dep-ygopro-core/libeffect.cpp

476 lines
14 KiB
C++

/*
* libeffect.cpp
*
* Created on: 2010-7-20
* Author: Argon
*/
#include "scriptlib.h"
#include "duel.h"
#include "field.h"
#include "card.h"
#include "effect.h"
#include "group.h"
int32 scriptlib::effect_new(lua_State* L) {
check_param_count(L, 1);
const auto pduel = lua_get<duel*>(L);
auto pcard = lua_get<card*, true>(L, 1);
effect* peffect = pduel->new_effect();
peffect->effect_owner = pduel->game_field->core.reason_player;
peffect->owner = pcard;
interpreter::pushobject(L, peffect);
return 1;
}
int32 scriptlib::effect_newex(lua_State* L) {
const auto pduel = lua_get<duel*>(L);
effect* peffect = pduel->new_effect();
peffect->effect_owner = 0;
peffect->owner = pduel->game_field->temp_card;
interpreter::pushobject(L, peffect);
return 1;
}
int32 scriptlib::effect_clone(lua_State* L) {
check_param_count(L, 1);
auto peffect = lua_get<effect*, true>(L, 1);
interpreter::pushobject(L, peffect->clone());
return 1;
}
int32 scriptlib::effect_reset(lua_State* L) {
check_param_count(L, 1);
const auto pduel = lua_get<duel*>(L);
auto peffect = lua_get<effect*, true>(L, 1);
if(peffect->owner == nullptr)
return 0;
if(peffect->is_flag(EFFECT_FLAG_FIELD_ONLY))
pduel->game_field->remove_effect(peffect);
else {
if(peffect->handler)
peffect->handler->remove_effect(peffect);
else
pduel->game_field->core.reseted_effects.insert(peffect);
}
return 0;
}
int32 scriptlib::effect_get_field_id(lua_State* L) {
check_param_count(L, 1);
auto peffect = lua_get<effect*, true>(L, 1);
lua_pushinteger(L, peffect->id);
return 1;
}
int32 scriptlib::effect_set_description(lua_State* L) {
check_param_count(L, 2);
auto peffect = lua_get<effect*, true>(L, 1);
peffect->description = lua_get<uint64>(L, 2);
return 0;
}
int32 scriptlib::effect_set_code(lua_State* L) {
check_param_count(L, 2);
auto peffect = lua_get<effect*, true>(L, 1);
peffect->code = lua_get<uint32>(L, 2);
return 0;
}
int32 scriptlib::effect_set_range(lua_State* L) {
check_param_count(L, 2);
auto peffect = lua_get<effect*, true>(L, 1);
peffect->range = lua_get<uint16>(L, 2);
return 0;
}
int32 scriptlib::effect_set_target_range(lua_State* L) {
check_param_count(L, 3);
auto peffect = lua_get<effect*, true>(L, 1);
peffect->s_range = lua_get<uint16>(L, 2);
peffect->o_range = lua_get<uint16>(L, 3);
peffect->flag[0] &= ~EFFECT_FLAG_ABSOLUTE_TARGET;
return 0;
}
int32 scriptlib::effect_set_absolute_range(lua_State* L) {
check_param_count(L, 4);
auto peffect = lua_get<effect*, true>(L, 1);
auto playerid = lua_get<uint8>(L, 2);
auto s = lua_get<uint16>(L, 3);
auto o = lua_get<uint16>(L, 4);
if(playerid == 0) {
peffect->s_range = s;
peffect->o_range = o;
} else {
peffect->s_range = o;
peffect->o_range = s;
}
peffect->flag[0] |= EFFECT_FLAG_ABSOLUTE_TARGET;
return 0;
}
int32 scriptlib::effect_set_count_limit(lua_State* L) {
check_param_count(L, 2);
auto peffect = lua_get<effect*, true>(L, 1);
auto v = lua_get<uint8>(L, 2);
auto code = lua_get<uint32, 0>(L, 3);
uint32 flag = lua_get<uint32, 0>(L, 4);
if(v == 0)
v = 1;
peffect->flag[0] |= EFFECT_FLAG_COUNT_LIMIT;
peffect->count_limit = v;
peffect->count_limit_max = v;
peffect->count_code = code;
peffect->count_flag = flag;
return 0;
}
int32 scriptlib::effect_set_reset(lua_State* L) {
check_param_count(L, 2);
auto peffect = lua_get<effect*, true>(L, 1);
auto v = lua_get<uint32>(L, 2);
auto c = lua_get<uint16, 0>(L, 3);
if(c == 0)
c = 1;
if(v & (RESET_PHASE) && !(v & (RESET_SELF_TURN | RESET_OPPO_TURN)))
v |= (RESET_SELF_TURN | RESET_OPPO_TURN);
peffect->reset_flag = v;
peffect->reset_count = c;
return 0;
}
int32 scriptlib::effect_set_type(lua_State* L) {
check_param_count(L, 2);
auto peffect = lua_get<effect*, true>(L, 1);
auto v = lua_get<uint16>(L, 2);
if (v & 0x0ff0)
v |= EFFECT_TYPE_ACTIONS;
else
v &= ~EFFECT_TYPE_ACTIONS;
if(v & (EFFECT_TYPE_ACTIVATE | EFFECT_TYPE_IGNITION | EFFECT_TYPE_QUICK_O | EFFECT_TYPE_QUICK_F))
v |= EFFECT_TYPE_FIELD;
if(v & EFFECT_TYPE_ACTIVATE)
peffect->range = LOCATION_SZONE + LOCATION_FZONE + LOCATION_HAND;
if(v & EFFECT_TYPE_FLIP) {
peffect->code = EVENT_FLIP;
if(!(v & EFFECT_TYPE_TRIGGER_O))
v |= EFFECT_TYPE_TRIGGER_F;
}
peffect->type = v;
return 0;
}
int32 scriptlib::effect_set_property(lua_State* L) {
check_param_count(L, 2);
auto peffect = lua_get<effect*, true>(L, 1);
auto v1 = lua_get<uint32>(L, 2);
auto v2 = lua_get<uint32, 0>(L, 3);
peffect->flag[0] = (peffect->flag[0] & 0x4f) | (v1 & ~0x4f);
peffect->flag[1] = v2;
return 0;
}
int32 scriptlib::effect_set_label(lua_State* L) {
check_param_count(L, 2);
auto peffect = lua_get<effect*, true>(L, 1);
peffect->label.clear();
for(int32 i = 2; i <= lua_gettop(L); ++i)
peffect->label.push_back(lua_get<uint32>(L, i));
return 0;
}
int32 scriptlib::effect_set_label_object(lua_State* L) {
check_param_count(L, 2);
auto peffect = lua_get<effect*, true>(L, 1);
if(peffect->label_object) {
lua_rawgeti(L, LUA_REGISTRYINDEX, peffect->label_object);
if(lua_istable(L, -1))
luaL_unref(L, LUA_REGISTRYINDEX, peffect->label_object);
lua_pop(L, 1);
}
if(lua_isnoneornil(L, 2)) {
peffect->label_object = 0;
return 0;
}
if(auto obj = lua_get<lua_obj*>(L, 2))
peffect->label_object = obj->ref_handle;
else if(lua_istable(L, 2)) {
lua_pushvalue(L, 2);
peffect->label_object = luaL_ref(L, LUA_REGISTRYINDEX);
} else
luaL_error(L, "Parameter 2 should be \"Card\" or \"Effect\" or \"Group\" or \"table\".");
return 0;
}
int32 scriptlib::effect_set_category(lua_State* L) {
check_param_count(L, 2);
auto peffect = lua_get<effect*, true>(L, 1);
auto v = lua_get<uint32>(L, 2);
peffect->category = v;
return 0;
}
int32 scriptlib::effect_set_hint_timing(lua_State* L) {
check_param_count(L, 2);
auto peffect = lua_get<effect*, true>(L, 1);
auto vs = lua_get<uint32>(L, 2);
auto vo = lua_get<uint32>(L, 3, vs);
peffect->hint_timing[0] = vs;
peffect->hint_timing[1] = vo;
return 0;
}
int32 scriptlib::effect_set_condition(lua_State* L) {
check_param_count(L, 2);
check_param(L, PARAM_TYPE_FUNCTION, 2);
auto peffect = lua_get<effect*, true>(L, 1);
peffect->condition = lua_get<Function>(L, 2);
return 0;
}
int32 scriptlib::effect_set_target(lua_State* L) {
check_param_count(L, 2);
check_param(L, PARAM_TYPE_FUNCTION, 2);
auto peffect = lua_get<effect*, true>(L, 1);
peffect->target = lua_get<Function>(L, 2);
return 0;
}
int32 scriptlib::effect_set_cost(lua_State* L) {
check_param_count(L, 2);
check_param(L, PARAM_TYPE_FUNCTION, 2);
auto peffect = lua_get<effect*, true>(L, 1);
peffect->cost = lua_get<Function>(L, 2);
return 0;
}
int32 scriptlib::effect_set_value(lua_State* L) {
check_param_count(L, 2);
auto peffect = lua_get<effect*, true>(L, 1);
if (lua_isfunction(L, 2)) {
peffect->value = lua_get<Function>(L, 2);
peffect->flag[0] |= EFFECT_FLAG_FUNC_VALUE;
} else {
peffect->flag[0] &= ~EFFECT_FLAG_FUNC_VALUE;
if(lua_isboolean(L, 2))
peffect->value = lua_get<bool>(L, 2);
else
peffect->value = lua_get<int32>(L, 2);
}
return 0;
}
int32 scriptlib::effect_set_operation(lua_State* L) {
check_param_count(L, 2);
auto peffect = lua_get<effect*, true>(L, 1);
if(!lua_isnoneornil(L, 2)) {
check_param(L, PARAM_TYPE_FUNCTION, 2);
peffect->operation = lua_get<Function>(L, 2);
} else
peffect->operation = 0;
return 0;
}
int32 scriptlib::effect_set_owner_player(lua_State* L) {
check_param_count(L, 1);
auto peffect = lua_get<effect*, true>(L, 1);
auto p = lua_get<uint8>(L, 2);
if(p != 0 && p != 1)
return 0;
peffect->effect_owner = p;
return 0;
}
int32 scriptlib::effect_get_description(lua_State* L) {
check_param_count(L, 1);
auto peffect = lua_get<effect*, true>(L, 1);
lua_pushinteger(L, peffect->description);
return 1;
}
int32 scriptlib::effect_get_code(lua_State* L) {
check_param_count(L, 1);
auto peffect = lua_get<effect*, true>(L, 1);
lua_pushinteger(L, peffect->code);
return 1;
}
int32 scriptlib::effect_get_count_limit(lua_State* L) {
check_param_count(L, 1);
auto peffect = lua_get<effect*, true>(L, 1);
lua_pushinteger(L, peffect->count_limit);
lua_pushinteger(L, peffect->count_limit_max);
lua_pushinteger(L, peffect->count_code);
lua_pushinteger(L, peffect->count_flag);
return 4;
}
int32 scriptlib::effect_get_reset(lua_State* L) {
check_param_count(L, 1);
auto peffect = lua_get<effect*, true>(L, 1);
lua_pushinteger(L, peffect->reset_flag);
lua_pushinteger(L, peffect->reset_count);
return 2;
}
int32 scriptlib::effect_get_type(lua_State* L) {
check_param_count(L, 1);
auto peffect = lua_get<effect*, true>(L, 1);
lua_pushinteger(L, peffect->type);
return 1;
}
int32 scriptlib::effect_get_property(lua_State* L) {
check_param_count(L, 1);
auto peffect = lua_get<effect*, true>(L, 1);
lua_pushinteger(L, peffect->flag[0]);
lua_pushinteger(L, peffect->flag[1]);
return 2;
}
int32 scriptlib::effect_get_label(lua_State* L) {
check_param_count(L, 1);
auto peffect = lua_get<effect*, true>(L, 1);
if(peffect->label.empty()) {
lua_pushinteger(L, 0);
return 1;
}
for(const auto& lab : peffect->label)
lua_pushinteger(L, lab);
return peffect->label.size();
}
int32 scriptlib::effect_get_label_object(lua_State* L) {
check_param_count(L, 1);
auto peffect = lua_get<effect*, true>(L, 1);
if(!peffect->label_object) {
lua_pushnil(L);
return 1;
}
lua_rawgeti(L, LUA_REGISTRYINDEX, peffect->label_object);
if(auto obj = lua_touserdata(L, -1)) {
if((*static_cast<lua_obj**>(obj))->lua_type == PARAM_TYPE_DELETED)
luaL_error(L, "Attempting to access deleted object.");
return 1;
}
if(lua_istable(L, -1))
return 1;
else {
lua_pop(L, 1);
lua_pushnil(L);
return 1;
}
}
int32 scriptlib::effect_get_category(lua_State* L) {
check_param_count(L, 1);
auto peffect = lua_get<effect*, true>(L, 1);
lua_pushinteger(L, peffect->category);
return 1;
}
int32 scriptlib::effect_get_owner(lua_State* L) {
check_param_count(L, 1);
auto peffect = lua_get<effect*, true>(L, 1);
interpreter::pushobject(L, peffect->owner);
return 1;
}
int32 scriptlib::effect_get_handler(lua_State* L) {
check_param_count(L, 1);
auto peffect = lua_get<effect*, true>(L, 1);
interpreter::pushobject(L, peffect->get_handler());
return 1;
}
int32 scriptlib::effect_get_owner_player(lua_State* L) {
check_param_count(L, 1);
auto peffect = lua_get<effect*, true>(L, 1);
lua_pushinteger(L, peffect->get_owner_player());
return 1;
}
int32 scriptlib::effect_get_handler_player(lua_State* L) {
check_param_count(L, 1);
auto peffect = lua_get<effect*, true>(L, 1);
lua_pushinteger(L, peffect->get_handler_player());
return 1;
}
int32 scriptlib::effect_get_condition(lua_State* L) {
check_param_count(L, 1);
auto peffect = lua_get<effect*, true>(L, 1);
interpreter::pushobject(L, peffect->condition);
return 1;
}
int32 scriptlib::effect_get_target(lua_State* L) {
check_param_count(L, 1);
auto peffect = lua_get<effect*, true>(L, 1);
interpreter::pushobject(L, peffect->target);
return 1;
}
int32 scriptlib::effect_get_cost(lua_State* L) {
check_param_count(L, 1);
auto peffect = lua_get<effect*, true>(L, 1);
interpreter::pushobject(L, peffect->cost);
return 1;
}
int32 scriptlib::effect_get_value(lua_State* L) {
check_param_count(L, 1);
auto peffect = lua_get<effect*, true>(L, 1);
if(peffect->is_flag(EFFECT_FLAG_FUNC_VALUE))
interpreter::pushobject(L, peffect->value.GetFunc());
else
lua_pushinteger(L, peffect->value.GetInt());
return 1;
}
int32 scriptlib::effect_get_operation(lua_State* L) {
check_param_count(L, 1);
auto peffect = lua_get<effect*, true>(L, 1);
interpreter::pushobject(L, peffect->operation);
return 1;
}
int32 scriptlib::effect_get_active_type(lua_State* L) {
check_param_count(L, 1);
auto peffect = lua_get<effect*, true>(L, 1);
lua_pushinteger(L, peffect->get_active_type());
return 1;
}
int32 scriptlib::effect_is_active_type(lua_State* L) {
check_param_count(L, 2);
auto peffect = lua_get<effect*, true>(L, 1);
lua_pushboolean(L, peffect->get_active_type() & lua_get<uint32>(L, 2));
return 1;
}
int32 scriptlib::effect_is_has_property(lua_State* L) {
check_param_count(L, 2);
auto peffect = lua_get<effect*, true>(L, 1);
auto tflag1 = lua_get<uint32>(L, 2);
auto tflag2 = lua_get<uint32, 0>(L, 3);
lua_pushboolean(L, ((!tflag1 || (peffect->flag[0] & tflag1)) && (!tflag2 || (peffect->flag[1] & tflag2))));
return 1;
}
int32 scriptlib::effect_is_has_category(lua_State* L) {
check_param_count(L, 2);
auto peffect = lua_get<effect*, true>(L, 1);
lua_pushboolean(L, peffect->category & lua_get<uint32>(L, 2));
return 1;
}
int32 scriptlib::effect_is_has_type(lua_State* L) {
check_param_count(L, 2);
auto peffect = lua_get<effect*, true>(L, 1);
lua_pushboolean(L, peffect->type & lua_get<uint16>(L, 2));
return 1;
}
int32 scriptlib::effect_is_activatable(lua_State* L) {
check_param_count(L, 2);
const auto pduel = lua_get<duel*>(L);
auto peffect = lua_get<effect*, true>(L, 1);
auto playerid = lua_get<uint8>(L, 2);
bool neglect_loc = lua_get<bool, false>(L, 3);
bool neglect_target = lua_get<bool, false>(L, 4);
lua_pushboolean(L, peffect->is_activateable(playerid, pduel->game_field->nil_event, 0, 0, neglect_target, neglect_loc));
return 1;
}
int32 scriptlib::effect_is_activated(lua_State* L) {
check_param_count(L, 1);
auto peffect = lua_get<effect*, true>(L, 1);
lua_pushboolean(L, (peffect->type & 0x7f0));
return 1;
}
int32 scriptlib::effect_get_activate_location(lua_State* L) {
check_param_count(L, 1);
auto peffect = lua_get<effect*, true>(L, 1);
lua_pushinteger(L, peffect->active_location);
return 1;
}
int32 scriptlib::effect_get_activate_sequence(lua_State* L) {
check_param_count(L, 1);
auto peffect = lua_get<effect*, true>(L, 1);
lua_pushinteger(L, peffect->active_sequence);
return 1;
}
int32 scriptlib::effect_check_count_limit(lua_State* L) {
check_param_count(L, 2);
auto peffect = lua_get<effect*, true>(L, 1);
auto p = lua_get<uint8>(L, 2);
lua_pushboolean(L, peffect->check_count_limit(p));
return 1;
}
int32 scriptlib::effect_use_count_limit(lua_State* L) {
check_param_count(L, 2);
auto peffect = lua_get<effect*, true>(L, 1);
auto p = lua_get<uint8>(L, 2);
auto count = lua_get<uint32, 1>(L, 3);
bool oath_only = lua_get<bool, false>(L, 4);
if (!oath_only || peffect->count_flag & EFFECT_COUNT_CODE_OATH)
while(count) {
peffect->dec_count(p);
count--;
}
return 0;
}