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/cvs/deliantra/server/server/alchemy.C
(Generate patch)

Comparing deliantra/server/server/alchemy.C (file contents):
Revision 1.48 by root, Sun Nov 29 10:55:18 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.
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 () 66cauldron_sound ()
67{ 67{
68 int size = sizeof (cauldron_effect) / sizeof (char *); 68 return cauldron_effect [rndm (array_length (cauldron_effect))];
69
70 return cauldron_effect[rndm (0, size - 1)];
71} 69}
72 70
73/** 71/**
74 * Recipe value of the entire contents of a container. 72 * Recipe value of the entire contents of a container.
75 * This appears to just generate a hash value, which I guess for now works 73 * This appears to just generate a hash value, which I guess for now works
76 * ok, but the possibility of duplicate hashes is certainly possible - msw 74 * ok, but the possibility of duplicate hashes is certainly possible - msw
77 */ 75 */
78static int 76static int
79content_recipe_value (object *op) 77content_recipe_value (object *op)
80{ 78{
81 char name[MAX_BUF];
82 object *tmp = op->inv; 79 object *tmp = op->inv;
83 int tval = 0, formula = 0; 80 int formula = 0;
84 81
85 while (tmp) 82 while (tmp)
86 { 83 {
87 tval = 0; 84 const char *name = tmp->title
88 assign (name, tmp->name);
89 if (tmp->title)
90 sprintf (name, "%s %s", &tmp->name, &tmp->title); 85 ? (const char *)format ("%s %s", &tmp->name, &tmp->title)
86 : tmp->name;
87
91 tval = (strtoint (name) * (tmp->nrof ? tmp->nrof : 1)); 88 int tval = strtoint (name) * tmp->number_of ();
92#ifdef ALCHEMY_DEBUG 89#ifdef ALCHEMY_DEBUG
93 LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval); 90 LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval);
94#endif 91#endif
95 formula += tval; 92 formula += tval;
96 tmp = tmp->below; 93 tmp = tmp->below;
97 } 94 }
98#ifdef ALCHEMY_DEBUG 95#ifdef ALCHEMY_DEBUG
99 LOG (llevDebug, " Formula value=%d\n", formula); 96 LOG (llevDebug, " Formula value=%d\n", formula);
100#endif 97#endif
98
101 return formula; 99 return formula;
102} 100}
103 101
104/** 102/**
105 * Returns total number of items in op 103 * Returns total number of items in op
223 221
224 transmute_materialname (item, art->item); 222 transmute_materialname (item, art->item);
225 give_artifact_abilities (item, art->item); 223 give_artifact_abilities (item, art->item);
226 } 224 }
227 225
228 if (QUERY_FLAG (cauldron, FLAG_CURSED)) 226 if (cauldron->flag [FLAG_CURSED])
229 SET_FLAG (item, FLAG_CURSED); 227 item->set_flag (FLAG_CURSED);
230 if (QUERY_FLAG (cauldron, FLAG_DAMNED)) 228 if (cauldron->flag [FLAG_DAMNED])
231 SET_FLAG (item, FLAG_DAMNED); 229 item->set_flag (FLAG_DAMNED);
232 230
233 return item; 231 return item;
234} 232}
235 233
236/* 234/*
396 tmp->value = 0; 394 tmp->value = 0;
397 tmp->material = name_to_material (shstr_stone); 395 tmp->material = name_to_material (shstr_stone);
398 tmp->name = shstr_slag; 396 tmp->name = shstr_slag;
399 tmp->name_pl = shstr_slags; 397 tmp->name_pl = shstr_slags;
400 item = insert_ob_in_ob (tmp, cauldron); 398 item = insert_ob_in_ob (tmp, cauldron);
401 CLEAR_FLAG (tmp, FLAG_CAN_ROLL); 399 tmp->clr_flag (FLAG_CAN_ROLL);
402 SET_FLAG (tmp, FLAG_NO_DROP); 400 tmp->set_flag (FLAG_NO_DROP);
403 tmp->move_block = 0; 401 tmp->move_block = 0;
404 } 402 }
405 403
406 remove_contents (cauldron->inv, item); 404 remove_contents (cauldron->inv, item);
407 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ()); 405 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
415 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL) 413 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL)
416 return; 414 return;
417 415
418 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1))) 416 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1)))
419 { 417 {
420 if (!QUERY_FLAG (tmp, FLAG_CURSED)) /* curse it */ 418 if (!tmp->flag [FLAG_CURSED]) /* curse it */
421 SET_FLAG (tmp, FLAG_CURSED); 419 tmp->set_flag (FLAG_CURSED);
422 420
423 /* the apply code for potions already deals with cursed 421 /* the apply code for potions already deals with cursed
424 * potions, so any code here is basically ignored. 422 * potions, so any code here is basically ignored.
425 */ 423 */
426 if (tmp->type == FOOD) 424 if (tmp->type == FOOD)
498 fb->destroy (); 496 fb->destroy ();
499 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name); 497 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
500 } 498 }
501 else if (level < 100) 499 else if (level < 100)
502 { /* WHAMMY the CAULDRON */ 500 { /* WHAMMY the CAULDRON */
503 if (!QUERY_FLAG (cauldron, FLAG_CURSED)) 501 if (!cauldron->flag [FLAG_CURSED])
504 SET_FLAG (cauldron, FLAG_CURSED); 502 cauldron->set_flag (FLAG_CURSED);
505 else 503 else
506 cauldron->magic--; 504 cauldron->magic--;
507 505
508 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW); 506 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW);
509 507
576 * danger. Note that we assume that we have had the caster ready the alchemy 574 * danger. Note that we assume that we have had the caster ready the alchemy
577 * skill *before* this routine is called. (no longer auto-readies that skill) 575 * skill *before* this routine is called. (no longer auto-readies that skill)
578 * -b.t. 576 * -b.t.
579 */ 577 */
580static int 578static int
581calc_alch_danger (object *caster, object *cauldron, recipe *rp) 579calc_alch_danger (object *caster, object *cauldron, object *skill, recipe *rp)
582{ 580{
583 object *item;
584 char name[MAX_BUF];
585 int danger = 0, nrofi = 0; 581 int danger = 0;
586 582
587 /* Knowing alchemy skill reduces yer risk */ 583 /* Knowing alchemy skill reduces yer risk */
588 danger -= caster->chosen_skill ? caster->chosen_skill->level : caster->level; 584 danger -= skill->level;
589
590 if (!caster->chosen_skill)
591 LOG (llevError | logBacktrace, "calc_alch_danger called without a chosen skill, caster %s, cauldron %s\n",
592 caster->debug_desc (), cauldron->debug_desc ());
593 585
594 /* better cauldrons reduce risk */ 586 /* better cauldrons reduce risk */
595 danger -= cauldron->magic; 587 danger -= cauldron->magic;
596 588
597 /* Higher Int, lower the risk */ 589 /* Higher Int, lower the risk */
599 591
600 /* Ingredients. Longer names usually mean rarer stuff. 592 /* Ingredients. Longer names usually mean rarer stuff.
601 * Thus the backfire is worse. Also, more ingredients 593 * Thus the backfire is worse. Also, more ingredients
602 * means we are attempting a more powerfull potion, 594 * means we are attempting a more powerfull potion,
603 * and thus the backfire will be worse. */ 595 * and thus the backfire will be worse. */
604 for (item = cauldron->inv; item; item = item->below) 596 for (object *item = cauldron->inv; item; item = item->below)
605 { 597 {
606 assign (name, item->name); 598 const char *name = item->title
607 if (item->title)
608 sprintf (name, "%s %s", &item->name, &item->title); 599 ? format ("%s %s", &item->name, &item->title)
600 : &item->name;
601
609 danger += (strtoint (name) / 1000) + 3; 602 danger += strtoint (name) / 1000 + 3;
610 nrofi++;
611 } 603 }
612 604
613 if (rp == NULL) 605 if (!rp)
614 danger += 110; 606 danger += 110;
615 else 607 else
616 danger += rp->diff * 3; 608 danger += rp->diff * 3;
617 609
618 /* Using a bad device is *majorly* stupid */ 610 /* Using a bad device is *majorly* stupid */
619 if (QUERY_FLAG (cauldron, FLAG_CURSED)) 611 if (cauldron->flag [FLAG_CURSED]) danger += 80;
620 danger += 80; 612 if (cauldron->flag [FLAG_DAMNED]) danger += 200;
621 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
622 danger += 200;
623 613
624#ifdef ALCHEMY_DEBUG 614#ifdef ALCHEMY_DEBUG
625 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger); 615 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger);
626#endif 616#endif
627 617
853 return; 843 return;
854 844
855 numb = numb_ob_inside (cauldron); 845 numb = numb_ob_inside (cauldron);
856 if ((fl = get_formulalist (numb))) 846 if ((fl = get_formulalist (numb)))
857 { 847 {
858 if (QUERY_FLAG (caster, FLAG_WIZ)) 848 if (caster->flag [FLAG_WIZ])
859 { 849 {
860 rp = find_recipe (fl, formula, cauldron->inv); 850 rp = find_recipe (fl, formula, cauldron->inv);
861 if (rp != NULL) 851 if (rp != NULL)
862 { 852 {
863#ifdef ALCHEMY_DEBUG 853#ifdef ALCHEMY_DEBUG
885 object *tmp; 875 object *tmp;
886 int attempt_shadow_alchemy; 876 int attempt_shadow_alchemy;
887 877
888 ave_chance = fl->total_chance / (float)fl->number; 878 ave_chance = fl->total_chance / (float)fl->number;
889 879
890 ability += (int) (skill->level * ((4.0 + cauldron->magic) / 4.0)); 880 ability += skill->level * ((4.0 + cauldron->magic) / 4.0);
891 881
892 /* determine value of ingredients */ 882 /* determine value of ingredients */
893 value_ingredients = 0; 883 value_ingredients = 0;
894 for (tmp = cauldron->inv; tmp; tmp = tmp->below) 884 for (tmp = cauldron->inv; tmp; tmp = tmp->below)
895 value_ingredients += query_cost (tmp, NULL, F_TRUE); 885 value_ingredients += query_cost (tmp, NULL, F_TRUE);
916 "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",
917 value_ingredients, value_item); 907 value_ingredients, value_item);
918#endif 908#endif
919 } 909 }
920 /* roll the dice */ 910 /* roll the dice */
921 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)
922 { 912 {
923 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE); 913 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE);
924 914
925 // let alchemy consume some time, so that exploits are less easy 915 // let alchemy consume some time, so that exploits are less easy
926 caster->speed_left -= 1.0; 916 caster->speed_left -= 1.0;
930 } 920 }
931 } 921 }
932 } 922 }
933 923
934 /* if we get here, we failed!! */ 924 /* if we get here, we failed!! */
935 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));
936} 926}
937 927

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