Commit 76a75866 authored by mercury233's avatar mercury233 Committed by GitHub

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parent d7dc36c5
#Ygopro script engine.
# YGOPro script engine.
##Introduction
## Introduction
The core logic and lua script processor of YGOPro. this library can be made external of the project and used to power server technologies. It mantains a state engine that is manipulated by Lua scripts using manipulation functions it exposes.
##Compiling
###1.) Download Fluorohydride/ygopro
## Compiling
### 1.) Download Fluorohydride/ygopro
Start by downloading the most parent of the source code. The team developing this project are the defacto edge and experts in our community. The most upto date `ocgcore` is a compiled dll version of the `Fluorohydride/ygopro/ocgcore` folders project.
###2.) Install Premake4 and Visual Studio 2010 (or later).
### 2.) Install Premake4 and Visual Studio 2010 (or later).
Download premake4.exe, put it in `c:\windows` or a similar folder that is globally accessiable via `cmd` or PowerShell. Install Visual Studio 2010, it is the system used for the guide because other parts of the project use C# and most the development team are Windows users.
###3.) Download dependencies
### 3.) Download dependencies
Dependencies are absent from the main project. There is information on how to build them but the easist thing to do is to download the following folders from a [soarqin/ygopro](https://github.com/soarqin/ygopro) fork and simply copy them into the `Fluorohydride/ygopro` folder.
* event
* freetype
* irrklang
* irrlict
* lua
* sqlite3
###4.) Create the project files
### 4.) Create the project files
Run the following commands from the command line in the `Fluorohydride/ygopro` folder.
` premake4 /help `
......@@ -28,7 +27,7 @@ Run the following commands from the command line in the `Fluorohydride/ygopro` f
If you are not using Visual Studio 2010 or higher, make the needed adjustments. In the file system open `Fluorohydride/ygopro/build` folder open the `ygo` project.
### Build the system
### 5.) Build the system
Make sure the code actually compiles. Compile them in the following order one by one:
* lua
......@@ -37,7 +36,7 @@ Make sure the code actually compiles. Compile them in the following order one by
This should provide you with `ocgcore.lib` in the build output folder. `YGOCore` requires a `*.dll`; in `ocgcore` project properities change it to a dynamically linked library. Recompile, it should fail with an error indicating missing dependencies. Right click the project, add a existing file. Add `lua.lib` from the build folder to the project. It should now compile.
##Exposed Functions
## Exposed Functions
These three function need to be provided to the core so it can get card and database information.
- `void set_script_reader(script_reader f);` : Interface provided returns scripts based on number that corrosponses to a lua file, send in a string.
......@@ -65,5 +64,5 @@ These functions create the game itself and then manipulate it.
- `void set_responseb(ptr pduel, byte* buf);`
- `int32 preload_script(ptr pduel, char* script, int32 len);`
#Lua functions
# Lua functions
`interpreter.cpp`
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