Source:NetHack 3.6.0/src/explode.c

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Below is the full text to explode.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/explode.c#line123]], for example.

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 /* NetHack 3.6	explode.c	$NHDT-Date: 1446955298 2015/11/08 04:01:38 $  $NHDT-Branch: master $:$NHDT-Revision: 1.44 $ */
 /*      Copyright (C) 1990 by Ken Arromdee */
 /* NetHack may be freely redistributed.  See license for details. */
 
 #include "hack.h"
 
 /* Note: Arrays are column first, while the screen is row first */
 static int explosion[3][3] = { { S_explode1, S_explode4, S_explode7 },
                                { S_explode2, S_explode5, S_explode8 },
                                { S_explode3, S_explode6, S_explode9 } };
 

explode

 /* Note: I had to choose one of three possible kinds of "type" when writing
  * this function: a wand type (like in zap.c), an adtyp, or an object type.
  * Wand types get complex because they must be converted to adtyps for
  * determining such things as fire resistance.  Adtyps get complex in that
  * they don't supply enough information--was it a player or a monster that
  * did it, and with a wand, spell, or breath weapon?  Object types share both
  * these disadvantages....
  *
  * Important note about Half_physical_damage:
  *      Unlike losehp(), explode() makes the Half_physical_damage adjustments
  *      itself, so the caller should never have done that ahead of time.
  *      It has to be done this way because the damage value is applied to
  *      things beside the player. Care is taken within explode() to ensure
  *      that Half_physical_damage only affects the damage applied to the hero.
  */
 void
 explode(x, y, type, dam, olet, expltype)
 int x, y;
 int type; /* the same as in zap.c; passes -(wand typ) for some WAND_CLASS */
 int dam;
 char olet;
 int expltype;
 {
     int i, j, k, damu = dam;
     boolean starting = 1;
     boolean visible, any_shield;
     int uhurt = 0; /* 0=unhurt, 1=items damaged, 2=you and items damaged */
     const char *str = (const char *) 0;
     int idamres, idamnonres;
     struct monst *mtmp, *mdef = 0;
     uchar adtyp;
     int explmask[3][3];
     /* 0=normal explosion, 1=do shieldeff, 2=do nothing */
     boolean shopdamage = FALSE, generic = FALSE, physical_dmg = FALSE,
             do_hallu = FALSE, inside_engulfer;
     char hallu_buf[BUFSZ];
     short exploding_wand_typ = 0;
 
     if (olet == WAND_CLASS) { /* retributive strike */
         /* 'type' is passed as (wand's object type * -1); save
            object type and convert 'type' itself to zap-type */
         if (type < 0) {
             type = -type;
             exploding_wand_typ = (short) type;
             /* most attack wands produce specific explosions;
                other types produce a generic magical explosion */
             if (objects[type].oc_dir == RAY
                 && type != WAN_DIGGING && type != WAN_SLEEP) {
                 type -= WAN_MAGIC_MISSILE;
                 if (type < 0 || type > 9) {
                     impossible("explode: wand has bad zap type (%d).", type);
                     type = 0;
                 }
             } else
                 type = 0;
         }
         switch (Role_switch) {
         case PM_PRIEST:
         case PM_MONK:
         case PM_WIZARD:
             damu /= 5;
             break;
         case PM_HEALER:
         case PM_KNIGHT:
             damu /= 2;
             break;
         default:
             break;
         }
     }
     /* muse_unslime: SCR_FIRE */
     if (expltype < 0) {
         /* hero gets credit/blame for killing this monster, not others */
         mdef = m_at(x, y);
         expltype = -expltype;
     }
     /* if hero is engulfed and caused the explosion, only hero and
        engulfer will be affected */
     inside_engulfer = (u.uswallow && type >= 0);
 
     if (olet == MON_EXPLODE) {
         str = killer.name;
         do_hallu = Hallucination && strstri(str, "'s explosion");
         adtyp = AD_PHYS;
     } else
         switch (abs(type) % 10) {
         case 0:
             str = "magical blast";
             adtyp = AD_MAGM;
             break;
         case 1:
             str = (olet == BURNING_OIL) ? "burning oil"
                      : (olet == SCROLL_CLASS) ? "tower of flame" : "fireball";
             /* fire damage, not physical damage */
             adtyp = AD_FIRE;
             break;
         case 2:
             str = "ball of cold";
             adtyp = AD_COLD;
             break;
         case 4:
             str = (olet == WAND_CLASS) ? "death field"
                                        : "disintegration field";
             adtyp = AD_DISN;
             break;
         case 5:
             str = "ball of lightning";
             adtyp = AD_ELEC;
             break;
         case 6:
             str = "poison gas cloud";
             adtyp = AD_DRST;
             break;
         case 7:
             str = "splash of acid";
             adtyp = AD_ACID;
             break;
         default:
             impossible("explosion base type %d?", type);
             return;
         }
 
     any_shield = visible = FALSE;
     for (i = 0; i < 3; i++)
         for (j = 0; j < 3; j++) {
             if (!isok(i + x - 1, j + y - 1)) {
                 explmask[i][j] = 2;
                 continue;
             } else
                 explmask[i][j] = 0;
 
             if (i + x - 1 == u.ux && j + y - 1 == u.uy) {
                 switch (adtyp) {
                 case AD_PHYS:
                     explmask[i][j] = 0;
                     break;
                 case AD_MAGM:
                     explmask[i][j] = !!Antimagic;
                     break;
                 case AD_FIRE:
                     explmask[i][j] = !!Fire_resistance;
                     break;
                 case AD_COLD:
                     explmask[i][j] = !!Cold_resistance;
                     break;
                 case AD_DISN:
                     explmask[i][j] = (olet == WAND_CLASS)
                                          ? !!(nonliving(youmonst.data)
                                               || is_demon(youmonst.data))
                                          : !!Disint_resistance;
                     break;
                 case AD_ELEC:
                     explmask[i][j] = !!Shock_resistance;
                     break;
                 case AD_DRST:
                     explmask[i][j] = !!Poison_resistance;
                     break;
                 case AD_ACID:
                     explmask[i][j] = !!Acid_resistance;
                     physical_dmg = TRUE;
                     break;
                 default:
                     impossible("explosion type %d?", adtyp);
                     break;
                 }
             }
             /* can be both you and mtmp if you're swallowed */
             mtmp = m_at(i + x - 1, j + y - 1);
             if (!mtmp && i + x - 1 == u.ux && j + y - 1 == u.uy)
                 mtmp = u.usteed;
             if (mtmp) {
                 if (mtmp->mhp < 1)
                     explmask[i][j] = 2;
                 else
                     switch (adtyp) {
                     case AD_PHYS:
                         break;
                     case AD_MAGM:
                         explmask[i][j] |= resists_magm(mtmp);
                         break;
                     case AD_FIRE:
                         explmask[i][j] |= resists_fire(mtmp);
                         break;
                     case AD_COLD:
                         explmask[i][j] |= resists_cold(mtmp);
                         break;
                     case AD_DISN:
                         explmask[i][j] |= (olet == WAND_CLASS)
                                               ? (nonliving(mtmp->data)
                                                  || is_demon(mtmp->data)
                                                  || is_vampshifter(mtmp))
                                               : resists_disint(mtmp);
                         break;
                     case AD_ELEC:
                         explmask[i][j] |= resists_elec(mtmp);
                         break;
                     case AD_DRST:
                         explmask[i][j] |= resists_poison(mtmp);
                         break;
                     case AD_ACID:
                         explmask[i][j] |= resists_acid(mtmp);
                         break;
                     default:
                         impossible("explosion type %d?", adtyp);
                         break;
                     }
             }
             if (mtmp && cansee(i + x - 1, j + y - 1) && !canspotmon(mtmp))
                 map_invisible(i + x - 1, j + y - 1);
             else if (!mtmp && glyph_is_invisible(
                                   levl[i + x - 1][j + y - 1].glyph)) {
                 unmap_object(i + x - 1, j + y - 1);
                 newsym(i + x - 1, j + y - 1);
             }
             if (cansee(i + x - 1, j + y - 1))
                 visible = TRUE;
             if (explmask[i][j] == 1)
                 any_shield = TRUE;
         }
 
     if (visible) {
         /* Start the explosion */
         for (i = 0; i < 3; i++)
             for (j = 0; j < 3; j++) {
                 if (explmask[i][j] == 2)
                     continue;
                 tmp_at(starting ? DISP_BEAM : DISP_CHANGE,
                        explosion_to_glyph(expltype, explosion[i][j]));
                 tmp_at(i + x - 1, j + y - 1);
                 starting = 0;
             }
         curs_on_u(); /* will flush screen and output */
 
         if (any_shield && flags.sparkle) { /* simulate shield effect */
             for (k = 0; k < SHIELD_COUNT; k++) {
                 for (i = 0; i < 3; i++)
                     for (j = 0; j < 3; j++) {
                         if (explmask[i][j] == 1)
                             /*
                              * Bypass tmp_at() and send the shield glyphs
                              * directly to the buffered screen.  tmp_at()
                              * will clean up the location for us later.
                              */
                             show_glyph(i + x - 1, j + y - 1,
                                        cmap_to_glyph(shield_static[k]));
                     }
                 curs_on_u(); /* will flush screen and output */
                 delay_output();
             }
 
             /* Cover last shield glyph with blast symbol. */
             for (i = 0; i < 3; i++)
                 for (j = 0; j < 3; j++) {
                     if (explmask[i][j] == 1)
                         show_glyph(
                             i + x - 1, j + y - 1,
                             explosion_to_glyph(expltype, explosion[i][j]));
                 }
 
         } else { /* delay a little bit. */
             delay_output();
             delay_output();
         }
 
         tmp_at(DISP_END, 0); /* clear the explosion */
     } else {
         if (olet == MON_EXPLODE) {
             str = "explosion";
             generic = TRUE;
         }
         if (!Deaf && olet != SCROLL_CLASS)
             You_hear("a blast.");
     }
 
     if (dam)
         for (i = 0; i < 3; i++)
             for (j = 0; j < 3; j++) {
                 if (explmask[i][j] == 2)
                     continue;
                 if (i + x - 1 == u.ux && j + y - 1 == u.uy)
                     uhurt = (explmask[i][j] == 1) ? 1 : 2;
                 /* for inside_engulfer, only <u.ux,u.uy> is affected */
                 else if (inside_engulfer)
                     continue;
                 idamres = idamnonres = 0;
                 if (type >= 0 && !u.uswallow)
                     (void) zap_over_floor((xchar) (i + x - 1),
                                           (xchar) (j + y - 1), type,
                                           &shopdamage, exploding_wand_typ);
 
                 mtmp = m_at(i + x - 1, j + y - 1);
                 if (!mtmp && i + x - 1 == u.ux && j + y - 1 == u.uy)
                     mtmp = u.usteed;
                 if (!mtmp)
                     continue;
                 if (do_hallu) {
                     /* replace "gas spore" with a different description
                        for each target (we can't distinguish personal names
                        like "Barney" here in order to suppress "the" below,
                        so avoid any which begins with a capital letter) */
                     do {
                         Sprintf(hallu_buf, "%s explosion",
                                 s_suffix(rndmonnam(NULL)));
                     } while (*hallu_buf != lowc(*hallu_buf));
                     str = hallu_buf;
                 }
                 if (u.uswallow && mtmp == u.ustuck) {
                     const char *adj = NULL;
                     if (is_animal(u.ustuck->data)) {
                         switch (adtyp) {
                         case AD_FIRE:
                             adj = "heartburn";
                             break;
                         case AD_COLD:
                             adj = "chilly";
                             break;
                         case AD_DISN:
                             if (olet == WAND_CLASS)
                                 adj = "irradiated by pure energy";
                             else
                                 adj = "perforated";
                             break;
                         case AD_ELEC:
                             adj = "shocked";
                             break;
                         case AD_DRST:
                             adj = "poisoned";
                             break;
                         case AD_ACID:
                             adj = "an upset stomach";
                             break;
                         default:
                             adj = "fried";
                             break;
                         }
                         pline("%s gets %s!", Monnam(u.ustuck), adj);
                     } else {
                         switch (adtyp) {
                         case AD_FIRE:
                             adj = "toasted";
                             break;
                         case AD_COLD:
                             adj = "chilly";
                             break;
                         case AD_DISN:
                             if (olet == WAND_CLASS)
                                 adj = "overwhelmed by pure energy";
                             else
                                 adj = "perforated";
                             break;
                         case AD_ELEC:
                             adj = "shocked";
                             break;
                         case AD_DRST:
                             adj = "intoxicated";
                             break;
                         case AD_ACID:
                             adj = "burned";
                             break;
                         default:
                             adj = "fried";
                             break;
                         }
                         pline("%s gets slightly %s!", Monnam(u.ustuck), adj);
                     }
                 } else if (cansee(i + x - 1, j + y - 1)) {
                     if (mtmp->m_ap_type)
                         seemimic(mtmp);
                     pline("%s is caught in the %s!", Monnam(mtmp), str);
                 }
 
                 idamres += destroy_mitem(mtmp, SCROLL_CLASS, (int) adtyp);
                 idamres += destroy_mitem(mtmp, SPBOOK_CLASS, (int) adtyp);
                 idamnonres += destroy_mitem(mtmp, POTION_CLASS, (int) adtyp);
                 idamnonres += destroy_mitem(mtmp, WAND_CLASS, (int) adtyp);
                 idamnonres += destroy_mitem(mtmp, RING_CLASS, (int) adtyp);
 
                 if (explmask[i][j] == 1) {
                     golemeffects(mtmp, (int) adtyp, dam + idamres);
                     mtmp->mhp -= idamnonres;
                 } else {
                     /* call resist with 0 and do damage manually so 1) we can
                      * get out the message before doing the damage, and 2) we
                      * can
                      * call mondied, not killed, if it's not your blast
                      */
                     int mdam = dam;
 
                     if (resist(mtmp, olet, 0, FALSE)) {
                         /* inside_engulfer: <i+x-1,j+y-1> == <u.ux,u.uy> */
                         if (cansee(i + x - 1, j + y - 1) || inside_engulfer)
                             pline("%s resists the %s!", Monnam(mtmp), str);
                         mdam = (dam + 1) / 2;
                     }
                     if (mtmp == u.ustuck)
                         mdam *= 2;
                     if (resists_cold(mtmp) && adtyp == AD_FIRE)
                         mdam *= 2;
                     else if (resists_fire(mtmp) && adtyp == AD_COLD)
                         mdam *= 2;
                     mtmp->mhp -= mdam;
                     mtmp->mhp -= (idamres + idamnonres);
                 }
                 if (mtmp->mhp <= 0) {
                     if (mdef ? (mtmp == mdef) : !context.mon_moving)
                         killed(mtmp);
                     else
                         monkilled(mtmp, "", (int) adtyp);
                 } else if (!context.mon_moving) {
                     /* all affected monsters, even if mdef is set */
                     setmangry(mtmp);
                 }
             }
 
     /* Do your injury last */
     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(NULL)));
                 } 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(&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 (Upolyd)
                 u.mh -= damu;
             else
                 u.uhp -= damu;
             context.botl = 1;
         }
 
         if (u.uhp <= 0 || (Upolyd && u.mh <= 0)) {
             if (Upolyd) {
                 rehumanize();
             } else {
                 if (olet == MON_EXPLODE) {
                     /* killer handled by caller */
                     if (generic)
                         killer.name[0] = 0;
                     else if (str != killer.name && str != hallu_buf)
                         Strcpy(killer.name, str);
                     killer.format = KILLED_BY_AN;
                 } else if (type >= 0 && olet != SCROLL_CLASS) {
                     killer.format = NO_KILLER_PREFIX;
                     Sprintf(killer.name, "caught %sself in %s own %s", uhim(),
                             uhis(), str);
                 } else {
                     killer.format = (!strcmpi(str, "tower of flame")
                                      || !strcmpi(str, "fireball"))
                                         ? KILLED_BY_AN
                                         : KILLED_BY;
                     Strcpy(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);
 }
 

scatter

 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;
 
     while ((otmp = individual_object ? obj : level.objects[sx][sy]) != 0) {
         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)
             && ((otmp->otyp == BOULDER) || (otmp->otyp == STATUE))
             && rn2(10)) {
             if (otmp->otyp == BOULDER) {
                 pline("%s apart.", Tobjnam(otmp, "break"));
                 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);
                 pline("%s.", Tobjnam(otmp, "crumble"));
                 (void) break_statue(otmp);
                 place_object(otmp, sx, sy); /* put fragments on floor */
             }
             used_up = TRUE;
 
             /* 1 in 10 chance of destruction of obj; glass, egg destruction */
         } else if ((scflags & MAY_DESTROY)
                    && (!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(struct scatter_chain));
             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)) {
                 bhitpos.x = stmp->ox + stmp->dx;
                 bhitpos.y = stmp->oy + stmp->dy;
                 typ = levl[bhitpos.x][bhitpos.y].typ;
                 if (!isok(bhitpos.x, bhitpos.y)) {
                     bhitpos.x -= stmp->dx;
                     bhitpos.y -= stmp->dy;
                     stmp->stopped = TRUE;
                 } else if (!ZAP_POS(typ)
                            || closed_door(bhitpos.x, bhitpos.y)) {
                     bhitpos.x -= stmp->dx;
                     bhitpos.y -= stmp->dy;
                     stmp->stopped = TRUE;
                 } else if ((mtmp = m_at(bhitpos.x, 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 (bhitpos.x == u.ux && bhitpos.y == u.uy) {
                     if (scflags & MAY_HITYOU) {
                         int hitvalu, hitu;
 
                         if (multi)
                             nomul(0);
                         hitvalu = 8 + stmp->obj->spe;
                         if (bigmonst(youmonst.data))
                             hitvalu++;
                         hitu = thitu(hitvalu, dmgval(stmp->obj, &youmonst),
                                      stmp->obj, (char *) 0);
                         if (hitu) {
                             stmp->range -= 3;
                             stop_occupation();
                         }
                     }
                 } else {
                     if (scflags & VIS_EFFECTS) {
                         /* tmp_at(bhitpos.x, bhitpos.y); */
                         /* delay_output(); */
                     }
                 }
                 stmp->ox = bhitpos.x;
                 stmp->oy = 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);
     }
 
     return total;
 }
 

splatter_burning_oil

 /*
  * 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)
 int x, y;
 {
 /* 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, d(4, 4), BURNING_OIL, EXPL_FIERY);
 }
 

explode_oil

 /* 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;
 {
     if (!obj->lamplit)
         impossible("exploding unlit oil");
     end_burn(obj, TRUE);
     splatter_burning_oil(x, y);
 }
 
 /*explode.c*/