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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 1.64 by root, Sat Nov 17 23:40:03 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
23 25
24/* March 96 - Laid down original code. -b.t. thomas@astro.psu.edu */ 26/* March 96 - Laid down original code. -b.t. thomas@astro.psu.edu */
25 27
55 "rattles", 57 "rattles",
56 "makes chugging sounds", 58 "makes chugging sounds",
57 "smokes heavily for a while" 59 "smokes heavily for a while"
58}; 60};
59 61
60
61static int is_defined_recipe (const recipe *rp, const object *cauldron, object *caster); 62static int is_defined_recipe (const recipe *rp, const object *cauldron, object *caster);
62static recipe *find_recipe (recipelist * fl, int formula, object *ingredients); 63static recipe *find_recipe (recipelist * fl, int formula, object *ingredients);
63 64
64
65/** Returns a random selection from cauldron_effect[] */ 65/** Returns a random selection from cauldron_effect[] */
66static const char * 66static const char *
67cauldron_sound (void) 67cauldron_sound ()
68{ 68{
69 int size = sizeof (cauldron_effect) / sizeof (char *); 69 return cauldron_effect [rndm (array_length (cauldron_effect))];
70
71 return cauldron_effect[rndm (0, size - 1)];
72} 70}
73 71
74/** 72/**
75 * 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,
77 * 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).
79 *
80 * If we get a match between the recipe indicated in cauldron contents and a
81 * randomly chosen one, an item is created and experience awarded. Otherwise
82 * various failure effects are possible (getting worse and worse w/ # cauldron
83 * ingredients). Note that the 'item' to be made can be *anything* listed on
84 * the artifacts list in lib/artifacts which has a recipe listed in lib/formulae.
85 *
86 * To those wondering why I am using the funky formula index method:
87 * 1) I want to match recipe to ingredients regardless of ordering.
88 * 2) I want a fast search for the 'right' recipe.
89 *
90 * Note: it is just possible that a totally different combination of
91 * ingredients will result in a match with a given recipe. This is not a bug!
92 * 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
94 * around. :)
95 * -b.t.
96 */
97
98void
99attempt_do_alchemy (object *caster, object *cauldron, object *skill)
100{
101 recipelist *fl;
102 recipe *rp = NULL;
103 float success_chance;
104 int numb, ability = 1;
105 int formula = 0;
106 float ave_chance;
107 object *item, *skop;
108
109 if (caster->type != PLAYER)
110 return; /* only players for now */
111
112 if (get_map_flags (caster->map, NULL, caster->x, caster->y, NULL, NULL) & P_SAFE)
113 {
114 new_draw_info (NDI_UNIQUE, 0, caster, "This is sacred ground, the gods prevent you from using this device.");
115 return;
116 }
117
118 /* if no ingredients, no formula! lets forget it */
119 if (!(formula = content_recipe_value (cauldron)))
120 return;
121
122 numb = numb_ob_inside (cauldron);
123 if ((fl = get_formulalist (numb)))
124 {
125 if (QUERY_FLAG (caster, FLAG_WIZ))
126 {
127 rp = find_recipe (fl, formula, cauldron->inv);
128 if (rp != NULL)
129 {
130#ifdef ALCHEMY_DEBUG
131 if (strcmp (rp->title, "NONE"))
132 LOG (llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], rp->title);
133 else
134 LOG (llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula / rp->index);
135#endif
136 attempt_recipe (caster, cauldron, ability, rp, formula / rp->index);
137 }
138 else
139 LOG (llevDebug, "WIZ couldn't find formula for ingredients.\n");
140 return;
141 } /* End of WIZ alchemy */
142
143 /* find the recipe */
144 rp = find_recipe (fl, formula, cauldron->inv);
145 if (rp
146 && rp->skill == skill->skill
147 && (!rp->cauldron
148 || rp->cauldron == cauldron->arch->archname))
149 {
150 uint64 value_ingredients;
151 uint64 value_item;
152 object *tmp;
153 int attempt_shadow_alchemy;
154
155 ave_chance = fl->total_chance / (float) fl->number;
156
157 ability += (int) (skill->level * ((4.0 + cauldron->magic) / 4.0));
158
159 /* determine value of ingredients */
160 value_ingredients = 0;
161 for (tmp = cauldron->inv; tmp != NULL; tmp = tmp->below)
162 value_ingredients += query_cost (tmp, NULL, F_TRUE);
163
164 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster);
165
166 /* create the object **FIRST**, then decide whether to keep it. */
167 if ((item = attempt_recipe (caster, cauldron, ability, rp, formula / rp->index)) != NULL)
168 {
169 /* compute base chance of recipe success */
170 success_chance = ((float) ability / (float) (rp->diff * (item->level + 2)));
171 if (ave_chance == 0)
172 ave_chance = 1;
173
174#ifdef ALCHEMY_DEBUG
175 LOG (llevDebug, "percent success chance = %f ab%d / diff%d*lev%d\n", success_chance, ability, rp->diff, item->level);
176#endif
177
178 value_item = query_cost (item, NULL, F_TRUE | F_IDENTIFIED | F_NOT_CURSED);
179 if (attempt_shadow_alchemy && value_item > value_ingredients)
180 {
181#ifdef ALCHEMY_DEBUG
182 LOG (llevDebug,
183 "Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n",
184 value_ingredients, value_item);
185#endif
186 }
187 /* roll the dice */
188 else if ((float) (random_roll (0, 101, caster, PREFER_LOW)) <= 100.0 * success_chance)
189 {
190 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE);
191
192 // let alchemy consume some time, so that exploits are less easy
193 caster->speed_left -= 1.0;
194
195 return;
196 }
197 }
198 }
199 }
200
201 /* if we get here, we failed!! */
202 alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, rp));
203}
204
205/**
206 * Recipe value of the entire contents of a container. 73 * Recipe value of the entire contents of a container.
207 * This appears to just generate a hash value, which I guess for now works 74 * This appears to just generate a hash value, which I guess for now works
208 * ok, but the possibility of duplicate hashes is certainly possible - msw 75 * ok, but the possibility of duplicate hashes is certainly possible - msw
209 */ 76 */
210 77static int
211int
212content_recipe_value (object *op) 78content_recipe_value (object *op)
213{ 79{
214 char name[MAX_BUF];
215 object *tmp = op->inv; 80 object *tmp = op->inv;
216 int tval = 0, formula = 0; 81 int formula = 0;
217 82
218 while (tmp) 83 while (tmp)
219 { 84 {
220 tval = 0; 85 const char *name = tmp->title
221 assign (name, tmp->name);
222 if (tmp->title)
223 sprintf (name, "%s %s", &tmp->name, &tmp->title); 86 ? (const char *)format ("%s %s", &tmp->name, &tmp->title)
87 : tmp->name;
88
224 tval = (strtoint (name) * (tmp->nrof ? tmp->nrof : 1)); 89 int tval = strtoint (name) * tmp->number_of ();
225#ifdef ALCHEMY_DEBUG 90#ifdef ALCHEMY_DEBUG
226 LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval); 91 LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval);
227#endif 92#endif
228 formula += tval; 93 formula += tval;
229 tmp = tmp->below; 94 tmp = tmp->below;
230 } 95 }
231#ifdef ALCHEMY_DEBUG 96#ifdef ALCHEMY_DEBUG
232 LOG (llevDebug, " Formula value=%d\n", formula); 97 LOG (llevDebug, " Formula value=%d\n", formula);
233#endif 98#endif
99
234 return formula; 100 return formula;
235} 101}
236 102
237/** 103/**
238 * Returns total number of items in op 104 * Returns total number of items in op
239 */ 105 */
240 106static int
241int
242numb_ob_inside (object *op) 107numb_ob_inside (object *op)
243{ 108{
244 object *tmp = op->inv; 109 object *tmp = op->inv;
245 int number = 0, o_number = 0; 110 int number = 0, o_number = 0;
246 111
252 number++; 117 number++;
253 o_number++; 118 o_number++;
254 tmp = tmp->below; 119 tmp = tmp->below;
255 } 120 }
256#ifdef ALCHEMY_DEBUG 121#ifdef ALCHEMY_DEBUG
257 LOG (llevDebug, "numb_ob_inside(%s): found %d ingredients\n", op->name, o_number); 122 LOG (llevDebug, "numb_ob_inside(%s): found %d ingredients\n", &op->name, o_number);
258#endif 123#endif
259 return o_number; 124 return o_number;
260} 125}
261 126
262/** 127/**
128 * Looks through the ingredient list. If we find a
129 * suitable object in it - we will use that to make the requested artifact.
130 * Otherwise the code returns a 'generic' item if create_item is set. -b.t.
131 *
132 * @param rp_arch_index pointer to return value; set to arch index for recipe;
133 * set to zero if not using a transmution formula
134 */
135static object *
136find_transmution_ob (object *first_ingred, recipe *rp, size_t *rp_arch_index, int create_item)
137{
138 object *prod_item = 0;
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/**
263 * Essentially a wrapper for make_item_from_recipe() and 292 * Essentially a wrapper for make_item_from_recipe() and
264 * insert_ob_in_ob. If the caster has some alchemy skill, then they might 293 * insert_ob_in_ob. If the caster has some alchemy skill, then they might
265 * gain some exp from (successfull) fabrication of the product. 294 * gain some exp from (successfull) fabrication of the product.
266 * If nbatches==-1, don't give exp for this creation (random generation/ 295 * If nbatches==-1, don't give exp for this creation (random generation/
267 * failed recipe) 296 * failed recipe)
268 */ 297 */
269 298static object *
270object *
271attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches) 299attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches)
272{ 300{
273 301
274 object *item = NULL, *skop; 302 object *item = NULL, *skop;
275 303
303 } 331 }
304 } 332 }
305 333
306#ifdef EXTREME_ALCHEMY_DEBUG 334#ifdef EXTREME_ALCHEMY_DEBUG
307 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches); 335 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches);
308 LOG (llevDebug, "attempt_recipe(): using recipe %s\n", rp->title ? rp->title : "unknown"); 336 LOG (llevDebug, "attempt_recipe(): using recipe %s\n", *rp->title ? &rp->title : "unknown");
309#endif 337#endif
310 338
311 if ((item = make_item_from_recipe (cauldron, rp)) != NULL) 339 if ((item = make_item_from_recipe (cauldron, rp)) != NULL)
312 { 340 {
313 remove_contents (cauldron->inv, item); 341 remove_contents (cauldron->inv, item);
314 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */ 342 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */
315 cauldron->update_weight (); 343 cauldron->update_weight ();
316 /* adj lvl, nrof on caster level */ 344 /* adj lvl, nrof on caster level */
317 adjust_product (item, ability, rp->yield ? (rp->yield * batches) : batches); 345 adjust_product (item, ability, rp->yield ? rp->yield * batches : batches);
346
318 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL) 347 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL)
319 { 348 {
320 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened."); 349 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened.");
321 /* new_draw_info_format(NDI_UNIQUE, 0,caster, 350 /* new_draw_info_format(NDI_UNIQUE, 0,caster,
322 "Your spell causes the %s to explode!",&cauldron->name); */ 351 "Your spell causes the %s to explode!",&cauldron->name); */
327 } 356 }
328 357
329 return item; 358 return item;
330} 359}
331 360
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/** 361/**
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. 362 * Ouch. We didnt get the formula we wanted.
466 * This fctn simulates the backfire effects--worse effects as the level 363 * This fctn simulates the backfire effects--worse effects as the level
467 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things 364 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things
468 * can happen to the would be alchemist. This table probably needs some 365 * can happen to the would be alchemist. This table probably needs some
469 * adjustment for playbalance. -b.t. 366 * adjustment for playbalance. -b.t.
470 */ 367 */
471 368static void
472void
473alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger) 369alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger)
474{ 370{
475 int level = 0; 371 int level = 0;
476 372
477 if (!op || !cauldron) 373 if (!op || !cauldron)
492 if (rndm (0, 2)) 388 if (rndm (0, 2))
493 { /* slag created */ 389 { /* slag created */
494 object *tmp = cauldron->inv; 390 object *tmp = cauldron->inv;
495 int weight = 0; 391 int weight = 0;
496 392
497 tmp = get_archetype ("rock"); 393 tmp = archetype::get (shstr_rock);
498 tmp->weight = weight; 394 tmp->weight = weight;
499 tmp->value = 0; 395 tmp->value = 0;
500 tmp->materialname = "stone"; 396 tmp->material = name_to_material (shstr_stone);
501 tmp->name = "slag"; 397 tmp->name = shstr_slag;
502 tmp->name_pl = "slags"; 398 tmp->name_pl = shstr_slags;
503 item = insert_ob_in_ob (tmp, cauldron); 399 item = insert_ob_in_ob (tmp, cauldron);
504 CLEAR_FLAG (tmp, FLAG_CAN_ROLL); 400 tmp->clr_flag (FLAG_CAN_ROLL);
505 CLEAR_FLAG (tmp, FLAG_NO_PICK); 401 tmp->set_flag (FLAG_NO_DROP);
506 tmp->move_block = 0; 402 tmp->move_block = 0;
507 } 403 }
508 404
509 remove_contents (cauldron->inv, item); 405 remove_contents (cauldron->inv, item);
510 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ()); 406 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
518 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL) 414 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL)
519 return; 415 return;
520 416
521 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1))) 417 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1)))
522 { 418 {
523 if (!QUERY_FLAG (tmp, FLAG_CURSED)) /* curse it */ 419 if (!tmp->flag [FLAG_CURSED]) /* curse it */
524 SET_FLAG (tmp, FLAG_CURSED); 420 tmp->set_flag (FLAG_CURSED);
525 421
526 /* the apply code for potions already deals with cursed 422 /* the apply code for potions already deals with cursed
527 * potions, so any code here is basically ignored. 423 * potions, so any code here is basically ignored.
528 */ 424 */
529 if (tmp->type == FOOD) 425 if (tmp->type == FOOD)
548 int numb = numb_ob_inside (cauldron); 444 int numb = numb_ob_inside (cauldron);
549 445
550 fl = get_formulalist (numb - 1); /* take a lower recipe list */ 446 fl = get_formulalist (numb - 1); /* take a lower recipe list */
551 if (fl && (rp = get_random_recipe (fl))) 447 if (fl && (rp = get_random_recipe (fl)))
552 /* even though random, don't grant user any EXP for it */ 448 /* even though random, don't grant user any EXP for it */
553 (void) attempt_recipe (op, cauldron, 1, rp, -1); 449 attempt_recipe (op, cauldron, 1, rp, -1);
554 else 450 else
555 alchemy_failure_effect (op, cauldron, rp, level - 1); 451 alchemy_failure_effect (op, cauldron, rp, level - 1);
556 } 452 }
557 else if (level < 45) 453 else if (level < 45)
558 { /* INFURIATE NPC's */ 454 { /* INFURIATE NPC's */
569 465
570 remove_contents (cauldron->inv, NULL); 466 remove_contents (cauldron->inv, NULL);
571 switch (rndm (0, 2)) 467 switch (rndm (0, 2))
572 { 468 {
573 case 0: 469 case 0:
574 tmp = get_archetype ("bomb"); 470 tmp = archetype::get (shstr_bomb);
575 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW); 471 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW);
576 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW); 472 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); 473 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name);
578 break; 474 break;
579 475
580 default: 476 default:
581 tmp = get_archetype ("fireball"); 477 tmp = archetype::get (shstr_fireball);
582 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1; 478 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1;
583 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2; 479 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2;
584 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name); 480 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
585 break; 481 break;
586 } 482 }
592 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ()); 488 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
593 remove_contents (cauldron->inv, NULL); 489 remove_contents (cauldron->inv, NULL);
594 } 490 }
595 else if (level < 80) 491 else if (level < 80)
596 { /* MAJOR FIRE */ 492 { /* MAJOR FIRE */
597 object *fb = get_archetype (SP_MED_FIREBALL); 493 object *fb = archetype::get (SP_MED_FIREBALL);
598 494
599 remove_contents (cauldron->inv, NULL); 495 remove_contents (cauldron->inv, NULL);
600 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb); 496 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb);
601 fb->destroy (); 497 fb->destroy ();
602 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name); 498 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
603 } 499 }
604 else if (level < 100) 500 else if (level < 100)
605 { /* WHAMMY the CAULDRON */ 501 { /* WHAMMY the CAULDRON */
606 if (!QUERY_FLAG (cauldron, FLAG_CURSED)) 502 if (!cauldron->flag [FLAG_CURSED])
607 SET_FLAG (cauldron, FLAG_CURSED); 503 cauldron->set_flag (FLAG_CURSED);
608 else 504 else
609 cauldron->magic--; 505 cauldron->magic--;
610 506
611 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW); 507 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW);
612 508
641 } 537 }
642 else if (level == 151) 538 else if (level == 151)
643 { /* CREATE RANDOM ARTIFACT */ 539 { /* CREATE RANDOM ARTIFACT */
644 object *tmp; 540 object *tmp;
645 541
646 /* this is meant to be better than prior possiblity, 542 /* this is meant to be better than prior possiblity,
647 * in this one, we allow *any* valid alchemy artifact 543 * in this one, we allow *any* valid alchemy artifact
648 * to be made (rather than only those on the given 544 * to be made (rather than only those on the given
649 * formulalist) */ 545 * formulalist) */
650 if (!rp) 546 if (!rp)
651 rp = get_random_recipe ((recipelist *) NULL); 547 rp = get_random_recipe ((recipelist *) NULL);
652 548
653 if (rp && (tmp = get_archetype (rp->arch_name [rndm (rp->arch_names)]))) 549 if (rp && (tmp = archetype::get (rp->arch_name [rndm (rp->arch_names)])))
654 { 550 {
655 generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1); 551 generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1);
656 if ((tmp = insert_ob_in_ob (tmp, cauldron))) 552 if ((tmp = insert_ob_in_ob (tmp, cauldron)))
657 { 553 {
658 remove_contents (cauldron->inv, tmp); 554 remove_contents (cauldron->inv, tmp);
660 } 556 }
661 } 557 }
662 } 558 }
663 else 559 else
664 { /* MANA STORM - watch out!! */ 560 { /* MANA STORM - watch out!! */
665 object *tmp = get_archetype (LOOSE_MANA); 561 object *tmp = archetype::get (LOOSE_MANA);
666 562
667 new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!"); 563 new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!");
668 remove_contents (cauldron->inv, NULL); 564 remove_contents (cauldron->inv, NULL);
669 cast_magic_storm (op, tmp, level); 565 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 } 566 }
702} 567}
703 568
704/** 569/**
705 *"Danger" level, will determine how bad the backfire 570 *"Danger" level, will determine how bad the backfire
706 * could be if the user fails to concoct a recipe properly. Factors include 571 * could be if the user fails to concoct a recipe properly. Factors include
707 * the number of ingredients, the length of the name of each ingredient, 572 * the number of ingredients, the length of the name of each ingredient,
708 * the user's effective level, the user's Int and the enchantment on the 573 * the user's effective level, the user's Int and the enchantment on the
709 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more 574 * 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 575 * 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) 576 * skill *before* this routine is called. (no longer auto-readies that skill)
712 * -b.t. 577 * -b.t.
713 */ 578 */
714int 579static int
715calc_alch_danger (object *caster, object *cauldron, recipe *rp) 580calc_alch_danger (object *caster, object *cauldron, object *skill, recipe *rp)
716{ 581{
717 object *item;
718 char name[MAX_BUF];
719 int danger = 0, nrofi = 0; 582 int danger = 0;
720 583
721 /* Knowing alchemy skill reduces yer risk */ 584 /* Knowing alchemy skill reduces yer risk */
722 danger -= caster->chosen_skill ? caster->chosen_skill->level : caster->level; 585 danger -= skill->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 ());
727 586
728 /* better cauldrons reduce risk */ 587 /* better cauldrons reduce risk */
729 danger -= cauldron->magic; 588 danger -= cauldron->magic;
730 589
731 /* Higher Int, lower the risk */ 590 /* Higher Int, lower the risk */
733 592
734 /* Ingredients. Longer names usually mean rarer stuff. 593 /* Ingredients. Longer names usually mean rarer stuff.
735 * Thus the backfire is worse. Also, more ingredients 594 * Thus the backfire is worse. Also, more ingredients
736 * means we are attempting a more powerfull potion, 595 * means we are attempting a more powerfull potion,
737 * and thus the backfire will be worse. */ 596 * and thus the backfire will be worse. */
738 for (item = cauldron->inv; item; item = item->below) 597 for (object *item = cauldron->inv; item; item = item->below)
739 { 598 {
740 assign (name, item->name); 599 const char *name = item->title
741 if (item->title)
742 sprintf (name, "%s %s", &item->name, &item->title); 600 ? format ("%s %s", &item->name, &item->title)
601 : &item->name;
602
743 danger += (strtoint (name) / 1000) + 3; 603 danger += strtoint (name) / 1000 + 3;
744 nrofi++;
745 } 604 }
746 605
747 if (rp == NULL) 606 if (!rp)
748 danger += 110; 607 danger += 110;
749 else 608 else
750 danger += rp->diff * 3; 609 danger += rp->diff * 3;
751 610
752 /* Using a bad device is *majorly* stupid */ 611 /* Using a bad device is *majorly* stupid */
753 if (QUERY_FLAG (cauldron, FLAG_CURSED)) 612 if (cauldron->flag [FLAG_CURSED]) danger += 80;
754 danger += 80; 613 if (cauldron->flag [FLAG_DAMNED]) danger += 200;
755 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
756 danger += 200;
757 614
758#ifdef ALCHEMY_DEBUG 615#ifdef ALCHEMY_DEBUG
759 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger); 616 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger);
760#endif 617#endif
761 618
881 { 738 {
882 /* check if recipe matches at all */ 739 /* check if recipe matches at all */
883 if (formula % rp->index != 0) 740 if (formula % rp->index != 0)
884 { 741 {
885#ifdef EXTREME_ALCHEMY_DEBUG 742#ifdef EXTREME_ALCHEMY_DEBUG
886 LOG (llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], rp->title, rp->index); 743 LOG (llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], &rp->title, rp->index);
887#endif 744#endif
888 continue; 745 continue;
889 } 746 }
890 747
891 if (rp->transmute && find_transmution_ob (ingredients, rp, &rp_arch_index, 0) != NULL) 748 if (rp->transmute && find_transmution_ob (ingredients, rp, &rp_arch_index, 0) != NULL)
892 { 749 {
893#ifdef EXTREME_ALCHEMY_DEBUG 750#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); 751 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 752#endif
896 /* transmution recipe with matching base ingredient */ 753 /* transmution recipe with matching base ingredient */
897 if (!transmute_found) 754 if (!transmute_found)
898 { 755 {
899 transmute_found = 1; 756 transmute_found = 1;
901 } 758 }
902 } 759 }
903 else if (transmute_found) 760 else if (transmute_found)
904 { 761 {
905#ifdef EXTREME_ALCHEMY_DEBUG 762#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, 763 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); 764 rp->index);
908#endif 765#endif
909 /* "normal" recipe found after previous transmution recipe => ignore this recipe */ 766 /* "normal" recipe found after previous transmution recipe => ignore this recipe */
910 continue; 767 continue;
911 } 768 }
912#ifdef EXTREME_ALCHEMY_DEBUG 769#ifdef EXTREME_ALCHEMY_DEBUG
913 else 770 else
914 { 771 {
915 LOG (llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], rp->title, rp->index); 772 LOG (llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], &rp->title, rp->index);
916 } 773 }
917#endif 774#endif
918 775
919 if (rndm (0, recipes_matching) == 0) 776 if (rndm (0, recipes_matching) == 0)
920 result = rp; 777 result = rp;
930 return NULL; 787 return NULL;
931 } 788 }
932 789
933#ifdef ALCHEMY_DEBUG 790#ifdef ALCHEMY_DEBUG
934 if (strcmp (result->title, "NONE") != 0) 791 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); 792 LOG (llevDebug, "got formula: %s of %s (nbatches:%d)\n", result->arch_name[0], &result->title, formula / result->index);
936 else 793 else
937 LOG (llevDebug, "got formula: %s (nbatches:%d)\n", result->arch_name[0], formula / result->index); 794 LOG (llevDebug, "got formula: %s (nbatches:%d)\n", result->arch_name[0], formula / result->index);
938#endif 795#endif
939 return result; 796 return result;
940} 797}
798
799/**
800 * Main part of the ALCHEMY code. From this we call fctns
801 * that take a look at the contents of the 'cauldron' and, using these ingredients,
802 * we construct an integer formula value which is referenced (randomly) against a
803 * formula list (the formula list chosen is based on the # contents of the cauldron).
804 *
805 * If we get a match between the recipe indicated in cauldron contents and a
806 * randomly chosen one, an item is created and experience awarded. Otherwise
807 * various failure effects are possible (getting worse and worse w/ # cauldron
808 * ingredients). Note that the 'item' to be made can be *anything* listed on
809 * the artifacts list in lib/artifacts which has a recipe listed in lib/formulae.
810 *
811 * To those wondering why I am using the funky formula index method:
812 * 1) I want to match recipe to ingredients regardless of ordering.
813 * 2) I want a fast search for the 'right' recipe.
814 *
815 * Note: it is just possible that a totally different combination of
816 * ingredients will result in a match with a given recipe. This is not a bug!
817 * There is no good reason (in my mind) why alchemical processes have to be
818 * unique -- such a 'feature' is one reason why players might want to experiment
819 * around. :)
820 * -b.t.
821 */
822void
823attempt_do_alchemy (object *caster, object *cauldron, object *skill)
824{
825 recipelist *fl;
826 recipe *rp = NULL;
827 float success_chance;
828 int numb, ability = 1;
829 int formula = 0;
830 float ave_chance;
831 object *item;
832
833 if (caster->type != PLAYER)
834 return; /* only players for now */
835
836 if (get_map_flags (caster->map, NULL, caster->x, caster->y, NULL, NULL) & P_SAFE)
837 {
838 new_draw_info (NDI_UNIQUE, 0, caster, "This is sacred ground, the gods prevent you from using this device.");
839 return;
840 }
841
842 /* if no ingredients, no formula! lets forget it */
843 if (!(formula = content_recipe_value (cauldron)))
844 return;
845
846 numb = numb_ob_inside (cauldron);
847 if ((fl = get_formulalist (numb)))
848 {
849 if (caster->flag [FLAG_WIZ])
850 {
851 rp = find_recipe (fl, formula, cauldron->inv);
852 if (rp != NULL)
853 {
854#ifdef ALCHEMY_DEBUG
855 if (strcmp (rp->title, "NONE"))
856 LOG (llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], &rp->title);
857 else
858 LOG (llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula / rp->index);
859#endif
860 attempt_recipe (caster, cauldron, ability, rp, formula / rp->index);
861 }
862 else
863 LOG (llevDebug, "WIZ couldn't find formula for ingredients.\n");
864 return;
865 } /* End of WIZ alchemy */
866
867 /* find the recipe */
868 rp = find_recipe (fl, formula, cauldron->inv);
869 if (rp
870 && rp->skill == skill->skill
871 && (!rp->cauldron
872 || rp->cauldron == cauldron->arch->archname))
873 {
874 uint64 value_ingredients;
875 uint64 value_item;
876 object *tmp;
877 int attempt_shadow_alchemy;
878
879 ave_chance = fl->total_chance / (float)fl->number;
880
881 ability += skill->level * ((4.0 + cauldron->magic) / 4.0);
882
883 /* determine value of ingredients */
884 value_ingredients = 0;
885 for (tmp = cauldron->inv; tmp; tmp = tmp->below)
886 value_ingredients += query_cost (tmp, NULL, F_TRUE);
887
888 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster);
889
890 /* create the object **FIRST**, then decide whether to keep it. */
891 if ((item = attempt_recipe (caster, cauldron, ability, rp, formula / rp->index)) != NULL)
892 {
893 /* compute base chance of recipe success */
894 success_chance = ((float)ability / (float)(rp->diff * (item->level + 2)));
895 if (ave_chance == 0)
896 ave_chance = 1;
897
898#ifdef ALCHEMY_DEBUG
899 LOG (llevDebug, "percent success chance = %f ab%d / diff%d*lev%d\n", success_chance, ability, rp->diff, item->level);
900#endif
901
902 value_item = query_cost (item, NULL, F_TRUE | F_IDENTIFIED | F_NOT_CURSED);
903 if (attempt_shadow_alchemy && value_item > value_ingredients)
904 {
905#ifdef ALCHEMY_DEBUG
906 LOG (llevDebug,
907 "Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n",
908 value_ingredients, value_item);
909#endif
910 }
911 /* roll the dice */
912 else if (random_roll (0, 101, caster, PREFER_LOW) <= 100.0 * success_chance)
913 {
914 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE);
915
916 // let alchemy consume some time, so that exploits are less easy
917 caster->speed_left -= 1.0;
918
919 return;
920 }
921 }
922 }
923 }
924
925 /* if we get here, we failed!! */
926 alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, skill, rp));
927}
928

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