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Comparing deliantra/server/server/alchemy.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:03 2006 UTC vs.
Revision 1.63 by root, Sun Jan 29 02:47:05 2017 UTC

1/* 1/*
2 * static char *rcsid_alchemy_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: alchemy.C,v 1.1 2006/08/13 17:16:03 elmex Exp $";
4 */ 3 *
5 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
11 7 *
12 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
13 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
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * option) any later version.
16 12 *
17 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,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 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
23 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
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 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>
27*/ 23 */
28 24
29/* 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 */
30 26
31#include <global.h> 27#include <global.h>
32#include <object.h> 28#include <object.h>
33#ifndef __CEXTRACT__
34#include <sproto.h> 29#include <sproto.h>
35#endif
36#include <skills.h> 30#include <skills.h>
37#include <spells.h> 31#include <spells.h>
38 32
39/** define this for some helpful debuging information */ 33/** define this for some helpful debuging information */
40#if 0 34#if 0
41#define ALCHEMY_DEBUG 35# define ALCHEMY_DEBUG
42#endif 36#endif
43 37
44/** define this for loads of (marginal) debuging information */ 38/** define this for loads of (marginal) debuging information */
45#if 0 39#if 0
46#define EXTREME_ALCHEMY_DEBUG 40# define EXTREME_ALCHEMY_DEBUG
47#endif 41#endif
48 42
49/** Random cauldrons effects */ 43/** Random cauldrons effects */
50static const char* const cauldron_effect [] = { 44static const char *const cauldron_effect[] = {
51 "vibrates briefly", 45 "vibrates briefly",
52 "produces a cloud of steam", 46 "produces a cloud of steam",
53 "emits bright flames", 47 "emits bright flames",
54 "pours forth heavy black smoke", 48 "pours forth heavy black smoke",
55 "emits sparks", 49 "emits sparks",
56 "shoots out small flames", 50 "shoots out small flames",
57 "whines painfully", 51 "whines painfully",
58 "hiccups loudly", 52 "hiccups loudly",
59 "wheezes", 53 "wheezes",
60 "burps", 54 "burps",
61 "shakes", 55 "shakes",
62 "rattles", 56 "rattles",
63 "makes chugging sounds", 57 "makes chugging sounds",
64 "smokes heavily for a while" 58 "smokes heavily for a while"
65}; 59};
66 60
67
68static 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);
69static recipe *find_recipe(recipelist *fl, int formula, object *ingredients); 62static recipe *find_recipe (recipelist * fl, int formula, object *ingredients);
70
71 63
72/** Returns a random selection from cauldron_effect[] */ 64/** Returns a random selection from cauldron_effect[] */
73static const char *cauldron_sound(void) { 65static const char *
74 int size=sizeof(cauldron_effect)/sizeof(char *); 66cauldron_sound ()
75 67{
76 return cauldron_effect[rndm(0, size-1)]; 68 return cauldron_effect [rndm (array_length (cauldron_effect))];
77} 69}
78 70
79/** 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 *rp_arch_index = 0;
139
140 if (rp->transmute) /* look for matching ingredient/prod archs */
141 for (object *item = first_ingred; item; item = item->below)
142 {
143 for (int i = 0; i < rp->arch_names; i++)
144 //TODO: should be a shstr comparison
145 if (!strcmp(&item->arch->archname,rp->arch_name[i]))
146 {
147 *rp_arch_index = i;
148 prod_item = item;
149 break;
150 }
151
152 if (prod_item)
153 break;
154 }
155
156 /* failed, create a fresh object. Note no nrof>1 because that would
157 * allow players to create massive amounts of artifacts easily */
158 if (create_item && (!prod_item || prod_item->nrof > 1))
159 {
160#ifdef ALCHEMY_DEBUG
161 LOG (llevDebug, "creating a new item.\n");
162 if (prod_item != NULL)
163 {
164 LOG (llevDebug, " had item: arch %s(nrof:%d)\n",
165 &prod_item->arch->archname, prod_item->nrof);
166 }
167#endif
168 if (!prod_item)
169 *rp_arch_index = rndm (rp->arch_names);
170 prod_item = archetype::get (rp->arch_name[*rp_arch_index]);
171 }
172
173#ifdef ALCHEMY_DEBUG
174 LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no ");
175 if (prod_item != NULL)
176 {
177 LOG (llevDebug, " find_transmutable_ob(): returns arch %s(sp:%d)\n",
178 &prod_item->arch->archname, prod_item->stats.sp);
179 }
180#endif
181
182 return prod_item;
183}
184
185/**
186 * Using a list of items and a recipe to make an artifact.
187 *
188 * @param cauldron the cauldron (including the ingredients) used to make the item
189 *
190 * @param rp the recipe to make the artifact from
191 *
192 * @return the newly created object, NULL if something failed
193 */
194static object *
195make_item_from_recipe (object *cauldron, recipe *rp)
196{
197 artifact *art = NULL;
198 object *item = NULL;
199 size_t rp_arch_index;
200
201 if (rp == NULL)
202 return (object *) NULL;
203
204 /* Find the appropriate object to transform... */
205 if ((item = find_transmution_ob (cauldron->inv, rp, &rp_arch_index, 1)) == NULL)
206 {
207 LOG (llevDebug, "make_alchemy_item(): failed to create alchemical object.\n");
208 return (object *) NULL;
209 }
210
211 /* Find the appropriate artifact template... */
212 if (rp->title != shstr_NONE)
213 {
214 if ((art = locate_recipe_artifact (rp, rp_arch_index)) == NULL)
215 {
216 LOG (llevError, "make_alchemy_item(): failed to locate recipe artifact.\n");
217 LOG (llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], &rp->title);
218 return (object *) NULL;
219 }
220
221 transmute_materialname (item, art->item);
222 give_artifact_abilities (item, art->item);
223 }
224
225 if (cauldron->flag [FLAG_CURSED])
226 item->set_flag (FLAG_CURSED);
227 if (cauldron->flag [FLAG_DAMNED])
228 item->set_flag (FLAG_DAMNED);
229
230 return item;
231}
232
233/*
234 * All but object "save_item" are elimentated from
235 * the container list. Note we have to becareful to remove the inventories
236 * of objects in the cauldron inventory (ex icecube has stuff in it).
237 */
238static void
239remove_contents (object *first_ob, object *save_item)
240{
241 // this cries for a cleaner rewrite, removing save_item first possibly
242 object *next, *tmp = first_ob;
243
244 while (tmp)
245 {
246 next = tmp->below;
247
248 if (tmp == save_item)
249 {
250 if (!(tmp = next))
251 break;
252 else
253 next = next->below;
254 }
255
256 if (tmp->inv)
257 remove_contents (tmp->inv, NULL);
258
259 tmp->destroy ();
260 tmp = next;
261 }
262}
263
264/**
265 * We adjust the nrof, exp and level of the final product, based
266 * on the item's default parameters, and the relevant caster skill level.
267 */
268static void
269adjust_product (object *item, int lvl, int yield)
270{
271 int nrof = 1;
272
273 if (!yield)
274 yield = 1;
275
276 if (lvl <= 0)
277 lvl = 1; /* lets avoid div by zero! */
278
279 if (item->nrof)
280 {
281 nrof = (int) ((1.0 - 1.0 / (lvl / 10.0 + 1.0)) * (rndm (0, yield - 1) + rndm (0, yield - 1) + rndm (0, yield - 1)) + 1);
282
283 if (nrof > yield)
284 nrof = yield;
285
286 item->nrof = nrof;
287 }
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 */
297static object *
298attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches)
299{
300
301 object *item = NULL, *skop;
302
303 /* this should be passed to this fctn, not effiecent cpu use this way */
304 int batches = abs (nbatches);
305
306 /* is the cauldron the right type? */
307 if (rp->cauldron && rp->cauldron != cauldron->arch->archname)
308 return 0;
309
310 skop = find_skill_by_name (caster, rp->skill);
311 /* does the caster have the skill? */
312 if (!skop)
313 return 0;
314
315 /* code required for this recipe, search the caster */
316 if (rp->keycode)
317 {
318 object *tmp;
319
320 for (tmp = caster->inv; tmp; tmp = tmp->below)
321 {
322 if (tmp->type == FORCE && tmp->slaying && rp->keycode == tmp->slaying)
323 break;
324 }
325
326 if (!tmp)
327 { /* failure--no code found */
328 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients, but not the technique. Go learn how to do this recipe.");
329 return 0;
330 }
331 }
332
333#ifdef EXTREME_ALCHEMY_DEBUG
334 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches);
335 LOG (llevDebug, "attempt_recipe(): using recipe %s\n", *rp->title ? &rp->title : "unknown");
336#endif
337
338 if ((item = make_item_from_recipe (cauldron, rp)) != NULL)
339 {
340 remove_contents (cauldron->inv, item);
341 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */
342 cauldron->update_weight ();
343 /* adj lvl, nrof on caster level */
344 adjust_product (item, ability, rp->yield ? rp->yield * batches : batches);
345
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 = archetype::get (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 = archetype::get (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 = archetype::get (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 = archetype::get (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 = archetype::get (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 = archetype::get (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/**
80 * Main part of the ALCHEMY code. From this we call fctns 799 * Main part of the ALCHEMY code. From this we call fctns
81 * 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,
82 * 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
83 * 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).
84 * 803 *
85 * If we get a match between the recipe indicated in cauldron contents and a 804 * If we get a match between the recipe indicated in cauldron contents and a
86 * randomly chosen one, an item is created and experience awarded. Otherwise 805 * randomly chosen one, an item is created and experience awarded. Otherwise
87 * various failure effects are possible (getting worse and worse w/ # cauldron 806 * various failure effects are possible (getting worse and worse w/ # cauldron
88 * ingredients). Note that the 'item' to be made can be *anything* listed on 807 * ingredients). Note that the 'item' to be made can be *anything* listed on
89 * the artifacts list in lib/artifacts which has a recipe listed in lib/formulae. 808 * the artifacts list in lib/artifacts which has a recipe listed in lib/formulae.
90 * 809 *
91 * To those wondering why I am using the funky formula index method: 810 * To those wondering why I am using the funky formula index method:
92 * 1) I want to match recipe to ingredients regardless of ordering. 811 * 1) I want to match recipe to ingredients regardless of ordering.
93 * 2) I want a fast search for the 'right' recipe. 812 * 2) I want a fast search for the 'right' recipe.
94 * 813 *
95 * Note: it is just possible that a totally different combination of 814 * Note: it is just possible that a totally different combination of
96 * ingredients will result in a match with a given recipe. This is not a bug! 815 * ingredients will result in a match with a given recipe. This is not a bug!
97 * 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
98 * 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
99 * around. :) 818 * around. :)
100 * -b.t. 819 * -b.t.
101 */ 820 */
102 821void
103void attempt_do_alchemy(object *caster, object *cauldron) { 822attempt_do_alchemy (object *caster, object *cauldron, object *skill)
823{
104 recipelist *fl; 824 recipelist *fl;
105 recipe *rp=NULL; 825 recipe *rp = NULL;
106 float success_chance; 826 float success_chance;
107 int numb, ability=1; 827 int numb, ability = 1;
108 int formula=0; 828 int formula = 0;
109 float ave_chance; 829 float ave_chance;
110 object *item, *skop; 830 object *item;
111 831
112 if (caster->type!=PLAYER) 832 if (caster->type != PLAYER)
113 return; /* only players for now */ 833 return; /* only players for now */
114 834
835 if (get_map_flags (caster->map, NULL, caster->x, caster->y, NULL, NULL) & P_SAFE)
836 {
837 new_draw_info (NDI_UNIQUE, 0, caster, "This is sacred ground, the gods prevent you from using this device.");
838 return;
839 }
840
115 /* if no ingredients, no formula! lets forget it */ 841 /* if no ingredients, no formula! lets forget it */
116 if (!(formula=content_recipe_value(cauldron))) return; 842 if (!(formula = content_recipe_value (cauldron)))
117 843 return;
844
118 numb=numb_ob_inside(cauldron); 845 numb = numb_ob_inside (cauldron);
119 if ((fl=get_formulalist(numb))) { 846 if ((fl = get_formulalist (numb)))
120 if (QUERY_FLAG(caster, FLAG_WIZ)) { 847 {
848 if (caster->flag [FLAG_WIZ])
849 {
850 rp = find_recipe (fl, formula, cauldron->inv);
851 if (rp != NULL)
852 {
853#ifdef ALCHEMY_DEBUG
854 if (strcmp (rp->title, "NONE"))
855 LOG (llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], &rp->title);
856 else
857 LOG (llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula / rp->index);
858#endif
859 attempt_recipe (caster, cauldron, ability, rp, formula / rp->index);
860 }
861 else
862 LOG (llevDebug, "WIZ couldn't find formula for ingredients.\n");
863 return;
864 } /* End of WIZ alchemy */
865
866 /* find the recipe */
121 rp = find_recipe(fl, formula, cauldron->inv); 867 rp = find_recipe (fl, formula, cauldron->inv);
122 if (rp != NULL) { 868 if (rp
123#ifdef ALCHEMY_DEBUG 869 && rp->skill == skill->skill
124 if(strcmp(rp->title, "NONE")) 870 && (!rp->cauldron
125 LOG(llevDebug, "WIZ got formula: %s of %s\n", 871 || rp->cauldron == cauldron->arch->archname))
126 rp->arch_name[0], rp->title); 872 {
127 else
128 LOG(llevDebug, "WIZ got formula: %s (nbatches:%d)\n",
129 rp->arch_name[0], formula/rp->index);
130#endif
131 attempt_recipe(caster, cauldron, ability, rp, formula/rp->index);
132 } else LOG(llevDebug, "WIZ couldn't find formula for ingredients.\n");
133 return;
134 } /* End of WIZ alchemy */
135
136 /* find the recipe */
137 rp = find_recipe(fl, formula, cauldron->inv);
138 if (rp != NULL) {
139 uint64 value_ingredients; 873 uint64 value_ingredients;
140 uint64 value_item; 874 uint64 value_item;
141 object *tmp; 875 object *tmp;
142 int attempt_shadow_alchemy; 876 int attempt_shadow_alchemy;
143 877
144 ave_chance = fl->total_chance/(float)fl->number; 878 ave_chance = fl->total_chance / (float)fl->number;
145 /* the caster gets an increase in ability based on thier skill lvl */ 879
146 if (rp->skill != NULL) {
147 skop = find_skill_by_name(caster, rp->skill);
148 if (!skop) {
149 new_draw_info(NDI_UNIQUE, 0, caster, "You do not have the proper skill for this recipe");
150 } else {
151 ability+= (int) (skop->level*((4.0 + cauldron->magic)/4.0)); 880 ability += skill->level * ((4.0 + cauldron->magic) / 4.0);
152 }
153 } else {
154 LOG(llevDebug, "Recipe %s has NULL skill!\n", rp->title);
155 return;
156 }
157 881
158 if (rp->cauldron == NULL) {
159 LOG(llevDebug, "Recipe %s has NULL cauldron!\n", rp->title);
160 return;
161 }
162
163 /* determine value of ingredients */ 882 /* determine value of ingredients */
164 value_ingredients = 0; 883 value_ingredients = 0;
165 for(tmp = cauldron->inv; tmp != NULL; tmp = tmp->below) 884 for (tmp = cauldron->inv; tmp; tmp = tmp->below)
166 value_ingredients += query_cost(tmp, NULL, F_TRUE); 885 value_ingredients += query_cost (tmp, NULL, F_TRUE);
167 886
168 attempt_shadow_alchemy = !is_defined_recipe(rp, cauldron, caster); 887 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster);
169 888
170 /* create the object **FIRST**, then decide whether to keep it. */ 889 /* create the object **FIRST**, then decide whether to keep it. */
171 if ((item=attempt_recipe(caster, cauldron, ability, rp, formula/rp->index)) != NULL) { 890 if ((item = attempt_recipe (caster, cauldron, ability, rp, formula / rp->index)) != NULL)
891 {
172 /* compute base chance of recipe success */ 892 /* compute base chance of recipe success */
173 success_chance = ((float)ability / 893 success_chance = ((float)ability / (float)(rp->diff * (item->level + 2)));
174 (float)(rp->diff * (item->level+2))); 894 if (ave_chance == 0)
175 if (ave_chance == 0) 895 ave_chance = 1;
176 ave_chance = 1;
177 896
178#ifdef ALCHEMY_DEBUG 897#ifdef ALCHEMY_DEBUG
179 LOG(llevDebug, "percent success chance = %f ab%d / diff%d*lev%d\n", 898 LOG (llevDebug, "percent success chance = %f ab%d / diff%d*lev%d\n", success_chance, ability, rp->diff, item->level);
180 success_chance, ability, rp->diff, item->level);
181#endif
182
183 value_item = query_cost(item, NULL, F_TRUE|F_IDENTIFIED|F_NOT_CURSED);
184 if(attempt_shadow_alchemy && value_item > value_ingredients) {
185#ifdef ALCHEMY_DEBUG
186#ifndef WIN32
187 LOG(llevDebug, "Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n", value_ingredients, value_item);
188#else
189 LOG(llevDebug, "Forcing failure for shadow alchemy recipe because price of ingredients (%I64d) is less than price of result (%I64d).\n", value_ingredients, value_item);
190#endif
191#endif
192 }
193 /* roll the dice */
194 else if ((float)(random_roll(0, 101, caster, PREFER_LOW)) <= 100.0 * success_chance) {
195 change_exp(caster, rp->exp, rp->skill, SK_EXP_NONE);
196 return;
197 }
198 }
199 }
200 }
201 /* if we get here, we failed!! */
202 alchemy_failure_effect(caster, cauldron, rp,
203 calc_alch_danger(caster, cauldron, rp));
204}
205
206/**
207 * Recipe value of the entire contents of a container.
208 * This appears to just generate a hash value, which I guess for now works
209 * ok, but the possibility of duplicate hashes is certainly possible - msw
210 */
211
212int content_recipe_value (object *op) {
213 char name[MAX_BUF];
214 object *tmp=op->inv;
215 int tval=0, formula=0;
216
217 while(tmp) {
218 tval=0;
219 strcpy(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,
225 name, tval);
226#endif
227 formula += tval;
228 tmp=tmp->below;
229 }
230#ifdef ALCHEMY_DEBUG
231 LOG(llevDebug, " Formula value=%d\n", formula);
232#endif
233 return formula;
234}
235
236/**
237 * Returns total number of items in op
238 */
239
240int numb_ob_inside (object *op) {
241 object *tmp=op->inv;
242 int number=0,o_number=0;
243
244 while(tmp) {
245 if(tmp->nrof) number += tmp->nrof;
246 else number++;
247 o_number++;
248 tmp=tmp->below;
249 }
250#ifdef ALCHEMY_DEBUG
251 LOG(llevDebug,"numb_ob_inside(%s): found %d ingredients\n",op->name,o_number);
252#endif 899#endif
253 return o_number;
254}
255
256/**
257 * Essentially a wrapper for make_item_from_recipe() and
258 * insert_ob_in_ob. If the caster has some alchemy skill, then they might
259 * gain some exp from (successfull) fabrication of the product.
260 * If nbatches==-1, don't give exp for this creation (random generation/
261 * failed recipe)
262 */
263
264object * attempt_recipe(object *caster, object *cauldron, int ability, recipe *rp, int nbatches) {
265 900
266 object *item=NULL, *skop; 901 value_item = query_cost (item, NULL, F_TRUE | F_IDENTIFIED | F_NOT_CURSED);
267 /* this should be passed to this fctn, not effiecent cpu use this way */ 902 if (attempt_shadow_alchemy && value_item > value_ingredients)
268 int batches=abs(nbatches); 903 {
269
270 /* is the cauldron the right type? */
271 if (strcmp(rp->cauldron, cauldron->arch->name) != 0) {
272 new_draw_info(NDI_UNIQUE, 0, caster, "You are not using the proper"
273 " facilities for this formula.");
274 return 0;
275 }
276
277 skop = find_skill_by_name(caster, rp->skill);
278 /* does the caster have the skill? */
279 if (!skop)
280 return 0;
281
282 /* code required for this recipe, search the caster */
283 if(rp->keycode) {
284 object *tmp;
285 for(tmp=caster->inv; tmp != NULL; tmp=tmp->below) {
286 if(tmp->type==FORCE && tmp->slaying &&
287 !strcmp(rp->keycode, tmp->slaying))
288 break;
289 }
290 if(tmp==NULL) { /* failure--no code found */
291 new_draw_info(NDI_UNIQUE, 0, caster, "You know the ingredients,"
292 " but not the technique. Go learn how to do this recipe.");
293 return 0;
294 }
295 }
296
297#ifdef EXTREME_ALCHEMY_DEBUG 904#ifdef ALCHEMY_DEBUG
298 LOG(llevDebug,"attempt_recipe(): got %d nbatches\n",nbatches); 905 LOG (llevDebug,
299 LOG(llevDebug,"attempt_recipe(): using recipe %s\n", 906 "Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n",
300 rp->title?rp->title:"unknown"); 907 value_ingredients, value_item);
301#endif 908#endif
302
303 if((item=make_item_from_recipe(cauldron, rp))!=NULL) {
304 remove_contents(cauldron->inv, item);
305 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */
306 sum_weight(cauldron);
307 /* adj lvl, nrof on caster level */
308 adjust_product(item, ability, rp->yield?(rp->yield*batches):batches);
309 if(!item->env && (item=insert_ob_in_ob(item,cauldron)) == NULL) {
310 new_draw_info(NDI_UNIQUE, 0,caster,"Nothing happened.");
311 /* new_draw_info_format(NDI_UNIQUE, 0,caster,
312 "Your spell causes the %s to explode!",cauldron->name); */
313 /* kaboom_cauldron(); */
314 } else {
315 new_draw_info_format(NDI_UNIQUE, 0,caster,
316 "The %s %s.",cauldron->name,cauldron_sound());
317 }
318 }
319 return item;
320}
321
322
323
324/**
325 * We adjust the nrof, exp and level of the final product, based
326 * on the item's default parameters, and the relevant caster skill level.
327 */
328
329void adjust_product(object *item, int lvl, int yield) {
330 int nrof=1;
331
332 if (!yield)
333 yield = 1;
334 if (lvl<=0)
335 lvl = 1; /* lets avoid div by zero! */
336 if (item->nrof) {
337 nrof = (int) (
338 (1.0 - 1.0/(lvl/10.0 + 1.0)) *
339 (rndm(0, yield-1) + rndm(0, yield-1) + rndm(0, yield-1)) + 1
340 ); 909 }
341 if (nrof > yield) 910 /* roll the dice */
342 nrof = yield; 911 else if (random_roll (0, 101, caster, PREFER_LOW) <= 100.0 * success_chance)
343 item->nrof=nrof; 912 {
344 } 913 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE);
345}
346 914
915 // let alchemy consume some time, so that exploits are less easy
916 caster->speed_left -= 1.0;
347 917
348/**
349 * Using a list of items and a recipe to make an artifact.
350 *
351 * @param cauldron the cauldron (including the ingredients) used to make the item
352 *
353 * @param rp the recipe to make the artifact from
354 *
355 * @return the newly created object, NULL if something failed
356 */
357
358object * make_item_from_recipe(object *cauldron, recipe *rp) {
359 artifact *art=NULL;
360 object *item=NULL;
361 size_t rp_arch_index;
362
363 if(rp==NULL) return (object *) NULL;
364
365 /* Find the appropriate object to transform...*/
366 if((item=find_transmution_ob(cauldron->inv, rp, &rp_arch_index, 1))==NULL) {
367 LOG(llevDebug,"make_alchemy_item(): failed to create alchemical object.\n");
368 return (object *) NULL;
369 }
370
371 /* Find the appropriate artifact template...*/
372 if(strcmp(rp->title,"NONE")) {
373 if((art=locate_recipe_artifact(rp, rp_arch_index))==NULL) {
374 LOG(llevError,"make_alchemy_item(): failed to locate recipe artifact.\n");
375 LOG(llevDebug," --requested recipe: %s of %s.\n",rp->arch_name[0],rp->title);
376 return (object *) NULL;
377 }
378 transmute_materialname(item, art->item);
379 give_artifact_abilities(item, art->item);
380 }
381
382 if(QUERY_FLAG(cauldron,FLAG_CURSED)) SET_FLAG(item,FLAG_CURSED);
383 if(QUERY_FLAG(cauldron,FLAG_DAMNED)) SET_FLAG(item,FLAG_DAMNED);
384
385 return item;
386}
387
388
389/**
390 * Looks through the ingredient list. If we find a
391 * suitable object in it - we will use that to make the requested artifact.
392 * Otherwise the code returns a 'generic' item if create_item is set. -b.t.
393 *
394 * @param rp_arch_index pointer to return value; set to arch index for recipe;
395 * set to zero if not using a transmution formula
396 */
397
398object * find_transmution_ob ( object *first_ingred, recipe *rp, size_t *rp_arch_index, int create_item) {
399 object *item=NULL;
400
401 *rp_arch_index = 0;
402
403 if(rp->transmute) /* look for matching ingredient/prod archs */
404 for(item=first_ingred;item;item=item->below) {
405 size_t i;
406
407 for (i = 0; i < rp->arch_names; i++) {
408 if(strcmp(item->arch->name, rp->arch_name[i]) == 0) {
409 *rp_arch_index = i;
410 break; 918 return;
411 } 919 }
412 } 920 }
413 if (i < rp->arch_names)
414 break;
415 } 921 }
416
417 /* failed, create a fresh object. Note no nrof>1 because that would
418 * allow players to create massive amounts of artifacts easily */
419 if(create_item && (!item || item->nrof > 1)) {
420 *rp_arch_index = RANDOM()%rp->arch_names;
421 item = get_archetype(rp->arch_name[*rp_arch_index]);
422 }
423
424#ifdef ALCHEMY_DEBUG
425 LOG(llevDebug,"recipe calls for%stransmution.\n",rp->transmute?" ":" no ");
426 if (item != NULL) {
427 LOG(llevDebug," find_transmutable_ob(): returns arch %s(sp:%d)\n",
428 item->arch->name,item->stats.sp);
429 }
430#endif
431
432 return item;
433}
434
435
436/**
437 * Ouch. We didnt get the formula we wanted.
438 * This fctn simulates the backfire effects--worse effects as the level
439 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things
440 * can happen to the would be alchemist. This table probably needs some
441 * adjustment for playbalance. -b.t.
442 */
443
444void alchemy_failure_effect(object *op,object *cauldron,recipe *rp,int danger) {
445 int level=0;
446
447 if(!op || !cauldron) return;
448
449 if(danger>1) level=random_roll(1, danger, op, PREFER_LOW);
450
451#ifdef ALCHEMY_DEBUG
452 LOG(llevDebug,"Alchemy_failure_effect(): using level=%d\n",level);
453#endif
454
455 /* possible outcomes based on level */
456 if(level<25) { /* INGREDIENTS USED/SLAGGED */
457 object *item=NULL;
458
459 if(rndm(0, 2)) { /* slag created */
460 object *tmp=cauldron->inv;
461 int weight=0;
462 uint16 material=M_STONE;
463
464 while(tmp) { /* slag has coadded ingredient properties */
465 weight+=tmp->weight;
466 if(!(material&tmp->material))
467 material |= tmp->material;
468 tmp=tmp->below;
469 } 922 }
470 tmp = get_archetype("rock");
471 tmp->weight=weight;
472 tmp->value=0;
473 tmp->material=material;
474 tmp->materialname = add_string("stone");
475 free_string(tmp->name);
476 tmp->name=add_string("slag");
477 if (tmp->name_pl) free_string(tmp->name_pl);
478 tmp->name_pl=add_string("slags");
479 item=insert_ob_in_ob(tmp,cauldron);
480 CLEAR_FLAG(tmp,FLAG_CAN_ROLL);
481 CLEAR_FLAG(tmp,FLAG_NO_PICK);
482 tmp->move_block = 0;
483 }
484 remove_contents(cauldron->inv,item);
485 new_draw_info_format(NDI_UNIQUE,0,op,
486 "The %s %s.",cauldron->name,cauldron_sound());
487 return;
488 } else if (level< 40) { /* MAKE TAINTED ITEM */
489 object *tmp=NULL;
490 923
491 if (!rp) 924 /* if we get here, we failed!! */
492 if((rp=get_random_recipe((recipelist *) NULL))==NULL) 925 alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, skill, rp));
493 return;
494
495 if((tmp=attempt_recipe(op,cauldron,1,rp,-1))) {
496 if(!QUERY_FLAG(tmp,FLAG_CURSED)) /* curse it */
497 SET_FLAG(tmp,FLAG_CURSED);
498
499 /* the apply code for potions already deals with cursed
500 * potions, so any code here is basically ignored.
501 */
502 if(tmp->type==FOOD) {
503 tmp->stats.hp=random_roll(0, 149, op, PREFER_LOW);
504 }
505 tmp->value = 0; /* unsaleable item */
506
507 /* change stats downward */
508 do {
509 change_attr_value(&tmp->stats,rndm(0, 6),-1*(rndm(1, 3)));
510 } while (rndm(0, 2));
511 }
512 return;
513 } if(level==40) { /* MAKE RANDOM RECIPE */
514 recipelist *fl;
515 int numb=numb_ob_inside(cauldron);
516
517 fl=get_formulalist(numb-1); /* take a lower recipe list */
518 if(fl &&(rp=get_random_recipe(fl)))
519 /* even though random, don't grant user any EXP for it */
520 (void) attempt_recipe(op,cauldron,1,rp,-1);
521 else
522 alchemy_failure_effect(op,cauldron,rp,level-1);
523 return;
524
525 } else if (level<45) { /* INFURIATE NPC's */
526 /* this is kind of kludgy I know...*/
527 cauldron->enemy=op;
528 npc_call_help(cauldron);
529 cauldron->enemy=NULL;
530
531 alchemy_failure_effect(op,cauldron,rp,level-5);
532 return;
533 } else if (level<50) { /* MINOR EXPLOSION/FIREBALL */
534 object *tmp;
535 remove_contents(cauldron->inv,NULL);
536 switch(rndm(0, 2)) {
537 case 0:
538 tmp=get_archetype("bomb");
539 tmp->stats.dam=random_roll(1, level, op, PREFER_LOW);
540 tmp->stats.hp=random_roll(1, level, op, PREFER_LOW);
541 new_draw_info_format(NDI_UNIQUE,0,op,"The %s creates a bomb!",
542 cauldron->name);
543 break;
544
545 default:
546 tmp=get_archetype("fireball");
547 tmp->stats.dam=random_roll(1, level, op, PREFER_LOW)/5+1;
548 tmp->stats.hp=random_roll(1, level, op, PREFER_LOW)/10+2;
549 new_draw_info_format(NDI_UNIQUE,0,op,"The %s erupts in flame!",
550 cauldron->name);
551 break;
552 }
553 tmp->x=cauldron->x,tmp->y=cauldron->y;
554 insert_ob_in_map(tmp,op->map,NULL,0);
555 return;
556
557 } else if (level<60) { /* CREATE MONSTER */
558 new_draw_info_format(NDI_UNIQUE,0,op,
559 "The %s %s.",cauldron->name,cauldron_sound());
560 remove_contents(cauldron->inv,NULL);
561 return;
562 } else if (level<80) { /* MAJOR FIRE */
563 object *fb = get_archetype(SP_MED_FIREBALL);
564 remove_contents(cauldron->inv,NULL);
565 fire_arch_from_position(cauldron, cauldron,cauldron->x, cauldron->y,
566 0, fb);
567 free_object(fb);
568 new_draw_info_format(NDI_UNIQUE,0,op,"The %s erupts in flame!",
569 cauldron->name);
570 return;
571
572 } else if (level<100) { /* WHAMMY the CAULDRON */
573 if(!QUERY_FLAG(cauldron,FLAG_CURSED))
574 SET_FLAG(cauldron,FLAG_CURSED);
575 else cauldron->magic--;
576 cauldron->magic -= random_roll(0, 4, op, PREFER_LOW);
577 if(rndm(0, 1)) {
578 remove_contents(cauldron->inv,NULL);
579 new_draw_info_format(NDI_UNIQUE,0,op,
580 "Your %s turns darker then makes a gulping sound!",
581 cauldron->name);
582 } else
583 new_draw_info_format(NDI_UNIQUE,0,op,
584 "Your %s becomes darker.",cauldron->name);
585 return;
586
587 } else if (level<110) { /* SUMMON EVIL MONSTERS */
588 object *tmp=get_random_mon(level/5);
589
590 remove_contents(cauldron->inv,NULL);
591 if(!tmp)
592 alchemy_failure_effect(op,cauldron,rp,level);
593 else if(summon_hostile_monsters(cauldron, random_roll(1, 10, op, PREFER_LOW), tmp->arch->name))
594 new_draw_info_format(NDI_UNIQUE, 0,op,
595 "The %s %s and then pours forth monsters!",
596 cauldron->name,cauldron_sound());
597 return;
598
599 } else if (level<150) { /* COMBO EFFECT */
600 int roll = rndm(1, 3);
601 while(roll) {
602 alchemy_failure_effect(op,cauldron,rp,level-39);
603 roll--;
604 }
605 return;
606 } else if (level==151) { /* CREATE RANDOM ARTIFACT */
607 object *tmp;
608 /* this is meant to be better than prior possiblity,
609 * in this one, we allow *any* valid alchemy artifact
610 * to be made (rather than only those on the given
611 * formulalist) */
612 if(!rp) rp=get_random_recipe((recipelist *) NULL);
613 if(rp && (tmp=get_archetype(rp->arch_name[RANDOM()%rp->arch_names]))) {
614 generate_artifact(tmp,random_roll(1, op->level/2+1, op, PREFER_HIGH)+1);
615 if((tmp=insert_ob_in_ob(tmp,cauldron))) {
616 remove_contents(cauldron->inv,tmp);
617 new_draw_info_format(NDI_UNIQUE, 0,op,
618 "The %s %s.",cauldron->name,cauldron_sound());
619 }
620 }
621 return;
622 } else { /* MANA STORM - watch out!! */
623 object *tmp = get_archetype(LOOSE_MANA);
624 new_draw_info(NDI_UNIQUE,0,op,"You unwisely release potent forces!");
625 remove_contents (cauldron->inv,NULL);
626 cast_magic_storm(op,tmp, level);
627 return;
628 }
629} 926}
630 927
631
632/**
633 * All but object "save_item" are elimentated from
634 * the container list. Note we have to becareful to remove the inventories
635 * of objects in the cauldron inventory (ex icecube has stuff in it).
636 */
637
638void remove_contents (object *first_ob, object *save_item) {
639 object *next,*tmp=first_ob;
640
641 while(tmp) {
642 next = tmp->below;
643 if(tmp==save_item) {
644 if(!(tmp=next)) break;
645 else next=next->below;
646 }
647 if(tmp->inv) remove_contents(tmp->inv,NULL);
648 remove_ob(tmp);
649 free_object(tmp);
650 tmp=next;
651 }
652}
653
654/**
655 *"Danger" level, will determine how bad the backfire
656 * could be if the user fails to concoct a recipe properly. Factors include
657 * the number of ingredients, the length of the name of each ingredient,
658 * the user's effective level, the user's Int and the enchantment on the
659 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more
660 * danger. Note that we assume that we have had the caster ready the alchemy
661 * skill *before* this routine is called. (no longer auto-readies that skill)
662 * -b.t.
663 */
664
665int calc_alch_danger(object *caster,object *cauldron, recipe *rp) {
666 object *item;
667 char name[MAX_BUF];
668 int danger=0,nrofi=0;
669
670 /* Knowing alchemy skill reduces yer risk */
671 danger -= caster->chosen_skill?caster->chosen_skill->level:caster->level;
672
673 /* better cauldrons reduce risk */
674 danger -= cauldron->magic;
675
676 /* Higher Int, lower the risk */
677 danger -= 3 * (caster->stats.Int - 15);
678
679 /* Ingredients. Longer names usually mean rarer stuff.
680 * Thus the backfire is worse. Also, more ingredients
681 * means we are attempting a more powerfull potion,
682 * and thus the backfire will be worse. */
683 for(item=cauldron->inv;item;item=item->below) {
684 strcpy(name,item->name);
685 if(item->title) sprintf(name,"%s %s",item->name,item->title);
686 danger += (strtoint(name)/1000) + 3;
687 nrofi++;
688 }
689 if (rp == NULL)
690 danger += 110;
691 else
692 danger += rp->diff*3;
693
694 /* Using a bad device is *majorly* stupid */
695 if(QUERY_FLAG(cauldron,FLAG_CURSED)) danger +=80;
696 if(QUERY_FLAG(cauldron,FLAG_DAMNED)) danger +=200;
697
698#ifdef ALCHEMY_DEBUG
699 LOG(llevDebug,"calc_alch_danger() returned danger=%d\n",danger);
700#endif
701
702 return danger;
703}
704
705/**
706 * Determines if ingredients in a container match the
707 * proper ingredients for a recipe.
708 *
709 * rp is the recipe to check
710 * cauldron is the container that holds the ingredients
711 * returns 1 if the ingredients match the recipe, 0 if not
712 *
713 * This functions tries to find each defined ingredient in the container. It is
714 * the defined recipe iff
715 * - the number of ingredients of the recipe and in the container is equal
716 * - all ingredients of the recipe are found in the container
717 * - the number of batches is the same for all ingredients
718 */
719static int is_defined_recipe(const recipe *rp, const object *cauldron, object *caster)
720{
721 uint32 batches_in_cauldron;
722 const linked_char *ingredient;
723 int number;
724 const object *ob;
725
726 /* check for matching number of ingredients */
727 number = 0;
728 for(ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
729 number++;
730 for(ob = cauldron->inv; ob != NULL; ob = ob->below)
731 number--;
732 if(number != 0)
733 return 0;
734
735 /* check for matching ingredients */
736 batches_in_cauldron = 0;
737 for(ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next) {
738 uint32 nrof;
739 const char *name;
740 int ok;
741
742 /* determine and remove nrof from name */
743 name = ingredient->name;
744 nrof = 0;
745 while(isdigit(*name)) {
746 nrof = 10*nrof+(*name-'0');
747 name++;
748 }
749 if(nrof == 0)
750 nrof = 1;
751 while(*name == ' ')
752 name++;
753
754 /* find the current ingredient in the cauldron */
755 ok = 0;
756 for(ob = cauldron->inv; ob != NULL; ob = ob->below) {
757 char name_ob[MAX_BUF];
758 const char *name2;
759
760 if(ob->title == NULL)
761 name2 = ob->name;
762 else {
763 snprintf(name_ob, sizeof(name_ob), "%s %s", ob->name, ob->title);
764 name2 = name_ob;
765 }
766
767 if(strcmp(name2, name) == 0) {
768 if(ob->nrof%nrof == 0) {
769 uint32 batches;
770
771 batches = ob->nrof/nrof;
772 if(batches_in_cauldron == 0) {
773 batches_in_cauldron = batches;
774 ok = 1;
775 } else if(batches_in_cauldron == batches)
776 ok = 1;
777 }
778 break;
779 }
780 }
781 if(!ok)
782 return(0);
783 }
784
785 return(1);
786}
787
788/**
789 * Find a recipe from a recipe list that matches the given formula. If there
790 * is more than one matching recipe, it selects a random one. If at least one
791 * transmuting recipe matches, it only considers matching transmuting recipes.
792 *
793 * @return one matching recipe, or NULL if no recipe matches
794 */
795static recipe *find_recipe(recipelist *fl, int formula, object *ingredients)
796{
797 recipe *rp;
798 recipe *result; /* winning recipe, or NULL if no recipe found */
799 int recipes_matching; /* total number of matching recipes so far */
800 int transmute_found; /* records whether a transmuting recipe was found so far */
801 size_t rp_arch_index;
802
803#ifdef EXTREME_ALCHEMY_DEBUG
804 LOG(llevDebug, "looking for formula %d:\n", formula);
805#endif
806 result = NULL;
807 recipes_matching = 0;
808 transmute_found = 0;
809 for (rp = fl->items; rp != NULL; rp = rp->next) {
810 /* check if recipe matches at all */
811 if (formula%rp->index != 0) {
812#ifdef EXTREME_ALCHEMY_DEBUG
813 LOG(llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], rp->title, rp->index);
814#endif
815 continue;
816 }
817
818 if (rp->transmute && find_transmution_ob(ingredients, rp, &rp_arch_index, 0) != NULL) {
819#ifdef EXTREME_ALCHEMY_DEBUG
820 LOG(llevDebug, " formula %s of %s (%d) is a matching transmuting formula\n", rp->arch_name[rp_arch_index], rp->title, rp->index);
821#endif
822 /* transmution recipe with matching base ingredient */
823 if (!transmute_found) {
824 transmute_found = 1;
825 recipes_matching = 0;
826 }
827 } else if (transmute_found) {
828#ifdef EXTREME_ALCHEMY_DEBUG
829 LOG(llevDebug, " formula %s of %s (%d) matches but is not a matching transmuting formula\n", rp->arch_name[0], rp->title, rp->index);
830#endif
831 /* "normal" recipe found after previous transmution recipe => ignore this recipe */
832 continue;
833 }
834#ifdef EXTREME_ALCHEMY_DEBUG
835 else {
836 LOG(llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], rp->title, rp->index);
837 }
838#endif
839
840 if (rndm(0, recipes_matching) == 0)
841 result = rp;
842
843 recipes_matching++;
844 }
845
846 if (result == NULL) {
847#ifdef ALCHEMY_DEBUG
848 LOG(llevDebug, "couldn't find formula for ingredients.\n");
849#endif
850 return NULL;
851 }
852
853#ifdef ALCHEMY_DEBUG
854 if(strcmp(result->title, "NONE") != 0)
855 LOG(llevDebug, "got formula: %s of %s (nbatches:%d)\n", result->arch_name[0], result->title, formula/result->index);
856 else
857 LOG(llevDebug, "got formula: %s (nbatches:%d)\n", result->arch_name[0], formula/result->index);
858#endif
859 return result;
860}

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