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Comparing deliantra/server/server/alchemy.C (file contents):
Revision 1.27 by root, Thu Nov 8 19:43:25 2007 UTC vs.
Revision 1.63 by root, Sun Jan 29 02:47:05 2017 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* 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 */
25 26
55 "rattles", 56 "rattles",
56 "makes chugging sounds", 57 "makes chugging sounds",
57 "smokes heavily for a while" 58 "smokes heavily for a while"
58}; 59};
59 60
60
61static int is_defined_recipe (const recipe *rp, const object *cauldron, object *caster); 61static int is_defined_recipe (const recipe *rp, const object *cauldron, object *caster);
62static recipe *find_recipe (recipelist * fl, int formula, object *ingredients); 62static recipe *find_recipe (recipelist * fl, int formula, object *ingredients);
63 63
64
65/** Returns a random selection from cauldron_effect[] */ 64/** Returns a random selection from cauldron_effect[] */
66static const char * 65static const char *
67cauldron_sound (void) 66cauldron_sound ()
68{ 67{
69 int size = sizeof (cauldron_effect) / sizeof (char *); 68 return cauldron_effect [rndm (array_length (cauldron_effect))];
70
71 return cauldron_effect[rndm (0, size - 1)];
72} 69}
73 70
74/** 71/**
75 * Main part of the ALCHEMY code. From this we call fctns
76 * that take a look at the contents of the 'cauldron' and, using these ingredients,
77 * we construct an integer formula value which is referenced (randomly) against a
78 * formula list (the formula list chosen is based on the # contents of the cauldron).
79 *
80 * If we get a match between the recipe indicated in cauldron contents and a
81 * randomly chosen one, an item is created and experience awarded. Otherwise
82 * various failure effects are possible (getting worse and worse w/ # cauldron
83 * ingredients). Note that the 'item' to be made can be *anything* listed on
84 * the artifacts list in lib/artifacts which has a recipe listed in lib/formulae.
85 *
86 * To those wondering why I am using the funky formula index method:
87 * 1) I want to match recipe to ingredients regardless of ordering.
88 * 2) I want a fast search for the 'right' recipe.
89 *
90 * Note: it is just possible that a totally different combination of
91 * ingredients will result in a match with a given recipe. This is not a bug!
92 * There is no good reason (in my mind) why alchemical processes have to be
93 * unique -- such a 'feature' is one reason why players might want to experiment
94 * around. :)
95 * -b.t.
96 */
97
98void
99attempt_do_alchemy (object *caster, object *cauldron)
100{
101 recipelist *fl;
102 recipe *rp = NULL;
103 float success_chance;
104 int numb, ability = 1;
105 int formula = 0;
106 float ave_chance;
107 object *item, *skop;
108
109 if (caster->type != PLAYER)
110 return; /* only players for now */
111
112 if (get_map_flags (caster->map, NULL, caster->x, caster->y, NULL, NULL) & P_SAFE)
113 {
114 new_draw_info (NDI_UNIQUE, 0, caster, "This is sacred ground, the gods prevent you from using this device.");
115 return;
116 }
117
118 /* if no ingredients, no formula! lets forget it */
119 if (!(formula = content_recipe_value (cauldron)))
120 return;
121
122 numb = numb_ob_inside (cauldron);
123 if ((fl = get_formulalist (numb)))
124 {
125 if (QUERY_FLAG (caster, FLAG_WIZ))
126 {
127 rp = find_recipe (fl, formula, cauldron->inv);
128 if (rp != NULL)
129 {
130#ifdef ALCHEMY_DEBUG
131 if (strcmp (rp->title, "NONE"))
132 LOG (llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], rp->title);
133 else
134 LOG (llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula / rp->index);
135#endif
136 attempt_recipe (caster, cauldron, ability, rp, formula / rp->index);
137 }
138 else
139 LOG (llevDebug, "WIZ couldn't find formula for ingredients.\n");
140 return;
141 } /* End of WIZ alchemy */
142
143 /* find the recipe */
144 rp = find_recipe (fl, formula, cauldron->inv);
145 if (rp)
146 {
147 uint64 value_ingredients;
148 uint64 value_item;
149 object *tmp;
150 int attempt_shadow_alchemy;
151
152 ave_chance = fl->total_chance / (float) fl->number;
153 /* the caster gets an increase in ability based on thier skill lvl */
154 if (rp->skill)
155 {
156 skop = find_skill_by_name (caster, rp->skill);
157 if (!skop)
158 new_draw_info (NDI_UNIQUE, 0, caster, "You do not have the proper skill for this recipe");
159 else
160 ability += (int) (skop->level * ((4.0 + cauldron->magic) / 4.0));
161 }
162 else
163 {
164 LOG (llevDebug, "Recipe %s has NULL skill!\n", &rp->title);
165 return;
166 }
167
168 if (!rp->cauldron)
169 {
170 LOG (llevDebug, "Recipe %s has NULL cauldron!\n", &rp->title);
171 return;
172 }
173
174 /* determine value of ingredients */
175 value_ingredients = 0;
176 for (tmp = cauldron->inv; tmp != NULL; tmp = tmp->below)
177 value_ingredients += query_cost (tmp, NULL, F_TRUE);
178
179 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster);
180
181 /* create the object **FIRST**, then decide whether to keep it. */
182 if ((item = attempt_recipe (caster, cauldron, ability, rp, formula / rp->index)) != NULL)
183 {
184 /* compute base chance of recipe success */
185 success_chance = ((float) ability / (float) (rp->diff * (item->level + 2)));
186 if (ave_chance == 0)
187 ave_chance = 1;
188
189#ifdef ALCHEMY_DEBUG
190 LOG (llevDebug, "percent success chance = %f ab%d / diff%d*lev%d\n", success_chance, ability, rp->diff, item->level);
191#endif
192
193 value_item = query_cost (item, NULL, F_TRUE | F_IDENTIFIED | F_NOT_CURSED);
194 if (attempt_shadow_alchemy && value_item > value_ingredients)
195 {
196#ifdef ALCHEMY_DEBUG
197 LOG (llevDebug,
198 "Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n",
199 value_ingredients, value_item);
200#endif
201 }
202 /* roll the dice */
203 else if ((float) (random_roll (0, 101, caster, PREFER_LOW)) <= 100.0 * success_chance)
204 {
205 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE);
206
207 // let alchemy consume some time, so that exploits are less easy
208 caster->speed_left -= 1.0;
209
210 return;
211 }
212 }
213 }
214 }
215
216 /* if we get here, we failed!! */
217 alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, rp));
218}
219
220/**
221 * Recipe value of the entire contents of a container. 72 * Recipe value of the entire contents of a container.
222 * 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
223 * ok, but the possibility of duplicate hashes is certainly possible - msw 74 * ok, but the possibility of duplicate hashes is certainly possible - msw
224 */ 75 */
225 76static int
226int
227content_recipe_value (object *op) 77content_recipe_value (object *op)
228{ 78{
229 char name[MAX_BUF];
230 object *tmp = op->inv; 79 object *tmp = op->inv;
231 int tval = 0, formula = 0; 80 int formula = 0;
232 81
233 while (tmp) 82 while (tmp)
234 { 83 {
235 tval = 0; 84 const char *name = tmp->title
236 assign (name, tmp->name);
237 if (tmp->title)
238 sprintf (name, "%s %s", &tmp->name, &tmp->title); 85 ? (const char *)format ("%s %s", &tmp->name, &tmp->title)
86 : tmp->name;
87
239 tval = (strtoint (name) * (tmp->nrof ? tmp->nrof : 1)); 88 int tval = strtoint (name) * tmp->number_of ();
240#ifdef ALCHEMY_DEBUG 89#ifdef ALCHEMY_DEBUG
241 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);
242#endif 91#endif
243 formula += tval; 92 formula += tval;
244 tmp = tmp->below; 93 tmp = tmp->below;
245 } 94 }
246#ifdef ALCHEMY_DEBUG 95#ifdef ALCHEMY_DEBUG
247 LOG (llevDebug, " Formula value=%d\n", formula); 96 LOG (llevDebug, " Formula value=%d\n", formula);
248#endif 97#endif
98
249 return formula; 99 return formula;
250} 100}
251 101
252/** 102/**
253 * Returns total number of items in op 103 * Returns total number of items in op
254 */ 104 */
255 105static int
256int
257numb_ob_inside (object *op) 106numb_ob_inside (object *op)
258{ 107{
259 object *tmp = op->inv; 108 object *tmp = op->inv;
260 int number = 0, o_number = 0; 109 int number = 0, o_number = 0;
261 110
267 number++; 116 number++;
268 o_number++; 117 o_number++;
269 tmp = tmp->below; 118 tmp = tmp->below;
270 } 119 }
271#ifdef ALCHEMY_DEBUG 120#ifdef ALCHEMY_DEBUG
272 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);
273#endif 122#endif
274 return o_number; 123 return o_number;
275} 124}
276 125
277/** 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/**
278 * Essentially a wrapper for make_item_from_recipe() and 291 * Essentially a wrapper for make_item_from_recipe() and
279 * 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
280 * gain some exp from (successfull) fabrication of the product. 293 * gain some exp from (successfull) fabrication of the product.
281 * 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/
282 * failed recipe) 295 * failed recipe)
283 */ 296 */
284 297static object *
285object *
286attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches) 298attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches)
287{ 299{
288 300
289 object *item = NULL, *skop; 301 object *item = NULL, *skop;
290 302
291 /* 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 */
292 int batches = abs (nbatches); 304 int batches = abs (nbatches);
293 305
294
295 /* is the cauldron the right type? */ 306 /* is the cauldron the right type? */
296 if (rp->cauldron != cauldron->arch->archname) 307 if (rp->cauldron && rp->cauldron != cauldron->arch->archname)
297 {
298 new_draw_info (NDI_UNIQUE, 0, caster, "You are not using the proper" " facilities for this formula.");
299 return 0; 308 return 0;
300 }
301 309
302 skop = find_skill_by_name (caster, rp->skill); 310 skop = find_skill_by_name (caster, rp->skill);
303 /* does the caster have the skill? */ 311 /* does the caster have the skill? */
304 if (!skop) 312 if (!skop)
305 return 0; 313 return 0;
315 break; 323 break;
316 } 324 }
317 325
318 if (!tmp) 326 if (!tmp)
319 { /* failure--no code found */ 327 { /* failure--no code found */
320 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.");
321 return 0; 329 return 0;
322 } 330 }
323 } 331 }
324 332
325#ifdef EXTREME_ALCHEMY_DEBUG 333#ifdef EXTREME_ALCHEMY_DEBUG
326 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches); 334 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches);
327 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");
328#endif 336#endif
329 337
330 if ((item = make_item_from_recipe (cauldron, rp)) != NULL) 338 if ((item = make_item_from_recipe (cauldron, rp)) != NULL)
331 { 339 {
332 remove_contents (cauldron->inv, item); 340 remove_contents (cauldron->inv, item);
333 /* 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 */
334 sum_weight (cauldron); 342 cauldron->update_weight ();
335 /* adj lvl, nrof on caster level */ 343 /* adj lvl, nrof on caster level */
336 adjust_product (item, ability, rp->yield ? (rp->yield * batches) : batches); 344 adjust_product (item, ability, rp->yield ? rp->yield * batches : batches);
345
337 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL) 346 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL)
338 { 347 {
339 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened."); 348 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened.");
340 /* new_draw_info_format(NDI_UNIQUE, 0,caster, 349 /* new_draw_info_format(NDI_UNIQUE, 0,caster,
341 "Your spell causes the %s to explode!",&cauldron->name); */ 350 "Your spell causes the %s to explode!",&cauldron->name); */
346 } 355 }
347 356
348 return item; 357 return item;
349} 358}
350 359
351
352
353/**
354 * We adjust the nrof, exp and level of the final product, based
355 * on the item's default parameters, and the relevant caster skill level.
356 */
357void
358adjust_product (object *item, int lvl, int yield)
359{
360 int nrof = 1;
361
362 if (!yield)
363 yield = 1;
364
365 if (lvl <= 0)
366 lvl = 1; /* lets avoid div by zero! */
367
368 if (item->nrof)
369 {
370 nrof = (int) ((1.0 - 1.0 / (lvl / 10.0 + 1.0)) * (rndm (0, yield - 1) + rndm (0, yield - 1) + rndm (0, yield - 1)) + 1);
371
372 if (nrof > yield)
373 nrof = yield;
374
375 item->nrof = nrof;
376 }
377}
378
379
380/**
381 * Using a list of items and a recipe to make an artifact.
382 *
383 * @param cauldron the cauldron (including the ingredients) used to make the item
384 *
385 * @param rp the recipe to make the artifact from
386 *
387 * @return the newly created object, NULL if something failed
388 */
389
390object *
391make_item_from_recipe (object *cauldron, recipe *rp)
392{
393 artifact *art = NULL;
394 object *item = NULL;
395 size_t rp_arch_index;
396
397 if (rp == NULL)
398 return (object *) NULL;
399
400 /* Find the appropriate object to transform... */
401 if ((item = find_transmution_ob (cauldron->inv, rp, &rp_arch_index, 1)) == NULL)
402 {
403 LOG (llevDebug, "make_alchemy_item(): failed to create alchemical object.\n");
404 return (object *) NULL;
405 }
406
407 /* Find the appropriate artifact template... */
408 if (strcmp (rp->title, "NONE"))
409 {
410 if ((art = locate_recipe_artifact (rp, rp_arch_index)) == NULL)
411 {
412 LOG (llevError, "make_alchemy_item(): failed to locate recipe artifact.\n");
413 LOG (llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], &rp->title);
414 return (object *) NULL;
415 }
416 transmute_materialname (item, art->item);
417 give_artifact_abilities (item, art->item);
418 }
419
420 if (QUERY_FLAG (cauldron, FLAG_CURSED))
421 SET_FLAG (item, FLAG_CURSED);
422 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
423 SET_FLAG (item, FLAG_DAMNED);
424
425 return item;
426}
427
428
429/** 360/**
430 * Looks through the ingredient list. If we find a
431 * suitable object in it - we will use that to make the requested artifact.
432 * Otherwise the code returns a 'generic' item if create_item is set. -b.t.
433 *
434 * @param rp_arch_index pointer to return value; set to arch index for recipe;
435 * set to zero if not using a transmution formula
436 */
437
438object *
439find_transmution_ob (object *first_ingred, recipe *rp, size_t * rp_arch_index, int create_item)
440{
441 object *item = NULL;
442
443 *rp_arch_index = 0;
444
445 if (rp->transmute) /* look for matching ingredient/prod archs */
446 for (item = first_ingred; item; item = item->below)
447 {
448 size_t i;
449
450 for (i = 0; i < rp->arch_names; i++)
451 {
452 if (item->arch->archname == rp->arch_name[i])
453 {
454 *rp_arch_index = i;
455 break;
456 }
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)
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;
515 391
516 tmp = get_archetype ("rock"); 392 tmp = archetype::get (shstr_rock);
517 tmp->weight = weight; 393 tmp->weight = weight;
518 tmp->value = 0; 394 tmp->value = 0;
519 tmp->materialname = "stone"; 395 tmp->material = name_to_material (shstr_stone);
520 tmp->name = "slag"; 396 tmp->name = shstr_slag;
521 tmp->name_pl = "slags"; 397 tmp->name_pl = shstr_slags;
522 item = insert_ob_in_ob (tmp, cauldron); 398 item = insert_ob_in_ob (tmp, cauldron);
523 CLEAR_FLAG (tmp, FLAG_CAN_ROLL); 399 tmp->clr_flag (FLAG_CAN_ROLL);
524 CLEAR_FLAG (tmp, FLAG_NO_PICK); 400 tmp->set_flag (FLAG_NO_DROP);
525 tmp->move_block = 0; 401 tmp->move_block = 0;
526 } 402 }
527 403
528 remove_contents (cauldron->inv, item); 404 remove_contents (cauldron->inv, item);
529 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 ());
537 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL) 413 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL)
538 return; 414 return;
539 415
540 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1))) 416 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1)))
541 { 417 {
542 if (!QUERY_FLAG (tmp, FLAG_CURSED)) /* curse it */ 418 if (!tmp->flag [FLAG_CURSED]) /* curse it */
543 SET_FLAG (tmp, FLAG_CURSED); 419 tmp->set_flag (FLAG_CURSED);
544 420
545 /* the apply code for potions already deals with cursed 421 /* the apply code for potions already deals with cursed
546 * potions, so any code here is basically ignored. 422 * potions, so any code here is basically ignored.
547 */ 423 */
548 if (tmp->type == FOOD) 424 if (tmp->type == FOOD)
558 } 434 }
559 while (rndm (0, 2)); 435 while (rndm (0, 2));
560 } 436 }
561 return; 437 return;
562 } 438 }
439
563 if (level == 40) 440 if (level == 40)
564 { /* MAKE RANDOM RECIPE */ 441 { /* MAKE RANDOM RECIPE */
565 recipelist *fl; 442 recipelist *fl;
566 int numb = numb_ob_inside (cauldron); 443 int numb = numb_ob_inside (cauldron);
567 444
568 fl = get_formulalist (numb - 1); /* take a lower recipe list */ 445 fl = get_formulalist (numb - 1); /* take a lower recipe list */
569 if (fl && (rp = get_random_recipe (fl))) 446 if (fl && (rp = get_random_recipe (fl)))
570 /* even though random, don't grant user any EXP for it */ 447 /* even though random, don't grant user any EXP for it */
571 (void) attempt_recipe (op, cauldron, 1, rp, -1); 448 attempt_recipe (op, cauldron, 1, rp, -1);
572 else 449 else
573 alchemy_failure_effect (op, cauldron, rp, level - 1); 450 alchemy_failure_effect (op, cauldron, rp, level - 1);
574 return;
575
576 } 451 }
577 else if (level < 45) 452 else if (level < 45)
578 { /* INFURIATE NPC's */ 453 { /* INFURIATE NPC's */
579 /* this is kind of kludgy I know... */ 454 /* this is kind of kludgy I know... */
580 cauldron->enemy = op; 455 cauldron->enemy = op;
581 npc_call_help (cauldron); 456 npc_call_help (cauldron);
582 cauldron->enemy = NULL; 457 cauldron->enemy = NULL;
583 458
584 alchemy_failure_effect (op, cauldron, rp, level - 5); 459 alchemy_failure_effect (op, cauldron, rp, level - 5);
585 return;
586 } 460 }
587 else if (level < 50) 461 else if (level < 50)
588 { /* MINOR EXPLOSION/FIREBALL */ 462 { /* MINOR EXPLOSION/FIREBALL */
589 object *tmp; 463 object *tmp;
590 464
591 remove_contents (cauldron->inv, NULL); 465 remove_contents (cauldron->inv, NULL);
592 switch (rndm (0, 2)) 466 switch (rndm (0, 2))
593 { 467 {
594 case 0: 468 case 0:
595 tmp = get_archetype ("bomb"); 469 tmp = archetype::get (shstr_bomb);
596 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW); 470 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW);
597 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW); 471 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW);
598 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);
599 break; 473 break;
600 474
601 default: 475 default:
602 tmp = get_archetype ("fireball"); 476 tmp = archetype::get (shstr_fireball);
603 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;
604 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;
605 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);
606 break; 480 break;
607 } 481 }
608 482
609 op->insert_at (cauldron); 483 tmp->insert_at (cauldron);
610 return;
611
612 } 484 }
613 else if (level < 60) 485 else if (level < 60)
614 { /* CREATE MONSTER */ 486 { /* CREATE MONSTER */
615 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 ());
616 remove_contents (cauldron->inv, NULL); 488 remove_contents (cauldron->inv, NULL);
617 return;
618 } 489 }
619 else if (level < 80) 490 else if (level < 80)
620 { /* MAJOR FIRE */ 491 { /* MAJOR FIRE */
621 object *fb = get_archetype (SP_MED_FIREBALL); 492 object *fb = archetype::get (SP_MED_FIREBALL);
622 493
623 remove_contents (cauldron->inv, NULL); 494 remove_contents (cauldron->inv, NULL);
624 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);
625 fb->destroy (); 496 fb->destroy ();
626 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);
627 return;
628
629 } 498 }
630 else if (level < 100) 499 else if (level < 100)
631 { /* WHAMMY the CAULDRON */ 500 { /* WHAMMY the CAULDRON */
632 if (!QUERY_FLAG (cauldron, FLAG_CURSED)) 501 if (!cauldron->flag [FLAG_CURSED])
633 SET_FLAG (cauldron, FLAG_CURSED); 502 cauldron->set_flag (FLAG_CURSED);
634 else 503 else
635 cauldron->magic--; 504 cauldron->magic--;
505
636 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW); 506 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW);
507
637 if (rndm (0, 1)) 508 if (rndm (0, 1))
638 { 509 {
639 remove_contents (cauldron->inv, NULL); 510 remove_contents (cauldron->inv, NULL);
640 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);
641 } 512 }
642 else 513 else
643 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);
644 return;
645
646 } 515 }
647 else if (level < 110) 516 else if (level < 110)
648 { /* SUMMON EVIL MONSTERS */ 517 { /* SUMMON EVIL MONSTERS */
649 object *tmp = get_random_mon (level / 5); 518 object *tmp = get_random_mon (level / 5);
650 519
651 remove_contents (cauldron->inv, NULL); 520 remove_contents (cauldron->inv, NULL);
521
652 if (!tmp) 522 if (!tmp)
653 alchemy_failure_effect (op, cauldron, rp, level); 523 alchemy_failure_effect (op, cauldron, rp, level);
654 else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->archname)) 524 else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->archname))
655 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 ());
656 return;
657
658 } 526 }
659 else if (level < 150) 527 else if (level < 150)
660 { /* COMBO EFFECT */ 528 { /* COMBO EFFECT */
661 int roll = rndm (1, 3); 529 int roll = rndm (1, 3);
662 530
663 while (roll) 531 while (roll)
664 { 532 {
665 alchemy_failure_effect (op, cauldron, rp, level - 39); 533 alchemy_failure_effect (op, cauldron, rp, level - 39);
666 roll--; 534 roll--;
667 } 535 }
668 return;
669 } 536 }
670 else if (level == 151) 537 else if (level == 151)
671 { /* CREATE RANDOM ARTIFACT */ 538 { /* CREATE RANDOM ARTIFACT */
672 object *tmp; 539 object *tmp;
673 540
674 /* this is meant to be better than prior possiblity, 541 /* this is meant to be better than prior possiblity,
675 * in this one, we allow *any* valid alchemy artifact 542 * in this one, we allow *any* valid alchemy artifact
676 * to be made (rather than only those on the given 543 * to be made (rather than only those on the given
677 * formulalist) */ 544 * formulalist) */
678 if (!rp) 545 if (!rp)
679 rp = get_random_recipe ((recipelist *) NULL); 546 rp = get_random_recipe ((recipelist *) NULL);
547
680 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)])))
681 { 549 {
682 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);
683 if ((tmp = insert_ob_in_ob (tmp, cauldron))) 551 if ((tmp = insert_ob_in_ob (tmp, cauldron)))
684 { 552 {
685 remove_contents (cauldron->inv, tmp); 553 remove_contents (cauldron->inv, tmp);
686 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 ());
687 } 555 }
688 } 556 }
689 return;
690 } 557 }
691 else 558 else
692 { /* MANA STORM - watch out!! */ 559 { /* MANA STORM - watch out!! */
693 object *tmp = get_archetype (LOOSE_MANA); 560 object *tmp = archetype::get (LOOSE_MANA);
694 561
695 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!");
696 remove_contents (cauldron->inv, NULL); 563 remove_contents (cauldron->inv, NULL);
697 cast_magic_storm (op, tmp, level); 564 cast_magic_storm (op, tmp, level);
698 return;
699 }
700}
701
702
703/*
704 * All but object "save_item" are elimentated from
705 * the container list. Note we have to becareful to remove the inventories
706 * of objects in the cauldron inventory (ex icecube has stuff in it).
707 */
708
709void
710remove_contents (object *first_ob, object *save_item)
711{
712 object *next, *tmp = first_ob;
713
714 while (tmp)
715 {
716 next = tmp->below;
717
718 if (tmp == save_item)
719 {
720 if (!(tmp = next))
721 break;
722 else
723 next = next->below;
724 }
725
726 if (tmp->inv)
727 remove_contents (tmp->inv, NULL);
728
729 tmp->destroy ();
730 tmp = next;
731 } 565 }
732} 566}
733 567
734/** 568/**
735 *"Danger" level, will determine how bad the backfire 569 *"Danger" level, will determine how bad the backfire
736 * 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
737 * 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,
738 * 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
739 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more 573 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more
740 * 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
741 * 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)
742 * -b.t. 576 * -b.t.
743 */ 577 */
744int 578static int
745calc_alch_danger (object *caster, object *cauldron, recipe *rp) 579calc_alch_danger (object *caster, object *cauldron, object *skill, recipe *rp)
746{ 580{
747 object *item;
748 char name[MAX_BUF];
749 int danger = 0, nrofi = 0; 581 int danger = 0;
750 582
751 /* Knowing alchemy skill reduces yer risk */ 583 /* Knowing alchemy skill reduces yer risk */
752 danger -= caster->chosen_skill ? caster->chosen_skill->level : caster->level; 584 danger -= skill->level;
753
754 if (!caster->chosen_skill)
755 LOG (llevError | logBacktrace, "calc_alch_danger called without a chosen skill, caster %s, cauldron %s\n",
756 caster->debug_desc (), cauldron->debug_desc ());
757 585
758 /* better cauldrons reduce risk */ 586 /* better cauldrons reduce risk */
759 danger -= cauldron->magic; 587 danger -= cauldron->magic;
760 588
761 /* Higher Int, lower the risk */ 589 /* Higher Int, lower the risk */
763 591
764 /* Ingredients. Longer names usually mean rarer stuff. 592 /* Ingredients. Longer names usually mean rarer stuff.
765 * Thus the backfire is worse. Also, more ingredients 593 * Thus the backfire is worse. Also, more ingredients
766 * means we are attempting a more powerfull potion, 594 * means we are attempting a more powerfull potion,
767 * and thus the backfire will be worse. */ 595 * and thus the backfire will be worse. */
768 for (item = cauldron->inv; item; item = item->below) 596 for (object *item = cauldron->inv; item; item = item->below)
769 { 597 {
770 assign (name, item->name); 598 const char *name = item->title
771 if (item->title)
772 sprintf (name, "%s %s", &item->name, &item->title); 599 ? format ("%s %s", &item->name, &item->title)
600 : &item->name;
601
773 danger += (strtoint (name) / 1000) + 3; 602 danger += strtoint (name) / 1000 + 3;
774 nrofi++;
775 } 603 }
776 604
777 if (rp == NULL) 605 if (!rp)
778 danger += 110; 606 danger += 110;
779 else 607 else
780 danger += rp->diff * 3; 608 danger += rp->diff * 3;
781 609
782 /* Using a bad device is *majorly* stupid */ 610 /* Using a bad device is *majorly* stupid */
783 if (QUERY_FLAG (cauldron, FLAG_CURSED)) 611 if (cauldron->flag [FLAG_CURSED]) danger += 80;
784 danger += 80; 612 if (cauldron->flag [FLAG_DAMNED]) danger += 200;
785 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
786 danger += 200;
787 613
788#ifdef ALCHEMY_DEBUG 614#ifdef ALCHEMY_DEBUG
789 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger); 615 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger);
790#endif 616#endif
791 617
849 for (ob = cauldron->inv; ob != NULL; ob = ob->below) 675 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
850 { 676 {
851 char name_ob[MAX_BUF]; 677 char name_ob[MAX_BUF];
852 const char *name2; 678 const char *name2;
853 679
854 if (ob->title == NULL) 680 if (!ob->title)
855 name2 = ob->name; 681 name2 = ob->name;
856 else 682 else
857 { 683 {
858 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);
859 name2 = name_ob; 685 name2 = name_ob;
911 { 737 {
912 /* check if recipe matches at all */ 738 /* check if recipe matches at all */
913 if (formula % rp->index != 0) 739 if (formula % rp->index != 0)
914 { 740 {
915#ifdef EXTREME_ALCHEMY_DEBUG 741#ifdef EXTREME_ALCHEMY_DEBUG
916 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);
917#endif 743#endif
918 continue; 744 continue;
919 } 745 }
920 746
921 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)
922 { 748 {
923#ifdef EXTREME_ALCHEMY_DEBUG 749#ifdef EXTREME_ALCHEMY_DEBUG
924 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);
925#endif 751#endif
926 /* transmution recipe with matching base ingredient */ 752 /* transmution recipe with matching base ingredient */
927 if (!transmute_found) 753 if (!transmute_found)
928 { 754 {
929 transmute_found = 1; 755 transmute_found = 1;
931 } 757 }
932 } 758 }
933 else if (transmute_found) 759 else if (transmute_found)
934 { 760 {
935#ifdef EXTREME_ALCHEMY_DEBUG 761#ifdef EXTREME_ALCHEMY_DEBUG
936 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,
937 rp->index); 763 rp->index);
938#endif 764#endif
939 /* "normal" recipe found after previous transmution recipe => ignore this recipe */ 765 /* "normal" recipe found after previous transmution recipe => ignore this recipe */
940 continue; 766 continue;
941 } 767 }
942#ifdef EXTREME_ALCHEMY_DEBUG 768#ifdef EXTREME_ALCHEMY_DEBUG
943 else 769 else
944 { 770 {
945 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);
946 } 772 }
947#endif 773#endif
948 774
949 if (rndm (0, recipes_matching) == 0) 775 if (rndm (0, recipes_matching) == 0)
950 result = rp; 776 result = rp;
960 return NULL; 786 return NULL;
961 } 787 }
962 788
963#ifdef ALCHEMY_DEBUG 789#ifdef ALCHEMY_DEBUG
964 if (strcmp (result->title, "NONE") != 0) 790 if (strcmp (result->title, "NONE") != 0)
965 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);
966 else 792 else
967 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);
968#endif 794#endif
969 return result; 795 return result;
970} 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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