Fire sources can ignite candles, lamps, and potions of oil

... on the floor, in monster inventory, and in hero's inventory.

Items in your inventory being ignited produce a message even if you're
blind - you can see the lit-state by viewing inventory anyway, so just
give player the message.

(via xNetHack)
This commit is contained in:
Pasi Kallinen
2020-09-30 19:43:12 +03:00
parent fb7b578af1
commit 6a35a84c56
12 changed files with 72 additions and 1 deletions

View File

@@ -2434,6 +2434,7 @@ register struct monst *mtmp;
(void) destroy_mitem(mtmp, SCROLL_CLASS, AD_FIRE);
(void) destroy_mitem(mtmp, SPBOOK_CLASS, AD_FIRE);
(void) destroy_mitem(mtmp, POTION_CLASS, AD_FIRE);
ignite_items(mtmp->minvent);
}
if (burn_floor_objects(mtmp->mx, mtmp->my, see_it, FALSE)
&& !see_it && distu(mtmp->mx, mtmp->my) <= 3 * 3)
@@ -3196,6 +3197,7 @@ struct obj *box; /* null for floor trap */
destroy_item(SCROLL_CLASS, AD_FIRE);
destroy_item(SPBOOK_CLASS, AD_FIRE);
destroy_item(POTION_CLASS, AD_FIRE);
ignite_items(g.invent);
}
if (!box && burn_floor_objects(u.ux, u.uy, see_it, TRUE) && !see_it)
You("smell paper burning.");
@@ -5400,6 +5402,7 @@ lava_effects()
destroy_item(SCROLL_CLASS, AD_FIRE);
destroy_item(SPBOOK_CLASS, AD_FIRE);
destroy_item(POTION_CLASS, AD_FIRE);
ignite_items(g.invent);
return FALSE;
}
@@ -5560,4 +5563,45 @@ boolean override;
return defsyms[trap_to_defsym(ttyp)].explanation;
}
/* Ignite ignitable items in the given object chain, due to some external source
* of fire. The object chain should be somewhere exposed, like someone's open
* inventory or the floor.
* This is modeled after destroy_item() somewhat and hopefully will be able to
* merge into it in the future.
*/
void
ignite_items(objchn)
struct obj *objchn;
{
struct obj *obj;
boolean vis = FALSE;
if (!objchn)
return;
if (objchn->where == OBJ_INVENT)
vis = TRUE; /* even when blind; lit-state can be seen in inventory */
else if (objchn->where == OBJ_MINVENT)
vis = canseemon(objchn->ocarry);
else if (objchn->where == OBJ_FLOOR)
vis = cansee(objchn->ox, objchn->oy);
else {
impossible("igniting item in a weird location %d", objchn->where);
return;
}
for (obj = objchn; obj; obj = obj->nobj) {
if (!(ignitable(obj) || obj->otyp == MAGIC_LAMP)
/* The Candelabrum requires intention to be lit */
|| obj->otyp == CANDELABRUM_OF_INVOCATION
|| obj->otyp == BRASS_LANTERN /* doesn't ignite via fire */
|| obj->in_use /* not available */
|| obj->lamplit) { /* already burning */
continue;
}
begin_burn(obj, FALSE);
if (vis)
pline("%s on fire!", Yobjnam2(obj, "catch"));
}
}
/*trap.c*/