File: spl-vortex.cc

package info (click to toggle)
crawl 2%3A0.33.1-3
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid
  • size: 95,264 kB
  • sloc: cpp: 358,145; ansic: 27,203; javascript: 9,491; python: 8,359; perl: 3,327; java: 2,667; xml: 2,191; makefile: 1,830; sh: 611; objc: 250; cs: 15; sed: 9; lisp: 3
file content (501 lines) | stat: -rw-r--r-- 15,305 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
#include "AppHdr.h"

#include "spl-damage.h"

#include <cfloat>
#include <cmath>

#include "areas.h"
#include "cloud.h"
#include "coord.h"
#include "coordit.h"
#include "delay.h"
#include "directn.h"
#include "env.h"
#include "fight.h"
#include "fineff.h"
#include "fprop.h"
#include "god-conduct.h"
#include "god-passive.h" // passive_t::shoot_through_plants
#include "libutil.h"
#include "message.h"
#include "mon-behv.h"
#include "mon-tentacle.h"
#include "ouch.h"
#include "prompt.h"
#include "religion.h"
#include "shout.h"
#include "spl-goditem.h" // majin_bo_vampirism
#include "target.h"
#include "terrain.h"
#include "transform.h"

static bool _airtight(coord_def c)
{
    // Broken by 6f473416 -- we should re-allow the wind through grates.

    // return (feat_is_wall(env.grid(c)) || feat_is_opaque(env.grid(c))) && env.grid(c);
    return !feat_is_reachable_past(env.grid(c));
}

/* Explanation of the algorithm:
   http://en.wikipedia.org/wiki/Biconnected_component
   We include everything up to and including the first articulation vertex,
   the center is never considered to be one.
*/
class WindSystem
{
    coord_def org;
    SquareArray<int, POLAR_VORTEX_RADIUS+1> depth;
    SquareArray<bool, POLAR_VORTEX_RADIUS+1> cut, wind;
    int visit(coord_def c, int d, coord_def parent);
    void pass_wind(coord_def c);
public:
    WindSystem(coord_def _org);
    bool has_wind(coord_def c);
};

WindSystem::WindSystem(coord_def _org)
    : org(_org)
{
    depth.init(-1);
    cut.init(false);
    visit(org, 0, coord_def(0,0));
    cut(coord_def(0,0)) = false;
    wind.init(false);
    pass_wind(org);
}

int WindSystem::visit(coord_def c, int d, coord_def parent)
{
    depth(c - org) = d;
    int low = d;
    int sonmax = -1;

    for (adjacent_iterator ai(c); ai; ++ai)
    {
        if ((*ai - org).rdist() > POLAR_VORTEX_RADIUS || _airtight(*ai))
            continue;
        if (depth(*ai - org) == -1)
        {
            int sonlow = visit(*ai, d+1, c);
            low = min(low, sonlow);
            sonmax = max(sonmax, sonlow);
        }
        else if (*ai != parent)
            low = min(low, depth(*ai - org));
    }

    cut(c - org) = (sonmax >= d);
    return low;
}

void WindSystem::pass_wind(coord_def c)
{
    wind(c - org) = true;
    depth(c - org) = -1;
    if (cut(c - org))
        return;

    for (adjacent_iterator ai(c); ai; ++ai)
        if (depth(*ai - org) != -1)
            pass_wind(*ai);
}

bool WindSystem::has_wind(coord_def c)
{
    ASSERT(grid_distance(c, org) <= POLAR_VORTEX_RADIUS); // might say no instead
    return wind(c - org);
}

static void _set_vortex_durations()
{
    int dur = 60;
    you.duration[DUR_VORTEX] = dur;
    if (!get_form()->forbids_flight())
        you.duration[DUR_FLIGHT] = max(dur, you.duration[DUR_FLIGHT]);
}

spret cast_polar_vortex(int powc, bool fail, bool no_prompt)
{
    targeter_radius hitfunc(&you, LOS_NO_TRANS, POLAR_VORTEX_RADIUS);
    if (!no_prompt && stop_attack_prompt(hitfunc, "make a polar vortex",
                [](const actor *act) -> bool {
                    return !act->res_polar_vortex()
                        && !never_harm_monster(&you, act->as_monster());
                }))
    {
        return spret::abort;
    }

    fail_check();

    mprf("A great freezing vortex %s.",
         (you.airborne() || get_form()->forbids_flight()) ?
         "appears around you" : "appears and lifts you up");

    if (you.fishtail)
        merfolk_stop_swimming();

    you.props[POLAR_VORTEX_KEY].get_int() = you.elapsed_time;
    you.props[VORTEX_POWER_KEY] = powc;
    _set_vortex_durations();

    return spret::success;
}

static bool _mons_is_unmovable(const monster *mons)
{
    // hard to explain uprooted oklobs surviving
    if (mons->is_stationary())
        return true;
    // we'd have to rotate everything
    if (mons_is_tentacle_or_tentacle_segment(mons->type)
        || mons_is_tentacle_head(mons_base_type(*mons)))
    {
        return true;
    }
    return false;
}

static double _get_ang(int x, int y)
{
    if (abs(x) > abs(y))
    {
        if (x > 0)
            return double(y)/double(x);
        else
            return 4 + double(y)/double(x);
    }
    else
    {
        if (y > 0)
            return 2 - double(x)/double(y);
        else
            return -2 - double(x)/double(y);
    }
}

static coord_def _rotate(coord_def org, coord_def from,
                         vector<coord_def> &avail, int rdur)
{
    if (avail.empty())
        return from;

    coord_def best = from;
    double hiscore = DBL_MAX;

    double dist0 = (from - org).rdist();
    double ang0 = _get_ang(from.x - org.x, from.y - org.y) - rdur * 0.01 * 4 / 3;
    for (coord_def pos : avail)
    {
        double dist = (pos - org).rdist();
        double distdiff = fabs(dist - dist0);
        double ang = _get_ang(pos.x - org.x, pos.y - org.y);
        double angdiff = min(fabs(ang - ang0), fabs(ang - ang0 - 8));

        double score = distdiff + angdiff * 3 / 2;
        if (score < hiscore)
            best = pos, hiscore = score;
    }

    // must find _something_, the original space might be already taken
    ASSERT(hiscore != DBL_MAX);

    return best;
}

static int _rdam(int rage)
{
    // integral of damage done until given age-radius
    if (rage <= 0)
        return 0;
    else if (rage < 10)
        return sqr(rage) / 2;
    else
        return rage * 10 - 50;
}

static int _vortex_age(const actor *caster)
{
    const string name = POLAR_VORTEX_KEY;
    if (caster->props.exists(name.c_str()))
        return you.elapsed_time - caster->props[name.c_str()].get_int();
    return 100; // for permanent vortices
}

// time needed to reach the given radius
static int _age_needed(int r)
{
    if (r <= 0)
        return 0;
    if (r > POLAR_VORTEX_RADIUS)
        return INT_MAX;
    return sqr(r) * 7 / 5;
}

dice_def polar_vortex_dice(int pow, bool random)
{
    if (random)
        return dice_def(12, div_rand_round(pow, 15));
    return dice_def(12, pow / 15);
}

void polar_vortex_damage(actor *caster, int dur)
{
    if (!dur)
        return;

    int pow;
    const int max_radius = min(POLAR_VORTEX_RADIUS, (int)you.current_vision);

    if (caster->is_player())
        pow = you.props[VORTEX_POWER_KEY].get_int();
    else
        // XXX TODO: use the normal spellpower calc functions
        pow = caster->as_monster()->get_hit_dice() * 4;
    const coord_def org = caster->pos();
    int noise = 0;
    WindSystem winds(org);

    const coord_def old_player_pos = you.pos();
    coord_def new_player_pos = old_player_pos;

    int age = _vortex_age(caster);
    ASSERT(age >= 0);

    vector<coord_def>     move_avail; // legal destinations
    map<mid_t, coord_def> move_dest;  // chosen destination
    int rdurs[POLAR_VORTEX_RADIUS + 1];    // durations at radii
    int cnt_open = 0;
    int cnt_all  = 0;

    distance_iterator count_i(org, false);
    distance_iterator dam_i(org, true);
    for (int r = 1; r <= max_radius; r++)
    {
        while (count_i && count_i.radius() == r)
        {
            if (winds.has_wind(*count_i))
                cnt_open++;
            ++cnt_all;
            ++count_i;
        }
        // effective age at radius r
        int rage = age - _age_needed(r);
        /* Not just "portion of time affected":
                          **
                        **
                  ----++----
                    **......
                  **........
           here, damage done is 3/4, not 1/2.
        */
        // effective duration at the radius
        int rdur = _rdam(rage + abs(dur)) - _rdam(rage);
        rdurs[r] = rdur;
        // power at the radius
        int rpow = div_rand_round(pow * cnt_open * rdur, cnt_all * 100);
        if (!rpow)
            break;

        noise = max(div_rand_round(r * rdur * 3, 100), noise);

        vector<coord_def> clouds;
        for (; dam_i && dam_i.radius() == r; ++dam_i)
        {
            bool veto =
                env.markers.property_at(*dam_i, MAT_ANY, "veto_destroy") == "veto";

            if (feat_is_tree(env.grid(*dam_i))
                && !have_passive(passive_t::shoot_through_plants)
                && !is_temp_terrain(*dam_i)
                && !veto
                && dur > 0
                && bernoulli(rdur * 0.01, 0.05)) // 5% chance per 10 aut
            {
                destroy_wall(*dam_i);
                if (you.see_cell(*dam_i))
                    mpr("A tree falls to the furious winds!");
            }

            if (!winds.has_wind(*dam_i))
                continue;

            bool leda = false; // squares with ledaed enemies are no-go
            if (actor* victim = actor_at(*dam_i))
            {
                if (victim->is_player() && monster_at(*dam_i))
                {
                    // A far-fetched case: you're using Fedhas' passthrough
                    // or standing on a submerged air elemental, there are
                    // no free spots, and a monster vortex rotates you.
                    // Plants don't get uprooted, so the logic would be
                    // really complex. Let's not go there.
                    continue;
                }
                if (victim->is_player() && get_form()->forbids_flight())
                    continue;

                leda = victim->liquefied_ground()
                       || victim->is_monster()
                          && _mons_is_unmovable(victim->as_monster());
                if (!victim->res_polar_vortex())
                {
                    if (victim->is_monster())
                    {
                        monster *mon = victim->as_monster();
                        if (!leda)
                        {
                            // fly the monster so you get only one attempt
                            // at tossing them into water/lava
                            mon_enchant ench(ENCH_FLIGHT, 0, caster, 20);
                            if (mon->has_ench(ENCH_FLIGHT))
                                mon->update_ench(ench);
                            else
                                mon->add_ench(ench);
                        }
                        behaviour_event(mon, ME_ANNOY, caster);
                    }
                    else if (!leda)
                    {
                        bool standing = !you.airborne();
                        if (standing)
                            mpr("The freezing vortex lifts you up.");
                        you.duration[DUR_FLIGHT]
                            = max(you.duration[DUR_FLIGHT], 20);
                        if (standing)
                            float_player();
                    }

                    // alive check here in case the annoy event above dismissed
                    // the victim.
                    if (dur > 0 && victim->alive()
                        && (!caster->is_player()
                            || !never_harm_monster(caster, victim->as_monster())))
                    {
                        const int base_dmg = polar_vortex_dice(rpow, true).roll();
                        const int post_res_dmg
                            = resist_adjust_damage(victim, BEAM_ICE, base_dmg);
                        const int post_ac_dmg
                            = victim->apply_ac(post_res_dmg, 0, ac_type::proportional);
                        dprf("damage done: %d", post_ac_dmg);
                        if (caster->is_player())
                            majin_bo_vampirism(*victim->as_monster(), post_ac_dmg);
                        victim->hurt(caster, post_ac_dmg, BEAM_ICE, KILLED_BY_BEAM,
                                     "", "vortex");
                    }
                }

                if (victim->alive()
                    && !leda
                    && dur > 0
                    && !victim->resists_dislodge("being moved by the vortex"))
                {
                    move_dest[victim->mid] = victim->pos();
                }
            }

            if (cell_is_solid(*dam_i))
                continue;

            if ((!cloud_at(*dam_i) || cloud_at(*dam_i)->type == CLOUD_VORTEX)
                && x_chance_in_y(rpow, 20))
            {
                place_cloud(CLOUD_VORTEX, *dam_i, 2 + random2(2), caster);
            }
            clouds.push_back(*dam_i);
            swap_clouds(clouds[random2(clouds.size())], *dam_i);

            if (!leda)
                move_avail.push_back(*dam_i);
        }
    }

    noisy(noise, org, caster->mid);

    if (dur <= 0)
        return;

    // Gather actors who are to be moved.
    for (auto &entry : move_dest)
        if (actor* act = actor_by_mid(entry.first)) // should still be alive...
        {
            ASSERT(entry.second == act->pos());

            // Temporarily move to (0,0) to allow permutations.
            if (env.mgrid(act->pos()) == act->mindex())
                env.mgrid(act->pos()) = NON_MONSTER;
            act->moveto(coord_def());
            if (act->is_player())
                stop_delay(true);
        }

    // Need to check available positions again, as the damage call could
    // have spawned something new (like Royal Jelly spawns).
    erase_if(move_avail, actor_at);

    // Calculate destinations.
    for (auto &entry : move_dest)
    {
        const int r = entry.second.distance_from(org);
        coord_def dest = _rotate(org, entry.second, move_avail, rdurs[r]);
        // Only one monster per destination.
        erase_if(move_avail, [&dest](const coord_def& p) { return p == dest; });
        entry.second = dest;
    }

    // Actually move actors into place.
    for (auto &entry : move_dest)
        if (actor* act = actor_by_mid(entry.first)) // should still be alive...
        {
            const coord_def newpos = entry.second;
            ASSERT(!actor_at(newpos));
            act->move_to_pos(newpos);
            ASSERT(act->pos() == newpos);

            if (act->is_player())
                new_player_pos = newpos;
        }

    if (caster->is_player())
        fire_final_effects();
    else
    {
        if (new_player_pos != old_player_pos
            && !need_expiration_warning(old_player_pos)
            && need_expiration_warning(new_player_pos))
        {
            mprf(MSGCH_DANGER, "Careful! You are now flying above %s.",
                 feature_description_at(new_player_pos, false, DESC_PLAIN)
                     .c_str());
        }
    }
}

void cancel_polar_vortex(bool tloc)
{
    if (!you.duration[DUR_VORTEX])
        return;

    dprf("Aborting vortex.");
    if (you.duration[DUR_VORTEX] == you.duration[DUR_FLIGHT])
    {
        if (tloc)
        {
            // it'd be better to abort flight instantly, but let's first
            // make damn sure all ways of translocating are prevented from
            // landing you in water. Insta-kill due to an arrow of dispersal
            // is not nice.
            you.duration[DUR_FLIGHT] = min(20, you.duration[DUR_FLIGHT]);
        }
        else
        {
            // Vortex ended by using something stairslike, so the destination
            // is safe
            you.duration[DUR_FLIGHT] = 0;
        }
    }
    you.duration[DUR_VORTEX] = 0;
    you.duration[DUR_VORTEX_COOLDOWN] = random_range(35, 45);
}