Source:NetHack 3.3.0/explode.c

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Below is the full text to explode.c from the source code of NetHack 3.3.0. To link to a particular line, write [[NetHack 3.3.0/explode.c#line123]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

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This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.

1.    /*	SCCS Id: @(#)explode.c	3.3	97/06/14	*/
2.    /*	Copyright (C) 1990 by Ken Arromdee */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    #include "hack.h"
6.    
7.    #ifdef OVL0
8.    
9.    /* Note: Arrays are column first, while the screen is row first */
10.   static int expl[3][3] = {
11.   	{ S_explode1, S_explode4, S_explode7 },
12.   	{ S_explode2, S_explode5, S_explode8 },
13.   	{ S_explode3, S_explode6, S_explode9 }
14.   };
15.   
16.   /* Note: I had to choose one of three possible kinds of "type" when writing
17.    * this function: a wand type (like in zap.c), an adtyp, or an object type.
18.    * Wand types get complex because they must be converted to adtyps for
19.    * determining such things as fire resistance.  Adtyps get complex in that
20.    * they don't supply enough information--was it a player or a monster that
21.    * did it, and with a wand, spell, or breath weapon?  Object types share both
22.    * these disadvantages....
23.    */
24.   void
25.   explode(x, y, type, dam, olet)
26.   int x, y;
27.   int type; /* the same as in zap.c */
28.   int dam;
29.   char olet;
30.   {
31.   	int i, j, k, damu = dam;
32.   	boolean starting = 1;
33.   	boolean visible, any_shield;
34.   	int uhurt = 0; /* 0=unhurt, 1=items damaged, 2=you and items damaged */
35.   	const char *str;
36.   	int idamres, idamnonres;
37.   	struct monst *mtmp;
38.   	uchar adtyp;
39.   	int explmask[3][3];
40.   		/* 0=normal explosion, 1=do shieldeff, 2=do nothing */
41.   	boolean shopdamage = FALSE;
42.   
43.   	if (olet == WAND_CLASS)		/* retributive strike */
44.   		switch (Role_switch) {
45.   			case PM_PRIEST:
46.   			case PM_MONK:
47.   			case PM_WIZARD: damu /= 5;
48.   				  break;
49.   			case PM_HEALER:
50.   			case PM_KNIGHT: damu /= 2;
51.   				  break;
52.   			default:  break;
53.   		}
54.   
55.   	if (olet == MON_EXPLODE) {
56.   	    str = killer;
57.   	    adtyp = AD_PHYS;
58.   	} else
59.   	switch (abs(type) % 10) {
60.   		case 0: str = "magical blast";
61.   			adtyp = AD_MAGM;
62.   			break;
63.   		case 1: str =   olet == BURNING_OIL ?	"burning oil" :
64.   				olet == SCROLL_CLASS ?	"tower of flame" :
65.   							"fireball";
66.   			adtyp = AD_FIRE;
67.   			break;
68.   		case 2: str = "ball of cold";
69.   			adtyp = AD_COLD;
70.   			break;
71.   		case 4: str =  (olet == WAND_CLASS) ? "death field" :
72.   							"disintegration field";
73.   			adtyp = AD_DISN;
74.   			break;
75.   		case 5: str = "ball lightning";
76.   			adtyp = AD_ELEC;
77.   			break;
78.   		case 6: str = "poison gas cloud";
79.   			adtyp = AD_DRST;
80.   			break;
81.   		case 7: str = "splash of acid";
82.   			adtyp = AD_ACID;
83.   			break;
84.   		default: impossible("explosion base type %d?", type); return;
85.   	}
86.   
87.   	any_shield = visible = FALSE;
88.   	for (i=0; i<3; i++) for (j=0; j<3; j++) {
89.   		if (!isok(i+x-1, j+y-1)) {
90.   			explmask[i][j] = 2;
91.   			continue;
92.   		} else
93.   			explmask[i][j] = 0;
94.   
95.   		if (i+x-1 == u.ux && j+y-1 == u.uy) {
96.   		    switch(adtyp) {
97.   			case AD_PHYS:                        
98.   				explmask[i][j] = 0;
99.   				break;
100.  			case AD_MAGM:
101.  				explmask[i][j] = !!Antimagic;
102.  				break;
103.  			case AD_FIRE:
104.  				explmask[i][j] = !!Fire_resistance;
105.  				break;
106.  			case AD_COLD:
107.  				explmask[i][j] = !!Cold_resistance;
108.  				break;
109.  			case AD_DISN:
110.  				explmask[i][j] = (olet == WAND_CLASS) ?
111.  						!!(nonliving(youmonst.data) || is_demon(youmonst.data)) :
112.  						!!Disint_resistance;
113.  				break;
114.  			case AD_ELEC:
115.  				explmask[i][j] = !!Shock_resistance;
116.  				break;
117.  			case AD_DRST:
118.  				explmask[i][j] = !!Poison_resistance;
119.  				break;
120.  			case AD_ACID:
121.  				explmask[i][j] = !!Acid_resistance;
122.  				break;
123.  			default:
124.  				impossible("explosion type %d?", adtyp);
125.  				break;
126.  		    }
127.  		}
128.  		/* can be both you and mtmp if you're swallowed */
129.  		mtmp = m_at(i+x-1, j+y-1);
130.  #ifdef STEED
131.  		if (!mtmp && i+x-1 == u.ux && j+y-1 == u.uy)
132.  			mtmp = u.usteed;
133.  #endif
134.  		if (mtmp) {
135.  		    if (mtmp->mhp < 1) explmask[i][j] = 2;
136.  		    else switch(adtyp) {
137.  			case AD_PHYS:                        
138.  				break;
139.  			case AD_MAGM:
140.  				explmask[i][j] |= resists_magm(mtmp);
141.  				break;
142.  			case AD_FIRE:
143.  				explmask[i][j] |= resists_fire(mtmp);
144.  				break;
145.  			case AD_COLD:
146.  				explmask[i][j] |= resists_cold(mtmp);
147.  				break;
148.  			case AD_DISN:
149.  				explmask[i][j] |= (olet == WAND_CLASS) ?
150.  					(nonliving(mtmp->data) || is_demon(mtmp->data)) :
151.  					resists_disint(mtmp);
152.  				break;
153.  			case AD_ELEC:
154.  				explmask[i][j] |= resists_elec(mtmp);
155.  				break;
156.  			case AD_DRST:
157.  				explmask[i][j] |= resists_poison(mtmp);
158.  				break;
159.  			case AD_ACID:
160.  				explmask[i][j] |= resists_acid(mtmp);
161.  				break;
162.  			default:
163.  				impossible("explosion type %d?", adtyp);
164.  				break;
165.  		    }
166.  		}
167.  		if (mtmp && cansee(i,j) && !canspotmon(mtmp))
168.  		    map_invisible(i, j);
169.  		else if (!mtmp && glyph_is_invisible(levl[i][j].glyph)) {
170.  		    unmap_object(i, j);
171.  		    newsym(i, j);
172.  		}
173.  
174.  		if (cansee(i+x-1, j+y-1)) visible = TRUE;
175.  		if (explmask[i][j] == 1) any_shield = TRUE;
176.  	}
177.  
178.  	if (visible) {
179.  		/* Start the explosion */
180.  		for (i=0; i<3; i++) for (j=0; j<3; j++) {
181.  			if (explmask[i][j] == 2) continue;
182.  			tmp_at(starting ? DISP_BEAM : DISP_CHANGE,
183.  					    cmap_to_glyph(expl[i][j]));
184.  			tmp_at(i+x-1, j+y-1);
185.  			starting = 0;
186.  		}
187.  		curs_on_u();	/* will flush screen and output */
188.  
189.  		if (any_shield) {	/* simulate a shield effect */
190.  		    for (k = 0; k < SHIELD_COUNT; k++) {
191.  			for (i=0; i<3; i++) for (j=0; j<3; j++) {
192.  			    if (explmask[i][j] == 1)
193.  				/*
194.  				 * Bypass tmp_at() and send the shield glyphs
195.  				 * directly to the buffered screen.  tmp_at()
196.  				 * will clean up the location for us later.
197.  				 */
198.  				show_glyph(i+x-1, j+y-1,
199.  					cmap_to_glyph(shield_static[k]));
200.  			}
201.  			curs_on_u();	/* will flush screen and output */
202.  			delay_output();
203.  		    }
204.  
205.  		    /* Cover last shield glyph with blast symbol. */
206.  		    for (i=0; i<3; i++) for (j=0; j<3; j++) {
207.  			if (explmask[i][j] == 1)
208.  			    show_glyph(i+x-1,j+y-1,cmap_to_glyph(expl[i][j]));
209.  		    }
210.  
211.  		} else {		/* delay a little bit. */
212.  		    delay_output();
213.  		    delay_output();
214.  		}
215.  
216.  	} else {
217.  		if (flags.soundok) You_hear("a blast.");
218.  	}
219.  
220.      if (dam)
221.  	for (i=0; i<3; i++) for (j=0; j<3; j++) {
222.  		if (explmask[i][j] == 2) continue;
223.  		if (i+x-1 == u.ux && j+y-1 == u.uy)
224.  			uhurt = (explmask[i][j] == 1) ? 1 : 2;
225.  		idamres = idamnonres = 0;
226.  		if (type >= 0)
227.  		    (void)zap_over_floor((xchar)(i+x-1), (xchar)(j+y-1),
228.  		    		type, &shopdamage);
229.  
230.  		mtmp = m_at(i+x-1, j+y-1);
231.  #ifdef STEED
232.  		if (!mtmp && i+x-1 == u.ux && j+y-1 == u.uy)
233.  			mtmp = u.usteed;
234.  #endif
235.  		if (!mtmp) continue;
236.  		if (u.uswallow && mtmp == u.ustuck) {
237.  			if (is_animal(u.ustuck->data))
238.  				pline("%s gets %s!",
239.  				      Monnam(u.ustuck),
240.  				      (adtyp == AD_FIRE) ? "heartburn" :
241.  				      (adtyp == AD_COLD) ? "chilly" :
242.  				      (adtyp == AD_DISN) ? ((olet == WAND_CLASS) ?
243.  				       "irradiated by pure energy" : "perforated") :
244.  				      (adtyp == AD_ELEC) ? "shocked" :
245.  				      (adtyp == AD_DRST) ? "poisoned" :
246.  				      (adtyp == AD_ACID) ? "an upset stomach" :
247.  				       "fried");
248.  			else
249.  				pline("%s gets slightly %s!",
250.  				      Monnam(u.ustuck),
251.  				      (adtyp == AD_FIRE) ? "toasted" :
252.  				      (adtyp == AD_COLD) ? "chilly" :
253.  				      (adtyp == AD_DISN) ? ((olet == WAND_CLASS) ?
254.  				       "overwhelmed by pure energy" : "perforated") :
255.  				      (adtyp == AD_ELEC) ? "shocked" :
256.  				      (adtyp == AD_DRST) ? "intoxicated" :
257.  				      (adtyp == AD_ACID) ? "burned" :
258.  				       "fried");
259.  		} else
260.  		pline("%s is caught in the %s!",
261.  			cansee(i+x-1, j+y-1) ? Monnam(mtmp) : "It", str);
262.  
263.  		idamres += destroy_mitem(mtmp, SCROLL_CLASS, (int) adtyp);
264.  		idamres += destroy_mitem(mtmp, SPBOOK_CLASS, (int) adtyp);
265.  		idamnonres += destroy_mitem(mtmp, POTION_CLASS, (int) adtyp);
266.  		idamnonres += destroy_mitem(mtmp, WAND_CLASS, (int) adtyp);
267.  		idamnonres += destroy_mitem(mtmp, RING_CLASS, (int) adtyp);
268.  
269.  		if (explmask[i][j] == 1) {
270.  			golemeffects(mtmp, (int) adtyp, dam + idamres);
271.  			mtmp->mhp -= idamnonres;
272.  		} else {
273.  		/* call resist with 0 and do damage manually so 1) we can
274.  		 * get out the message before doing the damage, and 2) we can
275.  		 * call mondied, not killed, if it's not your blast
276.  		 */
277.  			int mdam = dam;
278.  
279.  			if (resist(mtmp, olet, 0, FALSE)) {
280.  				pline("%s resists the %s!",
281.  					cansee(i+x-1,j+y-1) ? Monnam(mtmp) : "It",
282.  					str);
283.  				mdam = dam/2;
284.  			}
285.  			if (mtmp == u.ustuck)
286.  				mdam *= 2;
287.  			if (resists_cold(mtmp) && adtyp == AD_FIRE)
288.  				mdam *= 2;
289.  			else if (resists_fire(mtmp) && adtyp == AD_COLD)
290.  				mdam *= 2;
291.  			mtmp->mhp -= mdam;
292.  			mtmp->mhp -= (idamres + idamnonres);
293.  		}
294.  		if (mtmp->mhp <= 0) {
295.  			/* KMH -- Don't blame the player for pets killing gas spores */
296.  			if (!flags.mon_moving) killed(mtmp);
297.  			else monkilled(mtmp, "", (int)adtyp);
298.  		}
299.  	}
300.  
301.  	if (visible) tmp_at(DISP_END, 0); /* clear the explosion */
302.  
303.  	/* Do your injury last */
304.  	if (uhurt) {
305.  		if ((type >= 0 || adtyp == AD_PHYS) &&	/* gas spores */
306.  				flags.verbose && olet != SCROLL_CLASS)
307.  			You("are caught in the %s!", str);
308.  		/* do property damage first, in case we end up leaving bones */
309.  		if (adtyp == AD_FIRE) burn_away_slime();
310.  		if (Invulnerable) {
311.  		    damu = 0;
312.  		    pline("You are unharmed!");
313.  		}
314.  		if (adtyp == AD_FIRE) (void) burnarmor(&youmonst);
315.  		destroy_item(SCROLL_CLASS, (int) adtyp);
316.  		destroy_item(SPBOOK_CLASS, (int) adtyp);
317.  		destroy_item(POTION_CLASS, (int) adtyp);
318.  		destroy_item(RING_CLASS, (int) adtyp);
319.  		destroy_item(WAND_CLASS, (int) adtyp);
320.  
321.  		ugolemeffects((int) adtyp, damu);
322.  		if (uhurt == 2) u.uhp -= damu, flags.botl = 1;
323.  
324.  		if (u.uhp <= 0) {
325.  			char buf[BUFSZ];
326.  
327.  			if (olet == MON_EXPLODE) {
328.  			    /* killer handled by caller */
329.  			    Strcpy(buf, str);
330.  			    killer_format = KILLED_BY_AN;
331.  			} else if (type >= 0 && olet != SCROLL_CLASS) {
332.  			    killer_format = NO_KILLER_PREFIX;
333.  			    Sprintf(buf, "caught %sself in %s own %s.",
334.  				    him[flags.female], his[flags.female], str);
335.  			} else {
336.  			    killer_format = KILLED_BY;
337.  			    Strcpy(buf, str);
338.  			}
339.  			killer = buf;
340.  			/* Known BUG: BURNING suppresses corpse in bones data,
341.  			   but done does not handle killer reason correctly */
342.  			/* done(adtyp == AD_FIRE ? BURNING : DIED); */
343.  			done(BURNING);
344.  		}
345.  		exercise(A_STR, FALSE);
346.  	}
347.  
348.  	if (shopdamage) {
349.  		pay_for_damage(adtyp == AD_FIRE ? "burn away" :
350.  			       adtyp == AD_COLD ? "shatter" :
351.  			       adtyp == AD_DISN ? "disintegrate" : "destroy");
352.  	}
353.  }
354.  #endif /* OVL0 */
355.  #ifdef OVL1
356.  
357.  struct scatter_chain {
358.  	struct scatter_chain *next;	/* pointer to next scatter item	*/
359.  	struct obj *obj;		/* pointer to the object	*/
360.  	xchar ox;			/* location of			*/
361.  	xchar oy;			/*	item			*/
362.  	schar dx;			/* direction of			*/
363.  	schar dy;			/*	travel			*/
364.  	int range;			/* range of object		*/
365.  	boolean stopped;		/* flag for in-motion/stopped	*/
366.  };
367.  
368.  /*
369.   * scflags:
370.   *	VIS_EFFECTS	Add visual effects to display
371.   *	MAY_HITMON	Objects may hit monsters
372.   *	MAY_HITYOU	Objects may hit hero
373.   *	MAY_HIT		Objects may hit you or monsters
374.   *	MAY_DESTROY	Objects may be destroyed at random
375.   *	MAY_FRACTURE	Stone objects can be fractured (statues, boulders)
376.   */
377.  
378.  void
379.  scatter(sx,sy,blastforce,scflags, obj)
380.  int sx,sy;				/* location of objects to scatter */
381.  int blastforce;				/* force behind the scattering	*/
382.  unsigned int scflags;
383.  struct obj *obj;			/* only scatter this obj        */
384.  {
385.  	register struct obj *otmp;
386.  	register int tmp;
387.  	int farthest = 0;
388.  	uchar typ;
389.  	long qtmp;
390.  	boolean used_up;
391.  	boolean split_up = FALSE;
392.  	boolean individual_object = obj ? TRUE : FALSE;
393.  	struct monst *mtmp;
394.  	struct scatter_chain *stmp, *stmp2 = 0;
395.  	struct scatter_chain *schain = (struct scatter_chain *)0;
396.  
397.  	while ((otmp = individual_object ? obj : level.objects[sx][sy]) != 0) {
398.  	    if (otmp->quan > 1L) {
399.  		qtmp = otmp->quan - 1;
400.  		if (qtmp > LARGEST_INT) qtmp = LARGEST_INT;
401.  		qtmp = (long)rnd((int)qtmp);
402.  		(void) splitobj(otmp, qtmp);
403.  		if (qtmp < otmp->quan)
404.  			split_up = TRUE;
405.  		else
406.  			split_up = FALSE;
407.  	    }
408.  	    if (individual_object) {
409.  		if (split_up) {
410.  			if (otmp->where == OBJ_FLOOR)
411.  				obj = otmp->nexthere;
412.  			else
413.  				obj = otmp->nobj;
414.  		} else
415.  			obj = (struct obj *)0;
416.  	    }
417.  	    obj_extract_self(otmp);
418.  	    used_up = FALSE;
419.  
420.  	    /* 9 in 10 chance of fracturing boulders or statues */
421.  	    if ((scflags & MAY_FRACTURE)
422.  			&& ((otmp->otyp == BOULDER) || (otmp->otyp == STATUE))
423.  			&& rn2(10)) {
424.  		if (otmp->otyp == BOULDER) {
425.  		    pline("%s breaks apart.",The(xname(otmp)));
426.  		    fracture_rock(otmp);
427.  		    place_object(otmp, sx, sy);	/* put fragments on floor */
428.  		} else {
429.  		    struct trap *trap;
430.  
431.  		    if ((trap = t_at(sx,sy)) && trap->ttyp == STATUE_TRAP)
432.  			    deltrap(trap);
433.  		    pline("%s crumbles.",The(xname(otmp)));
434.  		    (void) break_statue(otmp);
435.  		    place_object(otmp, sx, sy);	/* put fragments on floor */
436.  		}
437.  		used_up = TRUE;
438.  
439.  	    /* 1 in 10 chance of destruction of obj; glass, egg destruction */
440.  	    } else if ((scflags & MAY_DESTROY) && (!rn2(10)
441.  			|| (objects[otmp->otyp].oc_material == GLASS
442.  			|| otmp->otyp == EGG))) {
443.  		if (breaks(otmp, (xchar)sx, (xchar)sy)) used_up = TRUE;
444.  	    }
445.  
446.  	    if (!used_up) {
447.  		stmp = (struct scatter_chain *)
448.  					alloc(sizeof(struct scatter_chain));
449.  		stmp->next = (struct scatter_chain *)0;
450.  		stmp->obj = otmp;
451.  		stmp->ox = sx;
452.  		stmp->oy = sy;
453.  		tmp = rn2(8);		/* get the direction */
454.  		stmp->dx = xdir[tmp];
455.  		stmp->dy = ydir[tmp];
456.  		tmp = blastforce - (otmp->owt/40);
457.  		if (tmp < 1) tmp = 1;
458.  		stmp->range = rnd(tmp); /* anywhere up to that determ. by wt */
459.  		if (farthest < stmp->range) farthest = stmp->range;
460.  		stmp->stopped = FALSE;
461.  		if (!schain)
462.  		    schain = stmp;
463.  		else
464.  		    stmp2->next = stmp;
465.  		stmp2 = stmp;
466.  	    }
467.  	}
468.  
469.  	while (farthest-- > 0) {
470.  		for (stmp = schain; stmp; stmp = stmp->next) {
471.  		   if ((stmp->range-- > 0) && (!stmp->stopped)) {
472.  			bhitpos.x = stmp->ox + stmp->dx;
473.  			bhitpos.y = stmp->oy + stmp->dy;
474.  			typ = levl[bhitpos.x][bhitpos.y].typ;
475.  			if(!isok(bhitpos.x, bhitpos.y)) {
476.  				bhitpos.x -= stmp->dx;
477.  				bhitpos.y -= stmp->dy;
478.  				stmp->stopped = TRUE;
479.  			} else if(!ZAP_POS(typ) ||
480.  					closed_door(bhitpos.x, bhitpos.y)) {
481.  				bhitpos.x -= stmp->dx;
482.  				bhitpos.y -= stmp->dy;
483.  				stmp->stopped = TRUE;
484.  			} else if ((mtmp = m_at(bhitpos.x, bhitpos.y)) != 0) {
485.  				if (scflags & MAY_HITMON) {
486.  				    stmp->range--;
487.  				    if (ohitmon(mtmp, stmp->obj, 1, FALSE)) {
488.  					stmp->obj = (struct obj *)0;
489.  					stmp->stopped = TRUE;
490.  				    }
491.  				}
492.  			} else if (bhitpos.x==u.ux && bhitpos.y==u.uy) {
493.  				if (scflags & MAY_HITYOU) {
494.  				    int hitvalu, hitu;
495.  
496.  				    if (multi) nomul(0);
497.  				    hitvalu = 8 + stmp->obj->spe;
498.  				    if (bigmonst(youmonst.data)) hitvalu++;
499.  				    /* could just use doname all the time,
500.  				     * except thitu adds "an" to the front
501.  				     */
502.  				    hitu = thitu(hitvalu,
503.  					dmgval(stmp->obj, &youmonst),
504.  					stmp->obj,
505.  					(stmp->obj->quan>1) ? doname(stmp->obj)
506.  						: xname(stmp->obj));
507.  				    if (hitu) {
508.  					stmp->range -= 3;
509.  					stop_occupation();
510.  				    }
511.  				}
512.  			} else {
513.  				if (scflags & VIS_EFFECTS) {
514.  				    /* tmp_at(bhitpos.x, bhitpos.y); */
515.  				    /* delay_output(); */
516.  				}
517.  			}
518.  			stmp->ox = bhitpos.x;
519.  			stmp->oy = bhitpos.y;
520.  		   }
521.  		}
522.  	}
523.  	for (stmp = schain; stmp; stmp = stmp2) {
524.  		int x,y;
525.  
526.  		stmp2 = stmp->next;
527.  		x = stmp->ox; y = stmp->oy;
528.  		if (stmp->obj) {
529.  			place_object(stmp->obj, x, y);
530.  			stackobj(stmp->obj);
531.  		}
532.  		free((genericptr_t)stmp);
533.  		newsym(x,y);
534.  	}
535.  }
536.  
537.  
538.  /*
539.   * Splatter burning oil from x,y to the surrounding area.
540.   *
541.   * This routine should really take a how and direction parameters.
542.   * The how is how it was caused, e.g. kicked verses thrown.  The
543.   * direction is which way to spread the flaming oil.  Different
544.   * "how"s would give different dispersal patterns.  For example,
545.   * kicking a burning flask will splatter differently from a thrown
546.   * flask hitting the ground.
547.   *
548.   * For now, just perform a "regular" explosion.
549.   */
550.  void
551.  splatter_burning_oil(x, y)
552.      int x, y;
553.  {
554.  /* ZT_SPELL(ZT_FIRE) = ZT_SPELL(AD_FIRE-1) = 10+(2-1) = 11 */
555.  #define ZT_SPELL_O_FIRE 11 /* value kludge, see zap.c */
556.      explode(x, y, ZT_SPELL_O_FIRE, d(4,4), BURNING_OIL);
557.  }
558.  
559.  #endif /* OVL1 */
560.  
561.  /*explode.c*/