#include "magic-stmt.hpp"
// magic-stmt.cpp - Imperative commands for the magic backend.
//
// Copyright © 2004-2011 The Mana World Development Team
// Copyright © 2011-2014 Ben Longbons <b.r.longbons@gmail.com>
//
// This file is part of The Mana World (Athena server)
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include <cassert>
#include "../compat/attr.hpp"
#include "../compat/fun.hpp"
#include "../strings/zstring.hpp"
#include "../generic/random2.hpp"
#include "../io/cxxstdio.hpp"
#include "../mmo/cxxstdio_enums.hpp"
#include "../net/timer.hpp"
#include "battle.hpp"
#include "clif.hpp"
#include "magic.hpp"
#include "magic-expr.hpp"
#include "magic-expr-eval.hpp"
#include "magic-interpreter.hpp"
#include "magic-interpreter-base.hpp"
#include "mob.hpp"
#include "npc.hpp"
#include "npc-parse.hpp"
#include "pc.hpp"
#include "script-call.hpp"
#include "skill.hpp"
#include "../poison.hpp"
namespace tmwa
{
namespace magic
{
/* used for local spell effects */
constexpr Species INVISIBLE_NPC = wrap<Species>(127);
static
void clear_activation_record(cont_activation_record_t *ar)
{
MATCH_BEGIN (*ar)
{
MATCH_CASE (CarForEach&, c_foreach)
{
c_foreach.entities_vp.delete_();
}
MATCH_CASE (CarProc&, c_proc)
{
c_proc.old_actualpa.delete_();
}
}
MATCH_END ();
}
static
void invocation_timer_callback(TimerData *, tick_t, BlockId id)
{
dumb_ptr<invocation> invocation = map_id_is_spell(id);
assert (invocation);
{
spell_execute(invocation);
}
}
static
void clear_stack(dumb_ptr<invocation> invocation_)
{
int i;
for (i = 0; i < invocation_->stack.size(); i++)
clear_activation_record(&invocation_->stack[i]);
invocation_->stack.clear();
}
void spell_free_invocation(dumb_ptr<invocation> invocation_)
{
invocation_->status_change_refv.clear();
if (bool(invocation_->flags & INVOCATION_FLAG::BOUND))
{
dumb_ptr<map_session_data> e = map_id_is_player(invocation_->subject);
if (e)
spell_unbind(e, invocation_);
}
clear_stack(invocation_);
invocation_->timer.cancel();
magic_free_env(invocation_->env);
map_delblock(invocation_);
map_delobject(invocation_->bl_id, BL::SPELL); // also frees the object
// free(invocation_);
}
static
void char_set_weapon_icon(dumb_ptr<map_session_data> subject, int count,
StatusChange icon, ItemNameId look)
{
const StatusChange old_icon = subject->attack_spell_icon_override;
subject->attack_spell_icon_override = icon;
subject->attack_spell_look_override = look;
if (old_icon != StatusChange::ZERO && old_icon != icon)
clif_status_change(subject, old_icon, 0);
clif_fixpcpos(subject);
if (count)
{
clif_changelook(subject, LOOK::WEAPON, unwrap<ItemNameId>(look));
if (icon != StatusChange::ZERO)
clif_status_change(subject, icon, 1);
}
else
{
/* Set it to `normal' */
clif_changelook(subject, LOOK::WEAPON,
static_cast<uint16_t>(subject->status.weapon));
}
}
static
void char_set_attack_info(dumb_ptr<map_session_data> subject, interval_t speed, int range)
{
subject->attack_spell_delay = speed;
subject->attack_spell_range = range;
if (speed == interval_t::zero())
{
pc_calcstatus(subject, 1);
clif_updatestatus(subject, SP::ASPD);
clif_updatestatus(subject, SP::ATTACKRANGE);
}
else
{
subject->aspd = speed;
clif_updatestatus(subject, SP::ASPD);
clif_updatestatus(subject, SP::ATTACKRANGE);
}
}
void magic_stop_completely(dumb_ptr<map_session_data> c)
{
// Zap all status change references to spells
for (StatusChange i : erange(StatusChange(), StatusChange::MAX_STATUSCHANGE))
c->sc_data[i].spell_invocation = BlockId();
while (c->active_spells)
spell_free_invocation(c->active_spells);
if (c->attack_spell_override)
{
dumb_ptr<invocation> attack_spell = map_id_is_spell(c->attack_spell_override);
if (attack_spell)
spell_free_invocation(attack_spell);
c->attack_spell_override = BlockId();
char_set_weapon_icon(c, 0, StatusChange::ZERO, ItemNameId());
char_set_attack_info(c, interval_t::zero(), 0);
}
}
/* Spell execution has finished normally or we have been notified by a finished skill timer */
static
void try_to_finish_invocation(dumb_ptr<invocation> invocation)
{
if (invocation->status_change_refv.empty() && !invocation->current_effect)
{
if (invocation->end_effect)
{
clear_stack(invocation);
invocation->current_effect = invocation->end_effect;
invocation->end_effect = nullptr;
spell_execute(invocation);
}
else
spell_free_invocation(invocation);
}
}
static
BlockId trigger_spell(BlockId subject, BlockId spell)
{
dumb_ptr<invocation> invocation_ = map_id_is_spell(spell);
if (!invocation_)
return BlockId();
invocation_ = spell_clone_effect(invocation_);
spell_bind(map_id_is_player(subject), invocation_);
magic_clear_var(&invocation_->env->varu[VAR_CASTER]);
invocation_->env->varu[VAR_CASTER] = ValEntityInt{subject};
return invocation_->bl_id;
}
static
void entity_warp(dumb_ptr<block_list> target, Borrowed<map_local> destm, int destx, int desty);
static
void char_update(dumb_ptr<map_session_data> character)
{
entity_warp(character, character->bl_m, character->bl_x,
character->bl_y);
}
static
void timer_callback_effect(TimerData *, tick_t, BlockId id, int data)
{
dumb_ptr<block_list> target = map_id2bl(id);
if (target)
clif_misceffect(target, data);
}
static
void entity_effect(dumb_ptr<block_list> entity, int effect_nr, interval_t delay)
{
Timer(gettick() + delay,
std::bind(&timer_callback_effect, ph::_1, ph::_2,
entity->bl_id, effect_nr)
).detach();
}
void magic_unshroud(dumb_ptr<map_session_data> other_char)
{
other_char->state.shroud_active = 0;
// Now warp the caster out of and back into here to refresh everyone's display
char_update(other_char);
clif_displaymessage(other_char->sess, "Your shroud has been dispelled!"_s);
// entity_effect(other_char, MAGIC_EFFECT_REVEAL);
}
static
void timer_callback_effect_npc_delete(TimerData *, tick_t, BlockId npc_id)
{
dumb_ptr<npc_data> effect_npc = map_id_is_npc(npc_id);
npc_free(effect_npc);
}
static
dumb_ptr<npc_data> local_spell_effect(Borrowed<map_local> m, int x, int y, int effect,
interval_t tdelay)
{
/* 1 minute should be enough for all interesting spell effects, I hope */
std::chrono::seconds delay = 30_s;
dumb_ptr<npc_data> effect_npc = npc_spawn_text(m, x, y,
INVISIBLE_NPC, NpcName(), "?"_s);
BlockId effect_npc_id = effect_npc->bl_id;
entity_effect(effect_npc, effect, tdelay);
Timer(gettick() + delay,
std::bind(timer_callback_effect_npc_delete, ph::_1, ph::_2,
effect_npc_id)
).detach();
return effect_npc;
}
static
int op_sfx(dumb_ptr<env_t>, Slice<val_t> args)
{
interval_t delay = static_cast<interval_t>(ARGINT(2));
if (args[0].is<ValEntityPtr>())
{
entity_effect(ARGENTITY(0), ARGINT(1), delay);
}
else if (args[0].is<ValLocation>())
{
local_spell_effect(ARGLOCATION(0).m,
ARGLOCATION(0).x,
ARGLOCATION(0).y, ARGINT(1), delay);
}
else
return 1;
return 0;
}
static
int op_instaheal(dumb_ptr<env_t> env, Slice<val_t> args)
{
assert (!env->VAR(VAR_CASTER).is<ValEntityPtr>());
ValEntityInt *caster_id = env->VAR(VAR_CASTER).get_if<ValEntityInt>();
dumb_ptr<block_list> caster = caster_id
? map_id2bl(caster_id->v_eid) : nullptr;
dumb_ptr<block_list> subject = ARGENTITY(0);
if (!caster)
caster = subject;
if (caster->bl_type == BL::PC && subject->bl_type == BL::PC)
{
dumb_ptr<map_session_data> caster_pc = caster->is_player();
dumb_ptr<map_session_data> subject_pc = subject->is_player();
MAP_LOG_PC(caster_pc, "SPELLHEAL-INSTA PC%d FOR %d"_fmt,
subject_pc->status_key.char_id, ARGINT(1));
}
battle_heal(caster, subject, ARGINT(1), ARGINT(2), 0);
return 0;
}
static
int op_itemheal(dumb_ptr<env_t> env, Slice<val_t> args)
{
dumb_ptr<block_list> subject = ARGENTITY(0);
if (subject->bl_type == BL::PC)
{
pc_itemheal(subject->is_player(),
ARGINT(1), ARGINT(2));
}
else
return op_instaheal(env, args);
return 0;
}
namespace e
{
enum class Shroud
{
HIDE_NAME_TALKING_FLAG = 1 << 0,
DISAPPEAR_ON_PICKUP_FLAG = 1 << 1,
DISAPPEAR_ON_TALK_FLAG = 1 << 2,
};
ENUM_BITWISE_OPERATORS(Shroud)
}
using e::Shroud;
// differs from ARGPC by checking
#define ARGCHAR(n) (ARGENTITY(n)->is_player())
static
int op_shroud(dumb_ptr<env_t>, Slice<val_t> args)
{
dumb_ptr<map_session_data> subject = ARGCHAR(0);
Shroud arg = static_cast<Shroud>(ARGINT(1));
if (!subject)
return 0;
subject->state.shroud_active = 1;
subject->state.shroud_hides_name_talking =
bool(arg & Shroud::HIDE_NAME_TALKING_FLAG);
subject->state.shroud_disappears_on_pickup =
bool(arg & Shroud::DISAPPEAR_ON_PICKUP_FLAG);
subject->state.shroud_disappears_on_talk =
bool(arg & Shroud::DISAPPEAR_ON_TALK_FLAG);
return 0;
}
static
int op_reveal(dumb_ptr<env_t>, Slice<val_t> args)
{
dumb_ptr<map_session_data> subject = ARGCHAR(0);
if (subject && subject->state.shroud_active)
magic_unshroud(subject);
return 0;
}
static
int op_message(dumb_ptr<env_t>, Slice<val_t> args)
{
dumb_ptr<map_session_data> subject = ARGCHAR(0);
if (subject)
clif_displaymessage(subject->sess, ARGSTR(1));
return 0;
}
static
void timer_callback_kill_npc(TimerData *, tick_t, BlockId npc_id)
{
dumb_ptr<npc_data> npc = map_id_is_npc(npc_id);
if (npc)
npc_free(npc);
}
static
int op_messenger_npc(dumb_ptr<env_t>, Slice<val_t> args)
{
dumb_ptr<npc_data> npc;
location_t *loc = &ARGLOCATION(0);
NpcName npcname = stringish<NpcName>(ARGSTR(2));
npc = npc_spawn_text(loc->m, loc->x, loc->y,
wrap<Species>(static_cast<uint16_t>(ARGINT(1))), npcname, ARGSTR(3));
Timer(gettick() + static_cast<interval_t>(ARGINT(4)),
std::bind(timer_callback_kill_npc, ph::_1, ph::_2,
npc->bl_id)
).detach();
return 0;
}
static
void entity_warp(dumb_ptr<block_list> target, Borrowed<map_local> destm, int destx, int desty)
{
if (target->bl_type == BL::PC || target->bl_type == BL::MOB)
{
switch (target->bl_type)
{
case BL::PC:
{
dumb_ptr<map_session_data> character = target->is_player();
clif_clearchar(character, BeingRemoveWhy::WARPED);
map_delblock(character);
character->bl_x = destx;
character->bl_y = desty;
character->bl_m = destm;
pc_touch_all_relevant_npcs(character);
// Note that touching NPCs may have triggered warping and thereby updated x and y:
MapName map_name = character->bl_m->name_;
// Warp part #1: update relevant data, interrupt trading etc.:
pc_setpos(character, map_name, character->bl_x, character->bl_y, BeingRemoveWhy::GONE);
// Warp part #2: now notify the client
clif_changemap(character, map_name,
character->bl_x, character->bl_y);
break;
}
case BL::MOB:
target->bl_x = destx;
target->bl_y = desty;
target->bl_m = destm;
clif_fixmobpos(target->is_mob());
break;
}
}
}
static
int op_move(dumb_ptr<env_t>, Slice<val_t> args)
{
dumb_ptr<block_list> subject = ARGENTITY(0);
DIR dir = ARGDIR(1);
int newx = subject->bl_x + dirx[dir];
int newy = subject->bl_y + diry[dir];
if (!bool(map_getcell(subject->bl_m, newx, newy) & MapCell::UNWALKABLE))
entity_warp(subject, subject->bl_m, newx, newy);
return 0;
}
static
int op_warp(dumb_ptr<env_t>, Slice<val_t> args)
{
dumb_ptr<block_list> subject = ARGENTITY(0);
location_t *loc = &ARGLOCATION(1);
entity_warp(subject, loc->m, loc->x, loc->y);
return 0;
}
static
int op_banish(dumb_ptr<env_t>, Slice<val_t> args)
{
dumb_ptr<block_list> subject = ARGENTITY(0);
if (subject->bl_type == BL::MOB)
{
dumb_ptr<mob_data> mob = subject->is_mob();
if (bool(mob->mode & MobMode::SUMMONED))
mob_catch_delete(mob, BeingRemoveWhy::WARPED);
}
return 0;
}
static
void record_status_change(dumb_ptr<invocation> invocation_, BlockId bl_id,
StatusChange sc_id)
{
status_change_ref_t cr {};
cr.sc_type = sc_id;
cr.bl_id = bl_id;
invocation_->status_change_refv.push_back(cr);
}
static
int op_status_change(dumb_ptr<env_t> env, Slice<val_t> args)
{
dumb_ptr<block_list> subject = ARGENTITY(0);
assert (!env->VAR(VAR_INVOCATION).is<ValInvocationPtr>());
ValInvocationInt *ii = env->VAR(VAR_INVOCATION).get_if<ValInvocationInt>();
BlockId invocation_id = ii
? ii->v_iid : BlockId();
dumb_ptr<invocation> invocation_ = map_id_is_spell(invocation_id);
assert (!ARGINT(3));
assert (!ARGINT(4));
assert (!ARGINT(5));
skill_status_effect(subject, static_cast<StatusChange>(ARGINT(1)),
ARGINT(2),
static_cast<interval_t>(ARGINT(6)), invocation_id);
if (invocation_ && subject->bl_type == BL::PC)
record_status_change(invocation_, subject->bl_id, static_cast<StatusChange>(ARGINT(1)));
return 0;
}
static
int op_stop_status_change(dumb_ptr<env_t>, Slice<val_t> args)
{
dumb_ptr<block_list> subject = ARGENTITY(0);
StatusChange sc = static_cast<StatusChange>(ARGINT(1));
skill_status_change_end(subject, sc, nullptr);
return 0;
}
static
int op_override_attack(dumb_ptr<env_t> env, Slice<val_t> args)
{
dumb_ptr<block_list> psubject = ARGENTITY(0);
int charges = ARGINT(1);
interval_t attack_delay = static_cast<interval_t>(ARGINT(2));
int attack_range = ARGINT(3);
StatusChange icon = StatusChange(ARGINT(4));
ItemNameId look = wrap<ItemNameId>(static_cast<uint16_t>(ARGINT(5)));
int stopattack = ARGINT(6);
dumb_ptr<map_session_data> subject;
if (psubject->bl_type != BL::PC)
return 0;
subject = psubject->is_player();
if (subject->attack_spell_override)
{
dumb_ptr<invocation> old_invocation = map_id_is_spell(subject->attack_spell_override);
if (old_invocation)
spell_free_invocation(old_invocation);
}
ValInvocationInt *ii = env->VAR(VAR_INVOCATION).get_if<ValInvocationInt>();
subject->attack_spell_override =
trigger_spell(subject->bl_id, ii->v_iid);
subject->attack_spell_charges = charges;
if (subject->attack_spell_override)
{
dumb_ptr<invocation> attack_spell = map_id_is_spell(subject->attack_spell_override);
if (attack_spell && stopattack)
attack_spell->flags |= INVOCATION_FLAG::STOPATTACK;
char_set_weapon_icon(subject, charges, icon, look);
char_set_attack_info(subject, attack_delay, attack_range);
}
return 0;
}
static
int op_create_item(dumb_ptr<env_t>, Slice<val_t> args)
{
Item item;
dumb_ptr<block_list> entity = ARGENTITY(0);
dumb_ptr<map_session_data> subject;
int stackable;
int count = ARGINT(2);
if (count <= 0)
return 0;
if (entity->bl_type == BL::PC)
subject = entity->is_player();
else
return 0;
GET_ARG_ITEM(1, item, stackable);
if (!stackable)
while (count--)
pc_additem(subject, &item, 1);
else
pc_additem(subject, &item, count);
return 0;
}
inline
bool AGGRAVATION_MODE_ATTACKS_CASTER(int n)
{
return n == 0 || n == 2;
}
inline
bool AGGRAVATION_MODE_MAKES_AGGRESSIVE(int n)
{
return n > 0;
}
static
int op_aggravate(dumb_ptr<env_t>, Slice<val_t> args)
{
dumb_ptr<block_list> victim = ARGENTITY(2);
int mode = ARGINT(1);
dumb_ptr<block_list> target = ARGENTITY(0);
dumb_ptr<mob_data> other;
if (target->bl_type == BL::MOB)
other = target->is_mob();
else
return 0;
mob_target(other, victim, battle_get_range(victim));
if (AGGRAVATION_MODE_MAKES_AGGRESSIVE(mode))
other->mode = MobMode::war | (other->mode & MobMode::SENSIBLE_MASK);
if (AGGRAVATION_MODE_ATTACKS_CASTER(mode))
{
other->target_id = victim->bl_id;
other->attacked_id = victim->bl_id;
}
return 0;
}
enum class MonsterAttitude
{
HOSTILE = 0,
FRIENDLY = 1,
SERVANT = 2,
FROZEN = 3,
};
static
int op_spawn(dumb_ptr<env_t>, Slice<val_t> args)
{
dumb_ptr<area_t> area = ARGAREA(0);
dumb_ptr<block_list> owner_e = ARGENTITY(1);
Species monster_id = wrap<Species>(ARGINT(2));
MonsterAttitude monster_attitude = static_cast<MonsterAttitude>(ARGINT(3));
int monster_count = ARGINT(4);
interval_t monster_lifetime = static_cast<interval_t>(ARGINT(5));
int i;
dumb_ptr<map_session_data> owner = nullptr;
if (monster_attitude == MonsterAttitude::SERVANT
&& owner_e->bl_type == BL::PC)
owner = owner_e->is_player();
for (i = 0; i < monster_count; i++)
{
location_t loc;
magic_random_location(&loc, area);
BlockId mob_id;
dumb_ptr<mob_data> mob;
mob_id = mob_once_spawn(owner, loc.m->name_, loc.x, loc.y, JAPANESE_NAME, // Is that needed?
monster_id, 1, NpcEvent());
mob = map_id_is_mob(mob_id);
if (mob)
{
mob->mode = get_mob_db(monster_id).mode;
switch (monster_attitude)
{
case MonsterAttitude::SERVANT:
mob->state.special_mob_ai = 1;
mob->mode |= MobMode::AGGRESSIVE;
break;
case MonsterAttitude::FRIENDLY:
mob->mode = MobMode::CAN_ATTACK | (mob->mode & MobMode::CAN_MOVE);
break;
case MonsterAttitude::HOSTILE:
mob->mode = MobMode::CAN_ATTACK | MobMode::AGGRESSIVE | (mob->mode & MobMode::CAN_MOVE);
if (owner)
{
mob->target_id = owner->bl_id;
mob->attacked_id = owner->bl_id;
}
break;
case MonsterAttitude::FROZEN:
mob->mode = MobMode::ZERO;
break;
}
mob->mode |=
MobMode::SUMMONED | MobMode::TURNS_AGAINST_BAD_MASTER;
mob->deletetimer = Timer(gettick() + monster_lifetime,
std::bind(mob_timer_delete, ph::_1, ph::_2,
mob_id));
if (owner)
{
mob->master_id = owner->bl_id;
mob->master_dist = 6;
}
}
}
return 0;
}
static
ZString get_invocation_name(dumb_ptr<env_t> env)
{
assert (!env->VAR(VAR_INVOCATION).is<ValInvocationPtr>());
ValInvocationInt *ii = env->VAR(VAR_INVOCATION).get_if<ValInvocationInt>();
if (!ii)
return "?"_s;
dumb_ptr<invocation> invocation_;
invocation_ = map_id_is_spell(ii->v_iid);
if (invocation_)
return invocation_->spell->name;
else
return "??"_s;
}
static
int op_injure(dumb_ptr<env_t> env, Slice<val_t> args)
{
dumb_ptr<block_list> caster = ARGENTITY(0);
dumb_ptr<block_list> target = ARGENTITY(1);
int damage_caused = ARGINT(2);
int mp_damage = ARGINT(3);
int target_hp = battle_get_hp(target);
int mdef = battle_get_mdef(target);
if (target->bl_type == BL::PC
&& !target->bl_m->flag.get(MapFlag::PVP)
&& !target->is_player()->special_state.killable
&& (caster->bl_type != BL::PC || !caster->is_player()->special_state.killer))
return 0; /* Cannot damage other players outside of pvp */
if (target != caster)
{
/* Not protected against own spells */
damage_caused = (damage_caused * (100 - mdef)) / 100;
mp_damage = (mp_damage * (100 - mdef)) / 100;
}
damage_caused = (damage_caused > target_hp) ? target_hp : damage_caused;
if (damage_caused < 0)
damage_caused = 0;
// display damage first, because dealing damage may deallocate the target.
clif_damage(caster, target,
gettick(), interval_t::zero(), interval_t::zero(),
damage_caused, 0, DamageType::NORMAL);
if (caster->bl_type == BL::PC)
{
dumb_ptr<map_session_data> caster_pc = caster->is_player();
if (target->bl_type == BL::MOB)
{
dumb_ptr<mob_data> mob = target->is_mob();
MAP_LOG_PC(caster_pc, "SPELLDMG MOB%d %d FOR %d BY %s"_fmt,
mob->bl_id, mob->mob_class, damage_caused,
get_invocation_name(env));
}
}
battle_damage(caster, target, damage_caused, mp_damage);
return 0;
}
static
int op_emote(dumb_ptr<env_t>, Slice<val_t> args)
{
dumb_ptr<block_list> victim = ARGENTITY(0);
int emotion = ARGINT(1);
clif_emotion(victim, emotion);
return 0;
}
static
int op_set_script_variable(dumb_ptr<env_t>, Slice<val_t> args)
{
dumb_ptr<map_session_data> c = (ENTITY_TYPE(0) == BL::PC) ? ARGPC(0) : nullptr;
VarName varname = stringish<VarName>(ARGSTR(1));
int array_index = 0;
if (!c)
return 1;
set_script_var_i(c, varname, array_index, ARGINT(2));
return 0;
}
static
int op_set_script_str(dumb_ptr<env_t>, Slice<val_t> args)
{
dumb_ptr<map_session_data> c = (ENTITY_TYPE(0) == BL::PC) ? ARGPC(0) : nullptr;
VarName varname = stringish<VarName>(ARGSTR(1));
int array_index = 0;
if (!c)
return 1;
set_script_var_s(c, varname, array_index, ARGSTR(2));
return 0;
}
static
int op_set_hair_colour(dumb_ptr<env_t>, Slice<val_t> args)
{
dumb_ptr<map_session_data> c = (ENTITY_TYPE(0) == BL::PC) ? ARGPC(0) : nullptr;
if (!c)
return 1;
pc_changelook(c, LOOK::HAIR_COLOR, ARGINT(1));
return 0;
}
static
int op_set_hair_style(dumb_ptr<env_t>, Slice<val_t> args)
{
dumb_ptr<map_session_data> c = (ENTITY_TYPE(0) == BL::PC) ? ARGPC(0) : nullptr;
if (!c)
return 1;
pc_changelook(c, LOOK::HAIR, ARGINT(1));
return 0;
}
static
int op_drop_item_for (dumb_ptr<env_t>, Slice<val_t> args)
{
Item item;
int stackable;
location_t *loc = &ARGLOCATION(0);
int count = ARGINT(2);
interval_t interval = static_cast<interval_t>(ARGINT(3));
dumb_ptr<map_session_data> c = ((args.size() > 4) && (ENTITY_TYPE(4) == BL::PC)) ? ARGPC(4) : nullptr;
interval_t delay = (args.size() > 5) ? static_cast<interval_t>(ARGINT(5)) : interval_t::zero();
interval_t delaytime[3] = { delay, delay, delay };
dumb_ptr<map_session_data> owners[3] = { c, nullptr, nullptr };
GET_ARG_ITEM(1, item, stackable);
if (stackable)
{
map_addflooritem_any(&item, count, loc->m, loc->x, loc->y,
owners, delaytime, interval, 0);
}
else
{
while (count-- > 0)
map_addflooritem_any(&item, 1, loc->m, loc->x, loc->y,
owners, delaytime, interval, 0);
}
return 0;
}
static
int op_gain_exp(dumb_ptr<env_t>, Slice<val_t> args)
{
dumb_ptr<map_session_data> c = (ENTITY_TYPE(0) == BL::PC) ? ARGPC(0) : nullptr;
if (!c)
return 1;
pc_gainexp_reason(c, ARGINT(1), ARGINT(2),
static_cast<PC_GAINEXP_REASON>(ARGINT(3)));
return 0;
}
#define MAGIC_OPERATION(name, args, impl) {{name}, {{name}, {args}, impl}}
#define MAGIC_OPERATION1(name, args) MAGIC_OPERATION(#name##_s, args, op_##name)
static
std::map<ZString, op_t> operations =
{
MAGIC_OPERATION1(sfx, ".ii"_s),
MAGIC_OPERATION1(instaheal, "eii"_s),
MAGIC_OPERATION1(itemheal, "eii"_s),
MAGIC_OPERATION1(shroud, "ei"_s),
MAGIC_OPERATION("unshroud"_s, "e"_s, op_reveal),
MAGIC_OPERATION1(message, "es"_s),
MAGIC_OPERATION1(messenger_npc, "lissi"_s),
MAGIC_OPERATION1(move, "ed"_s),
MAGIC_OPERATION1(warp, "el"_s),
MAGIC_OPERATION1(banish, "e"_s),
MAGIC_OPERATION1(status_change, "eiiiiii"_s),
MAGIC_OPERATION1(stop_status_change, "ei"_s),
MAGIC_OPERATION1(override_attack, "eiiiiii"_s),
MAGIC_OPERATION1(create_item, "e.i"_s),
MAGIC_OPERATION1(aggravate, "eie"_s),
MAGIC_OPERATION1(spawn, "aeiiii"_s),
MAGIC_OPERATION1(injure, "eeii"_s),
MAGIC_OPERATION1(emote, "ei"_s),
MAGIC_OPERATION1(set_script_variable, "esi"_s),
MAGIC_OPERATION1(set_script_str, "ess"_s),
MAGIC_OPERATION1(set_hair_colour, "ei"_s),
MAGIC_OPERATION1(set_hair_style, "ei"_s),
MAGIC_OPERATION("drop_item"_s, "l.ii"_s, op_drop_item_for),
MAGIC_OPERATION1(drop_item_for, "l.iiei"_s),
MAGIC_OPERATION("gain_experience"_s, "eiii"_s, op_gain_exp),
};
op_t *magic_get_op(ZString name)
{
auto it = operations.find(name);
if (it == operations.end())
return nullptr;
return &it->second;
}
void spell_effect_report_termination(BlockId invocation_id, BlockId bl_id,
StatusChange sc_id, int)
{
dumb_ptr<invocation> invocation_ = map_id_is_spell(invocation_id);
if (!invocation_ || invocation_->bl_type != BL::SPELL)
return;
for (status_change_ref_t& cr : invocation_->status_change_refv)
{
if (cr.sc_type == sc_id && cr.bl_id == bl_id)
{
if (&cr != &invocation_->status_change_refv.back())
std::swap(cr, invocation_->status_change_refv.back());
invocation_->status_change_refv.pop_back();
try_to_finish_invocation(invocation_);
return;
}
}
{
dumb_ptr<block_list> entity = map_id2bl(bl_id);
if (entity->bl_type == BL::PC)
FPRINTF(stderr,
"[magic] INTERNAL ERROR: spell-effect-report-termination: tried to terminate on unexpected bl %d, sc %d\n"_fmt,
bl_id, sc_id);
return;
}
}
static
dumb_ptr<effect_t> return_to_stack(dumb_ptr<invocation> invocation_)
{
if (invocation_->stack.empty())
return nullptr;
else
{
cont_activation_record_t *ar =
&invocation_->stack.back();
MATCH_BEGIN (*ar)
{
MATCH_CASE (const CarProc&, c_proc)
{
dumb_ptr<effect_t> ret = ar->return_location;
for (int i = 0; i < c_proc.args_nr; i++)
{
val_t *var =
&invocation_->env->varu[c_proc.formalap[i]];
magic_clear_var(var);
*var = std::move(c_proc.old_actualpa[i]);
}
// pop the stack
clear_activation_record(ar);
invocation_->stack.pop_back();
return ret;
}
MATCH_CASE (CarForEach&, c_foreach)
{
BlockId entity_id;
val_t *var = &invocation_->env->varu[c_foreach.id];
do
{
// This >= is really supposed to be a ==, but
// I have no clue if it's actually safe to change it.
if (c_foreach.index >= c_foreach.entities_vp->size())
{
// pop the stack
dumb_ptr<effect_t> ret = ar->return_location;
clear_activation_record(ar);
invocation_->stack.pop_back();
return ret;
}
entity_id =
(*c_foreach.entities_vp)[c_foreach.index++];
}
while (!entity_id || !map_id2bl(entity_id));
magic_clear_var(var);
if (c_foreach.ty_is_spell_not_entity)
*var = ValInvocationInt{entity_id};
else
*var = ValEntityInt{entity_id};
return c_foreach.body;
}
MATCH_CASE (CarFor&, c_for)
{
if (c_for.current > c_for.stop)
{
dumb_ptr<effect_t> ret = ar->return_location;
// pop the stack
clear_activation_record(ar);
invocation_->stack.pop_back();
return ret;
}
magic_clear_var(&invocation_->env->varu[c_for.id]);
invocation_->env->varu[c_for.id] = ValInt{c_for.current++};
return c_for.body;
}
}
MATCH_END ();
abort();
}
}
static
void find_entities_in_area_c(dumb_ptr<block_list> target,
std::vector<BlockId> *entities_vp,
FOREACH_FILTER filter)
{
switch (target->bl_type)
{
case BL::PC:
if (filter == FOREACH_FILTER::PC
|| filter == FOREACH_FILTER::ENTITY
|| (filter == FOREACH_FILTER::TARGET
&& target->bl_m->flag.get(MapFlag::PVP)))
break;
else if (filter == FOREACH_FILTER::SPELL)
{ /* Check all spells bound to the caster */
dumb_ptr<invocation> invoc = target->is_player()->active_spells;
/* Add all spells locked onto thie PC */
while (invoc)
{
entities_vp->push_back(invoc->bl_id);
invoc = invoc->next_invocation;
}
}
return;
case BL::MOB:
if (filter == FOREACH_FILTER::MOB
|| filter == FOREACH_FILTER::ENTITY
|| filter == FOREACH_FILTER::TARGET)
break;
else
return;
case BL::SPELL:
if (filter == FOREACH_FILTER::SPELL)
{
dumb_ptr<invocation> invocation = target->is_spell();
/* Check whether the spell is `bound'-- if so, we'll consider it iff we see the caster(case BL::PC). */
if (bool(invocation->flags & INVOCATION_FLAG::BOUND))
return;
else
break; /* Add the spell */
}
else
return;
case BL::NPC:
if (filter == FOREACH_FILTER::NPC)
break;
else
return;
default:
return;
}
entities_vp->push_back(target->bl_id);
}
static
void find_entities_in_area(area_t& area_,
std::vector<BlockId> *entities_vp,
FOREACH_FILTER filter)
{
MATCH_BEGIN (area_)
{
MATCH_CASE (const AreaUnion&, a)
{
find_entities_in_area(*a.a_union[0], entities_vp, filter);
find_entities_in_area(*a.a_union[1], entities_vp, filter);
}
MATCH_CASE (const location_t&, a_loc)
{
(void)a_loc;
// TODO this can be simplified
int x, y, width, height;
Borrowed<map_local> m = magic_area_rect(&x, &y, &width, &height, area_);
map_foreachinarea(std::bind(find_entities_in_area_c, ph::_1, entities_vp, filter),
m,
x, y,
x + width, y + height,
BL::NUL /* filter elsewhere */);
}
MATCH_CASE (const AreaRect&, a_rect)
{
(void)a_rect;
// TODO this can be simplified
int x, y, width, height;
Borrowed<map_local> m = magic_area_rect(&x, &y, &width, &height, area_);
map_foreachinarea(std::bind(find_entities_in_area_c, ph::_1, entities_vp, filter),
m,
x, y,
x + width, y + height,
BL::NUL /* filter elsewhere */);
}
MATCH_CASE (const AreaBar&, a_bar)
{
(void)a_bar;
// TODO this is wrong
int x, y, width, height;
Borrowed<map_local> m = magic_area_rect(&x, &y, &width, &height, area_);
map_foreachinarea(std::bind(find_entities_in_area_c, ph::_1, entities_vp, filter),
m,
x, y,
x + width, y + height,
BL::NUL /* filter elsewhere */);
}
}
MATCH_END ();
}
static
dumb_ptr<effect_t> run_foreach(dumb_ptr<invocation> invocation,
const EffectForEach *foreach,
dumb_ptr<effect_t> return_location)
{
const EffectForEach& e_foreach = *foreach;
val_t area;
FOREACH_FILTER filter = e_foreach.filter;
int id = e_foreach.id;
dumb_ptr<effect_t> body = e_foreach.body;
magic_eval(invocation->env, &area, e_foreach.area);
auto va = area.get_if<ValArea>();
if (!va)
{
magic_clear_var(&area);
FPRINTF(stderr,
"[magic] Error in spell `%s': FOREACH loop over non-area\n"_fmt,
invocation->spell->name);
return return_location;
}
{
std::vector<BlockId> entities_v;
find_entities_in_area(*va->v_area,
&entities_v, filter);
entities_v.shrink_to_fit();
// iterator_pair will go away when this gets properly containerized.
random_::shuffle(entities_v);
CarForEach c_foreach;
c_foreach.id = id;
c_foreach.body = body;
c_foreach.index = 0;
c_foreach.entities_vp.new_(std::move(entities_v));
c_foreach.ty_is_spell_not_entity =
(filter == FOREACH_FILTER::SPELL);
invocation->stack.emplace_back(c_foreach, return_location);
magic_clear_var(&area);
return return_to_stack(invocation);
}
}
static
dumb_ptr<effect_t> run_for (dumb_ptr<invocation> invocation,
const EffectFor *for_,
dumb_ptr<effect_t> return_location)
{
const EffectFor& e_for = *for_;
int id = e_for.id;
val_t start;
val_t stop;
magic_eval(invocation->env, &start, e_for.start);
magic_eval(invocation->env, &stop, e_for.stop);
if (!start.is<ValInt>() || !stop.is<ValInt>())
{
magic_clear_var(&start);
magic_clear_var(&stop);
FPRINTF(stderr,
"[magic] Error in spell `%s': FOR loop start or stop point is not an integer\n"_fmt,
invocation->spell->name);
return return_location;
}
CarFor c_for;
c_for.id = id;
c_for.current = start.get_if<ValInt>()->v_int;
c_for.stop = stop.get_if<ValInt>()->v_int;
c_for.body = e_for.body;
invocation->stack.emplace_back(c_for, return_location);
return return_to_stack(invocation);
}
static
dumb_ptr<effect_t> run_call(dumb_ptr<invocation> invocation,
const EffectCall *call,
dumb_ptr<effect_t> return_location)
{
const EffectCall& e_call = *call;
int args_nr = e_call.formalv->size();
int *formals = e_call.formalv->data();
auto old_actuals = dumb_ptr<val_t[]>::make(args_nr);
CarProc c_proc;
c_proc.args_nr = args_nr;
c_proc.formalap = formals;
c_proc.old_actualpa = old_actuals;
invocation->stack.emplace_back(c_proc, return_location);
for (int i = 0; i < args_nr; i++)
{
val_t *env_val = &invocation->env->varu[formals[i]];
magic_copy_var(&old_actuals[i], env_val);
magic_eval(invocation->env, env_val, (*e_call.actualvp)[i]);
}
return e_call.body;
}
/**
* Execute a spell invocation until we abort, finish, or hit the next `sleep'.
*
* Use spell_execute() to automate handling of timers
*
* Returns: 0 if finished (all memory is freed implicitly)
* >1 if we hit `sleep'; the result is the number of ticks we should sleep for.
* -1 if we paused to wait for a user action (via script interaction)
*/
static
interval_t spell_run(dumb_ptr<invocation> invocation_, int allow_delete)
{
const BlockId invocation_id = invocation_->bl_id;
#define REFRESH_INVOCATION invocation_ = map_id_is_spell(invocation_id); if (!invocation_) return interval_t::zero();
while (invocation_->current_effect)
{
dumb_ptr<effect_t> e = invocation_->current_effect;
dumb_ptr<effect_t> next = e->next;
int i;
MATCH_BEGIN (*e)
{
MATCH_CASE (const EffectSkip&, e_)
{
(void)e_;
}
MATCH_CASE (const EffectAbort&, e_)
{
(void)e_;
invocation_->flags |= INVOCATION_FLAG::ABORTED;
invocation_->end_effect = nullptr;
clear_stack(invocation_);
next = nullptr;
}
MATCH_CASE (const EffectEnd&, e_)
{
(void)e_;
clear_stack(invocation_);
next = nullptr;
}
MATCH_CASE (const EffectAssign&, e_assign)
{
magic_eval(invocation_->env,
&invocation_->env->varu[e_assign.id],
e_assign.expr);
}
MATCH_CASE (const EffectForEach&, e_foreach)
{
next = run_foreach(invocation_, &e_foreach, next);
}
MATCH_CASE (const EffectFor&, e_for)
{
next = run_for (invocation_, &e_for, next);
}
MATCH_CASE (const EffectIf&, e_if)
{
if (magic_eval_int(invocation_->env, e_if.cond))
next = e_if.true_branch;
else
next = e_if.false_branch;
}
MATCH_CASE (const EffectSleep&, e_)
{
interval_t sleeptime = static_cast<interval_t>(
magic_eval_int(invocation_->env, e_.e_sleep));
invocation_->current_effect = next;
if (sleeptime > interval_t::zero())
return sleeptime;
}
MATCH_CASE (const EffectScript&, e_)
{
dumb_ptr<map_session_data> caster = map_id_is_player(invocation_->caster);
if (caster)
{
dumb_ptr<env_t> env = invocation_->env;
ZString caster_name = (caster ? caster->status_key.name : CharName()).to__actual();
argrec_t arg[1] =
{
{"@caster_name$"_s, caster_name},
};
assert (!env->VAR(VAR_SCRIPTTARGET).is<ValEntityPtr>());
ValEntityInt *ei = env->VAR(VAR_SCRIPTTARGET).get_if<ValEntityInt>();
BlockId message_recipient =
ei
? ei->v_eid
: invocation_->caster;
dumb_ptr<map_session_data> recipient = map_id_is_player(message_recipient);
if (recipient->npc_id
&& recipient->npc_id != invocation_->bl_id)
goto break_match; /* Don't send multiple message boxes at once */
if (!invocation_->script_pos) // first time running this script?
clif_spawn_fake_npc_for_player(recipient,
invocation_->bl_id);
// We have to do this or otherwise the client won't think that it's
// dealing with an NPC
int newpos = run_script_l(
ScriptPointer(borrow(*e_.e_script), invocation_->script_pos),
message_recipient, invocation_->bl_id,
arg);
/* Returns the new script position, or -1 once the script is finished */
if (newpos != -1)
{
/* Must set up for continuation */
recipient->npc_id = invocation_->bl_id;
recipient->npc_pos = invocation_->script_pos = newpos;
return static_cast<interval_t>(-1); /* Signal `wait for script' */
}
else
invocation_->script_pos = 0;
clif_clearchar_id(invocation_->bl_id, BeingRemoveWhy::DEAD, caster->sess);
}
REFRESH_INVOCATION; // Script may have killed the caster
}
MATCH_CASE (const EffectBreak&, e_)
{
(void)e_;
next = return_to_stack(invocation_);
}
MATCH_CASE (const EffectOp&, e_op)
{
op_t *op = e_op.opp;
val_t args[MAX_ARGS];
for (i = 0; i < e_op.args_nr; i++)
magic_eval(invocation_->env, &args[i], e_op.args[i]);
if (!magic_signature_check("effect"_s, op->name, op->signature,
Slice<val_t>(args, e_op.args_nr),
e_op.line_nr,
e_op.column))
op->op(invocation_->env, Slice<val_t>(args, e_op.args_nr));
for (i = 0; i < e_op.args_nr; i++)
magic_clear_var(&args[i]);
REFRESH_INVOCATION; // Effect may have killed the caster
}
MATCH_CASE (const EffectCall&, e_call)
{
next = run_call(invocation_, &e_call, next);
}
}
MATCH_END ();
break_match:
if (!next)
next = return_to_stack(invocation_);
invocation_->current_effect = next;
}
if (allow_delete)
try_to_finish_invocation(invocation_);
return interval_t::zero();
#undef REFRESH_INVOCATION
}
static
void spell_execute_d(dumb_ptr<invocation> invocation, int allow_deletion)
{
spell_update_location(invocation);
interval_t delta = spell_run(invocation, allow_deletion);
if (delta > interval_t::zero())
{
assert (!invocation->timer);
invocation->timer = Timer(gettick() + delta,
std::bind(invocation_timer_callback, ph::_1, ph::_2,
invocation->bl_id));
}
/* If 0, the script cleaned itself. If -1(wait-for-script), we must wait for the user. */
}
void spell_execute(dumb_ptr<invocation> invocation)
{
spell_execute_d(invocation, 1);
}
void spell_execute_script(dumb_ptr<invocation> invocation)
{
if (invocation->script_pos)
spell_execute_d(invocation, 1);
/* Otherwise the script-within-the-spell has been terminated by some other means.
* In practice this happens when the script doesn't wait for user input: the client
* may still notify the server that it's done. Without the above check, we'd be
* running the same spell twice! */
}
int spell_attack(BlockId caster_id, BlockId target_id)
{
dumb_ptr<map_session_data> caster = map_id_is_player(caster_id);
dumb_ptr<invocation> invocation_;
int stop_attack = 0;
if (!caster)
return 0;
invocation_ = map_id_is_spell(caster->attack_spell_override);
if (invocation_ && bool(invocation_->flags & INVOCATION_FLAG::STOPATTACK))
stop_attack = 1;
if (invocation_ && caster->attack_spell_charges > 0)
{
magic_clear_var(&invocation_->env->varu[VAR_TARGET]);
invocation_->env->varu[VAR_TARGET] = ValEntityInt{target_id};
invocation_->current_effect = invocation_->trigger_effect;
invocation_->flags &= ~INVOCATION_FLAG::ABORTED;
spell_execute_d(invocation_,
0 /* don't delete the invocation if done */ );
// If the caster died, we need to refresh here:
invocation_ = map_id_is_spell(caster->attack_spell_override);
if (invocation_ && !bool(invocation_->flags & INVOCATION_FLAG::ABORTED)) // If we didn't abort:
caster->attack_spell_charges--;
}
if (invocation_ && caster->attack_spell_override != invocation_->bl_id)
{
/* Attack spell changed / was refreshed */
// spell_free_invocation(invocation); // [Fate] This would be a double free.
}
else if (!invocation_ || caster->attack_spell_charges <= 0)
{
caster->attack_spell_override = BlockId();
char_set_weapon_icon(caster, 0, StatusChange::ZERO, ItemNameId());
char_set_attack_info(caster, interval_t::zero(), 0);
if (stop_attack)
pc_stopattack(caster);
if (invocation_)
spell_free_invocation(invocation_);
}
return 1;
}
} // namespace magic
} // namespace tmwa