grows explosively, almost filling the bottom of the pit.'
|
||||
- 'You''ve over-watered the plant! It''s shriveling up! And now . . .'
|
||||
sounds:
|
||||
- 'The plant continues to ask plaintively for water.'
|
||||
- 'The plant continues to demand water.'
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue