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Comparing deliantra/server/server/alchemy.C (file contents):
Revision 1.41 by root, Thu Oct 15 23:02:28 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.
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/** Returns a random selection from cauldron_effect[] */ 64/** Returns a random selection from cauldron_effect[] */
65static const char * 65static const char *
66cauldron_sound (void) 66cauldron_sound ()
67{ 67{
68 int size = sizeof (cauldron_effect) / sizeof (char *); 68 return cauldron_effect [rndm (array_length (cauldron_effect))];
69}
69 70
70 return cauldron_effect[rndm (0, size - 1)]; 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;
71} 796}
72 797
73/** 798/**
74 * Main part of the ALCHEMY code. From this we call fctns 799 * Main part of the ALCHEMY code. From this we call fctns
75 * 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,
91 * 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
92 * 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
93 * around. :) 818 * around. :)
94 * -b.t. 819 * -b.t.
95 */ 820 */
96
97void 821void
98attempt_do_alchemy (object *caster, object *cauldron, object *skill) 822attempt_do_alchemy (object *caster, object *cauldron, object *skill)
99{ 823{
100 recipelist *fl; 824 recipelist *fl;
101 recipe *rp = NULL; 825 recipe *rp = NULL;
119 return; 843 return;
120 844
121 numb = numb_ob_inside (cauldron); 845 numb = numb_ob_inside (cauldron);
122 if ((fl = get_formulalist (numb))) 846 if ((fl = get_formulalist (numb)))
123 { 847 {
124 if (QUERY_FLAG (caster, FLAG_WIZ)) 848 if (caster->flag [FLAG_WIZ])
125 { 849 {
126 rp = find_recipe (fl, formula, cauldron->inv); 850 rp = find_recipe (fl, formula, cauldron->inv);
127 if (rp != NULL) 851 if (rp != NULL)
128 { 852 {
129#ifdef ALCHEMY_DEBUG 853#ifdef ALCHEMY_DEBUG
149 uint64 value_ingredients; 873 uint64 value_ingredients;
150 uint64 value_item; 874 uint64 value_item;
151 object *tmp; 875 object *tmp;
152 int attempt_shadow_alchemy; 876 int attempt_shadow_alchemy;
153 877
154 ave_chance = fl->total_chance / (float) fl->number; 878 ave_chance = fl->total_chance / (float)fl->number;
155 879
156 ability += (int) (skill->level * ((4.0 + cauldron->magic) / 4.0)); 880 ability += skill->level * ((4.0 + cauldron->magic) / 4.0);
157 881
158 /* determine value of ingredients */ 882 /* determine value of ingredients */
159 value_ingredients = 0; 883 value_ingredients = 0;
160 for (tmp = cauldron->inv; tmp != NULL; tmp = tmp->below) 884 for (tmp = cauldron->inv; tmp; tmp = tmp->below)
161 value_ingredients += query_cost (tmp, NULL, F_TRUE); 885 value_ingredients += query_cost (tmp, NULL, F_TRUE);
162 886
163 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster); 887 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster);
164 888
165 /* create the object **FIRST**, then decide whether to keep it. */ 889 /* create the object **FIRST**, then decide whether to keep it. */
182 "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",
183 value_ingredients, value_item); 907 value_ingredients, value_item);
184#endif 908#endif
185 } 909 }
186 /* roll the dice */ 910 /* roll the dice */
187 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)
188 { 912 {
189 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE); 913 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE);
190 914
191 // let alchemy consume some time, so that exploits are less easy 915 // let alchemy consume some time, so that exploits are less easy
192 caster->speed_left -= 1.0; 916 caster->speed_left -= 1.0;
196 } 920 }
197 } 921 }
198 } 922 }
199 923
200 /* if we get here, we failed!! */ 924 /* if we get here, we failed!! */
201 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));
202} 926}
203 927
204/**
205 * Recipe value of the entire contents of a container.
206 * This appears to just generate a hash value, which I guess for now works
207 * ok, but the possibility of duplicate hashes is certainly possible - msw
208 */
209int
210content_recipe_value (object *op)
211{
212 char name[MAX_BUF];
213 object *tmp = op->inv;
214 int tval = 0, formula = 0;
215
216 while (tmp)
217 {
218 tval = 0;
219 assign (name, tmp->name);
220 if (tmp->title)
221 sprintf (name, "%s %s", &tmp->name, &tmp->title);
222 tval = (strtoint (name) * (tmp->nrof ? tmp->nrof : 1));
223#ifdef ALCHEMY_DEBUG
224 LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval);
225#endif
226 formula += tval;
227 tmp = tmp->below;
228 }
229#ifdef ALCHEMY_DEBUG
230 LOG (llevDebug, " Formula value=%d\n", formula);
231#endif
232 return formula;
233}
234
235/**
236 * Returns total number of items in op
237 */
238
239int
240numb_ob_inside (object *op)
241{
242 object *tmp = op->inv;
243 int number = 0, o_number = 0;
244
245 while (tmp)
246 {
247 if (tmp->nrof)
248 number += tmp->nrof;
249 else
250 number++;
251 o_number++;
252 tmp = tmp->below;
253 }
254#ifdef ALCHEMY_DEBUG
255 LOG (llevDebug, "numb_ob_inside(%s): found %d ingredients\n", &op->name, o_number);
256#endif
257 return o_number;
258}
259
260/**
261 * Essentially a wrapper for make_item_from_recipe() and
262 * insert_ob_in_ob. If the caster has some alchemy skill, then they might
263 * gain some exp from (successfull) fabrication of the product.
264 * If nbatches==-1, don't give exp for this creation (random generation/
265 * failed recipe)
266 */
267object *
268attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches)
269{
270
271 object *item = NULL, *skop;
272
273 /* this should be passed to this fctn, not effiecent cpu use this way */
274 int batches = abs (nbatches);
275
276 /* is the cauldron the right type? */
277 if (rp->cauldron && rp->cauldron != cauldron->arch->archname)
278 return 0;
279
280 skop = find_skill_by_name (caster, rp->skill);
281 /* does the caster have the skill? */
282 if (!skop)
283 return 0;
284
285 /* code required for this recipe, search the caster */
286 if (rp->keycode)
287 {
288 object *tmp;
289
290 for (tmp = caster->inv; tmp; tmp = tmp->below)
291 {
292 if (tmp->type == FORCE && tmp->slaying && rp->keycode == tmp->slaying)
293 break;
294 }
295
296 if (!tmp)
297 { /* failure--no code found */
298 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients, but not the technique. Go learn how to do this recipe.");
299 return 0;
300 }
301 }
302
303#ifdef EXTREME_ALCHEMY_DEBUG
304 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches);
305 LOG (llevDebug, "attempt_recipe(): using recipe %s\n", *rp->title ? &rp->title : "unknown");
306#endif
307
308 if ((item = make_item_from_recipe (cauldron, rp)) != NULL)
309 {
310 remove_contents (cauldron->inv, item);
311 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */
312 cauldron->update_weight ();
313 /* adj lvl, nrof on caster level */
314 adjust_product (item, ability, rp->yield ? (rp->yield * batches) : batches);
315 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL)
316 {
317 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened.");
318 /* new_draw_info_format(NDI_UNIQUE, 0,caster,
319 "Your spell causes the %s to explode!",&cauldron->name); */
320 /* kaboom_cauldron(); */
321 }
322 else
323 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ());
324 }
325
326 return item;
327}
328
329/**
330 * We adjust the nrof, exp and level of the final product, based
331 * on the item's default parameters, and the relevant caster skill level.
332 */
333void
334adjust_product (object *item, int lvl, int yield)
335{
336 int nrof = 1;
337
338 if (!yield)
339 yield = 1;
340
341 if (lvl <= 0)
342 lvl = 1; /* lets avoid div by zero! */
343
344 if (item->nrof)
345 {
346 nrof = (int) ((1.0 - 1.0 / (lvl / 10.0 + 1.0)) * (rndm (0, yield - 1) + rndm (0, yield - 1) + rndm (0, yield - 1)) + 1);
347
348 if (nrof > yield)
349 nrof = yield;
350
351 item->nrof = nrof;
352 }
353}
354
355/**
356 * Using a list of items and a recipe to make an artifact.
357 *
358 * @param cauldron the cauldron (including the ingredients) used to make the item
359 *
360 * @param rp the recipe to make the artifact from
361 *
362 * @return the newly created object, NULL if something failed
363 */
364object *
365make_item_from_recipe (object *cauldron, recipe *rp)
366{
367 artifact *art = NULL;
368 object *item = NULL;
369 size_t rp_arch_index;
370
371 if (rp == NULL)
372 return (object *) NULL;
373
374 /* Find the appropriate object to transform... */
375 if ((item = find_transmution_ob (cauldron->inv, rp, &rp_arch_index, 1)) == NULL)
376 {
377 LOG (llevDebug, "make_alchemy_item(): failed to create alchemical object.\n");
378 return (object *) NULL;
379 }
380
381 /* Find the appropriate artifact template... */
382 if (rp->title != shstr_NONE)
383 {
384 if ((art = locate_recipe_artifact (rp, rp_arch_index)) == NULL)
385 {
386 LOG (llevError, "make_alchemy_item(): failed to locate recipe artifact.\n");
387 LOG (llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], &rp->title);
388 return (object *) NULL;
389 }
390
391 transmute_materialname (item, art->item);
392 give_artifact_abilities (item, art->item);
393 }
394
395 if (QUERY_FLAG (cauldron, FLAG_CURSED))
396 SET_FLAG (item, FLAG_CURSED);
397 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
398 SET_FLAG (item, FLAG_DAMNED);
399
400 return item;
401}
402
403/**
404 * Looks through the ingredient list. If we find a
405 * suitable object in it - we will use that to make the requested artifact.
406 * Otherwise the code returns a 'generic' item if create_item is set. -b.t.
407 *
408 * @param rp_arch_index pointer to return value; set to arch index for recipe;
409 * set to zero if not using a transmution formula
410 */
411object *
412find_transmution_ob (object *first_ingred, recipe *rp, size_t *rp_arch_index, int create_item)
413{
414 object *prod_item = 0;
415 bool found = false;
416 *rp_arch_index = 0;
417
418 if (rp->transmute) /* look for matching ingredient/prod archs */
419 for (object *item = first_ingred; item; item = item->below)
420 {
421 for (int i = 0; i < rp->arch_names; i++)
422 //TODO: should be a shstr comparison
423 if (!strcmp(&item->arch->archname,rp->arch_name[i]))
424 {
425 *rp_arch_index = i;
426 prod_item = item;
427 break;
428 }
429
430 if (prod_item)
431 break;
432 }
433
434 /* failed, create a fresh object. Note no nrof>1 because that would
435 * allow players to create massive amounts of artifacts easily */
436 if (create_item && (!prod_item || prod_item->nrof > 1))
437 {
438#ifdef ALCHEMY_DEBUG
439 LOG (llevDebug, "creating a new item.\n");
440 if (prod_item != NULL)
441 {
442 LOG (llevDebug, " had item: arch %s(nrof:%d)\n",
443 &prod_item->arch->archname, prod_item->nrof);
444 }
445#endif
446 if (!prod_item)
447 *rp_arch_index = rndm (rp->arch_names);
448 prod_item = get_archetype (rp->arch_name[*rp_arch_index]);
449 }
450
451#ifdef ALCHEMY_DEBUG
452 LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no ");
453 if (prod_item != NULL)
454 {
455 LOG (llevDebug, " find_transmutable_ob(): returns arch %s(sp:%d)\n",
456 &prod_item->arch->archname, prod_item->stats.sp);
457 }
458#endif
459
460 return prod_item;
461}
462
463/**
464 * Ouch. We didnt get the formula we wanted.
465 * This fctn simulates the backfire effects--worse effects as the level
466 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things
467 * can happen to the would be alchemist. This table probably needs some
468 * adjustment for playbalance. -b.t.
469 */
470void
471alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger)
472{
473 int level = 0;
474
475 if (!op || !cauldron)
476 return;
477
478 if (danger > 1)
479 level = random_roll (1, danger, op, PREFER_LOW);
480
481#ifdef ALCHEMY_DEBUG
482 LOG (llevDebug, "Alchemy_failure_effect(): using level=%d\n", level);
483#endif
484
485 /* possible outcomes based on level */
486 if (level < 25)
487 { /* INGREDIENTS USED/SLAGGED */
488 object *item = NULL;
489
490 if (rndm (0, 2))
491 { /* slag created */
492 object *tmp = cauldron->inv;
493 int weight = 0;
494
495 tmp = get_archetype ("rock");
496 tmp->weight = weight;
497 tmp->value = 0;
498 tmp->materialname = "stone";
499 tmp->name = "slag";
500 tmp->name_pl = "slags";
501 item = insert_ob_in_ob (tmp, cauldron);
502 CLEAR_FLAG (tmp, FLAG_CAN_ROLL);
503 CLEAR_FLAG (tmp, FLAG_NO_PICK);
504 tmp->move_block = 0;
505 }
506
507 remove_contents (cauldron->inv, item);
508 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
509 return;
510 }
511 else if (level < 40)
512 { /* MAKE TAINTED ITEM */
513 object *tmp = NULL;
514
515 if (!rp)
516 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL)
517 return;
518
519 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1)))
520 {
521 if (!QUERY_FLAG (tmp, FLAG_CURSED)) /* curse it */
522 SET_FLAG (tmp, FLAG_CURSED);
523
524 /* the apply code for potions already deals with cursed
525 * potions, so any code here is basically ignored.
526 */
527 if (tmp->type == FOOD)
528 {
529 tmp->stats.hp = random_roll (0, 149, op, PREFER_LOW);
530 }
531 tmp->value = 0; /* unsaleable item */
532
533 /* change stats downward */
534 do
535 {
536 change_attr_value (&tmp->stats, rndm (0, 6), -1 * (rndm (1, 3)));
537 }
538 while (rndm (0, 2));
539 }
540 return;
541 }
542
543 if (level == 40)
544 { /* MAKE RANDOM RECIPE */
545 recipelist *fl;
546 int numb = numb_ob_inside (cauldron);
547
548 fl = get_formulalist (numb - 1); /* take a lower recipe list */
549 if (fl && (rp = get_random_recipe (fl)))
550 /* even though random, don't grant user any EXP for it */
551 (void) attempt_recipe (op, cauldron, 1, rp, -1);
552 else
553 alchemy_failure_effect (op, cauldron, rp, level - 1);
554 }
555 else if (level < 45)
556 { /* INFURIATE NPC's */
557 /* this is kind of kludgy I know... */
558 cauldron->enemy = op;
559 npc_call_help (cauldron);
560 cauldron->enemy = NULL;
561
562 alchemy_failure_effect (op, cauldron, rp, level - 5);
563 }
564 else if (level < 50)
565 { /* MINOR EXPLOSION/FIREBALL */
566 object *tmp;
567
568 remove_contents (cauldron->inv, NULL);
569 switch (rndm (0, 2))
570 {
571 case 0:
572 tmp = get_archetype ("bomb");
573 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW);
574 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW);
575 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name);
576 break;
577
578 default:
579 tmp = get_archetype ("fireball");
580 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1;
581 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2;
582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
583 break;
584 }
585
586 tmp->insert_at (cauldron);
587 }
588 else if (level < 60)
589 { /* CREATE MONSTER */
590 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
591 remove_contents (cauldron->inv, NULL);
592 }
593 else if (level < 80)
594 { /* MAJOR FIRE */
595 object *fb = get_archetype (SP_MED_FIREBALL);
596
597 remove_contents (cauldron->inv, NULL);
598 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb);
599 fb->destroy ();
600 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
601 }
602 else if (level < 100)
603 { /* WHAMMY the CAULDRON */
604 if (!QUERY_FLAG (cauldron, FLAG_CURSED))
605 SET_FLAG (cauldron, FLAG_CURSED);
606 else
607 cauldron->magic--;
608
609 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW);
610
611 if (rndm (0, 1))
612 {
613 remove_contents (cauldron->inv, NULL);
614 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name);
615 }
616 else
617 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name);
618 }
619 else if (level < 110)
620 { /* SUMMON EVIL MONSTERS */
621 object *tmp = get_random_mon (level / 5);
622
623 remove_contents (cauldron->inv, NULL);
624
625 if (!tmp)
626 alchemy_failure_effect (op, cauldron, rp, level);
627 else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->archname))
628 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ());
629 }
630 else if (level < 150)
631 { /* COMBO EFFECT */
632 int roll = rndm (1, 3);
633
634 while (roll)
635 {
636 alchemy_failure_effect (op, cauldron, rp, level - 39);
637 roll--;
638 }
639 }
640 else if (level == 151)
641 { /* CREATE RANDOM ARTIFACT */
642 object *tmp;
643
644 /* this is meant to be better than prior possiblity,
645 * in this one, we allow *any* valid alchemy artifact
646 * to be made (rather than only those on the given
647 * formulalist) */
648 if (!rp)
649 rp = get_random_recipe ((recipelist *) NULL);
650
651 if (rp && (tmp = get_archetype (rp->arch_name [rndm (rp->arch_names)])))
652 {
653 generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1);
654 if ((tmp = insert_ob_in_ob (tmp, cauldron)))
655 {
656 remove_contents (cauldron->inv, tmp);
657 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
658 }
659 }
660 }
661 else
662 { /* MANA STORM - watch out!! */
663 object *tmp = get_archetype (LOOSE_MANA);
664
665 new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!");
666 remove_contents (cauldron->inv, NULL);
667 cast_magic_storm (op, tmp, level);
668 }
669}
670
671/*
672 * All but object "save_item" are elimentated from
673 * the container list. Note we have to becareful to remove the inventories
674 * of objects in the cauldron inventory (ex icecube has stuff in it).
675 */
676void
677remove_contents (object *first_ob, object *save_item)
678{
679 // this cries for a cleaner rewrite, removing save_item first possibly
680 object *next, *tmp = first_ob;
681
682 while (tmp)
683 {
684 next = tmp->below;
685
686 if (tmp == save_item)
687 {
688 if (!(tmp = next))
689 break;
690 else
691 next = next->below;
692 }
693
694 if (tmp->inv)
695 remove_contents (tmp->inv, NULL);
696
697 tmp->destroy ();
698 tmp = next;
699 }
700}
701
702/**
703 *"Danger" level, will determine how bad the backfire
704 * could be if the user fails to concoct a recipe properly. Factors include
705 * the number of ingredients, the length of the name of each ingredient,
706 * the user's effective level, the user's Int and the enchantment on the
707 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more
708 * danger. Note that we assume that we have had the caster ready the alchemy
709 * skill *before* this routine is called. (no longer auto-readies that skill)
710 * -b.t.
711 */
712int
713calc_alch_danger (object *caster, object *cauldron, recipe *rp)
714{
715 object *item;
716 char name[MAX_BUF];
717 int danger = 0, nrofi = 0;
718
719 /* Knowing alchemy skill reduces yer risk */
720 danger -= caster->chosen_skill ? caster->chosen_skill->level : caster->level;
721
722 if (!caster->chosen_skill)
723 LOG (llevError | logBacktrace, "calc_alch_danger called without a chosen skill, caster %s, cauldron %s\n",
724 caster->debug_desc (), cauldron->debug_desc ());
725
726 /* better cauldrons reduce risk */
727 danger -= cauldron->magic;
728
729 /* Higher Int, lower the risk */
730 danger -= 3 * (caster->stats.Int - 15);
731
732 /* Ingredients. Longer names usually mean rarer stuff.
733 * Thus the backfire is worse. Also, more ingredients
734 * means we are attempting a more powerfull potion,
735 * and thus the backfire will be worse. */
736 for (item = cauldron->inv; item; item = item->below)
737 {
738 assign (name, item->name);
739 if (item->title)
740 sprintf (name, "%s %s", &item->name, &item->title);
741 danger += (strtoint (name) / 1000) + 3;
742 nrofi++;
743 }
744
745 if (rp == NULL)
746 danger += 110;
747 else
748 danger += rp->diff * 3;
749
750 /* Using a bad device is *majorly* stupid */
751 if (QUERY_FLAG (cauldron, FLAG_CURSED))
752 danger += 80;
753 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
754 danger += 200;
755
756#ifdef ALCHEMY_DEBUG
757 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger);
758#endif
759
760 return danger;
761}
762
763/**
764 * Determines if ingredients in a container match the
765 * proper ingredients for a recipe.
766 *
767 * rp is the recipe to check
768 * cauldron is the container that holds the ingredients
769 * returns 1 if the ingredients match the recipe, 0 if not
770 *
771 * This functions tries to find each defined ingredient in the container. It is
772 * the defined recipe iff
773 * - the number of ingredients of the recipe and in the container is equal
774 * - all ingredients of the recipe are found in the container
775 * - the number of batches is the same for all ingredients
776 */
777static int
778is_defined_recipe (const recipe *rp, const object *cauldron, object *caster)
779{
780 uint32 batches_in_cauldron;
781 const linked_char *ingredient;
782 int number;
783 const object *ob;
784
785 /* check for matching number of ingredients */
786 number = 0;
787 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
788 number++;
789 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
790 number--;
791 if (number != 0)
792 return 0;
793
794 /* check for matching ingredients */
795 batches_in_cauldron = 0;
796 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
797 {
798 uint32 nrof;
799 const char *name;
800 int ok;
801
802 /* determine and remove nrof from name */
803 name = ingredient->name;
804 nrof = 0;
805 while (isdigit (*name))
806 {
807 nrof = 10 * nrof + (*name - '0');
808 name++;
809 }
810 if (nrof == 0)
811 nrof = 1;
812 while (*name == ' ')
813 name++;
814
815 /* find the current ingredient in the cauldron */
816 ok = 0;
817 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
818 {
819 char name_ob[MAX_BUF];
820 const char *name2;
821
822 if (!ob->title)
823 name2 = ob->name;
824 else
825 {
826 snprintf (name_ob, sizeof (name_ob), "%s %s", &ob->name, &ob->title);
827 name2 = name_ob;
828 }
829
830 if (strcmp (name2, name) == 0)
831 {
832 if (ob->nrof % nrof == 0)
833 {
834 uint32 batches;
835
836 batches = ob->nrof / nrof;
837 if (batches_in_cauldron == 0)
838 {
839 batches_in_cauldron = batches;
840 ok = 1;
841 }
842 else if (batches_in_cauldron == batches)
843 ok = 1;
844 }
845 break;
846 }
847 }
848 if (!ok)
849 return (0);
850 }
851
852 return (1);
853}
854
855/**
856 * Find a recipe from a recipe list that matches the given formula. If there
857 * is more than one matching recipe, it selects a random one. If at least one
858 * transmuting recipe matches, it only considers matching transmuting recipes.
859 *
860 * @return one matching recipe, or NULL if no recipe matches
861 */
862static recipe *
863find_recipe (recipelist * fl, int formula, object *ingredients)
864{
865 recipe *rp;
866 recipe *result; /* winning recipe, or NULL if no recipe found */
867 int recipes_matching; /* total number of matching recipes so far */
868 int transmute_found; /* records whether a transmuting recipe was found so far */
869 size_t rp_arch_index;
870
871#ifdef EXTREME_ALCHEMY_DEBUG
872 LOG (llevDebug, "looking for formula %d:\n", formula);
873#endif
874 result = NULL;
875 recipes_matching = 0;
876 transmute_found = 0;
877
878 for (rp = fl->items; rp; rp = rp->next)
879 {
880 /* check if recipe matches at all */
881 if (formula % rp->index != 0)
882 {
883#ifdef EXTREME_ALCHEMY_DEBUG
884 LOG (llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], &rp->title, rp->index);
885#endif
886 continue;
887 }
888
889 if (rp->transmute && find_transmution_ob (ingredients, rp, &rp_arch_index, 0) != NULL)
890 {
891#ifdef EXTREME_ALCHEMY_DEBUG
892 LOG (llevDebug, " formula %s of %s (%d) is a matching transmuting formula\n", rp->arch_name[rp_arch_index], &rp->title, rp->index);
893#endif
894 /* transmution recipe with matching base ingredient */
895 if (!transmute_found)
896 {
897 transmute_found = 1;
898 recipes_matching = 0;
899 }
900 }
901 else if (transmute_found)
902 {
903#ifdef EXTREME_ALCHEMY_DEBUG
904 LOG (llevDebug, " formula %s of %s (%d) matches but is not a matching transmuting formula\n", rp->arch_name[0], &rp->title,
905 rp->index);
906#endif
907 /* "normal" recipe found after previous transmution recipe => ignore this recipe */
908 continue;
909 }
910#ifdef EXTREME_ALCHEMY_DEBUG
911 else
912 {
913 LOG (llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], &rp->title, rp->index);
914 }
915#endif
916
917 if (rndm (0, recipes_matching) == 0)
918 result = rp;
919
920 recipes_matching++;
921 }
922
923 if (result == NULL)
924 {
925#ifdef ALCHEMY_DEBUG
926 LOG (llevDebug, "couldn't find formula for ingredients.\n");
927#endif
928 return NULL;
929 }
930
931#ifdef ALCHEMY_DEBUG
932 if (strcmp (result->title, "NONE") != 0)
933 LOG (llevDebug, "got formula: %s of %s (nbatches:%d)\n", result->arch_name[0], &result->title, formula / result->index);
934 else
935 LOG (llevDebug, "got formula: %s (nbatches:%d)\n", result->arch_name[0], formula / result->index);
936#endif
937 return result;
938}

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