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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 1.58 by root, Sun May 1 16:58:17 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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
61static int is_defined_recipe (const recipe *rp, const object *cauldron, object *caster); 61static int is_defined_recipe (const recipe *rp, const object *cauldron, object *caster);
62static recipe *find_recipe (recipelist * fl, int formula, object *ingredients); 62static recipe *find_recipe (recipelist * fl, int formula, object *ingredients);
63 63
64
65/** Returns a random selection from cauldron_effect[] */ 64/** Returns a random selection from cauldron_effect[] */
66static const char * 65static const char *
67cauldron_sound (void) 66cauldron_sound ()
68{ 67{
69 int size = sizeof (cauldron_effect) / sizeof (char *); 68 return cauldron_effect [rndm (array_length (cauldron_effect))];
70
71 return cauldron_effect[rndm (0, size - 1)];
72} 69}
73 70
74/** 71/**
72 * Recipe value of the entire contents of a container.
73 * This appears to just generate a hash value, which I guess for now works
74 * ok, but the possibility of duplicate hashes is certainly possible - msw
75 */
76static int
77content_recipe_value (object *op)
78{
79 object *tmp = op->inv;
80 int formula = 0;
81
82 while (tmp)
83 {
84 const char *name = tmp->title
85 ? (const char *)format ("%s %s", &tmp->name, &tmp->title)
86 : tmp->name;
87
88 int tval = strtoint (name) * tmp->number_of ();
89#ifdef ALCHEMY_DEBUG
90 LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval);
91#endif
92 formula += tval;
93 tmp = tmp->below;
94 }
95#ifdef ALCHEMY_DEBUG
96 LOG (llevDebug, " Formula value=%d\n", formula);
97#endif
98
99 return formula;
100}
101
102/**
103 * Returns total number of items in op
104 */
105static int
106numb_ob_inside (object *op)
107{
108 object *tmp = op->inv;
109 int number = 0, o_number = 0;
110
111 while (tmp)
112 {
113 if (tmp->nrof)
114 number += tmp->nrof;
115 else
116 number++;
117 o_number++;
118 tmp = tmp->below;
119 }
120#ifdef ALCHEMY_DEBUG
121 LOG (llevDebug, "numb_ob_inside(%s): found %d ingredients\n", &op->name, o_number);
122#endif
123 return o_number;
124}
125
126/**
127 * Looks through the ingredient list. If we find a
128 * suitable object in it - we will use that to make the requested artifact.
129 * Otherwise the code returns a 'generic' item if create_item is set. -b.t.
130 *
131 * @param rp_arch_index pointer to return value; set to arch index for recipe;
132 * set to zero if not using a transmution formula
133 */
134static object *
135find_transmution_ob (object *first_ingred, recipe *rp, size_t *rp_arch_index, int create_item)
136{
137 object *prod_item = 0;
138 bool found = false;
139 *rp_arch_index = 0;
140
141 if (rp->transmute) /* look for matching ingredient/prod archs */
142 for (object *item = first_ingred; item; item = item->below)
143 {
144 for (int i = 0; i < rp->arch_names; i++)
145 //TODO: should be a shstr comparison
146 if (!strcmp(&item->arch->archname,rp->arch_name[i]))
147 {
148 *rp_arch_index = i;
149 prod_item = item;
150 break;
151 }
152
153 if (prod_item)
154 break;
155 }
156
157 /* failed, create a fresh object. Note no nrof>1 because that would
158 * allow players to create massive amounts of artifacts easily */
159 if (create_item && (!prod_item || prod_item->nrof > 1))
160 {
161#ifdef ALCHEMY_DEBUG
162 LOG (llevDebug, "creating a new item.\n");
163 if (prod_item != NULL)
164 {
165 LOG (llevDebug, " had item: arch %s(nrof:%d)\n",
166 &prod_item->arch->archname, prod_item->nrof);
167 }
168#endif
169 if (!prod_item)
170 *rp_arch_index = rndm (rp->arch_names);
171 prod_item = archetype::get (rp->arch_name[*rp_arch_index]);
172 }
173
174#ifdef ALCHEMY_DEBUG
175 LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no ");
176 if (prod_item != NULL)
177 {
178 LOG (llevDebug, " find_transmutable_ob(): returns arch %s(sp:%d)\n",
179 &prod_item->arch->archname, prod_item->stats.sp);
180 }
181#endif
182
183 return prod_item;
184}
185
186/**
187 * Using a list of items and a recipe to make an artifact.
188 *
189 * @param cauldron the cauldron (including the ingredients) used to make the item
190 *
191 * @param rp the recipe to make the artifact from
192 *
193 * @return the newly created object, NULL if something failed
194 */
195static object *
196make_item_from_recipe (object *cauldron, recipe *rp)
197{
198 artifact *art = NULL;
199 object *item = NULL;
200 size_t rp_arch_index;
201
202 if (rp == NULL)
203 return (object *) NULL;
204
205 /* Find the appropriate object to transform... */
206 if ((item = find_transmution_ob (cauldron->inv, rp, &rp_arch_index, 1)) == NULL)
207 {
208 LOG (llevDebug, "make_alchemy_item(): failed to create alchemical object.\n");
209 return (object *) NULL;
210 }
211
212 /* Find the appropriate artifact template... */
213 if (rp->title != shstr_NONE)
214 {
215 if ((art = locate_recipe_artifact (rp, rp_arch_index)) == NULL)
216 {
217 LOG (llevError, "make_alchemy_item(): failed to locate recipe artifact.\n");
218 LOG (llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], &rp->title);
219 return (object *) NULL;
220 }
221
222 transmute_materialname (item, art->item);
223 give_artifact_abilities (item, art->item);
224 }
225
226 if (cauldron->flag [FLAG_CURSED])
227 item->set_flag (FLAG_CURSED);
228 if (cauldron->flag [FLAG_DAMNED])
229 item->set_flag (FLAG_DAMNED);
230
231 return item;
232}
233
234/*
235 * All but object "save_item" are elimentated from
236 * the container list. Note we have to becareful to remove the inventories
237 * of objects in the cauldron inventory (ex icecube has stuff in it).
238 */
239static void
240remove_contents (object *first_ob, object *save_item)
241{
242 // this cries for a cleaner rewrite, removing save_item first possibly
243 object *next, *tmp = first_ob;
244
245 while (tmp)
246 {
247 next = tmp->below;
248
249 if (tmp == save_item)
250 {
251 if (!(tmp = next))
252 break;
253 else
254 next = next->below;
255 }
256
257 if (tmp->inv)
258 remove_contents (tmp->inv, NULL);
259
260 tmp->destroy ();
261 tmp = next;
262 }
263}
264
265/**
266 * We adjust the nrof, exp and level of the final product, based
267 * on the item's default parameters, and the relevant caster skill level.
268 */
269static void
270adjust_product (object *item, int lvl, int yield)
271{
272 int nrof = 1;
273
274 if (!yield)
275 yield = 1;
276
277 if (lvl <= 0)
278 lvl = 1; /* lets avoid div by zero! */
279
280 if (item->nrof)
281 {
282 nrof = (int) ((1.0 - 1.0 / (lvl / 10.0 + 1.0)) * (rndm (0, yield - 1) + rndm (0, yield - 1) + rndm (0, yield - 1)) + 1);
283
284 if (nrof > yield)
285 nrof = yield;
286
287 item->nrof = nrof;
288 }
289}
290
291/**
292 * Essentially a wrapper for make_item_from_recipe() and
293 * insert_ob_in_ob. If the caster has some alchemy skill, then they might
294 * gain some exp from (successfull) fabrication of the product.
295 * If nbatches==-1, don't give exp for this creation (random generation/
296 * failed recipe)
297 */
298static object *
299attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches)
300{
301
302 object *item = NULL, *skop;
303
304 /* this should be passed to this fctn, not effiecent cpu use this way */
305 int batches = abs (nbatches);
306
307 /* is the cauldron the right type? */
308 if (rp->cauldron && rp->cauldron != cauldron->arch->archname)
309 return 0;
310
311 skop = find_skill_by_name (caster, rp->skill);
312 /* does the caster have the skill? */
313 if (!skop)
314 return 0;
315
316 /* code required for this recipe, search the caster */
317 if (rp->keycode)
318 {
319 object *tmp;
320
321 for (tmp = caster->inv; tmp; tmp = tmp->below)
322 {
323 if (tmp->type == FORCE && tmp->slaying && rp->keycode == tmp->slaying)
324 break;
325 }
326
327 if (!tmp)
328 { /* failure--no code found */
329 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients, but not the technique. Go learn how to do this recipe.");
330 return 0;
331 }
332 }
333
334#ifdef EXTREME_ALCHEMY_DEBUG
335 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches);
336 LOG (llevDebug, "attempt_recipe(): using recipe %s\n", *rp->title ? &rp->title : "unknown");
337#endif
338
339 if ((item = make_item_from_recipe (cauldron, rp)) != NULL)
340 {
341 remove_contents (cauldron->inv, item);
342 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */
343 cauldron->update_weight ();
344 /* adj lvl, nrof on caster level */
345 adjust_product (item, ability, rp->yield ? rp->yield * batches : batches);
346
347 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL)
348 {
349 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened.");
350 /* new_draw_info_format(NDI_UNIQUE, 0,caster,
351 "Your spell causes the %s to explode!",&cauldron->name); */
352 /* kaboom_cauldron(); */
353 }
354 else
355 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ());
356 }
357
358 return item;
359}
360
361/**
362 * Ouch. We didnt get the formula we wanted.
363 * This fctn simulates the backfire effects--worse effects as the level
364 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things
365 * can happen to the would be alchemist. This table probably needs some
366 * adjustment for playbalance. -b.t.
367 */
368static void
369alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger)
370{
371 int level = 0;
372
373 if (!op || !cauldron)
374 return;
375
376 if (danger > 1)
377 level = random_roll (1, danger, op, PREFER_LOW);
378
379#ifdef ALCHEMY_DEBUG
380 LOG (llevDebug, "Alchemy_failure_effect(): using level=%d\n", level);
381#endif
382
383 /* possible outcomes based on level */
384 if (level < 25)
385 { /* INGREDIENTS USED/SLAGGED */
386 object *item = NULL;
387
388 if (rndm (0, 2))
389 { /* slag created */
390 object *tmp = cauldron->inv;
391 int weight = 0;
392
393 tmp = archetype::get (shstr_rock);
394 tmp->weight = weight;
395 tmp->value = 0;
396 tmp->material = name_to_material (shstr_stone);
397 tmp->name = shstr_slag;
398 tmp->name_pl = shstr_slags;
399 item = insert_ob_in_ob (tmp, cauldron);
400 tmp->clr_flag (FLAG_CAN_ROLL);
401 tmp->set_flag (FLAG_NO_DROP);
402 tmp->move_block = 0;
403 }
404
405 remove_contents (cauldron->inv, item);
406 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
407 return;
408 }
409 else if (level < 40)
410 { /* MAKE TAINTED ITEM */
411 object *tmp = NULL;
412
413 if (!rp)
414 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL)
415 return;
416
417 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1)))
418 {
419 if (!tmp->flag [FLAG_CURSED]) /* curse it */
420 tmp->set_flag (FLAG_CURSED);
421
422 /* the apply code for potions already deals with cursed
423 * potions, so any code here is basically ignored.
424 */
425 if (tmp->type == FOOD)
426 {
427 tmp->stats.hp = random_roll (0, 149, op, PREFER_LOW);
428 }
429 tmp->value = 0; /* unsaleable item */
430
431 /* change stats downward */
432 do
433 {
434 change_attr_value (&tmp->stats, rndm (0, 6), -1 * (rndm (1, 3)));
435 }
436 while (rndm (0, 2));
437 }
438 return;
439 }
440
441 if (level == 40)
442 { /* MAKE RANDOM RECIPE */
443 recipelist *fl;
444 int numb = numb_ob_inside (cauldron);
445
446 fl = get_formulalist (numb - 1); /* take a lower recipe list */
447 if (fl && (rp = get_random_recipe (fl)))
448 /* even though random, don't grant user any EXP for it */
449 attempt_recipe (op, cauldron, 1, rp, -1);
450 else
451 alchemy_failure_effect (op, cauldron, rp, level - 1);
452 }
453 else if (level < 45)
454 { /* INFURIATE NPC's */
455 /* this is kind of kludgy I know... */
456 cauldron->enemy = op;
457 npc_call_help (cauldron);
458 cauldron->enemy = NULL;
459
460 alchemy_failure_effect (op, cauldron, rp, level - 5);
461 }
462 else if (level < 50)
463 { /* MINOR EXPLOSION/FIREBALL */
464 object *tmp;
465
466 remove_contents (cauldron->inv, NULL);
467 switch (rndm (0, 2))
468 {
469 case 0:
470 tmp = archetype::get (shstr_bomb);
471 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW);
472 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW);
473 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name);
474 break;
475
476 default:
477 tmp = archetype::get (shstr_fireball);
478 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1;
479 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2;
480 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
481 break;
482 }
483
484 tmp->insert_at (cauldron);
485 }
486 else if (level < 60)
487 { /* CREATE MONSTER */
488 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
489 remove_contents (cauldron->inv, NULL);
490 }
491 else if (level < 80)
492 { /* MAJOR FIRE */
493 object *fb = archetype::get (SP_MED_FIREBALL);
494
495 remove_contents (cauldron->inv, NULL);
496 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb);
497 fb->destroy ();
498 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
499 }
500 else if (level < 100)
501 { /* WHAMMY the CAULDRON */
502 if (!cauldron->flag [FLAG_CURSED])
503 cauldron->set_flag (FLAG_CURSED);
504 else
505 cauldron->magic--;
506
507 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW);
508
509 if (rndm (0, 1))
510 {
511 remove_contents (cauldron->inv, NULL);
512 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name);
513 }
514 else
515 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name);
516 }
517 else if (level < 110)
518 { /* SUMMON EVIL MONSTERS */
519 object *tmp = get_random_mon (level / 5);
520
521 remove_contents (cauldron->inv, NULL);
522
523 if (!tmp)
524 alchemy_failure_effect (op, cauldron, rp, level);
525 else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->archname))
526 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ());
527 }
528 else if (level < 150)
529 { /* COMBO EFFECT */
530 int roll = rndm (1, 3);
531
532 while (roll)
533 {
534 alchemy_failure_effect (op, cauldron, rp, level - 39);
535 roll--;
536 }
537 }
538 else if (level == 151)
539 { /* CREATE RANDOM ARTIFACT */
540 object *tmp;
541
542 /* this is meant to be better than prior possiblity,
543 * in this one, we allow *any* valid alchemy artifact
544 * to be made (rather than only those on the given
545 * formulalist) */
546 if (!rp)
547 rp = get_random_recipe ((recipelist *) NULL);
548
549 if (rp && (tmp = archetype::get (rp->arch_name [rndm (rp->arch_names)])))
550 {
551 generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1);
552 if ((tmp = insert_ob_in_ob (tmp, cauldron)))
553 {
554 remove_contents (cauldron->inv, tmp);
555 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
556 }
557 }
558 }
559 else
560 { /* MANA STORM - watch out!! */
561 object *tmp = archetype::get (LOOSE_MANA);
562
563 new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!");
564 remove_contents (cauldron->inv, NULL);
565 cast_magic_storm (op, tmp, level);
566 }
567}
568
569/**
570 *"Danger" level, will determine how bad the backfire
571 * could be if the user fails to concoct a recipe properly. Factors include
572 * the number of ingredients, the length of the name of each ingredient,
573 * the user's effective level, the user's Int and the enchantment on the
574 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more
575 * danger. Note that we assume that we have had the caster ready the alchemy
576 * skill *before* this routine is called. (no longer auto-readies that skill)
577 * -b.t.
578 */
579static int
580calc_alch_danger (object *caster, object *cauldron, object *skill, recipe *rp)
581{
582 int danger = 0;
583
584 /* Knowing alchemy skill reduces yer risk */
585 danger -= skill->level;
586
587 /* better cauldrons reduce risk */
588 danger -= cauldron->magic;
589
590 /* Higher Int, lower the risk */
591 danger -= 3 * (caster->stats.Int - 15);
592
593 /* Ingredients. Longer names usually mean rarer stuff.
594 * Thus the backfire is worse. Also, more ingredients
595 * means we are attempting a more powerfull potion,
596 * and thus the backfire will be worse. */
597 for (object *item = cauldron->inv; item; item = item->below)
598 {
599 const char *name = item->title
600 ? format ("%s %s", &item->name, &item->title)
601 : &item->name;
602
603 danger += strtoint (name) / 1000 + 3;
604 }
605
606 if (!rp)
607 danger += 110;
608 else
609 danger += rp->diff * 3;
610
611 /* Using a bad device is *majorly* stupid */
612 if (cauldron->flag [FLAG_CURSED]) danger += 80;
613 if (cauldron->flag [FLAG_DAMNED]) danger += 200;
614
615#ifdef ALCHEMY_DEBUG
616 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger);
617#endif
618
619 return danger;
620}
621
622/**
623 * Determines if ingredients in a container match the
624 * proper ingredients for a recipe.
625 *
626 * rp is the recipe to check
627 * cauldron is the container that holds the ingredients
628 * returns 1 if the ingredients match the recipe, 0 if not
629 *
630 * This functions tries to find each defined ingredient in the container. It is
631 * the defined recipe iff
632 * - the number of ingredients of the recipe and in the container is equal
633 * - all ingredients of the recipe are found in the container
634 * - the number of batches is the same for all ingredients
635 */
636static int
637is_defined_recipe (const recipe *rp, const object *cauldron, object *caster)
638{
639 uint32 batches_in_cauldron;
640 const linked_char *ingredient;
641 int number;
642 const object *ob;
643
644 /* check for matching number of ingredients */
645 number = 0;
646 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
647 number++;
648 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
649 number--;
650 if (number != 0)
651 return 0;
652
653 /* check for matching ingredients */
654 batches_in_cauldron = 0;
655 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
656 {
657 uint32 nrof;
658 const char *name;
659 int ok;
660
661 /* determine and remove nrof from name */
662 name = ingredient->name;
663 nrof = 0;
664 while (isdigit (*name))
665 {
666 nrof = 10 * nrof + (*name - '0');
667 name++;
668 }
669 if (nrof == 0)
670 nrof = 1;
671 while (*name == ' ')
672 name++;
673
674 /* find the current ingredient in the cauldron */
675 ok = 0;
676 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
677 {
678 char name_ob[MAX_BUF];
679 const char *name2;
680
681 if (!ob->title)
682 name2 = ob->name;
683 else
684 {
685 snprintf (name_ob, sizeof (name_ob), "%s %s", &ob->name, &ob->title);
686 name2 = name_ob;
687 }
688
689 if (strcmp (name2, name) == 0)
690 {
691 if (ob->nrof % nrof == 0)
692 {
693 uint32 batches;
694
695 batches = ob->nrof / nrof;
696 if (batches_in_cauldron == 0)
697 {
698 batches_in_cauldron = batches;
699 ok = 1;
700 }
701 else if (batches_in_cauldron == batches)
702 ok = 1;
703 }
704 break;
705 }
706 }
707 if (!ok)
708 return (0);
709 }
710
711 return (1);
712}
713
714/**
715 * Find a recipe from a recipe list that matches the given formula. If there
716 * is more than one matching recipe, it selects a random one. If at least one
717 * transmuting recipe matches, it only considers matching transmuting recipes.
718 *
719 * @return one matching recipe, or NULL if no recipe matches
720 */
721static recipe *
722find_recipe (recipelist * fl, int formula, object *ingredients)
723{
724 recipe *rp;
725 recipe *result; /* winning recipe, or NULL if no recipe found */
726 int recipes_matching; /* total number of matching recipes so far */
727 int transmute_found; /* records whether a transmuting recipe was found so far */
728 size_t rp_arch_index;
729
730#ifdef EXTREME_ALCHEMY_DEBUG
731 LOG (llevDebug, "looking for formula %d:\n", formula);
732#endif
733 result = NULL;
734 recipes_matching = 0;
735 transmute_found = 0;
736
737 for (rp = fl->items; rp; rp = rp->next)
738 {
739 /* check if recipe matches at all */
740 if (formula % rp->index != 0)
741 {
742#ifdef EXTREME_ALCHEMY_DEBUG
743 LOG (llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], &rp->title, rp->index);
744#endif
745 continue;
746 }
747
748 if (rp->transmute && find_transmution_ob (ingredients, rp, &rp_arch_index, 0) != NULL)
749 {
750#ifdef EXTREME_ALCHEMY_DEBUG
751 LOG (llevDebug, " formula %s of %s (%d) is a matching transmuting formula\n", rp->arch_name[rp_arch_index], &rp->title, rp->index);
752#endif
753 /* transmution recipe with matching base ingredient */
754 if (!transmute_found)
755 {
756 transmute_found = 1;
757 recipes_matching = 0;
758 }
759 }
760 else if (transmute_found)
761 {
762#ifdef EXTREME_ALCHEMY_DEBUG
763 LOG (llevDebug, " formula %s of %s (%d) matches but is not a matching transmuting formula\n", rp->arch_name[0], &rp->title,
764 rp->index);
765#endif
766 /* "normal" recipe found after previous transmution recipe => ignore this recipe */
767 continue;
768 }
769#ifdef EXTREME_ALCHEMY_DEBUG
770 else
771 {
772 LOG (llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], &rp->title, rp->index);
773 }
774#endif
775
776 if (rndm (0, recipes_matching) == 0)
777 result = rp;
778
779 recipes_matching++;
780 }
781
782 if (result == NULL)
783 {
784#ifdef ALCHEMY_DEBUG
785 LOG (llevDebug, "couldn't find formula for ingredients.\n");
786#endif
787 return NULL;
788 }
789
790#ifdef ALCHEMY_DEBUG
791 if (strcmp (result->title, "NONE") != 0)
792 LOG (llevDebug, "got formula: %s of %s (nbatches:%d)\n", result->arch_name[0], &result->title, formula / result->index);
793 else
794 LOG (llevDebug, "got formula: %s (nbatches:%d)\n", result->arch_name[0], formula / result->index);
795#endif
796 return result;
797}
798
799/**
75 * Main part of the ALCHEMY code. From this we call fctns 800 * 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, 801 * 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 802 * 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). 803 * formula list (the formula list chosen is based on the # contents of the cauldron).
79 * 804 *
92 * There is no good reason (in my mind) why alchemical processes have to be 817 * 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 818 * unique -- such a 'feature' is one reason why players might want to experiment
94 * around. :) 819 * around. :)
95 * -b.t. 820 * -b.t.
96 */ 821 */
97
98void 822void
99attempt_do_alchemy (object *caster, object *cauldron) 823attempt_do_alchemy (object *caster, object *cauldron, object *skill)
100{ 824{
101 recipelist *fl; 825 recipelist *fl;
102 recipe *rp = NULL; 826 recipe *rp = NULL;
103 float success_chance; 827 float success_chance;
104 int numb, ability = 1; 828 int numb, ability = 1;
120 return; 844 return;
121 845
122 numb = numb_ob_inside (cauldron); 846 numb = numb_ob_inside (cauldron);
123 if ((fl = get_formulalist (numb))) 847 if ((fl = get_formulalist (numb)))
124 { 848 {
125 if (QUERY_FLAG (caster, FLAG_WIZ)) 849 if (caster->flag [FLAG_WIZ])
126 { 850 {
127 rp = find_recipe (fl, formula, cauldron->inv); 851 rp = find_recipe (fl, formula, cauldron->inv);
128 if (rp != NULL) 852 if (rp != NULL)
129 { 853 {
130#ifdef ALCHEMY_DEBUG 854#ifdef ALCHEMY_DEBUG
131 if (strcmp (rp->title, "NONE")) 855 if (strcmp (rp->title, "NONE"))
132 LOG (llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], rp->title); 856 LOG (llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], &rp->title);
133 else 857 else
134 LOG (llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula / rp->index); 858 LOG (llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula / rp->index);
135#endif 859#endif
136 attempt_recipe (caster, cauldron, ability, rp, formula / rp->index); 860 attempt_recipe (caster, cauldron, ability, rp, formula / rp->index);
137 } 861 }
140 return; 864 return;
141 } /* End of WIZ alchemy */ 865 } /* End of WIZ alchemy */
142 866
143 /* find the recipe */ 867 /* find the recipe */
144 rp = find_recipe (fl, formula, cauldron->inv); 868 rp = find_recipe (fl, formula, cauldron->inv);
145 if (rp) 869 if (rp
870 && rp->skill == skill->skill
871 && (!rp->cauldron
872 || rp->cauldron == cauldron->arch->archname))
146 { 873 {
147 uint64 value_ingredients; 874 uint64 value_ingredients;
148 uint64 value_item; 875 uint64 value_item;
149 object *tmp; 876 object *tmp;
150 int attempt_shadow_alchemy; 877 int attempt_shadow_alchemy;
151 878
152 ave_chance = fl->total_chance / (float) fl->number; 879 ave_chance = fl->total_chance / (float)fl->number;
153 /* the caster gets an increase in ability based on thier skill lvl */ 880
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)); 881 ability += 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 }
173 882
174 /* determine value of ingredients */ 883 /* determine value of ingredients */
175 value_ingredients = 0; 884 value_ingredients = 0;
176 for (tmp = cauldron->inv; tmp != NULL; tmp = tmp->below) 885 for (tmp = cauldron->inv; tmp; tmp = tmp->below)
177 value_ingredients += query_cost (tmp, NULL, F_TRUE); 886 value_ingredients += query_cost (tmp, NULL, F_TRUE);
178 887
179 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster); 888 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster);
180 889
181 /* create the object **FIRST**, then decide whether to keep it. */ 890 /* create the object **FIRST**, then decide whether to keep it. */
182 if ((item = attempt_recipe (caster, cauldron, ability, rp, formula / rp->index)) != NULL) 891 if ((item = attempt_recipe (caster, cauldron, ability, rp, formula / rp->index)) != NULL)
183 { 892 {
184 /* compute base chance of recipe success */ 893 /* compute base chance of recipe success */
185 success_chance = ((float) ability / (float) (rp->diff * (item->level + 2))); 894 success_chance = ((float)ability / (float)(rp->diff * (item->level + 2)));
186 if (ave_chance == 0) 895 if (ave_chance == 0)
187 ave_chance = 1; 896 ave_chance = 1;
188 897
189#ifdef ALCHEMY_DEBUG 898#ifdef ALCHEMY_DEBUG
190 LOG (llevDebug, "percent success chance = %f ab%d / diff%d*lev%d\n", success_chance, ability, rp->diff, item->level); 899 LOG (llevDebug, "percent success chance = %f ab%d / diff%d*lev%d\n", success_chance, ability, rp->diff, item->level);
198 "Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n", 907 "Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n",
199 value_ingredients, value_item); 908 value_ingredients, value_item);
200#endif 909#endif
201 } 910 }
202 /* roll the dice */ 911 /* roll the dice */
203 else if ((float) (random_roll (0, 101, caster, PREFER_LOW)) <= 100.0 * success_chance) 912 else if (random_roll (0, 101, caster, PREFER_LOW) <= 100.0 * success_chance)
204 { 913 {
205 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE); 914 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE);
206 915
207 // let alchemy consume some time, so that exploits are less easy 916 // let alchemy consume some time, so that exploits are less easy
208 caster->speed_left -= 1.0; 917 caster->speed_left -= 1.0;
212 } 921 }
213 } 922 }
214 } 923 }
215 924
216 /* if we get here, we failed!! */ 925 /* if we get here, we failed!! */
217 alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, rp)); 926 alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, skill, rp));
218} 927}
219 928
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
226int
227content_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
256int
257numb_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
285object *
286attempt_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
359adjust_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
387object *
388make_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
435object *
436find_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
487void
488alchemy_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
713void
714remove_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
749int
750calc_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 */
809static int
810is_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 */
894static recipe *
895find_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}

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