/* Magic interpreter */
#ifndef MAGIC_INTERPRETER_H
#define MAGIC_INTERPRETER_H
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include "malloc.h"
#include "nullpo.h"
#include "battle.h"
#include "chat.h"
#include "chrif.h"
#include "clif.h"
#include "intif.h"
#include "itemdb.h"
#include "magic.h"
#include "map.h"
#include "mob.h"
#include "npc.h"
#include "pc.h"
#include "party.h"
#include "script.h"
#include "skill.h"
#include "storage.h"
#include "trade.h"
#include "../common/timer.h"
#include "../common/socket.h"
#define SPELLARG_NONE 0 /* No spell parameter */
#define SPELLARG_PC 1 /* Spell parameter describes pc (defaults to self) */
#define SPELLARG_STRING 2 /* Spell parameter describes pc (defaults to self) */
/* ------ */
/* Values */
/* ------ */
#define TY_UNDEF 0
#define TY_INT 1
#define TY_DIR 2
#define TY_STRING 3
#define TY_ENTITY 5
#define TY_LOCATION 6
#define TY_AREA 7
#define TY_SPELL 8
#define TY_INVOCATION 9
#define TY_FAIL 127
#define DIR_S 0
#define DIR_SW 1
#define DIR_W 2
#define DIR_NW 3
#define DIR_N 4
#define DIR_NE 5
#define DIR_E 6
#define DIR_SE 7
struct expr;
struct val;
struct location;
struct area;
struct spell;
struct invocation;
typedef struct location {
int m;
int x, y;
} location_t;
#define AREA_LOCATION 0
#define AREA_UNION 1
#define AREA_RECT 2
#define AREA_BAR 3
typedef struct area {
union a {
location_t a_loc;
struct { location_t loc; int width, depth, dir; } a_bar;
struct { location_t loc; int width, height; } a_rect;
struct area * a_union[2];
} a;
int size;
unsigned char ty;
} area_t;
typedef struct val {
union v {
int v_int;
char *v_string;
entity_t *v_entity; /* Used ONLY during operation/function invocation; otherwise we use v_int */
area_t *v_area;
location_t v_location;
struct invocation *v_invocation; /* Used ONLY during operation/function invocation; otherwise we use v_int */
struct spell *v_spell;
} v;
unsigned char ty;
} val_t;
/* ----------- */
/* Expressions */
/* ----------- */
#define MAX_ARGS 7 /* Max. # of args used in builtin primitive functions */
#define EXPR_VAL 0
#define EXPR_LOCATION 1
#define EXPR_AREA 2
#define EXPR_FUNAPP 3
#define EXPR_ID 4
#define EXPR_SPELLFIELD 5
typedef struct e_location {
struct expr *m, *x, *y;
} e_location_t;
typedef struct e_area {
union a0 {
e_location_t a_loc;
struct { e_location_t loc; struct expr *width, *depth, *dir; } a_bar;
struct { e_location_t loc; struct expr *width, *height; } a_rect;
struct e_area* a_union[2];
} a;
unsigned char ty;
} e_area_t;
typedef struct expr {
union e {
val_t e_val;
e_location_t e_location;
e_area_t e_area;
struct { int id, line_nr, column; int args_nr; struct expr *args[MAX_ARGS]; } e_funapp;
int e_id;
struct { struct expr *expr; int id; } e_field;
} e;
unsigned char ty;
} expr_t;
/* ------- */
/* Effects */
/* ------- */
#define EFFECT_SKIP 0
#define EFFECT_ABORT 1
#define EFFECT_ASSIGN 2
#define EFFECT_FOREACH 3
#define EFFECT_FOR 4
#define EFFECT_IF 5
#define EFFECT_SLEEP 6
#define EFFECT_SCRIPT 7
#define EFFECT_BREAK 8
#define EFFECT_OP 9
#define EFFECT_END 10
#define EFFECT_CALL 11
#define FOREACH_FILTER_MOB 1
#define FOREACH_FILTER_PC 2
#define FOREACH_FILTER_ENTITY 3
#define FOREACH_FILTER_TARGET 4
#define FOREACH_FILTER_SPELL 5
#define FOREACH_FILTER_NPC 6
typedef struct effect {
struct effect* next;
union e0 {
struct { int id; expr_t *expr; } e_assign;
struct { int id;
expr_t *area;
struct effect* body;
unsigned char filter; } e_foreach;
struct { int id;
expr_t *start, *stop;
struct effect *body; } e_for;
struct { expr_t *cond; struct effect *true_branch, *false_branch; } e_if;
expr_t *e_sleep; /* sleep time */
unsigned char *e_script;
struct { int id; int args_nr; int line_nr, column; expr_t *args[MAX_ARGS]; } e_op;
struct { int args_nr, *formals; expr_t **actuals; struct effect *body; } e_call;
} e;
unsigned char ty;
} effect_t;
/* ---------- */
/* Components */
/* ---------- */
typedef struct component {
struct component *next;
int item_id;
int count;
} component_t;
/* ----------- */
/* Spellguards */
/* ----------- */
#define SPELLGUARD_CONDITION 0
#define SPELLGUARD_COMPONENTS 1
#define SPELLGUARD_CATALYSTS 2
#define SPELLGUARD_CHOICE 3
#define SPELLGUARD_MANA 4
#define SPELLGUARD_CASTTIME 5
#define SPELLGUARD_EFFECT 6
typedef struct effect_set {
effect_t *effect, *at_trigger, *at_end;
} effect_set_t;
typedef struct spellguard {
struct spellguard *next;
union s {
expr_t *s_condition;
expr_t *s_mana;
expr_t *s_casttime;
component_t *s_components;
component_t *s_catalysts;
struct spellguard *s_alt; /* either `next' or `s.s_alt' */
effect_set_t s_effect;
} s;
unsigned char ty;
} spellguard_t;
/* ------ */
/* Spells */
/* ------ */
typedef struct letdef {
int id;
expr_t *expr;
} letdef_t;
#define SPELL_FLAG_LOCAL (1 << 0) // spell associated not with caster but with place
#define SPELL_FLAG_SILENT (1 << 1) // spell invocation never uttered
#define SPELL_FLAG_NONMAGIC (1 << 2) // `magic word' only: don't require spellcasting ability
typedef struct spell {
char *name;
char *invocation;
int index; // Relative location in the definitions file
int flags;
int arg;
int spellarg_ty;
int letdefs_nr;
letdef_t *letdefs;
spellguard_t *spellguard;
} spell_t;
/* ------- */
/* Anchors */
/* ------- */
typedef struct teleport_anchor {
char *name;
char *invocation;
expr_t *location;
} teleport_anchor_t;
/* ------------------- */
/* The big config blob */
/* ------------------- */
typedef struct {
int vars_nr;
char **var_name;
val_t *vars; /* Initial assignments, if any, or NULL */
int obscure_chance;
int min_casttime;
int spells_nr;
spell_t **spells;
int anchors_nr; /* NEGATIVE iff we have sorted the anchors */
teleport_anchor_t **anchors;
} magic_conf_t;
/* Execution environment */
#define VAR_MIN_CASTTIME 0
#define VAR_OBSCURE_CHANCE 1
#define VAR_CASTER 2
#define VAR_SPELLPOWER 3
#define VAR_SPELL 4
#define VAR_INVOCATION 5
#define VAR_TARGET 6
#define VAR_SCRIPTTARGET 7
#define VAR_LOCATION 8
struct magic_config;
typedef struct env {
magic_conf_t *base_env;
val_t *vars;
} env_t;
#define MAX_STACK_SIZE 32
#define CONT_STACK_FOREACH 0
#define CONT_STACK_FOR 1
#define CONT_STACK_PROC 2
typedef struct cont_activation_record {
effect_t *return_location;
union c {
struct { int id, ty; effect_t *body; int entities_nr; int *entities; int index; } c_foreach;
struct { int id; effect_t *body; int current; int stop; } c_for;
struct { int args_nr, *formals; val_t *old_actuals; } c_proc;
} c;
unsigned char ty;
} cont_activation_record_t;
typedef struct status_change_ref {
int sc_type;
int bl_id;
} status_change_ref_t;
#define INVOCATION_FLAG_BOUND (1 << 0) /* Bound directly to the caster (i.e., ignore its location) */
#define INVOCATION_FLAG_ABORTED (1 << 1) /* Used `abort' to terminate */
#define INVOCATION_FLAG_STOPATTACK (1 << 2) /* On magical attacks: if we run out of steam, stop attacking altogether */
typedef struct invocation {
struct block_list bl;
struct invocation *next_invocation; /* used for spells directly associated with a caster: they form a singly-linked list */
int flags;
env_t *env;
spell_t *spell;
int caster; /* this is the person who originally invoked the spell */
int subject; /* when this person dies, the spell dies with it */
int timer; /* spell timer, if any */
int stack_size;
cont_activation_record_t stack[MAX_STACK_SIZE];
int script_pos; /* Script position; if nonzero, resume the script we were running. */
effect_t *current_effect;
effect_t *trigger_effect; /* If non-NULL, this is used to spawn a cloned effect based on the same environment */
effect_t *end_effect; /* If non-NULL, this is executed when the spell terminates naturally, e.g. when all status changes have run out or all delays are over. */
/* Status change references: for status change updates, keep track of whom we updated where */
int status_change_refs_nr;
status_change_ref_t *status_change_refs;
} invocation_t;
extern magic_conf_t magic_conf; /* Global magic conf */
extern env_t magic_default_env; /* Fake default environment */
/**
* Adds a component selection to a component holder (which may initially be NULL)
*/
void
magic_add_component(component_t **component_holder, int id, int count);
teleport_anchor_t *
magic_find_anchor(char *name);
/**
* The parameter `param' must have been dynamically allocated; ownership is transferred to the resultant env_t.
*/
env_t *
spell_create_env(magic_conf_t *conf, spell_t *spell, character_t *caster, int spellpower, char *param);
void
magic_free_env(env_t *env);
/**
* near_miss is set to nonzero iff the spell only failed due to ephemereal issues (spell delay in effect, out of mana, out of components)
*/
effect_set_t *
spell_trigger(spell_t *spell, character_t *caster, env_t *env, int *near_miss);
invocation_t *
spell_instantiate(effect_set_t *effect, env_t *env);
/**
* Bind a spell to a subject (this is a no-op for `local' spells).
*/
void
spell_bind(character_t *subject, invocation_t *invocation);
int // 1 on failure
spell_unbind(character_t *subject, invocation_t *invocation);
/**
* Clones a spell to run the at_effect field
*/
invocation_t *
spell_clone_effect(invocation_t *source);
spell_t *
magic_find_spell(char *invocation);
/* The following is used only by the parser: */
typedef struct args_rec {
int args_nr;
expr_t **args;
} args_rec_t;
typedef struct {
char *name;
int args_nr;
int *args;
effect_t *body;
} proc_t;
#endif /* !defined (MAGIC_INTERPRETER_H) */