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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 1.67 by root, Tue May 10 11:02:56 2022 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 (©) 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
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * 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
19 * 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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * 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>
23 */ 24 */
24 25
25/* 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 */
26 27
27#include <global.h> 28#include <global.h>
56 "rattles", 57 "rattles",
57 "makes chugging sounds", 58 "makes chugging sounds",
58 "smokes heavily for a while" 59 "smokes heavily for a while"
59}; 60};
60 61
61
62static 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);
63static recipe *find_recipe (recipelist * fl, int formula, object *ingredients); 63static recipe *find_recipe (recipelist * fl, int formula, object *ingredients);
64 64
65
66/** Returns a random selection from cauldron_effect[] */ 65/** Returns a random selection from cauldron_effect[] */
67static const char * 66static const char *
68cauldron_sound (void) 67cauldron_sound ()
69{ 68{
70 int size = sizeof (cauldron_effect) / sizeof (char *); 69 return cauldron_effect [rndm (ecb_array_length (cauldron_effect))];
71
72 return cauldron_effect[rndm (0, size - 1)];
73} 70}
74 71
75/** 72/**
76 * 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,
78 * 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).
80 *
81 * If we get a match between the recipe indicated in cauldron contents and a
82 * randomly chosen one, an item is created and experience awarded. Otherwise
83 * various failure effects are possible (getting worse and worse w/ # cauldron
84 * ingredients). Note that the 'item' to be made can be *anything* listed on
85 * the artifacts list in lib/artifacts which has a recipe listed in lib/formulae.
86 *
87 * To those wondering why I am using the funky formula index method:
88 * 1) I want to match recipe to ingredients regardless of ordering.
89 * 2) I want a fast search for the 'right' recipe.
90 *
91 * Note: it is just possible that a totally different combination of
92 * ingredients will result in a match with a given recipe. This is not a bug!
93 * 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
95 * around. :)
96 * -b.t.
97 */
98
99void
100attempt_do_alchemy (object *caster, object *cauldron)
101{
102 recipelist *fl;
103 recipe *rp = NULL;
104 float success_chance;
105 int numb, ability = 1;
106 int formula = 0;
107 float ave_chance;
108 object *item, *skop;
109
110 if (caster->type != PLAYER)
111 return; /* only players for now */
112
113 if (get_map_flags (caster->map, NULL, caster->x, caster->y, NULL, NULL) & P_SAFE)
114 {
115 new_draw_info (NDI_UNIQUE, 0, caster, "This is sacred ground, the gods prevent you from using this device.");
116 return;
117 }
118
119 /* if no ingredients, no formula! lets forget it */
120 if (!(formula = content_recipe_value (cauldron)))
121 return;
122
123 numb = numb_ob_inside (cauldron);
124 if ((fl = get_formulalist (numb)))
125 {
126 if (QUERY_FLAG (caster, FLAG_WIZ))
127 {
128 rp = find_recipe (fl, formula, cauldron->inv);
129 if (rp != NULL)
130 {
131#ifdef ALCHEMY_DEBUG
132 if (strcmp (rp->title, "NONE"))
133 LOG (llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], rp->title);
134 else
135 LOG (llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula / rp->index);
136#endif
137 attempt_recipe (caster, cauldron, ability, rp, formula / rp->index);
138 }
139 else
140 LOG (llevDebug, "WIZ couldn't find formula for ingredients.\n");
141 return;
142 } /* End of WIZ alchemy */
143
144 /* find the recipe */
145 rp = find_recipe (fl, formula, cauldron->inv);
146 if (rp)
147 {
148 uint64 value_ingredients;
149 uint64 value_item;
150 object *tmp;
151 int attempt_shadow_alchemy;
152
153 ave_chance = fl->total_chance / (float) fl->number;
154 /* the caster gets an increase in ability based on thier skill lvl */
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));
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
175 /* determine value of ingredients */
176 value_ingredients = 0;
177 for (tmp = cauldron->inv; tmp != NULL; tmp = tmp->below)
178 value_ingredients += query_cost (tmp, NULL, F_TRUE);
179
180 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster);
181
182 /* create the object **FIRST**, then decide whether to keep it. */
183 if ((item = attempt_recipe (caster, cauldron, ability, rp, formula / rp->index)) != NULL)
184 {
185 /* compute base chance of recipe success */
186 success_chance = ((float) ability / (float) (rp->diff * (item->level + 2)));
187 if (ave_chance == 0)
188 ave_chance = 1;
189
190#ifdef ALCHEMY_DEBUG
191 LOG (llevDebug, "percent success chance = %f ab%d / diff%d*lev%d\n", success_chance, ability, rp->diff, item->level);
192#endif
193
194 value_item = query_cost (item, NULL, F_TRUE | F_IDENTIFIED | F_NOT_CURSED);
195 if (attempt_shadow_alchemy && value_item > value_ingredients)
196 {
197#ifdef ALCHEMY_DEBUG
198 LOG (llevDebug,
199 "Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n",
200 value_ingredients, value_item);
201#endif
202 }
203 /* roll the dice */
204 else if ((float) (random_roll (0, 101, caster, PREFER_LOW)) <= 100.0 * success_chance)
205 {
206 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE);
207
208 // let alchemy consume some time, so that exploits are less easy
209 caster->speed_left -= 1.0;
210
211 return;
212 }
213 }
214 }
215 }
216
217 /* if we get here, we failed!! */
218 alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, rp));
219}
220
221/**
222 * Recipe value of the entire contents of a container. 73 * Recipe value of the entire contents of a container.
223 * 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
224 * ok, but the possibility of duplicate hashes is certainly possible - msw 75 * ok, but the possibility of duplicate hashes is certainly possible - msw
225 */ 76 */
226 77static int
227int
228content_recipe_value (object *op) 78content_recipe_value (object *op)
229{ 79{
230 char name[MAX_BUF];
231 object *tmp = op->inv; 80 object *tmp = op->inv;
232 int tval = 0, formula = 0; 81 int formula = 0;
233 82
234 while (tmp) 83 while (tmp)
235 { 84 {
236 tval = 0; 85 const char *name = tmp->title
237 strcpy (name, tmp->name);
238 if (tmp->title)
239 sprintf (name, "%s %s", &tmp->name, &tmp->title); 86 ? (const char *)format ("%s %s", &tmp->name, &tmp->title)
87 : tmp->name;
88
240 tval = (strtoint (name) * (tmp->nrof ? tmp->nrof : 1)); 89 int tval = strtoint (name) * tmp->number_of ();
241#ifdef ALCHEMY_DEBUG 90#ifdef ALCHEMY_DEBUG
242 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);
243#endif 92#endif
244 formula += tval; 93 formula += tval;
245 tmp = tmp->below; 94 tmp = tmp->below;
246 } 95 }
247#ifdef ALCHEMY_DEBUG 96#ifdef ALCHEMY_DEBUG
248 LOG (llevDebug, " Formula value=%d\n", formula); 97 LOG (llevDebug, " Formula value=%d\n", formula);
249#endif 98#endif
99
250 return formula; 100 return formula;
251} 101}
252 102
253/** 103/**
254 * Returns total number of items in op 104 * Returns total number of items in op
255 */ 105 */
256 106static int
257int
258numb_ob_inside (object *op) 107numb_ob_inside (object *op)
259{ 108{
260 object *tmp = op->inv; 109 object *tmp = op->inv;
261 int number = 0, o_number = 0; 110 int number = 0, o_number = 0;
262 111
268 number++; 117 number++;
269 o_number++; 118 o_number++;
270 tmp = tmp->below; 119 tmp = tmp->below;
271 } 120 }
272#ifdef ALCHEMY_DEBUG 121#ifdef ALCHEMY_DEBUG
273 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);
274#endif 123#endif
275 return o_number; 124 return o_number;
276} 125}
277 126
278/** 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/**
279 * Essentially a wrapper for make_item_from_recipe() and 292 * Essentially a wrapper for make_item_from_recipe() and
280 * 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
281 * gain some exp from (successfull) fabrication of the product. 294 * gain some exp from (successfull) fabrication of the product.
282 * 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/
283 * failed recipe) 296 * failed recipe)
284 */ 297 */
285 298static object *
286object *
287attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches) 299attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches)
288{ 300{
289 301
290 object *item = NULL, *skop; 302 object *item = NULL, *skop;
291 303
292 /* 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 */
293 int batches = abs (nbatches); 305 int batches = abs (nbatches);
294 306
295
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;
310 { 318 {
311 object *tmp; 319 object *tmp;
312 320
313 for (tmp = caster->inv; tmp; 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 }
318 326
319 if (!tmp) 327 if (!tmp)
320 { /* failure--no code found */ 328 { /* 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."); 329 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; 330 return 0;
323 } 331 }
324 } 332 }
325 333
326#ifdef EXTREME_ALCHEMY_DEBUG 334#ifdef EXTREME_ALCHEMY_DEBUG
327 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches); 335 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches);
328 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");
329#endif 337#endif
330 338
331 if ((item = make_item_from_recipe (cauldron, rp)) != NULL) 339 if ((item = make_item_from_recipe (cauldron, rp)) != NULL)
332 { 340 {
333 remove_contents (cauldron->inv, item); 341 remove_contents (cauldron->inv, item);
334 /* 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 */
335 sum_weight (cauldron); 343 cauldron->update_weight ();
336 /* adj lvl, nrof on caster level */ 344 /* adj lvl, nrof on caster level */
337 adjust_product (item, ability, rp->yield ? (rp->yield * batches) : batches); 345 adjust_product (item, ability, rp->yield ? rp->yield * batches : batches);
346
338 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL) 347 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL)
339 { 348 {
340 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened."); 349 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened.");
341 /* new_draw_info_format(NDI_UNIQUE, 0,caster, 350 /* new_draw_info_format(NDI_UNIQUE, 0,caster,
342 "Your spell causes the %s to explode!",&cauldron->name); */ 351 "Your spell causes the %s to explode!",&cauldron->name); */
347 } 356 }
348 357
349 return item; 358 return item;
350} 359}
351 360
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/** 361/**
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. 362 * Ouch. We didnt get the formula we wanted.
485 * This fctn simulates the backfire effects--worse effects as the level 363 * This fctn simulates the backfire effects--worse effects as the level
486 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things 364 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things
487 * 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
488 * adjustment for playbalance. -b.t. 366 * adjustment for playbalance. -b.t.
489 */ 367 */
490 368static void
491void
492alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger) 369alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger)
493{ 370{
494 int level = 0; 371 int level = 0;
495 372
496 if (!op || !cauldron) 373 if (!op || !cauldron)
510 387
511 if (rndm (0, 2)) 388 if (rndm (0, 2))
512 { /* slag created */ 389 { /* slag created */
513 object *tmp = cauldron->inv; 390 object *tmp = cauldron->inv;
514 int weight = 0; 391 int weight = 0;
515 uint16 material = M_STONE;
516 392
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"); 393 tmp = archetype::get (shstr_rock);
525 tmp->weight = weight; 394 tmp->weight = weight;
526 tmp->value = 0; 395 tmp->value = 0;
527 tmp->material = material; 396 tmp->material = name_to_material (shstr_stone);
528 tmp->materialname = "stone";
529 tmp->name = "slag"; 397 tmp->name = shstr_slag;
530 tmp->name_pl = "slags"; 398 tmp->name_pl = shstr_slags;
531 item = insert_ob_in_ob (tmp, cauldron); 399 item = insert_ob_in_ob (tmp, cauldron);
532 CLEAR_FLAG (tmp, FLAG_CAN_ROLL); 400 tmp->clr_flag (FLAG_CAN_ROLL);
533 CLEAR_FLAG (tmp, FLAG_NO_PICK); 401 tmp->set_flag (FLAG_NO_DROP);
534 tmp->move_block = 0; 402 tmp->move_block = 0;
535 } 403 }
404
536 remove_contents (cauldron->inv, item); 405 remove_contents (cauldron->inv, item);
537 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 ());
538 return; 407 return;
539 } 408 }
540 else if (level < 40) 409 else if (level < 40)
545 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL) 414 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL)
546 return; 415 return;
547 416
548 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1))) 417 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1)))
549 { 418 {
550 if (!QUERY_FLAG (tmp, FLAG_CURSED)) /* curse it */ 419 if (!tmp->flag [FLAG_CURSED]) /* curse it */
551 SET_FLAG (tmp, FLAG_CURSED); 420 tmp->set_flag (FLAG_CURSED);
552 421
553 /* the apply code for potions already deals with cursed 422 /* the apply code for potions already deals with cursed
554 * potions, so any code here is basically ignored. 423 * potions, so any code here is basically ignored.
555 */ 424 */
556 if (tmp->type == FOOD) 425 if (tmp->type == FOOD)
566 } 435 }
567 while (rndm (0, 2)); 436 while (rndm (0, 2));
568 } 437 }
569 return; 438 return;
570 } 439 }
440
571 if (level == 40) 441 if (level == 40)
572 { /* MAKE RANDOM RECIPE */ 442 { /* MAKE RANDOM RECIPE */
573 recipelist *fl; 443 recipelist *fl;
574 int numb = numb_ob_inside (cauldron); 444 int numb = numb_ob_inside (cauldron);
575 445
576 fl = get_formulalist (numb - 1); /* take a lower recipe list */ 446 fl = get_formulalist (numb - 1); /* take a lower recipe list */
577 if (fl && (rp = get_random_recipe (fl))) 447 if (fl && (rp = get_random_recipe (fl)))
578 /* even though random, don't grant user any EXP for it */ 448 /* even though random, don't grant user any EXP for it */
579 (void) attempt_recipe (op, cauldron, 1, rp, -1); 449 attempt_recipe (op, cauldron, 1, rp, -1);
580 else 450 else
581 alchemy_failure_effect (op, cauldron, rp, level - 1); 451 alchemy_failure_effect (op, cauldron, rp, level - 1);
582 return;
583
584 } 452 }
585 else if (level < 45) 453 else if (level < 45)
586 { /* INFURIATE NPC's */ 454 { /* INFURIATE NPC's */
587 /* this is kind of kludgy I know... */ 455 /* this is kind of kludgy I know... */
588 cauldron->enemy = op; 456 cauldron->enemy = op;
589 npc_call_help (cauldron); 457 npc_call_help (cauldron);
590 cauldron->enemy = NULL; 458 cauldron->enemy = NULL;
591 459
592 alchemy_failure_effect (op, cauldron, rp, level - 5); 460 alchemy_failure_effect (op, cauldron, rp, level - 5);
593 return;
594 } 461 }
595 else if (level < 50) 462 else if (level < 50)
596 { /* MINOR EXPLOSION/FIREBALL */ 463 { /* MINOR EXPLOSION/FIREBALL */
597 object *tmp; 464 object *tmp;
598 465
599 remove_contents (cauldron->inv, NULL); 466 remove_contents (cauldron->inv, NULL);
600 switch (rndm (0, 2)) 467 switch (rndm (0, 2))
601 { 468 {
602 case 0: 469 case 0:
603 tmp = get_archetype ("bomb"); 470 tmp = archetype::get (shstr_bomb);
604 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW); 471 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW);
605 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW); 472 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); 473 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name);
607 break; 474 break;
608 475
609 default: 476 default:
610 tmp = get_archetype ("fireball"); 477 tmp = archetype::get (shstr_fireball);
611 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;
612 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;
613 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);
614 break; 481 break;
615 } 482 }
616 483
617 op->insert_at (cauldron); 484 tmp->insert_at (cauldron);
618 return;
619
620 } 485 }
621 else if (level < 60) 486 else if (level < 60)
622 { /* CREATE MONSTER */ 487 { /* CREATE MONSTER */
623 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 ());
624 remove_contents (cauldron->inv, NULL); 489 remove_contents (cauldron->inv, NULL);
625 return;
626 } 490 }
627 else if (level < 80) 491 else if (level < 80)
628 { /* MAJOR FIRE */ 492 { /* MAJOR FIRE */
629 object *fb = get_archetype (SP_MED_FIREBALL); 493 object *fb = archetype::get (SP_MED_FIREBALL);
630 494
631 remove_contents (cauldron->inv, NULL); 495 remove_contents (cauldron->inv, NULL);
632 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);
633 fb->destroy (); 497 fb->destroy ();
634 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);
635 return;
636
637 } 499 }
638 else if (level < 100) 500 else if (level < 100)
639 { /* WHAMMY the CAULDRON */ 501 { /* WHAMMY the CAULDRON */
640 if (!QUERY_FLAG (cauldron, FLAG_CURSED)) 502 if (!cauldron->flag [FLAG_CURSED])
641 SET_FLAG (cauldron, FLAG_CURSED); 503 cauldron->set_flag (FLAG_CURSED);
642 else 504 else
643 cauldron->magic--; 505 cauldron->magic--;
506
644 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW); 507 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW);
508
645 if (rndm (0, 1)) 509 if (rndm (0, 1))
646 { 510 {
647 remove_contents (cauldron->inv, NULL); 511 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); 512 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name);
649 } 513 }
650 else 514 else
651 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);
652 return;
653
654 } 516 }
655 else if (level < 110) 517 else if (level < 110)
656 { /* SUMMON EVIL MONSTERS */ 518 { /* SUMMON EVIL MONSTERS */
657 object *tmp = get_random_mon (level / 5); 519 object *tmp = get_random_mon (level / 5);
658 520
659 remove_contents (cauldron->inv, NULL); 521 remove_contents (cauldron->inv, NULL);
522
660 if (!tmp) 523 if (!tmp)
661 alchemy_failure_effect (op, cauldron, rp, level); 524 alchemy_failure_effect (op, cauldron, rp, level);
662 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))
663 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 ());
664 return;
665
666 } 527 }
667 else if (level < 150) 528 else if (level < 150)
668 { /* COMBO EFFECT */ 529 { /* COMBO EFFECT */
669 int roll = rndm (1, 3); 530 int roll = rndm (1, 3);
670 531
671 while (roll) 532 while (roll)
672 { 533 {
673 alchemy_failure_effect (op, cauldron, rp, level - 39); 534 alchemy_failure_effect (op, cauldron, rp, level - 39);
674 roll--; 535 roll--;
675 } 536 }
676 return;
677 } 537 }
678 else if (level == 151) 538 else if (level == 151)
679 { /* CREATE RANDOM ARTIFACT */ 539 { /* CREATE RANDOM ARTIFACT */
680 object *tmp; 540 object *tmp;
681 541
682 /* this is meant to be better than prior possiblity, 542 /* this is meant to be better than prior possiblity,
683 * in this one, we allow *any* valid alchemy artifact 543 * in this one, we allow *any* valid alchemy artifact
684 * to be made (rather than only those on the given 544 * to be made (rather than only those on the given
685 * formulalist) */ 545 * formulalist) */
686 if (!rp) 546 if (!rp)
687 rp = get_random_recipe ((recipelist *) NULL); 547 rp = get_random_recipe ((recipelist *) NULL);
548
688 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)])))
689 { 550 {
690 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);
691 if ((tmp = insert_ob_in_ob (tmp, cauldron))) 552 if ((tmp = insert_ob_in_ob (tmp, cauldron)))
692 { 553 {
693 remove_contents (cauldron->inv, tmp); 554 remove_contents (cauldron->inv, tmp);
694 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 ());
695 } 556 }
696 } 557 }
697 return;
698 } 558 }
699 else 559 else
700 { /* MANA STORM - watch out!! */ 560 { /* MANA STORM - watch out!! */
701 object *tmp = get_archetype (LOOSE_MANA); 561 object *tmp = archetype::get (LOOSE_MANA);
702 562
703 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!");
704 remove_contents (cauldron->inv, NULL); 564 remove_contents (cauldron->inv, NULL);
705 cast_magic_storm (op, tmp, level); 565 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 { 566 }
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} 567}
741 568
742/** 569/**
743 *"Danger" level, will determine how bad the backfire 570 *"Danger" level, will determine how bad the backfire
744 * 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
745 * 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,
746 * 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
747 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more 574 * 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 575 * 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) 576 * skill *before* this routine is called. (no longer auto-readies that skill)
750 * -b.t. 577 * -b.t.
751 */ 578 */
752 579static int
753int
754calc_alch_danger (object *caster, object *cauldron, recipe *rp) 580calc_alch_danger (object *caster, object *cauldron, object *skill, recipe *rp)
755{ 581{
756 object *item;
757 char name[MAX_BUF];
758 int danger = 0, nrofi = 0; 582 int danger = 0;
759 583
760 /* Knowing alchemy skill reduces yer risk */ 584 /* Knowing alchemy skill reduces yer risk */
761 danger -= caster->chosen_skill ? caster->chosen_skill->level : caster->level; 585 danger -= skill->level;
762 586
763 /* better cauldrons reduce risk */ 587 /* better cauldrons reduce risk */
764 danger -= cauldron->magic; 588 danger -= cauldron->magic;
765 589
766 /* Higher Int, lower the risk */ 590 /* Higher Int, lower the risk */
768 592
769 /* Ingredients. Longer names usually mean rarer stuff. 593 /* Ingredients. Longer names usually mean rarer stuff.
770 * Thus the backfire is worse. Also, more ingredients 594 * Thus the backfire is worse. Also, more ingredients
771 * means we are attempting a more powerfull potion, 595 * means we are attempting a more powerfull potion,
772 * and thus the backfire will be worse. */ 596 * and thus the backfire will be worse. */
773 for (item = cauldron->inv; item; item = item->below) 597 for (object *item = cauldron->inv; item; item = item->below)
774 { 598 {
775 strcpy (name, item->name); 599 const char *name = item->title
776 if (item->title)
777 sprintf (name, "%s %s", &item->name, &item->title); 600 ? format ("%s %s", &item->name, &item->title)
601 : &item->name;
602
778 danger += (strtoint (name) / 1000) + 3; 603 danger += strtoint (name) / 1000 + 3;
779 nrofi++;
780 } 604 }
781 if (rp == NULL) 605
606 if (!rp)
782 danger += 110; 607 danger += 110;
783 else 608 else
784 danger += rp->diff * 3; 609 danger += rp->diff * 3;
785 610
786 /* Using a bad device is *majorly* stupid */ 611 /* Using a bad device is *majorly* stupid */
787 if (QUERY_FLAG (cauldron, FLAG_CURSED)) 612 if (cauldron->flag [FLAG_CURSED]) danger += 80;
788 danger += 80; 613 if (cauldron->flag [FLAG_DAMNED]) danger += 200;
789 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
790 danger += 200;
791 614
792#ifdef ALCHEMY_DEBUG 615#ifdef ALCHEMY_DEBUG
793 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger); 616 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger);
794#endif 617#endif
795 618
796 return danger; 619 return danger;
797} 620}
798 621
799/** 622/**
800 * Determines if ingredients in a container match the 623 * Determines if ingredients in a container match the
801 * proper ingredients for a recipe. 624 * proper ingredients for a recipe.
802 * 625 *
803 * rp is the recipe to check 626 * rp is the recipe to check
804 * cauldron is the container that holds the ingredients 627 * cauldron is the container that holds the ingredients
853 for (ob = cauldron->inv; ob != NULL; ob = ob->below) 676 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
854 { 677 {
855 char name_ob[MAX_BUF]; 678 char name_ob[MAX_BUF];
856 const char *name2; 679 const char *name2;
857 680
858 if (ob->title == NULL) 681 if (!ob->title)
859 name2 = ob->name; 682 name2 = ob->name;
860 else 683 else
861 { 684 {
862 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);
863 name2 = name_ob; 686 name2 = name_ob;
908 LOG (llevDebug, "looking for formula %d:\n", formula); 731 LOG (llevDebug, "looking for formula %d:\n", formula);
909#endif 732#endif
910 result = NULL; 733 result = NULL;
911 recipes_matching = 0; 734 recipes_matching = 0;
912 transmute_found = 0; 735 transmute_found = 0;
736
913 for (rp = fl->items; rp != NULL; rp = rp->next) 737 for (rp = fl->items; rp; rp = rp->next)
914 { 738 {
915 /* check if recipe matches at all */ 739 /* check if recipe matches at all */
916 if (formula % rp->index != 0) 740 if (formula % rp->index != 0)
917 { 741 {
918#ifdef EXTREME_ALCHEMY_DEBUG 742#ifdef EXTREME_ALCHEMY_DEBUG
919 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);
920#endif 744#endif
921 continue; 745 continue;
922 } 746 }
923 747
924 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)
925 { 749 {
926#ifdef EXTREME_ALCHEMY_DEBUG 750#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); 751 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 752#endif
929 /* transmution recipe with matching base ingredient */ 753 /* transmution recipe with matching base ingredient */
930 if (!transmute_found) 754 if (!transmute_found)
931 { 755 {
932 transmute_found = 1; 756 transmute_found = 1;
934 } 758 }
935 } 759 }
936 else if (transmute_found) 760 else if (transmute_found)
937 { 761 {
938#ifdef EXTREME_ALCHEMY_DEBUG 762#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, 763 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); 764 rp->index);
941#endif 765#endif
942 /* "normal" recipe found after previous transmution recipe => ignore this recipe */ 766 /* "normal" recipe found after previous transmution recipe => ignore this recipe */
943 continue; 767 continue;
944 } 768 }
945#ifdef EXTREME_ALCHEMY_DEBUG 769#ifdef EXTREME_ALCHEMY_DEBUG
946 else 770 else
947 { 771 {
948 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);
949 } 773 }
950#endif 774#endif
951 775
952 if (rndm (0, recipes_matching) == 0) 776 if (rndm (0, recipes_matching) == 0)
953 result = rp; 777 result = rp;
963 return NULL; 787 return NULL;
964 } 788 }
965 789
966#ifdef ALCHEMY_DEBUG 790#ifdef ALCHEMY_DEBUG
967 if (strcmp (result->title, "NONE") != 0) 791 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); 792 LOG (llevDebug, "got formula: %s of %s (nbatches:%d)\n", result->arch_name[0], &result->title, formula / result->index);
969 else 793 else
970 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);
971#endif 795#endif
972 return result; 796 return result;
973} 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 object *item;
831
832 if (caster->type != PLAYER)
833 return; /* only players for now */
834
835 if (get_map_flags (caster->map, NULL, caster->x, caster->y, NULL, NULL) & P_SAFE)
836 {
837 new_draw_info (NDI_UNIQUE, 0, caster, "This is sacred ground, the gods prevent you from using this device.");
838 return;
839 }
840
841 /* if no ingredients, no formula! lets forget it */
842 if (!(formula = content_recipe_value (cauldron)))
843 return;
844
845 numb = numb_ob_inside (cauldron);
846 if ((fl = get_formulalist (numb)))
847 {
848 if (caster->flag [FLAG_WIZ])
849 {
850 rp = find_recipe (fl, formula, cauldron->inv);
851 if (rp != NULL)
852 {
853#ifdef ALCHEMY_DEBUG
854 if (strcmp (rp->title, "NONE"))
855 LOG (llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], &rp->title);
856 else
857 LOG (llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula / rp->index);
858#endif
859 attempt_recipe (caster, cauldron, ability, rp, formula / rp->index);
860 }
861 else
862 LOG (llevDebug, "WIZ couldn't find formula for ingredients.\n");
863 return;
864 } /* End of WIZ alchemy */
865
866 /* find the recipe */
867 rp = find_recipe (fl, formula, cauldron->inv);
868 if (rp
869 && rp->skill == skill->skill
870 && (!rp->cauldron
871 || rp->cauldron == cauldron->arch->archname))
872 {
873 uint64 value_ingredients;
874 uint64 value_item;
875 object *tmp;
876 int attempt_shadow_alchemy;
877
878 //ave_chance = fl->total_chance / (float)fl->number;
879
880 ability += skill->level * ((4.0 + cauldron->magic) / 4.0);
881
882 /* determine value of ingredients */
883 value_ingredients = 0;
884 for (tmp = cauldron->inv; tmp; tmp = tmp->below)
885 value_ingredients += query_cost (tmp, NULL, F_TRUE);
886
887 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster);
888
889 /* create the object **FIRST**, then decide whether to keep it. */
890 if ((item = attempt_recipe (caster, cauldron, ability, rp, formula / rp->index)) != NULL)
891 {
892 /* compute base chance of recipe success */
893 //TODO: (marc) diff is documenmted as percentage difficulty, not as divisor.
894 success_chance = ((float)ability / (float)(rp->diff * (item->level + 2)));
895
896#ifdef ALCHEMY_DEBUG
897 LOG (llevDebug, "percent success chance = %f ab%d / diff%d*lev%d\n", success_chance, ability, rp->diff, item->level);
898#endif
899
900 value_item = query_cost (item, NULL, F_TRUE | F_IDENTIFIED | F_NOT_CURSED);
901 if (attempt_shadow_alchemy && value_item > value_ingredients)
902 {
903#ifdef ALCHEMY_DEBUG
904 LOG (llevDebug,
905 "Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n",
906 value_ingredients, value_item);
907#endif
908 }
909 /* roll the dice */
910 else if (random_roll (0, 101, caster, PREFER_LOW) <= 100.0 * success_chance)
911 {
912 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE);
913
914 // let alchemy consume some time, so that exploits are less easy
915 caster->speed_left -= 1.0;
916
917 return;
918 }
919 }
920 }
921 }
922
923 /* if we get here, we failed!! */
924 alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, skill, rp));
925}
926

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