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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
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* |
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* Deliantra 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 3 of the License, or |
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* (at your option) any later version. |
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* |
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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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* |
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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, see <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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/* March 96 - Laid down original code. -b.t. thomas@astro.psu.edu */ |
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|
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#include <global.h> |
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#include <object.h> |
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#include <sproto.h> |
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#include <skills.h> |
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#include <spells.h> |
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|
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/** define this for some helpful debuging information */ |
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#if 0 |
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# define ALCHEMY_DEBUG |
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#endif |
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|
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/** define this for loads of (marginal) debuging information */ |
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#if 0 |
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# define EXTREME_ALCHEMY_DEBUG |
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#endif |
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|
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/** Random cauldrons effects */ |
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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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}; |
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|
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|
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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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|
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|
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/** Returns a random selection from cauldron_effect[] */ |
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static const char * |
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cauldron_sound (void) |
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{ |
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int size = sizeof (cauldron_effect) / sizeof (char *); |
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|
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return cauldron_effect[rndm (0, size - 1)]; |
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} |
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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. |
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*/ |
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|
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void |
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attempt_do_alchemy (object *caster, object *cauldron, object *skill) |
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{ |
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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; |
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int formula = 0; |
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float ave_chance; |
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object *item, *skop; |
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|
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if (caster->type != PLAYER) |
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return; /* only players for now */ |
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|
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if (get_map_flags (caster->map, NULL, caster->x, caster->y, NULL, NULL) & P_SAFE) |
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{ |
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new_draw_info (NDI_UNIQUE, 0, caster, "This is sacred ground, the gods prevent you from using this device."); |
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return; |
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} |
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|
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/* if no ingredients, no formula! lets forget it */ |
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if (!(formula = content_recipe_value (cauldron))) |
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return; |
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|
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numb = numb_ob_inside (cauldron); |
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if ((fl = get_formulalist (numb))) |
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{ |
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if (QUERY_FLAG (caster, FLAG_WIZ)) |
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{ |
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rp = find_recipe (fl, formula, cauldron->inv); |
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if (rp != NULL) |
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{ |
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#ifdef ALCHEMY_DEBUG |
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if (strcmp (rp->title, "NONE")) |
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LOG (llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], &rp->title); |
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else |
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LOG (llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula / rp->index); |
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#endif |
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attempt_recipe (caster, cauldron, ability, rp, formula / rp->index); |
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} |
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else |
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LOG (llevDebug, "WIZ couldn't find formula for ingredients.\n"); |
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return; |
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} /* End of WIZ alchemy */ |
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|
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/* find the recipe */ |
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rp = find_recipe (fl, formula, cauldron->inv); |
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if (rp |
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&& rp->skill == skill->skill |
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&& (!rp->cauldron |
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|| rp->cauldron == cauldron->arch->archname)) |
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{ |
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uint64 value_ingredients; |
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uint64 value_item; |
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object *tmp; |
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int attempt_shadow_alchemy; |
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|
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ave_chance = fl->total_chance / (float) fl->number; |
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|
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ability += (int) (skill->level * ((4.0 + cauldron->magic) / 4.0)); |
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|
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/* determine value of ingredients */ |
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value_ingredients = 0; |
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for (tmp = cauldron->inv; tmp != NULL; tmp = tmp->below) |
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value_ingredients += query_cost (tmp, NULL, F_TRUE); |
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|
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attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster); |
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|
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/* create the object **FIRST**, then decide whether to keep it. */ |
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if ((item = attempt_recipe (caster, cauldron, ability, rp, formula / rp->index)) != NULL) |
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{ |
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/* compute base chance of recipe success */ |
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success_chance = ((float) ability / (float) (rp->diff * (item->level + 2))); |
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if (ave_chance == 0) |
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ave_chance = 1; |
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|
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#ifdef ALCHEMY_DEBUG |
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LOG (llevDebug, "percent success chance = %f ab%d / diff%d*lev%d\n", success_chance, ability, rp->diff, item->level); |
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#endif |
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|
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value_item = query_cost (item, NULL, F_TRUE | F_IDENTIFIED | F_NOT_CURSED); |
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if (attempt_shadow_alchemy && value_item > value_ingredients) |
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{ |
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#ifdef ALCHEMY_DEBUG |
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LOG (llevDebug, |
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"Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n", |
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value_ingredients, value_item); |
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#endif |
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} |
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/* roll the dice */ |
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else if ((float) (random_roll (0, 101, caster, PREFER_LOW)) <= 100.0 * success_chance) |
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{ |
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change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE); |
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|
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// let alchemy consume some time, so that exploits are less easy |
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caster->speed_left -= 1.0; |
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|
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return; |
196 |
} |
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} |
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} |
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} |
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|
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/* if we get here, we failed!! */ |
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alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, rp)); |
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} |
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|
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/**
|
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* Recipe value of the entire contents of a container. |
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* This appears to just generate a hash value, which I guess for now works |
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* ok, but the possibility of duplicate hashes is certainly possible - msw |
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*/ |
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|
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int |
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content_recipe_value (object *op) |
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{ |
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char name[MAX_BUF]; |
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object *tmp = op->inv; |
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int tval = 0, formula = 0; |
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|
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while (tmp) |
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{ |
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tval = 0; |
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assign (name, tmp->name); |
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if (tmp->title) |
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sprintf (name, "%s %s", &tmp->name, &tmp->title); |
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tval = (strtoint (name) * (tmp->nrof ? tmp->nrof : 1)); |
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#ifdef ALCHEMY_DEBUG |
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LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval); |
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#endif |
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formula += tval; |
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tmp = tmp->below; |
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} |
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#ifdef ALCHEMY_DEBUG |
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LOG (llevDebug, " Formula value=%d\n", formula); |
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#endif |
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return formula; |
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} |
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|
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/**
|
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* Returns total number of items in op
|
239 |
*/ |
240 |
|
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int |
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numb_ob_inside (object *op) |
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{ |
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object *tmp = op->inv; |
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int number = 0, o_number = 0; |
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|
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while (tmp) |
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{ |
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if (tmp->nrof) |
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number += tmp->nrof; |
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else |
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number++; |
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o_number++; |
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tmp = tmp->below; |
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} |
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#ifdef ALCHEMY_DEBUG |
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LOG (llevDebug, "numb_ob_inside(%s): found %d ingredients\n", &op->name, o_number); |
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#endif |
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return o_number; |
260 |
} |
261 |
|
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/** |
263 |
* Essentially a wrapper for make_item_from_recipe() and |
264 |
* insert_ob_in_ob. If the caster has some alchemy skill, then they might |
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* gain some exp from (successfull) fabrication of the product. |
266 |
* If nbatches==-1, don't give exp for this creation (random generation/ |
267 |
* failed recipe) |
268 |
*/ |
269 |
|
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object * |
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attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches) |
272 |
{ |
273 |
|
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object *item = NULL, *skop; |
275 |
|
276 |
/* this should be passed to this fctn, not effiecent cpu use this way */ |
277 |
int batches = abs (nbatches); |
278 |
|
279 |
/* is the cauldron the right type? */ |
280 |
if (rp->cauldron && rp->cauldron != cauldron->arch->archname) |
281 |
return 0; |
282 |
|
283 |
skop = find_skill_by_name (caster, rp->skill); |
284 |
/* does the caster have the skill? */ |
285 |
if (!skop) |
286 |
return 0; |
287 |
|
288 |
/* code required for this recipe, search the caster */ |
289 |
if (rp->keycode) |
290 |
{ |
291 |
object *tmp; |
292 |
|
293 |
for (tmp = caster->inv; tmp; tmp = tmp->below) |
294 |
{ |
295 |
if (tmp->type == FORCE && tmp->slaying && rp->keycode == tmp->slaying) |
296 |
break; |
297 |
} |
298 |
|
299 |
if (!tmp) |
300 |
{ /* failure--no code found */ |
301 |
new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients, but not the technique. Go learn how to do this recipe."); |
302 |
return 0; |
303 |
} |
304 |
} |
305 |
|
306 |
#ifdef EXTREME_ALCHEMY_DEBUG |
307 |
LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches); |
308 |
LOG (llevDebug, "attempt_recipe(): using recipe %s\n", *rp->title ? &rp->title : "unknown"); |
309 |
#endif |
310 |
|
311 |
if ((item = make_item_from_recipe (cauldron, rp)) != NULL) |
312 |
{ |
313 |
remove_contents (cauldron->inv, item); |
314 |
/* Recalc carrying of the cauldron, in case recipe did not conserve mass */ |
315 |
cauldron->update_weight (); |
316 |
/* adj lvl, nrof on caster level */ |
317 |
adjust_product (item, ability, rp->yield ? (rp->yield * batches) : batches); |
318 |
if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL) |
319 |
{ |
320 |
new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened."); |
321 |
/* new_draw_info_format(NDI_UNIQUE, 0,caster, |
322 |
"Your spell causes the %s to explode!",&cauldron->name); */ |
323 |
/* kaboom_cauldron(); */ |
324 |
} |
325 |
else |
326 |
new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ()); |
327 |
} |
328 |
|
329 |
return item; |
330 |
} |
331 |
|
332 |
|
333 |
|
334 |
/** |
335 |
* We adjust the nrof, exp and level of the final product, based |
336 |
* on the item's default parameters, and the relevant caster skill level.
|
337 |
*/ |
338 |
void |
339 |
adjust_product (object *item, int lvl, int yield) |
340 |
{ |
341 |
int nrof = 1; |
342 |
|
343 |
if (!yield) |
344 |
yield = 1; |
345 |
|
346 |
if (lvl <= 0) |
347 |
lvl = 1; /* lets avoid div by zero! */ |
348 |
|
349 |
if (item->nrof) |
350 |
{ |
351 |
nrof = (int) ((1.0 - 1.0 / (lvl / 10.0 + 1.0)) * (rndm (0, yield - 1) + rndm (0, yield - 1) + rndm (0, yield - 1)) + 1); |
352 |
|
353 |
if (nrof > yield) |
354 |
nrof = yield; |
355 |
|
356 |
item->nrof = nrof; |
357 |
} |
358 |
} |
359 |
|
360 |
|
361 |
/** |
362 |
* Using a list of items and a recipe to make an artifact. |
363 |
* |
364 |
* @param cauldron the cauldron (including the ingredients) used to make the item |
365 |
* |
366 |
* @param rp the recipe to make the artifact from |
367 |
* |
368 |
* @return the newly created object, NULL if something failed |
369 |
*/ |
370 |
|
371 |
object * |
372 |
make_item_from_recipe (object *cauldron, recipe *rp) |
373 |
{ |
374 |
artifact *art = NULL; |
375 |
object *item = NULL; |
376 |
size_t rp_arch_index; |
377 |
|
378 |
if (rp == NULL) |
379 |
return (object *) NULL; |
380 |
|
381 |
/* Find the appropriate object to transform... */ |
382 |
if ((item = find_transmution_ob (cauldron->inv, rp, &rp_arch_index, 1)) == NULL) |
383 |
{ |
384 |
LOG (llevDebug, "make_alchemy_item(): failed to create alchemical object.\n"); |
385 |
return (object *) NULL; |
386 |
} |
387 |
|
388 |
/* Find the appropriate artifact template... */ |
389 |
if (rp->title != shstr_NONE) |
390 |
{ |
391 |
if ((art = locate_recipe_artifact (rp, rp_arch_index)) == NULL) |
392 |
{ |
393 |
LOG (llevError, "make_alchemy_item(): failed to locate recipe artifact.\n"); |
394 |
LOG (llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], &rp->title); |
395 |
return (object *) NULL; |
396 |
} |
397 |
|
398 |
transmute_materialname (item, art->item); |
399 |
give_artifact_abilities (item, art->item); |
400 |
} |
401 |
|
402 |
if (QUERY_FLAG (cauldron, FLAG_CURSED)) |
403 |
SET_FLAG (item, FLAG_CURSED); |
404 |
if (QUERY_FLAG (cauldron, FLAG_DAMNED)) |
405 |
SET_FLAG (item, FLAG_DAMNED); |
406 |
|
407 |
return item; |
408 |
} |
409 |
|
410 |
|
411 |
/**
|
412 |
* Looks through the ingredient list. If we find a |
413 |
* suitable object in it - we will use that to make the requested artifact. |
414 |
* Otherwise the code returns a 'generic' item if create_item is set. -b.t. |
415 |
* |
416 |
* @param rp_arch_index pointer to return value; set to arch index for recipe; |
417 |
* set to zero if not using a transmution formula |
418 |
*/ |
419 |
|
420 |
object * |
421 |
find_transmution_ob (object *first_ingred, recipe *rp, size_t *rp_arch_index, int create_item) |
422 |
{ |
423 |
object *prod_item = 0; |
424 |
bool found = false; |
425 |
*rp_arch_index = 0; |
426 |
|
427 |
if (rp->transmute) /* look for matching ingredient/prod archs */ |
428 |
for (object *item = first_ingred; item; item = item->below) |
429 |
{ |
430 |
for (int i = 0; i < rp->arch_names; i++) |
431 |
//TODO: should be a shstr comparison |
432 |
if (!strcmp(&item->arch->archname,rp->arch_name[i])) |
433 |
{ |
434 |
*rp_arch_index = i; |
435 |
prod_item = item; |
436 |
break; |
437 |
} |
438 |
|
439 |
if (prod_item) |
440 |
break; |
441 |
} |
442 |
|
443 |
/* failed, create a fresh object. Note no nrof>1 because that would |
444 |
* allow players to create massive amounts of artifacts easily */ |
445 |
if (create_item && (!prod_item || prod_item->nrof > 1)) |
446 |
{ |
447 |
#ifdef ALCHEMY_DEBUG |
448 |
LOG (llevDebug, "creating a new item.\n"); |
449 |
if (prod_item != NULL) |
450 |
{ |
451 |
LOG (llevDebug, " had item: arch %s(nrof:%d)\n", |
452 |
&prod_item->arch->archname, prod_item->nrof); |
453 |
} |
454 |
#endif |
455 |
if (!prod_item) |
456 |
*rp_arch_index = rndm (rp->arch_names); |
457 |
prod_item = get_archetype (rp->arch_name[*rp_arch_index]); |
458 |
} |
459 |
|
460 |
#ifdef ALCHEMY_DEBUG |
461 |
LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no "); |
462 |
if (prod_item != NULL) |
463 |
{ |
464 |
LOG (llevDebug, " find_transmutable_ob(): returns arch %s(sp:%d)\n", |
465 |
&prod_item->arch->archname, prod_item->stats.sp); |
466 |
} |
467 |
#endif |
468 |
|
469 |
return prod_item; |
470 |
} |
471 |
|
472 |
|
473 |
/**
|
474 |
* Ouch. We didnt get the formula we wanted. |
475 |
* This fctn simulates the backfire effects--worse effects as the level |
476 |
* increases. If SPELL_FAILURE_EFFECTS is defined some really evil things |
477 |
* can happen to the would be alchemist. This table probably needs some |
478 |
* adjustment for playbalance. -b.t. |
479 |
*/ |
480 |
|
481 |
void |
482 |
alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger) |
483 |
{ |
484 |
int level = 0; |
485 |
|
486 |
if (!op || !cauldron) |
487 |
return; |
488 |
|
489 |
if (danger > 1) |
490 |
level = random_roll (1, danger, op, PREFER_LOW); |
491 |
|
492 |
#ifdef ALCHEMY_DEBUG |
493 |
LOG (llevDebug, "Alchemy_failure_effect(): using level=%d\n", level); |
494 |
#endif |
495 |
|
496 |
/* possible outcomes based on level */ |
497 |
if (level < 25) |
498 |
{ /* INGREDIENTS USED/SLAGGED */ |
499 |
object *item = NULL; |
500 |
|
501 |
if (rndm (0, 2)) |
502 |
{ /* slag created */ |
503 |
object *tmp = cauldron->inv; |
504 |
int weight = 0; |
505 |
|
506 |
tmp = get_archetype ("rock"); |
507 |
tmp->weight = weight; |
508 |
tmp->value = 0; |
509 |
tmp->materialname = "stone"; |
510 |
tmp->name = "slag"; |
511 |
tmp->name_pl = "slags"; |
512 |
item = insert_ob_in_ob (tmp, cauldron); |
513 |
CLEAR_FLAG (tmp, FLAG_CAN_ROLL); |
514 |
CLEAR_FLAG (tmp, FLAG_NO_PICK); |
515 |
tmp->move_block = 0; |
516 |
} |
517 |
|
518 |
remove_contents (cauldron->inv, item); |
519 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ()); |
520 |
return; |
521 |
} |
522 |
else if (level < 40) |
523 |
{ /* MAKE TAINTED ITEM */ |
524 |
object *tmp = NULL; |
525 |
|
526 |
if (!rp) |
527 |
if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL) |
528 |
return; |
529 |
|
530 |
if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1))) |
531 |
{ |
532 |
if (!QUERY_FLAG (tmp, FLAG_CURSED)) /* curse it */ |
533 |
SET_FLAG (tmp, FLAG_CURSED); |
534 |
|
535 |
/* the apply code for potions already deals with cursed |
536 |
* potions, so any code here is basically ignored. |
537 |
*/ |
538 |
if (tmp->type == FOOD) |
539 |
{ |
540 |
tmp->stats.hp = random_roll (0, 149, op, PREFER_LOW); |
541 |
} |
542 |
tmp->value = 0; /* unsaleable item */ |
543 |
|
544 |
/* change stats downward */ |
545 |
do |
546 |
{ |
547 |
change_attr_value (&tmp->stats, rndm (0, 6), -1 * (rndm (1, 3))); |
548 |
} |
549 |
while (rndm (0, 2)); |
550 |
} |
551 |
return; |
552 |
} |
553 |
|
554 |
if (level == 40) |
555 |
{ /* MAKE RANDOM RECIPE */ |
556 |
recipelist *fl; |
557 |
int numb = numb_ob_inside (cauldron); |
558 |
|
559 |
fl = get_formulalist (numb - 1); /* take a lower recipe list */ |
560 |
if (fl && (rp = get_random_recipe (fl))) |
561 |
/* even though random, don't grant user any EXP for it */ |
562 |
(void) attempt_recipe (op, cauldron, 1, rp, -1); |
563 |
else |
564 |
alchemy_failure_effect (op, cauldron, rp, level - 1); |
565 |
} |
566 |
else if (level < 45) |
567 |
{ /* INFURIATE NPC's */ |
568 |
/* this is kind of kludgy I know... */ |
569 |
cauldron->enemy = op; |
570 |
npc_call_help (cauldron); |
571 |
cauldron->enemy = NULL; |
572 |
|
573 |
alchemy_failure_effect (op, cauldron, rp, level - 5); |
574 |
} |
575 |
else if (level < 50) |
576 |
{ /* MINOR EXPLOSION/FIREBALL */ |
577 |
object *tmp; |
578 |
|
579 |
remove_contents (cauldron->inv, NULL); |
580 |
switch (rndm (0, 2)) |
581 |
{ |
582 |
case 0: |
583 |
tmp = get_archetype ("bomb"); |
584 |
tmp->stats.dam = random_roll (1, level, op, PREFER_LOW); |
585 |
tmp->stats.hp = random_roll (1, level, op, PREFER_LOW); |
586 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name); |
587 |
break; |
588 |
|
589 |
default: |
590 |
tmp = get_archetype ("fireball"); |
591 |
tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1; |
592 |
tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2; |
593 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name); |
594 |
break; |
595 |
} |
596 |
|
597 |
tmp->insert_at (cauldron); |
598 |
} |
599 |
else if (level < 60) |
600 |
{ /* CREATE MONSTER */ |
601 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ()); |
602 |
remove_contents (cauldron->inv, NULL); |
603 |
} |
604 |
else if (level < 80) |
605 |
{ /* MAJOR FIRE */ |
606 |
object *fb = get_archetype (SP_MED_FIREBALL); |
607 |
|
608 |
remove_contents (cauldron->inv, NULL); |
609 |
fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb); |
610 |
fb->destroy (); |
611 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name); |
612 |
} |
613 |
else if (level < 100) |
614 |
{ /* WHAMMY the CAULDRON */ |
615 |
if (!QUERY_FLAG (cauldron, FLAG_CURSED)) |
616 |
SET_FLAG (cauldron, FLAG_CURSED); |
617 |
else |
618 |
cauldron->magic--; |
619 |
|
620 |
cauldron->magic -= random_roll (0, 4, op, PREFER_LOW); |
621 |
|
622 |
if (rndm (0, 1)) |
623 |
{ |
624 |
remove_contents (cauldron->inv, NULL); |
625 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name); |
626 |
} |
627 |
else |
628 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name); |
629 |
} |
630 |
else if (level < 110) |
631 |
{ /* SUMMON EVIL MONSTERS */ |
632 |
object *tmp = get_random_mon (level / 5); |
633 |
|
634 |
remove_contents (cauldron->inv, NULL); |
635 |
|
636 |
if (!tmp) |
637 |
alchemy_failure_effect (op, cauldron, rp, level); |
638 |
else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->archname)) |
639 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ()); |
640 |
} |
641 |
else if (level < 150) |
642 |
{ /* COMBO EFFECT */ |
643 |
int roll = rndm (1, 3); |
644 |
|
645 |
while (roll) |
646 |
{ |
647 |
alchemy_failure_effect (op, cauldron, rp, level - 39); |
648 |
roll--; |
649 |
} |
650 |
} |
651 |
else if (level == 151) |
652 |
{ /* CREATE RANDOM ARTIFACT */ |
653 |
object *tmp; |
654 |
|
655 |
/* this is meant to be better than prior possiblity, |
656 |
* in this one, we allow *any* valid alchemy artifact |
657 |
* to be made (rather than only those on the given |
658 |
* formulalist) */ |
659 |
if (!rp) |
660 |
rp = get_random_recipe ((recipelist *) NULL); |
661 |
|
662 |
if (rp && (tmp = get_archetype (rp->arch_name [rndm (rp->arch_names)]))) |
663 |
{ |
664 |
generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1); |
665 |
if ((tmp = insert_ob_in_ob (tmp, cauldron))) |
666 |
{ |
667 |
remove_contents (cauldron->inv, tmp); |
668 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ()); |
669 |
} |
670 |
} |
671 |
} |
672 |
else |
673 |
{ /* MANA STORM - watch out!! */ |
674 |
object *tmp = get_archetype (LOOSE_MANA); |
675 |
|
676 |
new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!"); |
677 |
remove_contents (cauldron->inv, NULL); |
678 |
cast_magic_storm (op, tmp, level); |
679 |
} |
680 |
} |
681 |
|
682 |
/* |
683 |
* All but object "save_item" are elimentated from |
684 |
* the container list. Note we have to becareful to remove the inventories |
685 |
* of objects in the cauldron inventory (ex icecube has stuff in it). |
686 |
*/ |
687 |
void |
688 |
remove_contents (object *first_ob, object *save_item) |
689 |
{ |
690 |
// this cries for a cleaner rewrite, removing save_item first possibly |
691 |
object *next, *tmp = first_ob; |
692 |
|
693 |
while (tmp) |
694 |
{ |
695 |
next = tmp->below; |
696 |
|
697 |
if (tmp == save_item) |
698 |
{ |
699 |
if (!(tmp = next)) |
700 |
break; |
701 |
else |
702 |
next = next->below; |
703 |
} |
704 |
|
705 |
if (tmp->inv) |
706 |
remove_contents (tmp->inv, NULL); |
707 |
|
708 |
tmp->destroy (); |
709 |
tmp = next; |
710 |
} |
711 |
} |
712 |
|
713 |
/** |
714 |
*"Danger" level, will determine how bad the backfire |
715 |
* could be if the user fails to concoct a recipe properly. Factors include |
716 |
* the number of ingredients, the length of the name of each ingredient, |
717 |
* the user's effective level, the user's Int and the enchantment on the |
718 |
* mixing device (aka "cauldron"). Higher values of 'danger' indicate more |
719 |
* danger. Note that we assume that we have had the caster ready the alchemy |
720 |
* skill *before* this routine is called. (no longer auto-readies that skill) |
721 |
* -b.t. |
722 |
*/ |
723 |
int |
724 |
calc_alch_danger (object *caster, object *cauldron, recipe *rp) |
725 |
{ |
726 |
object *item; |
727 |
char name[MAX_BUF]; |
728 |
int danger = 0, nrofi = 0; |
729 |
|
730 |
/* Knowing alchemy skill reduces yer risk */ |
731 |
danger -= caster->chosen_skill ? caster->chosen_skill->level : caster->level; |
732 |
|
733 |
if (!caster->chosen_skill) |
734 |
LOG (llevError | logBacktrace, "calc_alch_danger called without a chosen skill, caster %s, cauldron %s\n", |
735 |
caster->debug_desc (), cauldron->debug_desc ()); |
736 |
|
737 |
/* better cauldrons reduce risk */ |
738 |
danger -= cauldron->magic; |
739 |
|
740 |
/* Higher Int, lower the risk */ |
741 |
danger -= 3 * (caster->stats.Int - 15); |
742 |
|
743 |
/* Ingredients. Longer names usually mean rarer stuff. |
744 |
* Thus the backfire is worse. Also, more ingredients |
745 |
* means we are attempting a more powerfull potion, |
746 |
* and thus the backfire will be worse. */ |
747 |
for (item = cauldron->inv; item; item = item->below) |
748 |
{ |
749 |
assign (name, item->name); |
750 |
if (item->title) |
751 |
sprintf (name, "%s %s", &item->name, &item->title); |
752 |
danger += (strtoint (name) / 1000) + 3; |
753 |
nrofi++; |
754 |
} |
755 |
|
756 |
if (rp == NULL) |
757 |
danger += 110; |
758 |
else |
759 |
danger += rp->diff * 3; |
760 |
|
761 |
/* Using a bad device is *majorly* stupid */ |
762 |
if (QUERY_FLAG (cauldron, FLAG_CURSED)) |
763 |
danger += 80; |
764 |
if (QUERY_FLAG (cauldron, FLAG_DAMNED)) |
765 |
danger += 200; |
766 |
|
767 |
#ifdef ALCHEMY_DEBUG |
768 |
LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger); |
769 |
#endif |
770 |
|
771 |
return danger; |
772 |
} |
773 |
|
774 |
/** |
775 |
* Determines if ingredients in a container match the |
776 |
* proper ingredients for a recipe. |
777 |
* |
778 |
* rp is the recipe to check |
779 |
* cauldron is the container that holds the ingredients |
780 |
* returns 1 if the ingredients match the recipe, 0 if not |
781 |
* |
782 |
* This functions tries to find each defined ingredient in the container. It is |
783 |
* the defined recipe iff |
784 |
* - the number of ingredients of the recipe and in the container is equal |
785 |
* - all ingredients of the recipe are found in the container |
786 |
* - the number of batches is the same for all ingredients |
787 |
*/ |
788 |
static int |
789 |
is_defined_recipe (const recipe *rp, const object *cauldron, object *caster) |
790 |
{ |
791 |
uint32 batches_in_cauldron; |
792 |
const linked_char *ingredient; |
793 |
int number; |
794 |
const object *ob; |
795 |
|
796 |
/* check for matching number of ingredients */ |
797 |
number = 0; |
798 |
for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next) |
799 |
number++; |
800 |
for (ob = cauldron->inv; ob != NULL; ob = ob->below) |
801 |
number--; |
802 |
if (number != 0) |
803 |
return 0; |
804 |
|
805 |
/* check for matching ingredients */ |
806 |
batches_in_cauldron = 0; |
807 |
for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next) |
808 |
{ |
809 |
uint32 nrof; |
810 |
const char *name; |
811 |
int ok; |
812 |
|
813 |
/* determine and remove nrof from name */ |
814 |
name = ingredient->name; |
815 |
nrof = 0; |
816 |
while (isdigit (*name)) |
817 |
{ |
818 |
nrof = 10 * nrof + (*name - '0'); |
819 |
name++; |
820 |
} |
821 |
if (nrof == 0) |
822 |
nrof = 1; |
823 |
while (*name == ' ') |
824 |
name++; |
825 |
|
826 |
/* find the current ingredient in the cauldron */ |
827 |
ok = 0; |
828 |
for (ob = cauldron->inv; ob != NULL; ob = ob->below) |
829 |
{ |
830 |
char name_ob[MAX_BUF]; |
831 |
const char *name2; |
832 |
|
833 |
if (!ob->title) |
834 |
name2 = ob->name; |
835 |
else |
836 |
{ |
837 |
snprintf (name_ob, sizeof (name_ob), "%s %s", &ob->name, &ob->title); |
838 |
name2 = name_ob; |
839 |
} |
840 |
|
841 |
if (strcmp (name2, name) == 0) |
842 |
{ |
843 |
if (ob->nrof % nrof == 0) |
844 |
{ |
845 |
uint32 batches; |
846 |
|
847 |
batches = ob->nrof / nrof; |
848 |
if (batches_in_cauldron == 0) |
849 |
{ |
850 |
batches_in_cauldron = batches; |
851 |
ok = 1; |
852 |
} |
853 |
else if (batches_in_cauldron == batches) |
854 |
ok = 1; |
855 |
} |
856 |
break; |
857 |
} |
858 |
} |
859 |
if (!ok) |
860 |
return (0); |
861 |
} |
862 |
|
863 |
return (1); |
864 |
} |
865 |
|
866 |
/** |
867 |
* Find a recipe from a recipe list that matches the given formula. If there |
868 |
* is more than one matching recipe, it selects a random one. If at least one |
869 |
* transmuting recipe matches, it only considers matching transmuting recipes. |
870 |
* |
871 |
* @return one matching recipe, or NULL if no recipe matches |
872 |
*/ |
873 |
static recipe * |
874 |
find_recipe (recipelist * fl, int formula, object *ingredients) |
875 |
{ |
876 |
recipe *rp; |
877 |
recipe *result; /* winning recipe, or NULL if no recipe found */ |
878 |
int recipes_matching; /* total number of matching recipes so far */ |
879 |
int transmute_found; /* records whether a transmuting recipe was found so far */ |
880 |
size_t rp_arch_index; |
881 |
|
882 |
#ifdef EXTREME_ALCHEMY_DEBUG |
883 |
LOG (llevDebug, "looking for formula %d:\n", formula); |
884 |
#endif |
885 |
result = NULL; |
886 |
recipes_matching = 0; |
887 |
transmute_found = 0; |
888 |
|
889 |
for (rp = fl->items; rp; rp = rp->next) |
890 |
{ |
891 |
/* check if recipe matches at all */ |
892 |
if (formula % rp->index != 0) |
893 |
{ |
894 |
#ifdef EXTREME_ALCHEMY_DEBUG |
895 |
LOG (llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], &rp->title, rp->index); |
896 |
#endif |
897 |
continue; |
898 |
} |
899 |
|
900 |
if (rp->transmute && find_transmution_ob (ingredients, rp, &rp_arch_index, 0) != NULL) |
901 |
{ |
902 |
#ifdef EXTREME_ALCHEMY_DEBUG |
903 |
LOG (llevDebug, " formula %s of %s (%d) is a matching transmuting formula\n", rp->arch_name[rp_arch_index], &rp->title, rp->index); |
904 |
#endif |
905 |
/* transmution recipe with matching base ingredient */ |
906 |
if (!transmute_found) |
907 |
{ |
908 |
transmute_found = 1; |
909 |
recipes_matching = 0; |
910 |
} |
911 |
} |
912 |
else if (transmute_found) |
913 |
{ |
914 |
#ifdef EXTREME_ALCHEMY_DEBUG |
915 |
LOG (llevDebug, " formula %s of %s (%d) matches but is not a matching transmuting formula\n", rp->arch_name[0], &rp->title, |
916 |
rp->index); |
917 |
#endif |
918 |
/* "normal" recipe found after previous transmution recipe => ignore this recipe */ |
919 |
continue; |
920 |
} |
921 |
#ifdef EXTREME_ALCHEMY_DEBUG |
922 |
else |
923 |
{ |
924 |
LOG (llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], &rp->title, rp->index); |
925 |
} |
926 |
#endif |
927 |
|
928 |
if (rndm (0, recipes_matching) == 0) |
929 |
result = rp; |
930 |
|
931 |
recipes_matching++; |
932 |
} |
933 |
|
934 |
if (result == NULL) |
935 |
{ |
936 |
#ifdef ALCHEMY_DEBUG |
937 |
LOG (llevDebug, "couldn't find formula for ingredients.\n"); |
938 |
#endif |
939 |
return NULL; |
940 |
} |
941 |
|
942 |
#ifdef ALCHEMY_DEBUG |
943 |
if (strcmp (result->title, "NONE") != 0) |
944 |
LOG (llevDebug, "got formula: %s of %s (nbatches:%d)\n", result->arch_name[0], &result->title, formula / result->index); |
945 |
else |
946 |
LOG (llevDebug, "got formula: %s (nbatches:%d)\n", result->arch_name[0], formula / result->index); |
947 |
#endif |
948 |
return result; |
949 |
} |