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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 1.61 by root, Mon Oct 29 23:55:55 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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/**
75 * 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,
77 * 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).
79 *
80 * If we get a match between the recipe indicated in cauldron contents and a
81 * randomly chosen one, an item is created and experience awarded. Otherwise
82 * various failure effects are possible (getting worse and worse w/ # cauldron
83 * ingredients). Note that the 'item' to be made can be *anything* listed on
84 * the artifacts list in lib/artifacts which has a recipe listed in lib/formulae.
85 *
86 * To those wondering why I am using the funky formula index method:
87 * 1) I want to match recipe to ingredients regardless of ordering.
88 * 2) I want a fast search for the 'right' recipe.
89 *
90 * Note: it is just possible that a totally different combination of
91 * ingredients will result in a match with a given recipe. This is not a bug!
92 * 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
94 * around. :)
95 * -b.t.
96 */
97
98void
99attempt_do_alchemy (object *caster, object *cauldron)
100{
101 recipelist *fl;
102 recipe *rp = NULL;
103 float success_chance;
104 int numb, ability = 1;
105 int formula = 0;
106 float ave_chance;
107 object *item, *skop;
108
109 if (caster->type != PLAYER)
110 return; /* only players for now */
111
112 if (get_map_flags (caster->map, NULL, caster->x, caster->y, NULL, NULL) & P_SAFE)
113 {
114 new_draw_info (NDI_UNIQUE, 0, caster, "This is sacred ground, the gods prevent you from using this device.");
115 return;
116 }
117
118 /* if no ingredients, no formula! lets forget it */
119 if (!(formula = content_recipe_value (cauldron)))
120 return;
121
122 numb = numb_ob_inside (cauldron);
123 if ((fl = get_formulalist (numb)))
124 {
125 if (QUERY_FLAG (caster, FLAG_WIZ))
126 {
127 rp = find_recipe (fl, formula, cauldron->inv);
128 if (rp != NULL)
129 {
130#ifdef ALCHEMY_DEBUG
131 if (strcmp (rp->title, "NONE"))
132 LOG (llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], rp->title);
133 else
134 LOG (llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula / rp->index);
135#endif
136 attempt_recipe (caster, cauldron, ability, rp, formula / rp->index);
137 }
138 else
139 LOG (llevDebug, "WIZ couldn't find formula for ingredients.\n");
140 return;
141 } /* End of WIZ alchemy */
142
143 /* find the recipe */
144 rp = find_recipe (fl, formula, cauldron->inv);
145 if (rp)
146 {
147 uint64 value_ingredients;
148 uint64 value_item;
149 object *tmp;
150 int attempt_shadow_alchemy;
151
152 ave_chance = fl->total_chance / (float) fl->number;
153 /* the caster gets an increase in ability based on thier skill lvl */
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));
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
174 /* determine value of ingredients */
175 value_ingredients = 0;
176 for (tmp = cauldron->inv; tmp != NULL; tmp = tmp->below)
177 value_ingredients += query_cost (tmp, NULL, F_TRUE);
178
179 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster);
180
181 /* create the object **FIRST**, then decide whether to keep it. */
182 if ((item = attempt_recipe (caster, cauldron, ability, rp, formula / rp->index)) != NULL)
183 {
184 /* compute base chance of recipe success */
185 success_chance = ((float) ability / (float) (rp->diff * (item->level + 2)));
186 if (ave_chance == 0)
187 ave_chance = 1;
188
189#ifdef ALCHEMY_DEBUG
190 LOG (llevDebug, "percent success chance = %f ab%d / diff%d*lev%d\n", success_chance, ability, rp->diff, item->level);
191#endif
192
193 value_item = query_cost (item, NULL, F_TRUE | F_IDENTIFIED | F_NOT_CURSED);
194 if (attempt_shadow_alchemy && value_item > value_ingredients)
195 {
196#ifdef ALCHEMY_DEBUG
197 LOG (llevDebug,
198 "Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n",
199 value_ingredients, value_item);
200#endif
201 }
202 /* roll the dice */
203 else if ((float) (random_roll (0, 101, caster, PREFER_LOW)) <= 100.0 * success_chance)
204 {
205 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE);
206
207 // let alchemy consume some time, so that exploits are less easy
208 caster->speed_left -= 1.0;
209
210 return;
211 }
212 }
213 }
214 }
215
216 /* if we get here, we failed!! */
217 alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, rp));
218}
219
220/**
221 * Recipe value of the entire contents of a container. 72 * Recipe value of the entire contents of a container.
222 * This appears to just generate a hash value, which I guess for now works 73 * 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 74 * ok, but the possibility of duplicate hashes is certainly possible - msw
224 */ 75 */
225 76static int
226int
227content_recipe_value (object *op) 77content_recipe_value (object *op)
228{ 78{
229 char name[MAX_BUF];
230 object *tmp = op->inv; 79 object *tmp = op->inv;
231 int tval = 0, formula = 0; 80 int formula = 0;
232 81
233 while (tmp) 82 while (tmp)
234 { 83 {
235 tval = 0; 84 const char *name = tmp->title
236 strcpy (name, tmp->name);
237 if (tmp->title)
238 sprintf (name, "%s %s", &tmp->name, &tmp->title); 85 ? (const char *)format ("%s %s", &tmp->name, &tmp->title)
86 : tmp->name;
87
239 tval = (strtoint (name) * (tmp->nrof ? tmp->nrof : 1)); 88 int tval = strtoint (name) * tmp->number_of ();
240#ifdef ALCHEMY_DEBUG 89#ifdef ALCHEMY_DEBUG
241 LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval); 90 LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval);
242#endif 91#endif
243 formula += tval; 92 formula += tval;
244 tmp = tmp->below; 93 tmp = tmp->below;
245 } 94 }
246#ifdef ALCHEMY_DEBUG 95#ifdef ALCHEMY_DEBUG
247 LOG (llevDebug, " Formula value=%d\n", formula); 96 LOG (llevDebug, " Formula value=%d\n", formula);
248#endif 97#endif
98
249 return formula; 99 return formula;
250} 100}
251 101
252/** 102/**
253 * Returns total number of items in op 103 * Returns total number of items in op
254 */ 104 */
255 105static int
256int
257numb_ob_inside (object *op) 106numb_ob_inside (object *op)
258{ 107{
259 object *tmp = op->inv; 108 object *tmp = op->inv;
260 int number = 0, o_number = 0; 109 int number = 0, o_number = 0;
261 110
267 number++; 116 number++;
268 o_number++; 117 o_number++;
269 tmp = tmp->below; 118 tmp = tmp->below;
270 } 119 }
271#ifdef ALCHEMY_DEBUG 120#ifdef ALCHEMY_DEBUG
272 LOG (llevDebug, "numb_ob_inside(%s): found %d ingredients\n", op->name, o_number); 121 LOG (llevDebug, "numb_ob_inside(%s): found %d ingredients\n", &op->name, o_number);
273#endif 122#endif
274 return o_number; 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 *rp_arch_index = 0;
139
140 if (rp->transmute) /* look for matching ingredient/prod archs */
141 for (object *item = first_ingred; item; item = item->below)
142 {
143 for (int i = 0; i < rp->arch_names; i++)
144 //TODO: should be a shstr comparison
145 if (!strcmp(&item->arch->archname,rp->arch_name[i]))
146 {
147 *rp_arch_index = i;
148 prod_item = item;
149 break;
150 }
151
152 if (prod_item)
153 break;
154 }
155
156 /* failed, create a fresh object. Note no nrof>1 because that would
157 * allow players to create massive amounts of artifacts easily */
158 if (create_item && (!prod_item || prod_item->nrof > 1))
159 {
160#ifdef ALCHEMY_DEBUG
161 LOG (llevDebug, "creating a new item.\n");
162 if (prod_item != NULL)
163 {
164 LOG (llevDebug, " had item: arch %s(nrof:%d)\n",
165 &prod_item->arch->archname, prod_item->nrof);
166 }
167#endif
168 if (!prod_item)
169 *rp_arch_index = rndm (rp->arch_names);
170 prod_item = archetype::get (rp->arch_name[*rp_arch_index]);
171 }
172
173#ifdef ALCHEMY_DEBUG
174 LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no ");
175 if (prod_item != NULL)
176 {
177 LOG (llevDebug, " find_transmutable_ob(): returns arch %s(sp:%d)\n",
178 &prod_item->arch->archname, prod_item->stats.sp);
179 }
180#endif
181
182 return prod_item;
183}
184
185/**
186 * Using a list of items and a recipe to make an artifact.
187 *
188 * @param cauldron the cauldron (including the ingredients) used to make the item
189 *
190 * @param rp the recipe to make the artifact from
191 *
192 * @return the newly created object, NULL if something failed
193 */
194static object *
195make_item_from_recipe (object *cauldron, recipe *rp)
196{
197 artifact *art = NULL;
198 object *item = NULL;
199 size_t rp_arch_index;
200
201 if (rp == NULL)
202 return (object *) NULL;
203
204 /* Find the appropriate object to transform... */
205 if ((item = find_transmution_ob (cauldron->inv, rp, &rp_arch_index, 1)) == NULL)
206 {
207 LOG (llevDebug, "make_alchemy_item(): failed to create alchemical object.\n");
208 return (object *) NULL;
209 }
210
211 /* Find the appropriate artifact template... */
212 if (rp->title != shstr_NONE)
213 {
214 if ((art = locate_recipe_artifact (rp, rp_arch_index)) == NULL)
215 {
216 LOG (llevError, "make_alchemy_item(): failed to locate recipe artifact.\n");
217 LOG (llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], &rp->title);
218 return (object *) NULL;
219 }
220
221 transmute_materialname (item, art->item);
222 give_artifact_abilities (item, art->item);
223 }
224
225 if (cauldron->flag [FLAG_CURSED])
226 item->set_flag (FLAG_CURSED);
227 if (cauldron->flag [FLAG_DAMNED])
228 item->set_flag (FLAG_DAMNED);
229
230 return item;
231}
232
233/*
234 * All but object "save_item" are elimentated from
235 * the container list. Note we have to becareful to remove the inventories
236 * of objects in the cauldron inventory (ex icecube has stuff in it).
237 */
238static void
239remove_contents (object *first_ob, object *save_item)
240{
241 // this cries for a cleaner rewrite, removing save_item first possibly
242 object *next, *tmp = first_ob;
243
244 while (tmp)
245 {
246 next = tmp->below;
247
248 if (tmp == save_item)
249 {
250 if (!(tmp = next))
251 break;
252 else
253 next = next->below;
254 }
255
256 if (tmp->inv)
257 remove_contents (tmp->inv, NULL);
258
259 tmp->destroy ();
260 tmp = next;
261 }
262}
263
264/**
265 * We adjust the nrof, exp and level of the final product, based
266 * on the item's default parameters, and the relevant caster skill level.
267 */
268static void
269adjust_product (object *item, int lvl, int yield)
270{
271 int nrof = 1;
272
273 if (!yield)
274 yield = 1;
275
276 if (lvl <= 0)
277 lvl = 1; /* lets avoid div by zero! */
278
279 if (item->nrof)
280 {
281 nrof = (int) ((1.0 - 1.0 / (lvl / 10.0 + 1.0)) * (rndm (0, yield - 1) + rndm (0, yield - 1) + rndm (0, yield - 1)) + 1);
282
283 if (nrof > yield)
284 nrof = yield;
285
286 item->nrof = nrof;
287 }
275} 288}
276 289
277/** 290/**
278 * Essentially a wrapper for make_item_from_recipe() and 291 * Essentially a wrapper for make_item_from_recipe() and
279 * insert_ob_in_ob. If the caster has some alchemy skill, then they might 292 * insert_ob_in_ob. If the caster has some alchemy skill, then they might
280 * gain some exp from (successfull) fabrication of the product. 293 * gain some exp from (successfull) fabrication of the product.
281 * If nbatches==-1, don't give exp for this creation (random generation/ 294 * If nbatches==-1, don't give exp for this creation (random generation/
282 * failed recipe) 295 * failed recipe)
283 */ 296 */
284 297static object *
285object *
286attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches) 298attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches)
287{ 299{
288 300
289 object *item = NULL, *skop; 301 object *item = NULL, *skop;
290 302
291 /* this should be passed to this fctn, not effiecent cpu use this way */ 303 /* this should be passed to this fctn, not effiecent cpu use this way */
292 int batches = abs (nbatches); 304 int batches = abs (nbatches);
293 305
294
295 LOG (llevDebug, "A %s <=> %s\n", &(rp->cauldron), &(cauldron->arch->name));
296 /* is the cauldron the right type? */ 306 /* is the cauldron the right type? */
297 if (strcmp (rp->cauldron, cauldron->arch->name) != 0) 307 if (rp->cauldron && rp->cauldron != cauldron->arch->archname)
298 {
299 new_draw_info (NDI_UNIQUE, 0, caster, "You are not using the proper" " facilities for this formula.");
300 return 0; 308 return 0;
301 }
302 309
303 skop = find_skill_by_name (caster, rp->skill); 310 skop = find_skill_by_name (caster, rp->skill);
304 /* does the caster have the skill? */ 311 /* does the caster have the skill? */
305 if (!skop) 312 if (!skop)
306 return 0; 313 return 0;
308 /* code required for this recipe, search the caster */ 315 /* code required for this recipe, search the caster */
309 if (rp->keycode) 316 if (rp->keycode)
310 { 317 {
311 object *tmp; 318 object *tmp;
312 319
313 for (tmp = caster->inv; tmp != NULL; tmp = tmp->below) 320 for (tmp = caster->inv; tmp; tmp = tmp->below)
314 { 321 {
315 if (tmp->type == FORCE && tmp->slaying && !strcmp (rp->keycode, tmp->slaying)) 322 if (tmp->type == FORCE && tmp->slaying && rp->keycode == tmp->slaying)
316 break; 323 break;
317 } 324 }
325
318 if (tmp == NULL) 326 if (!tmp)
319 { /* failure--no code found */ 327 { /* 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."); 328 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; 329 return 0;
322 } 330 }
323 } 331 }
324 332
325#ifdef EXTREME_ALCHEMY_DEBUG 333#ifdef EXTREME_ALCHEMY_DEBUG
326 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches); 334 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches);
327 LOG (llevDebug, "attempt_recipe(): using recipe %s\n", rp->title ? rp->title : "unknown"); 335 LOG (llevDebug, "attempt_recipe(): using recipe %s\n", *rp->title ? &rp->title : "unknown");
328#endif 336#endif
329 337
330 if ((item = make_item_from_recipe (cauldron, rp)) != NULL) 338 if ((item = make_item_from_recipe (cauldron, rp)) != NULL)
331 { 339 {
332 remove_contents (cauldron->inv, item); 340 remove_contents (cauldron->inv, item);
333 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */ 341 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */
334 sum_weight (cauldron); 342 cauldron->update_weight ();
335 /* adj lvl, nrof on caster level */ 343 /* adj lvl, nrof on caster level */
336 adjust_product (item, ability, rp->yield ? (rp->yield * batches) : batches); 344 adjust_product (item, ability, rp->yield ? rp->yield * batches : batches);
345
337 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL) 346 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL)
338 { 347 {
339 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened."); 348 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened.");
340 /* new_draw_info_format(NDI_UNIQUE, 0,caster, 349 /* new_draw_info_format(NDI_UNIQUE, 0,caster,
341 "Your spell causes the %s to explode!",&cauldron->name); */ 350 "Your spell causes the %s to explode!",&cauldron->name); */
342 /* kaboom_cauldron(); */ 351 /* kaboom_cauldron(); */
343 } 352 }
344 else 353 else
345 {
346 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ()); 354 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ());
347 }
348 } 355 }
356
349 return item; 357 return item;
350} 358}
351 359
352
353
354/** 360/**
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. 361 * Ouch. We didnt get the formula we wanted.
481 * This fctn simulates the backfire effects--worse effects as the level 362 * This fctn simulates the backfire effects--worse effects as the level
482 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things 363 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things
483 * can happen to the would be alchemist. This table probably needs some 364 * can happen to the would be alchemist. This table probably needs some
484 * adjustment for playbalance. -b.t. 365 * adjustment for playbalance. -b.t.
485 */ 366 */
486 367static void
487void
488alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger) 368alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger)
489{ 369{
490 int level = 0; 370 int level = 0;
491 371
492 if (!op || !cauldron) 372 if (!op || !cauldron)
506 386
507 if (rndm (0, 2)) 387 if (rndm (0, 2))
508 { /* slag created */ 388 { /* slag created */
509 object *tmp = cauldron->inv; 389 object *tmp = cauldron->inv;
510 int weight = 0; 390 int weight = 0;
511 uint16 material = M_STONE;
512 391
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"); 392 tmp = archetype::get (shstr_rock);
521 tmp->weight = weight; 393 tmp->weight = weight;
522 tmp->value = 0; 394 tmp->value = 0;
523 tmp->material = material; 395 tmp->material = name_to_material (shstr_stone);
524 tmp->materialname = "stone";
525 tmp->name = "slag"; 396 tmp->name = shstr_slag;
526 tmp->name_pl = "slags"; 397 tmp->name_pl = shstr_slags;
527 item = insert_ob_in_ob (tmp, cauldron); 398 item = insert_ob_in_ob (tmp, cauldron);
528 CLEAR_FLAG (tmp, FLAG_CAN_ROLL); 399 tmp->clr_flag (FLAG_CAN_ROLL);
529 CLEAR_FLAG (tmp, FLAG_NO_PICK); 400 tmp->set_flag (FLAG_NO_DROP);
530 tmp->move_block = 0; 401 tmp->move_block = 0;
531 } 402 }
403
532 remove_contents (cauldron->inv, item); 404 remove_contents (cauldron->inv, item);
533 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ()); 405 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
534 return; 406 return;
535 } 407 }
536 else if (level < 40) 408 else if (level < 40)
541 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL) 413 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL)
542 return; 414 return;
543 415
544 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1))) 416 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1)))
545 { 417 {
546 if (!QUERY_FLAG (tmp, FLAG_CURSED)) /* curse it */ 418 if (!tmp->flag [FLAG_CURSED]) /* curse it */
547 SET_FLAG (tmp, FLAG_CURSED); 419 tmp->set_flag (FLAG_CURSED);
548 420
549 /* the apply code for potions already deals with cursed 421 /* the apply code for potions already deals with cursed
550 * potions, so any code here is basically ignored. 422 * potions, so any code here is basically ignored.
551 */ 423 */
552 if (tmp->type == FOOD) 424 if (tmp->type == FOOD)
562 } 434 }
563 while (rndm (0, 2)); 435 while (rndm (0, 2));
564 } 436 }
565 return; 437 return;
566 } 438 }
439
567 if (level == 40) 440 if (level == 40)
568 { /* MAKE RANDOM RECIPE */ 441 { /* MAKE RANDOM RECIPE */
569 recipelist *fl; 442 recipelist *fl;
570 int numb = numb_ob_inside (cauldron); 443 int numb = numb_ob_inside (cauldron);
571 444
572 fl = get_formulalist (numb - 1); /* take a lower recipe list */ 445 fl = get_formulalist (numb - 1); /* take a lower recipe list */
573 if (fl && (rp = get_random_recipe (fl))) 446 if (fl && (rp = get_random_recipe (fl)))
574 /* even though random, don't grant user any EXP for it */ 447 /* even though random, don't grant user any EXP for it */
575 (void) attempt_recipe (op, cauldron, 1, rp, -1); 448 attempt_recipe (op, cauldron, 1, rp, -1);
576 else 449 else
577 alchemy_failure_effect (op, cauldron, rp, level - 1); 450 alchemy_failure_effect (op, cauldron, rp, level - 1);
578 return;
579
580 } 451 }
581 else if (level < 45) 452 else if (level < 45)
582 { /* INFURIATE NPC's */ 453 { /* INFURIATE NPC's */
583 /* this is kind of kludgy I know... */ 454 /* this is kind of kludgy I know... */
584 cauldron->enemy = op; 455 cauldron->enemy = op;
585 npc_call_help (cauldron); 456 npc_call_help (cauldron);
586 cauldron->enemy = NULL; 457 cauldron->enemy = NULL;
587 458
588 alchemy_failure_effect (op, cauldron, rp, level - 5); 459 alchemy_failure_effect (op, cauldron, rp, level - 5);
589 return;
590 } 460 }
591 else if (level < 50) 461 else if (level < 50)
592 { /* MINOR EXPLOSION/FIREBALL */ 462 { /* MINOR EXPLOSION/FIREBALL */
593 object *tmp; 463 object *tmp;
594 464
595 remove_contents (cauldron->inv, NULL); 465 remove_contents (cauldron->inv, NULL);
596 switch (rndm (0, 2)) 466 switch (rndm (0, 2))
597 { 467 {
598 case 0: 468 case 0:
599 tmp = get_archetype ("bomb"); 469 tmp = archetype::get (shstr_bomb);
600 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW); 470 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW);
601 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW); 471 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); 472 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name);
603 break; 473 break;
604 474
605 default: 475 default:
606 tmp = get_archetype ("fireball"); 476 tmp = archetype::get (shstr_fireball);
607 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1; 477 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; 478 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); 479 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
610 break; 480 break;
611 } 481 }
612 482
613 op->insert_at (cauldron); 483 tmp->insert_at (cauldron);
614 return;
615
616 } 484 }
617 else if (level < 60) 485 else if (level < 60)
618 { /* CREATE MONSTER */ 486 { /* CREATE MONSTER */
619 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ()); 487 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
620 remove_contents (cauldron->inv, NULL); 488 remove_contents (cauldron->inv, NULL);
621 return;
622 } 489 }
623 else if (level < 80) 490 else if (level < 80)
624 { /* MAJOR FIRE */ 491 { /* MAJOR FIRE */
625 object *fb = get_archetype (SP_MED_FIREBALL); 492 object *fb = archetype::get (SP_MED_FIREBALL);
626 493
627 remove_contents (cauldron->inv, NULL); 494 remove_contents (cauldron->inv, NULL);
628 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb); 495 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb);
629 fb->destroy (); 496 fb->destroy ();
630 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name); 497 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
631 return;
632
633 } 498 }
634 else if (level < 100) 499 else if (level < 100)
635 { /* WHAMMY the CAULDRON */ 500 { /* WHAMMY the CAULDRON */
636 if (!QUERY_FLAG (cauldron, FLAG_CURSED)) 501 if (!cauldron->flag [FLAG_CURSED])
637 SET_FLAG (cauldron, FLAG_CURSED); 502 cauldron->set_flag (FLAG_CURSED);
638 else 503 else
639 cauldron->magic--; 504 cauldron->magic--;
505
640 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW); 506 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW);
507
641 if (rndm (0, 1)) 508 if (rndm (0, 1))
642 { 509 {
643 remove_contents (cauldron->inv, NULL); 510 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); 511 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name);
645 } 512 }
646 else 513 else
647 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name); 514 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name);
648 return;
649
650 } 515 }
651 else if (level < 110) 516 else if (level < 110)
652 { /* SUMMON EVIL MONSTERS */ 517 { /* SUMMON EVIL MONSTERS */
653 object *tmp = get_random_mon (level / 5); 518 object *tmp = get_random_mon (level / 5);
654 519
655 remove_contents (cauldron->inv, NULL); 520 remove_contents (cauldron->inv, NULL);
521
656 if (!tmp) 522 if (!tmp)
657 alchemy_failure_effect (op, cauldron, rp, level); 523 alchemy_failure_effect (op, cauldron, rp, level);
658 else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->name)) 524 else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->archname))
659 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ()); 525 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ());
660 return;
661
662 } 526 }
663 else if (level < 150) 527 else if (level < 150)
664 { /* COMBO EFFECT */ 528 { /* COMBO EFFECT */
665 int roll = rndm (1, 3); 529 int roll = rndm (1, 3);
666 530
667 while (roll) 531 while (roll)
668 { 532 {
669 alchemy_failure_effect (op, cauldron, rp, level - 39); 533 alchemy_failure_effect (op, cauldron, rp, level - 39);
670 roll--; 534 roll--;
671 } 535 }
672 return;
673 } 536 }
674 else if (level == 151) 537 else if (level == 151)
675 { /* CREATE RANDOM ARTIFACT */ 538 { /* CREATE RANDOM ARTIFACT */
676 object *tmp; 539 object *tmp;
677 540
679 * in this one, we allow *any* valid alchemy artifact 542 * in this one, we allow *any* valid alchemy artifact
680 * to be made (rather than only those on the given 543 * to be made (rather than only those on the given
681 * formulalist) */ 544 * formulalist) */
682 if (!rp) 545 if (!rp)
683 rp = get_random_recipe ((recipelist *) NULL); 546 rp = get_random_recipe ((recipelist *) NULL);
547
684 if (rp && (tmp = get_archetype (rp->arch_name[RANDOM () % rp->arch_names]))) 548 if (rp && (tmp = archetype::get (rp->arch_name [rndm (rp->arch_names)])))
685 { 549 {
686 generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1); 550 generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1);
687 if ((tmp = insert_ob_in_ob (tmp, cauldron))) 551 if ((tmp = insert_ob_in_ob (tmp, cauldron)))
688 { 552 {
689 remove_contents (cauldron->inv, tmp); 553 remove_contents (cauldron->inv, tmp);
690 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ()); 554 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
691 } 555 }
692 } 556 }
693 return;
694 } 557 }
695 else 558 else
696 { /* MANA STORM - watch out!! */ 559 { /* MANA STORM - watch out!! */
697 object *tmp = get_archetype (LOOSE_MANA); 560 object *tmp = archetype::get (LOOSE_MANA);
698 561
699 new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!"); 562 new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!");
700 remove_contents (cauldron->inv, NULL); 563 remove_contents (cauldron->inv, NULL);
701 cast_magic_storm (op, tmp, level); 564 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 { 565 }
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} 566}
737 567
738/** 568/**
739 *"Danger" level, will determine how bad the backfire 569 *"Danger" level, will determine how bad the backfire
740 * could be if the user fails to concoct a recipe properly. Factors include 570 * 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, 571 * 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 572 * 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 573 * 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 574 * 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) 575 * skill *before* this routine is called. (no longer auto-readies that skill)
746 * -b.t. 576 * -b.t.
747 */ 577 */
748 578static int
749int
750calc_alch_danger (object *caster, object *cauldron, recipe *rp) 579calc_alch_danger (object *caster, object *cauldron, object *skill, recipe *rp)
751{ 580{
752 object *item;
753 char name[MAX_BUF];
754 int danger = 0, nrofi = 0; 581 int danger = 0;
755 582
756 /* Knowing alchemy skill reduces yer risk */ 583 /* Knowing alchemy skill reduces yer risk */
757 danger -= caster->chosen_skill ? caster->chosen_skill->level : caster->level; 584 danger -= skill->level;
758 585
759 /* better cauldrons reduce risk */ 586 /* better cauldrons reduce risk */
760 danger -= cauldron->magic; 587 danger -= cauldron->magic;
761 588
762 /* Higher Int, lower the risk */ 589 /* Higher Int, lower the risk */
764 591
765 /* Ingredients. Longer names usually mean rarer stuff. 592 /* Ingredients. Longer names usually mean rarer stuff.
766 * Thus the backfire is worse. Also, more ingredients 593 * Thus the backfire is worse. Also, more ingredients
767 * means we are attempting a more powerfull potion, 594 * means we are attempting a more powerfull potion,
768 * and thus the backfire will be worse. */ 595 * and thus the backfire will be worse. */
769 for (item = cauldron->inv; item; item = item->below) 596 for (object *item = cauldron->inv; item; item = item->below)
770 { 597 {
771 strcpy (name, item->name); 598 const char *name = item->title
772 if (item->title)
773 sprintf (name, "%s %s", &item->name, &item->title); 599 ? format ("%s %s", &item->name, &item->title)
600 : &item->name;
601
774 danger += (strtoint (name) / 1000) + 3; 602 danger += strtoint (name) / 1000 + 3;
775 nrofi++;
776 } 603 }
777 if (rp == NULL) 604
605 if (!rp)
778 danger += 110; 606 danger += 110;
779 else 607 else
780 danger += rp->diff * 3; 608 danger += rp->diff * 3;
781 609
782 /* Using a bad device is *majorly* stupid */ 610 /* Using a bad device is *majorly* stupid */
783 if (QUERY_FLAG (cauldron, FLAG_CURSED)) 611 if (cauldron->flag [FLAG_CURSED]) danger += 80;
784 danger += 80; 612 if (cauldron->flag [FLAG_DAMNED]) danger += 200;
785 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
786 danger += 200;
787 613
788#ifdef ALCHEMY_DEBUG 614#ifdef ALCHEMY_DEBUG
789 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger); 615 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger);
790#endif 616#endif
791 617
792 return danger; 618 return danger;
793} 619}
794 620
795/** 621/**
796 * Determines if ingredients in a container match the 622 * Determines if ingredients in a container match the
797 * proper ingredients for a recipe. 623 * proper ingredients for a recipe.
798 * 624 *
799 * rp is the recipe to check 625 * rp is the recipe to check
800 * cauldron is the container that holds the ingredients 626 * cauldron is the container that holds the ingredients
849 for (ob = cauldron->inv; ob != NULL; ob = ob->below) 675 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
850 { 676 {
851 char name_ob[MAX_BUF]; 677 char name_ob[MAX_BUF];
852 const char *name2; 678 const char *name2;
853 679
854 if (ob->title == NULL) 680 if (!ob->title)
855 name2 = ob->name; 681 name2 = ob->name;
856 else 682 else
857 { 683 {
858 snprintf (name_ob, sizeof (name_ob), "%s %s", &ob->name, &ob->title); 684 snprintf (name_ob, sizeof (name_ob), "%s %s", &ob->name, &ob->title);
859 name2 = name_ob; 685 name2 = name_ob;
904 LOG (llevDebug, "looking for formula %d:\n", formula); 730 LOG (llevDebug, "looking for formula %d:\n", formula);
905#endif 731#endif
906 result = NULL; 732 result = NULL;
907 recipes_matching = 0; 733 recipes_matching = 0;
908 transmute_found = 0; 734 transmute_found = 0;
735
909 for (rp = fl->items; rp != NULL; rp = rp->next) 736 for (rp = fl->items; rp; rp = rp->next)
910 { 737 {
911 /* check if recipe matches at all */ 738 /* check if recipe matches at all */
912 if (formula % rp->index != 0) 739 if (formula % rp->index != 0)
913 { 740 {
914#ifdef EXTREME_ALCHEMY_DEBUG 741#ifdef EXTREME_ALCHEMY_DEBUG
915 LOG (llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], rp->title, rp->index); 742 LOG (llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], &rp->title, rp->index);
916#endif 743#endif
917 continue; 744 continue;
918 } 745 }
919 746
920 if (rp->transmute && find_transmution_ob (ingredients, rp, &rp_arch_index, 0) != NULL) 747 if (rp->transmute && find_transmution_ob (ingredients, rp, &rp_arch_index, 0) != NULL)
921 { 748 {
922#ifdef EXTREME_ALCHEMY_DEBUG 749#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); 750 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 751#endif
925 /* transmution recipe with matching base ingredient */ 752 /* transmution recipe with matching base ingredient */
926 if (!transmute_found) 753 if (!transmute_found)
927 { 754 {
928 transmute_found = 1; 755 transmute_found = 1;
930 } 757 }
931 } 758 }
932 else if (transmute_found) 759 else if (transmute_found)
933 { 760 {
934#ifdef EXTREME_ALCHEMY_DEBUG 761#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, 762 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); 763 rp->index);
937#endif 764#endif
938 /* "normal" recipe found after previous transmution recipe => ignore this recipe */ 765 /* "normal" recipe found after previous transmution recipe => ignore this recipe */
939 continue; 766 continue;
940 } 767 }
941#ifdef EXTREME_ALCHEMY_DEBUG 768#ifdef EXTREME_ALCHEMY_DEBUG
942 else 769 else
943 { 770 {
944 LOG (llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], rp->title, rp->index); 771 LOG (llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], &rp->title, rp->index);
945 } 772 }
946#endif 773#endif
947 774
948 if (rndm (0, recipes_matching) == 0) 775 if (rndm (0, recipes_matching) == 0)
949 result = rp; 776 result = rp;
959 return NULL; 786 return NULL;
960 } 787 }
961 788
962#ifdef ALCHEMY_DEBUG 789#ifdef ALCHEMY_DEBUG
963 if (strcmp (result->title, "NONE") != 0) 790 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); 791 LOG (llevDebug, "got formula: %s of %s (nbatches:%d)\n", result->arch_name[0], &result->title, formula / result->index);
965 else 792 else
966 LOG (llevDebug, "got formula: %s (nbatches:%d)\n", result->arch_name[0], formula / result->index); 793 LOG (llevDebug, "got formula: %s (nbatches:%d)\n", result->arch_name[0], formula / result->index);
967#endif 794#endif
968 return result; 795 return result;
969} 796}
797
798/**
799 * Main part of the ALCHEMY code. From this we call fctns
800 * that take a look at the contents of the 'cauldron' and, using these ingredients,
801 * we construct an integer formula value which is referenced (randomly) against a
802 * formula list (the formula list chosen is based on the # contents of the cauldron).
803 *
804 * If we get a match between the recipe indicated in cauldron contents and a
805 * randomly chosen one, an item is created and experience awarded. Otherwise
806 * various failure effects are possible (getting worse and worse w/ # cauldron
807 * ingredients). Note that the 'item' to be made can be *anything* listed on
808 * the artifacts list in lib/artifacts which has a recipe listed in lib/formulae.
809 *
810 * To those wondering why I am using the funky formula index method:
811 * 1) I want to match recipe to ingredients regardless of ordering.
812 * 2) I want a fast search for the 'right' recipe.
813 *
814 * Note: it is just possible that a totally different combination of
815 * ingredients will result in a match with a given recipe. This is not a bug!
816 * There is no good reason (in my mind) why alchemical processes have to be
817 * unique -- such a 'feature' is one reason why players might want to experiment
818 * around. :)
819 * -b.t.
820 */
821void
822attempt_do_alchemy (object *caster, object *cauldron, object *skill)
823{
824 recipelist *fl;
825 recipe *rp = NULL;
826 float success_chance;
827 int numb, ability = 1;
828 int formula = 0;
829 float ave_chance;
830 object *item;
831
832 if (caster->type != PLAYER)
833 return; /* only players for now */
834
835 if (get_map_flags (caster->map, NULL, caster->x, caster->y, NULL, NULL) & P_SAFE)
836 {
837 new_draw_info (NDI_UNIQUE, 0, caster, "This is sacred ground, the gods prevent you from using this device.");
838 return;
839 }
840
841 /* if no ingredients, no formula! lets forget it */
842 if (!(formula = content_recipe_value (cauldron)))
843 return;
844
845 numb = numb_ob_inside (cauldron);
846 if ((fl = get_formulalist (numb)))
847 {
848 if (caster->flag [FLAG_WIZ])
849 {
850 rp = find_recipe (fl, formula, cauldron->inv);
851 if (rp != NULL)
852 {
853#ifdef ALCHEMY_DEBUG
854 if (strcmp (rp->title, "NONE"))
855 LOG (llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], &rp->title);
856 else
857 LOG (llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula / rp->index);
858#endif
859 attempt_recipe (caster, cauldron, ability, rp, formula / rp->index);
860 }
861 else
862 LOG (llevDebug, "WIZ couldn't find formula for ingredients.\n");
863 return;
864 } /* End of WIZ alchemy */
865
866 /* find the recipe */
867 rp = find_recipe (fl, formula, cauldron->inv);
868 if (rp
869 && rp->skill == skill->skill
870 && (!rp->cauldron
871 || rp->cauldron == cauldron->arch->archname))
872 {
873 uint64 value_ingredients;
874 uint64 value_item;
875 object *tmp;
876 int attempt_shadow_alchemy;
877
878 ave_chance = fl->total_chance / (float)fl->number;
879
880 ability += skill->level * ((4.0 + cauldron->magic) / 4.0);
881
882 /* determine value of ingredients */
883 value_ingredients = 0;
884 for (tmp = cauldron->inv; tmp; tmp = tmp->below)
885 value_ingredients += query_cost (tmp, NULL, F_TRUE);
886
887 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster);
888
889 /* create the object **FIRST**, then decide whether to keep it. */
890 if ((item = attempt_recipe (caster, cauldron, ability, rp, formula / rp->index)) != NULL)
891 {
892 /* compute base chance of recipe success */
893 success_chance = ((float)ability / (float)(rp->diff * (item->level + 2)));
894 if (ave_chance == 0)
895 ave_chance = 1;
896
897#ifdef ALCHEMY_DEBUG
898 LOG (llevDebug, "percent success chance = %f ab%d / diff%d*lev%d\n", success_chance, ability, rp->diff, item->level);
899#endif
900
901 value_item = query_cost (item, NULL, F_TRUE | F_IDENTIFIED | F_NOT_CURSED);
902 if (attempt_shadow_alchemy && value_item > value_ingredients)
903 {
904#ifdef ALCHEMY_DEBUG
905 LOG (llevDebug,
906 "Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n",
907 value_ingredients, value_item);
908#endif
909 }
910 /* roll the dice */
911 else if (random_roll (0, 101, caster, PREFER_LOW) <= 100.0 * success_chance)
912 {
913 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE);
914
915 // let alchemy consume some time, so that exploits are less easy
916 caster->speed_left -= 1.0;
917
918 return;
919 }
920 }
921 }
922 }
923
924 /* if we get here, we failed!! */
925 alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, skill, rp));
926}
927

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