rspeak(NOTHING_HAPPENS);
return GO_CLEAROBJ;
} else {
- /* FIXME: Arithmetic on state numbers */
- pspeak(RESER, look, game.prop[RESER] + 1, true);
- game.prop[RESER] = 1 - game.prop[RESER];
+ state_change(RESER,
+ game.prop[RESER] == WATERS_PARTED ? WATERS_UNPARTED : WATERS_PARTED);
if (AT(RESER))
return GO_CLEAROBJ;
else {
inventory: '*reservoir'
locations: [LOC_RESERVOIR, LOC_RESNORTH]
immovable: true
- states: [WATERS_UNPARTED, WATERS_PARTED, WATERS_CRASH]
+ states: [WATERS_UNPARTED, WATERS_PARTED]
descriptions:
- ''
- 'The waters have parted to form a narrow path across the reservoir.'
+ changes:
- 'The waters crash together again.'
+ - 'The waters have parted to form a narrow path across the reservoir.'
- OBJ_46:
words: ['appen', 'lepor']
inventory: 'Leporine appendage'
* Reading the relocated Witt's End sign in the endgame didn't work right.
* Behavior when saying the giant's magic words outside his room wasn't
- quite corrected - the game responded as though the player were in
+ quite correct - the game responded as though the player were in
the room.
* Attempting to extinguish an unlit urn caused it to lose its oil.