add MALE, FEMALE, and gender-neutral names for individual monster species
to the mons array. The gender-neutral name (NEUTRAL) is mandatory, the
MALE and FEMALE versions are not.
replace code uses of the mname field of permonst with one of the three
potentially-available gender-specific names.
consolidate some separate mons entries that differed only by species into a
single mons entry (caveman, cavewoman and priest,priestess etc.)
consolidate several "* lord" and "* queen/* king" monst entries into
their single species, and allow both genders on some where it makes some
sense (there is probably more work and cleanup to come out of this at some
point, and the chosen gender-neutral name variations are not cast in stone
if someone has better suggestions).
related function or macro additions:
pmname(pm, gender) to get the gender variation of the permonst name. It
guards against monsters that haven't got anything except NEUTRAL naming
and falls back to the NEUTRAL version if FEMALE and MALE versions are
missing.
Ugender to obtain the current hero gender.
Mgender(mtmp) to obtain the gender of a monster
While the code can safely refer directly to pmnames[NEUTRAL] safely in the
code because it always exists, the other two (pmnames[MALE] and
pmnames[FEMALE] may not exist so use:
pmname(ptr, gidx)
where -ptr is a permonst *
-gidx is an index into the pmnames array field of the
permonst struct
pmname() checks for a valid index and checks for null-pointers for
pmnames[MALE] and pmnames[FEMALE], and will fall back to pmnames[NEUTRAL] if
the pointer requested if the requested variation is unavailable, or if the
gidx is out-of-range.
Allow code to specify makemon flags to request female or male (via MM_MALE
and MM_FEMALE flags respectively)to makedefs, since the species alone doesn't
distinguish male/female anymore. Specifying MM_MALE or MM_FEMALE won't
override the pm M2_MALE and M2_FEMALE flags on a mons[] entry.
male and female tiles have been added to win/share/monsters.txt.
The majority are duplicated placeholders except for those that were
separate mons entries before. Perhaps someone will contribute artwork in the
future to make the male and female variations visually distinguishable.
tilemapping via has the MALE tile indexes in the glyph2tile[]
array produced at build time. If a window port has information that the
FEMALE tile is required, it just has to increment the index returned
from the glyph2tile[] array by 1.
statues already preserved gender of the monster through STATUE_FEMALE
and STATUE_MALE, so ensure that pmnames takes that into consideration.
I expect some refinement will be required after broad play-testing puts it to
the test.
consolidate caveman,cavewoman and priest,priestess monst.c entries etc
This commit will require a bump of editlevel in patchlevel.h because it alters
the index numbers of the monsters due to the consolidation of some. Those
index numbers are saved in some other structures, even though the mons[] array
itself is not part of the savefile.
Window Port Interface Change
Also add a parameter to print_glyph to convey additional information beyond
the glyph to the window ports. Every single window port was calling back to
mapglyph for the information anyway, so just included it in the interface and
produce the information right in the display core.
The mapglyph() function uses will be eliminated, although there are still some
in the code yet to be dealt with.
win32, tty, x11, Qt, msdos window ports have all had adjustments done to
utilize the new parameter instead of calling mapglyph, but some of those
window ports have not been thoroughly tested since the changes.
Interface change additional info:
print_glyph(window, x, y, glyph, bkglyph, *glyphmod)
-- Print the glyph at (x,y) on the given window. Glyphs are
integers at the interface, mapped to whatever the window-
port wants (symbol, font, color, attributes, ...there's
a 1-1 map between glyphs and distinct things on the map).
-- bkglyph is a background glyph for potential use by some
graphical or tiled environments to allow the depiction
to fall against a background consistent with the grid
around x,y. If bkglyph is NO_GLYPH, then the parameter
should be ignored (do nothing with it).
-- glyphmod provides extended information about the glyph
that window ports can use to enhance the display in
various ways.
unsigned int glyphmod[NUM_GLYPHMOD]
where:
glyphmod[GM_TTYCHAR] is the text characters associated
with the original NetHack display.
glyphmod[GM_FLAGS] are the special flags that denote
additional information that window
ports can use.
glyphmod[GM_COLOR] is the text character
color associated with the original
NetHack display.
Support for including the glyphmod info in the display glyph buffer
alongside the glyph itself was added and is the default operation.
That can be turned off by defining UNBUFFERED_GLYPHMOD at compile time.
With UNBUFFERED_GLYPHMOD operation, a call will be placed to map_glyphmod()
immediately prior to every print_glyph() call.
827 lines
32 KiB
C
827 lines
32 KiB
C
/* NetHack 3.7 explode.c $NHDT-Date: 1596498168 2020/08/03 23:42:48 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.71 $ */
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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 const 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, grabbed, grabbing;
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coord grabxy;
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char hallu_buf[BUFSZ], killr_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_CLERIC:
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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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/* held but not engulfed implies holder is reaching into second spot
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so might get hit by double damage */
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grabbed = grabbing = FALSE;
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if (u.ustuck && !u.uswallow) {
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if (Upolyd && sticks(g.youmonst.data))
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grabbing = TRUE;
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else
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grabbed = TRUE;
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grabxy.x = u.ustuck->mx;
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grabxy.y = u.ustuck->my;
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} else
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grabxy.x = grabxy.y = 0; /* lint suppression */
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/* FIXME:
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* It is possible for a grabber to be outside the explosion
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* radius and reaching inside to hold the hero. If so, it ought
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* to take damage (the extra half of double damage). It is also
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* possible for poly'd hero to be outside the radius and reaching
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* in to hold a monster. Hero should take damage in that situation.
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*
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* Probably the simplest way to handle this would be to expand
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* the radius used when collecting targets but exclude everything
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* beyond the regular radius which isn't reaching inside. Then
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* skip harm to gear of any extended targets when inflicting damage.
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*/
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if (olet == MON_EXPLODE) {
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/* when explode() is called recursively, g.killer.name might change so
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we need to retain a copy of the current value for this explosion */
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str = strcpy(killr_buf, g.killer.name);
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do_hallu = (Hallucination
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&& (strstri(str, "'s explosion")
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|| 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(g.youmonst.data)
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|| is_demon(g.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 or riding */
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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 (DEADMONSTER(mtmp))
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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)
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(void) unmap_invisible(i + x - 1, j + y - 1);
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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 */
|
|
else if (inside_engulfer)
|
|
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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|
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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;
|
|
if (!mtmp)
|
|
continue;
|
|
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) {
|
|
case AD_FIRE:
|
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adj = "heartburn";
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break;
|
|
case AD_COLD:
|
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adj = "chilly";
|
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break;
|
|
case AD_DISN:
|
|
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;
|
|
case AD_DRST:
|
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adj = "poisoned";
|
|
break;
|
|
case AD_ACID:
|
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adj = "an upset stomach";
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break;
|
|
default:
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adj = "fried";
|
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break;
|
|
}
|
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pline("%s gets %s!", Monnam(u.ustuck), adj);
|
|
} else {
|
|
switch (adtyp) {
|
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case AD_FIRE:
|
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adj = "toasted";
|
|
break;
|
|
case AD_COLD:
|
|
adj = "chilly";
|
|
break;
|
|
case AD_DISN:
|
|
if (olet == WAND_CLASS)
|
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adj = "overwhelmed by pure energy";
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|
else
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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);
|
|
}
|
|
} else if (cansee(i + x - 1, j + y - 1)) {
|
|
if (mtmp->m_ap_type)
|
|
seemimic(mtmp);
|
|
pline("%s is caught in the %s!", Monnam(mtmp), str);
|
|
}
|
|
|
|
idamres += destroy_mitem(mtmp, SCROLL_CLASS, (int) adtyp);
|
|
idamres += destroy_mitem(mtmp, SPBOOK_CLASS, (int) adtyp);
|
|
idamnonres += destroy_mitem(mtmp, POTION_CLASS, (int) adtyp);
|
|
idamnonres += destroy_mitem(mtmp, WAND_CLASS, (int) adtyp);
|
|
idamnonres += destroy_mitem(mtmp, RING_CLASS, (int) adtyp);
|
|
|
|
if (adtyp == AD_FIRE)
|
|
ignite_items(mtmp->minvent);
|
|
|
|
if (explmask[i][j] == 1) {
|
|
golemeffects(mtmp, (int) adtyp, dam + idamres);
|
|
mtmp->mhp -= idamnonres;
|
|
} else {
|
|
/* call resist with 0 and do damage manually so 1) we can
|
|
* get out the message before doing the damage, and 2) we
|
|
* can call mondied, not killed, if it's not your blast
|
|
*/
|
|
int mdam = dam;
|
|
|
|
if (resist(mtmp, olet, 0, FALSE)) {
|
|
/* inside_engulfer: <i+x-1,j+y-1> == <u.ux,u.uy> */
|
|
if (cansee(i + x - 1, j + y - 1) || 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 && distu(x, y) <= 2)
|
|
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;
|
|
mtmp->mhp -= (idamres + idamnonres);
|
|
}
|
|
if (DEADMONSTER(mtmp)) {
|
|
int xkflg = ((adtyp == AD_FIRE
|
|
&& completelyburns(mtmp->data))
|
|
? XKILL_NOCORPSE : 0);
|
|
|
|
if (!g.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 (!g.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 || physical_dmg)
|
|
damu = Maybe_Half_Phys(damu);
|
|
if (adtyp == AD_FIRE) {
|
|
(void) burnarmor(&g.youmonst);
|
|
ignite_items(g.invent);
|
|
}
|
|
destroy_item(SCROLL_CLASS, (int) adtyp);
|
|
destroy_item(SPBOOK_CLASS, (int) adtyp);
|
|
destroy_item(POTION_CLASS, (int) adtyp);
|
|
destroy_item(RING_CLASS, (int) adtyp);
|
|
destroy_item(WAND_CLASS, (int) adtyp);
|
|
|
|
ugolemeffects((int) adtyp, damu);
|
|
if (uhurt == 2) {
|
|
/* if 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;
|
|
g.context.botl = 1;
|
|
}
|
|
|
|
if (u.uhp <= 0 || (Upolyd && u.mh <= 0)) {
|
|
if (Upolyd) {
|
|
rehumanize();
|
|
} else {
|
|
if (olet == MON_EXPLODE) {
|
|
if (generic) /* explosion was unseen; str=="explosion", */
|
|
; /* g.killer.name=="gas spore's explosion" */
|
|
else if (str != g.killer.name && str != hallu_buf)
|
|
Strcpy(g.killer.name, str);
|
|
g.killer.format = KILLED_BY_AN;
|
|
} else if (type >= 0 && olet != SCROLL_CLASS) {
|
|
g.killer.format = NO_KILLER_PREFIX;
|
|
Sprintf(g.killer.name, "caught %sself in %s own %s", uhim(),
|
|
uhis(), str);
|
|
} else {
|
|
g.killer.format = (!strcmpi(str, "tower of flame")
|
|
|| !strcmpi(str, "fireball"))
|
|
? KILLED_BY_AN
|
|
: KILLED_BY;
|
|
Strcpy(g.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;
|
|
|
|
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);
|
|
|
|
while ((otmp = (individual_object ? obj : g.level.objects[sx][sy])) != 0) {
|
|
if (otmp == uball || otmp == uchain) {
|
|
boolean waschain = (otmp == uchain);
|
|
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
|
|
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 */
|
|
}
|
|
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, (xchar) sx, (xchar) 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(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)) {
|
|
g.bhitpos.x = stmp->ox + stmp->dx;
|
|
g.bhitpos.y = stmp->oy + stmp->dy;
|
|
typ = levl[g.bhitpos.x][g.bhitpos.y].typ;
|
|
if (!isok(g.bhitpos.x, g.bhitpos.y)) {
|
|
g.bhitpos.x -= stmp->dx;
|
|
g.bhitpos.y -= stmp->dy;
|
|
stmp->stopped = TRUE;
|
|
} else if (!ZAP_POS(typ)
|
|
|| closed_door(g.bhitpos.x, g.bhitpos.y)) {
|
|
g.bhitpos.x -= stmp->dx;
|
|
g.bhitpos.y -= stmp->dy;
|
|
stmp->stopped = TRUE;
|
|
} else if ((mtmp = m_at(g.bhitpos.x, g.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 (g.bhitpos.x == u.ux && g.bhitpos.y == u.uy) {
|
|
if (scflags & MAY_HITYOU) {
|
|
int hitvalu, hitu;
|
|
|
|
if (g.multi)
|
|
nomul(0);
|
|
hitvalu = 8 + stmp->obj->spe;
|
|
if (bigmonst(g.youmonst.data))
|
|
hitvalu++;
|
|
hitu = thitu(hitvalu, dmgval(stmp->obj, &g.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(g.bhitpos.x, g.bhitpos.y); */
|
|
/* delay_output(); */
|
|
}
|
|
}
|
|
stmp->ox = g.bhitpos.x;
|
|
stmp->oy = g.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;
|
|
if (!flooreffects(stmp->obj, x, y, "land")) {
|
|
place_object(stmp->obj, x, y);
|
|
stackobj(stmp->obj);
|
|
}
|
|
}
|
|
free((genericptr_t) stmp);
|
|
newsym(x, y);
|
|
}
|
|
newsym(sx, sy);
|
|
if (sx == u.ux && sy == u.uy && u.uundetected
|
|
&& hides_under(g.youmonst.data))
|
|
(void) hideunder(&g.youmonst);
|
|
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, diluted_oil)
|
|
int x, 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(obj, x, y)
|
|
struct obj *obj;
|
|
int x, y;
|
|
{
|
|
boolean diluted_oil = obj->odiluted;
|
|
|
|
if (!obj->lamplit)
|
|
impossible("exploding unlit oil");
|
|
end_burn(obj, TRUE);
|
|
splatter_burning_oil(x, y, diluted_oil);
|
|
}
|
|
|
|
/*explode.c*/
|