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/* SCCS Id: @(#)explode.c 3.4 2002/11/10 */
/* Copyright (C) 1990 by Ken Arromdee */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
#ifdef OVL0
/* Note: Arrays are column first, while the screen is row first */
static int expl[3][3] = {
{ S_explode1, S_explode4, S_explode7 },
{ S_explode2, S_explode5, S_explode8 },
{ S_explode3, S_explode6, S_explode9 }
};
/* 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....
*/
void
explode(x, y, type, dam, olet, expltype)
int x, y;
int type; /* the same as in zap.c */
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;
int idamres, idamnonres;
struct monst *mtmp;
uchar adtyp;
int explmask[3][3];
/* 0=normal explosion, 1=do shieldeff, 2=do nothing */
boolean shopdamage = FALSE;
boolean generic = FALSE;
if (olet == WAND_CLASS) /* retributive strike */
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;
}
if (olet == MON_EXPLODE) {
str = killer;
killer = 0; /* set again later as needed */
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";
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;
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);
#ifdef STEED
if (!mtmp && i+x-1 == u.ux && j+y-1 == u.uy)
mtmp = u.usteed;
#endif
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)) :
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,expl[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, expl[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 (flags.soundok) 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;
idamres = idamnonres = 0;
if (type >= 0)
(void)zap_over_floor((xchar)(i+x-1), (xchar)(j+y-1),
type, &shopdamage);
mtmp = m_at(i+x-1, j+y-1);
#ifdef STEED
if (!mtmp && i+x-1 == u.ux && j+y-1 == u.uy)
mtmp = u.usteed;
#endif
if (!mtmp) continue;
if (u.uswallow && mtmp == u.ustuck) {
if (is_animal(u.ustuck->data))
pline("%s gets %s!",
Monnam(u.ustuck),
(adtyp == AD_FIRE) ? "heartburn" :
(adtyp == AD_COLD) ? "chilly" :
(adtyp == AD_DISN) ? ((olet == WAND_CLASS) ?
"irradiated by pure energy" : "perforated") :
(adtyp == AD_ELEC) ? "shocked" :
(adtyp == AD_DRST) ? "poisoned" :
(adtyp == AD_ACID) ? "an upset stomach" :
"fried");
else
pline("%s gets slightly %s!",
Monnam(u.ustuck),
(adtyp == AD_FIRE) ? "toasted" :
(adtyp == AD_COLD) ? "chilly" :
(adtyp == AD_DISN) ? ((olet == WAND_CLASS) ?
"overwhelmed by pure energy" : "perforated") :
(adtyp == AD_ELEC) ? "shocked" :
(adtyp == AD_DRST) ? "intoxicated" :
(adtyp == AD_ACID) ? "burned" :
"fried");
} 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)) {
if (cansee(i+x-1,j+y-1))
pline("%s resists the %s!", Monnam(mtmp), str);
mdam = dam/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) {
/* KMH -- Don't blame the player for pets killing gas spores */
if (!flags.mon_moving) killed(mtmp);
else monkilled(mtmp, "", (int)adtyp);
} else if (!flags.mon_moving) setmangry(mtmp);
}
/* Do your injury last */
if (uhurt) {
if ((type >= 0 || adtyp == AD_PHYS) && /* gas spores */
flags.verbose && olet != SCROLL_CLASS)
You("are caught in the %s!", str);
/* 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 (Half_physical_damage && adtyp == AD_PHYS)
damu = (damu+1) / 2;
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;
flags.botl = 1;
}
if (u.uhp <= 0 || (Upolyd && u.mh <= 0)) {
if (Upolyd) {
rehumanize();
} else {
if (olet == MON_EXPLODE) {
/* killer handled by caller */
if (str != killer_buf && !generic)
Strcpy(killer_buf, str);
killer_format = KILLED_BY_AN;
} else if (type >= 0 && olet != SCROLL_CLASS) {
killer_format = NO_KILLER_PREFIX;
Sprintf(killer_buf, "caught %sself in %s own %s",
uhim(), uhis(), str);
} else if (!strncmpi(str,"tower of flame", 8) ||
!strncmpi(str,"fireball", 8)) {
killer_format = KILLED_BY_AN;
Strcpy(killer_buf, str);
} else {
killer_format = KILLED_BY;
Strcpy(killer_buf, str);
}
killer = killer_buf;
/* 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 */
wake_nearto(x, y, i);
}
#endif /* OVL0 */
#ifdef OVL1
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 - 1;
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 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);
}
#endif /* OVL1 */
/*explode.c*/