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#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);
}
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