#include <cstring>
#include "../strings/xstring.hpp"
#include "../io/cxxstdio.hpp"
#include "magic-interpreter.hpp"
#include "pc.hpp"
#include "magic-expr.hpp"
#include "magic-interpreter-base.hpp"
#include "magic-stmt.hpp"
#include "magic.hpp"
#include "../poison.hpp"
#undef DEBUG
/// Return a pair of strings, {spellname, parameter}
/// Parameter may be empty.
static
std::pair<XString, XString> magic_tokenise(XString src)
{
auto seeker = std::find(src.begin(), src.end(), ' ');
if (seeker == src.end())
{
return {src, XString()};
}
else
{
XString rv1 = src.xislice_h(seeker);
++seeker;
while (seeker != src.end() && *seeker == ' ')
++seeker;
// Note: this very well could be empty
XString rv2 = src.xislice_t(seeker);
return {rv1, rv2};
}
}
int magic_message(dumb_ptr<map_session_data> caster, XString source_invocation)
{
if (pc_isdead(caster))
return 0;
if (bool(caster->status.option & Option::HIDE))
return 0; // No spellcasting while hidden
int power = caster->matk1;
// This was the only thing worth saving from magic_preprocess_message.
// May it rest only, and never rise again.
// For more information on how this code worked, travel through time
// and watch all the comments I wrote for myself while trying to figure
// out if it was safe to delete.
if (caster->state.shroud_active && caster->state.shroud_disappears_on_talk)
magic_unshroud(caster);
auto pair = magic_tokenise(source_invocation);
XString spell_invocation = pair.first;
XString parameter = pair.second;
dumb_ptr<spell_t> spell = magic_find_spell(spell_invocation);
if (spell)
{
int near_miss;
dumb_ptr<env_t> env =
spell_create_env(&magic_conf, spell, caster, power, parameter);
effect_set_t *effects;
if (bool(spell->flags & SPELL_FLAG::NONMAGIC) || (power >= 1))
effects = spell_trigger(spell, caster, env, &near_miss);
else
effects = NULL;
#ifdef DEBUG
FPRINTF(stderr, "Found spell `%s', triggered = %d\n", spell_,
effects != NULL);
#endif
MAP_LOG_PC(caster, "CAST %s %s",
spell->name, effects ? "SUCCESS" : "FAILURE");
if (effects)
{
dumb_ptr<invocation> invocation = spell_instantiate(effects, env);
spell_bind(caster, invocation);
spell_execute(invocation);
return bool(spell->flags & SPELL_FLAG::SILENT) ? -1 : 1;
}
else
magic_free_env(env);
return 1;
}
return 0; /* Not a spell */
}