1057 lines
37 KiB
C
1057 lines
37 KiB
C
/*
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* static char *rcsid_alchemy_c =
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* "$Id: alchemy.c 13894 2010-09-26 13:28:50Z ryo_saeba $";
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*/
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/*
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CrossFire, A Multiplayer game for X-windows
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Copyright (C) 2002-2006 Mark Wedel & Crossfire Development Team
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Copyright (C) 1992 Frank Tore Johansen
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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The authors can be reached via e-mail at crossfire-devel@real-time.com
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*/
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/* March 96 - Laid down original code. -b.t. thomas@astro.psu.edu */
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/**
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* @file
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* This contains all alchemy-related functions.
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*/
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#include <global.h>
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#include <object.h>
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#ifndef __CEXTRACT__
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#include <sproto.h>
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#endif
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#include <skills.h>
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#include <spells.h>
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/** define this for some helpful debuging information */
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#if 0
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#define ALCHEMY_DEBUG
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#endif
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/** define this for loads of (marginal) debuging information */
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#if 0
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#define EXTREME_ALCHEMY_DEBUG
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#endif
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/** Random cauldrons effects */
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static const char *const cauldron_effect [] = {
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"vibrates briefly",
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"produces a cloud of steam",
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"emits bright flames",
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"pours forth heavy black smoke",
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"emits sparks",
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"shoots out small flames",
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"whines painfully",
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"hiccups loudly",
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"wheezes",
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"burps",
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"shakes",
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"rattles",
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"makes chugging sounds",
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"smokes heavily for a while"
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};
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static int is_defined_recipe(const recipe *rp, const object *cauldron, object *caster);
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static recipe *find_recipe(recipelist *fl, int formula, object *ingredients);
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static int content_recipe_value(object *op);
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static int numb_ob_inside(object *op);
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static void alchemy_failure_effect(object *op, object *cauldron, recipe *rp, int danger);
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static object *attempt_recipe(object *caster, object *cauldron, int ability, recipe *rp, int nbatches, int ignore_cauldron);
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static int calc_alch_danger(object *caster, object *cauldron, recipe *rp);
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static object *make_item_from_recipe(object *cauldron, recipe *rp);
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static void remove_contents(object *first_ob, object *save_item);
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static void adjust_product(object *item, int lvl, int yield);
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static object *find_transmution_ob(object *first_ingred, recipe *rp, size_t *rp_arch_index, int create_item);
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static void attempt_do_alchemy(object *caster, object *cauldron);
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/** Returns a random selection from cauldron_effect[] */
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static const char *cauldron_sound(void) {
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int size = sizeof(cauldron_effect)/sizeof(char *);
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return cauldron_effect[rndm(0, size-1)];
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}
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/**
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* Main part of the ALCHEMY code. From this we call fctns
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* that take a look at the contents of the 'cauldron' and, using these ingredients,
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* we construct an integer formula value which is referenced (randomly) against a
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* formula list (the formula list chosen is based on the # contents of the cauldron).
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*
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* If we get a match between the recipe indicated in cauldron contents and a
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* randomly chosen one, an item is created and experience awarded. Otherwise
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* various failure effects are possible (getting worse and worse w/ # cauldron
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* ingredients). Note that the 'item' to be made can be *anything *listed on
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* the artifacts list in lib/artifacts which has a recipe listed in lib/formulae.
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*
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* To those wondering why I am using the funky formula index method:
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* 1) I want to match recipe to ingredients regardless of ordering.
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* 2) I want a fast search for the 'right' recipe.
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*
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* Note: it is just possible that a totally different combination of
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* ingredients will result in a match with a given recipe. This is not a bug!
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* There is no good reason (in my mind) why alchemical processes have to be
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* unique -- such a 'feature' is one reason why players might want to experiment
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* around. :)
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* -b.t.
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*
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* @param caster
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* who is doing alchemy.
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* @param cauldron
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* the cauldron in which alchemy should take place.
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*/
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static void attempt_do_alchemy(object *caster, object *cauldron) {
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recipelist *fl;
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recipe *rp = NULL;
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float success_chance;
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int numb, ability = 1;
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int formula = 0;
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float ave_chance;
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object *item, *skop;
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if (caster->type != PLAYER)
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return; /* only players for now */
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/* if no ingredients, no formula! lets forget it */
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if (!(formula = content_recipe_value(cauldron))) {
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draw_ext_info_format(NDI_UNIQUE, 0, caster, MSG_TYPE_SKILL, MSG_TYPE_SKILL_FAILURE,
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"The %s is empty.",
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"The %s is empty.",
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cauldron->name);
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return;
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}
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numb = numb_ob_inside(cauldron);
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if ((fl = get_formulalist(numb))) {
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if (QUERY_FLAG(caster, FLAG_WIZ)) {
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rp = find_recipe(fl, formula, cauldron->inv);
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if (rp != NULL) {
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#ifdef ALCHEMY_DEBUG
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if (strcmp(rp->title, "NONE"))
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LOG(llevDebug, "WIZ got formula: %s of %s\n", rp->arch_name[0], rp->title);
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else
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LOG(llevDebug, "WIZ got formula: %s (nbatches:%d)\n", rp->arch_name[0], formula/rp->index);
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#endif
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attempt_recipe(caster, cauldron, ability, rp, formula/rp->index, !is_defined_recipe(rp, cauldron, caster));
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} else
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LOG(llevDebug, "WIZ couldn't find formula for ingredients.\n");
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return;
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} /* End of WIZ alchemy */
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/* find the recipe */
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rp = find_recipe(fl, formula, cauldron->inv);
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if (rp != NULL) {
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uint64 value_ingredients;
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uint64 value_item;
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object *tmp;
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int attempt_shadow_alchemy;
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ave_chance = fl->total_chance/(float)fl->number;
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/* the caster gets an increase in ability based on thier skill lvl */
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if (rp->skill != NULL) {
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skop = find_skill_by_name(caster, rp->skill);
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if (!skop) {
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draw_ext_info(NDI_UNIQUE, 0, caster, MSG_TYPE_SKILL, MSG_TYPE_SKILL_MISSING,
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"You do not have the proper skill for this recipe", NULL);
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} else {
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ability += skop->level*((4.0+cauldron->magic)/4.0);
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}
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} else {
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LOG(llevDebug, "Recipe %s has NULL skill!\n", rp->title);
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return;
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}
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if (rp->cauldron == NULL) {
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LOG(llevDebug, "Recipe %s has NULL cauldron!\n", rp->title);
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return;
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}
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/* determine value of ingredients */
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value_ingredients = 0;
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for (tmp = cauldron->inv; tmp != NULL; tmp = tmp->below)
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value_ingredients += query_cost(tmp, NULL, F_TRUE);
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attempt_shadow_alchemy = !is_defined_recipe(rp, cauldron, caster);
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/* create the object **FIRST**, then decide whether to keep it. */
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if ((item = attempt_recipe(caster, cauldron, ability, rp, formula/rp->index, attempt_shadow_alchemy)) != NULL) {
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/* compute base chance of recipe success */
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success_chance = ((float)(ability*2)/(float)(rp->diff*(item->level+2)));
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if (ave_chance == 0)
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ave_chance = 1;
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#ifdef ALCHEMY_DEBUG
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LOG(llevDebug, "percent success chance = %f ab%d / diff%d*lev%d\n", success_chance, ability, rp->diff, item->level);
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#endif
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value_item = query_cost(item, NULL, F_TRUE|F_IDENTIFIED|F_NOT_CURSED);
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if (attempt_shadow_alchemy && value_item > value_ingredients) {
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#ifdef ALCHEMY_DEBUG
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#ifndef WIN32
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LOG(llevDebug, "Forcing failure for shadow alchemy recipe because price of ingredients (%llu) is less than price of result (%llu).\n", value_ingredients, value_item);
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#else
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LOG(llevDebug, "Forcing failure for shadow alchemy recipe because price of ingredients (%I64d) is less than price of result (%I64d).\n", value_ingredients, value_item);
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#endif
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#endif
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/* roll the dice */
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} else if ((float)(random_roll(0, 101, caster, PREFER_LOW)) <= 100.0*success_chance) {
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change_exp(caster, rp->exp, rp->skill, SK_EXP_NONE);
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return;
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}
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}
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}
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}
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/* if we get here, we failed!! */
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alchemy_failure_effect(caster, cauldron, rp, calc_alch_danger(caster, cauldron, rp));
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}
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/**
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* Recipe value of the entire contents of a container.
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* This appears to just generate a hash value, which I guess for now works
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* ok, but the possibility of duplicate hashes is certainly possible - msw
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*
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* @param op
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* contained for which to generate a hash.
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* @return
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* hash value.
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*/
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static int content_recipe_value(object *op) {
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char name[MAX_BUF];
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object *tmp = op->inv;
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int tval = 0, formula = 0;
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while (tmp) {
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tval = 0;
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strcpy(name, tmp->name);
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if (tmp->title)
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snprintf(name, sizeof(name), "%s %s", tmp->name, tmp->title);
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tval = (strtoint(name)*(tmp->nrof ? tmp->nrof : 1));
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#ifdef ALCHEMY_DEBUG
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LOG(llevDebug, "Got ingredient %d %s(%d)\n", tmp->nrof ? tmp->nrof : 1, name, tval);
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#endif
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formula += tval;
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tmp = tmp->below;
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}
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#ifdef ALCHEMY_DEBUG
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LOG(llevDebug, " Formula value=%d\n", formula);
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#endif
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return formula;
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}
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/**
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* Returns the total number of items in op, excluding ones in item's items.
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* @param op
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* container.
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* @return
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* total item count.
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*/
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static int numb_ob_inside(object *op) {
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object *tmp = op->inv;
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int o_number = 0;
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while (tmp) {
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o_number++;
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tmp = tmp->below;
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}
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#ifdef ALCHEMY_DEBUG
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LOG(llevDebug, "numb_ob_inside(%s): found %d ingredients\n", op->name, o_number);
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#endif
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return o_number;
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}
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/**
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* Essentially a wrapper for make_item_from_recipe() and
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* insert_ob_in_ob(). If the caster has some alchemy skill, then they might
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* gain some exp from (successfull) fabrication of the product.
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* If nbatches==-1, don't give exp for this creation (random generation/
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* failed recipe)
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* If ignore_cauldron, don't check if we are using the matching cauldron
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* type (shadow alchemy)
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*
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* @param caster
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* who is trying to do alchemy.
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* @param cauldron
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* container used for alchemy.
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* @param ability
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* ?
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* @param rp
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* recipe attempted.
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* @param nbatches
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* ?
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* @param ignore_cauldron
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* if 0, checks the recipe uses the right cauldron type, else no check is done.
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* @return
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* generated item, can be NULL if contents were destroyed.
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* @todo check meaning of ability/nbatches.
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*/
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static object *attempt_recipe(object *caster, object *cauldron, int ability, recipe *rp, int nbatches, int ignore_cauldron) {
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object *item = NULL, *skop;
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/* this should be passed to this fctn, not effiecent cpu use this way */
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int batches = abs(nbatches);
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/* is the cauldron the right type? */
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if (!ignore_cauldron && (strcmp(rp->cauldron, cauldron->arch->name) != 0)) {
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draw_ext_info(NDI_UNIQUE, 0, caster, MSG_TYPE_SKILL, MSG_TYPE_SKILL_ERROR,
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"You are not using the proper facilities for this formula.", NULL);
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return NULL;
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}
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skop = find_skill_by_name(caster, rp->skill);
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/* does the caster have the skill? */
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if (!skop)
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return NULL;
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/* code required for this recipe, search the caster */
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if (rp->keycode) {
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object *tmp;
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for (tmp = caster->inv; tmp != NULL; tmp = tmp->below) {
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if (tmp->type == FORCE
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&& tmp->slaying
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&& !strcmp(rp->keycode, tmp->slaying))
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break;
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}
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if (tmp == NULL) { /* failure--no code found */
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draw_ext_info(NDI_UNIQUE, 0, caster, MSG_TYPE_SKILL, MSG_TYPE_SKILL_ERROR,
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"You know the ingredients, but not the technique. Go learn how to do this recipe.",
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NULL);
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return NULL;
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}
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}
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#ifdef EXTREME_ALCHEMY_DEBUG
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LOG(llevDebug, "attempt_recipe(): got %d nbatches\n", nbatches);
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LOG(llevDebug, "attempt_recipe(): using recipe %s\n", rp->title ? rp->title : "unknown");
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#endif
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if ((item = make_item_from_recipe(cauldron, rp)) != NULL) {
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remove_contents(cauldron->inv, item);
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/* adj lvl, nrof, and enhancement on caster level */
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adjust_product(item, ability, rp->yield ? (rp->yield*batches) : batches);
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if (!item->env && (item = insert_ob_in_ob(item, cauldron)) == NULL) {
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draw_ext_info(NDI_UNIQUE, 0, caster, MSG_TYPE_SKILL, MSG_TYPE_SKILL_FAILURE,
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"Nothing happened.", NULL);
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} else {
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draw_ext_info_format(NDI_UNIQUE, 0, caster,
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MSG_TYPE_SKILL, MSG_TYPE_SKILL_SUCCESS,
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"The %s %s.",
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"The %s %s.",
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cauldron->name, cauldron_sound());
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}
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}
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return item;
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}
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/**
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* We adjust the nrof of the final product, based
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* on the item's default parameters, and the relevant caster skill level.
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* @param item
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* item to adjust.
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* @param lvl
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* alchemy skill level.
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* @param yield
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* how many products the recipe returns at maximum.
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*/
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static void adjust_product(object *item, int lvl, int yield) {
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int nrof = 1;
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if (!yield)
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yield = 1;
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if (lvl <= 0)
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lvl = 1; /* lets avoid div by zero! */
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if (item->nrof) {
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nrof = (1.0-1.0/(lvl/10.0+1.0))*(rndm(0, yield-1)+rndm(0, yield-1)+rndm(0, yield-1))+1;
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if (nrof > yield)
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nrof = yield;
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item->nrof = nrof;
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}
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// @@ We're also adding the player's level to the item so that potions and similar can level over time.
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if (item->type == POTION && item->subtype == POT_THROW) {
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LOG(llevError, "making alchemy with %d\n", lvl);
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item->level = lvl;
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}
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}
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/**
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* Using a list of items and a recipe to make an artifact.
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*
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* @param cauldron the cauldron (including the ingredients) used to make the item
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*
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* @param rp the recipe to make the artifact from
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*
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* @return the newly created object, NULL if something failed
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*/
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static object *make_item_from_recipe(object *cauldron, recipe *rp) {
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artifact *art = NULL;
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object *item = NULL;
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size_t rp_arch_index;
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if (rp == NULL)
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return (object *)NULL;
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/* Find the appropriate object to transform...*/
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if ((item = find_transmution_ob(cauldron->inv, rp, &rp_arch_index, 1)) == NULL) {
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LOG(llevDebug, "make_alchemy_item(): failed to create alchemical object.\n");
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return (object *)NULL;
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}
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/* If item is already in container, we need to remove its weight, since it can change later on. */
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if (item->env != NULL)
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sub_weight(cauldron, item->weight*(item->nrof != 0 ? item->nrof : 1));
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/* Find the appropriate artifact template...*/
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if (strcmp(rp->title, "NONE")) {
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if ((art = locate_recipe_artifact(rp, rp_arch_index)) == NULL) {
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LOG(llevError, "make_alchemy_item(): failed to locate recipe artifact.\n");
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LOG(llevDebug, " --requested recipe: %s of %s.\n", rp->arch_name[0], rp->title);
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return (object *)NULL;
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}
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transmute_materialname(item, art->item);
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give_artifact_abilities(item, art->item);
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}
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if (item->env != NULL)
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add_weight(cauldron, item->weight*(item->nrof != 0 ? item->nrof : 1));
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if (QUERY_FLAG(cauldron, FLAG_CURSED))
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SET_FLAG(item, FLAG_CURSED);
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if (QUERY_FLAG(cauldron, FLAG_DAMNED))
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SET_FLAG(item, FLAG_DAMNED);
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return item;
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}
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/**
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* Looks through the ingredient list. If we find a
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* suitable object in it - we will use that to make the requested artifact.
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* Otherwise the code returns a 'generic' item if create_item is set. -b.t.
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*
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* @param first_ingred pointer to first item to check
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* @param rp recipe the player is trying
|
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* @param rp_arch_index pointer to return value; set to arch index for recipe;
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* set to zero if not using a transmution formula
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* @param create_item if set, will create a generic item if no suitable item is found.
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* @return
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* NULL if no suitable item was found and create_item is 0, existing or new item else.
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*/
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static object *find_transmution_ob(object *first_ingred, recipe *rp, size_t *rp_arch_index, int create_item) {
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object *item = NULL;
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*rp_arch_index = 0;
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if (rp->transmute) /* look for matching ingredient/prod archs */
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for (item = first_ingred; item; item = item->below) {
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size_t i;
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|
|
for (i = 0; i < rp->arch_names; i++) {
|
|
if (strcmp(item->arch->name, rp->arch_name[i]) == 0) {
|
|
*rp_arch_index = i;
|
|
break;
|
|
}
|
|
}
|
|
if (i < rp->arch_names)
|
|
break;
|
|
}
|
|
|
|
/* failed, create a fresh object. Note no nrof>1 because that would
|
|
* allow players to create massive amounts of artifacts easily */
|
|
if (create_item && (!item || item->nrof > 1)) {
|
|
*rp_arch_index = RANDOM()%rp->arch_names;
|
|
item = create_archetype(rp->arch_name[*rp_arch_index]);
|
|
}
|
|
|
|
#ifdef ALCHEMY_DEBUG
|
|
LOG(llevDebug, "recipe calls for%stransmution.\n", rp->transmute ? " " : " no ");
|
|
if (item != NULL) {
|
|
LOG(llevDebug, " find_transmutable_ob(): returns arch %s(sp:%d)\n", item->arch->name, item->stats.sp);
|
|
}
|
|
#endif
|
|
|
|
return item;
|
|
}
|
|
|
|
/**
|
|
* Ouch. We didnt get the formula we wanted.
|
|
* This fctn simulates the backfire effects--worse effects as the level
|
|
* increases. If SPELL_FAILURE_EFFECTS is defined some really evil things
|
|
* can happen to the would be alchemist. This table probably needs some
|
|
* adjustment for playbalance. -b.t.
|
|
*
|
|
* @param op
|
|
* who tried to do alchemy.
|
|
* @param cauldron
|
|
* container that was used.
|
|
* @param rp
|
|
* recipe that failed.
|
|
* @param danger
|
|
* danger value, the higher the more evil the effect.
|
|
*/
|
|
static void alchemy_failure_effect(object *op, object *cauldron, recipe *rp, int danger) {
|
|
int level = 0;
|
|
|
|
if (!op || !cauldron)
|
|
return;
|
|
|
|
if (danger > 1)
|
|
level = random_roll(1, danger, op, PREFER_LOW);
|
|
|
|
#ifdef ALCHEMY_DEBUG
|
|
LOG(llevDebug, "Alchemy_failure_effect(): using level=%d\n", level);
|
|
#endif
|
|
|
|
/* possible outcomes based on level */
|
|
if (level < 25) { /* INGREDIENTS USED/SLAGGED */
|
|
object *item = NULL;
|
|
|
|
if (rndm(0, 2)) { /* slag created */
|
|
object *tmp = cauldron->inv;
|
|
int weight = 0;
|
|
uint16 material = M_STONE;
|
|
|
|
while (tmp) { /* slag has coadded ingredient properties */
|
|
weight += tmp->weight;
|
|
if (!(material&tmp->material))
|
|
material |= tmp->material;
|
|
tmp = tmp->below;
|
|
}
|
|
tmp = create_archetype("rock");
|
|
tmp->weight = weight;
|
|
tmp->value = 0;
|
|
tmp->material = material;
|
|
tmp->materialname = add_string("stone");
|
|
free_string(tmp->name);
|
|
tmp->name = add_string("slag");
|
|
if (tmp->name_pl)
|
|
free_string(tmp->name_pl);
|
|
tmp->name_pl = add_string("slags");
|
|
item = insert_ob_in_ob(tmp, cauldron);
|
|
CLEAR_FLAG(tmp, FLAG_CAN_ROLL);
|
|
CLEAR_FLAG(tmp, FLAG_NO_PICK);
|
|
tmp->move_block = 0;
|
|
}
|
|
remove_contents(cauldron->inv, item);
|
|
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_FAILURE,
|
|
"The %s %s.",
|
|
"The %s %s.",
|
|
cauldron->name, cauldron_sound());
|
|
return;
|
|
} else if (level < 40) { /* MAKE TAINTED ITEM */
|
|
object *tmp = NULL;
|
|
|
|
/*
|
|
* Note by Nicolas Weeger 2010-09-26
|
|
* This is an incorrect part.
|
|
* Calling again attempt_recipe in case of failure will apply again the artifact
|
|
* combination to the item.
|
|
* This leads to items with eg 100% resist, or more.
|
|
* So use the actual item in the cauldron, don't retry the recipe.
|
|
* This should fix bug #2020224: buggy(?) crafting yields.
|
|
*
|
|
if (!rp)
|
|
if ((rp = get_random_recipe((recipelist *)NULL)) == NULL)
|
|
return;
|
|
*/
|
|
|
|
if ((tmp = cauldron->inv)) /*attempt_recipe(op, cauldron, 1, rp, -1, 0)))*/ {
|
|
if (!QUERY_FLAG(tmp, FLAG_CURSED)) { /* curse it */
|
|
SET_FLAG(tmp, FLAG_CURSED);
|
|
CLEAR_FLAG(tmp, FLAG_KNOWN_CURSED);
|
|
CLEAR_FLAG(tmp, FLAG_IDENTIFIED);
|
|
}
|
|
|
|
/* the apply code for potions already deals with cursed
|
|
* potions, so any code here is basically ignored.
|
|
*/
|
|
if (tmp->type == FOOD) {
|
|
tmp->stats.hp = random_roll(0, 149, op, PREFER_LOW);
|
|
}
|
|
tmp->value = 0; /* unsaleable item */
|
|
|
|
/* change stats downward */
|
|
do {
|
|
change_attr_value(&tmp->stats, rndm(0, 6), -1*(rndm(1, 3)));
|
|
} while (rndm(0, 2));
|
|
}
|
|
return;
|
|
}
|
|
#if 0
|
|
/*
|
|
Note: this does not work as expected...
|
|
At this point there is only one item in the cauldron, and get_formulalist(0) will return
|
|
the first formula list for recipes with 1 ingredient.
|
|
So disable this, and just use the next case.
|
|
*/
|
|
|
|
if (level == 40) { /* MAKE RANDOM RECIPE */
|
|
recipelist *fl;
|
|
int numb = numb_ob_inside(cauldron);
|
|
|
|
fl = get_formulalist(numb-1); /* take a lower recipe list */
|
|
if (fl &&(rp = get_random_recipe(fl)))
|
|
/* even though random, don't grant user any EXP for it */
|
|
(void)attempt_recipe(op, cauldron, 1, rp, -1, 0);
|
|
else
|
|
alchemy_failure_effect(op, cauldron, rp, level-1);
|
|
return;
|
|
|
|
} else
|
|
#endif
|
|
if (level < 45) { /* INFURIATE NPC's */
|
|
/* this is kind of kludgy I know...*/
|
|
cauldron->enemy = op;
|
|
npc_call_help(cauldron);
|
|
cauldron->enemy = NULL;
|
|
|
|
alchemy_failure_effect(op, cauldron, rp, level-5);
|
|
return;
|
|
} else if (level < 50) { /* MINOR EXPLOSION/FIREBALL */
|
|
object *tmp;
|
|
|
|
remove_contents(cauldron->inv, NULL);
|
|
switch (rndm(0, 2)) {
|
|
case 0:
|
|
tmp = create_archetype("bomb");
|
|
tmp->stats.dam = random_roll(1, level, op, PREFER_LOW);
|
|
tmp->stats.hp = random_roll(1, level, op, PREFER_LOW);
|
|
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_FAILURE,
|
|
"The %s creates a bomb!",
|
|
"The %s creates a bomb!",
|
|
cauldron->name);
|
|
break;
|
|
|
|
default:
|
|
tmp = create_archetype("fireball");
|
|
tmp->stats.dam = random_roll(1, level, op, PREFER_LOW)/5+1;
|
|
tmp->stats.hp = random_roll(1, level, op, PREFER_LOW)/10+2;
|
|
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_FAILURE,
|
|
"The %s erupts in flame!",
|
|
"The %s erupts in flame!",
|
|
cauldron->name);
|
|
break;
|
|
}
|
|
tmp->x = cauldron->x,
|
|
tmp->y = cauldron->y;
|
|
insert_ob_in_map(tmp, op->map, NULL, 0);
|
|
return;
|
|
} else if (level < 60) { /* CREATE MONSTER */
|
|
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_FAILURE,
|
|
"The %s %s.", NULL, cauldron->name, cauldron_sound());
|
|
remove_contents(cauldron->inv, NULL);
|
|
return;
|
|
} else if (level < 80) { /* MAJOR FIRE */
|
|
object *fb = create_archetype(SP_MED_FIREBALL);
|
|
|
|
remove_contents(cauldron->inv, NULL);
|
|
fire_arch_from_position(cauldron, cauldron, cauldron->x, cauldron->y, 0, fb);
|
|
free_object(fb);
|
|
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_FAILURE,
|
|
"The %s erupts in flame!",
|
|
"The %s erupts in flame!",
|
|
cauldron->name);
|
|
return;
|
|
} else if (level < 100) { /* WHAMMY the CAULDRON */
|
|
if (!QUERY_FLAG(cauldron, FLAG_CURSED)) {
|
|
SET_FLAG(cauldron, FLAG_CURSED);
|
|
CLEAR_FLAG(cauldron, FLAG_KNOWN_CURSED);
|
|
CLEAR_FLAG(cauldron, FLAG_IDENTIFIED);
|
|
} else
|
|
cauldron->magic--;
|
|
cauldron->magic -= random_roll(0, 4, op, PREFER_LOW);
|
|
if (rndm(0, 1)) {
|
|
remove_contents(cauldron->inv, NULL);
|
|
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_FAILURE,
|
|
"Your %s turns darker then makes a gulping sound!",
|
|
"Your %s turns darker then makes a gulping sound!",
|
|
cauldron->name);
|
|
} else
|
|
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_FAILURE,
|
|
"Your %s becomes darker.",
|
|
"Your %s becomes darker.",
|
|
cauldron->name);
|
|
return;
|
|
|
|
} else if (level < 110) { /* SUMMON EVIL MONSTERS */
|
|
object *tmp = get_random_mon(level/5);
|
|
|
|
remove_contents(cauldron->inv, NULL);
|
|
if (!tmp)
|
|
alchemy_failure_effect(op, cauldron, rp, level);
|
|
else if (summon_hostile_monsters(cauldron, random_roll(1, 10, op, PREFER_LOW), tmp->arch->name))
|
|
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_FAILURE,
|
|
"The %s %s and then pours forth monsters!",
|
|
"The %s %s and then pours forth monsters!",
|
|
cauldron->name, cauldron_sound());
|
|
return;
|
|
} else if (level < 150) { /* COMBO EFFECT */
|
|
int roll = rndm(1, 3);
|
|
while (roll) {
|
|
alchemy_failure_effect(op, cauldron, rp, level-39);
|
|
roll--;
|
|
}
|
|
return;
|
|
} else if (level == 151) { /* CREATE RANDOM ARTIFACT */
|
|
object *tmp;
|
|
|
|
/* this is meant to be better than prior possiblity,
|
|
* in this one, we allow *any *valid alchemy artifact
|
|
* to be made (rather than only those on the given
|
|
* formulalist) */
|
|
if (!rp)
|
|
rp = get_random_recipe((recipelist *)NULL);
|
|
if (rp && (tmp = create_archetype(rp->arch_name[RANDOM()%rp->arch_names]))) {
|
|
generate_artifact(tmp, random_roll(1, op->level/2+1, op, PREFER_HIGH)+1);
|
|
if ((tmp = insert_ob_in_ob(tmp, cauldron))) {
|
|
remove_contents(cauldron->inv, tmp);
|
|
draw_ext_info_format(NDI_UNIQUE, 0, op,
|
|
MSG_TYPE_SKILL, MSG_TYPE_SKILL_SUCCESS,
|
|
"The %s %s.",
|
|
"The %s %s.",
|
|
cauldron->name, cauldron_sound());
|
|
}
|
|
}
|
|
return;
|
|
} else { /* MANA STORM - watch out!! */
|
|
object *tmp = create_archetype(LOOSE_MANA);
|
|
draw_ext_info(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_FAILURE,
|
|
"You unwisely release potent forces!", NULL);
|
|
remove_contents(cauldron->inv, NULL);
|
|
cast_magic_storm(op, tmp, level);
|
|
return;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* All but object "save_item" are elimentated from
|
|
* the container list. Note we have to becareful to remove the inventories
|
|
* of objects in the cauldron inventory (ex icecube has stuff in it).
|
|
* @param first_ob
|
|
* container from which to remove.
|
|
* @param save_item
|
|
* what item to not remove. Can be NULL.
|
|
*/
|
|
static void remove_contents(object *first_ob, object *save_item) {
|
|
object *next, *tmp = first_ob;
|
|
|
|
while (tmp) {
|
|
next = tmp->below;
|
|
if (tmp == save_item) {
|
|
if (!(tmp = next))
|
|
break;
|
|
else
|
|
next = next->below;
|
|
}
|
|
if (tmp->inv)
|
|
remove_contents(tmp->inv, NULL);
|
|
remove_ob(tmp);
|
|
free_object(tmp);
|
|
tmp = next;
|
|
}
|
|
}
|
|
|
|
/**
|
|
*"Danger" level, will determine how bad the backfire
|
|
* could be if the user fails to concoct a recipe properly. Factors include
|
|
* the number of ingredients, the length of the name of each ingredient,
|
|
* the user's effective level, the user's Int and the enchantment on the
|
|
* mixing device (aka "cauldron"). Higher values of 'danger' indicate more
|
|
* danger. Note that we assume that we have had the caster ready the alchemy
|
|
* skill *before *this routine is called. (no longer auto-readies that skill)
|
|
* -b.t.
|
|
*
|
|
* @param caster
|
|
* who is trying alchemy.
|
|
* @param cauldron
|
|
* container used.
|
|
* @param rp
|
|
* recipe attempted.
|
|
* @return
|
|
* danger value.
|
|
*/
|
|
static int calc_alch_danger(object *caster, object *cauldron, recipe *rp) {
|
|
object *item;
|
|
char name[MAX_BUF];
|
|
int danger = 0, nrofi = 0;
|
|
|
|
/* Knowing alchemy skill reduces yer risk */
|
|
danger -= caster->chosen_skill ? caster->chosen_skill->level : caster->level;
|
|
|
|
/* better cauldrons reduce risk */
|
|
danger -= cauldron->magic;
|
|
|
|
/* Higher Int, lower the risk */
|
|
danger -= 3*(caster->stats.Int-15);
|
|
|
|
/* Ingredients. Longer names usually mean rarer stuff.
|
|
* Thus the backfire is worse. Also, more ingredients
|
|
* means we are attempting a more powerfull potion,
|
|
* and thus the backfire will be worse. */
|
|
for (item = cauldron->inv; item; item = item->below) {
|
|
strcpy(name, item->name);
|
|
if (item->title)
|
|
snprintf(name, sizeof(name), "%s %s", item->name, item->title);
|
|
danger += (strtoint(name)/1000)+3;
|
|
nrofi++;
|
|
}
|
|
if (rp == NULL)
|
|
danger += 110;
|
|
else
|
|
danger += rp->diff*3;
|
|
|
|
/* Using a bad device is *majorly *stupid */
|
|
if (QUERY_FLAG(cauldron, FLAG_CURSED))
|
|
danger += 80;
|
|
if (QUERY_FLAG(cauldron, FLAG_DAMNED))
|
|
danger += 200;
|
|
|
|
#ifdef ALCHEMY_DEBUG
|
|
LOG(llevDebug, "calc_alch_danger() returned danger=%d\n", danger);
|
|
#endif
|
|
|
|
return danger;
|
|
}
|
|
|
|
/**
|
|
* Determines if ingredients in a container match the
|
|
* proper ingredients for a recipe.
|
|
*
|
|
* This functions tries to find each defined ingredient in the container. It is
|
|
* the defined recipe iff
|
|
* - the number of ingredients of the recipe and in the container is equal
|
|
* - all ingredients of the recipe are found in the container
|
|
* - the number of batches is the same for all ingredients
|
|
*
|
|
* @param rp
|
|
* recipe to check.
|
|
* @param cauldron
|
|
* container that holds the ingredients.
|
|
* @param caster
|
|
* who is trying to cast.
|
|
* @return
|
|
* 1 if the ingredients match the recipe, 0 if not.
|
|
*/
|
|
static int is_defined_recipe(const recipe *rp, const object *cauldron, object *caster) {
|
|
uint32 batches_in_cauldron;
|
|
const linked_char *ingredient;
|
|
int number;
|
|
const object *ob;
|
|
|
|
/* check for matching number of ingredients */
|
|
number = 0;
|
|
for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next)
|
|
number++;
|
|
for (ob = cauldron->inv; ob != NULL; ob = ob->below)
|
|
number--;
|
|
if (number != 0)
|
|
return 0;
|
|
|
|
/* check for matching ingredients */
|
|
batches_in_cauldron = 0;
|
|
for (ingredient = rp->ingred; ingredient != NULL; ingredient = ingredient->next) {
|
|
uint32 nrof;
|
|
const char *name;
|
|
int ok;
|
|
|
|
/* determine and remove nrof from name */
|
|
name = ingredient->name;
|
|
nrof = 0;
|
|
while (isdigit(*name)) {
|
|
nrof = 10*nrof+(*name-'0');
|
|
name++;
|
|
}
|
|
if (nrof == 0)
|
|
nrof = 1;
|
|
while (*name == ' ')
|
|
name++;
|
|
|
|
/* find the current ingredient in the cauldron */
|
|
ok = 0;
|
|
for (ob = cauldron->inv; ob != NULL; ob = ob->below) {
|
|
char name_ob[MAX_BUF];
|
|
const char *name2;
|
|
|
|
if (ob->title == NULL)
|
|
name2 = ob->name;
|
|
else {
|
|
snprintf(name_ob, sizeof(name_ob), "%s %s", ob->name, ob->title);
|
|
name2 = name_ob;
|
|
}
|
|
|
|
if (strcmp(name2, name) == 0) {
|
|
if (ob->nrof%nrof == 0) {
|
|
uint32 batches;
|
|
|
|
batches = ob->nrof/nrof;
|
|
if (batches_in_cauldron == 0) {
|
|
batches_in_cauldron = batches;
|
|
ok = 1;
|
|
} else if (batches_in_cauldron == batches)
|
|
ok = 1;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
if (!ok)
|
|
return(0);
|
|
}
|
|
|
|
return(1);
|
|
}
|
|
|
|
/**
|
|
* Find a recipe from a recipe list that matches the given formula. If there
|
|
* is more than one matching recipe, it selects a random one. If at least one
|
|
* transmuting recipe matches, it only considers matching transmuting recipes.
|
|
*
|
|
* @param fl
|
|
* ?
|
|
* @param formula
|
|
* ?
|
|
* @param ingredients
|
|
* ?
|
|
* @return
|
|
* one matching recipe, or NULL if no recipe matches
|
|
* @todo
|
|
* document parameters.
|
|
*/
|
|
static recipe *find_recipe(recipelist *fl, int formula, object *ingredients) {
|
|
recipe *rp;
|
|
recipe *result; /* winning recipe, or NULL if no recipe found */
|
|
int recipes_matching; /* total number of matching recipes so far */
|
|
int transmute_found; /* records whether a transmuting recipe was found so far */
|
|
size_t rp_arch_index;
|
|
|
|
#ifdef EXTREME_ALCHEMY_DEBUG
|
|
LOG(llevDebug, "looking for formula %d:\n", formula);
|
|
#endif
|
|
result = NULL;
|
|
recipes_matching = 0;
|
|
transmute_found = 0;
|
|
for (rp = fl->items; rp != NULL; rp = rp->next) {
|
|
/* check if recipe matches at all */
|
|
if (formula%rp->index != 0) {
|
|
#ifdef EXTREME_ALCHEMY_DEBUG
|
|
LOG(llevDebug, " formula %s of %s (%d) does not match\n", rp->arch_name[0], rp->title, rp->index);
|
|
#endif
|
|
continue;
|
|
}
|
|
|
|
if (rp->transmute && find_transmution_ob(ingredients, rp, &rp_arch_index, 0) != NULL) {
|
|
#ifdef EXTREME_ALCHEMY_DEBUG
|
|
LOG(llevDebug, " formula %s of %s (%d) is a matching transmuting formula\n", rp->arch_name[rp_arch_index], rp->title, rp->index);
|
|
#endif
|
|
/* transmution recipe with matching base ingredient */
|
|
if (!transmute_found) {
|
|
transmute_found = 1;
|
|
recipes_matching = 0;
|
|
}
|
|
} else if (transmute_found) {
|
|
#ifdef EXTREME_ALCHEMY_DEBUG
|
|
LOG(llevDebug, " formula %s of %s (%d) matches but is not a matching transmuting formula\n", rp->arch_name[0], rp->title, rp->index);
|
|
#endif
|
|
/* "normal" recipe found after previous transmution recipe => ignore this recipe */
|
|
continue;
|
|
}
|
|
#ifdef EXTREME_ALCHEMY_DEBUG
|
|
else {
|
|
LOG(llevDebug, " formula %s of %s (%d) matches\n", rp->arch_name[0], rp->title, rp->index);
|
|
}
|
|
#endif
|
|
|
|
if (rndm(0, recipes_matching) == 0)
|
|
result = rp;
|
|
|
|
recipes_matching++;
|
|
}
|
|
|
|
if (result == NULL) {
|
|
#ifdef ALCHEMY_DEBUG
|
|
LOG(llevDebug, "couldn't find formula for ingredients.\n");
|
|
#endif
|
|
return NULL;
|
|
}
|
|
|
|
#ifdef ALCHEMY_DEBUG
|
|
if (strcmp(result->title, "NONE") != 0)
|
|
LOG(llevDebug, "got formula: %s of %s (nbatches:%d)\n", result->arch_name[0], result->title, formula/result->index);
|
|
else
|
|
LOG(llevDebug, "got formula: %s (nbatches:%d)\n", result->arch_name[0], formula/result->index);
|
|
#endif
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* Handle use_skill for alchemy-like items.
|
|
* @param op
|
|
* player trying to do alchemy.
|
|
* @return
|
|
* 1 if any recipe was attempted, 0 else.
|
|
* @note
|
|
* Will inform player if attempting to use unpaid cauldron or ingredient.
|
|
* @todo
|
|
* check if no superflous message when 2 cauldrons on same spot, one unpaid? (shouldn't happen, but well).
|
|
**/
|
|
int use_alchemy(object *op) {
|
|
object *tmp, *item, *next;
|
|
object *unpaid_cauldron = NULL;
|
|
object *unpaid_item = NULL;
|
|
int did_alchemy = 0;
|
|
char name[MAX_BUF];
|
|
|
|
for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp != NULL; tmp = next) {
|
|
next = tmp->above;
|
|
if (QUERY_FLAG(tmp, FLAG_IS_CAULDRON)) {
|
|
if (QUERY_FLAG(tmp, FLAG_UNPAID)) {
|
|
unpaid_cauldron = tmp;
|
|
continue;
|
|
}
|
|
unpaid_item = NULL;
|
|
for (item = tmp->inv; item; item = item->below) {
|
|
if (QUERY_FLAG(item, FLAG_UNPAID)) {
|
|
unpaid_item = item;
|
|
break;
|
|
}
|
|
}
|
|
if (unpaid_item != NULL)
|
|
continue;
|
|
|
|
attempt_do_alchemy(op, tmp);
|
|
if (QUERY_FLAG(tmp, FLAG_APPLIED))
|
|
esrv_send_inventory(op, tmp);
|
|
did_alchemy = 1;
|
|
}
|
|
}
|
|
if (unpaid_cauldron) {
|
|
query_base_name(unpaid_cauldron, 0, name, MAX_BUF);
|
|
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_ERROR,
|
|
"You must pay for your %s first!",
|
|
"You must pay for your %s first!",
|
|
name);
|
|
} else if (unpaid_item) {
|
|
query_base_name(unpaid_item, 0, name, MAX_BUF);
|
|
draw_ext_info_format(NDI_UNIQUE, 0, op, MSG_TYPE_SKILL, MSG_TYPE_SKILL_ERROR,
|
|
"You must pay for your %s first!",
|
|
"You must pay for your %s first!",
|
|
name);
|
|
}
|
|
|
|
return did_alchemy;
|
|
}
|