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field.cpp
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field.cpp
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#include "rng.h"
#include "map.h"
#include "game.h"
#define INBOUNDS(x, y) \
(x >= 0 && x < SEEX * my_MAPSIZE && y >= 0 && y < SEEY * my_MAPSIZE)
bool vector_has(std::vector <item> vec, itype_id type);
bool map::process_fields(game *g)
{
bool found_field = false;
for (int x = 0; x < my_MAPSIZE; x++) {
for (int y = 0; y < my_MAPSIZE; y++) {
if (grid[x + y * my_MAPSIZE]->field_count > 0)
found_field |= process_fields_in_submap(g, x + y * my_MAPSIZE);
}
}
return found_field;
}
bool map::process_fields_in_submap(game *g, int gridn)
{
bool found_field = false;
field *cur;
field_id curtype;
for (int locx = 0; locx < SEEX; locx++) {
for (int locy = 0; locy < SEEY; locy++) {
cur = &(grid[gridn]->fld[locx][locy]);
int x = locx + SEEX * (gridn % my_MAPSIZE),
y = locy + SEEY * int(gridn / my_MAPSIZE);
curtype = cur->type;
if (!found_field && curtype != fd_null)
found_field = true;
if (cur->density > 3 || cur->density < 1)
debugmsg("Whoooooa density of %d", cur->density);
if (cur->age == 0) // Don't process "newborn" fields
curtype = fd_null;
int part;
vehicle *veh;
switch (curtype) {
case fd_null:
break; // Do nothing, obviously. OBVIOUSLY.
case fd_blood:
case fd_bile:
if (has_flag(swimmable, x, y)) // Dissipate faster in water
cur->age += 250;
break;
case fd_acid:
if (has_flag(swimmable, x, y)) // Dissipate faster in water
cur->age += 20;
for (int i = 0; i < i_at(x, y).size(); i++) {
item *melting = &(i_at(x, y)[i]);
if (melting->made_of(LIQUID) || melting->made_of(VEGGY) ||
melting->made_of(FLESH) || melting->made_of(POWDER) ||
melting->made_of(COTTON) || melting->made_of(WOOL) ||
melting->made_of(PAPER) || melting->made_of(PLASTIC) ||
(melting->made_of(GLASS) && !one_in(3)) || one_in(4)) {
// Acid destructable objects here
melting->damage++;
if (melting->damage >= 5 ||
(melting->made_of(PAPER) && melting->damage >= 3)) {
cur->age += melting->volume();
for (int m = 0; m < i_at(x, y)[i].contents.size(); m++)
i_at(x, y).push_back( i_at(x, y)[i].contents[m] );
i_at(x, y).erase(i_at(x, y).begin() + i);
i--;
}
}
}
break;
case fd_sap:
break; // It doesn't do anything.
case fd_fire: {
// Consume items as fuel to help us grow/last longer.
bool destroyed = false;
int vol = 0, smoke = 0, consumed = 0;
for (int i = 0; i < i_at(x, y).size() && consumed < cur->density * 2; i++) {
destroyed = false;
vol = i_at(x, y)[i].volume();
item *it = &(i_at(x, y)[i]);
if (it->is_ammo() && it->ammo_type() != AT_BATT &&
it->ammo_type() != AT_NAIL && it->ammo_type() != AT_BB &&
it->ammo_type() != AT_BOLT && it->ammo_type() != AT_ARROW) {
cur->age /= 2;
cur->age -= 600;
destroyed = true;
smoke += 6;
consumed++;
} else if (it->made_of(PAPER)) {
destroyed = it->burn(cur->density * 3);
consumed++;
if (cur->density == 1)
cur->age -= vol * 10;
if (vol >= 4)
smoke++;
} else if ((it->made_of(WOOD) || it->made_of(VEGGY))) {
if (vol <= cur->density * 10 || cur->density == 3) {
cur->age -= 4;
destroyed = it->burn(cur->density);
smoke++;
consumed++;
} else if (it->burnt < cur->density) {
destroyed = it->burn(1);
smoke++;
}
} else if ((it->made_of(COTTON) || it->made_of(WOOL))) {
if (vol <= cur->density * 5 || cur->density == 3) {
cur->age--;
destroyed = it->burn(cur->density);
smoke++;
consumed++;
} else if (it->burnt < cur->density) {
destroyed = it->burn(1);
smoke++;
}
} else if (it->made_of(FLESH)) {
if (vol <= cur->density * 5 || (cur->density == 3 && one_in(vol / 20))) {
cur->age--;
destroyed = it->burn(cur->density);
smoke += 3;
consumed++;
} else if (it->burnt < cur->density * 5 || cur->density >= 2) {
destroyed = it->burn(1);
smoke++;
}
} else if (it->made_of(LIQUID)) {
switch (it->type->id) { // TODO: Make this be not a hack.
case itm_whiskey:
case itm_vodka:
case itm_rum:
case itm_tequila:
cur->age -= 300;
smoke += 6;
break;
default:
cur->age += rng(80 * vol, 300 * vol);
smoke++;
}
destroyed = true;
consumed++;
} else if (it->made_of(POWDER)) {
cur->age -= vol;
destroyed = true;
smoke += 2;
} else if (it->made_of(PLASTIC)) {
smoke += 3;
if (it->burnt <= cur->density * 2 || (cur->density == 3 && one_in(vol))) {
destroyed = it->burn(cur->density);
if (one_in(vol + it->burnt))
cur->age--;
}
}
if (destroyed) {
for (int m = 0; m < i_at(x, y)[i].contents.size(); m++)
i_at(x, y).push_back( i_at(x, y)[i].contents[m] );
i_at(x, y).erase(i_at(x, y).begin() + i);
i--;
}
}
veh = veh_at(x, y, part);
if (veh)
veh->damage (part, cur->density * 10, false);
// Consume the terrain we're on
if (has_flag(explodes, x, y)) {
ter(x, y) = ter_id(int(ter(x, y)) + 1);
cur->age = 0;
cur->density = 3;
g->explosion(x, y, 40, 0, true);
} else if (has_flag(flammable, x, y) && one_in(32 - cur->density * 10)) {
cur->age -= cur->density * cur->density * 40;
smoke += 15;
if (cur->density == 3)
ter(x, y) = t_rubble;
} else if (has_flag(l_flammable, x, y) && one_in(62 - cur->density * 10)) {
cur->age -= cur->density * cur->density * 30;
smoke += 10;
if (cur->density == 3)
ter(x, y) = t_rubble;
} else if (terlist[ter(x, y)].flags & mfb(swimmable))
cur->age += 800; // Flames die quickly on water
// If we consumed a lot, the flames grow higher
while (cur->density < 3 && cur->age < 0) {
cur->age += 300;
cur->density++;
}
// If the flames are in a pit, it can't spread to non-pit
bool in_pit = (ter(x, y) == t_pit);
// If the flames are REALLY big, they contribute to adjacent flames
if (cur->density == 3 && cur->age < 0) {
// Randomly offset our x/y shifts by 0-2, to randomly pick a square to spread to
int starti = rng(0, 2);
int startj = rng(0, 2);
for (int i = 0; i < 3 && cur->age < 0; i++) {
for (int j = 0; j < 3 && cur->age < 0; j++) {
int fx = x + ((i + starti) % 3) - 1, fy = y + ((j + startj) % 3) - 1;
if (field_at(fx, fy).type == fd_fire && field_at(fx, fy).density < 3 &&
(!in_pit || ter(fx, fy) == t_pit)) {
field_at(fx, fy).density++;
field_at(fx, fy).age = 0;
cur->age = 0;
}
}
}
}
// Consume adjacent fuel / terrain / webs to spread.
// Randomly offset our x/y shifts by 0-2, to randomly pick a square to spread to
int starti = rng(0, 2);
int startj = rng(0, 2);
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
int fx = x + ((i + starti) % 3) - 1, fy = y + ((j + startj) % 3) - 1;
if (INBOUNDS(fx, fy)) {
int spread_chance = 20 * (cur->density - 1) + 10 * smoke;
if (field_at(fx, fy).type == fd_web)
spread_chance = 50 + spread_chance / 2;
if (has_flag(explodes, fx, fy) && one_in(8 - cur->density)) {
ter(fx, fy) = ter_id(int(ter(fx, fy)) + 1);
g->explosion(fx, fy, 40, 0, true);
} else if ((i != 0 || j != 0) && rng(1, 100) < spread_chance &&
(!in_pit || ter(fx, fy) == t_pit) &&
((cur->density == 3 &&
(has_flag(flammable, fx, fy) || one_in(20))) ||
(cur->density == 3 &&
(has_flag(l_flammable, fx, fy) && one_in(10))) ||
flammable_items_at(fx, fy) ||
field_at(fx, fy).type == fd_web)) {
if (field_at(fx, fy).type == fd_smoke ||
field_at(fx, fy).type == fd_web)
field_at(fx, fy) = field(fd_fire, 1, 0);
else
add_field(g, fx, fy, fd_fire, 1);
} else {
bool nosmoke = true;
for (int ii = -1; ii <= 1; ii++) {
for (int jj = -1; jj <= 1; jj++) {
if (field_at(x+ii, y+jj).type == fd_fire &&
field_at(x+ii, y+jj).density == 3)
smoke++;
else if (field_at(x+ii, y+jj).type == fd_smoke)
nosmoke = false;
}
}
// If we're not spreading, maybe we'll stick out some smoke, huh?
if (move_cost(fx, fy) > 0 &&
(!one_in(smoke) || (nosmoke && one_in(40))) &&
rng(3, 35) < cur->density * 10 && cur->age < 1000) {
smoke--;
add_field(g, fx, fy, fd_smoke, rng(1, cur->density));
}
}
}
}
}
} break;
case fd_smoke:
for (int i = -1; i <= 1; i++) {
for (int j = -1; j <= 1; j++)
g->scent(x+i, y+j) = 0;
}
if (is_outside(x, y))
cur->age += 50;
if (one_in(2)) {
std::vector <point> spread;
for (int a = -1; a <= 1; a++) {
for (int b = -1; b <= 1; b++) {
if ((field_at(x+a, y+b).type == fd_smoke &&
field_at(x+a, y+b).density < 3 ) ||
(field_at(x+a, y+b).is_null() && move_cost(x+a, y+b) > 0))
spread.push_back(point(x+a, y+b));
}
}
if (cur->density > 0 && cur->age > 0 && spread.size() > 0) {
point p = spread[rng(0, spread.size() - 1)];
if (field_at(p.x, p.y).type == fd_smoke &&
field_at(p.x, p.y).density < 3) {
field_at(p.x, p.y).density++;
cur->density--;
} else if (cur->density > 0 && move_cost(p.x, p.y) > 0 &&
add_field(g, p.x, p.y, fd_smoke, 1)){
cur->density--;
field_at(p.x, p.y).age = cur->age;
}
}
}
break;
case fd_tear_gas:
// Reset nearby scents to zero
for (int i = -1; i <= 1; i++) {
for (int j = -1; j <= 1; j++)
g->scent(x+i, y+j) = 0;
}
if (is_outside(x, y))
cur->age += 30;
// One in three chance that it spreads (less than smoke!)
if (one_in(3)) {
std::vector <point> spread;
// Pick all eligible points to spread to
for (int a = -1; a <= 1; a++) {
for (int b = -1; b <= 1; b++) {
if (((field_at(x+a, y+b).type == fd_smoke ||
field_at(x+a, y+b).type == fd_tear_gas) &&
field_at(x+a, y+b).density < 3 ) ||
(field_at(x+a, y+b).is_null() && move_cost(x+a, y+b) > 0))
spread.push_back(point(x+a, y+b));
}
}
// Then, spread to a nearby point
if (cur->density > 0 && cur->age > 0 && spread.size() > 0) {
point p = spread[rng(0, spread.size() - 1)];
// Nearby teargas grows thicker
if (field_at(p.x, p.y).type == fd_tear_gas &&
field_at(p.x, p.y).density < 3) {
field_at(p.x, p.y).density++;
cur->density--;
// Nearby smoke is converted into teargas
} else if (field_at(p.x, p.y).type == fd_smoke) {
field_at(p.x, p.y).type = fd_tear_gas;
// Or, just create a new field.
} else if (cur->density > 0 && move_cost(p.x, p.y) > 0 &&
add_field(g, p.x, p.y, fd_tear_gas, 1)) {
cur->density--;
field_at(p.x, p.y).age = cur->age;
}
}
}
break;
case fd_toxic_gas:
// Reset nearby scents to zero
for (int i = -1; i <= 1; i++) {
for (int j = -1; j <= 1; j++)
g->scent(x+i, y+j) = 0;
}
if (is_outside(x, y))
cur->age += 40;
if (one_in(2)) {
std::vector <point> spread;
// Pick all eligible points to spread to
for (int a = -1; a <= 1; a++) {
for (int b = -1; b <= 1; b++) {
if (((field_at(x+a, y+b).type == fd_smoke ||
field_at(x+a, y+b).type == fd_tear_gas ||
field_at(x+a, y+b).type == fd_toxic_gas ||
field_at(x+a, y+b).type == fd_nuke_gas ) &&
field_at(x+a, y+b).density < 3 ) ||
(field_at(x+a, y+b).is_null() && move_cost(x+a, y+b) > 0))
spread.push_back(point(x+a, y+b));
}
}
// Then, spread to a nearby point
if (cur->density > 0 && cur->age > 0 && spread.size() > 0) {
point p = spread[rng(0, spread.size() - 1)];
// Nearby toxic gas grows thicker
if (field_at(p.x, p.y).type == fd_toxic_gas &&
field_at(p.x, p.y).density < 3) {
field_at(p.x, p.y).density++;
cur->density--;
// Nearby smoke & teargas is converted into toxic gas
} else if (field_at(p.x, p.y).type == fd_smoke ||
field_at(p.x, p.y).type == fd_tear_gas) {
field_at(p.x, p.y).type = fd_toxic_gas;
// Or, just create a new field.
} else if (cur->density > 0 && move_cost(p.x, p.y) > 0 &&
add_field(g, p.x, p.y, fd_toxic_gas, 1)) {
cur->density--;
field_at(p.x, p.y).age = cur->age;
}
}
}
break;
case fd_nuke_gas:
// Reset nearby scents to zero
for (int i = -1; i <= 1; i++) {
for (int j = -1; j <= 1; j++)
g->scent(x+i, y+j) = 0;
}
if (is_outside(x, y))
cur->age += 40;
// Increase long-term radiation in the land underneath
radiation(x, y) += rng(0, cur->density);
if (one_in(2)) {
std::vector <point> spread;
// Pick all eligible points to spread to
for (int a = -1; a <= 1; a++) {
for (int b = -1; b <= 1; b++) {
if (((field_at(x+a, y+b).type == fd_smoke ||
field_at(x+a, y+b).type == fd_tear_gas ||
field_at(x+a, y+b).type == fd_toxic_gas ||
field_at(x+a, y+b).type == fd_nuke_gas ) &&
field_at(x+a, y+b).density < 3 ) ||
(field_at(x+a, y+b).is_null() && move_cost(x+a, y+b) > 0))
spread.push_back(point(x+a, y+b));
}
}
// Then, spread to a nearby point
if (cur->density > 0 && cur->age > 0 && spread.size() > 0) {
point p = spread[rng(0, spread.size() - 1)];
// Nearby nukegas grows thicker
if (field_at(p.x, p.y).type == fd_nuke_gas &&
field_at(p.x, p.y).density < 3) {
field_at(p.x, p.y).density++;
cur->density--;
// Nearby smoke, tear, and toxic gas is converted into nukegas
} else if (field_at(p.x, p.y).type == fd_smoke ||
field_at(p.x, p.y).type == fd_toxic_gas ||
field_at(p.x, p.y).type == fd_tear_gas) {
field_at(p.x, p.y).type = fd_nuke_gas;
// Or, just create a new field.
} else if (cur->density > 0 && move_cost(p.x, p.y) > 0 &&
add_field(g, p.x, p.y, fd_nuke_gas, 1)) {
cur->density--;
field_at(p.x, p.y).age = cur->age;
}
}
}
break;
case fd_gas_vent:
for (int i = x - 1; i <= x + 1; i++) {
for (int j = y - 1; j <= y + 1; j++) {
if (field_at(i, j).type == fd_toxic_gas && field_at(i, j).density < 3)
field_at(i, j).density++;
else
add_field(g, i, j, fd_toxic_gas, 3);
}
}
break;
case fd_fire_vent:
if (cur->density > 1) {
if (one_in(3))
cur->density--;
} else {
cur->type = fd_flame_burst;
cur->density = 3;
}
break;
case fd_flame_burst:
if (cur->density > 1)
cur->density--;
else {
cur->type = fd_fire_vent;
cur->density = 3;
}
break;
case fd_electricity:
if (!one_in(5)) { // 4 in 5 chance to spread
std::vector<point> valid;
if (move_cost(x, y) == 0 && cur->density > 1) { // We're grounded
int tries = 0;
while (tries < 10 && cur->age < 50) {
int cx = x + rng(-1, 1), cy = y + rng(-1, 1);
if (move_cost(cx, cy) != 0 && field_at(cx, cy).is_null()) {
add_field(g, cx, cy, fd_electricity, 1);
cur->density--;
tries = 0;
} else
tries++;
}
} else { // We're not grounded; attempt to ground
for (int a = -1; a <= 1; a++) {
for (int b = -1; b <= 1; b++) {
if (move_cost(x + a, y + b) == 0 && // Grounded tiles first
field_at(x + a, y + b).is_null())
valid.push_back(point(x + a, y + b));
}
}
if (valid.size() == 0) { // Spread to adjacent space, then
int px = x + rng(-1, 1), py = y + rng(-1, 1);
if (move_cost(px, py) > 0 && field_at(px, py).type == fd_electricity &&
field_at(px, py).density < 3)
field_at(px, py).density++;
else if (move_cost(px, py) > 0)
add_field(g, px, py, fd_electricity, 1);
cur->density--;
}
while (valid.size() > 0 && cur->density > 0) {
int index = rng(0, valid.size() - 1);
add_field(g, valid[index].x, valid[index].y, fd_electricity, 1);
cur->density--;
valid.erase(valid.begin() + index);
}
}
}
break;
case fd_fatigue:
if (cur->density < 3 && int(g->turn) % 3600 == 0 && one_in(10))
cur->density++;
else if (cur->density == 3 && one_in(600)) { // Spawn nether creature!
mon_id type = mon_id(rng(mon_flying_polyp, mon_blank));
monster creature(g->mtypes[type]);
creature.spawn(x + rng(-3, 3), y + rng(-3, 3));
g->z.push_back(creature);
}
break;
case fd_push_items: {
std::vector<item> *it = &(i_at(x, y));
for (int i = 0; i < it->size(); i++) {
if ((*it)[i].type->id != itm_rock || (*it)[i].bday >= int(g->turn) - 1)
i++;
else {
item tmp = (*it)[i];
tmp.bday = int(g->turn);
it->erase(it->begin() + i);
i--;
std::vector<point> valid;
for (int xx = x - 1; xx <= x + 1; xx++) {
for (int yy = y - 1; yy <= y + 1; yy++) {
if (field_at(xx, yy).type == fd_push_items)
valid.push_back( point(xx, yy) );
}
}
if (!valid.empty()) {
point newp = valid[rng(0, valid.size() - 1)];
add_item(newp.x, newp.y, tmp);
if (g->u.posx == newp.x && g->u.posy == newp.y) {
g->add_msg("A %s hits you!", tmp.tname().c_str());
g->u.hit(g, random_body_part(), rng(0, 1), 6, 0);
}
int npcdex = g->npc_at(newp.x, newp.y),
mondex = g->mon_at(newp.x, newp.y);
if (npcdex != -1) {
int junk;
npc *p = &(g->active_npc[npcdex]);
p->hit(g, random_body_part(), rng(0, 1), 6, 0);
if (g->u_see(newp.x, newp.y, junk))
g->add_msg("A %s hits %s!", tmp.tname().c_str(), p->name.c_str());
}
if (mondex != -1) {
int junk;
monster *mon = &(g->z[mondex]);
mon->hurt(6 - mon->armor_bash());
if (g->u_see(newp.x, newp.y, junk))
g->add_msg("A %s hits the %s!", tmp.tname().c_str(),
mon->name().c_str());
}
}
}
}
} break;
case fd_shock_vent:
if (cur->density > 1) {
if (one_in(5))
cur->density--;
} else {
cur->density = 3;
int num_bolts = rng(3, 6);
for (int i = 0; i < num_bolts; i++) {
int xdir = 0, ydir = 0;
while (xdir == 0 && ydir == 0) {
xdir = rng(-1, 1);
ydir = rng(-1, 1);
}
int dist = rng(4, 12);
int boltx = x, bolty = y;
for (int n = 0; n < dist; n++) {
boltx += xdir;
bolty += ydir;
add_field(g, boltx, bolty, fd_electricity, rng(2, 3));
if (one_in(4)) {
if (xdir == 0)
xdir = rng(0, 1) * 2 - 1;
else
xdir = 0;
}
if (one_in(4)) {
if (ydir == 0)
ydir = rng(0, 1) * 2 - 1;
else
ydir = 0;
}
}
}
}
break;
case fd_acid_vent:
if (cur->density > 1) {
if (cur->age >= 10) {
cur->density--;
cur->age = 0;
}
} else {
cur->density = 3;
for (int i = x - 5; i <= x + 5; i++) {
for (int j = y - 5; j <= y + 5; j++) {
if (field_at(i, j).type == fd_null || field_at(i, j).density == 0) {
int newdens = 3 - (rl_dist(x, y, i, j) / 2) + (one_in(3) ? 1 : 0);
if (newdens > 3)
newdens = 3;
if (newdens > 0)
add_field(g, i, j, fd_acid, newdens);
}
}
}
}
break;
} // switch (curtype)
cur->age++;
if (fieldlist[cur->type].halflife > 0) {
if (cur->age > 0 &&
dice(3, cur->age) > dice(3, fieldlist[cur->type].halflife)) {
cur->age = 0;
cur->density--;
}
if (cur->density <= 0) { // Totally dissapated.
grid[gridn]->field_count--;
grid[gridn]->fld[locx][locy] = field();
}
}
}
}
return found_field;
}
void map::step_in_field(int x, int y, game *g)
{
field *cur = &field_at(x, y);
switch (cur->type) {
case fd_null:
case fd_blood: // It doesn't actually do anything
case fd_bile: // Ditto
return;
case fd_web: {
if (!g->u.has_trait(PF_WEB_WALKER)) {
int web = cur->density * 5 - g->u.disease_level(DI_WEBBED);
if (web > 0)
g->u.add_disease(DI_WEBBED, web, g);
remove_field(x, y);
}
} break;
case fd_acid:
if (cur->density == 3) {
g->add_msg("The acid burns your legs and feet!");
g->u.hit(g, bp_feet, 0, 0, rng(4, 10));
g->u.hit(g, bp_feet, 1, 0, rng(4, 10));
g->u.hit(g, bp_legs, 0, 0, rng(2, 8));
g->u.hit(g, bp_legs, 1, 0, rng(2, 8));
} else {
g->add_msg("The acid burns your feet!");
g->u.hit(g, bp_feet, 0, 0, rng(cur->density, 4 * cur->density));
g->u.hit(g, bp_feet, 1, 0, rng(cur->density, 4 * cur->density));
}
break;
case fd_sap:
g->add_msg("The sap sticks to you!");
g->u.add_disease(DI_SAP, cur->density * 2, g);
if (cur->density == 1)
remove_field(x, y);
else
cur->density--;
break;
case fd_fire:
if (!g->u.has_active_bionic(bio_heatsink)) {
if (cur->density == 1) {
g->add_msg("You burn your legs and feet!");
g->u.hit(g, bp_feet, 0, 0, rng(2, 6));
g->u.hit(g, bp_feet, 1, 0, rng(2, 6));
g->u.hit(g, bp_legs, 0, 0, rng(1, 4));
g->u.hit(g, bp_legs, 1, 0, rng(1, 4));
} else if (cur->density == 2) {
g->add_msg("You're burning up!");
g->u.hit(g, bp_legs, 0, 0, rng(2, 6));
g->u.hit(g, bp_legs, 1, 0, rng(2, 6));
g->u.hit(g, bp_torso, 0, 4, rng(4, 9));
} else if (cur->density == 3) {
g->add_msg("You're set ablaze!");
g->u.hit(g, bp_legs, 0, 0, rng(2, 6));
g->u.hit(g, bp_legs, 1, 0, rng(2, 6));
g->u.hit(g, bp_torso, 0, 4, rng(4, 9));
g->u.add_disease(DI_ONFIRE, 5, g);
}
if (cur->density == 2)
g->u.infect(DI_SMOKE, bp_mouth, 5, 20, g);
else if (cur->density == 3)
g->u.infect(DI_SMOKE, bp_mouth, 7, 30, g);
}
break;
case fd_smoke:
if (cur->density == 3)
g->u.infect(DI_SMOKE, bp_mouth, 4, 15, g);
break;
case fd_tear_gas:
if (cur->density > 1 || !one_in(3))
g->u.infect(DI_TEARGAS, bp_mouth, 5, 20, g);
if (cur->density > 1)
g->u.infect(DI_BLIND, bp_eyes, cur->density * 2, 10, g);
break;
case fd_toxic_gas:
if (cur->density == 2)
g->u.infect(DI_POISON, bp_mouth, 5, 30, g);
else if (cur->density == 3)
g->u.infect(DI_BADPOISON, bp_mouth, 5, 30, g);
break;
case fd_nuke_gas:
g->u.radiation += rng(0, cur->density * (cur->density + 1));
if (cur->density == 3) {
g->add_msg("This radioactive gas burns!");
g->u.hurtall(rng(1, 3));
}
break;
case fd_flame_burst:
if (!g->u.has_active_bionic(bio_heatsink)) {
g->add_msg("You're torched by flames!");
g->u.hit(g, bp_legs, 0, 0, rng(2, 6));
g->u.hit(g, bp_legs, 1, 0, rng(2, 6));
g->u.hit(g, bp_torso, 0, 4, rng(4, 9));
} else
g->add_msg("These flames do not burn you.");
break;
case fd_electricity:
if (g->u.has_artifact_with(AEP_RESIST_ELECTRICITY))
g->add_msg("The electricity flows around you.");
else {
g->add_msg("You're electrocuted!");
g->u.hurtall(rng(1, cur->density));
if (one_in(8 - cur->density) && !one_in(30 - g->u.str_cur)) {
g->add_msg("You're paralyzed!");
g->u.moves -= rng(cur->density * 50, cur->density * 150);
}
}
break;
case fd_fatigue:
if (rng(0, 2) < cur->density) {
g->add_msg("You're violently teleported!");
g->u.hurtall(cur->density);
g->teleport();
}
break;
case fd_shock_vent:
case fd_acid_vent:
remove_field(x, y);
break;
}
}
void map::mon_in_field(int x, int y, game *g, monster *z)
{
if (z->has_flag(MF_DIGS))
return; // Digging monsters are immune to fields
field *cur = &field_at(x, y);
int dam = 0;
switch (cur->type) {
case fd_null:
case fd_blood: // It doesn't actually do anything
case fd_bile: // Ditto
break;
case fd_web:
if (!z->has_flag(MF_WEBWALK)) {
z->speed *= .8;
remove_field(x, y);
}
break;
case fd_acid:
if (!z->has_flag(MF_DIGS) && !z->has_flag(MF_FLIES) &&
!z->has_flag(MF_ACIDPROOF)) {
if (cur->density == 3)
dam = rng(4, 10) + rng(2, 8);
else
dam = rng(cur->density, cur->density * 4);
}
break;
case fd_sap:
z->speed -= cur->density * 5;
if (cur->density == 1)
remove_field(x, y);
else
cur->density--;
break;
case fd_fire:
if (z->made_of(FLESH))
dam = 3;
if (z->made_of(VEGGY))
dam = 12;
if (z->made_of(PAPER) || z->made_of(LIQUID) || z->made_of(POWDER) ||
z->made_of(WOOD) || z->made_of(COTTON) || z->made_of(WOOL))
dam = 20;
if (z->made_of(STONE) || z->made_of(KEVLAR) || z->made_of(STEEL))
dam = -20;
if (z->has_flag(MF_FLIES))
dam -= 15;
if (cur->density == 1)
dam += rng(2, 6);
else if (cur->density == 2) {
dam += rng(6, 12);
if (!z->has_flag(MF_FLIES)) {
z->moves -= 20;
if (!z->made_of(LIQUID) && !z->made_of(STONE) && !z->made_of(KEVLAR) &&
!z->made_of(STEEL) && !z->has_flag(MF_FIREY))
z->add_effect(ME_ONFIRE, rng(3, 8));
}
} else if (cur->density == 3) {
dam += rng(10, 20);
if (!z->has_flag(MF_FLIES) || one_in(3)) {
z->moves -= 40;
if (!z->made_of(LIQUID) && !z->made_of(STONE) && !z->made_of(KEVLAR) &&
!z->made_of(STEEL) && !z->has_flag(MF_FIREY))
z->add_effect(ME_ONFIRE, rng(8, 12));
}
}
// Drop through to smoke
case fd_smoke:
if (cur->density == 3)
z->speed -= rng(10, 20);
if (z->made_of(VEGGY)) // Plants suffer from smoke even worse
z->speed -= rng(1, cur->density * 12);
break;
case fd_tear_gas:
if (z->made_of(FLESH) || z->made_of(VEGGY)) {
z->add_effect(ME_BLIND, cur->density * 8);
if (cur->density == 3) {
z->add_effect(ME_STUNNED, rng(10, 20));
dam = rng(4, 10);
} else if (cur->density == 2) {
z->add_effect(ME_STUNNED, rng(5, 10));
dam = rng(2, 5);
} else
z->add_effect(ME_STUNNED, rng(1, 5));
if (z->made_of(VEGGY)) {
z->speed -= rng(cur->density * 5, cur->density * 12);
dam += cur->density * rng(8, 14);
}
}
break;
case fd_toxic_gas:
dam = cur->density;
z->speed -= cur->density;
break;
case fd_nuke_gas:
if (cur->density == 3) {
z->speed -= rng(60, 120);
dam = rng(30, 50);
} else if (cur->density == 2) {
z->speed -= rng(20, 50);
dam = rng(10, 25);
} else {
z->speed -= rng(0, 15);
dam = rng(0, 12);
}
if (z->made_of(VEGGY)) {
z->speed -= rng(cur->density * 5, cur->density * 12);
dam *= cur->density;
}
break;
case fd_flame_burst:
if (z->made_of(FLESH))
dam = 3;
if (z->made_of(VEGGY))
dam = 12;
if (z->made_of(PAPER) || z->made_of(LIQUID) || z->made_of(POWDER) ||
z->made_of(WOOD) || z->made_of(COTTON) || z->made_of(WOOL))
dam = 50;
if (z->made_of(STONE) || z->made_of(KEVLAR) || z->made_of(STEEL))
dam = -25;
dam += rng(0, 8);
z->moves -= 20;
break;
case fd_electricity:
dam = rng(1, cur->density);
if (one_in(8 - cur->density))
z->moves -= cur->density * 150;
break;
case fd_fatigue:
if (rng(0, 2) < cur->density) {
dam = cur->density;
int tries = 0;
int newposx, newposy;
do {
newposx = rng(z->posx - SEEX, z->posx + SEEX);
newposy = rng(z->posy - SEEY, z->posy + SEEY);
tries++;
} while (g->m.move_cost(newposx, newposy) == 0 && tries != 10);
if (tries == 10)
g->explode_mon(g->mon_at(z->posx, z->posy));
else {
int mon_hit = g->mon_at(newposx, newposy), t;
if (mon_hit != -1) {
if (g->u_see(z, t))
g->add_msg("The %s teleports into a %s, killing them both!",
z->name().c_str(), g->z[mon_hit].name().c_str());
g->explode_mon(mon_hit);
} else {
z->posx = newposx;
z->posy = newposy;
}
}
}
break;
}
if (dam > 0)
z->hurt(dam);
}
bool vector_has(std::vector <item> vec, itype_id type)
{
for (int i = 0; i < vec.size(); i++) {
if (vec[i].type->id == type)
return true;
}
return false;
}