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Revision: 1.61
Committed: Mon Oct 29 23:55:55 2012 UTC (11 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-3_1
Changes since 1.60: +6 -6 lines
Log Message:
trailing space removal

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
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
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
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
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 /* March 96 - Laid down original code. -b.t. thomas@astro.psu.edu */
26
27 #include <global.h>
28 #include <object.h>
29 #include <sproto.h>
30 #include <skills.h>
31 #include <spells.h>
32
33 /** define this for some helpful debuging information */
34 #if 0
35 # define ALCHEMY_DEBUG
36 #endif
37
38 /** define this for loads of (marginal) debuging information */
39 #if 0
40 # define EXTREME_ALCHEMY_DEBUG
41 #endif
42
43 /** Random cauldrons effects */
44 static const char *const cauldron_effect[] = {
45 "vibrates briefly",
46 "produces a cloud of steam",
47 "emits bright flames",
48 "pours forth heavy black smoke",
49 "emits sparks",
50 "shoots out small flames",
51 "whines painfully",
52 "hiccups loudly",
53 "wheezes",
54 "burps",
55 "shakes",
56 "rattles",
57 "makes chugging sounds",
58 "smokes heavily for a while"
59 };
60
61 static int is_defined_recipe (const recipe *rp, const object *cauldron, object *caster);
62 static recipe *find_recipe (recipelist * fl, int formula, object *ingredients);
63
64 /** Returns a random selection from cauldron_effect[] */
65 static const char *
66 cauldron_sound ()
67 {
68 return cauldron_effect [rndm (array_length (cauldron_effect))];
69 }
70
71 /**
72 * Recipe value of the entire contents of a container.
73 * This appears to just generate a hash value, which I guess for now works
74 * ok, but the possibility of duplicate hashes is certainly possible - msw
75 */
76 static int
77 content_recipe_value (object *op)
78 {
79 object *tmp = op->inv;
80 int formula = 0;
81
82 while (tmp)
83 {
84 const char *name = tmp->title
85 ? (const char *)format ("%s %s", &tmp->name, &tmp->title)
86 : tmp->name;
87
88 int tval = strtoint (name) * tmp->number_of ();
89 #ifdef ALCHEMY_DEBUG
90 LOG (llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval);
91 #endif
92 formula += tval;
93 tmp = tmp->below;
94 }
95 #ifdef ALCHEMY_DEBUG
96 LOG (llevDebug, " Formula value=%d\n", formula);
97 #endif
98
99 return formula;
100 }
101
102 /**
103 * Returns total number of items in op
104 */
105 static int
106 numb_ob_inside (object *op)
107 {
108 object *tmp = op->inv;
109 int number = 0, o_number = 0;
110
111 while (tmp)
112 {
113 if (tmp->nrof)
114 number += tmp->nrof;
115 else
116 number++;
117 o_number++;
118 tmp = tmp->below;
119 }
120 #ifdef ALCHEMY_DEBUG
121 LOG (llevDebug, "numb_ob_inside(%s): found %d ingredients\n", &op->name, o_number);
122 #endif
123 return o_number;
124 }
125
126 /**
127 * Looks through the ingredient list. If we find a
128 * suitable object in it - we will use that to make the requested artifact.
129 * Otherwise the code returns a 'generic' item if create_item is set. -b.t.
130 *
131 * @param rp_arch_index pointer to return value; set to arch index for recipe;
132 * set to zero if not using a transmution formula
133 */
134 static object *
135 find_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 */
194 static object *
195 make_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 */
238 static void
239 remove_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 */
268 static void
269 adjust_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 */
297 static object *
298 attempt_recipe (object *caster, object *cauldron, int ability, recipe *rp, int nbatches)
299 {
300
301 object *item = NULL, *skop;
302
303 /* this should be passed to this fctn, not effiecent cpu use this way */
304 int batches = abs (nbatches);
305
306 /* is the cauldron the right type? */
307 if (rp->cauldron && rp->cauldron != cauldron->arch->archname)
308 return 0;
309
310 skop = find_skill_by_name (caster, rp->skill);
311 /* does the caster have the skill? */
312 if (!skop)
313 return 0;
314
315 /* code required for this recipe, search the caster */
316 if (rp->keycode)
317 {
318 object *tmp;
319
320 for (tmp = caster->inv; tmp; tmp = tmp->below)
321 {
322 if (tmp->type == FORCE && tmp->slaying && rp->keycode == tmp->slaying)
323 break;
324 }
325
326 if (!tmp)
327 { /* failure--no code found */
328 new_draw_info (NDI_UNIQUE, 0, caster, "You know the ingredients, but not the technique. Go learn how to do this recipe.");
329 return 0;
330 }
331 }
332
333 #ifdef EXTREME_ALCHEMY_DEBUG
334 LOG (llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches);
335 LOG (llevDebug, "attempt_recipe(): using recipe %s\n", *rp->title ? &rp->title : "unknown");
336 #endif
337
338 if ((item = make_item_from_recipe (cauldron, rp)) != NULL)
339 {
340 remove_contents (cauldron->inv, item);
341 /* Recalc carrying of the cauldron, in case recipe did not conserve mass */
342 cauldron->update_weight ();
343 /* adj lvl, nrof on caster level */
344 adjust_product (item, ability, rp->yield ? rp->yield * batches : batches);
345
346 if (!item->env && (item = insert_ob_in_ob (item, cauldron)) == NULL)
347 {
348 new_draw_info (NDI_UNIQUE, 0, caster, "Nothing happened.");
349 /* new_draw_info_format(NDI_UNIQUE, 0,caster,
350 "Your spell causes the %s to explode!",&cauldron->name); */
351 /* kaboom_cauldron(); */
352 }
353 else
354 new_draw_info_format (NDI_UNIQUE, 0, caster, "The %s %s.", &cauldron->name, cauldron_sound ());
355 }
356
357 return item;
358 }
359
360 /**
361 * Ouch. We didnt get the formula we wanted.
362 * This fctn simulates the backfire effects--worse effects as the level
363 * increases. If SPELL_FAILURE_EFFECTS is defined some really evil things
364 * can happen to the would be alchemist. This table probably needs some
365 * adjustment for playbalance. -b.t.
366 */
367 static void
368 alchemy_failure_effect (object *op, object *cauldron, recipe *rp, int danger)
369 {
370 int level = 0;
371
372 if (!op || !cauldron)
373 return;
374
375 if (danger > 1)
376 level = random_roll (1, danger, op, PREFER_LOW);
377
378 #ifdef ALCHEMY_DEBUG
379 LOG (llevDebug, "Alchemy_failure_effect(): using level=%d\n", level);
380 #endif
381
382 /* possible outcomes based on level */
383 if (level < 25)
384 { /* INGREDIENTS USED/SLAGGED */
385 object *item = NULL;
386
387 if (rndm (0, 2))
388 { /* slag created */
389 object *tmp = cauldron->inv;
390 int weight = 0;
391
392 tmp = archetype::get (shstr_rock);
393 tmp->weight = weight;
394 tmp->value = 0;
395 tmp->material = name_to_material (shstr_stone);
396 tmp->name = shstr_slag;
397 tmp->name_pl = shstr_slags;
398 item = insert_ob_in_ob (tmp, cauldron);
399 tmp->clr_flag (FLAG_CAN_ROLL);
400 tmp->set_flag (FLAG_NO_DROP);
401 tmp->move_block = 0;
402 }
403
404 remove_contents (cauldron->inv, item);
405 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
406 return;
407 }
408 else if (level < 40)
409 { /* MAKE TAINTED ITEM */
410 object *tmp = NULL;
411
412 if (!rp)
413 if ((rp = get_random_recipe ((recipelist *) NULL)) == NULL)
414 return;
415
416 if ((tmp = attempt_recipe (op, cauldron, 1, rp, -1)))
417 {
418 if (!tmp->flag [FLAG_CURSED]) /* curse it */
419 tmp->set_flag (FLAG_CURSED);
420
421 /* the apply code for potions already deals with cursed
422 * potions, so any code here is basically ignored.
423 */
424 if (tmp->type == FOOD)
425 {
426 tmp->stats.hp = random_roll (0, 149, op, PREFER_LOW);
427 }
428 tmp->value = 0; /* unsaleable item */
429
430 /* change stats downward */
431 do
432 {
433 change_attr_value (&tmp->stats, rndm (0, 6), -1 * (rndm (1, 3)));
434 }
435 while (rndm (0, 2));
436 }
437 return;
438 }
439
440 if (level == 40)
441 { /* MAKE RANDOM RECIPE */
442 recipelist *fl;
443 int numb = numb_ob_inside (cauldron);
444
445 fl = get_formulalist (numb - 1); /* take a lower recipe list */
446 if (fl && (rp = get_random_recipe (fl)))
447 /* even though random, don't grant user any EXP for it */
448 attempt_recipe (op, cauldron, 1, rp, -1);
449 else
450 alchemy_failure_effect (op, cauldron, rp, level - 1);
451 }
452 else if (level < 45)
453 { /* INFURIATE NPC's */
454 /* this is kind of kludgy I know... */
455 cauldron->enemy = op;
456 npc_call_help (cauldron);
457 cauldron->enemy = NULL;
458
459 alchemy_failure_effect (op, cauldron, rp, level - 5);
460 }
461 else if (level < 50)
462 { /* MINOR EXPLOSION/FIREBALL */
463 object *tmp;
464
465 remove_contents (cauldron->inv, NULL);
466 switch (rndm (0, 2))
467 {
468 case 0:
469 tmp = archetype::get (shstr_bomb);
470 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW);
471 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW);
472 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s creates a bomb!", &cauldron->name);
473 break;
474
475 default:
476 tmp = archetype::get (shstr_fireball);
477 tmp->stats.dam = random_roll (1, level, op, PREFER_LOW) / 5 + 1;
478 tmp->stats.hp = random_roll (1, level, op, PREFER_LOW) / 10 + 2;
479 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
480 break;
481 }
482
483 tmp->insert_at (cauldron);
484 }
485 else if (level < 60)
486 { /* CREATE MONSTER */
487 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
488 remove_contents (cauldron->inv, NULL);
489 }
490 else if (level < 80)
491 { /* MAJOR FIRE */
492 object *fb = archetype::get (SP_MED_FIREBALL);
493
494 remove_contents (cauldron->inv, NULL);
495 fire_arch_from_position (cauldron, cauldron, cauldron->x, cauldron->y, 0, fb);
496 fb->destroy ();
497 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s erupts in flame!", &cauldron->name);
498 }
499 else if (level < 100)
500 { /* WHAMMY the CAULDRON */
501 if (!cauldron->flag [FLAG_CURSED])
502 cauldron->set_flag (FLAG_CURSED);
503 else
504 cauldron->magic--;
505
506 cauldron->magic -= random_roll (0, 4, op, PREFER_LOW);
507
508 if (rndm (0, 1))
509 {
510 remove_contents (cauldron->inv, NULL);
511 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s turns darker then makes a gulping sound!", &cauldron->name);
512 }
513 else
514 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s becomes darker.", &cauldron->name);
515 }
516 else if (level < 110)
517 { /* SUMMON EVIL MONSTERS */
518 object *tmp = get_random_mon (level / 5);
519
520 remove_contents (cauldron->inv, NULL);
521
522 if (!tmp)
523 alchemy_failure_effect (op, cauldron, rp, level);
524 else if (summon_hostile_monsters (cauldron, random_roll (1, 10, op, PREFER_LOW), tmp->arch->archname))
525 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s and then pours forth monsters!", &cauldron->name, cauldron_sound ());
526 }
527 else if (level < 150)
528 { /* COMBO EFFECT */
529 int roll = rndm (1, 3);
530
531 while (roll)
532 {
533 alchemy_failure_effect (op, cauldron, rp, level - 39);
534 roll--;
535 }
536 }
537 else if (level == 151)
538 { /* CREATE RANDOM ARTIFACT */
539 object *tmp;
540
541 /* this is meant to be better than prior possiblity,
542 * in this one, we allow *any* valid alchemy artifact
543 * to be made (rather than only those on the given
544 * formulalist) */
545 if (!rp)
546 rp = get_random_recipe ((recipelist *) NULL);
547
548 if (rp && (tmp = archetype::get (rp->arch_name [rndm (rp->arch_names)])))
549 {
550 generate_artifact (tmp, random_roll (1, op->level / 2 + 1, op, PREFER_HIGH) + 1);
551 if ((tmp = insert_ob_in_ob (tmp, cauldron)))
552 {
553 remove_contents (cauldron->inv, tmp);
554 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s %s.", &cauldron->name, cauldron_sound ());
555 }
556 }
557 }
558 else
559 { /* MANA STORM - watch out!! */
560 object *tmp = archetype::get (LOOSE_MANA);
561
562 new_draw_info (NDI_UNIQUE, 0, op, "You unwisely release potent forces!");
563 remove_contents (cauldron->inv, NULL);
564 cast_magic_storm (op, tmp, level);
565 }
566 }
567
568 /**
569 *"Danger" level, will determine how bad the backfire
570 * could be if the user fails to concoct a recipe properly. Factors include
571 * the number of ingredients, the length of the name of each ingredient,
572 * the user's effective level, the user's Int and the enchantment on the
573 * mixing device (aka "cauldron"). Higher values of 'danger' indicate more
574 * danger. Note that we assume that we have had the caster ready the alchemy
575 * skill *before* this routine is called. (no longer auto-readies that skill)
576 * -b.t.
577 */
578 static int
579 calc_alch_danger (object *caster, object *cauldron, object *skill, recipe *rp)
580 {
581 int danger = 0;
582
583 /* Knowing alchemy skill reduces yer risk */
584 danger -= skill->level;
585
586 /* better cauldrons reduce risk */
587 danger -= cauldron->magic;
588
589 /* Higher Int, lower the risk */
590 danger -= 3 * (caster->stats.Int - 15);
591
592 /* Ingredients. Longer names usually mean rarer stuff.
593 * Thus the backfire is worse. Also, more ingredients
594 * means we are attempting a more powerfull potion,
595 * and thus the backfire will be worse. */
596 for (object *item = cauldron->inv; item; item = item->below)
597 {
598 const char *name = item->title
599 ? format ("%s %s", &item->name, &item->title)
600 : &item->name;
601
602 danger += strtoint (name) / 1000 + 3;
603 }
604
605 if (!rp)
606 danger += 110;
607 else
608 danger += rp->diff * 3;
609
610 /* Using a bad device is *majorly* stupid */
611 if (cauldron->flag [FLAG_CURSED]) danger += 80;
612 if (cauldron->flag [FLAG_DAMNED]) danger += 200;
613
614 #ifdef ALCHEMY_DEBUG
615 LOG (llevDebug, "calc_alch_danger() returned danger=%d\n", danger);
616 #endif
617
618 return danger;
619 }
620
621 /**
622 * Determines if ingredients in a container match the
623 * proper ingredients for a recipe.
624 *
625 * rp is the recipe to check
626 * cauldron is the container that holds the ingredients
627 * returns 1 if the ingredients match the recipe, 0 if not
628 *
629 * This functions tries to find each defined ingredient in the container. It is
630 * the defined recipe iff
631 * - the number of ingredients of the recipe and in the container is equal
632 * - all ingredients of the recipe are found in the container
633 * - the number of batches is the same for all ingredients
634 */
635 static int
636 is_defined_recipe (const recipe *rp, const object *cauldron, object *caster)
637 {
638 uint32 batches_in_cauldron;
639 const linked_char *ingredient;
640 int number;
641 const object *ob;
642
643 /* check for matching number of ingredients */
644 number = 0;
645 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
646 number++;
647 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
648 number--;
649 if (number != 0)
650 return 0;
651
652 /* check for matching ingredients */
653 batches_in_cauldron = 0;
654 for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
655 {
656 uint32 nrof;
657 const char *name;
658 int ok;
659
660 /* determine and remove nrof from name */
661 name = ingredient->name;
662 nrof = 0;
663 while (isdigit (*name))
664 {
665 nrof = 10 * nrof + (*name - '0');
666 name++;
667 }
668 if (nrof == 0)
669 nrof = 1;
670 while (*name == ' ')
671 name++;
672
673 /* find the current ingredient in the cauldron */
674 ok = 0;
675 for (ob = cauldron->inv; ob != NULL; ob = ob->below)
676 {
677 char name_ob[MAX_BUF];
678 const char *name2;
679
680 if (!ob->title)
681 name2 = ob->name;
682 else
683 {
684 snprintf (name_ob, sizeof (name_ob), "%s %s", &ob->name, &ob->title);
685 name2 = name_ob;
686 }
687
688 if (strcmp (name2, name) == 0)
689 {
690 if (ob->nrof % nrof == 0)
691 {
692 uint32 batches;
693
694 batches = ob->nrof / nrof;
695 if (batches_in_cauldron == 0)
696 {
697 batches_in_cauldron = batches;
698 ok = 1;
699 }
700 else if (batches_in_cauldron == batches)
701 ok = 1;
702 }
703 break;
704 }
705 }
706 if (!ok)
707 return (0);
708 }
709
710 return (1);
711 }
712
713 /**
714 * Find a recipe from a recipe list that matches the given formula. If there
715 * is more than one matching recipe, it selects a random one. If at least one
716 * transmuting recipe matches, it only considers matching transmuting recipes.
717 *
718 * @return one matching recipe, or NULL if no recipe matches
719 */
720 static recipe *
721 find_recipe (recipelist * fl, int formula, object *ingredients)
722 {
723 recipe *rp;
724 recipe *result; /* winning recipe, or NULL if no recipe found */
725 int recipes_matching; /* total number of matching recipes so far */
726 int transmute_found; /* records whether a transmuting recipe was found so far */
727 size_t rp_arch_index;
728
729 #ifdef EXTREME_ALCHEMY_DEBUG
730 LOG (llevDebug, "looking for formula %d:\n", formula);
731 #endif
732 result = NULL;
733 recipes_matching = 0;
734 transmute_found = 0;
735
736 for (rp = fl->items; rp; rp = rp->next)
737 {
738 /* check if recipe matches at all */
739 if (formula % rp->index != 0)
740 {
741 #ifdef EXTREME_ALCHEMY_DEBUG
742 LOG (llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], &rp->title, rp->index);
743 #endif
744 continue;
745 }
746
747 if (rp->transmute && find_transmution_ob (ingredients, rp, &rp_arch_index, 0) != NULL)
748 {
749 #ifdef EXTREME_ALCHEMY_DEBUG
750 LOG (llevDebug, " formula %s of %s (%d) is a matching transmuting formula\n", rp->arch_name[rp_arch_index], &rp->title, rp->index);
751 #endif
752 /* transmution recipe with matching base ingredient */
753 if (!transmute_found)
754 {
755 transmute_found = 1;
756 recipes_matching = 0;
757 }
758 }
759 else if (transmute_found)
760 {
761 #ifdef EXTREME_ALCHEMY_DEBUG
762 LOG (llevDebug, " formula %s of %s (%d) matches but is not a matching transmuting formula\n", rp->arch_name[0], &rp->title,
763 rp->index);
764 #endif
765 /* "normal" recipe found after previous transmution recipe => ignore this recipe */
766 continue;
767 }
768 #ifdef EXTREME_ALCHEMY_DEBUG
769 else
770 {
771 LOG (llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], &rp->title, rp->index);
772 }
773 #endif
774
775 if (rndm (0, recipes_matching) == 0)
776 result = rp;
777
778 recipes_matching++;
779 }
780
781 if (result == NULL)
782 {
783 #ifdef ALCHEMY_DEBUG
784 LOG (llevDebug, "couldn't find formula for ingredients.\n");
785 #endif
786 return NULL;
787 }
788
789 #ifdef ALCHEMY_DEBUG
790 if (strcmp (result->title, "NONE") != 0)
791 LOG (llevDebug, "got formula: %s of %s (nbatches:%d)\n", result->arch_name[0], &result->title, formula / result->index);
792 else
793 LOG (llevDebug, "got formula: %s (nbatches:%d)\n", result->arch_name[0], formula / result->index);
794 #endif
795 return result;
796 }
797
798 /**
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 */
821 void
822 attempt_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