Wikia

Wikihack

Source:NetHack 3.4.0/explode.c

2,032pages on
this wiki
Talk0

Below is the full text to explode.c from the source code of NetHack 3.4.0. To link to a particular line, write [[NetHack 3.4.0/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	3.4	2000/07/07	*/
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, expltype)
26.   int x, y;
27.   int type; /* the same as in zap.c */
28.   int dam;
29.   char olet;
30.   int expltype;
31.   {
32.   	int i, j, k, damu = dam;
33.   	boolean starting = 1;
34.   	boolean visible, any_shield;
35.   	int uhurt = 0; /* 0=unhurt, 1=items damaged, 2=you and items damaged */
36.   	const char *str;
37.   	int idamres, idamnonres;
38.   	struct monst *mtmp;
39.   	uchar adtyp;
40.   	int explmask[3][3];
41.   		/* 0=normal explosion, 1=do shieldeff, 2=do nothing */
42.   	boolean shopdamage = FALSE;
43.   	boolean generic = FALSE;
44.   
45.   	if (olet == WAND_CLASS)		/* retributive strike */
46.   		switch (Role_switch) {
47.   			case PM_PRIEST:
48.   			case PM_MONK:
49.   			case PM_WIZARD: damu /= 5;
50.   				  break;
51.   			case PM_HEALER:
52.   			case PM_KNIGHT: damu /= 2;
53.   				  break;
54.   			default:  break;
55.   		}
56.   
57.   	if (olet == MON_EXPLODE) {
58.   	    str = killer;
59.   	    killer = 0;		/* set again later as needed */
60.   	    adtyp = AD_PHYS;
61.   	} else
62.   	switch (abs(type) % 10) {
63.   		case 0: str = "magical blast";
64.   			adtyp = AD_MAGM;
65.   			break;
66.   		case 1: str =   olet == BURNING_OIL ?	"burning oil" :
67.   				olet == SCROLL_CLASS ?	"tower of flame" :
68.   							"fireball";
69.   			adtyp = AD_FIRE;
70.   			break;
71.   		case 2: str = "ball of cold";
72.   			adtyp = AD_COLD;
73.   			break;
74.   		case 4: str =  (olet == WAND_CLASS) ? "death field" :
75.   							"disintegration field";
76.   			adtyp = AD_DISN;
77.   			break;
78.   		case 5: str = "ball of lightning";
79.   			adtyp = AD_ELEC;
80.   			break;
81.   		case 6: str = "poison gas cloud";
82.   			adtyp = AD_DRST;
83.   			break;
84.   		case 7: str = "splash of acid";
85.   			adtyp = AD_ACID;
86.   			break;
87.   		default: impossible("explosion base type %d?", type); return;
88.   	}
89.   
90.   	any_shield = visible = FALSE;
91.   	for (i=0; i<3; i++) for (j=0; j<3; j++) {
92.   		if (!isok(i+x-1, j+y-1)) {
93.   			explmask[i][j] = 2;
94.   			continue;
95.   		} else
96.   			explmask[i][j] = 0;
97.   
98.   		if (i+x-1 == u.ux && j+y-1 == u.uy) {
99.   		    switch(adtyp) {
100.  			case AD_PHYS:                        
101.  				explmask[i][j] = 0;
102.  				break;
103.  			case AD_MAGM:
104.  				explmask[i][j] = !!Antimagic;
105.  				break;
106.  			case AD_FIRE:
107.  				explmask[i][j] = !!Fire_resistance;
108.  				break;
109.  			case AD_COLD:
110.  				explmask[i][j] = !!Cold_resistance;
111.  				break;
112.  			case AD_DISN:
113.  				explmask[i][j] = (olet == WAND_CLASS) ?
114.  						!!(nonliving(youmonst.data) || is_demon(youmonst.data)) :
115.  						!!Disint_resistance;
116.  				break;
117.  			case AD_ELEC:
118.  				explmask[i][j] = !!Shock_resistance;
119.  				break;
120.  			case AD_DRST:
121.  				explmask[i][j] = !!Poison_resistance;
122.  				break;
123.  			case AD_ACID:
124.  				explmask[i][j] = !!Acid_resistance;
125.  				break;
126.  			default:
127.  				impossible("explosion type %d?", adtyp);
128.  				break;
129.  		    }
130.  		}
131.  		/* can be both you and mtmp if you're swallowed */
132.  		mtmp = m_at(i+x-1, j+y-1);
133.  #ifdef STEED
134.  		if (!mtmp && i+x-1 == u.ux && j+y-1 == u.uy)
135.  			mtmp = u.usteed;
136.  #endif
137.  		if (mtmp) {
138.  		    if (mtmp->mhp < 1) explmask[i][j] = 2;
139.  		    else switch(adtyp) {
140.  			case AD_PHYS:                        
141.  				break;
142.  			case AD_MAGM:
143.  				explmask[i][j] |= resists_magm(mtmp);
144.  				break;
145.  			case AD_FIRE:
146.  				explmask[i][j] |= resists_fire(mtmp);
147.  				break;
148.  			case AD_COLD:
149.  				explmask[i][j] |= resists_cold(mtmp);
150.  				break;
151.  			case AD_DISN:
152.  				explmask[i][j] |= (olet == WAND_CLASS) ?
153.  					(nonliving(mtmp->data) || is_demon(mtmp->data)) :
154.  					resists_disint(mtmp);
155.  				break;
156.  			case AD_ELEC:
157.  				explmask[i][j] |= resists_elec(mtmp);
158.  				break;
159.  			case AD_DRST:
160.  				explmask[i][j] |= resists_poison(mtmp);
161.  				break;
162.  			case AD_ACID:
163.  				explmask[i][j] |= resists_acid(mtmp);
164.  				break;
165.  			default:
166.  				impossible("explosion type %d?", adtyp);
167.  				break;
168.  		    }
169.  		}
170.  		if (mtmp && cansee(i+x-1,j+y-1) && !canspotmon(mtmp))
171.  		    map_invisible(i+x-1, j+y-1);
172.  		else if (!mtmp && glyph_is_invisible(levl[i+x-1][j+y-1].glyph)) {
173.  		    unmap_object(i+x-1, j+y-1);
174.  		    newsym(i+x-1, j+y-1);
175.  		}
176.  		if (cansee(i+x-1, j+y-1)) visible = TRUE;
177.  		if (explmask[i][j] == 1) any_shield = TRUE;
178.  	}
179.  
180.  	if (visible) {
181.  		/* Start the explosion */
182.  		for (i=0; i<3; i++) for (j=0; j<3; j++) {
183.  			if (explmask[i][j] == 2) continue;
184.  			tmp_at(starting ? DISP_BEAM : DISP_CHANGE,
185.  				explosion_to_glyph(expltype,expl[i][j]));
186.  			tmp_at(i+x-1, j+y-1);
187.  			starting = 0;
188.  		}
189.  		curs_on_u();	/* will flush screen and output */
190.  
191.  		if (any_shield) {	/* simulate a shield effect */
192.  		    for (k = 0; k < SHIELD_COUNT; k++) {
193.  			for (i=0; i<3; i++) for (j=0; j<3; j++) {
194.  			    if (explmask[i][j] == 1)
195.  				/*
196.  				 * Bypass tmp_at() and send the shield glyphs
197.  				 * directly to the buffered screen.  tmp_at()
198.  				 * will clean up the location for us later.
199.  				 */
200.  				show_glyph(i+x-1, j+y-1,
201.  					cmap_to_glyph(shield_static[k]));
202.  			}
203.  			curs_on_u();	/* will flush screen and output */
204.  			delay_output();
205.  		    }
206.  
207.  		    /* Cover last shield glyph with blast symbol. */
208.  		    for (i=0; i<3; i++) for (j=0; j<3; j++) {
209.  			if (explmask[i][j] == 1)
210.  			    show_glyph(i+x-1,j+y-1,
211.  					explosion_to_glyph(expltype, expl[i][j]));
212.  		    }
213.  
214.  		} else {		/* delay a little bit. */
215.  		    delay_output();
216.  		    delay_output();
217.  		}
218.  
219.  		tmp_at(DISP_END, 0); /* clear the explosion */
220.  	} else {
221.  	    if (olet == MON_EXPLODE) {
222.  		str = "explosion";
223.  		generic = TRUE;
224.  	    }
225.  	    if (flags.soundok) You_hear("a blast.");
226.  	}
227.  
228.      if (dam)
229.  	for (i=0; i<3; i++) for (j=0; j<3; j++) {
230.  		if (explmask[i][j] == 2) continue;
231.  		if (i+x-1 == u.ux && j+y-1 == u.uy)
232.  			uhurt = (explmask[i][j] == 1) ? 1 : 2;
233.  		idamres = idamnonres = 0;
234.  		if (type >= 0)
235.  		    (void)zap_over_floor((xchar)(i+x-1), (xchar)(j+y-1),
236.  		    		type, &shopdamage);
237.  
238.  		mtmp = m_at(i+x-1, j+y-1);
239.  #ifdef STEED
240.  		if (!mtmp && i+x-1 == u.ux && j+y-1 == u.uy)
241.  			mtmp = u.usteed;
242.  #endif
243.  		if (!mtmp) continue;
244.  		if (u.uswallow && mtmp == u.ustuck) {
245.  			if (is_animal(u.ustuck->data))
246.  				pline("%s gets %s!",
247.  				      Monnam(u.ustuck),
248.  				      (adtyp == AD_FIRE) ? "heartburn" :
249.  				      (adtyp == AD_COLD) ? "chilly" :
250.  				      (adtyp == AD_DISN) ? ((olet == WAND_CLASS) ?
251.  				       "irradiated by pure energy" : "perforated") :
252.  				      (adtyp == AD_ELEC) ? "shocked" :
253.  				      (adtyp == AD_DRST) ? "poisoned" :
254.  				      (adtyp == AD_ACID) ? "an upset stomach" :
255.  				       "fried");
256.  			else
257.  				pline("%s gets slightly %s!",
258.  				      Monnam(u.ustuck),
259.  				      (adtyp == AD_FIRE) ? "toasted" :
260.  				      (adtyp == AD_COLD) ? "chilly" :
261.  				      (adtyp == AD_DISN) ? ((olet == WAND_CLASS) ?
262.  				       "overwhelmed by pure energy" : "perforated") :
263.  				      (adtyp == AD_ELEC) ? "shocked" :
264.  				      (adtyp == AD_DRST) ? "intoxicated" :
265.  				      (adtyp == AD_ACID) ? "burned" :
266.  				       "fried");
267.  		} else if (cansee(i+x-1, j+y-1))
268.  		    pline("%s is caught in the %s!", Monnam(mtmp), str);
269.  
270.  		idamres += destroy_mitem(mtmp, SCROLL_CLASS, (int) adtyp);
271.  		idamres += destroy_mitem(mtmp, SPBOOK_CLASS, (int) adtyp);
272.  		idamnonres += destroy_mitem(mtmp, POTION_CLASS, (int) adtyp);
273.  		idamnonres += destroy_mitem(mtmp, WAND_CLASS, (int) adtyp);
274.  		idamnonres += destroy_mitem(mtmp, RING_CLASS, (int) adtyp);
275.  
276.  		if (explmask[i][j] == 1) {
277.  			golemeffects(mtmp, (int) adtyp, dam + idamres);
278.  			mtmp->mhp -= idamnonres;
279.  		} else {
280.  		/* call resist with 0 and do damage manually so 1) we can
281.  		 * get out the message before doing the damage, and 2) we can
282.  		 * call mondied, not killed, if it's not your blast
283.  		 */
284.  			int mdam = dam;
285.  
286.  			if (resist(mtmp, olet, 0, FALSE)) {
287.  			    if (cansee(i+x-1,j+y-1))
288.  				pline("%s resists the %s!", Monnam(mtmp), str);
289.  			    mdam = dam/2;
290.  			}
291.  			if (mtmp == u.ustuck)
292.  				mdam *= 2;
293.  			if (resists_cold(mtmp) && adtyp == AD_FIRE)
294.  				mdam *= 2;
295.  			else if (resists_fire(mtmp) && adtyp == AD_COLD)
296.  				mdam *= 2;
297.  			mtmp->mhp -= mdam;
298.  			mtmp->mhp -= (idamres + idamnonres);
299.  		}
300.  		if (mtmp->mhp <= 0) {
301.  			/* KMH -- Don't blame the player for pets killing gas spores */
302.  			if (!flags.mon_moving) killed(mtmp);
303.  			else monkilled(mtmp, "", (int)adtyp);
304.  		} else if (!flags.mon_moving) setmangry(mtmp);
305.  	}
306.  
307.  	/* Do your injury last */
308.  	if (uhurt) {
309.  		if ((type >= 0 || adtyp == AD_PHYS) &&	/* gas spores */
310.  				flags.verbose && olet != SCROLL_CLASS)
311.  			You("are caught in the %s!", str);
312.  		/* do property damage first, in case we end up leaving bones */
313.  		if (adtyp == AD_FIRE) burn_away_slime();
314.  		if (Invulnerable) {
315.  		    damu = 0;
316.  		    You("are unharmed!");
317.  		}
318.  		if (adtyp == AD_FIRE) (void) burnarmor(&youmonst);
319.  		destroy_item(SCROLL_CLASS, (int) adtyp);
320.  		destroy_item(SPBOOK_CLASS, (int) adtyp);
321.  		destroy_item(POTION_CLASS, (int) adtyp);
322.  		destroy_item(RING_CLASS, (int) adtyp);
323.  		destroy_item(WAND_CLASS, (int) adtyp);
324.  
325.  		ugolemeffects((int) adtyp, damu);
326.  		if (uhurt == 2) {
327.  		    if (Upolyd)
328.  		    	u.mh  -= damu;
329.  		    else
330.  			u.uhp -= damu;
331.  		    flags.botl = 1;
332.  		}
333.  
334.  		if (u.uhp <= 0 || (Upolyd && u.mh <= 0)) {
335.  		    if (Upolyd) {
336.  			rehumanize();
337.  		    } else {
338.  			if (olet == MON_EXPLODE) {
339.  			    /* killer handled by caller */
340.  			    if (str != killer_buf && !generic)
341.  				Strcpy(killer_buf, str);
342.  			    killer_format = KILLED_BY_AN;
343.  			} else if (type >= 0 && olet != SCROLL_CLASS) {
344.  			    killer_format = NO_KILLER_PREFIX;
345.  			    Sprintf(killer_buf, "caught %sself in %s own %s",
346.  				    uhim(), uhis(), str);
347.  			} else {
348.  			    killer_format = KILLED_BY;
349.  			    Strcpy(killer_buf, str);
350.  			}
351.  			killer = killer_buf;
352.  			/* Known BUG: BURNING suppresses corpse in bones data,
353.  			   but done does not handle killer reason correctly */
354.  			done((adtyp == AD_FIRE) ? BURNING : DIED);
355.  		    }
356.  		}
357.  		exercise(A_STR, FALSE);
358.  	}
359.  
360.  	if (shopdamage) {
361.  		pay_for_damage(adtyp == AD_FIRE ? "burn away" :
362.  			       adtyp == AD_COLD ? "shatter" :
363.  			       adtyp == AD_DISN ? "disintegrate" : "destroy");
364.  	}
365.  
366.  	/* explosions are noisy */
367.  	i = dam * dam;
368.  	if (i < 50) i = 50;	/* in case random damage is very small */
369.  	wake_nearto(x, y, i);
370.  }
371.  #endif /* OVL0 */
372.  #ifdef OVL1
373.  
374.  struct scatter_chain {
375.  	struct scatter_chain *next;	/* pointer to next scatter item	*/
376.  	struct obj *obj;		/* pointer to the object	*/
377.  	xchar ox;			/* location of			*/
378.  	xchar oy;			/*	item			*/
379.  	schar dx;			/* direction of			*/
380.  	schar dy;			/*	travel			*/
381.  	int range;			/* range of object		*/
382.  	boolean stopped;		/* flag for in-motion/stopped	*/
383.  };
384.  
385.  /*
386.   * scflags:
387.   *	VIS_EFFECTS	Add visual effects to display
388.   *	MAY_HITMON	Objects may hit monsters
389.   *	MAY_HITYOU	Objects may hit hero
390.   *	MAY_HIT		Objects may hit you or monsters
391.   *	MAY_DESTROY	Objects may be destroyed at random
392.   *	MAY_FRACTURE	Stone objects can be fractured (statues, boulders)
393.   */
394.  
395.  void
396.  scatter(sx,sy,blastforce,scflags, obj)
397.  int sx,sy;				/* location of objects to scatter */
398.  int blastforce;				/* force behind the scattering	*/
399.  unsigned int scflags;
400.  struct obj *obj;			/* only scatter this obj        */
401.  {
402.  	register struct obj *otmp;
403.  	register int tmp;
404.  	int farthest = 0;
405.  	uchar typ;
406.  	long qtmp;
407.  	boolean used_up;
408.  	boolean split_up = FALSE;
409.  	boolean individual_object = obj ? TRUE : FALSE;
410.  	struct monst *mtmp;
411.  	struct scatter_chain *stmp, *stmp2 = 0;
412.  	struct scatter_chain *schain = (struct scatter_chain *)0;
413.  
414.  	while ((otmp = individual_object ? obj : level.objects[sx][sy]) != 0) {
415.  	    if (otmp->quan > 1L) {
416.  		qtmp = otmp->quan - 1;
417.  		if (qtmp > LARGEST_INT) qtmp = LARGEST_INT;
418.  		qtmp = (long)rnd((int)qtmp);
419.  		otmp = splitobj(otmp, qtmp);
420.  		if (rn2(qtmp))
421.  		    split_up = TRUE;
422.  		else
423.  		    split_up = FALSE;
424.  	    } else
425.  		split_up = FALSE;
426.  	    if (individual_object) {
427.   		if (split_up) {
428.  		    obj = otmp;
429.  		} else
430.  		    obj = (struct obj *)0;
431.  	    }
432.  	    obj_extract_self(otmp);
433.  	    used_up = FALSE;
434.  
435.  	    /* 9 in 10 chance of fracturing boulders or statues */
436.  	    if ((scflags & MAY_FRACTURE)
437.  			&& ((otmp->otyp == BOULDER) || (otmp->otyp == STATUE))
438.  			&& rn2(10)) {
439.  		if (otmp->otyp == BOULDER) {
440.  		    pline("%s apart.", Tobjnam(otmp, "break"));
441.  		    fracture_rock(otmp);
442.  		    place_object(otmp, sx, sy);	/* put fragments on floor */
443.  		    if ((otmp = sobj_at(BOULDER, sx, sy)) != 0) {
444.  			/* another boulder here, restack it to the top */
445.  			obj_extract_self(otmp);
446.  			place_object(otmp, sx, sy);
447.  		    }
448.  		} else {
449.  		    struct trap *trap;
450.  
451.  		    if ((trap = t_at(sx,sy)) && trap->ttyp == STATUE_TRAP)
452.  			    deltrap(trap);
453.  		    pline("%s.", Tobjnam(otmp, "crumble"));
454.  		    (void) break_statue(otmp);
455.  		    place_object(otmp, sx, sy);	/* put fragments on floor */
456.  		}
457.  		used_up = TRUE;
458.  
459.  	    /* 1 in 10 chance of destruction of obj; glass, egg destruction */
460.  	    } else if ((scflags & MAY_DESTROY) && (!rn2(10)
461.  			|| (objects[otmp->otyp].oc_material == GLASS
462.  			|| otmp->otyp == EGG))) {
463.  		if (breaks(otmp, (xchar)sx, (xchar)sy)) used_up = TRUE;
464.  	    }
465.  
466.  	    if (!used_up) {
467.  		stmp = (struct scatter_chain *)
468.  					alloc(sizeof(struct scatter_chain));
469.  		stmp->next = (struct scatter_chain *)0;
470.  		stmp->obj = otmp;
471.  		stmp->ox = sx;
472.  		stmp->oy = sy;
473.  		tmp = rn2(8);		/* get the direction */
474.  		stmp->dx = xdir[tmp];
475.  		stmp->dy = ydir[tmp];
476.  		tmp = blastforce - (otmp->owt/40);
477.  		if (tmp < 1) tmp = 1;
478.  		stmp->range = rnd(tmp); /* anywhere up to that determ. by wt */
479.  		if (farthest < stmp->range) farthest = stmp->range;
480.  		stmp->stopped = FALSE;
481.  		if (!schain)
482.  		    schain = stmp;
483.  		else
484.  		    stmp2->next = stmp;
485.  		stmp2 = stmp;
486.  	    }
487.  	}
488.  
489.  	while (farthest-- > 0) {
490.  		for (stmp = schain; stmp; stmp = stmp->next) {
491.  		   if ((stmp->range-- > 0) && (!stmp->stopped)) {
492.  			bhitpos.x = stmp->ox + stmp->dx;
493.  			bhitpos.y = stmp->oy + stmp->dy;
494.  			typ = levl[bhitpos.x][bhitpos.y].typ;
495.  			if(!isok(bhitpos.x, bhitpos.y)) {
496.  				bhitpos.x -= stmp->dx;
497.  				bhitpos.y -= stmp->dy;
498.  				stmp->stopped = TRUE;
499.  			} else if(!ZAP_POS(typ) ||
500.  					closed_door(bhitpos.x, bhitpos.y)) {
501.  				bhitpos.x -= stmp->dx;
502.  				bhitpos.y -= stmp->dy;
503.  				stmp->stopped = TRUE;
504.  			} else if ((mtmp = m_at(bhitpos.x, bhitpos.y)) != 0) {
505.  				if (scflags & MAY_HITMON) {
506.  				    stmp->range--;
507.  				    if (ohitmon(mtmp, stmp->obj, 1, FALSE)) {
508.  					stmp->obj = (struct obj *)0;
509.  					stmp->stopped = TRUE;
510.  				    }
511.  				}
512.  			} else if (bhitpos.x==u.ux && bhitpos.y==u.uy) {
513.  				if (scflags & MAY_HITYOU) {
514.  				    int hitvalu, hitu;
515.  
516.  				    if (multi) nomul(0);
517.  				    hitvalu = 8 + stmp->obj->spe;
518.  				    if (bigmonst(youmonst.data)) hitvalu++;
519.  				    hitu = thitu(hitvalu,
520.  						 dmgval(stmp->obj, &youmonst),
521.  						 stmp->obj, (char *)0);
522.  				    if (hitu) {
523.  					stmp->range -= 3;
524.  					stop_occupation();
525.  				    }
526.  				}
527.  			} else {
528.  				if (scflags & VIS_EFFECTS) {
529.  				    /* tmp_at(bhitpos.x, bhitpos.y); */
530.  				    /* delay_output(); */
531.  				}
532.  			}
533.  			stmp->ox = bhitpos.x;
534.  			stmp->oy = bhitpos.y;
535.  		   }
536.  		}
537.  	}
538.  	for (stmp = schain; stmp; stmp = stmp2) {
539.  		int x,y;
540.  
541.  		stmp2 = stmp->next;
542.  		x = stmp->ox; y = stmp->oy;
543.  		if (stmp->obj) {
544.  			place_object(stmp->obj, x, y);
545.  			stackobj(stmp->obj);
546.  		}
547.  		free((genericptr_t)stmp);
548.  		newsym(x,y);
549.  	}
550.  }
551.  
552.  
553.  /*
554.   * Splatter burning oil from x,y to the surrounding area.
555.   *
556.   * This routine should really take a how and direction parameters.
557.   * The how is how it was caused, e.g. kicked verses thrown.  The
558.   * direction is which way to spread the flaming oil.  Different
559.   * "how"s would give different dispersal patterns.  For example,
560.   * kicking a burning flask will splatter differently from a thrown
561.   * flask hitting the ground.
562.   *
563.   * For now, just perform a "regular" explosion.
564.   */
565.  void
566.  splatter_burning_oil(x, y)
567.      int x, y;
568.  {
569.  /* ZT_SPELL(ZT_FIRE) = ZT_SPELL(AD_FIRE-1) = 10+(2-1) = 11 */
570.  #define ZT_SPELL_O_FIRE 11 /* value kludge, see zap.c */
571.      explode(x, y, ZT_SPELL_O_FIRE, d(4,4), BURNING_OIL, EXPL_FIERY);
572.  }
573.  
574.  #endif /* OVL1 */
575.  
576.  /*explode.c*/

Around Wikia's network

Random Wiki