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Comparing deliantra/server/server/alchemy.C (file contents):
Revision 1.20 by root, Mon Feb 5 02:07:40 2007 UTC vs.
Revision 1.60 by root, Fri Jan 27 22:00:40 2012 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 *rp_arch_index = 0;
139
140 if (rp->transmute) /* look for matching ingredient/prod archs */
141 for (object *item = first_ingred; item; item = item->below)
142 {
143 for (int i = 0; i < rp->arch_names; i++)
144 //TODO: should be a shstr comparison
145 if (!strcmp(&item->arch->archname,rp->arch_name[i]))
146 {
147 *rp_arch_index = i;
148 prod_item = item;
149 break;
150 }
151
152 if (prod_item)
153 break;
154 }
155
156 /* failed, create a fresh object. Note no nrof>1 because that would
157 * allow players to create massive amounts of artifacts easily */
158 if (create_item && (!prod_item || prod_item->nrof > 1))
159 {
160#ifdef ALCHEMY_DEBUG
161 LOG (llevDebug, "creating a new item.\n");
162 if (prod_item != NULL)
163 {
164 LOG (llevDebug, " had item: arch %s(nrof:%d)\n",
165 &prod_item->arch->archname, prod_item->nrof);
166 }
167#endif
168 if (!prod_item)
169 *rp_arch_index = rndm (rp->arch_names);
170 prod_item = archetype::get (rp->arch_name[*rp_arch_index]);
171 }
172
173#ifdef ALCHEMY_DEBUG
174 LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no ");
175 if (prod_item != NULL)
176 {
177 LOG (llevDebug, " find_transmutable_ob(): returns arch %s(sp:%d)\n",
178 &prod_item->arch->archname, prod_item->stats.sp);
179 }
180#endif
181
182 return prod_item;
183}
184
185/**
186 * Using a list of items and a recipe to make an artifact.
187 *
188 * @param cauldron the cauldron (including the ingredients) used to make the item
189 *
190 * @param rp the recipe to make the artifact from
191 *
192 * @return the newly created object, NULL if something failed
193 */
194static object *
195make_item_from_recipe (object *cauldron, recipe *rp)
196{
197 artifact *art = NULL;
198 object *item = NULL;
199 size_t rp_arch_index;
200
201 if (rp == NULL)
202 return (object *) NULL;
203
204 /* Find the appropriate object to transform... */
205 if ((item = find_transmution_ob (cauldron->inv, rp, &rp_arch_index, 1)) == NULL)
206 {
207 LOG (llevDebug, "make_alchemy_item(): failed to create alchemical object.\n");
208 return (object *) NULL;
209 }
210
211 /* Find the appropriate artifact template... */
212 if (rp->title != shstr_NONE)
213 {
214 if ((art = locate_recipe_artifact (rp, rp_arch_index)) == NULL)
215 {
216 LOG (llevError, "make_alchemy_item(): failed to locate recipe artifact.\n");
217 LOG (llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], &rp->title);
218 return (object *) NULL;
219 }
220
221 transmute_materialname (item, art->item);
222 give_artifact_abilities (item, art->item);
223 }
224
225 if (cauldron->flag [FLAG_CURSED])
226 item->set_flag (FLAG_CURSED);
227 if (cauldron->flag [FLAG_DAMNED])
228 item->set_flag (FLAG_DAMNED);
229
230 return item;
231}
232
233/*
234 * All but object "save_item" are elimentated from
235 * the container list. Note we have to becareful to remove the inventories
236 * of objects in the cauldron inventory (ex icecube has stuff in it).
237 */
238static void
239remove_contents (object *first_ob, object *save_item)
240{
241 // this cries for a cleaner rewrite, removing save_item first possibly
242 object *next, *tmp = first_ob;
243
244 while (tmp)
245 {
246 next = tmp->below;
247
248 if (tmp == save_item)
249 {
250 if (!(tmp = next))
251 break;
252 else
253 next = next->below;
254 }
255
256 if (tmp->inv)
257 remove_contents (tmp->inv, NULL);
258
259 tmp->destroy ();
260 tmp = next;
261 }
262}
263
264/**
265 * We adjust the nrof, exp and level of the final product, based
266 * on the item's default parameters, and the relevant caster skill level.
267 */
268static void
269adjust_product (object *item, int lvl, int yield)
270{
271 int nrof = 1;
272
273 if (!yield)
274 yield = 1;
275
276 if (lvl <= 0)
277 lvl = 1; /* lets avoid div by zero! */
278
279 if (item->nrof)
280 {
281 nrof = (int) ((1.0 - 1.0 / (lvl / 10.0 + 1.0)) * (rndm (0, yield - 1) + rndm (0, yield - 1) + rndm (0, yield - 1)) + 1);
282
283 if (nrof > yield)
284 nrof = yield;
285
286 item->nrof = nrof;
287 }
288}
289
290/**
291 * Essentially a wrapper for make_item_from_recipe() and
292 * insert_ob_in_ob. If the caster has some alchemy skill, then they might
293 * gain some exp from (successfull) fabrication of the product.
294 * If nbatches==-1, don't give exp for this creation (random generation/
295 * failed recipe)
296 */
297static object *
298attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches)
299{
300
301 object *item = NULL, *skop;
302
303 /* this should be passed to this fctn, not effiecent cpu use this way */
304 int batches = abs (nbatches);
305
306 /* is the cauldron the right type? */
307 if (rp->cauldron && rp->cauldron != cauldron->arch->archname)
308 return 0;
309
310 skop = find_skill_by_name (caster, rp->skill);
311 /* does the caster have the skill? */
312 if (!skop)
313 return 0;
314
315 /* code required for this recipe, search the caster */
316 if (rp->keycode)
317 {
318 object *tmp;
319
320 for (tmp = caster->inv; tmp; tmp = tmp->below)
321 {
322 if (tmp->type == FORCE && tmp->slaying && rp->keycode == tmp->slaying)
323 break;
324 }
325
326 if (!tmp)
327 { /* failure--no code found */
328 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients, but not the technique. Go learn how to do this recipe.");
329 return 0;
330 }
331 }
332
333#ifdef EXTREME_ALCHEMY_DEBUG
334 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches);
335 LOG (llevDebug, "attempt_recipe(): using recipe %s\n", *rp->title ? &rp->title : "unknown");
336#endif
337
338 if ((item = make_item_from_recipe (cauldron, rp)) != NULL)
339 {
340 remove_contents (cauldron->inv, item);
341 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */
342 cauldron->update_weight ();
343 /* adj lvl, nrof on caster level */
344 adjust_product (item, ability, rp->yield ? rp->yield * batches : batches);
345
346 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL)
347 {
348 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened.");
349 /* new_draw_info_format(NDI_UNIQUE, 0,caster,
350 "Your spell causes the %s to explode!",&cauldron->name); */
351 /* kaboom_cauldron(); */
352 }
353 else
354 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ());
355 }
356
357 return item;
358}
359
360/**
361 * Ouch. We didnt get the formula we wanted.
362 * This fctn simulates the backfire effects--worse effects as the level
363 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things
364 * can happen to the would be alchemist. This table probably needs some
365 * adjustment for playbalance. -b.t.
366 */
367static void
368alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger)
369{
370 int level = 0;
371
372 if (!op || !cauldron)
373 return;
374
375 if (danger > 1)
376 level = random_roll (1, danger, op, PREFER_LOW);
377
378#ifdef ALCHEMY_DEBUG
379 LOG (llevDebug, "Alchemy_failure_effect(): using level=%d\n", level);
380#endif
381
382 /* possible outcomes based on level */
383 if (level < 25)
384 { /* INGREDIENTS USED/SLAGGED */
385 object *item = NULL;
386
387 if (rndm (0, 2))
388 { /* slag created */
389 object *tmp = cauldron->inv;
390 int weight = 0;
391
392 tmp = archetype::get (shstr_rock);
393 tmp->weight = weight;
394 tmp->value = 0;
395 tmp->material = name_to_material (shstr_stone);
396 tmp->name = shstr_slag;
397 tmp->name_pl = shstr_slags;
398 item = insert_ob_in_ob (tmp, cauldron);
399 tmp->clr_flag (FLAG_CAN_ROLL);
400 tmp->set_flag (FLAG_NO_DROP);
401 tmp->move_block = 0;
402 }
403
404 remove_contents (cauldron->inv, item);
405 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
406 return;
407 }
408 else if (level < 40)
409 { /* MAKE TAINTED ITEM */
410 object *tmp = NULL;
411
412 if (!rp)
413 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL)
414 return;
415
416 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1)))
417 {
418 if (!tmp->flag [FLAG_CURSED]) /* curse it */
419 tmp->set_flag (FLAG_CURSED);
420
421 /* the apply code for potions already deals with cursed
422 * potions, so any code here is basically ignored.
423 */
424 if (tmp->type == FOOD)
425 {
426 tmp->stats.hp = random_roll (0, 149, op, PREFER_LOW);
427 }
428 tmp->value = 0; /* unsaleable item */
429
430 /* change stats downward */
431 do
432 {
433 change_attr_value (&tmp->stats, rndm (0, 6), -1 * (rndm (1, 3)));
434 }
435 while (rndm (0, 2));
436 }
437 return;
438 }
439
440 if (level == 40)
441 { /* MAKE RANDOM RECIPE */
442 recipelist *fl;
443 int numb = numb_ob_inside (cauldron);
444
445 fl = get_formulalist (numb - 1); /* take a lower recipe list */
446 if (fl && (rp = get_random_recipe (fl)))
447 /* even though random, don't grant user any EXP for it */
448 attempt_recipe (op, cauldron, 1, rp, -1);
449 else
450 alchemy_failure_effect (op, cauldron, rp, level - 1);
451 }
452 else if (level < 45)
453 { /* INFURIATE NPC's */
454 /* this is kind of kludgy I know... */
455 cauldron->enemy = op;
456 npc_call_help (cauldron);
457 cauldron->enemy = NULL;
458
459 alchemy_failure_effect (op, cauldron, rp, level - 5);
460 }
461 else if (level < 50)
462 { /* MINOR EXPLOSION/FIREBALL */
463 object *tmp;
464
465 remove_contents (cauldron->inv, NULL);
466 switch (rndm (0, 2))
467 {
468 case 0:
469 tmp = archetype::get (shstr_bomb);
470 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW);
471 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW);
472 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name);
473 break;
474
475 default:
476 tmp = archetype::get (shstr_fireball);
477 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1;
478 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2;
479 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
480 break;
481 }
482
483 tmp->insert_at (cauldron);
484 }
485 else if (level < 60)
486 { /* CREATE MONSTER */
487 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
488 remove_contents (cauldron->inv, NULL);
489 }
490 else if (level < 80)
491 { /* MAJOR FIRE */
492 object *fb = archetype::get (SP_MED_FIREBALL);
493
494 remove_contents (cauldron->inv, NULL);
495 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb);
496 fb->destroy ();
497 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
498 }
499 else if (level < 100)
500 { /* WHAMMY the CAULDRON */
501 if (!cauldron->flag [FLAG_CURSED])
502 cauldron->set_flag (FLAG_CURSED);
503 else
504 cauldron->magic--;
505
506 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW);
507
508 if (rndm (0, 1))
509 {
510 remove_contents (cauldron->inv, NULL);
511 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name);
512 }
513 else
514 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name);
515 }
516 else if (level < 110)
517 { /* SUMMON EVIL MONSTERS */
518 object *tmp = get_random_mon (level / 5);
519
520 remove_contents (cauldron->inv, NULL);
521
522 if (!tmp)
523 alchemy_failure_effect (op, cauldron, rp, level);
524 else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->archname))
525 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ());
526 }
527 else if (level < 150)
528 { /* COMBO EFFECT */
529 int roll = rndm (1, 3);
530
531 while (roll)
532 {
533 alchemy_failure_effect (op, cauldron, rp, level - 39);
534 roll--;
535 }
536 }
537 else if (level == 151)
538 { /* CREATE RANDOM ARTIFACT */
539 object *tmp;
540
541 /* this is meant to be better than prior possiblity,
542 * in this one, we allow *any* valid alchemy artifact
543 * to be made (rather than only those on the given
544 * formulalist) */
545 if (!rp)
546 rp = get_random_recipe ((recipelist *) NULL);
547
548 if (rp && (tmp = archetype::get (rp->arch_name [rndm (rp->arch_names)])))
549 {
550 generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1);
551 if ((tmp = insert_ob_in_ob (tmp, cauldron)))
552 {
553 remove_contents (cauldron->inv, tmp);
554 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
555 }
556 }
557 }
558 else
559 { /* MANA STORM - watch out!! */
560 object *tmp = archetype::get (LOOSE_MANA);
561
562 new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!");
563 remove_contents (cauldron->inv, NULL);
564 cast_magic_storm (op, tmp, level);
565 }
566}
567
568/**
569 *"Danger" level, will determine how bad the backfire
570 * could be if the user fails to concoct a recipe properly. Factors include
571 * the number of ingredients, the length of the name of each ingredient,
572 * the user's effective level, the user's Int and the enchantment on the
573 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more
574 * danger. Note that we assume that we have had the caster ready the alchemy
575 * skill *before* this routine is called. (no longer auto-readies that skill)
576 * -b.t.
577 */
578static int
579calc_alch_danger (object *caster, object *cauldron, object *skill, recipe *rp)
580{
581 int danger = 0;
582
583 /* Knowing alchemy skill reduces yer risk */
584 danger -= skill->level;
585
586 /* better cauldrons reduce risk */
587 danger -= cauldron->magic;
588
589 /* Higher Int, lower the risk */
590 danger -= 3 * (caster->stats.Int - 15);
591
592 /* Ingredients. Longer names usually mean rarer stuff.
593 * Thus the backfire is worse. Also, more ingredients
594 * means we are attempting a more powerfull potion,
595 * and thus the backfire will be worse. */
596 for (object *item = cauldron->inv; item; item = item->below)
597 {
598 const char *name = item->title
599 ? format ("%s %s", &item->name, &item->title)
600 : &item->name;
601
602 danger += strtoint (name) / 1000 + 3;
603 }
604
605 if (!rp)
606 danger += 110;
607 else
608 danger += rp->diff * 3;
609
610 /* Using a bad device is *majorly* stupid */
611 if (cauldron->flag [FLAG_CURSED]) danger += 80;
612 if (cauldron->flag [FLAG_DAMNED]) danger += 200;
613
614#ifdef ALCHEMY_DEBUG
615 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger);
616#endif
617
618 return danger;
619}
620
621/**
622 * Determines if ingredients in a container match the
623 * proper ingredients for a recipe.
624 *
625 * rp is the recipe to check
626 * cauldron is the container that holds the ingredients
627 * returns 1 if the ingredients match the recipe, 0 if not
628 *
629 * This functions tries to find each defined ingredient in the container. It is
630 * the defined recipe iff
631 * - the number of ingredients of the recipe and in the container is equal
632 * - all ingredients of the recipe are found in the container
633 * - the number of batches is the same for all ingredients
634 */
635static int
636is_defined_recipe (const recipe *rp, const object *cauldron, object *caster)
637{
638 uint32 batches_in_cauldron;
639 const linked_char *ingredient;
640 int number;
641 const object *ob;
642
643 /* check for matching number of ingredients */
644 number = 0;
645 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
646 number++;
647 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
648 number--;
649 if (number != 0)
650 return 0;
651
652 /* check for matching ingredients */
653 batches_in_cauldron = 0;
654 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
655 {
656 uint32 nrof;
657 const char *name;
658 int ok;
659
660 /* determine and remove nrof from name */
661 name = ingredient->name;
662 nrof = 0;
663 while (isdigit (*name))
664 {
665 nrof = 10 * nrof + (*name - '0');
666 name++;
667 }
668 if (nrof == 0)
669 nrof = 1;
670 while (*name == ' ')
671 name++;
672
673 /* find the current ingredient in the cauldron */
674 ok = 0;
675 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
676 {
677 char name_ob[MAX_BUF];
678 const char *name2;
679
680 if (!ob->title)
681 name2 = ob->name;
682 else
683 {
684 snprintf (name_ob, sizeof (name_ob), "%s %s", &ob->name, &ob->title);
685 name2 = name_ob;
686 }
687
688 if (strcmp (name2, name) == 0)
689 {
690 if (ob->nrof % nrof == 0)
691 {
692 uint32 batches;
693
694 batches = ob->nrof / nrof;
695 if (batches_in_cauldron == 0)
696 {
697 batches_in_cauldron = batches;
698 ok = 1;
699 }
700 else if (batches_in_cauldron == batches)
701 ok = 1;
702 }
703 break;
704 }
705 }
706 if (!ok)
707 return (0);
708 }
709
710 return (1);
711}
712
713/**
714 * Find a recipe from a recipe list that matches the given formula. If there
715 * is more than one matching recipe, it selects a random one. If at least one
716 * transmuting recipe matches, it only considers matching transmuting recipes.
717 *
718 * @return one matching recipe, or NULL if no recipe matches
719 */
720static recipe *
721find_recipe (recipelist * fl, int formula, object *ingredients)
722{
723 recipe *rp;
724 recipe *result; /* winning recipe, or NULL if no recipe found */
725 int recipes_matching; /* total number of matching recipes so far */
726 int transmute_found; /* records whether a transmuting recipe was found so far */
727 size_t rp_arch_index;
728
729#ifdef EXTREME_ALCHEMY_DEBUG
730 LOG (llevDebug, "looking for formula %d:\n", formula);
731#endif
732 result = NULL;
733 recipes_matching = 0;
734 transmute_found = 0;
735
736 for (rp = fl->items; rp; rp = rp->next)
737 {
738 /* check if recipe matches at all */
739 if (formula % rp->index != 0)
740 {
741#ifdef EXTREME_ALCHEMY_DEBUG
742 LOG (llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], &rp->title, rp->index);
743#endif
744 continue;
745 }
746
747 if (rp->transmute && find_transmution_ob (ingredients, rp, &rp_arch_index, 0) != NULL)
748 {
749#ifdef EXTREME_ALCHEMY_DEBUG
750 LOG (llevDebug, " formula %s of %s (%d) is a matching transmuting formula\n", rp->arch_name[rp_arch_index], &rp->title, rp->index);
751#endif
752 /* transmution recipe with matching base ingredient */
753 if (!transmute_found)
754 {
755 transmute_found = 1;
756 recipes_matching = 0;
757 }
758 }
759 else if (transmute_found)
760 {
761#ifdef EXTREME_ALCHEMY_DEBUG
762 LOG (llevDebug, " formula %s of %s (%d) matches but is not a matching transmuting formula\n", rp->arch_name[0], &rp->title,
763 rp->index);
764#endif
765 /* "normal" recipe found after previous transmution recipe => ignore this recipe */
766 continue;
767 }
768#ifdef EXTREME_ALCHEMY_DEBUG
769 else
770 {
771 LOG (llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], &rp->title, rp->index);
772 }
773#endif
774
775 if (rndm (0, recipes_matching) == 0)
776 result = rp;
777
778 recipes_matching++;
779 }
780
781 if (result == NULL)
782 {
783#ifdef ALCHEMY_DEBUG
784 LOG (llevDebug, "couldn't find formula for ingredients.\n");
785#endif
786 return NULL;
787 }
788
789#ifdef ALCHEMY_DEBUG
790 if (strcmp (result->title, "NONE") != 0)
791 LOG (llevDebug, "got formula: %s of %s (nbatches:%d)\n", result->arch_name[0], &result->title, formula / result->index);
792 else
793 LOG (llevDebug, "got formula: %s (nbatches:%d)\n", result->arch_name[0], formula / result->index);
794#endif
795 return result;
796}
797
798/**
76 * Main part of the ALCHEMY code. From this we call fctns 799 * 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, 800 * 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 801 * 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). 802 * formula list (the formula list chosen is based on the # contents of the cauldron).
80 * 803 *
93 * There is no good reason (in my mind) why alchemical processes have to be 816 * 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 817 * unique -- such a 'feature' is one reason why players might want to experiment
95 * around. :) 818 * around. :)
96 * -b.t. 819 * -b.t.
97 */ 820 */
98
99void 821void
100attempt_do_alchemy (object *caster, object *cauldron) 822attempt_do_alchemy (object *caster, object *cauldron, object *skill)
101{ 823{
102 recipelist *fl; 824 recipelist *fl;
103 recipe *rp = NULL; 825 recipe *rp = NULL;
104 float success_chance; 826 float success_chance;
105 int numb, ability = 1; 827 int numb, ability = 1;
106 int formula = 0; 828 int formula = 0;
107 float ave_chance; 829 float ave_chance;
108 object *item, *skop; 830 object *item;
109 831
110 if (caster->type != PLAYER) 832 if (caster->type != PLAYER)
111 return; /* only players for now */ 833 return; /* only players for now */
112 834
113 if (get_map_flags (caster->map, NULL, caster->x, caster->y, NULL, NULL) & P_SAFE) 835 if (get_map_flags (caster->map, NULL, caster->x, caster->y, NULL, NULL) & P_SAFE)
121 return; 843 return;
122 844
123 numb = numb_ob_inside (cauldron); 845 numb = numb_ob_inside (cauldron);
124 if ((fl = get_formulalist (numb))) 846 if ((fl = get_formulalist (numb)))
125 { 847 {
126 if (QUERY_FLAG (caster, FLAG_WIZ)) 848 if (caster->flag [FLAG_WIZ])
127 { 849 {
128 rp = find_recipe (fl, formula, cauldron->inv); 850 rp = find_recipe (fl, formula, cauldron->inv);
129 if (rp != NULL) 851 if (rp != NULL)
130 { 852 {
131#ifdef ALCHEMY_DEBUG 853#ifdef ALCHEMY_DEBUG
132 if (strcmp (rp->title, "NONE")) 854 if (strcmp (rp->title, "NONE"))
133 LOG (llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], rp->title); 855 LOG (llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], &rp->title);
134 else 856 else
135 LOG (llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula / rp->index); 857 LOG (llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula / rp->index);
136#endif 858#endif
137 attempt_recipe (caster, cauldron, ability, rp, formula / rp->index); 859 attempt_recipe (caster, cauldron, ability, rp, formula / rp->index);
138 } 860 }
141 return; 863 return;
142 } /* End of WIZ alchemy */ 864 } /* End of WIZ alchemy */
143 865
144 /* find the recipe */ 866 /* find the recipe */
145 rp = find_recipe (fl, formula, cauldron->inv); 867 rp = find_recipe (fl, formula, cauldron->inv);
146 if (rp) 868 if (rp
869 && rp->skill == skill->skill
870 && (!rp->cauldron
871 || rp->cauldron == cauldron->arch->archname))
147 { 872 {
148 uint64 value_ingredients; 873 uint64 value_ingredients;
149 uint64 value_item; 874 uint64 value_item;
150 object *tmp; 875 object *tmp;
151 int attempt_shadow_alchemy; 876 int attempt_shadow_alchemy;
152 877
153 ave_chance = fl->total_chance / (float) fl->number; 878 ave_chance = fl->total_chance / (float)fl->number;
154 /* the caster gets an increase in ability based on thier skill lvl */ 879
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)); 880 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 }
174 881
175 /* determine value of ingredients */ 882 /* determine value of ingredients */
176 value_ingredients = 0; 883 value_ingredients = 0;
177 for (tmp = cauldron->inv; tmp != NULL; tmp = tmp->below) 884 for (tmp = cauldron->inv; tmp; tmp = tmp->below)
178 value_ingredients += query_cost (tmp, NULL, F_TRUE); 885 value_ingredients += query_cost (tmp, NULL, F_TRUE);
179 886
180 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster); 887 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster);
181 888
182 /* create the object **FIRST**, then decide whether to keep it. */ 889 /* create the object **FIRST**, then decide whether to keep it. */
183 if ((item = attempt_recipe (caster, cauldron, ability, rp, formula / rp->index)) != NULL) 890 if ((item = attempt_recipe (caster, cauldron, ability, rp, formula / rp->index)) != NULL)
184 { 891 {
185 /* compute base chance of recipe success */ 892 /* compute base chance of recipe success */
186 success_chance = ((float) ability / (float) (rp->diff * (item->level + 2))); 893 success_chance = ((float)ability / (float)(rp->diff * (item->level + 2)));
187 if (ave_chance == 0) 894 if (ave_chance == 0)
188 ave_chance = 1; 895 ave_chance = 1;
189 896
190#ifdef ALCHEMY_DEBUG 897#ifdef ALCHEMY_DEBUG
191 LOG (llevDebug, "percent success chance = %f ab%d / diff%d*lev%d\n", success_chance, ability, rp->diff, item->level); 898 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", 906 "Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n",
200 value_ingredients, value_item); 907 value_ingredients, value_item);
201#endif 908#endif
202 } 909 }
203 /* roll the dice */ 910 /* roll the dice */
204 else if ((float) (random_roll (0, 101, caster, PREFER_LOW)) <= 100.0 * success_chance) 911 else if (random_roll (0, 101, caster, PREFER_LOW) <= 100.0 * success_chance)
205 { 912 {
206 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE); 913 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE);
207 914
208 // let alchemy consume some time, so that exploits are less easy 915 // let alchemy consume some time, so that exploits are less easy
209 caster->speed_left -= 1.0; 916 caster->speed_left -= 1.0;
213 } 920 }
214 } 921 }
215 } 922 }
216 923
217 /* if we get here, we failed!! */ 924 /* if we get here, we failed!! */
218 alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, rp)); 925 alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, skill, rp));
219} 926}
220 927
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 assign (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 (rp->cauldron != cauldron->arch->name)
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 && 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 (item->arch->name == rp->arch_name[i])
454 {
455 *rp_arch_index = i;
456 break;
457 }
458 }
459
460 if (i < rp->arch_names)
461 break;
462 }
463
464 /* failed, create a fresh object. Note no nrof>1 because that would
465 * allow players to create massive amounts of artifacts easily */
466 if (create_item && (!item || item->nrof > 1))
467 {
468 *rp_arch_index = RANDOM () % rp->arch_names;
469 item = get_archetype (rp->arch_name[*rp_arch_index]);
470 }
471
472#ifdef ALCHEMY_DEBUG
473 LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no ");
474 if (item != NULL)
475 {
476 LOG (llevDebug, " find_transmutable_ob(): returns arch %s(sp:%d)\n", item->arch->name, item->stats.sp);
477 }
478#endif
479
480 return item;
481}
482
483
484/**
485 * Ouch. We didnt get the formula we wanted.
486 * This fctn simulates the backfire effects--worse effects as the level
487 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things
488 * can happen to the would be alchemist. This table probably needs some
489 * adjustment for playbalance. -b.t.
490 */
491
492void
493alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger)
494{
495 int level = 0;
496
497 if (!op || !cauldron)
498 return;
499
500 if (danger > 1)
501 level = random_roll (1, danger, op, PREFER_LOW);
502
503#ifdef ALCHEMY_DEBUG
504 LOG (llevDebug, "Alchemy_failure_effect(): using level=%d\n", level);
505#endif
506
507 /* possible outcomes based on level */
508 if (level < 25)
509 { /* INGREDIENTS USED/SLAGGED */
510 object *item = NULL;
511
512 if (rndm (0, 2))
513 { /* slag created */
514 object *tmp = cauldron->inv;
515 int weight = 0;
516 uint16 material = M_STONE;
517
518 while (tmp)
519 { /* slag has coadded ingredient properties */
520 weight += tmp->weight;
521 if (!(material & tmp->material))
522 material |= tmp->material;
523 tmp = tmp->below;
524 }
525 tmp = get_archetype ("rock");
526 tmp->weight = weight;
527 tmp->value = 0;
528 tmp->material = material;
529 tmp->materialname = "stone";
530 tmp->name = "slag";
531 tmp->name_pl = "slags";
532 item = insert_ob_in_ob (tmp, cauldron);
533 CLEAR_FLAG (tmp, FLAG_CAN_ROLL);
534 CLEAR_FLAG (tmp, FLAG_NO_PICK);
535 tmp->move_block = 0;
536 }
537 remove_contents (cauldron->inv, item);
538 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
539 return;
540 }
541 else if (level < 40)
542 { /* MAKE TAINTED ITEM */
543 object *tmp = NULL;
544
545 if (!rp)
546 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL)
547 return;
548
549 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1)))
550 {
551 if (!QUERY_FLAG (tmp, FLAG_CURSED)) /* curse it */
552 SET_FLAG (tmp, FLAG_CURSED);
553
554 /* the apply code for potions already deals with cursed
555 * potions, so any code here is basically ignored.
556 */
557 if (tmp->type == FOOD)
558 {
559 tmp->stats.hp = random_roll (0, 149, op, PREFER_LOW);
560 }
561 tmp->value = 0; /* unsaleable item */
562
563 /* change stats downward */
564 do
565 {
566 change_attr_value (&tmp->stats, rndm (0, 6), -1 * (rndm (1, 3)));
567 }
568 while (rndm (0, 2));
569 }
570 return;
571 }
572 if (level == 40)
573 { /* MAKE RANDOM RECIPE */
574 recipelist *fl;
575 int numb = numb_ob_inside (cauldron);
576
577 fl = get_formulalist (numb - 1); /* take a lower recipe list */
578 if (fl && (rp = get_random_recipe (fl)))
579 /* even though random, don't grant user any EXP for it */
580 (void) attempt_recipe (op, cauldron, 1, rp, -1);
581 else
582 alchemy_failure_effect (op, cauldron, rp, level - 1);
583 return;
584
585 }
586 else if (level < 45)
587 { /* INFURIATE NPC's */
588 /* this is kind of kludgy I know... */
589 cauldron->enemy = op;
590 npc_call_help (cauldron);
591 cauldron->enemy = NULL;
592
593 alchemy_failure_effect (op, cauldron, rp, level - 5);
594 return;
595 }
596 else if (level < 50)
597 { /* MINOR EXPLOSION/FIREBALL */
598 object *tmp;
599
600 remove_contents (cauldron->inv, NULL);
601 switch (rndm (0, 2))
602 {
603 case 0:
604 tmp = get_archetype ("bomb");
605 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW);
606 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW);
607 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name);
608 break;
609
610 default:
611 tmp = get_archetype ("fireball");
612 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1;
613 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2;
614 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
615 break;
616 }
617
618 op->insert_at (cauldron);
619 return;
620
621 }
622 else if (level < 60)
623 { /* CREATE MONSTER */
624 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
625 remove_contents (cauldron->inv, NULL);
626 return;
627 }
628 else if (level < 80)
629 { /* MAJOR FIRE */
630 object *fb = get_archetype (SP_MED_FIREBALL);
631
632 remove_contents (cauldron->inv, NULL);
633 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb);
634 fb->destroy ();
635 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
636 return;
637
638 }
639 else if (level < 100)
640 { /* WHAMMY the CAULDRON */
641 if (!QUERY_FLAG (cauldron, FLAG_CURSED))
642 SET_FLAG (cauldron, FLAG_CURSED);
643 else
644 cauldron->magic--;
645 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW);
646 if (rndm (0, 1))
647 {
648 remove_contents (cauldron->inv, NULL);
649 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name);
650 }
651 else
652 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name);
653 return;
654
655 }
656 else if (level < 110)
657 { /* SUMMON EVIL MONSTERS */
658 object *tmp = get_random_mon (level / 5);
659
660 remove_contents (cauldron->inv, NULL);
661 if (!tmp)
662 alchemy_failure_effect (op, cauldron, rp, level);
663 else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->name))
664 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ());
665 return;
666
667 }
668 else if (level < 150)
669 { /* COMBO EFFECT */
670 int roll = rndm (1, 3);
671
672 while (roll)
673 {
674 alchemy_failure_effect (op, cauldron, rp, level - 39);
675 roll--;
676 }
677 return;
678 }
679 else if (level == 151)
680 { /* CREATE RANDOM ARTIFACT */
681 object *tmp;
682
683 /* this is meant to be better than prior possiblity,
684 * in this one, we allow *any* valid alchemy artifact
685 * to be made (rather than only those on the given
686 * formulalist) */
687 if (!rp)
688 rp = get_random_recipe ((recipelist *) NULL);
689 if (rp && (tmp = get_archetype (rp->arch_name[RANDOM () % rp->arch_names])))
690 {
691 generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1);
692 if ((tmp = insert_ob_in_ob (tmp, cauldron)))
693 {
694 remove_contents (cauldron->inv, tmp);
695 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
696 }
697 }
698 return;
699 }
700 else
701 { /* MANA STORM - watch out!! */
702 object *tmp = get_archetype (LOOSE_MANA);
703
704 new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!");
705 remove_contents (cauldron->inv, NULL);
706 cast_magic_storm (op, tmp, level);
707 return;
708 }
709}
710
711
712/*
713 * All but object "save_item" are elimentated from
714 * the container list. Note we have to becareful to remove the inventories
715 * of objects in the cauldron inventory (ex icecube has stuff in it).
716 */
717
718void
719remove_contents (object *first_ob, object *save_item)
720{
721 object *next, *tmp = first_ob;
722
723 while (tmp)
724 {
725 next = tmp->below;
726
727 if (tmp == save_item)
728 {
729 if (!(tmp = next))
730 break;
731 else
732 next = next->below;
733 }
734
735 if (tmp->inv)
736 remove_contents (tmp->inv, NULL);
737
738 tmp->destroy ();
739 tmp = next;
740 }
741}
742
743/**
744 *"Danger" level, will determine how bad the backfire
745 * could be if the user fails to concoct a recipe properly. Factors include
746 * the number of ingredients, the length of the name of each ingredient,
747 * the user's effective level, the user's Int and the enchantment on the
748 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more
749 * danger. Note that we assume that we have had the caster ready the alchemy
750 * skill *before* this routine is called. (no longer auto-readies that skill)
751 * -b.t.
752 */
753
754int
755calc_alch_danger (object *caster, object *cauldron, recipe *rp)
756{
757 object *item;
758 char name[MAX_BUF];
759 int danger = 0, nrofi = 0;
760
761 /* Knowing alchemy skill reduces yer risk */
762 danger -= caster->chosen_skill ? caster->chosen_skill->level : caster->level;
763
764 /* better cauldrons reduce risk */
765 danger -= cauldron->magic;
766
767 /* Higher Int, lower the risk */
768 danger -= 3 * (caster->stats.Int - 15);
769
770 /* Ingredients. Longer names usually mean rarer stuff.
771 * Thus the backfire is worse. Also, more ingredients
772 * means we are attempting a more powerfull potion,
773 * and thus the backfire will be worse. */
774 for (item = cauldron->inv; item; item = item->below)
775 {
776 assign (name, item->name);
777 if (item->title)
778 sprintf (name, "%s %s", &item->name, &item->title);
779 danger += (strtoint (name) / 1000) + 3;
780 nrofi++;
781 }
782 if (rp == NULL)
783 danger += 110;
784 else
785 danger += rp->diff * 3;
786
787 /* Using a bad device is *majorly* stupid */
788 if (QUERY_FLAG (cauldron, FLAG_CURSED))
789 danger += 80;
790 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
791 danger += 200;
792
793#ifdef ALCHEMY_DEBUG
794 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger);
795#endif
796
797 return danger;
798}
799
800/**
801 * Determines if ingredients in a container match the
802 * proper ingredients for a recipe.
803 *
804 * rp is the recipe to check
805 * cauldron is the container that holds the ingredients
806 * returns 1 if the ingredients match the recipe, 0 if not
807 *
808 * This functions tries to find each defined ingredient in the container. It is
809 * the defined recipe iff
810 * - the number of ingredients of the recipe and in the container is equal
811 * - all ingredients of the recipe are found in the container
812 * - the number of batches is the same for all ingredients
813 */
814static int
815is_defined_recipe (const recipe *rp, const object *cauldron, object *caster)
816{
817 uint32 batches_in_cauldron;
818 const linked_char *ingredient;
819 int number;
820 const object *ob;
821
822 /* check for matching number of ingredients */
823 number = 0;
824 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
825 number++;
826 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
827 number--;
828 if (number != 0)
829 return 0;
830
831 /* check for matching ingredients */
832 batches_in_cauldron = 0;
833 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
834 {
835 uint32 nrof;
836 const char *name;
837 int ok;
838
839 /* determine and remove nrof from name */
840 name = ingredient->name;
841 nrof = 0;
842 while (isdigit (*name))
843 {
844 nrof = 10 * nrof + (*name - '0');
845 name++;
846 }
847 if (nrof == 0)
848 nrof = 1;
849 while (*name == ' ')
850 name++;
851
852 /* find the current ingredient in the cauldron */
853 ok = 0;
854 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
855 {
856 char name_ob[MAX_BUF];
857 const char *name2;
858
859 if (ob->title == NULL)
860 name2 = ob->name;
861 else
862 {
863 snprintf (name_ob, sizeof (name_ob), "%s %s", &ob->name, &ob->title);
864 name2 = name_ob;
865 }
866
867 if (strcmp (name2, name) == 0)
868 {
869 if (ob->nrof % nrof == 0)
870 {
871 uint32 batches;
872
873 batches = ob->nrof / nrof;
874 if (batches_in_cauldron == 0)
875 {
876 batches_in_cauldron = batches;
877 ok = 1;
878 }
879 else if (batches_in_cauldron == batches)
880 ok = 1;
881 }
882 break;
883 }
884 }
885 if (!ok)
886 return (0);
887 }
888
889 return (1);
890}
891
892/**
893 * Find a recipe from a recipe list that matches the given formula. If there
894 * is more than one matching recipe, it selects a random one. If at least one
895 * transmuting recipe matches, it only considers matching transmuting recipes.
896 *
897 * @return one matching recipe, or NULL if no recipe matches
898 */
899static recipe *
900find_recipe (recipelist * fl, int formula, object *ingredients)
901{
902 recipe *rp;
903 recipe *result; /* winning recipe, or NULL if no recipe found */
904 int recipes_matching; /* total number of matching recipes so far */
905 int transmute_found; /* records whether a transmuting recipe was found so far */
906 size_t rp_arch_index;
907
908#ifdef EXTREME_ALCHEMY_DEBUG
909 LOG (llevDebug, "looking for formula %d:\n", formula);
910#endif
911 result = NULL;
912 recipes_matching = 0;
913 transmute_found = 0;
914 for (rp = fl->items; rp != NULL; rp = rp->next)
915 {
916 /* check if recipe matches at all */
917 if (formula % rp->index != 0)
918 {
919#ifdef EXTREME_ALCHEMY_DEBUG
920 LOG (llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], rp->title, rp->index);
921#endif
922 continue;
923 }
924
925 if (rp->transmute && find_transmution_ob (ingredients, rp, &rp_arch_index, 0) != NULL)
926 {
927#ifdef EXTREME_ALCHEMY_DEBUG
928 LOG (llevDebug, " formula %s of %s (%d) is a matching transmuting formula\n", rp->arch_name[rp_arch_index], rp->title, rp->index);
929#endif
930 /* transmution recipe with matching base ingredient */
931 if (!transmute_found)
932 {
933 transmute_found = 1;
934 recipes_matching = 0;
935 }
936 }
937 else if (transmute_found)
938 {
939#ifdef EXTREME_ALCHEMY_DEBUG
940 LOG (llevDebug, " formula %s of %s (%d) matches but is not a matching transmuting formula\n", rp->arch_name[0], rp->title,
941 rp->index);
942#endif
943 /* "normal" recipe found after previous transmution recipe => ignore this recipe */
944 continue;
945 }
946#ifdef EXTREME_ALCHEMY_DEBUG
947 else
948 {
949 LOG (llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], rp->title, rp->index);
950 }
951#endif
952
953 if (rndm (0, recipes_matching) == 0)
954 result = rp;
955
956 recipes_matching++;
957 }
958
959 if (result == NULL)
960 {
961#ifdef ALCHEMY_DEBUG
962 LOG (llevDebug, "couldn't find formula for ingredients.\n");
963#endif
964 return NULL;
965 }
966
967#ifdef ALCHEMY_DEBUG
968 if (strcmp (result->title, "NONE") != 0)
969 LOG (llevDebug, "got formula: %s of %s (nbatches:%d)\n", result->arch_name[0], result->title, formula / result->index);
970 else
971 LOG (llevDebug, "got formula: %s (nbatches:%d)\n", result->arch_name[0], formula / result->index);
972#endif
973 return result;
974}

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