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Comparing deliantra/server/server/alchemy.C (file contents):
Revision 1.7 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.18 by pippijn, Mon Jan 15 21:06:19 2007 UTC

1
2/* 1/*
3 * static char *rcsid_alchemy_c =
4 * "$Id: alchemy.C,v 1.7 2006/09/10 15:59:57 root Exp $";
5 */
6
7/*
8 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
9 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
28*/ 23 */
29 24
30/* 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 */
31 26
32#include <global.h> 27#include <global.h>
33#include <object.h> 28#include <object.h>
34#ifndef __CEXTRACT__
35# include <sproto.h> 29#include <sproto.h>
36#endif
37#include <skills.h> 30#include <skills.h>
38#include <spells.h> 31#include <spells.h>
39 32
40/** define this for some helpful debuging information */ 33/** define this for some helpful debuging information */
41#if 0 34#if 0
161 /* the caster gets an increase in ability based on thier skill lvl */ 154 /* the caster gets an increase in ability based on thier skill lvl */
162 if (rp->skill) 155 if (rp->skill)
163 { 156 {
164 skop = find_skill_by_name (caster, rp->skill); 157 skop = find_skill_by_name (caster, rp->skill);
165 if (!skop) 158 if (!skop)
166 {
167 new_draw_info (NDI_UNIQUE, 0, caster, "You do not have the proper skill for this recipe"); 159 new_draw_info (NDI_UNIQUE, 0, caster, "You do not have the proper skill for this recipe");
168 }
169 else 160 else
170 {
171 ability += (int) (skop->level * ((4.0 + cauldron->magic) / 4.0)); 161 ability += (int) (skop->level * ((4.0 + cauldron->magic) / 4.0));
172 }
173 } 162 }
174 else 163 else
175 { 164 {
176 LOG (llevDebug, "Recipe %s has NULL skill!\n", &rp->title); 165 LOG (llevDebug, "Recipe %s has NULL skill!\n", &rp->title);
177 return; 166 return;
178 } 167 }
179 168
180 if (rp->cauldron) 169 if (!rp->cauldron)
181 { 170 {
182 LOG (llevDebug, "Recipe %s has NULL cauldron!\n", &rp->title); 171 LOG (llevDebug, "Recipe %s has NULL cauldron!\n", &rp->title);
183 return; 172 return;
184 } 173 }
185 174
204 193
205 value_item = query_cost (item, NULL, F_TRUE | F_IDENTIFIED | F_NOT_CURSED); 194 value_item = query_cost (item, NULL, F_TRUE | F_IDENTIFIED | F_NOT_CURSED);
206 if (attempt_shadow_alchemy && value_item > value_ingredients) 195 if (attempt_shadow_alchemy && value_item > value_ingredients)
207 { 196 {
208#ifdef ALCHEMY_DEBUG 197#ifdef ALCHEMY_DEBUG
209# ifndef WIN32
210 LOG (llevDebug, 198 LOG (llevDebug,
211 "Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n", 199 "Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n",
212 value_ingredients, value_item); 200 value_ingredients, value_item);
213# else
214 LOG (llevDebug,
215 "Forcing failure for shadow alchemy recipe because price of ingredients (%I64d) is less than price of result (%I64d).\n",
216 value_ingredients, value_item);
217# endif
218#endif 201#endif
219 } 202 }
220 /* roll the dice */ 203 /* roll the dice */
221 else if ((float) (random_roll (0, 101, caster, PREFER_LOW)) <= 100.0 * success_chance) 204 else if ((float) (random_roll (0, 101, caster, PREFER_LOW)) <= 100.0 * success_chance)
222 { 205 {
223 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE); 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
224 return; 211 return;
225 } 212 }
226 } 213 }
227 } 214 }
228 } 215 }
216
229 /* if we get here, we failed!! */ 217 /* if we get here, we failed!! */
230 alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, rp)); 218 alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, rp));
231} 219}
232 220
233/** 221/**
303 291
304 /* this should be passed to this fctn, not effiecent cpu use this way */ 292 /* this should be passed to this fctn, not effiecent cpu use this way */
305 int batches = abs (nbatches); 293 int batches = abs (nbatches);
306 294
307 295
308 LOG (llevDebug, "A %s <=> %s\n", &(rp->cauldron), &(cauldron->arch->name));
309 /* is the cauldron the right type? */ 296 /* is the cauldron the right type? */
310 if (strcmp (rp->cauldron, cauldron->arch->name) != 0) 297 if (strcmp (rp->cauldron, cauldron->arch->name) != 0)
311 { 298 {
312 new_draw_info (NDI_UNIQUE, 0, caster, "You are not using the proper" " facilities for this formula."); 299 new_draw_info (NDI_UNIQUE, 0, caster, "You are not using the proper" " facilities for this formula.");
313 return 0; 300 return 0;
321 /* code required for this recipe, search the caster */ 308 /* code required for this recipe, search the caster */
322 if (rp->keycode) 309 if (rp->keycode)
323 { 310 {
324 object *tmp; 311 object *tmp;
325 312
326 for (tmp = caster->inv; tmp != NULL; tmp = tmp->below) 313 for (tmp = caster->inv; tmp; tmp = tmp->below)
327 { 314 {
328 if (tmp->type == FORCE && tmp->slaying && !strcmp (rp->keycode, tmp->slaying)) 315 if (tmp->type == FORCE && tmp->slaying && !strcmp (rp->keycode, tmp->slaying))
329 break; 316 break;
330 } 317 }
318
331 if (tmp == NULL) 319 if (!tmp)
332 { /* failure--no code found */ 320 { /* failure--no code found */
333 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients," " but not the technique. Go learn how to do this recipe."); 321 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients," " but not the technique. Go learn how to do this recipe.");
334 return 0; 322 return 0;
335 } 323 }
336 } 324 }
353 /* new_draw_info_format(NDI_UNIQUE, 0,caster, 341 /* new_draw_info_format(NDI_UNIQUE, 0,caster,
354 "Your spell causes the %s to explode!",&cauldron->name); */ 342 "Your spell causes the %s to explode!",&cauldron->name); */
355 /* kaboom_cauldron(); */ 343 /* kaboom_cauldron(); */
356 } 344 }
357 else 345 else
358 {
359 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ()); 346 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ());
360 }
361 } 347 }
348
362 return item; 349 return item;
363} 350}
364 351
365 352
366 353
367/** 354/**
368 * We adjust the nrof, exp and level of the final product, based 355 * We adjust the nrof, exp and level of the final product, based
369 * on the item's default parameters, and the relevant caster skill level. 356 * on the item's default parameters, and the relevant caster skill level.
370 */ 357 */
371 void 358void
372adjust_product (object *item, int lvl, int yield) 359adjust_product (object *item, int lvl, int yield)
373{ 360{
374 int nrof = 1; 361 int nrof = 1;
375 362
376 if (!yield) 363 if (!yield)
377 yield = 1; 364 yield = 1;
365
378 if (lvl <= 0) 366 if (lvl <= 0)
379 lvl = 1; /* lets avoid div by zero! */ 367 lvl = 1; /* lets avoid div by zero! */
368
380 if (item->nrof) 369 if (item->nrof)
381 { 370 {
382 nrof = (int) ((1.0 - 1.0 / (lvl / 10.0 + 1.0)) * (rndm (0, yield - 1) + rndm (0, yield - 1) + rndm (0, yield - 1)) + 1); 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
383 if (nrof > yield) 373 if (nrof > yield)
384 nrof = yield; 374 nrof = yield;
375
385 item->nrof = nrof; 376 item->nrof = nrof;
386 } 377 }
387} 378}
388 379
389 380
606 object *tmp; 597 object *tmp;
607 598
608 remove_contents (cauldron->inv, NULL); 599 remove_contents (cauldron->inv, NULL);
609 switch (rndm (0, 2)) 600 switch (rndm (0, 2))
610 { 601 {
611 case 0: 602 case 0:
612 tmp = get_archetype ("bomb"); 603 tmp = get_archetype ("bomb");
613 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW); 604 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW);
614 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW); 605 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW);
615 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name); 606 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name);
616 break; 607 break;
617 608
618 default: 609 default:
619 tmp = get_archetype ("fireball"); 610 tmp = get_archetype ("fireball");
620 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1; 611 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1;
621 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2; 612 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2;
622 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name); 613 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
623 break; 614 break;
624 } 615 }
625 tmp->x = cauldron->x, tmp->y = cauldron->y; 616
626 insert_ob_in_map (tmp, op->map, NULL, 0); 617 op->insert_at (cauldron);
627 return; 618 return;
628 619
629 } 620 }
630 else if (level < 60) 621 else if (level < 60)
631 { /* CREATE MONSTER */ 622 { /* CREATE MONSTER */
637 { /* MAJOR FIRE */ 628 { /* MAJOR FIRE */
638 object *fb = get_archetype (SP_MED_FIREBALL); 629 object *fb = get_archetype (SP_MED_FIREBALL);
639 630
640 remove_contents (cauldron->inv, NULL); 631 remove_contents (cauldron->inv, NULL);
641 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb); 632 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb);
642 free_object (fb); 633 fb->destroy ();
643 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name); 634 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
644 return; 635 return;
645 636
646 } 637 }
647 else if (level < 100) 638 else if (level < 100)
715 return; 706 return;
716 } 707 }
717} 708}
718 709
719 710
720/** 711/*
721 * All but object "save_item" are elimentated from 712 * All but object "save_item" are elimentated from
722 * the container list. Note we have to becareful to remove the inventories 713 * the container list. Note we have to becareful to remove the inventories
723 * of objects in the cauldron inventory (ex icecube has stuff in it). 714 * of objects in the cauldron inventory (ex icecube has stuff in it).
724 */ 715 */
725 716
729 object *next, *tmp = first_ob; 720 object *next, *tmp = first_ob;
730 721
731 while (tmp) 722 while (tmp)
732 { 723 {
733 next = tmp->below; 724 next = tmp->below;
725
734 if (tmp == save_item) 726 if (tmp == save_item)
735 { 727 {
736 if (!(tmp = next)) 728 if (!(tmp = next))
737 break; 729 break;
738 else 730 else
739 next = next->below; 731 next = next->below;
740 } 732 }
733
741 if (tmp->inv) 734 if (tmp->inv)
742 remove_contents (tmp->inv, NULL); 735 remove_contents (tmp->inv, NULL);
743 remove_ob (tmp); 736
744 free_object (tmp); 737 tmp->destroy ();
745 tmp = next; 738 tmp = next;
746 } 739 }
747} 740}
748 741
749/** 742/**

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