817 lines
32 KiB
C
817 lines
32 KiB
C
/* NetHack 3.6 explode.c $NHDT-Date: 1545182146 2018/12/19 01:15:46 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.60 $ */
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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_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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/* 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 */
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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 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 grabber is reaching into hero's spot and
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hero's spot is within explosion radius, grabber
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gets hit by double damage */
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if (grabbed && mtmp == u.ustuck && distu(x, y) <= 2)
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mdam *= 2;
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/* being resistant to opposite type of damage makes
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target more vulnerable to current type of damage
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(when target is also resistant to current type,
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we won't get here) */
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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 (DEADMONSTER(mtmp)) {
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int xkflg = ((adtyp == AD_FIRE
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&& completelyburns(mtmp->data))
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? XKILL_NOCORPSE : 0);
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if (!g.context.mon_moving) {
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xkilled(mtmp, XKILL_GIVEMSG | xkflg);
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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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xkflg ? "burned completely"
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: nonliving(mtmp->data) ? "destroyed"
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: "killed");
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xkilled(mtmp, XKILL_NOMSG | XKILL_NOCONDUCT | xkflg);
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} else {
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if (xkflg)
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adtyp = AD_RBRE; /* no corpse */
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monkilled(mtmp, "", (int) adtyp);
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}
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} else if (!g.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) {
|
|
/* 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);
|
|
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;
|
|
place_object(stmp->obj, x, y);
|
|
stackobj(stmp->obj);
|
|
}
|
|
free((genericptr_t) stmp);
|
|
newsym(x, y);
|
|
}
|
|
newsym(sx, sy);
|
|
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*/
|