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Comparing deliantra/server/server/alchemy.C (file contents):
Revision 1.8 by root, Thu Sep 14 22:34:03 2006 UTC vs.
Revision 1.20 by root, Mon Feb 5 02:07:40 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* 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 */
25 26
26#include <global.h> 27#include <global.h>
27#include <object.h> 28#include <object.h>
28#ifndef __CEXTRACT__
29# include <sproto.h> 29#include <sproto.h>
30#endif
31#include <skills.h> 30#include <skills.h>
32#include <spells.h> 31#include <spells.h>
33 32
34/** define this for some helpful debuging information */ 33/** define this for some helpful debuging information */
35#if 0 34#if 0
155 /* the caster gets an increase in ability based on thier skill lvl */ 154 /* the caster gets an increase in ability based on thier skill lvl */
156 if (rp->skill) 155 if (rp->skill)
157 { 156 {
158 skop = find_skill_by_name (caster, rp->skill); 157 skop = find_skill_by_name (caster, rp->skill);
159 if (!skop) 158 if (!skop)
160 {
161 new_draw_info (NDI_UNIQUE, 0, caster, "You do not have the proper skill for this recipe"); 159 new_draw_info (NDI_UNIQUE, 0, caster, "You do not have the proper skill for this recipe");
162 }
163 else 160 else
164 {
165 ability += (int) (skop->level * ((4.0 + cauldron->magic) / 4.0)); 161 ability += (int) (skop->level * ((4.0 + cauldron->magic) / 4.0));
166 }
167 } 162 }
168 else 163 else
169 { 164 {
170 LOG (llevDebug, "Recipe %s has NULL skill!\n", &rp->title); 165 LOG (llevDebug, "Recipe %s has NULL skill!\n", &rp->title);
171 return; 166 return;
172 } 167 }
173 168
174 if (rp->cauldron) 169 if (!rp->cauldron)
175 { 170 {
176 LOG (llevDebug, "Recipe %s has NULL cauldron!\n", &rp->title); 171 LOG (llevDebug, "Recipe %s has NULL cauldron!\n", &rp->title);
177 return; 172 return;
178 } 173 }
179 174
198 193
199 value_item = query_cost (item, NULL, F_TRUE | F_IDENTIFIED | F_NOT_CURSED); 194 value_item = query_cost (item, NULL, F_TRUE | F_IDENTIFIED | F_NOT_CURSED);
200 if (attempt_shadow_alchemy && value_item > value_ingredients) 195 if (attempt_shadow_alchemy && value_item > value_ingredients)
201 { 196 {
202#ifdef ALCHEMY_DEBUG 197#ifdef ALCHEMY_DEBUG
203# ifndef WIN32
204 LOG (llevDebug, 198 LOG (llevDebug,
205 "Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n", 199 "Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n",
206 value_ingredients, value_item); 200 value_ingredients, value_item);
207# else
208 LOG (llevDebug,
209 "Forcing failure for shadow alchemy recipe because price of ingredients (%I64d) is less than price of result (%I64d).\n",
210 value_ingredients, value_item);
211# endif
212#endif 201#endif
213 } 202 }
214 /* roll the dice */ 203 /* roll the dice */
215 else if ((float) (random_roll (0, 101, caster, PREFER_LOW)) <= 100.0 * success_chance) 204 else if ((float) (random_roll (0, 101, caster, PREFER_LOW)) <= 100.0 * success_chance)
216 { 205 {
217 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE); 206 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE);
207
208 // let alchemy consume some time, so that exploits are less easy
209 caster->speed_left -= 1.0;
210
218 return; 211 return;
219 } 212 }
220 } 213 }
221 } 214 }
222 } 215 }
216
223 /* if we get here, we failed!! */ 217 /* if we get here, we failed!! */
224 alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, rp)); 218 alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, rp));
225} 219}
226 220
227/** 221/**
238 int tval = 0, formula = 0; 232 int tval = 0, formula = 0;
239 233
240 while (tmp) 234 while (tmp)
241 { 235 {
242 tval = 0; 236 tval = 0;
243 strcpy (name, tmp->name); 237 assign (name, tmp->name);
244 if (tmp->title) 238 if (tmp->title)
245 sprintf (name, "%s %s", &tmp->name, &tmp->title); 239 sprintf (name, "%s %s", &tmp->name, &tmp->title);
246 tval = (strtoint (name) * (tmp->nrof ? tmp->nrof : 1)); 240 tval = (strtoint (name) * (tmp->nrof ? tmp->nrof : 1));
247#ifdef ALCHEMY_DEBUG 241#ifdef ALCHEMY_DEBUG
248 LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval); 242 LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval);
297 291
298 /* this should be passed to this fctn, not effiecent cpu use this way */ 292 /* this should be passed to this fctn, not effiecent cpu use this way */
299 int batches = abs (nbatches); 293 int batches = abs (nbatches);
300 294
301 295
302 LOG (llevDebug, "A %s <=> %s\n", &(rp->cauldron), &(cauldron->arch->name));
303 /* is the cauldron the right type? */ 296 /* is the cauldron the right type? */
304 if (strcmp (rp->cauldron, cauldron->arch->name) != 0) 297 if (rp->cauldron != cauldron->arch->name)
305 { 298 {
306 new_draw_info (NDI_UNIQUE, 0, caster, "You are not using the proper" " facilities for this formula."); 299 new_draw_info (NDI_UNIQUE, 0, caster, "You are not using the proper" " facilities for this formula.");
307 return 0; 300 return 0;
308 } 301 }
309 302
315 /* code required for this recipe, search the caster */ 308 /* code required for this recipe, search the caster */
316 if (rp->keycode) 309 if (rp->keycode)
317 { 310 {
318 object *tmp; 311 object *tmp;
319 312
320 for (tmp = caster->inv; tmp != NULL; tmp = tmp->below) 313 for (tmp = caster->inv; tmp; tmp = tmp->below)
321 { 314 {
322 if (tmp->type == FORCE && tmp->slaying && !strcmp (rp->keycode, tmp->slaying)) 315 if (tmp->type == FORCE && tmp->slaying && rp->keycode == tmp->slaying)
323 break; 316 break;
324 } 317 }
318
325 if (tmp == NULL) 319 if (!tmp)
326 { /* failure--no code found */ 320 { /* failure--no code found */
327 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients," " but not the technique. Go learn how to do this recipe."); 321 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients," " but not the technique. Go learn how to do this recipe.");
328 return 0; 322 return 0;
329 } 323 }
330 } 324 }
347 /* new_draw_info_format(NDI_UNIQUE, 0,caster, 341 /* new_draw_info_format(NDI_UNIQUE, 0,caster,
348 "Your spell causes the %s to explode!",&cauldron->name); */ 342 "Your spell causes the %s to explode!",&cauldron->name); */
349 /* kaboom_cauldron(); */ 343 /* kaboom_cauldron(); */
350 } 344 }
351 else 345 else
352 {
353 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ()); 346 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ());
354 }
355 } 347 }
348
356 return item; 349 return item;
357} 350}
358 351
359 352
360 353
361/** 354/**
362 * We adjust the nrof, exp and level of the final product, based 355 * We adjust the nrof, exp and level of the final product, based
363 * on the item's default parameters, and the relevant caster skill level. 356 * on the item's default parameters, and the relevant caster skill level.
364 */ 357 */
365 void 358void
366adjust_product (object *item, int lvl, int yield) 359adjust_product (object *item, int lvl, int yield)
367{ 360{
368 int nrof = 1; 361 int nrof = 1;
369 362
370 if (!yield) 363 if (!yield)
371 yield = 1; 364 yield = 1;
365
372 if (lvl <= 0) 366 if (lvl <= 0)
373 lvl = 1; /* lets avoid div by zero! */ 367 lvl = 1; /* lets avoid div by zero! */
368
374 if (item->nrof) 369 if (item->nrof)
375 { 370 {
376 nrof = (int) ((1.0 - 1.0 / (lvl / 10.0 + 1.0)) * (rndm (0, yield - 1) + rndm (0, yield - 1) + rndm (0, yield - 1)) + 1); 371 nrof = (int) ((1.0 - 1.0 / (lvl / 10.0 + 1.0)) * (rndm (0, yield - 1) + rndm (0, yield - 1) + rndm (0, yield - 1)) + 1);
372
377 if (nrof > yield) 373 if (nrof > yield)
378 nrof = yield; 374 nrof = yield;
375
379 item->nrof = nrof; 376 item->nrof = nrof;
380 } 377 }
381} 378}
382 379
383 380
451 { 448 {
452 size_t i; 449 size_t i;
453 450
454 for (i = 0; i < rp->arch_names; i++) 451 for (i = 0; i < rp->arch_names; i++)
455 { 452 {
456 if (strcmp (item->arch->name, rp->arch_name[i]) == 0) 453 if (item->arch->name == rp->arch_name[i])
457 { 454 {
458 *rp_arch_index = i; 455 *rp_arch_index = i;
459 break; 456 break;
460 } 457 }
461 } 458 }
459
462 if (i < rp->arch_names) 460 if (i < rp->arch_names)
463 break; 461 break;
464 } 462 }
465 463
466 /* failed, create a fresh object. Note no nrof>1 because that would 464 /* failed, create a fresh object. Note no nrof>1 because that would
600 object *tmp; 598 object *tmp;
601 599
602 remove_contents (cauldron->inv, NULL); 600 remove_contents (cauldron->inv, NULL);
603 switch (rndm (0, 2)) 601 switch (rndm (0, 2))
604 { 602 {
605 case 0: 603 case 0:
606 tmp = get_archetype ("bomb"); 604 tmp = get_archetype ("bomb");
607 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW); 605 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW);
608 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW); 606 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW);
609 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name); 607 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name);
610 break; 608 break;
611 609
612 default: 610 default:
613 tmp = get_archetype ("fireball"); 611 tmp = get_archetype ("fireball");
614 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1; 612 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1;
615 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2; 613 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2;
616 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name); 614 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
617 break; 615 break;
618 } 616 }
619 tmp->x = cauldron->x, tmp->y = cauldron->y; 617
620 insert_ob_in_map (tmp, op->map, NULL, 0); 618 op->insert_at (cauldron);
621 return; 619 return;
622 620
623 } 621 }
624 else if (level < 60) 622 else if (level < 60)
625 { /* CREATE MONSTER */ 623 { /* CREATE MONSTER */
631 { /* MAJOR FIRE */ 629 { /* MAJOR FIRE */
632 object *fb = get_archetype (SP_MED_FIREBALL); 630 object *fb = get_archetype (SP_MED_FIREBALL);
633 631
634 remove_contents (cauldron->inv, NULL); 632 remove_contents (cauldron->inv, NULL);
635 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb); 633 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb);
636 free_object (fb); 634 fb->destroy ();
637 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name); 635 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
638 return; 636 return;
639 637
640 } 638 }
641 else if (level < 100) 639 else if (level < 100)
709 return; 707 return;
710 } 708 }
711} 709}
712 710
713 711
714/** 712/*
715 * All but object "save_item" are elimentated from 713 * All but object "save_item" are elimentated from
716 * the container list. Note we have to becareful to remove the inventories 714 * the container list. Note we have to becareful to remove the inventories
717 * of objects in the cauldron inventory (ex icecube has stuff in it). 715 * of objects in the cauldron inventory (ex icecube has stuff in it).
718 */ 716 */
719 717
723 object *next, *tmp = first_ob; 721 object *next, *tmp = first_ob;
724 722
725 while (tmp) 723 while (tmp)
726 { 724 {
727 next = tmp->below; 725 next = tmp->below;
726
728 if (tmp == save_item) 727 if (tmp == save_item)
729 { 728 {
730 if (!(tmp = next)) 729 if (!(tmp = next))
731 break; 730 break;
732 else 731 else
733 next = next->below; 732 next = next->below;
734 } 733 }
734
735 if (tmp->inv) 735 if (tmp->inv)
736 remove_contents (tmp->inv, NULL); 736 remove_contents (tmp->inv, NULL);
737 remove_ob (tmp); 737
738 free_object (tmp); 738 tmp->destroy ();
739 tmp = next; 739 tmp = next;
740 } 740 }
741} 741}
742 742
743/** 743/**
771 * Thus the backfire is worse. Also, more ingredients 771 * Thus the backfire is worse. Also, more ingredients
772 * means we are attempting a more powerfull potion, 772 * means we are attempting a more powerfull potion,
773 * and thus the backfire will be worse. */ 773 * and thus the backfire will be worse. */
774 for (item = cauldron->inv; item; item = item->below) 774 for (item = cauldron->inv; item; item = item->below)
775 { 775 {
776 strcpy (name, item->name); 776 assign (name, item->name);
777 if (item->title) 777 if (item->title)
778 sprintf (name, "%s %s", &item->name, &item->title); 778 sprintf (name, "%s %s", &item->name, &item->title);
779 danger += (strtoint (name) / 1000) + 3; 779 danger += (strtoint (name) / 1000) + 3;
780 nrofi++; 780 nrofi++;
781 } 781 }

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