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Comparing deliantra/server/server/alchemy.C (file contents):
Revision 1.39 by sf-marcmagus, Fri Oct 9 23:00:39 2009 UTC vs.
Revision 1.46 by root, Sat Nov 7 18:30:05 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* March 96 - Laid down original code. -b.t. thomas@astro.psu.edu */ 25/* March 96 - Laid down original code. -b.t. thomas@astro.psu.edu */
55 "rattles", 56 "rattles",
56 "makes chugging sounds", 57 "makes chugging sounds",
57 "smokes heavily for a while" 58 "smokes heavily for a while"
58}; 59};
59 60
60
61static int is_defined_recipe (const recipe *rp, const object *cauldron, object *caster); 61static int is_defined_recipe (const recipe *rp, const object *cauldron, object *caster);
62static recipe *find_recipe (recipelist * fl, int formula, object *ingredients); 62static recipe *find_recipe (recipelist * fl, int formula, object *ingredients);
63
64 63
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 (void)
68{ 67{
69 int size = sizeof (cauldron_effect) / sizeof (char *); 68 int size = sizeof (cauldron_effect) / sizeof (char *);
70 69
71 return cauldron_effect[rndm (0, size - 1)]; 70 return cauldron_effect[rndm (0, size - 1)];
72} 71}
73 72
74/** 73/**
74 * Recipe value of the entire contents of a container.
75 * This appears to just generate a hash value, which I guess for now works
76 * ok, but the possibility of duplicate hashes is certainly possible - msw
77 */
78static int
79content_recipe_value (object *op)
80{
81 char name[MAX_BUF];
82 object *tmp = op->inv;
83 int tval = 0, formula = 0;
84
85 while (tmp)
86 {
87 tval = 0;
88 assign (name, tmp->name);
89 if (tmp->title)
90 sprintf (name, "%s %s", &tmp->name, &tmp->title);
91 tval = (strtoint (name) * (tmp->nrof ? tmp->nrof : 1));
92#ifdef ALCHEMY_DEBUG
93 LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval);
94#endif
95 formula += tval;
96 tmp = tmp->below;
97 }
98#ifdef ALCHEMY_DEBUG
99 LOG (llevDebug, " Formula value=%d\n", formula);
100#endif
101 return formula;
102}
103
104/**
105 * Returns total number of items in op
106 */
107static int
108numb_ob_inside (object *op)
109{
110 object *tmp = op->inv;
111 int number = 0, o_number = 0;
112
113 while (tmp)
114 {
115 if (tmp->nrof)
116 number += tmp->nrof;
117 else
118 number++;
119 o_number++;
120 tmp = tmp->below;
121 }
122#ifdef ALCHEMY_DEBUG
123 LOG (llevDebug, "numb_ob_inside(%s): found %d ingredients\n", &op->name, o_number);
124#endif
125 return o_number;
126}
127
128/**
129 * Looks through the ingredient list. If we find a
130 * suitable object in it - we will use that to make the requested artifact.
131 * Otherwise the code returns a 'generic' item if create_item is set. -b.t.
132 *
133 * @param rp_arch_index pointer to return value; set to arch index for recipe;
134 * set to zero if not using a transmution formula
135 */
136static object *
137find_transmution_ob (object *first_ingred, recipe *rp, size_t *rp_arch_index, int create_item)
138{
139 object *prod_item = 0;
140 bool found = false;
141 *rp_arch_index = 0;
142
143 if (rp->transmute) /* look for matching ingredient/prod archs */
144 for (object *item = first_ingred; item; item = item->below)
145 {
146 for (int i = 0; i < rp->arch_names; i++)
147 //TODO: should be a shstr comparison
148 if (!strcmp(&item->arch->archname,rp->arch_name[i]))
149 {
150 *rp_arch_index = i;
151 prod_item = item;
152 break;
153 }
154
155 if (prod_item)
156 break;
157 }
158
159 /* failed, create a fresh object. Note no nrof>1 because that would
160 * allow players to create massive amounts of artifacts easily */
161 if (create_item && (!prod_item || prod_item->nrof > 1))
162 {
163#ifdef ALCHEMY_DEBUG
164 LOG (llevDebug, "creating a new item.\n");
165 if (prod_item != NULL)
166 {
167 LOG (llevDebug, " had item: arch %s(nrof:%d)\n",
168 &prod_item->arch->archname, prod_item->nrof);
169 }
170#endif
171 if (!prod_item)
172 *rp_arch_index = rndm (rp->arch_names);
173 prod_item = get_archetype (rp->arch_name[*rp_arch_index]);
174 }
175
176#ifdef ALCHEMY_DEBUG
177 LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no ");
178 if (prod_item != NULL)
179 {
180 LOG (llevDebug, " find_transmutable_ob(): returns arch %s(sp:%d)\n",
181 &prod_item->arch->archname, prod_item->stats.sp);
182 }
183#endif
184
185 return prod_item;
186}
187
188/**
189 * Using a list of items and a recipe to make an artifact.
190 *
191 * @param cauldron the cauldron (including the ingredients) used to make the item
192 *
193 * @param rp the recipe to make the artifact from
194 *
195 * @return the newly created object, NULL if something failed
196 */
197static object *
198make_item_from_recipe (object *cauldron, recipe *rp)
199{
200 artifact *art = NULL;
201 object *item = NULL;
202 size_t rp_arch_index;
203
204 if (rp == NULL)
205 return (object *) NULL;
206
207 /* Find the appropriate object to transform... */
208 if ((item = find_transmution_ob (cauldron->inv, rp, &rp_arch_index, 1)) == NULL)
209 {
210 LOG (llevDebug, "make_alchemy_item(): failed to create alchemical object.\n");
211 return (object *) NULL;
212 }
213
214 /* Find the appropriate artifact template... */
215 if (rp->title != shstr_NONE)
216 {
217 if ((art = locate_recipe_artifact (rp, rp_arch_index)) == NULL)
218 {
219 LOG (llevError, "make_alchemy_item(): failed to locate recipe artifact.\n");
220 LOG (llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], &rp->title);
221 return (object *) NULL;
222 }
223
224 transmute_materialname (item, art->item);
225 give_artifact_abilities (item, art->item);
226 }
227
228 if (QUERY_FLAG (cauldron, FLAG_CURSED))
229 SET_FLAG (item, FLAG_CURSED);
230 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
231 SET_FLAG (item, FLAG_DAMNED);
232
233 return item;
234}
235
236/*
237 * All but object "save_item" are elimentated from
238 * the container list. Note we have to becareful to remove the inventories
239 * of objects in the cauldron inventory (ex icecube has stuff in it).
240 */
241static void
242remove_contents (object *first_ob, object *save_item)
243{
244 // this cries for a cleaner rewrite, removing save_item first possibly
245 object *next, *tmp = first_ob;
246
247 while (tmp)
248 {
249 next = tmp->below;
250
251 if (tmp == save_item)
252 {
253 if (!(tmp = next))
254 break;
255 else
256 next = next->below;
257 }
258
259 if (tmp->inv)
260 remove_contents (tmp->inv, NULL);
261
262 tmp->destroy ();
263 tmp = next;
264 }
265}
266
267/**
268 * We adjust the nrof, exp and level of the final product, based
269 * on the item's default parameters, and the relevant caster skill level.
270 */
271static void
272adjust_product (object *item, int lvl, int yield)
273{
274 int nrof = 1;
275
276 if (!yield)
277 yield = 1;
278
279 if (lvl <= 0)
280 lvl = 1; /* lets avoid div by zero! */
281
282 if (item->nrof)
283 {
284 nrof = (int) ((1.0 - 1.0 / (lvl / 10.0 + 1.0)) * (rndm (0, yield - 1) + rndm (0, yield - 1) + rndm (0, yield - 1)) + 1);
285
286 if (nrof > yield)
287 nrof = yield;
288
289 item->nrof = nrof;
290 }
291}
292
293/**
294 * Essentially a wrapper for make_item_from_recipe() and
295 * insert_ob_in_ob. If the caster has some alchemy skill, then they might
296 * gain some exp from (successfull) fabrication of the product.
297 * If nbatches==-1, don't give exp for this creation (random generation/
298 * failed recipe)
299 */
300static object *
301attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches)
302{
303
304 object *item = NULL, *skop;
305
306 /* this should be passed to this fctn, not effiecent cpu use this way */
307 int batches = abs (nbatches);
308
309 /* is the cauldron the right type? */
310 if (rp->cauldron && rp->cauldron != cauldron->arch->archname)
311 return 0;
312
313 skop = find_skill_by_name (caster, rp->skill);
314 /* does the caster have the skill? */
315 if (!skop)
316 return 0;
317
318 /* code required for this recipe, search the caster */
319 if (rp->keycode)
320 {
321 object *tmp;
322
323 for (tmp = caster->inv; tmp; tmp = tmp->below)
324 {
325 if (tmp->type == FORCE && tmp->slaying && rp->keycode == tmp->slaying)
326 break;
327 }
328
329 if (!tmp)
330 { /* failure--no code found */
331 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients, but not the technique. Go learn how to do this recipe.");
332 return 0;
333 }
334 }
335
336#ifdef EXTREME_ALCHEMY_DEBUG
337 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches);
338 LOG (llevDebug, "attempt_recipe(): using recipe %s\n", *rp->title ? &rp->title : "unknown");
339#endif
340
341 if ((item = make_item_from_recipe (cauldron, rp)) != NULL)
342 {
343 remove_contents (cauldron->inv, item);
344 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */
345 cauldron->update_weight ();
346 /* adj lvl, nrof on caster level */
347 adjust_product (item, ability, rp->yield ? (rp->yield * batches) : batches);
348 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL)
349 {
350 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened.");
351 /* new_draw_info_format(NDI_UNIQUE, 0,caster,
352 "Your spell causes the %s to explode!",&cauldron->name); */
353 /* kaboom_cauldron(); */
354 }
355 else
356 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ());
357 }
358
359 return item;
360}
361
362/**
363 * Ouch. We didnt get the formula we wanted.
364 * This fctn simulates the backfire effects--worse effects as the level
365 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things
366 * can happen to the would be alchemist. This table probably needs some
367 * adjustment for playbalance. -b.t.
368 */
369static void
370alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger)
371{
372 int level = 0;
373
374 if (!op || !cauldron)
375 return;
376
377 if (danger > 1)
378 level = random_roll (1, danger, op, PREFER_LOW);
379
380#ifdef ALCHEMY_DEBUG
381 LOG (llevDebug, "Alchemy_failure_effect(): using level=%d\n", level);
382#endif
383
384 /* possible outcomes based on level */
385 if (level < 25)
386 { /* INGREDIENTS USED/SLAGGED */
387 object *item = NULL;
388
389 if (rndm (0, 2))
390 { /* slag created */
391 object *tmp = cauldron->inv;
392 int weight = 0;
393
394 tmp = get_archetype (shstr_rock);
395 tmp->weight = weight;
396 tmp->value = 0;
397 tmp->materialname = shstr_stone;
398 tmp->name = shstr_slag;
399 tmp->name_pl = shstr_slags;
400 item = insert_ob_in_ob (tmp, cauldron);
401 CLEAR_FLAG (tmp, FLAG_CAN_ROLL);
402 SET_FLAG (tmp, FLAG_NO_DROP);
403 tmp->move_block = 0;
404 }
405
406 remove_contents (cauldron->inv, item);
407 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
408 return;
409 }
410 else if (level < 40)
411 { /* MAKE TAINTED ITEM */
412 object *tmp = NULL;
413
414 if (!rp)
415 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL)
416 return;
417
418 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1)))
419 {
420 if (!QUERY_FLAG (tmp, FLAG_CURSED)) /* curse it */
421 SET_FLAG (tmp, FLAG_CURSED);
422
423 /* the apply code for potions already deals with cursed
424 * potions, so any code here is basically ignored.
425 */
426 if (tmp->type == FOOD)
427 {
428 tmp->stats.hp = random_roll (0, 149, op, PREFER_LOW);
429 }
430 tmp->value = 0; /* unsaleable item */
431
432 /* change stats downward */
433 do
434 {
435 change_attr_value (&tmp->stats, rndm (0, 6), -1 * (rndm (1, 3)));
436 }
437 while (rndm (0, 2));
438 }
439 return;
440 }
441
442 if (level == 40)
443 { /* MAKE RANDOM RECIPE */
444 recipelist *fl;
445 int numb = numb_ob_inside (cauldron);
446
447 fl = get_formulalist (numb - 1); /* take a lower recipe list */
448 if (fl && (rp = get_random_recipe (fl)))
449 /* even though random, don't grant user any EXP for it */
450 (void) attempt_recipe (op, cauldron, 1, rp, -1);
451 else
452 alchemy_failure_effect (op, cauldron, rp, level - 1);
453 }
454 else if (level < 45)
455 { /* INFURIATE NPC's */
456 /* this is kind of kludgy I know... */
457 cauldron->enemy = op;
458 npc_call_help (cauldron);
459 cauldron->enemy = NULL;
460
461 alchemy_failure_effect (op, cauldron, rp, level - 5);
462 }
463 else if (level < 50)
464 { /* MINOR EXPLOSION/FIREBALL */
465 object *tmp;
466
467 remove_contents (cauldron->inv, NULL);
468 switch (rndm (0, 2))
469 {
470 case 0:
471 tmp = get_archetype (shstr_bomb);
472 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW);
473 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW);
474 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name);
475 break;
476
477 default:
478 tmp = get_archetype (shstr_fireball);
479 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1;
480 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2;
481 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
482 break;
483 }
484
485 tmp->insert_at (cauldron);
486 }
487 else if (level < 60)
488 { /* CREATE MONSTER */
489 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
490 remove_contents (cauldron->inv, NULL);
491 }
492 else if (level < 80)
493 { /* MAJOR FIRE */
494 object *fb = get_archetype (SP_MED_FIREBALL);
495
496 remove_contents (cauldron->inv, NULL);
497 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb);
498 fb->destroy ();
499 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
500 }
501 else if (level < 100)
502 { /* WHAMMY the CAULDRON */
503 if (!QUERY_FLAG (cauldron, FLAG_CURSED))
504 SET_FLAG (cauldron, FLAG_CURSED);
505 else
506 cauldron->magic--;
507
508 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW);
509
510 if (rndm (0, 1))
511 {
512 remove_contents (cauldron->inv, NULL);
513 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name);
514 }
515 else
516 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name);
517 }
518 else if (level < 110)
519 { /* SUMMON EVIL MONSTERS */
520 object *tmp = get_random_mon (level / 5);
521
522 remove_contents (cauldron->inv, NULL);
523
524 if (!tmp)
525 alchemy_failure_effect (op, cauldron, rp, level);
526 else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->archname))
527 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ());
528 }
529 else if (level < 150)
530 { /* COMBO EFFECT */
531 int roll = rndm (1, 3);
532
533 while (roll)
534 {
535 alchemy_failure_effect (op, cauldron, rp, level - 39);
536 roll--;
537 }
538 }
539 else if (level == 151)
540 { /* CREATE RANDOM ARTIFACT */
541 object *tmp;
542
543 /* this is meant to be better than prior possiblity,
544 * in this one, we allow *any* valid alchemy artifact
545 * to be made (rather than only those on the given
546 * formulalist) */
547 if (!rp)
548 rp = get_random_recipe ((recipelist *) NULL);
549
550 if (rp && (tmp = get_archetype (rp->arch_name [rndm (rp->arch_names)])))
551 {
552 generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1);
553 if ((tmp = insert_ob_in_ob (tmp, cauldron)))
554 {
555 remove_contents (cauldron->inv, tmp);
556 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
557 }
558 }
559 }
560 else
561 { /* MANA STORM - watch out!! */
562 object *tmp = get_archetype (LOOSE_MANA);
563
564 new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!");
565 remove_contents (cauldron->inv, NULL);
566 cast_magic_storm (op, tmp, level);
567 }
568}
569
570/**
571 *"Danger" level, will determine how bad the backfire
572 * could be if the user fails to concoct a recipe properly. Factors include
573 * the number of ingredients, the length of the name of each ingredient,
574 * the user's effective level, the user's Int and the enchantment on the
575 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more
576 * danger. Note that we assume that we have had the caster ready the alchemy
577 * skill *before* this routine is called. (no longer auto-readies that skill)
578 * -b.t.
579 */
580static int
581calc_alch_danger (object *caster, object *cauldron, recipe *rp)
582{
583 object *item;
584 char name[MAX_BUF];
585 int danger = 0, nrofi = 0;
586
587 /* Knowing alchemy skill reduces yer risk */
588 danger -= caster->chosen_skill ? caster->chosen_skill->level : caster->level;
589
590 if (!caster->chosen_skill)
591 LOG (llevError | logBacktrace, "calc_alch_danger called without a chosen skill, caster %s, cauldron %s\n",
592 caster->debug_desc (), cauldron->debug_desc ());
593
594 /* better cauldrons reduce risk */
595 danger -= cauldron->magic;
596
597 /* Higher Int, lower the risk */
598 danger -= 3 * (caster->stats.Int - 15);
599
600 /* Ingredients. Longer names usually mean rarer stuff.
601 * Thus the backfire is worse. Also, more ingredients
602 * means we are attempting a more powerfull potion,
603 * and thus the backfire will be worse. */
604 for (item = cauldron->inv; item; item = item->below)
605 {
606 assign (name, item->name);
607 if (item->title)
608 sprintf (name, "%s %s", &item->name, &item->title);
609 danger += (strtoint (name) / 1000) + 3;
610 nrofi++;
611 }
612
613 if (rp == NULL)
614 danger += 110;
615 else
616 danger += rp->diff * 3;
617
618 /* Using a bad device is *majorly* stupid */
619 if (QUERY_FLAG (cauldron, FLAG_CURSED))
620 danger += 80;
621 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
622 danger += 200;
623
624#ifdef ALCHEMY_DEBUG
625 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger);
626#endif
627
628 return danger;
629}
630
631/**
632 * Determines if ingredients in a container match the
633 * proper ingredients for a recipe.
634 *
635 * rp is the recipe to check
636 * cauldron is the container that holds the ingredients
637 * returns 1 if the ingredients match the recipe, 0 if not
638 *
639 * This functions tries to find each defined ingredient in the container. It is
640 * the defined recipe iff
641 * - the number of ingredients of the recipe and in the container is equal
642 * - all ingredients of the recipe are found in the container
643 * - the number of batches is the same for all ingredients
644 */
645static int
646is_defined_recipe (const recipe *rp, const object *cauldron, object *caster)
647{
648 uint32 batches_in_cauldron;
649 const linked_char *ingredient;
650 int number;
651 const object *ob;
652
653 /* check for matching number of ingredients */
654 number = 0;
655 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
656 number++;
657 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
658 number--;
659 if (number != 0)
660 return 0;
661
662 /* check for matching ingredients */
663 batches_in_cauldron = 0;
664 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
665 {
666 uint32 nrof;
667 const char *name;
668 int ok;
669
670 /* determine and remove nrof from name */
671 name = ingredient->name;
672 nrof = 0;
673 while (isdigit (*name))
674 {
675 nrof = 10 * nrof + (*name - '0');
676 name++;
677 }
678 if (nrof == 0)
679 nrof = 1;
680 while (*name == ' ')
681 name++;
682
683 /* find the current ingredient in the cauldron */
684 ok = 0;
685 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
686 {
687 char name_ob[MAX_BUF];
688 const char *name2;
689
690 if (!ob->title)
691 name2 = ob->name;
692 else
693 {
694 snprintf (name_ob, sizeof (name_ob), "%s %s", &ob->name, &ob->title);
695 name2 = name_ob;
696 }
697
698 if (strcmp (name2, name) == 0)
699 {
700 if (ob->nrof % nrof == 0)
701 {
702 uint32 batches;
703
704 batches = ob->nrof / nrof;
705 if (batches_in_cauldron == 0)
706 {
707 batches_in_cauldron = batches;
708 ok = 1;
709 }
710 else if (batches_in_cauldron == batches)
711 ok = 1;
712 }
713 break;
714 }
715 }
716 if (!ok)
717 return (0);
718 }
719
720 return (1);
721}
722
723/**
724 * Find a recipe from a recipe list that matches the given formula. If there
725 * is more than one matching recipe, it selects a random one. If at least one
726 * transmuting recipe matches, it only considers matching transmuting recipes.
727 *
728 * @return one matching recipe, or NULL if no recipe matches
729 */
730static recipe *
731find_recipe (recipelist * fl, int formula, object *ingredients)
732{
733 recipe *rp;
734 recipe *result; /* winning recipe, or NULL if no recipe found */
735 int recipes_matching; /* total number of matching recipes so far */
736 int transmute_found; /* records whether a transmuting recipe was found so far */
737 size_t rp_arch_index;
738
739#ifdef EXTREME_ALCHEMY_DEBUG
740 LOG (llevDebug, "looking for formula %d:\n", formula);
741#endif
742 result = NULL;
743 recipes_matching = 0;
744 transmute_found = 0;
745
746 for (rp = fl->items; rp; rp = rp->next)
747 {
748 /* check if recipe matches at all */
749 if (formula % rp->index != 0)
750 {
751#ifdef EXTREME_ALCHEMY_DEBUG
752 LOG (llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], &rp->title, rp->index);
753#endif
754 continue;
755 }
756
757 if (rp->transmute && find_transmution_ob (ingredients, rp, &rp_arch_index, 0) != NULL)
758 {
759#ifdef EXTREME_ALCHEMY_DEBUG
760 LOG (llevDebug, " formula %s of %s (%d) is a matching transmuting formula\n", rp->arch_name[rp_arch_index], &rp->title, rp->index);
761#endif
762 /* transmution recipe with matching base ingredient */
763 if (!transmute_found)
764 {
765 transmute_found = 1;
766 recipes_matching = 0;
767 }
768 }
769 else if (transmute_found)
770 {
771#ifdef EXTREME_ALCHEMY_DEBUG
772 LOG (llevDebug, " formula %s of %s (%d) matches but is not a matching transmuting formula\n", rp->arch_name[0], &rp->title,
773 rp->index);
774#endif
775 /* "normal" recipe found after previous transmution recipe => ignore this recipe */
776 continue;
777 }
778#ifdef EXTREME_ALCHEMY_DEBUG
779 else
780 {
781 LOG (llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], &rp->title, rp->index);
782 }
783#endif
784
785 if (rndm (0, recipes_matching) == 0)
786 result = rp;
787
788 recipes_matching++;
789 }
790
791 if (result == NULL)
792 {
793#ifdef ALCHEMY_DEBUG
794 LOG (llevDebug, "couldn't find formula for ingredients.\n");
795#endif
796 return NULL;
797 }
798
799#ifdef ALCHEMY_DEBUG
800 if (strcmp (result->title, "NONE") != 0)
801 LOG (llevDebug, "got formula: %s of %s (nbatches:%d)\n", result->arch_name[0], &result->title, formula / result->index);
802 else
803 LOG (llevDebug, "got formula: %s (nbatches:%d)\n", result->arch_name[0], formula / result->index);
804#endif
805 return result;
806}
807
808/**
75 * Main part of the ALCHEMY code. From this we call fctns 809 * Main part of the ALCHEMY code. From this we call fctns
76 * that take a look at the contents of the 'cauldron' and, using these ingredients, 810 * that take a look at the contents of the 'cauldron' and, using these ingredients,
77 * we construct an integer formula value which is referenced (randomly) against a 811 * we construct an integer formula value which is referenced (randomly) against a
78 * formula list (the formula list chosen is based on the # contents of the cauldron). 812 * formula list (the formula list chosen is based on the # contents of the cauldron).
79 * 813 *
92 * There is no good reason (in my mind) why alchemical processes have to be 826 * There is no good reason (in my mind) why alchemical processes have to be
93 * unique -- such a 'feature' is one reason why players might want to experiment 827 * unique -- such a 'feature' is one reason why players might want to experiment
94 * around. :) 828 * around. :)
95 * -b.t. 829 * -b.t.
96 */ 830 */
97
98void 831void
99attempt_do_alchemy (object *caster, object *cauldron, object *skill) 832attempt_do_alchemy (object *caster, object *cauldron, object *skill)
100{ 833{
101 recipelist *fl; 834 recipelist *fl;
102 recipe *rp = NULL; 835 recipe *rp = NULL;
150 uint64 value_ingredients; 883 uint64 value_ingredients;
151 uint64 value_item; 884 uint64 value_item;
152 object *tmp; 885 object *tmp;
153 int attempt_shadow_alchemy; 886 int attempt_shadow_alchemy;
154 887
155 ave_chance = fl->total_chance / (float) fl->number; 888 ave_chance = fl->total_chance / (float)fl->number;
156 889
157 ability += (int) (skill->level * ((4.0 + cauldron->magic) / 4.0)); 890 ability += (int) (skill->level * ((4.0 + cauldron->magic) / 4.0));
158 891
159 /* determine value of ingredients */ 892 /* determine value of ingredients */
160 value_ingredients = 0; 893 value_ingredients = 0;
161 for (tmp = cauldron->inv; tmp != NULL; tmp = tmp->below) 894 for (tmp = cauldron->inv; tmp; tmp = tmp->below)
162 value_ingredients += query_cost (tmp, NULL, F_TRUE); 895 value_ingredients += query_cost (tmp, NULL, F_TRUE);
163 896
164 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster); 897 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster);
165 898
166 /* create the object **FIRST**, then decide whether to keep it. */ 899 /* create the object **FIRST**, then decide whether to keep it. */
200 933
201 /* if we get here, we failed!! */ 934 /* if we get here, we failed!! */
202 alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, rp)); 935 alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, rp));
203} 936}
204 937
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 *prod_item = 0;
424 bool found = false;
425 *rp_arch_index = 0;
426
427 if (rp->transmute) /* look for matching ingredient/prod archs */
428 for (object *item = first_ingred; item; item = item->below)
429 {
430 for (int i = 0; i < rp->arch_names; i++)
431 //TODO: should be a shstr comparison
432 if (!strcmp(&item->arch->archname,rp->arch_name[i]))
433 {
434 *rp_arch_index = i;
435 prod_item = item;
436 break;
437 }
438
439 if (prod_item)
440 break;
441 }
442
443 /* failed, create a fresh object. Note no nrof>1 because that would
444 * allow players to create massive amounts of artifacts easily */
445 if (create_item && (!prod_item || prod_item->nrof > 1))
446 {
447#ifdef ALCHEMY_DEBUG
448 LOG (llevDebug, "creating a new item.\n");
449 if (prod_item != NULL)
450 {
451 LOG (llevDebug, " had item: arch %s(nrof:%d)\n",
452 &prod_item->arch->archname, prod_item->nrof);
453 }
454#endif
455 if (!prod_item)
456 *rp_arch_index = rndm (rp->arch_names);
457 prod_item = get_archetype (rp->arch_name[*rp_arch_index]);
458 }
459
460#ifdef ALCHEMY_DEBUG
461 LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no ");
462 if (prod_item != NULL)
463 {
464 LOG (llevDebug, " find_transmutable_ob(): returns arch %s(sp:%d)\n",
465 &prod_item->arch->archname, prod_item->stats.sp);
466 }
467#endif
468
469 return prod_item;
470}
471
472
473/**
474 * Ouch. We didnt get the formula we wanted.
475 * This fctn simulates the backfire effects--worse effects as the level
476 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things
477 * can happen to the would be alchemist. This table probably needs some
478 * adjustment for playbalance. -b.t.
479 */
480
481void
482alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger)
483{
484 int level = 0;
485
486 if (!op || !cauldron)
487 return;
488
489 if (danger > 1)
490 level = random_roll (1, danger, op, PREFER_LOW);
491
492#ifdef ALCHEMY_DEBUG
493 LOG (llevDebug, "Alchemy_failure_effect(): using level=%d\n", level);
494#endif
495
496 /* possible outcomes based on level */
497 if (level < 25)
498 { /* INGREDIENTS USED/SLAGGED */
499 object *item = NULL;
500
501 if (rndm (0, 2))
502 { /* slag created */
503 object *tmp = cauldron->inv;
504 int weight = 0;
505
506 tmp = get_archetype ("rock");
507 tmp->weight = weight;
508 tmp->value = 0;
509 tmp->materialname = "stone";
510 tmp->name = "slag";
511 tmp->name_pl = "slags";
512 item = insert_ob_in_ob (tmp, cauldron);
513 CLEAR_FLAG (tmp, FLAG_CAN_ROLL);
514 CLEAR_FLAG (tmp, FLAG_NO_PICK);
515 tmp->move_block = 0;
516 }
517
518 remove_contents (cauldron->inv, item);
519 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
520 return;
521 }
522 else if (level < 40)
523 { /* MAKE TAINTED ITEM */
524 object *tmp = NULL;
525
526 if (!rp)
527 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL)
528 return;
529
530 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1)))
531 {
532 if (!QUERY_FLAG (tmp, FLAG_CURSED)) /* curse it */
533 SET_FLAG (tmp, FLAG_CURSED);
534
535 /* the apply code for potions already deals with cursed
536 * potions, so any code here is basically ignored.
537 */
538 if (tmp->type == FOOD)
539 {
540 tmp->stats.hp = random_roll (0, 149, op, PREFER_LOW);
541 }
542 tmp->value = 0; /* unsaleable item */
543
544 /* change stats downward */
545 do
546 {
547 change_attr_value (&tmp->stats, rndm (0, 6), -1 * (rndm (1, 3)));
548 }
549 while (rndm (0, 2));
550 }
551 return;
552 }
553
554 if (level == 40)
555 { /* MAKE RANDOM RECIPE */
556 recipelist *fl;
557 int numb = numb_ob_inside (cauldron);
558
559 fl = get_formulalist (numb - 1); /* take a lower recipe list */
560 if (fl && (rp = get_random_recipe (fl)))
561 /* even though random, don't grant user any EXP for it */
562 (void) attempt_recipe (op, cauldron, 1, rp, -1);
563 else
564 alchemy_failure_effect (op, cauldron, rp, level - 1);
565 }
566 else if (level < 45)
567 { /* INFURIATE NPC's */
568 /* this is kind of kludgy I know... */
569 cauldron->enemy = op;
570 npc_call_help (cauldron);
571 cauldron->enemy = NULL;
572
573 alchemy_failure_effect (op, cauldron, rp, level - 5);
574 }
575 else if (level < 50)
576 { /* MINOR EXPLOSION/FIREBALL */
577 object *tmp;
578
579 remove_contents (cauldron->inv, NULL);
580 switch (rndm (0, 2))
581 {
582 case 0:
583 tmp = get_archetype ("bomb");
584 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW);
585 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW);
586 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name);
587 break;
588
589 default:
590 tmp = get_archetype ("fireball");
591 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1;
592 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2;
593 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
594 break;
595 }
596
597 tmp->insert_at (cauldron);
598 }
599 else if (level < 60)
600 { /* CREATE MONSTER */
601 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
602 remove_contents (cauldron->inv, NULL);
603 }
604 else if (level < 80)
605 { /* MAJOR FIRE */
606 object *fb = get_archetype (SP_MED_FIREBALL);
607
608 remove_contents (cauldron->inv, NULL);
609 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb);
610 fb->destroy ();
611 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
612 }
613 else if (level < 100)
614 { /* WHAMMY the CAULDRON */
615 if (!QUERY_FLAG (cauldron, FLAG_CURSED))
616 SET_FLAG (cauldron, FLAG_CURSED);
617 else
618 cauldron->magic--;
619
620 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW);
621
622 if (rndm (0, 1))
623 {
624 remove_contents (cauldron->inv, NULL);
625 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name);
626 }
627 else
628 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name);
629 }
630 else if (level < 110)
631 { /* SUMMON EVIL MONSTERS */
632 object *tmp = get_random_mon (level / 5);
633
634 remove_contents (cauldron->inv, NULL);
635
636 if (!tmp)
637 alchemy_failure_effect (op, cauldron, rp, level);
638 else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->archname))
639 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ());
640 }
641 else if (level < 150)
642 { /* COMBO EFFECT */
643 int roll = rndm (1, 3);
644
645 while (roll)
646 {
647 alchemy_failure_effect (op, cauldron, rp, level - 39);
648 roll--;
649 }
650 }
651 else if (level == 151)
652 { /* CREATE RANDOM ARTIFACT */
653 object *tmp;
654
655 /* this is meant to be better than prior possiblity,
656 * in this one, we allow *any* valid alchemy artifact
657 * to be made (rather than only those on the given
658 * formulalist) */
659 if (!rp)
660 rp = get_random_recipe ((recipelist *) NULL);
661
662 if (rp && (tmp = get_archetype (rp->arch_name [rndm (rp->arch_names)])))
663 {
664 generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1);
665 if ((tmp = insert_ob_in_ob (tmp, cauldron)))
666 {
667 remove_contents (cauldron->inv, tmp);
668 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
669 }
670 }
671 }
672 else
673 { /* MANA STORM - watch out!! */
674 object *tmp = get_archetype (LOOSE_MANA);
675
676 new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!");
677 remove_contents (cauldron->inv, NULL);
678 cast_magic_storm (op, tmp, level);
679 }
680}
681
682/*
683 * All but object "save_item" are elimentated from
684 * the container list. Note we have to becareful to remove the inventories
685 * of objects in the cauldron inventory (ex icecube has stuff in it).
686 */
687void
688remove_contents (object *first_ob, object *save_item)
689{
690 // this cries for a cleaner rewrite, removing save_item first possibly
691 object *next, *tmp = first_ob;
692
693 while (tmp)
694 {
695 next = tmp->below;
696
697 if (tmp == save_item)
698 {
699 if (!(tmp = next))
700 break;
701 else
702 next = next->below;
703 }
704
705 if (tmp->inv)
706 remove_contents (tmp->inv, NULL);
707
708 tmp->destroy ();
709 tmp = next;
710 }
711}
712
713/**
714 *"Danger" level, will determine how bad the backfire
715 * could be if the user fails to concoct a recipe properly. Factors include
716 * the number of ingredients, the length of the name of each ingredient,
717 * the user's effective level, the user's Int and the enchantment on the
718 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more
719 * danger. Note that we assume that we have had the caster ready the alchemy
720 * skill *before* this routine is called. (no longer auto-readies that skill)
721 * -b.t.
722 */
723int
724calc_alch_danger (object *caster, object *cauldron, recipe *rp)
725{
726 object *item;
727 char name[MAX_BUF];
728 int danger = 0, nrofi = 0;
729
730 /* Knowing alchemy skill reduces yer risk */
731 danger -= caster->chosen_skill ? caster->chosen_skill->level : caster->level;
732
733 if (!caster->chosen_skill)
734 LOG (llevError | logBacktrace, "calc_alch_danger called without a chosen skill, caster %s, cauldron %s\n",
735 caster->debug_desc (), cauldron->debug_desc ());
736
737 /* better cauldrons reduce risk */
738 danger -= cauldron->magic;
739
740 /* Higher Int, lower the risk */
741 danger -= 3 * (caster->stats.Int - 15);
742
743 /* Ingredients. Longer names usually mean rarer stuff.
744 * Thus the backfire is worse. Also, more ingredients
745 * means we are attempting a more powerfull potion,
746 * and thus the backfire will be worse. */
747 for (item = cauldron->inv; item; item = item->below)
748 {
749 assign (name, item->name);
750 if (item->title)
751 sprintf (name, "%s %s", &item->name, &item->title);
752 danger += (strtoint (name) / 1000) + 3;
753 nrofi++;
754 }
755
756 if (rp == NULL)
757 danger += 110;
758 else
759 danger += rp->diff * 3;
760
761 /* Using a bad device is *majorly* stupid */
762 if (QUERY_FLAG (cauldron, FLAG_CURSED))
763 danger += 80;
764 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
765 danger += 200;
766
767#ifdef ALCHEMY_DEBUG
768 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger);
769#endif
770
771 return danger;
772}
773
774/**
775 * Determines if ingredients in a container match the
776 * proper ingredients for a recipe.
777 *
778 * rp is the recipe to check
779 * cauldron is the container that holds the ingredients
780 * returns 1 if the ingredients match the recipe, 0 if not
781 *
782 * This functions tries to find each defined ingredient in the container. It is
783 * the defined recipe iff
784 * - the number of ingredients of the recipe and in the container is equal
785 * - all ingredients of the recipe are found in the container
786 * - the number of batches is the same for all ingredients
787 */
788static int
789is_defined_recipe (const recipe *rp, const object *cauldron, object *caster)
790{
791 uint32 batches_in_cauldron;
792 const linked_char *ingredient;
793 int number;
794 const object *ob;
795
796 /* check for matching number of ingredients */
797 number = 0;
798 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
799 number++;
800 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
801 number--;
802 if (number != 0)
803 return 0;
804
805 /* check for matching ingredients */
806 batches_in_cauldron = 0;
807 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
808 {
809 uint32 nrof;
810 const char *name;
811 int ok;
812
813 /* determine and remove nrof from name */
814 name = ingredient->name;
815 nrof = 0;
816 while (isdigit (*name))
817 {
818 nrof = 10 * nrof + (*name - '0');
819 name++;
820 }
821 if (nrof == 0)
822 nrof = 1;
823 while (*name == ' ')
824 name++;
825
826 /* find the current ingredient in the cauldron */
827 ok = 0;
828 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
829 {
830 char name_ob[MAX_BUF];
831 const char *name2;
832
833 if (!ob->title)
834 name2 = ob->name;
835 else
836 {
837 snprintf (name_ob, sizeof (name_ob), "%s %s", &ob->name, &ob->title);
838 name2 = name_ob;
839 }
840
841 if (strcmp (name2, name) == 0)
842 {
843 if (ob->nrof % nrof == 0)
844 {
845 uint32 batches;
846
847 batches = ob->nrof / nrof;
848 if (batches_in_cauldron == 0)
849 {
850 batches_in_cauldron = batches;
851 ok = 1;
852 }
853 else if (batches_in_cauldron == batches)
854 ok = 1;
855 }
856 break;
857 }
858 }
859 if (!ok)
860 return (0);
861 }
862
863 return (1);
864}
865
866/**
867 * Find a recipe from a recipe list that matches the given formula. If there
868 * is more than one matching recipe, it selects a random one. If at least one
869 * transmuting recipe matches, it only considers matching transmuting recipes.
870 *
871 * @return one matching recipe, or NULL if no recipe matches
872 */
873static recipe *
874find_recipe (recipelist * fl, int formula, object *ingredients)
875{
876 recipe *rp;
877 recipe *result; /* winning recipe, or NULL if no recipe found */
878 int recipes_matching; /* total number of matching recipes so far */
879 int transmute_found; /* records whether a transmuting recipe was found so far */
880 size_t rp_arch_index;
881
882#ifdef EXTREME_ALCHEMY_DEBUG
883 LOG (llevDebug, "looking for formula %d:\n", formula);
884#endif
885 result = NULL;
886 recipes_matching = 0;
887 transmute_found = 0;
888
889 for (rp = fl->items; rp; rp = rp->next)
890 {
891 /* check if recipe matches at all */
892 if (formula % rp->index != 0)
893 {
894#ifdef EXTREME_ALCHEMY_DEBUG
895 LOG (llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], &rp->title, rp->index);
896#endif
897 continue;
898 }
899
900 if (rp->transmute && find_transmution_ob (ingredients, rp, &rp_arch_index, 0) != NULL)
901 {
902#ifdef EXTREME_ALCHEMY_DEBUG
903 LOG (llevDebug, " formula %s of %s (%d) is a matching transmuting formula\n", rp->arch_name[rp_arch_index], &rp->title, rp->index);
904#endif
905 /* transmution recipe with matching base ingredient */
906 if (!transmute_found)
907 {
908 transmute_found = 1;
909 recipes_matching = 0;
910 }
911 }
912 else if (transmute_found)
913 {
914#ifdef EXTREME_ALCHEMY_DEBUG
915 LOG (llevDebug, " formula %s of %s (%d) matches but is not a matching transmuting formula\n", rp->arch_name[0], &rp->title,
916 rp->index);
917#endif
918 /* "normal" recipe found after previous transmution recipe => ignore this recipe */
919 continue;
920 }
921#ifdef EXTREME_ALCHEMY_DEBUG
922 else
923 {
924 LOG (llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], &rp->title, rp->index);
925 }
926#endif
927
928 if (rndm (0, recipes_matching) == 0)
929 result = rp;
930
931 recipes_matching++;
932 }
933
934 if (result == NULL)
935 {
936#ifdef ALCHEMY_DEBUG
937 LOG (llevDebug, "couldn't find formula for ingredients.\n");
938#endif
939 return NULL;
940 }
941
942#ifdef ALCHEMY_DEBUG
943 if (strcmp (result->title, "NONE") != 0)
944 LOG (llevDebug, "got formula: %s of %s (nbatches:%d)\n", result->arch_name[0], &result->title, formula / result->index);
945 else
946 LOG (llevDebug, "got formula: %s (nbatches:%d)\n", result->arch_name[0], formula / result->index);
947#endif
948 return result;
949}

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