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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 1.64 by root, Sat Nov 17 23:40:03 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 This program is free software; you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 You should have received a copy of the GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
23 25
24/* March 96 - Laid down original code. -b.t. thomas@astro.psu.edu */ 26/* March 96 - Laid down original code. -b.t. thomas@astro.psu.edu */
25 27
26#include <global.h> 28#include <global.h>
27#include <object.h> 29#include <object.h>
55 "rattles", 57 "rattles",
56 "makes chugging sounds", 58 "makes chugging sounds",
57 "smokes heavily for a while" 59 "smokes heavily for a while"
58}; 60};
59 61
60
61static int is_defined_recipe (const recipe *rp, const object *cauldron, object *caster); 62static int is_defined_recipe (const recipe *rp, const object *cauldron, object *caster);
62static recipe *find_recipe (recipelist * fl, int formula, object *ingredients); 63static recipe *find_recipe (recipelist * fl, int formula, object *ingredients);
63 64
64
65/** Returns a random selection from cauldron_effect[] */ 65/** Returns a random selection from cauldron_effect[] */
66static const char * 66static const char *
67cauldron_sound (void) 67cauldron_sound ()
68{ 68{
69 int size = sizeof (cauldron_effect) / sizeof (char *); 69 return cauldron_effect [rndm (array_length (cauldron_effect))];
70
71 return cauldron_effect[rndm (0, size - 1)];
72} 70}
73 71
74/** 72/**
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. 73 * Recipe value of the entire contents of a container.
222 * This appears to just generate a hash value, which I guess for now works 74 * 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 75 * ok, but the possibility of duplicate hashes is certainly possible - msw
224 */ 76 */
225 77static int
226int
227content_recipe_value (object *op) 78content_recipe_value (object *op)
228{ 79{
229 char name[MAX_BUF];
230 object *tmp = op->inv; 80 object *tmp = op->inv;
231 int tval = 0, formula = 0; 81 int formula = 0;
232 82
233 while (tmp) 83 while (tmp)
234 { 84 {
235 tval = 0; 85 const char *name = tmp->title
236 strcpy (name, tmp->name);
237 if (tmp->title)
238 sprintf (name, "%s %s", &tmp->name, &tmp->title); 86 ? (const char *)format ("%s %s", &tmp->name, &tmp->title)
87 : tmp->name;
88
239 tval = (strtoint (name) * (tmp->nrof ? tmp->nrof : 1)); 89 int tval = strtoint (name) * tmp->number_of ();
240#ifdef ALCHEMY_DEBUG 90#ifdef ALCHEMY_DEBUG
241 LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval); 91 LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval);
242#endif 92#endif
243 formula += tval; 93 formula += tval;
244 tmp = tmp->below; 94 tmp = tmp->below;
245 } 95 }
246#ifdef ALCHEMY_DEBUG 96#ifdef ALCHEMY_DEBUG
247 LOG (llevDebug, " Formula value=%d\n", formula); 97 LOG (llevDebug, " Formula value=%d\n", formula);
248#endif 98#endif
99
249 return formula; 100 return formula;
250} 101}
251 102
252/** 103/**
253 * Returns total number of items in op 104 * Returns total number of items in op
254 */ 105 */
255 106static int
256int
257numb_ob_inside (object *op) 107numb_ob_inside (object *op)
258{ 108{
259 object *tmp = op->inv; 109 object *tmp = op->inv;
260 int number = 0, o_number = 0; 110 int number = 0, o_number = 0;
261 111
267 number++; 117 number++;
268 o_number++; 118 o_number++;
269 tmp = tmp->below; 119 tmp = tmp->below;
270 } 120 }
271#ifdef ALCHEMY_DEBUG 121#ifdef ALCHEMY_DEBUG
272 LOG (llevDebug, "numb_ob_inside(%s): found %d ingredients\n", op->name, o_number); 122 LOG (llevDebug, "numb_ob_inside(%s): found %d ingredients\n", &op->name, o_number);
273#endif 123#endif
274 return o_number; 124 return o_number;
275} 125}
276 126
277/** 127/**
128 * Looks through the ingredient list. If we find a
129 * suitable object in it - we will use that to make the requested artifact.
130 * Otherwise the code returns a 'generic' item if create_item is set. -b.t.
131 *
132 * @param rp_arch_index pointer to return value; set to arch index for recipe;
133 * set to zero if not using a transmution formula
134 */
135static object *
136find_transmution_ob (object *first_ingred, recipe *rp, size_t *rp_arch_index, int create_item)
137{
138 object *prod_item = 0;
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/**
278 * Essentially a wrapper for make_item_from_recipe() and 292 * Essentially a wrapper for make_item_from_recipe() and
279 * insert_ob_in_ob. If the caster has some alchemy skill, then they might 293 * insert_ob_in_ob. If the caster has some alchemy skill, then they might
280 * gain some exp from (successfull) fabrication of the product. 294 * gain some exp from (successfull) fabrication of the product.
281 * If nbatches==-1, don't give exp for this creation (random generation/ 295 * If nbatches==-1, don't give exp for this creation (random generation/
282 * failed recipe) 296 * failed recipe)
283 */ 297 */
284 298static object *
285object *
286attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches) 299attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches)
287{ 300{
288 301
289 object *item = NULL, *skop; 302 object *item = NULL, *skop;
290 303
291 /* this should be passed to this fctn, not effiecent cpu use this way */ 304 /* this should be passed to this fctn, not effiecent cpu use this way */
292 int batches = abs (nbatches); 305 int batches = abs (nbatches);
293 306
294
295 LOG (llevDebug, "A %s <=> %s\n", &(rp->cauldron), &(cauldron->arch->name));
296 /* is the cauldron the right type? */ 307 /* is the cauldron the right type? */
297 if (strcmp (rp->cauldron, cauldron->arch->name) != 0) 308 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; 309 return 0;
301 }
302 310
303 skop = find_skill_by_name (caster, rp->skill); 311 skop = find_skill_by_name (caster, rp->skill);
304 /* does the caster have the skill? */ 312 /* does the caster have the skill? */
305 if (!skop) 313 if (!skop)
306 return 0; 314 return 0;
308 /* code required for this recipe, search the caster */ 316 /* code required for this recipe, search the caster */
309 if (rp->keycode) 317 if (rp->keycode)
310 { 318 {
311 object *tmp; 319 object *tmp;
312 320
313 for (tmp = caster->inv; tmp != NULL; tmp = tmp->below) 321 for (tmp = caster->inv; tmp; tmp = tmp->below)
314 { 322 {
315 if (tmp->type == FORCE && tmp->slaying && !strcmp (rp->keycode, tmp->slaying)) 323 if (tmp->type == FORCE && tmp->slaying && rp->keycode == tmp->slaying)
316 break; 324 break;
317 } 325 }
326
318 if (tmp == NULL) 327 if (!tmp)
319 { /* failure--no code found */ 328 { /* 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."); 329 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; 330 return 0;
322 } 331 }
323 } 332 }
324 333
325#ifdef EXTREME_ALCHEMY_DEBUG 334#ifdef EXTREME_ALCHEMY_DEBUG
326 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches); 335 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches);
327 LOG (llevDebug, "attempt_recipe(): using recipe %s\n", rp->title ? rp->title : "unknown"); 336 LOG (llevDebug, "attempt_recipe(): using recipe %s\n", *rp->title ? &rp->title : "unknown");
328#endif 337#endif
329 338
330 if ((item = make_item_from_recipe (cauldron, rp)) != NULL) 339 if ((item = make_item_from_recipe (cauldron, rp)) != NULL)
331 { 340 {
332 remove_contents (cauldron->inv, item); 341 remove_contents (cauldron->inv, item);
333 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */ 342 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */
334 sum_weight (cauldron); 343 cauldron->update_weight ();
335 /* adj lvl, nrof on caster level */ 344 /* adj lvl, nrof on caster level */
336 adjust_product (item, ability, rp->yield ? (rp->yield * batches) : batches); 345 adjust_product (item, ability, rp->yield ? rp->yield * batches : batches);
346
337 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL) 347 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL)
338 { 348 {
339 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened."); 349 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened.");
340 /* new_draw_info_format(NDI_UNIQUE, 0,caster, 350 /* new_draw_info_format(NDI_UNIQUE, 0,caster,
341 "Your spell causes the %s to explode!",&cauldron->name); */ 351 "Your spell causes the %s to explode!",&cauldron->name); */
342 /* kaboom_cauldron(); */ 352 /* kaboom_cauldron(); */
343 } 353 }
344 else 354 else
345 {
346 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ()); 355 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ());
347 }
348 } 356 }
357
349 return item; 358 return item;
350} 359}
351 360
352
353
354/** 361/**
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. 362 * Ouch. We didnt get the formula we wanted.
481 * This fctn simulates the backfire effects--worse effects as the level 363 * This fctn simulates the backfire effects--worse effects as the level
482 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things 364 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things
483 * can happen to the would be alchemist. This table probably needs some 365 * can happen to the would be alchemist. This table probably needs some
484 * adjustment for playbalance. -b.t. 366 * adjustment for playbalance. -b.t.
485 */ 367 */
486 368static void
487void
488alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger) 369alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger)
489{ 370{
490 int level = 0; 371 int level = 0;
491 372
492 if (!op || !cauldron) 373 if (!op || !cauldron)
506 387
507 if (rndm (0, 2)) 388 if (rndm (0, 2))
508 { /* slag created */ 389 { /* slag created */
509 object *tmp = cauldron->inv; 390 object *tmp = cauldron->inv;
510 int weight = 0; 391 int weight = 0;
511 uint16 material = M_STONE;
512 392
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"); 393 tmp = archetype::get (shstr_rock);
521 tmp->weight = weight; 394 tmp->weight = weight;
522 tmp->value = 0; 395 tmp->value = 0;
523 tmp->material = material; 396 tmp->material = name_to_material (shstr_stone);
524 tmp->materialname = "stone";
525 tmp->name = "slag"; 397 tmp->name = shstr_slag;
526 tmp->name_pl = "slags"; 398 tmp->name_pl = shstr_slags;
527 item = insert_ob_in_ob (tmp, cauldron); 399 item = insert_ob_in_ob (tmp, cauldron);
528 CLEAR_FLAG (tmp, FLAG_CAN_ROLL); 400 tmp->clr_flag (FLAG_CAN_ROLL);
529 CLEAR_FLAG (tmp, FLAG_NO_PICK); 401 tmp->set_flag (FLAG_NO_DROP);
530 tmp->move_block = 0; 402 tmp->move_block = 0;
531 } 403 }
404
532 remove_contents (cauldron->inv, item); 405 remove_contents (cauldron->inv, item);
533 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ()); 406 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
534 return; 407 return;
535 } 408 }
536 else if (level < 40) 409 else if (level < 40)
541 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL) 414 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL)
542 return; 415 return;
543 416
544 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1))) 417 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1)))
545 { 418 {
546 if (!QUERY_FLAG (tmp, FLAG_CURSED)) /* curse it */ 419 if (!tmp->flag [FLAG_CURSED]) /* curse it */
547 SET_FLAG (tmp, FLAG_CURSED); 420 tmp->set_flag (FLAG_CURSED);
548 421
549 /* the apply code for potions already deals with cursed 422 /* the apply code for potions already deals with cursed
550 * potions, so any code here is basically ignored. 423 * potions, so any code here is basically ignored.
551 */ 424 */
552 if (tmp->type == FOOD) 425 if (tmp->type == FOOD)
562 } 435 }
563 while (rndm (0, 2)); 436 while (rndm (0, 2));
564 } 437 }
565 return; 438 return;
566 } 439 }
440
567 if (level == 40) 441 if (level == 40)
568 { /* MAKE RANDOM RECIPE */ 442 { /* MAKE RANDOM RECIPE */
569 recipelist *fl; 443 recipelist *fl;
570 int numb = numb_ob_inside (cauldron); 444 int numb = numb_ob_inside (cauldron);
571 445
572 fl = get_formulalist (numb - 1); /* take a lower recipe list */ 446 fl = get_formulalist (numb - 1); /* take a lower recipe list */
573 if (fl && (rp = get_random_recipe (fl))) 447 if (fl && (rp = get_random_recipe (fl)))
574 /* even though random, don't grant user any EXP for it */ 448 /* even though random, don't grant user any EXP for it */
575 (void) attempt_recipe (op, cauldron, 1, rp, -1); 449 attempt_recipe (op, cauldron, 1, rp, -1);
576 else 450 else
577 alchemy_failure_effect (op, cauldron, rp, level - 1); 451 alchemy_failure_effect (op, cauldron, rp, level - 1);
578 return;
579
580 } 452 }
581 else if (level < 45) 453 else if (level < 45)
582 { /* INFURIATE NPC's */ 454 { /* INFURIATE NPC's */
583 /* this is kind of kludgy I know... */ 455 /* this is kind of kludgy I know... */
584 cauldron->enemy = op; 456 cauldron->enemy = op;
585 npc_call_help (cauldron); 457 npc_call_help (cauldron);
586 cauldron->enemy = NULL; 458 cauldron->enemy = NULL;
587 459
588 alchemy_failure_effect (op, cauldron, rp, level - 5); 460 alchemy_failure_effect (op, cauldron, rp, level - 5);
589 return;
590 } 461 }
591 else if (level < 50) 462 else if (level < 50)
592 { /* MINOR EXPLOSION/FIREBALL */ 463 { /* MINOR EXPLOSION/FIREBALL */
593 object *tmp; 464 object *tmp;
594 465
595 remove_contents (cauldron->inv, NULL); 466 remove_contents (cauldron->inv, NULL);
596 switch (rndm (0, 2)) 467 switch (rndm (0, 2))
597 { 468 {
598 case 0: 469 case 0:
599 tmp = get_archetype ("bomb"); 470 tmp = archetype::get (shstr_bomb);
600 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW); 471 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW);
601 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW); 472 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); 473 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name);
603 break; 474 break;
604 475
605 default: 476 default:
606 tmp = get_archetype ("fireball"); 477 tmp = archetype::get (shstr_fireball);
607 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1; 478 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; 479 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); 480 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
610 break; 481 break;
611 } 482 }
612 483
613 op->insert_at (cauldron); 484 tmp->insert_at (cauldron);
614 return;
615
616 } 485 }
617 else if (level < 60) 486 else if (level < 60)
618 { /* CREATE MONSTER */ 487 { /* CREATE MONSTER */
619 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ()); 488 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
620 remove_contents (cauldron->inv, NULL); 489 remove_contents (cauldron->inv, NULL);
621 return;
622 } 490 }
623 else if (level < 80) 491 else if (level < 80)
624 { /* MAJOR FIRE */ 492 { /* MAJOR FIRE */
625 object *fb = get_archetype (SP_MED_FIREBALL); 493 object *fb = archetype::get (SP_MED_FIREBALL);
626 494
627 remove_contents (cauldron->inv, NULL); 495 remove_contents (cauldron->inv, NULL);
628 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb); 496 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb);
629 fb->destroy (); 497 fb->destroy ();
630 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name); 498 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
631 return;
632
633 } 499 }
634 else if (level < 100) 500 else if (level < 100)
635 { /* WHAMMY the CAULDRON */ 501 { /* WHAMMY the CAULDRON */
636 if (!QUERY_FLAG (cauldron, FLAG_CURSED)) 502 if (!cauldron->flag [FLAG_CURSED])
637 SET_FLAG (cauldron, FLAG_CURSED); 503 cauldron->set_flag (FLAG_CURSED);
638 else 504 else
639 cauldron->magic--; 505 cauldron->magic--;
506
640 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW); 507 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW);
508
641 if (rndm (0, 1)) 509 if (rndm (0, 1))
642 { 510 {
643 remove_contents (cauldron->inv, NULL); 511 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); 512 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name);
645 } 513 }
646 else 514 else
647 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name); 515 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name);
648 return;
649
650 } 516 }
651 else if (level < 110) 517 else if (level < 110)
652 { /* SUMMON EVIL MONSTERS */ 518 { /* SUMMON EVIL MONSTERS */
653 object *tmp = get_random_mon (level / 5); 519 object *tmp = get_random_mon (level / 5);
654 520
655 remove_contents (cauldron->inv, NULL); 521 remove_contents (cauldron->inv, NULL);
522
656 if (!tmp) 523 if (!tmp)
657 alchemy_failure_effect (op, cauldron, rp, level); 524 alchemy_failure_effect (op, cauldron, rp, level);
658 else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->name)) 525 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 ()); 526 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ());
660 return;
661
662 } 527 }
663 else if (level < 150) 528 else if (level < 150)
664 { /* COMBO EFFECT */ 529 { /* COMBO EFFECT */
665 int roll = rndm (1, 3); 530 int roll = rndm (1, 3);
666 531
667 while (roll) 532 while (roll)
668 { 533 {
669 alchemy_failure_effect (op, cauldron, rp, level - 39); 534 alchemy_failure_effect (op, cauldron, rp, level - 39);
670 roll--; 535 roll--;
671 } 536 }
672 return;
673 } 537 }
674 else if (level == 151) 538 else if (level == 151)
675 { /* CREATE RANDOM ARTIFACT */ 539 { /* CREATE RANDOM ARTIFACT */
676 object *tmp; 540 object *tmp;
677 541
678 /* this is meant to be better than prior possiblity, 542 /* this is meant to be better than prior possiblity,
679 * in this one, we allow *any* valid alchemy artifact 543 * in this one, we allow *any* valid alchemy artifact
680 * to be made (rather than only those on the given 544 * to be made (rather than only those on the given
681 * formulalist) */ 545 * formulalist) */
682 if (!rp) 546 if (!rp)
683 rp = get_random_recipe ((recipelist *) NULL); 547 rp = get_random_recipe ((recipelist *) NULL);
548
684 if (rp && (tmp = get_archetype (rp->arch_name[RANDOM () % rp->arch_names]))) 549 if (rp && (tmp = archetype::get (rp->arch_name [rndm (rp->arch_names)])))
685 { 550 {
686 generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1); 551 generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1);
687 if ((tmp = insert_ob_in_ob (tmp, cauldron))) 552 if ((tmp = insert_ob_in_ob (tmp, cauldron)))
688 { 553 {
689 remove_contents (cauldron->inv, tmp); 554 remove_contents (cauldron->inv, tmp);
690 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ()); 555 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
691 } 556 }
692 } 557 }
693 return;
694 } 558 }
695 else 559 else
696 { /* MANA STORM - watch out!! */ 560 { /* MANA STORM - watch out!! */
697 object *tmp = get_archetype (LOOSE_MANA); 561 object *tmp = archetype::get (LOOSE_MANA);
698 562
699 new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!"); 563 new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!");
700 remove_contents (cauldron->inv, NULL); 564 remove_contents (cauldron->inv, NULL);
701 cast_magic_storm (op, tmp, level); 565 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 { 566 }
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} 567}
737 568
738/** 569/**
739 *"Danger" level, will determine how bad the backfire 570 *"Danger" level, will determine how bad the backfire
740 * could be if the user fails to concoct a recipe properly. Factors include 571 * 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, 572 * 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 573 * 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 574 * 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 575 * 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) 576 * skill *before* this routine is called. (no longer auto-readies that skill)
746 * -b.t. 577 * -b.t.
747 */ 578 */
748 579static int
749int
750calc_alch_danger (object *caster, object *cauldron, recipe *rp) 580calc_alch_danger (object *caster, object *cauldron, object *skill, recipe *rp)
751{ 581{
752 object *item;
753 char name[MAX_BUF];
754 int danger = 0, nrofi = 0; 582 int danger = 0;
755 583
756 /* Knowing alchemy skill reduces yer risk */ 584 /* Knowing alchemy skill reduces yer risk */
757 danger -= caster->chosen_skill ? caster->chosen_skill->level : caster->level; 585 danger -= skill->level;
758 586
759 /* better cauldrons reduce risk */ 587 /* better cauldrons reduce risk */
760 danger -= cauldron->magic; 588 danger -= cauldron->magic;
761 589
762 /* Higher Int, lower the risk */ 590 /* Higher Int, lower the risk */
764 592
765 /* Ingredients. Longer names usually mean rarer stuff. 593 /* Ingredients. Longer names usually mean rarer stuff.
766 * Thus the backfire is worse. Also, more ingredients 594 * Thus the backfire is worse. Also, more ingredients
767 * means we are attempting a more powerfull potion, 595 * means we are attempting a more powerfull potion,
768 * and thus the backfire will be worse. */ 596 * and thus the backfire will be worse. */
769 for (item = cauldron->inv; item; item = item->below) 597 for (object *item = cauldron->inv; item; item = item->below)
770 { 598 {
771 strcpy (name, item->name); 599 const char *name = item->title
772 if (item->title)
773 sprintf (name, "%s %s", &item->name, &item->title); 600 ? format ("%s %s", &item->name, &item->title)
601 : &item->name;
602
774 danger += (strtoint (name) / 1000) + 3; 603 danger += strtoint (name) / 1000 + 3;
775 nrofi++;
776 } 604 }
777 if (rp == NULL) 605
606 if (!rp)
778 danger += 110; 607 danger += 110;
779 else 608 else
780 danger += rp->diff * 3; 609 danger += rp->diff * 3;
781 610
782 /* Using a bad device is *majorly* stupid */ 611 /* Using a bad device is *majorly* stupid */
783 if (QUERY_FLAG (cauldron, FLAG_CURSED)) 612 if (cauldron->flag [FLAG_CURSED]) danger += 80;
784 danger += 80; 613 if (cauldron->flag [FLAG_DAMNED]) danger += 200;
785 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
786 danger += 200;
787 614
788#ifdef ALCHEMY_DEBUG 615#ifdef ALCHEMY_DEBUG
789 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger); 616 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger);
790#endif 617#endif
791 618
792 return danger; 619 return danger;
793} 620}
794 621
795/** 622/**
796 * Determines if ingredients in a container match the 623 * Determines if ingredients in a container match the
797 * proper ingredients for a recipe. 624 * proper ingredients for a recipe.
798 * 625 *
799 * rp is the recipe to check 626 * rp is the recipe to check
800 * cauldron is the container that holds the ingredients 627 * cauldron is the container that holds the ingredients
849 for (ob = cauldron->inv; ob != NULL; ob = ob->below) 676 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
850 { 677 {
851 char name_ob[MAX_BUF]; 678 char name_ob[MAX_BUF];
852 const char *name2; 679 const char *name2;
853 680
854 if (ob->title == NULL) 681 if (!ob->title)
855 name2 = ob->name; 682 name2 = ob->name;
856 else 683 else
857 { 684 {
858 snprintf (name_ob, sizeof (name_ob), "%s %s", &ob->name, &ob->title); 685 snprintf (name_ob, sizeof (name_ob), "%s %s", &ob->name, &ob->title);
859 name2 = name_ob; 686 name2 = name_ob;
904 LOG (llevDebug, "looking for formula %d:\n", formula); 731 LOG (llevDebug, "looking for formula %d:\n", formula);
905#endif 732#endif
906 result = NULL; 733 result = NULL;
907 recipes_matching = 0; 734 recipes_matching = 0;
908 transmute_found = 0; 735 transmute_found = 0;
736
909 for (rp = fl->items; rp != NULL; rp = rp->next) 737 for (rp = fl->items; rp; rp = rp->next)
910 { 738 {
911 /* check if recipe matches at all */ 739 /* check if recipe matches at all */
912 if (formula % rp->index != 0) 740 if (formula % rp->index != 0)
913 { 741 {
914#ifdef EXTREME_ALCHEMY_DEBUG 742#ifdef EXTREME_ALCHEMY_DEBUG
915 LOG (llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], rp->title, rp->index); 743 LOG (llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], &rp->title, rp->index);
916#endif 744#endif
917 continue; 745 continue;
918 } 746 }
919 747
920 if (rp->transmute && find_transmution_ob (ingredients, rp, &rp_arch_index, 0) != NULL) 748 if (rp->transmute && find_transmution_ob (ingredients, rp, &rp_arch_index, 0) != NULL)
921 { 749 {
922#ifdef EXTREME_ALCHEMY_DEBUG 750#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); 751 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 752#endif
925 /* transmution recipe with matching base ingredient */ 753 /* transmution recipe with matching base ingredient */
926 if (!transmute_found) 754 if (!transmute_found)
927 { 755 {
928 transmute_found = 1; 756 transmute_found = 1;
930 } 758 }
931 } 759 }
932 else if (transmute_found) 760 else if (transmute_found)
933 { 761 {
934#ifdef EXTREME_ALCHEMY_DEBUG 762#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, 763 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); 764 rp->index);
937#endif 765#endif
938 /* "normal" recipe found after previous transmution recipe => ignore this recipe */ 766 /* "normal" recipe found after previous transmution recipe => ignore this recipe */
939 continue; 767 continue;
940 } 768 }
941#ifdef EXTREME_ALCHEMY_DEBUG 769#ifdef EXTREME_ALCHEMY_DEBUG
942 else 770 else
943 { 771 {
944 LOG (llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], rp->title, rp->index); 772 LOG (llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], &rp->title, rp->index);
945 } 773 }
946#endif 774#endif
947 775
948 if (rndm (0, recipes_matching) == 0) 776 if (rndm (0, recipes_matching) == 0)
949 result = rp; 777 result = rp;
959 return NULL; 787 return NULL;
960 } 788 }
961 789
962#ifdef ALCHEMY_DEBUG 790#ifdef ALCHEMY_DEBUG
963 if (strcmp (result->title, "NONE") != 0) 791 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); 792 LOG (llevDebug, "got formula: %s of %s (nbatches:%d)\n", result->arch_name[0], &result->title, formula / result->index);
965 else 793 else
966 LOG (llevDebug, "got formula: %s (nbatches:%d)\n", result->arch_name[0], formula / result->index); 794 LOG (llevDebug, "got formula: %s (nbatches:%d)\n", result->arch_name[0], formula / result->index);
967#endif 795#endif
968 return result; 796 return result;
969} 797}
798
799/**
800 * Main part of the ALCHEMY code. From this we call fctns
801 * that take a look at the contents of the 'cauldron' and, using these ingredients,
802 * we construct an integer formula value which is referenced (randomly) against a
803 * formula list (the formula list chosen is based on the # contents of the cauldron).
804 *
805 * If we get a match between the recipe indicated in cauldron contents and a
806 * randomly chosen one, an item is created and experience awarded. Otherwise
807 * various failure effects are possible (getting worse and worse w/ # cauldron
808 * ingredients). Note that the 'item' to be made can be *anything* listed on
809 * the artifacts list in lib/artifacts which has a recipe listed in lib/formulae.
810 *
811 * To those wondering why I am using the funky formula index method:
812 * 1) I want to match recipe to ingredients regardless of ordering.
813 * 2) I want a fast search for the 'right' recipe.
814 *
815 * Note: it is just possible that a totally different combination of
816 * ingredients will result in a match with a given recipe. This is not a bug!
817 * There is no good reason (in my mind) why alchemical processes have to be
818 * unique -- such a 'feature' is one reason why players might want to experiment
819 * around. :)
820 * -b.t.
821 */
822void
823attempt_do_alchemy (object *caster, object *cauldron, object *skill)
824{
825 recipelist *fl;
826 recipe *rp = NULL;
827 float success_chance;
828 int numb, ability = 1;
829 int formula = 0;
830 float ave_chance;
831 object *item;
832
833 if (caster->type != PLAYER)
834 return; /* only players for now */
835
836 if (get_map_flags (caster->map, NULL, caster->x, caster->y, NULL, NULL) & P_SAFE)
837 {
838 new_draw_info (NDI_UNIQUE, 0, caster, "This is sacred ground, the gods prevent you from using this device.");
839 return;
840 }
841
842 /* if no ingredients, no formula! lets forget it */
843 if (!(formula = content_recipe_value (cauldron)))
844 return;
845
846 numb = numb_ob_inside (cauldron);
847 if ((fl = get_formulalist (numb)))
848 {
849 if (caster->flag [FLAG_WIZ])
850 {
851 rp = find_recipe (fl, formula, cauldron->inv);
852 if (rp != NULL)
853 {
854#ifdef ALCHEMY_DEBUG
855 if (strcmp (rp->title, "NONE"))
856 LOG (llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], &rp->title);
857 else
858 LOG (llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula / rp->index);
859#endif
860 attempt_recipe (caster, cauldron, ability, rp, formula / rp->index);
861 }
862 else
863 LOG (llevDebug, "WIZ couldn't find formula for ingredients.\n");
864 return;
865 } /* End of WIZ alchemy */
866
867 /* find the recipe */
868 rp = find_recipe (fl, formula, cauldron->inv);
869 if (rp
870 && rp->skill == skill->skill
871 && (!rp->cauldron
872 || rp->cauldron == cauldron->arch->archname))
873 {
874 uint64 value_ingredients;
875 uint64 value_item;
876 object *tmp;
877 int attempt_shadow_alchemy;
878
879 ave_chance = fl->total_chance / (float)fl->number;
880
881 ability += skill->level * ((4.0 + cauldron->magic) / 4.0);
882
883 /* determine value of ingredients */
884 value_ingredients = 0;
885 for (tmp = cauldron->inv; tmp; tmp = tmp->below)
886 value_ingredients += query_cost (tmp, NULL, F_TRUE);
887
888 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster);
889
890 /* create the object **FIRST**, then decide whether to keep it. */
891 if ((item = attempt_recipe (caster, cauldron, ability, rp, formula / rp->index)) != NULL)
892 {
893 /* compute base chance of recipe success */
894 success_chance = ((float)ability / (float)(rp->diff * (item->level + 2)));
895 if (ave_chance == 0)
896 ave_chance = 1;
897
898#ifdef ALCHEMY_DEBUG
899 LOG (llevDebug, "percent success chance = %f ab%d / diff%d*lev%d\n", success_chance, ability, rp->diff, item->level);
900#endif
901
902 value_item = query_cost (item, NULL, F_TRUE | F_IDENTIFIED | F_NOT_CURSED);
903 if (attempt_shadow_alchemy && value_item > value_ingredients)
904 {
905#ifdef ALCHEMY_DEBUG
906 LOG (llevDebug,
907 "Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n",
908 value_ingredients, value_item);
909#endif
910 }
911 /* roll the dice */
912 else if (random_roll (0, 101, caster, PREFER_LOW) <= 100.0 * success_chance)
913 {
914 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE);
915
916 // let alchemy consume some time, so that exploits are less easy
917 caster->speed_left -= 1.0;
918
919 return;
920 }
921 }
922 }
923 }
924
925 /* if we get here, we failed!! */
926 alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, skill, rp));
927}
928

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