1 |
elmex |
1.1 |
/* |
2 |
|
|
CrossFire, A Multiplayer game for X-windows |
3 |
|
|
|
4 |
pippijn |
1.16 |
Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 |
elmex |
1.1 |
Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 |
|
|
Copyright (C) 1992 Frank Tore Johansen |
7 |
|
|
|
8 |
|
|
This program is free software; you can redistribute it and/or modify |
9 |
|
|
it under the terms of the GNU General Public License as published by |
10 |
|
|
the Free Software Foundation; either version 2 of the License, or |
11 |
|
|
(at your option) any later version. |
12 |
|
|
|
13 |
|
|
This program is distributed in the hope that it will be useful, |
14 |
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 |
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 |
|
|
GNU General Public License for more details. |
17 |
|
|
|
18 |
|
|
You should have received a copy of the GNU General Public License |
19 |
|
|
along with this program; if not, write to the Free Software |
20 |
|
|
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 |
|
|
|
22 |
root |
1.8 |
The authors can be reached via e-mail at <crossfire@schmorp.de> |
23 |
elmex |
1.1 |
*/ |
24 |
|
|
|
25 |
|
|
/* March 96 - Laid down original code. -b.t. thomas@astro.psu.edu */ |
26 |
|
|
|
27 |
|
|
#include <global.h> |
28 |
|
|
#include <object.h> |
29 |
root |
1.14 |
#include <sproto.h> |
30 |
elmex |
1.1 |
#include <skills.h> |
31 |
|
|
#include <spells.h> |
32 |
|
|
|
33 |
|
|
/** define this for some helpful debuging information */ |
34 |
|
|
#if 0 |
35 |
root |
1.7 |
# define ALCHEMY_DEBUG |
36 |
elmex |
1.1 |
#endif |
37 |
|
|
|
38 |
|
|
/** define this for loads of (marginal) debuging information */ |
39 |
|
|
#if 0 |
40 |
root |
1.7 |
# define EXTREME_ALCHEMY_DEBUG |
41 |
elmex |
1.1 |
#endif |
42 |
|
|
|
43 |
|
|
/** Random cauldrons effects */ |
44 |
root |
1.7 |
static const char *const cauldron_effect[] = { |
45 |
|
|
"vibrates briefly", |
46 |
|
|
"produces a cloud of steam", |
47 |
|
|
"emits bright flames", |
48 |
|
|
"pours forth heavy black smoke", |
49 |
|
|
"emits sparks", |
50 |
|
|
"shoots out small flames", |
51 |
|
|
"whines painfully", |
52 |
|
|
"hiccups loudly", |
53 |
|
|
"wheezes", |
54 |
|
|
"burps", |
55 |
|
|
"shakes", |
56 |
|
|
"rattles", |
57 |
|
|
"makes chugging sounds", |
58 |
|
|
"smokes heavily for a while" |
59 |
|
|
}; |
60 |
elmex |
1.1 |
|
61 |
|
|
|
62 |
root |
1.7 |
static int is_defined_recipe (const recipe *rp, const object *cauldron, object *caster); |
63 |
|
|
static recipe *find_recipe (recipelist * fl, int formula, object *ingredients); |
64 |
elmex |
1.1 |
|
65 |
|
|
|
66 |
|
|
/** Returns a random selection from cauldron_effect[] */ |
67 |
root |
1.7 |
static const char * |
68 |
|
|
cauldron_sound (void) |
69 |
|
|
{ |
70 |
|
|
int size = sizeof (cauldron_effect) / sizeof (char *); |
71 |
elmex |
1.1 |
|
72 |
root |
1.7 |
return cauldron_effect[rndm (0, size - 1)]; |
73 |
elmex |
1.1 |
} |
74 |
|
|
|
75 |
|
|
/**
|
76 |
|
|
* Main part of the ALCHEMY code. From this we call fctns |
77 |
|
|
* that take a look at the contents of the 'cauldron' and, using these ingredients, |
78 |
|
|
* we construct an integer formula value which is referenced (randomly) against a |
79 |
|
|
* formula list (the formula list chosen is based on the # contents of the cauldron). |
80 |
|
|
* |
81 |
|
|
* If we get a match between the recipe indicated in cauldron contents and a |
82 |
|
|
* randomly chosen one, an item is created and experience awarded. Otherwise |
83 |
|
|
* various failure effects are possible (getting worse and worse w/ # cauldron |
84 |
|
|
* ingredients). Note that the 'item' to be made can be *anything* listed on |
85 |
|
|
* the artifacts list in lib/artifacts which has a recipe listed in lib/formulae. |
86 |
|
|
* |
87 |
|
|
* To those wondering why I am using the funky formula index method: |
88 |
|
|
* 1) I want to match recipe to ingredients regardless of ordering. |
89 |
|
|
* 2) I want a fast search for the 'right' recipe. |
90 |
|
|
* |
91 |
|
|
* Note: it is just possible that a totally different combination of |
92 |
|
|
* ingredients will result in a match with a given recipe. This is not a bug! |
93 |
|
|
* There is no good reason (in my mind) why alchemical processes have to be |
94 |
|
|
* unique -- such a 'feature' is one reason why players might want to experiment |
95 |
|
|
* around. :) |
96 |
|
|
* -b.t. |
97 |
|
|
*/ |
98 |
|
|
|
99 |
root |
1.7 |
void |
100 |
|
|
attempt_do_alchemy (object *caster, object *cauldron) |
101 |
|
|
{ |
102 |
|
|
recipelist *fl; |
103 |
|
|
recipe *rp = NULL; |
104 |
|
|
float success_chance; |
105 |
|
|
int numb, ability = 1; |
106 |
|
|
int formula = 0; |
107 |
|
|
float ave_chance; |
108 |
|
|
object *item, *skop; |
109 |
|
|
|
110 |
|
|
if (caster->type != PLAYER) |
111 |
|
|
return; /* only players for now */ |
112 |
|
|
|
113 |
|
|
if (get_map_flags (caster->map, NULL, caster->x, caster->y, NULL, NULL) & P_SAFE) |
114 |
|
|
{ |
115 |
|
|
new_draw_info (NDI_UNIQUE, 0, caster, "This is sacred ground, the gods prevent you from using this device."); |
116 |
|
|
return; |
117 |
|
|
} |
118 |
|
|
|
119 |
|
|
/* if no ingredients, no formula! lets forget it */ |
120 |
|
|
if (!(formula = content_recipe_value (cauldron))) |
121 |
|
|
return; |
122 |
|
|
|
123 |
|
|
numb = numb_ob_inside (cauldron); |
124 |
|
|
if ((fl = get_formulalist (numb))) |
125 |
|
|
{ |
126 |
|
|
if (QUERY_FLAG (caster, FLAG_WIZ)) |
127 |
|
|
{ |
128 |
|
|
rp = find_recipe (fl, formula, cauldron->inv); |
129 |
|
|
if (rp != NULL) |
130 |
|
|
{ |
131 |
|
|
#ifdef ALCHEMY_DEBUG |
132 |
|
|
if (strcmp (rp->title, "NONE")) |
133 |
|
|
LOG (llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], rp->title); |
134 |
|
|
else |
135 |
|
|
LOG (llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula / rp->index); |
136 |
|
|
#endif |
137 |
|
|
attempt_recipe (caster, cauldron, ability, rp, formula / rp->index); |
138 |
|
|
} |
139 |
|
|
else |
140 |
|
|
LOG (llevDebug, "WIZ couldn't find formula for ingredients.\n"); |
141 |
|
|
return; |
142 |
|
|
} /* End of WIZ alchemy */ |
143 |
|
|
|
144 |
|
|
/* find the recipe */ |
145 |
|
|
rp = find_recipe (fl, formula, cauldron->inv); |
146 |
|
|
if (rp) |
147 |
|
|
{ |
148 |
|
|
uint64 value_ingredients; |
149 |
|
|
uint64 value_item; |
150 |
|
|
object *tmp; |
151 |
|
|
int attempt_shadow_alchemy; |
152 |
|
|
|
153 |
|
|
ave_chance = fl->total_chance / (float) fl->number; |
154 |
|
|
/* the caster gets an increase in ability based on thier skill lvl */ |
155 |
|
|
if (rp->skill) |
156 |
|
|
{ |
157 |
|
|
skop = find_skill_by_name (caster, rp->skill); |
158 |
|
|
if (!skop) |
159 |
root |
1.9 |
new_draw_info (NDI_UNIQUE, 0, caster, "You do not have the proper skill for this recipe"); |
160 |
root |
1.7 |
else |
161 |
root |
1.9 |
ability += (int) (skop->level * ((4.0 + cauldron->magic) / 4.0)); |
162 |
root |
1.7 |
} |
163 |
|
|
else |
164 |
|
|
{ |
165 |
|
|
LOG (llevDebug, "Recipe %s has NULL skill!\n", &rp->title); |
166 |
|
|
return; |
167 |
root |
1.4 |
} |
168 |
|
|
|
169 |
root |
1.9 |
if (!rp->cauldron) |
170 |
root |
1.7 |
{ |
171 |
|
|
LOG (llevDebug, "Recipe %s has NULL cauldron!\n", &rp->title); |
172 |
|
|
return; |
173 |
root |
1.4 |
} |
174 |
|
|
|
175 |
root |
1.7 |
/* determine value of ingredients */ |
176 |
|
|
value_ingredients = 0; |
177 |
|
|
for (tmp = cauldron->inv; tmp != NULL; tmp = tmp->below) |
178 |
|
|
value_ingredients += query_cost (tmp, NULL, F_TRUE); |
179 |
|
|
|
180 |
|
|
attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster); |
181 |
|
|
|
182 |
|
|
/* create the object **FIRST**, then decide whether to keep it. */ |
183 |
|
|
if ((item = attempt_recipe (caster, cauldron, ability, rp, formula / rp->index)) != NULL) |
184 |
|
|
{ |
185 |
|
|
/* compute base chance of recipe success */ |
186 |
|
|
success_chance = ((float) ability / (float) (rp->diff * (item->level + 2))); |
187 |
|
|
if (ave_chance == 0) |
188 |
|
|
ave_chance = 1; |
189 |
|
|
|
190 |
|
|
#ifdef ALCHEMY_DEBUG |
191 |
|
|
LOG (llevDebug, "percent success chance = %f ab%d / diff%d*lev%d\n", success_chance, ability, rp->diff, item->level); |
192 |
|
|
#endif |
193 |
|
|
|
194 |
|
|
value_item = query_cost (item, NULL, F_TRUE | F_IDENTIFIED | F_NOT_CURSED); |
195 |
|
|
if (attempt_shadow_alchemy && value_item > value_ingredients) |
196 |
|
|
{ |
197 |
|
|
#ifdef ALCHEMY_DEBUG |
198 |
|
|
LOG (llevDebug, |
199 |
|
|
"Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n", |
200 |
|
|
value_ingredients, value_item); |
201 |
elmex |
1.1 |
#endif |
202 |
root |
1.4 |
} |
203 |
root |
1.7 |
/* roll the dice */ |
204 |
|
|
else if ((float) (random_roll (0, 101, caster, PREFER_LOW)) <= 100.0 * success_chance) |
205 |
|
|
{ |
206 |
|
|
change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE); |
207 |
root |
1.10 |
|
208 |
|
|
// let alchemy consume some time, so that exploits are less easy |
209 |
|
|
caster->speed_left -= 1.0; |
210 |
|
|
|
211 |
root |
1.7 |
return; |
212 |
root |
1.4 |
} |
213 |
|
|
} |
214 |
|
|
} |
215 |
elmex |
1.1 |
} |
216 |
root |
1.10 |
|
217 |
root |
1.7 |
/* if we get here, we failed!! */ |
218 |
|
|
alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, rp)); |
219 |
elmex |
1.1 |
} |
220 |
|
|
|
221 |
|
|
/**
|
222 |
|
|
* Recipe value of the entire contents of a container. |
223 |
|
|
* This appears to just generate a hash value, which I guess for now works |
224 |
|
|
* ok, but the possibility of duplicate hashes is certainly possible - msw |
225 |
|
|
*/ |
226 |
|
|
|
227 |
root |
1.7 |
int |
228 |
|
|
content_recipe_value (object *op) |
229 |
|
|
{ |
230 |
elmex |
1.1 |
char name[MAX_BUF]; |
231 |
root |
1.7 |
object *tmp = op->inv; |
232 |
|
|
int tval = 0, formula = 0; |
233 |
elmex |
1.1 |
|
234 |
root |
1.7 |
while (tmp) |
235 |
|
|
{ |
236 |
|
|
tval = 0; |
237 |
|
|
strcpy (name, tmp->name); |
238 |
|
|
if (tmp->title) |
239 |
|
|
sprintf (name, "%s %s", &tmp->name, &tmp->title); |
240 |
|
|
tval = (strtoint (name) * (tmp->nrof ? tmp->nrof : 1)); |
241 |
|
|
#ifdef ALCHEMY_DEBUG |
242 |
|
|
LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval); |
243 |
|
|
#endif |
244 |
|
|
formula += tval; |
245 |
|
|
tmp = tmp->below; |
246 |
|
|
} |
247 |
elmex |
1.1 |
#ifdef ALCHEMY_DEBUG |
248 |
root |
1.7 |
LOG (llevDebug, " Formula value=%d\n", formula); |
249 |
elmex |
1.1 |
#endif |
250 |
root |
1.7 |
return formula; |
251 |
elmex |
1.1 |
} |
252 |
|
|
|
253 |
|
|
/**
|
254 |
|
|
* Returns total number of items in op
|
255 |
|
|
*/ |
256 |
|
|
|
257 |
root |
1.7 |
int |
258 |
|
|
numb_ob_inside (object *op) |
259 |
|
|
{ |
260 |
|
|
object *tmp = op->inv; |
261 |
|
|
int number = 0, o_number = 0; |
262 |
|
|
|
263 |
|
|
while (tmp) |
264 |
|
|
{ |
265 |
|
|
if (tmp->nrof) |
266 |
|
|
number += tmp->nrof; |
267 |
|
|
else |
268 |
|
|
number++; |
269 |
|
|
o_number++; |
270 |
|
|
tmp = tmp->below; |
271 |
|
|
} |
272 |
|
|
#ifdef ALCHEMY_DEBUG |
273 |
|
|
LOG (llevDebug, "numb_ob_inside(%s): found %d ingredients\n", op->name, o_number); |
274 |
|
|
#endif |
275 |
|
|
return o_number; |
276 |
elmex |
1.1 |
} |
277 |
root |
1.7 |
|
278 |
elmex |
1.6 |
/** |
279 |
elmex |
1.1 |
* Essentially a wrapper for make_item_from_recipe() and |
280 |
|
|
* insert_ob_in_ob. If the caster has some alchemy skill, then they might |
281 |
|
|
* gain some exp from (successfull) fabrication of the product. |
282 |
|
|
* If nbatches==-1, don't give exp for this creation (random generation/ |
283 |
|
|
* failed recipe) |
284 |
root |
1.7 |
*/ |
285 |
|
|
|
286 |
|
|
object * |
287 |
|
|
attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches) |
288 |
|
|
{ |
289 |
|
|
|
290 |
|
|
object *item = NULL, *skop; |
291 |
|
|
|
292 |
|
|
/* this should be passed to this fctn, not effiecent cpu use this way */ |
293 |
|
|
int batches = abs (nbatches); |
294 |
|
|
|
295 |
|
|
|
296 |
|
|
LOG (llevDebug, "A %s <=> %s\n", &(rp->cauldron), &(cauldron->arch->name)); |
297 |
|
|
/* is the cauldron the right type? */ |
298 |
|
|
if (strcmp (rp->cauldron, cauldron->arch->name) != 0) |
299 |
|
|
{ |
300 |
|
|
new_draw_info (NDI_UNIQUE, 0, caster, "You are not using the proper" " facilities for this formula."); |
301 |
|
|
return 0; |
302 |
|
|
} |
303 |
|
|
|
304 |
|
|
skop = find_skill_by_name (caster, rp->skill); |
305 |
|
|
/* does the caster have the skill? */ |
306 |
|
|
if (!skop) |
307 |
|
|
return 0; |
308 |
|
|
|
309 |
|
|
/* code required for this recipe, search the caster */ |
310 |
|
|
if (rp->keycode) |
311 |
|
|
{ |
312 |
|
|
object *tmp; |
313 |
|
|
|
314 |
|
|
for (tmp = caster->inv; tmp != NULL; tmp = tmp->below) |
315 |
|
|
{ |
316 |
|
|
if (tmp->type == FORCE && tmp->slaying && !strcmp (rp->keycode, tmp->slaying)) |
317 |
|
|
break; |
318 |
|
|
} |
319 |
|
|
if (tmp == NULL) |
320 |
|
|
{ /* failure--no code found */ |
321 |
|
|
new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients," " but not the technique. Go learn how to do this recipe."); |
322 |
|
|
return 0; |
323 |
root |
1.4 |
} |
324 |
elmex |
1.1 |
} |
325 |
|
|
|
326 |
|
|
#ifdef EXTREME_ALCHEMY_DEBUG |
327 |
root |
1.7 |
LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches); |
328 |
|
|
LOG (llevDebug, "attempt_recipe(): using recipe %s\n", rp->title ? rp->title : "unknown"); |
329 |
|
|
#endif |
330 |
|
|
|
331 |
|
|
if ((item = make_item_from_recipe (cauldron, rp)) != NULL) |
332 |
|
|
{ |
333 |
|
|
remove_contents (cauldron->inv, item); |
334 |
|
|
/* Recalc carrying of the cauldron, in case recipe did not conserve mass */ |
335 |
|
|
sum_weight (cauldron); |
336 |
|
|
/* adj lvl, nrof on caster level */ |
337 |
|
|
adjust_product (item, ability, rp->yield ? (rp->yield * batches) : batches); |
338 |
|
|
if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL) |
339 |
|
|
{ |
340 |
|
|
new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened."); |
341 |
|
|
/* new_draw_info_format(NDI_UNIQUE, 0,caster, |
342 |
|
|
"Your spell causes the %s to explode!",&cauldron->name); */ |
343 |
|
|
/* kaboom_cauldron(); */ |
344 |
|
|
} |
345 |
|
|
else |
346 |
|
|
{ |
347 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ()); |
348 |
root |
1.4 |
} |
349 |
elmex |
1.1 |
} |
350 |
root |
1.7 |
return item; |
351 |
elmex |
1.1 |
} |
352 |
|
|
|
353 |
|
|
|
354 |
|
|
|
355 |
|
|
/**
|
356 |
|
|
* We adjust the nrof, exp and level of the final product, based |
357 |
|
|
* on the item's default parameters, and the relevant caster skill level.
|
358 |
|
|
*/ |
359 |
root |
1.7 |
void |
360 |
|
|
adjust_product (object *item, int lvl, int yield) |
361 |
|
|
{ |
362 |
|
|
int nrof = 1; |
363 |
|
|
|
364 |
|
|
if (!yield) |
365 |
|
|
yield = 1; |
366 |
|
|
if (lvl <= 0) |
367 |
|
|
lvl = 1; /* lets avoid div by zero! */ |
368 |
|
|
if (item->nrof) |
369 |
|
|
{ |
370 |
|
|
nrof = (int) ((1.0 - 1.0 / (lvl / 10.0 + 1.0)) * (rndm (0, yield - 1) + rndm (0, yield - 1) + rndm (0, yield - 1)) + 1); |
371 |
|
|
if (nrof > yield) |
372 |
|
|
nrof = yield; |
373 |
|
|
item->nrof = nrof; |
374 |
elmex |
1.1 |
} |
375 |
|
|
} |
376 |
|
|
|
377 |
|
|
|
378 |
|
|
/** |
379 |
|
|
* Using a list of items and a recipe to make an artifact. |
380 |
|
|
* |
381 |
|
|
* @param cauldron the cauldron (including the ingredients) used to make the item |
382 |
|
|
* |
383 |
|
|
* @param rp the recipe to make the artifact from |
384 |
|
|
* |
385 |
|
|
* @return the newly created object, NULL if something failed |
386 |
|
|
*/ |
387 |
|
|
|
388 |
root |
1.7 |
object * |
389 |
|
|
make_item_from_recipe (object *cauldron, recipe *rp) |
390 |
|
|
{ |
391 |
|
|
artifact *art = NULL; |
392 |
|
|
object *item = NULL; |
393 |
|
|
size_t rp_arch_index; |
394 |
|
|
|
395 |
|
|
if (rp == NULL) |
396 |
|
|
return (object *) NULL; |
397 |
|
|
|
398 |
|
|
/* Find the appropriate object to transform... */ |
399 |
|
|
if ((item = find_transmution_ob (cauldron->inv, rp, &rp_arch_index, 1)) == NULL) |
400 |
|
|
{ |
401 |
|
|
LOG (llevDebug, "make_alchemy_item(): failed to create alchemical object.\n"); |
402 |
|
|
return (object *) NULL; |
403 |
|
|
} |
404 |
|
|
|
405 |
|
|
/* Find the appropriate artifact template... */ |
406 |
|
|
if (strcmp (rp->title, "NONE")) |
407 |
|
|
{ |
408 |
|
|
if ((art = locate_recipe_artifact (rp, rp_arch_index)) == NULL) |
409 |
|
|
{ |
410 |
|
|
LOG (llevError, "make_alchemy_item(): failed to locate recipe artifact.\n"); |
411 |
|
|
LOG (llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], &rp->title); |
412 |
|
|
return (object *) NULL; |
413 |
|
|
} |
414 |
|
|
transmute_materialname (item, art->item); |
415 |
|
|
give_artifact_abilities (item, art->item); |
416 |
|
|
} |
417 |
|
|
|
418 |
|
|
if (QUERY_FLAG (cauldron, FLAG_CURSED)) |
419 |
|
|
SET_FLAG (item, FLAG_CURSED); |
420 |
|
|
if (QUERY_FLAG (cauldron, FLAG_DAMNED)) |
421 |
|
|
SET_FLAG (item, FLAG_DAMNED); |
422 |
|
|
|
423 |
|
|
return item; |
424 |
elmex |
1.1 |
} |
425 |
|
|
|
426 |
|
|
|
427 |
|
|
/**
|
428 |
|
|
* Looks through the ingredient list. If we find a |
429 |
|
|
* suitable object in it - we will use that to make the requested artifact. |
430 |
|
|
* Otherwise the code returns a 'generic' item if create_item is set. -b.t. |
431 |
|
|
* |
432 |
|
|
* @param rp_arch_index pointer to return value; set to arch index for recipe; |
433 |
|
|
* set to zero if not using a transmution formula |
434 |
|
|
*/ |
435 |
root |
1.7 |
|
436 |
|
|
object * |
437 |
|
|
find_transmution_ob (object *first_ingred, recipe *rp, size_t * rp_arch_index, int create_item) |
438 |
|
|
{ |
439 |
|
|
object *item = NULL; |
440 |
|
|
|
441 |
|
|
*rp_arch_index = 0; |
442 |
|
|
|
443 |
|
|
if (rp->transmute) /* look for matching ingredient/prod archs */ |
444 |
|
|
for (item = first_ingred; item; item = item->below) |
445 |
|
|
{ |
446 |
|
|
size_t i; |
447 |
|
|
|
448 |
|
|
for (i = 0; i < rp->arch_names; i++) |
449 |
|
|
{ |
450 |
|
|
if (strcmp (item->arch->name, rp->arch_name[i]) == 0) |
451 |
|
|
{ |
452 |
|
|
*rp_arch_index = i; |
453 |
elmex |
1.1 |
break; |
454 |
root |
1.7 |
} |
455 |
|
|
} |
456 |
|
|
if (i < rp->arch_names) |
457 |
|
|
break; |
458 |
|
|
} |
459 |
|
|
|
460 |
|
|
/* failed, create a fresh object. Note no nrof>1 because that would |
461 |
|
|
* allow players to create massive amounts of artifacts easily */ |
462 |
|
|
if (create_item && (!item || item->nrof > 1)) |
463 |
|
|
{ |
464 |
|
|
*rp_arch_index = RANDOM () % rp->arch_names; |
465 |
|
|
item = get_archetype (rp->arch_name[*rp_arch_index]); |
466 |
elmex |
1.1 |
} |
467 |
|
|
|
468 |
|
|
#ifdef ALCHEMY_DEBUG |
469 |
root |
1.7 |
LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no "); |
470 |
|
|
if (item != NULL) |
471 |
|
|
{ |
472 |
|
|
LOG (llevDebug, " find_transmutable_ob(): returns arch %s(sp:%d)\n", item->arch->name, item->stats.sp); |
473 |
elmex |
1.1 |
} |
474 |
|
|
#endif |
475 |
root |
1.7 |
|
476 |
|
|
return item; |
477 |
elmex |
1.1 |
} |
478 |
|
|
|
479 |
|
|
|
480 |
|
|
/**
|
481 |
|
|
* Ouch. We didnt get the formula we wanted. |
482 |
|
|
* This fctn simulates the backfire effects--worse effects as the level |
483 |
|
|
* increases. If SPELL_FAILURE_EFFECTS is defined some really evil things |
484 |
|
|
* can happen to the would be alchemist. This table probably needs some |
485 |
|
|
* adjustment for playbalance. -b.t. |
486 |
|
|
*/ |
487 |
root |
1.7 |
|
488 |
|
|
void |
489 |
|
|
alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger) |
490 |
|
|
{ |
491 |
|
|
int level = 0; |
492 |
|
|
|
493 |
|
|
if (!op || !cauldron) |
494 |
|
|
return; |
495 |
|
|
|
496 |
|
|
if (danger > 1) |
497 |
|
|
level = random_roll (1, danger, op, PREFER_LOW); |
498 |
|
|
|
499 |
|
|
#ifdef ALCHEMY_DEBUG |
500 |
|
|
LOG (llevDebug, "Alchemy_failure_effect(): using level=%d\n", level); |
501 |
|
|
#endif |
502 |
|
|
|
503 |
|
|
/* possible outcomes based on level */ |
504 |
|
|
if (level < 25) |
505 |
|
|
{ /* INGREDIENTS USED/SLAGGED */ |
506 |
|
|
object *item = NULL; |
507 |
|
|
|
508 |
|
|
if (rndm (0, 2)) |
509 |
|
|
{ /* slag created */ |
510 |
|
|
object *tmp = cauldron->inv; |
511 |
|
|
int weight = 0; |
512 |
|
|
uint16 material = M_STONE; |
513 |
|
|
|
514 |
|
|
while (tmp) |
515 |
|
|
{ /* slag has coadded ingredient properties */ |
516 |
|
|
weight += tmp->weight; |
517 |
|
|
if (!(material & tmp->material)) |
518 |
|
|
material |= tmp->material; |
519 |
|
|
tmp = tmp->below; |
520 |
|
|
} |
521 |
|
|
tmp = get_archetype ("rock"); |
522 |
|
|
tmp->weight = weight; |
523 |
|
|
tmp->value = 0; |
524 |
|
|
tmp->material = material; |
525 |
|
|
tmp->materialname = "stone"; |
526 |
|
|
tmp->name = "slag"; |
527 |
|
|
tmp->name_pl = "slags"; |
528 |
|
|
item = insert_ob_in_ob (tmp, cauldron); |
529 |
|
|
CLEAR_FLAG (tmp, FLAG_CAN_ROLL); |
530 |
|
|
CLEAR_FLAG (tmp, FLAG_NO_PICK); |
531 |
|
|
tmp->move_block = 0; |
532 |
|
|
} |
533 |
|
|
remove_contents (cauldron->inv, item); |
534 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ()); |
535 |
|
|
return; |
536 |
|
|
} |
537 |
|
|
else if (level < 40) |
538 |
|
|
{ /* MAKE TAINTED ITEM */ |
539 |
|
|
object *tmp = NULL; |
540 |
|
|
|
541 |
|
|
if (!rp) |
542 |
|
|
if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL) |
543 |
|
|
return; |
544 |
|
|
|
545 |
|
|
if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1))) |
546 |
|
|
{ |
547 |
|
|
if (!QUERY_FLAG (tmp, FLAG_CURSED)) /* curse it */ |
548 |
|
|
SET_FLAG (tmp, FLAG_CURSED); |
549 |
|
|
|
550 |
|
|
/* the apply code for potions already deals with cursed |
551 |
|
|
* potions, so any code here is basically ignored. |
552 |
|
|
*/ |
553 |
|
|
if (tmp->type == FOOD) |
554 |
|
|
{ |
555 |
|
|
tmp->stats.hp = random_roll (0, 149, op, PREFER_LOW); |
556 |
|
|
} |
557 |
|
|
tmp->value = 0; /* unsaleable item */ |
558 |
|
|
|
559 |
|
|
/* change stats downward */ |
560 |
|
|
do |
561 |
|
|
{ |
562 |
|
|
change_attr_value (&tmp->stats, rndm (0, 6), -1 * (rndm (1, 3))); |
563 |
|
|
} |
564 |
|
|
while (rndm (0, 2)); |
565 |
|
|
} |
566 |
|
|
return; |
567 |
|
|
} |
568 |
|
|
if (level == 40) |
569 |
|
|
{ /* MAKE RANDOM RECIPE */ |
570 |
|
|
recipelist *fl; |
571 |
|
|
int numb = numb_ob_inside (cauldron); |
572 |
|
|
|
573 |
|
|
fl = get_formulalist (numb - 1); /* take a lower recipe list */ |
574 |
|
|
if (fl && (rp = get_random_recipe (fl))) |
575 |
|
|
/* even though random, don't grant user any EXP for it */ |
576 |
|
|
(void) attempt_recipe (op, cauldron, 1, rp, -1); |
577 |
|
|
else |
578 |
|
|
alchemy_failure_effect (op, cauldron, rp, level - 1); |
579 |
|
|
return; |
580 |
|
|
|
581 |
|
|
} |
582 |
|
|
else if (level < 45) |
583 |
|
|
{ /* INFURIATE NPC's */ |
584 |
|
|
/* this is kind of kludgy I know... */ |
585 |
|
|
cauldron->enemy = op; |
586 |
|
|
npc_call_help (cauldron); |
587 |
|
|
cauldron->enemy = NULL; |
588 |
|
|
|
589 |
|
|
alchemy_failure_effect (op, cauldron, rp, level - 5); |
590 |
|
|
return; |
591 |
|
|
} |
592 |
|
|
else if (level < 50) |
593 |
|
|
{ /* MINOR EXPLOSION/FIREBALL */ |
594 |
|
|
object *tmp; |
595 |
|
|
|
596 |
|
|
remove_contents (cauldron->inv, NULL); |
597 |
|
|
switch (rndm (0, 2)) |
598 |
|
|
{ |
599 |
root |
1.15 |
case 0: |
600 |
|
|
tmp = get_archetype ("bomb"); |
601 |
|
|
tmp->stats.dam = random_roll (1, level, op, PREFER_LOW); |
602 |
|
|
tmp->stats.hp = random_roll (1, level, op, PREFER_LOW); |
603 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name); |
604 |
|
|
break; |
605 |
root |
1.4 |
|
606 |
root |
1.15 |
default: |
607 |
|
|
tmp = get_archetype ("fireball"); |
608 |
|
|
tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1; |
609 |
|
|
tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2; |
610 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name); |
611 |
|
|
break; |
612 |
root |
1.7 |
} |
613 |
root |
1.15 |
|
614 |
|
|
op->insert_at (cauldron); |
615 |
root |
1.7 |
return; |
616 |
|
|
|
617 |
|
|
} |
618 |
|
|
else if (level < 60) |
619 |
|
|
{ /* CREATE MONSTER */ |
620 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ()); |
621 |
|
|
remove_contents (cauldron->inv, NULL); |
622 |
|
|
return; |
623 |
|
|
} |
624 |
|
|
else if (level < 80) |
625 |
|
|
{ /* MAJOR FIRE */ |
626 |
|
|
object *fb = get_archetype (SP_MED_FIREBALL); |
627 |
|
|
|
628 |
|
|
remove_contents (cauldron->inv, NULL); |
629 |
|
|
fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb); |
630 |
root |
1.13 |
fb->destroy (); |
631 |
root |
1.7 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name); |
632 |
|
|
return; |
633 |
|
|
|
634 |
|
|
} |
635 |
|
|
else if (level < 100) |
636 |
|
|
{ /* WHAMMY the CAULDRON */ |
637 |
|
|
if (!QUERY_FLAG (cauldron, FLAG_CURSED)) |
638 |
|
|
SET_FLAG (cauldron, FLAG_CURSED); |
639 |
|
|
else |
640 |
|
|
cauldron->magic--; |
641 |
|
|
cauldron->magic -= random_roll (0, 4, op, PREFER_LOW); |
642 |
|
|
if (rndm (0, 1)) |
643 |
|
|
{ |
644 |
|
|
remove_contents (cauldron->inv, NULL); |
645 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name); |
646 |
|
|
} |
647 |
|
|
else |
648 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name); |
649 |
|
|
return; |
650 |
|
|
|
651 |
|
|
} |
652 |
|
|
else if (level < 110) |
653 |
|
|
{ /* SUMMON EVIL MONSTERS */ |
654 |
|
|
object *tmp = get_random_mon (level / 5); |
655 |
|
|
|
656 |
|
|
remove_contents (cauldron->inv, NULL); |
657 |
|
|
if (!tmp) |
658 |
|
|
alchemy_failure_effect (op, cauldron, rp, level); |
659 |
|
|
else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->name)) |
660 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ()); |
661 |
|
|
return; |
662 |
|
|
|
663 |
|
|
} |
664 |
|
|
else if (level < 150) |
665 |
|
|
{ /* COMBO EFFECT */ |
666 |
|
|
int roll = rndm (1, 3); |
667 |
|
|
|
668 |
|
|
while (roll) |
669 |
|
|
{ |
670 |
|
|
alchemy_failure_effect (op, cauldron, rp, level - 39); |
671 |
|
|
roll--; |
672 |
|
|
} |
673 |
|
|
return; |
674 |
|
|
} |
675 |
|
|
else if (level == 151) |
676 |
|
|
{ /* CREATE RANDOM ARTIFACT */ |
677 |
|
|
object *tmp; |
678 |
|
|
|
679 |
|
|
/* this is meant to be better than prior possiblity, |
680 |
|
|
* in this one, we allow *any* valid alchemy artifact |
681 |
|
|
* to be made (rather than only those on the given |
682 |
|
|
* formulalist) */ |
683 |
|
|
if (!rp) |
684 |
|
|
rp = get_random_recipe ((recipelist *) NULL); |
685 |
|
|
if (rp && (tmp = get_archetype (rp->arch_name[RANDOM () % rp->arch_names]))) |
686 |
|
|
{ |
687 |
|
|
generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1); |
688 |
|
|
if ((tmp = insert_ob_in_ob (tmp, cauldron))) |
689 |
|
|
{ |
690 |
|
|
remove_contents (cauldron->inv, tmp); |
691 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ()); |
692 |
|
|
} |
693 |
root |
1.4 |
} |
694 |
root |
1.7 |
return; |
695 |
|
|
} |
696 |
|
|
else |
697 |
|
|
{ /* MANA STORM - watch out!! */ |
698 |
|
|
object *tmp = get_archetype (LOOSE_MANA); |
699 |
|
|
|
700 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!"); |
701 |
|
|
remove_contents (cauldron->inv, NULL); |
702 |
|
|
cast_magic_storm (op, tmp, level); |
703 |
|
|
return; |
704 |
|
|
} |
705 |
elmex |
1.1 |
} |
706 |
|
|
|
707 |
|
|
|
708 |
root |
1.13 |
/* |
709 |
elmex |
1.1 |
* All but object "save_item" are elimentated from |
710 |
|
|
* the container list. Note we have to becareful to remove the inventories |
711 |
|
|
* of objects in the cauldron inventory (ex icecube has stuff in it). |
712 |
|
|
*/ |
713 |
root |
1.7 |
|
714 |
|
|
void |
715 |
|
|
remove_contents (object *first_ob, object *save_item) |
716 |
|
|
{ |
717 |
|
|
object *next, *tmp = first_ob; |
718 |
|
|
|
719 |
|
|
while (tmp) |
720 |
|
|
{ |
721 |
|
|
next = tmp->below; |
722 |
root |
1.13 |
|
723 |
root |
1.7 |
if (tmp == save_item) |
724 |
|
|
{ |
725 |
|
|
if (!(tmp = next)) |
726 |
|
|
break; |
727 |
|
|
else |
728 |
|
|
next = next->below; |
729 |
|
|
} |
730 |
root |
1.13 |
|
731 |
root |
1.7 |
if (tmp->inv) |
732 |
|
|
remove_contents (tmp->inv, NULL); |
733 |
root |
1.13 |
|
734 |
|
|
tmp->destroy (); |
735 |
root |
1.7 |
tmp = next; |
736 |
elmex |
1.1 |
} |
737 |
|
|
} |
738 |
|
|
|
739 |
|
|
/**
|
740 |
|
|
*"Danger" level, will determine how bad the backfire |
741 |
|
|
* could be if the user fails to concoct a recipe properly. Factors include |
742 |
|
|
* the number of ingredients, the length of the name of each ingredient, |
743 |
|
|
* the user's effective level, the user's Int and the enchantment on the |
744 |
|
|
* mixing device (aka "cauldron"). Higher values of 'danger' indicate more |
745 |
|
|
* danger. Note that we assume that we have had the caster ready the alchemy |
746 |
|
|
* skill *before* this routine is called. (no longer auto-readies that skill) |
747 |
|
|
* -b.t. |
748 |
|
|
*/ |
749 |
root |
1.7 |
|
750 |
|
|
int |
751 |
|
|
calc_alch_danger (object *caster, object *cauldron, recipe *rp) |
752 |
|
|
{ |
753 |
|
|
object *item; |
754 |
|
|
char name[MAX_BUF]; |
755 |
|
|
int danger = 0, nrofi = 0; |
756 |
|
|
|
757 |
|
|
/* Knowing alchemy skill reduces yer risk */ |
758 |
|
|
danger -= caster->chosen_skill ? caster->chosen_skill->level : caster->level; |
759 |
|
|
|
760 |
|
|
/* better cauldrons reduce risk */ |
761 |
|
|
danger -= cauldron->magic; |
762 |
|
|
|
763 |
|
|
/* Higher Int, lower the risk */ |
764 |
|
|
danger -= 3 * (caster->stats.Int - 15); |
765 |
|
|
|
766 |
|
|
/* Ingredients. Longer names usually mean rarer stuff. |
767 |
|
|
* Thus the backfire is worse. Also, more ingredients |
768 |
|
|
* means we are attempting a more powerfull potion, |
769 |
|
|
* and thus the backfire will be worse. */ |
770 |
|
|
for (item = cauldron->inv; item; item = item->below) |
771 |
|
|
{ |
772 |
|
|
strcpy (name, item->name); |
773 |
|
|
if (item->title) |
774 |
|
|
sprintf (name, "%s %s", &item->name, &item->title); |
775 |
|
|
danger += (strtoint (name) / 1000) + 3; |
776 |
|
|
nrofi++; |
777 |
|
|
} |
778 |
|
|
if (rp == NULL) |
779 |
|
|
danger += 110; |
780 |
|
|
else |
781 |
|
|
danger += rp->diff * 3; |
782 |
|
|
|
783 |
|
|
/* Using a bad device is *majorly* stupid */ |
784 |
|
|
if (QUERY_FLAG (cauldron, FLAG_CURSED)) |
785 |
|
|
danger += 80; |
786 |
|
|
if (QUERY_FLAG (cauldron, FLAG_DAMNED)) |
787 |
|
|
danger += 200; |
788 |
elmex |
1.1 |
|
789 |
|
|
#ifdef ALCHEMY_DEBUG |
790 |
root |
1.7 |
LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger); |
791 |
elmex |
1.1 |
#endif |
792 |
|
|
|
793 |
root |
1.7 |
return danger; |
794 |
elmex |
1.1 |
} |
795 |
|
|
|
796 |
|
|
/**
|
797 |
|
|
* Determines if ingredients in a container match the |
798 |
|
|
* proper ingredients for a recipe. |
799 |
|
|
* |
800 |
|
|
* rp is the recipe to check |
801 |
|
|
* cauldron is the container that holds the ingredients |
802 |
|
|
* returns 1 if the ingredients match the recipe, 0 if not |
803 |
|
|
* |
804 |
|
|
* This functions tries to find each defined ingredient in the container. It is |
805 |
|
|
* the defined recipe iff |
806 |
|
|
* - the number of ingredients of the recipe and in the container is equal |
807 |
|
|
* - all ingredients of the recipe are found in the container |
808 |
|
|
* - the number of batches is the same for all ingredients |
809 |
|
|
*/ |
810 |
root |
1.7 |
static int |
811 |
|
|
is_defined_recipe (const recipe *rp, const object *cauldron, object *caster) |
812 |
elmex |
1.1 |
{ |
813 |
root |
1.7 |
uint32 batches_in_cauldron; |
814 |
|
|
const linked_char *ingredient; |
815 |
|
|
int number; |
816 |
|
|
const object *ob; |
817 |
|
|
|
818 |
|
|
/* check for matching number of ingredients */ |
819 |
|
|
number = 0; |
820 |
|
|
for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next) |
821 |
|
|
number++; |
822 |
|
|
for (ob = cauldron->inv; ob != NULL; ob = ob->below) |
823 |
|
|
number--; |
824 |
|
|
if (number != 0) |
825 |
|
|
return 0; |
826 |
|
|
|
827 |
|
|
/* check for matching ingredients */ |
828 |
|
|
batches_in_cauldron = 0; |
829 |
|
|
for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next) |
830 |
|
|
{ |
831 |
|
|
uint32 nrof; |
832 |
|
|
const char *name; |
833 |
|
|
int ok; |
834 |
|
|
|
835 |
|
|
/* determine and remove nrof from name */ |
836 |
|
|
name = ingredient->name; |
837 |
|
|
nrof = 0; |
838 |
|
|
while (isdigit (*name)) |
839 |
|
|
{ |
840 |
|
|
nrof = 10 * nrof + (*name - '0'); |
841 |
|
|
name++; |
842 |
|
|
} |
843 |
|
|
if (nrof == 0) |
844 |
|
|
nrof = 1; |
845 |
|
|
while (*name == ' ') |
846 |
|
|
name++; |
847 |
|
|
|
848 |
|
|
/* find the current ingredient in the cauldron */ |
849 |
|
|
ok = 0; |
850 |
|
|
for (ob = cauldron->inv; ob != NULL; ob = ob->below) |
851 |
|
|
{ |
852 |
|
|
char name_ob[MAX_BUF]; |
853 |
|
|
const char *name2; |
854 |
|
|
|
855 |
|
|
if (ob->title == NULL) |
856 |
|
|
name2 = ob->name; |
857 |
|
|
else |
858 |
|
|
{ |
859 |
|
|
snprintf (name_ob, sizeof (name_ob), "%s %s", &ob->name, &ob->title); |
860 |
|
|
name2 = name_ob; |
861 |
|
|
} |
862 |
|
|
|
863 |
|
|
if (strcmp (name2, name) == 0) |
864 |
|
|
{ |
865 |
|
|
if (ob->nrof % nrof == 0) |
866 |
|
|
{ |
867 |
|
|
uint32 batches; |
868 |
|
|
|
869 |
|
|
batches = ob->nrof / nrof; |
870 |
|
|
if (batches_in_cauldron == 0) |
871 |
|
|
{ |
872 |
|
|
batches_in_cauldron = batches; |
873 |
|
|
ok = 1; |
874 |
|
|
} |
875 |
|
|
else if (batches_in_cauldron == batches) |
876 |
|
|
ok = 1; |
877 |
root |
1.4 |
} |
878 |
root |
1.7 |
break; |
879 |
root |
1.4 |
} |
880 |
|
|
} |
881 |
root |
1.7 |
if (!ok) |
882 |
|
|
return (0); |
883 |
elmex |
1.1 |
} |
884 |
|
|
|
885 |
root |
1.7 |
return (1); |
886 |
elmex |
1.1 |
} |
887 |
|
|
|
888 |
|
|
/** |
889 |
|
|
* Find a recipe from a recipe list that matches the given formula. If there |
890 |
|
|
* is more than one matching recipe, it selects a random one. If at least one |
891 |
|
|
* transmuting recipe matches, it only considers matching transmuting recipes. |
892 |
|
|
* |
893 |
|
|
* @return one matching recipe, or NULL if no recipe matches |
894 |
|
|
*/ |
895 |
root |
1.7 |
static recipe * |
896 |
|
|
find_recipe (recipelist * fl, int formula, object *ingredients) |
897 |
elmex |
1.1 |
{ |
898 |
root |
1.7 |
recipe *rp; |
899 |
|
|
recipe *result; /* winning recipe, or NULL if no recipe found */ |
900 |
|
|
int recipes_matching; /* total number of matching recipes so far */ |
901 |
|
|
int transmute_found; /* records whether a transmuting recipe was found so far */ |
902 |
|
|
size_t rp_arch_index; |
903 |
elmex |
1.1 |
|
904 |
|
|
#ifdef EXTREME_ALCHEMY_DEBUG |
905 |
root |
1.7 |
LOG (llevDebug, "looking for formula %d:\n", formula); |
906 |
elmex |
1.1 |
#endif |
907 |
root |
1.7 |
result = NULL; |
908 |
|
|
recipes_matching = 0; |
909 |
|
|
transmute_found = 0; |
910 |
|
|
for (rp = fl->items; rp != NULL; rp = rp->next) |
911 |
|
|
{ |
912 |
|
|
/* check if recipe matches at all */ |
913 |
|
|
if (formula % rp->index != 0) |
914 |
|
|
{ |
915 |
elmex |
1.1 |
#ifdef EXTREME_ALCHEMY_DEBUG |
916 |
root |
1.7 |
LOG (llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], rp->title, rp->index); |
917 |
elmex |
1.1 |
#endif |
918 |
root |
1.7 |
continue; |
919 |
elmex |
1.1 |
} |
920 |
|
|
|
921 |
root |
1.7 |
if (rp->transmute && find_transmution_ob (ingredients, rp, &rp_arch_index, 0) != NULL) |
922 |
|
|
{ |
923 |
elmex |
1.1 |
#ifdef EXTREME_ALCHEMY_DEBUG |
924 |
root |
1.7 |
LOG (llevDebug, " formula %s of %s (%d) is a matching transmuting formula\n", rp->arch_name[rp_arch_index], rp->title, rp->index); |
925 |
elmex |
1.1 |
#endif |
926 |
root |
1.7 |
/* transmution recipe with matching base ingredient */ |
927 |
|
|
if (!transmute_found) |
928 |
|
|
{ |
929 |
|
|
transmute_found = 1; |
930 |
|
|
recipes_matching = 0; |
931 |
elmex |
1.1 |
} |
932 |
root |
1.7 |
} |
933 |
|
|
else if (transmute_found) |
934 |
|
|
{ |
935 |
elmex |
1.1 |
#ifdef EXTREME_ALCHEMY_DEBUG |
936 |
root |
1.7 |
LOG (llevDebug, " formula %s of %s (%d) matches but is not a matching transmuting formula\n", rp->arch_name[0], rp->title, |
937 |
|
|
rp->index); |
938 |
elmex |
1.1 |
#endif |
939 |
root |
1.7 |
/* "normal" recipe found after previous transmution recipe => ignore this recipe */ |
940 |
|
|
continue; |
941 |
elmex |
1.1 |
} |
942 |
|
|
#ifdef EXTREME_ALCHEMY_DEBUG |
943 |
root |
1.7 |
else |
944 |
|
|
{ |
945 |
|
|
LOG (llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], rp->title, rp->index); |
946 |
elmex |
1.1 |
} |
947 |
|
|
#endif |
948 |
|
|
|
949 |
root |
1.7 |
if (rndm (0, recipes_matching) == 0) |
950 |
|
|
result = rp; |
951 |
elmex |
1.1 |
|
952 |
root |
1.7 |
recipes_matching++; |
953 |
elmex |
1.1 |
} |
954 |
|
|
|
955 |
root |
1.7 |
if (result == NULL) |
956 |
|
|
{ |
957 |
elmex |
1.1 |
#ifdef ALCHEMY_DEBUG |
958 |
root |
1.7 |
LOG (llevDebug, "couldn't find formula for ingredients.\n"); |
959 |
elmex |
1.1 |
#endif |
960 |
root |
1.7 |
return NULL; |
961 |
elmex |
1.1 |
} |
962 |
|
|
|
963 |
|
|
#ifdef ALCHEMY_DEBUG |
964 |
root |
1.7 |
if (strcmp (result->title, "NONE") != 0) |
965 |
|
|
LOG (llevDebug, "got formula: %s of %s (nbatches:%d)\n", result->arch_name[0], result->title, formula / result->index); |
966 |
|
|
else |
967 |
|
|
LOG (llevDebug, "got formula: %s (nbatches:%d)\n", result->arch_name[0], formula / result->index); |
968 |
elmex |
1.1 |
#endif |
969 |
root |
1.7 |
return result; |
970 |
elmex |
1.1 |
} |