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Comparing deliantra/server/server/alchemy.C (file contents):
Revision 1.42 by sf-marcmagus, Fri Oct 16 16:29:47 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 it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
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
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/** Returns a random selection from cauldron_effect[] */ 64/** Returns a random selection from cauldron_effect[] */
65static const char * 65static const char *
66cauldron_sound (void) 66cauldron_sound ()
67{ 67{
68 int size = sizeof (cauldron_effect) / sizeof (char *); 68 return cauldron_effect [rndm (array_length (cauldron_effect))];
69
70 return cauldron_effect[rndm (0, size - 1)];
71}
72
73/**
74 * Main part of the ALCHEMY code. From this we call fctns
75 * that take a look at the contents of the 'cauldron' and, using these ingredients,
76 * we construct an integer formula value which is referenced (randomly) against a
77 * formula list (the formula list chosen is based on the # contents of the cauldron).
78 *
79 * If we get a match between the recipe indicated in cauldron contents and a
80 * randomly chosen one, an item is created and experience awarded. Otherwise
81 * various failure effects are possible (getting worse and worse w/ # cauldron
82 * ingredients). Note that the 'item' to be made can be *anything* listed on
83 * the artifacts list in lib/artifacts which has a recipe listed in lib/formulae.
84 *
85 * To those wondering why I am using the funky formula index method:
86 * 1) I want to match recipe to ingredients regardless of ordering.
87 * 2) I want a fast search for the 'right' recipe.
88 *
89 * Note: it is just possible that a totally different combination of
90 * ingredients will result in a match with a given recipe. This is not a bug!
91 * There is no good reason (in my mind) why alchemical processes have to be
92 * unique -- such a 'feature' is one reason why players might want to experiment
93 * around. :)
94 * -b.t.
95 */
96
97void
98attempt_do_alchemy (object *caster, object *cauldron, object *skill)
99{
100 recipelist *fl;
101 recipe *rp = NULL;
102 float success_chance;
103 int numb, ability = 1;
104 int formula = 0;
105 float ave_chance;
106 object *item, *skop;
107
108 if (caster->type != PLAYER)
109 return; /* only players for now */
110
111 if (get_map_flags (caster->map, NULL, caster->x, caster->y, NULL, NULL) & P_SAFE)
112 {
113 new_draw_info (NDI_UNIQUE, 0, caster, "This is sacred ground, the gods prevent you from using this device.");
114 return;
115 }
116
117 /* if no ingredients, no formula! lets forget it */
118 if (!(formula = content_recipe_value (cauldron)))
119 return;
120
121 numb = numb_ob_inside (cauldron);
122 if ((fl = get_formulalist (numb)))
123 {
124 if (QUERY_FLAG (caster, FLAG_WIZ))
125 {
126 rp = find_recipe (fl, formula, cauldron->inv);
127 if (rp != NULL)
128 {
129#ifdef ALCHEMY_DEBUG
130 if (strcmp (rp->title, "NONE"))
131 LOG (llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], &rp->title);
132 else
133 LOG (llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula / rp->index);
134#endif
135 attempt_recipe (caster, cauldron, ability, rp, formula / rp->index);
136 }
137 else
138 LOG (llevDebug, "WIZ couldn't find formula for ingredients.\n");
139 return;
140 } /* End of WIZ alchemy */
141
142 /* find the recipe */
143 rp = find_recipe (fl, formula, cauldron->inv);
144 if (rp
145 && rp->skill == skill->skill
146 && (!rp->cauldron
147 || rp->cauldron == cauldron->arch->archname))
148 {
149 uint64 value_ingredients;
150 uint64 value_item;
151 object *tmp;
152 int attempt_shadow_alchemy;
153
154 ave_chance = fl->total_chance / (float) fl->number;
155
156 ability += (int) (skill->level * ((4.0 + cauldron->magic) / 4.0));
157
158 /* determine value of ingredients */
159 value_ingredients = 0;
160 for (tmp = cauldron->inv; tmp != NULL; tmp = tmp->below)
161 value_ingredients += query_cost (tmp, NULL, F_TRUE);
162
163 attempt_shadow_alchemy = !is_defined_recipe (rp, cauldron, caster);
164
165 /* create the object **FIRST**, then decide whether to keep it. */
166 if ((item = attempt_recipe (caster, cauldron, ability, rp, formula / rp->index)) != NULL)
167 {
168 /* compute base chance of recipe success */
169 success_chance = ((float) ability / (float) (rp->diff * (item->level + 2)));
170 if (ave_chance == 0)
171 ave_chance = 1;
172
173#ifdef ALCHEMY_DEBUG
174 LOG (llevDebug, "percent success chance = %f ab%d / diff%d*lev%d\n", success_chance, ability, rp->diff, item->level);
175#endif
176
177 value_item = query_cost (item, NULL, F_TRUE | F_IDENTIFIED | F_NOT_CURSED);
178 if (attempt_shadow_alchemy && value_item > value_ingredients)
179 {
180#ifdef ALCHEMY_DEBUG
181 LOG (llevDebug,
182 "Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n",
183 value_ingredients, value_item);
184#endif
185 }
186 /* roll the dice */
187 else if ((float) (random_roll (0, 101, caster, PREFER_LOW)) <= 100.0 * success_chance)
188 {
189 change_exp (caster, rp->exp, rp->skill, SK_EXP_NONE);
190
191 // let alchemy consume some time, so that exploits are less easy
192 caster->speed_left -= 1.0;
193
194 return;
195 }
196 }
197 }
198 }
199
200 /* if we get here, we failed!! */
201 alchemy_failure_effect (caster, cauldron, rp, calc_alch_danger (caster, cauldron, rp));
202} 69}
203 70
204/** 71/**
205 * Recipe value of the entire contents of a container. 72 * Recipe value of the entire contents of a container.
206 * 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
207 * ok, but the possibility of duplicate hashes is certainly possible - msw 74 * ok, but the possibility of duplicate hashes is certainly possible - msw
208 */ 75 */
209int 76static int
210content_recipe_value (object *op) 77content_recipe_value (object *op)
211{ 78{
212 char name[MAX_BUF];
213 object *tmp = op->inv; 79 object *tmp = op->inv;
214 int tval = 0, formula = 0; 80 int formula = 0;
215 81
216 while (tmp) 82 while (tmp)
217 { 83 {
218 tval = 0; 84 const char *name = tmp->title
219 assign (name, tmp->name);
220 if (tmp->title)
221 sprintf (name, "%s %s", &tmp->name, &tmp->title); 85 ? (const char *)format ("%s %s", &tmp->name, &tmp->title)
86 : tmp->name;
87
222 tval = (strtoint (name) * (tmp->nrof ? tmp->nrof : 1)); 88 int tval = strtoint (name) * tmp->number_of ();
223#ifdef ALCHEMY_DEBUG 89#ifdef ALCHEMY_DEBUG
224 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);
225#endif 91#endif
226 formula += tval; 92 formula += tval;
227 tmp = tmp->below; 93 tmp = tmp->below;
228 } 94 }
229#ifdef ALCHEMY_DEBUG 95#ifdef ALCHEMY_DEBUG
230 LOG (llevDebug, " Formula value=%d\n", formula); 96 LOG (llevDebug, " Formula value=%d\n", formula);
231#endif 97#endif
98
232 return formula; 99 return formula;
233} 100}
234 101
235/** 102/**
236 * Returns total number of items in op 103 * Returns total number of items in op
237 */ 104 */
238 105static int
239int
240numb_ob_inside (object *op) 106numb_ob_inside (object *op)
241{ 107{
242 object *tmp = op->inv; 108 object *tmp = op->inv;
243 int number = 0, o_number = 0; 109 int number = 0, o_number = 0;
244 110
256#endif 122#endif
257 return o_number; 123 return o_number;
258} 124}
259 125
260/** 126/**
261 * Essentially a wrapper for make_item_from_recipe() and
262 * insert_ob_in_ob. If the caster has some alchemy skill, then they might
263 * gain some exp from (successfull) fabrication of the product.
264 * If nbatches==-1, don't give exp for this creation (random generation/
265 * failed recipe)
266 */
267object *
268attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches)
269{
270
271 object *item = NULL, *skop;
272
273 /* this should be passed to this fctn, not effiecent cpu use this way */
274 int batches = abs (nbatches);
275
276 /* is the cauldron the right type? */
277 if (rp->cauldron && rp->cauldron != cauldron->arch->archname)
278 return 0;
279
280 skop = find_skill_by_name (caster, rp->skill);
281 /* does the caster have the skill? */
282 if (!skop)
283 return 0;
284
285 /* code required for this recipe, search the caster */
286 if (rp->keycode)
287 {
288 object *tmp;
289
290 for (tmp = caster->inv; tmp; tmp = tmp->below)
291 {
292 if (tmp->type == FORCE && tmp->slaying && rp->keycode == tmp->slaying)
293 break;
294 }
295
296 if (!tmp)
297 { /* failure--no code found */
298 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients, but not the technique. Go learn how to do this recipe.");
299 return 0;
300 }
301 }
302
303#ifdef EXTREME_ALCHEMY_DEBUG
304 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches);
305 LOG (llevDebug, "attempt_recipe(): using recipe %s\n", *rp->title ? &rp->title : "unknown");
306#endif
307
308 if ((item = make_item_from_recipe (cauldron, rp)) != NULL)
309 {
310 remove_contents (cauldron->inv, item);
311 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */
312 cauldron->update_weight ();
313 /* adj lvl, nrof on caster level */
314 adjust_product (item, ability, rp->yield ? (rp->yield * batches) : batches);
315 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL)
316 {
317 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened.");
318 /* new_draw_info_format(NDI_UNIQUE, 0,caster,
319 "Your spell causes the %s to explode!",&cauldron->name); */
320 /* kaboom_cauldron(); */
321 }
322 else
323 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ());
324 }
325
326 return item;
327}
328
329/**
330 * We adjust the nrof, exp and level of the final product, based
331 * on the item's default parameters, and the relevant caster skill level.
332 */
333void
334adjust_product (object *item, int lvl, int yield)
335{
336 int nrof = 1;
337
338 if (!yield)
339 yield = 1;
340
341 if (lvl <= 0)
342 lvl = 1; /* lets avoid div by zero! */
343
344 if (item->nrof)
345 {
346 nrof = (int) ((1.0 - 1.0 / (lvl / 10.0 + 1.0)) * (rndm (0, yield - 1) + rndm (0, yield - 1) + rndm (0, yield - 1)) + 1);
347
348 if (nrof > yield)
349 nrof = yield;
350
351 item->nrof = nrof;
352 }
353}
354
355/**
356 * Using a list of items and a recipe to make an artifact.
357 *
358 * @param cauldron the cauldron (including the ingredients) used to make the item
359 *
360 * @param rp the recipe to make the artifact from
361 *
362 * @return the newly created object, NULL if something failed
363 */
364object *
365make_item_from_recipe (object *cauldron, recipe *rp)
366{
367 artifact *art = NULL;
368 object *item = NULL;
369 size_t rp_arch_index;
370
371 if (rp == NULL)
372 return (object *) NULL;
373
374 /* Find the appropriate object to transform... */
375 if ((item = find_transmution_ob (cauldron->inv, rp, &rp_arch_index, 1)) == NULL)
376 {
377 LOG (llevDebug, "make_alchemy_item(): failed to create alchemical object.\n");
378 return (object *) NULL;
379 }
380
381 /* Find the appropriate artifact template... */
382 if (rp->title != shstr_NONE)
383 {
384 if ((art = locate_recipe_artifact (rp, rp_arch_index)) == NULL)
385 {
386 LOG (llevError, "make_alchemy_item(): failed to locate recipe artifact.\n");
387 LOG (llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], &rp->title);
388 return (object *) NULL;
389 }
390
391 transmute_materialname (item, art->item);
392 give_artifact_abilities (item, art->item);
393 }
394
395 if (QUERY_FLAG (cauldron, FLAG_CURSED))
396 SET_FLAG (item, FLAG_CURSED);
397 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
398 SET_FLAG (item, FLAG_DAMNED);
399
400 return item;
401}
402
403/**
404 * Looks through the ingredient list. If we find a 127 * Looks through the ingredient list. If we find a
405 * 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.
406 * 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.
407 * 130 *
408 * @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;
409 * set to zero if not using a transmution formula 132 * set to zero if not using a transmution formula
410 */ 133 */
411object * 134static object *
412find_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)
413{ 136{
414 object *prod_item = 0; 137 object *prod_item = 0;
415 bool found = false;
416 *rp_arch_index = 0; 138 *rp_arch_index = 0;
417 139
418 if (rp->transmute) /* look for matching ingredient/prod archs */ 140 if (rp->transmute) /* look for matching ingredient/prod archs */
419 for (object *item = first_ingred; item; item = item->below) 141 for (object *item = first_ingred; item; item = item->below)
420 { 142 {
443 &prod_item->arch->archname, prod_item->nrof); 165 &prod_item->arch->archname, prod_item->nrof);
444 } 166 }
445#endif 167#endif
446 if (!prod_item) 168 if (!prod_item)
447 *rp_arch_index = rndm (rp->arch_names); 169 *rp_arch_index = rndm (rp->arch_names);
448 prod_item = get_archetype (rp->arch_name[*rp_arch_index]); 170 prod_item = archetype::get (rp->arch_name[*rp_arch_index]);
449 } 171 }
450 172
451#ifdef ALCHEMY_DEBUG 173#ifdef ALCHEMY_DEBUG
452 LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no "); 174 LOG (llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no ");
453 if (prod_item != NULL) 175 if (prod_item != NULL)
456 &prod_item->arch->archname, prod_item->stats.sp); 178 &prod_item->arch->archname, prod_item->stats.sp);
457 } 179 }
458#endif 180#endif
459 181
460 return prod_item; 182 return prod_item;
183}
184
185/**
186 * Using a list of items and a recipe to make an artifact.
187 *
188 * @param cauldron the cauldron (including the ingredients) used to make the item
189 *
190 * @param rp the recipe to make the artifact from
191 *
192 * @return the newly created object, NULL if something failed
193 */
194static object *
195make_item_from_recipe (object *cauldron, recipe *rp)
196{
197 artifact *art = NULL;
198 object *item = NULL;
199 size_t rp_arch_index;
200
201 if (rp == NULL)
202 return (object *) NULL;
203
204 /* Find the appropriate object to transform... */
205 if ((item = find_transmution_ob (cauldron->inv, rp, &rp_arch_index, 1)) == NULL)
206 {
207 LOG (llevDebug, "make_alchemy_item(): failed to create alchemical object.\n");
208 return (object *) NULL;
209 }
210
211 /* Find the appropriate artifact template... */
212 if (rp->title != shstr_NONE)
213 {
214 if ((art = locate_recipe_artifact (rp, rp_arch_index)) == NULL)
215 {
216 LOG (llevError, "make_alchemy_item(): failed to locate recipe artifact.\n");
217 LOG (llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], &rp->title);
218 return (object *) NULL;
219 }
220
221 transmute_materialname (item, art->item);
222 give_artifact_abilities (item, art->item);
223 }
224
225 if (cauldron->flag [FLAG_CURSED])
226 item->set_flag (FLAG_CURSED);
227 if (cauldron->flag [FLAG_DAMNED])
228 item->set_flag (FLAG_DAMNED);
229
230 return item;
231}
232
233/*
234 * All but object "save_item" are elimentated from
235 * the container list. Note we have to becareful to remove the inventories
236 * of objects in the cauldron inventory (ex icecube has stuff in it).
237 */
238static void
239remove_contents (object *first_ob, object *save_item)
240{
241 // this cries for a cleaner rewrite, removing save_item first possibly
242 object *next, *tmp = first_ob;
243
244 while (tmp)
245 {
246 next = tmp->below;
247
248 if (tmp == save_item)
249 {
250 if (!(tmp = next))
251 break;
252 else
253 next = next->below;
254 }
255
256 if (tmp->inv)
257 remove_contents (tmp->inv, NULL);
258
259 tmp->destroy ();
260 tmp = next;
261 }
262}
263
264/**
265 * We adjust the nrof, exp and level of the final product, based
266 * on the item's default parameters, and the relevant caster skill level.
267 */
268static void
269adjust_product (object *item, int lvl, int yield)
270{
271 int nrof = 1;
272
273 if (!yield)
274 yield = 1;
275
276 if (lvl <= 0)
277 lvl = 1; /* lets avoid div by zero! */
278
279 if (item->nrof)
280 {
281 nrof = (int) ((1.0 - 1.0 / (lvl / 10.0 + 1.0)) * (rndm (0, yield - 1) + rndm (0, yield - 1) + rndm (0, yield - 1)) + 1);
282
283 if (nrof > yield)
284 nrof = yield;
285
286 item->nrof = nrof;
287 }
288}
289
290/**
291 * Essentially a wrapper for make_item_from_recipe() and
292 * insert_ob_in_ob. If the caster has some alchemy skill, then they might
293 * gain some exp from (successfull) fabrication of the product.
294 * If nbatches==-1, don't give exp for this creation (random generation/
295 * failed recipe)
296 */
297static object *
298attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches)
299{
300
301 object *item = NULL, *skop;
302
303 /* this should be passed to this fctn, not effiecent cpu use this way */
304 int batches = abs (nbatches);
305
306 /* is the cauldron the right type? */
307 if (rp->cauldron && rp->cauldron != cauldron->arch->archname)
308 return 0;
309
310 skop = find_skill_by_name (caster, rp->skill);
311 /* does the caster have the skill? */
312 if (!skop)
313 return 0;
314
315 /* code required for this recipe, search the caster */
316 if (rp->keycode)
317 {
318 object *tmp;
319
320 for (tmp = caster->inv; tmp; tmp = tmp->below)
321 {
322 if (tmp->type == FORCE && tmp->slaying && rp->keycode == tmp->slaying)
323 break;
324 }
325
326 if (!tmp)
327 { /* failure--no code found */
328 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients, but not the technique. Go learn how to do this recipe.");
329 return 0;
330 }
331 }
332
333#ifdef EXTREME_ALCHEMY_DEBUG
334 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches);
335 LOG (llevDebug, "attempt_recipe(): using recipe %s\n", *rp->title ? &rp->title : "unknown");
336#endif
337
338 if ((item = make_item_from_recipe (cauldron, rp)) != NULL)
339 {
340 remove_contents (cauldron->inv, item);
341 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */
342 cauldron->update_weight ();
343 /* adj lvl, nrof on caster level */
344 adjust_product (item, ability, rp->yield ? rp->yield * batches : batches);
345
346 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL)
347 {
348 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened.");
349 /* new_draw_info_format(NDI_UNIQUE, 0,caster,
350 "Your spell causes the %s to explode!",&cauldron->name); */
351 /* kaboom_cauldron(); */
352 }
353 else
354 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ());
355 }
356
357 return item;
461} 358}
462 359
463/** 360/**
464 * Ouch. We didnt get the formula we wanted. 361 * Ouch. We didnt get the formula we wanted.
465 * This fctn simulates the backfire effects--worse effects as the level 362 * This fctn simulates the backfire effects--worse effects as the level
466 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things 363 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things
467 * 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
468 * adjustment for playbalance. -b.t. 365 * adjustment for playbalance. -b.t.
469 */ 366 */
470void 367static void
471alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger) 368alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger)
472{ 369{
473 int level = 0; 370 int level = 0;
474 371
475 if (!op || !cauldron) 372 if (!op || !cauldron)
490 if (rndm (0, 2)) 387 if (rndm (0, 2))
491 { /* slag created */ 388 { /* slag created */
492 object *tmp = cauldron->inv; 389 object *tmp = cauldron->inv;
493 int weight = 0; 390 int weight = 0;
494 391
495 tmp = get_archetype ("rock"); 392 tmp = archetype::get (shstr_rock);
496 tmp->weight = weight; 393 tmp->weight = weight;
497 tmp->value = 0; 394 tmp->value = 0;
498 tmp->materialname = "stone"; 395 tmp->material = name_to_material (shstr_stone);
499 tmp->name = "slag"; 396 tmp->name = shstr_slag;
500 tmp->name_pl = "slags"; 397 tmp->name_pl = shstr_slags;
501 item = insert_ob_in_ob (tmp, cauldron); 398 item = insert_ob_in_ob (tmp, cauldron);
502 CLEAR_FLAG (tmp, FLAG_CAN_ROLL); 399 tmp->clr_flag (FLAG_CAN_ROLL);
503 SET_FLAG (tmp, FLAG_NO_DROP); 400 tmp->set_flag (FLAG_NO_DROP);
504 tmp->move_block = 0; 401 tmp->move_block = 0;
505 } 402 }
506 403
507 remove_contents (cauldron->inv, item); 404 remove_contents (cauldron->inv, item);
508 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 ());
516 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL) 413 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL)
517 return; 414 return;
518 415
519 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1))) 416 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1)))
520 { 417 {
521 if (!QUERY_FLAG (tmp, FLAG_CURSED)) /* curse it */ 418 if (!tmp->flag [FLAG_CURSED]) /* curse it */
522 SET_FLAG (tmp, FLAG_CURSED); 419 tmp->set_flag (FLAG_CURSED);
523 420
524 /* the apply code for potions already deals with cursed 421 /* the apply code for potions already deals with cursed
525 * potions, so any code here is basically ignored. 422 * potions, so any code here is basically ignored.
526 */ 423 */
527 if (tmp->type == FOOD) 424 if (tmp->type == FOOD)
546 int numb = numb_ob_inside (cauldron); 443 int numb = numb_ob_inside (cauldron);
547 444
548 fl = get_formulalist (numb - 1); /* take a lower recipe list */ 445 fl = get_formulalist (numb - 1); /* take a lower recipe list */
549 if (fl && (rp = get_random_recipe (fl))) 446 if (fl && (rp = get_random_recipe (fl)))
550 /* even though random, don't grant user any EXP for it */ 447 /* even though random, don't grant user any EXP for it */
551 (void) attempt_recipe (op, cauldron, 1, rp, -1); 448 attempt_recipe (op, cauldron, 1, rp, -1);
552 else 449 else
553 alchemy_failure_effect (op, cauldron, rp, level - 1); 450 alchemy_failure_effect (op, cauldron, rp, level - 1);
554 } 451 }
555 else if (level < 45) 452 else if (level < 45)
556 { /* INFURIATE NPC's */ 453 { /* INFURIATE NPC's */
567 464
568 remove_contents (cauldron->inv, NULL); 465 remove_contents (cauldron->inv, NULL);
569 switch (rndm (0, 2)) 466 switch (rndm (0, 2))
570 { 467 {
571 case 0: 468 case 0:
572 tmp = get_archetype ("bomb"); 469 tmp = archetype::get (shstr_bomb);
573 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW); 470 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW);
574 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW); 471 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW);
575 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);
576 break; 473 break;
577 474
578 default: 475 default:
579 tmp = get_archetype ("fireball"); 476 tmp = archetype::get (shstr_fireball);
580 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;
581 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;
582 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);
583 break; 480 break;
584 } 481 }
590 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 ());
591 remove_contents (cauldron->inv, NULL); 488 remove_contents (cauldron->inv, NULL);
592 } 489 }
593 else if (level < 80) 490 else if (level < 80)
594 { /* MAJOR FIRE */ 491 { /* MAJOR FIRE */
595 object *fb = get_archetype (SP_MED_FIREBALL); 492 object *fb = archetype::get (SP_MED_FIREBALL);
596 493
597 remove_contents (cauldron->inv, NULL); 494 remove_contents (cauldron->inv, NULL);
598 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);
599 fb->destroy (); 496 fb->destroy ();
600 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);
601 } 498 }
602 else if (level < 100) 499 else if (level < 100)
603 { /* WHAMMY the CAULDRON */ 500 { /* WHAMMY the CAULDRON */
604 if (!QUERY_FLAG (cauldron, FLAG_CURSED)) 501 if (!cauldron->flag [FLAG_CURSED])
605 SET_FLAG (cauldron, FLAG_CURSED); 502 cauldron->set_flag (FLAG_CURSED);
606 else 503 else
607 cauldron->magic--; 504 cauldron->magic--;
608 505
609 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW); 506 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW);
610 507
639 } 536 }
640 else if (level == 151) 537 else if (level == 151)
641 { /* CREATE RANDOM ARTIFACT */ 538 { /* CREATE RANDOM ARTIFACT */
642 object *tmp; 539 object *tmp;
643 540
644 /* this is meant to be better than prior possiblity, 541 /* this is meant to be better than prior possiblity,
645 * in this one, we allow *any* valid alchemy artifact 542 * in this one, we allow *any* valid alchemy artifact
646 * to be made (rather than only those on the given 543 * to be made (rather than only those on the given
647 * formulalist) */ 544 * formulalist) */
648 if (!rp) 545 if (!rp)
649 rp = get_random_recipe ((recipelist *) NULL); 546 rp = get_random_recipe ((recipelist *) NULL);
650 547
651 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)])))
652 { 549 {
653 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);
654 if ((tmp = insert_ob_in_ob (tmp, cauldron))) 551 if ((tmp = insert_ob_in_ob (tmp, cauldron)))
655 { 552 {
656 remove_contents (cauldron->inv, tmp); 553 remove_contents (cauldron->inv, tmp);
658 } 555 }
659 } 556 }
660 } 557 }
661 else 558 else
662 { /* MANA STORM - watch out!! */ 559 { /* MANA STORM - watch out!! */
663 object *tmp = get_archetype (LOOSE_MANA); 560 object *tmp = archetype::get (LOOSE_MANA);
664 561
665 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!");
666 remove_contents (cauldron->inv, NULL); 563 remove_contents (cauldron->inv, NULL);
667 cast_magic_storm (op, tmp, level); 564 cast_magic_storm (op, tmp, level);
668 }
669}
670
671/*
672 * All but object "save_item" are elimentated from
673 * the container list. Note we have to becareful to remove the inventories
674 * of objects in the cauldron inventory (ex icecube has stuff in it).
675 */
676void
677remove_contents (object *first_ob, object *save_item)
678{
679 // this cries for a cleaner rewrite, removing save_item first possibly
680 object *next, *tmp = first_ob;
681
682 while (tmp)
683 {
684 next = tmp->below;
685
686 if (tmp == save_item)
687 {
688 if (!(tmp = next))
689 break;
690 else
691 next = next->below;
692 }
693
694 if (tmp->inv)
695 remove_contents (tmp->inv, NULL);
696
697 tmp->destroy ();
698 tmp = next;
699 } 565 }
700} 566}
701 567
702/** 568/**
703 *"Danger" level, will determine how bad the backfire 569 *"Danger" level, will determine how bad the backfire
704 * 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
705 * 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,
706 * 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
707 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more 573 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more
708 * 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
709 * 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)
710 * -b.t. 576 * -b.t.
711 */ 577 */
712int 578static int
713calc_alch_danger (object *caster, object *cauldron, recipe *rp) 579calc_alch_danger (object *caster, object *cauldron, object *skill, recipe *rp)
714{ 580{
715 object *item;
716 char name[MAX_BUF];
717 int danger = 0, nrofi = 0; 581 int danger = 0;
718 582
719 /* Knowing alchemy skill reduces yer risk */ 583 /* Knowing alchemy skill reduces yer risk */
720 danger -= caster->chosen_skill ? caster->chosen_skill->level : caster->level; 584 danger -= skill->level;
721
722 if (!caster->chosen_skill)
723 LOG (llevError | logBacktrace, "calc_alch_danger called without a chosen skill, caster %s, cauldron %s\n",
724 caster->debug_desc (), cauldron->debug_desc ());
725 585
726 /* better cauldrons reduce risk */ 586 /* better cauldrons reduce risk */
727 danger -= cauldron->magic; 587 danger -= cauldron->magic;
728 588
729 /* Higher Int, lower the risk */ 589 /* Higher Int, lower the risk */
731 591
732 /* Ingredients. Longer names usually mean rarer stuff. 592 /* Ingredients. Longer names usually mean rarer stuff.
733 * Thus the backfire is worse. Also, more ingredients 593 * Thus the backfire is worse. Also, more ingredients
734 * means we are attempting a more powerfull potion, 594 * means we are attempting a more powerfull potion,
735 * and thus the backfire will be worse. */ 595 * and thus the backfire will be worse. */
736 for (item = cauldron->inv; item; item = item->below) 596 for (object *item = cauldron->inv; item; item = item->below)
737 { 597 {
738 assign (name, item->name); 598 const char *name = item->title
739 if (item->title)
740 sprintf (name, "%s %s", &item->name, &item->title); 599 ? format ("%s %s", &item->name, &item->title)
600 : &item->name;
601
741 danger += (strtoint (name) / 1000) + 3; 602 danger += strtoint (name) / 1000 + 3;
742 nrofi++;
743 } 603 }
744 604
745 if (rp == NULL) 605 if (!rp)
746 danger += 110; 606 danger += 110;
747 else 607 else
748 danger += rp->diff * 3; 608 danger += rp->diff * 3;
749 609
750 /* Using a bad device is *majorly* stupid */ 610 /* Using a bad device is *majorly* stupid */
751 if (QUERY_FLAG (cauldron, FLAG_CURSED)) 611 if (cauldron->flag [FLAG_CURSED]) danger += 80;
752 danger += 80; 612 if (cauldron->flag [FLAG_DAMNED]) danger += 200;
753 if (QUERY_FLAG (cauldron, FLAG_DAMNED))
754 danger += 200;
755 613
756#ifdef ALCHEMY_DEBUG 614#ifdef ALCHEMY_DEBUG
757 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger); 615 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger);
758#endif 616#endif
759 617
934 else 792 else
935 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);
936#endif 794#endif
937 return result; 795 return result;
938} 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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