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Comparing deliantra/server/server/alchemy.C (file contents):
Revision 1.38 by sf-marcmagus, Fri Oct 9 22:46:39 2009 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 (©) 2005,2006,2007,2008,2009 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, object *skill)
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 && rp->skill == skill->skill
147 && (!rp->cauldron
148 || rp->cauldron == cauldron->arch->archname))
149 {
150 uint64 value_ingredients;
151 uint64 value_item;
152 object *tmp;
153 int attempt_shadow_alchemy;
154
155 ave_chance = fl->total_chance / (float) fl->number;
156
157 ability += (int) (skill->level * ((4.0 + cauldron->magic) / 4.0));
158
159 /* determine value of ingredients */
160 value_ingredients = 0;
161 for (tmp = cauldron->inv; tmp != NULL; tmp = tmp->below)
162 value_ingredients += query_cost (tmp, NULL, F_TRUE);
163
164 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster);
165
166 /* create the object **FIRST**, then decide whether to keep it. */
167 if ((item = attempt_recipe (caster, cauldron, ability, rp, formula / rp->index)) != NULL)
168 {
169 /* compute base chance of recipe success */
170 success_chance = ((float) ability / (float) (rp->diff * (item->level + 2)));
171 if (ave_chance == 0)
172 ave_chance = 1;
173
174#ifdef ALCHEMY_DEBUG
175 LOG (llevDebug, "percent success chance = %f ab%d / diff%d*lev%d\n", success_chance, ability, rp->diff, item->level);
176#endif
177
178 value_item = query_cost (item, NULL, F_TRUE | F_IDENTIFIED | F_NOT_CURSED);
179 if (attempt_shadow_alchemy && value_item > value_ingredients)
180 {
181#ifdef ALCHEMY_DEBUG
182 LOG (llevDebug,
183 "Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n",
184 value_ingredients, value_item);
185#endif
186 }
187 /* roll the dice */
188 else if ((float) (random_roll (0, 101, caster, PREFER_LOW)) <= 100.0 * success_chance)
189 {
190 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE);
191
192 // let alchemy consume some time, so that exploits are less easy
193 caster->speed_left -= 1.0;
194
195 return;
196 }
197 }
198 }
199 }
200
201 /* if we get here, we failed!! */
202 alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, rp));
203}
204
205/**
206 * Recipe value of the entire contents of a container. 72 * Recipe value of the entire contents of a container.
207 * 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
208 * ok, but the possibility of duplicate hashes is certainly possible - msw 74 * ok, but the possibility of duplicate hashes is certainly possible - msw
209 */ 75 */
210 76static int
211int
212content_recipe_value (object *op) 77content_recipe_value (object *op)
213{ 78{
214 char name[MAX_BUF];
215 object *tmp = op->inv; 79 object *tmp = op->inv;
216 int tval = 0, formula = 0; 80 int formula = 0;
217 81
218 while (tmp) 82 while (tmp)
219 { 83 {
220 tval = 0; 84 const char *name = tmp->title
221 assign (name, tmp->name);
222 if (tmp->title)
223 sprintf (name, "%s %s", &tmp->name, &tmp->title); 85 ? (const char *)format ("%s %s", &tmp->name, &tmp->title)
86 : tmp->name;
87
224 tval = (strtoint (name) * (tmp->nrof ? tmp->nrof : 1)); 88 int tval = strtoint (name) * tmp->number_of ();
225#ifdef ALCHEMY_DEBUG 89#ifdef ALCHEMY_DEBUG
226 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);
227#endif 91#endif
228 formula += tval; 92 formula += tval;
229 tmp = tmp->below; 93 tmp = tmp->below;
230 } 94 }
231#ifdef ALCHEMY_DEBUG 95#ifdef ALCHEMY_DEBUG
232 LOG (llevDebug, " Formula value=%d\n", formula); 96 LOG (llevDebug, " Formula value=%d\n", formula);
233#endif 97#endif
98
234 return formula; 99 return formula;
235} 100}
236 101
237/** 102/**
238 * Returns total number of items in op 103 * Returns total number of items in op
239 */ 104 */
240 105static int
241int
242numb_ob_inside (object *op) 106numb_ob_inside (object *op)
243{ 107{
244 object *tmp = op->inv; 108 object *tmp = op->inv;
245 int number = 0, o_number = 0; 109 int number = 0, o_number = 0;
246 110
258#endif 122#endif
259 return o_number; 123 return o_number;
260} 124}
261 125
262/** 126/**
263 * Essentially a wrapper for make_item_from_recipe() and
264 * insert_ob_in_ob. If the caster has some alchemy skill, then they might
265 * gain some exp from (successfull) fabrication of the product.
266 * If nbatches==-1, don't give exp for this creation (random generation/
267 * failed recipe)
268 */
269
270object *
271attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches)
272{
273
274 object *item = NULL, *skop;
275
276 /* this should be passed to this fctn, not effiecent cpu use this way */
277 int batches = abs (nbatches);
278
279 /* is the cauldron the right type? */
280 if (rp->cauldron && rp->cauldron != cauldron->arch->archname)
281 return 0;
282
283 skop = find_skill_by_name (caster, rp->skill);
284 /* does the caster have the skill? */
285 if (!skop)
286 return 0;
287
288 /* code required for this recipe, search the caster */
289 if (rp->keycode)
290 {
291 object *tmp;
292
293 for (tmp = caster->inv; tmp; tmp = tmp->below)
294 {
295 if (tmp->type == FORCE && tmp->slaying && rp->keycode == tmp->slaying)
296 break;
297 }
298
299 if (!tmp)
300 { /* failure--no code found */
301 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients, but not the technique. Go learn how to do this recipe.");
302 return 0;
303 }
304 }
305
306#ifdef EXTREME_ALCHEMY_DEBUG
307 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches);
308 LOG (llevDebug, "attempt_recipe(): using recipe %s\n", *rp->title ? &rp->title : "unknown");
309#endif
310
311 if ((item = make_item_from_recipe (cauldron, rp)) != NULL)
312 {
313 remove_contents (cauldron->inv, item);
314 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */
315 cauldron->update_weight ();
316 /* adj lvl, nrof on caster level */
317 adjust_product (item, ability, rp->yield ? (rp->yield * batches) : batches);
318 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL)
319 {
320 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened.");
321 /* new_draw_info_format(NDI_UNIQUE, 0,caster,
322 "Your spell causes the %s to explode!",&cauldron->name); */
323 /* kaboom_cauldron(); */
324 }
325 else
326 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ());
327 }
328
329 return item;
330}
331
332
333
334/**
335 * We adjust the nrof, exp and level of the final product, based
336 * on the item's default parameters, and the relevant caster skill level.
337 */
338void
339adjust_product (object *item, int lvl, int yield)
340{
341 int nrof = 1;
342
343 if (!yield)
344 yield = 1;
345
346 if (lvl <= 0)
347 lvl = 1; /* lets avoid div by zero! */
348
349 if (item->nrof)
350 {
351 nrof = (int) ((1.0 - 1.0 / (lvl / 10.0 + 1.0)) * (rndm (0, yield - 1) + rndm (0, yield - 1) + rndm (0, yield - 1)) + 1);
352
353 if (nrof > yield)
354 nrof = yield;
355
356 item->nrof = nrof;
357 }
358}
359
360
361/**
362 * Using a list of items and a recipe to make an artifact.
363 *
364 * @param cauldron the cauldron (including the ingredients) used to make the item
365 *
366 * @param rp the recipe to make the artifact from
367 *
368 * @return the newly created object, NULL if something failed
369 */
370
371object *
372make_item_from_recipe (object *cauldron, recipe *rp)
373{
374 artifact *art = NULL;
375 object *item = NULL;
376 size_t rp_arch_index;
377
378 if (rp == NULL)
379 return (object *) NULL;
380
381 /* Find the appropriate object to transform... */
382 if ((item = find_transmution_ob (cauldron->inv, rp, &rp_arch_index, 1)) == NULL)
383 {
384 LOG (llevDebug, "make_alchemy_item(): failed to create alchemical object.\n");
385 return (object *) NULL;
386 }
387
388 /* Find the appropriate artifact template... */
389 if (rp->title != shstr_NONE)
390 {
391 if ((art = locate_recipe_artifact (rp, rp_arch_index)) == NULL)
392 {
393 LOG (llevError, "make_alchemy_item(): failed to locate recipe artifact.\n");
394 LOG (llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], &rp->title);
395 return (object *) NULL;
396 }
397
398 transmute_materialname (item, art->item);
399 give_artifact_abilities (item, art->item);
400 }
401
402 if (QUERY_FLAG (cauldron, FLAG_CURSED))
403 SET_FLAG (item, FLAG_CURSED);
404 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
405 SET_FLAG (item, FLAG_DAMNED);
406
407 return item;
408}
409
410
411/**
412 * Looks through the ingredient list. If we find a 127 * Looks through the ingredient list. If we find a
413 * suitable object in it - we will use that to make the requested artifact. 128 * suitable object in it - we will use that to make the requested artifact.
414 * Otherwise the code returns a 'generic' item if create_item is set. -b.t. 129 * Otherwise the code returns a 'generic' item if create_item is set. -b.t.
415 * 130 *
416 * @param rp_arch_index pointer to return value; set to arch index for recipe; 131 * @param rp_arch_index pointer to return value; set to arch index for recipe;
417 * set to zero if not using a transmution formula 132 * set to zero if not using a transmution formula
418 */ 133 */
419 134static object *
420object *
421find_transmution_ob (object *first_ingred, recipe *rp, size_t *rp_arch_index, int create_item) 135find_transmution_ob (object *first_ingred, recipe *rp, size_t *rp_arch_index, int create_item)
422{ 136{
423 object *prod_item = 0; 137 object *prod_item = 0;
424 bool found = false;
425 *rp_arch_index = 0; 138 *rp_arch_index = 0;
426 139
427 if (rp->transmute) /* look for matching ingredient/prod archs */ 140 if (rp->transmute) /* look for matching ingredient/prod archs */
428 for (object *item = first_ingred; item; item = item->below) 141 for (object *item = first_ingred; item; item = item->below)
429 { 142 {
430 for (int i = 0; i < rp->arch_names; i++) 143 for (int i = 0; i < rp->arch_names; i++)
431 //TODO: should be a shstr comparison 144 //TODO: should be a shstr comparison
432 if (&item->arch->archname == rp->arch_name[i]) 145 if (!strcmp(&item->arch->archname,rp->arch_name[i]))
433 { 146 {
434 *rp_arch_index = i; 147 *rp_arch_index = i;
435 prod_item = item; 148 prod_item = item;
436 break; 149 break;
437 } 150 }
450 { 163 {
451 LOG (llevDebug, " had item: arch %s(nrof:%d)\n", 164 LOG (llevDebug, " had item: arch %s(nrof:%d)\n",
452 &prod_item->arch->archname, prod_item->nrof); 165 &prod_item->arch->archname, prod_item->nrof);
453 } 166 }
454#endif 167#endif
168 if (!prod_item)
455 *rp_arch_index = rndm (rp->arch_names); 169 *rp_arch_index = rndm (rp->arch_names);
456 prod_item = get_archetype (rp->arch_name[*rp_arch_index]); 170 prod_item = archetype::get (rp->arch_name[*rp_arch_index]);
457 } 171 }
458 172
459#ifdef ALCHEMY_DEBUG 173#ifdef ALCHEMY_DEBUG
460 LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no "); 174 LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no ");
461 if (prod_item != NULL) 175 if (prod_item != NULL)
466#endif 180#endif
467 181
468 return prod_item; 182 return prod_item;
469} 183}
470 184
471
472/** 185/**
186 * Using a list of items and a recipe to make an artifact.
187 *
188 * @param cauldron the cauldron (including the ingredients) used to make the item
189 *
190 * @param rp the recipe to make the artifact from
191 *
192 * @return the newly created object, NULL if something failed
193 */
194static object *
195make_item_from_recipe (object *cauldron, recipe *rp)
196{
197 artifact *art = NULL;
198 object *item = NULL;
199 size_t rp_arch_index;
200
201 if (rp == NULL)
202 return (object *) NULL;
203
204 /* Find the appropriate object to transform... */
205 if ((item = find_transmution_ob (cauldron->inv, rp, &rp_arch_index, 1)) == NULL)
206 {
207 LOG (llevDebug, "make_alchemy_item(): failed to create alchemical object.\n");
208 return (object *) NULL;
209 }
210
211 /* Find the appropriate artifact template... */
212 if (rp->title != shstr_NONE)
213 {
214 if ((art = locate_recipe_artifact (rp, rp_arch_index)) == NULL)
215 {
216 LOG (llevError, "make_alchemy_item(): failed to locate recipe artifact.\n");
217 LOG (llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], &rp->title);
218 return (object *) NULL;
219 }
220
221 transmute_materialname (item, art->item);
222 give_artifact_abilities (item, art->item);
223 }
224
225 if (cauldron->flag [FLAG_CURSED])
226 item->set_flag (FLAG_CURSED);
227 if (cauldron->flag [FLAG_DAMNED])
228 item->set_flag (FLAG_DAMNED);
229
230 return item;
231}
232
233/*
234 * All but object "save_item" are elimentated from
235 * the container list. Note we have to becareful to remove the inventories
236 * of objects in the cauldron inventory (ex icecube has stuff in it).
237 */
238static void
239remove_contents (object *first_ob, object *save_item)
240{
241 // this cries for a cleaner rewrite, removing save_item first possibly
242 object *next, *tmp = first_ob;
243
244 while (tmp)
245 {
246 next = tmp->below;
247
248 if (tmp == save_item)
249 {
250 if (!(tmp = next))
251 break;
252 else
253 next = next->below;
254 }
255
256 if (tmp->inv)
257 remove_contents (tmp->inv, NULL);
258
259 tmp->destroy ();
260 tmp = next;
261 }
262}
263
264/**
265 * We adjust the nrof, exp and level of the final product, based
266 * on the item's default parameters, and the relevant caster skill level.
267 */
268static void
269adjust_product (object *item, int lvl, int yield)
270{
271 int nrof = 1;
272
273 if (!yield)
274 yield = 1;
275
276 if (lvl <= 0)
277 lvl = 1; /* lets avoid div by zero! */
278
279 if (item->nrof)
280 {
281 nrof = (int) ((1.0 - 1.0 / (lvl / 10.0 + 1.0)) * (rndm (0, yield - 1) + rndm (0, yield - 1) + rndm (0, yield - 1)) + 1);
282
283 if (nrof > yield)
284 nrof = yield;
285
286 item->nrof = nrof;
287 }
288}
289
290/**
291 * Essentially a wrapper for make_item_from_recipe() and
292 * insert_ob_in_ob. If the caster has some alchemy skill, then they might
293 * gain some exp from (successfull) fabrication of the product.
294 * If nbatches==-1, don't give exp for this creation (random generation/
295 * failed recipe)
296 */
297static object *
298attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches)
299{
300
301 object *item = NULL, *skop;
302
303 /* this should be passed to this fctn, not effiecent cpu use this way */
304 int batches = abs (nbatches);
305
306 /* is the cauldron the right type? */
307 if (rp->cauldron && rp->cauldron != cauldron->arch->archname)
308 return 0;
309
310 skop = find_skill_by_name (caster, rp->skill);
311 /* does the caster have the skill? */
312 if (!skop)
313 return 0;
314
315 /* code required for this recipe, search the caster */
316 if (rp->keycode)
317 {
318 object *tmp;
319
320 for (tmp = caster->inv; tmp; tmp = tmp->below)
321 {
322 if (tmp->type == FORCE && tmp->slaying && rp->keycode == tmp->slaying)
323 break;
324 }
325
326 if (!tmp)
327 { /* failure--no code found */
328 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients, but not the technique. Go learn how to do this recipe.");
329 return 0;
330 }
331 }
332
333#ifdef EXTREME_ALCHEMY_DEBUG
334 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches);
335 LOG (llevDebug, "attempt_recipe(): using recipe %s\n", *rp->title ? &rp->title : "unknown");
336#endif
337
338 if ((item = make_item_from_recipe (cauldron, rp)) != NULL)
339 {
340 remove_contents (cauldron->inv, item);
341 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */
342 cauldron->update_weight ();
343 /* adj lvl, nrof on caster level */
344 adjust_product (item, ability, rp->yield ? rp->yield * batches : batches);
345
346 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL)
347 {
348 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened.");
349 /* new_draw_info_format(NDI_UNIQUE, 0,caster,
350 "Your spell causes the %s to explode!",&cauldron->name); */
351 /* kaboom_cauldron(); */
352 }
353 else
354 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ());
355 }
356
357 return item;
358}
359
360/**
473 * Ouch. We didnt get the formula we wanted. 361 * Ouch. We didnt get the formula we wanted.
474 * This fctn simulates the backfire effects--worse effects as the level 362 * This fctn simulates the backfire effects--worse effects as the level
475 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things 363 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things
476 * 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
477 * adjustment for playbalance. -b.t. 365 * adjustment for playbalance. -b.t.
478 */ 366 */
479 367static void
480void
481alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger) 368alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger)
482{ 369{
483 int level = 0; 370 int level = 0;
484 371
485 if (!op || !cauldron) 372 if (!op || !cauldron)
500 if (rndm (0, 2)) 387 if (rndm (0, 2))
501 { /* slag created */ 388 { /* slag created */
502 object *tmp = cauldron->inv; 389 object *tmp = cauldron->inv;
503 int weight = 0; 390 int weight = 0;
504 391
505 tmp = get_archetype ("rock"); 392 tmp = archetype::get (shstr_rock);
506 tmp->weight = weight; 393 tmp->weight = weight;
507 tmp->value = 0; 394 tmp->value = 0;
508 tmp->materialname = "stone"; 395 tmp->material = name_to_material (shstr_stone);
509 tmp->name = "slag"; 396 tmp->name = shstr_slag;
510 tmp->name_pl = "slags"; 397 tmp->name_pl = shstr_slags;
511 item = insert_ob_in_ob (tmp, cauldron); 398 item = insert_ob_in_ob (tmp, cauldron);
512 CLEAR_FLAG (tmp, FLAG_CAN_ROLL); 399 tmp->clr_flag (FLAG_CAN_ROLL);
513 CLEAR_FLAG (tmp, FLAG_NO_PICK); 400 tmp->set_flag (FLAG_NO_DROP);
514 tmp->move_block = 0; 401 tmp->move_block = 0;
515 } 402 }
516 403
517 remove_contents (cauldron->inv, item); 404 remove_contents (cauldron->inv, item);
518 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 ());
526 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL) 413 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL)
527 return; 414 return;
528 415
529 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1))) 416 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1)))
530 { 417 {
531 if (!QUERY_FLAG (tmp, FLAG_CURSED)) /* curse it */ 418 if (!tmp->flag [FLAG_CURSED]) /* curse it */
532 SET_FLAG (tmp, FLAG_CURSED); 419 tmp->set_flag (FLAG_CURSED);
533 420
534 /* the apply code for potions already deals with cursed 421 /* the apply code for potions already deals with cursed
535 * potions, so any code here is basically ignored. 422 * potions, so any code here is basically ignored.
536 */ 423 */
537 if (tmp->type == FOOD) 424 if (tmp->type == FOOD)
556 int numb = numb_ob_inside (cauldron); 443 int numb = numb_ob_inside (cauldron);
557 444
558 fl = get_formulalist (numb - 1); /* take a lower recipe list */ 445 fl = get_formulalist (numb - 1); /* take a lower recipe list */
559 if (fl && (rp = get_random_recipe (fl))) 446 if (fl && (rp = get_random_recipe (fl)))
560 /* even though random, don't grant user any EXP for it */ 447 /* even though random, don't grant user any EXP for it */
561 (void) attempt_recipe (op, cauldron, 1, rp, -1); 448 attempt_recipe (op, cauldron, 1, rp, -1);
562 else 449 else
563 alchemy_failure_effect (op, cauldron, rp, level - 1); 450 alchemy_failure_effect (op, cauldron, rp, level - 1);
564 } 451 }
565 else if (level < 45) 452 else if (level < 45)
566 { /* INFURIATE NPC's */ 453 { /* INFURIATE NPC's */
577 464
578 remove_contents (cauldron->inv, NULL); 465 remove_contents (cauldron->inv, NULL);
579 switch (rndm (0, 2)) 466 switch (rndm (0, 2))
580 { 467 {
581 case 0: 468 case 0:
582 tmp = get_archetype ("bomb"); 469 tmp = archetype::get (shstr_bomb);
583 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW); 470 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW);
584 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW); 471 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW);
585 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);
586 break; 473 break;
587 474
588 default: 475 default:
589 tmp = get_archetype ("fireball"); 476 tmp = archetype::get (shstr_fireball);
590 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;
591 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;
592 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);
593 break; 480 break;
594 } 481 }
600 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 ());
601 remove_contents (cauldron->inv, NULL); 488 remove_contents (cauldron->inv, NULL);
602 } 489 }
603 else if (level < 80) 490 else if (level < 80)
604 { /* MAJOR FIRE */ 491 { /* MAJOR FIRE */
605 object *fb = get_archetype (SP_MED_FIREBALL); 492 object *fb = archetype::get (SP_MED_FIREBALL);
606 493
607 remove_contents (cauldron->inv, NULL); 494 remove_contents (cauldron->inv, NULL);
608 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);
609 fb->destroy (); 496 fb->destroy ();
610 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);
611 } 498 }
612 else if (level < 100) 499 else if (level < 100)
613 { /* WHAMMY the CAULDRON */ 500 { /* WHAMMY the CAULDRON */
614 if (!QUERY_FLAG (cauldron, FLAG_CURSED)) 501 if (!cauldron->flag [FLAG_CURSED])
615 SET_FLAG (cauldron, FLAG_CURSED); 502 cauldron->set_flag (FLAG_CURSED);
616 else 503 else
617 cauldron->magic--; 504 cauldron->magic--;
618 505
619 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW); 506 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW);
620 507
649 } 536 }
650 else if (level == 151) 537 else if (level == 151)
651 { /* CREATE RANDOM ARTIFACT */ 538 { /* CREATE RANDOM ARTIFACT */
652 object *tmp; 539 object *tmp;
653 540
654 /* this is meant to be better than prior possiblity, 541 /* this is meant to be better than prior possiblity,
655 * in this one, we allow *any* valid alchemy artifact 542 * in this one, we allow *any* valid alchemy artifact
656 * to be made (rather than only those on the given 543 * to be made (rather than only those on the given
657 * formulalist) */ 544 * formulalist) */
658 if (!rp) 545 if (!rp)
659 rp = get_random_recipe ((recipelist *) NULL); 546 rp = get_random_recipe ((recipelist *) NULL);
660 547
661 if (rp && (tmp = get_archetype (rp->arch_name [rndm (rp->arch_names)]))) 548 if (rp && (tmp = archetype::get (rp->arch_name [rndm (rp->arch_names)])))
662 { 549 {
663 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);
664 if ((tmp = insert_ob_in_ob (tmp, cauldron))) 551 if ((tmp = insert_ob_in_ob (tmp, cauldron)))
665 { 552 {
666 remove_contents (cauldron->inv, tmp); 553 remove_contents (cauldron->inv, tmp);
668 } 555 }
669 } 556 }
670 } 557 }
671 else 558 else
672 { /* MANA STORM - watch out!! */ 559 { /* MANA STORM - watch out!! */
673 object *tmp = get_archetype (LOOSE_MANA); 560 object *tmp = archetype::get (LOOSE_MANA);
674 561
675 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!");
676 remove_contents (cauldron->inv, NULL); 563 remove_contents (cauldron->inv, NULL);
677 cast_magic_storm (op, tmp, level); 564 cast_magic_storm (op, tmp, level);
678 }
679}
680
681/*
682 * All but object "save_item" are elimentated from
683 * the container list. Note we have to becareful to remove the inventories
684 * of objects in the cauldron inventory (ex icecube has stuff in it).
685 */
686void
687remove_contents (object *first_ob, object *save_item)
688{
689 // this cries for a cleaner rewrite, removing save_item first possibly
690 object *next, *tmp = first_ob;
691
692 while (tmp)
693 {
694 next = tmp->below;
695
696 if (tmp == save_item)
697 {
698 if (!(tmp = next))
699 break;
700 else
701 next = next->below;
702 }
703
704 if (tmp->inv)
705 remove_contents (tmp->inv, NULL);
706
707 tmp->destroy ();
708 tmp = next;
709 } 565 }
710} 566}
711 567
712/** 568/**
713 *"Danger" level, will determine how bad the backfire 569 *"Danger" level, will determine how bad the backfire
714 * 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
715 * 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,
716 * 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
717 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more 573 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more
718 * 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
719 * 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)
720 * -b.t. 576 * -b.t.
721 */ 577 */
722int 578static int
723calc_alch_danger (object *caster, object *cauldron, recipe *rp) 579calc_alch_danger (object *caster, object *cauldron, object *skill, recipe *rp)
724{ 580{
725 object *item;
726 char name[MAX_BUF];
727 int danger = 0, nrofi = 0; 581 int danger = 0;
728 582
729 /* Knowing alchemy skill reduces yer risk */ 583 /* Knowing alchemy skill reduces yer risk */
730 danger -= caster->chosen_skill ? caster->chosen_skill->level : caster->level; 584 danger -= skill->level;
731
732 if (!caster->chosen_skill)
733 LOG (llevError | logBacktrace, "calc_alch_danger called without a chosen skill, caster %s, cauldron %s\n",
734 caster->debug_desc (), cauldron->debug_desc ());
735 585
736 /* better cauldrons reduce risk */ 586 /* better cauldrons reduce risk */
737 danger -= cauldron->magic; 587 danger -= cauldron->magic;
738 588
739 /* Higher Int, lower the risk */ 589 /* Higher Int, lower the risk */
741 591
742 /* Ingredients. Longer names usually mean rarer stuff. 592 /* Ingredients. Longer names usually mean rarer stuff.
743 * Thus the backfire is worse. Also, more ingredients 593 * Thus the backfire is worse. Also, more ingredients
744 * means we are attempting a more powerfull potion, 594 * means we are attempting a more powerfull potion,
745 * and thus the backfire will be worse. */ 595 * and thus the backfire will be worse. */
746 for (item = cauldron->inv; item; item = item->below) 596 for (object *item = cauldron->inv; item; item = item->below)
747 { 597 {
748 assign (name, item->name); 598 const char *name = item->title
749 if (item->title)
750 sprintf (name, "%s %s", &item->name, &item->title); 599 ? format ("%s %s", &item->name, &item->title)
600 : &item->name;
601
751 danger += (strtoint (name) / 1000) + 3; 602 danger += strtoint (name) / 1000 + 3;
752 nrofi++;
753 } 603 }
754 604
755 if (rp == NULL) 605 if (!rp)
756 danger += 110; 606 danger += 110;
757 else 607 else
758 danger += rp->diff * 3; 608 danger += rp->diff * 3;
759 609
760 /* Using a bad device is *majorly* stupid */ 610 /* Using a bad device is *majorly* stupid */
761 if (QUERY_FLAG (cauldron, FLAG_CURSED)) 611 if (cauldron->flag [FLAG_CURSED]) danger += 80;
762 danger += 80; 612 if (cauldron->flag [FLAG_DAMNED]) danger += 200;
763 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
764 danger += 200;
765 613
766#ifdef ALCHEMY_DEBUG 614#ifdef ALCHEMY_DEBUG
767 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger); 615 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger);
768#endif 616#endif
769 617
944 else 792 else
945 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);
946#endif 794#endif
947 return result; 795 return result;
948} 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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