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Comparing deliantra/server/server/alchemy.C (file contents):
Revision 1.8 by root, Thu Sep 14 22:34:03 2006 UTC vs.
Revision 1.52 by root, Thu Apr 15 02:51:39 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 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 */
25 26
26#include <global.h> 27#include <global.h>
27#include <object.h> 28#include <object.h>
28#ifndef __CEXTRACT__
29# include <sproto.h> 29#include <sproto.h>
30#endif
31#include <skills.h> 30#include <skills.h>
32#include <spells.h> 31#include <spells.h>
33 32
34/** define this for some helpful debuging information */ 33/** define this for some helpful debuging information */
35#if 0 34#if 0
57 "rattles", 56 "rattles",
58 "makes chugging sounds", 57 "makes chugging sounds",
59 "smokes heavily for a while" 58 "smokes heavily for a while"
60}; 59};
61 60
62
63static 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);
64static recipe *find_recipe (recipelist * fl, int formula, object *ingredients); 62static recipe *find_recipe (recipelist * fl, int formula, object *ingredients);
65 63
66
67/** Returns a random selection from cauldron_effect[] */ 64/** Returns a random selection from cauldron_effect[] */
68static const char * 65static const char *
69cauldron_sound (void) 66cauldron_sound ()
70{ 67{
71 int size = sizeof (cauldron_effect) / sizeof (char *); 68 int size = sizeof (cauldron_effect) / sizeof (char *);
72 69
73 return cauldron_effect[rndm (0, size - 1)]; 70 return cauldron_effect[rndm (0, size - 1)];
74} 71}
75 72
76/** 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 (cauldron->flag [FLAG_CURSED])
229 item->set_flag (FLAG_CURSED);
230 if (cauldron->flag [FLAG_DAMNED])
231 item->set_flag (FLAG_DAMNED);
232
233 return item;
234}
235
236/*
237 * All but object "save_item" are elimentated from
238 * the container list. Note we have to becareful to remove the inventories
239 * of objects in the cauldron inventory (ex icecube has stuff in it).
240 */
241static void
242remove_contents (object *first_ob, object *save_item)
243{
244 // this cries for a cleaner rewrite, removing save_item first possibly
245 object *next, *tmp = first_ob;
246
247 while (tmp)
248 {
249 next = tmp->below;
250
251 if (tmp == save_item)
252 {
253 if (!(tmp = next))
254 break;
255 else
256 next = next->below;
257 }
258
259 if (tmp->inv)
260 remove_contents (tmp->inv, NULL);
261
262 tmp->destroy ();
263 tmp = next;
264 }
265}
266
267/**
268 * We adjust the nrof, exp and level of the final product, based
269 * on the item's default parameters, and the relevant caster skill level.
270 */
271static void
272adjust_product (object *item, int lvl, int yield)
273{
274 int nrof = 1;
275
276 if (!yield)
277 yield = 1;
278
279 if (lvl <= 0)
280 lvl = 1; /* lets avoid div by zero! */
281
282 if (item->nrof)
283 {
284 nrof = (int) ((1.0 - 1.0 / (lvl / 10.0 + 1.0)) * (rndm (0, yield - 1) + rndm (0, yield - 1) + rndm (0, yield - 1)) + 1);
285
286 if (nrof > yield)
287 nrof = yield;
288
289 item->nrof = nrof;
290 }
291}
292
293/**
294 * Essentially a wrapper for make_item_from_recipe() and
295 * insert_ob_in_ob. If the caster has some alchemy skill, then they might
296 * gain some exp from (successfull) fabrication of the product.
297 * If nbatches==-1, don't give exp for this creation (random generation/
298 * failed recipe)
299 */
300static object *
301attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches)
302{
303
304 object *item = NULL, *skop;
305
306 /* this should be passed to this fctn, not effiecent cpu use this way */
307 int batches = abs (nbatches);
308
309 /* is the cauldron the right type? */
310 if (rp->cauldron && rp->cauldron != cauldron->arch->archname)
311 return 0;
312
313 skop = find_skill_by_name (caster, rp->skill);
314 /* does the caster have the skill? */
315 if (!skop)
316 return 0;
317
318 /* code required for this recipe, search the caster */
319 if (rp->keycode)
320 {
321 object *tmp;
322
323 for (tmp = caster->inv; tmp; tmp = tmp->below)
324 {
325 if (tmp->type == FORCE && tmp->slaying && rp->keycode == tmp->slaying)
326 break;
327 }
328
329 if (!tmp)
330 { /* failure--no code found */
331 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients, but not the technique. Go learn how to do this recipe.");
332 return 0;
333 }
334 }
335
336#ifdef EXTREME_ALCHEMY_DEBUG
337 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches);
338 LOG (llevDebug, "attempt_recipe(): using recipe %s\n", *rp->title ? &rp->title : "unknown");
339#endif
340
341 if ((item = make_item_from_recipe (cauldron, rp)) != NULL)
342 {
343 remove_contents (cauldron->inv, item);
344 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */
345 cauldron->update_weight ();
346 /* adj lvl, nrof on caster level */
347 adjust_product (item, ability, rp->yield ? (rp->yield * batches) : batches);
348 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL)
349 {
350 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened.");
351 /* new_draw_info_format(NDI_UNIQUE, 0,caster,
352 "Your spell causes the %s to explode!",&cauldron->name); */
353 /* kaboom_cauldron(); */
354 }
355 else
356 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ());
357 }
358
359 return item;
360}
361
362/**
363 * Ouch. We didnt get the formula we wanted.
364 * This fctn simulates the backfire effects--worse effects as the level
365 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things
366 * can happen to the would be alchemist. This table probably needs some
367 * adjustment for playbalance. -b.t.
368 */
369static void
370alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger)
371{
372 int level = 0;
373
374 if (!op || !cauldron)
375 return;
376
377 if (danger > 1)
378 level = random_roll (1, danger, op, PREFER_LOW);
379
380#ifdef ALCHEMY_DEBUG
381 LOG (llevDebug, "Alchemy_failure_effect(): using level=%d\n", level);
382#endif
383
384 /* possible outcomes based on level */
385 if (level < 25)
386 { /* INGREDIENTS USED/SLAGGED */
387 object *item = NULL;
388
389 if (rndm (0, 2))
390 { /* slag created */
391 object *tmp = cauldron->inv;
392 int weight = 0;
393
394 tmp = get_archetype (shstr_rock);
395 tmp->weight = weight;
396 tmp->value = 0;
397 tmp->material = name_to_material (shstr_stone);
398 tmp->name = shstr_slag;
399 tmp->name_pl = shstr_slags;
400 item = insert_ob_in_ob (tmp, cauldron);
401 tmp->clr_flag (FLAG_CAN_ROLL);
402 tmp->set_flag (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 (!tmp->flag [FLAG_CURSED]) /* curse it */
421 tmp->set_flag (FLAG_CURSED);
422
423 /* the apply code for potions already deals with cursed
424 * potions, so any code here is basically ignored.
425 */
426 if (tmp->type == FOOD)
427 {
428 tmp->stats.hp = random_roll (0, 149, op, PREFER_LOW);
429 }
430 tmp->value = 0; /* unsaleable item */
431
432 /* change stats downward */
433 do
434 {
435 change_attr_value (&tmp->stats, rndm (0, 6), -1 * (rndm (1, 3)));
436 }
437 while (rndm (0, 2));
438 }
439 return;
440 }
441
442 if (level == 40)
443 { /* MAKE RANDOM RECIPE */
444 recipelist *fl;
445 int numb = numb_ob_inside (cauldron);
446
447 fl = get_formulalist (numb - 1); /* take a lower recipe list */
448 if (fl && (rp = get_random_recipe (fl)))
449 /* even though random, don't grant user any EXP for it */
450 attempt_recipe (op, cauldron, 1, rp, -1);
451 else
452 alchemy_failure_effect (op, cauldron, rp, level - 1);
453 }
454 else if (level < 45)
455 { /* INFURIATE NPC's */
456 /* this is kind of kludgy I know... */
457 cauldron->enemy = op;
458 npc_call_help (cauldron);
459 cauldron->enemy = NULL;
460
461 alchemy_failure_effect (op, cauldron, rp, level - 5);
462 }
463 else if (level < 50)
464 { /* MINOR EXPLOSION/FIREBALL */
465 object *tmp;
466
467 remove_contents (cauldron->inv, NULL);
468 switch (rndm (0, 2))
469 {
470 case 0:
471 tmp = get_archetype (shstr_bomb);
472 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW);
473 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW);
474 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name);
475 break;
476
477 default:
478 tmp = get_archetype (shstr_fireball);
479 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1;
480 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2;
481 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
482 break;
483 }
484
485 tmp->insert_at (cauldron);
486 }
487 else if (level < 60)
488 { /* CREATE MONSTER */
489 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
490 remove_contents (cauldron->inv, NULL);
491 }
492 else if (level < 80)
493 { /* MAJOR FIRE */
494 object *fb = get_archetype (SP_MED_FIREBALL);
495
496 remove_contents (cauldron->inv, NULL);
497 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb);
498 fb->destroy ();
499 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
500 }
501 else if (level < 100)
502 { /* WHAMMY the CAULDRON */
503 if (!cauldron->flag [FLAG_CURSED])
504 cauldron->set_flag (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 (cauldron->flag [FLAG_CURSED])
620 danger += 80;
621 if (cauldron->flag [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/**
77 * Main part of the ALCHEMY code. From this we call fctns 809 * Main part of the ALCHEMY code. From this we call fctns
78 * 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,
79 * 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
80 * 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).
81 * 813 *
94 * 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
95 * 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
96 * around. :) 828 * around. :)
97 * -b.t. 829 * -b.t.
98 */ 830 */
99
100void 831void
101attempt_do_alchemy (object *caster, object *cauldron) 832attempt_do_alchemy (object *caster, object *cauldron, object *skill)
102{ 833{
103 recipelist *fl; 834 recipelist *fl;
104 recipe *rp = NULL; 835 recipe *rp = NULL;
105 float success_chance; 836 float success_chance;
106 int numb, ability = 1; 837 int numb, ability = 1;
122 return; 853 return;
123 854
124 numb = numb_ob_inside (cauldron); 855 numb = numb_ob_inside (cauldron);
125 if ((fl = get_formulalist (numb))) 856 if ((fl = get_formulalist (numb)))
126 { 857 {
127 if (QUERY_FLAG (caster, FLAG_WIZ)) 858 if (caster->flag [FLAG_WIZ])
128 { 859 {
129 rp = find_recipe (fl, formula, cauldron->inv); 860 rp = find_recipe (fl, formula, cauldron->inv);
130 if (rp != NULL) 861 if (rp != NULL)
131 { 862 {
132#ifdef ALCHEMY_DEBUG 863#ifdef ALCHEMY_DEBUG
133 if (strcmp (rp->title, "NONE")) 864 if (strcmp (rp->title, "NONE"))
134 LOG (llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], rp->title); 865 LOG (llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], &rp->title);
135 else 866 else
136 LOG (llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula / rp->index); 867 LOG (llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula / rp->index);
137#endif 868#endif
138 attempt_recipe (caster, cauldron, ability, rp, formula / rp->index); 869 attempt_recipe (caster, cauldron, ability, rp, formula / rp->index);
139 } 870 }
142 return; 873 return;
143 } /* End of WIZ alchemy */ 874 } /* End of WIZ alchemy */
144 875
145 /* find the recipe */ 876 /* find the recipe */
146 rp = find_recipe (fl, formula, cauldron->inv); 877 rp = find_recipe (fl, formula, cauldron->inv);
147 if (rp) 878 if (rp
879 && rp->skill == skill->skill
880 && (!rp->cauldron
881 || rp->cauldron == cauldron->arch->archname))
148 { 882 {
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 /* the caster gets an increase in ability based on thier skill lvl */ 889
156 if (rp->skill)
157 {
158 skop = find_skill_by_name (caster, rp->skill);
159 if (!skop)
160 {
161 new_draw_info (NDI_UNIQUE, 0, caster, "You do not have the proper skill for this recipe");
162 }
163 else
164 {
165 ability += (int) (skop->level * ((4.0 + cauldron->magic) / 4.0)); 890 ability += skill->level * ((4.0 + cauldron->magic) / 4.0);
166 }
167 }
168 else
169 {
170 LOG (llevDebug, "Recipe %s has NULL skill!\n", &rp->title);
171 return;
172 }
173
174 if (rp->cauldron)
175 {
176 LOG (llevDebug, "Recipe %s has NULL cauldron!\n", &rp->title);
177 return;
178 }
179 891
180 /* determine value of ingredients */ 892 /* determine value of ingredients */
181 value_ingredients = 0; 893 value_ingredients = 0;
182 for (tmp = cauldron->inv; tmp != NULL; tmp = tmp->below) 894 for (tmp = cauldron->inv; tmp; tmp = tmp->below)
183 value_ingredients += query_cost (tmp, NULL, F_TRUE); 895 value_ingredients += query_cost (tmp, NULL, F_TRUE);
184 896
185 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster); 897 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster);
186 898
187 /* create the object **FIRST**, then decide whether to keep it. */ 899 /* create the object **FIRST**, then decide whether to keep it. */
198 910
199 value_item = query_cost (item, NULL, F_TRUE | F_IDENTIFIED | F_NOT_CURSED); 911 value_item = query_cost (item, NULL, F_TRUE | F_IDENTIFIED | F_NOT_CURSED);
200 if (attempt_shadow_alchemy && value_item > value_ingredients) 912 if (attempt_shadow_alchemy && value_item > value_ingredients)
201 { 913 {
202#ifdef ALCHEMY_DEBUG 914#ifdef ALCHEMY_DEBUG
203# ifndef WIN32
204 LOG (llevDebug, 915 LOG (llevDebug,
205 "Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n", 916 "Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n",
206 value_ingredients, value_item); 917 value_ingredients, value_item);
207# else
208 LOG (llevDebug,
209 "Forcing failure for shadow alchemy recipe because price of ingredients (%I64d) is less than price of result (%I64d).\n",
210 value_ingredients, value_item);
211# endif
212#endif 918#endif
213 } 919 }
214 /* roll the dice */ 920 /* roll the dice */
215 else if ((float) (random_roll (0, 101, caster, PREFER_LOW)) <= 100.0 * success_chance) 921 else if (random_roll (0, 101, caster, PREFER_LOW) <= 100.0 * success_chance)
216 { 922 {
217 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE); 923 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE);
924
925 // let alchemy consume some time, so that exploits are less easy
926 caster->speed_left -= 1.0;
927
218 return; 928 return;
219 } 929 }
220 } 930 }
221 } 931 }
222 } 932 }
933
223 /* if we get here, we failed!! */ 934 /* if we get here, we failed!! */
224 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));
225} 936}
226 937
227/**
228 * Recipe value of the entire contents of a container.
229 * This appears to just generate a hash value, which I guess for now works
230 * ok, but the possibility of duplicate hashes is certainly possible - msw
231 */
232
233int
234content_recipe_value (object *op)
235{
236 char name[MAX_BUF];
237 object *tmp = op->inv;
238 int tval = 0, formula = 0;
239
240 while (tmp)
241 {
242 tval = 0;
243 strcpy (name, tmp->name);
244 if (tmp->title)
245 sprintf (name, "%s %s", &tmp->name, &tmp->title);
246 tval = (strtoint (name) * (tmp->nrof ? tmp->nrof : 1));
247#ifdef ALCHEMY_DEBUG
248 LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval);
249#endif
250 formula += tval;
251 tmp = tmp->below;
252 }
253#ifdef ALCHEMY_DEBUG
254 LOG (llevDebug, " Formula value=%d\n", formula);
255#endif
256 return formula;
257}
258
259/**
260 * Returns total number of items in op
261 */
262
263int
264numb_ob_inside (object *op)
265{
266 object *tmp = op->inv;
267 int number = 0, o_number = 0;
268
269 while (tmp)
270 {
271 if (tmp->nrof)
272 number += tmp->nrof;
273 else
274 number++;
275 o_number++;
276 tmp = tmp->below;
277 }
278#ifdef ALCHEMY_DEBUG
279 LOG (llevDebug, "numb_ob_inside(%s): found %d ingredients\n", op->name, o_number);
280#endif
281 return o_number;
282}
283
284/**
285 * Essentially a wrapper for make_item_from_recipe() and
286 * insert_ob_in_ob. If the caster has some alchemy skill, then they might
287 * gain some exp from (successfull) fabrication of the product.
288 * If nbatches==-1, don't give exp for this creation (random generation/
289 * failed recipe)
290 */
291
292object *
293attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches)
294{
295
296 object *item = NULL, *skop;
297
298 /* this should be passed to this fctn, not effiecent cpu use this way */
299 int batches = abs (nbatches);
300
301
302 LOG (llevDebug, "A %s <=> %s\n", &(rp->cauldron), &(cauldron->arch->name));
303 /* is the cauldron the right type? */
304 if (strcmp (rp->cauldron, cauldron->arch->name) != 0)
305 {
306 new_draw_info (NDI_UNIQUE, 0, caster, "You are not using the proper" " facilities for this formula.");
307 return 0;
308 }
309
310 skop = find_skill_by_name (caster, rp->skill);
311 /* does the caster have the skill? */
312 if (!skop)
313 return 0;
314
315 /* code required for this recipe, search the caster */
316 if (rp->keycode)
317 {
318 object *tmp;
319
320 for (tmp = caster->inv; tmp != NULL; tmp = tmp->below)
321 {
322 if (tmp->type == FORCE && tmp->slaying && !strcmp (rp->keycode, tmp->slaying))
323 break;
324 }
325 if (tmp == NULL)
326 { /* failure--no code found */
327 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients," " but not the technique. Go learn how to do this recipe.");
328 return 0;
329 }
330 }
331
332#ifdef EXTREME_ALCHEMY_DEBUG
333 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches);
334 LOG (llevDebug, "attempt_recipe(): using recipe %s\n", rp->title ? rp->title : "unknown");
335#endif
336
337 if ((item = make_item_from_recipe (cauldron, rp)) != NULL)
338 {
339 remove_contents (cauldron->inv, item);
340 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */
341 sum_weight (cauldron);
342 /* adj lvl, nrof on caster level */
343 adjust_product (item, ability, rp->yield ? (rp->yield * batches) : batches);
344 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL)
345 {
346 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened.");
347 /* new_draw_info_format(NDI_UNIQUE, 0,caster,
348 "Your spell causes the %s to explode!",&cauldron->name); */
349 /* kaboom_cauldron(); */
350 }
351 else
352 {
353 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ());
354 }
355 }
356 return item;
357}
358
359
360
361/**
362 * We adjust the nrof, exp and level of the final product, based
363 * on the item's default parameters, and the relevant caster skill level.
364 */
365 void
366adjust_product (object *item, int lvl, int yield)
367{
368 int nrof = 1;
369
370 if (!yield)
371 yield = 1;
372 if (lvl <= 0)
373 lvl = 1; /* lets avoid div by zero! */
374 if (item->nrof)
375 {
376 nrof = (int) ((1.0 - 1.0 / (lvl / 10.0 + 1.0)) * (rndm (0, yield - 1) + rndm (0, yield - 1) + rndm (0, yield - 1)) + 1);
377 if (nrof > yield)
378 nrof = yield;
379 item->nrof = nrof;
380 }
381}
382
383
384/**
385 * Using a list of items and a recipe to make an artifact.
386 *
387 * @param cauldron the cauldron (including the ingredients) used to make the item
388 *
389 * @param rp the recipe to make the artifact from
390 *
391 * @return the newly created object, NULL if something failed
392 */
393
394object *
395make_item_from_recipe (object *cauldron, recipe *rp)
396{
397 artifact *art = NULL;
398 object *item = NULL;
399 size_t rp_arch_index;
400
401 if (rp == NULL)
402 return (object *) NULL;
403
404 /* Find the appropriate object to transform... */
405 if ((item = find_transmution_ob (cauldron->inv, rp, &rp_arch_index, 1)) == NULL)
406 {
407 LOG (llevDebug, "make_alchemy_item(): failed to create alchemical object.\n");
408 return (object *) NULL;
409 }
410
411 /* Find the appropriate artifact template... */
412 if (strcmp (rp->title, "NONE"))
413 {
414 if ((art = locate_recipe_artifact (rp, rp_arch_index)) == NULL)
415 {
416 LOG (llevError, "make_alchemy_item(): failed to locate recipe artifact.\n");
417 LOG (llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], &rp->title);
418 return (object *) NULL;
419 }
420 transmute_materialname (item, art->item);
421 give_artifact_abilities (item, art->item);
422 }
423
424 if (QUERY_FLAG (cauldron, FLAG_CURSED))
425 SET_FLAG (item, FLAG_CURSED);
426 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
427 SET_FLAG (item, FLAG_DAMNED);
428
429 return item;
430}
431
432
433/**
434 * Looks through the ingredient list. If we find a
435 * suitable object in it - we will use that to make the requested artifact.
436 * Otherwise the code returns a 'generic' item if create_item is set. -b.t.
437 *
438 * @param rp_arch_index pointer to return value; set to arch index for recipe;
439 * set to zero if not using a transmution formula
440 */
441
442object *
443find_transmution_ob (object *first_ingred, recipe *rp, size_t * rp_arch_index, int create_item)
444{
445 object *item = NULL;
446
447 *rp_arch_index = 0;
448
449 if (rp->transmute) /* look for matching ingredient/prod archs */
450 for (item = first_ingred; item; item = item->below)
451 {
452 size_t i;
453
454 for (i = 0; i < rp->arch_names; i++)
455 {
456 if (strcmp (item->arch->name, rp->arch_name[i]) == 0)
457 {
458 *rp_arch_index = i;
459 break;
460 }
461 }
462 if (i < rp->arch_names)
463 break;
464 }
465
466 /* failed, create a fresh object. Note no nrof>1 because that would
467 * allow players to create massive amounts of artifacts easily */
468 if (create_item && (!item || item->nrof > 1))
469 {
470 *rp_arch_index = RANDOM () % rp->arch_names;
471 item = get_archetype (rp->arch_name[*rp_arch_index]);
472 }
473
474#ifdef ALCHEMY_DEBUG
475 LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no ");
476 if (item != NULL)
477 {
478 LOG (llevDebug, " find_transmutable_ob(): returns arch %s(sp:%d)\n", item->arch->name, item->stats.sp);
479 }
480#endif
481
482 return item;
483}
484
485
486/**
487 * Ouch. We didnt get the formula we wanted.
488 * This fctn simulates the backfire effects--worse effects as the level
489 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things
490 * can happen to the would be alchemist. This table probably needs some
491 * adjustment for playbalance. -b.t.
492 */
493
494void
495alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger)
496{
497 int level = 0;
498
499 if (!op || !cauldron)
500 return;
501
502 if (danger > 1)
503 level = random_roll (1, danger, op, PREFER_LOW);
504
505#ifdef ALCHEMY_DEBUG
506 LOG (llevDebug, "Alchemy_failure_effect(): using level=%d\n", level);
507#endif
508
509 /* possible outcomes based on level */
510 if (level < 25)
511 { /* INGREDIENTS USED/SLAGGED */
512 object *item = NULL;
513
514 if (rndm (0, 2))
515 { /* slag created */
516 object *tmp = cauldron->inv;
517 int weight = 0;
518 uint16 material = M_STONE;
519
520 while (tmp)
521 { /* slag has coadded ingredient properties */
522 weight += tmp->weight;
523 if (!(material & tmp->material))
524 material |= tmp->material;
525 tmp = tmp->below;
526 }
527 tmp = get_archetype ("rock");
528 tmp->weight = weight;
529 tmp->value = 0;
530 tmp->material = material;
531 tmp->materialname = "stone";
532 tmp->name = "slag";
533 tmp->name_pl = "slags";
534 item = insert_ob_in_ob (tmp, cauldron);
535 CLEAR_FLAG (tmp, FLAG_CAN_ROLL);
536 CLEAR_FLAG (tmp, FLAG_NO_PICK);
537 tmp->move_block = 0;
538 }
539 remove_contents (cauldron->inv, item);
540 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
541 return;
542 }
543 else if (level < 40)
544 { /* MAKE TAINTED ITEM */
545 object *tmp = NULL;
546
547 if (!rp)
548 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL)
549 return;
550
551 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1)))
552 {
553 if (!QUERY_FLAG (tmp, FLAG_CURSED)) /* curse it */
554 SET_FLAG (tmp, FLAG_CURSED);
555
556 /* the apply code for potions already deals with cursed
557 * potions, so any code here is basically ignored.
558 */
559 if (tmp->type == FOOD)
560 {
561 tmp->stats.hp = random_roll (0, 149, op, PREFER_LOW);
562 }
563 tmp->value = 0; /* unsaleable item */
564
565 /* change stats downward */
566 do
567 {
568 change_attr_value (&tmp->stats, rndm (0, 6), -1 * (rndm (1, 3)));
569 }
570 while (rndm (0, 2));
571 }
572 return;
573 }
574 if (level == 40)
575 { /* MAKE RANDOM RECIPE */
576 recipelist *fl;
577 int numb = numb_ob_inside (cauldron);
578
579 fl = get_formulalist (numb - 1); /* take a lower recipe list */
580 if (fl && (rp = get_random_recipe (fl)))
581 /* even though random, don't grant user any EXP for it */
582 (void) attempt_recipe (op, cauldron, 1, rp, -1);
583 else
584 alchemy_failure_effect (op, cauldron, rp, level - 1);
585 return;
586
587 }
588 else if (level < 45)
589 { /* INFURIATE NPC's */
590 /* this is kind of kludgy I know... */
591 cauldron->enemy = op;
592 npc_call_help (cauldron);
593 cauldron->enemy = NULL;
594
595 alchemy_failure_effect (op, cauldron, rp, level - 5);
596 return;
597 }
598 else if (level < 50)
599 { /* MINOR EXPLOSION/FIREBALL */
600 object *tmp;
601
602 remove_contents (cauldron->inv, NULL);
603 switch (rndm (0, 2))
604 {
605 case 0:
606 tmp = get_archetype ("bomb");
607 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW);
608 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW);
609 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name);
610 break;
611
612 default:
613 tmp = get_archetype ("fireball");
614 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1;
615 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2;
616 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
617 break;
618 }
619 tmp->x = cauldron->x, tmp->y = cauldron->y;
620 insert_ob_in_map (tmp, op->map, NULL, 0);
621 return;
622
623 }
624 else if (level < 60)
625 { /* CREATE MONSTER */
626 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
627 remove_contents (cauldron->inv, NULL);
628 return;
629 }
630 else if (level < 80)
631 { /* MAJOR FIRE */
632 object *fb = get_archetype (SP_MED_FIREBALL);
633
634 remove_contents (cauldron->inv, NULL);
635 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb);
636 free_object (fb);
637 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
638 return;
639
640 }
641 else if (level < 100)
642 { /* WHAMMY the CAULDRON */
643 if (!QUERY_FLAG (cauldron, FLAG_CURSED))
644 SET_FLAG (cauldron, FLAG_CURSED);
645 else
646 cauldron->magic--;
647 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW);
648 if (rndm (0, 1))
649 {
650 remove_contents (cauldron->inv, NULL);
651 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name);
652 }
653 else
654 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name);
655 return;
656
657 }
658 else if (level < 110)
659 { /* SUMMON EVIL MONSTERS */
660 object *tmp = get_random_mon (level / 5);
661
662 remove_contents (cauldron->inv, NULL);
663 if (!tmp)
664 alchemy_failure_effect (op, cauldron, rp, level);
665 else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->name))
666 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ());
667 return;
668
669 }
670 else if (level < 150)
671 { /* COMBO EFFECT */
672 int roll = rndm (1, 3);
673
674 while (roll)
675 {
676 alchemy_failure_effect (op, cauldron, rp, level - 39);
677 roll--;
678 }
679 return;
680 }
681 else if (level == 151)
682 { /* CREATE RANDOM ARTIFACT */
683 object *tmp;
684
685 /* this is meant to be better than prior possiblity,
686 * in this one, we allow *any* valid alchemy artifact
687 * to be made (rather than only those on the given
688 * formulalist) */
689 if (!rp)
690 rp = get_random_recipe ((recipelist *) NULL);
691 if (rp && (tmp = get_archetype (rp->arch_name[RANDOM () % rp->arch_names])))
692 {
693 generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1);
694 if ((tmp = insert_ob_in_ob (tmp, cauldron)))
695 {
696 remove_contents (cauldron->inv, tmp);
697 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
698 }
699 }
700 return;
701 }
702 else
703 { /* MANA STORM - watch out!! */
704 object *tmp = get_archetype (LOOSE_MANA);
705
706 new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!");
707 remove_contents (cauldron->inv, NULL);
708 cast_magic_storm (op, tmp, level);
709 return;
710 }
711}
712
713
714/**
715 * All but object "save_item" are elimentated from
716 * the container list. Note we have to becareful to remove the inventories
717 * of objects in the cauldron inventory (ex icecube has stuff in it).
718 */
719
720void
721remove_contents (object *first_ob, object *save_item)
722{
723 object *next, *tmp = first_ob;
724
725 while (tmp)
726 {
727 next = tmp->below;
728 if (tmp == save_item)
729 {
730 if (!(tmp = next))
731 break;
732 else
733 next = next->below;
734 }
735 if (tmp->inv)
736 remove_contents (tmp->inv, NULL);
737 remove_ob (tmp);
738 free_object (tmp);
739 tmp = next;
740 }
741}
742
743/**
744 *"Danger" level, will determine how bad the backfire
745 * could be if the user fails to concoct a recipe properly. Factors include
746 * the number of ingredients, the length of the name of each ingredient,
747 * the user's effective level, the user's Int and the enchantment on the
748 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more
749 * danger. Note that we assume that we have had the caster ready the alchemy
750 * skill *before* this routine is called. (no longer auto-readies that skill)
751 * -b.t.
752 */
753
754int
755calc_alch_danger (object *caster, object *cauldron, recipe *rp)
756{
757 object *item;
758 char name[MAX_BUF];
759 int danger = 0, nrofi = 0;
760
761 /* Knowing alchemy skill reduces yer risk */
762 danger -= caster->chosen_skill ? caster->chosen_skill->level : caster->level;
763
764 /* better cauldrons reduce risk */
765 danger -= cauldron->magic;
766
767 /* Higher Int, lower the risk */
768 danger -= 3 * (caster->stats.Int - 15);
769
770 /* Ingredients. Longer names usually mean rarer stuff.
771 * Thus the backfire is worse. Also, more ingredients
772 * means we are attempting a more powerfull potion,
773 * and thus the backfire will be worse. */
774 for (item = cauldron->inv; item; item = item->below)
775 {
776 strcpy (name, item->name);
777 if (item->title)
778 sprintf (name, "%s %s", &item->name, &item->title);
779 danger += (strtoint (name) / 1000) + 3;
780 nrofi++;
781 }
782 if (rp == NULL)
783 danger += 110;
784 else
785 danger += rp->diff * 3;
786
787 /* Using a bad device is *majorly* stupid */
788 if (QUERY_FLAG (cauldron, FLAG_CURSED))
789 danger += 80;
790 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
791 danger += 200;
792
793#ifdef ALCHEMY_DEBUG
794 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger);
795#endif
796
797 return danger;
798}
799
800/**
801 * Determines if ingredients in a container match the
802 * proper ingredients for a recipe.
803 *
804 * rp is the recipe to check
805 * cauldron is the container that holds the ingredients
806 * returns 1 if the ingredients match the recipe, 0 if not
807 *
808 * This functions tries to find each defined ingredient in the container. It is
809 * the defined recipe iff
810 * - the number of ingredients of the recipe and in the container is equal
811 * - all ingredients of the recipe are found in the container
812 * - the number of batches is the same for all ingredients
813 */
814static int
815is_defined_recipe (const recipe *rp, const object *cauldron, object *caster)
816{
817 uint32 batches_in_cauldron;
818 const linked_char *ingredient;
819 int number;
820 const object *ob;
821
822 /* check for matching number of ingredients */
823 number = 0;
824 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
825 number++;
826 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
827 number--;
828 if (number != 0)
829 return 0;
830
831 /* check for matching ingredients */
832 batches_in_cauldron = 0;
833 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
834 {
835 uint32 nrof;
836 const char *name;
837 int ok;
838
839 /* determine and remove nrof from name */
840 name = ingredient->name;
841 nrof = 0;
842 while (isdigit (*name))
843 {
844 nrof = 10 * nrof + (*name - '0');
845 name++;
846 }
847 if (nrof == 0)
848 nrof = 1;
849 while (*name == ' ')
850 name++;
851
852 /* find the current ingredient in the cauldron */
853 ok = 0;
854 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
855 {
856 char name_ob[MAX_BUF];
857 const char *name2;
858
859 if (ob->title == NULL)
860 name2 = ob->name;
861 else
862 {
863 snprintf (name_ob, sizeof (name_ob), "%s %s", &ob->name, &ob->title);
864 name2 = name_ob;
865 }
866
867 if (strcmp (name2, name) == 0)
868 {
869 if (ob->nrof % nrof == 0)
870 {
871 uint32 batches;
872
873 batches = ob->nrof / nrof;
874 if (batches_in_cauldron == 0)
875 {
876 batches_in_cauldron = batches;
877 ok = 1;
878 }
879 else if (batches_in_cauldron == batches)
880 ok = 1;
881 }
882 break;
883 }
884 }
885 if (!ok)
886 return (0);
887 }
888
889 return (1);
890}
891
892/**
893 * Find a recipe from a recipe list that matches the given formula. If there
894 * is more than one matching recipe, it selects a random one. If at least one
895 * transmuting recipe matches, it only considers matching transmuting recipes.
896 *
897 * @return one matching recipe, or NULL if no recipe matches
898 */
899static recipe *
900find_recipe (recipelist * fl, int formula, object *ingredients)
901{
902 recipe *rp;
903 recipe *result; /* winning recipe, or NULL if no recipe found */
904 int recipes_matching; /* total number of matching recipes so far */
905 int transmute_found; /* records whether a transmuting recipe was found so far */
906 size_t rp_arch_index;
907
908#ifdef EXTREME_ALCHEMY_DEBUG
909 LOG (llevDebug, "looking for formula %d:\n", formula);
910#endif
911 result = NULL;
912 recipes_matching = 0;
913 transmute_found = 0;
914 for (rp = fl->items; rp != NULL; rp = rp->next)
915 {
916 /* check if recipe matches at all */
917 if (formula % rp->index != 0)
918 {
919#ifdef EXTREME_ALCHEMY_DEBUG
920 LOG (llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], rp->title, rp->index);
921#endif
922 continue;
923 }
924
925 if (rp->transmute && find_transmution_ob (ingredients, rp, &rp_arch_index, 0) != NULL)
926 {
927#ifdef EXTREME_ALCHEMY_DEBUG
928 LOG (llevDebug, " formula %s of %s (%d) is a matching transmuting formula\n", rp->arch_name[rp_arch_index], rp->title, rp->index);
929#endif
930 /* transmution recipe with matching base ingredient */
931 if (!transmute_found)
932 {
933 transmute_found = 1;
934 recipes_matching = 0;
935 }
936 }
937 else if (transmute_found)
938 {
939#ifdef EXTREME_ALCHEMY_DEBUG
940 LOG (llevDebug, " formula %s of %s (%d) matches but is not a matching transmuting formula\n", rp->arch_name[0], rp->title,
941 rp->index);
942#endif
943 /* "normal" recipe found after previous transmution recipe => ignore this recipe */
944 continue;
945 }
946#ifdef EXTREME_ALCHEMY_DEBUG
947 else
948 {
949 LOG (llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], rp->title, rp->index);
950 }
951#endif
952
953 if (rndm (0, recipes_matching) == 0)
954 result = rp;
955
956 recipes_matching++;
957 }
958
959 if (result == NULL)
960 {
961#ifdef ALCHEMY_DEBUG
962 LOG (llevDebug, "couldn't find formula for ingredients.\n");
963#endif
964 return NULL;
965 }
966
967#ifdef ALCHEMY_DEBUG
968 if (strcmp (result->title, "NONE") != 0)
969 LOG (llevDebug, "got formula: %s of %s (nbatches:%d)\n", result->arch_name[0], result->title, formula / result->index);
970 else
971 LOG (llevDebug, "got formula: %s (nbatches:%d)\n", result->arch_name[0], formula / result->index);
972#endif
973 return result;
974}

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