Source:NetHack 3.1.0/explode.c

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Below is the full text to explode.c from the source code of NetHack 3.1.0.

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 3.1	90/11/06
2.    /*	Copyright (C) 1990 by Ken Arromdee */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    #include "hack.h"
6.    
7.    /* Note: Arrays are column first, while the screen is row first */
8.    static int expl[3][3] = 
9.    { S_explode1, S_explode4, S_explode7,
10.     S_explode2, S_explode5, S_explode8,
11.     S_explode3, S_explode6, S_explode9 };
12.   
13.   /* Note: I had to choose one of three possible kinds of "type" when writing
14.    * this function: a wand type (like in zap.c), an adtyp, or an object type.
15.    * Wand types get complex because they must be converted to adtyps for
16.    * determining such things as fire resistance.  Adtyps get complex in that
17.    * they don't supply enough information--was it a player or a monster that
18.    * did it, and with a wand, spell, or breath weapon?  Object types share both
19.    * these disadvantages....
20.    */
21.   void
22.   explode(x, y, type, dam, olet)
23.   int x, y;
24.   int type; /* the same as in zap.c */
25.   int dam;
26.   char olet;
27.   {
28.   	int i, j, k;
29.   	boolean starting = 1;
30.   	boolean visible, any_shield;
31.   	int uhurt = 0; /* 0=unhurt, 1=items damaged, 2=you and items damaged */
32.   	const char *str;
33.   	int idamres, idamnonres;
34.   	struct monst *mtmp;
35.   	uchar adtyp;
36.   	int explmask[3][3];
37.   		/* 0=normal explosion, 1=do shieldeff, 2=do nothing */
38.   	boolean shopdamage = FALSE;
39.   
40.   	switch(abs(type) % 10) {
41.   		default: impossible("explosion base type %d?", type); return;
42.   
43.   		case 1: str = (olet == SCROLL_CLASS ? "tower of flame" : "fireball"); adtyp = AD_FIRE; break;
44.   		/* case 3: str = "ball of cold"; adtyp = AD_COLD; break; */
45.   		/* case 5: str = "ball lightning"; adtyp = AD_ELEC; break; */
46.   		/* case 7: str = "acid ball"; adtyp = AD_ACID; break; */
47.   	}
48.   
49.   	any_shield = visible = FALSE;
50.   	for(i=0; i<3; i++) for(j=0; j<3; j++) {
51.   		if (!isok(i+x-1, j+y-1)) {
52.   			explmask[i][j] = 2;
53.   			continue;
54.   		}
55.   		if (i+x-1 == u.ux && j+y-1 == u.uy) {
56.   		    switch(adtyp) {
57.   			case AD_FIRE:
58.   				explmask[i][j] = Fire_resistance ? 1 : 0;
59.   				break;
60.   			/* case AD_COLD: */
61.   			/* case AD_ELEC: */
62.   			/* case AD_DISN: */
63.   			/* case AD_ACID: */
64.   			default:
65.   				impossible("explosion type %d?", adtyp);
66.   				explmask[i][j] = 0;
67.   				break;
68.   		    }
69.   		}
70.   		/* can be both you and mtmp if you're swallowed */
71.   		if (mtmp = m_at(i+x-1, j+y-1)) {
72.   		    switch(adtyp) {
73.   			case AD_FIRE:
74.   				explmask[i][j] = resists_fire(mtmp->data)
75.   					? 1 : 0;
76.   				break;
77.   			/* case AD_COLD: */
78.   			/* case AD_ELEC: */
79.   			/* case AD_DISN: */
80.   			/* case AD_ACID: */
81.   			default:
82.   				impossible("explosion type %d?", adtyp);
83.   				explmask[i][j] = 0;
84.   				break;
85.   		    }
86.   		} else if (i+x-1 != u.ux || j+j-1 != u.uy)
87.   		    explmask[i][j] = 0;
88.   
89.   		if (cansee(i+x-1, j+y-1)) visible = TRUE;
90.   		if (explmask[i][j] == 1) any_shield = TRUE;
91.   	}
92.   
93.   	if (visible) {
94.   		/* Start the explosion */
95.   		for(i=0; i<3; i++) for(j=0; j<3; j++) {
96.   			if (explmask[i][j] == 2) continue;
97.   			tmp_at(starting ? DISP_BEAM : DISP_CHANGE,
98.   					    cmap_to_glyph(expl[i][j]));
99.   			tmp_at(i+x-1, j+y-1);
100.  			starting = 0;
101.  		}
102.  		curs_on_u();	/* will flush screen and output */
103.  
104.  		if (any_shield) {	/* simulate a shield effect */
105.  		    for (k = 0; k < SHIELD_COUNT; k++) {
106.  			for(i=0; i<3; i++) for(j=0; j<3; j++) {
107.  			    if (explmask[i][j] == 1)
108.  				/*
109.  				 * Bypass tmp_at() and send the shield glyphs
110.  				 * directly to the buffered screen.  tmp_at()
111.  				 * will clean up the location for us later.
112.  				 */
113.  				show_glyph(i+x-1, j+y-1,
114.  					cmap_to_glyph(shield_static[k]));
115.  			}
116.  			curs_on_u();	/* will flush screen and output */
117.  			delay_output();
118.  		    }
119.  
120.  		    /* Cover last shield glyph with blast symbol. */
121.  		    for(i=0; i<3; i++) for(j=0; j<3; j++) {
122.  			if (explmask[i][j] == 1)
123.  			    show_glyph(i+x-1,j+y-1,cmap_to_glyph(expl[i][j]));
124.  		    }
125.  
126.  		} else {		/* delay a little bit. */
127.  		    delay_output();
128.  		    delay_output();
129.  		}
130.  
131.  	} else You("hear a blast.");
132.  
133.  
134.  	for(i=0; i<3; i++) for(j=0; j<3; j++) {
135.  		if (explmask[i][j] == 2) continue;
136.  		if (i+x-1 == u.ux && j+y-1 == u.uy)
137.  			uhurt = (explmask[i][j] == 1) ? 1 : 2;
138.  		idamres = idamnonres = 0;
139.  		(void)zap_over_floor((xchar)(i+x-1), (xchar)(j+y-1),
140.  				     type, &shopdamage);
141.  
142.  		mtmp = m_at(i+x-1, j+y-1);
143.  		if (!mtmp) continue;
144.  		if (u.uswallow && mtmp == u.ustuck) {
145.  			if (is_animal(u.ustuck->data))
146.  				pline("%s gets heartburn!",
147.  				      Monnam(u.ustuck));
148.  			else
149.  				pline("%s gets toasted slightly!",
150.  				      Monnam(u.ustuck));
151.  		} else
152.  		pline("%s is caught in the %s!",
153.  			cansee(i+x-1, j+y-1) ? Monnam(mtmp) : "It", str);
154.  
155.  		idamres += destroy_mitem(mtmp, SCROLL_CLASS, (int) adtyp);
156.  		idamres += destroy_mitem(mtmp, SPBOOK_CLASS, (int) adtyp);
157.  		/* Fire resistance protects monsters from burning scrolls, */
158.  		/* but not from exploding potions. */
159.  		idamnonres += destroy_mitem(mtmp, POTION_CLASS, (int) adtyp);
160.  /*
161.  		idamnonres += destroy_mitem(mtmp, WAND_CLASS, (int) adtyp);
162.  		idamnonres += destroy_mitem(mtmp, RING_CLASS, (int) adtyp);
163.  */
164.  		if (explmask[i][j] == 1) {
165.  			golemeffects(mtmp, (int) adtyp, dam + idamres);
166.  			mtmp->mhp -= idamnonres;
167.  		} else {
168.  		/* call resist with 0 and do damage manually so 1) we can
169.  		 * get out the message before doing the damage, and 2) we can
170.  		 * call mondied, not killed, if it's not your blast
171.  		 */
172.  			int mdam = dam;
173.  
174.  			if (resist(mtmp, olet, 0, FALSE)) {
175.  				pline("%s resists the magical blast!",
176.  					cansee(i+x-1,j+y-1) ? Monnam(mtmp)
177.  					: "It");
178.  				mdam = dam/2;
179.  			}
180.  			if (mtmp == u.ustuck)
181.  				mdam *= 2;
182.  			if (resists_cold(mtmp->data) /* && adtyp == AD_FIRE */)
183.  				mdam *= 2;
184.  			mtmp->mhp -= mdam;
185.  			mtmp->mhp -= (idamres + idamnonres);
186.  		}
187.  		if (mtmp->mhp <= 0) {
188.  			if (type >= 0) killed(mtmp);
189.  			else mondied(mtmp);
190.  		}
191.  	}
192.  
193.  	if (visible) tmp_at(DISP_END, 0); /* clear the explosion */
194.  
195.  	/* Do your injury last */
196.  	if (uhurt) {
197.  	        if (type >= 0 && flags.verbose && olet != SCROLL_CLASS)
198.  			You("are caught in the %s!", str);
199.  		if (uhurt == 2) u.uhp -= dam;
200.  		if (u.uhp <= 0) {
201.  			char buf[BUFSZ];
202.  
203.  			if (type >= 0 && olet != SCROLL_CLASS) {
204.  			    killer_format = NO_KILLER_PREFIX;
205.  			    Sprintf(buf, "caught %sself in %s own %s.",
206.  				flags.female ? "her" : "him",
207.  				flags.female ? "her" : "his", str);
208.  			} else {
209.  			    killer_format = KILLED_BY;
210.  			    Strcpy(buf, str);
211.  			}
212.  			killer = buf;
213.  			/* done(adtyp == AD_FIRE ? BURNING : DIED); */
214.  			done(BURNING);
215.  		}
216.  		exercise(A_STR, FALSE);
217.  #if defined(POLYSELF)
218.  		ugolemeffects((int) adtyp, dam);
219.  #endif
220.  		destroy_item(SCROLL_CLASS, (int) adtyp);
221.  		destroy_item(SPBOOK_CLASS, (int) adtyp);
222.  		destroy_item(POTION_CLASS, (int) adtyp);
223.  /*
224.  		destroy_item(RING_CLASS, (int) adtyp);
225.  		destroy_item(WAND_CLASS, (int) adtyp);
226.  */
227.  	}
228.  	if (shopdamage) {
229.  		pay_for_damage("burn away");
230.  /* (only if we ever add non-fire balls)
231.  		pay_for_damage(adtyp == AD_FIRE ? "burn away" :
232.  			       adtyp == AD_COLD ? "shatter" :
233.  			       adtyp == AD_DISN ? "disintegrate" : "destroy");
234.  */
235.  	}
236.  }
237.  
238.  /*explode.c*/