Source:NetHack 3.2.0/explode.c
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Below is the full text to explode.c from the source code of NetHack 3.2.0.
Warning! This is the source code from an old release. For newer releases, see Source code
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1. /* SCCS Id: @(#)explode.c 3.2 96/01/06 */ 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 (u.role) { 45. case 'P': 46. case 'W': damu /= 5; 47. break; 48. case 'H': 49. case 'K': damu /= 2; 50. break; 51. default: break; 52. } 53. 54. switch (abs(type) % 10) { 55. case 0: str = "magical blast"; 56. adtyp = AD_MAGM; 57. break; 58. case 1: str = olet == BURNING_OIL ? "burning oil" : 59. olet == SCROLL_CLASS ? "tower of flame" : 60. "fireball"; 61. adtyp = AD_FIRE; 62. break; 63. case 2: str = "ball of cold"; 64. adtyp = AD_COLD; 65. break; 66. case 4: str = "disintegration field"; 67. adtyp = AD_DISN; 68. break; 69. case 5: str = "ball lightning"; 70. adtyp = AD_ELEC; 71. break; 72. default: impossible("explosion base type %d?", type); return; 73. } 74. 75. any_shield = visible = FALSE; 76. for (i=0; i<3; i++) for (j=0; j<3; j++) { 77. if (!isok(i+x-1, j+y-1)) { 78. explmask[i][j] = 2; 79. continue; 80. } else 81. explmask[i][j] = 0; 82. 83. if (i+x-1 == u.ux && j+y-1 == u.uy) { 84. switch(adtyp) { 85. case AD_MAGM: 86. explmask[i][j] = !!Antimagic; 87. break; 88. case AD_FIRE: 89. explmask[i][j] = !!Fire_resistance; 90. break; 91. case AD_COLD: 92. explmask[i][j] = !!Cold_resistance; 93. break; 94. case AD_DISN: 95. explmask[i][j] = !!Disint_resistance; 96. break; 97. case AD_ELEC: 98. explmask[i][j] = !!Shock_resistance; 99. break; 100. default: 101. impossible("explosion type %d?", adtyp); 102. break; 103. } 104. } 105. /* can be both you and mtmp if you're swallowed */ 106. if ((mtmp = m_at(i+x-1, j+y-1)) != 0) { 107. switch(adtyp) { 108. case AD_MAGM: 109. explmask[i][j] |= resists_magm(mtmp); 110. break; 111. case AD_FIRE: 112. explmask[i][j] |= resists_fire(mtmp); 113. break; 114. case AD_COLD: 115. explmask[i][j] |= resists_cold(mtmp); 116. break; 117. case AD_DISN: 118. explmask[i][j] |= resists_disint(mtmp); 119. break; 120. case AD_ELEC: 121. explmask[i][j] |= resists_elec(mtmp); 122. break; 123. default: 124. impossible("explosion type %d?", adtyp); 125. break; 126. } 127. } 128. 129. if (cansee(i+x-1, j+y-1)) visible = TRUE; 130. if (explmask[i][j] == 1) any_shield = TRUE; 131. } 132. 133. if (visible) { 134. /* Start the explosion */ 135. for (i=0; i<3; i++) for (j=0; j<3; j++) { 136. if (explmask[i][j] == 2) continue; 137. tmp_at(starting ? DISP_BEAM : DISP_CHANGE, 138. cmap_to_glyph(expl[i][j])); 139. tmp_at(i+x-1, j+y-1); 140. starting = 0; 141. } 142. curs_on_u(); /* will flush screen and output */ 143. 144. if (any_shield) { /* simulate a shield effect */ 145. for (k = 0; k < SHIELD_COUNT; k++) { 146. for (i=0; i<3; i++) for (j=0; j<3; j++) { 147. if (explmask[i][j] == 1) 148. /* 149. * Bypass tmp_at() and send the shield glyphs 150. * directly to the buffered screen. tmp_at() 151. * will clean up the location for us later. 152. */ 153. show_glyph(i+x-1, j+y-1, 154. cmap_to_glyph(shield_static[k])); 155. } 156. curs_on_u(); /* will flush screen and output */ 157. delay_output(); 158. } 159. 160. /* Cover last shield glyph with blast symbol. */ 161. for (i=0; i<3; i++) for (j=0; j<3; j++) { 162. if (explmask[i][j] == 1) 163. show_glyph(i+x-1,j+y-1,cmap_to_glyph(expl[i][j])); 164. } 165. 166. } else { /* delay a little bit. */ 167. delay_output(); 168. delay_output(); 169. } 170. 171. } else { 172. if (flags.soundok) You_hear("a blast."); 173. } 174. 175. if (dam) 176. for (i=0; i<3; i++) for (j=0; j<3; j++) { 177. if (explmask[i][j] == 2) continue; 178. if (i+x-1 == u.ux && j+y-1 == u.uy) 179. uhurt = (explmask[i][j] == 1) ? 1 : 2; 180. idamres = idamnonres = 0; 181. (void)zap_over_floor((xchar)(i+x-1), (xchar)(j+y-1), 182. type, &shopdamage); 183. 184. mtmp = m_at(i+x-1, j+y-1); 185. if (!mtmp) continue; 186. if (u.uswallow && mtmp == u.ustuck) { 187. if (is_animal(u.ustuck->data)) 188. pline("%s gets %s!", 189. Monnam(u.ustuck), 190. (adtyp == AD_FIRE) ? "heartburn" : 191. (adtyp == AD_COLD) ? "chilly" : 192. (adtyp == AD_DISN) ? "perforated" : 193. (adtyp == AD_ELEC) ? "shocked" : 194. "fried"); 195. else 196. pline("%s gets slightly %s!", 197. Monnam(u.ustuck), 198. (adtyp == AD_FIRE) ? "toasted" : 199. (adtyp == AD_COLD) ? "chilly" : 200. (adtyp == AD_DISN) ? "perforated" : 201. (adtyp == AD_ELEC) ? "shocked" : 202. "fried"); 203. } else 204. pline("%s is caught in the %s!", 205. cansee(i+x-1, j+y-1) ? Monnam(mtmp) : "It", str); 206. 207. idamres += destroy_mitem(mtmp, SCROLL_CLASS, (int) adtyp); 208. idamres += destroy_mitem(mtmp, SPBOOK_CLASS, (int) adtyp); 209. idamnonres += destroy_mitem(mtmp, POTION_CLASS, (int) adtyp); 210. idamnonres += destroy_mitem(mtmp, WAND_CLASS, (int) adtyp); 211. idamnonres += destroy_mitem(mtmp, RING_CLASS, (int) adtyp); 212. 213. if (explmask[i][j] == 1) { 214. golemeffects(mtmp, (int) adtyp, dam + idamres); 215. mtmp->mhp -= idamnonres; 216. } else { 217. /* call resist with 0 and do damage manually so 1) we can 218. * get out the message before doing the damage, and 2) we can 219. * call mondied, not killed, if it's not your blast 220. */ 221. int mdam = dam; 222. 223. if (resist(mtmp, olet, 0, FALSE)) { 224. pline("%s resists the magical blast!", 225. cansee(i+x-1,j+y-1) ? Monnam(mtmp) 226. : "It"); 227. mdam = dam/2; 228. } 229. if (mtmp == u.ustuck) 230. mdam *= 2; 231. if (resists_cold(mtmp) && adtyp == AD_FIRE) 232. mdam *= 2; 233. else if (resists_fire(mtmp) && adtyp == AD_COLD) 234. mdam *= 2; 235. mtmp->mhp -= mdam; 236. mtmp->mhp -= (idamres + idamnonres); 237. } 238. if (mtmp->mhp <= 0) { 239. if (type >= 0) killed(mtmp); 240. else mondied(mtmp); 241. } 242. } 243. 244. if (visible) tmp_at(DISP_END, 0); /* clear the explosion */ 245. 246. /* Do your injury last */ 247. if (uhurt) { 248. if (type >= 0 && flags.verbose && olet != SCROLL_CLASS) 249. You("are caught in the %s!", str); 250. /* do property damage first, in case we end up leaving bones */ 251. if (adtyp == AD_FIRE) (void) burnarmor(); 252. destroy_item(SCROLL_CLASS, (int) adtyp); 253. destroy_item(SPBOOK_CLASS, (int) adtyp); 254. destroy_item(POTION_CLASS, (int) adtyp); 255. destroy_item(RING_CLASS, (int) adtyp); 256. destroy_item(WAND_CLASS, (int) adtyp); 257. 258. ugolemeffects((int) adtyp, damu); 259. if (uhurt == 2) u.uhp -= damu, flags.botl = 1; 260. 261. if (u.uhp <= 0) { 262. char buf[BUFSZ]; 263. 264. if (type >= 0 && olet != SCROLL_CLASS) { 265. killer_format = NO_KILLER_PREFIX; 266. Sprintf(buf, "caught %sself in %s own %s.", 267. him[flags.female], his[flags.female], str); 268. } else { 269. killer_format = KILLED_BY; 270. Strcpy(buf, str); 271. } 272. killer = buf; 273. /* Known BUG: BURNING suppresses corpse in bones data, 274. but done does not handle killer reason correctly */ 275. /* done(adtyp == AD_FIRE ? BURNING : DIED); */ 276. done(BURNING); 277. } 278. exercise(A_STR, FALSE); 279. } 280. 281. if (shopdamage) { 282. pay_for_damage(adtyp == AD_FIRE ? "burn away" : 283. adtyp == AD_COLD ? "shatter" : 284. adtyp == AD_DISN ? "disintegrate" : "destroy"); 285. } 286. } 287. #endif /* OVL0 */ 288. #ifdef OVL1 289. 290. struct scatter_chain { 291. struct scatter_chain *next; /* pointer to next scatter item */ 292. struct obj *obj; /* pointer to the object */ 293. xchar ox; /* location of */ 294. xchar oy; /* item */ 295. schar dx; /* direction of */ 296. schar dy; /* travel */ 297. int range; /* range of object */ 298. boolean stopped; /* flag for in-motion/stopped */ 299. }; 300. 301. /* 302. * scflags: 303. * VIS_EFFECTS Add visual effects to display 304. * MAY_HITMON Objects may hit monsters 305. * MAY_HITYOU Objects may hit hero 306. * MAY_HIT Objects may hit you or monsters 307. * MAY_DESTROY Objects may be destroyed at random 308. * MAY_FRACTURE Stone objects can be fractured (statues, boulders) 309. */ 310. 311. void 312. scatter(sx,sy,blastforce,scflags) 313. int sx,sy; /* location of objects to scatter */ 314. int blastforce; /* force behind the scattering */ 315. unsigned int scflags; 316. { 317. register struct obj *otmp; 318. register int tmp; 319. int farthest = 0; 320. uchar typ; 321. long qtmp; 322. boolean used_up; 323. struct monst *mtmp; 324. struct scatter_chain *stmp, *stmp2 = 0; 325. struct scatter_chain *schain = (struct scatter_chain *)0; 326. 327. while ((otmp = level.objects[sx][sy]) != 0) { 328. if (otmp->quan > 1L) { 329. qtmp = (long)rnd((int)otmp->quan - 1); 330. (void) splitobj(otmp, qtmp); 331. } 332. obj_extract_self(otmp); 333. used_up = FALSE; 334. 335. /* 9 in 10 chance of fracturing boulders or statues */ 336. if ((scflags & MAY_FRACTURE) 337. && ((otmp->otyp == BOULDER) || (otmp->otyp == STATUE)) 338. && rn2(10)) { 339. if (otmp->otyp == BOULDER) { 340. pline("%s breaks apart.",The(xname(otmp))); 341. fracture_rock(otmp); 342. place_object(otmp, sx, sy); /* put fragments on floor */ 343. } else { 344. struct trap *trap; 345. 346. if ((trap = t_at(sx,sy)) && trap->ttyp == STATUE_TRAP) 347. deltrap(trap); 348. pline("%s crumbles.",The(xname(otmp))); 349. (void) break_statue(otmp); 350. place_object(otmp, sx, sy); /* put fragments on floor */ 351. } 352. used_up = TRUE; 353. 354. /* 1 in 10 chance of destruction of obj; glass, egg destruction */ 355. } else if ((scflags & MAY_DESTROY) && (!rn2(10) 356. || (objects[otmp->otyp].oc_material == GLASS 357. || otmp->otyp == EGG))) { 358. if (breaks(otmp, sx, sy, FALSE)) used_up = TRUE; 359. } 360. 361. if (!used_up) { 362. stmp = (struct scatter_chain *) 363. alloc(sizeof(struct scatter_chain)); 364. stmp->next = (struct scatter_chain *)0; 365. stmp->obj = otmp; 366. stmp->ox = sx; 367. stmp->oy = sy; 368. tmp = rn2(8); /* get the direction */ 369. stmp->dx = xdir[tmp]; 370. stmp->dy = ydir[tmp]; 371. tmp = blastforce - (otmp->owt/40); 372. if (tmp < 1) tmp = 1; 373. stmp->range = rnd(tmp); /* anywhere up to that determ. by wt */ 374. if (farthest < stmp->range) farthest = stmp->range; 375. stmp->stopped = FALSE; 376. if (!schain) 377. schain = stmp; 378. else 379. stmp2->next = stmp; 380. stmp2 = stmp; 381. } 382. } 383. 384. while (farthest-- > 0) { 385. for (stmp = schain; stmp; stmp = stmp->next) { 386. if ((stmp->range-- > 0) && (!stmp->stopped)) { 387. bhitpos.x = stmp->ox + stmp->dx; 388. bhitpos.y = stmp->oy + stmp->dy; 389. typ = levl[bhitpos.x][bhitpos.y].typ; 390. if(!isok(bhitpos.x, bhitpos.y)) { 391. bhitpos.x -= stmp->dx; 392. bhitpos.y -= stmp->dy; 393. stmp->stopped = TRUE; 394. } else if(!ZAP_POS(typ) || 395. closed_door(bhitpos.x, bhitpos.y)) { 396. bhitpos.x -= stmp->dx; 397. bhitpos.y -= stmp->dy; 398. stmp->stopped = TRUE; 399. } else if ((mtmp = m_at(bhitpos.x, bhitpos.y)) != 0) { 400. if (scflags & MAY_HITMON) { 401. stmp->range--; 402. if (ohitmon(mtmp, stmp->obj, 1, FALSE)) { 403. stmp->obj = (struct obj *)0; 404. stmp->stopped = TRUE; 405. } 406. } 407. } else if (bhitpos.x==u.ux && bhitpos.y==u.uy) { 408. if (scflags & MAY_HITYOU) { 409. int hitvalu, hitu; 410. 411. if (multi) nomul(0); 412. hitvalu = 8 + stmp->obj->spe; 413. if (bigmonst(uasmon)) hitvalu++; 414. hitu = thitu(hitvalu, 415. dmgval(stmp->obj, &youmonst), 416. stmp->obj, 417. xname(stmp->obj)); 418. if (hitu) { 419. stmp->range -= 3; 420. stop_occupation(); 421. } 422. } 423. } else { 424. if (scflags & VIS_EFFECTS) { 425. /* tmp_at(bhitpos.x, bhitpos.y); */ 426. /* delay_output(); */ 427. } 428. } 429. stmp->ox = bhitpos.x; 430. stmp->oy = bhitpos.y; 431. } 432. } 433. } 434. for (stmp = schain; stmp; stmp = stmp2) { 435. int x,y; 436. 437. stmp2 = stmp->next; 438. x = stmp->ox; y = stmp->oy; 439. if (stmp->obj) { 440. place_object(stmp->obj, x, y); 441. stackobj(stmp->obj); 442. } 443. free((genericptr_t)stmp); 444. newsym(x,y); 445. } 446. } 447. 448. 449. /* 450. * Splatter burning oil from x,y to the surrounding area. 451. * 452. * This routine should really take a how and direction parameters. 453. * The how is how it was caused, e.g. kicked verses thrown. The 454. * direction is which way to spread the flaming oil. Different 455. * "how"s would give different dispersal patterns. For example, 456. * kicking a burning flask will splatter differently from a thrown 457. * flask hitting the ground. 458. * 459. * For now, just perform a "regular" explosion. 460. */ 461. void 462. splatter_burning_oil(x, y) 463. int x, y; 464. { 465. /* ZT_SPELL(ZT_FIRE) = ZT_SPELL(AD_FIRE-1) = 10+(2-1) = 11 */ 466. #define ZT_SPELL_O_FIRE 11 /* value kludge, see zap.c */ 467. explode(x, y, ZT_SPELL_O_FIRE, d(4,4), BURNING_OIL); 468. } 469. 470. #endif /* OVL1 */ 471. 472. /*explode.c*/