* 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 hit
| 959 | * For now, just perform a "regular" explosion. |
| 960 | */ |
| 961 | void |
| 962 | splatter_burning_oil(coordxy x, coordxy y, boolean diluted_oil) |
| 963 | { |
| 964 | int dmg = d(diluted_oil ? 3 : 4, 4); |
| 965 | |
| 966 | /* ZT_SPELL(ZT_FIRE) = ZT_SPELL(AD_FIRE-1) = 10+(2-1) = 11 */ |
| 967 | #define ZT_SPELL_O_FIRE 11 /* value kludge, see zap.c */ |
| 968 | explode(x, y, ZT_SPELL_O_FIRE, dmg, BURNING_OIL, EXPL_FIERY); |
| 969 | } |
| 970 | |
| 971 | /* lit potion of oil is exploding; extinguish it as a light source before |
| 972 | possibly killing the hero and attempting to save bones */ |
no test coverage detected