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Comparing deliantra/server/server/alchemy.C (file contents):
Revision 1.16 by pippijn, Sat Jan 6 14:42:30 2007 UTC vs.
Revision 1.53 by root, Wed Apr 28 19:59:06 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 7 *
8 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
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 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>
23*/ 23 */
24 24
25/* 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 */
26 26
27#include <global.h> 27#include <global.h>
28#include <object.h> 28#include <object.h>
56 "rattles", 56 "rattles",
57 "makes chugging sounds", 57 "makes chugging sounds",
58 "smokes heavily for a while" 58 "smokes heavily for a while"
59}; 59};
60 60
61
62static 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);
63static recipe *find_recipe (recipelist * fl, int formula, object *ingredients); 62static recipe *find_recipe (recipelist * fl, int formula, object *ingredients);
64 63
65
66/** Returns a random selection from cauldron_effect[] */ 64/** Returns a random selection from cauldron_effect[] */
67static const char * 65static const char *
68cauldron_sound (void) 66cauldron_sound ()
69{ 67{
70 int size = sizeof (cauldron_effect) / sizeof (char *); 68 int size = sizeof (cauldron_effect) / sizeof (char *);
71 69
72 return cauldron_effect[rndm (0, size - 1)]; 70 return cauldron_effect[rndm (0, size - 1)];
73} 71}
74 72
75/** 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 object *tmp = op->inv;
82 int formula = 0;
83
84 while (tmp)
85 {
86 const char *name = tmp->title
87 ? (const char *)format ("%s %s", &tmp->name, &tmp->title)
88 : tmp->name;
89
90 int tval = strtoint (name) * tmp->number_of ();
91#ifdef ALCHEMY_DEBUG
92 LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval);
93#endif
94 formula += tval;
95 tmp = tmp->below;
96 }
97#ifdef ALCHEMY_DEBUG
98 LOG (llevDebug, " Formula value=%d\n", formula);
99#endif
100
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/**
76 * Main part of the ALCHEMY code. From this we call fctns 809 * Main part of the ALCHEMY code. From this we call fctns
77 * 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,
78 * 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
79 * 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).
80 * 813 *
93 * 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
94 * 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
95 * around. :) 828 * around. :)
96 * -b.t. 829 * -b.t.
97 */ 830 */
98
99void 831void
100attempt_do_alchemy (object *caster, object *cauldron) 832attempt_do_alchemy (object *caster, object *cauldron, object *skill)
101{ 833{
102 recipelist *fl; 834 recipelist *fl;
103 recipe *rp = NULL; 835 recipe *rp = NULL;
104 float success_chance; 836 float success_chance;
105 int numb, ability = 1; 837 int numb, ability = 1;
121 return; 853 return;
122 854
123 numb = numb_ob_inside (cauldron); 855 numb = numb_ob_inside (cauldron);
124 if ((fl = get_formulalist (numb))) 856 if ((fl = get_formulalist (numb)))
125 { 857 {
126 if (QUERY_FLAG (caster, FLAG_WIZ)) 858 if (caster->flag [FLAG_WIZ])
127 { 859 {
128 rp = find_recipe (fl, formula, cauldron->inv); 860 rp = find_recipe (fl, formula, cauldron->inv);
129 if (rp != NULL) 861 if (rp != NULL)
130 { 862 {
131#ifdef ALCHEMY_DEBUG 863#ifdef ALCHEMY_DEBUG
132 if (strcmp (rp->title, "NONE")) 864 if (strcmp (rp->title, "NONE"))
133 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);
134 else 866 else
135 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);
136#endif 868#endif
137 attempt_recipe (caster, cauldron, ability, rp, formula / rp->index); 869 attempt_recipe (caster, cauldron, ability, rp, formula / rp->index);
138 } 870 }
141 return; 873 return;
142 } /* End of WIZ alchemy */ 874 } /* End of WIZ alchemy */
143 875
144 /* find the recipe */ 876 /* find the recipe */
145 rp = find_recipe (fl, formula, cauldron->inv); 877 rp = find_recipe (fl, formula, cauldron->inv);
146 if (rp) 878 if (rp
879 && rp->skill == skill->skill
880 && (!rp->cauldron
881 || rp->cauldron == cauldron->arch->archname))
147 { 882 {
148 uint64 value_ingredients; 883 uint64 value_ingredients;
149 uint64 value_item; 884 uint64 value_item;
150 object *tmp; 885 object *tmp;
151 int attempt_shadow_alchemy; 886 int attempt_shadow_alchemy;
152 887
153 ave_chance = fl->total_chance / (float) fl->number; 888 ave_chance = fl->total_chance / (float)fl->number;
154 /* the caster gets an increase in ability based on thier skill lvl */ 889
155 if (rp->skill)
156 {
157 skop = find_skill_by_name (caster, rp->skill);
158 if (!skop)
159 new_draw_info (NDI_UNIQUE, 0, caster, "You do not have the proper skill for this recipe");
160 else
161 ability += (int) (skop->level * ((4.0 + cauldron->magic) / 4.0)); 890 ability += skill->level * ((4.0 + cauldron->magic) / 4.0);
162 }
163 else
164 {
165 LOG (llevDebug, "Recipe %s has NULL skill!\n", &rp->title);
166 return;
167 }
168
169 if (!rp->cauldron)
170 {
171 LOG (llevDebug, "Recipe %s has NULL cauldron!\n", &rp->title);
172 return;
173 }
174 891
175 /* determine value of ingredients */ 892 /* determine value of ingredients */
176 value_ingredients = 0; 893 value_ingredients = 0;
177 for (tmp = cauldron->inv; tmp != NULL; tmp = tmp->below) 894 for (tmp = cauldron->inv; tmp; tmp = tmp->below)
178 value_ingredients += query_cost (tmp, NULL, F_TRUE); 895 value_ingredients += query_cost (tmp, NULL, F_TRUE);
179 896
180 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster); 897 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster);
181 898
182 /* create the object **FIRST**, then decide whether to keep it. */ 899 /* create the object **FIRST**, then decide whether to keep it. */
199 "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",
200 value_ingredients, value_item); 917 value_ingredients, value_item);
201#endif 918#endif
202 } 919 }
203 /* roll the dice */ 920 /* roll the dice */
204 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)
205 { 922 {
206 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE); 923 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE);
207 924
208 // let alchemy consume some time, so that exploits are less easy 925 // let alchemy consume some time, so that exploits are less easy
209 caster->speed_left -= 1.0; 926 caster->speed_left -= 1.0;
216 933
217 /* if we get here, we failed!! */ 934 /* if we get here, we failed!! */
218 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));
219} 936}
220 937
221/**
222 * Recipe value of the entire contents of a container.
223 * This appears to just generate a hash value, which I guess for now works
224 * ok, but the possibility of duplicate hashes is certainly possible - msw
225 */
226
227int
228content_recipe_value (object *op)
229{
230 char name[MAX_BUF];
231 object *tmp = op->inv;
232 int tval = 0, formula = 0;
233
234 while (tmp)
235 {
236 tval = 0;
237 strcpy (name, tmp->name);
238 if (tmp->title)
239 sprintf (name, "%s %s", &tmp->name, &tmp->title);
240 tval = (strtoint (name) * (tmp->nrof ? tmp->nrof : 1));
241#ifdef ALCHEMY_DEBUG
242 LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval);
243#endif
244 formula += tval;
245 tmp = tmp->below;
246 }
247#ifdef ALCHEMY_DEBUG
248 LOG (llevDebug, " Formula value=%d\n", formula);
249#endif
250 return formula;
251}
252
253/**
254 * Returns total number of items in op
255 */
256
257int
258numb_ob_inside (object *op)
259{
260 object *tmp = op->inv;
261 int number = 0, o_number = 0;
262
263 while (tmp)
264 {
265 if (tmp->nrof)
266 number += tmp->nrof;
267 else
268 number++;
269 o_number++;
270 tmp = tmp->below;
271 }
272#ifdef ALCHEMY_DEBUG
273 LOG (llevDebug, "numb_ob_inside(%s): found %d ingredients\n", op->name, o_number);
274#endif
275 return o_number;
276}
277
278/**
279 * Essentially a wrapper for make_item_from_recipe() and
280 * insert_ob_in_ob. If the caster has some alchemy skill, then they might
281 * gain some exp from (successfull) fabrication of the product.
282 * If nbatches==-1, don't give exp for this creation (random generation/
283 * failed recipe)
284 */
285
286object *
287attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches)
288{
289
290 object *item = NULL, *skop;
291
292 /* this should be passed to this fctn, not effiecent cpu use this way */
293 int batches = abs (nbatches);
294
295
296 LOG (llevDebug, "A %s <=> %s\n", &(rp->cauldron), &(cauldron->arch->name));
297 /* is the cauldron the right type? */
298 if (strcmp (rp->cauldron, cauldron->arch->name) != 0)
299 {
300 new_draw_info (NDI_UNIQUE, 0, caster, "You are not using the proper" " facilities for this formula.");
301 return 0;
302 }
303
304 skop = find_skill_by_name (caster, rp->skill);
305 /* does the caster have the skill? */
306 if (!skop)
307 return 0;
308
309 /* code required for this recipe, search the caster */
310 if (rp->keycode)
311 {
312 object *tmp;
313
314 for (tmp = caster->inv; tmp != NULL; tmp = tmp->below)
315 {
316 if (tmp->type == FORCE && tmp->slaying && !strcmp (rp->keycode, tmp->slaying))
317 break;
318 }
319 if (tmp == NULL)
320 { /* failure--no code found */
321 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients," " but not the technique. Go learn how to do this recipe.");
322 return 0;
323 }
324 }
325
326#ifdef EXTREME_ALCHEMY_DEBUG
327 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches);
328 LOG (llevDebug, "attempt_recipe(): using recipe %s\n", rp->title ? rp->title : "unknown");
329#endif
330
331 if ((item = make_item_from_recipe (cauldron, rp)) != NULL)
332 {
333 remove_contents (cauldron->inv, item);
334 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */
335 sum_weight (cauldron);
336 /* adj lvl, nrof on caster level */
337 adjust_product (item, ability, rp->yield ? (rp->yield * batches) : batches);
338 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL)
339 {
340 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened.");
341 /* new_draw_info_format(NDI_UNIQUE, 0,caster,
342 "Your spell causes the %s to explode!",&cauldron->name); */
343 /* kaboom_cauldron(); */
344 }
345 else
346 {
347 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ());
348 }
349 }
350 return item;
351}
352
353
354
355/**
356 * We adjust the nrof, exp and level of the final product, based
357 * on the item's default parameters, and the relevant caster skill level.
358 */
359 void
360adjust_product (object *item, int lvl, int yield)
361{
362 int nrof = 1;
363
364 if (!yield)
365 yield = 1;
366 if (lvl <= 0)
367 lvl = 1; /* lets avoid div by zero! */
368 if (item->nrof)
369 {
370 nrof = (int) ((1.0 - 1.0 / (lvl / 10.0 + 1.0)) * (rndm (0, yield - 1) + rndm (0, yield - 1) + rndm (0, yield - 1)) + 1);
371 if (nrof > yield)
372 nrof = yield;
373 item->nrof = nrof;
374 }
375}
376
377
378/**
379 * Using a list of items and a recipe to make an artifact.
380 *
381 * @param cauldron the cauldron (including the ingredients) used to make the item
382 *
383 * @param rp the recipe to make the artifact from
384 *
385 * @return the newly created object, NULL if something failed
386 */
387
388object *
389make_item_from_recipe (object *cauldron, recipe *rp)
390{
391 artifact *art = NULL;
392 object *item = NULL;
393 size_t rp_arch_index;
394
395 if (rp == NULL)
396 return (object *) NULL;
397
398 /* Find the appropriate object to transform... */
399 if ((item = find_transmution_ob (cauldron->inv, rp, &rp_arch_index, 1)) == NULL)
400 {
401 LOG (llevDebug, "make_alchemy_item(): failed to create alchemical object.\n");
402 return (object *) NULL;
403 }
404
405 /* Find the appropriate artifact template... */
406 if (strcmp (rp->title, "NONE"))
407 {
408 if ((art = locate_recipe_artifact (rp, rp_arch_index)) == NULL)
409 {
410 LOG (llevError, "make_alchemy_item(): failed to locate recipe artifact.\n");
411 LOG (llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], &rp->title);
412 return (object *) NULL;
413 }
414 transmute_materialname (item, art->item);
415 give_artifact_abilities (item, art->item);
416 }
417
418 if (QUERY_FLAG (cauldron, FLAG_CURSED))
419 SET_FLAG (item, FLAG_CURSED);
420 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
421 SET_FLAG (item, FLAG_DAMNED);
422
423 return item;
424}
425
426
427/**
428 * Looks through the ingredient list. If we find a
429 * suitable object in it - we will use that to make the requested artifact.
430 * Otherwise the code returns a 'generic' item if create_item is set. -b.t.
431 *
432 * @param rp_arch_index pointer to return value; set to arch index for recipe;
433 * set to zero if not using a transmution formula
434 */
435
436object *
437find_transmution_ob (object *first_ingred, recipe *rp, size_t * rp_arch_index, int create_item)
438{
439 object *item = NULL;
440
441 *rp_arch_index = 0;
442
443 if (rp->transmute) /* look for matching ingredient/prod archs */
444 for (item = first_ingred; item; item = item->below)
445 {
446 size_t i;
447
448 for (i = 0; i < rp->arch_names; i++)
449 {
450 if (strcmp (item->arch->name, rp->arch_name[i]) == 0)
451 {
452 *rp_arch_index = i;
453 break;
454 }
455 }
456 if (i < rp->arch_names)
457 break;
458 }
459
460 /* failed, create a fresh object. Note no nrof>1 because that would
461 * allow players to create massive amounts of artifacts easily */
462 if (create_item && (!item || item->nrof > 1))
463 {
464 *rp_arch_index = RANDOM () % rp->arch_names;
465 item = get_archetype (rp->arch_name[*rp_arch_index]);
466 }
467
468#ifdef ALCHEMY_DEBUG
469 LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no ");
470 if (item != NULL)
471 {
472 LOG (llevDebug, " find_transmutable_ob(): returns arch %s(sp:%d)\n", item->arch->name, item->stats.sp);
473 }
474#endif
475
476 return item;
477}
478
479
480/**
481 * Ouch. We didnt get the formula we wanted.
482 * This fctn simulates the backfire effects--worse effects as the level
483 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things
484 * can happen to the would be alchemist. This table probably needs some
485 * adjustment for playbalance. -b.t.
486 */
487
488void
489alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger)
490{
491 int level = 0;
492
493 if (!op || !cauldron)
494 return;
495
496 if (danger > 1)
497 level = random_roll (1, danger, op, PREFER_LOW);
498
499#ifdef ALCHEMY_DEBUG
500 LOG (llevDebug, "Alchemy_failure_effect(): using level=%d\n", level);
501#endif
502
503 /* possible outcomes based on level */
504 if (level < 25)
505 { /* INGREDIENTS USED/SLAGGED */
506 object *item = NULL;
507
508 if (rndm (0, 2))
509 { /* slag created */
510 object *tmp = cauldron->inv;
511 int weight = 0;
512 uint16 material = M_STONE;
513
514 while (tmp)
515 { /* slag has coadded ingredient properties */
516 weight += tmp->weight;
517 if (!(material & tmp->material))
518 material |= tmp->material;
519 tmp = tmp->below;
520 }
521 tmp = get_archetype ("rock");
522 tmp->weight = weight;
523 tmp->value = 0;
524 tmp->material = material;
525 tmp->materialname = "stone";
526 tmp->name = "slag";
527 tmp->name_pl = "slags";
528 item = insert_ob_in_ob (tmp, cauldron);
529 CLEAR_FLAG (tmp, FLAG_CAN_ROLL);
530 CLEAR_FLAG (tmp, FLAG_NO_PICK);
531 tmp->move_block = 0;
532 }
533 remove_contents (cauldron->inv, item);
534 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
535 return;
536 }
537 else if (level < 40)
538 { /* MAKE TAINTED ITEM */
539 object *tmp = NULL;
540
541 if (!rp)
542 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL)
543 return;
544
545 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1)))
546 {
547 if (!QUERY_FLAG (tmp, FLAG_CURSED)) /* curse it */
548 SET_FLAG (tmp, FLAG_CURSED);
549
550 /* the apply code for potions already deals with cursed
551 * potions, so any code here is basically ignored.
552 */
553 if (tmp->type == FOOD)
554 {
555 tmp->stats.hp = random_roll (0, 149, op, PREFER_LOW);
556 }
557 tmp->value = 0; /* unsaleable item */
558
559 /* change stats downward */
560 do
561 {
562 change_attr_value (&tmp->stats, rndm (0, 6), -1 * (rndm (1, 3)));
563 }
564 while (rndm (0, 2));
565 }
566 return;
567 }
568 if (level == 40)
569 { /* MAKE RANDOM RECIPE */
570 recipelist *fl;
571 int numb = numb_ob_inside (cauldron);
572
573 fl = get_formulalist (numb - 1); /* take a lower recipe list */
574 if (fl && (rp = get_random_recipe (fl)))
575 /* even though random, don't grant user any EXP for it */
576 (void) attempt_recipe (op, cauldron, 1, rp, -1);
577 else
578 alchemy_failure_effect (op, cauldron, rp, level - 1);
579 return;
580
581 }
582 else if (level < 45)
583 { /* INFURIATE NPC's */
584 /* this is kind of kludgy I know... */
585 cauldron->enemy = op;
586 npc_call_help (cauldron);
587 cauldron->enemy = NULL;
588
589 alchemy_failure_effect (op, cauldron, rp, level - 5);
590 return;
591 }
592 else if (level < 50)
593 { /* MINOR EXPLOSION/FIREBALL */
594 object *tmp;
595
596 remove_contents (cauldron->inv, NULL);
597 switch (rndm (0, 2))
598 {
599 case 0:
600 tmp = get_archetype ("bomb");
601 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW);
602 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW);
603 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name);
604 break;
605
606 default:
607 tmp = get_archetype ("fireball");
608 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1;
609 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2;
610 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
611 break;
612 }
613
614 op->insert_at (cauldron);
615 return;
616
617 }
618 else if (level < 60)
619 { /* CREATE MONSTER */
620 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
621 remove_contents (cauldron->inv, NULL);
622 return;
623 }
624 else if (level < 80)
625 { /* MAJOR FIRE */
626 object *fb = get_archetype (SP_MED_FIREBALL);
627
628 remove_contents (cauldron->inv, NULL);
629 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb);
630 fb->destroy ();
631 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
632 return;
633
634 }
635 else if (level < 100)
636 { /* WHAMMY the CAULDRON */
637 if (!QUERY_FLAG (cauldron, FLAG_CURSED))
638 SET_FLAG (cauldron, FLAG_CURSED);
639 else
640 cauldron->magic--;
641 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW);
642 if (rndm (0, 1))
643 {
644 remove_contents (cauldron->inv, NULL);
645 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name);
646 }
647 else
648 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name);
649 return;
650
651 }
652 else if (level < 110)
653 { /* SUMMON EVIL MONSTERS */
654 object *tmp = get_random_mon (level / 5);
655
656 remove_contents (cauldron->inv, NULL);
657 if (!tmp)
658 alchemy_failure_effect (op, cauldron, rp, level);
659 else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->name))
660 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ());
661 return;
662
663 }
664 else if (level < 150)
665 { /* COMBO EFFECT */
666 int roll = rndm (1, 3);
667
668 while (roll)
669 {
670 alchemy_failure_effect (op, cauldron, rp, level - 39);
671 roll--;
672 }
673 return;
674 }
675 else if (level == 151)
676 { /* CREATE RANDOM ARTIFACT */
677 object *tmp;
678
679 /* this is meant to be better than prior possiblity,
680 * in this one, we allow *any* valid alchemy artifact
681 * to be made (rather than only those on the given
682 * formulalist) */
683 if (!rp)
684 rp = get_random_recipe ((recipelist *) NULL);
685 if (rp && (tmp = get_archetype (rp->arch_name[RANDOM () % rp->arch_names])))
686 {
687 generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1);
688 if ((tmp = insert_ob_in_ob (tmp, cauldron)))
689 {
690 remove_contents (cauldron->inv, tmp);
691 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
692 }
693 }
694 return;
695 }
696 else
697 { /* MANA STORM - watch out!! */
698 object *tmp = get_archetype (LOOSE_MANA);
699
700 new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!");
701 remove_contents (cauldron->inv, NULL);
702 cast_magic_storm (op, tmp, level);
703 return;
704 }
705}
706
707
708/*
709 * All but object "save_item" are elimentated from
710 * the container list. Note we have to becareful to remove the inventories
711 * of objects in the cauldron inventory (ex icecube has stuff in it).
712 */
713
714void
715remove_contents (object *first_ob, object *save_item)
716{
717 object *next, *tmp = first_ob;
718
719 while (tmp)
720 {
721 next = tmp->below;
722
723 if (tmp == save_item)
724 {
725 if (!(tmp = next))
726 break;
727 else
728 next = next->below;
729 }
730
731 if (tmp->inv)
732 remove_contents (tmp->inv, NULL);
733
734 tmp->destroy ();
735 tmp = next;
736 }
737}
738
739/**
740 *"Danger" level, will determine how bad the backfire
741 * could be if the user fails to concoct a recipe properly. Factors include
742 * the number of ingredients, the length of the name of each ingredient,
743 * the user's effective level, the user's Int and the enchantment on the
744 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more
745 * danger. Note that we assume that we have had the caster ready the alchemy
746 * skill *before* this routine is called. (no longer auto-readies that skill)
747 * -b.t.
748 */
749
750int
751calc_alch_danger (object *caster, object *cauldron, recipe *rp)
752{
753 object *item;
754 char name[MAX_BUF];
755 int danger = 0, nrofi = 0;
756
757 /* Knowing alchemy skill reduces yer risk */
758 danger -= caster->chosen_skill ? caster->chosen_skill->level : caster->level;
759
760 /* better cauldrons reduce risk */
761 danger -= cauldron->magic;
762
763 /* Higher Int, lower the risk */
764 danger -= 3 * (caster->stats.Int - 15);
765
766 /* Ingredients. Longer names usually mean rarer stuff.
767 * Thus the backfire is worse. Also, more ingredients
768 * means we are attempting a more powerfull potion,
769 * and thus the backfire will be worse. */
770 for (item = cauldron->inv; item; item = item->below)
771 {
772 strcpy (name, item->name);
773 if (item->title)
774 sprintf (name, "%s %s", &item->name, &item->title);
775 danger += (strtoint (name) / 1000) + 3;
776 nrofi++;
777 }
778 if (rp == NULL)
779 danger += 110;
780 else
781 danger += rp->diff * 3;
782
783 /* Using a bad device is *majorly* stupid */
784 if (QUERY_FLAG (cauldron, FLAG_CURSED))
785 danger += 80;
786 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
787 danger += 200;
788
789#ifdef ALCHEMY_DEBUG
790 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger);
791#endif
792
793 return danger;
794}
795
796/**
797 * Determines if ingredients in a container match the
798 * proper ingredients for a recipe.
799 *
800 * rp is the recipe to check
801 * cauldron is the container that holds the ingredients
802 * returns 1 if the ingredients match the recipe, 0 if not
803 *
804 * This functions tries to find each defined ingredient in the container. It is
805 * the defined recipe iff
806 * - the number of ingredients of the recipe and in the container is equal
807 * - all ingredients of the recipe are found in the container
808 * - the number of batches is the same for all ingredients
809 */
810static int
811is_defined_recipe (const recipe *rp, const object *cauldron, object *caster)
812{
813 uint32 batches_in_cauldron;
814 const linked_char *ingredient;
815 int number;
816 const object *ob;
817
818 /* check for matching number of ingredients */
819 number = 0;
820 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
821 number++;
822 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
823 number--;
824 if (number != 0)
825 return 0;
826
827 /* check for matching ingredients */
828 batches_in_cauldron = 0;
829 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
830 {
831 uint32 nrof;
832 const char *name;
833 int ok;
834
835 /* determine and remove nrof from name */
836 name = ingredient->name;
837 nrof = 0;
838 while (isdigit (*name))
839 {
840 nrof = 10 * nrof + (*name - '0');
841 name++;
842 }
843 if (nrof == 0)
844 nrof = 1;
845 while (*name == ' ')
846 name++;
847
848 /* find the current ingredient in the cauldron */
849 ok = 0;
850 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
851 {
852 char name_ob[MAX_BUF];
853 const char *name2;
854
855 if (ob->title == NULL)
856 name2 = ob->name;
857 else
858 {
859 snprintf (name_ob, sizeof (name_ob), "%s %s", &ob->name, &ob->title);
860 name2 = name_ob;
861 }
862
863 if (strcmp (name2, name) == 0)
864 {
865 if (ob->nrof % nrof == 0)
866 {
867 uint32 batches;
868
869 batches = ob->nrof / nrof;
870 if (batches_in_cauldron == 0)
871 {
872 batches_in_cauldron = batches;
873 ok = 1;
874 }
875 else if (batches_in_cauldron == batches)
876 ok = 1;
877 }
878 break;
879 }
880 }
881 if (!ok)
882 return (0);
883 }
884
885 return (1);
886}
887
888/**
889 * Find a recipe from a recipe list that matches the given formula. If there
890 * is more than one matching recipe, it selects a random one. If at least one
891 * transmuting recipe matches, it only considers matching transmuting recipes.
892 *
893 * @return one matching recipe, or NULL if no recipe matches
894 */
895static recipe *
896find_recipe (recipelist * fl, int formula, object *ingredients)
897{
898 recipe *rp;
899 recipe *result; /* winning recipe, or NULL if no recipe found */
900 int recipes_matching; /* total number of matching recipes so far */
901 int transmute_found; /* records whether a transmuting recipe was found so far */
902 size_t rp_arch_index;
903
904#ifdef EXTREME_ALCHEMY_DEBUG
905 LOG (llevDebug, "looking for formula %d:\n", formula);
906#endif
907 result = NULL;
908 recipes_matching = 0;
909 transmute_found = 0;
910 for (rp = fl->items; rp != NULL; rp = rp->next)
911 {
912 /* check if recipe matches at all */
913 if (formula % rp->index != 0)
914 {
915#ifdef EXTREME_ALCHEMY_DEBUG
916 LOG (llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], rp->title, rp->index);
917#endif
918 continue;
919 }
920
921 if (rp->transmute && find_transmution_ob (ingredients, rp, &rp_arch_index, 0) != NULL)
922 {
923#ifdef EXTREME_ALCHEMY_DEBUG
924 LOG (llevDebug, " formula %s of %s (%d) is a matching transmuting formula\n", rp->arch_name[rp_arch_index], rp->title, rp->index);
925#endif
926 /* transmution recipe with matching base ingredient */
927 if (!transmute_found)
928 {
929 transmute_found = 1;
930 recipes_matching = 0;
931 }
932 }
933 else if (transmute_found)
934 {
935#ifdef EXTREME_ALCHEMY_DEBUG
936 LOG (llevDebug, " formula %s of %s (%d) matches but is not a matching transmuting formula\n", rp->arch_name[0], rp->title,
937 rp->index);
938#endif
939 /* "normal" recipe found after previous transmution recipe => ignore this recipe */
940 continue;
941 }
942#ifdef EXTREME_ALCHEMY_DEBUG
943 else
944 {
945 LOG (llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], rp->title, rp->index);
946 }
947#endif
948
949 if (rndm (0, recipes_matching) == 0)
950 result = rp;
951
952 recipes_matching++;
953 }
954
955 if (result == NULL)
956 {
957#ifdef ALCHEMY_DEBUG
958 LOG (llevDebug, "couldn't find formula for ingredients.\n");
959#endif
960 return NULL;
961 }
962
963#ifdef ALCHEMY_DEBUG
964 if (strcmp (result->title, "NONE") != 0)
965 LOG (llevDebug, "got formula: %s of %s (nbatches:%d)\n", result->arch_name[0], result->title, formula / result->index);
966 else
967 LOG (llevDebug, "got formula: %s (nbatches:%d)\n", result->arch_name[0], formula / result->index);
968#endif
969 return result;
970}

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