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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 it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* 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 Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <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> |
29 |
#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 |
36 |
#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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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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/** 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)]; |
71 |
} |
72 |
|
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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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*/ |
96 |
|
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void |
98 |
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; |
105 |
float ave_chance; |
106 |
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) |
112 |
{ |
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new_draw_info (NDI_UNIQUE, 0, caster, "This is sacred ground, the gods prevent you from using this device."); |
114 |
return; |
115 |
} |
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|
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/* if no ingredients, no formula! lets forget it */ |
118 |
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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{ |
126 |
rp = find_recipe (fl, formula, cauldron->inv); |
127 |
if (rp != NULL) |
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{ |
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#ifdef ALCHEMY_DEBUG |
130 |
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); |
134 |
#endif |
135 |
attempt_recipe (caster, cauldron, ability, rp, formula / rp->index); |
136 |
} |
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else |
138 |
LOG (llevDebug, "WIZ couldn't find formula for ingredients.\n"); |
139 |
return; |
140 |
} /* End of WIZ alchemy */ |
141 |
|
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/* find the recipe */ |
143 |
rp = find_recipe (fl, formula, cauldron->inv); |
144 |
if (rp |
145 |
&& rp->skill == skill->skill |
146 |
&& (!rp->cauldron |
147 |
|| rp->cauldron == cauldron->arch->archname)) |
148 |
{ |
149 |
uint64 value_ingredients; |
150 |
uint64 value_item; |
151 |
object *tmp; |
152 |
int attempt_shadow_alchemy; |
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|
154 |
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)); |
157 |
|
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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) |
161 |
value_ingredients += query_cost (tmp, NULL, F_TRUE); |
162 |
|
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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. */ |
166 |
if ((item = attempt_recipe (caster, cauldron, ability, rp, formula / rp->index)) != NULL) |
167 |
{ |
168 |
/* compute base chance of recipe success */ |
169 |
success_chance = ((float) ability / (float) (rp->diff * (item->level + 2))); |
170 |
if (ave_chance == 0) |
171 |
ave_chance = 1; |
172 |
|
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#ifdef ALCHEMY_DEBUG |
174 |
LOG (llevDebug, "percent success chance = %f ab%d / diff%d*lev%d\n", success_chance, ability, rp->diff, item->level); |
175 |
#endif |
176 |
|
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value_item = query_cost (item, NULL, F_TRUE | F_IDENTIFIED | F_NOT_CURSED); |
178 |
if (attempt_shadow_alchemy && value_item > value_ingredients) |
179 |
{ |
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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); |
184 |
#endif |
185 |
} |
186 |
/* roll the dice */ |
187 |
else if ((float) (random_roll (0, 101, caster, PREFER_LOW)) <= 100.0 * success_chance) |
188 |
{ |
189 |
change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE); |
190 |
|
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// let alchemy consume some time, so that exploits are less easy |
192 |
caster->speed_left -= 1.0; |
193 |
|
194 |
return; |
195 |
} |
196 |
} |
197 |
} |
198 |
} |
199 |
|
200 |
/* if we get here, we failed!! */ |
201 |
alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, rp)); |
202 |
} |
203 |
|
204 |
/** |
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* Recipe value of the entire contents of a container. |
206 |
* This appears to just generate a hash value, which I guess for now works |
207 |
* ok, but the possibility of duplicate hashes is certainly possible - msw |
208 |
*/ |
209 |
int |
210 |
content_recipe_value (object *op) |
211 |
{ |
212 |
char name[MAX_BUF]; |
213 |
object *tmp = op->inv; |
214 |
int tval = 0, formula = 0; |
215 |
|
216 |
while (tmp) |
217 |
{ |
218 |
tval = 0; |
219 |
assign (name, tmp->name); |
220 |
if (tmp->title) |
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sprintf (name, "%s %s", &tmp->name, &tmp->title); |
222 |
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); |
225 |
#endif |
226 |
formula += tval; |
227 |
tmp = tmp->below; |
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} |
229 |
#ifdef ALCHEMY_DEBUG |
230 |
LOG (llevDebug, " Formula value=%d\n", formula); |
231 |
#endif |
232 |
return formula; |
233 |
} |
234 |
|
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/** |
236 |
* Returns total number of items in op |
237 |
*/ |
238 |
|
239 |
int |
240 |
numb_ob_inside (object *op) |
241 |
{ |
242 |
object *tmp = op->inv; |
243 |
int number = 0, o_number = 0; |
244 |
|
245 |
while (tmp) |
246 |
{ |
247 |
if (tmp->nrof) |
248 |
number += tmp->nrof; |
249 |
else |
250 |
number++; |
251 |
o_number++; |
252 |
tmp = tmp->below; |
253 |
} |
254 |
#ifdef ALCHEMY_DEBUG |
255 |
LOG (llevDebug, "numb_ob_inside(%s): found %d ingredients\n", &op->name, o_number); |
256 |
#endif |
257 |
return o_number; |
258 |
} |
259 |
|
260 |
/** |
261 |
* Essentially a wrapper for make_item_from_recipe() and |
262 |
* insert_ob_in_ob. If the caster has some alchemy skill, then they might |
263 |
* gain some exp from (successfull) fabrication of the product. |
264 |
* If nbatches==-1, don't give exp for this creation (random generation/ |
265 |
* failed recipe) |
266 |
*/ |
267 |
object * |
268 |
attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches) |
269 |
{ |
270 |
|
271 |
object *item = NULL, *skop; |
272 |
|
273 |
/* this should be passed to this fctn, not effiecent cpu use this way */ |
274 |
int batches = abs (nbatches); |
275 |
|
276 |
/* is the cauldron the right type? */ |
277 |
if (rp->cauldron && rp->cauldron != cauldron->arch->archname) |
278 |
return 0; |
279 |
|
280 |
skop = find_skill_by_name (caster, rp->skill); |
281 |
/* does the caster have the skill? */ |
282 |
if (!skop) |
283 |
return 0; |
284 |
|
285 |
/* code required for this recipe, search the caster */ |
286 |
if (rp->keycode) |
287 |
{ |
288 |
object *tmp; |
289 |
|
290 |
for (tmp = caster->inv; tmp; tmp = tmp->below) |
291 |
{ |
292 |
if (tmp->type == FORCE && tmp->slaying && rp->keycode == tmp->slaying) |
293 |
break; |
294 |
} |
295 |
|
296 |
if (!tmp) |
297 |
{ /* failure--no code found */ |
298 |
new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients, but not the technique. Go learn how to do this recipe."); |
299 |
return 0; |
300 |
} |
301 |
} |
302 |
|
303 |
#ifdef EXTREME_ALCHEMY_DEBUG |
304 |
LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches); |
305 |
LOG (llevDebug, "attempt_recipe(): using recipe %s\n", *rp->title ? &rp->title : "unknown"); |
306 |
#endif |
307 |
|
308 |
if ((item = make_item_from_recipe (cauldron, rp)) != NULL) |
309 |
{ |
310 |
remove_contents (cauldron->inv, item); |
311 |
/* Recalc carrying of the cauldron, in case recipe did not conserve mass */ |
312 |
cauldron->update_weight (); |
313 |
/* adj lvl, nrof on caster level */ |
314 |
adjust_product (item, ability, rp->yield ? (rp->yield * batches) : batches); |
315 |
if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL) |
316 |
{ |
317 |
new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened."); |
318 |
/* new_draw_info_format(NDI_UNIQUE, 0,caster, |
319 |
"Your spell causes the %s to explode!",&cauldron->name); */ |
320 |
/* kaboom_cauldron(); */ |
321 |
} |
322 |
else |
323 |
new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ()); |
324 |
} |
325 |
|
326 |
return item; |
327 |
} |
328 |
|
329 |
/** |
330 |
* We adjust the nrof, exp and level of the final product, based |
331 |
* on the item's default parameters, and the relevant caster skill level. |
332 |
*/ |
333 |
void |
334 |
adjust_product (object *item, int lvl, int yield) |
335 |
{ |
336 |
int nrof = 1; |
337 |
|
338 |
if (!yield) |
339 |
yield = 1; |
340 |
|
341 |
if (lvl <= 0) |
342 |
lvl = 1; /* lets avoid div by zero! */ |
343 |
|
344 |
if (item->nrof) |
345 |
{ |
346 |
nrof = (int) ((1.0 - 1.0 / (lvl / 10.0 + 1.0)) * (rndm (0, yield - 1) + rndm (0, yield - 1) + rndm (0, yield - 1)) + 1); |
347 |
|
348 |
if (nrof > yield) |
349 |
nrof = yield; |
350 |
|
351 |
item->nrof = nrof; |
352 |
} |
353 |
} |
354 |
|
355 |
/** |
356 |
* Using a list of items and a recipe to make an artifact. |
357 |
* |
358 |
* @param cauldron the cauldron (including the ingredients) used to make the item |
359 |
* |
360 |
* @param rp the recipe to make the artifact from |
361 |
* |
362 |
* @return the newly created object, NULL if something failed |
363 |
*/ |
364 |
object * |
365 |
make_item_from_recipe (object *cauldron, recipe *rp) |
366 |
{ |
367 |
artifact *art = NULL; |
368 |
object *item = NULL; |
369 |
size_t rp_arch_index; |
370 |
|
371 |
if (rp == NULL) |
372 |
return (object *) NULL; |
373 |
|
374 |
/* Find the appropriate object to transform... */ |
375 |
if ((item = find_transmution_ob (cauldron->inv, rp, &rp_arch_index, 1)) == NULL) |
376 |
{ |
377 |
LOG (llevDebug, "make_alchemy_item(): failed to create alchemical object.\n"); |
378 |
return (object *) NULL; |
379 |
} |
380 |
|
381 |
/* Find the appropriate artifact template... */ |
382 |
if (rp->title != shstr_NONE) |
383 |
{ |
384 |
if ((art = locate_recipe_artifact (rp, rp_arch_index)) == NULL) |
385 |
{ |
386 |
LOG (llevError, "make_alchemy_item(): failed to locate recipe artifact.\n"); |
387 |
LOG (llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], &rp->title); |
388 |
return (object *) NULL; |
389 |
} |
390 |
|
391 |
transmute_materialname (item, art->item); |
392 |
give_artifact_abilities (item, art->item); |
393 |
} |
394 |
|
395 |
if (QUERY_FLAG (cauldron, FLAG_CURSED)) |
396 |
SET_FLAG (item, FLAG_CURSED); |
397 |
if (QUERY_FLAG (cauldron, FLAG_DAMNED)) |
398 |
SET_FLAG (item, FLAG_DAMNED); |
399 |
|
400 |
return item; |
401 |
} |
402 |
|
403 |
/** |
404 |
* Looks through the ingredient list. If we find a |
405 |
* suitable object in it - we will use that to make the requested artifact. |
406 |
* Otherwise the code returns a 'generic' item if create_item is set. -b.t. |
407 |
* |
408 |
* @param rp_arch_index pointer to return value; set to arch index for recipe; |
409 |
* set to zero if not using a transmution formula |
410 |
*/ |
411 |
object * |
412 |
find_transmution_ob (object *first_ingred, recipe *rp, size_t *rp_arch_index, int create_item) |
413 |
{ |
414 |
object *prod_item = 0; |
415 |
bool found = false; |
416 |
*rp_arch_index = 0; |
417 |
|
418 |
if (rp->transmute) /* look for matching ingredient/prod archs */ |
419 |
for (object *item = first_ingred; item; item = item->below) |
420 |
{ |
421 |
for (int i = 0; i < rp->arch_names; i++) |
422 |
//TODO: should be a shstr comparison |
423 |
if (!strcmp(&item->arch->archname,rp->arch_name[i])) |
424 |
{ |
425 |
*rp_arch_index = i; |
426 |
prod_item = item; |
427 |
break; |
428 |
} |
429 |
|
430 |
if (prod_item) |
431 |
break; |
432 |
} |
433 |
|
434 |
/* failed, create a fresh object. Note no nrof>1 because that would |
435 |
* allow players to create massive amounts of artifacts easily */ |
436 |
if (create_item && (!prod_item || prod_item->nrof > 1)) |
437 |
{ |
438 |
#ifdef ALCHEMY_DEBUG |
439 |
LOG (llevDebug, "creating a new item.\n"); |
440 |
if (prod_item != NULL) |
441 |
{ |
442 |
LOG (llevDebug, " had item: arch %s(nrof:%d)\n", |
443 |
&prod_item->arch->archname, prod_item->nrof); |
444 |
} |
445 |
#endif |
446 |
if (!prod_item) |
447 |
*rp_arch_index = rndm (rp->arch_names); |
448 |
prod_item = get_archetype (rp->arch_name[*rp_arch_index]); |
449 |
} |
450 |
|
451 |
#ifdef ALCHEMY_DEBUG |
452 |
LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no "); |
453 |
if (prod_item != NULL) |
454 |
{ |
455 |
LOG (llevDebug, " find_transmutable_ob(): returns arch %s(sp:%d)\n", |
456 |
&prod_item->arch->archname, prod_item->stats.sp); |
457 |
} |
458 |
#endif |
459 |
|
460 |
return prod_item; |
461 |
} |
462 |
|
463 |
/** |
464 |
* Ouch. We didnt get the formula we wanted. |
465 |
* This fctn simulates the backfire effects--worse effects as the level |
466 |
* increases. If SPELL_FAILURE_EFFECTS is defined some really evil things |
467 |
* can happen to the would be alchemist. This table probably needs some |
468 |
* adjustment for playbalance. -b.t. |
469 |
*/ |
470 |
void |
471 |
alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger) |
472 |
{ |
473 |
int level = 0; |
474 |
|
475 |
if (!op || !cauldron) |
476 |
return; |
477 |
|
478 |
if (danger > 1) |
479 |
level = random_roll (1, danger, op, PREFER_LOW); |
480 |
|
481 |
#ifdef ALCHEMY_DEBUG |
482 |
LOG (llevDebug, "Alchemy_failure_effect(): using level=%d\n", level); |
483 |
#endif |
484 |
|
485 |
/* possible outcomes based on level */ |
486 |
if (level < 25) |
487 |
{ /* INGREDIENTS USED/SLAGGED */ |
488 |
object *item = NULL; |
489 |
|
490 |
if (rndm (0, 2)) |
491 |
{ /* slag created */ |
492 |
object *tmp = cauldron->inv; |
493 |
int weight = 0; |
494 |
|
495 |
tmp = get_archetype ("rock"); |
496 |
tmp->weight = weight; |
497 |
tmp->value = 0; |
498 |
tmp->materialname = "stone"; |
499 |
tmp->name = "slag"; |
500 |
tmp->name_pl = "slags"; |
501 |
item = insert_ob_in_ob (tmp, cauldron); |
502 |
CLEAR_FLAG (tmp, FLAG_CAN_ROLL); |
503 |
CLEAR_FLAG (tmp, FLAG_NO_PICK); |
504 |
tmp->move_block = 0; |
505 |
} |
506 |
|
507 |
remove_contents (cauldron->inv, item); |
508 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ()); |
509 |
return; |
510 |
} |
511 |
else if (level < 40) |
512 |
{ /* MAKE TAINTED ITEM */ |
513 |
object *tmp = NULL; |
514 |
|
515 |
if (!rp) |
516 |
if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL) |
517 |
return; |
518 |
|
519 |
if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1))) |
520 |
{ |
521 |
if (!QUERY_FLAG (tmp, FLAG_CURSED)) /* curse it */ |
522 |
SET_FLAG (tmp, FLAG_CURSED); |
523 |
|
524 |
/* the apply code for potions already deals with cursed |
525 |
* potions, so any code here is basically ignored. |
526 |
*/ |
527 |
if (tmp->type == FOOD) |
528 |
{ |
529 |
tmp->stats.hp = random_roll (0, 149, op, PREFER_LOW); |
530 |
} |
531 |
tmp->value = 0; /* unsaleable item */ |
532 |
|
533 |
/* change stats downward */ |
534 |
do |
535 |
{ |
536 |
change_attr_value (&tmp->stats, rndm (0, 6), -1 * (rndm (1, 3))); |
537 |
} |
538 |
while (rndm (0, 2)); |
539 |
} |
540 |
return; |
541 |
} |
542 |
|
543 |
if (level == 40) |
544 |
{ /* MAKE RANDOM RECIPE */ |
545 |
recipelist *fl; |
546 |
int numb = numb_ob_inside (cauldron); |
547 |
|
548 |
fl = get_formulalist (numb - 1); /* take a lower recipe list */ |
549 |
if (fl && (rp = get_random_recipe (fl))) |
550 |
/* even though random, don't grant user any EXP for it */ |
551 |
(void) attempt_recipe (op, cauldron, 1, rp, -1); |
552 |
else |
553 |
alchemy_failure_effect (op, cauldron, rp, level - 1); |
554 |
} |
555 |
else if (level < 45) |
556 |
{ /* INFURIATE NPC's */ |
557 |
/* this is kind of kludgy I know... */ |
558 |
cauldron->enemy = op; |
559 |
npc_call_help (cauldron); |
560 |
cauldron->enemy = NULL; |
561 |
|
562 |
alchemy_failure_effect (op, cauldron, rp, level - 5); |
563 |
} |
564 |
else if (level < 50) |
565 |
{ /* MINOR EXPLOSION/FIREBALL */ |
566 |
object *tmp; |
567 |
|
568 |
remove_contents (cauldron->inv, NULL); |
569 |
switch (rndm (0, 2)) |
570 |
{ |
571 |
case 0: |
572 |
tmp = get_archetype ("bomb"); |
573 |
tmp->stats.dam = random_roll (1, level, op, PREFER_LOW); |
574 |
tmp->stats.hp = random_roll (1, level, op, PREFER_LOW); |
575 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name); |
576 |
break; |
577 |
|
578 |
default: |
579 |
tmp = get_archetype ("fireball"); |
580 |
tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1; |
581 |
tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2; |
582 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name); |
583 |
break; |
584 |
} |
585 |
|
586 |
tmp->insert_at (cauldron); |
587 |
} |
588 |
else if (level < 60) |
589 |
{ /* CREATE MONSTER */ |
590 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ()); |
591 |
remove_contents (cauldron->inv, NULL); |
592 |
} |
593 |
else if (level < 80) |
594 |
{ /* MAJOR FIRE */ |
595 |
object *fb = get_archetype (SP_MED_FIREBALL); |
596 |
|
597 |
remove_contents (cauldron->inv, NULL); |
598 |
fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb); |
599 |
fb->destroy (); |
600 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name); |
601 |
} |
602 |
else if (level < 100) |
603 |
{ /* WHAMMY the CAULDRON */ |
604 |
if (!QUERY_FLAG (cauldron, FLAG_CURSED)) |
605 |
SET_FLAG (cauldron, FLAG_CURSED); |
606 |
else |
607 |
cauldron->magic--; |
608 |
|
609 |
cauldron->magic -= random_roll (0, 4, op, PREFER_LOW); |
610 |
|
611 |
if (rndm (0, 1)) |
612 |
{ |
613 |
remove_contents (cauldron->inv, NULL); |
614 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name); |
615 |
} |
616 |
else |
617 |
new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name); |
618 |
} |
619 |
else if (level < 110) |
620 |
{ /* SUMMON EVIL MONSTERS */ |
621 |
object *tmp = get_random_mon (level / 5); |
622 |
|
623 |
remove_contents (cauldron->inv, NULL); |
624 |
|
625 |
if (!tmp) |
626 |
alchemy_failure_effect (op, cauldron, rp, level); |
627 |
else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->archname)) |
628 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ()); |
629 |
} |
630 |
else if (level < 150) |
631 |
{ /* COMBO EFFECT */ |
632 |
int roll = rndm (1, 3); |
633 |
|
634 |
while (roll) |
635 |
{ |
636 |
alchemy_failure_effect (op, cauldron, rp, level - 39); |
637 |
roll--; |
638 |
} |
639 |
} |
640 |
else if (level == 151) |
641 |
{ /* CREATE RANDOM ARTIFACT */ |
642 |
object *tmp; |
643 |
|
644 |
/* this is meant to be better than prior possiblity, |
645 |
* in this one, we allow *any* valid alchemy artifact |
646 |
* to be made (rather than only those on the given |
647 |
* formulalist) */ |
648 |
if (!rp) |
649 |
rp = get_random_recipe ((recipelist *) NULL); |
650 |
|
651 |
if (rp && (tmp = get_archetype (rp->arch_name [rndm (rp->arch_names)]))) |
652 |
{ |
653 |
generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1); |
654 |
if ((tmp = insert_ob_in_ob (tmp, cauldron))) |
655 |
{ |
656 |
remove_contents (cauldron->inv, tmp); |
657 |
new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ()); |
658 |
} |
659 |
} |
660 |
} |
661 |
else |
662 |
{ /* MANA STORM - watch out!! */ |
663 |
object *tmp = get_archetype (LOOSE_MANA); |
664 |
|
665 |
new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!"); |
666 |
remove_contents (cauldron->inv, NULL); |
667 |
cast_magic_storm (op, tmp, level); |
668 |
} |
669 |
} |
670 |
|
671 |
/* |
672 |
* All but object "save_item" are elimentated from |
673 |
* the container list. Note we have to becareful to remove the inventories |
674 |
* of objects in the cauldron inventory (ex icecube has stuff in it). |
675 |
*/ |
676 |
void |
677 |
remove_contents (object *first_ob, object *save_item) |
678 |
{ |
679 |
// this cries for a cleaner rewrite, removing save_item first possibly |
680 |
object *next, *tmp = first_ob; |
681 |
|
682 |
while (tmp) |
683 |
{ |
684 |
next = tmp->below; |
685 |
|
686 |
if (tmp == save_item) |
687 |
{ |
688 |
if (!(tmp = next)) |
689 |
break; |
690 |
else |
691 |
next = next->below; |
692 |
} |
693 |
|
694 |
if (tmp->inv) |
695 |
remove_contents (tmp->inv, NULL); |
696 |
|
697 |
tmp->destroy (); |
698 |
tmp = next; |
699 |
} |
700 |
} |
701 |
|
702 |
/** |
703 |
*"Danger" level, will determine how bad the backfire |
704 |
* could be if the user fails to concoct a recipe properly. Factors include |
705 |
* the number of ingredients, the length of the name of each ingredient, |
706 |
* the user's effective level, the user's Int and the enchantment on the |
707 |
* mixing device (aka "cauldron"). Higher values of 'danger' indicate more |
708 |
* danger. Note that we assume that we have had the caster ready the alchemy |
709 |
* skill *before* this routine is called. (no longer auto-readies that skill) |
710 |
* -b.t. |
711 |
*/ |
712 |
int |
713 |
calc_alch_danger (object *caster, object *cauldron, recipe *rp) |
714 |
{ |
715 |
object *item; |
716 |
char name[MAX_BUF]; |
717 |
int danger = 0, nrofi = 0; |
718 |
|
719 |
/* Knowing alchemy skill reduces yer risk */ |
720 |
danger -= caster->chosen_skill ? caster->chosen_skill->level : caster->level; |
721 |
|
722 |
if (!caster->chosen_skill) |
723 |
LOG (llevError | logBacktrace, "calc_alch_danger called without a chosen skill, caster %s, cauldron %s\n", |
724 |
caster->debug_desc (), cauldron->debug_desc ()); |
725 |
|
726 |
/* better cauldrons reduce risk */ |
727 |
danger -= cauldron->magic; |
728 |
|
729 |
/* Higher Int, lower the risk */ |
730 |
danger -= 3 * (caster->stats.Int - 15); |
731 |
|
732 |
/* Ingredients. Longer names usually mean rarer stuff. |
733 |
* Thus the backfire is worse. Also, more ingredients |
734 |
* means we are attempting a more powerfull potion, |
735 |
* and thus the backfire will be worse. */ |
736 |
for (item = cauldron->inv; item; item = item->below) |
737 |
{ |
738 |
assign (name, item->name); |
739 |
if (item->title) |
740 |
sprintf (name, "%s %s", &item->name, &item->title); |
741 |
danger += (strtoint (name) / 1000) + 3; |
742 |
nrofi++; |
743 |
} |
744 |
|
745 |
if (rp == NULL) |
746 |
danger += 110; |
747 |
else |
748 |
danger += rp->diff * 3; |
749 |
|
750 |
/* Using a bad device is *majorly* stupid */ |
751 |
if (QUERY_FLAG (cauldron, FLAG_CURSED)) |
752 |
danger += 80; |
753 |
if (QUERY_FLAG (cauldron, FLAG_DAMNED)) |
754 |
danger += 200; |
755 |
|
756 |
#ifdef ALCHEMY_DEBUG |
757 |
LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger); |
758 |
#endif |
759 |
|
760 |
return danger; |
761 |
} |
762 |
|
763 |
/** |
764 |
* Determines if ingredients in a container match the |
765 |
* proper ingredients for a recipe. |
766 |
* |
767 |
* rp is the recipe to check |
768 |
* cauldron is the container that holds the ingredients |
769 |
* returns 1 if the ingredients match the recipe, 0 if not |
770 |
* |
771 |
* This functions tries to find each defined ingredient in the container. It is |
772 |
* the defined recipe iff |
773 |
* - the number of ingredients of the recipe and in the container is equal |
774 |
* - all ingredients of the recipe are found in the container |
775 |
* - the number of batches is the same for all ingredients |
776 |
*/ |
777 |
static int |
778 |
is_defined_recipe (const recipe *rp, const object *cauldron, object *caster) |
779 |
{ |
780 |
uint32 batches_in_cauldron; |
781 |
const linked_char *ingredient; |
782 |
int number; |
783 |
const object *ob; |
784 |
|
785 |
/* check for matching number of ingredients */ |
786 |
number = 0; |
787 |
for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next) |
788 |
number++; |
789 |
for (ob = cauldron->inv; ob != NULL; ob = ob->below) |
790 |
number--; |
791 |
if (number != 0) |
792 |
return 0; |
793 |
|
794 |
/* check for matching ingredients */ |
795 |
batches_in_cauldron = 0; |
796 |
for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next) |
797 |
{ |
798 |
uint32 nrof; |
799 |
const char *name; |
800 |
int ok; |
801 |
|
802 |
/* determine and remove nrof from name */ |
803 |
name = ingredient->name; |
804 |
nrof = 0; |
805 |
while (isdigit (*name)) |
806 |
{ |
807 |
nrof = 10 * nrof + (*name - '0'); |
808 |
name++; |
809 |
} |
810 |
if (nrof == 0) |
811 |
nrof = 1; |
812 |
while (*name == ' ') |
813 |
name++; |
814 |
|
815 |
/* find the current ingredient in the cauldron */ |
816 |
ok = 0; |
817 |
for (ob = cauldron->inv; ob != NULL; ob = ob->below) |
818 |
{ |
819 |
char name_ob[MAX_BUF]; |
820 |
const char *name2; |
821 |
|
822 |
if (!ob->title) |
823 |
name2 = ob->name; |
824 |
else |
825 |
{ |
826 |
snprintf (name_ob, sizeof (name_ob), "%s %s", &ob->name, &ob->title); |
827 |
name2 = name_ob; |
828 |
} |
829 |
|
830 |
if (strcmp (name2, name) == 0) |
831 |
{ |
832 |
if (ob->nrof % nrof == 0) |
833 |
{ |
834 |
uint32 batches; |
835 |
|
836 |
batches = ob->nrof / nrof; |
837 |
if (batches_in_cauldron == 0) |
838 |
{ |
839 |
batches_in_cauldron = batches; |
840 |
ok = 1; |
841 |
} |
842 |
else if (batches_in_cauldron == batches) |
843 |
ok = 1; |
844 |
} |
845 |
break; |
846 |
} |
847 |
} |
848 |
if (!ok) |
849 |
return (0); |
850 |
} |
851 |
|
852 |
return (1); |
853 |
} |
854 |
|
855 |
/** |
856 |
* Find a recipe from a recipe list that matches the given formula. If there |
857 |
* is more than one matching recipe, it selects a random one. If at least one |
858 |
* transmuting recipe matches, it only considers matching transmuting recipes. |
859 |
* |
860 |
* @return one matching recipe, or NULL if no recipe matches |
861 |
*/ |
862 |
static recipe * |
863 |
find_recipe (recipelist * fl, int formula, object *ingredients) |
864 |
{ |
865 |
recipe *rp; |
866 |
recipe *result; /* winning recipe, or NULL if no recipe found */ |
867 |
int recipes_matching; /* total number of matching recipes so far */ |
868 |
int transmute_found; /* records whether a transmuting recipe was found so far */ |
869 |
size_t rp_arch_index; |
870 |
|
871 |
#ifdef EXTREME_ALCHEMY_DEBUG |
872 |
LOG (llevDebug, "looking for formula %d:\n", formula); |
873 |
#endif |
874 |
result = NULL; |
875 |
recipes_matching = 0; |
876 |
transmute_found = 0; |
877 |
|
878 |
for (rp = fl->items; rp; rp = rp->next) |
879 |
{ |
880 |
/* check if recipe matches at all */ |
881 |
if (formula % rp->index != 0) |
882 |
{ |
883 |
#ifdef EXTREME_ALCHEMY_DEBUG |
884 |
LOG (llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], &rp->title, rp->index); |
885 |
#endif |
886 |
continue; |
887 |
} |
888 |
|
889 |
if (rp->transmute && find_transmution_ob (ingredients, rp, &rp_arch_index, 0) != NULL) |
890 |
{ |
891 |
#ifdef EXTREME_ALCHEMY_DEBUG |
892 |
LOG (llevDebug, " formula %s of %s (%d) is a matching transmuting formula\n", rp->arch_name[rp_arch_index], &rp->title, rp->index); |
893 |
#endif |
894 |
/* transmution recipe with matching base ingredient */ |
895 |
if (!transmute_found) |
896 |
{ |
897 |
transmute_found = 1; |
898 |
recipes_matching = 0; |
899 |
} |
900 |
} |
901 |
else if (transmute_found) |
902 |
{ |
903 |
#ifdef EXTREME_ALCHEMY_DEBUG |
904 |
LOG (llevDebug, " formula %s of %s (%d) matches but is not a matching transmuting formula\n", rp->arch_name[0], &rp->title, |
905 |
rp->index); |
906 |
#endif |
907 |
/* "normal" recipe found after previous transmution recipe => ignore this recipe */ |
908 |
continue; |
909 |
} |
910 |
#ifdef EXTREME_ALCHEMY_DEBUG |
911 |
else |
912 |
{ |
913 |
LOG (llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], &rp->title, rp->index); |
914 |
} |
915 |
#endif |
916 |
|
917 |
if (rndm (0, recipes_matching) == 0) |
918 |
result = rp; |
919 |
|
920 |
recipes_matching++; |
921 |
} |
922 |
|
923 |
if (result == NULL) |
924 |
{ |
925 |
#ifdef ALCHEMY_DEBUG |
926 |
LOG (llevDebug, "couldn't find formula for ingredients.\n"); |
927 |
#endif |
928 |
return NULL; |
929 |
} |
930 |
|
931 |
#ifdef ALCHEMY_DEBUG |
932 |
if (strcmp (result->title, "NONE") != 0) |
933 |
LOG (llevDebug, "got formula: %s of %s (nbatches:%d)\n", result->arch_name[0], &result->title, formula / result->index); |
934 |
else |
935 |
LOG (llevDebug, "got formula: %s (nbatches:%d)\n", result->arch_name[0], formula / result->index); |
936 |
#endif |
937 |
return result; |
938 |
} |