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explode.c
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753 lines (715 loc) · 28.8 KB
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/* NetHack 3.6 explode.c $NHDT-Date: 1450915435 2015/12/24 00:03:55 $ $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.45 $ */
/* 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 } };
/* 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((char *) 0)));
} while (*hallu_buf != lowc(*hallu_buf));
str = hallu_buf;
}
if (u.uswallow && mtmp == u.ustuck) {
const char *adj = (char *) 0;
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 (!context.mon_moving) {
killed(mtmp);
} else if (mdef && mtmp == mdef) {
/* 'mdef' killed self trying to cure being turned
* into slime due to some action by the player.
* Hero gets the credit (experience) and most of
* the blame (possible loss of alignment and/or
* luck and/or telepathy depending on mtmp) but
* doesn't break pacifism. xkilled()'s message
* would be "you killed <mdef>" so give our own.
*/
if (cansee(mtmp->mx, mtmp->my) || canspotmon(mtmp))
pline("%s is %s!", Monnam(mtmp),
nonliving(mtmp->data) ? "destroyed"
: "killed");
xkilled(mtmp, XKILL_NOMSG | XKILL_NOCONDUCT);
} 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((char *) 0)));
} 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) {
if (generic) /* explosion was unseen; str=="explosion", */
; /* killer.name=="gas spore's explosion" */
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);
}
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) {
if (cansee(sx, sy))
pline("%s apart.", Tobjnam(otmp, "break"));
else
You_hear("stone breaking.");
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);
if (cansee(sx, sy))
pline("%s.", Tobjnam(otmp, "crumble"));
else
You_hear("stone crumbling.");
(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);
}
/* 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*/