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libdebug.cpp
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/*
* libdebug.cpp
*
* Created on: 2012-2-8
* Author: Argon
*/
#include <cstring>
#include "scriptlib.h"
#include "duel.h"
#include "field.h"
#include "card.h"
#include "effect.h"
#include "ocgapi.h"
int32_t scriptlib::debug_message(lua_State *L) {
duel* pduel = interpreter::get_duel_info(L);
lua_getglobal(L, "tostring");
lua_pushvalue(L, -2);
lua_pcall(L, 1, 1, 0);
interpreter::sprintf(pduel->strbuffer, "%s", lua_tostring(L, -1));
handle_message(pduel, 2);
return 0;
}
int32_t scriptlib::debug_add_card(lua_State *L) {
check_param_count(L, 6);
duel* pduel = interpreter::get_duel_info(L);
int32_t code = (int32_t)lua_tointeger(L, 1);
int32_t owner = (int32_t)lua_tointeger(L, 2);
int32_t playerid = (int32_t)lua_tointeger(L, 3);
int32_t location = (int32_t)lua_tointeger(L, 4);
int32_t sequence = (int32_t)lua_tointeger(L, 5);
int32_t position = (int32_t)lua_tointeger(L, 6);
int32_t proc = lua_toboolean(L, 7);
if (!check_playerid(owner))
return 0;
if (!check_playerid(playerid))
return 0;
if(pduel->game_field->is_location_useable(playerid, location, sequence)) {
card* pcard = pduel->new_card(code);
pcard->owner = owner;
if(location == LOCATION_EXTRA && position == 0)
position = POS_FACEDOWN_DEFENSE;
pcard->sendto_param.position = position;
if(location == LOCATION_PZONE) {
int32_t seq = pduel->game_field->get_pzone_sequence(sequence);
pduel->game_field->add_card(playerid, pcard, LOCATION_SZONE, seq, TRUE);
} else {
pduel->game_field->add_card(playerid, pcard, location, sequence);
}
pcard->current.position = position;
if(!(location & (LOCATION_ONFIELD | LOCATION_PZONE)) || (position & POS_FACEUP)) {
pcard->enable_field_effect(true);
pduel->game_field->adjust_instant();
}
if(proc)
pcard->set_status(STATUS_PROC_COMPLETE, TRUE);
interpreter::card2value(L, pcard);
return 1;
} else if(location == LOCATION_MZONE) {
card* fcard = pduel->game_field->get_field_card(playerid, location, sequence);
if (!fcard || !(fcard->data.type & TYPE_XYZ))
return 0;
card* pcard = pduel->new_card(code);
pcard->owner = owner;
fcard->xyz_add(pcard);
if(proc)
pcard->set_status(STATUS_PROC_COMPLETE, TRUE);
interpreter::card2value(L, pcard);
return 1;
}
return 0;
}
int32_t scriptlib::debug_set_player_info(lua_State *L) {
check_param_count(L, 4);
duel* pduel = interpreter::get_duel_info(L);
int32_t playerid = (int32_t)lua_tointeger(L, 1);
int32_t lp = (int32_t)lua_tointeger(L, 2);
int32_t startcount = (int32_t)lua_tointeger(L, 3);
int32_t drawcount = (int32_t)lua_tointeger(L, 4);
if(playerid != 0 && playerid != 1)
return 0;
pduel->game_field->player[playerid].lp = lp;
pduel->game_field->player[playerid].start_count = startcount;
pduel->game_field->player[playerid].draw_count = drawcount;
return 0;
}
int32_t scriptlib::debug_pre_summon(lua_State *L) {
check_param_count(L, 2);
check_param(L, PARAM_TYPE_CARD, 1);
card* pcard = *(card**) lua_touserdata(L, 1);
uint32_t summon_type = (uint32_t)lua_tointeger(L, 2);
uint8_t summon_location = 0;
if(lua_gettop(L) > 2)
summon_location = (uint8_t)lua_tointeger(L, 3);
pcard->summon_info = summon_type | (summon_location << 16);
return 0;
}
int32_t scriptlib::debug_pre_equip(lua_State *L) {
check_param_count(L, 2);
check_param(L, PARAM_TYPE_CARD, 1);
check_param(L, PARAM_TYPE_CARD, 2);
card* equip_card = *(card**) lua_touserdata(L, 1);
card* target = *(card**) lua_touserdata(L, 2);
if((equip_card->current.location != LOCATION_SZONE)
|| (target->current.location != LOCATION_MZONE)
|| (target->current.position & POS_FACEDOWN))
lua_pushboolean(L, 0);
else {
equip_card->equip(target, FALSE);
equip_card->effect_target_cards.insert(target);
target->effect_target_owner.insert(equip_card);
lua_pushboolean(L, 1);
}
return 1;
}
int32_t scriptlib::debug_pre_set_target(lua_State *L) {
check_param_count(L, 2);
check_param(L, PARAM_TYPE_CARD, 1);
check_param(L, PARAM_TYPE_CARD, 2);
card* t_card = *(card**) lua_touserdata(L, 1);
card* target = *(card**) lua_touserdata(L, 2);
t_card->add_card_target(target);
return 0;
}
int32_t scriptlib::debug_pre_add_counter(lua_State *L) {
check_param_count(L, 2);
check_param(L, PARAM_TYPE_CARD, 1);
card* pcard = *(card**) lua_touserdata(L, 1);
uint32_t countertype = (uint32_t)lua_tointeger(L, 2);
uint16_t count = (uint16_t)lua_tointeger(L, 3);
uint16_t cttype = countertype;
auto pr = pcard->counters.emplace(cttype, 0);
auto cmit = pr.first;
cmit->second += count;
return 0;
}
int32_t scriptlib::debug_reload_field_begin(lua_State *L) {
check_param_count(L, 1);
duel* pduel = interpreter::get_duel_info(L);
uint32_t flag = (uint32_t)lua_tointeger(L, 1);
int32_t rule = (int32_t)lua_tointeger(L, 2);
pduel->clear();
pduel->game_field->core.duel_options |= flag;
if (rule)
pduel->game_field->core.duel_rule = rule;
else if (flag & DUEL_OBSOLETE_RULING)
pduel->game_field->core.duel_rule = 1;
else
pduel->game_field->core.duel_rule = CURRENT_RULE;
if (pduel->game_field->core.duel_rule == MASTER_RULE3) {
pduel->game_field->player[0].szone_size = 8;
pduel->game_field->player[1].szone_size = 8;
}
return 0;
}
int32_t scriptlib::debug_reload_field_end(lua_State *L) {
duel* pduel = interpreter::get_duel_info(L);
pduel->game_field->core.shuffle_hand_check[0] = FALSE;
pduel->game_field->core.shuffle_hand_check[1] = FALSE;
pduel->game_field->core.shuffle_deck_check[0] = FALSE;
pduel->game_field->core.shuffle_deck_check[1] = FALSE;
pduel->game_field->reload_field_info();
return 0;
}
int32_t scriptlib::debug_set_ai_name(lua_State *L) {
check_param_count(L, 1);
check_param(L, PARAM_TYPE_STRING, 1);
duel* pduel = interpreter::get_duel_info(L);
pduel->write_buffer8(MSG_AI_NAME);
const char* pstr = lua_tostring(L, 1);
int len = (int)std::strlen(pstr);
if(len > 100)
len = 100;
pduel->write_buffer16(len);
pduel->write_buffer(pstr, len);
pduel->write_buffer8(0);
return 0;
}
int32_t scriptlib::debug_show_hint(lua_State *L) {
check_param_count(L, 1);
check_param(L, PARAM_TYPE_STRING, 1);
duel* pduel = interpreter::get_duel_info(L);
pduel->write_buffer8(MSG_SHOW_HINT);
const char* pstr = lua_tostring(L, 1);
int len = (int)std::strlen(pstr);
if(len > 1024)
len = 1024;
pduel->write_buffer16(len);
pduel->write_buffer(pstr, len);
pduel->write_buffer8(0);
return 0;
}
static const struct luaL_Reg debuglib[] = {
{ "Message", scriptlib::debug_message },
{ "AddCard", scriptlib::debug_add_card },
{ "SetPlayerInfo", scriptlib::debug_set_player_info },
{ "PreSummon", scriptlib::debug_pre_summon },
{ "PreEquip", scriptlib::debug_pre_equip },
{ "PreSetTarget", scriptlib::debug_pre_set_target },
{ "PreAddCounter", scriptlib::debug_pre_add_counter },
{ "ReloadFieldBegin", scriptlib::debug_reload_field_begin },
{ "ReloadFieldEnd", scriptlib::debug_reload_field_end },
{ "SetAIName", scriptlib::debug_set_ai_name },
{ "ShowHint", scriptlib::debug_show_hint },
{ nullptr, nullptr }
};
void scriptlib::open_debuglib(lua_State *L) {
luaL_newlib(L, debuglib);
lua_setglobal(L, "Debug");
}