Gas clouds expand around terrain rather than being rhomboid

The gas will expand from its chosen center point via breadth-first
search instead of hardcoding a diagonal shape. The search is performed
with a randomized list of directions, and has 50% chance of not spreading
to a space it otherwise would have spread to. This has the effect of fuzzing
the cloud edges in open areas, helping the clouds on, for instance,
the Plane of Fire not be big rhombuses.

Also some other code refactoring related to stinking clouds in read.c

This comes from xNetHack by copperwater <aosdict@gmail.com>
This commit is contained in:
Pasi Kallinen
2021-09-19 13:51:51 +03:00
parent 12800bf84b
commit b23ff20c6a
6 changed files with 135 additions and 47 deletions

View File

@@ -617,6 +617,7 @@ similar "The ogre lord yanks Cleaver from your corpses!" due to caching the
update clobber that; fixed by having inventory display release the
obuf used for each item so that the same one will be reused for the
next item, to avoid churning through the whole pool of obufs
gas clouds are a little random in how they spread out from a point
Fixes to 3.7.0-x Problems that Were Exposed Via git Repository

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@@ -2141,6 +2141,7 @@ extern void assign_candy_wrapper(struct obj *);
extern int doread(void);
extern int charge_ok(struct obj *);
extern void recharge(struct obj *, int);
extern boolean valid_cloud_pos(int, int);
extern int seffects(struct obj *);
extern void drop_boulder_on_player(boolean, boolean, boolean, boolean);
extern boolean drop_boulder_on_monster(int, int, boolean, boolean);

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@@ -1315,7 +1315,7 @@ fumaroles(void)
xchar y = rn1(ROWNO - 4, 3);
if (levl[x][y].typ == LAVAPOOL) {
NhRegion *r = create_gas_cloud(x, y, 4 + rn2(5), rn1(10, 5));
NhRegion *r = create_gas_cloud(x, y, rn1(30, 20), rn1(10, 5));
clear_heros_fault(r);
snd = TRUE;

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@@ -22,8 +22,7 @@ static void p_glow1(struct obj *);
static void p_glow2(struct obj *, const char *);
static void forget(int);
static int maybe_tame(struct monst *, struct obj *);
static boolean get_valid_stinking_cloud_pos(int, int);
static boolean is_valid_stinking_cloud_pos(int, int, boolean);
static boolean can_center_cloud(int, int);
static void display_stinking_cloud_positions(int);
static void seffect_enchant_armor(struct obj **);
static void seffect_destroy_armor(struct obj **);
@@ -52,6 +51,7 @@ static void seffect_mail(struct obj **);
#endif /* MAIL_STRUCTURES */
static void set_lit(int, int, genericptr);
static void do_class_genocide(void);
static void do_stinking_cloud(struct obj *, boolean);
static boolean create_particular_parse(char *,
struct _create_particular_data *);
static boolean create_particular_creation(struct _create_particular_data *);
@@ -989,23 +989,26 @@ maybe_tame(struct monst* mtmp, struct obj* sobj)
return 0;
}
static boolean
get_valid_stinking_cloud_pos(int x,int y)
/* Can a stinking cloud physically exist at a certain position?
* NOT the same thing as can_center_cloud.
*/
boolean
valid_cloud_pos(int x, int y)
{
return (!(!isok(x,y) || !cansee(x, y)
|| !ACCESSIBLE(levl[x][y].typ)
|| distu(x, y) >= 32));
if (!isok(x,y))
return FALSE;
return ACCESSIBLE(levl[x][y].typ) || is_pool(x, y) || is_lava(x, y);
}
static boolean
is_valid_stinking_cloud_pos(int x, int y, boolean showmsg)
/* Callback for getpos_sethilite, also used in determining whether a scroll
* should have its regular effects, or not because it was out of range.
*/
boolean
can_center_cloud(int x, int y)
{
if (!get_valid_stinking_cloud_pos(x,y)) {
if (showmsg)
You("smell rotten eggs.");
if (!valid_cloud_pos(x, y))
return FALSE;
}
return TRUE;
return (cansee(x, y) && distu(x, y) < 32);
}
static void
@@ -1021,7 +1024,7 @@ display_stinking_cloud_positions(int state)
for (dy = -dist; dy <= dist; dy++) {
x = u.ux + dx;
y = u.uy + dy;
if (get_valid_stinking_cloud_pos(x,y))
if (can_center_cloud(x,y))
tmp_at(x, y);
}
} else {
@@ -1702,9 +1705,9 @@ seffect_fire(struct obj **sobjp)
dam *= 5;
pline("Where do you want to center the explosion?");
getpos_sethilite(display_stinking_cloud_positions,
get_valid_stinking_cloud_pos);
can_center_cloud);
(void) getpos(&cc, TRUE, "the desired position");
if (!is_valid_stinking_cloud_pos(cc.x, cc.y, FALSE)) {
if (!can_center_cloud(cc.x, cc.y)) {
/* try to reach too far, get burned */
cc.x = u.ux;
cc.y = u.uy;
@@ -1786,25 +1789,11 @@ seffect_stinking_cloud(struct obj **sobjp)
int otyp = sobj->otyp;
boolean already_known = (sobj->oclass == SPBOOK_CLASS /* spell */
|| objects[otyp].oc_name_known);
coord cc;
if (!already_known)
You("have found a scroll of stinking cloud!");
g.known = TRUE;
pline("Where do you want to center the %scloud?",
already_known ? "stinking " : "");
cc.x = u.ux;
cc.y = u.uy;
getpos_sethilite(display_stinking_cloud_positions,
get_valid_stinking_cloud_pos);
if (getpos(&cc, TRUE, "the desired position") < 0) {
pline1(Never_mind);
return;
}
if (!is_valid_stinking_cloud_pos(cc.x, cc.y, TRUE))
return;
(void) create_gas_cloud(cc.x, cc.y, 3 + bcsign(sobj),
8 + 4 * bcsign(sobj));
do_stinking_cloud(sobj, already_known);
}
static void
@@ -2759,6 +2748,34 @@ unpunish(void)
setworn((struct obj *) 0, W_BALL); /* sets 'uball' to Null */
}
/* Prompt the player to create a stinking cloud and then create it if they give
* a location. */
static void
do_stinking_cloud(struct obj *sobj, boolean mention_stinking)
{
coord cc;
pline("Where do you want to center the %scloud?",
mention_stinking ? "stinking " : "");
cc.x = u.ux;
cc.y = u.uy;
getpos_sethilite(display_stinking_cloud_positions, can_center_cloud);
if (getpos(&cc, TRUE, "the desired position") < 0) {
pline(Never_mind);
return;
} else if (!can_center_cloud(cc.x, cc.y)) {
if (Hallucination)
pline("Ugh... someone cut the cheese.");
else
pline("%s a whiff of rotten eggs.",
sobj->oclass == SCROLL_CLASS ? "The scroll crumbles with"
: "You smell");
return;
}
(void) create_gas_cloud(cc.x, cc.y, 15 + 10 * bcsign(sobj),
8 + 4 * bcsign(sobj));
}
/* some creatures have special data structures that only make sense in their
* normal locations -- if the player tries to create one elsewhere, or to
* revive one, the disoriented creature becomes a zombie

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@@ -1034,27 +1034,96 @@ inside_gas_cloud(genericptr_t p1, genericptr_t p2)
return FALSE; /* Monster is still alive */
}
/* Create a gas cloud which starts at (x,y) and grows outward from it via
* breadth-first search.
* cloudsize is the number of squares the cloud will attempt to fill.
* damage is how much it deals to afflicted creatures. */
#define MAX_CLOUD_SIZE 150
NhRegion *
create_gas_cloud(xchar x, xchar y, int radius, int damage)
create_gas_cloud(xchar x, xchar y, int cloudsize, int damage)
{
NhRegion *cloud;
int i, nrect;
int i, j;
NhRect tmprect;
/* store visited coords */
xchar xcoords[MAX_CLOUD_SIZE];
xchar ycoords[MAX_CLOUD_SIZE];
xcoords[0] = x;
ycoords[0] = y;
int curridx;
int newidx = 1; /* initial spot is already taken */
if (cloudsize > MAX_CLOUD_SIZE) {
impossible("create_gas_cloud: cloud too large (%d)!", cloudsize);
cloudsize = MAX_CLOUD_SIZE;
}
for (curridx = 0; curridx < newidx; curridx++) {
if (newidx >= cloudsize)
break;
int xx = xcoords[curridx];
int yy = ycoords[curridx];
/* Do NOT check for if there is already a gas cloud created at some
* other time at this position. They can overlap. */
/* Primitive Fisher-Yates-Knuth shuffle to randomize the order of
* directions chosen. */
coord dirs[4] = { {0, -1}, {0, 1}, {-1, 0}, {1, 0} };
for (i = 4; i > 0; --i) {
xchar swapidx = rn2(i);
coord tmp = dirs[swapidx];
dirs[swapidx] = dirs[i-1];
dirs[i-1] = tmp;
}
int nvalid = 0; /* # of valid adjacent spots */
for (i = 0; i < 4; ++i) {
/* try all 4 directions */
int dx = dirs[i].x, dy = dirs[i].y;
boolean isunpicked = TRUE;
if (valid_cloud_pos(xx + dx, yy + dy)) {
nvalid++;
/* don't pick a location we've already picked */
for (j = 0; j < newidx; ++j) {
if (xcoords[j] == xx + dx && ycoords[j] == yy + dy) {
isunpicked = FALSE;
break;
}
}
/* randomly disrupt the natural breadth-first search, so that
* clouds released in open spaces don't always tend towards a
* rhombus shape */
if (nvalid == 4 && !rn2(2))
continue;
if (isunpicked) {
xcoords[newidx] = xx + dx;
ycoords[newidx] = yy + dy;
newidx++;
}
}
if (newidx >= cloudsize) {
/* don't try further directions */
break;
}
}
}
/* we have now either filled up xcoord and ycoord entirely or run out of
* space. In either case, newidx is the correct total number of coordinates
* inserted. */
cloud = create_region((NhRect *) 0, 0);
nrect = radius;
tmprect.lx = x;
tmprect.hx = x;
tmprect.ly = y - (radius - 1);
tmprect.hy = y + (radius - 1);
for (i = 0; i < nrect; i++) {
for (i = 0; i < newidx; ++i) {
tmprect.lx = tmprect.hx = xcoords[i];
tmprect.ly = tmprect.hy = ycoords[i];
add_rect_to_reg(cloud, &tmprect);
tmprect.lx--;
tmprect.hx++;
tmprect.ly++;
tmprect.hy--;
}
cloud->ttl = rn1(3, 4);
/* If the cloud was constrained in a small space, give it more time to
* live. */
cloud->ttl = (cloud->ttl * cloudsize) / newidx;
if (!g.in_mklev && !g.context.mon_moving)
set_heros_fault(cloud); /* assume player has created it */
cloud->inside_f = INSIDE_GAS_CLOUD;

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@@ -4599,7 +4599,7 @@ zap_over_floor(xchar x, xchar y, int type, boolean *shopdamage,
/* don't create steam clouds on Plane of Water; air bubble
movement and gas regions don't understand each other */
if (!on_water_level)
create_gas_cloud(x, y, rnd(3), 0); /* radius 1..3, no damg */
create_gas_cloud(x, y, rnd(5), 0); /* 1..5, no damg */
if (lev->typ != POOL) { /* MOAT or DRAWBRIDGE_UP or WATER */
if (on_water_level)
@@ -4629,7 +4629,7 @@ zap_over_floor(xchar x, xchar y, int type, boolean *shopdamage,
newsym(x, y);
}
} else if (IS_FOUNTAIN(lev->typ)) {
create_gas_cloud(x, y, rnd(2), 0); /* radius 1..2, no damage */
create_gas_cloud(x, y, rnd(3), 0); /* 1..3, no damage */
if (see_it)
pline("Steam billows from the fountain.");
rangemod -= 1;