Another use of state_change() and changes messages.
[open-adventure.git] / actions.c
index b079bd352f863da9e3dab42a30da543b34efa5a9..7e1cc704f54925bc121d8077471aa60e0c09b25f 100644 (file)
--- a/actions.c
+++ b/actions.c
@@ -943,15 +943,15 @@ static int pour(token_t verb, token_t obj)
         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 :