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Comparing deliantra/server/server/alchemy.C (file contents):
Revision 1.17 by root, Sat Jan 6 21:31:44 2007 UTC vs.
Revision 1.63 by root, Sun Jan 29 02:47:05 2017 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 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
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24 24
25/* 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 */
26 26
27#include <global.h> 27#include <global.h>
28#include <object.h> 28#include <object.h>
56 "rattles", 56 "rattles",
57 "makes chugging sounds", 57 "makes chugging sounds",
58 "smokes heavily for a while" 58 "smokes heavily for a while"
59}; 59};
60 60
61
62static int is_defined_recipe (const recipe *rp, const object *cauldron, object *caster); 61static int is_defined_recipe (const recipe *rp, const object *cauldron, object *caster);
63static recipe *find_recipe (recipelist * fl, int formula, object *ingredients); 62static recipe *find_recipe (recipelist * fl, int formula, object *ingredients);
64 63
65
66/** Returns a random selection from cauldron_effect[] */ 64/** Returns a random selection from cauldron_effect[] */
67static const char * 65static const char *
68cauldron_sound (void) 66cauldron_sound ()
69{ 67{
70 int size = sizeof (cauldron_effect) / sizeof (char *); 68 return cauldron_effect [rndm (array_length (cauldron_effect))];
71
72 return cauldron_effect[rndm (0, size - 1)];
73} 69}
74 70
75/** 71/**
76 * Main part of the ALCHEMY code. From this we call fctns
77 * that take a look at the contents of the 'cauldron' and, using these ingredients,
78 * we construct an integer formula value which is referenced (randomly) against a
79 * formula list (the formula list chosen is based on the # contents of the cauldron).
80 *
81 * If we get a match between the recipe indicated in cauldron contents and a
82 * randomly chosen one, an item is created and experience awarded. Otherwise
83 * various failure effects are possible (getting worse and worse w/ # cauldron
84 * ingredients). Note that the 'item' to be made can be *anything* listed on
85 * the artifacts list in lib/artifacts which has a recipe listed in lib/formulae.
86 *
87 * To those wondering why I am using the funky formula index method:
88 * 1) I want to match recipe to ingredients regardless of ordering.
89 * 2) I want a fast search for the 'right' recipe.
90 *
91 * Note: it is just possible that a totally different combination of
92 * ingredients will result in a match with a given recipe. This is not a bug!
93 * There is no good reason (in my mind) why alchemical processes have to be
94 * unique -- such a 'feature' is one reason why players might want to experiment
95 * around. :)
96 * -b.t.
97 */
98
99void
100attempt_do_alchemy (object *caster, object *cauldron)
101{
102 recipelist *fl;
103 recipe *rp = NULL;
104 float success_chance;
105 int numb, ability = 1;
106 int formula = 0;
107 float ave_chance;
108 object *item, *skop;
109
110 if (caster->type != PLAYER)
111 return; /* only players for now */
112
113 if (get_map_flags (caster->map, NULL, caster->x, caster->y, NULL, NULL) & P_SAFE)
114 {
115 new_draw_info (NDI_UNIQUE, 0, caster, "This is sacred ground, the gods prevent you from using this device.");
116 return;
117 }
118
119 /* if no ingredients, no formula! lets forget it */
120 if (!(formula = content_recipe_value (cauldron)))
121 return;
122
123 numb = numb_ob_inside (cauldron);
124 if ((fl = get_formulalist (numb)))
125 {
126 if (QUERY_FLAG (caster, FLAG_WIZ))
127 {
128 rp = find_recipe (fl, formula, cauldron->inv);
129 if (rp != NULL)
130 {
131#ifdef ALCHEMY_DEBUG
132 if (strcmp (rp->title, "NONE"))
133 LOG (llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], rp->title);
134 else
135 LOG (llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula / rp->index);
136#endif
137 attempt_recipe (caster, cauldron, ability, rp, formula / rp->index);
138 }
139 else
140 LOG (llevDebug, "WIZ couldn't find formula for ingredients.\n");
141 return;
142 } /* End of WIZ alchemy */
143
144 /* find the recipe */
145 rp = find_recipe (fl, formula, cauldron->inv);
146 if (rp)
147 {
148 uint64 value_ingredients;
149 uint64 value_item;
150 object *tmp;
151 int attempt_shadow_alchemy;
152
153 ave_chance = fl->total_chance / (float) fl->number;
154 /* the caster gets an increase in ability based on thier skill lvl */
155 if (rp->skill)
156 {
157 skop = find_skill_by_name (caster, rp->skill);
158 if (!skop)
159 new_draw_info (NDI_UNIQUE, 0, caster, "You do not have the proper skill for this recipe");
160 else
161 ability += (int) (skop->level * ((4.0 + cauldron->magic) / 4.0));
162 }
163 else
164 {
165 LOG (llevDebug, "Recipe %s has NULL skill!\n", &rp->title);
166 return;
167 }
168
169 if (!rp->cauldron)
170 {
171 LOG (llevDebug, "Recipe %s has NULL cauldron!\n", &rp->title);
172 return;
173 }
174
175 /* determine value of ingredients */
176 value_ingredients = 0;
177 for (tmp = cauldron->inv; tmp != NULL; tmp = tmp->below)
178 value_ingredients += query_cost (tmp, NULL, F_TRUE);
179
180 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster);
181
182 /* create the object **FIRST**, then decide whether to keep it. */
183 if ((item = attempt_recipe (caster, cauldron, ability, rp, formula / rp->index)) != NULL)
184 {
185 /* compute base chance of recipe success */
186 success_chance = ((float) ability / (float) (rp->diff * (item->level + 2)));
187 if (ave_chance == 0)
188 ave_chance = 1;
189
190#ifdef ALCHEMY_DEBUG
191 LOG (llevDebug, "percent success chance = %f ab%d / diff%d*lev%d\n", success_chance, ability, rp->diff, item->level);
192#endif
193
194 value_item = query_cost (item, NULL, F_TRUE | F_IDENTIFIED | F_NOT_CURSED);
195 if (attempt_shadow_alchemy && value_item > value_ingredients)
196 {
197#ifdef ALCHEMY_DEBUG
198 LOG (llevDebug,
199 "Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n",
200 value_ingredients, value_item);
201#endif
202 }
203 /* roll the dice */
204 else if ((float) (random_roll (0, 101, caster, PREFER_LOW)) <= 100.0 * success_chance)
205 {
206 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE);
207
208 // let alchemy consume some time, so that exploits are less easy
209 caster->speed_left -= 1.0;
210
211 return;
212 }
213 }
214 }
215 }
216
217 /* if we get here, we failed!! */
218 alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, rp));
219}
220
221/**
222 * Recipe value of the entire contents of a container. 72 * Recipe value of the entire contents of a container.
223 * This appears to just generate a hash value, which I guess for now works 73 * This appears to just generate a hash value, which I guess for now works
224 * ok, but the possibility of duplicate hashes is certainly possible - msw 74 * ok, but the possibility of duplicate hashes is certainly possible - msw
225 */ 75 */
226 76static int
227int
228content_recipe_value (object *op) 77content_recipe_value (object *op)
229{ 78{
230 char name[MAX_BUF];
231 object *tmp = op->inv; 79 object *tmp = op->inv;
232 int tval = 0, formula = 0; 80 int formula = 0;
233 81
234 while (tmp) 82 while (tmp)
235 { 83 {
236 tval = 0; 84 const char *name = tmp->title
237 strcpy (name, tmp->name);
238 if (tmp->title)
239 sprintf (name, "%s %s", &tmp->name, &tmp->title); 85 ? (const char *)format ("%s %s", &tmp->name, &tmp->title)
86 : tmp->name;
87
240 tval = (strtoint (name) * (tmp->nrof ? tmp->nrof : 1)); 88 int tval = strtoint (name) * tmp->number_of ();
241#ifdef ALCHEMY_DEBUG 89#ifdef ALCHEMY_DEBUG
242 LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval); 90 LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval);
243#endif 91#endif
244 formula += tval; 92 formula += tval;
245 tmp = tmp->below; 93 tmp = tmp->below;
246 } 94 }
247#ifdef ALCHEMY_DEBUG 95#ifdef ALCHEMY_DEBUG
248 LOG (llevDebug, " Formula value=%d\n", formula); 96 LOG (llevDebug, " Formula value=%d\n", formula);
249#endif 97#endif
98
250 return formula; 99 return formula;
251} 100}
252 101
253/** 102/**
254 * Returns total number of items in op 103 * Returns total number of items in op
255 */ 104 */
256 105static int
257int
258numb_ob_inside (object *op) 106numb_ob_inside (object *op)
259{ 107{
260 object *tmp = op->inv; 108 object *tmp = op->inv;
261 int number = 0, o_number = 0; 109 int number = 0, o_number = 0;
262 110
268 number++; 116 number++;
269 o_number++; 117 o_number++;
270 tmp = tmp->below; 118 tmp = tmp->below;
271 } 119 }
272#ifdef ALCHEMY_DEBUG 120#ifdef ALCHEMY_DEBUG
273 LOG (llevDebug, "numb_ob_inside(%s): found %d ingredients\n", op->name, o_number); 121 LOG (llevDebug, "numb_ob_inside(%s): found %d ingredients\n", &op->name, o_number);
274#endif 122#endif
275 return o_number; 123 return o_number;
276} 124}
277 125
278/** 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/**
279 * Essentially a wrapper for make_item_from_recipe() and 291 * Essentially a wrapper for make_item_from_recipe() and
280 * insert_ob_in_ob. If the caster has some alchemy skill, then they might 292 * insert_ob_in_ob. If the caster has some alchemy skill, then they might
281 * gain some exp from (successfull) fabrication of the product. 293 * gain some exp from (successfull) fabrication of the product.
282 * If nbatches==-1, don't give exp for this creation (random generation/ 294 * If nbatches==-1, don't give exp for this creation (random generation/
283 * failed recipe) 295 * failed recipe)
284 */ 296 */
285 297static object *
286object *
287attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches) 298attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches)
288{ 299{
289 300
290 object *item = NULL, *skop; 301 object *item = NULL, *skop;
291 302
292 /* this should be passed to this fctn, not effiecent cpu use this way */ 303 /* this should be passed to this fctn, not effiecent cpu use this way */
293 int batches = abs (nbatches); 304 int batches = abs (nbatches);
294 305
295
296 /* is the cauldron the right type? */ 306 /* is the cauldron the right type? */
297 if (strcmp (rp->cauldron, cauldron->arch->name) != 0) 307 if (rp->cauldron && rp->cauldron != cauldron->arch->archname)
298 {
299 new_draw_info (NDI_UNIQUE, 0, caster, "You are not using the proper" " facilities for this formula.");
300 return 0; 308 return 0;
301 }
302 309
303 skop = find_skill_by_name (caster, rp->skill); 310 skop = find_skill_by_name (caster, rp->skill);
304 /* does the caster have the skill? */ 311 /* does the caster have the skill? */
305 if (!skop) 312 if (!skop)
306 return 0; 313 return 0;
310 { 317 {
311 object *tmp; 318 object *tmp;
312 319
313 for (tmp = caster->inv; tmp; tmp = tmp->below) 320 for (tmp = caster->inv; tmp; tmp = tmp->below)
314 { 321 {
315 if (tmp->type == FORCE && tmp->slaying && !strcmp (rp->keycode, tmp->slaying)) 322 if (tmp->type == FORCE && tmp->slaying && rp->keycode == tmp->slaying)
316 break; 323 break;
317 } 324 }
318 325
319 if (!tmp) 326 if (!tmp)
320 { /* failure--no code found */ 327 { /* failure--no code found */
321 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients," " but not the technique. Go learn how to do this recipe."); 328 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients, but not the technique. Go learn how to do this recipe.");
322 return 0; 329 return 0;
323 } 330 }
324 } 331 }
325 332
326#ifdef EXTREME_ALCHEMY_DEBUG 333#ifdef EXTREME_ALCHEMY_DEBUG
327 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches); 334 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches);
328 LOG (llevDebug, "attempt_recipe(): using recipe %s\n", rp->title ? rp->title : "unknown"); 335 LOG (llevDebug, "attempt_recipe(): using recipe %s\n", *rp->title ? &rp->title : "unknown");
329#endif 336#endif
330 337
331 if ((item = make_item_from_recipe (cauldron, rp)) != NULL) 338 if ((item = make_item_from_recipe (cauldron, rp)) != NULL)
332 { 339 {
333 remove_contents (cauldron->inv, item); 340 remove_contents (cauldron->inv, item);
334 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */ 341 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */
335 sum_weight (cauldron); 342 cauldron->update_weight ();
336 /* adj lvl, nrof on caster level */ 343 /* adj lvl, nrof on caster level */
337 adjust_product (item, ability, rp->yield ? (rp->yield * batches) : batches); 344 adjust_product (item, ability, rp->yield ? rp->yield * batches : batches);
345
338 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL) 346 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL)
339 { 347 {
340 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened."); 348 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened.");
341 /* new_draw_info_format(NDI_UNIQUE, 0,caster, 349 /* new_draw_info_format(NDI_UNIQUE, 0,caster,
342 "Your spell causes the %s to explode!",&cauldron->name); */ 350 "Your spell causes the %s to explode!",&cauldron->name); */
347 } 355 }
348 356
349 return item; 357 return item;
350} 358}
351 359
352
353
354/**
355 * We adjust the nrof, exp and level of the final product, based
356 * on the item's default parameters, and the relevant caster skill level.
357 */
358void
359adjust_product (object *item, int lvl, int yield)
360{
361 int nrof = 1;
362
363 if (!yield)
364 yield = 1;
365
366 if (lvl <= 0)
367 lvl = 1; /* lets avoid div by zero! */
368
369 if (item->nrof)
370 {
371 nrof = (int) ((1.0 - 1.0 / (lvl / 10.0 + 1.0)) * (rndm (0, yield - 1) + rndm (0, yield - 1) + rndm (0, yield - 1)) + 1);
372
373 if (nrof > yield)
374 nrof = yield;
375
376 item->nrof = nrof;
377 }
378}
379
380
381/**
382 * Using a list of items and a recipe to make an artifact.
383 *
384 * @param cauldron the cauldron (including the ingredients) used to make the item
385 *
386 * @param rp the recipe to make the artifact from
387 *
388 * @return the newly created object, NULL if something failed
389 */
390
391object *
392make_item_from_recipe (object *cauldron, recipe *rp)
393{
394 artifact *art = NULL;
395 object *item = NULL;
396 size_t rp_arch_index;
397
398 if (rp == NULL)
399 return (object *) NULL;
400
401 /* Find the appropriate object to transform... */
402 if ((item = find_transmution_ob (cauldron->inv, rp, &rp_arch_index, 1)) == NULL)
403 {
404 LOG (llevDebug, "make_alchemy_item(): failed to create alchemical object.\n");
405 return (object *) NULL;
406 }
407
408 /* Find the appropriate artifact template... */
409 if (strcmp (rp->title, "NONE"))
410 {
411 if ((art = locate_recipe_artifact (rp, rp_arch_index)) == NULL)
412 {
413 LOG (llevError, "make_alchemy_item(): failed to locate recipe artifact.\n");
414 LOG (llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], &rp->title);
415 return (object *) NULL;
416 }
417 transmute_materialname (item, art->item);
418 give_artifact_abilities (item, art->item);
419 }
420
421 if (QUERY_FLAG (cauldron, FLAG_CURSED))
422 SET_FLAG (item, FLAG_CURSED);
423 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
424 SET_FLAG (item, FLAG_DAMNED);
425
426 return item;
427}
428
429
430/** 360/**
431 * Looks through the ingredient list. If we find a
432 * suitable object in it - we will use that to make the requested artifact.
433 * Otherwise the code returns a 'generic' item if create_item is set. -b.t.
434 *
435 * @param rp_arch_index pointer to return value; set to arch index for recipe;
436 * set to zero if not using a transmution formula
437 */
438
439object *
440find_transmution_ob (object *first_ingred, recipe *rp, size_t * rp_arch_index, int create_item)
441{
442 object *item = NULL;
443
444 *rp_arch_index = 0;
445
446 if (rp->transmute) /* look for matching ingredient/prod archs */
447 for (item = first_ingred; item; item = item->below)
448 {
449 size_t i;
450
451 for (i = 0; i < rp->arch_names; i++)
452 {
453 if (strcmp (item->arch->name, rp->arch_name[i]) == 0)
454 {
455 *rp_arch_index = i;
456 break;
457 }
458 }
459 if (i < rp->arch_names)
460 break;
461 }
462
463 /* failed, create a fresh object. Note no nrof>1 because that would
464 * allow players to create massive amounts of artifacts easily */
465 if (create_item && (!item || item->nrof > 1))
466 {
467 *rp_arch_index = RANDOM () % rp->arch_names;
468 item = get_archetype (rp->arch_name[*rp_arch_index]);
469 }
470
471#ifdef ALCHEMY_DEBUG
472 LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no ");
473 if (item != NULL)
474 {
475 LOG (llevDebug, " find_transmutable_ob(): returns arch %s(sp:%d)\n", item->arch->name, item->stats.sp);
476 }
477#endif
478
479 return item;
480}
481
482
483/**
484 * Ouch. We didnt get the formula we wanted. 361 * Ouch. We didnt get the formula we wanted.
485 * This fctn simulates the backfire effects--worse effects as the level 362 * This fctn simulates the backfire effects--worse effects as the level
486 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things 363 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things
487 * can happen to the would be alchemist. This table probably needs some 364 * can happen to the would be alchemist. This table probably needs some
488 * adjustment for playbalance. -b.t. 365 * adjustment for playbalance. -b.t.
489 */ 366 */
490 367static void
491void
492alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger) 368alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger)
493{ 369{
494 int level = 0; 370 int level = 0;
495 371
496 if (!op || !cauldron) 372 if (!op || !cauldron)
510 386
511 if (rndm (0, 2)) 387 if (rndm (0, 2))
512 { /* slag created */ 388 { /* slag created */
513 object *tmp = cauldron->inv; 389 object *tmp = cauldron->inv;
514 int weight = 0; 390 int weight = 0;
515 uint16 material = M_STONE;
516 391
517 while (tmp)
518 { /* slag has coadded ingredient properties */
519 weight += tmp->weight;
520 if (!(material & tmp->material))
521 material |= tmp->material;
522 tmp = tmp->below;
523 }
524 tmp = get_archetype ("rock"); 392 tmp = archetype::get (shstr_rock);
525 tmp->weight = weight; 393 tmp->weight = weight;
526 tmp->value = 0; 394 tmp->value = 0;
527 tmp->material = material; 395 tmp->material = name_to_material (shstr_stone);
528 tmp->materialname = "stone";
529 tmp->name = "slag"; 396 tmp->name = shstr_slag;
530 tmp->name_pl = "slags"; 397 tmp->name_pl = shstr_slags;
531 item = insert_ob_in_ob (tmp, cauldron); 398 item = insert_ob_in_ob (tmp, cauldron);
532 CLEAR_FLAG (tmp, FLAG_CAN_ROLL); 399 tmp->clr_flag (FLAG_CAN_ROLL);
533 CLEAR_FLAG (tmp, FLAG_NO_PICK); 400 tmp->set_flag (FLAG_NO_DROP);
534 tmp->move_block = 0; 401 tmp->move_block = 0;
535 } 402 }
403
536 remove_contents (cauldron->inv, item); 404 remove_contents (cauldron->inv, item);
537 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ()); 405 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
538 return; 406 return;
539 } 407 }
540 else if (level < 40) 408 else if (level < 40)
545 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL) 413 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL)
546 return; 414 return;
547 415
548 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1))) 416 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1)))
549 { 417 {
550 if (!QUERY_FLAG (tmp, FLAG_CURSED)) /* curse it */ 418 if (!tmp->flag [FLAG_CURSED]) /* curse it */
551 SET_FLAG (tmp, FLAG_CURSED); 419 tmp->set_flag (FLAG_CURSED);
552 420
553 /* the apply code for potions already deals with cursed 421 /* the apply code for potions already deals with cursed
554 * potions, so any code here is basically ignored. 422 * potions, so any code here is basically ignored.
555 */ 423 */
556 if (tmp->type == FOOD) 424 if (tmp->type == FOOD)
566 } 434 }
567 while (rndm (0, 2)); 435 while (rndm (0, 2));
568 } 436 }
569 return; 437 return;
570 } 438 }
439
571 if (level == 40) 440 if (level == 40)
572 { /* MAKE RANDOM RECIPE */ 441 { /* MAKE RANDOM RECIPE */
573 recipelist *fl; 442 recipelist *fl;
574 int numb = numb_ob_inside (cauldron); 443 int numb = numb_ob_inside (cauldron);
575 444
576 fl = get_formulalist (numb - 1); /* take a lower recipe list */ 445 fl = get_formulalist (numb - 1); /* take a lower recipe list */
577 if (fl && (rp = get_random_recipe (fl))) 446 if (fl && (rp = get_random_recipe (fl)))
578 /* even though random, don't grant user any EXP for it */ 447 /* even though random, don't grant user any EXP for it */
579 (void) attempt_recipe (op, cauldron, 1, rp, -1); 448 attempt_recipe (op, cauldron, 1, rp, -1);
580 else 449 else
581 alchemy_failure_effect (op, cauldron, rp, level - 1); 450 alchemy_failure_effect (op, cauldron, rp, level - 1);
582 return;
583
584 } 451 }
585 else if (level < 45) 452 else if (level < 45)
586 { /* INFURIATE NPC's */ 453 { /* INFURIATE NPC's */
587 /* this is kind of kludgy I know... */ 454 /* this is kind of kludgy I know... */
588 cauldron->enemy = op; 455 cauldron->enemy = op;
589 npc_call_help (cauldron); 456 npc_call_help (cauldron);
590 cauldron->enemy = NULL; 457 cauldron->enemy = NULL;
591 458
592 alchemy_failure_effect (op, cauldron, rp, level - 5); 459 alchemy_failure_effect (op, cauldron, rp, level - 5);
593 return;
594 } 460 }
595 else if (level < 50) 461 else if (level < 50)
596 { /* MINOR EXPLOSION/FIREBALL */ 462 { /* MINOR EXPLOSION/FIREBALL */
597 object *tmp; 463 object *tmp;
598 464
599 remove_contents (cauldron->inv, NULL); 465 remove_contents (cauldron->inv, NULL);
600 switch (rndm (0, 2)) 466 switch (rndm (0, 2))
601 { 467 {
602 case 0: 468 case 0:
603 tmp = get_archetype ("bomb"); 469 tmp = archetype::get (shstr_bomb);
604 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW); 470 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW);
605 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW); 471 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW);
606 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name); 472 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name);
607 break; 473 break;
608 474
609 default: 475 default:
610 tmp = get_archetype ("fireball"); 476 tmp = archetype::get (shstr_fireball);
611 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1; 477 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1;
612 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2; 478 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2;
613 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name); 479 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
614 break; 480 break;
615 } 481 }
616 482
617 op->insert_at (cauldron); 483 tmp->insert_at (cauldron);
618 return;
619
620 } 484 }
621 else if (level < 60) 485 else if (level < 60)
622 { /* CREATE MONSTER */ 486 { /* CREATE MONSTER */
623 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ()); 487 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
624 remove_contents (cauldron->inv, NULL); 488 remove_contents (cauldron->inv, NULL);
625 return;
626 } 489 }
627 else if (level < 80) 490 else if (level < 80)
628 { /* MAJOR FIRE */ 491 { /* MAJOR FIRE */
629 object *fb = get_archetype (SP_MED_FIREBALL); 492 object *fb = archetype::get (SP_MED_FIREBALL);
630 493
631 remove_contents (cauldron->inv, NULL); 494 remove_contents (cauldron->inv, NULL);
632 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb); 495 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb);
633 fb->destroy (); 496 fb->destroy ();
634 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name); 497 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
635 return;
636
637 } 498 }
638 else if (level < 100) 499 else if (level < 100)
639 { /* WHAMMY the CAULDRON */ 500 { /* WHAMMY the CAULDRON */
640 if (!QUERY_FLAG (cauldron, FLAG_CURSED)) 501 if (!cauldron->flag [FLAG_CURSED])
641 SET_FLAG (cauldron, FLAG_CURSED); 502 cauldron->set_flag (FLAG_CURSED);
642 else 503 else
643 cauldron->magic--; 504 cauldron->magic--;
505
644 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW); 506 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW);
507
645 if (rndm (0, 1)) 508 if (rndm (0, 1))
646 { 509 {
647 remove_contents (cauldron->inv, NULL); 510 remove_contents (cauldron->inv, NULL);
648 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name); 511 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name);
649 } 512 }
650 else 513 else
651 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name); 514 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name);
652 return;
653
654 } 515 }
655 else if (level < 110) 516 else if (level < 110)
656 { /* SUMMON EVIL MONSTERS */ 517 { /* SUMMON EVIL MONSTERS */
657 object *tmp = get_random_mon (level / 5); 518 object *tmp = get_random_mon (level / 5);
658 519
659 remove_contents (cauldron->inv, NULL); 520 remove_contents (cauldron->inv, NULL);
521
660 if (!tmp) 522 if (!tmp)
661 alchemy_failure_effect (op, cauldron, rp, level); 523 alchemy_failure_effect (op, cauldron, rp, level);
662 else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->name)) 524 else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->archname))
663 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ()); 525 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ());
664 return;
665
666 } 526 }
667 else if (level < 150) 527 else if (level < 150)
668 { /* COMBO EFFECT */ 528 { /* COMBO EFFECT */
669 int roll = rndm (1, 3); 529 int roll = rndm (1, 3);
670 530
671 while (roll) 531 while (roll)
672 { 532 {
673 alchemy_failure_effect (op, cauldron, rp, level - 39); 533 alchemy_failure_effect (op, cauldron, rp, level - 39);
674 roll--; 534 roll--;
675 } 535 }
676 return;
677 } 536 }
678 else if (level == 151) 537 else if (level == 151)
679 { /* CREATE RANDOM ARTIFACT */ 538 { /* CREATE RANDOM ARTIFACT */
680 object *tmp; 539 object *tmp;
681 540
682 /* this is meant to be better than prior possiblity, 541 /* this is meant to be better than prior possiblity,
683 * in this one, we allow *any* valid alchemy artifact 542 * in this one, we allow *any* valid alchemy artifact
684 * to be made (rather than only those on the given 543 * to be made (rather than only those on the given
685 * formulalist) */ 544 * formulalist) */
686 if (!rp) 545 if (!rp)
687 rp = get_random_recipe ((recipelist *) NULL); 546 rp = get_random_recipe ((recipelist *) NULL);
547
688 if (rp && (tmp = get_archetype (rp->arch_name[RANDOM () % rp->arch_names]))) 548 if (rp && (tmp = archetype::get (rp->arch_name [rndm (rp->arch_names)])))
689 { 549 {
690 generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1); 550 generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1);
691 if ((tmp = insert_ob_in_ob (tmp, cauldron))) 551 if ((tmp = insert_ob_in_ob (tmp, cauldron)))
692 { 552 {
693 remove_contents (cauldron->inv, tmp); 553 remove_contents (cauldron->inv, tmp);
694 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ()); 554 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
695 } 555 }
696 } 556 }
697 return;
698 } 557 }
699 else 558 else
700 { /* MANA STORM - watch out!! */ 559 { /* MANA STORM - watch out!! */
701 object *tmp = get_archetype (LOOSE_MANA); 560 object *tmp = archetype::get (LOOSE_MANA);
702 561
703 new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!"); 562 new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!");
704 remove_contents (cauldron->inv, NULL); 563 remove_contents (cauldron->inv, NULL);
705 cast_magic_storm (op, tmp, level); 564 cast_magic_storm (op, tmp, level);
706 return;
707 }
708}
709
710
711/*
712 * All but object "save_item" are elimentated from
713 * the container list. Note we have to becareful to remove the inventories
714 * of objects in the cauldron inventory (ex icecube has stuff in it).
715 */
716
717void
718remove_contents (object *first_ob, object *save_item)
719{
720 object *next, *tmp = first_ob;
721
722 while (tmp)
723 { 565 }
724 next = tmp->below;
725
726 if (tmp == save_item)
727 {
728 if (!(tmp = next))
729 break;
730 else
731 next = next->below;
732 }
733
734 if (tmp->inv)
735 remove_contents (tmp->inv, NULL);
736
737 tmp->destroy ();
738 tmp = next;
739 }
740} 566}
741 567
742/** 568/**
743 *"Danger" level, will determine how bad the backfire 569 *"Danger" level, will determine how bad the backfire
744 * could be if the user fails to concoct a recipe properly. Factors include 570 * could be if the user fails to concoct a recipe properly. Factors include
745 * the number of ingredients, the length of the name of each ingredient, 571 * the number of ingredients, the length of the name of each ingredient,
746 * the user's effective level, the user's Int and the enchantment on the 572 * the user's effective level, the user's Int and the enchantment on the
747 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more 573 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more
748 * danger. Note that we assume that we have had the caster ready the alchemy 574 * danger. Note that we assume that we have had the caster ready the alchemy
749 * skill *before* this routine is called. (no longer auto-readies that skill) 575 * skill *before* this routine is called. (no longer auto-readies that skill)
750 * -b.t. 576 * -b.t.
751 */ 577 */
752 578static int
753int
754calc_alch_danger (object *caster, object *cauldron, recipe *rp) 579calc_alch_danger (object *caster, object *cauldron, object *skill, recipe *rp)
755{ 580{
756 object *item;
757 char name[MAX_BUF];
758 int danger = 0, nrofi = 0; 581 int danger = 0;
759 582
760 /* Knowing alchemy skill reduces yer risk */ 583 /* Knowing alchemy skill reduces yer risk */
761 danger -= caster->chosen_skill ? caster->chosen_skill->level : caster->level; 584 danger -= skill->level;
762 585
763 /* better cauldrons reduce risk */ 586 /* better cauldrons reduce risk */
764 danger -= cauldron->magic; 587 danger -= cauldron->magic;
765 588
766 /* Higher Int, lower the risk */ 589 /* Higher Int, lower the risk */
768 591
769 /* Ingredients. Longer names usually mean rarer stuff. 592 /* Ingredients. Longer names usually mean rarer stuff.
770 * Thus the backfire is worse. Also, more ingredients 593 * Thus the backfire is worse. Also, more ingredients
771 * means we are attempting a more powerfull potion, 594 * means we are attempting a more powerfull potion,
772 * and thus the backfire will be worse. */ 595 * and thus the backfire will be worse. */
773 for (item = cauldron->inv; item; item = item->below) 596 for (object *item = cauldron->inv; item; item = item->below)
774 { 597 {
775 strcpy (name, item->name); 598 const char *name = item->title
776 if (item->title)
777 sprintf (name, "%s %s", &item->name, &item->title); 599 ? format ("%s %s", &item->name, &item->title)
600 : &item->name;
601
778 danger += (strtoint (name) / 1000) + 3; 602 danger += strtoint (name) / 1000 + 3;
779 nrofi++;
780 } 603 }
781 if (rp == NULL) 604
605 if (!rp)
782 danger += 110; 606 danger += 110;
783 else 607 else
784 danger += rp->diff * 3; 608 danger += rp->diff * 3;
785 609
786 /* Using a bad device is *majorly* stupid */ 610 /* Using a bad device is *majorly* stupid */
787 if (QUERY_FLAG (cauldron, FLAG_CURSED)) 611 if (cauldron->flag [FLAG_CURSED]) danger += 80;
788 danger += 80; 612 if (cauldron->flag [FLAG_DAMNED]) danger += 200;
789 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
790 danger += 200;
791 613
792#ifdef ALCHEMY_DEBUG 614#ifdef ALCHEMY_DEBUG
793 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger); 615 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger);
794#endif 616#endif
795 617
796 return danger; 618 return danger;
797} 619}
798 620
799/** 621/**
800 * Determines if ingredients in a container match the 622 * Determines if ingredients in a container match the
801 * proper ingredients for a recipe. 623 * proper ingredients for a recipe.
802 * 624 *
803 * rp is the recipe to check 625 * rp is the recipe to check
804 * cauldron is the container that holds the ingredients 626 * cauldron is the container that holds the ingredients
853 for (ob = cauldron->inv; ob != NULL; ob = ob->below) 675 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
854 { 676 {
855 char name_ob[MAX_BUF]; 677 char name_ob[MAX_BUF];
856 const char *name2; 678 const char *name2;
857 679
858 if (ob->title == NULL) 680 if (!ob->title)
859 name2 = ob->name; 681 name2 = ob->name;
860 else 682 else
861 { 683 {
862 snprintf (name_ob, sizeof (name_ob), "%s %s", &ob->name, &ob->title); 684 snprintf (name_ob, sizeof (name_ob), "%s %s", &ob->name, &ob->title);
863 name2 = name_ob; 685 name2 = name_ob;
908 LOG (llevDebug, "looking for formula %d:\n", formula); 730 LOG (llevDebug, "looking for formula %d:\n", formula);
909#endif 731#endif
910 result = NULL; 732 result = NULL;
911 recipes_matching = 0; 733 recipes_matching = 0;
912 transmute_found = 0; 734 transmute_found = 0;
735
913 for (rp = fl->items; rp != NULL; rp = rp->next) 736 for (rp = fl->items; rp; rp = rp->next)
914 { 737 {
915 /* check if recipe matches at all */ 738 /* check if recipe matches at all */
916 if (formula % rp->index != 0) 739 if (formula % rp->index != 0)
917 { 740 {
918#ifdef EXTREME_ALCHEMY_DEBUG 741#ifdef EXTREME_ALCHEMY_DEBUG
919 LOG (llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], rp->title, rp->index); 742 LOG (llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], &rp->title, rp->index);
920#endif 743#endif
921 continue; 744 continue;
922 } 745 }
923 746
924 if (rp->transmute && find_transmution_ob (ingredients, rp, &rp_arch_index, 0) != NULL) 747 if (rp->transmute && find_transmution_ob (ingredients, rp, &rp_arch_index, 0) != NULL)
925 { 748 {
926#ifdef EXTREME_ALCHEMY_DEBUG 749#ifdef EXTREME_ALCHEMY_DEBUG
927 LOG (llevDebug, " formula %s of %s (%d) is a matching transmuting formula\n", rp->arch_name[rp_arch_index], rp->title, rp->index); 750 LOG (llevDebug, " formula %s of %s (%d) is a matching transmuting formula\n", rp->arch_name[rp_arch_index], &rp->title, rp->index);
928#endif 751#endif
929 /* transmution recipe with matching base ingredient */ 752 /* transmution recipe with matching base ingredient */
930 if (!transmute_found) 753 if (!transmute_found)
931 { 754 {
932 transmute_found = 1; 755 transmute_found = 1;
934 } 757 }
935 } 758 }
936 else if (transmute_found) 759 else if (transmute_found)
937 { 760 {
938#ifdef EXTREME_ALCHEMY_DEBUG 761#ifdef EXTREME_ALCHEMY_DEBUG
939 LOG (llevDebug, " formula %s of %s (%d) matches but is not a matching transmuting formula\n", rp->arch_name[0], rp->title, 762 LOG (llevDebug, " formula %s of %s (%d) matches but is not a matching transmuting formula\n", rp->arch_name[0], &rp->title,
940 rp->index); 763 rp->index);
941#endif 764#endif
942 /* "normal" recipe found after previous transmution recipe => ignore this recipe */ 765 /* "normal" recipe found after previous transmution recipe => ignore this recipe */
943 continue; 766 continue;
944 } 767 }
945#ifdef EXTREME_ALCHEMY_DEBUG 768#ifdef EXTREME_ALCHEMY_DEBUG
946 else 769 else
947 { 770 {
948 LOG (llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], rp->title, rp->index); 771 LOG (llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], &rp->title, rp->index);
949 } 772 }
950#endif 773#endif
951 774
952 if (rndm (0, recipes_matching) == 0) 775 if (rndm (0, recipes_matching) == 0)
953 result = rp; 776 result = rp;
963 return NULL; 786 return NULL;
964 } 787 }
965 788
966#ifdef ALCHEMY_DEBUG 789#ifdef ALCHEMY_DEBUG
967 if (strcmp (result->title, "NONE") != 0) 790 if (strcmp (result->title, "NONE") != 0)
968 LOG (llevDebug, "got formula: %s of %s (nbatches:%d)\n", result->arch_name[0], result->title, formula / result->index); 791 LOG (llevDebug, "got formula: %s of %s (nbatches:%d)\n", result->arch_name[0], &result->title, formula / result->index);
969 else 792 else
970 LOG (llevDebug, "got formula: %s (nbatches:%d)\n", result->arch_name[0], formula / result->index); 793 LOG (llevDebug, "got formula: %s (nbatches:%d)\n", result->arch_name[0], formula / result->index);
971#endif 794#endif
972 return result; 795 return result;
973} 796}
797
798/**
799 * Main part of the ALCHEMY code. From this we call fctns
800 * that take a look at the contents of the 'cauldron' and, using these ingredients,
801 * we construct an integer formula value which is referenced (randomly) against a
802 * formula list (the formula list chosen is based on the # contents of the cauldron).
803 *
804 * If we get a match between the recipe indicated in cauldron contents and a
805 * randomly chosen one, an item is created and experience awarded. Otherwise
806 * various failure effects are possible (getting worse and worse w/ # cauldron
807 * ingredients). Note that the 'item' to be made can be *anything* listed on
808 * the artifacts list in lib/artifacts which has a recipe listed in lib/formulae.
809 *
810 * To those wondering why I am using the funky formula index method:
811 * 1) I want to match recipe to ingredients regardless of ordering.
812 * 2) I want a fast search for the 'right' recipe.
813 *
814 * Note: it is just possible that a totally different combination of
815 * ingredients will result in a match with a given recipe. This is not a bug!
816 * There is no good reason (in my mind) why alchemical processes have to be
817 * unique -- such a 'feature' is one reason why players might want to experiment
818 * around. :)
819 * -b.t.
820 */
821void
822attempt_do_alchemy (object *caster, object *cauldron, object *skill)
823{
824 recipelist *fl;
825 recipe *rp = NULL;
826 float success_chance;
827 int numb, ability = 1;
828 int formula = 0;
829 float ave_chance;
830 object *item;
831
832 if (caster->type != PLAYER)
833 return; /* only players for now */
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
841 /* if no ingredients, no formula! lets forget it */
842 if (!(formula = content_recipe_value (cauldron)))
843 return;
844
845 numb = numb_ob_inside (cauldron);
846 if ((fl = get_formulalist (numb)))
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 */
867 rp = find_recipe (fl, formula, cauldron->inv);
868 if (rp
869 && rp->skill == skill->skill
870 && (!rp->cauldron
871 || rp->cauldron == cauldron->arch->archname))
872 {
873 uint64 value_ingredients;
874 uint64 value_item;
875 object *tmp;
876 int attempt_shadow_alchemy;
877
878 ave_chance = fl->total_chance / (float)fl->number;
879
880 ability += skill->level * ((4.0 + cauldron->magic) / 4.0);
881
882 /* determine value of ingredients */
883 value_ingredients = 0;
884 for (tmp = cauldron->inv; tmp; tmp = tmp->below)
885 value_ingredients += query_cost (tmp, NULL, F_TRUE);
886
887 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster);
888
889 /* create the object **FIRST**, then decide whether to keep it. */
890 if ((item = attempt_recipe (caster, cauldron, ability, rp, formula / rp->index)) != NULL)
891 {
892 /* compute base chance of recipe success */
893 success_chance = ((float)ability / (float)(rp->diff * (item->level + 2)));
894 if (ave_chance == 0)
895 ave_chance = 1;
896
897#ifdef ALCHEMY_DEBUG
898 LOG (llevDebug, "percent success chance = %f ab%d / diff%d*lev%d\n", success_chance, ability, rp->diff, item->level);
899#endif
900
901 value_item = query_cost (item, NULL, F_TRUE | F_IDENTIFIED | F_NOT_CURSED);
902 if (attempt_shadow_alchemy && value_item > value_ingredients)
903 {
904#ifdef ALCHEMY_DEBUG
905 LOG (llevDebug,
906 "Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n",
907 value_ingredients, value_item);
908#endif
909 }
910 /* roll the dice */
911 else if (random_roll (0, 101, caster, PREFER_LOW) <= 100.0 * success_chance)
912 {
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
918 return;
919 }
920 }
921 }
922 }
923
924 /* if we get here, we failed!! */
925 alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, skill, rp));
926}
927

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