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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. To link to a particular line, write [[NetHack 3.1.0/explode.c#line123]], for example.

Warning! This is the source code from an old release. For the latest release, see Source code

The NetHack General Public License applies to screenshots, source code and other content from NetHack.
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*/

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