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Comparing deliantra/server/server/alchemy.C (file contents):
Revision 1.35 by elmex, Sun Jan 4 16:30:39 2009 UTC vs.
Revision 1.59 by root, Tue Jan 3 11:25:35 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 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 return cauldron_effect [rndm (array_length (cauldron_effect))];
70
71 return cauldron_effect[rndm (0, size - 1)];
72} 69}
73 70
74/** 71/**
72 * Recipe value of the entire contents of a container.
73 * This appears to just generate a hash value, which I guess for now works
74 * ok, but the possibility of duplicate hashes is certainly possible - msw
75 */
76static int
77content_recipe_value (object *op)
78{
79 object *tmp = op->inv;
80 int formula = 0;
81
82 while (tmp)
83 {
84 const char *name = tmp->title
85 ? (const char *)format ("%s %s", &tmp->name, &tmp->title)
86 : tmp->name;
87
88 int tval = strtoint (name) * tmp->number_of ();
89#ifdef ALCHEMY_DEBUG
90 LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval);
91#endif
92 formula += tval;
93 tmp = tmp->below;
94 }
95#ifdef ALCHEMY_DEBUG
96 LOG (llevDebug, " Formula value=%d\n", formula);
97#endif
98
99 return formula;
100}
101
102/**
103 * Returns total number of items in op
104 */
105static int
106numb_ob_inside (object *op)
107{
108 object *tmp = op->inv;
109 int number = 0, o_number = 0;
110
111 while (tmp)
112 {
113 if (tmp->nrof)
114 number += tmp->nrof;
115 else
116 number++;
117 o_number++;
118 tmp = tmp->below;
119 }
120#ifdef ALCHEMY_DEBUG
121 LOG (llevDebug, "numb_ob_inside(%s): found %d ingredients\n", &op->name, o_number);
122#endif
123 return o_number;
124}
125
126/**
127 * Looks through the ingredient list. If we find a
128 * suitable object in it - we will use that to make the requested artifact.
129 * Otherwise the code returns a 'generic' item if create_item is set. -b.t.
130 *
131 * @param rp_arch_index pointer to return value; set to arch index for recipe;
132 * set to zero if not using a transmution formula
133 */
134static object *
135find_transmution_ob (object *first_ingred, recipe *rp, size_t *rp_arch_index, int create_item)
136{
137 object *prod_item = 0;
138 bool found = false;
139 *rp_arch_index = 0;
140
141 if (rp->transmute) /* look for matching ingredient/prod archs */
142 for (object *item = first_ingred; item; item = item->below)
143 {
144 for (int i = 0; i < rp->arch_names; i++)
145 //TODO: should be a shstr comparison
146 if (!strcmp(&item->arch->archname,rp->arch_name[i]))
147 {
148 *rp_arch_index = i;
149 prod_item = item;
150 break;
151 }
152
153 if (prod_item)
154 break;
155 }
156
157 /* failed, create a fresh object. Note no nrof>1 because that would
158 * allow players to create massive amounts of artifacts easily */
159 if (create_item && (!prod_item || prod_item->nrof > 1))
160 {
161#ifdef ALCHEMY_DEBUG
162 LOG (llevDebug, "creating a new item.\n");
163 if (prod_item != NULL)
164 {
165 LOG (llevDebug, " had item: arch %s(nrof:%d)\n",
166 &prod_item->arch->archname, prod_item->nrof);
167 }
168#endif
169 if (!prod_item)
170 *rp_arch_index = rndm (rp->arch_names);
171 prod_item = archetype::get (rp->arch_name[*rp_arch_index]);
172 }
173
174#ifdef ALCHEMY_DEBUG
175 LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no ");
176 if (prod_item != NULL)
177 {
178 LOG (llevDebug, " find_transmutable_ob(): returns arch %s(sp:%d)\n",
179 &prod_item->arch->archname, prod_item->stats.sp);
180 }
181#endif
182
183 return prod_item;
184}
185
186/**
187 * Using a list of items and a recipe to make an artifact.
188 *
189 * @param cauldron the cauldron (including the ingredients) used to make the item
190 *
191 * @param rp the recipe to make the artifact from
192 *
193 * @return the newly created object, NULL if something failed
194 */
195static object *
196make_item_from_recipe (object *cauldron, recipe *rp)
197{
198 artifact *art = NULL;
199 object *item = NULL;
200 size_t rp_arch_index;
201
202 if (rp == NULL)
203 return (object *) NULL;
204
205 /* Find the appropriate object to transform... */
206 if ((item = find_transmution_ob (cauldron->inv, rp, &rp_arch_index, 1)) == NULL)
207 {
208 LOG (llevDebug, "make_alchemy_item(): failed to create alchemical object.\n");
209 return (object *) NULL;
210 }
211
212 /* Find the appropriate artifact template... */
213 if (rp->title != shstr_NONE)
214 {
215 if ((art = locate_recipe_artifact (rp, rp_arch_index)) == NULL)
216 {
217 LOG (llevError, "make_alchemy_item(): failed to locate recipe artifact.\n");
218 LOG (llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], &rp->title);
219 return (object *) NULL;
220 }
221
222 transmute_materialname (item, art->item);
223 give_artifact_abilities (item, art->item);
224 }
225
226 if (cauldron->flag [FLAG_CURSED])
227 item->set_flag (FLAG_CURSED);
228 if (cauldron->flag [FLAG_DAMNED])
229 item->set_flag (FLAG_DAMNED);
230
231 return item;
232}
233
234/*
235 * All but object "save_item" are elimentated from
236 * the container list. Note we have to becareful to remove the inventories
237 * of objects in the cauldron inventory (ex icecube has stuff in it).
238 */
239static void
240remove_contents (object *first_ob, object *save_item)
241{
242 // this cries for a cleaner rewrite, removing save_item first possibly
243 object *next, *tmp = first_ob;
244
245 while (tmp)
246 {
247 next = tmp->below;
248
249 if (tmp == save_item)
250 {
251 if (!(tmp = next))
252 break;
253 else
254 next = next->below;
255 }
256
257 if (tmp->inv)
258 remove_contents (tmp->inv, NULL);
259
260 tmp->destroy ();
261 tmp = next;
262 }
263}
264
265/**
266 * We adjust the nrof, exp and level of the final product, based
267 * on the item's default parameters, and the relevant caster skill level.
268 */
269static void
270adjust_product (object *item, int lvl, int yield)
271{
272 int nrof = 1;
273
274 if (!yield)
275 yield = 1;
276
277 if (lvl <= 0)
278 lvl = 1; /* lets avoid div by zero! */
279
280 if (item->nrof)
281 {
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;
286
287 item->nrof = nrof;
288 }
289}
290
291/**
292 * Essentially a wrapper for make_item_from_recipe() and
293 * insert_ob_in_ob. If the caster has some alchemy skill, then they might
294 * gain some exp from (successfull) fabrication of the product.
295 * If nbatches==-1, don't give exp for this creation (random generation/
296 * failed recipe)
297 */
298static object *
299attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches)
300{
301
302 object *item = NULL, *skop;
303
304 /* this should be passed to this fctn, not effiecent cpu use this way */
305 int batches = abs (nbatches);
306
307 /* is the cauldron the right type? */
308 if (rp->cauldron && rp->cauldron != cauldron->arch->archname)
309 return 0;
310
311 skop = find_skill_by_name (caster, rp->skill);
312 /* does the caster have the skill? */
313 if (!skop)
314 return 0;
315
316 /* code required for this recipe, search the caster */
317 if (rp->keycode)
318 {
319 object *tmp;
320
321 for (tmp = caster->inv; tmp; tmp = tmp->below)
322 {
323 if (tmp->type == FORCE && tmp->slaying && rp->keycode == tmp->slaying)
324 break;
325 }
326
327 if (!tmp)
328 { /* failure--no code found */
329 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients, but not the technique. Go learn how to do this recipe.");
330 return 0;
331 }
332 }
333
334#ifdef EXTREME_ALCHEMY_DEBUG
335 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches);
336 LOG (llevDebug, "attempt_recipe(): using recipe %s\n", *rp->title ? &rp->title : "unknown");
337#endif
338
339 if ((item = make_item_from_recipe (cauldron, rp)) != NULL)
340 {
341 remove_contents (cauldron->inv, item);
342 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */
343 cauldron->update_weight ();
344 /* adj lvl, nrof on caster level */
345 adjust_product (item, ability, rp->yield ? rp->yield * batches : batches);
346
347 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL)
348 {
349 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened.");
350 /* new_draw_info_format(NDI_UNIQUE, 0,caster,
351 "Your spell causes the %s to explode!",&cauldron->name); */
352 /* kaboom_cauldron(); */
353 }
354 else
355 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ());
356 }
357
358 return item;
359}
360
361/**
362 * Ouch. We didnt get the formula we wanted.
363 * This fctn simulates the backfire effects--worse effects as the level
364 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things
365 * can happen to the would be alchemist. This table probably needs some
366 * adjustment for playbalance. -b.t.
367 */
368static void
369alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger)
370{
371 int level = 0;
372
373 if (!op || !cauldron)
374 return;
375
376 if (danger > 1)
377 level = random_roll (1, danger, op, PREFER_LOW);
378
379#ifdef ALCHEMY_DEBUG
380 LOG (llevDebug, "Alchemy_failure_effect(): using level=%d\n", level);
381#endif
382
383 /* possible outcomes based on level */
384 if (level < 25)
385 { /* INGREDIENTS USED/SLAGGED */
386 object *item = NULL;
387
388 if (rndm (0, 2))
389 { /* slag created */
390 object *tmp = cauldron->inv;
391 int weight = 0;
392
393 tmp = archetype::get (shstr_rock);
394 tmp->weight = weight;
395 tmp->value = 0;
396 tmp->material = name_to_material (shstr_stone);
397 tmp->name = shstr_slag;
398 tmp->name_pl = shstr_slags;
399 item = insert_ob_in_ob (tmp, cauldron);
400 tmp->clr_flag (FLAG_CAN_ROLL);
401 tmp->set_flag (FLAG_NO_DROP);
402 tmp->move_block = 0;
403 }
404
405 remove_contents (cauldron->inv, item);
406 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
407 return;
408 }
409 else if (level < 40)
410 { /* MAKE TAINTED ITEM */
411 object *tmp = NULL;
412
413 if (!rp)
414 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL)
415 return;
416
417 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1)))
418 {
419 if (!tmp->flag [FLAG_CURSED]) /* curse it */
420 tmp->set_flag (FLAG_CURSED);
421
422 /* the apply code for potions already deals with cursed
423 * potions, so any code here is basically ignored.
424 */
425 if (tmp->type == FOOD)
426 {
427 tmp->stats.hp = random_roll (0, 149, op, PREFER_LOW);
428 }
429 tmp->value = 0; /* unsaleable item */
430
431 /* change stats downward */
432 do
433 {
434 change_attr_value (&tmp->stats, rndm (0, 6), -1 * (rndm (1, 3)));
435 }
436 while (rndm (0, 2));
437 }
438 return;
439 }
440
441 if (level == 40)
442 { /* MAKE RANDOM RECIPE */
443 recipelist *fl;
444 int numb = numb_ob_inside (cauldron);
445
446 fl = get_formulalist (numb - 1); /* take a lower recipe list */
447 if (fl && (rp = get_random_recipe (fl)))
448 /* even though random, don't grant user any EXP for it */
449 attempt_recipe (op, cauldron, 1, rp, -1);
450 else
451 alchemy_failure_effect (op, cauldron, rp, level - 1);
452 }
453 else if (level < 45)
454 { /* INFURIATE NPC's */
455 /* this is kind of kludgy I know... */
456 cauldron->enemy = op;
457 npc_call_help (cauldron);
458 cauldron->enemy = NULL;
459
460 alchemy_failure_effect (op, cauldron, rp, level - 5);
461 }
462 else if (level < 50)
463 { /* MINOR EXPLOSION/FIREBALL */
464 object *tmp;
465
466 remove_contents (cauldron->inv, NULL);
467 switch (rndm (0, 2))
468 {
469 case 0:
470 tmp = archetype::get (shstr_bomb);
471 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW);
472 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW);
473 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name);
474 break;
475
476 default:
477 tmp = archetype::get (shstr_fireball);
478 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1;
479 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2;
480 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
481 break;
482 }
483
484 tmp->insert_at (cauldron);
485 }
486 else if (level < 60)
487 { /* CREATE MONSTER */
488 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
489 remove_contents (cauldron->inv, NULL);
490 }
491 else if (level < 80)
492 { /* MAJOR FIRE */
493 object *fb = archetype::get (SP_MED_FIREBALL);
494
495 remove_contents (cauldron->inv, NULL);
496 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb);
497 fb->destroy ();
498 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
499 }
500 else if (level < 100)
501 { /* WHAMMY the CAULDRON */
502 if (!cauldron->flag [FLAG_CURSED])
503 cauldron->set_flag (FLAG_CURSED);
504 else
505 cauldron->magic--;
506
507 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW);
508
509 if (rndm (0, 1))
510 {
511 remove_contents (cauldron->inv, NULL);
512 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name);
513 }
514 else
515 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name);
516 }
517 else if (level < 110)
518 { /* SUMMON EVIL MONSTERS */
519 object *tmp = get_random_mon (level / 5);
520
521 remove_contents (cauldron->inv, NULL);
522
523 if (!tmp)
524 alchemy_failure_effect (op, cauldron, rp, level);
525 else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->archname))
526 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ());
527 }
528 else if (level < 150)
529 { /* COMBO EFFECT */
530 int roll = rndm (1, 3);
531
532 while (roll)
533 {
534 alchemy_failure_effect (op, cauldron, rp, level - 39);
535 roll--;
536 }
537 }
538 else if (level == 151)
539 { /* CREATE RANDOM ARTIFACT */
540 object *tmp;
541
542 /* this is meant to be better than prior possiblity,
543 * in this one, we allow *any* valid alchemy artifact
544 * to be made (rather than only those on the given
545 * formulalist) */
546 if (!rp)
547 rp = get_random_recipe ((recipelist *) NULL);
548
549 if (rp && (tmp = archetype::get (rp->arch_name [rndm (rp->arch_names)])))
550 {
551 generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1);
552 if ((tmp = insert_ob_in_ob (tmp, cauldron)))
553 {
554 remove_contents (cauldron->inv, tmp);
555 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
556 }
557 }
558 }
559 else
560 { /* MANA STORM - watch out!! */
561 object *tmp = archetype::get (LOOSE_MANA);
562
563 new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!");
564 remove_contents (cauldron->inv, NULL);
565 cast_magic_storm (op, tmp, level);
566 }
567}
568
569/**
570 *"Danger" level, will determine how bad the backfire
571 * could be if the user fails to concoct a recipe properly. Factors include
572 * the number of ingredients, the length of the name of each ingredient,
573 * the user's effective level, the user's Int and the enchantment on the
574 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more
575 * danger. Note that we assume that we have had the caster ready the alchemy
576 * skill *before* this routine is called. (no longer auto-readies that skill)
577 * -b.t.
578 */
579static int
580calc_alch_danger (object *caster, object *cauldron, object *skill, recipe *rp)
581{
582 int danger = 0;
583
584 /* Knowing alchemy skill reduces yer risk */
585 danger -= skill->level;
586
587 /* better cauldrons reduce risk */
588 danger -= cauldron->magic;
589
590 /* Higher Int, lower the risk */
591 danger -= 3 * (caster->stats.Int - 15);
592
593 /* Ingredients. Longer names usually mean rarer stuff.
594 * Thus the backfire is worse. Also, more ingredients
595 * means we are attempting a more powerfull potion,
596 * and thus the backfire will be worse. */
597 for (object *item = cauldron->inv; item; item = item->below)
598 {
599 const char *name = item->title
600 ? format ("%s %s", &item->name, &item->title)
601 : &item->name;
602
603 danger += strtoint (name) / 1000 + 3;
604 }
605
606 if (!rp)
607 danger += 110;
608 else
609 danger += rp->diff * 3;
610
611 /* Using a bad device is *majorly* stupid */
612 if (cauldron->flag [FLAG_CURSED]) danger += 80;
613 if (cauldron->flag [FLAG_DAMNED]) danger += 200;
614
615#ifdef ALCHEMY_DEBUG
616 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger);
617#endif
618
619 return danger;
620}
621
622/**
623 * Determines if ingredients in a container match the
624 * proper ingredients for a recipe.
625 *
626 * rp is the recipe to check
627 * cauldron is the container that holds the ingredients
628 * returns 1 if the ingredients match the recipe, 0 if not
629 *
630 * This functions tries to find each defined ingredient in the container. It is
631 * the defined recipe iff
632 * - the number of ingredients of the recipe and in the container is equal
633 * - all ingredients of the recipe are found in the container
634 * - the number of batches is the same for all ingredients
635 */
636static int
637is_defined_recipe (const recipe *rp, const object *cauldron, object *caster)
638{
639 uint32 batches_in_cauldron;
640 const linked_char *ingredient;
641 int number;
642 const object *ob;
643
644 /* check for matching number of ingredients */
645 number = 0;
646 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
647 number++;
648 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
649 number--;
650 if (number != 0)
651 return 0;
652
653 /* check for matching ingredients */
654 batches_in_cauldron = 0;
655 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
656 {
657 uint32 nrof;
658 const char *name;
659 int ok;
660
661 /* determine and remove nrof from name */
662 name = ingredient->name;
663 nrof = 0;
664 while (isdigit (*name))
665 {
666 nrof = 10 * nrof + (*name - '0');
667 name++;
668 }
669 if (nrof == 0)
670 nrof = 1;
671 while (*name == ' ')
672 name++;
673
674 /* find the current ingredient in the cauldron */
675 ok = 0;
676 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
677 {
678 char name_ob[MAX_BUF];
679 const char *name2;
680
681 if (!ob->title)
682 name2 = ob->name;
683 else
684 {
685 snprintf (name_ob, sizeof (name_ob), "%s %s", &ob->name, &ob->title);
686 name2 = name_ob;
687 }
688
689 if (strcmp (name2, name) == 0)
690 {
691 if (ob->nrof % nrof == 0)
692 {
693 uint32 batches;
694
695 batches = ob->nrof / nrof;
696 if (batches_in_cauldron == 0)
697 {
698 batches_in_cauldron = batches;
699 ok = 1;
700 }
701 else if (batches_in_cauldron == batches)
702 ok = 1;
703 }
704 break;
705 }
706 }
707 if (!ok)
708 return (0);
709 }
710
711 return (1);
712}
713
714/**
715 * Find a recipe from a recipe list that matches the given formula. If there
716 * is more than one matching recipe, it selects a random one. If at least one
717 * transmuting recipe matches, it only considers matching transmuting recipes.
718 *
719 * @return one matching recipe, or NULL if no recipe matches
720 */
721static recipe *
722find_recipe (recipelist * fl, int formula, object *ingredients)
723{
724 recipe *rp;
725 recipe *result; /* winning recipe, or NULL if no recipe found */
726 int recipes_matching; /* total number of matching recipes so far */
727 int transmute_found; /* records whether a transmuting recipe was found so far */
728 size_t rp_arch_index;
729
730#ifdef EXTREME_ALCHEMY_DEBUG
731 LOG (llevDebug, "looking for formula %d:\n", formula);
732#endif
733 result = NULL;
734 recipes_matching = 0;
735 transmute_found = 0;
736
737 for (rp = fl->items; rp; rp = rp->next)
738 {
739 /* check if recipe matches at all */
740 if (formula % rp->index != 0)
741 {
742#ifdef EXTREME_ALCHEMY_DEBUG
743 LOG (llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], &rp->title, rp->index);
744#endif
745 continue;
746 }
747
748 if (rp->transmute && find_transmution_ob (ingredients, rp, &rp_arch_index, 0) != NULL)
749 {
750#ifdef EXTREME_ALCHEMY_DEBUG
751 LOG (llevDebug, " formula %s of %s (%d) is a matching transmuting formula\n", rp->arch_name[rp_arch_index], &rp->title, rp->index);
752#endif
753 /* transmution recipe with matching base ingredient */
754 if (!transmute_found)
755 {
756 transmute_found = 1;
757 recipes_matching = 0;
758 }
759 }
760 else if (transmute_found)
761 {
762#ifdef EXTREME_ALCHEMY_DEBUG
763 LOG (llevDebug, " formula %s of %s (%d) matches but is not a matching transmuting formula\n", rp->arch_name[0], &rp->title,
764 rp->index);
765#endif
766 /* "normal" recipe found after previous transmution recipe => ignore this recipe */
767 continue;
768 }
769#ifdef EXTREME_ALCHEMY_DEBUG
770 else
771 {
772 LOG (llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], &rp->title, rp->index);
773 }
774#endif
775
776 if (rndm (0, recipes_matching) == 0)
777 result = rp;
778
779 recipes_matching++;
780 }
781
782 if (result == NULL)
783 {
784#ifdef ALCHEMY_DEBUG
785 LOG (llevDebug, "couldn't find formula for ingredients.\n");
786#endif
787 return NULL;
788 }
789
790#ifdef ALCHEMY_DEBUG
791 if (strcmp (result->title, "NONE") != 0)
792 LOG (llevDebug, "got formula: %s of %s (nbatches:%d)\n", result->arch_name[0], &result->title, formula / result->index);
793 else
794 LOG (llevDebug, "got formula: %s (nbatches:%d)\n", result->arch_name[0], formula / result->index);
795#endif
796 return result;
797}
798
799/**
75 * Main part of the ALCHEMY code. From this we call fctns 800 * 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, 801 * 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 802 * 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). 803 * formula list (the formula list chosen is based on the # contents of the cauldron).
79 * 804 *
92 * There is no good reason (in my mind) why alchemical processes have to be 817 * 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 818 * unique -- such a 'feature' is one reason why players might want to experiment
94 * around. :) 819 * around. :)
95 * -b.t. 820 * -b.t.
96 */ 821 */
97
98void 822void
99attempt_do_alchemy (object *caster, object *cauldron, object *skill) 823attempt_do_alchemy (object *caster, object *cauldron, object *skill)
100{ 824{
101 recipelist *fl; 825 recipelist *fl;
102 recipe *rp = NULL; 826 recipe *rp = NULL;
120 return; 844 return;
121 845
122 numb = numb_ob_inside (cauldron); 846 numb = numb_ob_inside (cauldron);
123 if ((fl = get_formulalist (numb))) 847 if ((fl = get_formulalist (numb)))
124 { 848 {
125 if (QUERY_FLAG (caster, FLAG_WIZ)) 849 if (caster->flag [FLAG_WIZ])
126 { 850 {
127 rp = find_recipe (fl, formula, cauldron->inv); 851 rp = find_recipe (fl, formula, cauldron->inv);
128 if (rp != NULL) 852 if (rp != NULL)
129 { 853 {
130#ifdef ALCHEMY_DEBUG 854#ifdef ALCHEMY_DEBUG
131 if (strcmp (rp->title, "NONE")) 855 if (strcmp (rp->title, "NONE"))
132 LOG (llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], rp->title); 856 LOG (llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], &rp->title);
133 else 857 else
134 LOG (llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula / rp->index); 858 LOG (llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula / rp->index);
135#endif 859#endif
136 attempt_recipe (caster, cauldron, ability, rp, formula / rp->index); 860 attempt_recipe (caster, cauldron, ability, rp, formula / rp->index);
137 } 861 }
150 uint64 value_ingredients; 874 uint64 value_ingredients;
151 uint64 value_item; 875 uint64 value_item;
152 object *tmp; 876 object *tmp;
153 int attempt_shadow_alchemy; 877 int attempt_shadow_alchemy;
154 878
155 ave_chance = fl->total_chance / (float) fl->number; 879 ave_chance = fl->total_chance / (float)fl->number;
156 880
157 ability += (int) (skill->level * ((4.0 + cauldron->magic) / 4.0)); 881 ability += skill->level * ((4.0 + cauldron->magic) / 4.0);
158 882
159 /* determine value of ingredients */ 883 /* determine value of ingredients */
160 value_ingredients = 0; 884 value_ingredients = 0;
161 for (tmp = cauldron->inv; tmp != NULL; tmp = tmp->below) 885 for (tmp = cauldron->inv; tmp; tmp = tmp->below)
162 value_ingredients += query_cost (tmp, NULL, F_TRUE); 886 value_ingredients += query_cost (tmp, NULL, F_TRUE);
163 887
164 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster); 888 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster);
165 889
166 /* create the object **FIRST**, then decide whether to keep it. */ 890 /* create the object **FIRST**, then decide whether to keep it. */
167 if ((item = attempt_recipe (caster, cauldron, ability, rp, formula / rp->index)) != NULL) 891 if ((item = attempt_recipe (caster, cauldron, ability, rp, formula / rp->index)) != NULL)
168 { 892 {
169 /* compute base chance of recipe success */ 893 /* compute base chance of recipe success */
170 success_chance = ((float) ability / (float) (rp->diff * (item->level + 2))); 894 success_chance = ((float)ability / (float)(rp->diff * (item->level + 2)));
171 if (ave_chance == 0) 895 if (ave_chance == 0)
172 ave_chance = 1; 896 ave_chance = 1;
173 897
174#ifdef ALCHEMY_DEBUG 898#ifdef ALCHEMY_DEBUG
175 LOG (llevDebug, "percent success chance = %f ab%d / diff%d*lev%d\n", success_chance, ability, rp->diff, item->level); 899 LOG (llevDebug, "percent success chance = %f ab%d / diff%d*lev%d\n", success_chance, ability, rp->diff, item->level);
183 "Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n", 907 "Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n",
184 value_ingredients, value_item); 908 value_ingredients, value_item);
185#endif 909#endif
186 } 910 }
187 /* roll the dice */ 911 /* roll the dice */
188 else if ((float) (random_roll (0, 101, caster, PREFER_LOW)) <= 100.0 * success_chance) 912 else if (random_roll (0, 101, caster, PREFER_LOW) <= 100.0 * success_chance)
189 { 913 {
190 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE); 914 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE);
191 915
192 // let alchemy consume some time, so that exploits are less easy 916 // let alchemy consume some time, so that exploits are less easy
193 caster->speed_left -= 1.0; 917 caster->speed_left -= 1.0;
197 } 921 }
198 } 922 }
199 } 923 }
200 924
201 /* if we get here, we failed!! */ 925 /* if we get here, we failed!! */
202 alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, rp)); 926 alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, skill, rp));
203} 927}
204 928
205/**
206 * Recipe value of the entire contents of a container.
207 * This appears to just generate a hash value, which I guess for now works
208 * ok, but the possibility of duplicate hashes is certainly possible - msw
209 */
210
211int
212content_recipe_value (object *op)
213{
214 char name[MAX_BUF];
215 object *tmp = op->inv;
216 int tval = 0, formula = 0;
217
218 while (tmp)
219 {
220 tval = 0;
221 assign (name, tmp->name);
222 if (tmp->title)
223 sprintf (name, "%s %s", &tmp->name, &tmp->title);
224 tval = (strtoint (name) * (tmp->nrof ? tmp->nrof : 1));
225#ifdef ALCHEMY_DEBUG
226 LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval);
227#endif
228 formula += tval;
229 tmp = tmp->below;
230 }
231#ifdef ALCHEMY_DEBUG
232 LOG (llevDebug, " Formula value=%d\n", formula);
233#endif
234 return formula;
235}
236
237/**
238 * Returns total number of items in op
239 */
240
241int
242numb_ob_inside (object *op)
243{
244 object *tmp = op->inv;
245 int number = 0, o_number = 0;
246
247 while (tmp)
248 {
249 if (tmp->nrof)
250 number += tmp->nrof;
251 else
252 number++;
253 o_number++;
254 tmp = tmp->below;
255 }
256#ifdef ALCHEMY_DEBUG
257 LOG (llevDebug, "numb_ob_inside(%s): found %d ingredients\n", op->name, o_number);
258#endif
259 return o_number;
260}
261
262/**
263 * Essentially a wrapper for make_item_from_recipe() and
264 * insert_ob_in_ob. If the caster has some alchemy skill, then they might
265 * gain some exp from (successfull) fabrication of the product.
266 * If nbatches==-1, don't give exp for this creation (random generation/
267 * failed recipe)
268 */
269
270object *
271attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches)
272{
273
274 object *item = NULL, *skop;
275
276 /* this should be passed to this fctn, not effiecent cpu use this way */
277 int batches = abs (nbatches);
278
279 /* is the cauldron the right type? */
280 if (rp->cauldron && rp->cauldron != cauldron->arch->archname)
281 return 0;
282
283 skop = find_skill_by_name (caster, rp->skill);
284 /* does the caster have the skill? */
285 if (!skop)
286 return 0;
287
288 /* code required for this recipe, search the caster */
289 if (rp->keycode)
290 {
291 object *tmp;
292
293 for (tmp = caster->inv; tmp; tmp = tmp->below)
294 {
295 if (tmp->type == FORCE && tmp->slaying && rp->keycode == tmp->slaying)
296 break;
297 }
298
299 if (!tmp)
300 { /* failure--no code found */
301 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients, but not the technique. Go learn how to do this recipe.");
302 return 0;
303 }
304 }
305
306#ifdef EXTREME_ALCHEMY_DEBUG
307 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches);
308 LOG (llevDebug, "attempt_recipe(): using recipe %s\n", rp->title ? rp->title : "unknown");
309#endif
310
311 if ((item = make_item_from_recipe (cauldron, rp)) != NULL)
312 {
313 remove_contents (cauldron->inv, item);
314 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */
315 cauldron->update_weight ();
316 /* adj lvl, nrof on caster level */
317 adjust_product (item, ability, rp->yield ? (rp->yield * batches) : batches);
318 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL)
319 {
320 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened.");
321 /* new_draw_info_format(NDI_UNIQUE, 0,caster,
322 "Your spell causes the %s to explode!",&cauldron->name); */
323 /* kaboom_cauldron(); */
324 }
325 else
326 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ());
327 }
328
329 return item;
330}
331
332
333
334/**
335 * We adjust the nrof, exp and level of the final product, based
336 * on the item's default parameters, and the relevant caster skill level.
337 */
338void
339adjust_product (object *item, int lvl, int yield)
340{
341 int nrof = 1;
342
343 if (!yield)
344 yield = 1;
345
346 if (lvl <= 0)
347 lvl = 1; /* lets avoid div by zero! */
348
349 if (item->nrof)
350 {
351 nrof = (int) ((1.0 - 1.0 / (lvl / 10.0 + 1.0)) * (rndm (0, yield - 1) + rndm (0, yield - 1) + rndm (0, yield - 1)) + 1);
352
353 if (nrof > yield)
354 nrof = yield;
355
356 item->nrof = nrof;
357 }
358}
359
360
361/**
362 * Using a list of items and a recipe to make an artifact.
363 *
364 * @param cauldron the cauldron (including the ingredients) used to make the item
365 *
366 * @param rp the recipe to make the artifact from
367 *
368 * @return the newly created object, NULL if something failed
369 */
370
371object *
372make_item_from_recipe (object *cauldron, recipe *rp)
373{
374 artifact *art = NULL;
375 object *item = NULL;
376 size_t rp_arch_index;
377
378 if (rp == NULL)
379 return (object *) NULL;
380
381 /* Find the appropriate object to transform... */
382 if ((item = find_transmution_ob (cauldron->inv, rp, &rp_arch_index, 1)) == NULL)
383 {
384 LOG (llevDebug, "make_alchemy_item(): failed to create alchemical object.\n");
385 return (object *) NULL;
386 }
387
388 /* Find the appropriate artifact template... */
389 if (rp->title != shstr_NONE)
390 {
391 if ((art = locate_recipe_artifact (rp, rp_arch_index)) == NULL)
392 {
393 LOG (llevError, "make_alchemy_item(): failed to locate recipe artifact.\n");
394 LOG (llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], &rp->title);
395 return (object *) NULL;
396 }
397
398 transmute_materialname (item, art->item);
399 give_artifact_abilities (item, art->item);
400 }
401
402 if (QUERY_FLAG (cauldron, FLAG_CURSED))
403 SET_FLAG (item, FLAG_CURSED);
404 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
405 SET_FLAG (item, FLAG_DAMNED);
406
407 return item;
408}
409
410
411/**
412 * Looks through the ingredient list. If we find a
413 * suitable object in it - we will use that to make the requested artifact.
414 * Otherwise the code returns a 'generic' item if create_item is set. -b.t.
415 *
416 * @param rp_arch_index pointer to return value; set to arch index for recipe;
417 * set to zero if not using a transmution formula
418 */
419
420object *
421find_transmution_ob (object *first_ingred, recipe *rp, size_t * rp_arch_index, int create_item)
422{
423 object *item = NULL;
424
425 *rp_arch_index = 0;
426
427 if (rp->transmute) /* look for matching ingredient/prod archs */
428 for (item = first_ingred; item; item = item->below)
429 {
430 int i;
431
432 for (int i = 0; i < rp->arch_names; i++)
433 //TODO: should be a shstr comparison
434 if (&item->arch->archname == rp->arch_name[i])
435 {
436 *rp_arch_index = i;
437 break;
438 }
439
440 if (i < rp->arch_names)
441 break;
442 }
443
444 /* failed, create a fresh object. Note no nrof>1 because that would
445 * allow players to create massive amounts of artifacts easily */
446 if (create_item && (!item || item->nrof > 1))
447 {
448 *rp_arch_index = rndm (rp->arch_names);
449 item = get_archetype (rp->arch_name[*rp_arch_index]);
450 }
451
452#ifdef ALCHEMY_DEBUG
453 LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no ");
454 if (item != NULL)
455 {
456 LOG (llevDebug, " find_transmutable_ob(): returns arch %s(sp:%d)\n", item->arch->name, item->stats.sp);
457 }
458#endif
459
460 return item;
461}
462
463
464/**
465 * Ouch. We didnt get the formula we wanted.
466 * This fctn simulates the backfire effects--worse effects as the level
467 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things
468 * can happen to the would be alchemist. This table probably needs some
469 * adjustment for playbalance. -b.t.
470 */
471
472void
473alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger)
474{
475 int level = 0;
476
477 if (!op || !cauldron)
478 return;
479
480 if (danger > 1)
481 level = random_roll (1, danger, op, PREFER_LOW);
482
483#ifdef ALCHEMY_DEBUG
484 LOG (llevDebug, "Alchemy_failure_effect(): using level=%d\n", level);
485#endif
486
487 /* possible outcomes based on level */
488 if (level < 25)
489 { /* INGREDIENTS USED/SLAGGED */
490 object *item = NULL;
491
492 if (rndm (0, 2))
493 { /* slag created */
494 object *tmp = cauldron->inv;
495 int weight = 0;
496
497 tmp = get_archetype ("rock");
498 tmp->weight = weight;
499 tmp->value = 0;
500 tmp->materialname = "stone";
501 tmp->name = "slag";
502 tmp->name_pl = "slags";
503 item = insert_ob_in_ob (tmp, cauldron);
504 CLEAR_FLAG (tmp, FLAG_CAN_ROLL);
505 CLEAR_FLAG (tmp, FLAG_NO_PICK);
506 tmp->move_block = 0;
507 }
508
509 remove_contents (cauldron->inv, item);
510 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
511 return;
512 }
513 else if (level < 40)
514 { /* MAKE TAINTED ITEM */
515 object *tmp = NULL;
516
517 if (!rp)
518 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL)
519 return;
520
521 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1)))
522 {
523 if (!QUERY_FLAG (tmp, FLAG_CURSED)) /* curse it */
524 SET_FLAG (tmp, FLAG_CURSED);
525
526 /* the apply code for potions already deals with cursed
527 * potions, so any code here is basically ignored.
528 */
529 if (tmp->type == FOOD)
530 {
531 tmp->stats.hp = random_roll (0, 149, op, PREFER_LOW);
532 }
533 tmp->value = 0; /* unsaleable item */
534
535 /* change stats downward */
536 do
537 {
538 change_attr_value (&tmp->stats, rndm (0, 6), -1 * (rndm (1, 3)));
539 }
540 while (rndm (0, 2));
541 }
542 return;
543 }
544
545 if (level == 40)
546 { /* MAKE RANDOM RECIPE */
547 recipelist *fl;
548 int numb = numb_ob_inside (cauldron);
549
550 fl = get_formulalist (numb - 1); /* take a lower recipe list */
551 if (fl && (rp = get_random_recipe (fl)))
552 /* even though random, don't grant user any EXP for it */
553 (void) attempt_recipe (op, cauldron, 1, rp, -1);
554 else
555 alchemy_failure_effect (op, cauldron, rp, level - 1);
556 }
557 else if (level < 45)
558 { /* INFURIATE NPC's */
559 /* this is kind of kludgy I know... */
560 cauldron->enemy = op;
561 npc_call_help (cauldron);
562 cauldron->enemy = NULL;
563
564 alchemy_failure_effect (op, cauldron, rp, level - 5);
565 }
566 else if (level < 50)
567 { /* MINOR EXPLOSION/FIREBALL */
568 object *tmp;
569
570 remove_contents (cauldron->inv, NULL);
571 switch (rndm (0, 2))
572 {
573 case 0:
574 tmp = get_archetype ("bomb");
575 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW);
576 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW);
577 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name);
578 break;
579
580 default:
581 tmp = get_archetype ("fireball");
582 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1;
583 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2;
584 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
585 break;
586 }
587
588 tmp->insert_at (cauldron);
589 }
590 else if (level < 60)
591 { /* CREATE MONSTER */
592 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
593 remove_contents (cauldron->inv, NULL);
594 }
595 else if (level < 80)
596 { /* MAJOR FIRE */
597 object *fb = get_archetype (SP_MED_FIREBALL);
598
599 remove_contents (cauldron->inv, NULL);
600 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb);
601 fb->destroy ();
602 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
603 }
604 else if (level < 100)
605 { /* WHAMMY the CAULDRON */
606 if (!QUERY_FLAG (cauldron, FLAG_CURSED))
607 SET_FLAG (cauldron, FLAG_CURSED);
608 else
609 cauldron->magic--;
610
611 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW);
612
613 if (rndm (0, 1))
614 {
615 remove_contents (cauldron->inv, NULL);
616 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name);
617 }
618 else
619 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name);
620 }
621 else if (level < 110)
622 { /* SUMMON EVIL MONSTERS */
623 object *tmp = get_random_mon (level / 5);
624
625 remove_contents (cauldron->inv, NULL);
626
627 if (!tmp)
628 alchemy_failure_effect (op, cauldron, rp, level);
629 else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->archname))
630 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ());
631 }
632 else if (level < 150)
633 { /* COMBO EFFECT */
634 int roll = rndm (1, 3);
635
636 while (roll)
637 {
638 alchemy_failure_effect (op, cauldron, rp, level - 39);
639 roll--;
640 }
641 }
642 else if (level == 151)
643 { /* CREATE RANDOM ARTIFACT */
644 object *tmp;
645
646 /* this is meant to be better than prior possiblity,
647 * in this one, we allow *any* valid alchemy artifact
648 * to be made (rather than only those on the given
649 * formulalist) */
650 if (!rp)
651 rp = get_random_recipe ((recipelist *) NULL);
652
653 if (rp && (tmp = get_archetype (rp->arch_name [rndm (rp->arch_names)])))
654 {
655 generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1);
656 if ((tmp = insert_ob_in_ob (tmp, cauldron)))
657 {
658 remove_contents (cauldron->inv, tmp);
659 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
660 }
661 }
662 }
663 else
664 { /* MANA STORM - watch out!! */
665 object *tmp = get_archetype (LOOSE_MANA);
666
667 new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!");
668 remove_contents (cauldron->inv, NULL);
669 cast_magic_storm (op, tmp, level);
670 }
671}
672
673/*
674 * All but object "save_item" are elimentated from
675 * the container list. Note we have to becareful to remove the inventories
676 * of objects in the cauldron inventory (ex icecube has stuff in it).
677 */
678void
679remove_contents (object *first_ob, object *save_item)
680{
681 // this cries for a cleaner rewrite, removing save_item first possibly
682 object *next, *tmp = first_ob;
683
684 while (tmp)
685 {
686 next = tmp->below;
687
688 if (tmp == save_item)
689 {
690 if (!(tmp = next))
691 break;
692 else
693 next = next->below;
694 }
695
696 if (tmp->inv)
697 remove_contents (tmp->inv, NULL);
698
699 tmp->destroy ();
700 tmp = next;
701 }
702}
703
704/**
705 *"Danger" level, will determine how bad the backfire
706 * could be if the user fails to concoct a recipe properly. Factors include
707 * the number of ingredients, the length of the name of each ingredient,
708 * the user's effective level, the user's Int and the enchantment on the
709 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more
710 * danger. Note that we assume that we have had the caster ready the alchemy
711 * skill *before* this routine is called. (no longer auto-readies that skill)
712 * -b.t.
713 */
714int
715calc_alch_danger (object *caster, object *cauldron, recipe *rp)
716{
717 object *item;
718 char name[MAX_BUF];
719 int danger = 0, nrofi = 0;
720
721 /* Knowing alchemy skill reduces yer risk */
722 danger -= caster->chosen_skill ? caster->chosen_skill->level : caster->level;
723
724 if (!caster->chosen_skill)
725 LOG (llevError | logBacktrace, "calc_alch_danger called without a chosen skill, caster %s, cauldron %s\n",
726 caster->debug_desc (), cauldron->debug_desc ());
727
728 /* better cauldrons reduce risk */
729 danger -= cauldron->magic;
730
731 /* Higher Int, lower the risk */
732 danger -= 3 * (caster->stats.Int - 15);
733
734 /* Ingredients. Longer names usually mean rarer stuff.
735 * Thus the backfire is worse. Also, more ingredients
736 * means we are attempting a more powerfull potion,
737 * and thus the backfire will be worse. */
738 for (item = cauldron->inv; item; item = item->below)
739 {
740 assign (name, item->name);
741 if (item->title)
742 sprintf (name, "%s %s", &item->name, &item->title);
743 danger += (strtoint (name) / 1000) + 3;
744 nrofi++;
745 }
746
747 if (rp == NULL)
748 danger += 110;
749 else
750 danger += rp->diff * 3;
751
752 /* Using a bad device is *majorly* stupid */
753 if (QUERY_FLAG (cauldron, FLAG_CURSED))
754 danger += 80;
755 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
756 danger += 200;
757
758#ifdef ALCHEMY_DEBUG
759 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger);
760#endif
761
762 return danger;
763}
764
765/**
766 * Determines if ingredients in a container match the
767 * proper ingredients for a recipe.
768 *
769 * rp is the recipe to check
770 * cauldron is the container that holds the ingredients
771 * returns 1 if the ingredients match the recipe, 0 if not
772 *
773 * This functions tries to find each defined ingredient in the container. It is
774 * the defined recipe iff
775 * - the number of ingredients of the recipe and in the container is equal
776 * - all ingredients of the recipe are found in the container
777 * - the number of batches is the same for all ingredients
778 */
779static int
780is_defined_recipe (const recipe *rp, const object *cauldron, object *caster)
781{
782 uint32 batches_in_cauldron;
783 const linked_char *ingredient;
784 int number;
785 const object *ob;
786
787 /* check for matching number of ingredients */
788 number = 0;
789 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
790 number++;
791 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
792 number--;
793 if (number != 0)
794 return 0;
795
796 /* check for matching ingredients */
797 batches_in_cauldron = 0;
798 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
799 {
800 uint32 nrof;
801 const char *name;
802 int ok;
803
804 /* determine and remove nrof from name */
805 name = ingredient->name;
806 nrof = 0;
807 while (isdigit (*name))
808 {
809 nrof = 10 * nrof + (*name - '0');
810 name++;
811 }
812 if (nrof == 0)
813 nrof = 1;
814 while (*name == ' ')
815 name++;
816
817 /* find the current ingredient in the cauldron */
818 ok = 0;
819 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
820 {
821 char name_ob[MAX_BUF];
822 const char *name2;
823
824 if (!ob->title)
825 name2 = ob->name;
826 else
827 {
828 snprintf (name_ob, sizeof (name_ob), "%s %s", &ob->name, &ob->title);
829 name2 = name_ob;
830 }
831
832 if (strcmp (name2, name) == 0)
833 {
834 if (ob->nrof % nrof == 0)
835 {
836 uint32 batches;
837
838 batches = ob->nrof / nrof;
839 if (batches_in_cauldron == 0)
840 {
841 batches_in_cauldron = batches;
842 ok = 1;
843 }
844 else if (batches_in_cauldron == batches)
845 ok = 1;
846 }
847 break;
848 }
849 }
850 if (!ok)
851 return (0);
852 }
853
854 return (1);
855}
856
857/**
858 * Find a recipe from a recipe list that matches the given formula. If there
859 * is more than one matching recipe, it selects a random one. If at least one
860 * transmuting recipe matches, it only considers matching transmuting recipes.
861 *
862 * @return one matching recipe, or NULL if no recipe matches
863 */
864static recipe *
865find_recipe (recipelist * fl, int formula, object *ingredients)
866{
867 recipe *rp;
868 recipe *result; /* winning recipe, or NULL if no recipe found */
869 int recipes_matching; /* total number of matching recipes so far */
870 int transmute_found; /* records whether a transmuting recipe was found so far */
871 size_t rp_arch_index;
872
873#ifdef EXTREME_ALCHEMY_DEBUG
874 LOG (llevDebug, "looking for formula %d:\n", formula);
875#endif
876 result = NULL;
877 recipes_matching = 0;
878 transmute_found = 0;
879
880 for (rp = fl->items; rp; rp = rp->next)
881 {
882 /* check if recipe matches at all */
883 if (formula % rp->index != 0)
884 {
885#ifdef EXTREME_ALCHEMY_DEBUG
886 LOG (llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], rp->title, rp->index);
887#endif
888 continue;
889 }
890
891 if (rp->transmute && find_transmution_ob (ingredients, rp, &rp_arch_index, 0) != NULL)
892 {
893#ifdef EXTREME_ALCHEMY_DEBUG
894 LOG (llevDebug, " formula %s of %s (%d) is a matching transmuting formula\n", rp->arch_name[rp_arch_index], rp->title, rp->index);
895#endif
896 /* transmution recipe with matching base ingredient */
897 if (!transmute_found)
898 {
899 transmute_found = 1;
900 recipes_matching = 0;
901 }
902 }
903 else if (transmute_found)
904 {
905#ifdef EXTREME_ALCHEMY_DEBUG
906 LOG (llevDebug, " formula %s of %s (%d) matches but is not a matching transmuting formula\n", rp->arch_name[0], rp->title,
907 rp->index);
908#endif
909 /* "normal" recipe found after previous transmution recipe => ignore this recipe */
910 continue;
911 }
912#ifdef EXTREME_ALCHEMY_DEBUG
913 else
914 {
915 LOG (llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], rp->title, rp->index);
916 }
917#endif
918
919 if (rndm (0, recipes_matching) == 0)
920 result = rp;
921
922 recipes_matching++;
923 }
924
925 if (result == NULL)
926 {
927#ifdef ALCHEMY_DEBUG
928 LOG (llevDebug, "couldn't find formula for ingredients.\n");
929#endif
930 return NULL;
931 }
932
933#ifdef ALCHEMY_DEBUG
934 if (strcmp (result->title, "NONE") != 0)
935 LOG (llevDebug, "got formula: %s of %s (nbatches:%d)\n", result->arch_name[0], result->title, formula / result->index);
936 else
937 LOG (llevDebug, "got formula: %s (nbatches:%d)\n", result->arch_name[0], formula / result->index);
938#endif
939 return result;
940}

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