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