game.place[LIQUID()] = CARRIED;
if (GSTONE(obj) && game.prop[obj] != 0) {
game.prop[obj] = 0;
- game.prop[CAVITY] = 1;
+ game.prop[CAVITY] = CAVITY_EMPTY;
}
rspeak(OK_MAN);
return GO_CLEAROBJ;
if (game.closed) return GO_DWARFWAKE;
DESTROY(SNAKE);
/* Set game.prop for use by travel options */
- game.prop[SNAKE] = 1;
+ game.prop[SNAKE] = SNAKE_CHASED;
- } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != 0)) {
+ } else if ((GSTONE(obj) && AT(CAVITY) && game.prop[CAVITY] != CAVITY_FULL)) {
rspeak(GEM_FITS);
game.prop[obj] = 1;
- game.prop[CAVITY] = 0;
+ game.prop[CAVITY] = CAVITY_FULL;
if (HERE(RUG) && ((obj == EMERALD && game.prop[RUG] != 2) || (obj == RUBY &&
game.prop[RUG] == 2))) {
spk = RUG_RISES;
locations: LOC_NOWHERE
immovable: true
descriptions:
- - '' # something in it
- - 'There is a small urn-shaped cavity in the rock.'
+ - [CAVITY_FULL, ''] # something in it
+ - [CAVITY_EMPTY, 'There is a small urn-shaped cavity in the rock.']
- BLOOD:
words: ['blood']
inventory: '*blood'