/*
 * effect.cpp
 *
 *  Created on: 2010-5-7
 *      Author: Argon
 */

#include "effect.h"
#include "card.h"
#include "duel.h"
#include "group.h"
#include "interpreter.h"

bool effect_sort_id(const effect* e1, const effect* e2) {
	return e1->id < e2->id;
};
effect::effect() {
	scrtype = 3;
	ref_handle = 0;
	owner = 0;
	handler = 0;
	description = 0;
	effect_owner = PLAYER_NONE;
	card_type = 0;
	active_type = 0;
	id = 0;
	code = 0;
	type = 0;
	flag = 0;
	copy_id = 0;
	range = 0;
	s_range = 0;
	o_range = 0;
	reset_count = 0;
	reset_flag = 0;
	count_code = 0;
	category = 0;
	label = 0;
	label_object = 0;
	hint_timing[0] = 0;
	hint_timing[1] = 0;
	field_ref = 0;
	status = 0;
	condition = 0;
	cost = 0;
	target = 0;
	value = 0;
	operation = 0;
}
effect::~effect() {

}
int32 effect::is_disable_related() {
	if (code == EFFECT_IMMUNE_EFFECT || code == EFFECT_DISABLE || code == EFFECT_CANNOT_DISABLE)
		return TRUE;
	return FALSE;
}
int32 effect::is_available() {
	if (type & EFFECT_TYPE_ACTIONS)
		return FALSE;
	if (type & EFFECT_TYPE_SINGLE) {
		if (handler->current.controler == PLAYER_NONE)
			return FALSE;
		if((flag & EFFECT_FLAG_SINGLE_RANGE) && !in_range(handler->current.location, handler->current.sequence))
			return FALSE;
		if((flag & EFFECT_FLAG_SINGLE_RANGE) && (handler->current.location & LOCATION_ONFIELD)
		        && (handler->is_position(POS_FACEDOWN) || !handler->is_status(STATUS_EFFECT_ENABLED)))
			return FALSE;
		if((flag & EFFECT_FLAG_OWNER_RELATE) && !(flag & EFFECT_FLAG_CANNOT_DISABLE) && owner->is_status(STATUS_DISABLED))
			return FALSE;
		if(owner == handler && !(flag & EFFECT_FLAG_CANNOT_DISABLE) && handler->get_status(STATUS_DISABLED))
			return FALSE;
	}
	if (type & EFFECT_TYPE_EQUIP) {
		if(handler->current.controler == PLAYER_NONE)
			return FALSE;
		if((flag & EFFECT_FLAG_OWNER_RELATE) && !(flag & EFFECT_FLAG_CANNOT_DISABLE) && owner->is_status(STATUS_DISABLED))
			return FALSE;
		if(owner == handler && !(flag & EFFECT_FLAG_CANNOT_DISABLE) && handler->get_status(STATUS_DISABLED))
			return FALSE;
		if(!(flag & EFFECT_FLAG_SET_AVAILABLE)) {
			if(!(handler->get_status(STATUS_EFFECT_ENABLED)))
				return FALSE;
			if(!handler->is_position(POS_FACEUP))
				return FALSE;
		}
	}
	if (type & EFFECT_TYPE_FIELD) {
		if (!(flag & EFFECT_FLAG_FIELD_ONLY)) {
			if(handler->current.controler == PLAYER_NONE)
				return FALSE;
			if((flag & EFFECT_FLAG_OWNER_RELATE) && !(flag & EFFECT_FLAG_CANNOT_DISABLE) && owner->is_status(STATUS_DISABLED))
				return FALSE;
			if(owner == handler && !(flag & EFFECT_FLAG_CANNOT_DISABLE) && handler->get_status(STATUS_DISABLED))
				return FALSE;
			if(handler->is_status(STATUS_BATTLE_DESTROYED) && !(flag & EFFECT_FLAG_AVAILABLE_BD))
				return FALSE;
			if(!(handler->get_status(STATUS_EFFECT_ENABLED)))
				return FALSE;
			if(!in_range(handler->current.location, handler->current.sequence))
				return FALSE;
			if((handler->current.location & LOCATION_ONFIELD) && !handler->is_position(POS_FACEUP))
				return FALSE;
		}
	}
	if (!condition)
		return TRUE;
	pduel->lua->add_param(this, PARAM_TYPE_EFFECT);
	int32 res = pduel->lua->check_condition(condition, 1);
	if(res) {
		if(!(status & EFFECT_STATUS_AVAILABLE))
			id = pduel->game_field->infos.field_id++;
		status |= EFFECT_STATUS_AVAILABLE;
	} else
		status &= ~EFFECT_STATUS_AVAILABLE;
	return res;
}
int32 effect::check_count_limit(uint8 playerid) {
	if((flag & EFFECT_FLAG_COUNT_LIMIT)) {
		if(count_code == 0) {
			if((reset_count & 0xf00) == 0)
				return FALSE;
		} else {
			uint32 code = count_code & 0xfffffff;
			uint32 count = (reset_count >> 12) & 0xf;
			if(code == 1) {
				if(pduel->game_field->get_effect_code((count_code & 0xf0000000) | handler->fieldid, PLAYER_NONE) >= count)
					return FALSE;
			} else {
				if(pduel->game_field->get_effect_code(count_code, playerid) >= count)
					return FALSE;
			}
		}
	}
	return TRUE;
}
int32 effect::is_activateable(uint8 playerid, const tevent& e, int32 neglect_cond, int32 neglect_cost, int32 neglect_target) {
	if(!(type & EFFECT_TYPE_ACTIONS))
		return FALSE;
	if(!check_count_limit(playerid))
		return FALSE;
	if (!(flag & EFFECT_FLAG_FIELD_ONLY)) {
		if (type & EFFECT_TYPE_ACTIVATE) {
			if(handler->current.controler != playerid)
				return FALSE;
			if(pduel->game_field->check_unique_onfield(handler, playerid))
				return FALSE;
			if(!(handler->data.type & TYPE_COUNTER)) {
				if((code < 1132 || code > 1149) && pduel->game_field->infos.phase == PHASE_DAMAGE && !(flag & EFFECT_FLAG_DAMAGE_STEP))
					return FALSE;
				if((code < 1134 || code > 1136) && pduel->game_field->infos.phase == PHASE_DAMAGE_CAL && !(flag & EFFECT_FLAG_DAMAGE_CAL))
					return FALSE;
			}
			if(handler->current.location == LOCATION_HAND) {
				if(handler->data.type & TYPE_MONSTER) {
					if(!(handler->data.type & TYPE_PENDULUM))
						return FALSE;
					if(pduel->game_field->player[playerid].list_szone[6] && pduel->game_field->player[playerid].list_szone[7])
						return FALSE;
				} else if(!(handler->data.type & TYPE_FIELD) && pduel->game_field->get_useable_count(playerid, LOCATION_SZONE, playerid, LOCATION_REASON_TOFIELD) <= 0)
					return FALSE;
			} else if(handler->current.location == LOCATION_SZONE) {
				if(handler->is_position(POS_FACEUP))
					return FALSE;
				if(handler->get_status(STATUS_SET_TURN)) {
					if((handler->data.type & TYPE_SPELL) && (handler->data.type & TYPE_QUICKPLAY))
						return FALSE;
				}
			}
			int32 ecode = 0;
			if(handler->current.location == LOCATION_HAND) {
				if(handler->data.type & TYPE_TRAP)
					ecode = EFFECT_TRAP_ACT_IN_HAND;
				else if((handler->data.type & TYPE_SPELL) && pduel->game_field->infos.turn_player != playerid) {
					if(handler->data.type & TYPE_QUICKPLAY)
						ecode = EFFECT_QP_ACT_IN_NTPHAND;
					else
						return FALSE;
				}
			} else if(handler->current.location == LOCATION_SZONE) {
				if((handler->data.type & TYPE_TRAP) && handler->get_status(STATUS_SET_TURN))
					ecode = EFFECT_TRAP_ACT_IN_SET_TURN;
			}
			if(ecode) {
				int32 available = false;
				effect_set eset;
				handler->filter_effect(ecode, &eset);
				for(int32 i = 0; i < eset.count; ++i) {
					if(eset[i]->check_count_limit(playerid)) {
						available = true;
						break;
					}
				}
				if(!available)
					return FALSE;
			}
			if(handler->is_affected_by_effect(EFFECT_FORBIDDEN))
				return FALSE;
			if(handler->is_affected_by_effect(EFFECT_CANNOT_TRIGGER))
				return FALSE;
		} else if(!(type & EFFECT_TYPE_CONTINUOUS)) {
			if((handler->current.location & (LOCATION_ONFIELD | LOCATION_REMOVED))
			        && (code != EVENT_FLIP) && (!handler->is_position(POS_FACEUP) || !handler->is_status(STATUS_EFFECT_ENABLED)))
				return FALSE;
			if(!(type & (EFFECT_TYPE_FLIP | EFFECT_TYPE_TRIGGER_F))) {
				if((code < 1132 || code > 1149) && pduel->game_field->infos.phase == PHASE_DAMAGE && !(flag & EFFECT_FLAG_DAMAGE_STEP))
					return FALSE;
				if((code < 1134 || code > 1136) && pduel->game_field->infos.phase == PHASE_DAMAGE_CAL && !(flag & EFFECT_FLAG_DAMAGE_CAL))
					return FALSE;
			}
			if((type & EFFECT_TYPE_FIELD) && (handler->current.controler != playerid) && !(flag & EFFECT_FLAG_BOTH_SIDE))
				return FALSE;
			if(handler->is_affected_by_effect(EFFECT_FORBIDDEN))
				return FALSE;
			if(handler->is_affected_by_effect(EFFECT_CANNOT_TRIGGER))
				return FALSE;
		} else {
			if(!(flag & EFFECT_FLAG_AVAILABLE_BD) && (type & EFFECT_TYPE_FIELD) && handler->is_status(STATUS_BATTLE_DESTROYED))
				return FALSE;
			if(((type & EFFECT_TYPE_FIELD) || ((type & EFFECT_TYPE_SINGLE) && (flag & EFFECT_FLAG_SINGLE_RANGE))) && (handler->current.location & LOCATION_ONFIELD)
			        && (!handler->is_position(POS_FACEUP) || !handler->is_status(STATUS_EFFECT_ENABLED)))
				return FALSE;
			if((type & EFFECT_TYPE_SINGLE) && (flag & EFFECT_FLAG_SINGLE_RANGE) && !in_range(handler->current.location, handler->current.sequence))
				return FALSE;
			if((flag & EFFECT_FLAG_OWNER_RELATE) && !(flag & EFFECT_FLAG_CANNOT_DISABLE) && owner->is_status(STATUS_DISABLED))
				return FALSE;
			if((handler == owner) && !(flag & EFFECT_FLAG_CANNOT_DISABLE) && handler->is_status(STATUS_DISABLED))
				return FALSE;
		}
	} else {
		if((get_owner_player() != playerid) && !(flag & EFFECT_FLAG_BOTH_SIDE))
			return FALSE;
	}
	pduel->game_field->save_lp_cost();
	effect* oreason = pduel->game_field->core.reason_effect;
	uint8 op = pduel->game_field->core.reason_player;
	pduel->game_field->core.reason_effect = this;
	pduel->game_field->core.reason_player = playerid;
	int32 result = TRUE;
	if(!(type & EFFECT_TYPE_CONTINUOUS) )
		result = is_action_check(playerid);
	if(result)
		result = is_activate_ready(playerid, e, neglect_cond, neglect_cost, neglect_target);
	pduel->game_field->core.reason_effect = oreason;
	pduel->game_field->core.reason_player = op;
	pduel->game_field->restore_lp_cost();
	return result;
}
int32 effect::is_action_check(uint8 playerid) {
	effect_set eset;
	pduel->game_field->filter_player_effect(playerid, EFFECT_CANNOT_ACTIVATE, &eset);
	for(int i = 0; i < eset.count; ++i) {
		pduel->lua->add_param(this, PARAM_TYPE_EFFECT);
		pduel->lua->add_param(playerid, PARAM_TYPE_INT);
		if(eset[i]->check_value_condition(2))
			return FALSE;
	}
	eset.clear();
	pduel->game_field->filter_player_effect(playerid, EFFECT_ACTIVATE_COST, &eset);
	for(int i = 0; i < eset.count; ++i) {
		pduel->lua->add_param(eset[i], PARAM_TYPE_EFFECT);
		pduel->lua->add_param(this, PARAM_TYPE_EFFECT);
		pduel->lua->add_param(playerid, PARAM_TYPE_INT);
		if(!pduel->lua->check_condition(eset[i]->target, 3))
			continue;
		pduel->lua->add_param(eset[i], PARAM_TYPE_EFFECT);
		pduel->lua->add_param(this, PARAM_TYPE_EFFECT);
		pduel->lua->add_param(playerid, PARAM_TYPE_INT);
		if(!pduel->lua->check_condition(eset[i]->cost, 3))
			return FALSE;
	}
	return TRUE;
}
int32 effect::is_activate_ready(uint8 playerid, const tevent& e, int32 neglect_cond, int32 neglect_cost, int32 neglect_target) {
	if (!neglect_cond && condition) {
		pduel->lua->add_param(this, PARAM_TYPE_EFFECT);
		pduel->lua->add_param(playerid, PARAM_TYPE_INT);
		pduel->lua->add_param(e.event_cards , PARAM_TYPE_GROUP);
		pduel->lua->add_param(e.event_player, PARAM_TYPE_INT);
		pduel->lua->add_param(e.event_value, PARAM_TYPE_INT);
		pduel->lua->add_param(e.reason_effect , PARAM_TYPE_EFFECT);
		pduel->lua->add_param(e.reason, PARAM_TYPE_INT);
		pduel->lua->add_param(e.reason_player, PARAM_TYPE_INT);
		if (!pduel->lua->check_condition(condition, 8)) {
			return FALSE;
		}
	}
	if(!neglect_cost && cost && !(type & EFFECT_TYPE_CONTINUOUS)) {
		pduel->lua->add_param(this, PARAM_TYPE_EFFECT);
		pduel->lua->add_param(playerid, PARAM_TYPE_INT);
		pduel->lua->add_param(e.event_cards , PARAM_TYPE_GROUP);
		pduel->lua->add_param(e.event_player, PARAM_TYPE_INT);
		pduel->lua->add_param(e.event_value, PARAM_TYPE_INT);
		pduel->lua->add_param(e.reason_effect , PARAM_TYPE_EFFECT);
		pduel->lua->add_param(e.reason, PARAM_TYPE_INT);
		pduel->lua->add_param(e.reason_player, PARAM_TYPE_INT);
		pduel->lua->add_param((ptr)0, PARAM_TYPE_INT);
		if (!pduel->lua->check_condition(cost, 9)) {
			return FALSE;
		}
	}
	if(!neglect_target && target) {
		pduel->lua->add_param(this, PARAM_TYPE_EFFECT);
		pduel->lua->add_param(playerid, PARAM_TYPE_INT);
		pduel->lua->add_param(e.event_cards , PARAM_TYPE_GROUP);
		pduel->lua->add_param(e.event_player, PARAM_TYPE_INT);
		pduel->lua->add_param(e.event_value, PARAM_TYPE_INT);
		pduel->lua->add_param(e.reason_effect , PARAM_TYPE_EFFECT);
		pduel->lua->add_param(e.reason, PARAM_TYPE_INT);
		pduel->lua->add_param(e.reason_player, PARAM_TYPE_INT);
		pduel->lua->add_param((ptr)0, PARAM_TYPE_INT);
		if (!pduel->lua->check_condition(target, 9)) {
			return FALSE;
		}
	}
	return TRUE;
}
int32 effect::is_condition_check(uint8 playerid, const tevent& e) {
	if(!(type & EFFECT_TYPE_ACTIVATE) && (handler->current.location & (LOCATION_ONFIELD | LOCATION_REMOVED)) && (!handler->is_position(POS_FACEUP)))
		return FALSE;
	if(!condition)
		return TRUE;
	effect* oreason = pduel->game_field->core.reason_effect;
	uint8 op = pduel->game_field->core.reason_player;
	pduel->game_field->core.reason_effect = this;
	pduel->game_field->core.reason_player = playerid;
	pduel->game_field->save_lp_cost();
	pduel->lua->add_param(this, PARAM_TYPE_EFFECT);
	pduel->lua->add_param(playerid, PARAM_TYPE_INT);
	pduel->lua->add_param(e.event_cards , PARAM_TYPE_GROUP);
	pduel->lua->add_param(e.event_player, PARAM_TYPE_INT);
	pduel->lua->add_param(e.event_value, PARAM_TYPE_INT);
	pduel->lua->add_param(e.reason_effect , PARAM_TYPE_EFFECT);
	pduel->lua->add_param(e.reason, PARAM_TYPE_INT);
	pduel->lua->add_param(e.reason_player, PARAM_TYPE_INT);
	if(!pduel->lua->check_condition(condition, 8)) {
		pduel->game_field->restore_lp_cost();
		pduel->game_field->core.reason_effect = oreason;
		pduel->game_field->core.reason_player = op;
		return FALSE;
	}
	pduel->game_field->restore_lp_cost();
	pduel->game_field->core.reason_effect = oreason;
	pduel->game_field->core.reason_player = op;
	return TRUE;
}
int32 effect::is_activate_check(uint8 playerid, const tevent& e, int32 neglect_cond, int32 neglect_cost, int32 neglect_target) {
	pduel->game_field->save_lp_cost();
	effect* oreason = pduel->game_field->core.reason_effect;
	uint8 op = pduel->game_field->core.reason_player;
	pduel->game_field->core.reason_effect = this;
	pduel->game_field->core.reason_player = playerid;
	int32 result = TRUE;
	result = is_activate_ready(playerid, e, neglect_cond, neglect_cost, neglect_target);
	pduel->game_field->core.reason_effect = oreason;
	pduel->game_field->core.reason_player = op;
	pduel->game_field->restore_lp_cost();
	return result;
}
int32 effect::is_target(card* pcard) {
	if(type & EFFECT_TYPE_ACTIONS)
		return FALSE;
	if((type & EFFECT_TYPE_SINGLE) || (type & EFFECT_TYPE_EQUIP))
		return TRUE;
	if(pcard && !(flag & EFFECT_FLAG_SET_AVAILABLE) && (pcard->current.location & LOCATION_ONFIELD) && !pcard->is_position(POS_FACEUP))
		return FALSE;
	if(!(flag & EFFECT_FLAG_IGNORE_RANGE)) {
		if(pcard->get_status(STATUS_SUMMONING + STATUS_SUMMON_DISABLED))
			return FALSE;
		if(flag & EFFECT_FLAG_ABSOLUTE_TARGET) {
			if(pcard->current.controler == 0) {
				if (!(s_range & pcard->current.location))
					return FALSE;
			} else {
				if(!(o_range & pcard->current.location))
					return FALSE;
			}
		} else {
			if(pcard->current.controler == get_handler_player()) {
				if(!(s_range & pcard->current.location))
					return FALSE;
			} else {
				if(!(o_range & pcard->current.location))
					return FALSE;
			}
		}
	}
	if(target) {
		pduel->lua->add_param(this, PARAM_TYPE_EFFECT);
		pduel->lua->add_param(pcard, PARAM_TYPE_CARD);
		if (!pduel->lua->check_condition(target, 2)) {
			return FALSE;
		}
	}
	return TRUE;
}
int32 effect::is_target_player(uint8 playerid) {
	if(!(flag & EFFECT_FLAG_PLAYER_TARGET))
		return FALSE;
	uint8 self = get_handler_player();
	if(flag & EFFECT_FLAG_ABSOLUTE_TARGET) {
		if(s_range && playerid == 0 )
			return TRUE;
		if(o_range && playerid == 1 )
			return TRUE;
	} else {
		if(s_range && self == playerid)
			return TRUE;
		if(o_range && self != playerid)
			return TRUE;
	}
	return FALSE;
}
int32 effect::is_player_effect_target(card* pcard) {
	if(target) {
		handler->pduel->lua->add_param(this, PARAM_TYPE_EFFECT);
		handler->pduel->lua->add_param(pcard, PARAM_TYPE_CARD);
		if(!handler->pduel->lua->check_condition(target, 2)) {
			return FALSE;
		}
	}
	return TRUE;
}
int32 effect::is_immuned(effect_set_v* effects) {
	effect* peffect;
	for (int i = 0; i < effects->count; ++i) {
		peffect = effects->at(i);
		if(peffect->value) {
			pduel->lua->add_param(this, PARAM_TYPE_EFFECT);
			if(peffect->check_value_condition(1))
				return TRUE;
		}
	}
	return FALSE;
}
int32 effect::is_chainable(uint8 tp) {
	if(!(type & EFFECT_TYPE_ACTIONS))
		return FALSE;
	int32 sp = get_speed();
	if((type & EFFECT_TYPE_ACTIVATE) && (sp <= 1) && !(flag & EFFECT_FLAG_COF))
		return FALSE;
	if(pduel->game_field->core.current_chain.size()) {
		if(!(flag & EFFECT_FLAG_FIELD_ONLY) && (type & EFFECT_TYPE_TRIGGER_O) && (handler->current.location == LOCATION_HAND)) {
			if(pduel->game_field->core.current_chain.rbegin()->triggering_effect->get_speed() > 2)
				return FALSE;
		} else if(sp < pduel->game_field->core.current_chain.rbegin()->triggering_effect->get_speed())
			return FALSE;
	}
	if(pduel->game_field->core.chain_limit) {
		pduel->lua->add_param(this, PARAM_TYPE_EFFECT);
		pduel->lua->add_param(pduel->game_field->core.chain_limp, PARAM_TYPE_INT);
		pduel->lua->add_param(tp, PARAM_TYPE_INT);
		if(!pduel->lua->check_condition(pduel->game_field->core.chain_limit, 3))
			return FALSE;
	}
	if(pduel->game_field->core.chain_limit_p) {
		pduel->lua->add_param(this, PARAM_TYPE_EFFECT);
		pduel->lua->add_param(pduel->game_field->core.chain_limp_p, PARAM_TYPE_INT);
		pduel->lua->add_param(tp, PARAM_TYPE_INT);
		if(!pduel->lua->check_condition(pduel->game_field->core.chain_limit_p, 3))
			return FALSE;
	}
	return TRUE;
}
int32 effect::reset(uint32 reset_level, uint32 reset_type) {
	switch (reset_type) {
	case RESET_EVENT: {
		if(!(reset_flag & RESET_EVENT))
			return FALSE;
		if(owner != handler)
			reset_level &= ~RESET_DISABLE;
		if(reset_level & 0xffff0000 & reset_flag)
			return TRUE;
		return FALSE;
		break;
	}
	case RESET_CARD: {
		return owner && (owner->data.code == reset_level);
		break;
	}
	case RESET_PHASE: {
		if(!(reset_flag & RESET_PHASE))
			return FALSE;
		uint8 pid = get_handler_player();
		uint8 tp = handler->pduel->game_field->infos.turn_player;
		if((((reset_flag & RESET_SELF_TURN) && pid == tp) || ((reset_flag & RESET_OPPO_TURN) && pid != tp)) && (reset_level & 0xff & reset_flag))
			reset_count--;
		if((reset_count & 0xff) == 0)
			return TRUE;
		return FALSE;
		break;
	}
	case RESET_CODE: {
		return (code == reset_level) && (type & EFFECT_TYPE_SINGLE) && !(type & EFFECT_TYPE_ACTIONS);
		break;
	}
	case RESET_COPY: {
		return copy_id == reset_level;
		break;
	}
	}
	return FALSE;
}
void effect::dec_count(uint32 playerid) {
	if(!(flag & EFFECT_FLAG_COUNT_LIMIT))
		return;
	if(count_code == 0) {
		if((reset_count & 0xf00) == 0)
			return;
		reset_count -= 0x100;
	} else {
		uint32 code = count_code & 0xfffffff;
		if(code == 1)
			pduel->game_field->add_effect_code((count_code & 0xf0000000) | handler->fieldid, PLAYER_NONE);
		else
			pduel->game_field->add_effect_code(count_code, playerid);
	}
}
void effect::recharge() {
	if((flag & EFFECT_FLAG_COUNT_LIMIT) && (count_code == 0)) {
		reset_count &= 0xf0ff;
		reset_count |= (reset_count >> 4) & 0xf00;
	}
}
int32 effect::get_value(uint32 extraargs) {
	if(flag & EFFECT_FLAG_FUNC_VALUE) {
		pduel->lua->add_param(this, PARAM_TYPE_EFFECT, TRUE);
		int32 res = pduel->lua->get_function_value(value, 1 + extraargs);
		return res;
	} else {
		pduel->lua->params.clear();
		return (int32)value;
	}
}
int32 effect::get_value(card* pcard, uint32 extraargs) {
	if(flag & EFFECT_FLAG_FUNC_VALUE) {
		pduel->lua->add_param(pcard, PARAM_TYPE_CARD, TRUE);
		pduel->lua->add_param(this, PARAM_TYPE_EFFECT, TRUE);
		int32 res = pduel->lua->get_function_value(value, 2 + extraargs);
		return res;
	} else {
		pduel->lua->params.clear();
		return (int32)value;
	}
}
int32 effect::get_value(effect* peffect, uint32 extraargs) {
	if(flag & EFFECT_FLAG_FUNC_VALUE) {
		pduel->lua->add_param(peffect, PARAM_TYPE_EFFECT, TRUE);
		pduel->lua->add_param(this, PARAM_TYPE_EFFECT, TRUE);
		int32 res = pduel->lua->get_function_value(value, 2 + extraargs);
		return res;
	} else {
		pduel->lua->params.clear();
		return (int32)value;
	}
}
int32 effect::check_value_condition(uint32 extraargs) {
	if(flag & EFFECT_FLAG_FUNC_VALUE) {
		pduel->lua->add_param(this, PARAM_TYPE_EFFECT, TRUE);
		int32 res = pduel->lua->check_condition(value, 1 + extraargs);
		return res;
	} else {
		pduel->lua->params.clear();
		return (int32)value;
	}
}
int32 effect::get_speed() {
	if(!(type & EFFECT_TYPE_ACTIONS))
		return 0;
	if(type & (EFFECT_TYPE_TRIGGER_O | EFFECT_TYPE_TRIGGER_F | EFFECT_TYPE_IGNITION))
		return 1;
	else if(type & (EFFECT_TYPE_QUICK_O | EFFECT_TYPE_QUICK_F))
		return 2;
	else if(type & EFFECT_TYPE_ACTIVATE) {
		if(handler->data.type & TYPE_MONSTER)
			return 0;
		else if(handler->data.type & TYPE_SPELL) {
			if(handler->data.type & TYPE_QUICKPLAY)
				return 2;
			return 1;
		} else {
			if (handler->data.type & TYPE_COUNTER)
				return 3;
			return 2;
		}
	}
	return 0;
}
uint8 effect::get_owner_player() {
	if(effect_owner != PLAYER_NONE)
		return effect_owner;
	return owner->current.controler;
}
uint8 effect::get_handler_player() {
	if(flag & EFFECT_FLAG_FIELD_ONLY)
		return effect_owner;
	return handler->current.controler;
}
int32 effect::in_range(int32 loc, int32 seq) {
	if(loc != LOCATION_SZONE)
		return range & loc;
	if(seq < 5)
		return range & LOCATION_SZONE;
	if(seq == 5)
		return range & (LOCATION_SZONE | LOCATION_FZONE);
	return range & LOCATION_PZONE;
}
