Files
nethack/src/explode.c
Erik Lunna eb22a81088 Refactor, unify, and nerf item destruction
Note: Original change is from xNetHack by copperwater <aosdict@gmail.com>,
      but this commit comes from HACKEM-MUCHE by Erik Lunna, with
      some minor code formatting.

From xNetHack commit a0a6103bea:

'The original goal: nerf item destruction using a method I initially
 proposed for SpliceHack, in which the number of items subject to
 damage from any single source is limited by the amount of damage the
 effect caused. The intent was to be more fair all around and prevent
 aggravating situations where, for instance, a chest shock trap zaps
 you for 4 damage and immediately ten of your rings and wands blow up.

 Problem 1: no easy way to limit the items destroyed without biasing
 heavily towards the start of the invent chain. The old code was able
 to get away without bias by just indiscriminately destroying
 everything eligible with a 1/3 chance. Here, I had to introduce
 reservoir sampling in a somewhat more complex form than I've applied
 it elsewhere, since there are a pool of potential items.

 Problem 2: destroy_item no longer worked remotely like destroy_mitem,
 which still destroyed 1/3 of items indiscriminately. Commence the
 process of squishing them into one function that handles both the
 player and monsters. (Which required making a lot of adjustments to
 destroy_one_item, now named maybe_destroy_item, on nits such as
 messaging and when to negate damage. An annoying consequence of the
 merge is that in the player case, their HP is deducted and they can
 be killed directly, but for monsters they need to add up the
 destruction damage and return it.)

 Unifying destroy_item and destroy_mitem has some advantages: in
 addition to the obvious code duplication removal, it ensures monsters
 now take the same damage as players for destruction (previously they
 took a piddly 1 damage per destroyed item). Now when you hit
 something with Mjollnir and their coveted wand of death breaks apart
 and explodes, you at least get the satisfaction of knowing they took
 the standard amount of damage from it.  Monsters also now get
 symmetry with players in having extrinsic elemental resistance
 protect them from item destruction, and damage negation from item
 destruction if they were appropriately resistant.

 Problem 3: a lot of callers didn't preserve the "amount of incoming
 damage" that this refactor relies on. E.g. if the defender resisted
 that element, the local dmg variable would be set to 0. So I had to
 do some wrangling with callers to save that original damage
 value. The rule of thumb is: all *incoming* damage counts. So that
 includes the player's spellcasting bonus if applicable, but not
 things like half damage, negation due to resistance, or extra damage
 due to being vulnerable to cold/fire.

 Then I figured, while I'm here let's get rid of all those silly cases
 where destroy_items is called multiple times for various different
 object classes, and cut the object class parameter out of it. This
 has a few minor effects:

 - Places where different object classes previously rolled
   independently for destruction to happen at all now roll
   once. (Which, by my calculation, generally means less incidences of
   destruction - a fire attack now won't have three separate chances
   to hit your scrolls, potions, and spellbooks. On the flip side, a
   lucky roll will no longer save an entire object class in your
   inventory.)

 - Callers can no longer specify different probabilities for
   destroying different object classes. The only place this was really
   used was to call destroy_item with a slightly lower probability on
   SPBOOK_CLASS.  With the nerf in this commit, less of them ought to
   be destroyed anyway.

 - A very edge case of where explosion-vs-monster damage was totted up
   differently for golems, which could result in differences of a hit
   point here or there.

 - All object classes being processed in one go means that less items
   are destroyed than would be if they were still processed
   independently.  This is not really visible compared to the old
   baseline of just destroying 33% of everything, but would be a
   marked difference versus a copy of the game that still called
   destroy_items separately for different object classes. To
   compensate, I adjusted my planned damage-to-destruction-limit
   scaling factor down from 8 to 5.

 Not done: merging in ignite_items(), though that would probably be
 really easy now.'

Notes from porting from xNetHack:

- It might be necessary to reexamine at all the conditional checks for
calling destroy_items. Because item destruction is much more
restrained and uses the actual damage from an effect, we might now
need to check 'if (!rn2(3))' and similar in all the places item
destruction occurs.
2024-02-20 22:03:54 +02:00

1059 lines
39 KiB
C

/* NetHack 3.7 explode.c $NHDT-Date: 1619553210 2021/04/27 19:53:30 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.77 $ */
/* Copyright (C) 1990 by Ken Arromdee */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
static int explosionmask(struct monst *, uchar, char) NONNULLARG1;
static void engulfer_explosion_msg(uchar, char);
/* Note: Arrays are column first, while the screen is row first */
static const int explosion[3][3] = {
{ S_expl_tl, S_expl_ml, S_expl_bl },
{ S_expl_tc, S_expl_mc, S_expl_bc },
{ S_expl_tr, S_expl_mr, S_expl_br } };
/* what to do at [x+i][y+j] for i=-1,0,1 and j=-1,0,1 */
enum explode_action {
EXPL_NONE = 0, /* not specified yet or no shield effect needed */
EXPL_MON = 1, /* monster is affected */
EXPL_HERO = 2, /* hero is affected */
EXPL_SKIP = 4 /* don't apply shield effect (out of bounds) */
};
/* check if shield effects are needed for location affected by explosion */
static int
explosionmask(
struct monst *m, /* target monster (might be youmonst) */
uchar adtyp, /* damage type */
char olet) /* object class (only matters for AD_DISN) */
{
int res = EXPL_NONE;
if (m == &gy.youmonst) {
switch (adtyp) {
case AD_PHYS:
/* leave 'res' with EXPL_NONE */
break;
case AD_MAGM:
if (Antimagic)
res = EXPL_HERO;
break;
case AD_FIRE:
if (Fire_resistance)
res = EXPL_HERO;
break;
case AD_COLD:
if (Cold_resistance)
res = EXPL_HERO;
break;
case AD_DISN:
if ((olet == WAND_CLASS)
? (nonliving(m->data) || is_demon(m->data))
: Disint_resistance)
res = EXPL_HERO;
break;
case AD_ELEC:
if (Shock_resistance)
res = EXPL_HERO;
break;
case AD_DRST:
if (Poison_resistance)
res = EXPL_HERO;
break;
case AD_ACID:
if (Acid_resistance)
res = EXPL_HERO;
break;
default:
impossible("explosion type %d?", adtyp);
break;
}
} else {
/* 'm' is a monster */
switch (adtyp) {
case AD_PHYS:
break;
case AD_MAGM:
if (resists_magm(m))
res = EXPL_MON;
break;
case AD_FIRE:
if (resists_fire(m))
res = EXPL_MON;
break;
case AD_COLD:
if (resists_cold(m))
res = EXPL_MON;
break;
case AD_DISN:
if ((olet == WAND_CLASS)
? (nonliving(m->data) || is_demon(m->data)
|| is_vampshifter(m))
: !!resists_disint(m))
res = EXPL_MON;
break;
case AD_ELEC:
if (resists_elec(m))
res = EXPL_MON;
break;
case AD_DRST:
if (resists_poison(m))
res = EXPL_MON;
break;
case AD_ACID:
if (resists_acid(m))
res = EXPL_MON;
break;
default:
impossible("explosion type %d?", adtyp);
break;
}
}
return res;
}
static void
engulfer_explosion_msg(uchar adtyp, char olet)
{
const char *adj = (char *) 0;
if (digests(u.ustuck->data)) {
switch (adtyp) {
case AD_FIRE:
adj = "heartburn";
break;
case AD_COLD:
adj = "chilly";
break;
case AD_DISN:
if (olet == WAND_CLASS)
adj = "irradiated by pure energy";
else
adj = "perforated";
break;
case AD_ELEC:
adj = "shocked";
break;
case AD_DRST:
adj = "poisoned";
break;
case AD_ACID:
adj = "an upset stomach";
break;
default:
adj = "fried";
break;
}
pline("%s gets %s!", Monnam(u.ustuck), adj);
} else {
switch (adtyp) {
case AD_FIRE:
adj = "toasted";
break;
case AD_COLD:
adj = "chilly";
break;
case AD_DISN:
if (olet == WAND_CLASS)
adj = "overwhelmed by pure energy";
else
adj = "perforated";
break;
case AD_ELEC:
adj = "shocked";
break;
case AD_DRST:
adj = "intoxicated";
break;
case AD_ACID:
adj = "burned";
break;
default:
adj = "fried";
break;
}
pline("%s gets slightly %s!", Monnam(u.ustuck), adj);
}
}
/* 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....
*
* Note: anything with a AT_BOOM AD_PHYS attack uses PHYS_EXPL_TYPE for type.
*
* Important note about Half_physical_damage:
* Unlike losehp(), explode() makes the Half_physical_damage adjustments
* itself, so the caller should never have done that ahead of time.
* It has to be done this way because the damage value is applied to
* things beside the player. Care is taken within explode() to ensure
* that Half_physical_damage only affects the damage applied to the hero.
*/
void
explode(
coordxy x, coordxy y, /* explosion's location;
* adjacent spots are also affected */
int type, /* same as in zap.c; -(wand typ) for some WAND_CLASS */
int dam, /* damage amount */
char olet, /* object class or BURNING_OIL or MON_EXPLODE */
int expltype) /* explosion type: controls color of explosion glyphs */
{
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 = (const char *) 0;
struct monst *mtmp, *mdef = 0;
uchar adtyp;
int explmask[3][3]; /* 0=normal explosion, 1=do shieldeff, 2=do nothing */
coordxy xx, yy;
boolean shopdamage = FALSE, generic = FALSE,
do_hallu = FALSE, inside_engulfer, grabbed, grabbing;
coord grabxy;
char hallu_buf[BUFSZ], killr_buf[BUFSZ];
short exploding_wand_typ = 0;
boolean you_exploding = (olet == MON_EXPLODE && type >= 0);
boolean didmsg = FALSE;
if (olet == WAND_CLASS) { /* retributive strike */
/* 'type' is passed as (wand's object type * -1); save
object type and convert 'type' itself to zap-type */
if (type < 0) {
type = -type;
exploding_wand_typ = (short) type;
/* most attack wands produce specific explosions;
other types produce a generic magical explosion */
if (objects[type].oc_dir == RAY
&& type != WAN_DIGGING && type != WAN_SLEEP) {
type -= WAN_MAGIC_MISSILE;
if (type < 0 || type > 9) {
impossible("explode: wand has bad zap type (%d).", type);
type = 0;
}
} else
type = 0;
}
switch (Role_switch) {
case PM_CLERIC:
case PM_MONK:
case PM_WIZARD:
damu /= 5;
break;
case PM_HEALER:
case PM_KNIGHT:
damu /= 2;
break;
default:
break;
}
} else if (olet == BURNING_OIL) {
/* used to provide extra information to zap_over_floor() */
exploding_wand_typ = POT_OIL;
} else if (olet == SCROLL_CLASS) {
/* ditto */
exploding_wand_typ = SCR_FIRE;
} else if (olet == TRAP_EXPLODE) {
type = 0; /* hardcoded to generic magic explosion */
}
/* muse_unslime: SCR_FIRE */
if (expltype < 0) {
/* hero gets credit/blame for killing this monster, not others */
mdef = m_at(x, y);
expltype = -expltype;
}
/* if hero is engulfed and caused the explosion, only hero and
engulfer will be affected */
inside_engulfer = (u.uswallow && type >= 0);
/* held but not engulfed implies holder is reaching into second spot
so might get hit by double damage */
grabbed = grabbing = FALSE;
if (u.ustuck && !u.uswallow) {
if (Upolyd && sticks(gy.youmonst.data))
grabbing = TRUE;
else
grabbed = TRUE;
grabxy.x = u.ustuck->mx;
grabxy.y = u.ustuck->my;
} else
grabxy.x = grabxy.y = 0; /* lint suppression */
/* FIXME:
* It is possible for a grabber to be outside the explosion
* radius and reaching inside to hold the hero. If so, it ought
* to take damage (the extra half of double damage). It is also
* possible for poly'd hero to be outside the radius and reaching
* in to hold a monster. Hero should take damage in that situation.
*
* Probably the simplest way to handle this would be to expand
* the radius used when collecting targets but exclude everything
* beyond the regular radius which isn't reaching inside. Then
* skip harm to gear of any extended targets when inflicting damage.
*/
if (olet == MON_EXPLODE && !you_exploding) {
/* when explode() is called recursively, gk.killer.name might change so
we need to retain a copy of the current value for this explosion */
str = strcpy(killr_buf, gk.killer.name);
do_hallu = (Hallucination
&& (strstri(str, "'s explosion")
|| strstri(str, "s' explosion")));
}
if (type == PHYS_EXPL_TYPE) {
/* currently only gas spores */
adtyp = AD_PHYS;
} else {
/* If str is e.g. "flaming sphere's explosion" from above, we want to
* still assign adtyp appropriately, but not replace str. */
const char *adstr = NULL;
switch (abs(type) % 10) {
case 0:
adstr = "magical blast";
adtyp = AD_MAGM;
break;
case 1:
adstr = (olet == BURNING_OIL) ? "burning oil"
: (olet == SCROLL_CLASS) ? "tower of flame" : "fireball";
/* fire damage, not physical damage */
adtyp = AD_FIRE;
break;
case 2:
adstr = "ball of cold";
adtyp = AD_COLD;
break;
case 4:
adstr = (olet == WAND_CLASS) ? "death field"
: "disintegration field";
adtyp = AD_DISN;
break;
case 5:
adstr = "ball of lightning";
adtyp = AD_ELEC;
break;
case 6:
adstr = "poison gas cloud";
adtyp = AD_DRST;
break;
case 7:
adstr = "splash of acid";
adtyp = AD_ACID;
break;
default:
impossible("explosion base type %d?", type);
return;
}
if (!str)
str = adstr;
}
any_shield = visible = FALSE;
for (i = 0; i < 3; i++)
for (j = 0; j < 3; j++) {
xx = x + i - 1;
yy = y + j - 1;
if (!isok(xx, yy)) {
explmask[i][j] = EXPL_SKIP;
continue;
}
explmask[i][j] = EXPL_NONE;
if (u_at(xx, yy)) {
explmask[i][j] = explosionmask(&gy.youmonst, adtyp, olet);
}
/* can be both you and mtmp if you're swallowed or riding */
mtmp = m_at(xx, yy);
if (!mtmp && u_at(xx, yy))
mtmp = u.usteed;
if (mtmp && DEADMONSTER(mtmp))
mtmp = 0;
if (mtmp) {
explmask[i][j] |= explosionmask(mtmp, adtyp, olet);
}
if (mtmp && cansee(xx, yy) && !canspotmon(mtmp))
map_invisible(xx, yy);
else if (!mtmp)
(void) unmap_invisible(xx, yy);
if (cansee(xx, yy))
visible = TRUE;
if ((explmask[i][j] & (EXPL_MON | EXPL_HERO)) != 0)
any_shield = TRUE;
}
if (visible) {
/* Start the explosion */
for (i = 0; i < 3; i++)
for (j = 0; j < 3; j++) {
if (explmask[i][j] == EXPL_SKIP)
continue;
xx = x + i - 1;
yy = y + j - 1;
tmp_at(starting ? DISP_BEAM : DISP_CHANGE,
explosion_to_glyph(expltype, explosion[i][j]));
tmp_at(xx, yy);
starting = 0;
}
curs_on_u(); /* will flush screen and output */
if (any_shield && flags.sparkle) { /* simulate shield effect */
for (k = 0; k < SHIELD_COUNT; k++) {
for (i = 0; i < 3; i++)
for (j = 0; j < 3; j++) {
xx = x + i - 1;
yy = y + j - 1;
if ((explmask[i][j] & (EXPL_MON | EXPL_HERO)) != 0)
/*
* 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(xx, yy,
cmap_to_glyph(shield_static[k]));
}
curs_on_u(); /* will flush screen and output */
nh_delay_output();
}
/* Cover last shield glyph with blast symbol. */
for (i = 0; i < 3; i++)
for (j = 0; j < 3; j++) {
xx = x + i - 1;
yy = y + j - 1;
if ((explmask[i][j] & (EXPL_MON | EXPL_HERO)) != 0)
show_glyph(xx, yy,
explosion_to_glyph(expltype,
explosion[i][j]));
}
} else { /* delay a little bit. */
nh_delay_output();
nh_delay_output();
}
tmp_at(DISP_END, 0); /* clear the explosion */
} else {
if (olet == MON_EXPLODE || olet == TRAP_EXPLODE) {
str = "explosion";
generic = TRUE;
}
if (!Deaf && olet != SCROLL_CLASS) {
Soundeffect(se_blast, 75);
You_hear("a blast.");
didmsg = TRUE;
}
}
if (!Deaf && !didmsg)
pline("Boom!");
/* apply effects to monsters and floor objects first, in case the
damage to the hero is fatal and leaves bones */
if (dam) {
for (i = 0; i < 3; i++) {
for (j = 0; j < 3; j++) {
int itemdmg = 0;
if (explmask[i][j] == EXPL_SKIP)
continue;
xx = x + i - 1;
yy = y + j - 1;
if (u_at(xx, yy)) {
uhurt = ((explmask[i][j] & EXPL_HERO) != 0) ? 1 : 2;
/* If the player is attacking via polyself into something
* with an explosion attack, leave them (and their gear)
* unharmed, to avoid punishing them from using such
* polyforms creatively */
if (!gc.context.mon_moving && you_exploding)
uhurt = 0;
} else if (inside_engulfer) {
/* for inside_engulfer, only <u.ux,u.uy> is affected */
continue;
}
/* Affect the floor unless the player caused the explosion
* from inside their engulfer. */
if (!(u.uswallow && !gc.context.mon_moving))
(void) zap_over_floor(xx, yy, type,
&shopdamage, FALSE,
exploding_wand_typ);
mtmp = m_at(xx, yy);
if (!mtmp && u_at(xx, yy))
mtmp = u.usteed;
if (!mtmp)
continue;
if (do_hallu) {
int tryct = 0;
/* replace "gas spore" with a different description
for each target (we can't distinguish personal names
like "Barney" here in order to suppress "the" below,
so avoid any which begins with a capital letter) */
do {
Sprintf(hallu_buf, "%s explosion",
s_suffix(rndmonnam((char *) 0)));
} while (*hallu_buf != lowc(*hallu_buf) && ++tryct < 20);
str = hallu_buf;
}
if (engulfing_u(mtmp)) {
engulfer_explosion_msg(adtyp, olet);
} else if (cansee(xx, yy)) {
if (mtmp->m_ap_type)
seemimic(mtmp);
pline("%s is caught in the %s!", Monnam(mtmp), str);
}
itemdmg = destroy_items(mtmp, (int) adtyp, dam);
if (adtyp == AD_FIRE) {
(void) burnarmor(mtmp);
ignite_items(mtmp->minvent);
}
if ((explmask[i][j] & EXPL_MON) != 0) {
/* damage from ring/wand explosion isn't itself
* electrical in nature, nor is damage from freezing potion
* really cold in nature, nor is damage from boiling potion
* or exploding oil; only burning items damage is the "same
* type" as the explosion. Because this is imperfect and
* marginal (burning items only deal 1 damage), ignore it
* for golemeffects(). */
golemeffects(mtmp, (int) adtyp, dam);
mtmp->mhp -= itemdmg; /* item destruction dmg */
} 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)) {
/* inside_engulfer: <xx,yy> == <u.ux,u.uy> */
if (cansee(xx, yy) || inside_engulfer)
pline("%s resists the %s!", Monnam(mtmp), str);
mdam = (dam + 1) / 2;
}
/* if grabber is reaching into hero's spot and
hero's spot is within explosion radius, grabber
gets hit by double damage */
if (grabbed && mtmp == u.ustuck && next2u(x, y))
mdam *= 2;
/* being resistant to opposite type of damage makes
target more vulnerable to current type of damage
(when target is also resistant to current type,
we won't get here) */
if (resists_cold(mtmp) && adtyp == AD_FIRE)
mdam *= 2;
else if (resists_fire(mtmp) && adtyp == AD_COLD)
mdam *= 2;
mtmp->mhp -= mdam + itemdmg;
}
if (DEADMONSTER(mtmp)) {
int xkflg = ((adtyp == AD_FIRE
&& completelyburns(mtmp->data))
? XKILL_NOCORPSE : 0);
if (!gc.context.mon_moving) {
xkilled(mtmp, XKILL_GIVEMSG | xkflg);
} else if (mdef && mtmp == mdef) {
/* 'mdef' killed self trying to cure being turned
* into slime due to some action by the player.
* Hero gets the credit (experience) and most of
* the blame (possible loss of alignment and/or
* luck and/or telepathy depending on mtmp) but
* doesn't break pacifism. xkilled()'s message
* would be "you killed <mdef>" so give our own.
*/
if (cansee(mtmp->mx, mtmp->my) || canspotmon(mtmp))
pline("%s is %s!", Monnam(mtmp),
xkflg ? "burned completely"
: nonliving(mtmp->data) ? "destroyed"
: "killed");
xkilled(mtmp, XKILL_NOMSG | XKILL_NOCONDUCT | xkflg);
} else {
if (xkflg)
adtyp = AD_RBRE; /* no corpse */
monkilled(mtmp, "", (int) adtyp);
}
} else if (!gc.context.mon_moving) {
/* all affected monsters, even if mdef is set */
setmangry(mtmp, TRUE);
}
}
}
}
/* Do your injury last */
if (uhurt) {
/* give message for any monster-induced explosion
or player-induced one other than scroll of fire */
if (flags.verbose && (type < 0 || olet != SCROLL_CLASS)) {
if (do_hallu) { /* (see explanation above) */
do {
Sprintf(hallu_buf, "%s explosion",
s_suffix(rndmonnam((char *) 0)));
} while (*hallu_buf != lowc(*hallu_buf));
str = hallu_buf;
}
You("are caught in the %s!", str);
iflags.last_msg = PLNMSG_CAUGHT_IN_EXPLOSION;
}
/* 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 (adtyp == AD_PHYS || adtyp == AD_ACID)
damu = Maybe_Half_Phys(damu);
if (adtyp == AD_FIRE) {
(void) burnarmor(&gy.youmonst);
ignite_items(gi.invent);
}
(void) destroy_items(&gy.youmonst, (int) adtyp, dam);
ugolemeffects((int) adtyp, damu);
if (uhurt == 2) {
/* if poly'd hero is grabbing another victim, hero takes
double damage (note: don't rely on u.ustuck here because
that victim might have been killed when hit by the blast) */
if (grabbing && dist2((int) grabxy.x, (int) grabxy.y, x, y) <= 2)
damu *= 2;
/* hero does not get same fire-resistant vs cold and
cold-resistant vs fire double damage as monsters [why not?] */
if (Upolyd)
u.mh -= damu;
else
u.uhp -= damu;
disp.botl = TRUE;
}
/* You resisted the damage, lets not keep that to ourselves */
if (uhurt == 1)
monstseesu_ad(adtyp);
else
monstunseesu_ad(adtyp);
if (u.uhp <= 0 || (Upolyd && u.mh <= 0)) {
if (Upolyd) {
rehumanize();
} else {
if (olet == MON_EXPLODE) {
if (generic) /* explosion was unseen; str=="explosion", */
; /* gk.killer.name=="gas spore's explosion". */
else if (str != gk.killer.name && str != hallu_buf)
Strcpy(gk.killer.name, str);
gk.killer.format = KILLED_BY_AN;
} else if (olet == TRAP_EXPLODE) {
gk.killer.format = NO_KILLER_PREFIX;
Snprintf(gk.killer.name, sizeof gk.killer.name,
"caught %sself in a %s", uhim(),
str);
} else if (type >= 0 && olet != SCROLL_CLASS) {
gk.killer.format = NO_KILLER_PREFIX;
Snprintf(gk.killer.name, sizeof gk.killer.name,
"caught %sself in %s own %s", uhim(),
uhis(), str);
} else {
gk.killer.format = (!strcmpi(str, "tower of flame")
|| !strcmpi(str, "fireball"))
? KILLED_BY_AN
: KILLED_BY;
Strcpy(gk.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 */
coordxy ox; /* location of */
coordxy 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(coordxy sx, coordxy sy, /* location of objects to scatter */
int blastforce, /* force behind the scattering */
unsigned int scflags,
struct obj *obj) /* only scatter this obj */
{
struct obj *otmp;
int tmp;
int farthest = 0;
uchar typ;
long qtmp;
boolean used_up;
boolean individual_object = obj ? TRUE : FALSE;
boolean shop_origin, lostgoods = FALSE;
struct monst *mtmp, *shkp = 0;
struct scatter_chain *stmp, *stmp2 = 0;
struct scatter_chain *schain = (struct scatter_chain *) 0;
long total = 0L;
if (individual_object && (obj->ox != sx || obj->oy != sy))
impossible("scattered object <%d,%d> not at scatter site <%d,%d>",
obj->ox, obj->oy, sx, sy);
shop_origin = ((shkp = shop_keeper(*in_rooms(sx, sy, SHOPBASE))) != 0
&& costly_spot(sx, sy));
if (shop_origin)
credit_report(shkp, 0, TRUE); /* establish baseline, without msgs */
while ((otmp = (individual_object ? obj : gl.level.objects[sx][sy])) != 0) {
if (otmp == uball || otmp == uchain) {
boolean waschain = (otmp == uchain);
Soundeffect(se_chain_shatters, 25);
pline_The("chain shatters!");
unpunish();
if (waschain)
continue;
}
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) != 0
&& (otmp->otyp == BOULDER || otmp->otyp == STATUE)
&& rn2(10)) {
if (otmp->otyp == BOULDER) {
if (cansee(sx, sy)) {
pline("%s apart.", Tobjnam(otmp, "break"));
} else {
Soundeffect(se_stone_breaking, 100);
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 {
Soundeffect(se_stone_crumbling, 100);
You_hear("stone crumbling.");
}
(void) break_statue(otmp);
place_object(otmp, sx, sy); /* put fragments on floor */
}
newsym(sx, sy); /* in case it's beyond radius of 'farthest' */
used_up = TRUE;
/* 1 in 10 chance of destruction of obj; glass, egg destruction */
} else if ((scflags & MAY_DESTROY) != 0
&& (!rn2(10) || (objects[otmp->otyp].oc_material == GLASS
|| otmp->otyp == EGG))) {
if (breaks(otmp, (coordxy) sx, (coordxy) sy))
used_up = TRUE;
}
if (!used_up) {
stmp = (struct scatter_chain *) alloc(sizeof *stmp);
stmp->next = (struct scatter_chain *) 0;
stmp->obj = otmp;
stmp->ox = sx;
stmp->oy = sy;
tmp = rn2(N_DIRS); /* 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)) {
gt.thrownobj = stmp->obj; /* mainly in case it kills hero */
gb.bhitpos.x = stmp->ox + stmp->dx;
gb.bhitpos.y = stmp->oy + stmp->dy;
typ = levl[gb.bhitpos.x][gb.bhitpos.y].typ;
if (!isok(gb.bhitpos.x, gb.bhitpos.y)) {
gb.bhitpos.x -= stmp->dx;
gb.bhitpos.y -= stmp->dy;
stmp->stopped = TRUE;
} else if (!ZAP_POS(typ)
|| closed_door(gb.bhitpos.x, gb.bhitpos.y)) {
gb.bhitpos.x -= stmp->dx;
gb.bhitpos.y -= stmp->dy;
stmp->stopped = TRUE;
} else if ((mtmp = m_at(gb.bhitpos.x, gb.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 (u_at(gb.bhitpos.x, gb.bhitpos.y)) {
if (scflags & MAY_HITYOU) {
int hitvalu, hitu;
if (gm.multi)
nomul(0);
hitvalu = 8 + stmp->obj->spe;
if (bigmonst(gy.youmonst.data))
hitvalu++;
hitu = thitu(hitvalu, dmgval(stmp->obj, &gy.youmonst),
&stmp->obj, (char *) 0);
if (!stmp->obj)
stmp->stopped = TRUE;
if (hitu) {
stmp->range -= 3;
stop_occupation();
}
}
} else {
if (scflags & VIS_EFFECTS) {
/* tmp_at(gb.bhitpos.x, gb.bhitpos.y); */
/* nh_delay_output(); */
}
}
stmp->ox = gb.bhitpos.x;
stmp->oy = gb.bhitpos.y;
if (IS_SINK(levl[stmp->ox][stmp->oy].typ))
stmp->stopped = TRUE;
gt.thrownobj = (struct obj *) 0;
}
}
}
for (stmp = schain; stmp; stmp = stmp2) {
coordxy x, y;
boolean obj_left_shop = FALSE;
stmp2 = stmp->next;
x = stmp->ox;
y = stmp->oy;
if (stmp->obj) {
if (x != sx || y != sy) {
total += stmp->obj->quan;
obj_left_shop = (shop_origin && !costly_spot(x, y));
}
if (!flooreffects(stmp->obj, x, y, "land")) {
if (obj_left_shop
&& strchr(u.urooms, *in_rooms(u.ux, u.uy, SHOPBASE))) {
/* At the moment this only takes on gold. While it is
simple enough to call addtobill for other items that
leave the shop due to scatter(), by default the hero
will get billed for the full shopkeeper asking-price
on the object's way out of shop. That can leave the
hero in a pickle. Even if the hero then manages to
retrieve the item and drop it back inside the shop,
the owed charges will only be reduced at that point
by the lesser shopkeeper buying-price.
The non-gold situation will likely get adjusted further.
*/
if (stmp->obj->otyp == GOLD_PIECE) {
addtobill(stmp->obj, FALSE, FALSE, TRUE);
lostgoods = TRUE;
}
}
place_object(stmp->obj, x, y);
stackobj(stmp->obj);
}
}
free((genericptr_t) stmp);
newsym(x, y);
}
newsym(sx, sy);
if (u_at(sx, sy) && u.uundetected && hides_under(gy.youmonst.data))
(void) hideunder(&gy.youmonst);
if (((mtmp = m_at(sx, sy)) != 0) && mtmp->mtrapped)
mtmp->mtrapped = 0;
maybe_unhide_at(sx, sy);
if (lostgoods) /* implies shop_origin and therefore shkp valid */
credit_report(shkp, 1, FALSE);
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(coordxy x, coordxy y, boolean diluted_oil)
{
int dmg = d(diluted_oil ? 3 : 4, 4);
/* 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, dmg, 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(struct obj *obj, coordxy x, coordxy y)
{
boolean diluted_oil = obj->odiluted;
if (!obj->lamplit)
impossible("exploding unlit oil");
end_burn(obj, TRUE);
splatter_burning_oil(x, y, diluted_oil);
}
/* Convert a damage type into an explosion display type. */
int
adtyp_to_expltype(const int adtyp)
{
switch(adtyp) {
case AD_ELEC:
/* Electricity isn't magical, but there currently isn't an electric
* explosion type. Magical is the next best thing. */
case AD_SPEL:
case AD_DREN:
case AD_ENCH:
return EXPL_MAGICAL;
case AD_FIRE:
return EXPL_FIERY;
case AD_COLD:
return EXPL_FROSTY;
case AD_DRST:
case AD_DRDX:
case AD_DRCO:
case AD_DISE:
case AD_PEST:
case AD_PHYS: /* gas spore */
return EXPL_NOXIOUS;
default:
impossible("adtyp_to_expltype: bad explosion type %d", adtyp);
return EXPL_FIERY;
}
}
/* A monster explodes in a way that produces a real explosion (e.g. a sphere or
* gas spore, not a yellow light or similar).
* This is some common code between explmu() and explmm().
*/
void
mon_explodes(struct monst *mon, struct attack *mattk)
{
int dmg;
int type;
if (mattk->damn) {
dmg = d((int) mattk->damn, (int) mattk->damd);
}
else if (mattk->damd) {
dmg = d((int) mon->data->mlevel + 1, (int) mattk->damd);
}
else {
dmg = 0;
}
if (mattk->adtyp == AD_PHYS) {
type = PHYS_EXPL_TYPE;
}
else if (mattk->adtyp >= AD_MAGM && mattk->adtyp <= AD_SPC2) {
/* The -1, +20, *-1 math is to set it up as a 'monster breath' type for
* the explosions (it isn't, but this is the closest analogue). */
type = -((mattk->adtyp - 1) + 20);
}
else {
impossible("unknown type for mon_explode %d", mattk->adtyp);
return;
}
/* Kill it now so it won't appear to be caught in its own explosion.
* Must check to see if already dead - which happens if this is called from
* an AT_BOOM attack upon death. */
if (!DEADMONSTER(mon)) {
mondead(mon);
}
/* This might end up killing you, too; you never know...
* also, it is used in explode() messages */
Sprintf(gk.killer.name, "%s explosion",
s_suffix(pmname(mon->data, Mgender(mon))));
gk.killer.format = KILLED_BY_AN;
explode(mon->mx, mon->my, type, dmg, MON_EXPLODE,
adtyp_to_expltype(mattk->adtyp));
/* reset killer */
gk.killer.name[0] = '\0';
}
/*explode.c*/