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Comparing deliantra/server/server/alchemy.C (file contents):
Revision 1.42 by sf-marcmagus, Fri Oct 16 16:29:47 2009 UTC vs.
Revision 1.46 by root, Sat Nov 7 18:30:05 2009 UTC

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

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