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/**
* @file
* @brief Functions for generating random spellbooks.
**/
#include "AppHdr.h"
#include "mpr.h"
#include "randbook.h"
#include <functional>
#include "artefact.h"
#include "database.h"
#include "english.h"
#include "item-name.h"
#include "item-status-flag-type.h"
#include "items.h"
#include "religion.h"
#include "spl-book.h"
#include "stringutil.h"
static string _gen_randbook_name(string subject, string owner,
spschool disc1, spschool disc2);
static string _gen_randbook_owner(god_type god, spschool disc1,
spschool disc2,
const vector<spell_type> &spells);
/// How many spells should be in a random theme book?
int theme_book_size() { return random2avg(4, 3) + 2; }
/// A discipline chooser that only ever returns the given discipline.
function<spschool()> forced_book_theme(spschool theme)
{
return [theme]() { return theme; };
}
/// Choose a random valid discipline for a themed randbook.
spschool random_book_theme()
{
vector<spschool> disciplines;
for (auto discipline : spschools_type::range())
disciplines.push_back(discipline);
return disciplines[random2(disciplines.size())];
}
/**
* Attempt to choose a valid discipline for a themed randbook which contains
* at least the given spells.
*
* XXX: really we should be trying to create a pair that covers the set,
* rather than trying to do it all with one...
*
* @param forced_spells A set of spells guaranteed to be in the book.
* @return A discipline which will match as many of those
* spells as possible.
*/
spschool matching_book_theme(const vector<spell_type> &forced_spells)
{
map<spschool, int> seen_disciplines;
for (auto spell : forced_spells)
{
const spschools_type disciplines = get_spell_disciplines(spell);
for (auto discipline : spschools_type::range())
if (disciplines & discipline)
++seen_disciplines[discipline];
}
bool matched = false;
for (auto seen : seen_disciplines)
{
if (seen.second == (int)forced_spells.size())
{
matched = true;
break;
}
}
if (!matched)
{
const spschool *discipline
= random_choose_weighted(seen_disciplines);
if (discipline)
return *discipline;
return random_book_theme();
}
for (auto seen : seen_disciplines)
seen.second = seen.second == (int)forced_spells.size() ? 1 : 0;
const spschool *discipline
= random_choose_weighted(seen_disciplines);
ASSERT(discipline);
return *discipline;
}
/**
* Can we include the given spell in our spellbook?
*
* @param agent The entity creating the book; possibly a god.
* @param spell The spell to be filtered.
* @return Whether the spell can be included.
*/
static bool _agent_spell_filter(int agent, spell_type spell)
{
// Only use actual player spells.
if (!is_player_book_spell(spell))
return false;
// Don't include spells a god dislikes, if this is an acquirement
// or a god gift.
const god_type god = agent >= AQ_SCROLL ? you.religion : (god_type)agent;
if (god_hates_spell(spell, god))
return false;
return true;
}
/**
* Can we include the given spell in our themed spellbook?
*
* @param discipline_1 The first spellschool of the book.
* @param discipline_2 The second spellschool of the book.
* @param agent The entity creating the book; possibly a god.
* @param prev A list of spells already chosen for the book.
* @param spell The spell to be filtered.
* @return Whether the spell can be included.
*/
bool basic_themed_spell_filter(spschool discipline_1,
spschool discipline_2,
int agent,
const vector<spell_type> &prev,
spell_type spell)
{
if (!is_valid_spell(spell))
return false;
// Only include spells matching at least one of the book's disciplines.
const spschools_type disciplines = get_spell_disciplines(spell);
if (!(disciplines & discipline_1) && !(disciplines & discipline_2))
return false;
// Only include spells we haven't already.
if (count(prev.begin(), prev.end(), spell))
return false;
if (!_agent_spell_filter(agent, spell))
return false;
return true;
}
/**
* Build and return a spell filter that excludes spells that would push us over
* the maximum total spell levels allowed in the book.
*
* @param max_levels The max total spell levels allowed.
* @param subfilter A filter to check further.
*/
themed_spell_filter capped_spell_filter(int max_levels,
themed_spell_filter subfilter)
{
if (max_levels < 1)
return subfilter; // don't even bother.
return [max_levels, subfilter](spschool discipline_1,
spschool discipline_2,
int agent,
const vector<spell_type> &prev,
spell_type spell)
{
if (!subfilter(discipline_1, discipline_2, agent, prev, spell))
return false;
int prev_levels = 0;
for (auto prev_spell : prev)
prev_levels += spell_difficulty(prev_spell);
if (spell_difficulty(spell) + prev_levels > max_levels)
return false;
return true;
};
}
/**
* Build and return a spell filter that forces the first several spells to
* be from the given list, disregarding other constraints
*
* @param forced_spells Spells to force.
* @param subfilter A filter to check after all forced spells are in.
*/
themed_spell_filter forced_spell_filter(const vector<spell_type> &forced_spells,
themed_spell_filter subfilter)
{
return [&forced_spells, subfilter](spschool discipline_1,
spschool discipline_2,
int agent,
const vector<spell_type> &prev,
spell_type spell)
{
if (prev.size() < forced_spells.size())
return spell == forced_spells[prev.size()];
return subfilter(discipline_1, discipline_2, agent, prev, spell);
};
}
/**
* Generate a list of spells for a themebook.
*
* @param discipline_1 The first spellschool of the book.
* @param discipline_2 The second spellschool of the book.
* @param filter A filter specifying which spells can be included.
* @param agent The entity creating the book; possibly a god.
* @param num_spells How many spells should be included.
* @param spells[out] The list to be populated.
*/
void theme_book_spells(spschool discipline_1,
spschool discipline_2,
themed_spell_filter filter,
int agent,
int num_spells,
vector<spell_type> &spells)
{
ASSERT(num_spells >= 1);
for (int i = 0; i < num_spells; ++i)
{
vector<spell_type> possible_spells;
for (int s = 0; s < NUM_SPELLS; ++s)
{
const spell_type spell = static_cast<spell_type>(s);
if (filter(discipline_1, discipline_2, agent, spells, spell))
possible_spells.push_back(spell);
}
if (!possible_spells.size())
{
dprf("Couldn't find any valid spell for slot %d!", i);
return;
}
spells.push_back(possible_spells[random2(possible_spells.size())]);
}
ASSERT(spells.size());
}
/**
* Try to remove any discipline that's not actually being used by a given
* randbook, setting it to the other (used) discipline.
*
* E.g., if a cj/ne randbook is generated with only cj spells, set discipline_2
* to cj as well.
*
* @param discipline_1[in,out] The first book discipline.
* @param discipline_1[in,out] The second book discipline.
* @param spells[in] The list of spells the book should contain.
*/
void fixup_randbook_disciplines(spschool &discipline_1,
spschool &discipline_2,
const vector<spell_type> &spells)
{
bool has_d1 = false, has_d2 = false;
for (auto spell : spells)
{
const spschools_type disciplines = get_spell_disciplines(spell);
if (disciplines & discipline_1)
has_d1 = true;
if (disciplines & discipline_2)
has_d2 = true;
}
if (has_d1 == has_d2)
return; // both schools or neither used; can't do anything regardless
if (has_d1)
discipline_2 = discipline_1;
else
discipline_1 = discipline_2;
}
/**
* Turn a given book into a themed spellbook.
*
* @param book[in,out] The book in question.
* @param filter A filter specifying which spells can be included.
* @param get_discipline A function to choose themes for the book.
* @param num_spells The number of spells the book should include.
* Not guaranteed, but should be fairly reliable.
* @param owner The name of the book's owner, if any. Cosmetic.
* @param subject The subject of the book, if any. Cosmetic.
*/
void build_themed_book(item_def &book, themed_spell_filter filter,
function<spschool()> get_discipline,
int num_spells, string owner, string subject)
{
if (num_spells < 1)
num_spells = theme_book_size();
spschool discipline_1 = get_discipline();
spschool discipline_2 = get_discipline();
item_source_type agent;
if (!origin_is_acquirement(book, &agent))
agent = (item_source_type)origin_as_god_gift(book);
vector<spell_type> spells;
theme_book_spells(discipline_1, discipline_2, filter, agent, num_spells,
spells);
fixup_randbook_disciplines(discipline_1, discipline_2, spells);
init_book_theme_randart(book, spells);
name_book_theme_randart(book, discipline_1, discipline_2, owner, subject);
}
static bool _compare_spells(spell_type a, spell_type b)
{
if (a == SPELL_NO_SPELL && b == SPELL_NO_SPELL)
return false;
else if (a != SPELL_NO_SPELL && b == SPELL_NO_SPELL)
return true;
else if (a == SPELL_NO_SPELL && b != SPELL_NO_SPELL)
return false;
int level_a = spell_difficulty(a);
int level_b = spell_difficulty(b);
if (level_a != level_b)
return level_a < level_b;
spschools_type schools_a = get_spell_disciplines(a);
spschools_type schools_b = get_spell_disciplines(b);
if (schools_a != schools_b && schools_a != spschool::none
&& schools_b != spschool::none)
{
const char* a_type = nullptr;
const char* b_type = nullptr;
// Find lowest/earliest school for each spell.
for (const auto mask : spschools_type::range())
{
if (a_type == nullptr && (schools_a & mask))
a_type = spelltype_long_name(mask);
if (b_type == nullptr && (schools_b & mask))
b_type = spelltype_long_name(mask);
}
ASSERT(a_type != nullptr);
ASSERT(b_type != nullptr);
return strcmp(a_type, b_type) < 0;
}
return strcmp(spell_title(a), spell_title(b)) < 0;
}
static void _get_spell_list(vector<spell_type> &spells, int level,
god_type god, bool avoid_uncastable,
int &god_discard, int &uncastable_discard,
bool avoid_known = false)
{
for (int i = 0; i < NUM_SPELLS; ++i)
{
const spell_type spell = (spell_type) i;
if (!is_valid_spell(spell))
continue;
// Only use actual player spells.
if (!is_player_book_spell(spell))
continue;
if (avoid_known && you.spell_library[spell])
continue;
// fixed level randart: only include spells of the given level
if (level != -1 && spell_difficulty(spell) != level)
continue;
if (avoid_uncastable && !you_can_memorise(spell))
{
uncastable_discard++;
continue;
}
if (god_hates_spell(spell, god))
{
god_discard++;
continue;
}
// Passed all tests.
spells.push_back(spell);
}
}
static void _make_book_randart(item_def &book)
{
if (is_artefact(book))
return;
book.flags |= ISFLAG_RANDART;
book.flags |= ISFLAG_IDENTIFIED;
if (!book.props.exists(ARTEFACT_APPEAR_KEY))
{
const string name = make_artefact_name(book, true);
book.props[ARTEFACT_APPEAR_KEY].get_string() = name;
}
}
/**
* Choose an owner for a randomly-generated single-level spellbook.
*
* @param god The god responsible for the book, if any.
* If set, will be the book's owner.
* @return An owner for the book; may be the empty string.
*/
static string _gen_randlevel_owner(god_type god)
{
if (god != GOD_NO_GOD)
return god_name(god, false);
if (one_chance_in(30))
return god_name(GOD_SIF_MUNA, false);
if (one_chance_in(3))
return make_name();
return "";
}
/// What's the DB lookup string for a given randbook spell level?
static string _randlevel_difficulty_name(int level)
{
if (level == 1)
return "starting";
if (level <= 3 || level == 4 && coinflip())
return "easy";
if (level <= 6)
return "moderate";
return "difficult";
}
/**
* Generate a name for a randomly-generated single-level spellbook.
*
* @param level The level of the spells in the book.
* @param god The god responsible for the book, if any.
* @return A spellbook name. May contain placeholders (@foo@).
*/
static string _gen_randlevel_name(int level, god_type god)
{
const string owner_name = _gen_randlevel_owner(god);
const bool has_owner = !owner_name.empty();
const string apostrophised_owner = owner_name.empty() ? "" :
apostrophise(owner_name) + " ";
if (god == GOD_XOM && coinflip())
{
const string xomname = getRandNameString("book_noun") + " of "
+ getRandNameString("Xom_book_title");
return apostrophised_owner + xomname;
}
const string lookup = _randlevel_difficulty_name(level) + " level book";
// First try for names respecting the book's previous owner/author
// (if one exists), then check for general difficulty.
string bookname;
if (has_owner)
bookname = getRandNameString(lookup + " owner");
if (bookname.empty())
bookname = getRandNameString(lookup);
bookname = uppercase_first(bookname);
if (has_owner)
{
if (bookname.substr(0, 4) == "The ")
bookname = bookname.substr(4);
else if (bookname.substr(0, 2) == "A ")
bookname = bookname.substr(2);
else if (bookname.substr(0, 3) == "An ")
bookname = bookname.substr(3);
}
if (bookname.find("@level@", 0) != string::npos)
{
const string level_name = uppercase_first(number_in_words(level));
bookname = replace_all(bookname, "@level@", level_name);
}
if (bookname.empty())
bookname = getRandNameString("book");
return apostrophised_owner + bookname;
}
void _set_book_spell_list(item_def &book, vector<spell_type> spells)
{
ASSERT(!spells.empty());
sort(begin(spells), end(spells), _compare_spells);
spells.resize(RANDBOOK_SIZE, SPELL_NO_SPELL);
CrawlHashTable &props = book.props;
props.erase(SPELL_LIST_KEY);
props[SPELL_LIST_KEY].new_vector(SV_INT).resize(RANDBOOK_SIZE);
CrawlVector &spell_vec = props[SPELL_LIST_KEY].get_vector();
spell_vec.set_max_size(RANDBOOK_SIZE);
for (int i = 0; i < RANDBOOK_SIZE; i++)
spell_vec[i].get_int() = spells[i];
}
/**
* Turn the given book into a randomly-generated spellbook ("randbook"),
* containing only spells of a given level.
*
* @param book[out] The book in question.
* @param level The level of the spells. If -1, choose a level randomly.
* @param god Is this a gift from Sif Muna?
* @return Whether the book was successfully transformed.
*/
bool make_book_level_randart(item_def &book, int level, bool sif)
{
ASSERT(book.base_type == OBJ_BOOKS);
const god_type god = origin_as_god_gift(book);
const bool completely_random =
god == GOD_XOM || (god == GOD_NO_GOD && !origin_is_acquirement(book));
if (level == -1)
{
int max_level =
(completely_random ? 9
: min(9, you.get_experience_level()));
level = random_range(1, max_level);
}
ASSERT_RANGE(level, 0 + 1, 9 + 1);
// Book level: 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
// Number of spells: 5 | 5 | 5 | 6 | 6 | 6 | 4 | 2 | 1
int num_spells = max(1, min(5 + (level - 1)/3,
18 - 2*level));
// Sif Muna retains the old randbook sizes.
// Other level randbooks shrink to modern book sizes.
if (!sif)
num_spells = max(1, div_rand_round(num_spells * 3, 5));
ASSERT_RANGE(num_spells, 0 + 1, RANDBOOK_SIZE + 1);
book.sub_type = BOOK_RANDART_LEVEL;
_make_book_randart(book);
int god_discard = 0;
int uncastable_discard = 0;
vector<spell_type> spells;
// Which spells are valid choices?
_get_spell_list(spells, level, god, !completely_random,
god_discard, uncastable_discard);
if (spells.empty())
{
if (level > 1)
return make_book_level_randart(book, level - 1);
string err;
if (god_discard > 0 && uncastable_discard == 0)
{
err = make_stringf("%s disliked all level %d spells",
god_name(god).c_str(), level);
}
else if (god_discard == 0 && uncastable_discard > 0)
err = make_stringf("No level %d spells can be cast by you", level);
else if (god_discard > 0 && uncastable_discard > 0)
{
err = make_stringf(
"All level %d spells are either disliked by %s "
"or cannot be cast by you.",
level, god_name(god).c_str());
}
else
err = make_stringf("No level %d spells?!?!?!", level);
mprf(MSGCH_ERROR, "Could not create fixed level randart spellbook: %s",
err.c_str());
return false;
}
shuffle_array(spells);
if (num_spells > (int) spells.size())
{
num_spells = spells.size();
#if defined(DEBUG) || defined(DEBUG_DIAGNOSTICS)
mprf(MSGCH_WARN, "More spells requested for fixed level (%d) "
"randart spellbook than there are valid spells.",
level);
mprf(MSGCH_WARN, "Discarded %d spells due to being uncastable and "
"%d spells due to being disliked by %s.",
uncastable_discard, god_discard, god_name(god).c_str());
#endif
}
vector<bool> spell_used(spells.size(), false);
vector<bool> avoid_memorised(spells.size(), !completely_random);
vector<bool> avoid_seen(spells.size(), !completely_random);
vector<spell_type> chosen_spells(RANDBOOK_SIZE, SPELL_NO_SPELL);
int book_pos = 0;
while (book_pos < num_spells)
{
int spell_pos = random2(spells.size());
if (spell_used[spell_pos])
continue;
spell_type spell = spells[spell_pos];
ASSERT(spell != SPELL_NO_SPELL);
if (avoid_memorised[spell_pos] && you.has_spell(spell))
{
// Only once.
avoid_memorised[spell_pos] = false;
continue;
}
if (avoid_seen[spell_pos] && you.spell_library[spell] && coinflip())
{
// Only once.
avoid_seen[spell_pos] = false;
continue;
}
spell_used[spell_pos] = true;
chosen_spells.push_back(spell);
book_pos++;
}
_set_book_spell_list(book, chosen_spells);
const string name = _gen_randlevel_name(level, god);
set_artefact_name(book, replace_name_parts(name, book));
// None of these books need a definite article prepended.
book.props[BOOK_TITLED_KEY].get_bool() = true;
return true;
}
/**
* Initialize a themed randbook, & fill it with the given spells.
*
* @param book[in,out] The book to be initialized.
* @param spells The spells to fill the book with.
* Not passed by reference since we want to sort it.
*/
void init_book_theme_randart(item_def &book, vector<spell_type> spells)
{
book.sub_type = BOOK_RANDART_THEME;
_make_book_randart(book);
_set_book_spell_list(book, std::move(spells));
}
/**
* Generate and apply a name for a themed randbook.
*
* @param book[in,out] The book to be named.
* @param discipline_1 The first spellschool.
* @param discipline_2 The second spellschool.
* @param owner The book's owner; e.g. "Xom". May be empty.
* @param subject The subject of the book. May be empty.
*/
void name_book_theme_randart(item_def &book, spschool discipline_1,
spschool discipline_2,
string owner, string subject)
{
if (owner.empty())
{
const vector<spell_type> spells = spells_in_book(book);
owner = _gen_randbook_owner(origin_as_god_gift(book), discipline_1,
discipline_2, spells);
}
book.props[BOOK_TITLED_KEY].get_bool() = !owner.empty();
const string name = _gen_randbook_name(subject, owner,
discipline_1, discipline_2);
set_artefact_name(book, replace_name_parts(name, book));
}
/**
* Possibly generate a 'subject' for a book based on its owner.
*
* @param owner The book's owner; e.g. "Xom".
* @return A random book subject, or the empty string.
* May contain placeholders (@foo@).
*/
static string _maybe_gen_book_subject(string owner)
{
// Sometimes use a completely random title.
if (owner == "Xom" && !one_chance_in(20))
return getRandNameString("Xom_book_title");
if (one_chance_in(20) && (owner.empty() || one_chance_in(3)))
return getRandNameString("random_book_title");
return "";
}
/**
* Generates a random, vaguely appropriate name for a randbook.
*
* @param subject The subject of the book. If non-empty, the book will
* have a name of the form "[Foo] of <subject>".
* @param owner The name of the book's 'owner', if any.
* (E.g., Xom, Cerebov, Boris...)
* Prepended to the book's name (Foo's...); "Xom" has
* further effects.
* @param disc1 A spellschool (discipline) associated with the book.
* @param disc2 A spellschool (discipline) associated with the book.
* @return A book name. May contain placeholders (@foo@).
*/
static string _gen_randbook_name(string subject, string owner,
spschool disc1,
spschool disc2)
{
const string apostrophised_owner = owner.empty() ?
"" :
apostrophise(owner) + " ";
const string real_subject = subject.empty() ?
_maybe_gen_book_subject(owner) :
subject;
if (!real_subject.empty())
{
return make_stringf("%s%s of %s",
apostrophised_owner.c_str(),
getRandNameString("book_noun").c_str(),
real_subject.c_str());
}
string name = apostrophised_owner;
// Give a name that reflects the primary and secondary
// spell disciplines of the spells contained in the book.
name += getRandNameString("book_name") + " ";
// For the actual name there's a 66% chance of getting something like
// <book> of the Fiery Traveller (Translocation/Fire), else
// <book> of Displacement and Flames.
string type_name;
if (disc1 != disc2 && !one_chance_in(3))
{
string lookup = spelltype_long_name(disc2);
type_name = getRandNameString(lookup + " adj");
}
if (type_name.empty())
{
// No adjective found, use the normal method of combining two nouns.
type_name = getRandNameString(spelltype_long_name(disc1));
if (type_name.empty())
name += spelltype_long_name(disc1);
else
name += type_name;
if (disc1 != disc2)
{
name += " and ";
type_name = getRandNameString(spelltype_long_name(disc2));
if (type_name.empty())
name += spelltype_long_name(disc2);
else
name += type_name;
}
}
else
{
string bookname = type_name + " ";
// Add the noun for the first discipline.
type_name = getRandNameString(spelltype_long_name(disc1));
if (type_name.empty())
bookname += spelltype_long_name(disc1);
else
{
if (type_name.find("the ", 0) != string::npos)
{
type_name = replace_all(type_name, "the ", "");
bookname = "the " + bookname;
}
bookname += type_name;
}
name += bookname;
}
return name;
}
/**
* Possibly choose a random 'owner' for a themed random spellbook.
*
* @param god The god responsible for gifting the book, if any.
* @param disc1 A spellschool (discipline) associated with the book.
* @param disc2 A spellschool (discipline) associated with the book.
* @param spells The spells in the book.
* @return The name of the book's 'owner', or the empty string.
*/
static string _gen_randbook_owner(god_type god, spschool disc1,
spschool disc2,
const vector<spell_type> &spells)
{
// If the owner hasn't been set already use
// a) the god's name for god gifts (only applies to Sif Muna and Xom),
// b) a name depending on the spell disciplines, for pure books
// c) a random name (all god gifts not named earlier)
// d) an applicable god's name
// ... else leave it unnamed (around 57% chance for non-god gifts)
int highest_level = 0;
int lowest_level = 27;
bool all_spells_disc1 = true;
for (auto spell : spells)
{
const int level = spell_difficulty(spell);
highest_level = max(level, highest_level);
lowest_level = min(level, lowest_level);
if (!(get_spell_disciplines(spell) & disc1))
all_spells_disc1 = false;
}
// this logic is very odd...
const bool highlevel = highest_level >= 7 + random2(3)
&& (lowest_level > 1 || coinflip());
// name of gifting god?
const bool god_gift = god != GOD_NO_GOD;
if (god_gift && !one_chance_in(4))
return god_name(god, false);
// thematically appropriate name?
if (god_gift && one_chance_in(3) || one_chance_in(5))
{
vector<string> lookups;
const string d1_name = spelltype_long_name(disc1);
if (disc1 != disc2)
{
const string lookup = d1_name + " " + spelltype_long_name(disc2);
if (highlevel)
lookups.push_back("highlevel " + lookup + " owner");
lookups.push_back(lookup + " owner");
}
if (all_spells_disc1)
{
if (highlevel)
lookups.push_back("highlevel " + d1_name + " owner");
lookups.push_back(d1_name + "owner");
}
for (string &lookup : lookups)
{
const string owner = getRandNameString(lookup);
if (!owner.empty() && owner != "__NONE")
return owner;
}
}
// random name?
if (god_gift || one_chance_in(5))
return make_name();
// applicable god's name?
if (!god_gift && one_chance_in(9))
{
switch (disc1)
{
case spschool::necromancy:
if (all_spells_disc1 && !one_chance_in(6))
return god_name(GOD_KIKUBAAQUDGHA, false);
break;
case spschool::conjuration:
if (all_spells_disc1 && !one_chance_in(4))
return god_name(GOD_VEHUMET, false);
break;
default:
break;
}
return god_name(GOD_SIF_MUNA, false);
}
return "";
}
/// Does the given acq source generate books totally randomly?
static bool _completely_random_books(int agent)
{
// only acq & god gifts from sane gods weight spells/disciplines
// for player utility.
return agent == GOD_XOM || agent == GOD_NO_GOD;
}
/// How desirable is the given spell for inclusion in an acquired randbook?
static int _randbook_spell_weight(spell_type spell, int agent)
{
if (_completely_random_books(agent))
return 1;
// prefer unseen spells
const int seen_weight = you.spell_library[spell] ? 1 : 4;
// prefer spells roughly approximating the player's overall spellcasting
// ability (?????)
const int Spc = div_rand_round(you.skill(SK_SPELLCASTING, 256, true), 256);
const int difficult_weight = 5 - abs(3 * spell_difficulty(spell) - Spc) / 7;
// prefer spells in disciplines the player is skilled with
const spschools_type disciplines = get_spell_disciplines(spell);
int total_skill = 0;
int num_skills = 0;
for (const auto disc : spschools_type::range())
{
if (disciplines & disc)
{
const skill_type sk = spell_type2skill(disc);
total_skill += div_rand_round(you.skill(sk, 256, true), 256);
num_skills++;
}
}
int skill_weight = 1;
if (num_skills > 0)
skill_weight = (2 + (total_skill / num_skills)) / 3;
skill_weight = max(1, skill_weight);
const int weight = seen_weight * skill_weight * difficult_weight;
ASSERT(weight > 0);
return weight;
/// XXX: I'm not sure how much impact all this actually has.
}
typedef map<spell_type, int> weighted_spells;
/**
* Populate a list of possible spells to be included in acquired books,
* weighted by desireability.
*
* @param possible_spells[out] The list to be populated.
* @param agent The entity creating the item; possibly a god.
*/
static void _get_weighted_randbook_spells(weighted_spells &possible_spells,
int agent)
{
for (int i = 0; i < NUM_SPELLS; ++i)
{
const spell_type spell = (spell_type) i;
if (!is_valid_spell(spell)
|| !_agent_spell_filter(agent, spell)
|| !you_can_memorise(spell))
{
continue;
}
// Passed all tests.
const int weight = _randbook_spell_weight(spell, agent);
possible_spells[spell] = weight;
}
}
/**
* Choose a spell discipline for a randbook, weighted by the the value of all
* possible spells in that discipline.
*
* @param possibles A weighted list of all possible spells to include in
* the book.
* @param agent The entity creating the item; possibly a god.
* @return An appropriate spell school; e.g. spschool::fire.
*/
static spschool _choose_randbook_discipline(weighted_spells
&possible_spells,
int agent)
{
map<spschool, int> discipline_weights;
for (auto weighted_spell : possible_spells)
{
const spell_type spell = weighted_spell.first;
const int weight = weighted_spell.second;
const spschools_type disciplines = get_spell_disciplines(spell);
for (const auto disc : spschools_type::range())
{
if (disciplines & disc)
{
if (_completely_random_books(agent))
discipline_weights[disc] = 1;
else
discipline_weights[disc] += weight;
}
}
}
const spschool *discipline
= random_choose_weighted(discipline_weights);
ASSERT(discipline);
return *discipline;
}
/**
* From a given weighted list of possible spells, choose a set to include in
* a randbook, filtered by discipline.
*
* @param[in,out] possible_spells All possible spells, weighted by value.
Modified in-place for efficiency.
* @param discipline_1 The first spellschool.
* @param discipline_2 The second spellschool.
* @param size The number of spells to include.
* @param[out] spells The chosen spells.
*/
static void _choose_themed_randbook_spells(weighted_spells &possible_spells,
spschool discipline_1,
spschool discipline_2,
int size, vector<spell_type> &spells)
{
for (auto &weighted_spell : possible_spells)
{
const spell_type spell = weighted_spell.first;
const spschools_type disciplines = get_spell_disciplines(spell);
if (!(disciplines & discipline_1) && !(disciplines & discipline_2))
weighted_spell.second = 0; // filter it out
}
for (int i = 0; i < size; ++i)
{
const spell_type *spell = random_choose_weighted(possible_spells);
if (!spell)
break;
spells.push_back(*spell);
possible_spells[*spell] = 0; // don't choose the same one twice!
}
// `size` is guaranteed to be >0 by an ASSERT in the calling function
ASSERT(spells.size() > 0);
}
/**
* Turn a given book into an acquirement-quality themed spellbook.
*
* @param book[out] The book to be turned into a randbook.
* @param agent The entity creating the item; possibly a god.
*/
void acquire_themed_randbook(item_def &book, int agent)
{
weighted_spells possible_spells;
_get_weighted_randbook_spells(possible_spells, agent);
// include 2-8 spells in the book, leaning heavily toward 5
const int size = min(2 + random2avg(7, 3),
(int)possible_spells.size());
ASSERT(size);
// XXX: we could cache this...
spschool discipline_1
= _choose_randbook_discipline(possible_spells, agent);
spschool discipline_2
= _choose_randbook_discipline(possible_spells, agent);
vector<spell_type> spells;
_choose_themed_randbook_spells(possible_spells, discipline_1, discipline_2,
size, spells);
fixup_randbook_disciplines(discipline_1, discipline_2, spells);
// Acquired randart books have a chance of being named after the player.
const string owner = agent == AQ_SCROLL && one_chance_in(12) ?
you.your_name :
"";
init_book_theme_randart(book, spells);
name_book_theme_randart(book, discipline_1, discipline_2, owner);
}
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