Commit d088938e authored by fallenstardust's avatar fallenstardust

调整按钮大小&属性种族宣言

parents 31c27ae9 941ba4b3
......@@ -2105,36 +2105,28 @@ void ClientField::ShowMenu(int flag, int x, int y) {
mainGame->btnActivate->setVisible(true);
mainGame->btnActivate->setRelativePosition(position2di(1, height));
#ifdef _IRR_ANDROID_PLATFORM_
height += 40 * mainGame->yScale;
#else
height += 21 * mainGame->yScale;
height += 51 * mainGame->yScale;
#endif
} else mainGame->btnActivate->setVisible(false);
if(flag & COMMAND_SUMMON) {
mainGame->btnSummon->setVisible(true);
mainGame->btnSummon->setRelativePosition(position2di(1, height));
#ifdef _IRR_ANDROID_PLATFORM_
height += 40 * mainGame->yScale;
#else
height += 21 * mainGame->yScale;
height += 51 * mainGame->yScale;
#endif
} else mainGame->btnSummon->setVisible(false);
if(flag & COMMAND_SPSUMMON) {
mainGame->btnSPSummon->setVisible(true);
mainGame->btnSPSummon->setRelativePosition(position2di(1, height));
#ifdef _IRR_ANDROID_PLATFORM_
height += 40 * mainGame->yScale;
#else
height += 21 * mainGame->yScale;
height += 51 * mainGame->yScale;
#endif
} else mainGame->btnSPSummon->setVisible(false);
if(flag & COMMAND_MSET) {
mainGame->btnMSet->setVisible(true);
mainGame->btnMSet->setRelativePosition(position2di(1, height));
#ifdef _IRR_ANDROID_PLATFORM_
height += 40 * mainGame->yScale;
#else
height += 21 * mainGame->yScale;
height += 51 * mainGame->yScale;
#endif
} else mainGame->btnMSet->setVisible(false);
if(flag & COMMAND_SSET) {
......@@ -2145,9 +2137,7 @@ void ClientField::ShowMenu(int flag, int x, int y) {
mainGame->btnSSet->setVisible(true);
mainGame->btnSSet->setRelativePosition(position2di(1, height));
#ifdef _IRR_ANDROID_PLATFORM_
height += 40 * mainGame->yScale;
#else
height += 21 * mainGame->yScale;
height += 51 * mainGame->yScale;
#endif
} else mainGame->btnSSet->setVisible(false);
if(flag & COMMAND_REPOS) {
......@@ -2160,50 +2150,40 @@ void ClientField::ShowMenu(int flag, int x, int y) {
mainGame->btnRepos->setVisible(true);
mainGame->btnRepos->setRelativePosition(position2di(1, height));
#ifdef _IRR_ANDROID_PLATFORM_
height += 40 * mainGame->yScale;
#else
height += 21 * mainGame->yScale;
height += 51 * mainGame->yScale;
#endif
} else mainGame->btnRepos->setVisible(false);
if(flag & COMMAND_ATTACK) {
mainGame->btnAttack->setVisible(true);
mainGame->btnAttack->setRelativePosition(position2di(1, height));
#ifdef _IRR_ANDROID_PLATFORM_
height += 40 * mainGame->yScale;
#else
height += 21 * mainGame->yScale;
height += 51 * mainGame->yScale;
#endif
} else mainGame->btnAttack->setVisible(false);
if(flag & COMMAND_LIST) {
mainGame->btnShowList->setVisible(true);
mainGame->btnShowList->setRelativePosition(position2di(1, height));
#ifdef _IRR_ANDROID_PLATFORM_
height += 40 * mainGame->yScale;
#else
height += 21 * mainGame->yScale;
height += 51 * mainGame->yScale;
#endif
} else mainGame->btnShowList->setVisible(false);
if(flag & COMMAND_OPERATION) {
mainGame->btnOperation->setVisible(true);
mainGame->btnOperation->setRelativePosition(position2di(1, height));
#ifdef _IRR_ANDROID_PLATFORM_
height += 40 * mainGame->yScale;
#else
height += 21 * mainGame->yScale;
height += 51 * mainGame->yScale;
#endif
} else mainGame->btnOperation->setVisible(false);
if(flag & COMMAND_RESET) {
mainGame->btnReset->setVisible(true);
mainGame->btnReset->setRelativePosition(position2di(1, height));
#ifdef _IRR_ANDROID_PLATFORM_
height += 40 * mainGame->yScale;
#else
height += 21 * mainGame->yScale;
height += 51 * mainGame->yScale;
#endif
} else mainGame->btnReset->setVisible(false);
panel = mainGame->wCmdMenu;
mainGame->wCmdMenu->setVisible(true);
mainGame->wCmdMenu->setRelativePosition(irr::core::recti(x - 20 * mainGame->xScale , y - 20 * mainGame->yScale - height, x + 80 * mainGame->xScale, y - 20 * mainGame->yScale));
mainGame->wCmdMenu->setRelativePosition(irr::core::recti(x - 5 * mainGame->xScale , y - 20 * mainGame->yScale - height, x + 100 * mainGame->xScale, y - 20 * mainGame->yScale));
}
void ClientField::UpdateChainButtons() {
if(mainGame->btnChainAlways->isVisible()) {
......
This diff is collapsed.
......@@ -245,8 +245,7 @@ int32 effect::is_activateable(uint8 playerid, const tevent& e, int32 neglect_con
return FALSE;
} else if(!(type & EFFECT_TYPE_CONTINUOUS)) {
card* phandler = get_handler();
if((phandler->data.type & TYPE_MONSTER) && (phandler->current.location & LOCATION_SZONE)
&& !in_range(phandler))
if(!(phandler->get_type() & TYPE_MONSTER) && (get_active_type() & TYPE_MONSTER))
return FALSE;
if(!neglect_faceup && (phandler->current.location & (LOCATION_ONFIELD | LOCATION_REMOVED))) {
// effects which can be activated while face-down:
......@@ -752,3 +751,20 @@ void effect::set_activate_location() {
active_location = phandler->current.location;
active_sequence = phandler->current.sequence;
}
void effect::set_active_type() {
card* phandler = get_handler();
active_type = phandler->get_type();
if(active_type & TYPE_TRAPMONSTER)
active_type &= ~TYPE_TRAP;
}
uint32 effect::get_active_type() {
if(type & 0x7f0) {
if(active_type)
return active_type;
else if((type & EFFECT_TYPE_ACTIVATE) && (get_handler()->data.type & TYPE_PENDULUM))
return TYPE_PENDULUM + TYPE_SPELL;
else
return get_handler()->get_type();
} else
return owner->get_type();
}
......@@ -100,6 +100,8 @@ public:
int32 in_range(card* pcard);
int32 in_range(const chain& ch);
void set_activate_location();
void set_active_type();
uint32 get_active_type();
bool is_flag(effect_flag flag) const {
return !!(this->flag[0] & flag);
}
......
......@@ -435,40 +435,22 @@ int32 scriptlib::effect_get_operation(lua_State *L) {
interpreter::function2value(L, peffect->operation);
return 1;
}
// active_type is set in add_chain()
int32 scriptlib::effect_get_active_type(lua_State *L) {
check_param_count(L, 1);
check_param(L, PARAM_TYPE_EFFECT, 1);
effect* peffect = *(effect**) lua_touserdata(L, 1);
uint32 atype;
if(peffect->type & 0x7f0) {
if(peffect->active_type)
atype = peffect->active_type;
else if((peffect->type & EFFECT_TYPE_ACTIVATE) && (peffect->get_handler()->data.type & TYPE_PENDULUM))
atype = TYPE_PENDULUM + TYPE_SPELL;
else
atype = peffect->get_handler()->get_type();
} else
atype = peffect->owner->get_type();
lua_pushinteger(L, atype);
lua_pushinteger(L, peffect->get_active_type());
return 1;
}
int32 scriptlib::effect_is_active_type(lua_State *L) {
check_param_count(L, 2);
check_param(L, PARAM_TYPE_EFFECT, 1);
effect* peffect = *(effect**) lua_touserdata(L, 1);
uint32 tpe = lua_tointeger(L, 2);
uint32 atype;
if(peffect->type & 0x7f0) {
if(peffect->active_type)
atype = peffect->active_type;
else if((peffect->type & EFFECT_TYPE_ACTIVATE) && (peffect->get_handler()->data.type & TYPE_PENDULUM))
atype = TYPE_PENDULUM + TYPE_SPELL;
else
atype = peffect->get_handler()->get_type();
} else
atype = peffect->owner->get_type();
lua_pushboolean(L, atype & tpe);
uint32 type = lua_tointeger(L, 2);
if(peffect->get_active_type() & type)
lua_pushboolean(L, 1);
else
lua_pushboolean(L, 0);
return 1;
}
int32 scriptlib::effect_is_has_property(lua_State *L) {
......
......@@ -4280,7 +4280,8 @@ int32 field::move_to_field(uint16 step, card* target, uint32 enable, uint32 ret,
if(!(target->current.location & LOCATION_ONFIELD))
target->clear_relate_effect();
}
if(ret != 1 || target->turnid != infos.turn_id) {
if(ret != 1 && location != target->current.location
|| ret == 1 && target->turnid != infos.turn_id) {
target->set_status(STATUS_SUMMON_TURN, FALSE);
target->set_status(STATUS_FLIP_SUMMON_TURN, FALSE);
target->set_status(STATUS_SPSUMMON_TURN, FALSE);
......
......@@ -1702,6 +1702,7 @@ int32 field::process_point_event(int16 step, int32 skip_trigger, int32 skip_free
if(tp == core.current_player)
core.select_chains.push_back(*clit);
} else {
peffect->active_type = 0;
core.new_fchain_s.erase(clit++);
continue;
}
......@@ -1794,6 +1795,7 @@ int32 field::process_point_event(int16 step, int32 skip_trigger, int32 skip_free
if(tp == core.current_player)
core.select_chains.push_back(*clit);
} else {
peffect->active_type = 0;
core.new_ochain_s.erase(clit++);
continue;
}
......@@ -1819,8 +1821,10 @@ int32 field::process_point_event(int16 step, int32 skip_trigger, int32 skip_free
}
case 6: {
if(returns.ivalue[0] == -1) {
for(const auto& ch : core.select_chains)
for(const auto& ch : core.select_chains) {
ch.triggering_effect->active_type = 0;
core.new_ochain_s.remove_if([chain_id = ch.chain_id](chain ch) { return ch.chain_id == chain_id; });
}
if(core.new_ochain_s.size()) {
core.current_player = 1 - infos.turn_player;
core.units.begin()->step = 3;
......@@ -2034,7 +2038,7 @@ int32 field::process_quick_effect(int16 step, int32 skip_freechain, uint8 priori
}
case 2: {
chain newchain;
for(auto evit = core.point_event.begin(); evit != core.instant_event.begin(); ++evit) {
for(auto evit = core.point_event.begin(); evit != core.instant_event.end(); ++evit) {
if(evit == core.point_event.end())
evit = core.instant_event.begin();
auto pr = effects.activate_effect.equal_range(evit->event_code);
......@@ -2432,6 +2436,7 @@ int32 field::process_single_event(effect* peffect, const tevent& e, chain_list&
else
core.new_fchain.push_back(newchain);
}
peffect->set_active_type();
phandler->create_relation(newchain);
effect* deffect;
if(deffect = phandler->is_affected_by_effect(EFFECT_DISABLE_EFFECT)) {
......@@ -4258,7 +4263,7 @@ int32 field::add_chain(uint16 step) {
peffect->card_type = phandler->get_type();
if((peffect->card_type & 0x5) == 0x5)
peffect->card_type -= TYPE_TRAP;
peffect->active_type = peffect->card_type;
peffect->set_active_type();
peffect->active_handler = peffect->handler->overlay_target;
clit.chain_count = core.current_chain.size() + 1;
clit.target_cards = 0;
......@@ -4388,7 +4393,7 @@ int32 field::add_chain(uint16 step) {
&& !phandler->is_affected_by_effect(EFFECT_REMAIN_FIELD))
phandler->set_status(STATUS_LEAVE_CONFIRMED, TRUE);
}
if((phandler->data.type & (TYPE_SPELL + TYPE_TRAP))
if(phandler->get_type() & (TYPE_SPELL + TYPE_TRAP)
&& (phandler->data.type & (TYPE_CONTINUOUS + TYPE_FIELD + TYPE_EQUIP + TYPE_PENDULUM))
&& phandler->is_has_relation(clit) && phandler->current.location == LOCATION_SZONE
&& !peffect->is_flag(EFFECT_FLAG_FIELD_ONLY))
......
......@@ -7,7 +7,7 @@
#include "scriptlib.h"
#include "duel.h"
int32 scriptlib::check_data_type(lua_State* L, int32 index, const char* tname) {
static int32 check_data_type(lua_State* L, int32 index, const char* tname) {
int32 result = FALSE;
if(lua_getmetatable(L, index)) {
lua_getglobal(L, tname);
......
......@@ -13,7 +13,6 @@
class scriptlib {
public:
static int32 check_data_type(lua_State* L, int32 index, const char* tname);
static int32 check_param(lua_State* L, int32 param_type, int32 index, BOOL retfalse = FALSE);
static int32 check_param_count(lua_State* L, int32 count);
static int32 check_action_permission(lua_State* L);
......
......@@ -29,6 +29,9 @@ ndk编译环境(请用迅雷,旋风,或者翻墙vpn下载)
mobile\assets\data\cards.cdb
mobile\assets\data\scripts.zip
mobile\assets\data\fonts\ygo.ttf
mobile\libs\libWindbot.aar
最新Libwindbot.aar获取:
https://github.com/mercury233/libWindbot/releases
2.编译ygo的so
-------------------------
......@@ -64,4 +67,4 @@ ndk编译环境(请用迅雷,旋风,或者翻墙vpn下载)
key store password 签名密码
key alias 签名key
key password key密码
点Next,第一行就是apk的保存文件夹,下面的V1和V2,如果不懂,请不要勾V2,然后点Finish。
\ No newline at end of file
点Next,第一行就是apk的保存文件夹,下面的V1和V2,如果不懂,请不要勾V2,然后点Finish。
......@@ -234,7 +234,7 @@ abstract class HomeActivity extends BaseActivity implements NavigationView.OnNav
startActivity(new Intent(this, DeckManagerActivity.getDeckManager()));
break;
case R.id.action_join_qq_group:
String key = "dRkD2L9QgYiYmQoqJUgkR4QUth9UhuT4";
String key = "4IyCWlDy1rdR14_eg0q1Xi488nG53_Lm";
joinQQGroup(key);
break;
case R.id.action_help: {
......
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