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 :