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