#include #include "../common/cxxstdio.hpp" #include "magic-interpreter.hpp" #include "pc.hpp" #include "../poison.hpp" #undef DEBUG /// Return a pair of strings, {spellname, parameter} /// Parameter may be empty. static std::pair magic_tokenise(std::string src) { std::string retval = std::move(src); const std::string::iterator rvb = retval.begin(), rve = retval.end(); std::string::iterator seeker = std::find(rvb, rve, ' '); if (seeker == retval.end()) { return {retval, std::string()}; } else { std::string rv1(rvb, seeker); ++seeker; while (seeker != rve && *seeker == ' ') ++seeker; // Note: this very well could be empty std::string rv2(seeker, rve); return {rv1, rv2}; } } int magic_message(dumb_ptr caster, const std::string& source_invocation) { if (pc_isdead(caster)) return 0; 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); std::string spell_invocation = std::move(pair.first); std::string parameter = std::move(pair.second); dumb_ptr spell = magic_find_spell(spell_invocation); if (spell) { int near_miss; dumb_ptr 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 if (bool(caster->status.option & Option::HIDE)) return 0; // No spellcasting while hidden MAP_LOG_PC(caster, "CAST %s %s", spell->name, effects ? "SUCCESS" : "FAILURE"); if (effects) { dumb_ptr 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 */ } void do_init_magic(void) { magic_init(MAGIC_CONFIG_FILE); }