setmangry() and wakeup() were being used for multiple purposes. Add an extra parameter to track which. This fixes several minor bugs (e.g. whether monsters with no eyes were angered by (useless) gaze attacks against them previously depended on the state of a UI option, and the Minetown guards would be annoyed if you used a cursed scroll of tame monster on a shopkeeper). It's also a prerequisite for the Elbereth changes I'm working on.
754 lines
29 KiB
C
754 lines
29 KiB
C
/* NetHack 3.6 explode.c $NHDT-Date: 1450915435 2015/12/24 00:03:55 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.45 $ */
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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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/* Note: Arrays are column first, while the screen is row first */
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static int explosion[3][3] = { { 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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/* 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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* Important note about Half_physical_damage:
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* Unlike losehp(), explode() makes the Half_physical_damage adjustments
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* itself, so the caller should never have done that ahead of time.
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* It has to be done this way because the damage value is applied to
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* things beside the player. Care is taken within explode() to ensure
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* that Half_physical_damage only affects the damage applied to the hero.
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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; passes -(wand typ) for some WAND_CLASS */
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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 = (const char *) 0;
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int idamres, idamnonres;
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struct monst *mtmp, *mdef = 0;
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uchar adtyp;
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int explmask[3][3]; /* 0=normal explosion, 1=do shieldeff, 2=do nothing */
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boolean shopdamage = FALSE, generic = FALSE, physical_dmg = FALSE,
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do_hallu = FALSE, inside_engulfer;
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char hallu_buf[BUFSZ];
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short exploding_wand_typ = 0;
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if (olet == WAND_CLASS) { /* retributive strike */
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/* 'type' is passed as (wand's object type * -1); save
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object type and convert 'type' itself to zap-type */
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if (type < 0) {
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type = -type;
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exploding_wand_typ = (short) type;
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/* most attack wands produce specific explosions;
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other types produce a generic magical explosion */
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if (objects[type].oc_dir == RAY
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&& type != WAN_DIGGING && type != WAN_SLEEP) {
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type -= WAN_MAGIC_MISSILE;
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if (type < 0 || type > 9) {
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impossible("explode: wand has bad zap type (%d).", type);
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type = 0;
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}
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} else
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type = 0;
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}
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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:
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damu /= 5;
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break;
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case PM_HEALER:
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case PM_KNIGHT:
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damu /= 2;
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break;
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default:
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break;
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}
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}
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/* muse_unslime: SCR_FIRE */
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if (expltype < 0) {
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/* hero gets credit/blame for killing this monster, not others */
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mdef = m_at(x, y);
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expltype = -expltype;
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}
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/* if hero is engulfed and caused the explosion, only hero and
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engulfer will be affected */
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inside_engulfer = (u.uswallow && type >= 0);
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if (olet == MON_EXPLODE) {
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str = killer.name;
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do_hallu = Hallucination && strstri(str, "'s explosion");
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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:
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str = "magical blast";
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adtyp = AD_MAGM;
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break;
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case 1:
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str = (olet == BURNING_OIL) ? "burning oil"
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: (olet == SCROLL_CLASS) ? "tower of flame" : "fireball";
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/* fire damage, not physical damage */
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adtyp = AD_FIRE;
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break;
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case 2:
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str = "ball of cold";
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adtyp = AD_COLD;
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break;
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case 4:
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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:
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str = "ball of lightning";
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adtyp = AD_ELEC;
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break;
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case 6:
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str = "poison gas cloud";
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adtyp = AD_DRST;
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break;
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case 7:
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str = "splash of acid";
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adtyp = AD_ACID;
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break;
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default:
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impossible("explosion base type %d?", type);
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return;
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}
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any_shield = visible = FALSE;
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for (i = 0; i < 3; i++)
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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)
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|| 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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physical_dmg = TRUE;
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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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if (!mtmp && i + x - 1 == u.ux && j + y - 1 == u.uy)
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mtmp = u.usteed;
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if (mtmp) {
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if (mtmp->mhp < 1)
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explmask[i][j] = 2;
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else
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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)
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|| is_demon(mtmp->data)
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|| is_vampshifter(mtmp))
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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(
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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))
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visible = TRUE;
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if (explmask[i][j] == 1)
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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++)
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for (j = 0; j < 3; j++) {
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if (explmask[i][j] == 2)
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continue;
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tmp_at(starting ? DISP_BEAM : DISP_CHANGE,
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explosion_to_glyph(expltype, explosion[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 && flags.sparkle) { /* simulate shield effect */
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for (k = 0; k < SHIELD_COUNT; k++) {
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for (i = 0; i < 3; i++)
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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++)
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for (j = 0; j < 3; j++) {
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if (explmask[i][j] == 1)
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show_glyph(
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i + x - 1, j + y - 1,
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explosion_to_glyph(expltype, explosion[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 (!Deaf && olet != SCROLL_CLASS)
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You_hear("a blast.");
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}
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if (dam)
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for (i = 0; i < 3; i++)
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for (j = 0; j < 3; j++) {
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if (explmask[i][j] == 2)
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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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/* for inside_engulfer, only <u.ux,u.uy> is affected */
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else if (inside_engulfer)
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continue;
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idamres = idamnonres = 0;
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if (type >= 0 && !u.uswallow)
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(void) zap_over_floor((xchar) (i + x - 1),
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(xchar) (j + y - 1), type,
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&shopdamage, exploding_wand_typ);
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mtmp = m_at(i + x - 1, j + y - 1);
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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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if (!mtmp)
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continue;
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if (do_hallu) {
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/* replace "gas spore" with a different description
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for each target (we can't distinguish personal names
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like "Barney" here in order to suppress "the" below,
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so avoid any which begins with a capital letter) */
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do {
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Sprintf(hallu_buf, "%s explosion",
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s_suffix(rndmonnam((char *) 0)));
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} while (*hallu_buf != lowc(*hallu_buf));
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str = hallu_buf;
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}
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if (u.uswallow && mtmp == u.ustuck) {
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const char *adj = (char *) 0;
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if (is_animal(u.ustuck->data)) {
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switch (adtyp) {
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case AD_FIRE:
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adj = "heartburn";
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break;
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case AD_COLD:
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adj = "chilly";
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break;
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case AD_DISN:
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if (olet == WAND_CLASS)
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adj = "irradiated by pure energy";
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else
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adj = "perforated";
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break;
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case AD_ELEC:
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adj = "shocked";
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break;
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case AD_DRST:
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adj = "poisoned";
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break;
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case AD_ACID:
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adj = "an upset stomach";
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break;
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default:
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adj = "fried";
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break;
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}
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pline("%s gets %s!", Monnam(u.ustuck), adj);
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} else {
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switch (adtyp) {
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case AD_FIRE:
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adj = "toasted";
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break;
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case AD_COLD:
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adj = "chilly";
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break;
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case AD_DISN:
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if (olet == WAND_CLASS)
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adj = "overwhelmed by pure energy";
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else
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adj = "perforated";
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break;
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case AD_ELEC:
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adj = "shocked";
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break;
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case AD_DRST:
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adj = "intoxicated";
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break;
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case AD_ACID:
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adj = "burned";
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break;
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default:
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adj = "fried";
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break;
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}
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pline("%s gets slightly %s!", Monnam(u.ustuck), adj);
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}
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} else if (cansee(i + x - 1, j + y - 1)) {
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if (mtmp->m_ap_type)
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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
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* 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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/* inside_engulfer: <i+x-1,j+y-1> == <u.ux,u.uy> */
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if (cansee(i + x - 1, j + y - 1) || inside_engulfer)
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pline("%s resists the %s!", Monnam(mtmp), str);
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mdam = (dam + 1) / 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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if (!context.mon_moving) {
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killed(mtmp);
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} else if (mdef && mtmp == mdef) {
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/* 'mdef' killed self trying to cure being turned
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* into slime due to some action by the player.
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* Hero gets the credit (experience) and most of
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* the blame (possible loss of alignment and/or
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* luck and/or telepathy depending on mtmp) but
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* doesn't break pacifism. xkilled()'s message
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* would be "you killed <mdef>" so give our own.
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*/
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if (cansee(mtmp->mx, mtmp->my) || canspotmon(mtmp))
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pline("%s is %s!", Monnam(mtmp),
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nonliving(mtmp->data) ? "destroyed"
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: "killed");
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xkilled(mtmp, XKILL_NOMSG | XKILL_NOCONDUCT);
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} else
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monkilled(mtmp, "", (int) adtyp);
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} else if (!context.mon_moving) {
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/* all affected monsters, even if mdef is set */
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setmangry(mtmp, TRUE);
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}
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}
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/* Do your injury last */
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if (uhurt) {
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/* give message for any monster-induced explosion
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or player-induced one other than scroll of fire */
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if (flags.verbose && (type < 0 || olet != SCROLL_CLASS)) {
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if (do_hallu) { /* (see explanation above) */
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do {
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Sprintf(hallu_buf, "%s explosion",
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s_suffix(rndmonnam((char *) 0)));
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} while (*hallu_buf != lowc(*hallu_buf));
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str = hallu_buf;
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}
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You("are caught in the %s!", str);
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iflags.last_msg = PLNMSG_CAUGHT_IN_EXPLOSION;
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}
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/* do property damage first, in case we end up leaving bones */
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if (adtyp == AD_FIRE)
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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 (adtyp == AD_PHYS || physical_dmg)
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damu = Maybe_Half_Phys(damu);
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if (adtyp == AD_FIRE)
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(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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context.botl = 1;
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}
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|
|
if (u.uhp <= 0 || (Upolyd && u.mh <= 0)) {
|
|
if (Upolyd) {
|
|
rehumanize();
|
|
} else {
|
|
if (olet == MON_EXPLODE) {
|
|
if (generic) /* explosion was unseen; str=="explosion", */
|
|
; /* killer.name=="gas spore's explosion" */
|
|
else if (str != killer.name && str != hallu_buf)
|
|
Strcpy(killer.name, str);
|
|
killer.format = KILLED_BY_AN;
|
|
} else if (type >= 0 && olet != SCROLL_CLASS) {
|
|
killer.format = NO_KILLER_PREFIX;
|
|
Sprintf(killer.name, "caught %sself in %s own %s", uhim(),
|
|
uhis(), str);
|
|
} else {
|
|
killer.format = (!strcmpi(str, "tower of flame")
|
|
|| !strcmpi(str, "fireball"))
|
|
? KILLED_BY_AN
|
|
: KILLED_BY;
|
|
Strcpy(killer.name, str);
|
|
}
|
|
if (iflags.last_msg == PLNMSG_CAUGHT_IN_EXPLOSION
|
|
|| iflags.last_msg == PLNMSG_TOWER_OF_FLAME) /*seffects()*/
|
|
pline("It is fatal.");
|
|
else
|
|
pline_The("%s is fatal.", str);
|
|
/* 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",
|
|
FALSE);
|
|
}
|
|
|
|
/* explosions are noisy */
|
|
i = dam * dam;
|
|
if (i < 50)
|
|
i = 50; /* in case random damage is very small */
|
|
if (inside_engulfer)
|
|
i = (i + 3) / 4;
|
|
wake_nearto(x, y, i);
|
|
}
|
|
|
|
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)
|
|
*/
|
|
|
|
/* returns number of scattered objects */
|
|
long
|
|
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 individual_object = obj ? TRUE : FALSE;
|
|
struct monst *mtmp;
|
|
struct scatter_chain *stmp, *stmp2 = 0;
|
|
struct scatter_chain *schain = (struct scatter_chain *) 0;
|
|
long total = 0L;
|
|
|
|
while ((otmp = individual_object ? obj : level.objects[sx][sy]) != 0) {
|
|
if (otmp->quan > 1L) {
|
|
qtmp = otmp->quan - 1L;
|
|
if (qtmp > LARGEST_INT)
|
|
qtmp = LARGEST_INT;
|
|
qtmp = (long) rnd((int) qtmp);
|
|
otmp = splitobj(otmp, qtmp);
|
|
} else {
|
|
obj = (struct obj *) 0; /* all used */
|
|
}
|
|
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) {
|
|
if (cansee(sx, sy))
|
|
pline("%s apart.", Tobjnam(otmp, "break"));
|
|
else
|
|
You_hear("stone breaking.");
|
|
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);
|
|
if (cansee(sx, sy))
|
|
pline("%s.", Tobjnam(otmp, "crumble"));
|
|
else
|
|
You_hear("stone crumbling.");
|
|
(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) {
|
|
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);
|
|
}
|
|
|
|
/* lit potion of oil is exploding; extinguish it as a light source before
|
|
possibly killing the hero and attempting to save bones */
|
|
void
|
|
explode_oil(obj, x, y)
|
|
struct obj *obj;
|
|
int x, y;
|
|
{
|
|
if (!obj->lamplit)
|
|
impossible("exploding unlit oil");
|
|
end_burn(obj, TRUE);
|
|
splatter_burning_oil(x, y);
|
|
}
|
|
|
|
/*explode.c*/
|