1 |
|
2 |
/* |
3 |
* static char *rcsid_alchemy_c = |
4 |
* "$Id: alchemy.C,v 1.6 2006-09-03 14:33:45 elmex Exp $"; |
5 |
*/ |
6 |
|
7 |
/* |
8 |
CrossFire, A Multiplayer game for X-windows |
9 |
|
10 |
Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
11 |
Copyright (C) 1992 Frank Tore Johansen |
12 |
|
13 |
This program is free software; you can redistribute it and/or modify |
14 |
it under the terms of the GNU General Public License as published by |
15 |
the Free Software Foundation; either version 2 of the License, or |
16 |
(at your option) any later version. |
17 |
|
18 |
This program is distributed in the hope that it will be useful, |
19 |
but WITHOUT ANY WARRANTY; without even the implied warranty of |
20 |
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
21 |
GNU General Public License for more details. |
22 |
|
23 |
You should have received a copy of the GNU General Public License |
24 |
along with this program; if not, write to the Free Software |
25 |
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
26 |
|
27 |
The authors can be reached via e-mail at crossfire-devel@real-time.com |
28 |
*/ |
29 |
|
30 |
/* March 96 - Laid down original code. -b.t. thomas@astro.psu.edu */ |
31 |
|
32 |
#include <global.h> |
33 |
#include <object.h> |
34 |
#ifndef __CEXTRACT__ |
35 |
# include <sproto.h> |
36 |
#endif |
37 |
#include <skills.h> |
38 |
#include <spells.h> |
39 |
|
40 |
/** define this for some helpful debuging information */ |
41 |
#if 0 |
42 |
# define ALCHEMY_DEBUG |
43 |
#endif |
44 |
|
45 |
/** define this for loads of (marginal) debuging information */ |
46 |
#if 0 |
47 |
# define EXTREME_ALCHEMY_DEBUG |
48 |
#endif |
49 |
|
50 |
/** Random cauldrons effects */ |
51 |
static const char *const cauldron_effect[] = { |
52 |
"vibrates briefly", |
53 |
"produces a cloud of steam", |
54 |
"emits bright flames", |
55 |
"pours forth heavy black smoke", |
56 |
"emits sparks", |
57 |
"shoots out small flames", |
58 |
"whines painfully", |
59 |
"hiccups loudly", |
60 |
"wheezes", |
61 |
"burps", |
62 |
"shakes", |
63 |
"rattles", |
64 |
"makes chugging sounds", |
65 |
"smokes heavily for a while" |
66 |
}; |
67 |
|
68 |
|
69 |
static int is_defined_recipe (const recipe *rp, const object *cauldron, object *caster); |
70 |
static recipe *find_recipe (recipelist * fl, int formula, object *ingredients); |
71 |
|
72 |
|
73 |
/** Returns a random selection from cauldron_effect[] */ |
74 |
static const char * |
75 |
cauldron_sound (void) |
76 |
{ |
77 |
int size = sizeof (cauldron_effect) / sizeof (char *); |
78 |
|
79 |
return cauldron_effect[rndm (0, size - 1)]; |
80 |
} |
81 |
|
82 |
/**
|
83 |
* Main part of the ALCHEMY code. From this we call fctns |
84 |
* that take a look at the contents of the 'cauldron' and, using these ingredients, |
85 |
* we construct an integer formula value which is referenced (randomly) against a |
86 |
* formula list (the formula list chosen is based on the # contents of the cauldron). |
87 |
* |
88 |
* If we get a match between the recipe indicated in cauldron contents and a |
89 |
* randomly chosen one, an item is created and experience awarded. Otherwise |
90 |
* various failure effects are possible (getting worse and worse w/ # cauldron |
91 |
* ingredients). Note that the 'item' to be made can be *anything* listed on |
92 |
* the artifacts list in lib/artifacts which has a recipe listed in lib/formulae. |
93 |
* |
94 |
* To those wondering why I am using the funky formula index method: |
95 |
* 1) I want to match recipe to ingredients regardless of ordering. |
96 |
* 2) I want a fast search for the 'right' recipe. |
97 |
* |
98 |
* Note: it is just possible that a totally different combination of |
99 |
* ingredients will result in a match with a given recipe. This is not a bug! |
100 |
* There is no good reason (in my mind) why alchemical processes have to be |
101 |
* unique -- such a 'feature' is one reason why players might want to experiment |
102 |
* around. :) |
103 |
* -b.t. |
104 |
*/ |
105 |
|
106 |
void |
107 |
attempt_do_alchemy (object *caster, object *cauldron) |
108 |
{ |
109 |
recipelist *fl; |
110 |
recipe *rp = NULL; |
111 |
float success_chance; |
112 |
int numb, ability = 1; |
113 |
int formula = 0; |
114 |
float ave_chance; |
115 |
object *item, *skop; |
116 |
|
117 |
if (caster->type != PLAYER) |
118 |
return; /* only players for now */ |
119 |
|
120 |
if (get_map_flags (caster->map, NULL, caster->x, caster->y, NULL, NULL) & P_SAFE) |
121 |
{ |
122 |
new_draw_info (NDI_UNIQUE, 0, caster, "This is sacred ground, the gods prevent you from using this device."); |
123 |
return; |
124 |
} |
125 |
|
126 |
/* if no ingredients, no formula! lets forget it */ |
127 |
if (!(formula = content_recipe_value (cauldron))) |
128 |
return; |
129 |
|
130 |
numb = numb_ob_inside (cauldron); |
131 |
if ((fl = get_formulalist (numb))) |
132 |
{ |
133 |
if (QUERY_FLAG (caster, FLAG_WIZ)) |
134 |
{ |
135 |
rp = find_recipe (fl, formula, cauldron->inv); |
136 |
if (rp != NULL) |
137 |
{ |
138 |
#ifdef ALCHEMY_DEBUG |
139 |
if (strcmp (rp->title, "NONE")) |
140 |
LOG (llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], rp->title); |
141 |
else |
142 |
LOG (llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula / rp->index); |
143 |
#endif |
144 |
attempt_recipe (caster, cauldron, ability, rp, formula / rp->index); |
145 |
} |
146 |
else |
147 |
LOG (llevDebug, "WIZ couldn't find formula for ingredients.\n"); |
148 |
return; |
149 |
} /* End of WIZ alchemy */ |
150 |
|
151 |
/* find the recipe */ |
152 |
rp = find_recipe (fl, formula, cauldron->inv); |
153 |
if (rp) |
154 |
{ |
155 |
uint64 value_ingredients; |
156 |
uint64 value_item; |
157 |
object *tmp; |
158 |
int attempt_shadow_alchemy; |
159 |
|
160 |
ave_chance = fl->total_chance / (float) fl->number; |
161 |
/* the caster gets an increase in ability based on thier skill lvl */ |
162 |
if (rp->skill) |
163 |
{ |
164 |
skop = find_skill_by_name (caster, rp->skill); |
165 |
if (!skop) |
166 |
{ |
167 |
new_draw_info (NDI_UNIQUE, 0, caster, "You do not have the proper skill for this recipe"); |
168 |
} |
169 |
else |
170 |
{ |
171 |
ability += (int) (skop->level * ((4.0 + cauldron->magic) / 4.0)); |
172 |
} |
173 |
} |
174 |
else |
175 |
{ |
176 |
LOG (llevDebug, "Recipe %s has NULL skill!\n", &rp->title); |
177 |
return; |
178 |
} |
179 |
|
180 |
if (rp->cauldron) |
181 |
{ |
182 |
LOG (llevDebug, "Recipe %s has NULL cauldron!\n", &rp->title); |
183 |
return; |
184 |
} |
185 |
|
186 |
/* determine value of ingredients */ |
187 |
value_ingredients = 0; |
188 |
for (tmp = cauldron->inv; tmp != NULL; tmp = tmp->below) |
189 |
value_ingredients += query_cost (tmp, NULL, F_TRUE); |
190 |
|
191 |
attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster); |
192 |
|
193 |
/* create the object **FIRST**, then decide whether to keep it. */ |
194 |
if ((item = attempt_recipe (caster, cauldron, ability, rp, formula / rp->index)) != NULL) |
195 |
{ |
196 |
/* compute base chance of recipe success */ |
197 |
success_chance = ((float) ability / (float) (rp->diff * (item->level + 2))); |
198 |
if (ave_chance == 0) |
199 |
ave_chance = 1; |
200 |
|
201 |
#ifdef ALCHEMY_DEBUG |
202 |
LOG (llevDebug, "percent success chance = %f ab%d / diff%d*lev%d\n", success_chance, ability, rp->diff, item->level); |
203 |
#endif |
204 |
|
205 |
value_item = query_cost (item, NULL, F_TRUE | F_IDENTIFIED | F_NOT_CURSED); |
206 |
if (attempt_shadow_alchemy && value_item > value_ingredients) |
207 |
{ |
208 |
#ifdef ALCHEMY_DEBUG |
209 |
# ifndef WIN32 |
210 |
LOG (llevDebug, |
211 |
"Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n", |
212 |
value_ingredients, value_item); |
213 |
# else |
214 |
LOG (llevDebug, |
215 |
"Forcing failure for shadow alchemy recipe because price of ingredients (%I64d) is less than price of result (%I64d).\n", |
216 |
value_ingredients, value_item); |
217 |
# endif |
218 |
#endif |
219 |
} |
220 |
/* roll the dice */ |
221 |
else if ((float) (random_roll (0, 101, caster, PREFER_LOW)) <= 100.0 * success_chance) |
222 |
{ |
223 |
change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE); |
224 |
return; |
225 |
} |
226 |
} |
227 |
} |
228 |
} |
229 |
/* if we get here, we failed!! */ |
230 |
alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, rp)); |
231 |
} |
232 |
|
233 |
/**
|
234 |
* Recipe value of the entire contents of a container. |
235 |
* This appears to just generate a hash value, which I guess for now works |
236 |
* ok, but the possibility of duplicate hashes is certainly possible - msw |
237 |
*/ |
238 |
|
239 |
int |
240 |
content_recipe_value (object *op) |
241 |
{ |
242 |
char name[MAX_BUF]; |
243 |
object *tmp = op->inv; |
244 |
int tval = 0, formula = 0; |
245 |
|
246 |
while (tmp) |
247 |
{ |
248 |
tval = 0; |
249 |
strcpy (name, tmp->name); |
250 |
if (tmp->title) |
251 |
sprintf (name, "%s %s", &tmp->name, &tmp->title); |
252 |
tval = (strtoint (name) * (tmp->nrof ? tmp->nrof : 1)); |
253 |
#ifdef ALCHEMY_DEBUG |
254 |
LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval); |
255 |
#endif |
256 |
formula += tval; |
257 |
tmp = tmp->below; |
258 |
} |
259 |
#ifdef ALCHEMY_DEBUG |
260 |
LOG (llevDebug, " Formula value=%d\n", formula); |
261 |
#endif |
262 |
return formula; |
263 |
} |
264 |
|
265 |
/**
|
266 |
* Returns total number of items in op
|
267 |
*/ |
268 |
|
269 |
int |
270 |
numb_ob_inside (object *op) |
271 |
{ |
272 |
object *tmp = op->inv; |
273 |
int number = 0, o_number = 0; |
274 |
|
275 |
while (tmp) |
276 |
{ |
277 |
if (tmp->nrof) |
278 |
number += tmp->nrof; |
279 |
else |
280 |
number++; |
281 |
o_number++; |
282 |
tmp = tmp->below; |
283 |
} |
284 |
#ifdef ALCHEMY_DEBUG |
285 |
LOG (llevDebug, "numb_ob_inside(%s): found %d ingredients\n", op->name, o_number); |
286 |
#endif |
287 |
return o_number; |
288 |
} |
289 |
|
290 |
/** |
291 |
* Essentially a wrapper for make_item_from_recipe() and |
292 |
* insert_ob_in_ob. If the caster has some alchemy skill, then they might |
293 |
* gain some exp from (successfull) fabrication of the product. |
294 |
* If nbatches==-1, don't give exp for this creation (random generation/ |
295 |
* failed recipe) |
296 |
*/ |
297 |
|
298 |
object * |
299 |
attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches) |
300 |
{ |
301 |
|
302 |
object *item = NULL, *skop; |
303 |
|
304 |
/* this should be passed to this fctn, not effiecent cpu use this way */ |
305 |
int batches = abs (nbatches); |
306 |
|
307 |
|
308 |
LOG (llevDebug, "A %s <=> %s\n", &(rp->cauldron), &(cauldron->arch->name)); |
309 |
/* is the cauldron the right type? */ |
310 |
if (strcmp (rp->cauldron, cauldron->arch->name) != 0) |
311 |
{ |
312 |
new_draw_info (NDI_UNIQUE, 0, caster, "You are not using the proper" " facilities for this formula."); |
313 |
return 0; |
314 |
} |
315 |
|
316 |
skop = find_skill_by_name (caster, rp->skill); |
317 |
/* does the caster have the skill? */ |
318 |
if (!skop) |
319 |
return 0; |
320 |
|
321 |
/* code required for this recipe, search the caster */ |
322 |
if (rp->keycode) |
323 |
{ |
324 |
object *tmp; |
325 |
|
326 |
for (tmp = caster->inv; tmp != NULL; tmp = tmp->below) |
327 |
{ |
328 |
if (tmp->type == FORCE && tmp->slaying && !strcmp (rp->keycode, tmp->slaying)) |
329 |
break; |
330 |
} |
331 |
if (tmp == NULL) |
332 |
{ /* failure--no code found */ |
333 |
new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients," " but not the technique. Go learn how to do this recipe."); |
334 |
return 0; |
335 |
} |
336 |
} |
337 |
|
338 |
#ifdef EXTREME_ALCHEMY_DEBUG |
339 |
LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches); |
340 |
LOG (llevDebug, "attempt_recipe(): using recipe %s\n", rp->title ? rp->title : "unknown"); |
341 |
#endif |
342 |
|
343 |
if ((item = make_item_from_recipe (cauldron, rp)) != NULL) |
344 |
{ |
345 |
remove_contents (cauldron->inv, item); |
346 |
/* Recalc carrying of the cauldron, in case recipe did not conserve mass */ |
347 |
sum_weight (cauldron); |
348 |
/* adj lvl, nrof on caster level */ |
349 |
adjust_product (item, ability, rp->yield ? (rp->yield * batches) : batches); |
350 |
if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL) |
351 |
{ |
352 |
new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened."); |
353 |
/* new_draw_info_format(NDI_UNIQUE, 0,caster, |
354 |
"Your spell causes the %s to explode!",&cauldron->name); */ |
355 |
/* kaboom_cauldron(); */ |
356 |
} |
357 |
else |
358 |
{ |
359 |
new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ()); |
360 |
} |
361 |
} |
362 |
return item; |
363 |
} |
364 |
|
365 |
|
366 |
|
367 |
/**
|
368 |
* We adjust the nrof, exp and level of the final product, based |
369 |
* on the item's default parameters, and the relevant caster skill level.
|
370 |
*/ |
371 |
void |
372 |
adjust_product (object *item, int lvl, int yield) |
373 |
{ |
374 |
int nrof = 1; |
375 |
|
376 |
if (!yield) |
377 |
yield = 1; |
378 |
if (lvl <= 0) |
379 |
lvl = 1; /* lets avoid div by zero! */ |
380 |
if (item->nrof) |
381 |
{ |
382 |
nrof = (int) ((1.0 - 1.0 / (lvl / 10.0 + 1.0)) * (rndm (0, yield - 1) + rndm (0, yield - 1) + rndm (0, yield - 1)) + 1); |
383 |
if (nrof > yield) |
384 |
nrof = yield; |
385 |
item->nrof = nrof; |
386 |
} |
387 |
} |
388 |
|
389 |
|
390 |
/** |
391 |
* Using a list of items and a recipe to make an artifact. |
392 |
* |
393 |
* @param cauldron the cauldron (including the ingredients) used to make the item |
394 |
* |
395 |
* @param rp the recipe to make the artifact from |
396 |
* |
397 |
* @return the newly created object, NULL if something failed |
398 |
*/ |
399 |
|
400 |
object * |
401 |
make_item_from_recipe (object *cauldron, recipe *rp) |
402 |
{ |
403 |
artifact *art = NULL; |
404 |
object *item = NULL; |
405 |
size_t rp_arch_index; |
406 |
|
407 |
if (rp == NULL) |
408 |
return (object *) NULL; |
409 |
|
410 |
/* Find the appropriate object to transform... */ |
411 |
if ((item = find_transmution_ob (cauldron->inv, rp, &rp_arch_index, 1)) == NULL) |
412 |
{ |
413 |
LOG (llevDebug, "make_alchemy_item(): failed to create alchemical object.\n"); |
414 |
return (object *) NULL; |
415 |
} |
416 |
|
417 |
/* Find the appropriate artifact template... */ |
418 |
if (strcmp (rp->title, "NONE")) |
419 |
{ |
420 |
if ((art = locate_recipe_artifact (rp, rp_arch_index)) == NULL) |
421 |
{ |
422 |
LOG (llevError, "make_alchemy_item(): failed to locate recipe artifact.\n"); |
423 |
LOG (llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], &rp->title); |
424 |
return (object *) NULL; |
425 |
} |
426 |
transmute_materialname (item, art->item); |
427 |
give_artifact_abilities (item, art->item); |
428 |
} |
429 |
|
430 |
if (QUERY_FLAG (cauldron, FLAG_CURSED)) |
431 |
SET_FLAG (item, FLAG_CURSED); |
432 |
if (QUERY_FLAG (cauldron, FLAG_DAMNED)) |
433 |
SET_FLAG (item, FLAG_DAMNED); |
434 |
|
435 |
return item; |
436 |
} |
437 |
|
438 |
|
439 |
/**
|
440 |
* Looks through the ingredient list. If we find a |
441 |
* suitable object in it - we will use that to make the requested artifact. |
442 |
* Otherwise the code returns a 'generic' item if create_item is set. -b.t. |
443 |
* |
444 |
* @param rp_arch_index pointer to return value; set to arch index for recipe; |
445 |
* set to zero if not using a transmution formula |
446 |
*/ |
447 |
|
448 |
object * |
449 |
find_transmution_ob (object *first_ingred, recipe *rp, size_t * rp_arch_index, int create_item) |
450 |
{ |
451 |
object *item = NULL; |
452 |
|
453 |
*rp_arch_index = 0; |
454 |
|
455 |
if (rp->transmute) /* look for matching ingredient/prod archs */ |
456 |
for (item = first_ingred; item; item = item->below) |
457 |
{ |
458 |
size_t i; |
459 |
|
460 |
for (i = 0; i < rp->arch_names; i++) |
461 |
{ |
462 |
if (strcmp (item->arch->name, rp->arch_name[i]) == 0) |
463 |
{ |
464 |
*rp_arch_index = i; |
465 |
break; |
466 |
} |
467 |
} |
468 |
if (i < rp->arch_names) |
469 |
break; |
470 |
} |
471 |
|
472 |
/* failed, create a fresh object. Note no nrof>1 because that would |
473 |
* allow players to create massive amounts of artifacts easily */ |
474 |
if (create_item && (!item || item->nrof > 1)) |
475 |
{ |
476 |
*rp_arch_index = RANDOM () % rp->arch_names; |
477 |
item = get_archetype (rp->arch_name[*rp_arch_index]); |
478 |
} |
479 |
|
480 |
#ifdef ALCHEMY_DEBUG |
481 |
LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no "); |
482 |
if (item != NULL) |
483 |
{ |
484 |
LOG (llevDebug, " find_transmutable_ob(): returns arch %s(sp:%d)\n", item->arch->name, item->stats.sp); |
485 |
} |
486 |
#endif |
487 |
|
488 |
return item; |
489 |
} |
490 |
|
491 |
|
492 |
/**
|
493 |
* Ouch. We didnt get the formula we wanted. |
494 |
* This fctn simulates the backfire effects--worse effects as the level |
495 |
* increases. If SPELL_FAILURE_EFFECTS is defined some really evil things |
496 |
* can happen to the would be alchemist. This table probably needs some |
497 |
* adjustment for playbalance. -b.t. |
498 |
*/ |
499 |
|
500 |
void |
501 |
alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger) |
502 |
{ |
503 |
int level = 0; |
504 |
|
505 |
if (!op || !cauldron) |
506 |
return; |
507 |
|
508 |
if (danger > 1) |
509 |
level = random_roll (1, danger, op, PREFER_LOW); |
510 |
|
511 |
#ifdef ALCHEMY_DEBUG |
512 |
LOG (llevDebug, "Alchemy_failure_effect(): using level=%d\n", level); |
513 |
#endif |
514 |
|
515 |
/* possible outcomes based on level */ |
516 |
if (level < 25) |
517 |
{ /* INGREDIENTS USED/SLAGGED */ |
518 |
object *item = NULL; |
519 |
|
520 |
if (rndm (0, 2)) |
521 |
{ /* slag created */ |
522 |
object *tmp = cauldron->inv; |
523 |
int weight = 0; |
524 |
uint16 material = M_STONE; |
525 |
|
526 |
while (tmp) |
527 |
{ /* slag has coadded ingredient properties */ |
528 |
weight += tmp->weight; |
529 |
if (!(material & tmp->material)) |
530 |
material |= tmp->material; |
531 |
tmp = tmp->below; |
532 |
} |
533 |
tmp = get_archetype ("rock"); |
534 |
tmp->weight = weight; |
535 |
tmp->value = 0; |
536 |
tmp->material = material; |
537 |
tmp->materialname = "stone"; |
538 |
tmp->name = "slag"; |
539 |
tmp->name_pl = "slags"; |
540 |
item = insert_ob_in_ob (tmp, cauldron); |
541 |
CLEAR_FLAG (tmp, FLAG_CAN_ROLL); |
542 |
CLEAR_FLAG (tmp, FLAG_NO_PICK); |
543 |
tmp->move_block = 0; |
544 |
} |
545 |
remove_contents (cauldron->inv, item); |
546 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ()); |
547 |
return; |
548 |
} |
549 |
else if (level < 40) |
550 |
{ /* MAKE TAINTED ITEM */ |
551 |
object *tmp = NULL; |
552 |
|
553 |
if (!rp) |
554 |
if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL) |
555 |
return; |
556 |
|
557 |
if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1))) |
558 |
{ |
559 |
if (!QUERY_FLAG (tmp, FLAG_CURSED)) /* curse it */ |
560 |
SET_FLAG (tmp, FLAG_CURSED); |
561 |
|
562 |
/* the apply code for potions already deals with cursed |
563 |
* potions, so any code here is basically ignored. |
564 |
*/ |
565 |
if (tmp->type == FOOD) |
566 |
{ |
567 |
tmp->stats.hp = random_roll (0, 149, op, PREFER_LOW); |
568 |
} |
569 |
tmp->value = 0; /* unsaleable item */ |
570 |
|
571 |
/* change stats downward */ |
572 |
do |
573 |
{ |
574 |
change_attr_value (&tmp->stats, rndm (0, 6), -1 * (rndm (1, 3))); |
575 |
} |
576 |
while (rndm (0, 2)); |
577 |
} |
578 |
return; |
579 |
} |
580 |
if (level == 40) |
581 |
{ /* MAKE RANDOM RECIPE */ |
582 |
recipelist *fl; |
583 |
int numb = numb_ob_inside (cauldron); |
584 |
|
585 |
fl = get_formulalist (numb - 1); /* take a lower recipe list */ |
586 |
if (fl && (rp = get_random_recipe (fl))) |
587 |
/* even though random, don't grant user any EXP for it */ |
588 |
(void) attempt_recipe (op, cauldron, 1, rp, -1); |
589 |
else |
590 |
alchemy_failure_effect (op, cauldron, rp, level - 1); |
591 |
return; |
592 |
|
593 |
} |
594 |
else if (level < 45) |
595 |
{ /* INFURIATE NPC's */ |
596 |
/* this is kind of kludgy I know... */ |
597 |
cauldron->enemy = op; |
598 |
npc_call_help (cauldron); |
599 |
cauldron->enemy = NULL; |
600 |
|
601 |
alchemy_failure_effect (op, cauldron, rp, level - 5); |
602 |
return; |
603 |
} |
604 |
else if (level < 50) |
605 |
{ /* MINOR EXPLOSION/FIREBALL */ |
606 |
object *tmp; |
607 |
|
608 |
remove_contents (cauldron->inv, NULL); |
609 |
switch (rndm (0, 2)) |
610 |
{ |
611 |
case 0: |
612 |
tmp = get_archetype ("bomb"); |
613 |
tmp->stats.dam = random_roll (1, level, op, PREFER_LOW); |
614 |
tmp->stats.hp = random_roll (1, level, op, PREFER_LOW); |
615 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name); |
616 |
break; |
617 |
|
618 |
default: |
619 |
tmp = get_archetype ("fireball"); |
620 |
tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1; |
621 |
tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2; |
622 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name); |
623 |
break; |
624 |
} |
625 |
tmp->x = cauldron->x, tmp->y = cauldron->y; |
626 |
insert_ob_in_map (tmp, op->map, NULL, 0); |
627 |
return; |
628 |
|
629 |
} |
630 |
else if (level < 60) |
631 |
{ /* CREATE MONSTER */ |
632 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ()); |
633 |
remove_contents (cauldron->inv, NULL); |
634 |
return; |
635 |
} |
636 |
else if (level < 80) |
637 |
{ /* MAJOR FIRE */ |
638 |
object *fb = get_archetype (SP_MED_FIREBALL); |
639 |
|
640 |
remove_contents (cauldron->inv, NULL); |
641 |
fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb); |
642 |
free_object (fb); |
643 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name); |
644 |
return; |
645 |
|
646 |
} |
647 |
else if (level < 100) |
648 |
{ /* WHAMMY the CAULDRON */ |
649 |
if (!QUERY_FLAG (cauldron, FLAG_CURSED)) |
650 |
SET_FLAG (cauldron, FLAG_CURSED); |
651 |
else |
652 |
cauldron->magic--; |
653 |
cauldron->magic -= random_roll (0, 4, op, PREFER_LOW); |
654 |
if (rndm (0, 1)) |
655 |
{ |
656 |
remove_contents (cauldron->inv, NULL); |
657 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name); |
658 |
} |
659 |
else |
660 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name); |
661 |
return; |
662 |
|
663 |
} |
664 |
else if (level < 110) |
665 |
{ /* SUMMON EVIL MONSTERS */ |
666 |
object *tmp = get_random_mon (level / 5); |
667 |
|
668 |
remove_contents (cauldron->inv, NULL); |
669 |
if (!tmp) |
670 |
alchemy_failure_effect (op, cauldron, rp, level); |
671 |
else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->name)) |
672 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ()); |
673 |
return; |
674 |
|
675 |
} |
676 |
else if (level < 150) |
677 |
{ /* COMBO EFFECT */ |
678 |
int roll = rndm (1, 3); |
679 |
|
680 |
while (roll) |
681 |
{ |
682 |
alchemy_failure_effect (op, cauldron, rp, level - 39); |
683 |
roll--; |
684 |
} |
685 |
return; |
686 |
} |
687 |
else if (level == 151) |
688 |
{ /* CREATE RANDOM ARTIFACT */ |
689 |
object *tmp; |
690 |
|
691 |
/* this is meant to be better than prior possiblity, |
692 |
* in this one, we allow *any* valid alchemy artifact |
693 |
* to be made (rather than only those on the given |
694 |
* formulalist) */ |
695 |
if (!rp) |
696 |
rp = get_random_recipe ((recipelist *) NULL); |
697 |
if (rp && (tmp = get_archetype (rp->arch_name[RANDOM () % rp->arch_names]))) |
698 |
{ |
699 |
generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1); |
700 |
if ((tmp = insert_ob_in_ob (tmp, cauldron))) |
701 |
{ |
702 |
remove_contents (cauldron->inv, tmp); |
703 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ()); |
704 |
} |
705 |
} |
706 |
return; |
707 |
} |
708 |
else |
709 |
{ /* MANA STORM - watch out!! */ |
710 |
object *tmp = get_archetype (LOOSE_MANA); |
711 |
|
712 |
new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!"); |
713 |
remove_contents (cauldron->inv, NULL); |
714 |
cast_magic_storm (op, tmp, level); |
715 |
return; |
716 |
} |
717 |
} |
718 |
|
719 |
|
720 |
/**
|
721 |
* All but object "save_item" are elimentated from |
722 |
* the container list. Note we have to becareful to remove the inventories |
723 |
* of objects in the cauldron inventory (ex icecube has stuff in it). |
724 |
*/ |
725 |
|
726 |
void |
727 |
remove_contents (object *first_ob, object *save_item) |
728 |
{ |
729 |
object *next, *tmp = first_ob; |
730 |
|
731 |
while (tmp) |
732 |
{ |
733 |
next = tmp->below; |
734 |
if (tmp == save_item) |
735 |
{ |
736 |
if (!(tmp = next)) |
737 |
break; |
738 |
else |
739 |
next = next->below; |
740 |
} |
741 |
if (tmp->inv) |
742 |
remove_contents (tmp->inv, NULL); |
743 |
remove_ob (tmp); |
744 |
free_object (tmp); |
745 |
tmp = next; |
746 |
} |
747 |
} |
748 |
|
749 |
/**
|
750 |
*"Danger" level, will determine how bad the backfire |
751 |
* could be if the user fails to concoct a recipe properly. Factors include |
752 |
* the number of ingredients, the length of the name of each ingredient, |
753 |
* the user's effective level, the user's Int and the enchantment on the |
754 |
* mixing device (aka "cauldron"). Higher values of 'danger' indicate more |
755 |
* danger. Note that we assume that we have had the caster ready the alchemy |
756 |
* skill *before* this routine is called. (no longer auto-readies that skill) |
757 |
* -b.t. |
758 |
*/ |
759 |
|
760 |
int |
761 |
calc_alch_danger (object *caster, object *cauldron, recipe *rp) |
762 |
{ |
763 |
object *item; |
764 |
char name[MAX_BUF]; |
765 |
int danger = 0, nrofi = 0; |
766 |
|
767 |
/* Knowing alchemy skill reduces yer risk */ |
768 |
danger -= caster->chosen_skill ? caster->chosen_skill->level : caster->level; |
769 |
|
770 |
/* better cauldrons reduce risk */ |
771 |
danger -= cauldron->magic; |
772 |
|
773 |
/* Higher Int, lower the risk */ |
774 |
danger -= 3 * (caster->stats.Int - 15); |
775 |
|
776 |
/* Ingredients. Longer names usually mean rarer stuff. |
777 |
* Thus the backfire is worse. Also, more ingredients |
778 |
* means we are attempting a more powerfull potion, |
779 |
* and thus the backfire will be worse. */ |
780 |
for (item = cauldron->inv; item; item = item->below) |
781 |
{ |
782 |
strcpy (name, item->name); |
783 |
if (item->title) |
784 |
sprintf (name, "%s %s", &item->name, &item->title); |
785 |
danger += (strtoint (name) / 1000) + 3; |
786 |
nrofi++; |
787 |
} |
788 |
if (rp == NULL) |
789 |
danger += 110; |
790 |
else |
791 |
danger += rp->diff * 3; |
792 |
|
793 |
/* Using a bad device is *majorly* stupid */ |
794 |
if (QUERY_FLAG (cauldron, FLAG_CURSED)) |
795 |
danger += 80; |
796 |
if (QUERY_FLAG (cauldron, FLAG_DAMNED)) |
797 |
danger += 200; |
798 |
|
799 |
#ifdef ALCHEMY_DEBUG |
800 |
LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger); |
801 |
#endif |
802 |
|
803 |
return danger; |
804 |
} |
805 |
|
806 |
/**
|
807 |
* Determines if ingredients in a container match the |
808 |
* proper ingredients for a recipe. |
809 |
* |
810 |
* rp is the recipe to check |
811 |
* cauldron is the container that holds the ingredients |
812 |
* returns 1 if the ingredients match the recipe, 0 if not |
813 |
* |
814 |
* This functions tries to find each defined ingredient in the container. It is |
815 |
* the defined recipe iff |
816 |
* - the number of ingredients of the recipe and in the container is equal |
817 |
* - all ingredients of the recipe are found in the container |
818 |
* - the number of batches is the same for all ingredients |
819 |
*/ |
820 |
static int |
821 |
is_defined_recipe (const recipe *rp, const object *cauldron, object *caster) |
822 |
{ |
823 |
uint32 batches_in_cauldron; |
824 |
const linked_char *ingredient; |
825 |
int number; |
826 |
const object *ob; |
827 |
|
828 |
/* check for matching number of ingredients */ |
829 |
number = 0; |
830 |
for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next) |
831 |
number++; |
832 |
for (ob = cauldron->inv; ob != NULL; ob = ob->below) |
833 |
number--; |
834 |
if (number != 0) |
835 |
return 0; |
836 |
|
837 |
/* check for matching ingredients */ |
838 |
batches_in_cauldron = 0; |
839 |
for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next) |
840 |
{ |
841 |
uint32 nrof; |
842 |
const char *name; |
843 |
int ok; |
844 |
|
845 |
/* determine and remove nrof from name */ |
846 |
name = ingredient->name; |
847 |
nrof = 0; |
848 |
while (isdigit (*name)) |
849 |
{ |
850 |
nrof = 10 * nrof + (*name - '0'); |
851 |
name++; |
852 |
} |
853 |
if (nrof == 0) |
854 |
nrof = 1; |
855 |
while (*name == ' ') |
856 |
name++; |
857 |
|
858 |
/* find the current ingredient in the cauldron */ |
859 |
ok = 0; |
860 |
for (ob = cauldron->inv; ob != NULL; ob = ob->below) |
861 |
{ |
862 |
char name_ob[MAX_BUF]; |
863 |
const char *name2; |
864 |
|
865 |
if (ob->title == NULL) |
866 |
name2 = ob->name; |
867 |
else |
868 |
{ |
869 |
snprintf (name_ob, sizeof (name_ob), "%s %s", &ob->name, &ob->title); |
870 |
name2 = name_ob; |
871 |
} |
872 |
|
873 |
if (strcmp (name2, name) == 0) |
874 |
{ |
875 |
if (ob->nrof % nrof == 0) |
876 |
{ |
877 |
uint32 batches; |
878 |
|
879 |
batches = ob->nrof / nrof; |
880 |
if (batches_in_cauldron == 0) |
881 |
{ |
882 |
batches_in_cauldron = batches; |
883 |
ok = 1; |
884 |
} |
885 |
else if (batches_in_cauldron == batches) |
886 |
ok = 1; |
887 |
} |
888 |
break; |
889 |
} |
890 |
} |
891 |
if (!ok) |
892 |
return (0); |
893 |
} |
894 |
|
895 |
return (1); |
896 |
} |
897 |
|
898 |
/** |
899 |
* Find a recipe from a recipe list that matches the given formula. If there |
900 |
* is more than one matching recipe, it selects a random one. If at least one |
901 |
* transmuting recipe matches, it only considers matching transmuting recipes. |
902 |
* |
903 |
* @return one matching recipe, or NULL if no recipe matches |
904 |
*/ |
905 |
static recipe * |
906 |
find_recipe (recipelist * fl, int formula, object *ingredients) |
907 |
{ |
908 |
recipe *rp; |
909 |
recipe *result; /* winning recipe, or NULL if no recipe found */ |
910 |
int recipes_matching; /* total number of matching recipes so far */ |
911 |
int transmute_found; /* records whether a transmuting recipe was found so far */ |
912 |
size_t rp_arch_index; |
913 |
|
914 |
#ifdef EXTREME_ALCHEMY_DEBUG |
915 |
LOG (llevDebug, "looking for formula %d:\n", formula); |
916 |
#endif |
917 |
result = NULL; |
918 |
recipes_matching = 0; |
919 |
transmute_found = 0; |
920 |
for (rp = fl->items; rp != NULL; rp = rp->next) |
921 |
{ |
922 |
/* check if recipe matches at all */ |
923 |
if (formula % rp->index != 0) |
924 |
{ |
925 |
#ifdef EXTREME_ALCHEMY_DEBUG |
926 |
LOG (llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], rp->title, rp->index); |
927 |
#endif |
928 |
continue; |
929 |
} |
930 |
|
931 |
if (rp->transmute && find_transmution_ob (ingredients, rp, &rp_arch_index, 0) != NULL) |
932 |
{ |
933 |
#ifdef EXTREME_ALCHEMY_DEBUG |
934 |
LOG (llevDebug, " formula %s of %s (%d) is a matching transmuting formula\n", rp->arch_name[rp_arch_index], rp->title, rp->index); |
935 |
#endif |
936 |
/* transmution recipe with matching base ingredient */ |
937 |
if (!transmute_found) |
938 |
{ |
939 |
transmute_found = 1; |
940 |
recipes_matching = 0; |
941 |
} |
942 |
} |
943 |
else if (transmute_found) |
944 |
{ |
945 |
#ifdef EXTREME_ALCHEMY_DEBUG |
946 |
LOG (llevDebug, " formula %s of %s (%d) matches but is not a matching transmuting formula\n", rp->arch_name[0], rp->title, |
947 |
rp->index); |
948 |
#endif |
949 |
/* "normal" recipe found after previous transmution recipe => ignore this recipe */ |
950 |
continue; |
951 |
} |
952 |
#ifdef EXTREME_ALCHEMY_DEBUG |
953 |
else |
954 |
{ |
955 |
LOG (llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], rp->title, rp->index); |
956 |
} |
957 |
#endif |
958 |
|
959 |
if (rndm (0, recipes_matching) == 0) |
960 |
result = rp; |
961 |
|
962 |
recipes_matching++; |
963 |
} |
964 |
|
965 |
if (result == NULL) |
966 |
{ |
967 |
#ifdef ALCHEMY_DEBUG |
968 |
LOG (llevDebug, "couldn't find formula for ingredients.\n"); |
969 |
#endif |
970 |
return NULL; |
971 |
} |
972 |
|
973 |
#ifdef ALCHEMY_DEBUG |
974 |
if (strcmp (result->title, "NONE") != 0) |
975 |
LOG (llevDebug, "got formula: %s of %s (nbatches:%d)\n", result->arch_name[0], result->title, formula / result->index); |
976 |
else |
977 |
LOG (llevDebug, "got formula: %s (nbatches:%d)\n", result->arch_name[0], formula / result->index); |
978 |
#endif |
979 |
return result; |
980 |
} |