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Source:NetHack 3.2.0/explode.c

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Below is the full text to explode.c from the source code of NetHack 3.2.0. To link to a particular line, write [[NetHack 3.2.0/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	3.2	96/01/06	*/
2.    /*	Copyright (C) 1990 by Ken Arromdee */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    #include "hack.h"
6.    
7.    #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.   
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)
26.   int x, y;
27.   int type; /* the same as in zap.c */
28.   int dam;
29.   char olet;
30.   {
31.   	int i, j, k, damu = dam;
32.   	boolean starting = 1;
33.   	boolean visible, any_shield;
34.   	int uhurt = 0; /* 0=unhurt, 1=items damaged, 2=you and items damaged */
35.   	const char *str;
36.   	int idamres, idamnonres;
37.   	struct monst *mtmp;
38.   	uchar adtyp;
39.   	int explmask[3][3];
40.   		/* 0=normal explosion, 1=do shieldeff, 2=do nothing */
41.   	boolean shopdamage = FALSE;
42.   
43.   	if (olet == WAND_CLASS)		/* retributive strike */
44.   		switch (u.role) {
45.   			case 'P':
46.   			case 'W': damu /= 5;
47.   				  break;
48.   			case 'H':
49.   			case 'K': damu /= 2;
50.   				  break;
51.   			default:  break;
52.   		}
53.   
54.   	switch (abs(type) % 10) {
55.   		case 0: str = "magical blast";
56.   			adtyp = AD_MAGM;
57.   			break;
58.   		case 1: str =   olet == BURNING_OIL ?	"burning oil" :
59.   				olet == SCROLL_CLASS ?	"tower of flame" :
60.   							"fireball";
61.   			adtyp = AD_FIRE;
62.   			break;
63.   		case 2: str = "ball of cold";
64.   			adtyp = AD_COLD;
65.   			break;
66.   		case 4: str = "disintegration field";
67.   			adtyp = AD_DISN;
68.   			break;
69.   		case 5: str = "ball lightning";
70.   			adtyp = AD_ELEC;
71.   			break;
72.   		default: impossible("explosion base type %d?", type); return;
73.   	}
74.   
75.   	any_shield = visible = FALSE;
76.   	for (i=0; i<3; i++) for (j=0; j<3; j++) {
77.   		if (!isok(i+x-1, j+y-1)) {
78.   			explmask[i][j] = 2;
79.   			continue;
80.   		} else
81.   			explmask[i][j] = 0;
82.   
83.   		if (i+x-1 == u.ux && j+y-1 == u.uy) {
84.   		    switch(adtyp) {
85.   			case AD_MAGM:
86.   				explmask[i][j] = !!Antimagic;
87.   				break;
88.   			case AD_FIRE:
89.   				explmask[i][j] = !!Fire_resistance;
90.   				break;
91.   			case AD_COLD:
92.   				explmask[i][j] = !!Cold_resistance;
93.   				break;
94.   			case AD_DISN:
95.   				explmask[i][j] = !!Disint_resistance;
96.   				break;
97.   			case AD_ELEC:
98.   				explmask[i][j] = !!Shock_resistance;
99.   				break;
100.  			default:
101.  				impossible("explosion type %d?", adtyp);
102.  				break;
103.  		    }
104.  		}
105.  		/* can be both you and mtmp if you're swallowed */
106.  		if ((mtmp = m_at(i+x-1, j+y-1)) != 0) {
107.  		    switch(adtyp) {
108.  			case AD_MAGM:
109.  				explmask[i][j] |= resists_magm(mtmp);
110.  				break;
111.  			case AD_FIRE:
112.  				explmask[i][j] |= resists_fire(mtmp);
113.  				break;
114.  			case AD_COLD:
115.  				explmask[i][j] |= resists_cold(mtmp);
116.  				break;
117.  			case AD_DISN:
118.  				explmask[i][j] |= resists_disint(mtmp);
119.  				break;
120.  			case AD_ELEC:
121.  				explmask[i][j] |= resists_elec(mtmp);
122.  				break;
123.  			default:
124.  				impossible("explosion type %d?", adtyp);
125.  				break;
126.  		    }
127.  		}
128.  
129.  		if (cansee(i+x-1, j+y-1)) visible = TRUE;
130.  		if (explmask[i][j] == 1) any_shield = TRUE;
131.  	}
132.  
133.  	if (visible) {
134.  		/* Start the explosion */
135.  		for (i=0; i<3; i++) for (j=0; j<3; j++) {
136.  			if (explmask[i][j] == 2) continue;
137.  			tmp_at(starting ? DISP_BEAM : DISP_CHANGE,
138.  					    cmap_to_glyph(expl[i][j]));
139.  			tmp_at(i+x-1, j+y-1);
140.  			starting = 0;
141.  		}
142.  		curs_on_u();	/* will flush screen and output */
143.  
144.  		if (any_shield) {	/* simulate a shield effect */
145.  		    for (k = 0; k < SHIELD_COUNT; k++) {
146.  			for (i=0; i<3; i++) for (j=0; j<3; j++) {
147.  			    if (explmask[i][j] == 1)
148.  				/*
149.  				 * Bypass tmp_at() and send the shield glyphs
150.  				 * directly to the buffered screen.  tmp_at()
151.  				 * will clean up the location for us later.
152.  				 */
153.  				show_glyph(i+x-1, j+y-1,
154.  					cmap_to_glyph(shield_static[k]));
155.  			}
156.  			curs_on_u();	/* will flush screen and output */
157.  			delay_output();
158.  		    }
159.  
160.  		    /* Cover last shield glyph with blast symbol. */
161.  		    for (i=0; i<3; i++) for (j=0; j<3; j++) {
162.  			if (explmask[i][j] == 1)
163.  			    show_glyph(i+x-1,j+y-1,cmap_to_glyph(expl[i][j]));
164.  		    }
165.  
166.  		} else {		/* delay a little bit. */
167.  		    delay_output();
168.  		    delay_output();
169.  		}
170.  
171.  	} else {
172.  		if (flags.soundok) You_hear("a blast.");
173.  	}
174.  
175.      if (dam)
176.  	for (i=0; i<3; i++) for (j=0; j<3; j++) {
177.  		if (explmask[i][j] == 2) continue;
178.  		if (i+x-1 == u.ux && j+y-1 == u.uy)
179.  			uhurt = (explmask[i][j] == 1) ? 1 : 2;
180.  		idamres = idamnonres = 0;
181.  		(void)zap_over_floor((xchar)(i+x-1), (xchar)(j+y-1),
182.  				     type, &shopdamage);
183.  
184.  		mtmp = m_at(i+x-1, j+y-1);
185.  		if (!mtmp) continue;
186.  		if (u.uswallow && mtmp == u.ustuck) {
187.  			if (is_animal(u.ustuck->data))
188.  				pline("%s gets %s!",
189.  				      Monnam(u.ustuck),
190.  				      (adtyp == AD_FIRE) ? "heartburn" :
191.  				      (adtyp == AD_COLD) ? "chilly" :
192.  				      (adtyp == AD_DISN) ? "perforated" :
193.  				      (adtyp == AD_ELEC) ? "shocked" :
194.  				       "fried");
195.  			else
196.  				pline("%s gets slightly %s!",
197.  				      Monnam(u.ustuck),
198.  				      (adtyp == AD_FIRE) ? "toasted" :
199.  				      (adtyp == AD_COLD) ? "chilly" :
200.  				      (adtyp == AD_DISN) ? "perforated" :
201.  				      (adtyp == AD_ELEC) ? "shocked" :
202.  				       "fried");
203.  		} else
204.  		pline("%s is caught in the %s!",
205.  			cansee(i+x-1, j+y-1) ? Monnam(mtmp) : "It", str);
206.  
207.  		idamres += destroy_mitem(mtmp, SCROLL_CLASS, (int) adtyp);
208.  		idamres += destroy_mitem(mtmp, SPBOOK_CLASS, (int) adtyp);
209.  		idamnonres += destroy_mitem(mtmp, POTION_CLASS, (int) adtyp);
210.  		idamnonres += destroy_mitem(mtmp, WAND_CLASS, (int) adtyp);
211.  		idamnonres += destroy_mitem(mtmp, RING_CLASS, (int) adtyp);
212.  
213.  		if (explmask[i][j] == 1) {
214.  			golemeffects(mtmp, (int) adtyp, dam + idamres);
215.  			mtmp->mhp -= idamnonres;
216.  		} else {
217.  		/* call resist with 0 and do damage manually so 1) we can
218.  		 * get out the message before doing the damage, and 2) we can
219.  		 * call mondied, not killed, if it's not your blast
220.  		 */
221.  			int mdam = dam;
222.  
223.  			if (resist(mtmp, olet, 0, FALSE)) {
224.  				pline("%s resists the magical blast!",
225.  					cansee(i+x-1,j+y-1) ? Monnam(mtmp)
226.  					: "It");
227.  				mdam = dam/2;
228.  			}
229.  			if (mtmp == u.ustuck)
230.  				mdam *= 2;
231.  			if (resists_cold(mtmp) && adtyp == AD_FIRE)
232.  				mdam *= 2;
233.  			else if (resists_fire(mtmp) && adtyp == AD_COLD)
234.  				mdam *= 2;
235.  			mtmp->mhp -= mdam;
236.  			mtmp->mhp -= (idamres + idamnonres);
237.  		}
238.  		if (mtmp->mhp <= 0) {
239.  			if (type >= 0) killed(mtmp);
240.  			else mondied(mtmp);
241.  		}
242.  	}
243.  
244.  	if (visible) tmp_at(DISP_END, 0); /* clear the explosion */
245.  
246.  	/* Do your injury last */
247.  	if (uhurt) {
248.  		if (type >= 0 && flags.verbose && olet != SCROLL_CLASS)
249.  			You("are caught in the %s!", str);
250.  		/* do property damage first, in case we end up leaving bones */
251.  		if (adtyp == AD_FIRE) (void) burnarmor();
252.  		destroy_item(SCROLL_CLASS, (int) adtyp);
253.  		destroy_item(SPBOOK_CLASS, (int) adtyp);
254.  		destroy_item(POTION_CLASS, (int) adtyp);
255.  		destroy_item(RING_CLASS, (int) adtyp);
256.  		destroy_item(WAND_CLASS, (int) adtyp);
257.  
258.  		ugolemeffects((int) adtyp, damu);
259.  		if (uhurt == 2) u.uhp -= damu, flags.botl = 1;
260.  
261.  		if (u.uhp <= 0) {
262.  			char buf[BUFSZ];
263.  
264.  			if (type >= 0 && olet != SCROLL_CLASS) {
265.  			    killer_format = NO_KILLER_PREFIX;
266.  			    Sprintf(buf, "caught %sself in %s own %s.",
267.  				    him[flags.female], his[flags.female], str);
268.  			} else {
269.  			    killer_format = KILLED_BY;
270.  			    Strcpy(buf, str);
271.  			}
272.  			killer = buf;
273.  			/* Known BUG: BURNING suppresses corpse in bones data,
274.  			   but done does not handle killer reason correctly */
275.  			/* done(adtyp == AD_FIRE ? BURNING : DIED); */
276.  			done(BURNING);
277.  		}
278.  		exercise(A_STR, FALSE);
279.  	}
280.  
281.  	if (shopdamage) {
282.  		pay_for_damage(adtyp == AD_FIRE ? "burn away" :
283.  			       adtyp == AD_COLD ? "shatter" :
284.  			       adtyp == AD_DISN ? "disintegrate" : "destroy");
285.  	}
286.  }
287.  #endif /* OVL0 */
288.  #ifdef OVL1
289.  
290.  struct scatter_chain {
291.  	struct scatter_chain *next;	/* pointer to next scatter item	*/
292.  	struct obj *obj;		/* pointer to the object	*/
293.  	xchar ox;			/* location of			*/
294.  	xchar oy;			/*	item			*/
295.  	schar dx;			/* direction of			*/
296.  	schar dy;			/*	travel			*/
297.  	int range;			/* range of object		*/
298.  	boolean stopped;		/* flag for in-motion/stopped	*/
299.  };
300.  
301.  /*
302.   * scflags:
303.   *	VIS_EFFECTS	Add visual effects to display
304.   *	MAY_HITMON	Objects may hit monsters
305.   *	MAY_HITYOU	Objects may hit hero
306.   *	MAY_HIT		Objects may hit you or monsters
307.   *	MAY_DESTROY	Objects may be destroyed at random
308.   *	MAY_FRACTURE	Stone objects can be fractured (statues, boulders)
309.   */
310.  
311.  void
312.  scatter(sx,sy,blastforce,scflags)
313.  int sx,sy;				/* location of objects to scatter */
314.  int blastforce;				/* force behind the scattering	*/
315.  unsigned int scflags;
316.  {
317.  	register struct obj *otmp;
318.  	register int tmp;
319.  	int farthest = 0;
320.  	uchar typ;
321.  	long qtmp;
322.  	boolean used_up;
323.  	struct monst *mtmp;
324.  	struct scatter_chain *stmp, *stmp2 = 0;
325.  	struct scatter_chain *schain = (struct scatter_chain *)0;
326.  
327.  	while ((otmp = level.objects[sx][sy]) != 0) {
328.  	    if (otmp->quan > 1L) {
329.  		qtmp = (long)rnd((int)otmp->quan - 1);
330.  		(void) splitobj(otmp, qtmp);
331.  	    }
332.  	    obj_extract_self(otmp);
333.  	    used_up = FALSE;
334.  
335.  	    /* 9 in 10 chance of fracturing boulders or statues */
336.  	    if ((scflags & MAY_FRACTURE)
337.  			&& ((otmp->otyp == BOULDER) || (otmp->otyp == STATUE))
338.  			&& rn2(10)) {
339.  		if (otmp->otyp == BOULDER) {
340.  		    pline("%s breaks apart.",The(xname(otmp)));
341.  		    fracture_rock(otmp);
342.  		    place_object(otmp, sx, sy);	/* put fragments on floor */
343.  		} else {
344.  		    struct trap *trap;
345.  
346.  		    if ((trap = t_at(sx,sy)) && trap->ttyp == STATUE_TRAP)
347.  			    deltrap(trap);
348.  		    pline("%s crumbles.",The(xname(otmp)));
349.  		    (void) break_statue(otmp);
350.  		    place_object(otmp, sx, sy);	/* put fragments on floor */
351.  		}
352.  		used_up = TRUE;
353.  
354.  	    /* 1 in 10 chance of destruction of obj; glass, egg destruction */
355.  	    } else if ((scflags & MAY_DESTROY) && (!rn2(10)
356.  			|| (objects[otmp->otyp].oc_material == GLASS
357.  			|| otmp->otyp == EGG))) {
358.  		if (breaks(otmp, sx, sy, FALSE)) used_up = TRUE;
359.  	    }
360.  
361.  	    if (!used_up) {
362.  		stmp = (struct scatter_chain *)
363.  					alloc(sizeof(struct scatter_chain));
364.  		stmp->next = (struct scatter_chain *)0;
365.  		stmp->obj = otmp;
366.  		stmp->ox = sx;
367.  		stmp->oy = sy;
368.  		tmp = rn2(8);		/* get the direction */
369.  		stmp->dx = xdir[tmp];
370.  		stmp->dy = ydir[tmp];
371.  		tmp = blastforce - (otmp->owt/40);
372.  		if (tmp < 1) tmp = 1;
373.  		stmp->range = rnd(tmp); /* anywhere up to that determ. by wt */
374.  		if (farthest < stmp->range) farthest = stmp->range;
375.  		stmp->stopped = FALSE;
376.  		if (!schain)
377.  		    schain = stmp;
378.  		else
379.  		    stmp2->next = stmp;
380.  		stmp2 = stmp;
381.  	    }
382.  	}
383.  
384.  	while (farthest-- > 0) {
385.  		for (stmp = schain; stmp; stmp = stmp->next) {
386.  		   if ((stmp->range-- > 0) && (!stmp->stopped)) {
387.  			bhitpos.x = stmp->ox + stmp->dx;
388.  			bhitpos.y = stmp->oy + stmp->dy;
389.  			typ = levl[bhitpos.x][bhitpos.y].typ;
390.  			if(!isok(bhitpos.x, bhitpos.y)) {
391.  				bhitpos.x -= stmp->dx;
392.  				bhitpos.y -= stmp->dy;
393.  				stmp->stopped = TRUE;
394.  			} else if(!ZAP_POS(typ) ||
395.  					closed_door(bhitpos.x, bhitpos.y)) {
396.  				bhitpos.x -= stmp->dx;
397.  				bhitpos.y -= stmp->dy;
398.  				stmp->stopped = TRUE;
399.  			} else if ((mtmp = m_at(bhitpos.x, bhitpos.y)) != 0) {
400.  				if (scflags & MAY_HITMON) {
401.  				    stmp->range--;
402.  				    if (ohitmon(mtmp, stmp->obj, 1, FALSE)) {
403.  					stmp->obj = (struct obj *)0;
404.  					stmp->stopped = TRUE;
405.  				    }
406.  				}
407.  			} else if (bhitpos.x==u.ux && bhitpos.y==u.uy) {
408.  				if (scflags & MAY_HITYOU) {
409.  				    int hitvalu, hitu;
410.  
411.  				    if (multi) nomul(0);
412.  				    hitvalu = 8 + stmp->obj->spe;
413.  				    if (bigmonst(uasmon)) hitvalu++;
414.  				    hitu = thitu(hitvalu,
415.  						dmgval(stmp->obj, &youmonst),
416.  						stmp->obj,
417.  						xname(stmp->obj));
418.  				    if (hitu) {
419.  					stmp->range -= 3;
420.  					stop_occupation();
421.  				    }
422.  				}
423.  			} else {
424.  				if (scflags & VIS_EFFECTS) {
425.  				    /* tmp_at(bhitpos.x, bhitpos.y); */
426.  				    /* delay_output(); */
427.  				}
428.  			}
429.  			stmp->ox = bhitpos.x;
430.  			stmp->oy = bhitpos.y;
431.  		   }
432.  		}
433.  	}
434.  	for (stmp = schain; stmp; stmp = stmp2) {
435.  		int x,y;
436.  
437.  		stmp2 = stmp->next;
438.  		x = stmp->ox; y = stmp->oy;
439.  		if (stmp->obj) {
440.  			place_object(stmp->obj, x, y);
441.  			stackobj(stmp->obj);
442.  		}
443.  		free((genericptr_t)stmp);
444.  		newsym(x,y);
445.  	}
446.  }
447.  
448.  
449.  /*
450.   * Splatter burning oil from x,y to the surrounding area.
451.   *
452.   * This routine should really take a how and direction parameters.
453.   * The how is how it was caused, e.g. kicked verses thrown.  The
454.   * direction is which way to spread the flaming oil.  Different
455.   * "how"s would give different dispersal patterns.  For example,
456.   * kicking a burning flask will splatter differently from a thrown
457.   * flask hitting the ground.
458.   *
459.   * For now, just perform a "regular" explosion.
460.   */
461.  void
462.  splatter_burning_oil(x, y)
463.      int x, y;
464.  {
465.  /* ZT_SPELL(ZT_FIRE) = ZT_SPELL(AD_FIRE-1) = 10+(2-1) = 11 */
466.  #define ZT_SPELL_O_FIRE 11 /* value kludge, see zap.c */
467.      explode(x, y, ZT_SPELL_O_FIRE, d(4,4), BURNING_OIL);
468.  }
469.  
470.  #endif /* OVL1 */
471.  
472.  /*explode.c*/

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