return GO_CLEAROBJ;
}
if (LIQUID() == WATER && HERE(BOTTLE)) {
- game.prop[BOTTLE] = EMPTY_BOTTLE;
game.place[WATER] = LOC_NOWHERE;
- rspeak(BOTTLE_EMPTY);
+ state_change(BOTTLE, EMPTY_BOTTLE);
return GO_CLEAROBJ;
}
return GO_CLEAROBJ;
}
- game.prop[BOTTLE] = (LIQLOC(game.loc) == OIL) ? OIL_BOTTLE : WATER_BOTTLE;
+ state_change(BOTTLE, (LIQLOC(game.loc) == OIL)
+ ? OIL_BOTTLE
+ : WATER_BOTTLE);
if (TOTING(BOTTLE))
game.place[LIQUID()] = CARRIED;
- if (LIQUID() == OIL)
- rspeak(BOTTLED_OIL);
- else
- rspeak(BOTTLED_WATER);
return GO_CLEAROBJ;
}
- STREAM_WATER: |-
You have taken a drink from the stream. The water tastes strongly of
minerals, but is not unpleasant. It is extremely cold.
-- BOTTLE_EMPTY: 'The bottle of water is now empty.'
- RUB_NOGO: |-
Rubbing the electric lamp is not particularly rewarding. Anyway,
nothing exciting happens.
- NO_CONTAINER: 'You have nothing in which to carry it.'
- BOTTLE_FULL: 'Your bottle is already full.'
- NO_LIQUID: 'There is nothing here with which to fill the bottle.'
-- BOTTLED_WATER: 'Your bottle is now full of water.'
-- BOTTLED_OIL: 'Your bottle is now full of oil.'
- CANT_FILL: 'You can''t fill that.'
- RIDICULOUS_ATTEMPT: 'Don''t be ridiculous!'
- RUSTY_DOOR: 'The door is extremely rusty and refuses to open.'
- 'There is a bottle of water here.'
- 'There is an empty bottle here.'
- 'There is a bottle of oil here.'
+ changes:
+ - 'Your bottle is now full of water.'
+ - 'The bottle of water is now empty.'
+ - 'Your bottle is now full of oil.'
- WATER:
words: ['water', 'h2o']
inventory: 'Water in the bottle'