#include "DeckState.hh" using namespace std; namespace Episode3 { NameEntry::NameEntry() { this->clear(); } void NameEntry::clear() { this->client_id = 0xFF; this->present = 0; this->unused_by_server = 0; this->unused = 0; } DeckEntry::DeckEntry() { this->clear(); } void DeckEntry::clear() { this->team_id = 0xFFFFFFFF; this->god_whim_flag = 3; this->unused1 = 0; this->player_level = 0; this->unused2.clear(0); this->card_ids.clear(0xFFFF); } uint8_t index_for_card_ref(uint16_t card_ref) { return card_ref & 0xFF; } uint8_t client_id_for_card_ref(uint16_t card_ref) { return (card_ref >> 8) & 0xFF; } uint8_t DeckState::num_drawable_cards() const { return this->card_refs.size() - this->draw_index; } bool DeckState::set_card_ref_in_play(uint16_t card_ref) { if (!this->contains_card_ref(card_ref)) { return false; } uint8_t index = index_for_card_ref(card_ref); if (this->entries[index].state == CardState::IN_HAND) { this->entries[index].state = CardState::IN_PLAY; return true; } else { return false; } } bool DeckState::contains_card_ref(uint16_t card_ref) const { return index_for_card_ref(card_ref) < this->entries.size(); } void DeckState::disable_loop() { this->loop_enabled = false; } void DeckState::disable_shuffle() { this->shuffle_enabled = false; } uint16_t DeckState::draw_card() { if (this->num_drawable_cards() == 0) { this->restart(); } if (this->num_drawable_cards() == 0) { return 0xFFFF; } uint16_t ref = this->card_refs[this->draw_index++]; this->entries[index_for_card_ref(ref)].state = CardState::IN_HAND; return ref; } bool DeckState::draw_card_by_ref(uint16_t card_ref) { if (card_ref == 0xFFFF) { return false; } uint8_t index = index_for_card_ref(card_ref); if (index > this->entries.size()) { return false; } // If the card is discarded, then it should be before the draw index, and we // can just change its state. if (this->entries[index].state == CardState::DISCARDED) { this->entries[index].state = CardState::IN_HAND; return true; // If the card is still drawable, we need to move it so it's just in front of // the draw index, then immediately draw it } else if (this->entries[index].state == CardState::DRAWABLE) { ssize_t ref_index; for (ref_index = this->card_refs.size(); ref_index >= 0; ref_index--) { if (this->card_refs[ref_index] == card_ref) { break; } } if (ref_index < 0) { return false; } size_t ref_uindex = ref_index; for (; ref_uindex > this->draw_index; ref_uindex--) { // Note: draw_index is also unsigned, so ref_uindex cannot be zero here this->card_refs[ref_uindex] = this->card_refs[ref_uindex - 1]; } this->card_refs[this->draw_index] = card_ref; this->entries[index].state = CardState::IN_HAND; this->draw_index++; return true; } else { return false; } } uint16_t DeckState::card_id_for_card_ref(uint16_t card_ref) const { if (card_ref == 0xFFFF) { return 0xFFFF; } uint8_t index = index_for_card_ref(card_ref); if (index < this->entries.size()) { return this->entries[index].card_id; } else { return 0xFFFF; } } uint16_t DeckState::sc_card_id() const { return this->entries[0].card_id; } uint16_t DeckState::sc_card_ref() const { return this->card_refs[0]; } uint16_t DeckState::card_ref_for_index(uint8_t index) const { return this->card_ref_base | index; } DeckState::CardState DeckState::state_for_card_ref(uint16_t card_ref) const { uint8_t index = index_for_card_ref(card_ref); return (index < this->entries.size()) ? this->entries[index].state : CardState::INVALID; } void DeckState::restart() { // First, if deck loop is on, return all discarded cards to the drawable state if (this->loop_enabled) { for (size_t z = 0; z < this->entries.size(); z++) { if (this->entries[z].state == CardState::DISCARDED) { this->entries[z].state = CardState::DRAWABLE; } } } // For any cards that are still in hand or still in play, move their refs to // the already-drawn part of the deck this->draw_index = 0; for (size_t z = 0; z < this->entries.size(); z++) { if (this->entries[z].state != CardState::DRAWABLE) { this->card_refs[this->draw_index++] = this->card_ref_for_index(z); } } // For now-drawable cards, put their refs after the draw index size_t index = this->draw_index; for (size_t z = 0; z < this->entries.size(); z++) { if (this->entries[z].state == CardState::DRAWABLE) { this->card_refs[index++] = this->card_ref_for_index(z); } } this->shuffle(); } void DeckState::do_mulligan() { for (size_t z = 0; z < this->entries.size(); z++) { if (this->entries[z].state == CardState::DISCARDED) { this->entries[z].state = CardState::DRAWABLE; } } this->draw_index = 1; if (this->shuffle_enabled) { // Get the next 5 cards from the deck, and put the previous 5 cards after // them (so they will be shuffled back in). for (uint8_t z = 0; z < 5; z++) { uint8_t index = z + this->draw_index; uint16_t temp_ref = this->card_refs[index]; this->card_refs[index] = this->card_refs[index + 5]; this->card_refs[index + 5] = temp_ref; } // Shuffle the deck, except the first 5 cards (which are about to be drawn). size_t max = this->num_drawable_cards() - 5; uint8_t base_index = this->draw_index + 5; for (size_t z = 0; z < this->card_refs.size(); z++) { uint8_t index1 = this->random_crypt->next() % max; uint8_t index2 = this->random_crypt->next() % max; uint16_t temp_ref = this->card_refs[base_index + index1]; this->card_refs[base_index + index1] = this->card_refs[base_index + index2]; this->card_refs[base_index + index2] = temp_ref; } } } bool DeckState::set_card_ref_drawable_next(uint16_t card_ref) { if (card_ref == 0xFFFF) { return false; } if (client_id_for_card_ref(card_ref) != this->client_id) { return false; } uint8_t index = index_for_card_ref(card_ref); if (this->entries[index].state == CardState::DRAWABLE) { return false; } else if (this->draw_index < 1) { return false; } else { this->entries[index].state = CardState::DRAWABLE; this->card_refs[--this->draw_index] = card_ref; return true; } } bool DeckState::set_card_ref_drawable_at_end(uint16_t card_ref) { if (this->set_card_ref_drawable_next(card_ref)) { uint16_t head_card_ref = this->card_refs[this->draw_index]; if (this->draw_index < this->card_refs.size() - 1) { for (size_t z = this->draw_index; z < this->card_refs.size() - 1; z++) { this->card_refs[z] = this->card_refs[z + 1]; } } this->card_refs[this->card_refs.size() - 1] = head_card_ref; return true; } else { return false; } } void DeckState::set_card_discarded(uint16_t card_ref) { uint8_t index = index_for_card_ref(card_ref); if (index < this->entries.size()) { this->entries[index].state = CardState::DISCARDED; } } void DeckState::shuffle() { if (this->shuffle_enabled) { size_t max = this->num_drawable_cards(); for (size_t z = 0; z < this->card_refs.size(); z++) { // Note: This is the way Sega originally implemented shuffling - they just // do N swaps on the entire array. A more uniform way to do it would be to // instead swap each item with another random item (possibly itself) that // doesn't appear earlier than it in the array, but this is not what Sega // did. uint8_t index1 = this->draw_index + this->random_crypt->next() % max; uint8_t index2 = this->draw_index + this->random_crypt->next() % max; uint16_t temp_ref = this->card_refs[index1]; this->card_refs[index1] = this->card_refs[index2]; this->card_refs[index2] = temp_ref; } } } } // namespace Episode3