Crossfire Server, Trunk
light_object.cpp
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/*
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* Crossfire -- cooperative multi-player graphical RPG and adventure game
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*
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* Copyright (c) 1999-2021 The Crossfire Development Team
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* Copyright (c) 1992 Frank Tore Johansen
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*
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* Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
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* welcome to redistribute it under certain conditions. For details, please
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* see COPYING and LICENSE.
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*
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* The authors can be reached via e-mail at <crossfire@metalforge.org>.
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*/
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#include "
global.h
"
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#include "
sproto.h
"
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void
do_light
(
object
*
item
,
const
char
*lighter_name,
object
*applier) {
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int
is_player_env = 0;
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tag_t
count
;
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char
item_name[
MAX_BUF
];
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uint32_t nrof;
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/* Perhaps we should split what we are trying to light on fire?
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* I can't see many times when you would want to light multiple
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* objects at once. */
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nrof =
item
->nrof;
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count
=
item
->count;
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/* If the item is destroyed, we don't have a valid pointer to the
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* name object, so make a copy so the message we print out makes
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* some sense. */
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safe_strncpy
(item_name,
item
->name,
sizeof
(item_name));
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if
(applier ==
object_get_player_container
(
item
))
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is_player_env = 1;
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save_throw_object
(
item
,
AT_FIRE
, applier);
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/* Change to check count and not freed, since the object pointer
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* may have gotten recycled */
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if
((nrof !=
item
->nrof) || (
count
!=
item
->count)) {
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draw_ext_info_format
(
NDI_UNIQUE
, 0, applier,
MSG_TYPE_APPLY
,
MSG_TYPE_APPLY_SUCCESS
,
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"You light the %s with the %s."
,
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item_name, lighter_name);
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/* Need to update the player so that the players glow radius
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* gets changed. */
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if
(is_player_env)
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fix_object
(applier);
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}
else
{
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draw_ext_info_format
(
NDI_UNIQUE
, 0, applier,
MSG_TYPE_APPLY
,
MSG_TYPE_APPLY_FAILURE
,
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"You attempt to light the %s with the %s and fail."
,
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item
->name, lighter_name);
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}
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}
global.h
safe_strncpy
#define safe_strncpy
Definition:
compat.h:27
draw_ext_info_format
void draw_ext_info_format(int flags, int pri, const object *pl, uint8_t type, uint8_t subtype, const char *format,...) PRINTF_ARGS(6
fix_object
void fix_object(object *op)
Definition:
living.cpp:1132
MSG_TYPE_APPLY_SUCCESS
#define MSG_TYPE_APPLY_SUCCESS
Definition:
newclient.h:606
do_light
void do_light(object *item, const char *lighter_name, object *applier)
Definition:
light_object.cpp:36
disinfect.count
int count
Definition:
disinfect.py:7
tag_t
uint32_t tag_t
Definition:
object.h:14
sproto.h
MAX_BUF
#define MAX_BUF
Definition:
define.h:35
NDI_UNIQUE
#define NDI_UNIQUE
Definition:
newclient.h:265
item
Definition:
item.py:1
MSG_TYPE_APPLY_FAILURE
#define MSG_TYPE_APPLY_FAILURE
Definition:
newclient.h:607
save_throw_object
void save_throw_object(object *op, uint32_t type, object *originator)
Definition:
attack.cpp:202
MSG_TYPE_APPLY
#define MSG_TYPE_APPLY
Definition:
newclient.h:411
object_get_player_container
object * object_get_player_container(object *op)
Definition:
object.cpp:607
AT_FIRE
#define AT_FIRE
Definition:
attack.h:78
crossfire-crossfire-server
types
common
light_object.cpp
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