1 |
elmex |
1.1 |
/* |
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CrossFire, A Multiplayer game for X-windows |
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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root |
1.8 |
The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 |
elmex |
1.1 |
*/ |
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/* March 96 - Laid down original code. -b.t. thomas@astro.psu.edu */ |
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#include <global.h> |
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#include <object.h> |
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#ifndef __CEXTRACT__ |
29 |
root |
1.7 |
# include <sproto.h> |
30 |
elmex |
1.1 |
#endif |
31 |
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#include <skills.h> |
32 |
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#include <spells.h> |
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/** define this for some helpful debuging information */ |
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#if 0 |
36 |
root |
1.7 |
# define ALCHEMY_DEBUG |
37 |
elmex |
1.1 |
#endif |
38 |
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39 |
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/** define this for loads of (marginal) debuging information */ |
40 |
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#if 0 |
41 |
root |
1.7 |
# define EXTREME_ALCHEMY_DEBUG |
42 |
elmex |
1.1 |
#endif |
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44 |
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/** Random cauldrons effects */ |
45 |
root |
1.7 |
static const char *const cauldron_effect[] = { |
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"vibrates briefly", |
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"produces a cloud of steam", |
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"emits bright flames", |
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"pours forth heavy black smoke", |
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"emits sparks", |
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"shoots out small flames", |
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"whines painfully", |
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"hiccups loudly", |
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"wheezes", |
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"burps", |
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"shakes", |
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"rattles", |
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"makes chugging sounds", |
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"smokes heavily for a while" |
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}; |
61 |
elmex |
1.1 |
|
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63 |
root |
1.7 |
static int is_defined_recipe (const recipe *rp, const object *cauldron, object *caster); |
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static recipe *find_recipe (recipelist * fl, int formula, object *ingredients); |
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elmex |
1.1 |
|
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/** Returns a random selection from cauldron_effect[] */ |
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root |
1.7 |
static const char * |
69 |
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cauldron_sound (void) |
70 |
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{ |
71 |
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int size = sizeof (cauldron_effect) / sizeof (char *); |
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elmex |
1.1 |
|
73 |
root |
1.7 |
return cauldron_effect[rndm (0, size - 1)]; |
74 |
elmex |
1.1 |
} |
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|
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/**
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* Main part of the ALCHEMY code. From this we call fctns |
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* that take a look at the contents of the 'cauldron' and, using these ingredients, |
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* we construct an integer formula value which is referenced (randomly) against a |
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* formula list (the formula list chosen is based on the # contents of the cauldron). |
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* |
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* If we get a match between the recipe indicated in cauldron contents and a |
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* randomly chosen one, an item is created and experience awarded. Otherwise |
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* various failure effects are possible (getting worse and worse w/ # cauldron |
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* ingredients). Note that the 'item' to be made can be *anything* listed on |
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* the artifacts list in lib/artifacts which has a recipe listed in lib/formulae. |
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* |
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* To those wondering why I am using the funky formula index method: |
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* 1) I want to match recipe to ingredients regardless of ordering. |
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* 2) I want a fast search for the 'right' recipe. |
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* |
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* Note: it is just possible that a totally different combination of |
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* ingredients will result in a match with a given recipe. This is not a bug! |
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* There is no good reason (in my mind) why alchemical processes have to be |
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* unique -- such a 'feature' is one reason why players might want to experiment |
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* around. :) |
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* -b.t. |
98 |
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*/ |
99 |
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100 |
root |
1.7 |
void |
101 |
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attempt_do_alchemy (object *caster, object *cauldron) |
102 |
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{ |
103 |
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recipelist *fl; |
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recipe *rp = NULL; |
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float success_chance; |
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int numb, ability = 1; |
107 |
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int formula = 0; |
108 |
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float ave_chance; |
109 |
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object *item, *skop; |
110 |
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111 |
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if (caster->type != PLAYER) |
112 |
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return; /* only players for now */ |
113 |
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114 |
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if (get_map_flags (caster->map, NULL, caster->x, caster->y, NULL, NULL) & P_SAFE) |
115 |
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{ |
116 |
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new_draw_info (NDI_UNIQUE, 0, caster, "This is sacred ground, the gods prevent you from using this device."); |
117 |
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return; |
118 |
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} |
119 |
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120 |
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/* if no ingredients, no formula! lets forget it */ |
121 |
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if (!(formula = content_recipe_value (cauldron))) |
122 |
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return; |
123 |
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124 |
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numb = numb_ob_inside (cauldron); |
125 |
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if ((fl = get_formulalist (numb))) |
126 |
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{ |
127 |
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if (QUERY_FLAG (caster, FLAG_WIZ)) |
128 |
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{ |
129 |
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rp = find_recipe (fl, formula, cauldron->inv); |
130 |
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if (rp != NULL) |
131 |
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{ |
132 |
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#ifdef ALCHEMY_DEBUG |
133 |
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if (strcmp (rp->title, "NONE")) |
134 |
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LOG (llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], rp->title); |
135 |
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else |
136 |
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LOG (llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula / rp->index); |
137 |
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#endif |
138 |
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attempt_recipe (caster, cauldron, ability, rp, formula / rp->index); |
139 |
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} |
140 |
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else |
141 |
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LOG (llevDebug, "WIZ couldn't find formula for ingredients.\n"); |
142 |
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return; |
143 |
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} /* End of WIZ alchemy */ |
144 |
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145 |
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/* find the recipe */ |
146 |
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rp = find_recipe (fl, formula, cauldron->inv); |
147 |
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if (rp) |
148 |
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{ |
149 |
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uint64 value_ingredients; |
150 |
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uint64 value_item; |
151 |
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object *tmp; |
152 |
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int attempt_shadow_alchemy; |
153 |
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154 |
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ave_chance = fl->total_chance / (float) fl->number; |
155 |
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/* the caster gets an increase in ability based on thier skill lvl */ |
156 |
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if (rp->skill) |
157 |
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{ |
158 |
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skop = find_skill_by_name (caster, rp->skill); |
159 |
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if (!skop) |
160 |
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{ |
161 |
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new_draw_info (NDI_UNIQUE, 0, caster, "You do not have the proper skill for this recipe"); |
162 |
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} |
163 |
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else |
164 |
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{ |
165 |
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ability += (int) (skop->level * ((4.0 + cauldron->magic) / 4.0)); |
166 |
root |
1.4 |
} |
167 |
root |
1.7 |
} |
168 |
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else |
169 |
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{ |
170 |
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LOG (llevDebug, "Recipe %s has NULL skill!\n", &rp->title); |
171 |
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return; |
172 |
root |
1.4 |
} |
173 |
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174 |
root |
1.7 |
if (rp->cauldron) |
175 |
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{ |
176 |
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LOG (llevDebug, "Recipe %s has NULL cauldron!\n", &rp->title); |
177 |
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return; |
178 |
root |
1.4 |
} |
179 |
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180 |
root |
1.7 |
/* determine value of ingredients */ |
181 |
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value_ingredients = 0; |
182 |
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for (tmp = cauldron->inv; tmp != NULL; tmp = tmp->below) |
183 |
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value_ingredients += query_cost (tmp, NULL, F_TRUE); |
184 |
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185 |
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attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster); |
186 |
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187 |
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/* create the object **FIRST**, then decide whether to keep it. */ |
188 |
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if ((item = attempt_recipe (caster, cauldron, ability, rp, formula / rp->index)) != NULL) |
189 |
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{ |
190 |
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/* compute base chance of recipe success */ |
191 |
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success_chance = ((float) ability / (float) (rp->diff * (item->level + 2))); |
192 |
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if (ave_chance == 0) |
193 |
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ave_chance = 1; |
194 |
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195 |
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#ifdef ALCHEMY_DEBUG |
196 |
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LOG (llevDebug, "percent success chance = %f ab%d / diff%d*lev%d\n", success_chance, ability, rp->diff, item->level); |
197 |
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#endif |
198 |
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199 |
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value_item = query_cost (item, NULL, F_TRUE | F_IDENTIFIED | F_NOT_CURSED); |
200 |
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if (attempt_shadow_alchemy && value_item > value_ingredients) |
201 |
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{ |
202 |
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#ifdef ALCHEMY_DEBUG |
203 |
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# ifndef WIN32 |
204 |
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LOG (llevDebug, |
205 |
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"Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n", |
206 |
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value_ingredients, value_item); |
207 |
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# else |
208 |
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LOG (llevDebug, |
209 |
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"Forcing failure for shadow alchemy recipe because price of ingredients (%I64d) is less than price of result (%I64d).\n", |
210 |
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value_ingredients, value_item); |
211 |
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# endif |
212 |
elmex |
1.1 |
#endif |
213 |
root |
1.4 |
} |
214 |
root |
1.7 |
/* roll the dice */ |
215 |
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else if ((float) (random_roll (0, 101, caster, PREFER_LOW)) <= 100.0 * success_chance) |
216 |
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{ |
217 |
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change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE); |
218 |
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return; |
219 |
root |
1.4 |
} |
220 |
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} |
221 |
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} |
222 |
elmex |
1.1 |
} |
223 |
root |
1.7 |
/* if we get here, we failed!! */ |
224 |
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alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, rp)); |
225 |
elmex |
1.1 |
} |
226 |
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227 |
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/**
|
228 |
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* Recipe value of the entire contents of a container. |
229 |
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* This appears to just generate a hash value, which I guess for now works |
230 |
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* ok, but the possibility of duplicate hashes is certainly possible - msw |
231 |
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*/ |
232 |
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233 |
root |
1.7 |
int |
234 |
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content_recipe_value (object *op) |
235 |
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{ |
236 |
elmex |
1.1 |
char name[MAX_BUF]; |
237 |
root |
1.7 |
object *tmp = op->inv; |
238 |
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int tval = 0, formula = 0; |
239 |
elmex |
1.1 |
|
240 |
root |
1.7 |
while (tmp) |
241 |
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{ |
242 |
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tval = 0; |
243 |
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strcpy (name, tmp->name); |
244 |
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if (tmp->title) |
245 |
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sprintf (name, "%s %s", &tmp->name, &tmp->title); |
246 |
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tval = (strtoint (name) * (tmp->nrof ? tmp->nrof : 1)); |
247 |
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#ifdef ALCHEMY_DEBUG |
248 |
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LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval); |
249 |
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#endif |
250 |
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formula += tval; |
251 |
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tmp = tmp->below; |
252 |
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} |
253 |
elmex |
1.1 |
#ifdef ALCHEMY_DEBUG |
254 |
root |
1.7 |
LOG (llevDebug, " Formula value=%d\n", formula); |
255 |
elmex |
1.1 |
#endif |
256 |
root |
1.7 |
return formula; |
257 |
elmex |
1.1 |
} |
258 |
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|
259 |
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/**
|
260 |
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* Returns total number of items in op
|
261 |
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*/ |
262 |
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|
263 |
root |
1.7 |
int |
264 |
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numb_ob_inside (object *op) |
265 |
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{ |
266 |
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object *tmp = op->inv; |
267 |
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int number = 0, o_number = 0; |
268 |
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|
269 |
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while (tmp) |
270 |
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{ |
271 |
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if (tmp->nrof) |
272 |
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number += tmp->nrof; |
273 |
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else |
274 |
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number++; |
275 |
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o_number++; |
276 |
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tmp = tmp->below; |
277 |
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} |
278 |
|
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#ifdef ALCHEMY_DEBUG |
279 |
|
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LOG (llevDebug, "numb_ob_inside(%s): found %d ingredients\n", op->name, o_number); |
280 |
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#endif |
281 |
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return o_number; |
282 |
elmex |
1.1 |
} |
283 |
root |
1.7 |
|
284 |
elmex |
1.6 |
/** |
285 |
elmex |
1.1 |
* Essentially a wrapper for make_item_from_recipe() and |
286 |
|
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* insert_ob_in_ob. If the caster has some alchemy skill, then they might |
287 |
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* gain some exp from (successfull) fabrication of the product. |
288 |
|
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* If nbatches==-1, don't give exp for this creation (random generation/ |
289 |
|
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* failed recipe) |
290 |
root |
1.7 |
*/ |
291 |
|
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|
292 |
|
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object * |
293 |
|
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attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches) |
294 |
|
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{ |
295 |
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|
296 |
|
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object *item = NULL, *skop; |
297 |
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|
298 |
|
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/* this should be passed to this fctn, not effiecent cpu use this way */ |
299 |
|
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int batches = abs (nbatches); |
300 |
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301 |
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302 |
|
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LOG (llevDebug, "A %s <=> %s\n", &(rp->cauldron), &(cauldron->arch->name)); |
303 |
|
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/* is the cauldron the right type? */ |
304 |
|
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if (strcmp (rp->cauldron, cauldron->arch->name) != 0) |
305 |
|
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{ |
306 |
|
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new_draw_info (NDI_UNIQUE, 0, caster, "You are not using the proper" " facilities for this formula."); |
307 |
|
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return 0; |
308 |
|
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} |
309 |
|
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|
310 |
|
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skop = find_skill_by_name (caster, rp->skill); |
311 |
|
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/* does the caster have the skill? */ |
312 |
|
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if (!skop) |
313 |
|
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return 0; |
314 |
|
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|
315 |
|
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/* code required for this recipe, search the caster */ |
316 |
|
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if (rp->keycode) |
317 |
|
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{ |
318 |
|
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object *tmp; |
319 |
|
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|
320 |
|
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for (tmp = caster->inv; tmp != NULL; tmp = tmp->below) |
321 |
|
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{ |
322 |
|
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if (tmp->type == FORCE && tmp->slaying && !strcmp (rp->keycode, tmp->slaying)) |
323 |
|
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break; |
324 |
|
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} |
325 |
|
|
if (tmp == NULL) |
326 |
|
|
{ /* failure--no code found */ |
327 |
|
|
new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients," " but not the technique. Go learn how to do this recipe."); |
328 |
|
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return 0; |
329 |
root |
1.4 |
} |
330 |
elmex |
1.1 |
} |
331 |
|
|
|
332 |
|
|
#ifdef EXTREME_ALCHEMY_DEBUG |
333 |
root |
1.7 |
LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches); |
334 |
|
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LOG (llevDebug, "attempt_recipe(): using recipe %s\n", rp->title ? rp->title : "unknown"); |
335 |
|
|
#endif |
336 |
|
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|
337 |
|
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if ((item = make_item_from_recipe (cauldron, rp)) != NULL) |
338 |
|
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{ |
339 |
|
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remove_contents (cauldron->inv, item); |
340 |
|
|
/* Recalc carrying of the cauldron, in case recipe did not conserve mass */ |
341 |
|
|
sum_weight (cauldron); |
342 |
|
|
/* adj lvl, nrof on caster level */ |
343 |
|
|
adjust_product (item, ability, rp->yield ? (rp->yield * batches) : batches); |
344 |
|
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if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL) |
345 |
|
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{ |
346 |
|
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new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened."); |
347 |
|
|
/* new_draw_info_format(NDI_UNIQUE, 0,caster, |
348 |
|
|
"Your spell causes the %s to explode!",&cauldron->name); */ |
349 |
|
|
/* kaboom_cauldron(); */ |
350 |
|
|
} |
351 |
|
|
else |
352 |
|
|
{ |
353 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ()); |
354 |
root |
1.4 |
} |
355 |
elmex |
1.1 |
} |
356 |
root |
1.7 |
return item; |
357 |
elmex |
1.1 |
} |
358 |
|
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|
359 |
|
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|
360 |
|
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|
361 |
|
|
/**
|
362 |
|
|
* We adjust the nrof, exp and level of the final product, based |
363 |
|
|
* on the item's default parameters, and the relevant caster skill level.
|
364 |
|
|
*/ |
365 |
root |
1.7 |
void |
366 |
|
|
adjust_product (object *item, int lvl, int yield) |
367 |
|
|
{ |
368 |
|
|
int nrof = 1; |
369 |
|
|
|
370 |
|
|
if (!yield) |
371 |
|
|
yield = 1; |
372 |
|
|
if (lvl <= 0) |
373 |
|
|
lvl = 1; /* lets avoid div by zero! */ |
374 |
|
|
if (item->nrof) |
375 |
|
|
{ |
376 |
|
|
nrof = (int) ((1.0 - 1.0 / (lvl / 10.0 + 1.0)) * (rndm (0, yield - 1) + rndm (0, yield - 1) + rndm (0, yield - 1)) + 1); |
377 |
|
|
if (nrof > yield) |
378 |
|
|
nrof = yield; |
379 |
|
|
item->nrof = nrof; |
380 |
elmex |
1.1 |
} |
381 |
|
|
} |
382 |
|
|
|
383 |
|
|
|
384 |
|
|
/** |
385 |
|
|
* Using a list of items and a recipe to make an artifact. |
386 |
|
|
* |
387 |
|
|
* @param cauldron the cauldron (including the ingredients) used to make the item |
388 |
|
|
* |
389 |
|
|
* @param rp the recipe to make the artifact from |
390 |
|
|
* |
391 |
|
|
* @return the newly created object, NULL if something failed |
392 |
|
|
*/ |
393 |
|
|
|
394 |
root |
1.7 |
object * |
395 |
|
|
make_item_from_recipe (object *cauldron, recipe *rp) |
396 |
|
|
{ |
397 |
|
|
artifact *art = NULL; |
398 |
|
|
object *item = NULL; |
399 |
|
|
size_t rp_arch_index; |
400 |
|
|
|
401 |
|
|
if (rp == NULL) |
402 |
|
|
return (object *) NULL; |
403 |
|
|
|
404 |
|
|
/* Find the appropriate object to transform... */ |
405 |
|
|
if ((item = find_transmution_ob (cauldron->inv, rp, &rp_arch_index, 1)) == NULL) |
406 |
|
|
{ |
407 |
|
|
LOG (llevDebug, "make_alchemy_item(): failed to create alchemical object.\n"); |
408 |
|
|
return (object *) NULL; |
409 |
|
|
} |
410 |
|
|
|
411 |
|
|
/* Find the appropriate artifact template... */ |
412 |
|
|
if (strcmp (rp->title, "NONE")) |
413 |
|
|
{ |
414 |
|
|
if ((art = locate_recipe_artifact (rp, rp_arch_index)) == NULL) |
415 |
|
|
{ |
416 |
|
|
LOG (llevError, "make_alchemy_item(): failed to locate recipe artifact.\n"); |
417 |
|
|
LOG (llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], &rp->title); |
418 |
|
|
return (object *) NULL; |
419 |
|
|
} |
420 |
|
|
transmute_materialname (item, art->item); |
421 |
|
|
give_artifact_abilities (item, art->item); |
422 |
|
|
} |
423 |
|
|
|
424 |
|
|
if (QUERY_FLAG (cauldron, FLAG_CURSED)) |
425 |
|
|
SET_FLAG (item, FLAG_CURSED); |
426 |
|
|
if (QUERY_FLAG (cauldron, FLAG_DAMNED)) |
427 |
|
|
SET_FLAG (item, FLAG_DAMNED); |
428 |
|
|
|
429 |
|
|
return item; |
430 |
elmex |
1.1 |
} |
431 |
|
|
|
432 |
|
|
|
433 |
|
|
/**
|
434 |
|
|
* Looks through the ingredient list. If we find a |
435 |
|
|
* suitable object in it - we will use that to make the requested artifact. |
436 |
|
|
* Otherwise the code returns a 'generic' item if create_item is set. -b.t. |
437 |
|
|
* |
438 |
|
|
* @param rp_arch_index pointer to return value; set to arch index for recipe; |
439 |
|
|
* set to zero if not using a transmution formula |
440 |
|
|
*/ |
441 |
root |
1.7 |
|
442 |
|
|
object * |
443 |
|
|
find_transmution_ob (object *first_ingred, recipe *rp, size_t * rp_arch_index, int create_item) |
444 |
|
|
{ |
445 |
|
|
object *item = NULL; |
446 |
|
|
|
447 |
|
|
*rp_arch_index = 0; |
448 |
|
|
|
449 |
|
|
if (rp->transmute) /* look for matching ingredient/prod archs */ |
450 |
|
|
for (item = first_ingred; item; item = item->below) |
451 |
|
|
{ |
452 |
|
|
size_t i; |
453 |
|
|
|
454 |
|
|
for (i = 0; i < rp->arch_names; i++) |
455 |
|
|
{ |
456 |
|
|
if (strcmp (item->arch->name, rp->arch_name[i]) == 0) |
457 |
|
|
{ |
458 |
|
|
*rp_arch_index = i; |
459 |
elmex |
1.1 |
break; |
460 |
root |
1.7 |
} |
461 |
|
|
} |
462 |
|
|
if (i < rp->arch_names) |
463 |
|
|
break; |
464 |
|
|
} |
465 |
|
|
|
466 |
|
|
/* failed, create a fresh object. Note no nrof>1 because that would |
467 |
|
|
* allow players to create massive amounts of artifacts easily */ |
468 |
|
|
if (create_item && (!item || item->nrof > 1)) |
469 |
|
|
{ |
470 |
|
|
*rp_arch_index = RANDOM () % rp->arch_names; |
471 |
|
|
item = get_archetype (rp->arch_name[*rp_arch_index]); |
472 |
elmex |
1.1 |
} |
473 |
|
|
|
474 |
|
|
#ifdef ALCHEMY_DEBUG |
475 |
root |
1.7 |
LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no "); |
476 |
|
|
if (item != NULL) |
477 |
|
|
{ |
478 |
|
|
LOG (llevDebug, " find_transmutable_ob(): returns arch %s(sp:%d)\n", item->arch->name, item->stats.sp); |
479 |
elmex |
1.1 |
} |
480 |
|
|
#endif |
481 |
root |
1.7 |
|
482 |
|
|
return item; |
483 |
elmex |
1.1 |
} |
484 |
|
|
|
485 |
|
|
|
486 |
|
|
/**
|
487 |
|
|
* Ouch. We didnt get the formula we wanted. |
488 |
|
|
* This fctn simulates the backfire effects--worse effects as the level |
489 |
|
|
* increases. If SPELL_FAILURE_EFFECTS is defined some really evil things |
490 |
|
|
* can happen to the would be alchemist. This table probably needs some |
491 |
|
|
* adjustment for playbalance. -b.t. |
492 |
|
|
*/ |
493 |
root |
1.7 |
|
494 |
|
|
void |
495 |
|
|
alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger) |
496 |
|
|
{ |
497 |
|
|
int level = 0; |
498 |
|
|
|
499 |
|
|
if (!op || !cauldron) |
500 |
|
|
return; |
501 |
|
|
|
502 |
|
|
if (danger > 1) |
503 |
|
|
level = random_roll (1, danger, op, PREFER_LOW); |
504 |
|
|
|
505 |
|
|
#ifdef ALCHEMY_DEBUG |
506 |
|
|
LOG (llevDebug, "Alchemy_failure_effect(): using level=%d\n", level); |
507 |
|
|
#endif |
508 |
|
|
|
509 |
|
|
/* possible outcomes based on level */ |
510 |
|
|
if (level < 25) |
511 |
|
|
{ /* INGREDIENTS USED/SLAGGED */ |
512 |
|
|
object *item = NULL; |
513 |
|
|
|
514 |
|
|
if (rndm (0, 2)) |
515 |
|
|
{ /* slag created */ |
516 |
|
|
object *tmp = cauldron->inv; |
517 |
|
|
int weight = 0; |
518 |
|
|
uint16 material = M_STONE; |
519 |
|
|
|
520 |
|
|
while (tmp) |
521 |
|
|
{ /* slag has coadded ingredient properties */ |
522 |
|
|
weight += tmp->weight; |
523 |
|
|
if (!(material & tmp->material)) |
524 |
|
|
material |= tmp->material; |
525 |
|
|
tmp = tmp->below; |
526 |
|
|
} |
527 |
|
|
tmp = get_archetype ("rock"); |
528 |
|
|
tmp->weight = weight; |
529 |
|
|
tmp->value = 0; |
530 |
|
|
tmp->material = material; |
531 |
|
|
tmp->materialname = "stone"; |
532 |
|
|
tmp->name = "slag"; |
533 |
|
|
tmp->name_pl = "slags"; |
534 |
|
|
item = insert_ob_in_ob (tmp, cauldron); |
535 |
|
|
CLEAR_FLAG (tmp, FLAG_CAN_ROLL); |
536 |
|
|
CLEAR_FLAG (tmp, FLAG_NO_PICK); |
537 |
|
|
tmp->move_block = 0; |
538 |
|
|
} |
539 |
|
|
remove_contents (cauldron->inv, item); |
540 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ()); |
541 |
|
|
return; |
542 |
|
|
} |
543 |
|
|
else if (level < 40) |
544 |
|
|
{ /* MAKE TAINTED ITEM */ |
545 |
|
|
object *tmp = NULL; |
546 |
|
|
|
547 |
|
|
if (!rp) |
548 |
|
|
if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL) |
549 |
|
|
return; |
550 |
|
|
|
551 |
|
|
if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1))) |
552 |
|
|
{ |
553 |
|
|
if (!QUERY_FLAG (tmp, FLAG_CURSED)) /* curse it */ |
554 |
|
|
SET_FLAG (tmp, FLAG_CURSED); |
555 |
|
|
|
556 |
|
|
/* the apply code for potions already deals with cursed |
557 |
|
|
* potions, so any code here is basically ignored. |
558 |
|
|
*/ |
559 |
|
|
if (tmp->type == FOOD) |
560 |
|
|
{ |
561 |
|
|
tmp->stats.hp = random_roll (0, 149, op, PREFER_LOW); |
562 |
|
|
} |
563 |
|
|
tmp->value = 0; /* unsaleable item */ |
564 |
|
|
|
565 |
|
|
/* change stats downward */ |
566 |
|
|
do |
567 |
|
|
{ |
568 |
|
|
change_attr_value (&tmp->stats, rndm (0, 6), -1 * (rndm (1, 3))); |
569 |
|
|
} |
570 |
|
|
while (rndm (0, 2)); |
571 |
|
|
} |
572 |
|
|
return; |
573 |
|
|
} |
574 |
|
|
if (level == 40) |
575 |
|
|
{ /* MAKE RANDOM RECIPE */ |
576 |
|
|
recipelist *fl; |
577 |
|
|
int numb = numb_ob_inside (cauldron); |
578 |
|
|
|
579 |
|
|
fl = get_formulalist (numb - 1); /* take a lower recipe list */ |
580 |
|
|
if (fl && (rp = get_random_recipe (fl))) |
581 |
|
|
/* even though random, don't grant user any EXP for it */ |
582 |
|
|
(void) attempt_recipe (op, cauldron, 1, rp, -1); |
583 |
|
|
else |
584 |
|
|
alchemy_failure_effect (op, cauldron, rp, level - 1); |
585 |
|
|
return; |
586 |
|
|
|
587 |
|
|
} |
588 |
|
|
else if (level < 45) |
589 |
|
|
{ /* INFURIATE NPC's */ |
590 |
|
|
/* this is kind of kludgy I know... */ |
591 |
|
|
cauldron->enemy = op; |
592 |
|
|
npc_call_help (cauldron); |
593 |
|
|
cauldron->enemy = NULL; |
594 |
|
|
|
595 |
|
|
alchemy_failure_effect (op, cauldron, rp, level - 5); |
596 |
|
|
return; |
597 |
|
|
} |
598 |
|
|
else if (level < 50) |
599 |
|
|
{ /* MINOR EXPLOSION/FIREBALL */ |
600 |
|
|
object *tmp; |
601 |
|
|
|
602 |
|
|
remove_contents (cauldron->inv, NULL); |
603 |
|
|
switch (rndm (0, 2)) |
604 |
|
|
{ |
605 |
|
|
case 0: |
606 |
|
|
tmp = get_archetype ("bomb"); |
607 |
|
|
tmp->stats.dam = random_roll (1, level, op, PREFER_LOW); |
608 |
|
|
tmp->stats.hp = random_roll (1, level, op, PREFER_LOW); |
609 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name); |
610 |
|
|
break; |
611 |
root |
1.4 |
|
612 |
|
|
default: |
613 |
root |
1.7 |
tmp = get_archetype ("fireball"); |
614 |
|
|
tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1; |
615 |
|
|
tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2; |
616 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name); |
617 |
|
|
break; |
618 |
|
|
} |
619 |
|
|
tmp->x = cauldron->x, tmp->y = cauldron->y; |
620 |
|
|
insert_ob_in_map (tmp, op->map, NULL, 0); |
621 |
|
|
return; |
622 |
|
|
|
623 |
|
|
} |
624 |
|
|
else if (level < 60) |
625 |
|
|
{ /* CREATE MONSTER */ |
626 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ()); |
627 |
|
|
remove_contents (cauldron->inv, NULL); |
628 |
|
|
return; |
629 |
|
|
} |
630 |
|
|
else if (level < 80) |
631 |
|
|
{ /* MAJOR FIRE */ |
632 |
|
|
object *fb = get_archetype (SP_MED_FIREBALL); |
633 |
|
|
|
634 |
|
|
remove_contents (cauldron->inv, NULL); |
635 |
|
|
fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb); |
636 |
|
|
free_object (fb); |
637 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name); |
638 |
|
|
return; |
639 |
|
|
|
640 |
|
|
} |
641 |
|
|
else if (level < 100) |
642 |
|
|
{ /* WHAMMY the CAULDRON */ |
643 |
|
|
if (!QUERY_FLAG (cauldron, FLAG_CURSED)) |
644 |
|
|
SET_FLAG (cauldron, FLAG_CURSED); |
645 |
|
|
else |
646 |
|
|
cauldron->magic--; |
647 |
|
|
cauldron->magic -= random_roll (0, 4, op, PREFER_LOW); |
648 |
|
|
if (rndm (0, 1)) |
649 |
|
|
{ |
650 |
|
|
remove_contents (cauldron->inv, NULL); |
651 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name); |
652 |
|
|
} |
653 |
|
|
else |
654 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name); |
655 |
|
|
return; |
656 |
|
|
|
657 |
|
|
} |
658 |
|
|
else if (level < 110) |
659 |
|
|
{ /* SUMMON EVIL MONSTERS */ |
660 |
|
|
object *tmp = get_random_mon (level / 5); |
661 |
|
|
|
662 |
|
|
remove_contents (cauldron->inv, NULL); |
663 |
|
|
if (!tmp) |
664 |
|
|
alchemy_failure_effect (op, cauldron, rp, level); |
665 |
|
|
else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->name)) |
666 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ()); |
667 |
|
|
return; |
668 |
|
|
|
669 |
|
|
} |
670 |
|
|
else if (level < 150) |
671 |
|
|
{ /* COMBO EFFECT */ |
672 |
|
|
int roll = rndm (1, 3); |
673 |
|
|
|
674 |
|
|
while (roll) |
675 |
|
|
{ |
676 |
|
|
alchemy_failure_effect (op, cauldron, rp, level - 39); |
677 |
|
|
roll--; |
678 |
|
|
} |
679 |
|
|
return; |
680 |
|
|
} |
681 |
|
|
else if (level == 151) |
682 |
|
|
{ /* CREATE RANDOM ARTIFACT */ |
683 |
|
|
object *tmp; |
684 |
|
|
|
685 |
|
|
/* this is meant to be better than prior possiblity, |
686 |
|
|
* in this one, we allow *any* valid alchemy artifact |
687 |
|
|
* to be made (rather than only those on the given |
688 |
|
|
* formulalist) */ |
689 |
|
|
if (!rp) |
690 |
|
|
rp = get_random_recipe ((recipelist *) NULL); |
691 |
|
|
if (rp && (tmp = get_archetype (rp->arch_name[RANDOM () % rp->arch_names]))) |
692 |
|
|
{ |
693 |
|
|
generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1); |
694 |
|
|
if ((tmp = insert_ob_in_ob (tmp, cauldron))) |
695 |
|
|
{ |
696 |
|
|
remove_contents (cauldron->inv, tmp); |
697 |
|
|
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ()); |
698 |
|
|
} |
699 |
root |
1.4 |
} |
700 |
root |
1.7 |
return; |
701 |
|
|
} |
702 |
|
|
else |
703 |
|
|
{ /* MANA STORM - watch out!! */ |
704 |
|
|
object *tmp = get_archetype (LOOSE_MANA); |
705 |
|
|
|
706 |
|
|
new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!"); |
707 |
|
|
remove_contents (cauldron->inv, NULL); |
708 |
|
|
cast_magic_storm (op, tmp, level); |
709 |
|
|
return; |
710 |
|
|
} |
711 |
elmex |
1.1 |
} |
712 |
|
|
|
713 |
|
|
|
714 |
|
|
/**
|
715 |
|
|
* All but object "save_item" are elimentated from |
716 |
|
|
* the container list. Note we have to becareful to remove the inventories |
717 |
|
|
* of objects in the cauldron inventory (ex icecube has stuff in it). |
718 |
|
|
*/ |
719 |
root |
1.7 |
|
720 |
|
|
void |
721 |
|
|
remove_contents (object *first_ob, object *save_item) |
722 |
|
|
{ |
723 |
|
|
object *next, *tmp = first_ob; |
724 |
|
|
|
725 |
|
|
while (tmp) |
726 |
|
|
{ |
727 |
|
|
next = tmp->below; |
728 |
|
|
if (tmp == save_item) |
729 |
|
|
{ |
730 |
|
|
if (!(tmp = next)) |
731 |
|
|
break; |
732 |
|
|
else |
733 |
|
|
next = next->below; |
734 |
|
|
} |
735 |
|
|
if (tmp->inv) |
736 |
|
|
remove_contents (tmp->inv, NULL); |
737 |
|
|
remove_ob (tmp); |
738 |
|
|
free_object (tmp); |
739 |
|
|
tmp = next; |
740 |
elmex |
1.1 |
} |
741 |
|
|
} |
742 |
|
|
|
743 |
|
|
/**
|
744 |
|
|
*"Danger" level, will determine how bad the backfire |
745 |
|
|
* could be if the user fails to concoct a recipe properly. Factors include |
746 |
|
|
* the number of ingredients, the length of the name of each ingredient, |
747 |
|
|
* the user's effective level, the user's Int and the enchantment on the |
748 |
|
|
* mixing device (aka "cauldron"). Higher values of 'danger' indicate more |
749 |
|
|
* danger. Note that we assume that we have had the caster ready the alchemy |
750 |
|
|
* skill *before* this routine is called. (no longer auto-readies that skill) |
751 |
|
|
* -b.t. |
752 |
|
|
*/ |
753 |
root |
1.7 |
|
754 |
|
|
int |
755 |
|
|
calc_alch_danger (object *caster, object *cauldron, recipe *rp) |
756 |
|
|
{ |
757 |
|
|
object *item; |
758 |
|
|
char name[MAX_BUF]; |
759 |
|
|
int danger = 0, nrofi = 0; |
760 |
|
|
|
761 |
|
|
/* Knowing alchemy skill reduces yer risk */ |
762 |
|
|
danger -= caster->chosen_skill ? caster->chosen_skill->level : caster->level; |
763 |
|
|
|
764 |
|
|
/* better cauldrons reduce risk */ |
765 |
|
|
danger -= cauldron->magic; |
766 |
|
|
|
767 |
|
|
/* Higher Int, lower the risk */ |
768 |
|
|
danger -= 3 * (caster->stats.Int - 15); |
769 |
|
|
|
770 |
|
|
/* Ingredients. Longer names usually mean rarer stuff. |
771 |
|
|
* Thus the backfire is worse. Also, more ingredients |
772 |
|
|
* means we are attempting a more powerfull potion, |
773 |
|
|
* and thus the backfire will be worse. */ |
774 |
|
|
for (item = cauldron->inv; item; item = item->below) |
775 |
|
|
{ |
776 |
|
|
strcpy (name, item->name); |
777 |
|
|
if (item->title) |
778 |
|
|
sprintf (name, "%s %s", &item->name, &item->title); |
779 |
|
|
danger += (strtoint (name) / 1000) + 3; |
780 |
|
|
nrofi++; |
781 |
|
|
} |
782 |
|
|
if (rp == NULL) |
783 |
|
|
danger += 110; |
784 |
|
|
else |
785 |
|
|
danger += rp->diff * 3; |
786 |
|
|
|
787 |
|
|
/* Using a bad device is *majorly* stupid */ |
788 |
|
|
if (QUERY_FLAG (cauldron, FLAG_CURSED)) |
789 |
|
|
danger += 80; |
790 |
|
|
if (QUERY_FLAG (cauldron, FLAG_DAMNED)) |
791 |
|
|
danger += 200; |
792 |
elmex |
1.1 |
|
793 |
|
|
#ifdef ALCHEMY_DEBUG |
794 |
root |
1.7 |
LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger); |
795 |
elmex |
1.1 |
#endif |
796 |
|
|
|
797 |
root |
1.7 |
return danger; |
798 |
elmex |
1.1 |
} |
799 |
|
|
|
800 |
|
|
/**
|
801 |
|
|
* Determines if ingredients in a container match the |
802 |
|
|
* proper ingredients for a recipe. |
803 |
|
|
* |
804 |
|
|
* rp is the recipe to check |
805 |
|
|
* cauldron is the container that holds the ingredients |
806 |
|
|
* returns 1 if the ingredients match the recipe, 0 if not |
807 |
|
|
* |
808 |
|
|
* This functions tries to find each defined ingredient in the container. It is |
809 |
|
|
* the defined recipe iff |
810 |
|
|
* - the number of ingredients of the recipe and in the container is equal |
811 |
|
|
* - all ingredients of the recipe are found in the container |
812 |
|
|
* - the number of batches is the same for all ingredients |
813 |
|
|
*/ |
814 |
root |
1.7 |
static int |
815 |
|
|
is_defined_recipe (const recipe *rp, const object *cauldron, object *caster) |
816 |
elmex |
1.1 |
{ |
817 |
root |
1.7 |
uint32 batches_in_cauldron; |
818 |
|
|
const linked_char *ingredient; |
819 |
|
|
int number; |
820 |
|
|
const object *ob; |
821 |
|
|
|
822 |
|
|
/* check for matching number of ingredients */ |
823 |
|
|
number = 0; |
824 |
|
|
for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next) |
825 |
|
|
number++; |
826 |
|
|
for (ob = cauldron->inv; ob != NULL; ob = ob->below) |
827 |
|
|
number--; |
828 |
|
|
if (number != 0) |
829 |
|
|
return 0; |
830 |
|
|
|
831 |
|
|
/* check for matching ingredients */ |
832 |
|
|
batches_in_cauldron = 0; |
833 |
|
|
for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next) |
834 |
|
|
{ |
835 |
|
|
uint32 nrof; |
836 |
|
|
const char *name; |
837 |
|
|
int ok; |
838 |
|
|
|
839 |
|
|
/* determine and remove nrof from name */ |
840 |
|
|
name = ingredient->name; |
841 |
|
|
nrof = 0; |
842 |
|
|
while (isdigit (*name)) |
843 |
|
|
{ |
844 |
|
|
nrof = 10 * nrof + (*name - '0'); |
845 |
|
|
name++; |
846 |
|
|
} |
847 |
|
|
if (nrof == 0) |
848 |
|
|
nrof = 1; |
849 |
|
|
while (*name == ' ') |
850 |
|
|
name++; |
851 |
|
|
|
852 |
|
|
/* find the current ingredient in the cauldron */ |
853 |
|
|
ok = 0; |
854 |
|
|
for (ob = cauldron->inv; ob != NULL; ob = ob->below) |
855 |
|
|
{ |
856 |
|
|
char name_ob[MAX_BUF]; |
857 |
|
|
const char *name2; |
858 |
|
|
|
859 |
|
|
if (ob->title == NULL) |
860 |
|
|
name2 = ob->name; |
861 |
|
|
else |
862 |
|
|
{ |
863 |
|
|
snprintf (name_ob, sizeof (name_ob), "%s %s", &ob->name, &ob->title); |
864 |
|
|
name2 = name_ob; |
865 |
|
|
} |
866 |
|
|
|
867 |
|
|
if (strcmp (name2, name) == 0) |
868 |
|
|
{ |
869 |
|
|
if (ob->nrof % nrof == 0) |
870 |
|
|
{ |
871 |
|
|
uint32 batches; |
872 |
|
|
|
873 |
|
|
batches = ob->nrof / nrof; |
874 |
|
|
if (batches_in_cauldron == 0) |
875 |
|
|
{ |
876 |
|
|
batches_in_cauldron = batches; |
877 |
|
|
ok = 1; |
878 |
|
|
} |
879 |
|
|
else if (batches_in_cauldron == batches) |
880 |
|
|
ok = 1; |
881 |
root |
1.4 |
} |
882 |
root |
1.7 |
break; |
883 |
root |
1.4 |
} |
884 |
|
|
} |
885 |
root |
1.7 |
if (!ok) |
886 |
|
|
return (0); |
887 |
elmex |
1.1 |
} |
888 |
|
|
|
889 |
root |
1.7 |
return (1); |
890 |
elmex |
1.1 |
} |
891 |
|
|
|
892 |
|
|
/** |
893 |
|
|
* Find a recipe from a recipe list that matches the given formula. If there |
894 |
|
|
* is more than one matching recipe, it selects a random one. If at least one |
895 |
|
|
* transmuting recipe matches, it only considers matching transmuting recipes. |
896 |
|
|
* |
897 |
|
|
* @return one matching recipe, or NULL if no recipe matches |
898 |
|
|
*/ |
899 |
root |
1.7 |
static recipe * |
900 |
|
|
find_recipe (recipelist * fl, int formula, object *ingredients) |
901 |
elmex |
1.1 |
{ |
902 |
root |
1.7 |
recipe *rp; |
903 |
|
|
recipe *result; /* winning recipe, or NULL if no recipe found */ |
904 |
|
|
int recipes_matching; /* total number of matching recipes so far */ |
905 |
|
|
int transmute_found; /* records whether a transmuting recipe was found so far */ |
906 |
|
|
size_t rp_arch_index; |
907 |
elmex |
1.1 |
|
908 |
|
|
#ifdef EXTREME_ALCHEMY_DEBUG |
909 |
root |
1.7 |
LOG (llevDebug, "looking for formula %d:\n", formula); |
910 |
elmex |
1.1 |
#endif |
911 |
root |
1.7 |
result = NULL; |
912 |
|
|
recipes_matching = 0; |
913 |
|
|
transmute_found = 0; |
914 |
|
|
for (rp = fl->items; rp != NULL; rp = rp->next) |
915 |
|
|
{ |
916 |
|
|
/* check if recipe matches at all */ |
917 |
|
|
if (formula % rp->index != 0) |
918 |
|
|
{ |
919 |
elmex |
1.1 |
#ifdef EXTREME_ALCHEMY_DEBUG |
920 |
root |
1.7 |
LOG (llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], rp->title, rp->index); |
921 |
elmex |
1.1 |
#endif |
922 |
root |
1.7 |
continue; |
923 |
elmex |
1.1 |
} |
924 |
|
|
|
925 |
root |
1.7 |
if (rp->transmute && find_transmution_ob (ingredients, rp, &rp_arch_index, 0) != NULL) |
926 |
|
|
{ |
927 |
elmex |
1.1 |
#ifdef EXTREME_ALCHEMY_DEBUG |
928 |
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); |
929 |
elmex |
1.1 |
#endif |
930 |
root |
1.7 |
/* transmution recipe with matching base ingredient */ |
931 |
|
|
if (!transmute_found) |
932 |
|
|
{ |
933 |
|
|
transmute_found = 1; |
934 |
|
|
recipes_matching = 0; |
935 |
elmex |
1.1 |
} |
936 |
root |
1.7 |
} |
937 |
|
|
else if (transmute_found) |
938 |
|
|
{ |
939 |
elmex |
1.1 |
#ifdef EXTREME_ALCHEMY_DEBUG |
940 |
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, |
941 |
|
|
rp->index); |
942 |
elmex |
1.1 |
#endif |
943 |
root |
1.7 |
/* "normal" recipe found after previous transmution recipe => ignore this recipe */ |
944 |
|
|
continue; |
945 |
elmex |
1.1 |
} |
946 |
|
|
#ifdef EXTREME_ALCHEMY_DEBUG |
947 |
root |
1.7 |
else |
948 |
|
|
{ |
949 |
|
|
LOG (llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], rp->title, rp->index); |
950 |
elmex |
1.1 |
} |
951 |
|
|
#endif |
952 |
|
|
|
953 |
root |
1.7 |
if (rndm (0, recipes_matching) == 0) |
954 |
|
|
result = rp; |
955 |
elmex |
1.1 |
|
956 |
root |
1.7 |
recipes_matching++; |
957 |
elmex |
1.1 |
} |
958 |
|
|
|
959 |
root |
1.7 |
if (result == NULL) |
960 |
|
|
{ |
961 |
elmex |
1.1 |
#ifdef ALCHEMY_DEBUG |
962 |
root |
1.7 |
LOG (llevDebug, "couldn't find formula for ingredients.\n"); |
963 |
elmex |
1.1 |
#endif |
964 |
root |
1.7 |
return NULL; |
965 |
elmex |
1.1 |
} |
966 |
|
|
|
967 |
|
|
#ifdef ALCHEMY_DEBUG |
968 |
root |
1.7 |
if (strcmp (result->title, "NONE") != 0) |
969 |
|
|
LOG (llevDebug, "got formula: %s of %s (nbatches:%d)\n", result->arch_name[0], result->title, formula / result->index); |
970 |
|
|
else |
971 |
|
|
LOG (llevDebug, "got formula: %s (nbatches:%d)\n", result->arch_name[0], formula / result->index); |
972 |
elmex |
1.1 |
#endif |
973 |
root |
1.7 |
return result; |
974 |
elmex |
1.1 |
} |