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Comparing deliantra/server/server/alchemy.C (file contents):
Revision 1.15 by root, Tue Dec 26 20:04:09 2006 UTC vs.
Revision 1.36 by elmex, Sun Jan 4 20:23:07 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* March 96 - Laid down original code. -b.t. thomas@astro.psu.edu */ 24/* March 96 - Laid down original code. -b.t. thomas@astro.psu.edu */
25 25
26#include <global.h> 26#include <global.h>
27#include <object.h> 27#include <object.h>
94 * around. :) 94 * around. :)
95 * -b.t. 95 * -b.t.
96 */ 96 */
97 97
98void 98void
99attempt_do_alchemy (object *caster, object *cauldron) 99attempt_do_alchemy (object *caster, object *cauldron, object *skill)
100{ 100{
101 recipelist *fl; 101 recipelist *fl;
102 recipe *rp = NULL; 102 recipe *rp = NULL;
103 float success_chance; 103 float success_chance;
104 int numb, ability = 1; 104 int numb, ability = 1;
140 return; 140 return;
141 } /* End of WIZ alchemy */ 141 } /* End of WIZ alchemy */
142 142
143 /* find the recipe */ 143 /* find the recipe */
144 rp = find_recipe (fl, formula, cauldron->inv); 144 rp = find_recipe (fl, formula, cauldron->inv);
145 if (rp) 145 if (rp
146 && rp->skill == skill->skill
147 && (!rp->cauldron
148 || rp->cauldron == cauldron->arch->archname))
146 { 149 {
147 uint64 value_ingredients; 150 uint64 value_ingredients;
148 uint64 value_item; 151 uint64 value_item;
149 object *tmp; 152 object *tmp;
150 int attempt_shadow_alchemy; 153 int attempt_shadow_alchemy;
151 154
152 ave_chance = fl->total_chance / (float) fl->number; 155 ave_chance = fl->total_chance / (float) fl->number;
153 /* the caster gets an increase in ability based on thier skill lvl */ 156
154 if (rp->skill)
155 {
156 skop = find_skill_by_name (caster, rp->skill);
157 if (!skop)
158 new_draw_info (NDI_UNIQUE, 0, caster, "You do not have the proper skill for this recipe");
159 else
160 ability += (int) (skop->level * ((4.0 + cauldron->magic) / 4.0)); 157 ability += (int) (skill->level * ((4.0 + cauldron->magic) / 4.0));
161 }
162 else
163 {
164 LOG (llevDebug, "Recipe %s has NULL skill!\n", &rp->title);
165 return;
166 }
167
168 if (!rp->cauldron)
169 {
170 LOG (llevDebug, "Recipe %s has NULL cauldron!\n", &rp->title);
171 return;
172 }
173 158
174 /* determine value of ingredients */ 159 /* determine value of ingredients */
175 value_ingredients = 0; 160 value_ingredients = 0;
176 for (tmp = cauldron->inv; tmp != NULL; tmp = tmp->below) 161 for (tmp = cauldron->inv; tmp != NULL; tmp = tmp->below)
177 value_ingredients += query_cost (tmp, NULL, F_TRUE); 162 value_ingredients += query_cost (tmp, NULL, F_TRUE);
231 int tval = 0, formula = 0; 216 int tval = 0, formula = 0;
232 217
233 while (tmp) 218 while (tmp)
234 { 219 {
235 tval = 0; 220 tval = 0;
236 strcpy (name, tmp->name); 221 assign (name, tmp->name);
237 if (tmp->title) 222 if (tmp->title)
238 sprintf (name, "%s %s", &tmp->name, &tmp->title); 223 sprintf (name, "%s %s", &tmp->name, &tmp->title);
239 tval = (strtoint (name) * (tmp->nrof ? tmp->nrof : 1)); 224 tval = (strtoint (name) * (tmp->nrof ? tmp->nrof : 1));
240#ifdef ALCHEMY_DEBUG 225#ifdef ALCHEMY_DEBUG
241 LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval); 226 LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval);
289 object *item = NULL, *skop; 274 object *item = NULL, *skop;
290 275
291 /* this should be passed to this fctn, not effiecent cpu use this way */ 276 /* this should be passed to this fctn, not effiecent cpu use this way */
292 int batches = abs (nbatches); 277 int batches = abs (nbatches);
293 278
294
295 LOG (llevDebug, "A %s <=> %s\n", &(rp->cauldron), &(cauldron->arch->name));
296 /* is the cauldron the right type? */ 279 /* is the cauldron the right type? */
297 if (strcmp (rp->cauldron, cauldron->arch->name) != 0) 280 if (rp->cauldron && rp->cauldron != cauldron->arch->archname)
298 {
299 new_draw_info (NDI_UNIQUE, 0, caster, "You are not using the proper" " facilities for this formula.");
300 return 0; 281 return 0;
301 }
302 282
303 skop = find_skill_by_name (caster, rp->skill); 283 skop = find_skill_by_name (caster, rp->skill);
304 /* does the caster have the skill? */ 284 /* does the caster have the skill? */
305 if (!skop) 285 if (!skop)
306 return 0; 286 return 0;
308 /* code required for this recipe, search the caster */ 288 /* code required for this recipe, search the caster */
309 if (rp->keycode) 289 if (rp->keycode)
310 { 290 {
311 object *tmp; 291 object *tmp;
312 292
313 for (tmp = caster->inv; tmp != NULL; tmp = tmp->below) 293 for (tmp = caster->inv; tmp; tmp = tmp->below)
314 { 294 {
315 if (tmp->type == FORCE && tmp->slaying && !strcmp (rp->keycode, tmp->slaying)) 295 if (tmp->type == FORCE && tmp->slaying && rp->keycode == tmp->slaying)
316 break; 296 break;
317 } 297 }
298
318 if (tmp == NULL) 299 if (!tmp)
319 { /* failure--no code found */ 300 { /* failure--no code found */
320 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients," " but not the technique. Go learn how to do this recipe."); 301 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients, but not the technique. Go learn how to do this recipe.");
321 return 0; 302 return 0;
322 } 303 }
323 } 304 }
324 305
325#ifdef EXTREME_ALCHEMY_DEBUG 306#ifdef EXTREME_ALCHEMY_DEBUG
329 310
330 if ((item = make_item_from_recipe (cauldron, rp)) != NULL) 311 if ((item = make_item_from_recipe (cauldron, rp)) != NULL)
331 { 312 {
332 remove_contents (cauldron->inv, item); 313 remove_contents (cauldron->inv, item);
333 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */ 314 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */
334 sum_weight (cauldron); 315 cauldron->update_weight ();
335 /* adj lvl, nrof on caster level */ 316 /* adj lvl, nrof on caster level */
336 adjust_product (item, ability, rp->yield ? (rp->yield * batches) : batches); 317 adjust_product (item, ability, rp->yield ? (rp->yield * batches) : batches);
337 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL) 318 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL)
338 { 319 {
339 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened."); 320 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened.");
340 /* new_draw_info_format(NDI_UNIQUE, 0,caster, 321 /* new_draw_info_format(NDI_UNIQUE, 0,caster,
341 "Your spell causes the %s to explode!",&cauldron->name); */ 322 "Your spell causes the %s to explode!",&cauldron->name); */
342 /* kaboom_cauldron(); */ 323 /* kaboom_cauldron(); */
343 } 324 }
344 else 325 else
345 {
346 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ()); 326 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ());
347 }
348 } 327 }
328
349 return item; 329 return item;
350} 330}
351 331
352 332
353 333
354/** 334/**
355 * We adjust the nrof, exp and level of the final product, based 335 * We adjust the nrof, exp and level of the final product, based
356 * on the item's default parameters, and the relevant caster skill level. 336 * on the item's default parameters, and the relevant caster skill level.
357 */ 337 */
358 void 338void
359adjust_product (object *item, int lvl, int yield) 339adjust_product (object *item, int lvl, int yield)
360{ 340{
361 int nrof = 1; 341 int nrof = 1;
362 342
363 if (!yield) 343 if (!yield)
364 yield = 1; 344 yield = 1;
345
365 if (lvl <= 0) 346 if (lvl <= 0)
366 lvl = 1; /* lets avoid div by zero! */ 347 lvl = 1; /* lets avoid div by zero! */
348
367 if (item->nrof) 349 if (item->nrof)
368 { 350 {
369 nrof = (int) ((1.0 - 1.0 / (lvl / 10.0 + 1.0)) * (rndm (0, yield - 1) + rndm (0, yield - 1) + rndm (0, yield - 1)) + 1); 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
370 if (nrof > yield) 353 if (nrof > yield)
371 nrof = yield; 354 nrof = yield;
355
372 item->nrof = nrof; 356 item->nrof = nrof;
373 } 357 }
374} 358}
375 359
376 360
400 LOG (llevDebug, "make_alchemy_item(): failed to create alchemical object.\n"); 384 LOG (llevDebug, "make_alchemy_item(): failed to create alchemical object.\n");
401 return (object *) NULL; 385 return (object *) NULL;
402 } 386 }
403 387
404 /* Find the appropriate artifact template... */ 388 /* Find the appropriate artifact template... */
405 if (strcmp (rp->title, "NONE")) 389 if (rp->title != shstr_NONE)
406 { 390 {
407 if ((art = locate_recipe_artifact (rp, rp_arch_index)) == NULL) 391 if ((art = locate_recipe_artifact (rp, rp_arch_index)) == NULL)
408 { 392 {
409 LOG (llevError, "make_alchemy_item(): failed to locate recipe artifact.\n"); 393 LOG (llevError, "make_alchemy_item(): failed to locate recipe artifact.\n");
410 LOG (llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], &rp->title); 394 LOG (llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], &rp->title);
411 return (object *) NULL; 395 return (object *) NULL;
412 } 396 }
397
413 transmute_materialname (item, art->item); 398 transmute_materialname (item, art->item);
414 give_artifact_abilities (item, art->item); 399 give_artifact_abilities (item, art->item);
415 } 400 }
416 401
417 if (QUERY_FLAG (cauldron, FLAG_CURSED)) 402 if (QUERY_FLAG (cauldron, FLAG_CURSED))
440 *rp_arch_index = 0; 425 *rp_arch_index = 0;
441 426
442 if (rp->transmute) /* look for matching ingredient/prod archs */ 427 if (rp->transmute) /* look for matching ingredient/prod archs */
443 for (item = first_ingred; item; item = item->below) 428 for (item = first_ingred; item; item = item->below)
444 { 429 {
445 size_t i; 430 int i;
446 431
447 for (i = 0; i < rp->arch_names; i++) 432 for (int i = 0; i < rp->arch_names; i++)
448 { 433 //TODO: should be a shstr comparison
449 if (strcmp (item->arch->name, rp->arch_name[i]) == 0) 434 if (&item->arch->archname == rp->arch_name[i])
450 { 435 {
451 *rp_arch_index = i; 436 *rp_arch_index = i;
452 break; 437 break;
453 } 438 }
454 } 439
455 if (i < rp->arch_names) 440 if (i < rp->arch_names)
456 break; 441 break;
457 } 442 }
458 443
459 /* failed, create a fresh object. Note no nrof>1 because that would 444 /* failed, create a fresh object. Note no nrof>1 because that would
460 * allow players to create massive amounts of artifacts easily */ 445 * allow players to create massive amounts of artifacts easily */
461 if (create_item && (!item || item->nrof > 1)) 446 if (create_item && (!item || item->nrof > 1))
462 { 447 {
463 *rp_arch_index = RANDOM () % rp->arch_names; 448 *rp_arch_index = rndm (rp->arch_names);
464 item = get_archetype (rp->arch_name[*rp_arch_index]); 449 item = get_archetype (rp->arch_name[*rp_arch_index]);
465 } 450 }
466 451
467#ifdef ALCHEMY_DEBUG 452#ifdef ALCHEMY_DEBUG
468 LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no "); 453 LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no ");
506 491
507 if (rndm (0, 2)) 492 if (rndm (0, 2))
508 { /* slag created */ 493 { /* slag created */
509 object *tmp = cauldron->inv; 494 object *tmp = cauldron->inv;
510 int weight = 0; 495 int weight = 0;
511 uint16 material = M_STONE;
512 496
513 while (tmp)
514 { /* slag has coadded ingredient properties */
515 weight += tmp->weight;
516 if (!(material & tmp->material))
517 material |= tmp->material;
518 tmp = tmp->below;
519 }
520 tmp = get_archetype ("rock"); 497 tmp = get_archetype ("rock");
521 tmp->weight = weight; 498 tmp->weight = weight;
522 tmp->value = 0; 499 tmp->value = 0;
523 tmp->material = material;
524 tmp->materialname = "stone"; 500 tmp->materialname = "stone";
525 tmp->name = "slag"; 501 tmp->name = "slag";
526 tmp->name_pl = "slags"; 502 tmp->name_pl = "slags";
527 item = insert_ob_in_ob (tmp, cauldron); 503 item = insert_ob_in_ob (tmp, cauldron);
528 CLEAR_FLAG (tmp, FLAG_CAN_ROLL); 504 CLEAR_FLAG (tmp, FLAG_CAN_ROLL);
529 CLEAR_FLAG (tmp, FLAG_NO_PICK); 505 CLEAR_FLAG (tmp, FLAG_NO_PICK);
530 tmp->move_block = 0; 506 tmp->move_block = 0;
531 } 507 }
508
532 remove_contents (cauldron->inv, item); 509 remove_contents (cauldron->inv, item);
533 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ()); 510 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
534 return; 511 return;
535 } 512 }
536 else if (level < 40) 513 else if (level < 40)
562 } 539 }
563 while (rndm (0, 2)); 540 while (rndm (0, 2));
564 } 541 }
565 return; 542 return;
566 } 543 }
544
567 if (level == 40) 545 if (level == 40)
568 { /* MAKE RANDOM RECIPE */ 546 { /* MAKE RANDOM RECIPE */
569 recipelist *fl; 547 recipelist *fl;
570 int numb = numb_ob_inside (cauldron); 548 int numb = numb_ob_inside (cauldron);
571 549
573 if (fl && (rp = get_random_recipe (fl))) 551 if (fl && (rp = get_random_recipe (fl)))
574 /* even though random, don't grant user any EXP for it */ 552 /* even though random, don't grant user any EXP for it */
575 (void) attempt_recipe (op, cauldron, 1, rp, -1); 553 (void) attempt_recipe (op, cauldron, 1, rp, -1);
576 else 554 else
577 alchemy_failure_effect (op, cauldron, rp, level - 1); 555 alchemy_failure_effect (op, cauldron, rp, level - 1);
578 return;
579
580 } 556 }
581 else if (level < 45) 557 else if (level < 45)
582 { /* INFURIATE NPC's */ 558 { /* INFURIATE NPC's */
583 /* this is kind of kludgy I know... */ 559 /* this is kind of kludgy I know... */
584 cauldron->enemy = op; 560 cauldron->enemy = op;
585 npc_call_help (cauldron); 561 npc_call_help (cauldron);
586 cauldron->enemy = NULL; 562 cauldron->enemy = NULL;
587 563
588 alchemy_failure_effect (op, cauldron, rp, level - 5); 564 alchemy_failure_effect (op, cauldron, rp, level - 5);
589 return;
590 } 565 }
591 else if (level < 50) 566 else if (level < 50)
592 { /* MINOR EXPLOSION/FIREBALL */ 567 { /* MINOR EXPLOSION/FIREBALL */
593 object *tmp; 568 object *tmp;
594 569
608 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2; 583 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2;
609 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name); 584 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
610 break; 585 break;
611 } 586 }
612 587
613 op->insert_at (cauldron); 588 tmp->insert_at (cauldron);
614 return;
615
616 } 589 }
617 else if (level < 60) 590 else if (level < 60)
618 { /* CREATE MONSTER */ 591 { /* CREATE MONSTER */
619 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ()); 592 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
620 remove_contents (cauldron->inv, NULL); 593 remove_contents (cauldron->inv, NULL);
621 return;
622 } 594 }
623 else if (level < 80) 595 else if (level < 80)
624 { /* MAJOR FIRE */ 596 { /* MAJOR FIRE */
625 object *fb = get_archetype (SP_MED_FIREBALL); 597 object *fb = get_archetype (SP_MED_FIREBALL);
626 598
627 remove_contents (cauldron->inv, NULL); 599 remove_contents (cauldron->inv, NULL);
628 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb); 600 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb);
629 fb->destroy (); 601 fb->destroy ();
630 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name); 602 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
631 return;
632
633 } 603 }
634 else if (level < 100) 604 else if (level < 100)
635 { /* WHAMMY the CAULDRON */ 605 { /* WHAMMY the CAULDRON */
636 if (!QUERY_FLAG (cauldron, FLAG_CURSED)) 606 if (!QUERY_FLAG (cauldron, FLAG_CURSED))
637 SET_FLAG (cauldron, FLAG_CURSED); 607 SET_FLAG (cauldron, FLAG_CURSED);
638 else 608 else
639 cauldron->magic--; 609 cauldron->magic--;
610
640 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW); 611 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW);
612
641 if (rndm (0, 1)) 613 if (rndm (0, 1))
642 { 614 {
643 remove_contents (cauldron->inv, NULL); 615 remove_contents (cauldron->inv, NULL);
644 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name); 616 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name);
645 } 617 }
646 else 618 else
647 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name); 619 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name);
648 return;
649
650 } 620 }
651 else if (level < 110) 621 else if (level < 110)
652 { /* SUMMON EVIL MONSTERS */ 622 { /* SUMMON EVIL MONSTERS */
653 object *tmp = get_random_mon (level / 5); 623 object *tmp = get_random_mon (level / 5);
654 624
655 remove_contents (cauldron->inv, NULL); 625 remove_contents (cauldron->inv, NULL);
626
656 if (!tmp) 627 if (!tmp)
657 alchemy_failure_effect (op, cauldron, rp, level); 628 alchemy_failure_effect (op, cauldron, rp, level);
658 else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->name)) 629 else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->archname))
659 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ()); 630 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ());
660 return;
661
662 } 631 }
663 else if (level < 150) 632 else if (level < 150)
664 { /* COMBO EFFECT */ 633 { /* COMBO EFFECT */
665 int roll = rndm (1, 3); 634 int roll = rndm (1, 3);
666 635
667 while (roll) 636 while (roll)
668 { 637 {
669 alchemy_failure_effect (op, cauldron, rp, level - 39); 638 alchemy_failure_effect (op, cauldron, rp, level - 39);
670 roll--; 639 roll--;
671 } 640 }
672 return;
673 } 641 }
674 else if (level == 151) 642 else if (level == 151)
675 { /* CREATE RANDOM ARTIFACT */ 643 { /* CREATE RANDOM ARTIFACT */
676 object *tmp; 644 object *tmp;
677 645
679 * in this one, we allow *any* valid alchemy artifact 647 * in this one, we allow *any* valid alchemy artifact
680 * to be made (rather than only those on the given 648 * to be made (rather than only those on the given
681 * formulalist) */ 649 * formulalist) */
682 if (!rp) 650 if (!rp)
683 rp = get_random_recipe ((recipelist *) NULL); 651 rp = get_random_recipe ((recipelist *) NULL);
652
684 if (rp && (tmp = get_archetype (rp->arch_name[RANDOM () % rp->arch_names]))) 653 if (rp && (tmp = get_archetype (rp->arch_name [rndm (rp->arch_names)])))
685 { 654 {
686 generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1); 655 generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1);
687 if ((tmp = insert_ob_in_ob (tmp, cauldron))) 656 if ((tmp = insert_ob_in_ob (tmp, cauldron)))
688 { 657 {
689 remove_contents (cauldron->inv, tmp); 658 remove_contents (cauldron->inv, tmp);
690 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ()); 659 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
691 } 660 }
692 } 661 }
693 return;
694 } 662 }
695 else 663 else
696 { /* MANA STORM - watch out!! */ 664 { /* MANA STORM - watch out!! */
697 object *tmp = get_archetype (LOOSE_MANA); 665 object *tmp = get_archetype (LOOSE_MANA);
698 666
699 new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!"); 667 new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!");
700 remove_contents (cauldron->inv, NULL); 668 remove_contents (cauldron->inv, NULL);
701 cast_magic_storm (op, tmp, level); 669 cast_magic_storm (op, tmp, level);
702 return;
703 } 670 }
704} 671}
705
706 672
707/* 673/*
708 * All but object "save_item" are elimentated from 674 * All but object "save_item" are elimentated from
709 * the container list. Note we have to becareful to remove the inventories 675 * the container list. Note we have to becareful to remove the inventories
710 * of objects in the cauldron inventory (ex icecube has stuff in it). 676 * of objects in the cauldron inventory (ex icecube has stuff in it).
711 */ 677 */
712
713void 678void
714remove_contents (object *first_ob, object *save_item) 679remove_contents (object *first_ob, object *save_item)
715{ 680{
681 // this cries for a cleaner rewrite, removing save_item first possibly
716 object *next, *tmp = first_ob; 682 object *next, *tmp = first_ob;
717 683
718 while (tmp) 684 while (tmp)
719 { 685 {
720 next = tmp->below; 686 next = tmp->below;
733 tmp->destroy (); 699 tmp->destroy ();
734 tmp = next; 700 tmp = next;
735 } 701 }
736} 702}
737 703
738/** 704/**
739 *"Danger" level, will determine how bad the backfire 705 *"Danger" level, will determine how bad the backfire
740 * could be if the user fails to concoct a recipe properly. Factors include 706 * could be if the user fails to concoct a recipe properly. Factors include
741 * the number of ingredients, the length of the name of each ingredient, 707 * the number of ingredients, the length of the name of each ingredient,
742 * the user's effective level, the user's Int and the enchantment on the 708 * the user's effective level, the user's Int and the enchantment on the
743 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more 709 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more
744 * danger. Note that we assume that we have had the caster ready the alchemy 710 * danger. Note that we assume that we have had the caster ready the alchemy
745 * skill *before* this routine is called. (no longer auto-readies that skill) 711 * skill *before* this routine is called. (no longer auto-readies that skill)
746 * -b.t. 712 * -b.t.
747 */ 713 */
748
749int 714int
750calc_alch_danger (object *caster, object *cauldron, recipe *rp) 715calc_alch_danger (object *caster, object *cauldron, recipe *rp)
751{ 716{
752 object *item; 717 object *item;
753 char name[MAX_BUF]; 718 char name[MAX_BUF];
754 int danger = 0, nrofi = 0; 719 int danger = 0, nrofi = 0;
755 720
756 /* Knowing alchemy skill reduces yer risk */ 721 /* Knowing alchemy skill reduces yer risk */
757 danger -= caster->chosen_skill ? caster->chosen_skill->level : caster->level; 722 danger -= caster->chosen_skill ? caster->chosen_skill->level : caster->level;
723
724 if (!caster->chosen_skill)
725 LOG (llevError | logBacktrace, "calc_alch_danger called without a chosen skill, caster %s, cauldron %s\n",
726 caster->debug_desc (), cauldron->debug_desc ());
758 727
759 /* better cauldrons reduce risk */ 728 /* better cauldrons reduce risk */
760 danger -= cauldron->magic; 729 danger -= cauldron->magic;
761 730
762 /* Higher Int, lower the risk */ 731 /* Higher Int, lower the risk */
766 * Thus the backfire is worse. Also, more ingredients 735 * Thus the backfire is worse. Also, more ingredients
767 * means we are attempting a more powerfull potion, 736 * means we are attempting a more powerfull potion,
768 * and thus the backfire will be worse. */ 737 * and thus the backfire will be worse. */
769 for (item = cauldron->inv; item; item = item->below) 738 for (item = cauldron->inv; item; item = item->below)
770 { 739 {
771 strcpy (name, item->name); 740 assign (name, item->name);
772 if (item->title) 741 if (item->title)
773 sprintf (name, "%s %s", &item->name, &item->title); 742 sprintf (name, "%s %s", &item->name, &item->title);
774 danger += (strtoint (name) / 1000) + 3; 743 danger += (strtoint (name) / 1000) + 3;
775 nrofi++; 744 nrofi++;
776 } 745 }
746
777 if (rp == NULL) 747 if (rp == NULL)
778 danger += 110; 748 danger += 110;
779 else 749 else
780 danger += rp->diff * 3; 750 danger += rp->diff * 3;
781 751
790#endif 760#endif
791 761
792 return danger; 762 return danger;
793} 763}
794 764
795/** 765/**
796 * Determines if ingredients in a container match the 766 * Determines if ingredients in a container match the
797 * proper ingredients for a recipe. 767 * proper ingredients for a recipe.
798 * 768 *
799 * rp is the recipe to check 769 * rp is the recipe to check
800 * cauldron is the container that holds the ingredients 770 * cauldron is the container that holds the ingredients
849 for (ob = cauldron->inv; ob != NULL; ob = ob->below) 819 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
850 { 820 {
851 char name_ob[MAX_BUF]; 821 char name_ob[MAX_BUF];
852 const char *name2; 822 const char *name2;
853 823
854 if (ob->title == NULL) 824 if (!ob->title)
855 name2 = ob->name; 825 name2 = ob->name;
856 else 826 else
857 { 827 {
858 snprintf (name_ob, sizeof (name_ob), "%s %s", &ob->name, &ob->title); 828 snprintf (name_ob, sizeof (name_ob), "%s %s", &ob->name, &ob->title);
859 name2 = name_ob; 829 name2 = name_ob;
904 LOG (llevDebug, "looking for formula %d:\n", formula); 874 LOG (llevDebug, "looking for formula %d:\n", formula);
905#endif 875#endif
906 result = NULL; 876 result = NULL;
907 recipes_matching = 0; 877 recipes_matching = 0;
908 transmute_found = 0; 878 transmute_found = 0;
879
909 for (rp = fl->items; rp != NULL; rp = rp->next) 880 for (rp = fl->items; rp; rp = rp->next)
910 { 881 {
911 /* check if recipe matches at all */ 882 /* check if recipe matches at all */
912 if (formula % rp->index != 0) 883 if (formula % rp->index != 0)
913 { 884 {
914#ifdef EXTREME_ALCHEMY_DEBUG 885#ifdef EXTREME_ALCHEMY_DEBUG

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