ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/alchemy.C
(Generate patch)

Comparing deliantra/server/server/alchemy.C (file contents):
Revision 1.7 by root, Sun Sep 10 15:59:57 2006 UTC vs.
Revision 1.55 by root, Thu May 6 22:08:07 2010 UTC

1
2/* 1/*
3 * static char *rcsid_alchemy_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: alchemy.C,v 1.7 2006/09/10 15:59:57 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
14 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
24 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
29 24
30/* March 96 - Laid down original code. -b.t. thomas@astro.psu.edu */ 25/* March 96 - Laid down original code. -b.t. thomas@astro.psu.edu */
31 26
32#include <global.h> 27#include <global.h>
33#include <object.h> 28#include <object.h>
34#ifndef __CEXTRACT__
35# include <sproto.h> 29#include <sproto.h>
36#endif
37#include <skills.h> 30#include <skills.h>
38#include <spells.h> 31#include <spells.h>
39 32
40/** define this for some helpful debuging information */ 33/** define this for some helpful debuging information */
41#if 0 34#if 0
63 "rattles", 56 "rattles",
64 "makes chugging sounds", 57 "makes chugging sounds",
65 "smokes heavily for a while" 58 "smokes heavily for a while"
66}; 59};
67 60
68
69static 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);
70static recipe *find_recipe (recipelist * fl, int formula, object *ingredients); 62static recipe *find_recipe (recipelist * fl, int formula, object *ingredients);
71 63
72
73/** Returns a random selection from cauldron_effect[] */ 64/** Returns a random selection from cauldron_effect[] */
74static const char * 65static const char *
75cauldron_sound (void) 66cauldron_sound ()
76{ 67{
77 int size = sizeof (cauldron_effect) / sizeof (char *); 68 return cauldron_effect [rndm (array_length (cauldron_effect))];
78
79 return cauldron_effect[rndm (0, size - 1)];
80} 69}
81 70
82/** 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/**
83 * Main part of the ALCHEMY code. From this we call fctns 799 * Main part of the ALCHEMY code. From this we call fctns
84 * 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,
85 * 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
86 * 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).
87 * 803 *
100 * 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
101 * 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
102 * around. :) 818 * around. :)
103 * -b.t. 819 * -b.t.
104 */ 820 */
105
106void 821void
107attempt_do_alchemy (object *caster, object *cauldron) 822attempt_do_alchemy (object *caster, object *cauldron, object *skill)
108{ 823{
109 recipelist *fl; 824 recipelist *fl;
110 recipe *rp = NULL; 825 recipe *rp = NULL;
111 float success_chance; 826 float success_chance;
112 int numb, ability = 1; 827 int numb, ability = 1;
128 return; 843 return;
129 844
130 numb = numb_ob_inside (cauldron); 845 numb = numb_ob_inside (cauldron);
131 if ((fl = get_formulalist (numb))) 846 if ((fl = get_formulalist (numb)))
132 { 847 {
133 if (QUERY_FLAG (caster, FLAG_WIZ)) 848 if (caster->flag [FLAG_WIZ])
134 { 849 {
135 rp = find_recipe (fl, formula, cauldron->inv); 850 rp = find_recipe (fl, formula, cauldron->inv);
136 if (rp != NULL) 851 if (rp != NULL)
137 { 852 {
138#ifdef ALCHEMY_DEBUG 853#ifdef ALCHEMY_DEBUG
139 if (strcmp (rp->title, "NONE")) 854 if (strcmp (rp->title, "NONE"))
140 LOG (llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], rp->title); 855 LOG (llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], &rp->title);
141 else 856 else
142 LOG (llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula / rp->index); 857 LOG (llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula / rp->index);
143#endif 858#endif
144 attempt_recipe (caster, cauldron, ability, rp, formula / rp->index); 859 attempt_recipe (caster, cauldron, ability, rp, formula / rp->index);
145 } 860 }
148 return; 863 return;
149 } /* End of WIZ alchemy */ 864 } /* End of WIZ alchemy */
150 865
151 /* find the recipe */ 866 /* find the recipe */
152 rp = find_recipe (fl, formula, cauldron->inv); 867 rp = find_recipe (fl, formula, cauldron->inv);
153 if (rp) 868 if (rp
869 && rp->skill == skill->skill
870 && (!rp->cauldron
871 || rp->cauldron == cauldron->arch->archname))
154 { 872 {
155 uint64 value_ingredients; 873 uint64 value_ingredients;
156 uint64 value_item; 874 uint64 value_item;
157 object *tmp; 875 object *tmp;
158 int attempt_shadow_alchemy; 876 int attempt_shadow_alchemy;
159 877
160 ave_chance = fl->total_chance / (float) fl->number; 878 ave_chance = fl->total_chance / (float)fl->number;
161 /* the caster gets an increase in ability based on thier skill lvl */ 879
162 if (rp->skill)
163 {
164 skop = find_skill_by_name (caster, rp->skill);
165 if (!skop)
166 {
167 new_draw_info (NDI_UNIQUE, 0, caster, "You do not have the proper skill for this recipe");
168 }
169 else
170 {
171 ability += (int) (skop->level * ((4.0 + cauldron->magic) / 4.0)); 880 ability += skill->level * ((4.0 + cauldron->magic) / 4.0);
172 }
173 }
174 else
175 {
176 LOG (llevDebug, "Recipe %s has NULL skill!\n", &rp->title);
177 return;
178 }
179
180 if (rp->cauldron)
181 {
182 LOG (llevDebug, "Recipe %s has NULL cauldron!\n", &rp->title);
183 return;
184 }
185 881
186 /* determine value of ingredients */ 882 /* determine value of ingredients */
187 value_ingredients = 0; 883 value_ingredients = 0;
188 for (tmp = cauldron->inv; tmp != NULL; tmp = tmp->below) 884 for (tmp = cauldron->inv; tmp; tmp = tmp->below)
189 value_ingredients += query_cost (tmp, NULL, F_TRUE); 885 value_ingredients += query_cost (tmp, NULL, F_TRUE);
190 886
191 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster); 887 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster);
192 888
193 /* create the object **FIRST**, then decide whether to keep it. */ 889 /* create the object **FIRST**, then decide whether to keep it. */
204 900
205 value_item = query_cost (item, NULL, F_TRUE | F_IDENTIFIED | F_NOT_CURSED); 901 value_item = query_cost (item, NULL, F_TRUE | F_IDENTIFIED | F_NOT_CURSED);
206 if (attempt_shadow_alchemy && value_item > value_ingredients) 902 if (attempt_shadow_alchemy && value_item > value_ingredients)
207 { 903 {
208#ifdef ALCHEMY_DEBUG 904#ifdef ALCHEMY_DEBUG
209# ifndef WIN32
210 LOG (llevDebug, 905 LOG (llevDebug,
211 "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",
212 value_ingredients, value_item); 907 value_ingredients, value_item);
213# else
214 LOG (llevDebug,
215 "Forcing failure for shadow alchemy recipe because price of ingredients (%I64d) is less than price of result (%I64d).\n",
216 value_ingredients, value_item);
217# endif
218#endif 908#endif
219 } 909 }
220 /* roll the dice */ 910 /* roll the dice */
221 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)
222 { 912 {
223 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE); 913 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE);
914
915 // let alchemy consume some time, so that exploits are less easy
916 caster->speed_left -= 1.0;
917
224 return; 918 return;
225 } 919 }
226 } 920 }
227 } 921 }
228 } 922 }
923
229 /* if we get here, we failed!! */ 924 /* if we get here, we failed!! */
230 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));
231} 926}
232 927
233/**
234 * Recipe value of the entire contents of a container.
235 * This appears to just generate a hash value, which I guess for now works
236 * ok, but the possibility of duplicate hashes is certainly possible - msw
237 */
238
239int
240content_recipe_value (object *op)
241{
242 char name[MAX_BUF];
243 object *tmp = op->inv;
244 int tval = 0, formula = 0;
245
246 while (tmp)
247 {
248 tval = 0;
249 strcpy (name, tmp->name);
250 if (tmp->title)
251 sprintf (name, "%s %s", &tmp->name, &tmp->title);
252 tval = (strtoint (name) * (tmp->nrof ? tmp->nrof : 1));
253#ifdef ALCHEMY_DEBUG
254 LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval);
255#endif
256 formula += tval;
257 tmp = tmp->below;
258 }
259#ifdef ALCHEMY_DEBUG
260 LOG (llevDebug, " Formula value=%d\n", formula);
261#endif
262 return formula;
263}
264
265/**
266 * Returns total number of items in op
267 */
268
269int
270numb_ob_inside (object *op)
271{
272 object *tmp = op->inv;
273 int number = 0, o_number = 0;
274
275 while (tmp)
276 {
277 if (tmp->nrof)
278 number += tmp->nrof;
279 else
280 number++;
281 o_number++;
282 tmp = tmp->below;
283 }
284#ifdef ALCHEMY_DEBUG
285 LOG (llevDebug, "numb_ob_inside(%s): found %d ingredients\n", op->name, o_number);
286#endif
287 return o_number;
288}
289
290/**
291 * Essentially a wrapper for make_item_from_recipe() and
292 * insert_ob_in_ob. If the caster has some alchemy skill, then they might
293 * gain some exp from (successfull) fabrication of the product.
294 * If nbatches==-1, don't give exp for this creation (random generation/
295 * failed recipe)
296 */
297
298object *
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
308 LOG (llevDebug, "A %s <=> %s\n", &(rp->cauldron), &(cauldron->arch->name));
309 /* is the cauldron the right type? */
310 if (strcmp (rp->cauldron, cauldron->arch->name) != 0)
311 {
312 new_draw_info (NDI_UNIQUE, 0, caster, "You are not using the proper" " facilities for this formula.");
313 return 0;
314 }
315
316 skop = find_skill_by_name (caster, rp->skill);
317 /* does the caster have the skill? */
318 if (!skop)
319 return 0;
320
321 /* code required for this recipe, search the caster */
322 if (rp->keycode)
323 {
324 object *tmp;
325
326 for (tmp = caster->inv; tmp != NULL; tmp = tmp->below)
327 {
328 if (tmp->type == FORCE && tmp->slaying && !strcmp (rp->keycode, tmp->slaying))
329 break;
330 }
331 if (tmp == NULL)
332 { /* failure--no code found */
333 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients," " but not the technique. Go learn how to do this recipe.");
334 return 0;
335 }
336 }
337
338#ifdef EXTREME_ALCHEMY_DEBUG
339 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches);
340 LOG (llevDebug, "attempt_recipe(): using recipe %s\n", rp->title ? rp->title : "unknown");
341#endif
342
343 if ((item = make_item_from_recipe (cauldron, rp)) != NULL)
344 {
345 remove_contents (cauldron->inv, item);
346 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */
347 sum_weight (cauldron);
348 /* adj lvl, nrof on caster level */
349 adjust_product (item, ability, rp->yield ? (rp->yield * batches) : batches);
350 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL)
351 {
352 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened.");
353 /* new_draw_info_format(NDI_UNIQUE, 0,caster,
354 "Your spell causes the %s to explode!",&cauldron->name); */
355 /* kaboom_cauldron(); */
356 }
357 else
358 {
359 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ());
360 }
361 }
362 return item;
363}
364
365
366
367/**
368 * We adjust the nrof, exp and level of the final product, based
369 * on the item's default parameters, and the relevant caster skill level.
370 */
371 void
372adjust_product (object *item, int lvl, int yield)
373{
374 int nrof = 1;
375
376 if (!yield)
377 yield = 1;
378 if (lvl <= 0)
379 lvl = 1; /* lets avoid div by zero! */
380 if (item->nrof)
381 {
382 nrof = (int) ((1.0 - 1.0 / (lvl / 10.0 + 1.0)) * (rndm (0, yield - 1) + rndm (0, yield - 1) + rndm (0, yield - 1)) + 1);
383 if (nrof > yield)
384 nrof = yield;
385 item->nrof = nrof;
386 }
387}
388
389
390/**
391 * Using a list of items and a recipe to make an artifact.
392 *
393 * @param cauldron the cauldron (including the ingredients) used to make the item
394 *
395 * @param rp the recipe to make the artifact from
396 *
397 * @return the newly created object, NULL if something failed
398 */
399
400object *
401make_item_from_recipe (object *cauldron, recipe *rp)
402{
403 artifact *art = NULL;
404 object *item = NULL;
405 size_t rp_arch_index;
406
407 if (rp == NULL)
408 return (object *) NULL;
409
410 /* Find the appropriate object to transform... */
411 if ((item = find_transmution_ob (cauldron->inv, rp, &rp_arch_index, 1)) == NULL)
412 {
413 LOG (llevDebug, "make_alchemy_item(): failed to create alchemical object.\n");
414 return (object *) NULL;
415 }
416
417 /* Find the appropriate artifact template... */
418 if (strcmp (rp->title, "NONE"))
419 {
420 if ((art = locate_recipe_artifact (rp, rp_arch_index)) == NULL)
421 {
422 LOG (llevError, "make_alchemy_item(): failed to locate recipe artifact.\n");
423 LOG (llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], &rp->title);
424 return (object *) NULL;
425 }
426 transmute_materialname (item, art->item);
427 give_artifact_abilities (item, art->item);
428 }
429
430 if (QUERY_FLAG (cauldron, FLAG_CURSED))
431 SET_FLAG (item, FLAG_CURSED);
432 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
433 SET_FLAG (item, FLAG_DAMNED);
434
435 return item;
436}
437
438
439/**
440 * Looks through the ingredient list. If we find a
441 * suitable object in it - we will use that to make the requested artifact.
442 * Otherwise the code returns a 'generic' item if create_item is set. -b.t.
443 *
444 * @param rp_arch_index pointer to return value; set to arch index for recipe;
445 * set to zero if not using a transmution formula
446 */
447
448object *
449find_transmution_ob (object *first_ingred, recipe *rp, size_t * rp_arch_index, int create_item)
450{
451 object *item = NULL;
452
453 *rp_arch_index = 0;
454
455 if (rp->transmute) /* look for matching ingredient/prod archs */
456 for (item = first_ingred; item; item = item->below)
457 {
458 size_t i;
459
460 for (i = 0; i < rp->arch_names; i++)
461 {
462 if (strcmp (item->arch->name, rp->arch_name[i]) == 0)
463 {
464 *rp_arch_index = i;
465 break;
466 }
467 }
468 if (i < rp->arch_names)
469 break;
470 }
471
472 /* failed, create a fresh object. Note no nrof>1 because that would
473 * allow players to create massive amounts of artifacts easily */
474 if (create_item && (!item || item->nrof > 1))
475 {
476 *rp_arch_index = RANDOM () % rp->arch_names;
477 item = get_archetype (rp->arch_name[*rp_arch_index]);
478 }
479
480#ifdef ALCHEMY_DEBUG
481 LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no ");
482 if (item != NULL)
483 {
484 LOG (llevDebug, " find_transmutable_ob(): returns arch %s(sp:%d)\n", item->arch->name, item->stats.sp);
485 }
486#endif
487
488 return item;
489}
490
491
492/**
493 * Ouch. We didnt get the formula we wanted.
494 * This fctn simulates the backfire effects--worse effects as the level
495 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things
496 * can happen to the would be alchemist. This table probably needs some
497 * adjustment for playbalance. -b.t.
498 */
499
500void
501alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger)
502{
503 int level = 0;
504
505 if (!op || !cauldron)
506 return;
507
508 if (danger > 1)
509 level = random_roll (1, danger, op, PREFER_LOW);
510
511#ifdef ALCHEMY_DEBUG
512 LOG (llevDebug, "Alchemy_failure_effect(): using level=%d\n", level);
513#endif
514
515 /* possible outcomes based on level */
516 if (level < 25)
517 { /* INGREDIENTS USED/SLAGGED */
518 object *item = NULL;
519
520 if (rndm (0, 2))
521 { /* slag created */
522 object *tmp = cauldron->inv;
523 int weight = 0;
524 uint16 material = M_STONE;
525
526 while (tmp)
527 { /* slag has coadded ingredient properties */
528 weight += tmp->weight;
529 if (!(material & tmp->material))
530 material |= tmp->material;
531 tmp = tmp->below;
532 }
533 tmp = get_archetype ("rock");
534 tmp->weight = weight;
535 tmp->value = 0;
536 tmp->material = material;
537 tmp->materialname = "stone";
538 tmp->name = "slag";
539 tmp->name_pl = "slags";
540 item = insert_ob_in_ob (tmp, cauldron);
541 CLEAR_FLAG (tmp, FLAG_CAN_ROLL);
542 CLEAR_FLAG (tmp, FLAG_NO_PICK);
543 tmp->move_block = 0;
544 }
545 remove_contents (cauldron->inv, item);
546 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
547 return;
548 }
549 else if (level < 40)
550 { /* MAKE TAINTED ITEM */
551 object *tmp = NULL;
552
553 if (!rp)
554 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL)
555 return;
556
557 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1)))
558 {
559 if (!QUERY_FLAG (tmp, FLAG_CURSED)) /* curse it */
560 SET_FLAG (tmp, FLAG_CURSED);
561
562 /* the apply code for potions already deals with cursed
563 * potions, so any code here is basically ignored.
564 */
565 if (tmp->type == FOOD)
566 {
567 tmp->stats.hp = random_roll (0, 149, op, PREFER_LOW);
568 }
569 tmp->value = 0; /* unsaleable item */
570
571 /* change stats downward */
572 do
573 {
574 change_attr_value (&tmp->stats, rndm (0, 6), -1 * (rndm (1, 3)));
575 }
576 while (rndm (0, 2));
577 }
578 return;
579 }
580 if (level == 40)
581 { /* MAKE RANDOM RECIPE */
582 recipelist *fl;
583 int numb = numb_ob_inside (cauldron);
584
585 fl = get_formulalist (numb - 1); /* take a lower recipe list */
586 if (fl && (rp = get_random_recipe (fl)))
587 /* even though random, don't grant user any EXP for it */
588 (void) attempt_recipe (op, cauldron, 1, rp, -1);
589 else
590 alchemy_failure_effect (op, cauldron, rp, level - 1);
591 return;
592
593 }
594 else if (level < 45)
595 { /* INFURIATE NPC's */
596 /* this is kind of kludgy I know... */
597 cauldron->enemy = op;
598 npc_call_help (cauldron);
599 cauldron->enemy = NULL;
600
601 alchemy_failure_effect (op, cauldron, rp, level - 5);
602 return;
603 }
604 else if (level < 50)
605 { /* MINOR EXPLOSION/FIREBALL */
606 object *tmp;
607
608 remove_contents (cauldron->inv, NULL);
609 switch (rndm (0, 2))
610 {
611 case 0:
612 tmp = get_archetype ("bomb");
613 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW);
614 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW);
615 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name);
616 break;
617
618 default:
619 tmp = get_archetype ("fireball");
620 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1;
621 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2;
622 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
623 break;
624 }
625 tmp->x = cauldron->x, tmp->y = cauldron->y;
626 insert_ob_in_map (tmp, op->map, NULL, 0);
627 return;
628
629 }
630 else if (level < 60)
631 { /* CREATE MONSTER */
632 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
633 remove_contents (cauldron->inv, NULL);
634 return;
635 }
636 else if (level < 80)
637 { /* MAJOR FIRE */
638 object *fb = get_archetype (SP_MED_FIREBALL);
639
640 remove_contents (cauldron->inv, NULL);
641 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb);
642 free_object (fb);
643 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
644 return;
645
646 }
647 else if (level < 100)
648 { /* WHAMMY the CAULDRON */
649 if (!QUERY_FLAG (cauldron, FLAG_CURSED))
650 SET_FLAG (cauldron, FLAG_CURSED);
651 else
652 cauldron->magic--;
653 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW);
654 if (rndm (0, 1))
655 {
656 remove_contents (cauldron->inv, NULL);
657 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name);
658 }
659 else
660 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name);
661 return;
662
663 }
664 else if (level < 110)
665 { /* SUMMON EVIL MONSTERS */
666 object *tmp = get_random_mon (level / 5);
667
668 remove_contents (cauldron->inv, NULL);
669 if (!tmp)
670 alchemy_failure_effect (op, cauldron, rp, level);
671 else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->name))
672 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ());
673 return;
674
675 }
676 else if (level < 150)
677 { /* COMBO EFFECT */
678 int roll = rndm (1, 3);
679
680 while (roll)
681 {
682 alchemy_failure_effect (op, cauldron, rp, level - 39);
683 roll--;
684 }
685 return;
686 }
687 else if (level == 151)
688 { /* CREATE RANDOM ARTIFACT */
689 object *tmp;
690
691 /* this is meant to be better than prior possiblity,
692 * in this one, we allow *any* valid alchemy artifact
693 * to be made (rather than only those on the given
694 * formulalist) */
695 if (!rp)
696 rp = get_random_recipe ((recipelist *) NULL);
697 if (rp && (tmp = get_archetype (rp->arch_name[RANDOM () % rp->arch_names])))
698 {
699 generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1);
700 if ((tmp = insert_ob_in_ob (tmp, cauldron)))
701 {
702 remove_contents (cauldron->inv, tmp);
703 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
704 }
705 }
706 return;
707 }
708 else
709 { /* MANA STORM - watch out!! */
710 object *tmp = get_archetype (LOOSE_MANA);
711
712 new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!");
713 remove_contents (cauldron->inv, NULL);
714 cast_magic_storm (op, tmp, level);
715 return;
716 }
717}
718
719
720/**
721 * All but object "save_item" are elimentated from
722 * the container list. Note we have to becareful to remove the inventories
723 * of objects in the cauldron inventory (ex icecube has stuff in it).
724 */
725
726void
727remove_contents (object *first_ob, object *save_item)
728{
729 object *next, *tmp = first_ob;
730
731 while (tmp)
732 {
733 next = tmp->below;
734 if (tmp == save_item)
735 {
736 if (!(tmp = next))
737 break;
738 else
739 next = next->below;
740 }
741 if (tmp->inv)
742 remove_contents (tmp->inv, NULL);
743 remove_ob (tmp);
744 free_object (tmp);
745 tmp = next;
746 }
747}
748
749/**
750 *"Danger" level, will determine how bad the backfire
751 * could be if the user fails to concoct a recipe properly. Factors include
752 * the number of ingredients, the length of the name of each ingredient,
753 * the user's effective level, the user's Int and the enchantment on the
754 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more
755 * danger. Note that we assume that we have had the caster ready the alchemy
756 * skill *before* this routine is called. (no longer auto-readies that skill)
757 * -b.t.
758 */
759
760int
761calc_alch_danger (object *caster, object *cauldron, recipe *rp)
762{
763 object *item;
764 char name[MAX_BUF];
765 int danger = 0, nrofi = 0;
766
767 /* Knowing alchemy skill reduces yer risk */
768 danger -= caster->chosen_skill ? caster->chosen_skill->level : caster->level;
769
770 /* better cauldrons reduce risk */
771 danger -= cauldron->magic;
772
773 /* Higher Int, lower the risk */
774 danger -= 3 * (caster->stats.Int - 15);
775
776 /* Ingredients. Longer names usually mean rarer stuff.
777 * Thus the backfire is worse. Also, more ingredients
778 * means we are attempting a more powerfull potion,
779 * and thus the backfire will be worse. */
780 for (item = cauldron->inv; item; item = item->below)
781 {
782 strcpy (name, item->name);
783 if (item->title)
784 sprintf (name, "%s %s", &item->name, &item->title);
785 danger += (strtoint (name) / 1000) + 3;
786 nrofi++;
787 }
788 if (rp == NULL)
789 danger += 110;
790 else
791 danger += rp->diff * 3;
792
793 /* Using a bad device is *majorly* stupid */
794 if (QUERY_FLAG (cauldron, FLAG_CURSED))
795 danger += 80;
796 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
797 danger += 200;
798
799#ifdef ALCHEMY_DEBUG
800 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger);
801#endif
802
803 return danger;
804}
805
806/**
807 * Determines if ingredients in a container match the
808 * proper ingredients for a recipe.
809 *
810 * rp is the recipe to check
811 * cauldron is the container that holds the ingredients
812 * returns 1 if the ingredients match the recipe, 0 if not
813 *
814 * This functions tries to find each defined ingredient in the container. It is
815 * the defined recipe iff
816 * - the number of ingredients of the recipe and in the container is equal
817 * - all ingredients of the recipe are found in the container
818 * - the number of batches is the same for all ingredients
819 */
820static int
821is_defined_recipe (const recipe *rp, const object *cauldron, object *caster)
822{
823 uint32 batches_in_cauldron;
824 const linked_char *ingredient;
825 int number;
826 const object *ob;
827
828 /* check for matching number of ingredients */
829 number = 0;
830 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
831 number++;
832 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
833 number--;
834 if (number != 0)
835 return 0;
836
837 /* check for matching ingredients */
838 batches_in_cauldron = 0;
839 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
840 {
841 uint32 nrof;
842 const char *name;
843 int ok;
844
845 /* determine and remove nrof from name */
846 name = ingredient->name;
847 nrof = 0;
848 while (isdigit (*name))
849 {
850 nrof = 10 * nrof + (*name - '0');
851 name++;
852 }
853 if (nrof == 0)
854 nrof = 1;
855 while (*name == ' ')
856 name++;
857
858 /* find the current ingredient in the cauldron */
859 ok = 0;
860 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
861 {
862 char name_ob[MAX_BUF];
863 const char *name2;
864
865 if (ob->title == NULL)
866 name2 = ob->name;
867 else
868 {
869 snprintf (name_ob, sizeof (name_ob), "%s %s", &ob->name, &ob->title);
870 name2 = name_ob;
871 }
872
873 if (strcmp (name2, name) == 0)
874 {
875 if (ob->nrof % nrof == 0)
876 {
877 uint32 batches;
878
879 batches = ob->nrof / nrof;
880 if (batches_in_cauldron == 0)
881 {
882 batches_in_cauldron = batches;
883 ok = 1;
884 }
885 else if (batches_in_cauldron == batches)
886 ok = 1;
887 }
888 break;
889 }
890 }
891 if (!ok)
892 return (0);
893 }
894
895 return (1);
896}
897
898/**
899 * Find a recipe from a recipe list that matches the given formula. If there
900 * is more than one matching recipe, it selects a random one. If at least one
901 * transmuting recipe matches, it only considers matching transmuting recipes.
902 *
903 * @return one matching recipe, or NULL if no recipe matches
904 */
905static recipe *
906find_recipe (recipelist * fl, int formula, object *ingredients)
907{
908 recipe *rp;
909 recipe *result; /* winning recipe, or NULL if no recipe found */
910 int recipes_matching; /* total number of matching recipes so far */
911 int transmute_found; /* records whether a transmuting recipe was found so far */
912 size_t rp_arch_index;
913
914#ifdef EXTREME_ALCHEMY_DEBUG
915 LOG (llevDebug, "looking for formula %d:\n", formula);
916#endif
917 result = NULL;
918 recipes_matching = 0;
919 transmute_found = 0;
920 for (rp = fl->items; rp != NULL; rp = rp->next)
921 {
922 /* check if recipe matches at all */
923 if (formula % rp->index != 0)
924 {
925#ifdef EXTREME_ALCHEMY_DEBUG
926 LOG (llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], rp->title, rp->index);
927#endif
928 continue;
929 }
930
931 if (rp->transmute && find_transmution_ob (ingredients, rp, &rp_arch_index, 0) != NULL)
932 {
933#ifdef EXTREME_ALCHEMY_DEBUG
934 LOG (llevDebug, " formula %s of %s (%d) is a matching transmuting formula\n", rp->arch_name[rp_arch_index], rp->title, rp->index);
935#endif
936 /* transmution recipe with matching base ingredient */
937 if (!transmute_found)
938 {
939 transmute_found = 1;
940 recipes_matching = 0;
941 }
942 }
943 else if (transmute_found)
944 {
945#ifdef EXTREME_ALCHEMY_DEBUG
946 LOG (llevDebug, " formula %s of %s (%d) matches but is not a matching transmuting formula\n", rp->arch_name[0], rp->title,
947 rp->index);
948#endif
949 /* "normal" recipe found after previous transmution recipe => ignore this recipe */
950 continue;
951 }
952#ifdef EXTREME_ALCHEMY_DEBUG
953 else
954 {
955 LOG (llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], rp->title, rp->index);
956 }
957#endif
958
959 if (rndm (0, recipes_matching) == 0)
960 result = rp;
961
962 recipes_matching++;
963 }
964
965 if (result == NULL)
966 {
967#ifdef ALCHEMY_DEBUG
968 LOG (llevDebug, "couldn't find formula for ingredients.\n");
969#endif
970 return NULL;
971 }
972
973#ifdef ALCHEMY_DEBUG
974 if (strcmp (result->title, "NONE") != 0)
975 LOG (llevDebug, "got formula: %s of %s (nbatches:%d)\n", result->arch_name[0], result->title, formula / result->index);
976 else
977 LOG (llevDebug, "got formula: %s (nbatches:%d)\n", result->arch_name[0], formula / result->index);
978#endif
979 return result;
980}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines