Available as 't' for vault builders. Can be ignited using wands of fire, but the fire can't be controlled.
V3YASGPC7MVXZE75XX7YQ7U6LFEJDNCTQA6NMI6R5TB5KEZH4RCQC
LJFI2JIGND5STQQXWGFQ75YLPW34PSHGJGZBHYG5ZVYMO7FZYOYAC
2EBEWIV4YHXXAFR4GG2GMZJ2K77NK762HNQ77CZLHI3LDVGX7RJAC
XHNJ2W4AQHIF32P2ENIMMDLWAIFWP442KJIZC6RKS4HBJNZIHHBAC
SIDH2P7NBIG5KEOE27XHD3ZT2NQ2OJZFN6VZXWNWYFFY5YVXSSVQC
K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC
UZ6N6HOUPGVSPC5NQROEEDWMEGJA5XUWUY2AKH5QG65AZ25PVXDAC
WT66JDIRTLLP37SHTV4GI3V64JFJ4D25LNRLGCHFG6CLEFKJ3QGQC
UZ5623MOLKBTGBSRBJ4OBOEI4IEZSPV3NCV2DRMUZ3CHHJQVHIIAC
PL6I2CMSTHY5ZHWVMIQE5YTM5S5VPKBNZM6QJVHZSSKOJGIJ5W4AC
RPOZZWKG5GLPHVZZ7ZKMKS64ZMV2LDCQSARBJFJ6FZOTOKCQO7FAC
AUXVWXWIFSTWFA6VZXN2FMG7FQEKRZVV6MD32VQQ7J2RKCXHAVGAC
MPMVK6J5UQUFJ75SNRSPIBBSRTH67ZPDZKPZUF3RZRFKSERS62AAC
LG7XJWUXOV4ZBMOTZX7R5NUC5IONVNCF5O42M4QVYLHNZ62AV25AC
PM65H4V4GNPVIJFUQW57DC3VDB7TRUUNXKVZONQKEFZSK3AXX5GQC
MSQI3TH6T62JAXQGLL52QZCWAMC372TGB6ZNNRDGUGMJKBNNV2VAC
B62ICMDTN5V7R7RBL4JALFVKEMVOOVLRSJASRNYS6CGFWBEEF5JQC
OYTCBRC7LE44EUVRZVYTOOVKQWJ6P6YE3FXTOGUTNKEMLNWPHKSQC
ASLW3Z5PAVZSWJEMMMVZT226P44EKSAD47QS72JIFJESAI3RPN3AC
SDLKLUNFGVKDS55DDJZCBAVIB7NL3RRYPTACAY65SCUQKV6APFSAC
ZP2KE7A2LE7Z2S7AC45WE4CXDSEVDTWIMV2EM4IBUKXYJIDU6R7QC
FIYBXLWALQINNQTHG2KNDUUTAQAZRDDLXW2XOVSKDKBADJ3XCJ4AC
F3JXHG37SKCXMJVQCR7EWRNHABPOLNOHE3MRUIRT2EPMZG2MCMFQC
HFEFKHVV2ULXS6ZEFNX6ZXXUJKME5L2PITQ3VRTKMRUOU3DHXXWQC
S34LKQDIQJLIWVIPASOJBBZ6ZCXDHP5KPS7TRBZJSCDRVNCLK6UAC
22MF6OUN62WDBJR5QFNJTKU7Q5TIQ76XWCEIRBFWAZDMZUSKJGCAC
3523HSJ5BHDJWA4LG27ZJS3QAECBV3NDHUUPIEEU5FVT33L2TGEAC
ZUC3U5KUXZOC2B2WWYGEZRVNLNJEJ7KL56UUMZY44VOOBG2H6ETAC
ATDAT2AONG2BDLZFBJZB4WVNRUFQAU7RDIVUBAZ6STAV62NX5R4AC
LLA7OZDQJ3S2YKGNNDD6K3VP3FPMQLZX3IUO4WDJQVJHGKGCCUZQC
UADYVV3UD5ERJTZZJGY4EUQ4NJ2JSBG7YYUJ75ZRBIXRQXQKOJPAC
UDDZ7BNFAK3BDG5UIOMEDWGH4XRJOWV4AERTZOJ7VT6IOKBP4EIQC
CAGCTYIUYWDHQAJOLVLKOEV5HG6K5ZG7IDHONLIG6BDNCWZJAK4AC
R6XS2HO5QX2FJUGL5UQQRNETKCMYWTUFPHPPS5SYWK3OQA4UDUQQC
}
static void _spread_fire(const cloud_struct &cloud)
{
int make_flames = one_chance_in(5);
for ( adjacent_iterator ai(cloud.pos); ai; ++ai )
{
if (!in_bounds(*ai)
|| env.cgrid(*ai) != EMPTY_CLOUD
|| is_sanctuary(*ai))
continue;
// burning trees produce flames all around
if (!grid_is_solid(*ai) && make_flames)
_place_new_cloud( CLOUD_FIRE, *ai, cloud.decay/2+1, cloud.whose,
cloud.killer, cloud.spread_rate );
// forest fire doesn't spread in all directions at once,
// every neighbouring square gets a separate roll
if (grd(*ai) == DNGN_TREES && one_chance_in(20))
{
if (see_grid(*ai))
mpr("The forest fire spreads!");
grd(*ai) = DNGN_FLOOR;
_place_new_cloud( cloud.type, *ai, random2(30)+25, cloud.whose,
cloud.killer, cloud.spread_rate );
}
}
if (see_grid(pos()))
emit_message(MSGCH_PLAIN, "The wax bubbles and burns!");
else if (player_can_smell())
emit_message(MSGCH_PLAIN, "You smell burning wax.");
if (feat == DNGN_WAX_WALL)
{
if (see_grid(pos()))
emit_message(MSGCH_PLAIN, "The wax bubbles and burns!");
else if (player_can_smell())
emit_message(MSGCH_PLAIN, "You smell burning wax.");
place_cloud(CLOUD_FIRE, pos(), random2(10)+15, whose_kill(), killer());
}
else
{
if (see_grid(pos()))
emit_message(MSGCH_PLAIN, "The tree burns like a torch!");
else if (player_can_smell())
emit_message(MSGCH_PLAIN, "You smell burning wood.");
if (whose_kill() == KC_YOU)
did_god_conduct(DID_KILL_PLANT, 1, effect_known, 0);
else if (whose_kill() == KC_FRIENDLY)
did_god_conduct(DID_ALLY_KILLED_PLANT, 1, effect_known, 0);
place_cloud(CLOUD_FOREST_FIRE, pos(), random2(30)+25, whose_kill(), killer(), 5);
}