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Comparing deliantra/server/server/alchemy.C (file contents):
Revision 1.40 by root, Mon Oct 12 14:00:58 2009 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 (©) 2005,2006,2007,2008,2009 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 it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
56 "rattles", 56 "rattles",
57 "makes chugging sounds", 57 "makes chugging sounds",
58 "smokes heavily for a while" 58 "smokes heavily for a while"
59}; 59};
60 60
61
62static int is_defined_recipe (const recipe *rp, const object *cauldron, object *caster); 61static int is_defined_recipe (const recipe *rp, const object *cauldron, object *caster);
63static recipe *find_recipe (recipelist * fl, int formula, object *ingredients); 62static recipe *find_recipe (recipelist * fl, int formula, object *ingredients);
64 63
65
66/** Returns a random selection from cauldron_effect[] */ 64/** Returns a random selection from cauldron_effect[] */
67static const char * 65static const char *
68cauldron_sound (void) 66cauldron_sound ()
69{ 67{
70 int size = sizeof (cauldron_effect) / sizeof (char *); 68 return cauldron_effect [rndm (array_length (cauldron_effect))];
71
72 return cauldron_effect[rndm (0, size - 1)];
73} 69}
74 70
75/** 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/**
76 * Main part of the ALCHEMY code. From this we call fctns 799 * Main part of the ALCHEMY code. From this we call fctns
77 * that take a look at the contents of the 'cauldron' and, using these ingredients, 800 * that take a look at the contents of the 'cauldron' and, using these ingredients,
78 * we construct an integer formula value which is referenced (randomly) against a 801 * we construct an integer formula value which is referenced (randomly) against a
79 * formula list (the formula list chosen is based on the # contents of the cauldron). 802 * formula list (the formula list chosen is based on the # contents of the cauldron).
80 * 803 *
93 * 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
94 * 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
95 * around. :) 818 * around. :)
96 * -b.t. 819 * -b.t.
97 */ 820 */
98
99void 821void
100attempt_do_alchemy (object *caster, object *cauldron, object *skill) 822attempt_do_alchemy (object *caster, object *cauldron, object *skill)
101{ 823{
102 recipelist *fl; 824 recipelist *fl;
103 recipe *rp = NULL; 825 recipe *rp = NULL;
121 return; 843 return;
122 844
123 numb = numb_ob_inside (cauldron); 845 numb = numb_ob_inside (cauldron);
124 if ((fl = get_formulalist (numb))) 846 if ((fl = get_formulalist (numb)))
125 { 847 {
126 if (QUERY_FLAG (caster, FLAG_WIZ)) 848 if (caster->flag [FLAG_WIZ])
127 { 849 {
128 rp = find_recipe (fl, formula, cauldron->inv); 850 rp = find_recipe (fl, formula, cauldron->inv);
129 if (rp != NULL) 851 if (rp != NULL)
130 { 852 {
131#ifdef ALCHEMY_DEBUG 853#ifdef ALCHEMY_DEBUG
151 uint64 value_ingredients; 873 uint64 value_ingredients;
152 uint64 value_item; 874 uint64 value_item;
153 object *tmp; 875 object *tmp;
154 int attempt_shadow_alchemy; 876 int attempt_shadow_alchemy;
155 877
156 ave_chance = fl->total_chance / (float) fl->number; 878 ave_chance = fl->total_chance / (float)fl->number;
157 879
158 ability += (int) (skill->level * ((4.0 + cauldron->magic) / 4.0)); 880 ability += skill->level * ((4.0 + cauldron->magic) / 4.0);
159 881
160 /* determine value of ingredients */ 882 /* determine value of ingredients */
161 value_ingredients = 0; 883 value_ingredients = 0;
162 for (tmp = cauldron->inv; tmp != NULL; tmp = tmp->below) 884 for (tmp = cauldron->inv; tmp; tmp = tmp->below)
163 value_ingredients += query_cost (tmp, NULL, F_TRUE); 885 value_ingredients += query_cost (tmp, NULL, F_TRUE);
164 886
165 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster); 887 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster);
166 888
167 /* create the object **FIRST**, then decide whether to keep it. */ 889 /* create the object **FIRST**, then decide whether to keep it. */
184 "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",
185 value_ingredients, value_item); 907 value_ingredients, value_item);
186#endif 908#endif
187 } 909 }
188 /* roll the dice */ 910 /* roll the dice */
189 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)
190 { 912 {
191 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE); 913 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE);
192 914
193 // let alchemy consume some time, so that exploits are less easy 915 // let alchemy consume some time, so that exploits are less easy
194 caster->speed_left -= 1.0; 916 caster->speed_left -= 1.0;
198 } 920 }
199 } 921 }
200 } 922 }
201 923
202 /* if we get here, we failed!! */ 924 /* if we get here, we failed!! */
203 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));
204} 926}
205 927
206/**
207 * Recipe value of the entire contents of a container.
208 * This appears to just generate a hash value, which I guess for now works
209 * ok, but the possibility of duplicate hashes is certainly possible - msw
210 */
211
212int
213content_recipe_value (object *op)
214{
215 char name[MAX_BUF];
216 object *tmp = op->inv;
217 int tval = 0, formula = 0;
218
219 while (tmp)
220 {
221 tval = 0;
222 assign (name, tmp->name);
223 if (tmp->title)
224 sprintf (name, "%s %s", &tmp->name, &tmp->title);
225 tval = (strtoint (name) * (tmp->nrof ? tmp->nrof : 1));
226#ifdef ALCHEMY_DEBUG
227 LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval);
228#endif
229 formula += tval;
230 tmp = tmp->below;
231 }
232#ifdef ALCHEMY_DEBUG
233 LOG (llevDebug, " Formula value=%d\n", formula);
234#endif
235 return formula;
236}
237
238/**
239 * Returns total number of items in op
240 */
241
242int
243numb_ob_inside (object *op)
244{
245 object *tmp = op->inv;
246 int number = 0, o_number = 0;
247
248 while (tmp)
249 {
250 if (tmp->nrof)
251 number += tmp->nrof;
252 else
253 number++;
254 o_number++;
255 tmp = tmp->below;
256 }
257#ifdef ALCHEMY_DEBUG
258 LOG (llevDebug, "numb_ob_inside(%s): found %d ingredients\n", &op->name, o_number);
259#endif
260 return o_number;
261}
262
263/**
264 * Essentially a wrapper for make_item_from_recipe() and
265 * insert_ob_in_ob. If the caster has some alchemy skill, then they might
266 * gain some exp from (successfull) fabrication of the product.
267 * If nbatches==-1, don't give exp for this creation (random generation/
268 * failed recipe)
269 */
270
271object *
272attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches)
273{
274
275 object *item = NULL, *skop;
276
277 /* this should be passed to this fctn, not effiecent cpu use this way */
278 int batches = abs (nbatches);
279
280 /* is the cauldron the right type? */
281 if (rp->cauldron && rp->cauldron != cauldron->arch->archname)
282 return 0;
283
284 skop = find_skill_by_name (caster, rp->skill);
285 /* does the caster have the skill? */
286 if (!skop)
287 return 0;
288
289 /* code required for this recipe, search the caster */
290 if (rp->keycode)
291 {
292 object *tmp;
293
294 for (tmp = caster->inv; tmp; tmp = tmp->below)
295 {
296 if (tmp->type == FORCE && tmp->slaying && rp->keycode == tmp->slaying)
297 break;
298 }
299
300 if (!tmp)
301 { /* failure--no code found */
302 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients, but not the technique. Go learn how to do this recipe.");
303 return 0;
304 }
305 }
306
307#ifdef EXTREME_ALCHEMY_DEBUG
308 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches);
309 LOG (llevDebug, "attempt_recipe(): using recipe %s\n", *rp->title ? &rp->title : "unknown");
310#endif
311
312 if ((item = make_item_from_recipe (cauldron, rp)) != NULL)
313 {
314 remove_contents (cauldron->inv, item);
315 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */
316 cauldron->update_weight ();
317 /* adj lvl, nrof on caster level */
318 adjust_product (item, ability, rp->yield ? (rp->yield * batches) : batches);
319 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL)
320 {
321 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened.");
322 /* new_draw_info_format(NDI_UNIQUE, 0,caster,
323 "Your spell causes the %s to explode!",&cauldron->name); */
324 /* kaboom_cauldron(); */
325 }
326 else
327 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ());
328 }
329
330 return item;
331}
332
333
334
335/**
336 * We adjust the nrof, exp and level of the final product, based
337 * on the item's default parameters, and the relevant caster skill level.
338 */
339void
340adjust_product (object *item, int lvl, int yield)
341{
342 int nrof = 1;
343
344 if (!yield)
345 yield = 1;
346
347 if (lvl <= 0)
348 lvl = 1; /* lets avoid div by zero! */
349
350 if (item->nrof)
351 {
352 nrof = (int) ((1.0 - 1.0 / (lvl / 10.0 + 1.0)) * (rndm (0, yield - 1) + rndm (0, yield - 1) + rndm (0, yield - 1)) + 1);
353
354 if (nrof > yield)
355 nrof = yield;
356
357 item->nrof = nrof;
358 }
359}
360
361
362/**
363 * Using a list of items and a recipe to make an artifact.
364 *
365 * @param cauldron the cauldron (including the ingredients) used to make the item
366 *
367 * @param rp the recipe to make the artifact from
368 *
369 * @return the newly created object, NULL if something failed
370 */
371
372object *
373make_item_from_recipe (object *cauldron, recipe *rp)
374{
375 artifact *art = NULL;
376 object *item = NULL;
377 size_t rp_arch_index;
378
379 if (rp == NULL)
380 return (object *) NULL;
381
382 /* Find the appropriate object to transform... */
383 if ((item = find_transmution_ob (cauldron->inv, rp, &rp_arch_index, 1)) == NULL)
384 {
385 LOG (llevDebug, "make_alchemy_item(): failed to create alchemical object.\n");
386 return (object *) NULL;
387 }
388
389 /* Find the appropriate artifact template... */
390 if (rp->title != shstr_NONE)
391 {
392 if ((art = locate_recipe_artifact (rp, rp_arch_index)) == NULL)
393 {
394 LOG (llevError, "make_alchemy_item(): failed to locate recipe artifact.\n");
395 LOG (llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], &rp->title);
396 return (object *) NULL;
397 }
398
399 transmute_materialname (item, art->item);
400 give_artifact_abilities (item, art->item);
401 }
402
403 if (QUERY_FLAG (cauldron, FLAG_CURSED))
404 SET_FLAG (item, FLAG_CURSED);
405 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
406 SET_FLAG (item, FLAG_DAMNED);
407
408 return item;
409}
410
411
412/**
413 * Looks through the ingredient list. If we find a
414 * suitable object in it - we will use that to make the requested artifact.
415 * Otherwise the code returns a 'generic' item if create_item is set. -b.t.
416 *
417 * @param rp_arch_index pointer to return value; set to arch index for recipe;
418 * set to zero if not using a transmution formula
419 */
420
421object *
422find_transmution_ob (object *first_ingred, recipe *rp, size_t *rp_arch_index, int create_item)
423{
424 object *prod_item = 0;
425 bool found = false;
426 *rp_arch_index = 0;
427
428 if (rp->transmute) /* look for matching ingredient/prod archs */
429 for (object *item = first_ingred; item; item = item->below)
430 {
431 for (int i = 0; i < rp->arch_names; i++)
432 //TODO: should be a shstr comparison
433 if (!strcmp(&item->arch->archname,rp->arch_name[i]))
434 {
435 *rp_arch_index = i;
436 prod_item = item;
437 break;
438 }
439
440 if (prod_item)
441 break;
442 }
443
444 /* failed, create a fresh object. Note no nrof>1 because that would
445 * allow players to create massive amounts of artifacts easily */
446 if (create_item && (!prod_item || prod_item->nrof > 1))
447 {
448#ifdef ALCHEMY_DEBUG
449 LOG (llevDebug, "creating a new item.\n");
450 if (prod_item != NULL)
451 {
452 LOG (llevDebug, " had item: arch %s(nrof:%d)\n",
453 &prod_item->arch->archname, prod_item->nrof);
454 }
455#endif
456 if (!prod_item)
457 *rp_arch_index = rndm (rp->arch_names);
458 prod_item = get_archetype (rp->arch_name[*rp_arch_index]);
459 }
460
461#ifdef ALCHEMY_DEBUG
462 LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no ");
463 if (prod_item != NULL)
464 {
465 LOG (llevDebug, " find_transmutable_ob(): returns arch %s(sp:%d)\n",
466 &prod_item->arch->archname, prod_item->stats.sp);
467 }
468#endif
469
470 return prod_item;
471}
472
473
474/**
475 * Ouch. We didnt get the formula we wanted.
476 * This fctn simulates the backfire effects--worse effects as the level
477 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things
478 * can happen to the would be alchemist. This table probably needs some
479 * adjustment for playbalance. -b.t.
480 */
481
482void
483alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger)
484{
485 int level = 0;
486
487 if (!op || !cauldron)
488 return;
489
490 if (danger > 1)
491 level = random_roll (1, danger, op, PREFER_LOW);
492
493#ifdef ALCHEMY_DEBUG
494 LOG (llevDebug, "Alchemy_failure_effect(): using level=%d\n", level);
495#endif
496
497 /* possible outcomes based on level */
498 if (level < 25)
499 { /* INGREDIENTS USED/SLAGGED */
500 object *item = NULL;
501
502 if (rndm (0, 2))
503 { /* slag created */
504 object *tmp = cauldron->inv;
505 int weight = 0;
506
507 tmp = get_archetype ("rock");
508 tmp->weight = weight;
509 tmp->value = 0;
510 tmp->materialname = "stone";
511 tmp->name = "slag";
512 tmp->name_pl = "slags";
513 item = insert_ob_in_ob (tmp, cauldron);
514 CLEAR_FLAG (tmp, FLAG_CAN_ROLL);
515 CLEAR_FLAG (tmp, FLAG_NO_PICK);
516 tmp->move_block = 0;
517 }
518
519 remove_contents (cauldron->inv, item);
520 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
521 return;
522 }
523 else if (level < 40)
524 { /* MAKE TAINTED ITEM */
525 object *tmp = NULL;
526
527 if (!rp)
528 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL)
529 return;
530
531 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1)))
532 {
533 if (!QUERY_FLAG (tmp, FLAG_CURSED)) /* curse it */
534 SET_FLAG (tmp, FLAG_CURSED);
535
536 /* the apply code for potions already deals with cursed
537 * potions, so any code here is basically ignored.
538 */
539 if (tmp->type == FOOD)
540 {
541 tmp->stats.hp = random_roll (0, 149, op, PREFER_LOW);
542 }
543 tmp->value = 0; /* unsaleable item */
544
545 /* change stats downward */
546 do
547 {
548 change_attr_value (&tmp->stats, rndm (0, 6), -1 * (rndm (1, 3)));
549 }
550 while (rndm (0, 2));
551 }
552 return;
553 }
554
555 if (level == 40)
556 { /* MAKE RANDOM RECIPE */
557 recipelist *fl;
558 int numb = numb_ob_inside (cauldron);
559
560 fl = get_formulalist (numb - 1); /* take a lower recipe list */
561 if (fl && (rp = get_random_recipe (fl)))
562 /* even though random, don't grant user any EXP for it */
563 (void) attempt_recipe (op, cauldron, 1, rp, -1);
564 else
565 alchemy_failure_effect (op, cauldron, rp, level - 1);
566 }
567 else if (level < 45)
568 { /* INFURIATE NPC's */
569 /* this is kind of kludgy I know... */
570 cauldron->enemy = op;
571 npc_call_help (cauldron);
572 cauldron->enemy = NULL;
573
574 alchemy_failure_effect (op, cauldron, rp, level - 5);
575 }
576 else if (level < 50)
577 { /* MINOR EXPLOSION/FIREBALL */
578 object *tmp;
579
580 remove_contents (cauldron->inv, NULL);
581 switch (rndm (0, 2))
582 {
583 case 0:
584 tmp = get_archetype ("bomb");
585 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW);
586 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW);
587 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name);
588 break;
589
590 default:
591 tmp = get_archetype ("fireball");
592 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1;
593 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2;
594 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
595 break;
596 }
597
598 tmp->insert_at (cauldron);
599 }
600 else if (level < 60)
601 { /* CREATE MONSTER */
602 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
603 remove_contents (cauldron->inv, NULL);
604 }
605 else if (level < 80)
606 { /* MAJOR FIRE */
607 object *fb = get_archetype (SP_MED_FIREBALL);
608
609 remove_contents (cauldron->inv, NULL);
610 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb);
611 fb->destroy ();
612 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
613 }
614 else if (level < 100)
615 { /* WHAMMY the CAULDRON */
616 if (!QUERY_FLAG (cauldron, FLAG_CURSED))
617 SET_FLAG (cauldron, FLAG_CURSED);
618 else
619 cauldron->magic--;
620
621 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW);
622
623 if (rndm (0, 1))
624 {
625 remove_contents (cauldron->inv, NULL);
626 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name);
627 }
628 else
629 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name);
630 }
631 else if (level < 110)
632 { /* SUMMON EVIL MONSTERS */
633 object *tmp = get_random_mon (level / 5);
634
635 remove_contents (cauldron->inv, NULL);
636
637 if (!tmp)
638 alchemy_failure_effect (op, cauldron, rp, level);
639 else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->archname))
640 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ());
641 }
642 else if (level < 150)
643 { /* COMBO EFFECT */
644 int roll = rndm (1, 3);
645
646 while (roll)
647 {
648 alchemy_failure_effect (op, cauldron, rp, level - 39);
649 roll--;
650 }
651 }
652 else if (level == 151)
653 { /* CREATE RANDOM ARTIFACT */
654 object *tmp;
655
656 /* this is meant to be better than prior possiblity,
657 * in this one, we allow *any* valid alchemy artifact
658 * to be made (rather than only those on the given
659 * formulalist) */
660 if (!rp)
661 rp = get_random_recipe ((recipelist *) NULL);
662
663 if (rp && (tmp = get_archetype (rp->arch_name [rndm (rp->arch_names)])))
664 {
665 generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1);
666 if ((tmp = insert_ob_in_ob (tmp, cauldron)))
667 {
668 remove_contents (cauldron->inv, tmp);
669 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
670 }
671 }
672 }
673 else
674 { /* MANA STORM - watch out!! */
675 object *tmp = get_archetype (LOOSE_MANA);
676
677 new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!");
678 remove_contents (cauldron->inv, NULL);
679 cast_magic_storm (op, tmp, level);
680 }
681}
682
683/*
684 * All but object "save_item" are elimentated from
685 * the container list. Note we have to becareful to remove the inventories
686 * of objects in the cauldron inventory (ex icecube has stuff in it).
687 */
688void
689remove_contents (object *first_ob, object *save_item)
690{
691 // this cries for a cleaner rewrite, removing save_item first possibly
692 object *next, *tmp = first_ob;
693
694 while (tmp)
695 {
696 next = tmp->below;
697
698 if (tmp == save_item)
699 {
700 if (!(tmp = next))
701 break;
702 else
703 next = next->below;
704 }
705
706 if (tmp->inv)
707 remove_contents (tmp->inv, NULL);
708
709 tmp->destroy ();
710 tmp = next;
711 }
712}
713
714/**
715 *"Danger" level, will determine how bad the backfire
716 * could be if the user fails to concoct a recipe properly. Factors include
717 * the number of ingredients, the length of the name of each ingredient,
718 * the user's effective level, the user's Int and the enchantment on the
719 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more
720 * danger. Note that we assume that we have had the caster ready the alchemy
721 * skill *before* this routine is called. (no longer auto-readies that skill)
722 * -b.t.
723 */
724int
725calc_alch_danger (object *caster, object *cauldron, recipe *rp)
726{
727 object *item;
728 char name[MAX_BUF];
729 int danger = 0, nrofi = 0;
730
731 /* Knowing alchemy skill reduces yer risk */
732 danger -= caster->chosen_skill ? caster->chosen_skill->level : caster->level;
733
734 if (!caster->chosen_skill)
735 LOG (llevError | logBacktrace, "calc_alch_danger called without a chosen skill, caster %s, cauldron %s\n",
736 caster->debug_desc (), cauldron->debug_desc ());
737
738 /* better cauldrons reduce risk */
739 danger -= cauldron->magic;
740
741 /* Higher Int, lower the risk */
742 danger -= 3 * (caster->stats.Int - 15);
743
744 /* Ingredients. Longer names usually mean rarer stuff.
745 * Thus the backfire is worse. Also, more ingredients
746 * means we are attempting a more powerfull potion,
747 * and thus the backfire will be worse. */
748 for (item = cauldron->inv; item; item = item->below)
749 {
750 assign (name, item->name);
751 if (item->title)
752 sprintf (name, "%s %s", &item->name, &item->title);
753 danger += (strtoint (name) / 1000) + 3;
754 nrofi++;
755 }
756
757 if (rp == NULL)
758 danger += 110;
759 else
760 danger += rp->diff * 3;
761
762 /* Using a bad device is *majorly* stupid */
763 if (QUERY_FLAG (cauldron, FLAG_CURSED))
764 danger += 80;
765 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
766 danger += 200;
767
768#ifdef ALCHEMY_DEBUG
769 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger);
770#endif
771
772 return danger;
773}
774
775/**
776 * Determines if ingredients in a container match the
777 * proper ingredients for a recipe.
778 *
779 * rp is the recipe to check
780 * cauldron is the container that holds the ingredients
781 * returns 1 if the ingredients match the recipe, 0 if not
782 *
783 * This functions tries to find each defined ingredient in the container. It is
784 * the defined recipe iff
785 * - the number of ingredients of the recipe and in the container is equal
786 * - all ingredients of the recipe are found in the container
787 * - the number of batches is the same for all ingredients
788 */
789static int
790is_defined_recipe (const recipe *rp, const object *cauldron, object *caster)
791{
792 uint32 batches_in_cauldron;
793 const linked_char *ingredient;
794 int number;
795 const object *ob;
796
797 /* check for matching number of ingredients */
798 number = 0;
799 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
800 number++;
801 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
802 number--;
803 if (number != 0)
804 return 0;
805
806 /* check for matching ingredients */
807 batches_in_cauldron = 0;
808 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
809 {
810 uint32 nrof;
811 const char *name;
812 int ok;
813
814 /* determine and remove nrof from name */
815 name = ingredient->name;
816 nrof = 0;
817 while (isdigit (*name))
818 {
819 nrof = 10 * nrof + (*name - '0');
820 name++;
821 }
822 if (nrof == 0)
823 nrof = 1;
824 while (*name == ' ')
825 name++;
826
827 /* find the current ingredient in the cauldron */
828 ok = 0;
829 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
830 {
831 char name_ob[MAX_BUF];
832 const char *name2;
833
834 if (!ob->title)
835 name2 = ob->name;
836 else
837 {
838 snprintf (name_ob, sizeof (name_ob), "%s %s", &ob->name, &ob->title);
839 name2 = name_ob;
840 }
841
842 if (strcmp (name2, name) == 0)
843 {
844 if (ob->nrof % nrof == 0)
845 {
846 uint32 batches;
847
848 batches = ob->nrof / nrof;
849 if (batches_in_cauldron == 0)
850 {
851 batches_in_cauldron = batches;
852 ok = 1;
853 }
854 else if (batches_in_cauldron == batches)
855 ok = 1;
856 }
857 break;
858 }
859 }
860 if (!ok)
861 return (0);
862 }
863
864 return (1);
865}
866
867/**
868 * Find a recipe from a recipe list that matches the given formula. If there
869 * is more than one matching recipe, it selects a random one. If at least one
870 * transmuting recipe matches, it only considers matching transmuting recipes.
871 *
872 * @return one matching recipe, or NULL if no recipe matches
873 */
874static recipe *
875find_recipe (recipelist * fl, int formula, object *ingredients)
876{
877 recipe *rp;
878 recipe *result; /* winning recipe, or NULL if no recipe found */
879 int recipes_matching; /* total number of matching recipes so far */
880 int transmute_found; /* records whether a transmuting recipe was found so far */
881 size_t rp_arch_index;
882
883#ifdef EXTREME_ALCHEMY_DEBUG
884 LOG (llevDebug, "looking for formula %d:\n", formula);
885#endif
886 result = NULL;
887 recipes_matching = 0;
888 transmute_found = 0;
889
890 for (rp = fl->items; rp; rp = rp->next)
891 {
892 /* check if recipe matches at all */
893 if (formula % rp->index != 0)
894 {
895#ifdef EXTREME_ALCHEMY_DEBUG
896 LOG (llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], &rp->title, rp->index);
897#endif
898 continue;
899 }
900
901 if (rp->transmute && find_transmution_ob (ingredients, rp, &rp_arch_index, 0) != NULL)
902 {
903#ifdef EXTREME_ALCHEMY_DEBUG
904 LOG (llevDebug, " formula %s of %s (%d) is a matching transmuting formula\n", rp->arch_name[rp_arch_index], &rp->title, rp->index);
905#endif
906 /* transmution recipe with matching base ingredient */
907 if (!transmute_found)
908 {
909 transmute_found = 1;
910 recipes_matching = 0;
911 }
912 }
913 else if (transmute_found)
914 {
915#ifdef EXTREME_ALCHEMY_DEBUG
916 LOG (llevDebug, " formula %s of %s (%d) matches but is not a matching transmuting formula\n", rp->arch_name[0], &rp->title,
917 rp->index);
918#endif
919 /* "normal" recipe found after previous transmution recipe => ignore this recipe */
920 continue;
921 }
922#ifdef EXTREME_ALCHEMY_DEBUG
923 else
924 {
925 LOG (llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], &rp->title, rp->index);
926 }
927#endif
928
929 if (rndm (0, recipes_matching) == 0)
930 result = rp;
931
932 recipes_matching++;
933 }
934
935 if (result == NULL)
936 {
937#ifdef ALCHEMY_DEBUG
938 LOG (llevDebug, "couldn't find formula for ingredients.\n");
939#endif
940 return NULL;
941 }
942
943#ifdef ALCHEMY_DEBUG
944 if (strcmp (result->title, "NONE") != 0)
945 LOG (llevDebug, "got formula: %s of %s (nbatches:%d)\n", result->arch_name[0], &result->title, formula / result->index);
946 else
947 LOG (llevDebug, "got formula: %s (nbatches:%d)\n", result->arch_name[0], formula / result->index);
948#endif
949 return result;
950}

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