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 :
- '' # chased away
sounds:
- 'The snake is hissing venomously.'
+ - ''
- FISSURE:
words: ['fissu']
inventory: '*fissure'
- '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.'