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YGOPRO-520DIY
ygopro
Commits
3ff95240
Commit
3ff95240
authored
Aug 19, 2015
by
VanillaSalt
Browse files
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Plain Diff
fix
parent
b60f17bb
Changes
2
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Showing
2 changed files
with
101 additions
and
98 deletions
+101
-98
ocgcore/field.h
ocgcore/field.h
+1
-0
ocgcore/processor.cpp
ocgcore/processor.cpp
+100
-98
No files found.
ocgcore/field.h
View file @
3ff95240
...
...
@@ -272,6 +272,7 @@ struct processor {
uint8
remove_brainwashing
;
uint8
flip_delayed
;
uint8
damage_calculated
;
uint8
hand_adjusted
;
uint8
summon_state_count
[
2
];
uint8
normalsummon_state_count
[
2
];
uint8
flipsummon_state_count
[
2
];
...
...
ocgcore/processor.cpp
View file @
3ff95240
...
...
@@ -1351,51 +1351,53 @@ int32 field::process_phase_event(int16 step, int32 phase) {
cn_count++;
}
core.spe_effect[check_player] = 0;
pr
=
effects
.
trigger_o_effect
.
equal_range
(
phase_event
);
for
(;
pr
.
first
!=
pr
.
second
;
++
pr
.
first
)
{
peffect
=
pr
.
first
->
second
;
peffect
->
s_range
=
peffect
->
handler
->
current
.
location
;
peffect
->
o_range
=
peffect
->
handler
->
current
.
sequence
;
if
(
!
peffect
->
is_activateable
(
check_player
,
nil_event
))
continue
;
peffect
->
id
=
infos
.
field_id
++
;
newchain
.
triggering_effect
=
peffect
;
core
.
select_chains
.
push_back
(
newchain
);
to_count
++
;
core
.
spe_effect
[
check_player
]
++
;
}
if
(
phase
==
PHASE_DRAW
)
core
.
hint_timing
[
infos
.
turn_player
]
=
TIMING_DRAW_PHASE
;
else
if
(
phase
==
PHASE_STANDBY
)
core
.
hint_timing
[
infos
.
turn_player
]
=
TIMING_STANDBY_PHASE
;
else
if
(
phase
==
PHASE_BATTLE
)
core
.
hint_timing
[
infos
.
turn_player
]
=
TIMING_BATTLE_END
;
else
core
.
hint_timing
[
infos
.
turn_player
]
=
TIMING_END_PHASE
;
pr
=
effects
.
activate_effect
.
equal_range
(
EVENT_FREE_CHAIN
);
for
(;
pr
.
first
!=
pr
.
second
;
++
pr
.
first
)
{
peffect
=
pr
.
first
->
second
;
if
(
!
peffect
->
is_chainable
(
check_player
)
||
!
peffect
->
is_activateable
(
check_player
,
nil_event
))
continue
;
peffect
->
id
=
infos
.
field_id
++
;
newchain
.
triggering_effect
=
peffect
;
if
(
check_hint_timing
(
peffect
))
core
.
spe_effect
[
check_player
]
++
;
core
.
select_chains
.
push_back
(
newchain
);
fc_count
++
;
}
pr
=
effects
.
quick_o_effect
.
equal_range
(
EVENT_FREE_CHAIN
);
for
(;
pr
.
first
!=
pr
.
second
;
++
pr
.
first
)
{
peffect
=
pr
.
first
->
second
;
peffect
->
s_range
=
peffect
->
handler
->
current
.
location
;
peffect
->
o_range
=
peffect
->
handler
->
current
.
sequence
;
if
(
!
peffect
->
is_chainable
(
check_player
)
||
!
peffect
->
is_activateable
(
check_player
,
nil_event
))
continue
;
peffect
->
id
=
infos
.
field_id
++
;
newchain
.
triggering_effect
=
peffect
;
if
(
check_hint_timing
(
peffect
))
if(!core.hand_adjusted) {
pr = effects.trigger_o_effect.equal_range(phase_event);
for(; pr.first != pr.second; ++pr.first) {
peffect = pr.first->second;
peffect->s_range = peffect->handler->current.location;
peffect->o_range = peffect->handler->current.sequence;
if(!peffect->is_activateable(check_player, nil_event))
continue;
peffect->id = infos.field_id++;
newchain.triggering_effect = peffect;
core.select_chains.push_back(newchain);
to_count++;
core.spe_effect[check_player]++;
core
.
select_chains
.
push_back
(
newchain
);
fc_count
++
;
}
if(phase == PHASE_DRAW)
core.hint_timing[infos.turn_player] = TIMING_DRAW_PHASE;
else if(phase == PHASE_STANDBY)
core.hint_timing[infos.turn_player] = TIMING_STANDBY_PHASE;
else if(phase == PHASE_BATTLE)
core.hint_timing[infos.turn_player] = TIMING_BATTLE_END;
else core.hint_timing[infos.turn_player] = TIMING_END_PHASE;
pr = effects.activate_effect.equal_range(EVENT_FREE_CHAIN);
for(; pr.first != pr.second; ++pr.first) {
peffect = pr.first->second;
if(!peffect->is_chainable(check_player) || !peffect->is_activateable(check_player, nil_event))
continue;
peffect->id = infos.field_id++;
newchain.triggering_effect = peffect;
if(check_hint_timing(peffect))
core.spe_effect[check_player]++;
core.select_chains.push_back(newchain);
fc_count++;
}
pr = effects.quick_o_effect.equal_range(EVENT_FREE_CHAIN);
for(; pr.first != pr.second; ++pr.first) {
peffect = pr.first->second;
peffect->s_range = peffect->handler->current.location;
peffect->o_range = peffect->handler->current.sequence;
if(!peffect->is_chainable(check_player) || !peffect->is_activateable(check_player, nil_event))
continue;
peffect->id = infos.field_id++;
newchain.triggering_effect = peffect;
if(check_hint_timing(peffect))
core.spe_effect[check_player]++;
core.select_chains.push_back(newchain);
fc_count++;
}
}
if(core.select_chains.size() == 0) {
returns.ivalue[0] = -1;
...
...
@@ -1520,53 +1522,55 @@ int32 field::process_phase_event(int16 step, int32 phase) {
cn_count++;
}
core.spe_effect[check_player] = 0;
pr
=
effects
.
trigger_o_effect
.
equal_range
(
phase_event
);
for
(;
pr
.
first
!=
pr
.
second
;
++
pr
.
first
)
{
peffect
=
pr
.
first
->
second
;
peffect
->
s_range
=
peffect
->
handler
->
current
.
location
;
peffect
->
o_range
=
peffect
->
handler
->
current
.
sequence
;
if
(
!
peffect
->
is_activateable
(
check_player
,
nil_event
))
continue
;
peffect
->
id
=
infos
.
field_id
++
;
newchain
.
triggering_effect
=
peffect
;
core
.
select_chains
.
push_back
(
newchain
);
to_count
++
;
core
.
spe_effect
[
check_player
]
++
;
}
if
(
phase
==
PHASE_DRAW
)
core
.
hint_timing
[
infos
.
turn_player
]
=
TIMING_DRAW_PHASE
;
else
if
(
phase
==
PHASE_STANDBY
)
core
.
hint_timing
[
infos
.
turn_player
]
=
TIMING_STANDBY_PHASE
;
else
if
(
phase
==
PHASE_BATTLE
)
core
.
hint_timing
[
infos
.
turn_player
]
=
TIMING_BATTLE_END
;
else
core
.
hint_timing
[
infos
.
turn_player
]
=
TIMING_END_PHASE
;
pr
=
effects
.
activate_effect
.
equal_range
(
EVENT_FREE_CHAIN
);
for
(;
pr
.
first
!=
pr
.
second
;
++
pr
.
first
)
{
peffect
=
pr
.
first
->
second
;
peffect
->
s_range
=
peffect
->
handler
->
current
.
location
;
peffect
->
o_range
=
peffect
->
handler
->
current
.
sequence
;
if
(
!
peffect
->
is_chainable
(
check_player
)
||
!
peffect
->
is_activateable
(
check_player
,
nil_event
))
continue
;
peffect
->
id
=
infos
.
field_id
++
;
newchain
.
triggering_effect
=
peffect
;
if
(
check_hint_timing
(
peffect
))
core
.
spe_effect
[
check_player
]
++
;
core
.
select_chains
.
push_back
(
newchain
);
fc_count
++
;
}
pr
=
effects
.
quick_o_effect
.
equal_range
(
EVENT_FREE_CHAIN
);
for
(;
pr
.
first
!=
pr
.
second
;
++
pr
.
first
)
{
peffect
=
pr
.
first
->
second
;
peffect
->
s_range
=
peffect
->
handler
->
current
.
location
;
peffect
->
o_range
=
peffect
->
handler
->
current
.
sequence
;
if
(
!
peffect
->
is_chainable
(
check_player
)
||
!
peffect
->
is_activateable
(
check_player
,
nil_event
))
continue
;
peffect
->
id
=
infos
.
field_id
++
;
newchain
.
triggering_effect
=
peffect
;
if
(
check_hint_timing
(
peffect
))
if(!core.hand_adjusted) {
pr = effects.trigger_o_effect.equal_range(phase_event);
for(; pr.first != pr.second; ++pr.first) {
peffect = pr.first->second;
peffect->s_range = peffect->handler->current.location;
peffect->o_range = peffect->handler->current.sequence;
if(!peffect->is_activateable(check_player, nil_event))
continue;
peffect->id = infos.field_id++;
newchain.triggering_effect = peffect;
core.select_chains.push_back(newchain);
to_count++;
core.spe_effect[check_player]++;
core
.
select_chains
.
push_back
(
newchain
);
fc_count
++
;
}
if(phase == PHASE_DRAW)
core.hint_timing[infos.turn_player] = TIMING_DRAW_PHASE;
else if(phase == PHASE_STANDBY)
core.hint_timing[infos.turn_player] = TIMING_STANDBY_PHASE;
else if(phase == PHASE_BATTLE)
core.hint_timing[infos.turn_player] = TIMING_BATTLE_END;
else core.hint_timing[infos.turn_player] = TIMING_END_PHASE;
pr = effects.activate_effect.equal_range(EVENT_FREE_CHAIN);
for(; pr.first != pr.second; ++pr.first) {
peffect = pr.first->second;
peffect->s_range = peffect->handler->current.location;
peffect->o_range = peffect->handler->current.sequence;
if(!peffect->is_chainable(check_player) || !peffect->is_activateable(check_player, nil_event))
continue;
peffect->id = infos.field_id++;
newchain.triggering_effect = peffect;
if(check_hint_timing(peffect))
core.spe_effect[check_player]++;
core.select_chains.push_back(newchain);
fc_count++;
}
pr = effects.quick_o_effect.equal_range(EVENT_FREE_CHAIN);
for(; pr.first != pr.second; ++pr.first) {
peffect = pr.first->second;
peffect->s_range = peffect->handler->current.location;
peffect->o_range = peffect->handler->current.sequence;
if(!peffect->is_chainable(check_player) || !peffect->is_activateable(check_player, nil_event))
continue;
peffect->id = infos.field_id++;
newchain.triggering_effect = peffect;
if(check_hint_timing(peffect))
core.spe_effect[check_player]++;
core.select_chains.push_back(newchain);
fc_count++;
}
}
if(core.select_chains.size() == 0) {
returns.ivalue[0] = -1;
...
...
@@ -1691,6 +1695,7 @@ int32 field::process_phase_event(int16 step, int32 phase) {
return FALSE;
}
case 22: {
core.hand_adjusted = TRUE;
add_process(PROCESSOR_POINT_EVENT, 0, 0, 0, 0, 0);
core.units.begin()->step = -1;
return FALSE;
...
...
@@ -1702,11 +1707,6 @@ int32 field::process_phase_event(int16 step, int32 phase) {
return FALSE;
}
case 26: {
if
(
core
.
new_fchain
.
size
()
||
core
.
new_ochain
.
size
())
{
add_process
(
PROCESSOR_POINT_EVENT
,
0
,
0
,
0
,
0
,
0
);
core
.
units
.
begin
()
->
step
=
-
1
;
return
FALSE
;
}
core.quick_f_chain.clear();
core.instant_event.clear();
core.point_event.clear();
...
...
@@ -2018,9 +2018,10 @@ int32 field::process_point_event(int16 step, int32 skip_trigger, int32 skip_free
case 9: {
infos.priorities[0] = 0;
infos.priorities[1] = 0;
if
(
core
.
current_chain
.
size
()
==
0
)
add_process
(
PROCESSOR_QUICK_EFFECT
,
0
,
0
,
0
,
skip_freechain
,
infos
.
turn_player
);
else
if(core.current_chain.size() == 0) {
if(!core.hand_adjusted)
add_process(PROCESSOR_QUICK_EFFECT, 0, 0, 0, skip_freechain, infos.turn_player);
} else
add_process(PROCESSOR_QUICK_EFFECT, 0, 0, 0, skip_freechain, 1 - core.current_chain.back().triggering_player);
return FALSE;
}
...
...
@@ -4086,6 +4087,7 @@ int32 field::process_turn(uint16 step, uint8 turn_player) {
}
infos.phase = PHASE_DRAW;
core.phase_action = FALSE;
core.hand_adjusted = FALSE;
raise_event((card*)0, EVENT_PHASE_START + PHASE_DRAW, 0, 0, 0, turn_player, 0);
process_instant_event();
adjust_all();
...
...
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