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 |
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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 | |
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62 | static int is_defined_recipe (const recipe *rp, const object *cauldron, object *caster); |
62 | static int is_defined_recipe (const recipe *rp, const object *cauldron, object *caster); |
63 | static recipe *find_recipe (recipelist * fl, int formula, object *ingredients); |
63 | static recipe *find_recipe (recipelist * fl, int formula, object *ingredients); |
64 | |
64 | |
65 | |
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66 | /** Returns a random selection from cauldron_effect[] */ |
65 | /** Returns a random selection from cauldron_effect[] */ |
67 | static const char * |
66 | static const char * |
68 | cauldron_sound (void) |
67 | cauldron_sound () |
69 | { |
68 | { |
70 | int size = sizeof (cauldron_effect) / sizeof (char *); |
69 | return cauldron_effect [rndm (array_length (cauldron_effect))]; |
71 | |
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72 | return cauldron_effect[rndm (0, size - 1)]; |
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73 | } |
70 | } |
74 | |
71 | |
75 | /**
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72 | /** |
76 | * Main part of the ALCHEMY code. From this we call fctns |
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77 | * that take a look at the contents of the 'cauldron' and, using these ingredients, |
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78 | * we construct an integer formula value which is referenced (randomly) against a |
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79 | * formula list (the formula list chosen is based on the # contents of the cauldron). |
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80 | * |
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81 | * If we get a match between the recipe indicated in cauldron contents and a |
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82 | * randomly chosen one, an item is created and experience awarded. Otherwise |
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83 | * various failure effects are possible (getting worse and worse w/ # cauldron |
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84 | * ingredients). Note that the 'item' to be made can be *anything* listed on |
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85 | * the artifacts list in lib/artifacts which has a recipe listed in lib/formulae. |
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86 | * |
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87 | * To those wondering why I am using the funky formula index method: |
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88 | * 1) I want to match recipe to ingredients regardless of ordering. |
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89 | * 2) I want a fast search for the 'right' recipe. |
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90 | * |
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91 | * Note: it is just possible that a totally different combination of |
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92 | * ingredients will result in a match with a given recipe. This is not a bug! |
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93 | * There is no good reason (in my mind) why alchemical processes have to be |
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94 | * unique -- such a 'feature' is one reason why players might want to experiment |
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95 | * around. :) |
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96 | * -b.t. |
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97 | */ |
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98 | |
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99 | void |
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100 | attempt_do_alchemy (object *caster, object *cauldron) |
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101 | { |
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102 | recipelist *fl; |
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103 | recipe *rp = NULL; |
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104 | float success_chance; |
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105 | int numb, ability = 1; |
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106 | int formula = 0; |
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107 | float ave_chance; |
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108 | object *item, *skop; |
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109 | |
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110 | if (caster->type != PLAYER) |
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111 | return; /* only players for now */ |
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112 | |
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113 | if (get_map_flags (caster->map, NULL, caster->x, caster->y, NULL, NULL) & P_SAFE) |
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114 | { |
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115 | new_draw_info (NDI_UNIQUE, 0, caster, "This is sacred ground, the gods prevent you from using this device."); |
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116 | return; |
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117 | } |
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118 | |
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119 | /* if no ingredients, no formula! lets forget it */ |
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120 | if (!(formula = content_recipe_value (cauldron))) |
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121 | return; |
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122 | |
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123 | numb = numb_ob_inside (cauldron); |
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124 | if ((fl = get_formulalist (numb))) |
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125 | { |
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126 | if (QUERY_FLAG (caster, FLAG_WIZ)) |
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127 | { |
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128 | rp = find_recipe (fl, formula, cauldron->inv); |
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129 | if (rp != NULL) |
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130 | { |
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131 | #ifdef ALCHEMY_DEBUG |
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132 | if (strcmp (rp->title, "NONE")) |
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133 | LOG (llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], rp->title); |
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134 | else |
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135 | LOG (llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula / rp->index); |
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136 | #endif |
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137 | attempt_recipe (caster, cauldron, ability, rp, formula / rp->index); |
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138 | } |
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139 | else |
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140 | LOG (llevDebug, "WIZ couldn't find formula for ingredients.\n"); |
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141 | return; |
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142 | } /* End of WIZ alchemy */ |
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143 | |
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144 | /* find the recipe */ |
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145 | rp = find_recipe (fl, formula, cauldron->inv); |
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146 | if (rp) |
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147 | { |
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148 | uint64 value_ingredients; |
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149 | uint64 value_item; |
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150 | object *tmp; |
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151 | int attempt_shadow_alchemy; |
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152 | |
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153 | ave_chance = fl->total_chance / (float) fl->number; |
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154 | /* the caster gets an increase in ability based on thier skill lvl */ |
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155 | if (rp->skill) |
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156 | { |
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157 | skop = find_skill_by_name (caster, rp->skill); |
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158 | if (!skop) |
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159 | new_draw_info (NDI_UNIQUE, 0, caster, "You do not have the proper skill for this recipe"); |
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160 | else |
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161 | ability += (int) (skop->level * ((4.0 + cauldron->magic) / 4.0)); |
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162 | } |
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163 | else |
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164 | { |
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165 | LOG (llevDebug, "Recipe %s has NULL skill!\n", &rp->title); |
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166 | return; |
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167 | } |
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168 | |
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169 | if (!rp->cauldron) |
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170 | { |
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171 | LOG (llevDebug, "Recipe %s has NULL cauldron!\n", &rp->title); |
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172 | return; |
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173 | } |
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174 | |
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175 | /* determine value of ingredients */ |
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176 | value_ingredients = 0; |
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177 | for (tmp = cauldron->inv; tmp != NULL; tmp = tmp->below) |
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178 | value_ingredients += query_cost (tmp, NULL, F_TRUE); |
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179 | |
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180 | attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster); |
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181 | |
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182 | /* create the object **FIRST**, then decide whether to keep it. */ |
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183 | if ((item = attempt_recipe (caster, cauldron, ability, rp, formula / rp->index)) != NULL) |
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184 | { |
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185 | /* compute base chance of recipe success */ |
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186 | success_chance = ((float) ability / (float) (rp->diff * (item->level + 2))); |
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187 | if (ave_chance == 0) |
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188 | ave_chance = 1; |
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189 | |
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190 | #ifdef ALCHEMY_DEBUG |
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191 | LOG (llevDebug, "percent success chance = %f ab%d / diff%d*lev%d\n", success_chance, ability, rp->diff, item->level); |
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192 | #endif |
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193 | |
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194 | value_item = query_cost (item, NULL, F_TRUE | F_IDENTIFIED | F_NOT_CURSED); |
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195 | if (attempt_shadow_alchemy && value_item > value_ingredients) |
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196 | { |
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197 | #ifdef ALCHEMY_DEBUG |
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198 | LOG (llevDebug, |
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199 | "Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n", |
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200 | value_ingredients, value_item); |
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201 | #endif |
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202 | } |
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203 | /* roll the dice */ |
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204 | else if ((float) (random_roll (0, 101, caster, PREFER_LOW)) <= 100.0 * success_chance) |
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205 | { |
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206 | change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE); |
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207 | |
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208 | // let alchemy consume some time, so that exploits are less easy |
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209 | caster->speed_left -= 1.0; |
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210 | |
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211 | return; |
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212 | } |
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213 | } |
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214 | } |
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215 | } |
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216 | |
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217 | /* if we get here, we failed!! */ |
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218 | alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, rp)); |
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219 | } |
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220 | |
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221 | /**
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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 | |
77 | static int |
227 | int |
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228 | content_recipe_value (object *op) |
78 | content_recipe_value (object *op) |
229 | { |
79 | { |
230 | char name[MAX_BUF]; |
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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 | assign (name, tmp->name); |
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238 | if (tmp->title) |
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239 | sprintf (name, "%s %s", &tmp->name, &tmp->title); |
86 | ? (const char *)format ("%s %s", &tmp->name, &tmp->title) |
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87 | : tmp->name; |
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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 |
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99 | |
250 | return formula; |
100 | return formula; |
251 | } |
101 | } |
252 | |
102 | |
253 | /**
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103 | /** |
254 | * Returns total number of items in op
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104 | * Returns total number of items in op |
255 | */ |
105 | */ |
256 | |
106 | static int |
257 | int |
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258 | numb_ob_inside (object *op) |
107 | numb_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 | /** |
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128 | * Looks through the ingredient list. If we find a |
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129 | * suitable object in it - we will use that to make the requested artifact. |
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130 | * Otherwise the code returns a 'generic' item if create_item is set. -b.t. |
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131 | * |
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132 | * @param rp_arch_index pointer to return value; set to arch index for recipe; |
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133 | * set to zero if not using a transmution formula |
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134 | */ |
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135 | static object * |
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136 | find_transmution_ob (object *first_ingred, recipe *rp, size_t *rp_arch_index, int create_item) |
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137 | { |
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138 | object *prod_item = 0; |
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139 | *rp_arch_index = 0; |
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140 | |
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141 | if (rp->transmute) /* look for matching ingredient/prod archs */ |
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142 | for (object *item = first_ingred; item; item = item->below) |
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143 | { |
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144 | for (int i = 0; i < rp->arch_names; i++) |
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145 | //TODO: should be a shstr comparison |
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146 | if (!strcmp(&item->arch->archname,rp->arch_name[i])) |
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147 | { |
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148 | *rp_arch_index = i; |
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149 | prod_item = item; |
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150 | break; |
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151 | } |
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152 | |
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153 | if (prod_item) |
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154 | break; |
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155 | } |
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156 | |
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157 | /* failed, create a fresh object. Note no nrof>1 because that would |
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158 | * allow players to create massive amounts of artifacts easily */ |
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159 | if (create_item && (!prod_item || prod_item->nrof > 1)) |
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160 | { |
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161 | #ifdef ALCHEMY_DEBUG |
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162 | LOG (llevDebug, "creating a new item.\n"); |
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163 | if (prod_item != NULL) |
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164 | { |
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165 | LOG (llevDebug, " had item: arch %s(nrof:%d)\n", |
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166 | &prod_item->arch->archname, prod_item->nrof); |
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167 | } |
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168 | #endif |
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169 | if (!prod_item) |
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170 | *rp_arch_index = rndm (rp->arch_names); |
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171 | prod_item = archetype::get (rp->arch_name[*rp_arch_index]); |
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172 | } |
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173 | |
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174 | #ifdef ALCHEMY_DEBUG |
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175 | LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no "); |
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176 | if (prod_item != NULL) |
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177 | { |
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178 | LOG (llevDebug, " find_transmutable_ob(): returns arch %s(sp:%d)\n", |
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179 | &prod_item->arch->archname, prod_item->stats.sp); |
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180 | } |
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181 | #endif |
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182 | |
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183 | return prod_item; |
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184 | } |
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185 | |
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186 | /** |
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187 | * Using a list of items and a recipe to make an artifact. |
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188 | * |
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189 | * @param cauldron the cauldron (including the ingredients) used to make the item |
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190 | * |
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191 | * @param rp the recipe to make the artifact from |
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192 | * |
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193 | * @return the newly created object, NULL if something failed |
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194 | */ |
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195 | static object * |
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196 | make_item_from_recipe (object *cauldron, recipe *rp) |
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197 | { |
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198 | artifact *art = NULL; |
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199 | object *item = NULL; |
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200 | size_t rp_arch_index; |
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201 | |
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202 | if (rp == NULL) |
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203 | return (object *) NULL; |
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204 | |
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205 | /* Find the appropriate object to transform... */ |
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206 | if ((item = find_transmution_ob (cauldron->inv, rp, &rp_arch_index, 1)) == NULL) |
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207 | { |
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208 | LOG (llevDebug, "make_alchemy_item(): failed to create alchemical object.\n"); |
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209 | return (object *) NULL; |
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210 | } |
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211 | |
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212 | /* Find the appropriate artifact template... */ |
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213 | if (rp->title != shstr_NONE) |
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214 | { |
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215 | if ((art = locate_recipe_artifact (rp, rp_arch_index)) == NULL) |
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216 | { |
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217 | LOG (llevError, "make_alchemy_item(): failed to locate recipe artifact.\n"); |
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218 | LOG (llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], &rp->title); |
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219 | return (object *) NULL; |
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220 | } |
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221 | |
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222 | transmute_materialname (item, art->item); |
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223 | give_artifact_abilities (item, art->item); |
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224 | } |
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225 | |
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226 | if (cauldron->flag [FLAG_CURSED]) |
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227 | item->set_flag (FLAG_CURSED); |
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228 | if (cauldron->flag [FLAG_DAMNED]) |
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229 | item->set_flag (FLAG_DAMNED); |
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230 | |
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231 | return item; |
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232 | } |
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233 | |
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234 | /* |
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235 | * All but object "save_item" are elimentated from |
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236 | * the container list. Note we have to becareful to remove the inventories |
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237 | * of objects in the cauldron inventory (ex icecube has stuff in it). |
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238 | */ |
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239 | static void |
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240 | remove_contents (object *first_ob, object *save_item) |
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241 | { |
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242 | // this cries for a cleaner rewrite, removing save_item first possibly |
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243 | object *next, *tmp = first_ob; |
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244 | |
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245 | while (tmp) |
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246 | { |
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247 | next = tmp->below; |
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248 | |
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249 | if (tmp == save_item) |
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250 | { |
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251 | if (!(tmp = next)) |
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252 | break; |
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253 | else |
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254 | next = next->below; |
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255 | } |
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256 | |
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257 | if (tmp->inv) |
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258 | remove_contents (tmp->inv, NULL); |
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259 | |
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260 | tmp->destroy (); |
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261 | tmp = next; |
|
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262 | } |
|
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263 | } |
|
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264 | |
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265 | /** |
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266 | * We adjust the nrof, exp and level of the final product, based |
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267 | * on the item's default parameters, and the relevant caster skill level. |
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268 | */ |
|
|
269 | static void |
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270 | adjust_product (object *item, int lvl, int yield) |
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|
271 | { |
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|
272 | int nrof = 1; |
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|
273 | |
|
|
274 | if (!yield) |
|
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275 | yield = 1; |
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|
276 | |
|
|
277 | if (lvl <= 0) |
|
|
278 | lvl = 1; /* lets avoid div by zero! */ |
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|
279 | |
|
|
280 | if (item->nrof) |
|
|
281 | { |
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|
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; |
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|
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 | |
298 | static object * |
286 | object * |
|
|
287 | attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches) |
299 | attempt_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 (rp->cauldron != cauldron->arch->name) |
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; |
… | |
… | |
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 | */ |
|
|
358 | void |
|
|
359 | adjust_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 | |
|
|
391 | object * |
|
|
392 | make_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 | |
|
|
439 | object * |
|
|
440 | find_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. |
362 | * Ouch. We didnt get the formula we wanted. |
486 | * This fctn simulates the backfire effects--worse effects as the level |
363 | * This fctn simulates the backfire effects--worse effects as the level |
487 | * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things |
364 | * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things |
488 | * 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 |
489 | * adjustment for playbalance. -b.t. |
366 | * adjustment for playbalance. -b.t. |
490 | */ |
367 | */ |
491 | |
368 | static void |
492 | void |
|
|
493 | alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger) |
369 | alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger) |
494 | { |
370 | { |
495 | int level = 0; |
371 | int level = 0; |
496 | |
372 | |
497 | if (!op || !cauldron) |
373 | if (!op || !cauldron) |
… | |
… | |
511 | |
387 | |
512 | if (rndm (0, 2)) |
388 | if (rndm (0, 2)) |
513 | { /* slag created */ |
389 | { /* slag created */ |
514 | object *tmp = cauldron->inv; |
390 | object *tmp = cauldron->inv; |
515 | int weight = 0; |
391 | int weight = 0; |
516 | uint16 material = M_STONE; |
|
|
517 | |
392 | |
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"); |
393 | tmp = archetype::get (shstr_rock); |
526 | tmp->weight = weight; |
394 | tmp->weight = weight; |
527 | tmp->value = 0; |
395 | tmp->value = 0; |
528 | tmp->material = material; |
396 | tmp->material = name_to_material (shstr_stone); |
529 | tmp->materialname = "stone"; |
|
|
530 | tmp->name = "slag"; |
397 | tmp->name = shstr_slag; |
531 | tmp->name_pl = "slags"; |
398 | tmp->name_pl = shstr_slags; |
532 | item = insert_ob_in_ob (tmp, cauldron); |
399 | item = insert_ob_in_ob (tmp, cauldron); |
533 | CLEAR_FLAG (tmp, FLAG_CAN_ROLL); |
400 | tmp->clr_flag (FLAG_CAN_ROLL); |
534 | CLEAR_FLAG (tmp, FLAG_NO_PICK); |
401 | tmp->set_flag (FLAG_NO_DROP); |
535 | tmp->move_block = 0; |
402 | tmp->move_block = 0; |
536 | } |
403 | } |
|
|
404 | |
537 | remove_contents (cauldron->inv, item); |
405 | remove_contents (cauldron->inv, item); |
538 | 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 ()); |
539 | return; |
407 | return; |
540 | } |
408 | } |
541 | else if (level < 40) |
409 | else if (level < 40) |
… | |
… | |
546 | if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL) |
414 | if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL) |
547 | return; |
415 | return; |
548 | |
416 | |
549 | if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1))) |
417 | if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1))) |
550 | { |
418 | { |
551 | if (!QUERY_FLAG (tmp, FLAG_CURSED)) /* curse it */ |
419 | if (!tmp->flag [FLAG_CURSED]) /* curse it */ |
552 | SET_FLAG (tmp, FLAG_CURSED); |
420 | tmp->set_flag (FLAG_CURSED); |
553 | |
421 | |
554 | /* the apply code for potions already deals with cursed |
422 | /* the apply code for potions already deals with cursed |
555 | * potions, so any code here is basically ignored. |
423 | * potions, so any code here is basically ignored. |
556 | */ |
424 | */ |
557 | if (tmp->type == FOOD) |
425 | if (tmp->type == FOOD) |
… | |
… | |
567 | } |
435 | } |
568 | while (rndm (0, 2)); |
436 | while (rndm (0, 2)); |
569 | } |
437 | } |
570 | return; |
438 | return; |
571 | } |
439 | } |
|
|
440 | |
572 | if (level == 40) |
441 | if (level == 40) |
573 | { /* MAKE RANDOM RECIPE */ |
442 | { /* MAKE RANDOM RECIPE */ |
574 | recipelist *fl; |
443 | recipelist *fl; |
575 | int numb = numb_ob_inside (cauldron); |
444 | int numb = numb_ob_inside (cauldron); |
576 | |
445 | |
577 | fl = get_formulalist (numb - 1); /* take a lower recipe list */ |
446 | fl = get_formulalist (numb - 1); /* take a lower recipe list */ |
578 | if (fl && (rp = get_random_recipe (fl))) |
447 | if (fl && (rp = get_random_recipe (fl))) |
579 | /* even though random, don't grant user any EXP for it */ |
448 | /* even though random, don't grant user any EXP for it */ |
580 | (void) attempt_recipe (op, cauldron, 1, rp, -1); |
449 | attempt_recipe (op, cauldron, 1, rp, -1); |
581 | else |
450 | else |
582 | alchemy_failure_effect (op, cauldron, rp, level - 1); |
451 | alchemy_failure_effect (op, cauldron, rp, level - 1); |
583 | return; |
|
|
584 | |
|
|
585 | } |
452 | } |
586 | else if (level < 45) |
453 | else if (level < 45) |
587 | { /* INFURIATE NPC's */ |
454 | { /* INFURIATE NPC's */ |
588 | /* this is kind of kludgy I know... */ |
455 | /* this is kind of kludgy I know... */ |
589 | cauldron->enemy = op; |
456 | cauldron->enemy = op; |
590 | npc_call_help (cauldron); |
457 | npc_call_help (cauldron); |
591 | cauldron->enemy = NULL; |
458 | cauldron->enemy = NULL; |
592 | |
459 | |
593 | alchemy_failure_effect (op, cauldron, rp, level - 5); |
460 | alchemy_failure_effect (op, cauldron, rp, level - 5); |
594 | return; |
|
|
595 | } |
461 | } |
596 | else if (level < 50) |
462 | else if (level < 50) |
597 | { /* MINOR EXPLOSION/FIREBALL */ |
463 | { /* MINOR EXPLOSION/FIREBALL */ |
598 | object *tmp; |
464 | object *tmp; |
599 | |
465 | |
600 | remove_contents (cauldron->inv, NULL); |
466 | remove_contents (cauldron->inv, NULL); |
601 | switch (rndm (0, 2)) |
467 | switch (rndm (0, 2)) |
602 | { |
468 | { |
603 | case 0: |
469 | case 0: |
604 | tmp = get_archetype ("bomb"); |
470 | tmp = archetype::get (shstr_bomb); |
605 | tmp->stats.dam = random_roll (1, level, op, PREFER_LOW); |
471 | tmp->stats.dam = random_roll (1, level, op, PREFER_LOW); |
606 | tmp->stats.hp = random_roll (1, level, op, PREFER_LOW); |
472 | 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); |
473 | new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name); |
608 | break; |
474 | break; |
609 | |
475 | |
610 | default: |
476 | default: |
611 | tmp = get_archetype ("fireball"); |
477 | tmp = archetype::get (shstr_fireball); |
612 | 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; |
613 | 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; |
614 | 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); |
615 | break; |
481 | break; |
616 | } |
482 | } |
617 | |
483 | |
618 | op->insert_at (cauldron); |
484 | tmp->insert_at (cauldron); |
619 | return; |
|
|
620 | |
|
|
621 | } |
485 | } |
622 | else if (level < 60) |
486 | else if (level < 60) |
623 | { /* CREATE MONSTER */ |
487 | { /* CREATE MONSTER */ |
624 | 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 ()); |
625 | remove_contents (cauldron->inv, NULL); |
489 | remove_contents (cauldron->inv, NULL); |
626 | return; |
|
|
627 | } |
490 | } |
628 | else if (level < 80) |
491 | else if (level < 80) |
629 | { /* MAJOR FIRE */ |
492 | { /* MAJOR FIRE */ |
630 | object *fb = get_archetype (SP_MED_FIREBALL); |
493 | object *fb = archetype::get (SP_MED_FIREBALL); |
631 | |
494 | |
632 | remove_contents (cauldron->inv, NULL); |
495 | remove_contents (cauldron->inv, NULL); |
633 | 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); |
634 | fb->destroy (); |
497 | fb->destroy (); |
635 | 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); |
636 | return; |
|
|
637 | |
|
|
638 | } |
499 | } |
639 | else if (level < 100) |
500 | else if (level < 100) |
640 | { /* WHAMMY the CAULDRON */ |
501 | { /* WHAMMY the CAULDRON */ |
641 | if (!QUERY_FLAG (cauldron, FLAG_CURSED)) |
502 | if (!cauldron->flag [FLAG_CURSED]) |
642 | SET_FLAG (cauldron, FLAG_CURSED); |
503 | cauldron->set_flag (FLAG_CURSED); |
643 | else |
504 | else |
644 | cauldron->magic--; |
505 | cauldron->magic--; |
|
|
506 | |
645 | cauldron->magic -= random_roll (0, 4, op, PREFER_LOW); |
507 | cauldron->magic -= random_roll (0, 4, op, PREFER_LOW); |
|
|
508 | |
646 | if (rndm (0, 1)) |
509 | if (rndm (0, 1)) |
647 | { |
510 | { |
648 | remove_contents (cauldron->inv, NULL); |
511 | 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); |
512 | new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name); |
650 | } |
513 | } |
651 | else |
514 | else |
652 | 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); |
653 | return; |
|
|
654 | |
|
|
655 | } |
516 | } |
656 | else if (level < 110) |
517 | else if (level < 110) |
657 | { /* SUMMON EVIL MONSTERS */ |
518 | { /* SUMMON EVIL MONSTERS */ |
658 | object *tmp = get_random_mon (level / 5); |
519 | object *tmp = get_random_mon (level / 5); |
659 | |
520 | |
660 | remove_contents (cauldron->inv, NULL); |
521 | remove_contents (cauldron->inv, NULL); |
|
|
522 | |
661 | if (!tmp) |
523 | if (!tmp) |
662 | alchemy_failure_effect (op, cauldron, rp, level); |
524 | alchemy_failure_effect (op, cauldron, rp, level); |
663 | 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)) |
664 | 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 ()); |
665 | return; |
|
|
666 | |
|
|
667 | } |
527 | } |
668 | else if (level < 150) |
528 | else if (level < 150) |
669 | { /* COMBO EFFECT */ |
529 | { /* COMBO EFFECT */ |
670 | int roll = rndm (1, 3); |
530 | int roll = rndm (1, 3); |
671 | |
531 | |
672 | while (roll) |
532 | while (roll) |
673 | { |
533 | { |
674 | alchemy_failure_effect (op, cauldron, rp, level - 39); |
534 | alchemy_failure_effect (op, cauldron, rp, level - 39); |
675 | roll--; |
535 | roll--; |
676 | } |
536 | } |
677 | return; |
|
|
678 | } |
537 | } |
679 | else if (level == 151) |
538 | else if (level == 151) |
680 | { /* CREATE RANDOM ARTIFACT */ |
539 | { /* CREATE RANDOM ARTIFACT */ |
681 | object *tmp; |
540 | object *tmp; |
682 | |
541 | |
683 | /* this is meant to be better than prior possiblity, |
542 | /* this is meant to be better than prior possiblity, |
684 | * in this one, we allow *any* valid alchemy artifact |
543 | * in this one, we allow *any* valid alchemy artifact |
685 | * to be made (rather than only those on the given |
544 | * to be made (rather than only those on the given |
686 | * formulalist) */ |
545 | * formulalist) */ |
687 | if (!rp) |
546 | if (!rp) |
688 | rp = get_random_recipe ((recipelist *) NULL); |
547 | rp = get_random_recipe ((recipelist *) NULL); |
|
|
548 | |
689 | 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)]))) |
690 | { |
550 | { |
691 | 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); |
692 | if ((tmp = insert_ob_in_ob (tmp, cauldron))) |
552 | if ((tmp = insert_ob_in_ob (tmp, cauldron))) |
693 | { |
553 | { |
694 | remove_contents (cauldron->inv, tmp); |
554 | remove_contents (cauldron->inv, tmp); |
695 | 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 ()); |
696 | } |
556 | } |
697 | } |
557 | } |
698 | return; |
|
|
699 | } |
558 | } |
700 | else |
559 | else |
701 | { /* MANA STORM - watch out!! */ |
560 | { /* MANA STORM - watch out!! */ |
702 | object *tmp = get_archetype (LOOSE_MANA); |
561 | object *tmp = archetype::get (LOOSE_MANA); |
703 | |
562 | |
704 | 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!"); |
705 | remove_contents (cauldron->inv, NULL); |
564 | remove_contents (cauldron->inv, NULL); |
706 | cast_magic_storm (op, tmp, level); |
565 | 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 | |
|
|
718 | void |
|
|
719 | remove_contents (object *first_ob, object *save_item) |
|
|
720 | { |
|
|
721 | object *next, *tmp = first_ob; |
|
|
722 | |
|
|
723 | while (tmp) |
|
|
724 | { |
566 | } |
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 | } |
567 | } |
742 | |
568 | |
743 | /**
|
569 | /** |
744 | *"Danger" level, will determine how bad the backfire |
570 | *"Danger" level, will determine how bad the backfire |
745 | * 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 |
746 | * 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, |
747 | * 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 |
748 | * mixing device (aka "cauldron"). Higher values of 'danger' indicate more |
574 | * 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 |
575 | * 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) |
576 | * skill *before* this routine is called. (no longer auto-readies that skill) |
751 | * -b.t. |
577 | * -b.t. |
752 | */ |
578 | */ |
753 | |
579 | static int |
754 | int |
|
|
755 | calc_alch_danger (object *caster, object *cauldron, recipe *rp) |
580 | calc_alch_danger (object *caster, object *cauldron, object *skill, recipe *rp) |
756 | { |
581 | { |
757 | object *item; |
|
|
758 | char name[MAX_BUF]; |
|
|
759 | int danger = 0, nrofi = 0; |
582 | int danger = 0; |
760 | |
583 | |
761 | /* Knowing alchemy skill reduces yer risk */ |
584 | /* Knowing alchemy skill reduces yer risk */ |
762 | danger -= caster->chosen_skill ? caster->chosen_skill->level : caster->level; |
585 | danger -= skill->level; |
763 | |
586 | |
764 | /* better cauldrons reduce risk */ |
587 | /* better cauldrons reduce risk */ |
765 | danger -= cauldron->magic; |
588 | danger -= cauldron->magic; |
766 | |
589 | |
767 | /* Higher Int, lower the risk */ |
590 | /* Higher Int, lower the risk */ |
… | |
… | |
769 | |
592 | |
770 | /* Ingredients. Longer names usually mean rarer stuff. |
593 | /* Ingredients. Longer names usually mean rarer stuff. |
771 | * Thus the backfire is worse. Also, more ingredients |
594 | * Thus the backfire is worse. Also, more ingredients |
772 | * means we are attempting a more powerfull potion, |
595 | * means we are attempting a more powerfull potion, |
773 | * and thus the backfire will be worse. */ |
596 | * and thus the backfire will be worse. */ |
774 | for (item = cauldron->inv; item; item = item->below) |
597 | for (object *item = cauldron->inv; item; item = item->below) |
775 | { |
598 | { |
776 | assign (name, item->name); |
599 | const char *name = item->title |
777 | if (item->title) |
|
|
778 | sprintf (name, "%s %s", &item->name, &item->title); |
600 | ? format ("%s %s", &item->name, &item->title) |
|
|
601 | : &item->name; |
|
|
602 | |
779 | danger += (strtoint (name) / 1000) + 3; |
603 | danger += strtoint (name) / 1000 + 3; |
780 | nrofi++; |
|
|
781 | } |
604 | } |
782 | if (rp == NULL) |
605 | |
|
|
606 | if (!rp) |
783 | danger += 110; |
607 | danger += 110; |
784 | else |
608 | else |
785 | danger += rp->diff * 3; |
609 | danger += rp->diff * 3; |
786 | |
610 | |
787 | /* Using a bad device is *majorly* stupid */ |
611 | /* Using a bad device is *majorly* stupid */ |
788 | if (QUERY_FLAG (cauldron, FLAG_CURSED)) |
612 | if (cauldron->flag [FLAG_CURSED]) danger += 80; |
789 | danger += 80; |
613 | if (cauldron->flag [FLAG_DAMNED]) danger += 200; |
790 | if (QUERY_FLAG (cauldron, FLAG_DAMNED)) |
|
|
791 | danger += 200; |
|
|
792 | |
614 | |
793 | #ifdef ALCHEMY_DEBUG |
615 | #ifdef ALCHEMY_DEBUG |
794 | LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger); |
616 | LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger); |
795 | #endif |
617 | #endif |
796 | |
618 | |
797 | return danger; |
619 | return danger; |
798 | } |
620 | } |
799 | |
621 | |
800 | /**
|
622 | /** |
801 | * Determines if ingredients in a container match the |
623 | * Determines if ingredients in a container match the |
802 | * proper ingredients for a recipe. |
624 | * proper ingredients for a recipe. |
803 | * |
625 | * |
804 | * rp is the recipe to check |
626 | * rp is the recipe to check |
805 | * cauldron is the container that holds the ingredients |
627 | * cauldron is the container that holds the ingredients |
… | |
… | |
854 | for (ob = cauldron->inv; ob != NULL; ob = ob->below) |
676 | for (ob = cauldron->inv; ob != NULL; ob = ob->below) |
855 | { |
677 | { |
856 | char name_ob[MAX_BUF]; |
678 | char name_ob[MAX_BUF]; |
857 | const char *name2; |
679 | const char *name2; |
858 | |
680 | |
859 | if (ob->title == NULL) |
681 | if (!ob->title) |
860 | name2 = ob->name; |
682 | name2 = ob->name; |
861 | else |
683 | else |
862 | { |
684 | { |
863 | 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); |
864 | name2 = name_ob; |
686 | name2 = name_ob; |
… | |
… | |
909 | LOG (llevDebug, "looking for formula %d:\n", formula); |
731 | LOG (llevDebug, "looking for formula %d:\n", formula); |
910 | #endif |
732 | #endif |
911 | result = NULL; |
733 | result = NULL; |
912 | recipes_matching = 0; |
734 | recipes_matching = 0; |
913 | transmute_found = 0; |
735 | transmute_found = 0; |
|
|
736 | |
914 | for (rp = fl->items; rp != NULL; rp = rp->next) |
737 | for (rp = fl->items; rp; rp = rp->next) |
915 | { |
738 | { |
916 | /* check if recipe matches at all */ |
739 | /* check if recipe matches at all */ |
917 | if (formula % rp->index != 0) |
740 | if (formula % rp->index != 0) |
918 | { |
741 | { |
919 | #ifdef EXTREME_ALCHEMY_DEBUG |
742 | #ifdef EXTREME_ALCHEMY_DEBUG |
920 | 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); |
921 | #endif |
744 | #endif |
922 | continue; |
745 | continue; |
923 | } |
746 | } |
924 | |
747 | |
925 | 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) |
926 | { |
749 | { |
927 | #ifdef EXTREME_ALCHEMY_DEBUG |
750 | #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); |
751 | 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 |
752 | #endif |
930 | /* transmution recipe with matching base ingredient */ |
753 | /* transmution recipe with matching base ingredient */ |
931 | if (!transmute_found) |
754 | if (!transmute_found) |
932 | { |
755 | { |
933 | transmute_found = 1; |
756 | transmute_found = 1; |
… | |
… | |
935 | } |
758 | } |
936 | } |
759 | } |
937 | else if (transmute_found) |
760 | else if (transmute_found) |
938 | { |
761 | { |
939 | #ifdef EXTREME_ALCHEMY_DEBUG |
762 | #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, |
763 | 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); |
764 | rp->index); |
942 | #endif |
765 | #endif |
943 | /* "normal" recipe found after previous transmution recipe => ignore this recipe */ |
766 | /* "normal" recipe found after previous transmution recipe => ignore this recipe */ |
944 | continue; |
767 | continue; |
945 | } |
768 | } |
946 | #ifdef EXTREME_ALCHEMY_DEBUG |
769 | #ifdef EXTREME_ALCHEMY_DEBUG |
947 | else |
770 | else |
948 | { |
771 | { |
949 | 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); |
950 | } |
773 | } |
951 | #endif |
774 | #endif |
952 | |
775 | |
953 | if (rndm (0, recipes_matching) == 0) |
776 | if (rndm (0, recipes_matching) == 0) |
954 | result = rp; |
777 | result = rp; |
… | |
… | |
964 | return NULL; |
787 | return NULL; |
965 | } |
788 | } |
966 | |
789 | |
967 | #ifdef ALCHEMY_DEBUG |
790 | #ifdef ALCHEMY_DEBUG |
968 | if (strcmp (result->title, "NONE") != 0) |
791 | 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); |
792 | LOG (llevDebug, "got formula: %s of %s (nbatches:%d)\n", result->arch_name[0], &result->title, formula / result->index); |
970 | else |
793 | else |
971 | 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); |
972 | #endif |
795 | #endif |
973 | return result; |
796 | return result; |
974 | } |
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 | */ |
|
|
822 | void |
|
|
823 | attempt_do_alchemy (object *caster, object *cauldron, object *skill) |
|
|
824 | { |
|
|
825 | recipelist *fl; |
|
|
826 | recipe *rp = NULL; |
|
|
827 | float success_chance; |
|
|
828 | int numb, ability = 1; |
|
|
829 | int formula = 0; |
|
|
830 | float ave_chance; |
|
|
831 | object *item; |
|
|
832 | |
|
|
833 | if (caster->type != PLAYER) |
|
|
834 | return; /* only players for now */ |
|
|
835 | |
|
|
836 | if (get_map_flags (caster->map, NULL, caster->x, caster->y, NULL, NULL) & P_SAFE) |
|
|
837 | { |
|
|
838 | new_draw_info (NDI_UNIQUE, 0, caster, "This is sacred ground, the gods prevent you from using this device."); |
|
|
839 | return; |
|
|
840 | } |
|
|
841 | |
|
|
842 | /* if no ingredients, no formula! lets forget it */ |
|
|
843 | if (!(formula = content_recipe_value (cauldron))) |
|
|
844 | return; |
|
|
845 | |
|
|
846 | numb = numb_ob_inside (cauldron); |
|
|
847 | if ((fl = get_formulalist (numb))) |
|
|
848 | { |
|
|
849 | if (caster->flag [FLAG_WIZ]) |
|
|
850 | { |
|
|
851 | rp = find_recipe (fl, formula, cauldron->inv); |
|
|
852 | if (rp != NULL) |
|
|
853 | { |
|
|
854 | #ifdef ALCHEMY_DEBUG |
|
|
855 | if (strcmp (rp->title, "NONE")) |
|
|
856 | LOG (llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], &rp->title); |
|
|
857 | else |
|
|
858 | LOG (llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula / rp->index); |
|
|
859 | #endif |
|
|
860 | attempt_recipe (caster, cauldron, ability, rp, formula / rp->index); |
|
|
861 | } |
|
|
862 | else |
|
|
863 | LOG (llevDebug, "WIZ couldn't find formula for ingredients.\n"); |
|
|
864 | return; |
|
|
865 | } /* End of WIZ alchemy */ |
|
|
866 | |
|
|
867 | /* find the recipe */ |
|
|
868 | rp = find_recipe (fl, formula, cauldron->inv); |
|
|
869 | if (rp |
|
|
870 | && rp->skill == skill->skill |
|
|
871 | && (!rp->cauldron |
|
|
872 | || rp->cauldron == cauldron->arch->archname)) |
|
|
873 | { |
|
|
874 | uint64 value_ingredients; |
|
|
875 | uint64 value_item; |
|
|
876 | object *tmp; |
|
|
877 | int attempt_shadow_alchemy; |
|
|
878 | |
|
|
879 | ave_chance = fl->total_chance / (float)fl->number; |
|
|
880 | |
|
|
881 | ability += skill->level * ((4.0 + cauldron->magic) / 4.0); |
|
|
882 | |
|
|
883 | /* determine value of ingredients */ |
|
|
884 | value_ingredients = 0; |
|
|
885 | for (tmp = cauldron->inv; tmp; tmp = tmp->below) |
|
|
886 | value_ingredients += query_cost (tmp, NULL, F_TRUE); |
|
|
887 | |
|
|
888 | attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster); |
|
|
889 | |
|
|
890 | /* create the object **FIRST**, then decide whether to keep it. */ |
|
|
891 | if ((item = attempt_recipe (caster, cauldron, ability, rp, formula / rp->index)) != NULL) |
|
|
892 | { |
|
|
893 | /* compute base chance of recipe success */ |
|
|
894 | success_chance = ((float)ability / (float)(rp->diff * (item->level + 2))); |
|
|
895 | if (ave_chance == 0) |
|
|
896 | ave_chance = 1; |
|
|
897 | |
|
|
898 | #ifdef ALCHEMY_DEBUG |
|
|
899 | LOG (llevDebug, "percent success chance = %f ab%d / diff%d*lev%d\n", success_chance, ability, rp->diff, item->level); |
|
|
900 | #endif |
|
|
901 | |
|
|
902 | value_item = query_cost (item, NULL, F_TRUE | F_IDENTIFIED | F_NOT_CURSED); |
|
|
903 | if (attempt_shadow_alchemy && value_item > value_ingredients) |
|
|
904 | { |
|
|
905 | #ifdef ALCHEMY_DEBUG |
|
|
906 | LOG (llevDebug, |
|
|
907 | "Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n", |
|
|
908 | value_ingredients, value_item); |
|
|
909 | #endif |
|
|
910 | } |
|
|
911 | /* roll the dice */ |
|
|
912 | else if (random_roll (0, 101, caster, PREFER_LOW) <= 100.0 * success_chance) |
|
|
913 | { |
|
|
914 | change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE); |
|
|
915 | |
|
|
916 | // let alchemy consume some time, so that exploits are less easy |
|
|
917 | caster->speed_left -= 1.0; |
|
|
918 | |
|
|
919 | return; |
|
|
920 | } |
|
|
921 | } |
|
|
922 | } |
|
|
923 | } |
|
|
924 | |
|
|
925 | /* if we get here, we failed!! */ |
|
|
926 | alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, skill, rp)); |
|
|
927 | } |
|
|
928 | |