Source:NetHack 3.4.3/src/explode.c
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Below is the full text to src/explode.c from NetHack 3.4.3. To link to a particular line, write Source:NetHack 3.4.3/src/explode.c#line123, for example.
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1. /* SCCS Id: @(#)explode.c 3.4 2002/11/10 */ 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.
explode
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, expltype) 26. int x, y; 27. int type; /* the same as in zap.c */ 28. int dam; 29. char olet; 30. int expltype; 31. { 32. int i, j, k, damu = dam; 33. boolean starting = 1; 34. boolean visible, any_shield; 35. int uhurt = 0; /* 0=unhurt, 1=items damaged, 2=you and items damaged */ 36. const char *str; 37. int idamres, idamnonres; 38. struct monst *mtmp; 39. uchar adtyp; 40. int explmask[3][3]; 41. /* 0=normal explosion, 1=do shieldeff, 2=do nothing */ 42. boolean shopdamage = FALSE; 43. boolean generic = FALSE; 44. 45. if (olet == WAND_CLASS) /* retributive strike */ 46. switch (Role_switch) { 47. case PM_PRIEST: 48. case PM_MONK: 49. case PM_WIZARD: damu /= 5; 50. break; 51. case PM_HEALER: 52. case PM_KNIGHT: damu /= 2; 53. break; 54. default: break; 55. } 56. 57. if (olet == MON_EXPLODE) { 58. str = killer; 59. killer = 0; /* set again later as needed */ 60. adtyp = AD_PHYS; 61. } else 62. switch (abs(type) % 10) { 63. case 0: str = "magical blast"; 64. adtyp = AD_MAGM; 65. break; 66. case 1: str = olet == BURNING_OIL ? "burning oil" : 67. olet == SCROLL_CLASS ? "tower of flame" : 68. "fireball"; 69. adtyp = AD_FIRE; 70. break; 71. case 2: str = "ball of cold"; 72. adtyp = AD_COLD; 73. break; 74. case 4: str = (olet == WAND_CLASS) ? "death field" : 75. "disintegration field"; 76. adtyp = AD_DISN; 77. break; 78. case 5: str = "ball of lightning"; 79. adtyp = AD_ELEC; 80. break; 81. case 6: str = "poison gas cloud"; 82. adtyp = AD_DRST; 83. break; 84. case 7: str = "splash of acid"; 85. adtyp = AD_ACID; 86. break; 87. default: impossible("explosion base type %d?", type); return; 88. } 89. 90. any_shield = visible = FALSE; 91. for (i=0; i<3; i++) for (j=0; j<3; j++) { 92. if (!isok(i+x-1, j+y-1)) { 93. explmask[i][j] = 2; 94. continue; 95. } else 96. explmask[i][j] = 0; 97. 98. if (i+x-1 == u.ux && j+y-1 == u.uy) { 99. switch(adtyp) { 100. case AD_PHYS: 101. explmask[i][j] = 0; 102. break; 103. case AD_MAGM: 104. explmask[i][j] = !!Antimagic; 105. break; 106. case AD_FIRE: 107. explmask[i][j] = !!Fire_resistance; 108. break; 109. case AD_COLD: 110. explmask[i][j] = !!Cold_resistance; 111. break; 112. case AD_DISN: 113. explmask[i][j] = (olet == WAND_CLASS) ? 114. !!(nonliving(youmonst.data) || is_demon(youmonst.data)) : 115. !!Disint_resistance; 116. break; 117. case AD_ELEC: 118. explmask[i][j] = !!Shock_resistance; 119. break; 120. case AD_DRST: 121. explmask[i][j] = !!Poison_resistance; 122. break; 123. case AD_ACID: 124. explmask[i][j] = !!Acid_resistance; 125. break; 126. default: 127. impossible("explosion type %d?", adtyp); 128. break; 129. } 130. } 131. /* can be both you and mtmp if you're swallowed */ 132. mtmp = m_at(i+x-1, j+y-1); 133. #ifdef STEED 134. if (!mtmp && i+x-1 == u.ux && j+y-1 == u.uy) 135. mtmp = u.usteed; 136. #endif 137. if (mtmp) { 138. if (mtmp->mhp < 1) explmask[i][j] = 2; 139. else switch(adtyp) { 140. case AD_PHYS: 141. break; 142. case AD_MAGM: 143. explmask[i][j] |= resists_magm(mtmp); 144. break; 145. case AD_FIRE: 146. explmask[i][j] |= resists_fire(mtmp); 147. break; 148. case AD_COLD: 149. explmask[i][j] |= resists_cold(mtmp); 150. break; 151. case AD_DISN: 152. explmask[i][j] |= (olet == WAND_CLASS) ? 153. (nonliving(mtmp->data) || is_demon(mtmp->data)) : 154. resists_disint(mtmp); 155. break; 156. case AD_ELEC: 157. explmask[i][j] |= resists_elec(mtmp); 158. break; 159. case AD_DRST: 160. explmask[i][j] |= resists_poison(mtmp); 161. break; 162. case AD_ACID: 163. explmask[i][j] |= resists_acid(mtmp); 164. break; 165. default: 166. impossible("explosion type %d?", adtyp); 167. break; 168. } 169. } 170. if (mtmp && cansee(i+x-1,j+y-1) && !canspotmon(mtmp)) 171. map_invisible(i+x-1, j+y-1); 172. else if (!mtmp && glyph_is_invisible(levl[i+x-1][j+y-1].glyph)) { 173. unmap_object(i+x-1, j+y-1); 174. newsym(i+x-1, j+y-1); 175. } 176. if (cansee(i+x-1, j+y-1)) visible = TRUE; 177. if (explmask[i][j] == 1) any_shield = TRUE; 178. } 179. 180. if (visible) { 181. /* Start the explosion */ 182. for (i=0; i<3; i++) for (j=0; j<3; j++) { 183. if (explmask[i][j] == 2) continue; 184. tmp_at(starting ? DISP_BEAM : DISP_CHANGE, 185. explosion_to_glyph(expltype,expl[i][j])); 186. tmp_at(i+x-1, j+y-1); 187. starting = 0; 188. } 189. curs_on_u(); /* will flush screen and output */ 190. 191. if (any_shield && flags.sparkle) { /* simulate shield effect */ 192. for (k = 0; k < SHIELD_COUNT; k++) { 193. for (i=0; i<3; i++) for (j=0; j<3; j++) { 194. if (explmask[i][j] == 1) 195. /* 196. * Bypass tmp_at() and send the shield glyphs 197. * directly to the buffered screen. tmp_at() 198. * will clean up the location for us later. 199. */ 200. show_glyph(i+x-1, j+y-1, 201. cmap_to_glyph(shield_static[k])); 202. } 203. curs_on_u(); /* will flush screen and output */ 204. delay_output(); 205. } 206. 207. /* Cover last shield glyph with blast symbol. */ 208. for (i=0; i<3; i++) for (j=0; j<3; j++) { 209. if (explmask[i][j] == 1) 210. show_glyph(i+x-1,j+y-1, 211. explosion_to_glyph(expltype, expl[i][j])); 212. } 213. 214. } else { /* delay a little bit. */ 215. delay_output(); 216. delay_output(); 217. } 218. 219. tmp_at(DISP_END, 0); /* clear the explosion */ 220. } else { 221. if (olet == MON_EXPLODE) { 222. str = "explosion"; 223. generic = TRUE; 224. } 225. if (flags.soundok) You_hear("a blast."); 226. } 227. 228. if (dam) 229. for (i=0; i<3; i++) for (j=0; j<3; j++) { 230. if (explmask[i][j] == 2) continue; 231. if (i+x-1 == u.ux && j+y-1 == u.uy) 232. uhurt = (explmask[i][j] == 1) ? 1 : 2; 233. idamres = idamnonres = 0; 234. if (type >= 0) 235. (void)zap_over_floor((xchar)(i+x-1), (xchar)(j+y-1), 236. type, &shopdamage); 237. 238. mtmp = m_at(i+x-1, j+y-1); 239. #ifdef STEED 240. if (!mtmp && i+x-1 == u.ux && j+y-1 == u.uy) 241. mtmp = u.usteed; 242. #endif 243. if (!mtmp) continue; 244. if (u.uswallow && mtmp == u.ustuck) { 245. if (is_animal(u.ustuck->data)) 246. pline("%s gets %s!", 247. Monnam(u.ustuck), 248. (adtyp == AD_FIRE) ? "heartburn" : 249. (adtyp == AD_COLD) ? "chilly" : 250. (adtyp == AD_DISN) ? ((olet == WAND_CLASS) ? 251. "irradiated by pure energy" : "perforated") : 252. (adtyp == AD_ELEC) ? "shocked" : 253. (adtyp == AD_DRST) ? "poisoned" : 254. (adtyp == AD_ACID) ? "an upset stomach" : 255. "fried"); 256. else 257. pline("%s gets slightly %s!", 258. Monnam(u.ustuck), 259. (adtyp == AD_FIRE) ? "toasted" : 260. (adtyp == AD_COLD) ? "chilly" : 261. (adtyp == AD_DISN) ? ((olet == WAND_CLASS) ? 262. "overwhelmed by pure energy" : "perforated") : 263. (adtyp == AD_ELEC) ? "shocked" : 264. (adtyp == AD_DRST) ? "intoxicated" : 265. (adtyp == AD_ACID) ? "burned" : 266. "fried"); 267. } else if (cansee(i+x-1, j+y-1)) { 268. if(mtmp->m_ap_type) seemimic(mtmp); 269. pline("%s is caught in the %s!", Monnam(mtmp), str); 270. } 271. 272. idamres += destroy_mitem(mtmp, SCROLL_CLASS, (int) adtyp); 273. idamres += destroy_mitem(mtmp, SPBOOK_CLASS, (int) adtyp); 274. idamnonres += destroy_mitem(mtmp, POTION_CLASS, (int) adtyp); 275. idamnonres += destroy_mitem(mtmp, WAND_CLASS, (int) adtyp); 276. idamnonres += destroy_mitem(mtmp, RING_CLASS, (int) adtyp); 277. 278. if (explmask[i][j] == 1) { 279. golemeffects(mtmp, (int) adtyp, dam + idamres); 280. mtmp->mhp -= idamnonres; 281. } else { 282. /* call resist with 0 and do damage manually so 1) we can 283. * get out the message before doing the damage, and 2) we can 284. * call mondied, not killed, if it's not your blast 285. */ 286. int mdam = dam; 287. 288. if (resist(mtmp, olet, 0, FALSE)) { 289. if (cansee(i+x-1,j+y-1)) 290. pline("%s resists the %s!", Monnam(mtmp), str); 291. mdam = dam/2; 292. } 293. if (mtmp == u.ustuck) 294. mdam *= 2; 295. if (resists_cold(mtmp) && adtyp == AD_FIRE) 296. mdam *= 2; 297. else if (resists_fire(mtmp) && adtyp == AD_COLD) 298. mdam *= 2; 299. mtmp->mhp -= mdam; 300. mtmp->mhp -= (idamres + idamnonres); 301. } 302. if (mtmp->mhp <= 0) { 303. /* KMH -- Don't blame the player for pets killing gas spores */ 304. if (!flags.mon_moving) killed(mtmp); 305. else monkilled(mtmp, "", (int)adtyp); 306. } else if (!flags.mon_moving) setmangry(mtmp); 307. } 308. 309. /* Do your injury last */ 310. if (uhurt) { 311. if ((type >= 0 || adtyp == AD_PHYS) && /* gas spores */ 312. flags.verbose && olet != SCROLL_CLASS) 313. You("are caught in the %s!", str); 314. /* do property damage first, in case we end up leaving bones */ 315. if (adtyp == AD_FIRE) burn_away_slime(); 316. if (Invulnerable) { 317. damu = 0; 318. You("are unharmed!"); 319. } else if (Half_physical_damage && adtyp == AD_PHYS) 320. damu = (damu+1) / 2; 321. if (adtyp == AD_FIRE) (void) burnarmor(&youmonst); 322. destroy_item(SCROLL_CLASS, (int) adtyp); 323. destroy_item(SPBOOK_CLASS, (int) adtyp); 324. destroy_item(POTION_CLASS, (int) adtyp); 325. destroy_item(RING_CLASS, (int) adtyp); 326. destroy_item(WAND_CLASS, (int) adtyp); 327. 328. ugolemeffects((int) adtyp, damu); 329. if (uhurt == 2) { 330. if (Upolyd) 331. u.mh -= damu; 332. else 333. u.uhp -= damu; 334. flags.botl = 1; 335. } 336. 337. if (u.uhp <= 0 || (Upolyd && u.mh <= 0)) { 338. if (Upolyd) { 339. rehumanize(); 340. } else { 341. if (olet == MON_EXPLODE) { 342. /* killer handled by caller */ 343. if (str != killer_buf && !generic) 344. Strcpy(killer_buf, str); 345. killer_format = KILLED_BY_AN; 346. } else if (type >= 0 && olet != SCROLL_CLASS) { 347. killer_format = NO_KILLER_PREFIX; 348. Sprintf(killer_buf, "caught %sself in %s own %s", 349. uhim(), uhis(), str); 350. } else if (!strncmpi(str,"tower of flame", 8) || 351. !strncmpi(str,"fireball", 8)) { 352. killer_format = KILLED_BY_AN; 353. Strcpy(killer_buf, str); 354. } else { 355. killer_format = KILLED_BY; 356. Strcpy(killer_buf, str); 357. } 358. killer = killer_buf; 359. /* Known BUG: BURNING suppresses corpse in bones data, 360. but done does not handle killer reason correctly */ 361. done((adtyp == AD_FIRE) ? BURNING : DIED); 362. } 363. } 364. exercise(A_STR, FALSE); 365. } 366. 367. if (shopdamage) { 368. pay_for_damage(adtyp == AD_FIRE ? "burn away" : 369. adtyp == AD_COLD ? "shatter" : 370. adtyp == AD_DISN ? "disintegrate" : "destroy", 371. FALSE); 372. } 373. 374. /* explosions are noisy */ 375. i = dam * dam; 376. if (i < 50) i = 50; /* in case random damage is very small */ 377. wake_nearto(x, y, i); 378. } 379. #endif /* OVL0 */
scatter
380. #ifdef OVL1 381. 382. struct scatter_chain { 383. struct scatter_chain *next; /* pointer to next scatter item */ 384. struct obj *obj; /* pointer to the object */ 385. xchar ox; /* location of */ 386. xchar oy; /* item */ 387. schar dx; /* direction of */ 388. schar dy; /* travel */ 389. int range; /* range of object */ 390. boolean stopped; /* flag for in-motion/stopped */ 391. }; 392. 393. /* 394. * scflags: 395. * VIS_EFFECTS Add visual effects to display 396. * MAY_HITMON Objects may hit monsters 397. * MAY_HITYOU Objects may hit hero 398. * MAY_HIT Objects may hit you or monsters 399. * MAY_DESTROY Objects may be destroyed at random 400. * MAY_FRACTURE Stone objects can be fractured (statues, boulders) 401. */ 402. 403. /* returns number of scattered objects */ 404. long 405. scatter(sx,sy,blastforce,scflags, obj) 406. int sx,sy; /* location of objects to scatter */ 407. int blastforce; /* force behind the scattering */ 408. unsigned int scflags; 409. struct obj *obj; /* only scatter this obj */ 410. { 411. register struct obj *otmp; 412. register int tmp; 413. int farthest = 0; 414. uchar typ; 415. long qtmp; 416. boolean used_up; 417. boolean individual_object = obj ? TRUE : FALSE; 418. struct monst *mtmp; 419. struct scatter_chain *stmp, *stmp2 = 0; 420. struct scatter_chain *schain = (struct scatter_chain *)0; 421. long total = 0L; 422. 423. while ((otmp = individual_object ? obj : level.objects[sx][sy]) != 0) { 424. if (otmp->quan > 1L) { 425. qtmp = otmp->quan - 1; 426. if (qtmp > LARGEST_INT) qtmp = LARGEST_INT; 427. qtmp = (long)rnd((int)qtmp); 428. otmp = splitobj(otmp, qtmp); 429. } else { 430. obj = (struct obj *)0; /* all used */ 431. } 432. obj_extract_self(otmp); 433. used_up = FALSE; 434. 435. /* 9 in 10 chance of fracturing boulders or statues */ 436. if ((scflags & MAY_FRACTURE) 437. && ((otmp->otyp == BOULDER) || (otmp->otyp == STATUE)) 438. && rn2(10)) { 439. if (otmp->otyp == BOULDER) { 440. pline("%s apart.", Tobjnam(otmp, "break")); 441. fracture_rock(otmp); 442. place_object(otmp, sx, sy); 443. if ((otmp = sobj_at(BOULDER, sx, sy)) != 0) { 444. /* another boulder here, restack it to the top */ 445. obj_extract_self(otmp); 446. place_object(otmp, sx, sy); 447. } 448. } else { 449. struct trap *trap; 450. 451. if ((trap = t_at(sx,sy)) && trap->ttyp == STATUE_TRAP) 452. deltrap(trap); 453. pline("%s.", Tobjnam(otmp, "crumble")); 454. (void) break_statue(otmp); 455. place_object(otmp, sx, sy); /* put fragments on floor */ 456. } 457. used_up = TRUE; 458. 459. /* 1 in 10 chance of destruction of obj; glass, egg destruction */ 460. } else if ((scflags & MAY_DESTROY) && (!rn2(10) 461. || (objects[otmp->otyp].oc_material == GLASS 462. || otmp->otyp == EGG))) { 463. if (breaks(otmp, (xchar)sx, (xchar)sy)) used_up = TRUE; 464. } 465. 466. if (!used_up) { 467. stmp = (struct scatter_chain *) 468. alloc(sizeof(struct scatter_chain)); 469. stmp->next = (struct scatter_chain *)0; 470. stmp->obj = otmp; 471. stmp->ox = sx; 472. stmp->oy = sy; 473. tmp = rn2(8); /* get the direction */ 474. stmp->dx = xdir[tmp]; 475. stmp->dy = ydir[tmp]; 476. tmp = blastforce - (otmp->owt/40); 477. if (tmp < 1) tmp = 1; 478. stmp->range = rnd(tmp); /* anywhere up to that determ. by wt */ 479. if (farthest < stmp->range) farthest = stmp->range; 480. stmp->stopped = FALSE; 481. if (!schain) 482. schain = stmp; 483. else 484. stmp2->next = stmp; 485. stmp2 = stmp; 486. } 487. } 488. 489. while (farthest-- > 0) { 490. for (stmp = schain; stmp; stmp = stmp->next) { 491. if ((stmp->range-- > 0) && (!stmp->stopped)) { 492. bhitpos.x = stmp->ox + stmp->dx; 493. bhitpos.y = stmp->oy + stmp->dy; 494. typ = levl[bhitpos.x][bhitpos.y].typ; 495. if(!isok(bhitpos.x, bhitpos.y)) { 496. bhitpos.x -= stmp->dx; 497. bhitpos.y -= stmp->dy; 498. stmp->stopped = TRUE; 499. } else if(!ZAP_POS(typ) || 500. closed_door(bhitpos.x, bhitpos.y)) { 501. bhitpos.x -= stmp->dx; 502. bhitpos.y -= stmp->dy; 503. stmp->stopped = TRUE; 504. } else if ((mtmp = m_at(bhitpos.x, bhitpos.y)) != 0) { 505. if (scflags & MAY_HITMON) { 506. stmp->range--; 507. if (ohitmon(mtmp, stmp->obj, 1, FALSE)) { 508. stmp->obj = (struct obj *)0; 509. stmp->stopped = TRUE; 510. } 511. } 512. } else if (bhitpos.x==u.ux && bhitpos.y==u.uy) { 513. if (scflags & MAY_HITYOU) { 514. int hitvalu, hitu; 515. 516. if (multi) nomul(0); 517. hitvalu = 8 + stmp->obj->spe; 518. if (bigmonst(youmonst.data)) hitvalu++; 519. hitu = thitu(hitvalu, 520. dmgval(stmp->obj, &youmonst), 521. stmp->obj, (char *)0); 522. if (hitu) { 523. stmp->range -= 3; 524. stop_occupation(); 525. } 526. } 527. } else { 528. if (scflags & VIS_EFFECTS) { 529. /* tmp_at(bhitpos.x, bhitpos.y); */ 530. /* delay_output(); */ 531. } 532. } 533. stmp->ox = bhitpos.x; 534. stmp->oy = bhitpos.y; 535. } 536. } 537. } 538. for (stmp = schain; stmp; stmp = stmp2) { 539. int x,y; 540. 541. stmp2 = stmp->next; 542. x = stmp->ox; y = stmp->oy; 543. if (stmp->obj) { 544. if ( x!=sx || y!=sy ) 545. total += stmp->obj->quan; 546. place_object(stmp->obj, x, y); 547. stackobj(stmp->obj); 548. } 549. free((genericptr_t)stmp); 550. newsym(x,y); 551. } 552. 553. return total; 554. } 555. 556.
splatter_burning_oil
557. /* 558. * Splatter burning oil from x,y to the surrounding area. 559. * 560. * This routine should really take a how and direction parameters. 561. * The how is how it was caused, e.g. kicked verses thrown. The 562. * direction is which way to spread the flaming oil. Different 563. * "how"s would give different dispersal patterns. For example, 564. * kicking a burning flask will splatter differently from a thrown 565. * flask hitting the ground. 566. * 567. * For now, just perform a "regular" explosion. 568. */ 569. void 570. splatter_burning_oil(x, y) 571. int x, y; 572. { 573. /* ZT_SPELL(ZT_FIRE) = ZT_SPELL(AD_FIRE-1) = 10+(2-1) = 11 */ 574. #define ZT_SPELL_O_FIRE 11 /* value kludge, see zap.c */ 575. explode(x, y, ZT_SPELL_O_FIRE, d(4,4), BURNING_OIL, EXPL_FIERY); 576. } 577. 578. #endif /* OVL1 */ 579. 580. /*explode.c*/