boolean inside_gas_cloud(void *p1, void *p2) { struct region *reg; struct monst *mtmp; long dam; reg = (struct region *)p1; dam = (long)reg->arg; if (p2 == NULL) { /* This means *YOU* Bozo! */ if (nonliving(youmonst.data) || u.uinvulnerable) return FALSE; /* If you will unblind next turn, extend the blindness so that you do * not get a "You can see again!" message immediately before being * blinded again. */ if (!Blind || Blinded == 1) make_blinded(2L, FALSE); if (Breathless) return FALSE; if (!Poison_resistance) { pline("Something is burning your %s!", makeplural(body_part(LUNG))); pline("You cough and spit blood!"); losehp(rnd(dam) + 5, killer_msg(DIED, "a gas cloud")); return FALSE; } else { pline("You cough!"); return FALSE; } } else { /* A monster is inside the cloud */ mtmp = (struct monst *)p2; /* Non living and non breathing monsters are not concerned */ if (!nonliving(mtmp->data) && !breathless(mtmp->data)) { if (cansee(mtmp->mx, mtmp->my)) pline("%s coughs!", Monnam(mtmp)); setmangry(mtmp); if (haseyes(mtmp->data) && mtmp->mcansee) { mtmp->mblinded = 1; mtmp->mcansee = 0; } if (resists_poison(mtmp)) return FALSE; mtmp->mhp -= rnd(dam) + 5; if (mtmp->mhp <= 0) { if (heros_fault(reg)) killed(mtmp); else monkilled(mtmp, "gas cloud", AD_DRST); if (DEADMONSTER(mtmp)) { /* not lifesaved */ return TRUE; } } } } return FALSE; /* Monster is still alive */ }
static void e_died(struct entity *etmp, int dest, int how) { if (is_u(etmp)) { if (how == DROWNING) { killer = 0; /* drown() sets its own killer */ drown(); } else if (how == BURNING) { killer = 0; /* lava_effects() sets its own killer */ lava_effects(); } else { coord xy; /* use more specific killer if specified */ if (!killer) { killer_format = KILLED_BY_AN; killer = "falling drawbridge"; } done(how); /* So, you didn't die */ if (!e_survives_at(etmp, etmp->ex, etmp->ey)) { if (enexto(&xy, level, etmp->ex, etmp->ey, etmp->edata)) { pline("A %s force teleports you away...", Hallucination ? "normal" : "strange"); teleds(xy.x, xy.y, FALSE); } /* otherwise on top of the drawbridge is the * only viable spot in the dungeon, so stay there */ } } /* we might have crawled out of the moat to survive */ etmp->ex = u.ux, etmp->ey = u.uy; } else { int entitycnt; killer = 0; /* fake "digested to death" damage-type suppresses corpse */ #define mk_message(dest) ((dest & 1) ? "" : NULL) #define mk_corpse(dest) ((dest & 2) ? AD_DGST : AD_PHYS) /* if monsters are moving, one of them caused the destruction */ if (flags.mon_moving) monkilled(etmp->emon, mk_message(dest), mk_corpse(dest)); else /* you caused it */ xkilled(etmp->emon, dest); etmp->edata = NULL; /* dead long worm handling */ for (entitycnt = 0; entitycnt < ENTITIES; entitycnt++) { if (etmp != &(occupants[entitycnt]) && etmp->emon == occupants[entitycnt].emon) occupants[entitycnt].edata = NULL; } #undef mk_message #undef mk_corpse } }
/* 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.... * * The descr argument should be used to describe the explosion. It should be * a string suitable for use with an(). * raylevel is used for explosions caused by skilled wand usage (0=no wand) */ void explode(int x, int y, int type, /* the same as in zap.c */ int dam, char olet, int expltype, const char *descr, int raylevel) { int i, j, k, damu = dam; boolean visible, any_shield, resist_death; resist_death = FALSE; int uhurt = 0; /* 0=unhurt, 1=items damaged, 2=you and items damaged */ const char *str; const char *dispbuf = ""; /* lint suppression; I think the code's OK */ boolean expl_needs_the = TRUE; int idamres, idamnonres; struct monst *mtmp; uchar adtyp; int explmask[3][3]; /* 0=normal explosion, 1=do shieldeff, 2=do nothing */ boolean shopdamage = FALSE; #if 0 /* Damage reduction from wand explosions */ 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; } #endif if (olet == MON_EXPLODE) { str = descr; adtyp = AD_PHYS; if (Hallucination) { int name = rndmonidx(); dispbuf = msgcat(s_suffix(monnam_for_index(name)), " explosion"); expl_needs_the = !monnam_is_pname(name); } else { dispbuf = str; } } else { int whattype = abs(type) % 10; adtyp = whattype + 1; boolean done = FALSE, hallu = Hallucination; if (hallu) { do { whattype = rn2(8); } while (whattype == 3); } tryagain: switch (whattype) { case 0: str = "magical blast"; break; case 1: str = olet == BURNING_OIL ? "burning oil" : olet == SCROLL_CLASS ? "tower of flame" : "fireball"; break; case 2: str = "ball of cold"; break; case 3: str = "sleeping gas"; break; case 4: str = (olet == WAND_CLASS) ? "death field" : "disintegration field"; break; case 5: str = "ball of lightning"; break; case 6: str = "poison gas cloud"; break; case 7: str = "splash of acid"; break; default: impossible("explosion base type %d?", type); return; } if (!done) { dispbuf = str; done = TRUE; if (hallu) { whattype = adtyp - 1; goto tryagain; } } } 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] = !!(raylevel >= P_EXPERT || Antimagic); break; case AD_FIRE: explmask[i][j] = !!Fire_resistance; break; case AD_COLD: explmask[i][j] = !!Cold_resistance; break; case AD_SLEE: explmask[i][j] = !!Sleep_resistance; break; case AD_DISN: if (raylevel == P_UNSKILLED && Drain_resistance) resist_death = TRUE; /* why MR doesn't resist general deathfields is beyond me, but... */ if (nonliving(youmonst.data) || is_demon(youmonst.data)) resist_death = TRUE; if (raylevel && Antimagic) resist_death = TRUE; if (raylevel >= P_EXPERT && !Drain_resistance) resist_death = FALSE; explmask[i][j] = (olet == WAND_CLASS) ? !!resist_death : !!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(level, 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] |= (raylevel >= 4 || 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_SLEE: explmask[i][j] |= resists_sleep(mtmp); case AD_DISN: if (raylevel == P_UNSKILLED && resists_drli(mtmp)) resist_death = TRUE; if (nonliving(mtmp->data) || is_demon(mtmp->data)) resist_death = TRUE; if (raylevel && resists_magm(mtmp)) resist_death = TRUE; if (raylevel >= P_EXPERT && !resists_drli(mtmp)) resist_death = FALSE; explmask[i][j] |= (olet == WAND_CLASS) ? resist_death : 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; } } reveal_monster_at(i + x - 1, j + y - 1, TRUE); if (cansee(i + x - 1, j + y - 1)) visible = TRUE; if (explmask[i][j] == 1) any_shield = TRUE; } if (visible) { struct tmp_sym *tsym = tmpsym_init(DISP_BEAM, 0); /* Start the explosion */ for (i = 0; i < 3; i++) for (j = 0; j < 3; j++) { if (explmask[i][j] == 2) continue; tmpsym_change(tsym, dbuf_explosion(expltype, explosion[i][j])); tmpsym_at(tsym, i + x - 1, j + y - 1); } flush_screen(); /* 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 tmpsym_at() and send the shield glyphs * directly to the buffered screen. tmpsym_at() * will clean up the location for us later. */ dbuf_set_effect(i + x - 1, j + y - 1, dbuf_effect(E_MISC, shield_static[k])); } flush_screen(); /* will flush screen and output */ win_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) dbuf_set_effect(i + x - 1, j + y - 1, dbuf_explosion(expltype, explosion[i][j])); } } else { /* delay a little bit. */ win_delay_output(); win_delay_output(); } tmpsym_end(tsym); /* clear the explosion */ } else { if (olet == MON_EXPLODE) { str = "explosion"; } 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) zap_over_floor((xchar) (i + x - 1), (xchar) (j + y - 1), type, &shopdamage); mtmp = m_at(level, 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 (Engulfed && 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 %s%s!", Monnam(mtmp), expl_needs_the ? "the " : "", dispbuf); } 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 %s%s!", Monnam(mtmp), expl_needs_the ? "the " : "", dispbuf); 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; if (adtyp == AD_MAGM && raylevel >= P_EXPERT && resists_magm(mtmp)) mdam = (mdam + 1) / 2; if (adtyp == AD_SLEE && raylevel) { sleep_monst(mtmp, mdam, WAND_CLASS); mdam = 0; } if (adtyp == AD_DISN && raylevel) { if (nonliving(mtmp->data) || is_demon(mtmp->data) || resists_magm(mtmp) || raylevel == P_UNSKILLED) { /* monster is deathresistant or raylevel==unskilled, since monster apparently failed to resist earlier, monster must be vulnerable to drli */ /* FIXME: make a generic losexp() for monsters */ mdam = dice(2, 6); if (cansee(i + x - 1, j + y - 1)) pline("%s suddenly seems weaker!", Monnam(mtmp)); mtmp->mhpmax -= mdam; if (mtmp->m_lev == 0) mdam = mtmp->mhp; else mtmp->m_lev--; } else mdam = mtmp->mhp; /* instadeath */ } 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) pline("You are caught in %s%s!", expl_needs_the ? "the " : "", dispbuf); /* do property damage first, in case we end up leaving bones */ if (adtyp == AD_FIRE) burn_away_slime(); if (u.uinvulnerable) { damu = 0; pline("You are unharmed!"); } else if (Half_physical_damage && adtyp == AD_PHYS) damu = (damu + 1) / 2; else if (raylevel) { if (adtyp == AD_MAGM && Antimagic) damu = (damu + 1) / 2; if (adtyp == AD_SLEE) { helpless(damu, hr_asleep, "sleeping", NULL); damu = 0; } if (adtyp == AD_DISN) { if (nonliving(youmonst.data) || is_demon(youmonst.data) || Antimagic || raylevel == P_UNSKILLED) { losexp("drained by a death field",FALSE); damu = 0; } else { done(DIED, "killed by a death field"); damu = 0; /* lifesaved */ } } } if (adtyp == AD_FIRE) { burnarmor(&youmonst); set_candles_afire(); } 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; } if (u.uhp <= 0 || (Upolyd && u.mh <= 0)) { int death = adtyp == AD_FIRE ? BURNING : DIED; const char *killer; if (olet == MON_EXPLODE) { killer = killer_msg(death, an(str)); } else if (type >= 0 && olet != SCROLL_CLASS) { /* check whether or not we were the source of the explosion */ if (!flags.mon_moving) killer = msgprintf("caught %sself in %s own %s", uhim(), uhis(), str); else killer = msgprintf("killed by a %s", str); } else if (!strcmp(str, "burning oil")) { /* This manual check hack really sucks */ killer = killer_msg(death, str); } else { killer = killer_msg(death, an(str)); } /* Known BUG: BURNING suppresses corpse in bones data, but done does not handle killer reason correctly */ if (Upolyd) { rehumanize(death, killer); } else { done(death, killer); } } 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); }