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Comparing deliantra/server/server/alchemy.C (file contents):
Revision 1.12 by root, Tue Dec 12 20:53:03 2006 UTC vs.
Revision 1.55 by root, Thu May 6 22:08:07 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 return cauldron_effect [rndm (array_length (cauldron_effect))];
72
73 return cauldron_effect[rndm (0, size - 1)];
74} 69}
75 70
76/** 71/**
72 * Recipe value of the entire contents of a container.
73 * This appears to just generate a hash value, which I guess for now works
74 * ok, but the possibility of duplicate hashes is certainly possible - msw
75 */
76static int
77content_recipe_value (object *op)
78{
79 object *tmp = op->inv;
80 int formula = 0;
81
82 while (tmp)
83 {
84 const char *name = tmp->title
85 ? (const char *)format ("%s %s", &tmp->name, &tmp->title)
86 : tmp->name;
87
88 int tval = strtoint (name) * tmp->number_of ();
89#ifdef ALCHEMY_DEBUG
90 LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval);
91#endif
92 formula += tval;
93 tmp = tmp->below;
94 }
95#ifdef ALCHEMY_DEBUG
96 LOG (llevDebug, " Formula value=%d\n", formula);
97#endif
98
99 return formula;
100}
101
102/**
103 * Returns total number of items in op
104 */
105static int
106numb_ob_inside (object *op)
107{
108 object *tmp = op->inv;
109 int number = 0, o_number = 0;
110
111 while (tmp)
112 {
113 if (tmp->nrof)
114 number += tmp->nrof;
115 else
116 number++;
117 o_number++;
118 tmp = tmp->below;
119 }
120#ifdef ALCHEMY_DEBUG
121 LOG (llevDebug, "numb_ob_inside(%s): found %d ingredients\n", &op->name, o_number);
122#endif
123 return o_number;
124}
125
126/**
127 * Looks through the ingredient list. If we find a
128 * suitable object in it - we will use that to make the requested artifact.
129 * Otherwise the code returns a 'generic' item if create_item is set. -b.t.
130 *
131 * @param rp_arch_index pointer to return value; set to arch index for recipe;
132 * set to zero if not using a transmution formula
133 */
134static object *
135find_transmution_ob (object *first_ingred, recipe *rp, size_t *rp_arch_index, int create_item)
136{
137 object *prod_item = 0;
138 bool found = false;
139 *rp_arch_index = 0;
140
141 if (rp->transmute) /* look for matching ingredient/prod archs */
142 for (object *item = first_ingred; item; item = item->below)
143 {
144 for (int i = 0; i < rp->arch_names; i++)
145 //TODO: should be a shstr comparison
146 if (!strcmp(&item->arch->archname,rp->arch_name[i]))
147 {
148 *rp_arch_index = i;
149 prod_item = item;
150 break;
151 }
152
153 if (prod_item)
154 break;
155 }
156
157 /* failed, create a fresh object. Note no nrof>1 because that would
158 * allow players to create massive amounts of artifacts easily */
159 if (create_item && (!prod_item || prod_item->nrof > 1))
160 {
161#ifdef ALCHEMY_DEBUG
162 LOG (llevDebug, "creating a new item.\n");
163 if (prod_item != NULL)
164 {
165 LOG (llevDebug, " had item: arch %s(nrof:%d)\n",
166 &prod_item->arch->archname, prod_item->nrof);
167 }
168#endif
169 if (!prod_item)
170 *rp_arch_index = rndm (rp->arch_names);
171 prod_item = get_archetype (rp->arch_name[*rp_arch_index]);
172 }
173
174#ifdef ALCHEMY_DEBUG
175 LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no ");
176 if (prod_item != NULL)
177 {
178 LOG (llevDebug, " find_transmutable_ob(): returns arch %s(sp:%d)\n",
179 &prod_item->arch->archname, prod_item->stats.sp);
180 }
181#endif
182
183 return prod_item;
184}
185
186/**
187 * Using a list of items and a recipe to make an artifact.
188 *
189 * @param cauldron the cauldron (including the ingredients) used to make the item
190 *
191 * @param rp the recipe to make the artifact from
192 *
193 * @return the newly created object, NULL if something failed
194 */
195static object *
196make_item_from_recipe (object *cauldron, recipe *rp)
197{
198 artifact *art = NULL;
199 object *item = NULL;
200 size_t rp_arch_index;
201
202 if (rp == NULL)
203 return (object *) NULL;
204
205 /* Find the appropriate object to transform... */
206 if ((item = find_transmution_ob (cauldron->inv, rp, &rp_arch_index, 1)) == NULL)
207 {
208 LOG (llevDebug, "make_alchemy_item(): failed to create alchemical object.\n");
209 return (object *) NULL;
210 }
211
212 /* Find the appropriate artifact template... */
213 if (rp->title != shstr_NONE)
214 {
215 if ((art = locate_recipe_artifact (rp, rp_arch_index)) == NULL)
216 {
217 LOG (llevError, "make_alchemy_item(): failed to locate recipe artifact.\n");
218 LOG (llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], &rp->title);
219 return (object *) NULL;
220 }
221
222 transmute_materialname (item, art->item);
223 give_artifact_abilities (item, art->item);
224 }
225
226 if (cauldron->flag [FLAG_CURSED])
227 item->set_flag (FLAG_CURSED);
228 if (cauldron->flag [FLAG_DAMNED])
229 item->set_flag (FLAG_DAMNED);
230
231 return item;
232}
233
234/*
235 * All but object "save_item" are elimentated from
236 * the container list. Note we have to becareful to remove the inventories
237 * of objects in the cauldron inventory (ex icecube has stuff in it).
238 */
239static void
240remove_contents (object *first_ob, object *save_item)
241{
242 // this cries for a cleaner rewrite, removing save_item first possibly
243 object *next, *tmp = first_ob;
244
245 while (tmp)
246 {
247 next = tmp->below;
248
249 if (tmp == save_item)
250 {
251 if (!(tmp = next))
252 break;
253 else
254 next = next->below;
255 }
256
257 if (tmp->inv)
258 remove_contents (tmp->inv, NULL);
259
260 tmp->destroy ();
261 tmp = next;
262 }
263}
264
265/**
266 * We adjust the nrof, exp and level of the final product, based
267 * on the item's default parameters, and the relevant caster skill level.
268 */
269static void
270adjust_product (object *item, int lvl, int yield)
271{
272 int nrof = 1;
273
274 if (!yield)
275 yield = 1;
276
277 if (lvl <= 0)
278 lvl = 1; /* lets avoid div by zero! */
279
280 if (item->nrof)
281 {
282 nrof = (int) ((1.0 - 1.0 / (lvl / 10.0 + 1.0)) * (rndm (0, yield - 1) + rndm (0, yield - 1) + rndm (0, yield - 1)) + 1);
283
284 if (nrof > yield)
285 nrof = yield;
286
287 item->nrof = nrof;
288 }
289}
290
291/**
292 * Essentially a wrapper for make_item_from_recipe() and
293 * insert_ob_in_ob. If the caster has some alchemy skill, then they might
294 * gain some exp from (successfull) fabrication of the product.
295 * If nbatches==-1, don't give exp for this creation (random generation/
296 * failed recipe)
297 */
298static object *
299attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches)
300{
301
302 object *item = NULL, *skop;
303
304 /* this should be passed to this fctn, not effiecent cpu use this way */
305 int batches = abs (nbatches);
306
307 /* is the cauldron the right type? */
308 if (rp->cauldron && rp->cauldron != cauldron->arch->archname)
309 return 0;
310
311 skop = find_skill_by_name (caster, rp->skill);
312 /* does the caster have the skill? */
313 if (!skop)
314 return 0;
315
316 /* code required for this recipe, search the caster */
317 if (rp->keycode)
318 {
319 object *tmp;
320
321 for (tmp = caster->inv; tmp; tmp = tmp->below)
322 {
323 if (tmp->type == FORCE && tmp->slaying && rp->keycode == tmp->slaying)
324 break;
325 }
326
327 if (!tmp)
328 { /* failure--no code found */
329 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients, but not the technique. Go learn how to do this recipe.");
330 return 0;
331 }
332 }
333
334#ifdef EXTREME_ALCHEMY_DEBUG
335 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches);
336 LOG (llevDebug, "attempt_recipe(): using recipe %s\n", *rp->title ? &rp->title : "unknown");
337#endif
338
339 if ((item = make_item_from_recipe (cauldron, rp)) != NULL)
340 {
341 remove_contents (cauldron->inv, item);
342 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */
343 cauldron->update_weight ();
344 /* adj lvl, nrof on caster level */
345 adjust_product (item, ability, rp->yield ? (rp->yield * batches) : batches);
346 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL)
347 {
348 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened.");
349 /* new_draw_info_format(NDI_UNIQUE, 0,caster,
350 "Your spell causes the %s to explode!",&cauldron->name); */
351 /* kaboom_cauldron(); */
352 }
353 else
354 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ());
355 }
356
357 return item;
358}
359
360/**
361 * Ouch. We didnt get the formula we wanted.
362 * This fctn simulates the backfire effects--worse effects as the level
363 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things
364 * can happen to the would be alchemist. This table probably needs some
365 * adjustment for playbalance. -b.t.
366 */
367static void
368alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger)
369{
370 int level = 0;
371
372 if (!op || !cauldron)
373 return;
374
375 if (danger > 1)
376 level = random_roll (1, danger, op, PREFER_LOW);
377
378#ifdef ALCHEMY_DEBUG
379 LOG (llevDebug, "Alchemy_failure_effect(): using level=%d\n", level);
380#endif
381
382 /* possible outcomes based on level */
383 if (level < 25)
384 { /* INGREDIENTS USED/SLAGGED */
385 object *item = NULL;
386
387 if (rndm (0, 2))
388 { /* slag created */
389 object *tmp = cauldron->inv;
390 int weight = 0;
391
392 tmp = get_archetype (shstr_rock);
393 tmp->weight = weight;
394 tmp->value = 0;
395 tmp->material = name_to_material (shstr_stone);
396 tmp->name = shstr_slag;
397 tmp->name_pl = shstr_slags;
398 item = insert_ob_in_ob (tmp, cauldron);
399 tmp->clr_flag (FLAG_CAN_ROLL);
400 tmp->set_flag (FLAG_NO_DROP);
401 tmp->move_block = 0;
402 }
403
404 remove_contents (cauldron->inv, item);
405 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
406 return;
407 }
408 else if (level < 40)
409 { /* MAKE TAINTED ITEM */
410 object *tmp = NULL;
411
412 if (!rp)
413 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL)
414 return;
415
416 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1)))
417 {
418 if (!tmp->flag [FLAG_CURSED]) /* curse it */
419 tmp->set_flag (FLAG_CURSED);
420
421 /* the apply code for potions already deals with cursed
422 * potions, so any code here is basically ignored.
423 */
424 if (tmp->type == FOOD)
425 {
426 tmp->stats.hp = random_roll (0, 149, op, PREFER_LOW);
427 }
428 tmp->value = 0; /* unsaleable item */
429
430 /* change stats downward */
431 do
432 {
433 change_attr_value (&tmp->stats, rndm (0, 6), -1 * (rndm (1, 3)));
434 }
435 while (rndm (0, 2));
436 }
437 return;
438 }
439
440 if (level == 40)
441 { /* MAKE RANDOM RECIPE */
442 recipelist *fl;
443 int numb = numb_ob_inside (cauldron);
444
445 fl = get_formulalist (numb - 1); /* take a lower recipe list */
446 if (fl && (rp = get_random_recipe (fl)))
447 /* even though random, don't grant user any EXP for it */
448 attempt_recipe (op, cauldron, 1, rp, -1);
449 else
450 alchemy_failure_effect (op, cauldron, rp, level - 1);
451 }
452 else if (level < 45)
453 { /* INFURIATE NPC's */
454 /* this is kind of kludgy I know... */
455 cauldron->enemy = op;
456 npc_call_help (cauldron);
457 cauldron->enemy = NULL;
458
459 alchemy_failure_effect (op, cauldron, rp, level - 5);
460 }
461 else if (level < 50)
462 { /* MINOR EXPLOSION/FIREBALL */
463 object *tmp;
464
465 remove_contents (cauldron->inv, NULL);
466 switch (rndm (0, 2))
467 {
468 case 0:
469 tmp = get_archetype (shstr_bomb);
470 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW);
471 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW);
472 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name);
473 break;
474
475 default:
476 tmp = get_archetype (shstr_fireball);
477 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1;
478 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2;
479 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
480 break;
481 }
482
483 tmp->insert_at (cauldron);
484 }
485 else if (level < 60)
486 { /* CREATE MONSTER */
487 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
488 remove_contents (cauldron->inv, NULL);
489 }
490 else if (level < 80)
491 { /* MAJOR FIRE */
492 object *fb = get_archetype (SP_MED_FIREBALL);
493
494 remove_contents (cauldron->inv, NULL);
495 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb);
496 fb->destroy ();
497 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
498 }
499 else if (level < 100)
500 { /* WHAMMY the CAULDRON */
501 if (!cauldron->flag [FLAG_CURSED])
502 cauldron->set_flag (FLAG_CURSED);
503 else
504 cauldron->magic--;
505
506 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW);
507
508 if (rndm (0, 1))
509 {
510 remove_contents (cauldron->inv, NULL);
511 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name);
512 }
513 else
514 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name);
515 }
516 else if (level < 110)
517 { /* SUMMON EVIL MONSTERS */
518 object *tmp = get_random_mon (level / 5);
519
520 remove_contents (cauldron->inv, NULL);
521
522 if (!tmp)
523 alchemy_failure_effect (op, cauldron, rp, level);
524 else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->archname))
525 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ());
526 }
527 else if (level < 150)
528 { /* COMBO EFFECT */
529 int roll = rndm (1, 3);
530
531 while (roll)
532 {
533 alchemy_failure_effect (op, cauldron, rp, level - 39);
534 roll--;
535 }
536 }
537 else if (level == 151)
538 { /* CREATE RANDOM ARTIFACT */
539 object *tmp;
540
541 /* this is meant to be better than prior possiblity,
542 * in this one, we allow *any* valid alchemy artifact
543 * to be made (rather than only those on the given
544 * formulalist) */
545 if (!rp)
546 rp = get_random_recipe ((recipelist *) NULL);
547
548 if (rp && (tmp = get_archetype (rp->arch_name [rndm (rp->arch_names)])))
549 {
550 generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1);
551 if ((tmp = insert_ob_in_ob (tmp, cauldron)))
552 {
553 remove_contents (cauldron->inv, tmp);
554 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
555 }
556 }
557 }
558 else
559 { /* MANA STORM - watch out!! */
560 object *tmp = get_archetype (LOOSE_MANA);
561
562 new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!");
563 remove_contents (cauldron->inv, NULL);
564 cast_magic_storm (op, tmp, level);
565 }
566}
567
568/**
569 *"Danger" level, will determine how bad the backfire
570 * could be if the user fails to concoct a recipe properly. Factors include
571 * the number of ingredients, the length of the name of each ingredient,
572 * the user's effective level, the user's Int and the enchantment on the
573 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more
574 * danger. Note that we assume that we have had the caster ready the alchemy
575 * skill *before* this routine is called. (no longer auto-readies that skill)
576 * -b.t.
577 */
578static int
579calc_alch_danger (object *caster, object *cauldron, object *skill, recipe *rp)
580{
581 int danger = 0;
582
583 /* Knowing alchemy skill reduces yer risk */
584 danger -= skill->level;
585
586 /* better cauldrons reduce risk */
587 danger -= cauldron->magic;
588
589 /* Higher Int, lower the risk */
590 danger -= 3 * (caster->stats.Int - 15);
591
592 /* Ingredients. Longer names usually mean rarer stuff.
593 * Thus the backfire is worse. Also, more ingredients
594 * means we are attempting a more powerfull potion,
595 * and thus the backfire will be worse. */
596 for (object *item = cauldron->inv; item; item = item->below)
597 {
598 const char *name = item->title
599 ? format ("%s %s", &item->name, &item->title)
600 : &item->name;
601
602 danger += strtoint (name) / 1000 + 3;
603 }
604
605 if (!rp)
606 danger += 110;
607 else
608 danger += rp->diff * 3;
609
610 /* Using a bad device is *majorly* stupid */
611 if (cauldron->flag [FLAG_CURSED]) danger += 80;
612 if (cauldron->flag [FLAG_DAMNED]) danger += 200;
613
614#ifdef ALCHEMY_DEBUG
615 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger);
616#endif
617
618 return danger;
619}
620
621/**
622 * Determines if ingredients in a container match the
623 * proper ingredients for a recipe.
624 *
625 * rp is the recipe to check
626 * cauldron is the container that holds the ingredients
627 * returns 1 if the ingredients match the recipe, 0 if not
628 *
629 * This functions tries to find each defined ingredient in the container. It is
630 * the defined recipe iff
631 * - the number of ingredients of the recipe and in the container is equal
632 * - all ingredients of the recipe are found in the container
633 * - the number of batches is the same for all ingredients
634 */
635static int
636is_defined_recipe (const recipe *rp, const object *cauldron, object *caster)
637{
638 uint32 batches_in_cauldron;
639 const linked_char *ingredient;
640 int number;
641 const object *ob;
642
643 /* check for matching number of ingredients */
644 number = 0;
645 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
646 number++;
647 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
648 number--;
649 if (number != 0)
650 return 0;
651
652 /* check for matching ingredients */
653 batches_in_cauldron = 0;
654 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
655 {
656 uint32 nrof;
657 const char *name;
658 int ok;
659
660 /* determine and remove nrof from name */
661 name = ingredient->name;
662 nrof = 0;
663 while (isdigit (*name))
664 {
665 nrof = 10 * nrof + (*name - '0');
666 name++;
667 }
668 if (nrof == 0)
669 nrof = 1;
670 while (*name == ' ')
671 name++;
672
673 /* find the current ingredient in the cauldron */
674 ok = 0;
675 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
676 {
677 char name_ob[MAX_BUF];
678 const char *name2;
679
680 if (!ob->title)
681 name2 = ob->name;
682 else
683 {
684 snprintf (name_ob, sizeof (name_ob), "%s %s", &ob->name, &ob->title);
685 name2 = name_ob;
686 }
687
688 if (strcmp (name2, name) == 0)
689 {
690 if (ob->nrof % nrof == 0)
691 {
692 uint32 batches;
693
694 batches = ob->nrof / nrof;
695 if (batches_in_cauldron == 0)
696 {
697 batches_in_cauldron = batches;
698 ok = 1;
699 }
700 else if (batches_in_cauldron == batches)
701 ok = 1;
702 }
703 break;
704 }
705 }
706 if (!ok)
707 return (0);
708 }
709
710 return (1);
711}
712
713/**
714 * Find a recipe from a recipe list that matches the given formula. If there
715 * is more than one matching recipe, it selects a random one. If at least one
716 * transmuting recipe matches, it only considers matching transmuting recipes.
717 *
718 * @return one matching recipe, or NULL if no recipe matches
719 */
720static recipe *
721find_recipe (recipelist * fl, int formula, object *ingredients)
722{
723 recipe *rp;
724 recipe *result; /* winning recipe, or NULL if no recipe found */
725 int recipes_matching; /* total number of matching recipes so far */
726 int transmute_found; /* records whether a transmuting recipe was found so far */
727 size_t rp_arch_index;
728
729#ifdef EXTREME_ALCHEMY_DEBUG
730 LOG (llevDebug, "looking for formula %d:\n", formula);
731#endif
732 result = NULL;
733 recipes_matching = 0;
734 transmute_found = 0;
735
736 for (rp = fl->items; rp; rp = rp->next)
737 {
738 /* check if recipe matches at all */
739 if (formula % rp->index != 0)
740 {
741#ifdef EXTREME_ALCHEMY_DEBUG
742 LOG (llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], &rp->title, rp->index);
743#endif
744 continue;
745 }
746
747 if (rp->transmute && find_transmution_ob (ingredients, rp, &rp_arch_index, 0) != NULL)
748 {
749#ifdef EXTREME_ALCHEMY_DEBUG
750 LOG (llevDebug, " formula %s of %s (%d) is a matching transmuting formula\n", rp->arch_name[rp_arch_index], &rp->title, rp->index);
751#endif
752 /* transmution recipe with matching base ingredient */
753 if (!transmute_found)
754 {
755 transmute_found = 1;
756 recipes_matching = 0;
757 }
758 }
759 else if (transmute_found)
760 {
761#ifdef EXTREME_ALCHEMY_DEBUG
762 LOG (llevDebug, " formula %s of %s (%d) matches but is not a matching transmuting formula\n", rp->arch_name[0], &rp->title,
763 rp->index);
764#endif
765 /* "normal" recipe found after previous transmution recipe => ignore this recipe */
766 continue;
767 }
768#ifdef EXTREME_ALCHEMY_DEBUG
769 else
770 {
771 LOG (llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], &rp->title, rp->index);
772 }
773#endif
774
775 if (rndm (0, recipes_matching) == 0)
776 result = rp;
777
778 recipes_matching++;
779 }
780
781 if (result == NULL)
782 {
783#ifdef ALCHEMY_DEBUG
784 LOG (llevDebug, "couldn't find formula for ingredients.\n");
785#endif
786 return NULL;
787 }
788
789#ifdef ALCHEMY_DEBUG
790 if (strcmp (result->title, "NONE") != 0)
791 LOG (llevDebug, "got formula: %s of %s (nbatches:%d)\n", result->arch_name[0], &result->title, formula / result->index);
792 else
793 LOG (llevDebug, "got formula: %s (nbatches:%d)\n", result->arch_name[0], formula / result->index);
794#endif
795 return result;
796}
797
798/**
77 * Main part of the ALCHEMY code. From this we call fctns 799 * 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, 800 * 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 801 * 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). 802 * formula list (the formula list chosen is based on the # contents of the cauldron).
81 * 803 *
94 * There is no good reason (in my mind) why alchemical processes have to be 816 * 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 817 * unique -- such a 'feature' is one reason why players might want to experiment
96 * around. :) 818 * around. :)
97 * -b.t. 819 * -b.t.
98 */ 820 */
99
100void 821void
101attempt_do_alchemy (object *caster, object *cauldron) 822attempt_do_alchemy (object *caster, object *cauldron, object *skill)
102{ 823{
103 recipelist *fl; 824 recipelist *fl;
104 recipe *rp = NULL; 825 recipe *rp = NULL;
105 float success_chance; 826 float success_chance;
106 int numb, ability = 1; 827 int numb, ability = 1;
122 return; 843 return;
123 844
124 numb = numb_ob_inside (cauldron); 845 numb = numb_ob_inside (cauldron);
125 if ((fl = get_formulalist (numb))) 846 if ((fl = get_formulalist (numb)))
126 { 847 {
127 if (QUERY_FLAG (caster, FLAG_WIZ)) 848 if (caster->flag [FLAG_WIZ])
128 { 849 {
129 rp = find_recipe (fl, formula, cauldron->inv); 850 rp = find_recipe (fl, formula, cauldron->inv);
130 if (rp != NULL) 851 if (rp != NULL)
131 { 852 {
132#ifdef ALCHEMY_DEBUG 853#ifdef ALCHEMY_DEBUG
133 if (strcmp (rp->title, "NONE")) 854 if (strcmp (rp->title, "NONE"))
134 LOG (llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], rp->title); 855 LOG (llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], &rp->title);
135 else 856 else
136 LOG (llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula / rp->index); 857 LOG (llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula / rp->index);
137#endif 858#endif
138 attempt_recipe (caster, cauldron, ability, rp, formula / rp->index); 859 attempt_recipe (caster, cauldron, ability, rp, formula / rp->index);
139 } 860 }
142 return; 863 return;
143 } /* End of WIZ alchemy */ 864 } /* End of WIZ alchemy */
144 865
145 /* find the recipe */ 866 /* find the recipe */
146 rp = find_recipe (fl, formula, cauldron->inv); 867 rp = find_recipe (fl, formula, cauldron->inv);
147 if (rp) 868 if (rp
869 && rp->skill == skill->skill
870 && (!rp->cauldron
871 || rp->cauldron == cauldron->arch->archname))
148 { 872 {
149 uint64 value_ingredients; 873 uint64 value_ingredients;
150 uint64 value_item; 874 uint64 value_item;
151 object *tmp; 875 object *tmp;
152 int attempt_shadow_alchemy; 876 int attempt_shadow_alchemy;
153 877
154 ave_chance = fl->total_chance / (float) fl->number; 878 ave_chance = fl->total_chance / (float)fl->number;
155 /* the caster gets an increase in ability based on thier skill lvl */ 879
156 if (rp->skill)
157 {
158 skop = find_skill_by_name (caster, rp->skill);
159 if (!skop)
160 new_draw_info (NDI_UNIQUE, 0, caster, "You do not have the proper skill for this recipe");
161 else
162 ability += (int) (skop->level * ((4.0 + cauldron->magic) / 4.0)); 880 ability += skill->level * ((4.0 + cauldron->magic) / 4.0);
163 }
164 else
165 {
166 LOG (llevDebug, "Recipe %s has NULL skill!\n", &rp->title);
167 return;
168 }
169
170 if (!rp->cauldron)
171 {
172 LOG (llevDebug, "Recipe %s has NULL cauldron!\n", &rp->title);
173 return;
174 }
175 881
176 /* determine value of ingredients */ 882 /* determine value of ingredients */
177 value_ingredients = 0; 883 value_ingredients = 0;
178 for (tmp = cauldron->inv; tmp != NULL; tmp = tmp->below) 884 for (tmp = cauldron->inv; tmp; tmp = tmp->below)
179 value_ingredients += query_cost (tmp, NULL, F_TRUE); 885 value_ingredients += query_cost (tmp, NULL, F_TRUE);
180 886
181 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster); 887 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster);
182 888
183 /* create the object **FIRST**, then decide whether to keep it. */ 889 /* create the object **FIRST**, then decide whether to keep it. */
200 "Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n", 906 "Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n",
201 value_ingredients, value_item); 907 value_ingredients, value_item);
202#endif 908#endif
203 } 909 }
204 /* roll the dice */ 910 /* roll the dice */
205 else if ((float) (random_roll (0, 101, caster, PREFER_LOW)) <= 100.0 * success_chance) 911 else if (random_roll (0, 101, caster, PREFER_LOW) <= 100.0 * success_chance)
206 { 912 {
207 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE); 913 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE);
208 914
209 // let alchemy consume some time, so that exploits are less easy 915 // let alchemy consume some time, so that exploits are less easy
210 caster->speed_left -= 1.0; 916 caster->speed_left -= 1.0;
214 } 920 }
215 } 921 }
216 } 922 }
217 923
218 /* if we get here, we failed!! */ 924 /* if we get here, we failed!! */
219 alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, rp)); 925 alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, skill, rp));
220} 926}
221 927
222/**
223 * Recipe value of the entire contents of a container.
224 * This appears to just generate a hash value, which I guess for now works
225 * ok, but the possibility of duplicate hashes is certainly possible - msw
226 */
227
228int
229content_recipe_value (object *op)
230{
231 char name[MAX_BUF];
232 object *tmp = op->inv;
233 int tval = 0, formula = 0;
234
235 while (tmp)
236 {
237 tval = 0;
238 strcpy (name, tmp->name);
239 if (tmp->title)
240 sprintf (name, "%s %s", &tmp->name, &tmp->title);
241 tval = (strtoint (name) * (tmp->nrof ? tmp->nrof : 1));
242#ifdef ALCHEMY_DEBUG
243 LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval);
244#endif
245 formula += tval;
246 tmp = tmp->below;
247 }
248#ifdef ALCHEMY_DEBUG
249 LOG (llevDebug, " Formula value=%d\n", formula);
250#endif
251 return formula;
252}
253
254/**
255 * Returns total number of items in op
256 */
257
258int
259numb_ob_inside (object *op)
260{
261 object *tmp = op->inv;
262 int number = 0, o_number = 0;
263
264 while (tmp)
265 {
266 if (tmp->nrof)
267 number += tmp->nrof;
268 else
269 number++;
270 o_number++;
271 tmp = tmp->below;
272 }
273#ifdef ALCHEMY_DEBUG
274 LOG (llevDebug, "numb_ob_inside(%s): found %d ingredients\n", op->name, o_number);
275#endif
276 return o_number;
277}
278
279/**
280 * Essentially a wrapper for make_item_from_recipe() and
281 * insert_ob_in_ob. If the caster has some alchemy skill, then they might
282 * gain some exp from (successfull) fabrication of the product.
283 * If nbatches==-1, don't give exp for this creation (random generation/
284 * failed recipe)
285 */
286
287object *
288attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches)
289{
290
291 object *item = NULL, *skop;
292
293 /* this should be passed to this fctn, not effiecent cpu use this way */
294 int batches = abs (nbatches);
295
296
297 LOG (llevDebug, "A %s <=> %s\n", &(rp->cauldron), &(cauldron->arch->name));
298 /* is the cauldron the right type? */
299 if (strcmp (rp->cauldron, cauldron->arch->name) != 0)
300 {
301 new_draw_info (NDI_UNIQUE, 0, caster, "You are not using the proper" " facilities for this formula.");
302 return 0;
303 }
304
305 skop = find_skill_by_name (caster, rp->skill);
306 /* does the caster have the skill? */
307 if (!skop)
308 return 0;
309
310 /* code required for this recipe, search the caster */
311 if (rp->keycode)
312 {
313 object *tmp;
314
315 for (tmp = caster->inv; tmp != NULL; tmp = tmp->below)
316 {
317 if (tmp->type == FORCE && tmp->slaying && !strcmp (rp->keycode, tmp->slaying))
318 break;
319 }
320 if (tmp == NULL)
321 { /* failure--no code found */
322 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients," " but not the technique. Go learn how to do this recipe.");
323 return 0;
324 }
325 }
326
327#ifdef EXTREME_ALCHEMY_DEBUG
328 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches);
329 LOG (llevDebug, "attempt_recipe(): using recipe %s\n", rp->title ? rp->title : "unknown");
330#endif
331
332 if ((item = make_item_from_recipe (cauldron, rp)) != NULL)
333 {
334 remove_contents (cauldron->inv, item);
335 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */
336 sum_weight (cauldron);
337 /* adj lvl, nrof on caster level */
338 adjust_product (item, ability, rp->yield ? (rp->yield * batches) : batches);
339 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL)
340 {
341 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened.");
342 /* new_draw_info_format(NDI_UNIQUE, 0,caster,
343 "Your spell causes the %s to explode!",&cauldron->name); */
344 /* kaboom_cauldron(); */
345 }
346 else
347 {
348 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ());
349 }
350 }
351 return item;
352}
353
354
355
356/**
357 * We adjust the nrof, exp and level of the final product, based
358 * on the item's default parameters, and the relevant caster skill level.
359 */
360 void
361adjust_product (object *item, int lvl, int yield)
362{
363 int nrof = 1;
364
365 if (!yield)
366 yield = 1;
367 if (lvl <= 0)
368 lvl = 1; /* lets avoid div by zero! */
369 if (item->nrof)
370 {
371 nrof = (int) ((1.0 - 1.0 / (lvl / 10.0 + 1.0)) * (rndm (0, yield - 1) + rndm (0, yield - 1) + rndm (0, yield - 1)) + 1);
372 if (nrof > yield)
373 nrof = yield;
374 item->nrof = nrof;
375 }
376}
377
378
379/**
380 * Using a list of items and a recipe to make an artifact.
381 *
382 * @param cauldron the cauldron (including the ingredients) used to make the item
383 *
384 * @param rp the recipe to make the artifact from
385 *
386 * @return the newly created object, NULL if something failed
387 */
388
389object *
390make_item_from_recipe (object *cauldron, recipe *rp)
391{
392 artifact *art = NULL;
393 object *item = NULL;
394 size_t rp_arch_index;
395
396 if (rp == NULL)
397 return (object *) NULL;
398
399 /* Find the appropriate object to transform... */
400 if ((item = find_transmution_ob (cauldron->inv, rp, &rp_arch_index, 1)) == NULL)
401 {
402 LOG (llevDebug, "make_alchemy_item(): failed to create alchemical object.\n");
403 return (object *) NULL;
404 }
405
406 /* Find the appropriate artifact template... */
407 if (strcmp (rp->title, "NONE"))
408 {
409 if ((art = locate_recipe_artifact (rp, rp_arch_index)) == NULL)
410 {
411 LOG (llevError, "make_alchemy_item(): failed to locate recipe artifact.\n");
412 LOG (llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], &rp->title);
413 return (object *) NULL;
414 }
415 transmute_materialname (item, art->item);
416 give_artifact_abilities (item, art->item);
417 }
418
419 if (QUERY_FLAG (cauldron, FLAG_CURSED))
420 SET_FLAG (item, FLAG_CURSED);
421 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
422 SET_FLAG (item, FLAG_DAMNED);
423
424 return item;
425}
426
427
428/**
429 * Looks through the ingredient list. If we find a
430 * suitable object in it - we will use that to make the requested artifact.
431 * Otherwise the code returns a 'generic' item if create_item is set. -b.t.
432 *
433 * @param rp_arch_index pointer to return value; set to arch index for recipe;
434 * set to zero if not using a transmution formula
435 */
436
437object *
438find_transmution_ob (object *first_ingred, recipe *rp, size_t * rp_arch_index, int create_item)
439{
440 object *item = NULL;
441
442 *rp_arch_index = 0;
443
444 if (rp->transmute) /* look for matching ingredient/prod archs */
445 for (item = first_ingred; item; item = item->below)
446 {
447 size_t i;
448
449 for (i = 0; i < rp->arch_names; i++)
450 {
451 if (strcmp (item->arch->name, rp->arch_name[i]) == 0)
452 {
453 *rp_arch_index = i;
454 break;
455 }
456 }
457 if (i < rp->arch_names)
458 break;
459 }
460
461 /* failed, create a fresh object. Note no nrof>1 because that would
462 * allow players to create massive amounts of artifacts easily */
463 if (create_item && (!item || item->nrof > 1))
464 {
465 *rp_arch_index = RANDOM () % rp->arch_names;
466 item = get_archetype (rp->arch_name[*rp_arch_index]);
467 }
468
469#ifdef ALCHEMY_DEBUG
470 LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no ");
471 if (item != NULL)
472 {
473 LOG (llevDebug, " find_transmutable_ob(): returns arch %s(sp:%d)\n", item->arch->name, item->stats.sp);
474 }
475#endif
476
477 return item;
478}
479
480
481/**
482 * Ouch. We didnt get the formula we wanted.
483 * This fctn simulates the backfire effects--worse effects as the level
484 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things
485 * can happen to the would be alchemist. This table probably needs some
486 * adjustment for playbalance. -b.t.
487 */
488
489void
490alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger)
491{
492 int level = 0;
493
494 if (!op || !cauldron)
495 return;
496
497 if (danger > 1)
498 level = random_roll (1, danger, op, PREFER_LOW);
499
500#ifdef ALCHEMY_DEBUG
501 LOG (llevDebug, "Alchemy_failure_effect(): using level=%d\n", level);
502#endif
503
504 /* possible outcomes based on level */
505 if (level < 25)
506 { /* INGREDIENTS USED/SLAGGED */
507 object *item = NULL;
508
509 if (rndm (0, 2))
510 { /* slag created */
511 object *tmp = cauldron->inv;
512 int weight = 0;
513 uint16 material = M_STONE;
514
515 while (tmp)
516 { /* slag has coadded ingredient properties */
517 weight += tmp->weight;
518 if (!(material & tmp->material))
519 material |= tmp->material;
520 tmp = tmp->below;
521 }
522 tmp = get_archetype ("rock");
523 tmp->weight = weight;
524 tmp->value = 0;
525 tmp->material = material;
526 tmp->materialname = "stone";
527 tmp->name = "slag";
528 tmp->name_pl = "slags";
529 item = insert_ob_in_ob (tmp, cauldron);
530 CLEAR_FLAG (tmp, FLAG_CAN_ROLL);
531 CLEAR_FLAG (tmp, FLAG_NO_PICK);
532 tmp->move_block = 0;
533 }
534 remove_contents (cauldron->inv, item);
535 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
536 return;
537 }
538 else if (level < 40)
539 { /* MAKE TAINTED ITEM */
540 object *tmp = NULL;
541
542 if (!rp)
543 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL)
544 return;
545
546 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1)))
547 {
548 if (!QUERY_FLAG (tmp, FLAG_CURSED)) /* curse it */
549 SET_FLAG (tmp, FLAG_CURSED);
550
551 /* the apply code for potions already deals with cursed
552 * potions, so any code here is basically ignored.
553 */
554 if (tmp->type == FOOD)
555 {
556 tmp->stats.hp = random_roll (0, 149, op, PREFER_LOW);
557 }
558 tmp->value = 0; /* unsaleable item */
559
560 /* change stats downward */
561 do
562 {
563 change_attr_value (&tmp->stats, rndm (0, 6), -1 * (rndm (1, 3)));
564 }
565 while (rndm (0, 2));
566 }
567 return;
568 }
569 if (level == 40)
570 { /* MAKE RANDOM RECIPE */
571 recipelist *fl;
572 int numb = numb_ob_inside (cauldron);
573
574 fl = get_formulalist (numb - 1); /* take a lower recipe list */
575 if (fl && (rp = get_random_recipe (fl)))
576 /* even though random, don't grant user any EXP for it */
577 (void) attempt_recipe (op, cauldron, 1, rp, -1);
578 else
579 alchemy_failure_effect (op, cauldron, rp, level - 1);
580 return;
581
582 }
583 else if (level < 45)
584 { /* INFURIATE NPC's */
585 /* this is kind of kludgy I know... */
586 cauldron->enemy = op;
587 npc_call_help (cauldron);
588 cauldron->enemy = NULL;
589
590 alchemy_failure_effect (op, cauldron, rp, level - 5);
591 return;
592 }
593 else if (level < 50)
594 { /* MINOR EXPLOSION/FIREBALL */
595 object *tmp;
596
597 remove_contents (cauldron->inv, NULL);
598 switch (rndm (0, 2))
599 {
600 case 0:
601 tmp = get_archetype ("bomb");
602 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW);
603 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW);
604 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name);
605 break;
606
607 default:
608 tmp = get_archetype ("fireball");
609 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1;
610 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2;
611 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
612 break;
613 }
614 tmp->x = cauldron->x, tmp->y = cauldron->y;
615 insert_ob_in_map (tmp, op->map, NULL, 0);
616 return;
617
618 }
619 else if (level < 60)
620 { /* CREATE MONSTER */
621 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
622 remove_contents (cauldron->inv, NULL);
623 return;
624 }
625 else if (level < 80)
626 { /* MAJOR FIRE */
627 object *fb = get_archetype (SP_MED_FIREBALL);
628
629 remove_contents (cauldron->inv, NULL);
630 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb);
631 fb->destroy (0);
632 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
633 return;
634
635 }
636 else if (level < 100)
637 { /* WHAMMY the CAULDRON */
638 if (!QUERY_FLAG (cauldron, FLAG_CURSED))
639 SET_FLAG (cauldron, FLAG_CURSED);
640 else
641 cauldron->magic--;
642 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW);
643 if (rndm (0, 1))
644 {
645 remove_contents (cauldron->inv, NULL);
646 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name);
647 }
648 else
649 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name);
650 return;
651
652 }
653 else if (level < 110)
654 { /* SUMMON EVIL MONSTERS */
655 object *tmp = get_random_mon (level / 5);
656
657 remove_contents (cauldron->inv, NULL);
658 if (!tmp)
659 alchemy_failure_effect (op, cauldron, rp, level);
660 else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->name))
661 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ());
662 return;
663
664 }
665 else if (level < 150)
666 { /* COMBO EFFECT */
667 int roll = rndm (1, 3);
668
669 while (roll)
670 {
671 alchemy_failure_effect (op, cauldron, rp, level - 39);
672 roll--;
673 }
674 return;
675 }
676 else if (level == 151)
677 { /* CREATE RANDOM ARTIFACT */
678 object *tmp;
679
680 /* this is meant to be better than prior possiblity,
681 * in this one, we allow *any* valid alchemy artifact
682 * to be made (rather than only those on the given
683 * formulalist) */
684 if (!rp)
685 rp = get_random_recipe ((recipelist *) NULL);
686 if (rp && (tmp = get_archetype (rp->arch_name[RANDOM () % rp->arch_names])))
687 {
688 generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1);
689 if ((tmp = insert_ob_in_ob (tmp, cauldron)))
690 {
691 remove_contents (cauldron->inv, tmp);
692 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
693 }
694 }
695 return;
696 }
697 else
698 { /* MANA STORM - watch out!! */
699 object *tmp = get_archetype (LOOSE_MANA);
700
701 new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!");
702 remove_contents (cauldron->inv, NULL);
703 cast_magic_storm (op, tmp, level);
704 return;
705 }
706}
707
708
709/**
710 * All but object "save_item" are elimentated from
711 * the container list. Note we have to becareful to remove the inventories
712 * of objects in the cauldron inventory (ex icecube has stuff in it).
713 */
714
715void
716remove_contents (object *first_ob, object *save_item)
717{
718 object *next, *tmp = first_ob;
719
720 while (tmp)
721 {
722 next = tmp->below;
723 if (tmp == save_item)
724 {
725 if (!(tmp = next))
726 break;
727 else
728 next = next->below;
729 }
730 if (tmp->inv)
731 remove_contents (tmp->inv, NULL);
732 tmp->remove ();
733 tmp->destroy (0);
734 tmp = next;
735 }
736}
737
738/**
739 *"Danger" level, will determine how bad the backfire
740 * could be if the user fails to concoct a recipe properly. Factors include
741 * the number of ingredients, the length of the name of each ingredient,
742 * the user's effective level, the user's Int and the enchantment on the
743 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more
744 * danger. Note that we assume that we have had the caster ready the alchemy
745 * skill *before* this routine is called. (no longer auto-readies that skill)
746 * -b.t.
747 */
748
749int
750calc_alch_danger (object *caster, object *cauldron, recipe *rp)
751{
752 object *item;
753 char name[MAX_BUF];
754 int danger = 0, nrofi = 0;
755
756 /* Knowing alchemy skill reduces yer risk */
757 danger -= caster->chosen_skill ? caster->chosen_skill->level : caster->level;
758
759 /* better cauldrons reduce risk */
760 danger -= cauldron->magic;
761
762 /* Higher Int, lower the risk */
763 danger -= 3 * (caster->stats.Int - 15);
764
765 /* Ingredients. Longer names usually mean rarer stuff.
766 * Thus the backfire is worse. Also, more ingredients
767 * means we are attempting a more powerfull potion,
768 * and thus the backfire will be worse. */
769 for (item = cauldron->inv; item; item = item->below)
770 {
771 strcpy (name, item->name);
772 if (item->title)
773 sprintf (name, "%s %s", &item->name, &item->title);
774 danger += (strtoint (name) / 1000) + 3;
775 nrofi++;
776 }
777 if (rp == NULL)
778 danger += 110;
779 else
780 danger += rp->diff * 3;
781
782 /* Using a bad device is *majorly* stupid */
783 if (QUERY_FLAG (cauldron, FLAG_CURSED))
784 danger += 80;
785 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
786 danger += 200;
787
788#ifdef ALCHEMY_DEBUG
789 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger);
790#endif
791
792 return danger;
793}
794
795/**
796 * Determines if ingredients in a container match the
797 * proper ingredients for a recipe.
798 *
799 * rp is the recipe to check
800 * cauldron is the container that holds the ingredients
801 * returns 1 if the ingredients match the recipe, 0 if not
802 *
803 * This functions tries to find each defined ingredient in the container. It is
804 * the defined recipe iff
805 * - the number of ingredients of the recipe and in the container is equal
806 * - all ingredients of the recipe are found in the container
807 * - the number of batches is the same for all ingredients
808 */
809static int
810is_defined_recipe (const recipe *rp, const object *cauldron, object *caster)
811{
812 uint32 batches_in_cauldron;
813 const linked_char *ingredient;
814 int number;
815 const object *ob;
816
817 /* check for matching number of ingredients */
818 number = 0;
819 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
820 number++;
821 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
822 number--;
823 if (number != 0)
824 return 0;
825
826 /* check for matching ingredients */
827 batches_in_cauldron = 0;
828 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
829 {
830 uint32 nrof;
831 const char *name;
832 int ok;
833
834 /* determine and remove nrof from name */
835 name = ingredient->name;
836 nrof = 0;
837 while (isdigit (*name))
838 {
839 nrof = 10 * nrof + (*name - '0');
840 name++;
841 }
842 if (nrof == 0)
843 nrof = 1;
844 while (*name == ' ')
845 name++;
846
847 /* find the current ingredient in the cauldron */
848 ok = 0;
849 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
850 {
851 char name_ob[MAX_BUF];
852 const char *name2;
853
854 if (ob->title == NULL)
855 name2 = ob->name;
856 else
857 {
858 snprintf (name_ob, sizeof (name_ob), "%s %s", &ob->name, &ob->title);
859 name2 = name_ob;
860 }
861
862 if (strcmp (name2, name) == 0)
863 {
864 if (ob->nrof % nrof == 0)
865 {
866 uint32 batches;
867
868 batches = ob->nrof / nrof;
869 if (batches_in_cauldron == 0)
870 {
871 batches_in_cauldron = batches;
872 ok = 1;
873 }
874 else if (batches_in_cauldron == batches)
875 ok = 1;
876 }
877 break;
878 }
879 }
880 if (!ok)
881 return (0);
882 }
883
884 return (1);
885}
886
887/**
888 * Find a recipe from a recipe list that matches the given formula. If there
889 * is more than one matching recipe, it selects a random one. If at least one
890 * transmuting recipe matches, it only considers matching transmuting recipes.
891 *
892 * @return one matching recipe, or NULL if no recipe matches
893 */
894static recipe *
895find_recipe (recipelist * fl, int formula, object *ingredients)
896{
897 recipe *rp;
898 recipe *result; /* winning recipe, or NULL if no recipe found */
899 int recipes_matching; /* total number of matching recipes so far */
900 int transmute_found; /* records whether a transmuting recipe was found so far */
901 size_t rp_arch_index;
902
903#ifdef EXTREME_ALCHEMY_DEBUG
904 LOG (llevDebug, "looking for formula %d:\n", formula);
905#endif
906 result = NULL;
907 recipes_matching = 0;
908 transmute_found = 0;
909 for (rp = fl->items; rp != NULL; rp = rp->next)
910 {
911 /* check if recipe matches at all */
912 if (formula % rp->index != 0)
913 {
914#ifdef EXTREME_ALCHEMY_DEBUG
915 LOG (llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], rp->title, rp->index);
916#endif
917 continue;
918 }
919
920 if (rp->transmute && find_transmution_ob (ingredients, rp, &rp_arch_index, 0) != NULL)
921 {
922#ifdef EXTREME_ALCHEMY_DEBUG
923 LOG (llevDebug, " formula %s of %s (%d) is a matching transmuting formula\n", rp->arch_name[rp_arch_index], rp->title, rp->index);
924#endif
925 /* transmution recipe with matching base ingredient */
926 if (!transmute_found)
927 {
928 transmute_found = 1;
929 recipes_matching = 0;
930 }
931 }
932 else if (transmute_found)
933 {
934#ifdef EXTREME_ALCHEMY_DEBUG
935 LOG (llevDebug, " formula %s of %s (%d) matches but is not a matching transmuting formula\n", rp->arch_name[0], rp->title,
936 rp->index);
937#endif
938 /* "normal" recipe found after previous transmution recipe => ignore this recipe */
939 continue;
940 }
941#ifdef EXTREME_ALCHEMY_DEBUG
942 else
943 {
944 LOG (llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], rp->title, rp->index);
945 }
946#endif
947
948 if (rndm (0, recipes_matching) == 0)
949 result = rp;
950
951 recipes_matching++;
952 }
953
954 if (result == NULL)
955 {
956#ifdef ALCHEMY_DEBUG
957 LOG (llevDebug, "couldn't find formula for ingredients.\n");
958#endif
959 return NULL;
960 }
961
962#ifdef ALCHEMY_DEBUG
963 if (strcmp (result->title, "NONE") != 0)
964 LOG (llevDebug, "got formula: %s of %s (nbatches:%d)\n", result->arch_name[0], result->title, formula / result->index);
965 else
966 LOG (llevDebug, "got formula: %s (nbatches:%d)\n", result->arch_name[0], formula / result->index);
967#endif
968 return result;
969}

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