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Comparing deliantra/server/server/alchemy.C (file contents):
Revision 1.18 by pippijn, Mon Jan 15 21:06:19 2007 UTC vs.
Revision 1.56 by root, Sat Apr 16 02:35:53 2011 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * 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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25/* 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 */
26 26
27#include <global.h> 27#include <global.h>
56 "rattles", 56 "rattles",
57 "makes chugging sounds", 57 "makes chugging sounds",
58 "smokes heavily for a while" 58 "smokes heavily for a while"
59}; 59};
60 60
61
62static 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);
63static recipe *find_recipe (recipelist * fl, int formula, object *ingredients); 62static recipe *find_recipe (recipelist * fl, int formula, object *ingredients);
64 63
65
66/** Returns a random selection from cauldron_effect[] */ 64/** Returns a random selection from cauldron_effect[] */
67static const char * 65static const char *
68cauldron_sound (void) 66cauldron_sound ()
69{ 67{
70 int size = sizeof (cauldron_effect) / sizeof (char *); 68 return cauldron_effect [rndm (array_length (cauldron_effect))];
71
72 return cauldron_effect[rndm (0, size - 1)];
73} 69}
74 70
75/** 71/**
72 * Recipe value of the entire contents of a container.
73 * This appears to just generate a hash value, which I guess for now works
74 * ok, but the possibility of duplicate hashes is certainly possible - msw
75 */
76static int
77content_recipe_value (object *op)
78{
79 object *tmp = op->inv;
80 int formula = 0;
81
82 while (tmp)
83 {
84 const char *name = tmp->title
85 ? (const char *)format ("%s %s", &tmp->name, &tmp->title)
86 : tmp->name;
87
88 int tval = strtoint (name) * tmp->number_of ();
89#ifdef ALCHEMY_DEBUG
90 LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval);
91#endif
92 formula += tval;
93 tmp = tmp->below;
94 }
95#ifdef ALCHEMY_DEBUG
96 LOG (llevDebug, " Formula value=%d\n", formula);
97#endif
98
99 return formula;
100}
101
102/**
103 * Returns total number of items in op
104 */
105static int
106numb_ob_inside (object *op)
107{
108 object *tmp = op->inv;
109 int number = 0, o_number = 0;
110
111 while (tmp)
112 {
113 if (tmp->nrof)
114 number += tmp->nrof;
115 else
116 number++;
117 o_number++;
118 tmp = tmp->below;
119 }
120#ifdef ALCHEMY_DEBUG
121 LOG (llevDebug, "numb_ob_inside(%s): found %d ingredients\n", &op->name, o_number);
122#endif
123 return o_number;
124}
125
126/**
127 * Looks through the ingredient list. If we find a
128 * suitable object in it - we will use that to make the requested artifact.
129 * Otherwise the code returns a 'generic' item if create_item is set. -b.t.
130 *
131 * @param rp_arch_index pointer to return value; set to arch index for recipe;
132 * set to zero if not using a transmution formula
133 */
134static object *
135find_transmution_ob (object *first_ingred, recipe *rp, size_t *rp_arch_index, int create_item)
136{
137 object *prod_item = 0;
138 bool found = false;
139 *rp_arch_index = 0;
140
141 if (rp->transmute) /* look for matching ingredient/prod archs */
142 for (object *item = first_ingred; item; item = item->below)
143 {
144 for (int i = 0; i < rp->arch_names; i++)
145 //TODO: should be a shstr comparison
146 if (!strcmp(&item->arch->archname,rp->arch_name[i]))
147 {
148 *rp_arch_index = i;
149 prod_item = item;
150 break;
151 }
152
153 if (prod_item)
154 break;
155 }
156
157 /* failed, create a fresh object. Note no nrof>1 because that would
158 * allow players to create massive amounts of artifacts easily */
159 if (create_item && (!prod_item || prod_item->nrof > 1))
160 {
161#ifdef ALCHEMY_DEBUG
162 LOG (llevDebug, "creating a new item.\n");
163 if (prod_item != NULL)
164 {
165 LOG (llevDebug, " had item: arch %s(nrof:%d)\n",
166 &prod_item->arch->archname, prod_item->nrof);
167 }
168#endif
169 if (!prod_item)
170 *rp_arch_index = rndm (rp->arch_names);
171 prod_item = get_archetype (rp->arch_name[*rp_arch_index]);
172 }
173
174#ifdef ALCHEMY_DEBUG
175 LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no ");
176 if (prod_item != NULL)
177 {
178 LOG (llevDebug, " find_transmutable_ob(): returns arch %s(sp:%d)\n",
179 &prod_item->arch->archname, prod_item->stats.sp);
180 }
181#endif
182
183 return prod_item;
184}
185
186/**
187 * Using a list of items and a recipe to make an artifact.
188 *
189 * @param cauldron the cauldron (including the ingredients) used to make the item
190 *
191 * @param rp the recipe to make the artifact from
192 *
193 * @return the newly created object, NULL if something failed
194 */
195static object *
196make_item_from_recipe (object *cauldron, recipe *rp)
197{
198 artifact *art = NULL;
199 object *item = NULL;
200 size_t rp_arch_index;
201
202 if (rp == NULL)
203 return (object *) NULL;
204
205 /* Find the appropriate object to transform... */
206 if ((item = find_transmution_ob (cauldron->inv, rp, &rp_arch_index, 1)) == NULL)
207 {
208 LOG (llevDebug, "make_alchemy_item(): failed to create alchemical object.\n");
209 return (object *) NULL;
210 }
211
212 /* Find the appropriate artifact template... */
213 if (rp->title != shstr_NONE)
214 {
215 if ((art = locate_recipe_artifact (rp, rp_arch_index)) == NULL)
216 {
217 LOG (llevError, "make_alchemy_item(): failed to locate recipe artifact.\n");
218 LOG (llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], &rp->title);
219 return (object *) NULL;
220 }
221
222 transmute_materialname (item, art->item);
223 give_artifact_abilities (item, art->item);
224 }
225
226 if (cauldron->flag [FLAG_CURSED])
227 item->set_flag (FLAG_CURSED);
228 if (cauldron->flag [FLAG_DAMNED])
229 item->set_flag (FLAG_DAMNED);
230
231 return item;
232}
233
234/*
235 * All but object "save_item" are elimentated from
236 * the container list. Note we have to becareful to remove the inventories
237 * of objects in the cauldron inventory (ex icecube has stuff in it).
238 */
239static void
240remove_contents (object *first_ob, object *save_item)
241{
242 // this cries for a cleaner rewrite, removing save_item first possibly
243 object *next, *tmp = first_ob;
244
245 while (tmp)
246 {
247 next = tmp->below;
248
249 if (tmp == save_item)
250 {
251 if (!(tmp = next))
252 break;
253 else
254 next = next->below;
255 }
256
257 if (tmp->inv)
258 remove_contents (tmp->inv, NULL);
259
260 tmp->destroy ();
261 tmp = next;
262 }
263}
264
265/**
266 * We adjust the nrof, exp and level of the final product, based
267 * on the item's default parameters, and the relevant caster skill level.
268 */
269static void
270adjust_product (object *item, int lvl, int yield)
271{
272 int nrof = 1;
273
274 if (!yield)
275 yield = 1;
276
277 if (lvl <= 0)
278 lvl = 1; /* lets avoid div by zero! */
279
280 if (item->nrof)
281 {
282 nrof = (int) ((1.0 - 1.0 / (lvl / 10.0 + 1.0)) * (rndm (0, yield - 1) + rndm (0, yield - 1) + rndm (0, yield - 1)) + 1);
283
284 if (nrof > yield)
285 nrof = yield;
286
287 item->nrof = nrof;
288 }
289}
290
291/**
292 * Essentially a wrapper for make_item_from_recipe() and
293 * insert_ob_in_ob. If the caster has some alchemy skill, then they might
294 * gain some exp from (successfull) fabrication of the product.
295 * If nbatches==-1, don't give exp for this creation (random generation/
296 * failed recipe)
297 */
298static object *
299attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches)
300{
301
302 object *item = NULL, *skop;
303
304 /* this should be passed to this fctn, not effiecent cpu use this way */
305 int batches = abs (nbatches);
306
307 /* is the cauldron the right type? */
308 if (rp->cauldron && rp->cauldron != cauldron->arch->archname)
309 return 0;
310
311 skop = find_skill_by_name (caster, rp->skill);
312 /* does the caster have the skill? */
313 if (!skop)
314 return 0;
315
316 /* code required for this recipe, search the caster */
317 if (rp->keycode)
318 {
319 object *tmp;
320
321 for (tmp = caster->inv; tmp; tmp = tmp->below)
322 {
323 if (tmp->type == FORCE && tmp->slaying && rp->keycode == tmp->slaying)
324 break;
325 }
326
327 if (!tmp)
328 { /* failure--no code found */
329 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients, but not the technique. Go learn how to do this recipe.");
330 return 0;
331 }
332 }
333
334#ifdef EXTREME_ALCHEMY_DEBUG
335 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches);
336 LOG (llevDebug, "attempt_recipe(): using recipe %s\n", *rp->title ? &rp->title : "unknown");
337#endif
338
339 if ((item = make_item_from_recipe (cauldron, rp)) != NULL)
340 {
341 remove_contents (cauldron->inv, item);
342 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */
343 cauldron->update_weight ();
344 /* adj lvl, nrof on caster level */
345 adjust_product (item, ability, rp->yield ? rp->yield * batches : batches);
346
347 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL)
348 {
349 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened.");
350 /* new_draw_info_format(NDI_UNIQUE, 0,caster,
351 "Your spell causes the %s to explode!",&cauldron->name); */
352 /* kaboom_cauldron(); */
353 }
354 else
355 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ());
356 }
357
358 return item;
359}
360
361/**
362 * Ouch. We didnt get the formula we wanted.
363 * This fctn simulates the backfire effects--worse effects as the level
364 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things
365 * can happen to the would be alchemist. This table probably needs some
366 * adjustment for playbalance. -b.t.
367 */
368static void
369alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger)
370{
371 int level = 0;
372
373 if (!op || !cauldron)
374 return;
375
376 if (danger > 1)
377 level = random_roll (1, danger, op, PREFER_LOW);
378
379#ifdef ALCHEMY_DEBUG
380 LOG (llevDebug, "Alchemy_failure_effect(): using level=%d\n", level);
381#endif
382
383 /* possible outcomes based on level */
384 if (level < 25)
385 { /* INGREDIENTS USED/SLAGGED */
386 object *item = NULL;
387
388 if (rndm (0, 2))
389 { /* slag created */
390 object *tmp = cauldron->inv;
391 int weight = 0;
392
393 tmp = get_archetype (shstr_rock);
394 tmp->weight = weight;
395 tmp->value = 0;
396 tmp->material = name_to_material (shstr_stone);
397 tmp->name = shstr_slag;
398 tmp->name_pl = shstr_slags;
399 item = insert_ob_in_ob (tmp, cauldron);
400 tmp->clr_flag (FLAG_CAN_ROLL);
401 tmp->set_flag (FLAG_NO_DROP);
402 tmp->move_block = 0;
403 }
404
405 remove_contents (cauldron->inv, item);
406 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
407 return;
408 }
409 else if (level < 40)
410 { /* MAKE TAINTED ITEM */
411 object *tmp = NULL;
412
413 if (!rp)
414 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL)
415 return;
416
417 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1)))
418 {
419 if (!tmp->flag [FLAG_CURSED]) /* curse it */
420 tmp->set_flag (FLAG_CURSED);
421
422 /* the apply code for potions already deals with cursed
423 * potions, so any code here is basically ignored.
424 */
425 if (tmp->type == FOOD)
426 {
427 tmp->stats.hp = random_roll (0, 149, op, PREFER_LOW);
428 }
429 tmp->value = 0; /* unsaleable item */
430
431 /* change stats downward */
432 do
433 {
434 change_attr_value (&tmp->stats, rndm (0, 6), -1 * (rndm (1, 3)));
435 }
436 while (rndm (0, 2));
437 }
438 return;
439 }
440
441 if (level == 40)
442 { /* MAKE RANDOM RECIPE */
443 recipelist *fl;
444 int numb = numb_ob_inside (cauldron);
445
446 fl = get_formulalist (numb - 1); /* take a lower recipe list */
447 if (fl && (rp = get_random_recipe (fl)))
448 /* even though random, don't grant user any EXP for it */
449 attempt_recipe (op, cauldron, 1, rp, -1);
450 else
451 alchemy_failure_effect (op, cauldron, rp, level - 1);
452 }
453 else if (level < 45)
454 { /* INFURIATE NPC's */
455 /* this is kind of kludgy I know... */
456 cauldron->enemy = op;
457 npc_call_help (cauldron);
458 cauldron->enemy = NULL;
459
460 alchemy_failure_effect (op, cauldron, rp, level - 5);
461 }
462 else if (level < 50)
463 { /* MINOR EXPLOSION/FIREBALL */
464 object *tmp;
465
466 remove_contents (cauldron->inv, NULL);
467 switch (rndm (0, 2))
468 {
469 case 0:
470 tmp = get_archetype (shstr_bomb);
471 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW);
472 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW);
473 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name);
474 break;
475
476 default:
477 tmp = get_archetype (shstr_fireball);
478 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1;
479 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2;
480 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
481 break;
482 }
483
484 tmp->insert_at (cauldron);
485 }
486 else if (level < 60)
487 { /* CREATE MONSTER */
488 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
489 remove_contents (cauldron->inv, NULL);
490 }
491 else if (level < 80)
492 { /* MAJOR FIRE */
493 object *fb = get_archetype (SP_MED_FIREBALL);
494
495 remove_contents (cauldron->inv, NULL);
496 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb);
497 fb->destroy ();
498 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
499 }
500 else if (level < 100)
501 { /* WHAMMY the CAULDRON */
502 if (!cauldron->flag [FLAG_CURSED])
503 cauldron->set_flag (FLAG_CURSED);
504 else
505 cauldron->magic--;
506
507 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW);
508
509 if (rndm (0, 1))
510 {
511 remove_contents (cauldron->inv, NULL);
512 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name);
513 }
514 else
515 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name);
516 }
517 else if (level < 110)
518 { /* SUMMON EVIL MONSTERS */
519 object *tmp = get_random_mon (level / 5);
520
521 remove_contents (cauldron->inv, NULL);
522
523 if (!tmp)
524 alchemy_failure_effect (op, cauldron, rp, level);
525 else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->archname))
526 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ());
527 }
528 else if (level < 150)
529 { /* COMBO EFFECT */
530 int roll = rndm (1, 3);
531
532 while (roll)
533 {
534 alchemy_failure_effect (op, cauldron, rp, level - 39);
535 roll--;
536 }
537 }
538 else if (level == 151)
539 { /* CREATE RANDOM ARTIFACT */
540 object *tmp;
541
542 /* this is meant to be better than prior possiblity,
543 * in this one, we allow *any* valid alchemy artifact
544 * to be made (rather than only those on the given
545 * formulalist) */
546 if (!rp)
547 rp = get_random_recipe ((recipelist *) NULL);
548
549 if (rp && (tmp = get_archetype (rp->arch_name [rndm (rp->arch_names)])))
550 {
551 generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1);
552 if ((tmp = insert_ob_in_ob (tmp, cauldron)))
553 {
554 remove_contents (cauldron->inv, tmp);
555 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
556 }
557 }
558 }
559 else
560 { /* MANA STORM - watch out!! */
561 object *tmp = get_archetype (LOOSE_MANA);
562
563 new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!");
564 remove_contents (cauldron->inv, NULL);
565 cast_magic_storm (op, tmp, level);
566 }
567}
568
569/**
570 *"Danger" level, will determine how bad the backfire
571 * could be if the user fails to concoct a recipe properly. Factors include
572 * the number of ingredients, the length of the name of each ingredient,
573 * the user's effective level, the user's Int and the enchantment on the
574 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more
575 * danger. Note that we assume that we have had the caster ready the alchemy
576 * skill *before* this routine is called. (no longer auto-readies that skill)
577 * -b.t.
578 */
579static int
580calc_alch_danger (object *caster, object *cauldron, object *skill, recipe *rp)
581{
582 int danger = 0;
583
584 /* Knowing alchemy skill reduces yer risk */
585 danger -= skill->level;
586
587 /* better cauldrons reduce risk */
588 danger -= cauldron->magic;
589
590 /* Higher Int, lower the risk */
591 danger -= 3 * (caster->stats.Int - 15);
592
593 /* Ingredients. Longer names usually mean rarer stuff.
594 * Thus the backfire is worse. Also, more ingredients
595 * means we are attempting a more powerfull potion,
596 * and thus the backfire will be worse. */
597 for (object *item = cauldron->inv; item; item = item->below)
598 {
599 const char *name = item->title
600 ? format ("%s %s", &item->name, &item->title)
601 : &item->name;
602
603 danger += strtoint (name) / 1000 + 3;
604 }
605
606 if (!rp)
607 danger += 110;
608 else
609 danger += rp->diff * 3;
610
611 /* Using a bad device is *majorly* stupid */
612 if (cauldron->flag [FLAG_CURSED]) danger += 80;
613 if (cauldron->flag [FLAG_DAMNED]) danger += 200;
614
615#ifdef ALCHEMY_DEBUG
616 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger);
617#endif
618
619 return danger;
620}
621
622/**
623 * Determines if ingredients in a container match the
624 * proper ingredients for a recipe.
625 *
626 * rp is the recipe to check
627 * cauldron is the container that holds the ingredients
628 * returns 1 if the ingredients match the recipe, 0 if not
629 *
630 * This functions tries to find each defined ingredient in the container. It is
631 * the defined recipe iff
632 * - the number of ingredients of the recipe and in the container is equal
633 * - all ingredients of the recipe are found in the container
634 * - the number of batches is the same for all ingredients
635 */
636static int
637is_defined_recipe (const recipe *rp, const object *cauldron, object *caster)
638{
639 uint32 batches_in_cauldron;
640 const linked_char *ingredient;
641 int number;
642 const object *ob;
643
644 /* check for matching number of ingredients */
645 number = 0;
646 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
647 number++;
648 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
649 number--;
650 if (number != 0)
651 return 0;
652
653 /* check for matching ingredients */
654 batches_in_cauldron = 0;
655 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
656 {
657 uint32 nrof;
658 const char *name;
659 int ok;
660
661 /* determine and remove nrof from name */
662 name = ingredient->name;
663 nrof = 0;
664 while (isdigit (*name))
665 {
666 nrof = 10 * nrof + (*name - '0');
667 name++;
668 }
669 if (nrof == 0)
670 nrof = 1;
671 while (*name == ' ')
672 name++;
673
674 /* find the current ingredient in the cauldron */
675 ok = 0;
676 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
677 {
678 char name_ob[MAX_BUF];
679 const char *name2;
680
681 if (!ob->title)
682 name2 = ob->name;
683 else
684 {
685 snprintf (name_ob, sizeof (name_ob), "%s %s", &ob->name, &ob->title);
686 name2 = name_ob;
687 }
688
689 if (strcmp (name2, name) == 0)
690 {
691 if (ob->nrof % nrof == 0)
692 {
693 uint32 batches;
694
695 batches = ob->nrof / nrof;
696 if (batches_in_cauldron == 0)
697 {
698 batches_in_cauldron = batches;
699 ok = 1;
700 }
701 else if (batches_in_cauldron == batches)
702 ok = 1;
703 }
704 break;
705 }
706 }
707 if (!ok)
708 return (0);
709 }
710
711 return (1);
712}
713
714/**
715 * Find a recipe from a recipe list that matches the given formula. If there
716 * is more than one matching recipe, it selects a random one. If at least one
717 * transmuting recipe matches, it only considers matching transmuting recipes.
718 *
719 * @return one matching recipe, or NULL if no recipe matches
720 */
721static recipe *
722find_recipe (recipelist * fl, int formula, object *ingredients)
723{
724 recipe *rp;
725 recipe *result; /* winning recipe, or NULL if no recipe found */
726 int recipes_matching; /* total number of matching recipes so far */
727 int transmute_found; /* records whether a transmuting recipe was found so far */
728 size_t rp_arch_index;
729
730#ifdef EXTREME_ALCHEMY_DEBUG
731 LOG (llevDebug, "looking for formula %d:\n", formula);
732#endif
733 result = NULL;
734 recipes_matching = 0;
735 transmute_found = 0;
736
737 for (rp = fl->items; rp; rp = rp->next)
738 {
739 /* check if recipe matches at all */
740 if (formula % rp->index != 0)
741 {
742#ifdef EXTREME_ALCHEMY_DEBUG
743 LOG (llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], &rp->title, rp->index);
744#endif
745 continue;
746 }
747
748 if (rp->transmute && find_transmution_ob (ingredients, rp, &rp_arch_index, 0) != NULL)
749 {
750#ifdef EXTREME_ALCHEMY_DEBUG
751 LOG (llevDebug, " formula %s of %s (%d) is a matching transmuting formula\n", rp->arch_name[rp_arch_index], &rp->title, rp->index);
752#endif
753 /* transmution recipe with matching base ingredient */
754 if (!transmute_found)
755 {
756 transmute_found = 1;
757 recipes_matching = 0;
758 }
759 }
760 else if (transmute_found)
761 {
762#ifdef EXTREME_ALCHEMY_DEBUG
763 LOG (llevDebug, " formula %s of %s (%d) matches but is not a matching transmuting formula\n", rp->arch_name[0], &rp->title,
764 rp->index);
765#endif
766 /* "normal" recipe found after previous transmution recipe => ignore this recipe */
767 continue;
768 }
769#ifdef EXTREME_ALCHEMY_DEBUG
770 else
771 {
772 LOG (llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], &rp->title, rp->index);
773 }
774#endif
775
776 if (rndm (0, recipes_matching) == 0)
777 result = rp;
778
779 recipes_matching++;
780 }
781
782 if (result == NULL)
783 {
784#ifdef ALCHEMY_DEBUG
785 LOG (llevDebug, "couldn't find formula for ingredients.\n");
786#endif
787 return NULL;
788 }
789
790#ifdef ALCHEMY_DEBUG
791 if (strcmp (result->title, "NONE") != 0)
792 LOG (llevDebug, "got formula: %s of %s (nbatches:%d)\n", result->arch_name[0], &result->title, formula / result->index);
793 else
794 LOG (llevDebug, "got formula: %s (nbatches:%d)\n", result->arch_name[0], formula / result->index);
795#endif
796 return result;
797}
798
799/**
76 * Main part of the ALCHEMY code. From this we call fctns 800 * Main part of the ALCHEMY code. From this we call fctns
77 * that take a look at the contents of the 'cauldron' and, using these ingredients, 801 * that take a look at the contents of the 'cauldron' and, using these ingredients,
78 * we construct an integer formula value which is referenced (randomly) against a 802 * we construct an integer formula value which is referenced (randomly) against a
79 * formula list (the formula list chosen is based on the # contents of the cauldron). 803 * formula list (the formula list chosen is based on the # contents of the cauldron).
80 * 804 *
93 * There is no good reason (in my mind) why alchemical processes have to be 817 * There is no good reason (in my mind) why alchemical processes have to be
94 * unique -- such a 'feature' is one reason why players might want to experiment 818 * unique -- such a 'feature' is one reason why players might want to experiment
95 * around. :) 819 * around. :)
96 * -b.t. 820 * -b.t.
97 */ 821 */
98
99void 822void
100attempt_do_alchemy (object *caster, object *cauldron) 823attempt_do_alchemy (object *caster, object *cauldron, object *skill)
101{ 824{
102 recipelist *fl; 825 recipelist *fl;
103 recipe *rp = NULL; 826 recipe *rp = NULL;
104 float success_chance; 827 float success_chance;
105 int numb, ability = 1; 828 int numb, ability = 1;
121 return; 844 return;
122 845
123 numb = numb_ob_inside (cauldron); 846 numb = numb_ob_inside (cauldron);
124 if ((fl = get_formulalist (numb))) 847 if ((fl = get_formulalist (numb)))
125 { 848 {
126 if (QUERY_FLAG (caster, FLAG_WIZ)) 849 if (caster->flag [FLAG_WIZ])
127 { 850 {
128 rp = find_recipe (fl, formula, cauldron->inv); 851 rp = find_recipe (fl, formula, cauldron->inv);
129 if (rp != NULL) 852 if (rp != NULL)
130 { 853 {
131#ifdef ALCHEMY_DEBUG 854#ifdef ALCHEMY_DEBUG
132 if (strcmp (rp->title, "NONE")) 855 if (strcmp (rp->title, "NONE"))
133 LOG (llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], rp->title); 856 LOG (llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], &rp->title);
134 else 857 else
135 LOG (llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula / rp->index); 858 LOG (llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula / rp->index);
136#endif 859#endif
137 attempt_recipe (caster, cauldron, ability, rp, formula / rp->index); 860 attempt_recipe (caster, cauldron, ability, rp, formula / rp->index);
138 } 861 }
141 return; 864 return;
142 } /* End of WIZ alchemy */ 865 } /* End of WIZ alchemy */
143 866
144 /* find the recipe */ 867 /* find the recipe */
145 rp = find_recipe (fl, formula, cauldron->inv); 868 rp = find_recipe (fl, formula, cauldron->inv);
146 if (rp) 869 if (rp
870 && rp->skill == skill->skill
871 && (!rp->cauldron
872 || rp->cauldron == cauldron->arch->archname))
147 { 873 {
148 uint64 value_ingredients; 874 uint64 value_ingredients;
149 uint64 value_item; 875 uint64 value_item;
150 object *tmp; 876 object *tmp;
151 int attempt_shadow_alchemy; 877 int attempt_shadow_alchemy;
152 878
153 ave_chance = fl->total_chance / (float) fl->number; 879 ave_chance = fl->total_chance / (float)fl->number;
154 /* the caster gets an increase in ability based on thier skill lvl */ 880
155 if (rp->skill)
156 {
157 skop = find_skill_by_name (caster, rp->skill);
158 if (!skop)
159 new_draw_info (NDI_UNIQUE, 0, caster, "You do not have the proper skill for this recipe");
160 else
161 ability += (int) (skop->level * ((4.0 + cauldron->magic) / 4.0)); 881 ability += skill->level * ((4.0 + cauldron->magic) / 4.0);
162 }
163 else
164 {
165 LOG (llevDebug, "Recipe %s has NULL skill!\n", &rp->title);
166 return;
167 }
168
169 if (!rp->cauldron)
170 {
171 LOG (llevDebug, "Recipe %s has NULL cauldron!\n", &rp->title);
172 return;
173 }
174 882
175 /* determine value of ingredients */ 883 /* determine value of ingredients */
176 value_ingredients = 0; 884 value_ingredients = 0;
177 for (tmp = cauldron->inv; tmp != NULL; tmp = tmp->below) 885 for (tmp = cauldron->inv; tmp; tmp = tmp->below)
178 value_ingredients += query_cost (tmp, NULL, F_TRUE); 886 value_ingredients += query_cost (tmp, NULL, F_TRUE);
179 887
180 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster); 888 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster);
181 889
182 /* create the object **FIRST**, then decide whether to keep it. */ 890 /* create the object **FIRST**, then decide whether to keep it. */
183 if ((item = attempt_recipe (caster, cauldron, ability, rp, formula / rp->index)) != NULL) 891 if ((item = attempt_recipe (caster, cauldron, ability, rp, formula / rp->index)) != NULL)
184 { 892 {
185 /* compute base chance of recipe success */ 893 /* compute base chance of recipe success */
186 success_chance = ((float) ability / (float) (rp->diff * (item->level + 2))); 894 success_chance = ((float)ability / (float)(rp->diff * (item->level + 2)));
187 if (ave_chance == 0) 895 if (ave_chance == 0)
188 ave_chance = 1; 896 ave_chance = 1;
189 897
190#ifdef ALCHEMY_DEBUG 898#ifdef ALCHEMY_DEBUG
191 LOG (llevDebug, "percent success chance = %f ab%d / diff%d*lev%d\n", success_chance, ability, rp->diff, item->level); 899 LOG (llevDebug, "percent success chance = %f ab%d / diff%d*lev%d\n", success_chance, ability, rp->diff, item->level);
199 "Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n", 907 "Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n",
200 value_ingredients, value_item); 908 value_ingredients, value_item);
201#endif 909#endif
202 } 910 }
203 /* roll the dice */ 911 /* roll the dice */
204 else if ((float) (random_roll (0, 101, caster, PREFER_LOW)) <= 100.0 * success_chance) 912 else if (random_roll (0, 101, caster, PREFER_LOW) <= 100.0 * success_chance)
205 { 913 {
206 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE); 914 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE);
207 915
208 // let alchemy consume some time, so that exploits are less easy 916 // let alchemy consume some time, so that exploits are less easy
209 caster->speed_left -= 1.0; 917 caster->speed_left -= 1.0;
213 } 921 }
214 } 922 }
215 } 923 }
216 924
217 /* if we get here, we failed!! */ 925 /* if we get here, we failed!! */
218 alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, rp)); 926 alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, skill, rp));
219} 927}
220 928
221/**
222 * Recipe value of the entire contents of a container.
223 * This appears to just generate a hash value, which I guess for now works
224 * ok, but the possibility of duplicate hashes is certainly possible - msw
225 */
226
227int
228content_recipe_value (object *op)
229{
230 char name[MAX_BUF];
231 object *tmp = op->inv;
232 int tval = 0, formula = 0;
233
234 while (tmp)
235 {
236 tval = 0;
237 strcpy (name, tmp->name);
238 if (tmp->title)
239 sprintf (name, "%s %s", &tmp->name, &tmp->title);
240 tval = (strtoint (name) * (tmp->nrof ? tmp->nrof : 1));
241#ifdef ALCHEMY_DEBUG
242 LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval);
243#endif
244 formula += tval;
245 tmp = tmp->below;
246 }
247#ifdef ALCHEMY_DEBUG
248 LOG (llevDebug, " Formula value=%d\n", formula);
249#endif
250 return formula;
251}
252
253/**
254 * Returns total number of items in op
255 */
256
257int
258numb_ob_inside (object *op)
259{
260 object *tmp = op->inv;
261 int number = 0, o_number = 0;
262
263 while (tmp)
264 {
265 if (tmp->nrof)
266 number += tmp->nrof;
267 else
268 number++;
269 o_number++;
270 tmp = tmp->below;
271 }
272#ifdef ALCHEMY_DEBUG
273 LOG (llevDebug, "numb_ob_inside(%s): found %d ingredients\n", op->name, o_number);
274#endif
275 return o_number;
276}
277
278/**
279 * Essentially a wrapper for make_item_from_recipe() and
280 * insert_ob_in_ob. If the caster has some alchemy skill, then they might
281 * gain some exp from (successfull) fabrication of the product.
282 * If nbatches==-1, don't give exp for this creation (random generation/
283 * failed recipe)
284 */
285
286object *
287attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches)
288{
289
290 object *item = NULL, *skop;
291
292 /* this should be passed to this fctn, not effiecent cpu use this way */
293 int batches = abs (nbatches);
294
295
296 /* is the cauldron the right type? */
297 if (strcmp (rp->cauldron, cauldron->arch->name) != 0)
298 {
299 new_draw_info (NDI_UNIQUE, 0, caster, "You are not using the proper" " facilities for this formula.");
300 return 0;
301 }
302
303 skop = find_skill_by_name (caster, rp->skill);
304 /* does the caster have the skill? */
305 if (!skop)
306 return 0;
307
308 /* code required for this recipe, search the caster */
309 if (rp->keycode)
310 {
311 object *tmp;
312
313 for (tmp = caster->inv; tmp; tmp = tmp->below)
314 {
315 if (tmp->type == FORCE && tmp->slaying && !strcmp (rp->keycode, tmp->slaying))
316 break;
317 }
318
319 if (!tmp)
320 { /* failure--no code found */
321 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients," " but not the technique. Go learn how to do this recipe.");
322 return 0;
323 }
324 }
325
326#ifdef EXTREME_ALCHEMY_DEBUG
327 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches);
328 LOG (llevDebug, "attempt_recipe(): using recipe %s\n", rp->title ? rp->title : "unknown");
329#endif
330
331 if ((item = make_item_from_recipe (cauldron, rp)) != NULL)
332 {
333 remove_contents (cauldron->inv, item);
334 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */
335 sum_weight (cauldron);
336 /* adj lvl, nrof on caster level */
337 adjust_product (item, ability, rp->yield ? (rp->yield * batches) : batches);
338 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL)
339 {
340 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened.");
341 /* new_draw_info_format(NDI_UNIQUE, 0,caster,
342 "Your spell causes the %s to explode!",&cauldron->name); */
343 /* kaboom_cauldron(); */
344 }
345 else
346 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ());
347 }
348
349 return item;
350}
351
352
353
354/**
355 * We adjust the nrof, exp and level of the final product, based
356 * on the item's default parameters, and the relevant caster skill level.
357 */
358void
359adjust_product (object *item, int lvl, int yield)
360{
361 int nrof = 1;
362
363 if (!yield)
364 yield = 1;
365
366 if (lvl <= 0)
367 lvl = 1; /* lets avoid div by zero! */
368
369 if (item->nrof)
370 {
371 nrof = (int) ((1.0 - 1.0 / (lvl / 10.0 + 1.0)) * (rndm (0, yield - 1) + rndm (0, yield - 1) + rndm (0, yield - 1)) + 1);
372
373 if (nrof > yield)
374 nrof = yield;
375
376 item->nrof = nrof;
377 }
378}
379
380
381/**
382 * Using a list of items and a recipe to make an artifact.
383 *
384 * @param cauldron the cauldron (including the ingredients) used to make the item
385 *
386 * @param rp the recipe to make the artifact from
387 *
388 * @return the newly created object, NULL if something failed
389 */
390
391object *
392make_item_from_recipe (object *cauldron, recipe *rp)
393{
394 artifact *art = NULL;
395 object *item = NULL;
396 size_t rp_arch_index;
397
398 if (rp == NULL)
399 return (object *) NULL;
400
401 /* Find the appropriate object to transform... */
402 if ((item = find_transmution_ob (cauldron->inv, rp, &rp_arch_index, 1)) == NULL)
403 {
404 LOG (llevDebug, "make_alchemy_item(): failed to create alchemical object.\n");
405 return (object *) NULL;
406 }
407
408 /* Find the appropriate artifact template... */
409 if (strcmp (rp->title, "NONE"))
410 {
411 if ((art = locate_recipe_artifact (rp, rp_arch_index)) == NULL)
412 {
413 LOG (llevError, "make_alchemy_item(): failed to locate recipe artifact.\n");
414 LOG (llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], &rp->title);
415 return (object *) NULL;
416 }
417 transmute_materialname (item, art->item);
418 give_artifact_abilities (item, art->item);
419 }
420
421 if (QUERY_FLAG (cauldron, FLAG_CURSED))
422 SET_FLAG (item, FLAG_CURSED);
423 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
424 SET_FLAG (item, FLAG_DAMNED);
425
426 return item;
427}
428
429
430/**
431 * Looks through the ingredient list. If we find a
432 * suitable object in it - we will use that to make the requested artifact.
433 * Otherwise the code returns a 'generic' item if create_item is set. -b.t.
434 *
435 * @param rp_arch_index pointer to return value; set to arch index for recipe;
436 * set to zero if not using a transmution formula
437 */
438
439object *
440find_transmution_ob (object *first_ingred, recipe *rp, size_t * rp_arch_index, int create_item)
441{
442 object *item = NULL;
443
444 *rp_arch_index = 0;
445
446 if (rp->transmute) /* look for matching ingredient/prod archs */
447 for (item = first_ingred; item; item = item->below)
448 {
449 size_t i;
450
451 for (i = 0; i < rp->arch_names; i++)
452 {
453 if (strcmp (item->arch->name, rp->arch_name[i]) == 0)
454 {
455 *rp_arch_index = i;
456 break;
457 }
458 }
459 if (i < rp->arch_names)
460 break;
461 }
462
463 /* failed, create a fresh object. Note no nrof>1 because that would
464 * allow players to create massive amounts of artifacts easily */
465 if (create_item && (!item || item->nrof > 1))
466 {
467 *rp_arch_index = RANDOM () % rp->arch_names;
468 item = get_archetype (rp->arch_name[*rp_arch_index]);
469 }
470
471#ifdef ALCHEMY_DEBUG
472 LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no ");
473 if (item != NULL)
474 {
475 LOG (llevDebug, " find_transmutable_ob(): returns arch %s(sp:%d)\n", item->arch->name, item->stats.sp);
476 }
477#endif
478
479 return item;
480}
481
482
483/**
484 * Ouch. We didnt get the formula we wanted.
485 * This fctn simulates the backfire effects--worse effects as the level
486 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things
487 * can happen to the would be alchemist. This table probably needs some
488 * adjustment for playbalance. -b.t.
489 */
490
491void
492alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger)
493{
494 int level = 0;
495
496 if (!op || !cauldron)
497 return;
498
499 if (danger > 1)
500 level = random_roll (1, danger, op, PREFER_LOW);
501
502#ifdef ALCHEMY_DEBUG
503 LOG (llevDebug, "Alchemy_failure_effect(): using level=%d\n", level);
504#endif
505
506 /* possible outcomes based on level */
507 if (level < 25)
508 { /* INGREDIENTS USED/SLAGGED */
509 object *item = NULL;
510
511 if (rndm (0, 2))
512 { /* slag created */
513 object *tmp = cauldron->inv;
514 int weight = 0;
515 uint16 material = M_STONE;
516
517 while (tmp)
518 { /* slag has coadded ingredient properties */
519 weight += tmp->weight;
520 if (!(material & tmp->material))
521 material |= tmp->material;
522 tmp = tmp->below;
523 }
524 tmp = get_archetype ("rock");
525 tmp->weight = weight;
526 tmp->value = 0;
527 tmp->material = material;
528 tmp->materialname = "stone";
529 tmp->name = "slag";
530 tmp->name_pl = "slags";
531 item = insert_ob_in_ob (tmp, cauldron);
532 CLEAR_FLAG (tmp, FLAG_CAN_ROLL);
533 CLEAR_FLAG (tmp, FLAG_NO_PICK);
534 tmp->move_block = 0;
535 }
536 remove_contents (cauldron->inv, item);
537 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
538 return;
539 }
540 else if (level < 40)
541 { /* MAKE TAINTED ITEM */
542 object *tmp = NULL;
543
544 if (!rp)
545 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL)
546 return;
547
548 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1)))
549 {
550 if (!QUERY_FLAG (tmp, FLAG_CURSED)) /* curse it */
551 SET_FLAG (tmp, FLAG_CURSED);
552
553 /* the apply code for potions already deals with cursed
554 * potions, so any code here is basically ignored.
555 */
556 if (tmp->type == FOOD)
557 {
558 tmp->stats.hp = random_roll (0, 149, op, PREFER_LOW);
559 }
560 tmp->value = 0; /* unsaleable item */
561
562 /* change stats downward */
563 do
564 {
565 change_attr_value (&tmp->stats, rndm (0, 6), -1 * (rndm (1, 3)));
566 }
567 while (rndm (0, 2));
568 }
569 return;
570 }
571 if (level == 40)
572 { /* MAKE RANDOM RECIPE */
573 recipelist *fl;
574 int numb = numb_ob_inside (cauldron);
575
576 fl = get_formulalist (numb - 1); /* take a lower recipe list */
577 if (fl && (rp = get_random_recipe (fl)))
578 /* even though random, don't grant user any EXP for it */
579 (void) attempt_recipe (op, cauldron, 1, rp, -1);
580 else
581 alchemy_failure_effect (op, cauldron, rp, level - 1);
582 return;
583
584 }
585 else if (level < 45)
586 { /* INFURIATE NPC's */
587 /* this is kind of kludgy I know... */
588 cauldron->enemy = op;
589 npc_call_help (cauldron);
590 cauldron->enemy = NULL;
591
592 alchemy_failure_effect (op, cauldron, rp, level - 5);
593 return;
594 }
595 else if (level < 50)
596 { /* MINOR EXPLOSION/FIREBALL */
597 object *tmp;
598
599 remove_contents (cauldron->inv, NULL);
600 switch (rndm (0, 2))
601 {
602 case 0:
603 tmp = get_archetype ("bomb");
604 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW);
605 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW);
606 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name);
607 break;
608
609 default:
610 tmp = get_archetype ("fireball");
611 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1;
612 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2;
613 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
614 break;
615 }
616
617 op->insert_at (cauldron);
618 return;
619
620 }
621 else if (level < 60)
622 { /* CREATE MONSTER */
623 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
624 remove_contents (cauldron->inv, NULL);
625 return;
626 }
627 else if (level < 80)
628 { /* MAJOR FIRE */
629 object *fb = get_archetype (SP_MED_FIREBALL);
630
631 remove_contents (cauldron->inv, NULL);
632 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb);
633 fb->destroy ();
634 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
635 return;
636
637 }
638 else if (level < 100)
639 { /* WHAMMY the CAULDRON */
640 if (!QUERY_FLAG (cauldron, FLAG_CURSED))
641 SET_FLAG (cauldron, FLAG_CURSED);
642 else
643 cauldron->magic--;
644 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW);
645 if (rndm (0, 1))
646 {
647 remove_contents (cauldron->inv, NULL);
648 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name);
649 }
650 else
651 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name);
652 return;
653
654 }
655 else if (level < 110)
656 { /* SUMMON EVIL MONSTERS */
657 object *tmp = get_random_mon (level / 5);
658
659 remove_contents (cauldron->inv, NULL);
660 if (!tmp)
661 alchemy_failure_effect (op, cauldron, rp, level);
662 else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->name))
663 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ());
664 return;
665
666 }
667 else if (level < 150)
668 { /* COMBO EFFECT */
669 int roll = rndm (1, 3);
670
671 while (roll)
672 {
673 alchemy_failure_effect (op, cauldron, rp, level - 39);
674 roll--;
675 }
676 return;
677 }
678 else if (level == 151)
679 { /* CREATE RANDOM ARTIFACT */
680 object *tmp;
681
682 /* this is meant to be better than prior possiblity,
683 * in this one, we allow *any* valid alchemy artifact
684 * to be made (rather than only those on the given
685 * formulalist) */
686 if (!rp)
687 rp = get_random_recipe ((recipelist *) NULL);
688 if (rp && (tmp = get_archetype (rp->arch_name[RANDOM () % rp->arch_names])))
689 {
690 generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1);
691 if ((tmp = insert_ob_in_ob (tmp, cauldron)))
692 {
693 remove_contents (cauldron->inv, tmp);
694 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
695 }
696 }
697 return;
698 }
699 else
700 { /* MANA STORM - watch out!! */
701 object *tmp = get_archetype (LOOSE_MANA);
702
703 new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!");
704 remove_contents (cauldron->inv, NULL);
705 cast_magic_storm (op, tmp, level);
706 return;
707 }
708}
709
710
711/*
712 * All but object "save_item" are elimentated from
713 * the container list. Note we have to becareful to remove the inventories
714 * of objects in the cauldron inventory (ex icecube has stuff in it).
715 */
716
717void
718remove_contents (object *first_ob, object *save_item)
719{
720 object *next, *tmp = first_ob;
721
722 while (tmp)
723 {
724 next = tmp->below;
725
726 if (tmp == save_item)
727 {
728 if (!(tmp = next))
729 break;
730 else
731 next = next->below;
732 }
733
734 if (tmp->inv)
735 remove_contents (tmp->inv, NULL);
736
737 tmp->destroy ();
738 tmp = next;
739 }
740}
741
742/**
743 *"Danger" level, will determine how bad the backfire
744 * could be if the user fails to concoct a recipe properly. Factors include
745 * the number of ingredients, the length of the name of each ingredient,
746 * the user's effective level, the user's Int and the enchantment on the
747 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more
748 * danger. Note that we assume that we have had the caster ready the alchemy
749 * skill *before* this routine is called. (no longer auto-readies that skill)
750 * -b.t.
751 */
752
753int
754calc_alch_danger (object *caster, object *cauldron, recipe *rp)
755{
756 object *item;
757 char name[MAX_BUF];
758 int danger = 0, nrofi = 0;
759
760 /* Knowing alchemy skill reduces yer risk */
761 danger -= caster->chosen_skill ? caster->chosen_skill->level : caster->level;
762
763 /* better cauldrons reduce risk */
764 danger -= cauldron->magic;
765
766 /* Higher Int, lower the risk */
767 danger -= 3 * (caster->stats.Int - 15);
768
769 /* Ingredients. Longer names usually mean rarer stuff.
770 * Thus the backfire is worse. Also, more ingredients
771 * means we are attempting a more powerfull potion,
772 * and thus the backfire will be worse. */
773 for (item = cauldron->inv; item; item = item->below)
774 {
775 strcpy (name, item->name);
776 if (item->title)
777 sprintf (name, "%s %s", &item->name, &item->title);
778 danger += (strtoint (name) / 1000) + 3;
779 nrofi++;
780 }
781 if (rp == NULL)
782 danger += 110;
783 else
784 danger += rp->diff * 3;
785
786 /* Using a bad device is *majorly* stupid */
787 if (QUERY_FLAG (cauldron, FLAG_CURSED))
788 danger += 80;
789 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
790 danger += 200;
791
792#ifdef ALCHEMY_DEBUG
793 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger);
794#endif
795
796 return danger;
797}
798
799/**
800 * Determines if ingredients in a container match the
801 * proper ingredients for a recipe.
802 *
803 * rp is the recipe to check
804 * cauldron is the container that holds the ingredients
805 * returns 1 if the ingredients match the recipe, 0 if not
806 *
807 * This functions tries to find each defined ingredient in the container. It is
808 * the defined recipe iff
809 * - the number of ingredients of the recipe and in the container is equal
810 * - all ingredients of the recipe are found in the container
811 * - the number of batches is the same for all ingredients
812 */
813static int
814is_defined_recipe (const recipe *rp, const object *cauldron, object *caster)
815{
816 uint32 batches_in_cauldron;
817 const linked_char *ingredient;
818 int number;
819 const object *ob;
820
821 /* check for matching number of ingredients */
822 number = 0;
823 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
824 number++;
825 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
826 number--;
827 if (number != 0)
828 return 0;
829
830 /* check for matching ingredients */
831 batches_in_cauldron = 0;
832 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
833 {
834 uint32 nrof;
835 const char *name;
836 int ok;
837
838 /* determine and remove nrof from name */
839 name = ingredient->name;
840 nrof = 0;
841 while (isdigit (*name))
842 {
843 nrof = 10 * nrof + (*name - '0');
844 name++;
845 }
846 if (nrof == 0)
847 nrof = 1;
848 while (*name == ' ')
849 name++;
850
851 /* find the current ingredient in the cauldron */
852 ok = 0;
853 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
854 {
855 char name_ob[MAX_BUF];
856 const char *name2;
857
858 if (ob->title == NULL)
859 name2 = ob->name;
860 else
861 {
862 snprintf (name_ob, sizeof (name_ob), "%s %s", &ob->name, &ob->title);
863 name2 = name_ob;
864 }
865
866 if (strcmp (name2, name) == 0)
867 {
868 if (ob->nrof % nrof == 0)
869 {
870 uint32 batches;
871
872 batches = ob->nrof / nrof;
873 if (batches_in_cauldron == 0)
874 {
875 batches_in_cauldron = batches;
876 ok = 1;
877 }
878 else if (batches_in_cauldron == batches)
879 ok = 1;
880 }
881 break;
882 }
883 }
884 if (!ok)
885 return (0);
886 }
887
888 return (1);
889}
890
891/**
892 * Find a recipe from a recipe list that matches the given formula. If there
893 * is more than one matching recipe, it selects a random one. If at least one
894 * transmuting recipe matches, it only considers matching transmuting recipes.
895 *
896 * @return one matching recipe, or NULL if no recipe matches
897 */
898static recipe *
899find_recipe (recipelist * fl, int formula, object *ingredients)
900{
901 recipe *rp;
902 recipe *result; /* winning recipe, or NULL if no recipe found */
903 int recipes_matching; /* total number of matching recipes so far */
904 int transmute_found; /* records whether a transmuting recipe was found so far */
905 size_t rp_arch_index;
906
907#ifdef EXTREME_ALCHEMY_DEBUG
908 LOG (llevDebug, "looking for formula %d:\n", formula);
909#endif
910 result = NULL;
911 recipes_matching = 0;
912 transmute_found = 0;
913 for (rp = fl->items; rp != NULL; rp = rp->next)
914 {
915 /* check if recipe matches at all */
916 if (formula % rp->index != 0)
917 {
918#ifdef EXTREME_ALCHEMY_DEBUG
919 LOG (llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], rp->title, rp->index);
920#endif
921 continue;
922 }
923
924 if (rp->transmute && find_transmution_ob (ingredients, rp, &rp_arch_index, 0) != NULL)
925 {
926#ifdef EXTREME_ALCHEMY_DEBUG
927 LOG (llevDebug, " formula %s of %s (%d) is a matching transmuting formula\n", rp->arch_name[rp_arch_index], rp->title, rp->index);
928#endif
929 /* transmution recipe with matching base ingredient */
930 if (!transmute_found)
931 {
932 transmute_found = 1;
933 recipes_matching = 0;
934 }
935 }
936 else if (transmute_found)
937 {
938#ifdef EXTREME_ALCHEMY_DEBUG
939 LOG (llevDebug, " formula %s of %s (%d) matches but is not a matching transmuting formula\n", rp->arch_name[0], rp->title,
940 rp->index);
941#endif
942 /* "normal" recipe found after previous transmution recipe => ignore this recipe */
943 continue;
944 }
945#ifdef EXTREME_ALCHEMY_DEBUG
946 else
947 {
948 LOG (llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], rp->title, rp->index);
949 }
950#endif
951
952 if (rndm (0, recipes_matching) == 0)
953 result = rp;
954
955 recipes_matching++;
956 }
957
958 if (result == NULL)
959 {
960#ifdef ALCHEMY_DEBUG
961 LOG (llevDebug, "couldn't find formula for ingredients.\n");
962#endif
963 return NULL;
964 }
965
966#ifdef ALCHEMY_DEBUG
967 if (strcmp (result->title, "NONE") != 0)
968 LOG (llevDebug, "got formula: %s of %s (nbatches:%d)\n", result->arch_name[0], result->title, formula / result->index);
969 else
970 LOG (llevDebug, "got formula: %s (nbatches:%d)\n", result->arch_name[0], formula / result->index);
971#endif
972 return result;
973}

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