36 void do_light(
object *item,
const char *lighter_name,
object *applier) {
37 int is_player_env = 0;
57 if ((nrof != item->
nrof) || (count != item->
count)) {
59 "You light the %s with the %s.",
60 item_name, lighter_name);
68 "You attempt to light the %s with the %s and fail.",
69 item->
name, lighter_name);
#define MSG_TYPE_APPLY_FAILURE
Apply OK, but no/bad result.
void draw_ext_info_format(int flags, int pri, const object *pl, uint8_t type, uint8_t subtype, const char *format,...) PRINTF_ARGS(6
void fix_object(object *op)
Updates all abilities given by applied objects in the inventory of the given object.
void do_light(object *item, const char *lighter_name, object *applier)
Common code for both lighting an item for applying the lighter and for lighting the lightable object...
Global type definitions and header inclusions.
#define MSG_TYPE_APPLY
Applying objects.
#define AT_FIRE
Can ignite objects (4)
uint32_t tag_t
Object tag, unique during the whole game.
#define MAX_BUF
Used for all kinds of things.
void save_throw_object(object *op, uint32_t type, object *originator)
Object is attacked with some attacktype (fire, ice, ...).
sstring name
The name of the object, obviously...
uint32_t nrof
Number of objects.
#define MSG_TYPE_APPLY_SUCCESS
Was able to apply object.
#define NDI_UNIQUE
Print immediately, don't buffer.
object * object_get_player_container(object *op)
Finds the player carrying an object.
tag_t count
Unique object number for this object.