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Revision: 1.28
Committed: Sun Apr 20 23:25:09 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_52, rel-2_53
Changes since 1.27: +2 -2 lines
Log Message:
minor refactoring

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.27 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.18 *
4 root 1.27 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.24 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.18 *
8 root 1.27 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.26 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.18 *
13 root 1.26 * 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 pippijn 1.18 *
18 root 1.26 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.24 *
21 root 1.27 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.18 */
23 elmex 1.1
24     /* March 96 - Laid down original code. -b.t. thomas@astro.psu.edu */
25    
26     #include <global.h>
27     #include <object.h>
28 root 1.14 #include <sproto.h>
29 elmex 1.1 #include <skills.h>
30     #include <spells.h>
31    
32     /** define this for some helpful debuging information */
33     #if 0
34 root 1.7 # define ALCHEMY_DEBUG
35 elmex 1.1 #endif
36    
37     /** define this for loads of (marginal) debuging information */
38     #if 0
39 root 1.7 # define EXTREME_ALCHEMY_DEBUG
40 elmex 1.1 #endif
41    
42     /** Random cauldrons effects */
43 root 1.7 static const char *const cauldron_effect[] = {
44     "vibrates briefly",
45     "produces a cloud of steam",
46     "emits bright flames",
47     "pours forth heavy black smoke",
48     "emits sparks",
49     "shoots out small flames",
50     "whines painfully",
51     "hiccups loudly",
52     "wheezes",
53     "burps",
54     "shakes",
55     "rattles",
56     "makes chugging sounds",
57     "smokes heavily for a while"
58     };
59 elmex 1.1
60    
61 root 1.7 static int is_defined_recipe (const recipe *rp, const object *cauldron, object *caster);
62     static recipe *find_recipe (recipelist * fl, int formula, object *ingredients);
63 elmex 1.1
64    
65     /** Returns a random selection from cauldron_effect[] */
66 root 1.7 static const char *
67     cauldron_sound (void)
68     {
69     int size = sizeof (cauldron_effect) / sizeof (char *);
70 elmex 1.1
71 root 1.7 return cauldron_effect[rndm (0, size - 1)];
72 elmex 1.1 }
73    
74     /**
75     * Main part of the ALCHEMY code. From this we call fctns
76     * that take a look at the contents of the 'cauldron' and, using these ingredients,
77     * we construct an integer formula value which is referenced (randomly) against a
78     * formula list (the formula list chosen is based on the # contents of the cauldron).
79     *
80     * If we get a match between the recipe indicated in cauldron contents and a
81     * randomly chosen one, an item is created and experience awarded. Otherwise
82     * various failure effects are possible (getting worse and worse w/ # cauldron
83     * ingredients). Note that the 'item' to be made can be *anything* listed on
84     * the artifacts list in lib/artifacts which has a recipe listed in lib/formulae.
85     *
86     * To those wondering why I am using the funky formula index method:
87     * 1) I want to match recipe to ingredients regardless of ordering.
88     * 2) I want a fast search for the 'right' recipe.
89     *
90     * Note: it is just possible that a totally different combination of
91     * ingredients will result in a match with a given recipe. This is not a bug!
92     * There is no good reason (in my mind) why alchemical processes have to be
93     * unique -- such a 'feature' is one reason why players might want to experiment
94     * around. :)
95     * -b.t.
96     */
97    
98 root 1.7 void
99     attempt_do_alchemy (object *caster, object *cauldron)
100     {
101     recipelist *fl;
102     recipe *rp = NULL;
103     float success_chance;
104     int numb, ability = 1;
105     int formula = 0;
106     float ave_chance;
107     object *item, *skop;
108    
109     if (caster->type != PLAYER)
110     return; /* only players for now */
111    
112     if (get_map_flags (caster->map, NULL, caster->x, caster->y, NULL, NULL) & P_SAFE)
113     {
114     new_draw_info (NDI_UNIQUE, 0, caster, "This is sacred ground, the gods prevent you from using this device.");
115     return;
116     }
117    
118     /* if no ingredients, no formula! lets forget it */
119     if (!(formula = content_recipe_value (cauldron)))
120     return;
121    
122     numb = numb_ob_inside (cauldron);
123     if ((fl = get_formulalist (numb)))
124     {
125     if (QUERY_FLAG (caster, FLAG_WIZ))
126     {
127     rp = find_recipe (fl, formula, cauldron->inv);
128     if (rp != NULL)
129     {
130     #ifdef ALCHEMY_DEBUG
131     if (strcmp (rp->title, "NONE"))
132     LOG (llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], rp->title);
133     else
134     LOG (llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula / rp->index);
135     #endif
136     attempt_recipe (caster, cauldron, ability, rp, formula / rp->index);
137     }
138     else
139     LOG (llevDebug, "WIZ couldn't find formula for ingredients.\n");
140     return;
141     } /* End of WIZ alchemy */
142    
143     /* find the recipe */
144     rp = find_recipe (fl, formula, cauldron->inv);
145     if (rp)
146     {
147     uint64 value_ingredients;
148     uint64 value_item;
149     object *tmp;
150     int attempt_shadow_alchemy;
151    
152     ave_chance = fl->total_chance / (float) fl->number;
153     /* the caster gets an increase in ability based on thier skill lvl */
154     if (rp->skill)
155     {
156     skop = find_skill_by_name (caster, rp->skill);
157     if (!skop)
158 root 1.9 new_draw_info (NDI_UNIQUE, 0, caster, "You do not have the proper skill for this recipe");
159 root 1.7 else
160 root 1.9 ability += (int) (skop->level * ((4.0 + cauldron->magic) / 4.0));
161 root 1.7 }
162     else
163     {
164     LOG (llevDebug, "Recipe %s has NULL skill!\n", &rp->title);
165     return;
166 root 1.4 }
167    
168 root 1.9 if (!rp->cauldron)
169 root 1.7 {
170     LOG (llevDebug, "Recipe %s has NULL cauldron!\n", &rp->title);
171     return;
172 root 1.4 }
173    
174 root 1.7 /* determine value of ingredients */
175     value_ingredients = 0;
176     for (tmp = cauldron->inv; tmp != NULL; tmp = tmp->below)
177     value_ingredients += query_cost (tmp, NULL, F_TRUE);
178    
179     attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster);
180    
181     /* create the object **FIRST**, then decide whether to keep it. */
182     if ((item = attempt_recipe (caster, cauldron, ability, rp, formula / rp->index)) != NULL)
183     {
184     /* compute base chance of recipe success */
185     success_chance = ((float) ability / (float) (rp->diff * (item->level + 2)));
186     if (ave_chance == 0)
187     ave_chance = 1;
188    
189     #ifdef ALCHEMY_DEBUG
190     LOG (llevDebug, "percent success chance = %f ab%d / diff%d*lev%d\n", success_chance, ability, rp->diff, item->level);
191     #endif
192    
193     value_item = query_cost (item, NULL, F_TRUE | F_IDENTIFIED | F_NOT_CURSED);
194     if (attempt_shadow_alchemy && value_item > value_ingredients)
195     {
196     #ifdef ALCHEMY_DEBUG
197     LOG (llevDebug,
198     "Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n",
199     value_ingredients, value_item);
200 elmex 1.1 #endif
201 root 1.4 }
202 root 1.7 /* roll the dice */
203     else if ((float) (random_roll (0, 101, caster, PREFER_LOW)) <= 100.0 * success_chance)
204     {
205     change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE);
206 root 1.10
207     // let alchemy consume some time, so that exploits are less easy
208     caster->speed_left -= 1.0;
209    
210 root 1.7 return;
211 root 1.4 }
212     }
213     }
214 elmex 1.1 }
215 root 1.10
216 root 1.7 /* if we get here, we failed!! */
217     alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, rp));
218 elmex 1.1 }
219    
220     /**
221     * Recipe value of the entire contents of a container.
222     * This appears to just generate a hash value, which I guess for now works
223     * ok, but the possibility of duplicate hashes is certainly possible - msw
224     */
225    
226 root 1.7 int
227     content_recipe_value (object *op)
228     {
229 elmex 1.1 char name[MAX_BUF];
230 root 1.7 object *tmp = op->inv;
231     int tval = 0, formula = 0;
232 elmex 1.1
233 root 1.7 while (tmp)
234     {
235     tval = 0;
236 root 1.19 assign (name, tmp->name);
237 root 1.7 if (tmp->title)
238     sprintf (name, "%s %s", &tmp->name, &tmp->title);
239     tval = (strtoint (name) * (tmp->nrof ? tmp->nrof : 1));
240     #ifdef ALCHEMY_DEBUG
241     LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval);
242     #endif
243     formula += tval;
244     tmp = tmp->below;
245     }
246 elmex 1.1 #ifdef ALCHEMY_DEBUG
247 root 1.7 LOG (llevDebug, " Formula value=%d\n", formula);
248 elmex 1.1 #endif
249 root 1.7 return formula;
250 elmex 1.1 }
251    
252     /**
253     * Returns total number of items in op
254     */
255    
256 root 1.7 int
257     numb_ob_inside (object *op)
258     {
259     object *tmp = op->inv;
260     int number = 0, o_number = 0;
261    
262     while (tmp)
263     {
264     if (tmp->nrof)
265     number += tmp->nrof;
266     else
267     number++;
268     o_number++;
269     tmp = tmp->below;
270     }
271     #ifdef ALCHEMY_DEBUG
272     LOG (llevDebug, "numb_ob_inside(%s): found %d ingredients\n", op->name, o_number);
273     #endif
274     return o_number;
275 elmex 1.1 }
276 root 1.7
277 elmex 1.6 /**
278 elmex 1.1 * Essentially a wrapper for make_item_from_recipe() and
279     * insert_ob_in_ob. If the caster has some alchemy skill, then they might
280     * gain some exp from (successfull) fabrication of the product.
281     * If nbatches==-1, don't give exp for this creation (random generation/
282     * failed recipe)
283 root 1.7 */
284    
285     object *
286     attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches)
287     {
288    
289     object *item = NULL, *skop;
290    
291     /* this should be passed to this fctn, not effiecent cpu use this way */
292     int batches = abs (nbatches);
293    
294    
295     /* is the cauldron the right type? */
296 root 1.25 if (rp->cauldron != cauldron->arch->archname)
297 root 1.7 {
298     new_draw_info (NDI_UNIQUE, 0, caster, "You are not using the proper" " facilities for this formula.");
299     return 0;
300     }
301    
302     skop = find_skill_by_name (caster, rp->skill);
303     /* does the caster have the skill? */
304     if (!skop)
305     return 0;
306    
307     /* code required for this recipe, search the caster */
308     if (rp->keycode)
309     {
310     object *tmp;
311    
312 root 1.17 for (tmp = caster->inv; tmp; tmp = tmp->below)
313 root 1.7 {
314 root 1.20 if (tmp->type == FORCE && tmp->slaying && rp->keycode == tmp->slaying)
315 root 1.7 break;
316     }
317 root 1.17
318     if (!tmp)
319 root 1.7 { /* failure--no code found */
320 root 1.28 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients, but not the technique. Go learn how to do this recipe.");
321 root 1.7 return 0;
322 root 1.4 }
323 elmex 1.1 }
324    
325     #ifdef EXTREME_ALCHEMY_DEBUG
326 root 1.7 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches);
327     LOG (llevDebug, "attempt_recipe(): using recipe %s\n", rp->title ? rp->title : "unknown");
328     #endif
329    
330     if ((item = make_item_from_recipe (cauldron, rp)) != NULL)
331     {
332     remove_contents (cauldron->inv, item);
333     /* Recalc carrying of the cauldron, in case recipe did not conserve mass */
334 root 1.28 cauldron->update_weight ();
335 root 1.7 /* adj lvl, nrof on caster level */
336     adjust_product (item, ability, rp->yield ? (rp->yield * batches) : batches);
337     if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL)
338     {
339     new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened.");
340     /* new_draw_info_format(NDI_UNIQUE, 0,caster,
341     "Your spell causes the %s to explode!",&cauldron->name); */
342     /* kaboom_cauldron(); */
343     }
344     else
345 root 1.17 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ());
346 elmex 1.1 }
347 root 1.17
348 root 1.7 return item;
349 elmex 1.1 }
350    
351    
352    
353 root 1.17 /**
354 elmex 1.1 * We adjust the nrof, exp and level of the final product, based
355     * on the item's default parameters, and the relevant caster skill level.
356     */
357 root 1.17 void
358 root 1.7 adjust_product (object *item, int lvl, int yield)
359     {
360     int nrof = 1;
361    
362     if (!yield)
363     yield = 1;
364 root 1.17
365 root 1.7 if (lvl <= 0)
366     lvl = 1; /* lets avoid div by zero! */
367 root 1.17
368 root 1.7 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 root 1.17
372 root 1.7 if (nrof > yield)
373     nrof = yield;
374 root 1.17
375 root 1.7 item->nrof = nrof;
376 elmex 1.1 }
377     }
378    
379    
380     /**
381     * Using a list of items and a recipe to make an artifact.
382     *
383     * @param cauldron the cauldron (including the ingredients) used to make the item
384     *
385     * @param rp the recipe to make the artifact from
386     *
387     * @return the newly created object, NULL if something failed
388     */
389    
390 root 1.7 object *
391     make_item_from_recipe (object *cauldron, recipe *rp)
392     {
393     artifact *art = NULL;
394     object *item = NULL;
395     size_t rp_arch_index;
396    
397     if (rp == NULL)
398     return (object *) NULL;
399    
400     /* Find the appropriate object to transform... */
401     if ((item = find_transmution_ob (cauldron->inv, rp, &rp_arch_index, 1)) == NULL)
402     {
403     LOG (llevDebug, "make_alchemy_item(): failed to create alchemical object.\n");
404     return (object *) NULL;
405     }
406    
407     /* Find the appropriate artifact template... */
408     if (strcmp (rp->title, "NONE"))
409     {
410     if ((art = locate_recipe_artifact (rp, rp_arch_index)) == NULL)
411     {
412     LOG (llevError, "make_alchemy_item(): failed to locate recipe artifact.\n");
413     LOG (llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], &rp->title);
414     return (object *) NULL;
415     }
416     transmute_materialname (item, art->item);
417     give_artifact_abilities (item, art->item);
418     }
419    
420     if (QUERY_FLAG (cauldron, FLAG_CURSED))
421     SET_FLAG (item, FLAG_CURSED);
422     if (QUERY_FLAG (cauldron, FLAG_DAMNED))
423     SET_FLAG (item, FLAG_DAMNED);
424    
425     return item;
426 elmex 1.1 }
427    
428    
429     /**
430     * Looks through the ingredient list. If we find a
431     * suitable object in it - we will use that to make the requested artifact.
432     * Otherwise the code returns a 'generic' item if create_item is set. -b.t.
433     *
434     * @param rp_arch_index pointer to return value; set to arch index for recipe;
435     * set to zero if not using a transmution formula
436     */
437 root 1.7
438     object *
439     find_transmution_ob (object *first_ingred, recipe *rp, size_t * rp_arch_index, int create_item)
440     {
441     object *item = NULL;
442    
443     *rp_arch_index = 0;
444    
445     if (rp->transmute) /* look for matching ingredient/prod archs */
446     for (item = first_ingred; item; item = item->below)
447     {
448     size_t i;
449    
450     for (i = 0; i < rp->arch_names; i++)
451     {
452 root 1.25 if (item->arch->archname == rp->arch_name[i])
453 root 1.7 {
454     *rp_arch_index = i;
455 elmex 1.1 break;
456 root 1.7 }
457     }
458 root 1.20
459 root 1.7 if (i < rp->arch_names)
460     break;
461     }
462    
463     /* failed, create a fresh object. Note no nrof>1 because that would
464     * allow players to create massive amounts of artifacts easily */
465     if (create_item && (!item || item->nrof > 1))
466     {
467     *rp_arch_index = RANDOM () % rp->arch_names;
468     item = get_archetype (rp->arch_name[*rp_arch_index]);
469 elmex 1.1 }
470    
471     #ifdef ALCHEMY_DEBUG
472 root 1.7 LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no ");
473     if (item != NULL)
474     {
475     LOG (llevDebug, " find_transmutable_ob(): returns arch %s(sp:%d)\n", item->arch->name, item->stats.sp);
476 elmex 1.1 }
477     #endif
478 root 1.7
479     return item;
480 elmex 1.1 }
481    
482    
483     /**
484     * Ouch. We didnt get the formula we wanted.
485     * This fctn simulates the backfire effects--worse effects as the level
486     * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things
487     * can happen to the would be alchemist. This table probably needs some
488     * adjustment for playbalance. -b.t.
489     */
490 root 1.7
491     void
492     alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger)
493     {
494     int level = 0;
495    
496     if (!op || !cauldron)
497     return;
498    
499     if (danger > 1)
500     level = random_roll (1, danger, op, PREFER_LOW);
501    
502     #ifdef ALCHEMY_DEBUG
503     LOG (llevDebug, "Alchemy_failure_effect(): using level=%d\n", level);
504     #endif
505    
506     /* possible outcomes based on level */
507     if (level < 25)
508     { /* INGREDIENTS USED/SLAGGED */
509     object *item = NULL;
510    
511     if (rndm (0, 2))
512     { /* slag created */
513     object *tmp = cauldron->inv;
514     int weight = 0;
515    
516     tmp = get_archetype ("rock");
517     tmp->weight = weight;
518     tmp->value = 0;
519     tmp->materialname = "stone";
520     tmp->name = "slag";
521     tmp->name_pl = "slags";
522     item = insert_ob_in_ob (tmp, cauldron);
523     CLEAR_FLAG (tmp, FLAG_CAN_ROLL);
524     CLEAR_FLAG (tmp, FLAG_NO_PICK);
525     tmp->move_block = 0;
526     }
527 root 1.21
528 root 1.7 remove_contents (cauldron->inv, item);
529     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
530     return;
531     }
532     else if (level < 40)
533     { /* MAKE TAINTED ITEM */
534     object *tmp = NULL;
535    
536     if (!rp)
537     if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL)
538     return;
539    
540     if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1)))
541     {
542     if (!QUERY_FLAG (tmp, FLAG_CURSED)) /* curse it */
543     SET_FLAG (tmp, FLAG_CURSED);
544    
545     /* the apply code for potions already deals with cursed
546     * potions, so any code here is basically ignored.
547     */
548     if (tmp->type == FOOD)
549     {
550     tmp->stats.hp = random_roll (0, 149, op, PREFER_LOW);
551     }
552     tmp->value = 0; /* unsaleable item */
553    
554     /* change stats downward */
555     do
556     {
557     change_attr_value (&tmp->stats, rndm (0, 6), -1 * (rndm (1, 3)));
558     }
559     while (rndm (0, 2));
560     }
561     return;
562     }
563     if (level == 40)
564     { /* MAKE RANDOM RECIPE */
565     recipelist *fl;
566     int numb = numb_ob_inside (cauldron);
567    
568     fl = get_formulalist (numb - 1); /* take a lower recipe list */
569     if (fl && (rp = get_random_recipe (fl)))
570     /* even though random, don't grant user any EXP for it */
571     (void) attempt_recipe (op, cauldron, 1, rp, -1);
572     else
573     alchemy_failure_effect (op, cauldron, rp, level - 1);
574     return;
575    
576     }
577     else if (level < 45)
578     { /* INFURIATE NPC's */
579     /* this is kind of kludgy I know... */
580     cauldron->enemy = op;
581     npc_call_help (cauldron);
582     cauldron->enemy = NULL;
583    
584     alchemy_failure_effect (op, cauldron, rp, level - 5);
585     return;
586     }
587     else if (level < 50)
588     { /* MINOR EXPLOSION/FIREBALL */
589     object *tmp;
590    
591     remove_contents (cauldron->inv, NULL);
592     switch (rndm (0, 2))
593     {
594 root 1.15 case 0:
595     tmp = get_archetype ("bomb");
596     tmp->stats.dam = random_roll (1, level, op, PREFER_LOW);
597     tmp->stats.hp = random_roll (1, level, op, PREFER_LOW);
598     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name);
599     break;
600 root 1.4
601 root 1.15 default:
602     tmp = get_archetype ("fireball");
603     tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1;
604     tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2;
605     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
606     break;
607 root 1.7 }
608 root 1.15
609     op->insert_at (cauldron);
610 root 1.7 return;
611    
612     }
613     else if (level < 60)
614     { /* CREATE MONSTER */
615     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
616     remove_contents (cauldron->inv, NULL);
617     return;
618     }
619     else if (level < 80)
620     { /* MAJOR FIRE */
621     object *fb = get_archetype (SP_MED_FIREBALL);
622    
623     remove_contents (cauldron->inv, NULL);
624     fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb);
625 root 1.13 fb->destroy ();
626 root 1.7 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
627     return;
628    
629     }
630     else if (level < 100)
631     { /* WHAMMY the CAULDRON */
632     if (!QUERY_FLAG (cauldron, FLAG_CURSED))
633     SET_FLAG (cauldron, FLAG_CURSED);
634     else
635     cauldron->magic--;
636     cauldron->magic -= random_roll (0, 4, op, PREFER_LOW);
637     if (rndm (0, 1))
638     {
639     remove_contents (cauldron->inv, NULL);
640     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name);
641     }
642     else
643     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name);
644     return;
645    
646     }
647     else if (level < 110)
648     { /* SUMMON EVIL MONSTERS */
649     object *tmp = get_random_mon (level / 5);
650    
651     remove_contents (cauldron->inv, NULL);
652     if (!tmp)
653     alchemy_failure_effect (op, cauldron, rp, level);
654 root 1.25 else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->archname))
655 root 1.7 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ());
656     return;
657    
658     }
659     else if (level < 150)
660     { /* COMBO EFFECT */
661     int roll = rndm (1, 3);
662    
663     while (roll)
664     {
665     alchemy_failure_effect (op, cauldron, rp, level - 39);
666     roll--;
667     }
668     return;
669     }
670     else if (level == 151)
671     { /* CREATE RANDOM ARTIFACT */
672     object *tmp;
673    
674     /* this is meant to be better than prior possiblity,
675     * in this one, we allow *any* valid alchemy artifact
676     * to be made (rather than only those on the given
677     * formulalist) */
678     if (!rp)
679     rp = get_random_recipe ((recipelist *) NULL);
680     if (rp && (tmp = get_archetype (rp->arch_name[RANDOM () % rp->arch_names])))
681     {
682     generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1);
683     if ((tmp = insert_ob_in_ob (tmp, cauldron)))
684     {
685     remove_contents (cauldron->inv, tmp);
686     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
687     }
688 root 1.4 }
689 root 1.7 return;
690     }
691     else
692     { /* MANA STORM - watch out!! */
693     object *tmp = get_archetype (LOOSE_MANA);
694    
695     new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!");
696     remove_contents (cauldron->inv, NULL);
697     cast_magic_storm (op, tmp, level);
698     return;
699     }
700 elmex 1.1 }
701    
702    
703 root 1.13 /*
704 elmex 1.1 * All but object "save_item" are elimentated from
705     * the container list. Note we have to becareful to remove the inventories
706     * of objects in the cauldron inventory (ex icecube has stuff in it).
707     */
708 root 1.7
709     void
710     remove_contents (object *first_ob, object *save_item)
711     {
712     object *next, *tmp = first_ob;
713    
714     while (tmp)
715     {
716     next = tmp->below;
717 root 1.13
718 root 1.7 if (tmp == save_item)
719     {
720     if (!(tmp = next))
721     break;
722     else
723     next = next->below;
724     }
725 root 1.13
726 root 1.7 if (tmp->inv)
727     remove_contents (tmp->inv, NULL);
728 root 1.13
729     tmp->destroy ();
730 root 1.7 tmp = next;
731 elmex 1.1 }
732     }
733    
734 root 1.23 /**
735 elmex 1.1 *"Danger" level, will determine how bad the backfire
736     * could be if the user fails to concoct a recipe properly. Factors include
737     * the number of ingredients, the length of the name of each ingredient,
738     * the user's effective level, the user's Int and the enchantment on the
739     * mixing device (aka "cauldron"). Higher values of 'danger' indicate more
740     * danger. Note that we assume that we have had the caster ready the alchemy
741     * skill *before* this routine is called. (no longer auto-readies that skill)
742     * -b.t.
743     */
744 root 1.7 int
745     calc_alch_danger (object *caster, object *cauldron, recipe *rp)
746     {
747     object *item;
748     char name[MAX_BUF];
749     int danger = 0, nrofi = 0;
750    
751     /* Knowing alchemy skill reduces yer risk */
752     danger -= caster->chosen_skill ? caster->chosen_skill->level : caster->level;
753    
754 root 1.23 if (!caster->chosen_skill)
755     LOG (llevError | logBacktrace, "calc_alch_danger called without a chosen skill, caster %s, cauldron %s\n",
756     caster->debug_desc (), cauldron->debug_desc ());
757    
758 root 1.7 /* better cauldrons reduce risk */
759     danger -= cauldron->magic;
760    
761     /* Higher Int, lower the risk */
762     danger -= 3 * (caster->stats.Int - 15);
763    
764     /* Ingredients. Longer names usually mean rarer stuff.
765     * Thus the backfire is worse. Also, more ingredients
766     * means we are attempting a more powerfull potion,
767     * and thus the backfire will be worse. */
768     for (item = cauldron->inv; item; item = item->below)
769     {
770 root 1.19 assign (name, item->name);
771 root 1.7 if (item->title)
772     sprintf (name, "%s %s", &item->name, &item->title);
773     danger += (strtoint (name) / 1000) + 3;
774     nrofi++;
775     }
776 root 1.23
777 root 1.7 if (rp == NULL)
778     danger += 110;
779     else
780     danger += rp->diff * 3;
781    
782     /* Using a bad device is *majorly* stupid */
783     if (QUERY_FLAG (cauldron, FLAG_CURSED))
784     danger += 80;
785     if (QUERY_FLAG (cauldron, FLAG_DAMNED))
786     danger += 200;
787 elmex 1.1
788     #ifdef ALCHEMY_DEBUG
789 root 1.7 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger);
790 elmex 1.1 #endif
791    
792 root 1.7 return danger;
793 elmex 1.1 }
794    
795 root 1.23 /**
796 elmex 1.1 * Determines if ingredients in a container match the
797     * proper ingredients for a recipe.
798     *
799     * rp is the recipe to check
800     * cauldron is the container that holds the ingredients
801     * returns 1 if the ingredients match the recipe, 0 if not
802     *
803     * This functions tries to find each defined ingredient in the container. It is
804     * the defined recipe iff
805     * - the number of ingredients of the recipe and in the container is equal
806     * - all ingredients of the recipe are found in the container
807     * - the number of batches is the same for all ingredients
808     */
809 root 1.7 static int
810     is_defined_recipe (const recipe *rp, const object *cauldron, object *caster)
811 elmex 1.1 {
812 root 1.7 uint32 batches_in_cauldron;
813     const linked_char *ingredient;
814     int number;
815     const object *ob;
816    
817     /* check for matching number of ingredients */
818     number = 0;
819     for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
820     number++;
821     for (ob = cauldron->inv; ob != NULL; ob = ob->below)
822     number--;
823     if (number != 0)
824     return 0;
825    
826     /* check for matching ingredients */
827     batches_in_cauldron = 0;
828     for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
829     {
830     uint32 nrof;
831     const char *name;
832     int ok;
833    
834     /* determine and remove nrof from name */
835     name = ingredient->name;
836     nrof = 0;
837     while (isdigit (*name))
838     {
839     nrof = 10 * nrof + (*name - '0');
840     name++;
841     }
842     if (nrof == 0)
843     nrof = 1;
844     while (*name == ' ')
845     name++;
846    
847     /* find the current ingredient in the cauldron */
848     ok = 0;
849     for (ob = cauldron->inv; ob != NULL; ob = ob->below)
850     {
851     char name_ob[MAX_BUF];
852     const char *name2;
853    
854     if (ob->title == NULL)
855     name2 = ob->name;
856     else
857     {
858     snprintf (name_ob, sizeof (name_ob), "%s %s", &ob->name, &ob->title);
859     name2 = name_ob;
860     }
861    
862     if (strcmp (name2, name) == 0)
863     {
864     if (ob->nrof % nrof == 0)
865     {
866     uint32 batches;
867    
868     batches = ob->nrof / nrof;
869     if (batches_in_cauldron == 0)
870     {
871     batches_in_cauldron = batches;
872     ok = 1;
873     }
874     else if (batches_in_cauldron == batches)
875     ok = 1;
876 root 1.4 }
877 root 1.7 break;
878 root 1.4 }
879     }
880 root 1.7 if (!ok)
881     return (0);
882 elmex 1.1 }
883    
884 root 1.7 return (1);
885 elmex 1.1 }
886    
887     /**
888     * Find a recipe from a recipe list that matches the given formula. If there
889     * is more than one matching recipe, it selects a random one. If at least one
890     * transmuting recipe matches, it only considers matching transmuting recipes.
891     *
892     * @return one matching recipe, or NULL if no recipe matches
893     */
894 root 1.7 static recipe *
895     find_recipe (recipelist * fl, int formula, object *ingredients)
896 elmex 1.1 {
897 root 1.7 recipe *rp;
898     recipe *result; /* winning recipe, or NULL if no recipe found */
899     int recipes_matching; /* total number of matching recipes so far */
900     int transmute_found; /* records whether a transmuting recipe was found so far */
901     size_t rp_arch_index;
902 elmex 1.1
903     #ifdef EXTREME_ALCHEMY_DEBUG
904 root 1.7 LOG (llevDebug, "looking for formula %d:\n", formula);
905 elmex 1.1 #endif
906 root 1.7 result = NULL;
907     recipes_matching = 0;
908     transmute_found = 0;
909 root 1.22
910     for (rp = fl->items; rp; rp = rp->next)
911 root 1.7 {
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 }