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Comparing deliantra/server/server/alchemy.C (file contents):
Revision 1.11 by pippijn, Mon Dec 11 19:46:46 2006 UTC vs.
Revision 1.31 by root, Mon Sep 29 10:20:48 2008 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 (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* March 96 - Laid down original code. -b.t. thomas@astro.psu.edu */ 24/* March 96 - Laid down original code. -b.t. thomas@astro.psu.edu */
25 25
26#include <global.h> 26#include <global.h>
27#include <object.h> 27#include <object.h>
28#ifndef __CEXTRACT__
29# include <sproto.h> 28#include <sproto.h>
30#endif
31#include <skills.h> 29#include <skills.h>
32#include <spells.h> 30#include <spells.h>
33 31
34/** define this for some helpful debuging information */ 32/** define this for some helpful debuging information */
35#if 0 33#if 0
233 int tval = 0, formula = 0; 231 int tval = 0, formula = 0;
234 232
235 while (tmp) 233 while (tmp)
236 { 234 {
237 tval = 0; 235 tval = 0;
238 strcpy (name, tmp->name); 236 assign (name, tmp->name);
239 if (tmp->title) 237 if (tmp->title)
240 sprintf (name, "%s %s", &tmp->name, &tmp->title); 238 sprintf (name, "%s %s", &tmp->name, &tmp->title);
241 tval = (strtoint (name) * (tmp->nrof ? tmp->nrof : 1)); 239 tval = (strtoint (name) * (tmp->nrof ? tmp->nrof : 1));
242#ifdef ALCHEMY_DEBUG 240#ifdef ALCHEMY_DEBUG
243 LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval); 241 LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval);
292 290
293 /* this should be passed to this fctn, not effiecent cpu use this way */ 291 /* this should be passed to this fctn, not effiecent cpu use this way */
294 int batches = abs (nbatches); 292 int batches = abs (nbatches);
295 293
296 294
297 LOG (llevDebug, "A %s <=> %s\n", &(rp->cauldron), &(cauldron->arch->name));
298 /* is the cauldron the right type? */ 295 /* is the cauldron the right type? */
299 if (strcmp (rp->cauldron, cauldron->arch->name) != 0) 296 if (rp->cauldron != cauldron->arch->archname)
300 { 297 {
301 new_draw_info (NDI_UNIQUE, 0, caster, "You are not using the proper" " facilities for this formula."); 298 new_draw_info (NDI_UNIQUE, 0, caster, "You are not using the proper" " facilities for this formula.");
302 return 0; 299 return 0;
303 } 300 }
304 301
310 /* code required for this recipe, search the caster */ 307 /* code required for this recipe, search the caster */
311 if (rp->keycode) 308 if (rp->keycode)
312 { 309 {
313 object *tmp; 310 object *tmp;
314 311
315 for (tmp = caster->inv; tmp != NULL; tmp = tmp->below) 312 for (tmp = caster->inv; tmp; tmp = tmp->below)
316 { 313 {
317 if (tmp->type == FORCE && tmp->slaying && !strcmp (rp->keycode, tmp->slaying)) 314 if (tmp->type == FORCE && tmp->slaying && rp->keycode == tmp->slaying)
318 break; 315 break;
319 } 316 }
317
320 if (tmp == NULL) 318 if (!tmp)
321 { /* failure--no code found */ 319 { /* failure--no code found */
322 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients," " but not the technique. Go learn how to do this recipe."); 320 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients, but not the technique. Go learn how to do this recipe.");
323 return 0; 321 return 0;
324 } 322 }
325 } 323 }
326 324
327#ifdef EXTREME_ALCHEMY_DEBUG 325#ifdef EXTREME_ALCHEMY_DEBUG
331 329
332 if ((item = make_item_from_recipe (cauldron, rp)) != NULL) 330 if ((item = make_item_from_recipe (cauldron, rp)) != NULL)
333 { 331 {
334 remove_contents (cauldron->inv, item); 332 remove_contents (cauldron->inv, item);
335 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */ 333 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */
336 sum_weight (cauldron); 334 cauldron->update_weight ();
337 /* adj lvl, nrof on caster level */ 335 /* adj lvl, nrof on caster level */
338 adjust_product (item, ability, rp->yield ? (rp->yield * batches) : batches); 336 adjust_product (item, ability, rp->yield ? (rp->yield * batches) : batches);
339 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL) 337 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL)
340 { 338 {
341 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened."); 339 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened.");
342 /* new_draw_info_format(NDI_UNIQUE, 0,caster, 340 /* new_draw_info_format(NDI_UNIQUE, 0,caster,
343 "Your spell causes the %s to explode!",&cauldron->name); */ 341 "Your spell causes the %s to explode!",&cauldron->name); */
344 /* kaboom_cauldron(); */ 342 /* kaboom_cauldron(); */
345 } 343 }
346 else 344 else
347 {
348 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ()); 345 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ());
349 }
350 } 346 }
347
351 return item; 348 return item;
352} 349}
353 350
354 351
355 352
356/** 353/**
357 * We adjust the nrof, exp and level of the final product, based 354 * We adjust the nrof, exp and level of the final product, based
358 * on the item's default parameters, and the relevant caster skill level. 355 * on the item's default parameters, and the relevant caster skill level.
359 */ 356 */
360 void 357void
361adjust_product (object *item, int lvl, int yield) 358adjust_product (object *item, int lvl, int yield)
362{ 359{
363 int nrof = 1; 360 int nrof = 1;
364 361
365 if (!yield) 362 if (!yield)
366 yield = 1; 363 yield = 1;
364
367 if (lvl <= 0) 365 if (lvl <= 0)
368 lvl = 1; /* lets avoid div by zero! */ 366 lvl = 1; /* lets avoid div by zero! */
367
369 if (item->nrof) 368 if (item->nrof)
370 { 369 {
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); 370 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
372 if (nrof > yield) 372 if (nrof > yield)
373 nrof = yield; 373 nrof = yield;
374
374 item->nrof = nrof; 375 item->nrof = nrof;
375 } 376 }
376} 377}
377 378
378 379
446 { 447 {
447 size_t i; 448 size_t i;
448 449
449 for (i = 0; i < rp->arch_names; i++) 450 for (i = 0; i < rp->arch_names; i++)
450 { 451 {
451 if (strcmp (item->arch->name, rp->arch_name[i]) == 0) 452 if (item->arch->archname == rp->arch_name[i])
452 { 453 {
453 *rp_arch_index = i; 454 *rp_arch_index = i;
454 break; 455 break;
455 } 456 }
456 } 457 }
458
457 if (i < rp->arch_names) 459 if (i < rp->arch_names)
458 break; 460 break;
459 } 461 }
460 462
461 /* failed, create a fresh object. Note no nrof>1 because that would 463 /* failed, create a fresh object. Note no nrof>1 because that would
508 510
509 if (rndm (0, 2)) 511 if (rndm (0, 2))
510 { /* slag created */ 512 { /* slag created */
511 object *tmp = cauldron->inv; 513 object *tmp = cauldron->inv;
512 int weight = 0; 514 int weight = 0;
513 uint16 material = M_STONE;
514 515
515 while (tmp)
516 { /* slag has coadded ingredient properties */
517 weight += tmp->weight;
518 if (!(material & tmp->material))
519 material |= tmp->material;
520 tmp = tmp->below;
521 }
522 tmp = get_archetype ("rock"); 516 tmp = get_archetype ("rock");
523 tmp->weight = weight; 517 tmp->weight = weight;
524 tmp->value = 0; 518 tmp->value = 0;
525 tmp->material = material;
526 tmp->materialname = "stone"; 519 tmp->materialname = "stone";
527 tmp->name = "slag"; 520 tmp->name = "slag";
528 tmp->name_pl = "slags"; 521 tmp->name_pl = "slags";
529 item = insert_ob_in_ob (tmp, cauldron); 522 item = insert_ob_in_ob (tmp, cauldron);
530 CLEAR_FLAG (tmp, FLAG_CAN_ROLL); 523 CLEAR_FLAG (tmp, FLAG_CAN_ROLL);
531 CLEAR_FLAG (tmp, FLAG_NO_PICK); 524 CLEAR_FLAG (tmp, FLAG_NO_PICK);
532 tmp->move_block = 0; 525 tmp->move_block = 0;
533 } 526 }
527
534 remove_contents (cauldron->inv, item); 528 remove_contents (cauldron->inv, item);
535 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ()); 529 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
536 return; 530 return;
537 } 531 }
538 else if (level < 40) 532 else if (level < 40)
564 } 558 }
565 while (rndm (0, 2)); 559 while (rndm (0, 2));
566 } 560 }
567 return; 561 return;
568 } 562 }
563
569 if (level == 40) 564 if (level == 40)
570 { /* MAKE RANDOM RECIPE */ 565 { /* MAKE RANDOM RECIPE */
571 recipelist *fl; 566 recipelist *fl;
572 int numb = numb_ob_inside (cauldron); 567 int numb = numb_ob_inside (cauldron);
573 568
575 if (fl && (rp = get_random_recipe (fl))) 570 if (fl && (rp = get_random_recipe (fl)))
576 /* even though random, don't grant user any EXP for it */ 571 /* even though random, don't grant user any EXP for it */
577 (void) attempt_recipe (op, cauldron, 1, rp, -1); 572 (void) attempt_recipe (op, cauldron, 1, rp, -1);
578 else 573 else
579 alchemy_failure_effect (op, cauldron, rp, level - 1); 574 alchemy_failure_effect (op, cauldron, rp, level - 1);
580 return;
581
582 } 575 }
583 else if (level < 45) 576 else if (level < 45)
584 { /* INFURIATE NPC's */ 577 { /* INFURIATE NPC's */
585 /* this is kind of kludgy I know... */ 578 /* this is kind of kludgy I know... */
586 cauldron->enemy = op; 579 cauldron->enemy = op;
587 npc_call_help (cauldron); 580 npc_call_help (cauldron);
588 cauldron->enemy = NULL; 581 cauldron->enemy = NULL;
589 582
590 alchemy_failure_effect (op, cauldron, rp, level - 5); 583 alchemy_failure_effect (op, cauldron, rp, level - 5);
591 return;
592 } 584 }
593 else if (level < 50) 585 else if (level < 50)
594 { /* MINOR EXPLOSION/FIREBALL */ 586 { /* MINOR EXPLOSION/FIREBALL */
595 object *tmp; 587 object *tmp;
596 588
597 remove_contents (cauldron->inv, NULL); 589 remove_contents (cauldron->inv, NULL);
598 switch (rndm (0, 2)) 590 switch (rndm (0, 2))
599 { 591 {
600 case 0: 592 case 0:
601 tmp = get_archetype ("bomb"); 593 tmp = get_archetype ("bomb");
602 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW); 594 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW);
603 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW); 595 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW);
604 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name); 596 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name);
605 break; 597 break;
606 598
607 default: 599 default:
608 tmp = get_archetype ("fireball"); 600 tmp = get_archetype ("fireball");
609 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1; 601 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1;
610 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2; 602 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2;
611 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name); 603 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
612 break; 604 break;
613 } 605 }
614 tmp->x = cauldron->x, tmp->y = cauldron->y;
615 insert_ob_in_map (tmp, op->map, NULL, 0);
616 return;
617 606
607 tmp->insert_at (cauldron);
618 } 608 }
619 else if (level < 60) 609 else if (level < 60)
620 { /* CREATE MONSTER */ 610 { /* CREATE MONSTER */
621 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ()); 611 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
622 remove_contents (cauldron->inv, NULL); 612 remove_contents (cauldron->inv, NULL);
623 return;
624 } 613 }
625 else if (level < 80) 614 else if (level < 80)
626 { /* MAJOR FIRE */ 615 { /* MAJOR FIRE */
627 object *fb = get_archetype (SP_MED_FIREBALL); 616 object *fb = get_archetype (SP_MED_FIREBALL);
628 617
629 remove_contents (cauldron->inv, NULL); 618 remove_contents (cauldron->inv, NULL);
630 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb); 619 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb);
631 free_object (fb); 620 fb->destroy (true);
632 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name); 621 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
633 return;
634
635 } 622 }
636 else if (level < 100) 623 else if (level < 100)
637 { /* WHAMMY the CAULDRON */ 624 { /* WHAMMY the CAULDRON */
638 if (!QUERY_FLAG (cauldron, FLAG_CURSED)) 625 if (!QUERY_FLAG (cauldron, FLAG_CURSED))
639 SET_FLAG (cauldron, FLAG_CURSED); 626 SET_FLAG (cauldron, FLAG_CURSED);
640 else 627 else
641 cauldron->magic--; 628 cauldron->magic--;
629
642 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW); 630 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW);
631
643 if (rndm (0, 1)) 632 if (rndm (0, 1))
644 { 633 {
645 remove_contents (cauldron->inv, NULL); 634 remove_contents (cauldron->inv, NULL);
646 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name); 635 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name);
647 } 636 }
648 else 637 else
649 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name); 638 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name);
650 return;
651
652 } 639 }
653 else if (level < 110) 640 else if (level < 110)
654 { /* SUMMON EVIL MONSTERS */ 641 { /* SUMMON EVIL MONSTERS */
655 object *tmp = get_random_mon (level / 5); 642 object *tmp = get_random_mon (level / 5);
656 643
657 remove_contents (cauldron->inv, NULL); 644 remove_contents (cauldron->inv, NULL);
645
658 if (!tmp) 646 if (!tmp)
659 alchemy_failure_effect (op, cauldron, rp, level); 647 alchemy_failure_effect (op, cauldron, rp, level);
660 else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->name)) 648 else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->archname))
661 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ()); 649 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ());
662 return;
663
664 } 650 }
665 else if (level < 150) 651 else if (level < 150)
666 { /* COMBO EFFECT */ 652 { /* COMBO EFFECT */
667 int roll = rndm (1, 3); 653 int roll = rndm (1, 3);
668 654
669 while (roll) 655 while (roll)
670 { 656 {
671 alchemy_failure_effect (op, cauldron, rp, level - 39); 657 alchemy_failure_effect (op, cauldron, rp, level - 39);
672 roll--; 658 roll--;
673 } 659 }
674 return;
675 } 660 }
676 else if (level == 151) 661 else if (level == 151)
677 { /* CREATE RANDOM ARTIFACT */ 662 { /* CREATE RANDOM ARTIFACT */
678 object *tmp; 663 object *tmp;
679 664
690 { 675 {
691 remove_contents (cauldron->inv, tmp); 676 remove_contents (cauldron->inv, tmp);
692 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ()); 677 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
693 } 678 }
694 } 679 }
695 return;
696 } 680 }
697 else 681 else
698 { /* MANA STORM - watch out!! */ 682 { /* MANA STORM - watch out!! */
699 object *tmp = get_archetype (LOOSE_MANA); 683 object *tmp = get_archetype (LOOSE_MANA);
700 684
701 new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!"); 685 new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!");
702 remove_contents (cauldron->inv, NULL); 686 remove_contents (cauldron->inv, NULL);
703 cast_magic_storm (op, tmp, level); 687 cast_magic_storm (op, tmp, level);
704 return;
705 } 688 }
706} 689}
707 690
708 691/*
709/**
710 * All but object "save_item" are elimentated from 692 * All but object "save_item" are elimentated from
711 * the container list. Note we have to becareful to remove the inventories 693 * the container list. Note we have to becareful to remove the inventories
712 * of objects in the cauldron inventory (ex icecube has stuff in it). 694 * of objects in the cauldron inventory (ex icecube has stuff in it).
713 */ 695 */
714
715void 696void
716remove_contents (object *first_ob, object *save_item) 697remove_contents (object *first_ob, object *save_item)
717{ 698{
699 // this cries for a cleaner rewrite, removing save_item first possibly
718 object *next, *tmp = first_ob; 700 object *next, *tmp = first_ob;
719 701
720 while (tmp) 702 while (tmp)
721 { 703 {
722 next = tmp->below; 704 next = tmp->below;
705
723 if (tmp == save_item) 706 if (tmp == save_item)
724 { 707 {
725 if (!(tmp = next)) 708 if (!(tmp = next))
726 break; 709 break;
727 else 710 else
728 next = next->below; 711 next = next->below;
729 } 712 }
713
730 if (tmp->inv) 714 if (tmp->inv)
731 remove_contents (tmp->inv, NULL); 715 remove_contents (tmp->inv, NULL);
732 remove_ob (tmp); 716
733 free_object (tmp); 717 tmp->destroy (true);
734 tmp = next; 718 tmp = next;
735 } 719 }
736} 720}
737 721
738/** 722/**
739 *"Danger" level, will determine how bad the backfire 723 *"Danger" level, will determine how bad the backfire
740 * could be if the user fails to concoct a recipe properly. Factors include 724 * could be if the user fails to concoct a recipe properly. Factors include
741 * the number of ingredients, the length of the name of each ingredient, 725 * the number of ingredients, the length of the name of each ingredient,
742 * the user's effective level, the user's Int and the enchantment on the 726 * the user's effective level, the user's Int and the enchantment on the
743 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more 727 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more
744 * danger. Note that we assume that we have had the caster ready the alchemy 728 * danger. Note that we assume that we have had the caster ready the alchemy
745 * skill *before* this routine is called. (no longer auto-readies that skill) 729 * skill *before* this routine is called. (no longer auto-readies that skill)
746 * -b.t. 730 * -b.t.
747 */ 731 */
748
749int 732int
750calc_alch_danger (object *caster, object *cauldron, recipe *rp) 733calc_alch_danger (object *caster, object *cauldron, recipe *rp)
751{ 734{
752 object *item; 735 object *item;
753 char name[MAX_BUF]; 736 char name[MAX_BUF];
754 int danger = 0, nrofi = 0; 737 int danger = 0, nrofi = 0;
755 738
756 /* Knowing alchemy skill reduces yer risk */ 739 /* Knowing alchemy skill reduces yer risk */
757 danger -= caster->chosen_skill ? caster->chosen_skill->level : caster->level; 740 danger -= caster->chosen_skill ? caster->chosen_skill->level : caster->level;
741
742 if (!caster->chosen_skill)
743 LOG (llevError | logBacktrace, "calc_alch_danger called without a chosen skill, caster %s, cauldron %s\n",
744 caster->debug_desc (), cauldron->debug_desc ());
758 745
759 /* better cauldrons reduce risk */ 746 /* better cauldrons reduce risk */
760 danger -= cauldron->magic; 747 danger -= cauldron->magic;
761 748
762 /* Higher Int, lower the risk */ 749 /* Higher Int, lower the risk */
766 * Thus the backfire is worse. Also, more ingredients 753 * Thus the backfire is worse. Also, more ingredients
767 * means we are attempting a more powerfull potion, 754 * means we are attempting a more powerfull potion,
768 * and thus the backfire will be worse. */ 755 * and thus the backfire will be worse. */
769 for (item = cauldron->inv; item; item = item->below) 756 for (item = cauldron->inv; item; item = item->below)
770 { 757 {
771 strcpy (name, item->name); 758 assign (name, item->name);
772 if (item->title) 759 if (item->title)
773 sprintf (name, "%s %s", &item->name, &item->title); 760 sprintf (name, "%s %s", &item->name, &item->title);
774 danger += (strtoint (name) / 1000) + 3; 761 danger += (strtoint (name) / 1000) + 3;
775 nrofi++; 762 nrofi++;
776 } 763 }
764
777 if (rp == NULL) 765 if (rp == NULL)
778 danger += 110; 766 danger += 110;
779 else 767 else
780 danger += rp->diff * 3; 768 danger += rp->diff * 3;
781 769
790#endif 778#endif
791 779
792 return danger; 780 return danger;
793} 781}
794 782
795/** 783/**
796 * Determines if ingredients in a container match the 784 * Determines if ingredients in a container match the
797 * proper ingredients for a recipe. 785 * proper ingredients for a recipe.
798 * 786 *
799 * rp is the recipe to check 787 * rp is the recipe to check
800 * cauldron is the container that holds the ingredients 788 * cauldron is the container that holds the ingredients
904 LOG (llevDebug, "looking for formula %d:\n", formula); 892 LOG (llevDebug, "looking for formula %d:\n", formula);
905#endif 893#endif
906 result = NULL; 894 result = NULL;
907 recipes_matching = 0; 895 recipes_matching = 0;
908 transmute_found = 0; 896 transmute_found = 0;
897
909 for (rp = fl->items; rp != NULL; rp = rp->next) 898 for (rp = fl->items; rp; rp = rp->next)
910 { 899 {
911 /* check if recipe matches at all */ 900 /* check if recipe matches at all */
912 if (formula % rp->index != 0) 901 if (formula % rp->index != 0)
913 { 902 {
914#ifdef EXTREME_ALCHEMY_DEBUG 903#ifdef EXTREME_ALCHEMY_DEBUG

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