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#include <cstring>
#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<std::string, std::string> 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<map_session_data> 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_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
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> 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);
}
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