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Comparing deliantra/server/server/alchemy.C (file contents):
Revision 1.31 by root, Mon Sep 29 10:20:48 2008 UTC vs.
Revision 1.48 by root, Sun Nov 29 10:55:18 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 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 (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
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 */
55 "rattles", 56 "rattles",
56 "makes chugging sounds", 57 "makes chugging sounds",
57 "smokes heavily for a while" 58 "smokes heavily for a while"
58}; 59};
59 60
60
61static int is_defined_recipe (const recipe *rp, const object *cauldron, object *caster); 61static int is_defined_recipe (const recipe *rp, const object *cauldron, object *caster);
62static recipe *find_recipe (recipelist * fl, int formula, object *ingredients); 62static recipe *find_recipe (recipelist * fl, int formula, object *ingredients);
63 63
64
65/** Returns a random selection from cauldron_effect[] */ 64/** Returns a random selection from cauldron_effect[] */
66static const char * 65static const char *
67cauldron_sound (void) 66cauldron_sound ()
68{ 67{
69 int size = sizeof (cauldron_effect) / sizeof (char *); 68 int size = sizeof (cauldron_effect) / sizeof (char *);
70 69
71 return cauldron_effect[rndm (0, size - 1)]; 70 return cauldron_effect[rndm (0, size - 1)];
72} 71}
73 72
74/** 73/**
74 * Recipe value of the entire contents of a container.
75 * This appears to just generate a hash value, which I guess for now works
76 * ok, but the possibility of duplicate hashes is certainly possible - msw
77 */
78static int
79content_recipe_value (object *op)
80{
81 char name[MAX_BUF];
82 object *tmp = op->inv;
83 int tval = 0, formula = 0;
84
85 while (tmp)
86 {
87 tval = 0;
88 assign (name, tmp->name);
89 if (tmp->title)
90 sprintf (name, "%s %s", &tmp->name, &tmp->title);
91 tval = (strtoint (name) * (tmp->nrof ? tmp->nrof : 1));
92#ifdef ALCHEMY_DEBUG
93 LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval);
94#endif
95 formula += tval;
96 tmp = tmp->below;
97 }
98#ifdef ALCHEMY_DEBUG
99 LOG (llevDebug, " Formula value=%d\n", formula);
100#endif
101 return formula;
102}
103
104/**
105 * Returns total number of items in op
106 */
107static int
108numb_ob_inside (object *op)
109{
110 object *tmp = op->inv;
111 int number = 0, o_number = 0;
112
113 while (tmp)
114 {
115 if (tmp->nrof)
116 number += tmp->nrof;
117 else
118 number++;
119 o_number++;
120 tmp = tmp->below;
121 }
122#ifdef ALCHEMY_DEBUG
123 LOG (llevDebug, "numb_ob_inside(%s): found %d ingredients\n", &op->name, o_number);
124#endif
125 return o_number;
126}
127
128/**
129 * Looks through the ingredient list. If we find a
130 * suitable object in it - we will use that to make the requested artifact.
131 * Otherwise the code returns a 'generic' item if create_item is set. -b.t.
132 *
133 * @param rp_arch_index pointer to return value; set to arch index for recipe;
134 * set to zero if not using a transmution formula
135 */
136static object *
137find_transmution_ob (object *first_ingred, recipe *rp, size_t *rp_arch_index, int create_item)
138{
139 object *prod_item = 0;
140 bool found = false;
141 *rp_arch_index = 0;
142
143 if (rp->transmute) /* look for matching ingredient/prod archs */
144 for (object *item = first_ingred; item; item = item->below)
145 {
146 for (int i = 0; i < rp->arch_names; i++)
147 //TODO: should be a shstr comparison
148 if (!strcmp(&item->arch->archname,rp->arch_name[i]))
149 {
150 *rp_arch_index = i;
151 prod_item = item;
152 break;
153 }
154
155 if (prod_item)
156 break;
157 }
158
159 /* failed, create a fresh object. Note no nrof>1 because that would
160 * allow players to create massive amounts of artifacts easily */
161 if (create_item && (!prod_item || prod_item->nrof > 1))
162 {
163#ifdef ALCHEMY_DEBUG
164 LOG (llevDebug, "creating a new item.\n");
165 if (prod_item != NULL)
166 {
167 LOG (llevDebug, " had item: arch %s(nrof:%d)\n",
168 &prod_item->arch->archname, prod_item->nrof);
169 }
170#endif
171 if (!prod_item)
172 *rp_arch_index = rndm (rp->arch_names);
173 prod_item = get_archetype (rp->arch_name[*rp_arch_index]);
174 }
175
176#ifdef ALCHEMY_DEBUG
177 LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no ");
178 if (prod_item != NULL)
179 {
180 LOG (llevDebug, " find_transmutable_ob(): returns arch %s(sp:%d)\n",
181 &prod_item->arch->archname, prod_item->stats.sp);
182 }
183#endif
184
185 return prod_item;
186}
187
188/**
189 * Using a list of items and a recipe to make an artifact.
190 *
191 * @param cauldron the cauldron (including the ingredients) used to make the item
192 *
193 * @param rp the recipe to make the artifact from
194 *
195 * @return the newly created object, NULL if something failed
196 */
197static object *
198make_item_from_recipe (object *cauldron, recipe *rp)
199{
200 artifact *art = NULL;
201 object *item = NULL;
202 size_t rp_arch_index;
203
204 if (rp == NULL)
205 return (object *) NULL;
206
207 /* Find the appropriate object to transform... */
208 if ((item = find_transmution_ob (cauldron->inv, rp, &rp_arch_index, 1)) == NULL)
209 {
210 LOG (llevDebug, "make_alchemy_item(): failed to create alchemical object.\n");
211 return (object *) NULL;
212 }
213
214 /* Find the appropriate artifact template... */
215 if (rp->title != shstr_NONE)
216 {
217 if ((art = locate_recipe_artifact (rp, rp_arch_index)) == NULL)
218 {
219 LOG (llevError, "make_alchemy_item(): failed to locate recipe artifact.\n");
220 LOG (llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], &rp->title);
221 return (object *) NULL;
222 }
223
224 transmute_materialname (item, art->item);
225 give_artifact_abilities (item, art->item);
226 }
227
228 if (QUERY_FLAG (cauldron, FLAG_CURSED))
229 SET_FLAG (item, FLAG_CURSED);
230 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
231 SET_FLAG (item, FLAG_DAMNED);
232
233 return item;
234}
235
236/*
237 * All but object "save_item" are elimentated from
238 * the container list. Note we have to becareful to remove the inventories
239 * of objects in the cauldron inventory (ex icecube has stuff in it).
240 */
241static void
242remove_contents (object *first_ob, object *save_item)
243{
244 // this cries for a cleaner rewrite, removing save_item first possibly
245 object *next, *tmp = first_ob;
246
247 while (tmp)
248 {
249 next = tmp->below;
250
251 if (tmp == save_item)
252 {
253 if (!(tmp = next))
254 break;
255 else
256 next = next->below;
257 }
258
259 if (tmp->inv)
260 remove_contents (tmp->inv, NULL);
261
262 tmp->destroy ();
263 tmp = next;
264 }
265}
266
267/**
268 * We adjust the nrof, exp and level of the final product, based
269 * on the item's default parameters, and the relevant caster skill level.
270 */
271static void
272adjust_product (object *item, int lvl, int yield)
273{
274 int nrof = 1;
275
276 if (!yield)
277 yield = 1;
278
279 if (lvl <= 0)
280 lvl = 1; /* lets avoid div by zero! */
281
282 if (item->nrof)
283 {
284 nrof = (int) ((1.0 - 1.0 / (lvl / 10.0 + 1.0)) * (rndm (0, yield - 1) + rndm (0, yield - 1) + rndm (0, yield - 1)) + 1);
285
286 if (nrof > yield)
287 nrof = yield;
288
289 item->nrof = nrof;
290 }
291}
292
293/**
294 * Essentially a wrapper for make_item_from_recipe() and
295 * insert_ob_in_ob. If the caster has some alchemy skill, then they might
296 * gain some exp from (successfull) fabrication of the product.
297 * If nbatches==-1, don't give exp for this creation (random generation/
298 * failed recipe)
299 */
300static object *
301attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches)
302{
303
304 object *item = NULL, *skop;
305
306 /* this should be passed to this fctn, not effiecent cpu use this way */
307 int batches = abs (nbatches);
308
309 /* is the cauldron the right type? */
310 if (rp->cauldron && rp->cauldron != cauldron->arch->archname)
311 return 0;
312
313 skop = find_skill_by_name (caster, rp->skill);
314 /* does the caster have the skill? */
315 if (!skop)
316 return 0;
317
318 /* code required for this recipe, search the caster */
319 if (rp->keycode)
320 {
321 object *tmp;
322
323 for (tmp = caster->inv; tmp; tmp = tmp->below)
324 {
325 if (tmp->type == FORCE && tmp->slaying && rp->keycode == tmp->slaying)
326 break;
327 }
328
329 if (!tmp)
330 { /* failure--no code found */
331 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients, but not the technique. Go learn how to do this recipe.");
332 return 0;
333 }
334 }
335
336#ifdef EXTREME_ALCHEMY_DEBUG
337 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches);
338 LOG (llevDebug, "attempt_recipe(): using recipe %s\n", *rp->title ? &rp->title : "unknown");
339#endif
340
341 if ((item = make_item_from_recipe (cauldron, rp)) != NULL)
342 {
343 remove_contents (cauldron->inv, item);
344 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */
345 cauldron->update_weight ();
346 /* adj lvl, nrof on caster level */
347 adjust_product (item, ability, rp->yield ? (rp->yield * batches) : batches);
348 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL)
349 {
350 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened.");
351 /* new_draw_info_format(NDI_UNIQUE, 0,caster,
352 "Your spell causes the %s to explode!",&cauldron->name); */
353 /* kaboom_cauldron(); */
354 }
355 else
356 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ());
357 }
358
359 return item;
360}
361
362/**
363 * Ouch. We didnt get the formula we wanted.
364 * This fctn simulates the backfire effects--worse effects as the level
365 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things
366 * can happen to the would be alchemist. This table probably needs some
367 * adjustment for playbalance. -b.t.
368 */
369static void
370alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger)
371{
372 int level = 0;
373
374 if (!op || !cauldron)
375 return;
376
377 if (danger > 1)
378 level = random_roll (1, danger, op, PREFER_LOW);
379
380#ifdef ALCHEMY_DEBUG
381 LOG (llevDebug, "Alchemy_failure_effect(): using level=%d\n", level);
382#endif
383
384 /* possible outcomes based on level */
385 if (level < 25)
386 { /* INGREDIENTS USED/SLAGGED */
387 object *item = NULL;
388
389 if (rndm (0, 2))
390 { /* slag created */
391 object *tmp = cauldron->inv;
392 int weight = 0;
393
394 tmp = get_archetype (shstr_rock);
395 tmp->weight = weight;
396 tmp->value = 0;
397 tmp->material = name_to_material (shstr_stone);
398 tmp->name = shstr_slag;
399 tmp->name_pl = shstr_slags;
400 item = insert_ob_in_ob (tmp, cauldron);
401 CLEAR_FLAG (tmp, FLAG_CAN_ROLL);
402 SET_FLAG (tmp, FLAG_NO_DROP);
403 tmp->move_block = 0;
404 }
405
406 remove_contents (cauldron->inv, item);
407 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
408 return;
409 }
410 else if (level < 40)
411 { /* MAKE TAINTED ITEM */
412 object *tmp = NULL;
413
414 if (!rp)
415 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL)
416 return;
417
418 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1)))
419 {
420 if (!QUERY_FLAG (tmp, FLAG_CURSED)) /* curse it */
421 SET_FLAG (tmp, FLAG_CURSED);
422
423 /* the apply code for potions already deals with cursed
424 * potions, so any code here is basically ignored.
425 */
426 if (tmp->type == FOOD)
427 {
428 tmp->stats.hp = random_roll (0, 149, op, PREFER_LOW);
429 }
430 tmp->value = 0; /* unsaleable item */
431
432 /* change stats downward */
433 do
434 {
435 change_attr_value (&tmp->stats, rndm (0, 6), -1 * (rndm (1, 3)));
436 }
437 while (rndm (0, 2));
438 }
439 return;
440 }
441
442 if (level == 40)
443 { /* MAKE RANDOM RECIPE */
444 recipelist *fl;
445 int numb = numb_ob_inside (cauldron);
446
447 fl = get_formulalist (numb - 1); /* take a lower recipe list */
448 if (fl && (rp = get_random_recipe (fl)))
449 /* even though random, don't grant user any EXP for it */
450 attempt_recipe (op, cauldron, 1, rp, -1);
451 else
452 alchemy_failure_effect (op, cauldron, rp, level - 1);
453 }
454 else if (level < 45)
455 { /* INFURIATE NPC's */
456 /* this is kind of kludgy I know... */
457 cauldron->enemy = op;
458 npc_call_help (cauldron);
459 cauldron->enemy = NULL;
460
461 alchemy_failure_effect (op, cauldron, rp, level - 5);
462 }
463 else if (level < 50)
464 { /* MINOR EXPLOSION/FIREBALL */
465 object *tmp;
466
467 remove_contents (cauldron->inv, NULL);
468 switch (rndm (0, 2))
469 {
470 case 0:
471 tmp = get_archetype (shstr_bomb);
472 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW);
473 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW);
474 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name);
475 break;
476
477 default:
478 tmp = get_archetype (shstr_fireball);
479 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1;
480 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2;
481 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
482 break;
483 }
484
485 tmp->insert_at (cauldron);
486 }
487 else if (level < 60)
488 { /* CREATE MONSTER */
489 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
490 remove_contents (cauldron->inv, NULL);
491 }
492 else if (level < 80)
493 { /* MAJOR FIRE */
494 object *fb = get_archetype (SP_MED_FIREBALL);
495
496 remove_contents (cauldron->inv, NULL);
497 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb);
498 fb->destroy ();
499 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
500 }
501 else if (level < 100)
502 { /* WHAMMY the CAULDRON */
503 if (!QUERY_FLAG (cauldron, FLAG_CURSED))
504 SET_FLAG (cauldron, FLAG_CURSED);
505 else
506 cauldron->magic--;
507
508 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW);
509
510 if (rndm (0, 1))
511 {
512 remove_contents (cauldron->inv, NULL);
513 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name);
514 }
515 else
516 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name);
517 }
518 else if (level < 110)
519 { /* SUMMON EVIL MONSTERS */
520 object *tmp = get_random_mon (level / 5);
521
522 remove_contents (cauldron->inv, NULL);
523
524 if (!tmp)
525 alchemy_failure_effect (op, cauldron, rp, level);
526 else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->archname))
527 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ());
528 }
529 else if (level < 150)
530 { /* COMBO EFFECT */
531 int roll = rndm (1, 3);
532
533 while (roll)
534 {
535 alchemy_failure_effect (op, cauldron, rp, level - 39);
536 roll--;
537 }
538 }
539 else if (level == 151)
540 { /* CREATE RANDOM ARTIFACT */
541 object *tmp;
542
543 /* this is meant to be better than prior possiblity,
544 * in this one, we allow *any* valid alchemy artifact
545 * to be made (rather than only those on the given
546 * formulalist) */
547 if (!rp)
548 rp = get_random_recipe ((recipelist *) NULL);
549
550 if (rp && (tmp = get_archetype (rp->arch_name [rndm (rp->arch_names)])))
551 {
552 generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1);
553 if ((tmp = insert_ob_in_ob (tmp, cauldron)))
554 {
555 remove_contents (cauldron->inv, tmp);
556 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
557 }
558 }
559 }
560 else
561 { /* MANA STORM - watch out!! */
562 object *tmp = get_archetype (LOOSE_MANA);
563
564 new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!");
565 remove_contents (cauldron->inv, NULL);
566 cast_magic_storm (op, tmp, level);
567 }
568}
569
570/**
571 *"Danger" level, will determine how bad the backfire
572 * could be if the user fails to concoct a recipe properly. Factors include
573 * the number of ingredients, the length of the name of each ingredient,
574 * the user's effective level, the user's Int and the enchantment on the
575 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more
576 * danger. Note that we assume that we have had the caster ready the alchemy
577 * skill *before* this routine is called. (no longer auto-readies that skill)
578 * -b.t.
579 */
580static int
581calc_alch_danger (object *caster, object *cauldron, recipe *rp)
582{
583 object *item;
584 char name[MAX_BUF];
585 int danger = 0, nrofi = 0;
586
587 /* Knowing alchemy skill reduces yer risk */
588 danger -= caster->chosen_skill ? caster->chosen_skill->level : caster->level;
589
590 if (!caster->chosen_skill)
591 LOG (llevError | logBacktrace, "calc_alch_danger called without a chosen skill, caster %s, cauldron %s\n",
592 caster->debug_desc (), cauldron->debug_desc ());
593
594 /* better cauldrons reduce risk */
595 danger -= cauldron->magic;
596
597 /* Higher Int, lower the risk */
598 danger -= 3 * (caster->stats.Int - 15);
599
600 /* Ingredients. Longer names usually mean rarer stuff.
601 * Thus the backfire is worse. Also, more ingredients
602 * means we are attempting a more powerfull potion,
603 * and thus the backfire will be worse. */
604 for (item = cauldron->inv; item; item = item->below)
605 {
606 assign (name, item->name);
607 if (item->title)
608 sprintf (name, "%s %s", &item->name, &item->title);
609 danger += (strtoint (name) / 1000) + 3;
610 nrofi++;
611 }
612
613 if (rp == NULL)
614 danger += 110;
615 else
616 danger += rp->diff * 3;
617
618 /* Using a bad device is *majorly* stupid */
619 if (QUERY_FLAG (cauldron, FLAG_CURSED))
620 danger += 80;
621 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
622 danger += 200;
623
624#ifdef ALCHEMY_DEBUG
625 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger);
626#endif
627
628 return danger;
629}
630
631/**
632 * Determines if ingredients in a container match the
633 * proper ingredients for a recipe.
634 *
635 * rp is the recipe to check
636 * cauldron is the container that holds the ingredients
637 * returns 1 if the ingredients match the recipe, 0 if not
638 *
639 * This functions tries to find each defined ingredient in the container. It is
640 * the defined recipe iff
641 * - the number of ingredients of the recipe and in the container is equal
642 * - all ingredients of the recipe are found in the container
643 * - the number of batches is the same for all ingredients
644 */
645static int
646is_defined_recipe (const recipe *rp, const object *cauldron, object *caster)
647{
648 uint32 batches_in_cauldron;
649 const linked_char *ingredient;
650 int number;
651 const object *ob;
652
653 /* check for matching number of ingredients */
654 number = 0;
655 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
656 number++;
657 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
658 number--;
659 if (number != 0)
660 return 0;
661
662 /* check for matching ingredients */
663 batches_in_cauldron = 0;
664 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
665 {
666 uint32 nrof;
667 const char *name;
668 int ok;
669
670 /* determine and remove nrof from name */
671 name = ingredient->name;
672 nrof = 0;
673 while (isdigit (*name))
674 {
675 nrof = 10 * nrof + (*name - '0');
676 name++;
677 }
678 if (nrof == 0)
679 nrof = 1;
680 while (*name == ' ')
681 name++;
682
683 /* find the current ingredient in the cauldron */
684 ok = 0;
685 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
686 {
687 char name_ob[MAX_BUF];
688 const char *name2;
689
690 if (!ob->title)
691 name2 = ob->name;
692 else
693 {
694 snprintf (name_ob, sizeof (name_ob), "%s %s", &ob->name, &ob->title);
695 name2 = name_ob;
696 }
697
698 if (strcmp (name2, name) == 0)
699 {
700 if (ob->nrof % nrof == 0)
701 {
702 uint32 batches;
703
704 batches = ob->nrof / nrof;
705 if (batches_in_cauldron == 0)
706 {
707 batches_in_cauldron = batches;
708 ok = 1;
709 }
710 else if (batches_in_cauldron == batches)
711 ok = 1;
712 }
713 break;
714 }
715 }
716 if (!ok)
717 return (0);
718 }
719
720 return (1);
721}
722
723/**
724 * Find a recipe from a recipe list that matches the given formula. If there
725 * is more than one matching recipe, it selects a random one. If at least one
726 * transmuting recipe matches, it only considers matching transmuting recipes.
727 *
728 * @return one matching recipe, or NULL if no recipe matches
729 */
730static recipe *
731find_recipe (recipelist * fl, int formula, object *ingredients)
732{
733 recipe *rp;
734 recipe *result; /* winning recipe, or NULL if no recipe found */
735 int recipes_matching; /* total number of matching recipes so far */
736 int transmute_found; /* records whether a transmuting recipe was found so far */
737 size_t rp_arch_index;
738
739#ifdef EXTREME_ALCHEMY_DEBUG
740 LOG (llevDebug, "looking for formula %d:\n", formula);
741#endif
742 result = NULL;
743 recipes_matching = 0;
744 transmute_found = 0;
745
746 for (rp = fl->items; rp; rp = rp->next)
747 {
748 /* check if recipe matches at all */
749 if (formula % rp->index != 0)
750 {
751#ifdef EXTREME_ALCHEMY_DEBUG
752 LOG (llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], &rp->title, rp->index);
753#endif
754 continue;
755 }
756
757 if (rp->transmute && find_transmution_ob (ingredients, rp, &rp_arch_index, 0) != NULL)
758 {
759#ifdef EXTREME_ALCHEMY_DEBUG
760 LOG (llevDebug, " formula %s of %s (%d) is a matching transmuting formula\n", rp->arch_name[rp_arch_index], &rp->title, rp->index);
761#endif
762 /* transmution recipe with matching base ingredient */
763 if (!transmute_found)
764 {
765 transmute_found = 1;
766 recipes_matching = 0;
767 }
768 }
769 else if (transmute_found)
770 {
771#ifdef EXTREME_ALCHEMY_DEBUG
772 LOG (llevDebug, " formula %s of %s (%d) matches but is not a matching transmuting formula\n", rp->arch_name[0], &rp->title,
773 rp->index);
774#endif
775 /* "normal" recipe found after previous transmution recipe => ignore this recipe */
776 continue;
777 }
778#ifdef EXTREME_ALCHEMY_DEBUG
779 else
780 {
781 LOG (llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], &rp->title, rp->index);
782 }
783#endif
784
785 if (rndm (0, recipes_matching) == 0)
786 result = rp;
787
788 recipes_matching++;
789 }
790
791 if (result == NULL)
792 {
793#ifdef ALCHEMY_DEBUG
794 LOG (llevDebug, "couldn't find formula for ingredients.\n");
795#endif
796 return NULL;
797 }
798
799#ifdef ALCHEMY_DEBUG
800 if (strcmp (result->title, "NONE") != 0)
801 LOG (llevDebug, "got formula: %s of %s (nbatches:%d)\n", result->arch_name[0], &result->title, formula / result->index);
802 else
803 LOG (llevDebug, "got formula: %s (nbatches:%d)\n", result->arch_name[0], formula / result->index);
804#endif
805 return result;
806}
807
808/**
75 * Main part of the ALCHEMY code. From this we call fctns 809 * Main part of the ALCHEMY code. From this we call fctns
76 * that take a look at the contents of the 'cauldron' and, using these ingredients, 810 * that take a look at the contents of the 'cauldron' and, using these ingredients,
77 * we construct an integer formula value which is referenced (randomly) against a 811 * we construct an integer formula value which is referenced (randomly) against a
78 * formula list (the formula list chosen is based on the # contents of the cauldron). 812 * formula list (the formula list chosen is based on the # contents of the cauldron).
79 * 813 *
92 * There is no good reason (in my mind) why alchemical processes have to be 826 * There is no good reason (in my mind) why alchemical processes have to be
93 * unique -- such a 'feature' is one reason why players might want to experiment 827 * unique -- such a 'feature' is one reason why players might want to experiment
94 * around. :) 828 * around. :)
95 * -b.t. 829 * -b.t.
96 */ 830 */
97
98void 831void
99attempt_do_alchemy (object *caster, object *cauldron) 832attempt_do_alchemy (object *caster, object *cauldron, object *skill)
100{ 833{
101 recipelist *fl; 834 recipelist *fl;
102 recipe *rp = NULL; 835 recipe *rp = NULL;
103 float success_chance; 836 float success_chance;
104 int numb, ability = 1; 837 int numb, ability = 1;
127 rp = find_recipe (fl, formula, cauldron->inv); 860 rp = find_recipe (fl, formula, cauldron->inv);
128 if (rp != NULL) 861 if (rp != NULL)
129 { 862 {
130#ifdef ALCHEMY_DEBUG 863#ifdef ALCHEMY_DEBUG
131 if (strcmp (rp->title, "NONE")) 864 if (strcmp (rp->title, "NONE"))
132 LOG (llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], rp->title); 865 LOG (llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], &rp->title);
133 else 866 else
134 LOG (llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula / rp->index); 867 LOG (llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula / rp->index);
135#endif 868#endif
136 attempt_recipe (caster, cauldron, ability, rp, formula / rp->index); 869 attempt_recipe (caster, cauldron, ability, rp, formula / rp->index);
137 } 870 }
140 return; 873 return;
141 } /* End of WIZ alchemy */ 874 } /* End of WIZ alchemy */
142 875
143 /* find the recipe */ 876 /* find the recipe */
144 rp = find_recipe (fl, formula, cauldron->inv); 877 rp = find_recipe (fl, formula, cauldron->inv);
145 if (rp) 878 if (rp
879 && rp->skill == skill->skill
880 && (!rp->cauldron
881 || rp->cauldron == cauldron->arch->archname))
146 { 882 {
147 uint64 value_ingredients; 883 uint64 value_ingredients;
148 uint64 value_item; 884 uint64 value_item;
149 object *tmp; 885 object *tmp;
150 int attempt_shadow_alchemy; 886 int attempt_shadow_alchemy;
151 887
152 ave_chance = fl->total_chance / (float) fl->number; 888 ave_chance = fl->total_chance / (float)fl->number;
153 /* the caster gets an increase in ability based on thier skill lvl */ 889
154 if (rp->skill)
155 {
156 skop = find_skill_by_name (caster, rp->skill);
157 if (!skop)
158 new_draw_info (NDI_UNIQUE, 0, caster, "You do not have the proper skill for this recipe");
159 else
160 ability += (int) (skop->level * ((4.0 + cauldron->magic) / 4.0)); 890 ability += (int) (skill->level * ((4.0 + cauldron->magic) / 4.0));
161 }
162 else
163 {
164 LOG (llevDebug, "Recipe %s has NULL skill!\n", &rp->title);
165 return;
166 }
167
168 if (!rp->cauldron)
169 {
170 LOG (llevDebug, "Recipe %s has NULL cauldron!\n", &rp->title);
171 return;
172 }
173 891
174 /* determine value of ingredients */ 892 /* determine value of ingredients */
175 value_ingredients = 0; 893 value_ingredients = 0;
176 for (tmp = cauldron->inv; tmp != NULL; tmp = tmp->below) 894 for (tmp = cauldron->inv; tmp; tmp = tmp->below)
177 value_ingredients += query_cost (tmp, NULL, F_TRUE); 895 value_ingredients += query_cost (tmp, NULL, F_TRUE);
178 896
179 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster); 897 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster);
180 898
181 /* create the object **FIRST**, then decide whether to keep it. */ 899 /* create the object **FIRST**, then decide whether to keep it. */
215 933
216 /* if we get here, we failed!! */ 934 /* if we get here, we failed!! */
217 alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, rp)); 935 alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, rp));
218} 936}
219 937
220/**
221 * Recipe value of the entire contents of a container.
222 * This appears to just generate a hash value, which I guess for now works
223 * ok, but the possibility of duplicate hashes is certainly possible - msw
224 */
225
226int
227content_recipe_value (object *op)
228{
229 char name[MAX_BUF];
230 object *tmp = op->inv;
231 int tval = 0, formula = 0;
232
233 while (tmp)
234 {
235 tval = 0;
236 assign (name, tmp->name);
237 if (tmp->title)
238 sprintf (name, "%s %s", &tmp->name, &tmp->title);
239 tval = (strtoint (name) * (tmp->nrof ? tmp->nrof : 1));
240#ifdef ALCHEMY_DEBUG
241 LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval);
242#endif
243 formula += tval;
244 tmp = tmp->below;
245 }
246#ifdef ALCHEMY_DEBUG
247 LOG (llevDebug, " Formula value=%d\n", formula);
248#endif
249 return formula;
250}
251
252/**
253 * Returns total number of items in op
254 */
255
256int
257numb_ob_inside (object *op)
258{
259 object *tmp = op->inv;
260 int number = 0, o_number = 0;
261
262 while (tmp)
263 {
264 if (tmp->nrof)
265 number += tmp->nrof;
266 else
267 number++;
268 o_number++;
269 tmp = tmp->below;
270 }
271#ifdef ALCHEMY_DEBUG
272 LOG (llevDebug, "numb_ob_inside(%s): found %d ingredients\n", op->name, o_number);
273#endif
274 return o_number;
275}
276
277/**
278 * Essentially a wrapper for make_item_from_recipe() and
279 * insert_ob_in_ob. If the caster has some alchemy skill, then they might
280 * gain some exp from (successfull) fabrication of the product.
281 * If nbatches==-1, don't give exp for this creation (random generation/
282 * failed recipe)
283 */
284
285object *
286attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches)
287{
288
289 object *item = NULL, *skop;
290
291 /* this should be passed to this fctn, not effiecent cpu use this way */
292 int batches = abs (nbatches);
293
294
295 /* is the cauldron the right type? */
296 if (rp->cauldron != cauldron->arch->archname)
297 {
298 new_draw_info (NDI_UNIQUE, 0, caster, "You are not using the proper" " facilities for this formula.");
299 return 0;
300 }
301
302 skop = find_skill_by_name (caster, rp->skill);
303 /* does the caster have the skill? */
304 if (!skop)
305 return 0;
306
307 /* code required for this recipe, search the caster */
308 if (rp->keycode)
309 {
310 object *tmp;
311
312 for (tmp = caster->inv; tmp; tmp = tmp->below)
313 {
314 if (tmp->type == FORCE && tmp->slaying && rp->keycode == tmp->slaying)
315 break;
316 }
317
318 if (!tmp)
319 { /* failure--no code found */
320 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients, but not the technique. Go learn how to do this recipe.");
321 return 0;
322 }
323 }
324
325#ifdef EXTREME_ALCHEMY_DEBUG
326 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches);
327 LOG (llevDebug, "attempt_recipe(): using recipe %s\n", rp->title ? rp->title : "unknown");
328#endif
329
330 if ((item = make_item_from_recipe (cauldron, rp)) != NULL)
331 {
332 remove_contents (cauldron->inv, item);
333 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */
334 cauldron->update_weight ();
335 /* adj lvl, nrof on caster level */
336 adjust_product (item, ability, rp->yield ? (rp->yield * batches) : batches);
337 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL)
338 {
339 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened.");
340 /* new_draw_info_format(NDI_UNIQUE, 0,caster,
341 "Your spell causes the %s to explode!",&cauldron->name); */
342 /* kaboom_cauldron(); */
343 }
344 else
345 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ());
346 }
347
348 return item;
349}
350
351
352
353/**
354 * We adjust the nrof, exp and level of the final product, based
355 * on the item's default parameters, and the relevant caster skill level.
356 */
357void
358adjust_product (object *item, int lvl, int yield)
359{
360 int nrof = 1;
361
362 if (!yield)
363 yield = 1;
364
365 if (lvl <= 0)
366 lvl = 1; /* lets avoid div by zero! */
367
368 if (item->nrof)
369 {
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)
373 nrof = yield;
374
375 item->nrof = nrof;
376 }
377}
378
379
380/**
381 * Using a list of items and a recipe to make an artifact.
382 *
383 * @param cauldron the cauldron (including the ingredients) used to make the item
384 *
385 * @param rp the recipe to make the artifact from
386 *
387 * @return the newly created object, NULL if something failed
388 */
389
390object *
391make_item_from_recipe (object *cauldron, recipe *rp)
392{
393 artifact *art = NULL;
394 object *item = NULL;
395 size_t rp_arch_index;
396
397 if (rp == NULL)
398 return (object *) NULL;
399
400 /* Find the appropriate object to transform... */
401 if ((item = find_transmution_ob (cauldron->inv, rp, &rp_arch_index, 1)) == NULL)
402 {
403 LOG (llevDebug, "make_alchemy_item(): failed to create alchemical object.\n");
404 return (object *) NULL;
405 }
406
407 /* Find the appropriate artifact template... */
408 if (strcmp (rp->title, "NONE"))
409 {
410 if ((art = locate_recipe_artifact (rp, rp_arch_index)) == NULL)
411 {
412 LOG (llevError, "make_alchemy_item(): failed to locate recipe artifact.\n");
413 LOG (llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], &rp->title);
414 return (object *) NULL;
415 }
416 transmute_materialname (item, art->item);
417 give_artifact_abilities (item, art->item);
418 }
419
420 if (QUERY_FLAG (cauldron, FLAG_CURSED))
421 SET_FLAG (item, FLAG_CURSED);
422 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
423 SET_FLAG (item, FLAG_DAMNED);
424
425 return item;
426}
427
428
429/**
430 * Looks through the ingredient list. If we find a
431 * suitable object in it - we will use that to make the requested artifact.
432 * Otherwise the code returns a 'generic' item if create_item is set. -b.t.
433 *
434 * @param rp_arch_index pointer to return value; set to arch index for recipe;
435 * set to zero if not using a transmution formula
436 */
437
438object *
439find_transmution_ob (object *first_ingred, recipe *rp, size_t * rp_arch_index, int create_item)
440{
441 object *item = NULL;
442
443 *rp_arch_index = 0;
444
445 if (rp->transmute) /* look for matching ingredient/prod archs */
446 for (item = first_ingred; item; item = item->below)
447 {
448 size_t i;
449
450 for (i = 0; i < rp->arch_names; i++)
451 {
452 if (item->arch->archname == rp->arch_name[i])
453 {
454 *rp_arch_index = i;
455 break;
456 }
457 }
458
459 if (i < rp->arch_names)
460 break;
461 }
462
463 /* failed, create a fresh object. Note no nrof>1 because that would
464 * allow players to create massive amounts of artifacts easily */
465 if (create_item && (!item || item->nrof > 1))
466 {
467 *rp_arch_index = RANDOM () % rp->arch_names;
468 item = get_archetype (rp->arch_name[*rp_arch_index]);
469 }
470
471#ifdef ALCHEMY_DEBUG
472 LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no ");
473 if (item != NULL)
474 {
475 LOG (llevDebug, " find_transmutable_ob(): returns arch %s(sp:%d)\n", item->arch->name, item->stats.sp);
476 }
477#endif
478
479 return item;
480}
481
482
483/**
484 * Ouch. We didnt get the formula we wanted.
485 * This fctn simulates the backfire effects--worse effects as the level
486 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things
487 * can happen to the would be alchemist. This table probably needs some
488 * adjustment for playbalance. -b.t.
489 */
490
491void
492alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger)
493{
494 int level = 0;
495
496 if (!op || !cauldron)
497 return;
498
499 if (danger > 1)
500 level = random_roll (1, danger, op, PREFER_LOW);
501
502#ifdef ALCHEMY_DEBUG
503 LOG (llevDebug, "Alchemy_failure_effect(): using level=%d\n", level);
504#endif
505
506 /* possible outcomes based on level */
507 if (level < 25)
508 { /* INGREDIENTS USED/SLAGGED */
509 object *item = NULL;
510
511 if (rndm (0, 2))
512 { /* slag created */
513 object *tmp = cauldron->inv;
514 int weight = 0;
515
516 tmp = get_archetype ("rock");
517 tmp->weight = weight;
518 tmp->value = 0;
519 tmp->materialname = "stone";
520 tmp->name = "slag";
521 tmp->name_pl = "slags";
522 item = insert_ob_in_ob (tmp, cauldron);
523 CLEAR_FLAG (tmp, FLAG_CAN_ROLL);
524 CLEAR_FLAG (tmp, FLAG_NO_PICK);
525 tmp->move_block = 0;
526 }
527
528 remove_contents (cauldron->inv, item);
529 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
530 return;
531 }
532 else if (level < 40)
533 { /* MAKE TAINTED ITEM */
534 object *tmp = NULL;
535
536 if (!rp)
537 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL)
538 return;
539
540 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1)))
541 {
542 if (!QUERY_FLAG (tmp, FLAG_CURSED)) /* curse it */
543 SET_FLAG (tmp, FLAG_CURSED);
544
545 /* the apply code for potions already deals with cursed
546 * potions, so any code here is basically ignored.
547 */
548 if (tmp->type == FOOD)
549 {
550 tmp->stats.hp = random_roll (0, 149, op, PREFER_LOW);
551 }
552 tmp->value = 0; /* unsaleable item */
553
554 /* change stats downward */
555 do
556 {
557 change_attr_value (&tmp->stats, rndm (0, 6), -1 * (rndm (1, 3)));
558 }
559 while (rndm (0, 2));
560 }
561 return;
562 }
563
564 if (level == 40)
565 { /* MAKE RANDOM RECIPE */
566 recipelist *fl;
567 int numb = numb_ob_inside (cauldron);
568
569 fl = get_formulalist (numb - 1); /* take a lower recipe list */
570 if (fl && (rp = get_random_recipe (fl)))
571 /* even though random, don't grant user any EXP for it */
572 (void) attempt_recipe (op, cauldron, 1, rp, -1);
573 else
574 alchemy_failure_effect (op, cauldron, rp, level - 1);
575 }
576 else if (level < 45)
577 { /* INFURIATE NPC's */
578 /* this is kind of kludgy I know... */
579 cauldron->enemy = op;
580 npc_call_help (cauldron);
581 cauldron->enemy = NULL;
582
583 alchemy_failure_effect (op, cauldron, rp, level - 5);
584 }
585 else if (level < 50)
586 { /* MINOR EXPLOSION/FIREBALL */
587 object *tmp;
588
589 remove_contents (cauldron->inv, NULL);
590 switch (rndm (0, 2))
591 {
592 case 0:
593 tmp = get_archetype ("bomb");
594 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW);
595 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW);
596 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name);
597 break;
598
599 default:
600 tmp = get_archetype ("fireball");
601 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1;
602 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2;
603 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
604 break;
605 }
606
607 tmp->insert_at (cauldron);
608 }
609 else if (level < 60)
610 { /* CREATE MONSTER */
611 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
612 remove_contents (cauldron->inv, NULL);
613 }
614 else if (level < 80)
615 { /* MAJOR FIRE */
616 object *fb = get_archetype (SP_MED_FIREBALL);
617
618 remove_contents (cauldron->inv, NULL);
619 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb);
620 fb->destroy (true);
621 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
622 }
623 else if (level < 100)
624 { /* WHAMMY the CAULDRON */
625 if (!QUERY_FLAG (cauldron, FLAG_CURSED))
626 SET_FLAG (cauldron, FLAG_CURSED);
627 else
628 cauldron->magic--;
629
630 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW);
631
632 if (rndm (0, 1))
633 {
634 remove_contents (cauldron->inv, NULL);
635 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name);
636 }
637 else
638 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name);
639 }
640 else if (level < 110)
641 { /* SUMMON EVIL MONSTERS */
642 object *tmp = get_random_mon (level / 5);
643
644 remove_contents (cauldron->inv, NULL);
645
646 if (!tmp)
647 alchemy_failure_effect (op, cauldron, rp, level);
648 else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->archname))
649 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ());
650 }
651 else if (level < 150)
652 { /* COMBO EFFECT */
653 int roll = rndm (1, 3);
654
655 while (roll)
656 {
657 alchemy_failure_effect (op, cauldron, rp, level - 39);
658 roll--;
659 }
660 }
661 else if (level == 151)
662 { /* CREATE RANDOM ARTIFACT */
663 object *tmp;
664
665 /* this is meant to be better than prior possiblity,
666 * in this one, we allow *any* valid alchemy artifact
667 * to be made (rather than only those on the given
668 * formulalist) */
669 if (!rp)
670 rp = get_random_recipe ((recipelist *) NULL);
671 if (rp && (tmp = get_archetype (rp->arch_name[RANDOM () % rp->arch_names])))
672 {
673 generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1);
674 if ((tmp = insert_ob_in_ob (tmp, cauldron)))
675 {
676 remove_contents (cauldron->inv, tmp);
677 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
678 }
679 }
680 }
681 else
682 { /* MANA STORM - watch out!! */
683 object *tmp = get_archetype (LOOSE_MANA);
684
685 new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!");
686 remove_contents (cauldron->inv, NULL);
687 cast_magic_storm (op, tmp, level);
688 }
689}
690
691/*
692 * All but object "save_item" are elimentated from
693 * the container list. Note we have to becareful to remove the inventories
694 * of objects in the cauldron inventory (ex icecube has stuff in it).
695 */
696void
697remove_contents (object *first_ob, object *save_item)
698{
699 // this cries for a cleaner rewrite, removing save_item first possibly
700 object *next, *tmp = first_ob;
701
702 while (tmp)
703 {
704 next = tmp->below;
705
706 if (tmp == save_item)
707 {
708 if (!(tmp = next))
709 break;
710 else
711 next = next->below;
712 }
713
714 if (tmp->inv)
715 remove_contents (tmp->inv, NULL);
716
717 tmp->destroy (true);
718 tmp = next;
719 }
720}
721
722/**
723 *"Danger" level, will determine how bad the backfire
724 * could be if the user fails to concoct a recipe properly. Factors include
725 * the number of ingredients, the length of the name of each ingredient,
726 * the user's effective level, the user's Int and the enchantment on the
727 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more
728 * danger. Note that we assume that we have had the caster ready the alchemy
729 * skill *before* this routine is called. (no longer auto-readies that skill)
730 * -b.t.
731 */
732int
733calc_alch_danger (object *caster, object *cauldron, recipe *rp)
734{
735 object *item;
736 char name[MAX_BUF];
737 int danger = 0, nrofi = 0;
738
739 /* Knowing alchemy skill reduces yer risk */
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 ());
745
746 /* better cauldrons reduce risk */
747 danger -= cauldron->magic;
748
749 /* Higher Int, lower the risk */
750 danger -= 3 * (caster->stats.Int - 15);
751
752 /* Ingredients. Longer names usually mean rarer stuff.
753 * Thus the backfire is worse. Also, more ingredients
754 * means we are attempting a more powerfull potion,
755 * and thus the backfire will be worse. */
756 for (item = cauldron->inv; item; item = item->below)
757 {
758 assign (name, item->name);
759 if (item->title)
760 sprintf (name, "%s %s", &item->name, &item->title);
761 danger += (strtoint (name) / 1000) + 3;
762 nrofi++;
763 }
764
765 if (rp == NULL)
766 danger += 110;
767 else
768 danger += rp->diff * 3;
769
770 /* Using a bad device is *majorly* stupid */
771 if (QUERY_FLAG (cauldron, FLAG_CURSED))
772 danger += 80;
773 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
774 danger += 200;
775
776#ifdef ALCHEMY_DEBUG
777 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger);
778#endif
779
780 return danger;
781}
782
783/**
784 * Determines if ingredients in a container match the
785 * proper ingredients for a recipe.
786 *
787 * rp is the recipe to check
788 * cauldron is the container that holds the ingredients
789 * returns 1 if the ingredients match the recipe, 0 if not
790 *
791 * This functions tries to find each defined ingredient in the container. It is
792 * the defined recipe iff
793 * - the number of ingredients of the recipe and in the container is equal
794 * - all ingredients of the recipe are found in the container
795 * - the number of batches is the same for all ingredients
796 */
797static int
798is_defined_recipe (const recipe *rp, const object *cauldron, object *caster)
799{
800 uint32 batches_in_cauldron;
801 const linked_char *ingredient;
802 int number;
803 const object *ob;
804
805 /* check for matching number of ingredients */
806 number = 0;
807 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
808 number++;
809 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
810 number--;
811 if (number != 0)
812 return 0;
813
814 /* check for matching ingredients */
815 batches_in_cauldron = 0;
816 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
817 {
818 uint32 nrof;
819 const char *name;
820 int ok;
821
822 /* determine and remove nrof from name */
823 name = ingredient->name;
824 nrof = 0;
825 while (isdigit (*name))
826 {
827 nrof = 10 * nrof + (*name - '0');
828 name++;
829 }
830 if (nrof == 0)
831 nrof = 1;
832 while (*name == ' ')
833 name++;
834
835 /* find the current ingredient in the cauldron */
836 ok = 0;
837 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
838 {
839 char name_ob[MAX_BUF];
840 const char *name2;
841
842 if (ob->title == NULL)
843 name2 = ob->name;
844 else
845 {
846 snprintf (name_ob, sizeof (name_ob), "%s %s", &ob->name, &ob->title);
847 name2 = name_ob;
848 }
849
850 if (strcmp (name2, name) == 0)
851 {
852 if (ob->nrof % nrof == 0)
853 {
854 uint32 batches;
855
856 batches = ob->nrof / nrof;
857 if (batches_in_cauldron == 0)
858 {
859 batches_in_cauldron = batches;
860 ok = 1;
861 }
862 else if (batches_in_cauldron == batches)
863 ok = 1;
864 }
865 break;
866 }
867 }
868 if (!ok)
869 return (0);
870 }
871
872 return (1);
873}
874
875/**
876 * Find a recipe from a recipe list that matches the given formula. If there
877 * is more than one matching recipe, it selects a random one. If at least one
878 * transmuting recipe matches, it only considers matching transmuting recipes.
879 *
880 * @return one matching recipe, or NULL if no recipe matches
881 */
882static recipe *
883find_recipe (recipelist * fl, int formula, object *ingredients)
884{
885 recipe *rp;
886 recipe *result; /* winning recipe, or NULL if no recipe found */
887 int recipes_matching; /* total number of matching recipes so far */
888 int transmute_found; /* records whether a transmuting recipe was found so far */
889 size_t rp_arch_index;
890
891#ifdef EXTREME_ALCHEMY_DEBUG
892 LOG (llevDebug, "looking for formula %d:\n", formula);
893#endif
894 result = NULL;
895 recipes_matching = 0;
896 transmute_found = 0;
897
898 for (rp = fl->items; rp; rp = rp->next)
899 {
900 /* check if recipe matches at all */
901 if (formula % rp->index != 0)
902 {
903#ifdef EXTREME_ALCHEMY_DEBUG
904 LOG (llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], rp->title, rp->index);
905#endif
906 continue;
907 }
908
909 if (rp->transmute && find_transmution_ob (ingredients, rp, &rp_arch_index, 0) != NULL)
910 {
911#ifdef EXTREME_ALCHEMY_DEBUG
912 LOG (llevDebug, " formula %s of %s (%d) is a matching transmuting formula\n", rp->arch_name[rp_arch_index], rp->title, rp->index);
913#endif
914 /* transmution recipe with matching base ingredient */
915 if (!transmute_found)
916 {
917 transmute_found = 1;
918 recipes_matching = 0;
919 }
920 }
921 else if (transmute_found)
922 {
923#ifdef EXTREME_ALCHEMY_DEBUG
924 LOG (llevDebug, " formula %s of %s (%d) matches but is not a matching transmuting formula\n", rp->arch_name[0], rp->title,
925 rp->index);
926#endif
927 /* "normal" recipe found after previous transmution recipe => ignore this recipe */
928 continue;
929 }
930#ifdef EXTREME_ALCHEMY_DEBUG
931 else
932 {
933 LOG (llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], rp->title, rp->index);
934 }
935#endif
936
937 if (rndm (0, recipes_matching) == 0)
938 result = rp;
939
940 recipes_matching++;
941 }
942
943 if (result == NULL)
944 {
945#ifdef ALCHEMY_DEBUG
946 LOG (llevDebug, "couldn't find formula for ingredients.\n");
947#endif
948 return NULL;
949 }
950
951#ifdef ALCHEMY_DEBUG
952 if (strcmp (result->title, "NONE") != 0)
953 LOG (llevDebug, "got formula: %s of %s (nbatches:%d)\n", result->arch_name[0], result->title, formula / result->index);
954 else
955 LOG (llevDebug, "got formula: %s (nbatches:%d)\n", result->arch_name[0], formula / result->index);
956#endif
957 return result;
958}

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