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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

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 /* March 96 - Laid down original code. -b.t. thomas@astro.psu.edu */
25
26 #include <global.h>
27 #include <object.h>
28 #include <sproto.h>
29 #include <skills.h>
30 #include <spells.h>
31
32 /** define this for some helpful debuging information */
33 #if 0
34 # define ALCHEMY_DEBUG
35 #endif
36
37 /** define this for loads of (marginal) debuging information */
38 #if 0
39 # define EXTREME_ALCHEMY_DEBUG
40 #endif
41
42 /** Random cauldrons effects */
43 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
60
61 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
64
65 /** Returns a random selection from cauldron_effect[] */
66 static const char *
67 cauldron_sound (void)
68 {
69 int size = sizeof (cauldron_effect) / sizeof (char *);
70
71 return cauldron_effect[rndm (0, size - 1)];
72 }
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 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 new_draw_info (NDI_UNIQUE, 0, caster, "You do not have the proper skill for this recipe");
159 else
160 ability += (int) (skop->level * ((4.0 + cauldron->magic) / 4.0));
161 }
162 else
163 {
164 LOG (llevDebug, "Recipe %s has NULL skill!\n", &rp->title);
165 return;
166 }
167
168 if (!rp->cauldron)
169 {
170 LOG (llevDebug, "Recipe %s has NULL cauldron!\n", &rp->title);
171 return;
172 }
173
174 /* 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 #endif
201 }
202 /* 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
207 // let alchemy consume some time, so that exploits are less easy
208 caster->speed_left -= 1.0;
209
210 return;
211 }
212 }
213 }
214 }
215
216 /* if we get here, we failed!! */
217 alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, rp));
218 }
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 int
227 content_recipe_value (object *op)
228 {
229 char name[MAX_BUF];
230 object *tmp = op->inv;
231 int tval = 0, formula = 0;
232
233 while (tmp)
234 {
235 tval = 0;
236 assign (name, tmp->name);
237 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 #ifdef ALCHEMY_DEBUG
247 LOG (llevDebug, " Formula value=%d\n", formula);
248 #endif
249 return formula;
250 }
251
252 /**
253 * Returns total number of items in op
254 */
255
256 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 }
276
277 /**
278 * 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 */
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 if (rp->cauldron != cauldron->arch->archname)
297 {
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 for (tmp = caster->inv; tmp; tmp = tmp->below)
313 {
314 if (tmp->type == FORCE && tmp->slaying && rp->keycode == tmp->slaying)
315 break;
316 }
317
318 if (!tmp)
319 { /* failure--no code found */
320 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients, but not the technique. Go learn how to do this recipe.");
321 return 0;
322 }
323 }
324
325 #ifdef EXTREME_ALCHEMY_DEBUG
326 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 cauldron->update_weight ();
335 /* 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 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ());
346 }
347
348 return item;
349 }
350
351
352
353 /**
354 * 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 void
358 adjust_product (object *item, int lvl, int yield)
359 {
360 int nrof = 1;
361
362 if (!yield)
363 yield = 1;
364
365 if (lvl <= 0)
366 lvl = 1; /* lets avoid div by zero! */
367
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
372 if (nrof > yield)
373 nrof = yield;
374
375 item->nrof = nrof;
376 }
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 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 }
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
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 if (item->arch->archname == rp->arch_name[i])
453 {
454 *rp_arch_index = i;
455 break;
456 }
457 }
458
459 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 }
470
471 #ifdef ALCHEMY_DEBUG
472 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 }
477 #endif
478
479 return item;
480 }
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
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
528 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 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
601 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 }
608
609 op->insert_at (cauldron);
610 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 fb->destroy ();
626 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 else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->archname))
655 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 }
689 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 }
701
702
703 /*
704 * 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
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
718 if (tmp == save_item)
719 {
720 if (!(tmp = next))
721 break;
722 else
723 next = next->below;
724 }
725
726 if (tmp->inv)
727 remove_contents (tmp->inv, NULL);
728
729 tmp->destroy ();
730 tmp = next;
731 }
732 }
733
734 /**
735 *"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 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 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 /* 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 assign (name, item->name);
771 if (item->title)
772 sprintf (name, "%s %s", &item->name, &item->title);
773 danger += (strtoint (name) / 1000) + 3;
774 nrofi++;
775 }
776
777 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
788 #ifdef ALCHEMY_DEBUG
789 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger);
790 #endif
791
792 return danger;
793 }
794
795 /**
796 * 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 static int
810 is_defined_recipe (const recipe *rp, const object *cauldron, object *caster)
811 {
812 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 }
877 break;
878 }
879 }
880 if (!ok)
881 return (0);
882 }
883
884 return (1);
885 }
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 static recipe *
895 find_recipe (recipelist * fl, int formula, object *ingredients)
896 {
897 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
903 #ifdef EXTREME_ALCHEMY_DEBUG
904 LOG (llevDebug, "looking for formula %d:\n", formula);
905 #endif
906 result = NULL;
907 recipes_matching = 0;
908 transmute_found = 0;
909
910 for (rp = fl->items; rp; rp = rp->next)
911 {
912 /* check if recipe matches at all */
913 if (formula % rp->index != 0)
914 {
915 #ifdef EXTREME_ALCHEMY_DEBUG
916 LOG (llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], rp->title, rp->index);
917 #endif
918 continue;
919 }
920
921 if (rp->transmute && find_transmution_ob (ingredients, rp, &rp_arch_index, 0) != NULL)
922 {
923 #ifdef EXTREME_ALCHEMY_DEBUG
924 LOG (llevDebug, " formula %s of %s (%d) is a matching transmuting formula\n", rp->arch_name[rp_arch_index], rp->title, rp->index);
925 #endif
926 /* transmution recipe with matching base ingredient */
927 if (!transmute_found)
928 {
929 transmute_found = 1;
930 recipes_matching = 0;
931 }
932 }
933 else if (transmute_found)
934 {
935 #ifdef EXTREME_ALCHEMY_DEBUG
936 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 #endif
939 /* "normal" recipe found after previous transmution recipe => ignore this recipe */
940 continue;
941 }
942 #ifdef EXTREME_ALCHEMY_DEBUG
943 else
944 {
945 LOG (llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], rp->title, rp->index);
946 }
947 #endif
948
949 if (rndm (0, recipes_matching) == 0)
950 result = rp;
951
952 recipes_matching++;
953 }
954
955 if (result == NULL)
956 {
957 #ifdef ALCHEMY_DEBUG
958 LOG (llevDebug, "couldn't find formula for ingredients.\n");
959 #endif
960 return NULL;
961 }
962
963 #ifdef ALCHEMY_DEBUG
964 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 #endif
969 return result;
970 }