int magic_message(dumb_ptr<map_session_data> caster, XString 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); 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 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 */ }
int magic_message (character_t * caster, char *spell_, size_t spell_len) { if (pc_isdead (caster)) return 0; int power = caster->matk1; char *invocation_base = spell_ + 8; char *source_invocation = 1 + invocation_base + strlen (caster->status.name); spell_t *spell; char *parameter; char *spell_invocation; if (!source_invocation) return 0; /* Pre-message filter in case some spell alters output */ source_invocation = magic_preprocess_message (caster, invocation_base, source_invocation); spell_invocation = magic_tokenise (source_invocation, ¶meter); parameter = parameter ? strdup (parameter) : strdup (""); spell = magic_find_spell (spell_invocation); free (spell_invocation); if (spell) { int near_miss; env_t *env = spell_create_env (&magic_conf, spell, caster, power, parameter); effect_set_t *effects; if ((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 (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) { invocation_t *invocation = spell_instantiate (effects, env); spell_bind (caster, invocation); spell_execute (invocation); return (spell->flags & SPELL_FLAG_SILENT) ? -1 : 1; } else magic_free_env (env); return 1; } else free (parameter); return 0; /* Not a spell */ }