#include "magic-interpreter.hpp" #include "magic-expr.hpp" #include "magic-expr-eval.hpp" #include "magic-interpreter-aux.hpp" #define INVISIBLE_NPC 127 /* used for local spell effects */ //#define DEBUG #ifdef DEBUG static void print_val (val_t * v) { switch (v->ty) { case TY_UNDEF: fprintf (stderr, "UNDEF"); break; case TY_INT: fprintf (stderr, "%d", v->v.v_int); break; case TY_DIR: fprintf (stderr, "dir%d", v->v.v_int); break; case TY_STRING: fprintf (stderr, "`%s'", v->v.v_string); break; default: fprintf (stderr, "ty%d", v->ty); break; } } static void dump_env (env_t * env) { int i; for (i = 0; i < env->base_env->vars_nr; i++) { val_t *v = &env->vars[i]; val_t *bv = &env->base_env->vars[i]; fprintf (stderr, "%02x %30s ", i, env->base_env->var_name[i]); print_val (v); fprintf (stderr, "\t("); print_val (bv); fprintf (stderr, ")\n"); } } #endif static void clear_activation_record (cont_activation_record_t * ar) { switch (ar->ty) { case CONT_STACK_FOREACH: free (ar->c.c_foreach.entities); break; case CONT_STACK_PROC: free (ar->c.c_proc.old_actuals); break; } } static void invocation_timer_callback (timer_id UNUSED, tick_t UNUSED, custom_id_t id, custom_data_t data) { invocation_t *invocation = (invocation_t *) map_id2bl (id); if (invocation) { invocation->timer = 0; spell_execute (invocation); } } static void clear_stack (invocation_t * invocation) { int i; for (i = 0; i < invocation->stack_size; i++) clear_activation_record (&invocation->stack[i]); invocation->stack_size = 0; } void spell_free_invocation (invocation_t * invocation) { if (invocation->status_change_refs) { free (invocation->status_change_refs); /* The following cleanup shouldn't be necessary, but I've added it to help tracking a certain bug */ invocation->status_change_refs = NULL; invocation->status_change_refs_nr = 0; } if (invocation->flags & INVOCATION_FLAG_BOUND) { entity_t *e = map_id2bl (invocation->subject); if (e && e->type == BL_PC) spell_unbind ((character_t *) e, invocation); } clear_stack (invocation); if (invocation->timer) delete_timer (invocation->timer, invocation_timer_callback); magic_free_env (invocation->env); map_delblock (&invocation->bl); map_delobject (invocation->bl.id, BL_SPELL); // also frees the object // free(invocation); } static void char_set_weapon_icon (character_t * subject, int count, int icon, int look) { const int old_icon = subject->attack_spell_icon_override; subject->attack_spell_icon_override = icon; subject->attack_spell_look_override = look; if (old_icon && old_icon != icon) clif_status_change (&subject->bl, old_icon, 0); clif_fixpcpos (subject); if (count) { clif_changelook (&subject->bl, LOOK_WEAPON, look); if (icon) clif_status_change (&subject->bl, icon, 1); } else { /* Set it to `normal' */ clif_changelook (&subject->bl, LOOK_WEAPON, subject->status.weapon); } } static void char_set_attack_info (character_t * subject, int speed, int range) { subject->attack_spell_delay = speed; subject->attack_spell_range = range; if (speed == 0) { 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 (character_t * c) { int i; // Zap all status change references to spells for (i = 0; i < MAX_STATUSCHANGE; i++) c->sc_data[i].spell_invocation = 0; while (c->active_spells) spell_free_invocation (c->active_spells); if (c->attack_spell_override) { invocation_t *attack_spell = (invocation_t *) map_id2bl (c->attack_spell_override); if (attack_spell) spell_free_invocation (attack_spell); c->attack_spell_override = 0; char_set_weapon_icon (c, 0, 0, 0); char_set_attack_info (c, 0, 0); } } /* Spell execution has finished normally or we have been notified by a finished skill timer */ static void try_to_finish_invocation (invocation_t * invocation) { if (invocation->status_change_refs_nr == 0 && !invocation->current_effect) { if (invocation->end_effect) { clear_stack (invocation); invocation->current_effect = invocation->end_effect; invocation->end_effect = NULL; spell_execute (invocation); } else spell_free_invocation (invocation); } } static int trigger_spell (int subject, int spell) { invocation_t *invocation = (invocation_t *) map_id2bl (spell); if (!invocation) return 0; invocation = spell_clone_effect (invocation); spell_bind ((character_t *) map_id2bl (subject), invocation); magic_clear_var (&invocation->env->vars[VAR_CASTER]); invocation->env->vars[VAR_CASTER].ty = TY_ENTITY; invocation->env->vars[VAR_CASTER].v.v_int = subject; return invocation->bl.id; } static void entity_warp (entity_t * target, int destm, int destx, int desty); static void char_update (character_t * character) { entity_warp ((entity_t *) character, character->bl.m, character->bl.x, character->bl.y); } static void timer_callback_effect (timer_id UNUSED, tick_t UNUSED, custom_id_t id, custom_data_t data) { entity_t *target = map_id2bl (id); if (target) clif_misceffect (target, data); } static void entity_effect (entity_t * entity, int effect_nr, int delay) { add_timer (gettick () + delay, &timer_callback_effect, entity->id, effect_nr); } void magic_unshroud (character_t * 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->fd, "Your shroud has been dispelled!"); // entity_effect(&other_char->bl, MAGIC_EFFECT_REVEAL); } static void timer_callback_effect_npc_delete (timer_id UNUSED, tick_t odelay, custom_id_t npc_id, custom_data_t UNUSED) { struct npc_data *effect_npc = (struct npc_data *) map_id2bl (npc_id); npc_free (effect_npc); } static struct npc_data *local_spell_effect (int m, int x, int y, int effect, int tdelay) { int delay = 30000; /* 1 minute should be enough for all interesting spell effects, I hope */ struct npc_data *effect_npc = npc_spawn_text (m, x, y, INVISIBLE_NPC, "", "?"); int effect_npc_id = effect_npc->bl.id; entity_effect (&effect_npc->bl, effect, tdelay); add_timer (gettick () + delay, timer_callback_effect_npc_delete, effect_npc_id, 0); return effect_npc; } static int op_sfx (env_t * env, int args_nr, val_t * args) { int delay = ARGINT (2); if (TY (0) == TY_ENTITY) { entity_effect (ARGENTITY (0), ARGINT (1), delay); } else if (TY (0) == TY_LOCATION) { local_spell_effect (ARGLOCATION (0).m, ARGLOCATION (0).x, ARGLOCATION (0).y, ARGINT (1), delay); } else return 1; return 0; } static int op_instaheal (env_t * env, int args_nr, val_t * args) { entity_t *caster = (VAR (VAR_CASTER).ty == TY_ENTITY) ? map_id2bl (VAR (VAR_CASTER).v.v_int) : NULL; entity_t *subject = ARGENTITY (0); if (!caster) caster = subject; if (caster->type == BL_PC && subject->type == BL_PC) { character_t *caster_pc = (character_t *) caster; character_t *subject_pc = (character_t *) subject; MAP_LOG_PC (caster_pc, "SPELLHEAL-INSTA PC%d FOR %d", subject_pc->status.char_id, ARGINT (1)); } battle_heal (caster, subject, ARGINT (1), ARGINT (2), 0); return 0; } static int op_itemheal (env_t * env, int args_nr, val_t * args) { entity_t *subject = ARGENTITY (0); if (subject->type == BL_PC) { pc_itemheal ((struct map_session_data *) subject, ARGINT (1), ARGINT (2)); } else return op_instaheal (env, args_nr, args); return 0; } #define SHROUD_HIDE_NAME_TALKING_FLAG (1 << 0) #define SHROUD_DISAPPEAR_ON_PICKUP_FLAG (1 << 1) #define SHROUD_DISAPPEAR_ON_TALK_FLAG (1 << 2) #define ARGCHAR(n) (ARGENTITY(n)->type == BL_PC) ? (character_t *)(ARGENTITY(n)) : NULL static int op_shroud (env_t * env, int args_nr, val_t * args) { character_t *subject = ARGCHAR (0); int arg = ARGINT (1); if (!subject) return 0; subject->state.shroud_active = 1; subject->state.shroud_hides_name_talking = (arg & SHROUD_HIDE_NAME_TALKING_FLAG) != 0; subject->state.shroud_disappears_on_pickup = (arg & SHROUD_DISAPPEAR_ON_PICKUP_FLAG) != 0; subject->state.shroud_disappears_on_talk = (arg & SHROUD_DISAPPEAR_ON_TALK_FLAG) != 0; return 0; } static int op_reveal (env_t * env, int args_nr, val_t * args) { character_t *subject = ARGCHAR (0); if (subject && subject->state.shroud_active) magic_unshroud (subject); return 0; } static int op_message (env_t * env, int args_nr, val_t * args) { character_t *subject = ARGCHAR (0); if (subject) clif_displaymessage (subject->fd, ARGSTR (1)); return 0; } static void timer_callback_kill_npc (timer_id UNUSED, tick_t odelay, custom_id_t npc_id, custom_data_t data) { struct npc_data *npc = (struct npc_data *) map_id2bl (npc_id); if (npc) npc_free (npc); } static int op_messenger_npc (env_t * env, int args_nr, val_t * args) { struct npc_data *npc; location_t *loc = &ARGLOCATION (0); npc = npc_spawn_text (loc->m, loc->x, loc->y, ARGINT (1), ARGSTR (2), ARGSTR (3)); add_timer (gettick () + ARGINT (4), &timer_callback_kill_npc, npc->bl.id, 0); return 0; } static void entity_warp (entity_t * target, int destm, int destx, int desty) { if (target->type == BL_PC || target->type == BL_MOB) { switch (target->type) { case BL_PC: { character_t *character = (character_t *) target; char *map_name; clif_clearchar_area (&character->bl, 3); map_delblock (&character->bl); 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: map_name = map[character->bl.m].name; // Warp part #1: update relevant data, interrupt trading etc.: pc_setpos (character, map_name, character->bl.x, character->bl.y, 0); // Warp part #2: now notify the client clif_changemap (character, map_name, character->bl.x, character->bl.y); break; } case BL_MOB: target->x = destx; target->y = desty; target->m = destm; clif_fixmobpos ((struct mob_data *) target); break; } } } static int op_move (env_t * env, int args_nr, val_t * args) { entity_t *subject = ARGENTITY (0); int dir = ARGDIR (1); int newx = subject->x + heading_x[dir]; int newy = subject->y + heading_y[dir]; if (!map_is_solid (subject->m, newx, newy)) entity_warp (subject, subject->m, newx, newy); return 0; } static int op_warp (env_t * env, int args_nr, val_t * args) { entity_t *subject = ARGENTITY (0); location_t *loc = &ARGLOCATION (1); entity_warp (subject, loc->m, loc->x, loc->y); return 0; } static int op_banish (env_t * env, int args_nr, val_t * args) { entity_t *subject = ARGENTITY (0); if (subject->type == BL_MOB) { struct mob_data *mob = (struct mob_data *) subject; if (mob->mode & MOB_MODE_SUMMONED) mob_catch_delete (mob, 3); } return 0; } static void record_status_change (invocation_t * invocation, int bl_id, int sc_id) { int index = invocation->status_change_refs_nr++; status_change_ref_t *cr; RECREATE (invocation->status_change_refs, status_change_ref_t, invocation->status_change_refs_nr); cr = &invocation->status_change_refs[index]; cr->sc_type = sc_id; cr->bl_id = bl_id; } static int op_status_change (env_t * env, int args_nr, val_t * args) { entity_t *subject = ARGENTITY (0); int invocation_id = VAR (VAR_INVOCATION).ty == TY_INVOCATION ? VAR (VAR_INVOCATION).v.v_int : 0; invocation_t *invocation = (invocation_t *) map_id2bl (invocation_id); skill_status_effect (subject, ARGINT (1), ARGINT (2), ARGINT (3), ARGINT (4), ARGINT (5), ARGINT (6), 0, invocation_id); if (invocation && subject->type == BL_PC) record_status_change (invocation, subject->id, ARGINT (1)); return 0; } static int op_stop_status_change (env_t * env, int args_nr, val_t * args) { entity_t *subject = ARGENTITY (0); skill_status_change_end (subject, ARGINT (1), -1); return 0; } static int op_override_attack (env_t * env, int args_nr, val_t * args) { entity_t *psubject = ARGENTITY (0); int charges = ARGINT (1); int attack_delay = ARGINT (2); int attack_range = ARGINT (3); int icon = ARGINT (4); int look = ARGINT (5); int stopattack = ARGINT (6); character_t *subject; if (psubject->type != BL_PC) return 0; subject = (character_t *) psubject; if (subject->attack_spell_override) { invocation_t *old_invocation = (invocation_t *) map_id2bl (subject->attack_spell_override); if (old_invocation) spell_free_invocation (old_invocation); } subject->attack_spell_override = trigger_spell (subject->bl.id, VAR (VAR_INVOCATION).v.v_int); subject->attack_spell_charges = charges; if (subject->attack_spell_override) { invocation_t *attack_spell = (invocation_t *) map_id2bl (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 (env_t * env, int args_nr, val_t * args) { struct item item; entity_t *entity = ARGENTITY (0); character_t *subject; int stackable; int count = ARGINT (2); if (count <= 0) return 0; if (entity->type == BL_PC) subject = (character_t *) entity; 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; } #define AGGRAVATION_MODE_ATTACKS_CASTER(n) ((n) == 0 || (n) == 2) #define AGGRAVATION_MODE_MAKES_AGGRESSIVE(n) ((n) > 0) static int op_aggravate (env_t * env, int args_nr, val_t * args) { entity_t *victim = ARGENTITY (2); int mode = ARGINT (1); entity_t *target = ARGENTITY (0); struct mob_data *other; if (target->type == BL_MOB) other = (struct mob_data *) target; else return 0; mob_target (other, victim, battle_get_range (victim)); if (AGGRAVATION_MODE_MAKES_AGGRESSIVE (mode)) other->mode = 0x85 | (other->mode & MOB_SENSIBLE_MASK); /* war */ if (AGGRAVATION_MODE_ATTACKS_CASTER (mode)) { other->target_id = victim->id; other->attacked_id = victim->id; } return 0; } #define MONSTER_ATTITUDE_HOSTILE 0 #define MONSTER_ATTITUDE_FRIENDLY 1 #define MONSTER_ATTITUDE_SERVANT 2 #define MONSTER_ATTITUDE_FROZEN 3 static int op_spawn (env_t * env, int args_nr, val_t * args) { area_t *area = ARGAREA (0); entity_t *owner_e = ARGENTITY (1); int monster_id = ARGINT (2); int monster_attitude = ARGINT (3); int monster_count = ARGINT (4); int monster_lifetime = ARGINT (5); int i; character_t *owner = (monster_attitude == MONSTER_ATTITUDE_SERVANT && owner_e->type == BL_PC) ? (character_t *) owner_e : NULL; for (i = 0; i < monster_count; i++) { location_t loc; magic_random_location (&loc, area); int mob_id; struct mob_data *mob; mob_id = mob_once_spawn (owner, map[loc.m].name, loc.x, loc.y, "--ja--", // Is that needed? monster_id, 1, ""); mob = (struct mob_data *) map_id2bl (mob_id); if (mob) { mob->mode = mob_db[monster_id].mode; switch (monster_attitude) { case MONSTER_ATTITUDE_SERVANT: mob->state.special_mob_ai = 1; mob->mode |= 0x04; break; case MONSTER_ATTITUDE_FRIENDLY: mob->mode = 0x80 | (mob->mode & 1); break; case MONSTER_ATTITUDE_HOSTILE: mob->mode = 0x84 | (mob->mode & 1); if (owner) { mob->target_id = owner->bl.id; mob->attacked_id = owner->bl.id; } break; case MONSTER_ATTITUDE_FROZEN: mob->mode = 0; break; } mob->mode |= MOB_MODE_SUMMONED | MOB_MODE_TURNS_AGAINST_BAD_MASTER; mob->deletetimer = add_timer (gettick () + monster_lifetime, mob_timer_delete, mob_id, 0); if (owner) { mob->master_id = owner->bl.id; mob->master_dist = 6; } } } return 0; } static const char *get_invocation_name (env_t * env) { invocation_t *invocation; if (VAR (VAR_INVOCATION).ty != TY_INVOCATION) return "?"; invocation = (invocation_t *) map_id2bl (VAR (VAR_INVOCATION).v.v_int); if (invocation) return invocation->spell->name; else return "??"; } static int op_injure (env_t * env, int args_nr, val_t * args) { entity_t *caster = ARGENTITY (0); entity_t *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->type == BL_PC && !map[target->m].flag.pvp && !((character_t *) target)->special_state.killable && (caster->type != BL_PC || !((character_t *) caster)->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 (), 0, 0, damage_caused, 0, 0, 0); if (caster->type == BL_PC) { character_t *caster_pc = (character_t *) caster; if (target->type == BL_MOB) { struct mob_data *mob = (struct mob_data *) target; MAP_LOG_PC (caster_pc, "SPELLDMG MOB%d %d FOR %d BY %s", 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 (env_t * env, int args_nr, val_t * args) { entity_t *victim = ARGENTITY (0); int emotion = ARGINT (1); clif_emotion (victim, emotion); return 0; } static int op_set_script_variable (env_t * env, int args_nr, val_t * args) { character_t *c = (ETY (0) == BL_PC) ? ARGPC (0) : NULL; if (!c) return 1; pc_setglobalreg (c, ARGSTR (1), ARGINT (2)); return 0; } static int op_set_hair_colour (env_t * env, int args_nr, val_t * args) { character_t *c = (ETY (0) == BL_PC) ? ARGPC (0) : NULL; if (!c) return 1; pc_changelook (c, LOOK_HAIR_COLOR, ARGINT (1)); return 0; } static int op_set_hair_style (env_t * env, int args_nr, val_t * args) { character_t *c = (ETY (0) == BL_PC) ? ARGPC (0) : NULL; if (!c) return 1; pc_changelook (c, LOOK_HAIR, ARGINT (1)); return 0; } static int op_drop_item_for (env_t * env, int args_nr, val_t * args) { struct item item; int stackable; location_t *loc = &ARGLOCATION (0); int count = ARGINT (2); int time = ARGINT (3); character_t *c = ((args_nr > 4) && (ETY (4) == BL_PC)) ? ARGPC (4) : NULL; int delay = (args_nr > 5) ? ARGINT (5) : 0; int delaytime[3] = { delay, delay, delay }; character_t *owners[3] = { c, NULL, NULL }; GET_ARG_ITEM (1, item, stackable); if (stackable) map_addflooritem_any (&item, count, loc->m, loc->x, loc->y, owners, delaytime, time, 0); else while (count-- > 0) map_addflooritem_any (&item, 1, loc->m, loc->x, loc->y, owners, delaytime, time, 0); return 0; } static int op_gain_exp (env_t * env, int args_nr, val_t * args) { character_t *c = (ETY (0) == BL_PC) ? ARGPC (0) : NULL; if (!c) return 1; pc_gainexp_reason (c, ARGINT (1), ARGINT (2), ARGINT (3)); return 0; } static op_t operations[] = { {"sfx", ".ii", op_sfx}, {"instaheal", "eii", op_instaheal}, {"itemheal", "eii", op_itemheal}, {"shroud", "ei", op_shroud}, {"unshroud", "e", op_reveal}, {"message", "es", op_message}, {"messenger_npc", "lissi", op_messenger_npc}, {"move", "ed", op_move}, {"warp", "el", op_warp}, {"banish", "e", op_banish}, {"status_change", "eiiiiii", op_status_change}, {"stop_status_change", "ei", op_stop_status_change}, {"override_attack", "eiiiiii", op_override_attack}, {"create_item", "e.i", op_create_item}, {"aggravate", "eie", op_aggravate}, {"spawn", "aeiiii", op_spawn}, {"injure", "eeii", op_injure}, {"emote", "ei", op_emote}, {"set_script_variable", "esi", op_set_script_variable}, {"set_hair_colour", "ei", op_set_hair_colour}, {"set_hair_style", "ei", op_set_hair_style}, {"drop_item", "l.ii", op_drop_item_for}, {"drop_item_for", "l.iiei", op_drop_item_for}, {"gain_experience", "eiii", op_gain_exp}, {NULL, NULL, NULL} }; static int operations_sorted = 0; static int operation_count; static int compare_operations (const void *lhs, const void *rhs) { return strcmp (((op_t *) lhs)->name, ((op_t *) rhs)->name); } op_t *magic_get_op (char *name, int *index) { op_t key; if (!operations_sorted) { op_t *opc = operations; while (opc->name) ++opc; operation_count = opc - operations; qsort (operations, operation_count, sizeof (op_t), compare_operations); operations_sorted = 1; } key.name = name; op_t *op = (op_t *)bsearch (&key, operations, operation_count, sizeof (op_t), compare_operations); if (op && index) *index = op - operations; return op; } void spell_effect_report_termination (int invocation_id, int bl_id, int sc_id, int supplanted) { int i; int index = -1; invocation_t *invocation = (invocation_t *) map_id2bl (invocation_id); if (!invocation || invocation->bl.type != BL_SPELL) return; for (i = 0; i < invocation->status_change_refs_nr; i++) { status_change_ref_t *cr = &invocation->status_change_refs[i]; if (cr->sc_type == sc_id && cr->bl_id == bl_id) { index = i; break; } } if (index == -1) { entity_t *entity = map_id2bl (bl_id); if (entity->type == BL_PC) fprintf (stderr, "[magic] INTERNAL ERROR: spell-effect-report-termination: tried to terminate on unexpected bl %d, sc %d\n", bl_id, sc_id); return; } if (index == invocation->status_change_refs_nr - 1) invocation->status_change_refs_nr--; else /* Copy last change ref to the one we are deleting */ invocation->status_change_refs[index] = invocation-> status_change_refs[--invocation->status_change_refs_nr]; try_to_finish_invocation (invocation); } static effect_t *return_to_stack (invocation_t * invocation) { if (!invocation->stack_size) return NULL; else { cont_activation_record_t *ar = invocation->stack + (invocation->stack_size - 1); switch (ar->ty) { case CONT_STACK_PROC: { effect_t *ret = ar->return_location; int i; for (i = 0; i < ar->c.c_proc.args_nr; i++) { val_t *var = &invocation->env->vars[ar->c.c_proc.formals[i]]; magic_clear_var (var); *var = ar->c.c_proc.old_actuals[i]; } clear_activation_record (ar); --invocation->stack_size; return ret; } case CONT_STACK_FOREACH: { int entity_id; val_t *var = &invocation->env->vars[ar->c.c_foreach.id]; do { if (ar->c.c_foreach.index >= ar->c.c_foreach.entities_nr) { effect_t *ret = ar->return_location; clear_activation_record (ar); --invocation->stack_size; return ret; } entity_id = ar->c.c_foreach.entities[ar->c.c_foreach.index++]; } while (!entity_id || !map_id2bl (entity_id)); magic_clear_var (var); var->ty = ar->c.c_foreach.ty; var->v.v_int = entity_id; return ar->c.c_foreach.body; } case CONT_STACK_FOR: if (ar->c.c_for.current > ar->c.c_for.stop) { effect_t *ret = ar->return_location; clear_activation_record (ar); --invocation->stack_size; return ret; } magic_clear_var (&invocation->env->vars[ar->c.c_for.id]); invocation->env->vars[ar->c.c_for.id].ty = TY_INT; invocation->env->vars[ar->c.c_for.id].v.v_int = ar->c.c_for.current++; return ar->c.c_for.body; default: fprintf (stderr, "[magic] INTERNAL ERROR: While executing spell `%s': stack corruption\n", invocation->spell->name); return NULL; } } } static cont_activation_record_t *add_stack_entry (invocation_t * invocation, int ty, effect_t * return_location) { cont_activation_record_t *ar = invocation->stack + invocation->stack_size++; if (invocation->stack_size >= MAX_STACK_SIZE) { fprintf (stderr, "[magic] Execution stack size exceeded in spell `%s'; truncating effect\n", invocation->spell->name); invocation->stack_size--; return NULL; } ar->ty = ty; ar->return_location = return_location; return ar; } static void find_entities_in_area_c (entity_t * target, va_list va) { int *entities_allocd_p = va_arg (va, int *); int *entities_nr_p = va_arg (va, int *); int **entities_p = va_arg (va, int **); int filter = va_arg (va, int); /* The following macro adds an entity to the result list: */ #define ADD_ENTITY(e) \ if (*entities_nr_p == *entities_allocd_p) { \ /* Need more space */ \ (*entities_allocd_p) += 32; \ RECREATE (*entities_p, int, *entities_allocd_p); \ } \ (*entities_p)[(*entities_nr_p)++] = e; switch (target->type) { case BL_PC: if (filter == FOREACH_FILTER_PC || filter == FOREACH_FILTER_ENTITY || (filter == FOREACH_FILTER_TARGET && map[target->m].flag.pvp)) break; else if (filter == FOREACH_FILTER_SPELL) { /* Check all spells bound to the caster */ invocation_t *invoc = ((character_t *) target)->active_spells; /* Add all spells locked onto thie PC */ while (invoc) { ADD_ENTITY (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) { invocation_t *invocation = (invocation_t *) target; /* Check whether the spell is `bound'-- if so, we'll consider it iff we see the caster (case BL_PC). */ if (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; } ADD_ENTITY (target->id); #undef ADD_ENTITY } static void find_entities_in_area (area_t * area, int *entities_allocd_p, int *entities_nr_p, int **entities_p, int filter) { switch (area->ty) { case AREA_UNION: find_entities_in_area (area->a.a_union[0], entities_allocd_p, entities_nr_p, entities_p, filter); find_entities_in_area (area->a.a_union[1], entities_allocd_p, entities_nr_p, entities_p, filter); break; default: { int m, x, y, width, height; magic_area_rect (&m, &x, &y, &width, &height, area); map_foreachinarea (find_entities_in_area_c, m, x, y, x + width, y + height, 0 /* filter elsewhere */ , entities_allocd_p, entities_nr_p, entities_p, filter); } } } static effect_t *run_foreach (invocation_t * invocation, effect_t * foreach, effect_t * return_location) { val_t area; int filter = foreach->e.e_foreach.filter; int id = foreach->e.e_foreach.id; effect_t *body = foreach->e.e_foreach.body; magic_eval (invocation->env, &area, foreach->e.e_foreach.area); if (area.ty != TY_AREA) { magic_clear_var (&area); fprintf (stderr, "[magic] Error in spell `%s': FOREACH loop over non-area\n", invocation->spell->name); return return_location; } else { cont_activation_record_t *ar = add_stack_entry (invocation, CONT_STACK_FOREACH, return_location); int entities_allocd = 64; int *entities_collect; int *entities; int *shuffle_board; int entities_nr = 0; int i; if (!ar) return return_location; CREATE (entities_collect, int, entities_allocd); find_entities_in_area (area.v.v_area, &entities_allocd, &entities_nr, &entities_collect, filter); /* Now shuffle */ CREATE (shuffle_board, int, entities_nr); CREATE (entities, int, entities_nr); for (i = 0; i < entities_nr; i++) shuffle_board[i] = i; for (i = entities_nr - 1; i >= 0; i--) { int random_index = rand () % (i + 1); entities[i] = entities_collect[shuffle_board[random_index]]; shuffle_board[random_index] = shuffle_board[i]; // thus, we are guaranteed only to use unused indices } free (entities_collect); free (shuffle_board); /* Done shuffling */ ar->c.c_foreach.id = id; ar->c.c_foreach.body = body; ar->c.c_foreach.index = 0; ar->c.c_foreach.entities_nr = entities_nr; ar->c.c_foreach.entities = entities; ar->c.c_foreach.ty = (filter == FOREACH_FILTER_SPELL) ? TY_INVOCATION : TY_ENTITY; magic_clear_var (&area); return return_to_stack (invocation); } } static effect_t *run_for (invocation_t * invocation, effect_t * for_, effect_t * return_location) { cont_activation_record_t *ar; int id = for_->e.e_for.id; val_t start; val_t stop; magic_eval (invocation->env, &start, for_->e.e_for.start); magic_eval (invocation->env, &stop, for_->e.e_for.stop); if (start.ty != TY_INT || stop.ty != TY_INT) { 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", invocation->spell->name); return return_location; } ar = add_stack_entry (invocation, CONT_STACK_FOR, return_location); if (!ar) return return_location; ar->c.c_for.id = id; ar->c.c_for.current = start.v.v_int; ar->c.c_for.stop = stop.v.v_int; ar->c.c_for.body = for_->e.e_for.body; return return_to_stack (invocation); } static effect_t *run_call (invocation_t * invocation, effect_t * return_location) { effect_t *current = invocation->current_effect; cont_activation_record_t *ar; int args_nr = current->e.e_call.args_nr; int *formals = current->e.e_call.formals; val_t *old_actuals; CREATE (old_actuals, val_t, args_nr); int i; ar = add_stack_entry (invocation, CONT_STACK_PROC, return_location); ar->c.c_proc.args_nr = args_nr; ar->c.c_proc.formals = formals; ar->c.c_proc.old_actuals = old_actuals; for (i = 0; i < args_nr; i++) { val_t *env_val = &invocation->env->vars[formals[i]]; val_t result; magic_copy_var (&old_actuals[i], env_val); magic_eval (invocation->env, &result, current->e.e_call.actuals[i]); *env_val = result; } return current->e.e_call.body; } #ifdef DEBUG static void print_cfg (int i, effect_t * e) { int j; for (j = 0; j < i; j++) printf (" "); printf ("%p: ", e); if (!e) { puts (" -- end --"); return; } switch (e->ty) { case EFFECT_SKIP: puts ("SKIP"); break; case EFFECT_END: puts ("END"); break; case EFFECT_ABORT: puts ("ABORT"); break; case EFFECT_ASSIGN: puts ("ASSIGN"); break; case EFFECT_FOREACH: puts ("FOREACH"); print_cfg (i + 1, e->e.e_foreach.body); break; case EFFECT_FOR: puts ("FOR"); print_cfg (i + 1, e->e.e_for.body); break; case EFFECT_IF: puts ("IF"); for (j = 0; j < i; j++) printf (" "); puts ("THEN"); print_cfg (i + 1, e->e.e_if.true_branch); for (j = 0; j < i; j++) printf (" "); puts ("ELSE"); print_cfg (i + 1, e->e.e_if.false_branch); break; case EFFECT_SLEEP: puts ("SLEEP"); break; case EFFECT_SCRIPT: puts ("SCRIPT"); break; case EFFECT_BREAK: puts ("BREAK"); break; case EFFECT_OP: puts ("OP"); break; } print_cfg (i, e->next); } #endif /** * 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 int spell_run (invocation_t * invocation, int allow_delete) { const int invocation_id = invocation->bl.id; #define REFRESH_INVOCATION invocation = (invocation_t *) map_id2bl(invocation_id); if (!invocation) return 0; #ifdef DEBUG fprintf (stderr, "Resuming execution: invocation of `%s'\n", invocation->spell->name); print_cfg (1, invocation->current_effect); #endif while (invocation->current_effect) { effect_t *e = invocation->current_effect; effect_t *next = e->next; int i; #ifdef DEBUG fprintf (stderr, "Next step of type %d\n", e->ty); dump_env (invocation->env); #endif switch (e->ty) { case EFFECT_SKIP: break; case EFFECT_ABORT: invocation->flags |= INVOCATION_FLAG_ABORTED; invocation->end_effect = NULL; case EFFECT_END: clear_stack (invocation); next = NULL; break; case EFFECT_ASSIGN: magic_eval (invocation->env, &invocation->env->vars[e->e.e_assign.id], e->e.e_assign.expr); break; case EFFECT_FOREACH: next = run_foreach (invocation, e, next); break; case EFFECT_FOR: next = run_for (invocation, e, next); break; case EFFECT_IF: if (magic_eval_int (invocation->env, e->e.e_if.cond)) next = e->e.e_if.true_branch; else next = e->e.e_if.false_branch; break; case EFFECT_SLEEP: { int sleeptime = magic_eval_int (invocation->env, e->e.e_sleep); invocation->current_effect = next; if (sleeptime > 0) return sleeptime; break; } case EFFECT_SCRIPT: { character_t *caster = (character_t *) map_id2bl (invocation->caster); if (caster) { env_t *env = invocation->env; argrec_t arg[] = { {"@target", VAR (VAR_TARGET).ty == TY_ENTITY ? 0 : VAR (VAR_TARGET). v.v_int} , {"@caster", invocation->caster} , {"@caster_name$", caster ? caster->status.name : ""} }; int message_recipient = VAR (VAR_SCRIPTTARGET).ty == TY_ENTITY ? VAR (VAR_SCRIPTTARGET). v.v_int : invocation->caster; character_t *recipient = (character_t *) map_id2bl (message_recipient); if (recipient->npc_id && recipient->npc_id != invocation->bl.id) break; /* 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 (e->e.e_script, invocation->script_pos, message_recipient, invocation->bl.id, 3, 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 -1; /* Signal `wait for script' */ } else invocation->script_pos = 0; clif_clearchar_id (invocation->bl.id, 1, caster->fd); } REFRESH_INVOCATION; // Script may have killed the caster break; } case EFFECT_BREAK: next = return_to_stack (invocation); break; case EFFECT_OP: { op_t *op = &operations[e->e.e_op.id]; val_t args[MAX_ARGS]; for (i = 0; i < e->e.e_op.args_nr; i++) magic_eval (invocation->env, &args[i], e->e.e_op.args[i]); if (!magic_signature_check ("effect", op->name, op->signature, e->e.e_op.args_nr, args, e->e.e_op.line_nr, e->e.e_op.column)) op->op (invocation->env, e->e.e_op.args_nr, args); for (i = 0; i < e->e.e_op.args_nr; i++) magic_clear_var (&args[i]); REFRESH_INVOCATION; // Effect may have killed the caster break; } case EFFECT_CALL: next = run_call (invocation, next); break; default: fprintf (stderr, "[magic] INTERNAL ERROR: Unknown effect %d\n", e->ty); } if (!next) next = return_to_stack (invocation); invocation->current_effect = next; } if (allow_delete) try_to_finish_invocation (invocation); return 0; #undef REFRESH_INVOCATION } static void spell_execute_d (invocation_t * invocation, int allow_deletion) { int delta; spell_update_location (invocation); delta = spell_run (invocation, allow_deletion); if (delta > 0) { if (invocation->timer) { fprintf (stderr, "[magic] FATAL ERROR: Trying to add multiple timers to the same spell! Already had timer: %d\n", invocation->timer); /* *((int *)0x0) = 0; */ } invocation->timer = add_timer (gettick () + delta, &invocation_timer_callback, invocation->bl.id, 0); } /* If 0, the script cleaned itself. If -1 (wait-for-script), we must wait for the user. */ } void spell_execute (invocation_t * invocation) { spell_execute_d (invocation, 1); } void spell_execute_script (invocation_t * 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 (int caster_id, int target_id) { character_t *caster = (character_t *) map_id2bl (caster_id); invocation_t *invocation; int stop_attack = 0; if (!caster) return 0; invocation = (invocation_t *) map_id2bl (caster->attack_spell_override); if (invocation && invocation->flags & INVOCATION_FLAG_STOPATTACK) stop_attack = 1; if (invocation && caster->attack_spell_charges > 0) { magic_clear_var (&invocation->env->vars[VAR_TARGET]); invocation->env->vars[VAR_TARGET].ty = TY_ENTITY; invocation->env->vars[VAR_TARGET].v.v_int = 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 = (invocation_t *) map_id2bl (caster->attack_spell_override); if (invocation && !(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 = 0; char_set_weapon_icon (caster, 0, 0, 0); char_set_attack_info (caster, 0, 0); if (stop_attack) pc_stopattack (caster); if (invocation) spell_free_invocation (invocation); } return 1; }