/* SCCS Id: @(#)explode.c 3.4 2000/07/07 */ /* Copyright (C) 1990 by Ken Arromdee */ /* NetHack may be freely redistributed. See license for details. */ #include "hack.h" #ifdef OVL0 /* Note: Arrays are column first, while the screen is row first */ static int expl[3][3] = { { S_explode1, S_explode4, S_explode7 }, { S_explode2, S_explode5, S_explode8 }, { S_explode3, S_explode6, S_explode9 } }; /* Note: I had to choose one of three possible kinds of "type" when writing * this function: a wand type (like in zap.c), an adtyp, or an object type. * Wand types get complex because they must be converted to adtyps for * determining such things as fire resistance. Adtyps get complex in that * they don't supply enough information--was it a player or a monster that * did it, and with a wand, spell, or breath weapon? Object types share both * these disadvantages.... */ void explode(x, y, type, dam, olet, expltype) int x, y; int type; /* the same as in zap.c */ int dam; char olet; int expltype; { int i, j, k, damu = dam; boolean starting = 1; boolean visible, any_shield; int uhurt = 0; /* 0=unhurt, 1=items damaged, 2=you and items damaged */ const char *str; int idamres, idamnonres; struct monst *mtmp; uchar adtyp; int explmask[3][3]; /* 0=normal explosion, 1=do shieldeff, 2=do nothing */ boolean shopdamage = FALSE; boolean generic = FALSE; if (olet == WAND_CLASS) /* retributive strike */ switch (Role_switch) { case PM_PRIEST: case PM_MONK: case PM_WIZARD: damu /= 5; break; case PM_HEALER: case PM_KNIGHT: damu /= 2; break; default: break; } if (olet == MON_EXPLODE) { str = killer; killer = 0; /* set again later as needed */ adtyp = AD_PHYS; } else switch (abs(type) % 10) { case 0: str = "magical blast"; adtyp = AD_MAGM; break; case 1: str = olet == BURNING_OIL ? "burning oil" : olet == SCROLL_CLASS ? "tower of flame" : "fireball"; adtyp = AD_FIRE; break; case 2: str = "ball of cold"; adtyp = AD_COLD; break; case 4: str = (olet == WAND_CLASS) ? "death field" : "disintegration field"; adtyp = AD_DISN; break; case 5: str = "ball of lightning"; adtyp = AD_ELEC; break; case 6: str = "poison gas cloud"; adtyp = AD_DRST; break; case 7: str = "splash of acid"; adtyp = AD_ACID; break; default: impossible("explosion base type %d?", type); return; } any_shield = visible = FALSE; for (i=0; i<3; i++) for (j=0; j<3; j++) { if (!isok(i+x-1, j+y-1)) { explmask[i][j] = 2; continue; } else explmask[i][j] = 0; if (i+x-1 == u.ux && j+y-1 == u.uy) { switch(adtyp) { case AD_PHYS: explmask[i][j] = 0; break; case AD_MAGM: explmask[i][j] = !!Antimagic; break; case AD_FIRE: explmask[i][j] = !!Fire_resistance; break; case AD_COLD: explmask[i][j] = !!Cold_resistance; break; case AD_DISN: explmask[i][j] = (olet == WAND_CLASS) ? !!(nonliving(youmonst.data) || is_demon(youmonst.data)) : !!Disint_resistance; break; case AD_ELEC: explmask[i][j] = !!Shock_resistance; break; case AD_DRST: explmask[i][j] = !!Poison_resistance; break; case AD_ACID: explmask[i][j] = !!Acid_resistance; break; default: impossible("explosion type %d?", adtyp); break; } } /* can be both you and mtmp if you're swallowed */ mtmp = m_at(i+x-1, j+y-1); #ifdef STEED if (!mtmp && i+x-1 == u.ux && j+y-1 == u.uy) mtmp = u.usteed; #endif if (mtmp) { if (mtmp->mhp < 1) explmask[i][j] = 2; else switch(adtyp) { case AD_PHYS: break; case AD_MAGM: explmask[i][j] |= resists_magm(mtmp); break; case AD_FIRE: explmask[i][j] |= resists_fire(mtmp); break; case AD_COLD: explmask[i][j] |= resists_cold(mtmp); break; case AD_DISN: explmask[i][j] |= (olet == WAND_CLASS) ? (nonliving(mtmp->data) || is_demon(mtmp->data)) : resists_disint(mtmp); break; case AD_ELEC: explmask[i][j] |= resists_elec(mtmp); break; case AD_DRST: explmask[i][j] |= resists_poison(mtmp); break; case AD_ACID: explmask[i][j] |= resists_acid(mtmp); break; default: impossible("explosion type %d?", adtyp); break; } } if (mtmp && cansee(i+x-1,j+y-1) && !canspotmon(mtmp)) map_invisible(i+x-1, j+y-1); else if (!mtmp && glyph_is_invisible(levl[i+x-1][j+y-1].glyph)) { unmap_object(i+x-1, j+y-1); newsym(i+x-1, j+y-1); } if (cansee(i+x-1, j+y-1)) visible = TRUE; if (explmask[i][j] == 1) any_shield = TRUE; } if (visible) { /* Start the explosion */ for (i=0; i<3; i++) for (j=0; j<3; j++) { if (explmask[i][j] == 2) continue; tmp_at(starting ? DISP_BEAM : DISP_CHANGE, explosion_to_glyph(expltype,expl[i][j])); tmp_at(i+x-1, j+y-1); starting = 0; } curs_on_u(); /* will flush screen and output */ if (any_shield) { /* simulate a shield effect */ for (k = 0; k < SHIELD_COUNT; k++) { for (i=0; i<3; i++) for (j=0; j<3; j++) { if (explmask[i][j] == 1) /* * Bypass tmp_at() and send the shield glyphs * directly to the buffered screen. tmp_at() * will clean up the location for us later. */ show_glyph(i+x-1, j+y-1, cmap_to_glyph(shield_static[k])); } curs_on_u(); /* will flush screen and output */ delay_output(); } /* Cover last shield glyph with blast symbol. */ for (i=0; i<3; i++) for (j=0; j<3; j++) { if (explmask[i][j] == 1) show_glyph(i+x-1,j+y-1, explosion_to_glyph(expltype, expl[i][j])); } } else { /* delay a little bit. */ delay_output(); delay_output(); } tmp_at(DISP_END, 0); /* clear the explosion */ } else { if (olet == MON_EXPLODE) { str = "explosion"; generic = TRUE; } if (flags.soundok) You_hear("a blast."); } if (dam) for (i=0; i<3; i++) for (j=0; j<3; j++) { if (explmask[i][j] == 2) continue; if (i+x-1 == u.ux && j+y-1 == u.uy) uhurt = (explmask[i][j] == 1) ? 1 : 2; idamres = idamnonres = 0; if (type >= 0) (void)zap_over_floor((xchar)(i+x-1), (xchar)(j+y-1), type, &shopdamage); mtmp = m_at(i+x-1, j+y-1); #ifdef STEED if (!mtmp && i+x-1 == u.ux && j+y-1 == u.uy) mtmp = u.usteed; #endif if (!mtmp) continue; if (u.uswallow && mtmp == u.ustuck) { if (is_animal(u.ustuck->data)) pline("%s gets %s!", Monnam(u.ustuck), (adtyp == AD_FIRE) ? "heartburn" : (adtyp == AD_COLD) ? "chilly" : (adtyp == AD_DISN) ? ((olet == WAND_CLASS) ? "irradiated by pure energy" : "perforated") : (adtyp == AD_ELEC) ? "shocked" : (adtyp == AD_DRST) ? "poisoned" : (adtyp == AD_ACID) ? "an upset stomach" : "fried"); else pline("%s gets slightly %s!", Monnam(u.ustuck), (adtyp == AD_FIRE) ? "toasted" : (adtyp == AD_COLD) ? "chilly" : (adtyp == AD_DISN) ? ((olet == WAND_CLASS) ? "overwhelmed by pure energy" : "perforated") : (adtyp == AD_ELEC) ? "shocked" : (adtyp == AD_DRST) ? "intoxicated" : (adtyp == AD_ACID) ? "burned" : "fried"); } else if (cansee(i+x-1, j+y-1)) { if(mtmp->m_ap_type) seemimic(mtmp); pline("%s is caught in the %s!", Monnam(mtmp), str); } idamres += destroy_mitem(mtmp, SCROLL_CLASS, (int) adtyp); idamres += destroy_mitem(mtmp, SPBOOK_CLASS, (int) adtyp); idamnonres += destroy_mitem(mtmp, POTION_CLASS, (int) adtyp); idamnonres += destroy_mitem(mtmp, WAND_CLASS, (int) adtyp); idamnonres += destroy_mitem(mtmp, RING_CLASS, (int) adtyp); if (explmask[i][j] == 1) { golemeffects(mtmp, (int) adtyp, dam + idamres); mtmp->mhp -= idamnonres; } else { /* call resist with 0 and do damage manually so 1) we can * get out the message before doing the damage, and 2) we can * call mondied, not killed, if it's not your blast */ int mdam = dam; if (resist(mtmp, olet, 0, FALSE)) { if (cansee(i+x-1,j+y-1)) pline("%s resists the %s!", Monnam(mtmp), str); mdam = dam/2; } if (mtmp == u.ustuck) mdam *= 2; if (resists_cold(mtmp) && adtyp == AD_FIRE) mdam *= 2; else if (resists_fire(mtmp) && adtyp == AD_COLD) mdam *= 2; mtmp->mhp -= mdam; mtmp->mhp -= (idamres + idamnonres); } if (mtmp->mhp <= 0) { /* KMH -- Don't blame the player for pets killing gas spores */ if (!flags.mon_moving) killed(mtmp); else monkilled(mtmp, "", (int)adtyp); } else if (!flags.mon_moving) setmangry(mtmp); } /* Do your injury last */ if (uhurt) { if ((type >= 0 || adtyp == AD_PHYS) && /* gas spores */ flags.verbose && olet != SCROLL_CLASS) You("are caught in the %s!", str); /* do property damage first, in case we end up leaving bones */ if (adtyp == AD_FIRE) burn_away_slime(); if (Invulnerable) { damu = 0; You("are unharmed!"); } else if (Half_physical_damage && adtyp == AD_PHYS) damu = (damu+1) / 2; if (adtyp == AD_FIRE) (void) burnarmor(&youmonst); destroy_item(SCROLL_CLASS, (int) adtyp); destroy_item(SPBOOK_CLASS, (int) adtyp); destroy_item(POTION_CLASS, (int) adtyp); destroy_item(RING_CLASS, (int) adtyp); destroy_item(WAND_CLASS, (int) adtyp); ugolemeffects((int) adtyp, damu); if (uhurt == 2) { if (Upolyd) u.mh -= damu; else u.uhp -= damu; flags.botl = 1; } if (u.uhp <= 0 || (Upolyd && u.mh <= 0)) { if (Upolyd) { rehumanize(); } else { if (olet == MON_EXPLODE) { /* killer handled by caller */ if (str != killer_buf && !generic) Strcpy(killer_buf, str); killer_format = KILLED_BY_AN; } else if (type >= 0 && olet != SCROLL_CLASS) { killer_format = NO_KILLER_PREFIX; Sprintf(killer_buf, "caught %sself in %s own %s", uhim(), uhis(), str); } else { killer_format = KILLED_BY; Strcpy(killer_buf, str); } killer = killer_buf; /* Known BUG: BURNING suppresses corpse in bones data, but done does not handle killer reason correctly */ done((adtyp == AD_FIRE) ? BURNING : DIED); } } exercise(A_STR, FALSE); } if (shopdamage) { pay_for_damage(adtyp == AD_FIRE ? "burn away" : adtyp == AD_COLD ? "shatter" : adtyp == AD_DISN ? "disintegrate" : "destroy"); } /* explosions are noisy */ i = dam * dam; if (i < 50) i = 50; /* in case random damage is very small */ wake_nearto(x, y, i); } #endif /* OVL0 */ #ifdef OVL1 struct scatter_chain { struct scatter_chain *next; /* pointer to next scatter item */ struct obj *obj; /* pointer to the object */ xchar ox; /* location of */ xchar oy; /* item */ schar dx; /* direction of */ schar dy; /* travel */ int range; /* range of object */ boolean stopped; /* flag for in-motion/stopped */ }; /* * scflags: * VIS_EFFECTS Add visual effects to display * MAY_HITMON Objects may hit monsters * MAY_HITYOU Objects may hit hero * MAY_HIT Objects may hit you or monsters * MAY_DESTROY Objects may be destroyed at random * MAY_FRACTURE Stone objects can be fractured (statues, boulders) */ void scatter(sx,sy,blastforce,scflags, obj) int sx,sy; /* location of objects to scatter */ int blastforce; /* force behind the scattering */ unsigned int scflags; struct obj *obj; /* only scatter this obj */ { register struct obj *otmp; register int tmp; int farthest = 0; uchar typ; long qtmp; boolean used_up; boolean split_up = FALSE; boolean individual_object = obj ? TRUE : FALSE; struct monst *mtmp; struct scatter_chain *stmp, *stmp2 = 0; struct scatter_chain *schain = (struct scatter_chain *)0; while ((otmp = individual_object ? obj : level.objects[sx][sy]) != 0) { if (otmp->quan > 1L) { qtmp = otmp->quan - 1; if (qtmp > LARGEST_INT) qtmp = LARGEST_INT; qtmp = (long)rnd((int)qtmp); otmp = splitobj(otmp, qtmp); if (rn2(qtmp)) split_up = TRUE; else split_up = FALSE; } else split_up = FALSE; if (individual_object) { if (split_up) { obj = otmp; } else obj = (struct obj *)0; } obj_extract_self(otmp); used_up = FALSE; /* 9 in 10 chance of fracturing boulders or statues */ if ((scflags & MAY_FRACTURE) && ((otmp->otyp == BOULDER) || (otmp->otyp == STATUE)) && rn2(10)) { if (otmp->otyp == BOULDER) { pline("%s apart.", Tobjnam(otmp, "break")); fracture_rock(otmp); place_object(otmp, sx, sy); if ((otmp = sobj_at(BOULDER, sx, sy)) != 0) { /* another boulder here, restack it to the top */ obj_extract_self(otmp); place_object(otmp, sx, sy); } } else { struct trap *trap; if ((trap = t_at(sx,sy)) && trap->ttyp == STATUE_TRAP) deltrap(trap); pline("%s.", Tobjnam(otmp, "crumble")); (void) break_statue(otmp); place_object(otmp, sx, sy); /* put fragments on floor */ } used_up = TRUE; /* 1 in 10 chance of destruction of obj; glass, egg destruction */ } else if ((scflags & MAY_DESTROY) && (!rn2(10) || (objects[otmp->otyp].oc_material == GLASS || otmp->otyp == EGG))) { if (breaks(otmp, (xchar)sx, (xchar)sy)) used_up = TRUE; } if (!used_up) { stmp = (struct scatter_chain *) alloc(sizeof(struct scatter_chain)); stmp->next = (struct scatter_chain *)0; stmp->obj = otmp; stmp->ox = sx; stmp->oy = sy; tmp = rn2(8); /* get the direction */ stmp->dx = xdir[tmp]; stmp->dy = ydir[tmp]; tmp = blastforce - (otmp->owt/40); if (tmp < 1) tmp = 1; stmp->range = rnd(tmp); /* anywhere up to that determ. by wt */ if (farthest < stmp->range) farthest = stmp->range; stmp->stopped = FALSE; if (!schain) schain = stmp; else stmp2->next = stmp; stmp2 = stmp; } } while (farthest-- > 0) { for (stmp = schain; stmp; stmp = stmp->next) { if ((stmp->range-- > 0) && (!stmp->stopped)) { bhitpos.x = stmp->ox + stmp->dx; bhitpos.y = stmp->oy + stmp->dy; typ = levl[bhitpos.x][bhitpos.y].typ; if(!isok(bhitpos.x, bhitpos.y)) { bhitpos.x -= stmp->dx; bhitpos.y -= stmp->dy; stmp->stopped = TRUE; } else if(!ZAP_POS(typ) || closed_door(bhitpos.x, bhitpos.y)) { bhitpos.x -= stmp->dx; bhitpos.y -= stmp->dy; stmp->stopped = TRUE; } else if ((mtmp = m_at(bhitpos.x, bhitpos.y)) != 0) { if (scflags & MAY_HITMON) { stmp->range--; if (ohitmon(mtmp, stmp->obj, 1, FALSE)) { stmp->obj = (struct obj *)0; stmp->stopped = TRUE; } } } else if (bhitpos.x==u.ux && bhitpos.y==u.uy) { if (scflags & MAY_HITYOU) { int hitvalu, hitu; if (multi) nomul(0); hitvalu = 8 + stmp->obj->spe; if (bigmonst(youmonst.data)) hitvalu++; hitu = thitu(hitvalu, dmgval(stmp->obj, &youmonst), stmp->obj, (char *)0); if (hitu) { stmp->range -= 3; stop_occupation(); } } } else { if (scflags & VIS_EFFECTS) { /* tmp_at(bhitpos.x, bhitpos.y); */ /* delay_output(); */ } } stmp->ox = bhitpos.x; stmp->oy = bhitpos.y; } } } for (stmp = schain; stmp; stmp = stmp2) { int x,y; stmp2 = stmp->next; x = stmp->ox; y = stmp->oy; if (stmp->obj) { place_object(stmp->obj, x, y); stackobj(stmp->obj); } free((genericptr_t)stmp); newsym(x,y); } } /* * Splatter burning oil from x,y to the surrounding area. * * This routine should really take a how and direction parameters. * The how is how it was caused, e.g. kicked verses thrown. The * direction is which way to spread the flaming oil. Different * "how"s would give different dispersal patterns. For example, * kicking a burning flask will splatter differently from a thrown * flask hitting the ground. * * For now, just perform a "regular" explosion. */ void splatter_burning_oil(x, y) int x, y; { /* ZT_SPELL(ZT_FIRE) = ZT_SPELL(AD_FIRE-1) = 10+(2-1) = 11 */ #define ZT_SPELL_O_FIRE 11 /* value kludge, see zap.c */ explode(x, y, ZT_SPELL_O_FIRE, d(4,4), BURNING_OIL, EXPL_FIERY); } #endif /* OVL1 */ /*explode.c*/