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Comparing deliantra/server/server/alchemy.C (file contents):
Revision 1.29 by root, Tue May 6 16:55:26 2008 UTC vs.
Revision 1.55 by root, Thu May 6 22:08:07 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* March 96 - Laid down original code. -b.t. thomas@astro.psu.edu */ 25/* March 96 - Laid down original code. -b.t. thomas@astro.psu.edu */
55 "rattles", 56 "rattles",
56 "makes chugging sounds", 57 "makes chugging sounds",
57 "smokes heavily for a while" 58 "smokes heavily for a while"
58}; 59};
59 60
60
61static int is_defined_recipe (const recipe *rp, const object *cauldron, object *caster); 61static int is_defined_recipe (const recipe *rp, const object *cauldron, object *caster);
62static recipe *find_recipe (recipelist * fl, int formula, object *ingredients); 62static recipe *find_recipe (recipelist * fl, int formula, object *ingredients);
63 63
64
65/** Returns a random selection from cauldron_effect[] */ 64/** Returns a random selection from cauldron_effect[] */
66static const char * 65static const char *
67cauldron_sound (void) 66cauldron_sound ()
68{ 67{
69 int size = sizeof (cauldron_effect) / sizeof (char *); 68 return cauldron_effect [rndm (array_length (cauldron_effect))];
70
71 return cauldron_effect[rndm (0, size - 1)];
72} 69}
73 70
74/** 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/**
75 * Main part of the ALCHEMY code. From this we call fctns 799 * Main part of the ALCHEMY code. From this we call fctns
76 * that take a look at the contents of the 'cauldron' and, using these ingredients, 800 * that take a look at the contents of the 'cauldron' and, using these ingredients,
77 * we construct an integer formula value which is referenced (randomly) against a 801 * we construct an integer formula value which is referenced (randomly) against a
78 * formula list (the formula list chosen is based on the # contents of the cauldron). 802 * formula list (the formula list chosen is based on the # contents of the cauldron).
79 * 803 *
92 * 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
93 * 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
94 * around. :) 818 * around. :)
95 * -b.t. 819 * -b.t.
96 */ 820 */
97
98void 821void
99attempt_do_alchemy (object *caster, object *cauldron) 822attempt_do_alchemy (object *caster, object *cauldron, object *skill)
100{ 823{
101 recipelist *fl; 824 recipelist *fl;
102 recipe *rp = NULL; 825 recipe *rp = NULL;
103 float success_chance; 826 float success_chance;
104 int numb, ability = 1; 827 int numb, ability = 1;
120 return; 843 return;
121 844
122 numb = numb_ob_inside (cauldron); 845 numb = numb_ob_inside (cauldron);
123 if ((fl = get_formulalist (numb))) 846 if ((fl = get_formulalist (numb)))
124 { 847 {
125 if (QUERY_FLAG (caster, FLAG_WIZ)) 848 if (caster->flag [FLAG_WIZ])
126 { 849 {
127 rp = find_recipe (fl, formula, cauldron->inv); 850 rp = find_recipe (fl, formula, cauldron->inv);
128 if (rp != NULL) 851 if (rp != NULL)
129 { 852 {
130#ifdef ALCHEMY_DEBUG 853#ifdef ALCHEMY_DEBUG
131 if (strcmp (rp->title, "NONE")) 854 if (strcmp (rp->title, "NONE"))
132 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);
133 else 856 else
134 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);
135#endif 858#endif
136 attempt_recipe (caster, cauldron, ability, rp, formula / rp->index); 859 attempt_recipe (caster, cauldron, ability, rp, formula / rp->index);
137 } 860 }
140 return; 863 return;
141 } /* End of WIZ alchemy */ 864 } /* End of WIZ alchemy */
142 865
143 /* find the recipe */ 866 /* find the recipe */
144 rp = find_recipe (fl, formula, cauldron->inv); 867 rp = find_recipe (fl, formula, cauldron->inv);
145 if (rp) 868 if (rp
869 && rp->skill == skill->skill
870 && (!rp->cauldron
871 || rp->cauldron == cauldron->arch->archname))
146 { 872 {
147 uint64 value_ingredients; 873 uint64 value_ingredients;
148 uint64 value_item; 874 uint64 value_item;
149 object *tmp; 875 object *tmp;
150 int attempt_shadow_alchemy; 876 int attempt_shadow_alchemy;
151 877
152 ave_chance = fl->total_chance / (float) fl->number; 878 ave_chance = fl->total_chance / (float)fl->number;
153 /* the caster gets an increase in ability based on thier skill lvl */ 879
154 if (rp->skill)
155 {
156 skop = find_skill_by_name (caster, rp->skill);
157 if (!skop)
158 new_draw_info (NDI_UNIQUE, 0, caster, "You do not have the proper skill for this recipe");
159 else
160 ability += (int) (skop->level * ((4.0 + cauldron->magic) / 4.0)); 880 ability += skill->level * ((4.0 + cauldron->magic) / 4.0);
161 }
162 else
163 {
164 LOG (llevDebug, "Recipe %s has NULL skill!\n", &rp->title);
165 return;
166 }
167
168 if (!rp->cauldron)
169 {
170 LOG (llevDebug, "Recipe %s has NULL cauldron!\n", &rp->title);
171 return;
172 }
173 881
174 /* determine value of ingredients */ 882 /* determine value of ingredients */
175 value_ingredients = 0; 883 value_ingredients = 0;
176 for (tmp = cauldron->inv; tmp != NULL; tmp = tmp->below) 884 for (tmp = cauldron->inv; tmp; tmp = tmp->below)
177 value_ingredients += query_cost (tmp, NULL, F_TRUE); 885 value_ingredients += query_cost (tmp, NULL, F_TRUE);
178 886
179 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster); 887 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster);
180 888
181 /* create the object **FIRST**, then decide whether to keep it. */ 889 /* create the object **FIRST**, then decide whether to keep it. */
198 "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",
199 value_ingredients, value_item); 907 value_ingredients, value_item);
200#endif 908#endif
201 } 909 }
202 /* roll the dice */ 910 /* roll the dice */
203 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)
204 { 912 {
205 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE); 913 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE);
206 914
207 // let alchemy consume some time, so that exploits are less easy 915 // let alchemy consume some time, so that exploits are less easy
208 caster->speed_left -= 1.0; 916 caster->speed_left -= 1.0;
212 } 920 }
213 } 921 }
214 } 922 }
215 923
216 /* if we get here, we failed!! */ 924 /* if we get here, we failed!! */
217 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));
218} 926}
219 927
220/**
221 * Recipe value of the entire contents of a container.
222 * This appears to just generate a hash value, which I guess for now works
223 * ok, but the possibility of duplicate hashes is certainly possible - msw
224 */
225
226int
227content_recipe_value (object *op)
228{
229 char name[MAX_BUF];
230 object *tmp = op->inv;
231 int tval = 0, formula = 0;
232
233 while (tmp)
234 {
235 tval = 0;
236 assign (name, tmp->name);
237 if (tmp->title)
238 sprintf (name, "%s %s", &tmp->name, &tmp->title);
239 tval = (strtoint (name) * (tmp->nrof ? tmp->nrof : 1));
240#ifdef ALCHEMY_DEBUG
241 LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval);
242#endif
243 formula += tval;
244 tmp = tmp->below;
245 }
246#ifdef ALCHEMY_DEBUG
247 LOG (llevDebug, " Formula value=%d\n", formula);
248#endif
249 return formula;
250}
251
252/**
253 * Returns total number of items in op
254 */
255
256int
257numb_ob_inside (object *op)
258{
259 object *tmp = op->inv;
260 int number = 0, o_number = 0;
261
262 while (tmp)
263 {
264 if (tmp->nrof)
265 number += tmp->nrof;
266 else
267 number++;
268 o_number++;
269 tmp = tmp->below;
270 }
271#ifdef ALCHEMY_DEBUG
272 LOG (llevDebug, "numb_ob_inside(%s): found %d ingredients\n", op->name, o_number);
273#endif
274 return o_number;
275}
276
277/**
278 * Essentially a wrapper for make_item_from_recipe() and
279 * insert_ob_in_ob. If the caster has some alchemy skill, then they might
280 * gain some exp from (successfull) fabrication of the product.
281 * If nbatches==-1, don't give exp for this creation (random generation/
282 * failed recipe)
283 */
284
285object *
286attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches)
287{
288
289 object *item = NULL, *skop;
290
291 /* this should be passed to this fctn, not effiecent cpu use this way */
292 int batches = abs (nbatches);
293
294
295 /* is the cauldron the right type? */
296 if (rp->cauldron != cauldron->arch->archname)
297 {
298 new_draw_info (NDI_UNIQUE, 0, caster, "You are not using the proper" " facilities for this formula.");
299 return 0;
300 }
301
302 skop = find_skill_by_name (caster, rp->skill);
303 /* does the caster have the skill? */
304 if (!skop)
305 return 0;
306
307 /* code required for this recipe, search the caster */
308 if (rp->keycode)
309 {
310 object *tmp;
311
312 for (tmp = caster->inv; tmp; tmp = tmp->below)
313 {
314 if (tmp->type == FORCE && tmp->slaying && rp->keycode == tmp->slaying)
315 break;
316 }
317
318 if (!tmp)
319 { /* failure--no code found */
320 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients, but not the technique. Go learn how to do this recipe.");
321 return 0;
322 }
323 }
324
325#ifdef EXTREME_ALCHEMY_DEBUG
326 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches);
327 LOG (llevDebug, "attempt_recipe(): using recipe %s\n", rp->title ? rp->title : "unknown");
328#endif
329
330 if ((item = make_item_from_recipe (cauldron, rp)) != NULL)
331 {
332 remove_contents (cauldron->inv, item);
333 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */
334 cauldron->update_weight ();
335 /* adj lvl, nrof on caster level */
336 adjust_product (item, ability, rp->yield ? (rp->yield * batches) : batches);
337 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL)
338 {
339 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened.");
340 /* new_draw_info_format(NDI_UNIQUE, 0,caster,
341 "Your spell causes the %s to explode!",&cauldron->name); */
342 /* kaboom_cauldron(); */
343 }
344 else
345 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ());
346 }
347
348 return item;
349}
350
351
352
353/**
354 * We adjust the nrof, exp and level of the final product, based
355 * on the item's default parameters, and the relevant caster skill level.
356 */
357void
358adjust_product (object *item, int lvl, int yield)
359{
360 int nrof = 1;
361
362 if (!yield)
363 yield = 1;
364
365 if (lvl <= 0)
366 lvl = 1; /* lets avoid div by zero! */
367
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
372 if (nrof > yield)
373 nrof = yield;
374
375 item->nrof = nrof;
376 }
377}
378
379
380/**
381 * Using a list of items and a recipe to make an artifact.
382 *
383 * @param cauldron the cauldron (including the ingredients) used to make the item
384 *
385 * @param rp the recipe to make the artifact from
386 *
387 * @return the newly created object, NULL if something failed
388 */
389
390object *
391make_item_from_recipe (object *cauldron, recipe *rp)
392{
393 artifact *art = NULL;
394 object *item = NULL;
395 size_t rp_arch_index;
396
397 if (rp == NULL)
398 return (object *) NULL;
399
400 /* Find the appropriate object to transform... */
401 if ((item = find_transmution_ob (cauldron->inv, rp, &rp_arch_index, 1)) == NULL)
402 {
403 LOG (llevDebug, "make_alchemy_item(): failed to create alchemical object.\n");
404 return (object *) NULL;
405 }
406
407 /* Find the appropriate artifact template... */
408 if (strcmp (rp->title, "NONE"))
409 {
410 if ((art = locate_recipe_artifact (rp, rp_arch_index)) == NULL)
411 {
412 LOG (llevError, "make_alchemy_item(): failed to locate recipe artifact.\n");
413 LOG (llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], &rp->title);
414 return (object *) NULL;
415 }
416 transmute_materialname (item, art->item);
417 give_artifact_abilities (item, art->item);
418 }
419
420 if (QUERY_FLAG (cauldron, FLAG_CURSED))
421 SET_FLAG (item, FLAG_CURSED);
422 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
423 SET_FLAG (item, FLAG_DAMNED);
424
425 return item;
426}
427
428
429/**
430 * Looks through the ingredient list. If we find a
431 * suitable object in it - we will use that to make the requested artifact.
432 * Otherwise the code returns a 'generic' item if create_item is set. -b.t.
433 *
434 * @param rp_arch_index pointer to return value; set to arch index for recipe;
435 * set to zero if not using a transmution formula
436 */
437
438object *
439find_transmution_ob (object *first_ingred, recipe *rp, size_t * rp_arch_index, int create_item)
440{
441 object *item = NULL;
442
443 *rp_arch_index = 0;
444
445 if (rp->transmute) /* look for matching ingredient/prod archs */
446 for (item = first_ingred; item; item = item->below)
447 {
448 size_t i;
449
450 for (i = 0; i < rp->arch_names; i++)
451 {
452 if (item->arch->archname == rp->arch_name[i])
453 {
454 *rp_arch_index = i;
455 break;
456 }
457 }
458
459 if (i < rp->arch_names)
460 break;
461 }
462
463 /* failed, create a fresh object. Note no nrof>1 because that would
464 * allow players to create massive amounts of artifacts easily */
465 if (create_item && (!item || item->nrof > 1))
466 {
467 *rp_arch_index = RANDOM () % rp->arch_names;
468 item = get_archetype (rp->arch_name[*rp_arch_index]);
469 }
470
471#ifdef ALCHEMY_DEBUG
472 LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no ");
473 if (item != NULL)
474 {
475 LOG (llevDebug, " find_transmutable_ob(): returns arch %s(sp:%d)\n", item->arch->name, item->stats.sp);
476 }
477#endif
478
479 return item;
480}
481
482
483/**
484 * Ouch. We didnt get the formula we wanted.
485 * This fctn simulates the backfire effects--worse effects as the level
486 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things
487 * can happen to the would be alchemist. This table probably needs some
488 * adjustment for playbalance. -b.t.
489 */
490
491void
492alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger)
493{
494 int level = 0;
495
496 if (!op || !cauldron)
497 return;
498
499 if (danger > 1)
500 level = random_roll (1, danger, op, PREFER_LOW);
501
502#ifdef ALCHEMY_DEBUG
503 LOG (llevDebug, "Alchemy_failure_effect(): using level=%d\n", level);
504#endif
505
506 /* possible outcomes based on level */
507 if (level < 25)
508 { /* INGREDIENTS USED/SLAGGED */
509 object *item = NULL;
510
511 if (rndm (0, 2))
512 { /* slag created */
513 object *tmp = cauldron->inv;
514 int weight = 0;
515
516 tmp = get_archetype ("rock");
517 tmp->weight = weight;
518 tmp->value = 0;
519 tmp->materialname = "stone";
520 tmp->name = "slag";
521 tmp->name_pl = "slags";
522 item = insert_ob_in_ob (tmp, cauldron);
523 CLEAR_FLAG (tmp, FLAG_CAN_ROLL);
524 CLEAR_FLAG (tmp, FLAG_NO_PICK);
525 tmp->move_block = 0;
526 }
527
528 remove_contents (cauldron->inv, item);
529 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
530 return;
531 }
532 else if (level < 40)
533 { /* MAKE TAINTED ITEM */
534 object *tmp = NULL;
535
536 if (!rp)
537 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL)
538 return;
539
540 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1)))
541 {
542 if (!QUERY_FLAG (tmp, FLAG_CURSED)) /* curse it */
543 SET_FLAG (tmp, FLAG_CURSED);
544
545 /* the apply code for potions already deals with cursed
546 * potions, so any code here is basically ignored.
547 */
548 if (tmp->type == FOOD)
549 {
550 tmp->stats.hp = random_roll (0, 149, op, PREFER_LOW);
551 }
552 tmp->value = 0; /* unsaleable item */
553
554 /* change stats downward */
555 do
556 {
557 change_attr_value (&tmp->stats, rndm (0, 6), -1 * (rndm (1, 3)));
558 }
559 while (rndm (0, 2));
560 }
561 return;
562 }
563 if (level == 40)
564 { /* MAKE RANDOM RECIPE */
565 recipelist *fl;
566 int numb = numb_ob_inside (cauldron);
567
568 fl = get_formulalist (numb - 1); /* take a lower recipe list */
569 if (fl && (rp = get_random_recipe (fl)))
570 /* even though random, don't grant user any EXP for it */
571 (void) attempt_recipe (op, cauldron, 1, rp, -1);
572 else
573 alchemy_failure_effect (op, cauldron, rp, level - 1);
574 return;
575
576 }
577 else if (level < 45)
578 { /* INFURIATE NPC's */
579 /* this is kind of kludgy I know... */
580 cauldron->enemy = op;
581 npc_call_help (cauldron);
582 cauldron->enemy = NULL;
583
584 alchemy_failure_effect (op, cauldron, rp, level - 5);
585 return;
586 }
587 else if (level < 50)
588 { /* MINOR EXPLOSION/FIREBALL */
589 object *tmp;
590
591 remove_contents (cauldron->inv, NULL);
592 switch (rndm (0, 2))
593 {
594 case 0:
595 tmp = get_archetype ("bomb");
596 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW);
597 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW);
598 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name);
599 break;
600
601 default:
602 tmp = get_archetype ("fireball");
603 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1;
604 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2;
605 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
606 break;
607 }
608
609 op->insert_at (cauldron);
610 return;
611
612 }
613 else if (level < 60)
614 { /* CREATE MONSTER */
615 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
616 remove_contents (cauldron->inv, NULL);
617 return;
618 }
619 else if (level < 80)
620 { /* MAJOR FIRE */
621 object *fb = get_archetype (SP_MED_FIREBALL);
622
623 remove_contents (cauldron->inv, NULL);
624 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb);
625 fb->destroy ();
626 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
627 return;
628
629 }
630 else if (level < 100)
631 { /* WHAMMY the CAULDRON */
632 if (!QUERY_FLAG (cauldron, FLAG_CURSED))
633 SET_FLAG (cauldron, FLAG_CURSED);
634 else
635 cauldron->magic--;
636 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW);
637 if (rndm (0, 1))
638 {
639 remove_contents (cauldron->inv, NULL);
640 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name);
641 }
642 else
643 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name);
644 return;
645
646 }
647 else if (level < 110)
648 { /* SUMMON EVIL MONSTERS */
649 object *tmp = get_random_mon (level / 5);
650
651 remove_contents (cauldron->inv, NULL);
652 if (!tmp)
653 alchemy_failure_effect (op, cauldron, rp, level);
654 else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->archname))
655 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ());
656 return;
657
658 }
659 else if (level < 150)
660 { /* COMBO EFFECT */
661 int roll = rndm (1, 3);
662
663 while (roll)
664 {
665 alchemy_failure_effect (op, cauldron, rp, level - 39);
666 roll--;
667 }
668 return;
669 }
670 else if (level == 151)
671 { /* CREATE RANDOM ARTIFACT */
672 object *tmp;
673
674 /* this is meant to be better than prior possiblity,
675 * in this one, we allow *any* valid alchemy artifact
676 * to be made (rather than only those on the given
677 * formulalist) */
678 if (!rp)
679 rp = get_random_recipe ((recipelist *) NULL);
680 if (rp && (tmp = get_archetype (rp->arch_name[RANDOM () % rp->arch_names])))
681 {
682 generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1);
683 if ((tmp = insert_ob_in_ob (tmp, cauldron)))
684 {
685 remove_contents (cauldron->inv, tmp);
686 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
687 }
688 }
689 return;
690 }
691 else
692 { /* MANA STORM - watch out!! */
693 object *tmp = get_archetype (LOOSE_MANA);
694
695 new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!");
696 remove_contents (cauldron->inv, NULL);
697 cast_magic_storm (op, tmp, level);
698 return;
699 }
700}
701
702
703/*
704 * All but object "save_item" are elimentated from
705 * the container list. Note we have to becareful to remove the inventories
706 * of objects in the cauldron inventory (ex icecube has stuff in it).
707 */
708
709void
710remove_contents (object *first_ob, object *save_item)
711{
712 object *next, *tmp = first_ob;
713
714 while (tmp)
715 {
716 next = tmp->below;
717
718 if (tmp == save_item)
719 {
720 if (!(tmp = next))
721 break;
722 else
723 next = next->below;
724 }
725
726 if (tmp->inv)
727 remove_contents (tmp->inv, NULL);
728
729 tmp->destroy ();
730 tmp = next;
731 }
732}
733
734/**
735 *"Danger" level, will determine how bad the backfire
736 * could be if the user fails to concoct a recipe properly. Factors include
737 * the number of ingredients, the length of the name of each ingredient,
738 * the user's effective level, the user's Int and the enchantment on the
739 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more
740 * danger. Note that we assume that we have had the caster ready the alchemy
741 * skill *before* this routine is called. (no longer auto-readies that skill)
742 * -b.t.
743 */
744int
745calc_alch_danger (object *caster, object *cauldron, recipe *rp)
746{
747 object *item;
748 char name[MAX_BUF];
749 int danger = 0, nrofi = 0;
750
751 /* Knowing alchemy skill reduces yer risk */
752 danger -= caster->chosen_skill ? caster->chosen_skill->level : caster->level;
753
754 if (!caster->chosen_skill)
755 LOG (llevError | logBacktrace, "calc_alch_danger called without a chosen skill, caster %s, cauldron %s\n",
756 caster->debug_desc (), cauldron->debug_desc ());
757
758 /* better cauldrons reduce risk */
759 danger -= cauldron->magic;
760
761 /* Higher Int, lower the risk */
762 danger -= 3 * (caster->stats.Int - 15);
763
764 /* Ingredients. Longer names usually mean rarer stuff.
765 * Thus the backfire is worse. Also, more ingredients
766 * means we are attempting a more powerfull potion,
767 * and thus the backfire will be worse. */
768 for (item = cauldron->inv; item; item = item->below)
769 {
770 assign (name, item->name);
771 if (item->title)
772 sprintf (name, "%s %s", &item->name, &item->title);
773 danger += (strtoint (name) / 1000) + 3;
774 nrofi++;
775 }
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
910 for (rp = fl->items; rp; 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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