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/**
* @file
* @brief Acquirement and Trog/Oka/Sif gifts.
**/
#include "AppHdr.h"
#include "acquire.h"
#include <algorithm>
#include <cmath>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <queue>
#include <set>
#include "ability.h"
#include "artefact.h"
#include "art-enum.h"
#include "colour.h"
#include "database.h"
#include "describe.h"
#include "dungeon.h"
#include "english.h"
#include "god-abil.h"
#include "god-item.h"
#include "god-passive.h"
#include "item-name.h"
#include "item-prop.h"
#include "item-status-flag-type.h"
#include "items.h"
#include "item-use.h"
#include "invent.h"
#include "known-items.h"
#include "libutil.h"
#include "macro.h"
#include "message.h"
#include "notes.h"
#include "output.h"
#include "options.h"
#include "player-equip.h"
#include "prompt.h"
#include "randbook.h"
#include "random.h"
#include "religion.h"
#include "shopping.h"
#include "skills.h"
#include "spl-book.h"
#include "spl-util.h"
#include "state.h"
#include "stringutil.h"
#include "tag-version.h"
#include "terrain.h"
#include "unwind.h"
#include "ui.h"
static equipment_slot _acquirement_armour_slot(int);
static armour_type _acquirement_armour_for_slot(equipment_slot);
static armour_type _acquirement_shield_type();
static armour_type _acquirement_body_armour();
static armour_type _useless_armour_type();
static bool _armour_slot_seen(equipment_slot);
/**
* Get a randomly rounded value for the player's specified skill, unmodified
* by crosstraining, draining, etc.
*
* @param skill The skill in question; e.g. SK_ARMOUR.
* @param mult A multiplier to the skill, for higher precision.
* @return A rounded value of that skill; e.g. _skill_rdiv(SK_ARMOUR)
* for a value of 10.9 will return 11 90% of the time &
* 10 the remainder.
*/
static int _skill_rdiv(skill_type skill, int mult = 1)
{
const int scale = 256;
return div_rand_round(you.skill(skill, mult * scale, true), scale);
}
/**
* Choose a random subtype of armour to generate through acquirement/divine
* gifts.
*
* Guaranteed to be wearable, in principle.
*
* @param agent The source of the acquirement (e.g. a god)
* @return The armour_type of the armour to be generated.
*/
static int _acquirement_armour_subtype(int & /*quantity*/, int agent)
{
const equipment_slot slot_type = _acquirement_armour_slot(agent);
return _acquirement_armour_for_slot(slot_type);
}
/**
* Take a set of weighted elements and a filter, and return a random element
* from those elements that fulfills the filter condition.
*
* @param weights The elements to choose from.
* @param filter An optional filter; if present, only elements for which
* the filter returns true may be chosen.
* @return A random element from the given list.
*/
template<class M>
M filtered_vector_select(vector<pair<M, int>> weights, function<bool(M)> filter)
{
for (auto &weight : weights)
{
if (filter && !filter(weight.first))
weight.second = 0;
else
weight.second = max(weight.second, 0); // cleanup
}
M *chosen_elem = random_choose_weighted(weights);
ASSERT(chosen_elem);
return *chosen_elem;
}
/**
* Choose a random slot to acquire armour for.
*
* For most races, even odds for all armour slots when acquiring, or 50-50
* split between body armour/aux armour when getting god gifts.
*
* Nagas and Armataurs get a high extra chance for bardings, especially if they haven't
* seen any yet.
*
* Guaranteed to be wearable, in principle.
*
* @param agent The source of the acquirement (e.g. a god)
* @return A random equipment slot; e.g. SLOT_OFFHAND, SLOT_BODY_ARMOUR...
*/
static equipment_slot _acquirement_armour_slot(int agent)
{
if (you.can_wear_barding()
&& one_chance_in(you.seen_armour[ARM_BARDING] ? 4 : 2))
{
return SLOT_BARDING;
}
vector<pair<equipment_slot, int>> weights = {
{ SLOT_BODY_ARMOUR, (agent == GOD_OKAWARU ? 6 : 2) },
{ SLOT_OFFHAND, 1 },
{ SLOT_CLOAK, (_armour_slot_seen(SLOT_CLOAK) ? 1 : 3) },
{ SLOT_HELMET, (_armour_slot_seen(SLOT_HELMET) ? 1 : 3) },
{ SLOT_GLOVES, (_armour_slot_seen(SLOT_GLOVES) ? 1 : 3) },
{ SLOT_BOOTS, (_armour_slot_seen(SLOT_BOOTS) ? 1 : 3) },
{ SLOT_BARDING, (_armour_slot_seen(SLOT_BARDING) ? 1 : 3) },
};
return filtered_vector_select<equipment_slot>(weights,
[] (equipment_slot etyp) {
// return true if the player can wear at least something in this
// equipment type
return you_can_wear(etyp) != false;
});
}
/**
* Choose a random subtype of armour that will fit in the given equipment slot,
* to generate through acquirement/divine gifts.
*
* Guaranteed to be usable by the player & weighted weakly by their skills;
* heavy investment in armour skill, relative to dodging & spellcasting, makes
* heavier armours more likely to be generated.
*
* @return The armour_type of the armour to be generated.
*/
static armour_type _acquirement_armour_for_slot(equipment_slot slot_type)
{
switch (slot_type)
{
case SLOT_CLOAK:
return random_choose(ARM_CLOAK, ARM_SCARF);
case SLOT_GLOVES:
return ARM_GLOVES;
case SLOT_BOOTS:
return ARM_BOOTS;
case SLOT_BARDING:
return ARM_BARDING;
case SLOT_HELMET:
if (you_can_wear(SLOT_HELMET))
return random_choose(ARM_HELMET, ARM_HAT);
return ARM_HAT;
case SLOT_OFFHAND:
return _acquirement_shield_type();
case SLOT_BODY_ARMOUR:
return _acquirement_body_armour();
default:
die("Unknown armour slot %d!", slot_type);
}
}
/**
* Choose a random type of shield to be generated via acquirement or god gifts.
*
* Weighted by Shields skill: at 0 skill orb/buckler/kite/tower are equally
* likely, while at 27 skill you get 25% kite and 75% tower.
*
* @return A potentially wearable type of shield.
*/
static armour_type _acquirement_shield_type()
{
vector<pair<armour_type, int>> weights = {
{ ARM_ORB, 27 - _skill_rdiv(SK_SHIELDS) },
{ ARM_BUCKLER, 27 - _skill_rdiv(SK_SHIELDS) },
{ ARM_KITE_SHIELD, 27},
{ ARM_TOWER_SHIELD, 27 + _skill_rdiv(SK_SHIELDS, 2) },
};
return filtered_vector_select<armour_type>(weights, [] (armour_type shtyp) {
return check_armour_size(shtyp, you.body_size(PSIZE_TORSO, true));
});
}
/**
* Determine the weight (likelihood) to acquire a specific type of body armour.
*
* Weighted by Armour skill.
*
* @param armour The type of armour in question. (E.g. ARM_ROBE.)
* @return A weight for the armour.
*/
static int _body_acquirement_weight(armour_type armour)
{
const int base_weight = armour_acq_weight(armour);
const int ac = armour_prop(armour, PARM_AC);
return base_weight +
(_skill_rdiv(SK_ARMOUR) * _skill_rdiv(SK_ARMOUR) * ac * ac / 27);
}
/**
* Choose a random type of body armour to be generated via acquirement or
* god gifts.
*
* @return A potentially wearable type of body armour.
*/
static armour_type _acquirement_body_armour()
{
vector<pair<armour_type, int>> weights;
for (int i = ARM_FIRST_MUNDANE_BODY; i < NUM_ARMOURS; ++i)
{
const armour_type armour = (armour_type)i;
if (get_armour_slot(armour) != SLOT_BODY_ARMOUR)
continue;
if (!check_armour_size(armour, you.body_size(PSIZE_TORSO, true)))
continue;
const int weight = _body_acquirement_weight(armour);
if (weight)
{
const pair<armour_type, int> weight_pair = { armour, weight };
weights.push_back(weight_pair);
}
}
const armour_type* armour_ptr = random_choose_weighted(weights);
ASSERT(armour_ptr);
return *armour_ptr;
}
/**
* Choose a random type of armour that the player cannot wear, for Xom to spite
* the player with.
*
* @return A random useless armour_type.
*/
static armour_type _useless_armour_type()
{
vector<pair<equipment_slot, int>> weights = {
{ SLOT_BODY_ARMOUR, 1 }, { SLOT_OFFHAND, 1 }, { SLOT_CLOAK, 1 },
{ SLOT_HELMET, 1 }, { SLOT_GLOVES, 1 }, { SLOT_BOOTS, 1 },
{ SLOT_BARDING, 1},
};
for (auto &weight : weights)
if (bool(you_can_wear(weight.first)))
weight.second = 0;
const equipment_slot* slot_ptr = random_choose_weighted(weights);
const equipment_slot slot = slot_ptr ? *slot_ptr : SLOT_BARDING;
switch (slot)
{
case SLOT_BOOTS:
return ARM_BOOTS;
case SLOT_BARDING:
return ARM_BARDING;
case SLOT_GLOVES:
return ARM_GLOVES;
case SLOT_HELMET:
if (you_can_wear(SLOT_HELMET) != false)
return ARM_HELMET;
return random_choose(ARM_HELMET, ARM_HAT);
case SLOT_CLOAK:
return random_choose(ARM_CLOAK, ARM_SCARF);
case SLOT_OFFHAND:
{
vector<pair<armour_type, int>> shield_weights = {
{ ARM_BUCKLER, 1 },
{ ARM_KITE_SHIELD, 1 },
{ ARM_TOWER_SHIELD, 1 },
};
return filtered_vector_select<armour_type>(shield_weights,
[] (armour_type shtyp) {
return !check_armour_size(shtyp,
you.body_size(PSIZE_TORSO, true));
});
}
case SLOT_BODY_ARMOUR:
// only the rarest & most precious of unwearable armours for Xom
if (you_can_wear(SLOT_BODY_ARMOUR) != false)
return ARM_CRYSTAL_PLATE_ARMOUR;
// arbitrary selection of [unwearable] dragon armours
return random_choose(ARM_FIRE_DRAGON_ARMOUR,
ARM_ICE_DRAGON_ARMOUR,
ARM_PEARL_DRAGON_ARMOUR,
ARM_GOLDEN_DRAGON_ARMOUR,
ARM_SHADOW_DRAGON_ARMOUR,
ARM_STORM_DRAGON_ARMOUR);
default:
die("Unknown slot type selected for Xom bad-armour-acq!");
}
}
static bool _regular_staves_useless()
{
// stave OBJ_WEAPONS are useless to regular size chars with a missing hand,
// but we don't want to mark the skill as useless in general, because it
// also applies to OBJ_STAVES, which are one-handed. Also a bunch of
// unrands, which this code probably prevents from generating for this
// case.
if (!you.has_mutation(MUT_MISSING_HAND))
return false;
item_def item_considered;
item_considered.base_type = OBJ_WEAPONS;
// try to find a useful regular staff
for (int i = 0; i < NUM_WEAPONS; ++i)
{
// ignore non-staves
if (i == WPN_STAFF)
continue;
item_considered.sub_type = i;
if (item_attack_skill(OBJ_WEAPONS, i) == SK_STAVES
&& you.hands_reqd(item_considered) != HANDS_TWO)
{
// found something!
return false;
}
}
return true;
}
/**
* Randomly choose a class of weapons (those using a specific weapon skill)
* for acquirement to give the player. Weight toward the player's skills.
*
* @param agent The source of the acquirement (e.g. a god)
* @return An appropriate weapon skill; e.g. SK_LONG_BLADES.
*/
static skill_type _acquirement_weapon_skill(int agent)
{
// reservoir sample.
int count = 0;
skill_type skill = SK_FIGHTING;
for (skill_type sk = SK_FIRST_WEAPON;
sk <= (agent == GOD_TROG ? SK_LAST_MELEE_WEAPON : SK_LAST_WEAPON);
++sk)
{
// Don't choose a skill that's useless
if (is_useless_skill(sk))
continue;
if (sk == SK_STAVES && _regular_staves_useless())
continue;
// Adding a small constant allows for the occasional
// weapon in an untrained skill.
int weight = _skill_rdiv(sk) + 1;
// Exaggerate the weighting if it's not a Trog gift.
if (agent != GOD_TROG)
weight = (weight + 1) * (weight + 2);
count += weight;
if (x_chance_in_y(weight, count))
skill = sk;
}
return skill;
}
static int _acquirement_weapon_subtype(int & /*quantity*/, int agent)
{
const skill_type skill = _acquirement_weapon_skill(agent);
// Now choose a subtype which uses that skill.
int result = OBJ_RANDOM;
int count = 0;
item_def item_considered;
item_considered.base_type = OBJ_WEAPONS;
for (int i = 0; i < NUM_WEAPONS; ++i)
{
const int wskill = item_attack_skill(OBJ_WEAPONS, i);
if (wskill != skill)
continue;
item_considered.sub_type = i;
int acqweight = property(item_considered, PWPN_ACQ_WEIGHT) * 100;
// Smaller species missing a hand can acquire polearms with default weight
// zero, namely spears, since they have no other polearm option.
if (skill == SK_POLEARMS && you.has_mutation(MUT_MISSING_HAND)
&& you.body_size() < SIZE_MEDIUM && !acqweight)
{
acqweight = 100;
}
if (!acqweight)
continue;
const bool two_handed = you.hands_reqd(item_considered) == HANDS_TWO;
if (two_handed && you.get_mutation_level(MUT_MISSING_HAND))
continue;
// Give two-handers somewhat less frequently to characters with
// Shields skill and very rarely to Coglins.
if (you.has_mutation(MUT_WIELD_OFFHAND))
{
if (two_handed)
acqweight /= 10;
}
else if (two_handed)
acqweight = acqweight * (54 - _skill_rdiv(SK_SHIELDS)) / 54;
else
acqweight = acqweight * (54 + _skill_rdiv(SK_SHIELDS)) / 54;
if (!you.seen_weapon[i])
acqweight *= 5; // strong emphasis on type variety, brands go only second
// reservoir sampling
if (x_chance_in_y(acqweight, count += acqweight))
result = i;
}
ASSERT(result != OBJ_RANDOM); // make sure loop ran at least once
return result;
}
static int _acquirement_missile_subtype(int & /*quantity*/,
int /*agent*/)
{
// Choose from among all usable missile types.
vector<pair<missile_type, int> > missile_weights;
missile_weights.emplace_back(MI_BOOMERANG, 50);
missile_weights.emplace_back(MI_DART, 75);
if (you.body_size() >= SIZE_MEDIUM)
missile_weights.emplace_back(MI_JAVELIN, 100);
if (you.can_throw_large_rocks())
missile_weights.emplace_back(MI_LARGE_ROCK, 100);
return *random_choose_weighted(missile_weights);
}
static int _acquirement_jewellery_subtype(int & /*quantity*/,
int /*agent*/)
{
int result = 0;
// Rings are (number of usable rings) times as common as amulets.
const int ring_num = you.equipment.num_slots[SLOT_RING];
// Try ten times to give something the player hasn't seen.
for (int i = 0; i < 10; i++)
{
result = one_chance_in(ring_num + 1) ? get_random_amulet_type()
: get_random_ring_type();
// If we haven't seen this yet, we're done.
if (!type_is_identified(OBJ_JEWELLERY, result))
break;
}
return result;
}
static vector<pair<stave_type, int>> _base_staff_weights()
{
// Small chance to pick a totally random staff, independent of skill.
// For some reason.
vector<pair<stave_type, int>> weights = {{ NUM_STAVES, 5 }};
for (int i = 0; i < NUM_STAVES; i++)
{
stave_type staff = static_cast<stave_type>(i);
if (!item_type_removed(OBJ_STAVES, staff))
weights.push_back({staff, _skill_rdiv(staff_skill(staff))});
}
return weights;
}
// return true if there are any non-id'd staves found
static bool _remove_ided_staff_weights(vector<pair<stave_type, int>> &weights)
{
bool found = false;
for (auto &weight : weights)
{
// leave random weight untouched
if (weight.first == NUM_STAVES)
continue;
if (type_is_identified(OBJ_STAVES, weight.first))
weight.second = 0;
else
found = true;
}
return found;
}
static int _acquirement_staff_subtype(int & /*quantity*/,
int /*agent*/)
{
vector<pair<stave_type, int>> weights = _base_staff_weights();
_remove_ided_staff_weights(weights);
stave_type staff = *random_choose_weighted(weights);
// chance to choose randomly, goes to 100% if all staves are id'd or 0
// skill. Just brute force it.
if (staff == NUM_STAVES)
{
do
{
staff = static_cast<stave_type>(random2(NUM_STAVES));
}
while (item_type_removed(OBJ_STAVES, staff));
}
return staff;
}
static const vector<pair<misc_item_type, int> > _misc_base_weights()
{
const bool no_allies = you.allies_forbidden();
vector<pair<misc_item_type, int> > choices =
{
{MISC_BOX_OF_BEASTS, (no_allies ? 0 : 20)},
{MISC_SACK_OF_SPIDERS, (no_allies ? 0 : 20)},
{MISC_PHANTOM_MIRROR, (no_allies ? 0 : 20)},
// Tremorstones are better for heavily armoured characters.
{MISC_TIN_OF_TREMORSTONES, 5 + _skill_rdiv(SK_ARMOUR) / 3},
// everything else is evenly weighted
{MISC_LIGHTNING_ROD, 20},
{MISC_PHIAL_OF_FLOODS, 20},
{MISC_CONDENSER_VANE, 20},
{MISC_GRAVITAMBOURINE, 20},
};
// The player never needs more than one of any of these.
for (auto &p : choices)
if (you.seen_misc[p.first])
p.second = 0;
return choices;
}
static bool _unided_acq_misc()
{
const vector<pair<misc_item_type, int> > choices = _misc_base_weights();
for (auto &p : choices)
if (p.second > 0)
return true;
return false;
}
/**
* Return a miscellaneous evokable item for acquirement.
* @return The item type chosen.
*/
static int _acquirement_misc_subtype(int & /*quantity*/,
int /*agent*/)
{
const vector<pair<misc_item_type, int> > choices = _misc_base_weights();
const misc_item_type * const choice = random_choose_weighted(choices);
// Possible for everything to be 0 weight - if so just give a random spare.
// should not be used in normal acquirement..
if (choice == nullptr)
{
return random_choose(MISC_BOX_OF_BEASTS,
MISC_SACK_OF_SPIDERS,
MISC_PHANTOM_MIRROR,
MISC_TIN_OF_TREMORSTONES,
MISC_LIGHTNING_ROD,
MISC_PHIAL_OF_FLOODS,
MISC_CONDENSER_VANE,
MISC_GRAVITAMBOURINE);
}
return *choice;
}
/**
* Choose a random type of wand to be generated via acquirement or god gifts.
*
* Heavily weighted toward more useful wands and wands the player hasn't yet
* seen.
*
* @return A random wand type.
*/
static int _acquirement_wand_subtype(int & /*quantity*/,
int /*agent */)
{
const auto hex_wand_type = (wand_type)item_for_set(ITEM_SET_HEX_WANDS);
const auto beam_wand_type = (wand_type)item_for_set(ITEM_SET_BEAM_WANDS);
const auto blast_wand_type = (wand_type)item_for_set(ITEM_SET_BLAST_WANDS);
const int hex_wand_weight = hex_wand_type == WAND_CHARMING
&& you.allies_forbidden() ? 0 : 20;
vector<pair<wand_type, int>> weights = {
{ beam_wand_type, 20 },
{ blast_wand_type, 20 },
{ hex_wand_type, hex_wand_weight },
{ WAND_MINDBURST, 8 },
{ WAND_POLYMORPH, 5 },
{ WAND_DIGGING, 5 },
{ WAND_FLAME, 2 },
};
// Unknown wands get a huge weight bonus.
for (auto &weight : weights)
if (!type_is_identified(OBJ_WANDS, weight.first))
weight.second *= 2;
const wand_type* wand = random_choose_weighted(weights);
ASSERT(wand);
return *wand;
}
static int _acquirement_book_subtype(int & /*quantity*/,
int /*agent*/)
{
return BOOK_MINOR_MAGIC;
//this gets overwritten later, but needs to be a sane value
//or asserts will get set off
}
// Scale talisman chances, strongly biased in favour of those we haven't
// seen before, and also biased in favour of higher tier talismans when
// we have more Shapeshifting skill.
static vector<pair<talisman_type, int>> _scale_talisman_weights(int agent)
{
// Xom always selects a talisman purely at random.
if (agent == GOD_XOM)
return {{NUM_TALISMANS, 1000}};
// This will produce a target tier between 3 and 6 depending on skill.
// This is very roughly one tier higher than the tier of talisman you
// can use with your current skill, because you probably already have a
// talisman matching your current skill and are looking for an upgrade.
const int target_tier = min(6, div_rand_round(_skill_rdiv(SK_SHAPESHIFTING), 8) + 3);
// Compile all talismans into one list and give them appropriate weights.
// The random option will stay weight 5.
vector<pair<talisman_type, int>> weights;
for (int tier = 1; tier <=5; ++tier)
{
vector<talisman_type> by_tier = talismans_by_tier(tier);
for (talisman_type type : by_tier)
{
int scale_value = 1;
if (!you.seen_talisman[type])
scale_value *= 10;
if (tier == target_tier)
scale_value *= 25;
else if (abs(tier - target_tier) == 1)
scale_value *= 15;
else if (abs(tier - target_tier) == 2)
scale_value *= 7;
weights.push_back({type, scale_value});
}
}
// Always a small chance for any talisman
weights.push_back({NUM_TALISMANS, 5});
return weights;
}
/**
* Choose a random type of talisman to be generated via acquirement or god
* gifts.
*
* Heavily weighted toward talismans the player hasn't yet seen, and also
* weighted toward higher level talismans when the player has more
* shapeshifting skill.
*
* @return A random talisman type.
*/
static int _acquirement_talisman_subtype(int & /*quantity*/,
int agent)
{
talisman_type talisman = NUM_TALISMANS;
vector<pair<talisman_type, int>> tiers = _scale_talisman_weights(agent);
talisman = *random_choose_weighted(tiers);
// Choose randomly (but don't acquire a protean talisman from a scroll)
if (talisman == NUM_TALISMANS)
{
do
{
talisman = static_cast<talisman_type>(random2(NUM_TALISMANS));
}
while (agent != GOD_XOM && talisman == TALISMAN_PROTEAN);
}
return talisman;
}
typedef int (*acquirement_subtype_finder)(int &quantity, int agent);
static const acquirement_subtype_finder _subtype_finders[] =
{
_acquirement_weapon_subtype,
_acquirement_missile_subtype,
_acquirement_armour_subtype,
_acquirement_wand_subtype,
#if TAG_MAJOR_VERSION == 34
0, // no food
#endif
0, // no scrolls
_acquirement_jewellery_subtype,
0, // no potions
_acquirement_book_subtype,
_acquirement_staff_subtype,
0, // no, you can't acquire the orb
_acquirement_misc_subtype,
0, // no corpses
0, // gold handled elsewhere, and doesn't have subtypes anyway
#if TAG_MAJOR_VERSION == 34
0, // no rods
#endif
0, // no runes either
_acquirement_talisman_subtype,
0, // no gems either
0, // no gizmos (handled elsewhere)
0, // no baubles
};
static int _find_acquirement_subtype(object_class_type &class_wanted,
int &quantity,
int agent)
{
COMPILE_CHECK(ARRAYSZ(_subtype_finders) == NUM_OBJECT_CLASSES);
ASSERT(class_wanted != OBJ_RANDOM);
if (class_wanted == OBJ_ARMOUR && !player_can_use_armour()
|| class_wanted == OBJ_WEAPONS && you.has_mutation(MUT_NO_GRASPING)
|| class_wanted == OBJ_JEWELLERY && you.has_mutation(MUT_NO_JEWELLERY))
{
return OBJ_RANDOM;
}
int type_wanted = OBJ_RANDOM;
int useless_count = 0;
do
{
// Wands and misc have a common acquirement class.
if (class_wanted == OBJ_MISCELLANY)
class_wanted = random_choose(OBJ_WANDS, OBJ_MISCELLANY);
if (_subtype_finders[class_wanted])
{
type_wanted =
(*_subtype_finders[class_wanted])(quantity, agent);
}
// Double-check our subtype for weapons is valid
ASSERT(class_wanted != OBJ_WEAPONS || type_wanted < get_max_subtype(class_wanted));
item_def dummy;
dummy.base_type = class_wanted;
dummy.sub_type = type_wanted;
dummy.plus = 1; // empty wands would be useless
dummy.flags |= ISFLAG_IDENTIFIED;
if (!is_useless_item(dummy, false) && !god_hates_item(dummy)
&& (agent >= NUM_GODS || god_likes_item_type(dummy,
(god_type)agent)))
{
break;
}
}
while (useless_count++ < 200);
return type_wanted;
}
// The weight of a spell takes into account its disciplines' skill levels
// and the spell difficulty.
static int _spell_weight(spell_type spell)
{
ASSERT(spell != SPELL_NO_SPELL);
int weight = 0;
spschools_type disciplines = get_spell_disciplines(spell);
int count = 0;
for (const auto disc : spschools_type::range())
{
if (disciplines & disc)
{
weight += _skill_rdiv(spell_type2skill(disc));
count++;
}
}
ASSERT(count > 0);
// Particularly difficult spells _reduce_ the overall weight.
int leveldiff = 5 - spell_difficulty(spell);
return max(0, 2 * weight/count + leveldiff);
}
// When randomly picking a book for acquirement, use the sum of the
// weights of all unknown spells in the book.
static int _book_weight(book_type book)
{
ASSERT_RANGE(book, 0, NUM_BOOKS);
ASSERT(book != BOOK_MANUAL);
ASSERT(book != BOOK_PARCHMENT);
ASSERT(book != BOOK_RANDART_LEVEL);
ASSERT(book != BOOK_RANDART_THEME);
int total_weight = 0;
for (spell_type stype : spellbook_template(book))
{
// Skip over spells already in library.
if (you.spell_library[stype])
continue;
if (god_hates_spell(stype, you.religion))
continue;
total_weight += _spell_weight(stype);
}
return total_weight;
}
static bool _is_magic_skill(int skill)
{
return skill >= SK_SPELLCASTING && skill < SK_INVOCATIONS;
}
static bool _skill_useless_with_god(int skill)
{
if (skill == SK_INVOCATIONS)
{
// No active invocations, or uses a different skill.
return invo_skill() != SK_INVOCATIONS
|| you.has_mutation(MUT_FORLORN);
}
switch (you.religion)
{
case GOD_TROG:
return _is_magic_skill(skill);
case GOD_ZIN:
if (skill == SK_SHAPESHIFTING)
return true;
// fallthrough to other good gods
case GOD_SHINING_ONE:
case GOD_ELYVILON:
return skill == SK_NECROMANCY;
default:
return false;
}
}
/**
* Randomly decide whether the player should get a manual from a given instance
* of book acquirement.
*
* @param agent The source of the acquirement (e.g. a god)
* @return Whether the player should get a manual from this book
* acquirement.
*/
static bool _should_acquire_manual(int agent)
{
// Manuals are too useful for Xom, and useless when gifted from Sif Muna.
if (agent == GOD_XOM || agent == GOD_SIF_MUNA)
return false;
int magic_weights = 0;
int other_weights = 0;
for (skill_type sk = SK_FIRST_SKILL; sk < NUM_SKILLS; ++sk)
{
const int weight = _skill_rdiv(sk);
if (_is_magic_skill(sk))
magic_weights += weight;
else
other_weights += weight;
}
if (you_worship(GOD_TROG))
magic_weights = 0;
// Give magic skills double the weight of non-magic skills, since
// even a pure caster will be training various non-magic skills.
return x_chance_in_y(other_weights, 2*magic_weights + other_weights);
}
/**
* Turn a given book into an acquirement-quality manual.
*
* @param book[out] The book to be turned into a manual.
* @return Whether a manual was successfully created.
*/
static bool _acquire_manual(item_def &book)
{
int weights[NUM_SKILLS] = { 0 };
int total_weights = 0;
for (skill_type sk = SK_FIRST_SKILL; sk < NUM_SKILLS; ++sk)
{
const int skl = _skill_rdiv(sk);
if (skl == 27 || is_useless_skill(sk) || _skill_useless_with_god(sk))
continue;
int w = (skl < 12) ? skl + 3 : max(0, 25 - skl);
weights[sk] = w;
total_weights += w;
}
// Are we too skilled to get any manuals?
if (total_weights == 0)
return false;
book.sub_type = BOOK_MANUAL;
book.skill = static_cast<skill_type>(
choose_random_weighted(weights, end(weights)));
// Set number of bonus skill points.
book.skill_points = random_range(2000, 3000);
// Preidentify.
book.flags |= ISFLAG_IDENTIFIED;
return true;
}
static bool _do_book_acquirement(item_def &book, int agent)
{
// items() shouldn't make book a randart for acquirement items.
ASSERT(!is_random_artefact(book));
if (_should_acquire_manual(agent))
return _acquire_manual(book);
const int choice = random_choose_weighted(
30, BOOK_RANDART_THEME,
agent == GOD_SIF_MUNA ? 10 : 40, NUM_BOOKS, // normal books
1, BOOK_RANDART_LEVEL);
switch (choice)
{
default:
case NUM_BOOKS:
{
int total_weights = 0;
// Pick a random spellbook according to unknown spells contained.
int weights[NUM_BOOKS] = { 0 };
for (int bk = 0; bk < NUM_BOOKS; bk++)
{
const auto bkt = static_cast<book_type>(bk);
if (!book_exists(bkt))
continue;
weights[bk] = _book_weight(bkt);
total_weights += weights[bk];
}
if (total_weights > 0)
{
book.sub_type = choose_random_weighted(weights, end(weights));
break;
}
acquire_themed_randbook(book, agent);
break;
}
case BOOK_RANDART_THEME:
acquire_themed_randbook(book, agent);
break;
case BOOK_RANDART_LEVEL:
{
const int level = agent == GOD_XOM ?
random_range(1, 9) :
max(1, (_skill_rdiv(SK_SPELLCASTING) + 2) / 3);
book.sub_type = BOOK_RANDART_LEVEL;
if (!make_book_level_randart(book, level, agent == GOD_SIF_MUNA))
return false;
break;
}
} // switch book choice
if (agent != GOD_XOM && agent != GOD_SIF_MUNA)
{
// If we couldn't make a useful book, try to make a manual instead.
// We have to temporarily identify the book for this.
bool useless = false;
{
unwind_var<iflags_t> oldflags{book.flags};
book.flags |= ISFLAG_IDENTIFIED;
useless = is_useless_item(book);
}
if (useless)
{
destroy_item(book);
book.base_type = OBJ_BOOKS;
book.quantity = 1;
return _acquire_manual(book);
}
}
return true;
}
static int _failed_acquirement(bool quiet)
{
if (!quiet)
mpr("The demon of the infinite void smiles upon you.");
return NON_ITEM;
}
static int _weapon_brand_reroll_denom(int brand)
{
switch (brand)
{
// These brands generate frequently on a variety of weapon types.
case SPWPN_FLAMING:
case SPWPN_FREEZING:
case SPWPN_DRAINING:
case SPWPN_HEAVY:
case SPWPN_VENOM:
case SPWPN_PROTECTION:
case SPWPN_ELECTROCUTION:
return 3;
case SPWPN_NORMAL:
return 10;
default:
return 1;
}
}
static bool _armour_slot_seen(equipment_slot slot)
{
item_def item;
item.base_type = OBJ_ARMOUR;
item.quantity = 1;
for (int i = 0; i < NUM_ARMOURS; i++)
{
if (slot != get_armour_slot((armour_type)i))
continue;
item.sub_type = i;
// having seen a helmet means nothing about your decision to go
// bare-headed if you have horns
if (!can_equip_item(item))
continue;
if (you.seen_armour[i])
return true;
}
return false;
}
/**
* Take a newly-generated acquirement item, and adjust its brand if we don't
* like it.
*
* Specifically, when any of:
* - The god doesn't like the brand (for divine gifts)
* - We think the brand is too weak (for non-divine gifts)
* - Sometimes if we've seen the brand before.
*
* @param item The item which may have its brand adjusted. Not necessarily
* a weapon or piece of armour.
* @param agent The source of the acquirement. For god gifts, it's equal to
* the god.
*/
static void _adjust_brand(item_def &item, int agent)
{
if (item.base_type != OBJ_WEAPONS && item.base_type != OBJ_ARMOUR)
return; // don't reroll missile brands, I guess
if (is_artefact(item))
return; // their own kettle of fish
// Trog has a restricted brand table.
if (agent == GOD_TROG && item.base_type == OBJ_WEAPONS)
{
// 75% chance of a brand
item.brand = random_choose(SPWPN_NORMAL, SPWPN_HEAVY,
SPWPN_FLAMING, SPWPN_ANTIMAGIC);
return;
}
// Otherwise we weight "boring" brands lower.
if (agent != GOD_TROG && item.base_type == OBJ_WEAPONS)
{
while (!one_chance_in(_weapon_brand_reroll_denom(get_weapon_brand(item))))
reroll_brand(item, ISPEC_GOOD_ITEM);
}
}
/**
* Should the given item be rejected as an acquirement/god gift result &
* rerolled? If so, why?
*
* @param item The item in question.
* @param agent The entity creating the item; possibly a god.
* @return A reason why the item should be rejected, if it should be;
* otherwise, the empty string.
*/
static string _why_reject(const item_def &item, int agent)
{
if (agent != GOD_XOM
&& ((item.base_type == OBJ_WEAPONS || item.base_type == OBJ_ARMOUR)
&& !can_equip_item(item)))
{
return "Destroying unusable weapon or armour!";
}
// Trog does not gift the Wrath of Trog.
if (agent == GOD_TROG && is_unrandom_artefact(item, UNRAND_TROG))
return "Destroying Trog-gifted Wrath of Trog!";
// Oka does not gift reaping weapons.
if (agent == GOD_OKAWARU && get_weapon_brand(item) == SPWPN_REAPING)
return "Destroying Oka-gifted reaping weapon.";
// Oka does not gift command armour.
if (agent == GOD_OKAWARU && get_armour_ego_type(item) == SPARM_COMMAND)
return "Destroying Oka-gifted command armour.";
// Oka does not gift the Mask of the Dragon.
if (agent == GOD_OKAWARU && is_unrandom_artefact(item, UNRAND_DRAGONMASK))
return "Destroying Oka-gifted Mask of the Dragon.";
// Mask of the Dragon is useless if Love is sacrificed.
if (you.get_mutation_level(MUT_NO_LOVE)
&& is_unrandom_artefact(item, UNRAND_DRAGONMASK))
{
return "Destroying Mask of the Dragon after Love sac!";
}
// Pain brand is useless if you've sacrificed Necromancy.
if (you.get_mutation_level(MUT_NO_NECROMANCY_MAGIC)
&& get_weapon_brand(item) == SPWPN_PAIN)
{
return "Destroying pain weapon after Necro sac!";
}
// Command brand is useless if you've sacrificed Love, Armour or Summoning.
if ((you.get_mutation_level(MUT_NO_LOVE)
|| you.get_mutation_level(MUT_NO_ARMOUR_SKILL)
|| you.get_mutation_level(MUT_NO_SUMMONING_MAGIC))
&& get_armour_ego_type(item) == SPARM_COMMAND)
{
return "Destroying armour of command after Love, Armour or Summ sac!";
}
// Death brand is useless if you've sacrificed Necro.
if (you.get_mutation_level(MUT_NO_NECROMANCY_MAGIC)
&& get_armour_ego_type(item) == SPARM_DEATH)
{
return "Destroying armour of death after Necro sac!";
}
// Resonance brand is useless if you've sacrificed Forgecraft.
if (you.get_mutation_level(MUT_NO_FORGECRAFT_MAGIC)
&& get_armour_ego_type(item) == SPARM_RESONANCE)
{
return "Destroying armour of resonance after Forgecraft sac!";
}
if (you.undead_or_demonic(false) && is_holy_item(item))
return "Destroying holy weapon for evil player!";
if (you.is_holy() && get_weapon_brand(item) == SPWPN_FOUL_FLAME)
return "Destroying foul flame weapon for holy player!";
return ""; // all OK
}
int acquirement_create_item(object_class_type class_wanted,
int agent, bool quiet,
const coord_def &pos,
int force_ego)
{
ASSERT(class_wanted != OBJ_RANDOM);
// Trog/Xom gifts are generally lower quality than scroll acquirement or
// Oka gifts. We also use lower quality for missile gifts.
const int item_level = ((agent == GOD_TROG || agent == GOD_XOM || class_wanted == OBJ_MISSILES) ? ISPEC_GIFT : ISPEC_GOOD_ITEM);
int thing_created = NON_ITEM;
int quant = 1;
#define MAX_ACQ_TRIES 40
for (int item_tries = 0; item_tries < MAX_ACQ_TRIES; item_tries++)
{
int type_wanted = -1;
if (agent == GOD_XOM && class_wanted == OBJ_ARMOUR && one_chance_in(20))
type_wanted = _useless_armour_type();
else
{
// This may clobber class_wanted (e.g. staves)
type_wanted = _find_acquirement_subtype(class_wanted, quant,
agent);
}
ASSERT(type_wanted != -1);
// Don't generate randart books in items(), we do that
// ourselves.
bool want_arts = (class_wanted != OBJ_BOOKS);
if (agent == GOD_TROG && !one_chance_in(3))
want_arts = false;
thing_created = items(want_arts, class_wanted, type_wanted,
item_level, force_ego, agent);
if (thing_created == NON_ITEM)
{
if (!quiet)
dprf("Failed to make thing!");
continue;
}
item_def &acq_item(env.item[thing_created]);
// If we asked for a specific brand and got something back without it
// (likely because we rolled an incompatible type), destroy the item and
// try again.
if (force_ego > 0)
{
if ((acq_item.base_type == OBJ_WEAPONS && get_weapon_brand(acq_item) != force_ego)
|| (acq_item.base_type == OBJ_ARMOUR && get_armour_ego_type(acq_item) != force_ego))
{
destroy_item(thing_created, true);
thing_created = NON_ITEM;
continue;
}
}
_adjust_brand(acq_item, agent);
// Increase the chance of armour being an artefact by usually
// rerolling non-artefacts.
if (acq_item.base_type == OBJ_ARMOUR && !is_artefact(acq_item))
{
if (agent != GOD_XOM && !one_chance_in(13))
{
destroy_item(thing_created, true);
thing_created = NON_ITEM;
if (!quiet)
dprf("Destroying already-seen item!");
continue;
}
}
const string rejection_reason = _why_reject(acq_item, agent);
if (!rejection_reason.empty())
{
if (!quiet)
dprf("%s", rejection_reason.c_str());
destroy_item(acq_item);
thing_created = NON_ITEM;
continue;
}
ASSERT(acq_item.is_valid());
if (class_wanted == OBJ_WANDS)
acq_item.plus = max(static_cast<int>(acq_item.plus), 3 + random2(3));
else if (class_wanted == OBJ_GOLD)
acq_item.quantity = random_range(200, 1400, 2);
else if (class_wanted == OBJ_MISSILES)
{
// TODO: consider doubling the gift timeout instead of adjusting
// gift quantity. That'd be an Oka nerf, but maybe it's fine?
if (agent == GOD_OKAWARU || agent == GOD_XOM)
acq_item.quantity = max(1, acq_item.quantity / 2);
else
acq_item.quantity *= 5;
}
else if (quant > 1)
acq_item.quantity = quant;
if (acq_item.base_type == OBJ_BOOKS)
{
if (!_do_book_acquirement(acq_item, agent))
{
destroy_item(acq_item, true);
return _failed_acquirement(quiet);
}
// That might have changed the item's subtype.
item_colour(acq_item);
}
else if (acq_item.base_type == OBJ_JEWELLERY
&& !is_unrandom_artefact(acq_item))
{
switch (acq_item.sub_type)
{
case RING_STRENGTH:
case RING_INTELLIGENCE:
case RING_DEXTERITY:
acq_item.plus = GOOD_STAT_RING_PLUS;
break;
case RING_EVASION:
acq_item.plus = 5;
break;
case RING_PROTECTION:
case RING_SLAYING:
acq_item.plus = GOOD_RING_PLUS;
break;
default:
break;
}
// bump jewel acq power up a bit
if (one_chance_in(2) && !is_artefact(acq_item))
make_item_randart(acq_item);
}
else if (acq_item.base_type == OBJ_WEAPONS
&& !is_unrandom_artefact(acq_item))
{
// These can never get egos, and mundane versions are quite common,
// so guarantee artefact status. Rarity is a bit low to compensate.
// ...except actually, trog can give them antimagic brand, so...
if (is_giant_club_type(acq_item.sub_type)
&& get_weapon_brand(acq_item) == SPWPN_NORMAL
&& !one_chance_in(25))
{
make_item_randart(acq_item, true);
}
if (agent == GOD_TROG)
acq_item.plus += random2(3);
// Don't acquire negative enchantment except via Xom.
if (agent != GOD_XOM)
acq_item.plus = max(static_cast<int>(acq_item.plus), 0);
}
else if (acq_item.base_type == OBJ_TALISMANS
&& !is_artefact(acq_item) && one_chance_in(4))
{
make_item_randart(acq_item);
}
else if (acq_item.base_type == OBJ_STAVES
&& !is_artefact(acq_item) && !one_chance_in(5))
{
make_item_randart(acq_item);
}
// Last check: don't acquire items your god hates.
// Temporarily mark as ID'd for the purpose of checking if
// it is a hated brand (this addresses, e.g., Elyvilon followers
// immediately identifying evil weapons).
// Note that Xom will happily give useless items!
int oldflags = acq_item.flags;
acq_item.flags |= ISFLAG_IDENTIFIED;
if ((is_useless_item(acq_item, false) && agent != GOD_XOM)
|| god_hates_item(acq_item))
{
if (!quiet)
dprf("destroying useless item");
destroy_item(thing_created);
thing_created = NON_ITEM;
continue;
}
acq_item.flags = oldflags;
break;
}
if (thing_created == NON_ITEM)
return _failed_acquirement(quiet);
item_set_appearance(env.item[thing_created]); // cleanup
if (thing_created != NON_ITEM)
{
ASSERT(env.item[thing_created].is_valid());
env.item[thing_created].props[ACQUIRE_KEY].get_int() = agent;
}
ASSERT(!is_useless_item(env.item[thing_created], false) || agent == GOD_XOM);
ASSERT(!god_hates_item(env.item[thing_created]));
// If we have a zero coord_def, don't move the item to the grid. Used for
// generating scroll of acquirement items.
if (pos.origin())
return thing_created;
// Moving this above the move since it might not exist after falling.
if (thing_created != NON_ITEM && !quiet)
canned_msg(MSG_SOMETHING_APPEARS);
// If a god wants to give you something but the floor doesn't want it,
// it counts as a failed acquirement - no piety, etc cost.
if (feat_destroys_items(env.grid(pos))
&& agent > GOD_NO_GOD
&& agent < NUM_GODS)
{
if (!quiet && agent == GOD_XOM)
simple_god_message(" snickers.", false, GOD_XOM);
else
return _failed_acquirement(quiet);
}
move_item_to_grid(&thing_created, pos, quiet);
return thing_created;
}
class AcquireMenu : public InvMenu
{
friend class AcquireEntry;
CrawlVector &acq_items;
string items_key;
bool is_gizmo;
void init_entries();
string get_keyhelp(bool unused) const override;
bool examine_index(int i) override;
bool skip_process_command(int keyin) override;
public:
AcquireMenu(CrawlVector &aitems, string ikey, bool is_gizmo);
};
class AcquireEntry : public InvEntry
{
string get_text() const override
{
const colour_t keycol = LIGHTCYAN;
const string keystr = colour_to_str(keycol);
const string itemstr =
colour_to_str(menu_colour(text, item_prefix(*item), tag, false));
const string gold_text = item->base_type == OBJ_GOLD
? make_stringf(" (you have %d gold)", you.gold) : "";
return make_stringf(" <%s>%c %c </%s><%s>%s%s</%s>",
keystr.c_str(),
hotkeys[0],
selected() ? '+' : '-',
keystr.c_str(),
itemstr.c_str(),
text.c_str(),
gold_text.c_str(),
itemstr.c_str());
}
public:
AcquireEntry(const item_def& i) : InvEntry(i)
{
show_background = false;
}
};
AcquireMenu::AcquireMenu(CrawlVector &aitems, string ikey,
bool _is_gizmo = false)
: InvMenu(MF_SINGLESELECT | MF_QUIET_SELECT
| MF_ALLOW_FORMATTING | MF_INIT_HOVER),
acq_items(aitems),
items_key(ikey),
is_gizmo(_is_gizmo)
{
menu_action = ACT_EXECUTE;
action_cycle = CYCLE_TOGGLE;
set_flags(get_flags() & ~MF_USE_TWO_COLUMNS);
set_tag("acquirement");
init_entries();
if (is_gizmo)
set_title("Choose a gizmo to assemble.");
else
set_title("Choose an item to acquire.");
}
static void _create_acquirement_item(item_def &item, string items_key,
bool is_gizmo = false)
{
auto &acq_items = you.props[items_key].get_vector();
// Now that we have a selection, mark any generated unrands as not having
// been generated, so they go back in circulation. Exclude the selected
// item from this, if it's an unrand.
for (item_def &aitem : acq_items)
{
if (is_unrandom_artefact(aitem)
&& (!is_unrandom_artefact(item)
|| !is_unrandom_artefact(aitem, item.unrand_idx)))
{
destroy_item(aitem, true);
}
}
take_note(Note(NOTE_ACQUIRE_ITEM, 0, 0, item.name(DESC_A),
origin_desc(item)));
// Mark as seen so that Lucky cannot proc off it.
item.flags |= (ISFLAG_NOTED_ID | ISFLAG_NOTED_GET | ISFLAG_SEEN);
identify_item(item);
if (is_gizmo)
{
move_item_to_inv(item, true);
// XXX: This is ugly and only works because there can never be another
// gizmo in our inventory, but move_item_to_inv() doesn't actually
// return an index or anything else we can use.
for (int i = 0; i < MAX_GEAR; ++i)
{
if (you.inv[i].base_type == OBJ_GIZMOS)
{
mprf("You assemble %s and install it in your exoskeleton!",
item.name(DESC_A).c_str());
equip_item(SLOT_GIZMO, i, false);
break;
}
}
}
else
{
if (copy_item_to_grid(item, you.pos()) != NON_ITEM)
canned_msg(MSG_SOMETHING_APPEARS);
else
canned_msg(MSG_NOTHING_HAPPENS);
}
acq_items.clear();
you.props.erase(items_key);
}
void AcquireMenu::init_entries()
{
menu_letter ckey = 'a';
string key = items_key;
for (item_def& item : acq_items)
{
auto newentry = make_unique<AcquireEntry>(item);
newentry->hotkeys.clear();
newentry->add_hotkey(ckey++);
add_entry(std::move(newentry));
}
on_single_selection = [this, key](const MenuEntry& item)
{
// update the more with a y/n prompt
update_more();
if (!yesno(nullptr, true, 'n', false, false, true))
{
deselect_all();
update_more(); // go back to the regular more
return true;
}
item_def &acq_item = *static_cast<item_def*>(item.data);
_create_acquirement_item(acq_item, key, is_gizmo);
return false;
};
}
string AcquireMenu::get_keyhelp(bool) const
{
string help;
vector<MenuEntry*> selected = selected_entries();
if (selected.size() == 1 && menu_action == ACT_EXECUTE)
{
auto& entry = *selected[0];
const string col = colour_to_str(channel_to_colour(MSGCH_PROMPT));
help = make_stringf(
"<%s>%s %s? (%s/N)</%s>\n",
col.c_str(),
is_gizmo ? "Assemble" : "Acquire",
entry.text.c_str(),
Options.easy_confirm == easy_confirm_type::none ? "Y" : "y",
col.c_str());
}
else
help = "\n";
// looks better with a margin:
help += string(MIN_COLS, ' ') + '\n';
if (is_gizmo)
{
help += make_stringf(
//[!] assemble|examine gizmo [a-i] select gizmo to assemble
//[Esc/R-Click] exit
"<lightgrey>%s%s %s %s</lightgrey>",
menu_keyhelp_cmd(CMD_MENU_CYCLE_MODE).c_str(),
menu_action == ACT_EXECUTE ? " <w>assemble</w>|examine gizmo" :
" assemble|<w>examine</w> gizmo",
hyphenated_hotkey_letters(item_count(), 'a').c_str(),
menu_action == ACT_EXECUTE ? "select gizmo to assemble"
: "examine gizmo");
}
else
{
help += make_stringf(
//[!] acquire|examine item [a-i] select item to acquire
//[Esc/R-Click] exit
"<lightgrey>%s%s %s %s</lightgrey>",
menu_keyhelp_cmd(CMD_MENU_CYCLE_MODE).c_str(),
menu_action == ACT_EXECUTE ? " <w>acquire</w>|examine items" :
" acquire|<w>examine</w> items",
hyphenated_hotkey_letters(item_count(), 'a').c_str(),
menu_action == ACT_EXECUTE ? "select item for acquirement"
: "examine item");
}
return pad_more_with_esc(help);
}
bool AcquireMenu::examine_index(int i)
{
ASSERT(i >= 0 && i < static_cast<int>(items.size()));
// Use a copy to set flags that make the description better
// See the similar code in shopping.cc for details about const
// hygiene
item_def &item = *static_cast<item_def*>(items[i]->data);
item.flags |= (ISFLAG_IDENTIFIED | ISFLAG_NOTED_ID | ISFLAG_NOTED_GET);
describe_item_popup(item);
deselect_all();
return true;
}
bool AcquireMenu::skip_process_command(int keyin)
{
// Bypass InvMenu::skip_process_command, which disables ! and ?
return Menu::skip_process_command(keyin);
}
static item_def _acquirement_item_def(object_class_type item_type, int agent)
{
item_def item;
const int item_index = acquirement_create_item(item_type, agent, true);
if (item_index != NON_ITEM)
{
ASSERT(!god_hates_item(env.item[item_index]));
// We make a copy of the item def, but we don't keep the real item.
item = env.item[item_index];
item.flags |= ISFLAG_IDENTIFIED;
destroy_item(item_index);
}
return item;
}
vector<object_class_type> shuffled_acquirement_classes(bool scroll)
{
vector<object_class_type> rand_classes;
if (!you.has_mutation(MUT_NO_ARMOUR))
rand_classes.emplace_back(OBJ_ARMOUR);
if (!you.has_mutation(MUT_NO_GRASPING))
{
rand_classes.emplace_back(OBJ_WEAPONS);
// Staves are often less interesting options one way or the
// other (either they are exactly what your pure caster wants
// or they are the wrong staff or you aren't interested in
// staves). So make this option a bit rarer.
if (one_chance_in(3))
rand_classes.emplace_back(OBJ_STAVES);
}
if (!you.has_mutation(MUT_NO_JEWELLERY))
rand_classes.emplace_back(OBJ_JEWELLERY);
rand_classes.emplace_back(OBJ_BOOKS);
if (!you_worship(GOD_ZIN) && !you.has_mutation(MUT_NO_FORMS))
{
// We want talisman acq to be rarer than others.
if (x_chance_in_y(45, 100))
rand_classes.emplace_back(OBJ_TALISMANS);
}
// dungeon generation
if (!scroll)
{
if (_unided_acq_misc())
rand_classes.emplace_back(OBJ_MISCELLANY);
rand_classes.emplace_back(OBJ_WANDS);
}
shuffle_array(rand_classes);
return rand_classes;
}
void make_acquirement_items()
{
vector<object_class_type> rand_classes = shuffled_acquirement_classes(true);
const int num_wanted = min(3, (int) rand_classes.size());
CrawlVector &acq_items = you.props[ACQUIRE_ITEMS_KEY].get_vector();
acq_items.empty();
// Generate item defs until we have enough, skipping any random classes
// that fail to generate an item.
for (auto obj_type : rand_classes)
{
if (acq_items.size() == num_wanted)
break;
auto item = _acquirement_item_def(obj_type, AQ_SCROLL);
if (item.defined())
acq_items.push_back(item);
}
// Gold is guaranteed.
auto gold_item = _acquirement_item_def(OBJ_GOLD, AQ_SCROLL);
if (gold_item.defined())
acq_items.push_back(gold_item);
}
/*
* Handle scroll of acquirement.
*
* Generate acquirement choices as items in a prop if these don't already exist
* (because a scroll was read and canceled. Then either get the acquirement
* choice from the c_choose_acquirement lua handler if one exists or present a
* menu for the player to choose an item.
*
* returns True if the scroll was used, false if it was canceled.
*/
bool acquirement_menu()
{
ASSERT(!crawl_state.game_is_arena());
if (!you.props.exists(ACQUIRE_ITEMS_KEY))
make_acquirement_items();
auto &acq_items = you.props[ACQUIRE_ITEMS_KEY].get_vector();
int index = 0;
if (!clua.callfn("c_choose_acquirement", ">d", &index))
{
if (!clua.error.empty())
mprf(MSGCH_ERROR, "Lua error: %s", clua.error.c_str());
}
else if (index >= 1 && index <= acq_items.size())
{
_create_acquirement_item(acq_items[index - 1], ACQUIRE_ITEMS_KEY);
return true;
}
AcquireMenu acq_menu(acq_items, ACQUIRE_ITEMS_KEY);
acq_menu.show();
return !you.props.exists(ACQUIRE_ITEMS_KEY);
}
/// Does this item duplicate an already-generated item's base/subtype plus ego? (Ignore plus.)
static bool _is_duplicate(const item_def &item, CrawlVector &acq_items)
{
if (is_artefact(item))
return false;
for (item_def &aitem : acq_items)
{
if (!is_artefact(aitem)
&& aitem.is_type(item.base_type, item.sub_type)
&& item.brand == aitem.brand)
{
return true;
}
}
return false;
}
static void _make_okawaru_gifts(object_class_type gift_type)
{
ASSERT(gift_type == OBJ_WEAPONS || gift_type == OBJ_ARMOUR);
const string key = gift_type == OBJ_WEAPONS ? OKAWARU_WEAPONS_KEY
: OKAWARU_ARMOUR_KEY;
CrawlVector &acq_items = you.props[key].get_vector();
acq_items.clear();
while (acq_items.size() < 4)
{
auto item = _acquirement_item_def(gift_type, you.religion);
if (item.defined() && !_is_duplicate(item, acq_items))
acq_items.push_back(item);
}
}
bool okawaru_gift_weapon()
{
ASSERT(!you.props.exists(OKAWARU_WEAPON_GIFTED_KEY));
if (!you.props.exists(OKAWARU_WEAPONS_KEY))
_make_okawaru_gifts(OBJ_WEAPONS);
auto &acq_items = you.props[OKAWARU_WEAPONS_KEY].get_vector();
simple_god_message(" offers you a choice of weapons!");
int index = 0;
if (!clua.callfn("c_choose_okawaru_weapon", ">d", &index))
{
if (!clua.error.empty())
mprf(MSGCH_ERROR, "Lua error: %s", clua.error.c_str());
}
else if (index >= 1 && index <= acq_items.size())
{
_create_acquirement_item(acq_items[index - 1], OKAWARU_WEAPONS_KEY);
take_note(Note(NOTE_GOD_GIFT, you.religion));
you.props[OKAWARU_WEAPON_GIFTED_KEY] = true;
return true;
}
AcquireMenu acq_menu(acq_items, OKAWARU_WEAPONS_KEY);
acq_menu.show();
// Nothing selected yet.
if (you.props.exists(OKAWARU_WEAPONS_KEY))
return false;
take_note(Note(NOTE_GOD_GIFT, you.religion));
you.props[OKAWARU_WEAPON_GIFTED_KEY] = true;
return true;
}
bool okawaru_gift_armour()
{
ASSERT(!you.props.exists(OKAWARU_ARMOUR_GIFTED_KEY));
if (!you.props.exists(OKAWARU_ARMOUR_KEY))
_make_okawaru_gifts(OBJ_ARMOUR);
auto &acq_items = you.props[OKAWARU_ARMOUR_KEY].get_vector();
simple_god_message(" offers you a choice of armour!");
int index = 0;
if (!clua.callfn("c_choose_okawaru_armour", ">d", &index))
{
if (!clua.error.empty())
mprf(MSGCH_ERROR, "Lua error: %s", clua.error.c_str());
}
else if (index >= 1 && index <= acq_items.size())
{
_create_acquirement_item(acq_items[index - 1], OKAWARU_ARMOUR_KEY);
take_note(Note(NOTE_GOD_GIFT, you.religion));
you.props[OKAWARU_ARMOUR_GIFTED_KEY] = true;
return true;
}
AcquireMenu acq_menu(acq_items, OKAWARU_ARMOUR_KEY);
acq_menu.show();
// Nothing selected yet.
if (you.props.exists(OKAWARU_ARMOUR_KEY))
return false;
take_note(Note(NOTE_GOD_GIFT, you.religion));
you.props[OKAWARU_ARMOUR_GIFTED_KEY] = true;
return true;
}
static string _generate_gizmo_serial_number(bool at_end = false)
{
string serial;
// Short serial (but only at the end of names)
if (at_end && one_chance_in(3))
{
serial += (coinflip() ? "Mk." : "Ver.") + std::to_string(random2(10));
if (coinflip())
serial += std::to_string(random2(10));
return serial;
}
// 1 or 2 uppercase letters
int num_letters = coinflip() ? 2 : 1;
for (int i = 0; i < num_letters; ++i)
serial += rand() % 26 + 65;
serial += "-";
// Generate a numerical serial. Make it shorter if we have more letters,
// and give a chance to use trailing 0s instead of random numbers.
int num_numbers = random_range(1, 4 - num_letters);
int num_real_numbers = (num_numbers == 4 ? 1
: random_range(1, max(1, num_numbers - 1)));
for (int i = 0; i < num_real_numbers; ++i)
serial += std::to_string(random2(10));
for (int i = 0; i < num_real_numbers; ++i)
serial += "0";
return serial;
}
static string _generate_gizmo_name()
{
string name;
string noun = getMiscString("gizmo_noun");
string modifier = getMiscString("gizmo_modifier");
// Chance of serial number name
if (one_chance_in(3))
{
// 50% chance to be first or second
if (coinflip())
name += modifier + noun + " " + _generate_gizmo_serial_number(true);
else
name += _generate_gizmo_serial_number() + " " + modifier + noun;
}
// Use adjective
else
{
string adj = getMiscString("gizmo_adjective");
// 50% chance of modifier, applied to either noun or adjective
if (coinflip())
{
if (coinflip())
adj = modifier + adj;
else
noun = modifier + noun;
}
name = adj + " " + noun;
}
return name;
}
static void _make_coglin_gizmos()
{
CrawlVector &names = you.props[COGLIN_GIZMO_NAMES_KEY].get_vector();
CrawlVector &acq_items = you.props[COGLIN_GIZMO_KEY].get_vector();
acq_items.clear();
// Generate the given number of gizmos, using previously announced names for
// them, if they exist.
for (unsigned int i = 0; i < COGLIN_GIZMO_NUM; ++i)
{
auto item = _acquirement_item_def(OBJ_GIZMOS, AQ_INVENTED);
if (item.defined())
{
if (names.size() > i)
item.props[ARTEFACT_NAME_KEY].get_string() = names[i].get_string();
else
item.props[ARTEFACT_NAME_KEY].get_string() = _generate_gizmo_name();
acq_items.push_back(item);
}
}
fill_gizmo_properties(acq_items);
}
bool coglin_invent_gizmo()
{
if (inv_count(INVENT_GEAR) >= MAX_GEAR)
{
mpr("You don't have room to hold a gizmo! Drop something first.");
return false;
}
if (!you.props.exists(COGLIN_GIZMO_KEY))
_make_coglin_gizmos();
auto &acq_items = you.props[COGLIN_GIZMO_KEY].get_vector();
int index = 0;
if (!clua.callfn("c_choose_coglin_gizmo", ">d", &index))
{
if (!clua.error.empty())
mprf(MSGCH_ERROR, "Lua error: %s", clua.error.c_str());
}
else if (index >= 1 && index <= acq_items.size())
{
_create_acquirement_item(acq_items[index - 1], COGLIN_GIZMO_KEY, true);
you.props[INVENT_GIZMO_USED_KEY] = true;
return true;
}
AcquireMenu acq_menu(acq_items, COGLIN_GIZMO_KEY, true);
acq_menu.show();
// Nothing selected yet.
if (you.props.exists(COGLIN_GIZMO_KEY))
return false;
you.props[INVENT_GIZMO_USED_KEY] = true;
return true;
}
// We add names to this list as they are requested, and then will use the list
// when making actual gizmos, up to however many names were already determined.
void coglin_announce_gizmo_name()
{
CrawlVector& names = you.props[COGLIN_GIZMO_NAMES_KEY].get_vector();
string name = _generate_gizmo_name();
names.push_back(name);
mprf("Your brain swirls with designs for %s. You just need some more time...",
article_a(name).c_str());
}
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