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 maintains a state engine that is manipulated by Lua scripts using manipulation functions it exposes.
In most cases, what you want to compile is the main program of YGOPro. You should refer to the main YGOPro project's wiki. If you want to compile the dynamic link library of this repository (ocgcore.dll), you can refer to this script.
The 3 functions need to be provided to the core so it can get card and database information.
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void set_script_reader(script_reader f);
Interface provided returns scripts based on number that corresponds to a lua file, send in a string. -
void set_card_reader(card_reader f);
Interface provided function that provides database information from thedata
table ofcards.cdb
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void set_message_handler(message_handler f);
Interface provided function that handles error messages.
These functions create the game itself and then manipulate it.
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intptr_t create_duel(uint_fast32_t seed);
Create a the instance of the duel with a PRNG seed. -
void start_duel(intptr_t pduel, uint32 options);
Start the duel. -
void end_duel(intptr_t pduel);
End the duel. -
void set_player_info(intptr_t pduel, int32 playerid, int32 lp, int32 startcount, int32 drawcount);
Set up the duel information. -
void get_log_message(intptr_t pduel, char* buf);
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int32 get_message(intptr_t pduel, byte* buf);
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int32 process(intptr_t pduel);
Do a game tick. -
void new_card(intptr_t pduel, uint32 code, uint8 owner, uint8 playerid, uint8 location, uint8 sequence, uint8 position);
Add a card to the duel state. -
void new_tag_card(intptr_t pduel, uint32 code, uint8 owner, uint8 location);
Add a new card to the tag pool. -
int32 query_field_card(intptr_t pduel, uint8 playerid, uint8 location, uint32 query_flag, byte* buf, int32 use_cache);
Get a card in a specific location. -
int32 query_field_count(intptr_t pduel, uint8 playerid, uint8 location);
Get the number of cards in a specific location. -
int32 query_field_card(intptr_t pduel, uint8 playerid, uint8 location, uint32 query_flag, byte* buf, int32 use_cache);
Get all cards in some location. -
int32 query_field_info(intptr_t pduel, byte* buf);
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void set_responsei(intptr_t pduel, int32 value);
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void set_responseb(intptr_t pduel, byte* buf);
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int32 preload_script(intptr_t pduel, const char* script_name);
libcard.cpp
libdebug.cpp
libduel.cpp
libeffect.cpp
libgroup.cpp