-
Notifications
You must be signed in to change notification settings - Fork 135
/
field.h
846 lines (805 loc) · 38.3 KB
/
field.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
/*
* field.h
*
* Created on: 2010-5-8
* Author: Argon
*/
#ifndef FIELD_H_
#define FIELD_H_
#include "common.h"
#include "card.h"
#include "effectset.h"
#include "interpreter.h"
#include <vector>
#include <set>
#include <map>
#include <list>
#include <unordered_map>
#include <unordered_set>
#define MAX_COIN_COUNT 20
//summon action type
#define SUMMON_IN_IDLE 0
#define SUMMON_IN_CHAIN 1
class card;
struct card_data;
class duel;
class group;
class effect;
using effect_vector = std::vector<effect*>;
bool check_playerid(int32 playerid);
struct tevent {
card* trigger_card{ nullptr };
group* event_cards{ nullptr };
effect* reason_effect{ nullptr };
uint32 event_code{ 0 };
uint32 event_value{ 0 };
uint32 reason{ 0 };
uint8 event_player{ PLAYER_NONE };
uint8 reason_player{ PLAYER_NONE };
bool operator< (const tevent& v) const;
};
struct optarget {
group* op_cards{ nullptr };
uint8 op_count{ 0 };
uint8 op_player{ PLAYER_NONE };
int32 op_param{ 0 };
};
struct chain {
using opmap = std::unordered_map<uint32, optarget>;
uint16 chain_id{ 0 };
uint8 chain_count{ 0 };
uint8 triggering_player{ PLAYER_NONE };
uint8 triggering_controler{ PLAYER_NONE };
uint16 triggering_location{ 0 };
uint8 triggering_sequence{ 0 };
uint8 triggering_position{ 0 };
card_state triggering_state;
effect* triggering_effect{ nullptr };
group* target_cards{ nullptr };
int32 replace_op{ 0 };
uint8 target_player{ PLAYER_NONE };
int32 target_param{ 0 };
effect* disable_reason{ nullptr };
uint8 disable_player{ PLAYER_NONE };
tevent evt;
opmap opinfos;
uint32 flag{ 0 };
effect_set required_handorset_effects;
static bool chain_operation_sort(const chain& c1, const chain& c2);
void set_triggering_state(card* pcard);
};
struct player_info {
int32 lp{ 8000 };
int32 start_count{ 5 };
int32 draw_count{ 1 };
uint32 used_location{ 0 };
uint32 disabled_location{ 0 };
uint32 extra_p_count{ 0 };
uint32 tag_extra_p_count{ 0 };
int32 szone_size{ 6 };
card_vector list_mzone;
card_vector list_szone;
card_vector list_main;
card_vector list_grave;
card_vector list_hand;
card_vector list_remove;
card_vector list_extra;
card_vector tag_list_main;
card_vector tag_list_hand;
card_vector tag_list_extra;
};
struct field_effect {
using oath_effects = std::unordered_map<effect*, effect*>;
using gain_effects = std::unordered_map<card*, effect*>;
using grant_effect_container = std::unordered_map<effect*, gain_effects>;
effect_container aura_effect;
effect_container ignition_effect;
effect_container activate_effect;
effect_container trigger_o_effect;
effect_container trigger_f_effect;
effect_container quick_o_effect;
effect_container quick_f_effect;
effect_container continuous_effect;
effect_indexer indexer;
oath_effects oath;
effect_collection pheff;
effect_collection cheff;
effect_collection rechargeable;
effect_collection spsummon_count_eff;
std::list<card*> disable_check_list;
std::unordered_set<card*> disable_check_set;
grant_effect_container grant_effect;
};
struct field_info {
int32 field_id{ 1 };
int16 copy_id{ 1 };
int16 turn_id{};
int16 turn_id_by_player[2]{};
int16 card_id{ 1 };
uint16 phase{};
uint8 turn_player{};
uint8 priorities[2]{};
uint8 can_shuffle{ TRUE };
};
struct lpcost {
int32 count{};
int32 amount{};
int32 lpstack[8]{};
};
struct processor_unit {
uint16 type{ 0 };
uint16 step{ 0 };
effect* peffect{ nullptr };
group* ptarget{ nullptr };
uint32 arg1{ 0 };
uint32 arg2{ 0 };
uint32 arg3{ 0 };
uint32 arg4{ 0 };
int32 value1{ 0 };
int32 value2{ 0 };
int32 value3{ 0 };
int32 value4{ 0 };
void* ptr1{ nullptr };
void* ptr2{ nullptr };
void* ptr3{ nullptr };
void* ptr4{ nullptr };
};
constexpr int SIZE_SVALUE = SIZE_RETURN_VALUE / 2;
constexpr int SIZE_IVALUE = SIZE_RETURN_VALUE / 4;
constexpr int SIZE_LVALUE = SIZE_RETURN_VALUE / 8;
union return_value {
uint8 bvalue[SIZE_RETURN_VALUE];
uint16 svalue[SIZE_SVALUE];
int32 ivalue[SIZE_IVALUE];
int64 lvalue[SIZE_LVALUE];
};
struct processor {
using option_vector = std::vector<uint32>;
using card_list = std::list<card*>;
using event_list = std::list<tevent>;
using chain_list = std::list<chain>;
using instant_f_list = std::map<effect*, chain>;
using chain_array = std::vector<chain>;
using processor_list = std::list<processor_unit>;
using delayed_effect_collection = std::set<std::pair<effect*, tevent>>;
struct chain_limit_t {
chain_limit_t(int32 f, int32 p): function(f), player(p) {}
int32 function{ 0 };
int32 player{ PLAYER_NONE };
};
using chain_limit_list = std::vector<chain_limit_t>;
processor_list units;
processor_list subunits;
processor_unit damage_step_reserved;
processor_unit summon_reserved;
card_vector select_cards;
card_vector unselect_cards;
card_vector summonable_cards;
card_vector spsummonable_cards;
card_vector repositionable_cards;
card_vector msetable_cards;
card_vector ssetable_cards;
card_vector attackable_cards;
effect_vector select_effects;
option_vector select_options;
card_vector must_select_cards;
event_list point_event;
event_list instant_event;
event_list queue_event;
event_list delayed_activate_event;
event_list full_event;
event_list used_event;
event_list single_event;
event_list solving_event;
event_list sub_solving_event;
chain_array select_chains;
chain_array current_chain;
chain_array ignition_priority_chains;
chain_list continuous_chain;
chain_list solving_continuous;
chain_list sub_solving_continuous;
chain_list delayed_continuous_tp;
chain_list delayed_continuous_ntp;
chain_list desrep_chain;
chain_list new_fchain;
chain_list new_fchain_s;
chain_list new_ochain;
chain_list new_ochain_s;
chain_list new_fchain_b;
chain_list new_ochain_b;
chain_list new_ochain_h;
chain_list new_chains;
delayed_effect_collection delayed_quick_tmp;
delayed_effect_collection delayed_quick;
instant_f_list quick_f_chain;
card_set leave_confirmed;
card_set special_summoning;
card_set unable_tofield_set;
card_set equiping_cards;
card_set control_adjust_set[2];
card_set unique_destroy_set;
card_set self_destroy_set;
card_set self_tograve_set;
card_set trap_monster_adjust_set[2];
card_set release_cards;
card_set release_cards_ex;
card_set release_cards_ex_oneof;
card_set battle_destroy_rep;
card_set fusion_materials;
card_set synchro_materials;
card_set operated_set;
card_set discarded_set;
card_set destroy_canceled;
card_set indestructable_count_set;
card_set delayed_enable_set;
card_set set_group_pre_set;
card_set set_group_set;
effect_set_v disfield_effects;
effect_set_v extra_mzone_effects;
effect_set_v extra_szone_effects;
std::set<effect*> reseted_effects;
std::unordered_map<card*, uint32> readjust_map;
std::unordered_set<card*> unique_cards[2];
std::unordered_map<uint32, uint32> effect_count_code;
std::unordered_map<uint32, uint32> effect_count_code_duel;
std::unordered_map<uint32, uint32> effect_count_code_chain;
std::unordered_map<uint32, uint32> spsummon_once_map[2];
std::multimap<int32, card*, std::greater<int32>> xmaterial_lst;
int32 temp_var[4]{};
uint32 global_flag{ 0 };
uint16 pre_field[2]{};
std::set<uint16> opp_mzone;
chain_limit_list chain_limit;
chain_limit_list chain_limit_p;
uint8 chain_solving{ FALSE };
uint8 conti_solving{ FALSE };
uint8 win_player{ 5 };
uint8 win_reason{ 0 };
uint8 re_adjust{ FALSE };
effect* reason_effect{ nullptr };
uint8 reason_player{ PLAYER_NONE };
card* summoning_card{ nullptr };
uint8 summon_depth{ 0 };
uint8 summon_cancelable{ FALSE };
card* attacker{ nullptr };
card* attack_target{ nullptr };
uint8 attacker_player{ PLAYER_NONE };
uint8 attack_target_player{ PLAYER_NONE };
uint32 limit_extra_summon_zone{ 0 };
uint32 limit_extra_summon_releasable{ 0 };
card* limit_tuner{ nullptr };
group* limit_syn{ nullptr };
int32 limit_syn_minc{ 0 };
int32 limit_syn_maxc{ 0 };
group* limit_xyz{ nullptr };
int32 limit_xyz_minc{ 0 };
int32 limit_xyz_maxc{ 0 };
group* limit_link{ nullptr };
card* limit_link_card{ nullptr };
int32 limit_link_minc{ 0 };
int32 limit_link_maxc{ 0 };
uint8 not_material{ FALSE };
uint8 attack_cancelable{ FALSE };
uint8 attack_rollback{ FALSE };
uint8 effect_damage_step{ 0 };
int32 battle_damage[2]{};
int32 summon_count[2]{};
uint8 extra_summon[2]{};
int32 spe_effect[2]{};
int32 last_select_hint[2]{ 0 };
uint32 duel_options{ 0 };
int32 duel_rule{ CURRENT_RULE };
uint32 copy_reset{ 0 };
int32 copy_reset_count{ 0 };
uint32 last_control_changed_id{ 0 };
uint32 set_group_used_zones{ 0 };
uint8 set_group_seq[7]{};
uint8 dice_result[5]{};
uint8 coin_result[MAX_COIN_COUNT]{};
int32 coin_count{ 0 };
bool is_target_ready{ false };
bool is_gemini_summoning{ false };
bool is_summon_negated{ false };
uint8 to_bp{ FALSE };
uint8 to_m2{ FALSE };
uint8 to_ep{ FALSE };
uint8 skip_m2{ FALSE };
uint8 chain_attack{ FALSE };
uint32 chain_attacker_id{ 0 };
card* chain_attack_target{ nullptr };
uint8 attack_player{ PLAYER_NONE };
uint8 selfdes_disabled{ FALSE };
uint8 overdraw[2]{};
int32 check_level{ 0 };
uint8 shuffle_check_disabled{ FALSE };
uint8 shuffle_hand_check[2]{};
uint8 shuffle_deck_check[2]{};
uint8 deck_reversed{ FALSE };
uint8 remove_brainwashing{ FALSE };
uint8 flip_delayed{ FALSE };
uint8 damage_calculated{ FALSE };
uint8 hand_adjusted{ FALSE };
uint8 summon_state_count[2]{};
uint8 normalsummon_state_count[2]{};
uint8 flipsummon_state_count[2]{};
uint8 spsummon_state_count[2]{};
uint8 attack_state_count[2]{};
uint8 battle_phase_count[2]{};
uint8 battled_count[2]{};
uint8 phase_action{ FALSE };
uint32 hint_timing[2]{};
uint8 current_player{ PLAYER_NONE };
uint8 conti_player{ PLAYER_NONE };
uint8 select_deck_sequence_revealed{ FALSE };
uint8 selecting_player{ PLAYER_NONE };
std::unordered_map<uint32, std::pair<uint32, uint32>> summon_counter;
std::unordered_map<uint32, std::pair<uint32, uint32>> normalsummon_counter;
std::unordered_map<uint32, std::pair<uint32, uint32>> spsummon_counter;
std::unordered_map<uint32, std::pair<uint32, uint32>> flipsummon_counter;
std::unordered_map<uint32, std::pair<uint32, uint32>> attack_counter;
std::unordered_map<uint32, std::pair<uint32, uint32>> chain_counter;
processor_list recover_damage_reserve;
effect_vector dec_count_reserve;
};
class field {
public:
using card_list = std::list<card*>;
using event_list = std::list<tevent>;
using chain_list = std::list<chain>;
using instant_f_list = std::map<effect*, chain>;
using chain_array = std::vector<chain>;
using processor_list = std::list<processor_unit>;
duel* pduel;
player_info player[2];
card* temp_card{};
field_info infos;
//lpcost cost[2];
field_effect effects;
processor core;
return_value returns{};
tevent nil_event;
static int32 field_used_count[32];
explicit field(duel* pduel);
~field() = default;
void reload_field_info();
void add_card(uint8 playerid, card* pcard, uint8 location, uint8 sequence, uint8 pzone = FALSE);
void remove_card(card* pcard);
void move_card(uint8 playerid, card* pcard, uint8 location, uint8 sequence, uint8 pzone = FALSE);
void swap_card(card* pcard1, card* pcard2, uint8 new_sequence1, uint8 new_sequence2);
void swap_card(card* pcard1, card* pcard2);
void set_control(card* pcard, uint8 playerid, uint16 reset_phase, uint8 reset_count);
int32 get_pzone_sequence(uint8 pseq) const;
card* get_field_card(uint8 playerid, uint32 general_location, uint8 sequence) const;
int32 is_location_useable(uint8 playerid, uint32 general_location, uint8 sequence) const;
int32 get_useable_count(card* pcard, uint8 playerid, uint8 location, uint8 uplayer, uint32 reason, uint32 zone = 0xff, uint32* list = nullptr);
int32 get_useable_count_fromex(card* pcard, uint8 playerid, uint8 uplayer, uint32 zone = 0xff, uint32* list = nullptr);
int32 get_spsummonable_count(card* pcard, uint8 playerid, uint32 zone = 0xff, uint32* list = nullptr);
int32 get_spsummonable_count_fromex(card* pcard, uint8 playerid, uint8 uplayer, uint32 zone = 0xff, uint32* list = nullptr);
int32 get_useable_count_other(card* pcard, uint8 playerid, uint8 location, uint8 uplayer, uint32 reason, uint32 zone = 0xff, uint32* list = nullptr);
int32 get_tofield_count(card* pcard, uint8 playerid, uint8 location, uint32 uplayer, uint32 reason, uint32 zone = 0xff, uint32* list = nullptr);
int32 get_useable_count_fromex_rule4(card* pcard, uint8 playerid, uint8 uplayer, uint32 zone = 0xff, uint32* list = nullptr);
int32 get_spsummonable_count_fromex_rule4(card* pcard, uint8 playerid, uint8 uplayer, uint32 zone = 0xff, uint32* list = nullptr);
int32 get_mzone_limit(uint8 playerid, uint8 uplayer, uint32 reason);
int32 get_szone_limit(uint8 playerid, uint8 uplayer, uint32 reason);
uint32 get_linked_zone(int32 playerid);
uint32 get_rule_zone_fromex(int32 playerid, card* pcard);
void filter_must_use_mzone(uint8 playerid, uint8 uplayer, uint32 reason, card* pcard, uint32* flag);
void get_linked_cards(uint8 self, uint8 s, uint8 o, card_set* cset);
int32 check_extra_link(int32 playerid);
int32 check_extra_link(int32 playerid, card* pcard, int32 sequence);
void get_cards_in_zone(card_set* cset, uint32 zone, int32 playerid, int32 location);
void shuffle(uint8 playerid, uint8 location);
void reset_sequence(uint8 playerid, uint8 location);
void swap_deck_and_grave(uint8 playerid);
void reverse_deck(uint8 playerid);
void refresh_player_info(uint8 playerid);
void tag_swap(uint8 playerid);
void add_effect(effect* peffect, uint8 owner_player = PLAYER_NONE);
void remove_effect(effect* peffect);
void remove_oath_effect(effect* reason_effect);
void release_oath_relation(effect* reason_effect);
void reset_phase(uint32 phase);
void reset_chain();
void add_effect_code(uint32 code, uint32 playerid);
uint32 get_effect_code(uint32 code, uint32 playerid);
void dec_effect_code(uint32 code, uint32 playerid);
void filter_field_effect(uint32 code, effect_set* eset, uint8 sort = TRUE);
void filter_affected_cards(effect* peffect, card_set* cset);
void filter_inrange_cards(effect* peffect, card_set* cset);
void filter_player_effect(uint8 playerid, uint32 code, effect_set* eset, uint8 sort = TRUE);
int32 filter_matching_card(lua_State* L, int32 findex, uint8 self, uint32 location1, uint32 location2, group* pgroup, card* pexception, group* pexgroup, uint32 extraargs, card** pret = nullptr, int32 fcount = 0, int32 is_target = FALSE);
int32 filter_field_card(uint8 self, uint32 location, uint32 location2, group* pgroup);
effect* is_player_affected_by_effect(uint8 playerid, uint32 code);
int32 get_release_list(lua_State* L, uint8 playerid, card_set* release_list, card_set* ex_list, card_set* ex_list_oneof, int32 use_con, int32 use_hand, int32 fun, int32 exarg, card* exc, group* exg, uint32 reason);
int32 check_release_list(lua_State* L, uint8 playerid, int32 count, int32 use_con, int32 use_hand, int32 fun, int32 exarg, card* exc, group* exg, uint32 reason);
int32 get_summon_release_list(card* target, card_set* release_list, card_set* ex_list, card_set* ex_list_oneof, group* mg = nullptr, uint32 ex = 0, uint32 releasable = 0xff00ff, uint32 pos = 0x1);
int32 get_summon_count_limit(uint8 playerid);
int32 get_draw_count(uint8 playerid);
void get_ritual_material(uint8 playerid, effect* peffect, card_set* material, uint8 no_level = FALSE);
void get_fusion_material(uint8 playerid, card_set* material_all, card_set* material_base, uint32 location);
void ritual_release(card_set* material);
void get_xyz_material(lua_State* L, card* scard, int32 findex, uint32 lv, int32 maxc, group* mg);
void get_overlay_group(uint8 self, uint8 s, uint8 o, card_set* pset);
int32 get_overlay_count(uint8 self, uint8 s, uint8 o);
void update_disable_check_list(effect* peffect);
void add_to_disable_check_list(card* pcard);
void adjust_disable_check_list();
void adjust_self_destroy_set();
void erase_grant_effect(effect* peffect);
int32 adjust_grant_effect();
void add_unique_card(card* pcard);
void remove_unique_card(card* pcard);
effect* check_unique_onfield(card* pcard, uint8 controler, uint8 location, card* icard = nullptr);
int32 check_spsummon_once(card* pcard, uint8 playerid);
void check_card_counter(card* pcard, int32 counter_type, int32 playerid);
void check_card_counter(group* pgroup, int32 counter_type, int32 playerid);
void check_chain_counter(effect* peffect, int32 playerid, int32 chainid, bool cancel = false);
void set_spsummon_counter(uint8 playerid);
int32 check_spsummon_counter(uint8 playerid, uint8 ct = 1);
bool is_select_hide_deck_sequence(uint8 playerid);
int32 check_lp_cost(uint8 playerid, uint32 cost, uint32 must_pay);
void save_lp_cost() {}
void restore_lp_cost() {}
int32 pay_lp_cost(uint32 step, uint8 playerid, uint32 cost, uint32 must_pay);
uint32 get_field_counter(uint8 self, uint8 s, uint8 o, uint16 countertype);
int32 effect_replace_check(uint32 code, const tevent& e);
int32 get_attack_target(card* pcard, card_vector* v, uint8 chain_attack = FALSE, bool select_target = true);
bool confirm_attack_target();
void attack_all_target_check();
int32 get_must_material_list(uint8 playerid, uint32 limit, card_set* must_list);
int32 check_must_material(group* mg, uint8 playerid, uint32 limit);
void get_synchro_material(uint8 playerid, card_set* material, effect* tuner_limit = nullptr);
//check material
int32 check_synchro_material(lua_State* L, card* pcard, int32 findex1, int32 findex2, int32 min, int32 max, card* smat, group* mg);
int32 check_tuner_material(lua_State* L, card* pcard, card* tuner, int32 findex1, int32 findex2, int32 min, int32 max, card* smat, group* mg);
int32 check_other_synchro_material(const card_vector& nsyn, int32 lv, int32 min, int32 max, int32 mcount);
int32 check_tribute(card* pcard, int32 min, int32 max, group* mg, uint8 toplayer, uint32 zone = 0x1f, uint32 releasable = 0xff00ff, uint32 pos = 0x1);
static int32 check_with_sum_limit(const card_vector& mats, int32 acc, int32 index, int32 count, int32 min, int32 max, int32 opmin);
static int32 check_with_sum_limit_m(const card_vector& mats, int32 acc, int32 index, int32 min, int32 max, int32 opmin, int32 must_count);
static int32 check_with_sum_greater_limit(const card_vector& mats, int32 acc, int32 index, int32 opmin);
static int32 check_with_sum_greater_limit_m(const card_vector& mats, int32 acc, int32 index, int32 opmin, int32 must_count);
int32 check_xyz_material(lua_State* L, card* pcard, int32 findex, int32 lv, int32 min, int32 max, group* mg);
int32 is_player_can_draw(uint8 playerid);
int32 is_player_can_discard_deck(uint8 playerid, int32 count);
int32 is_player_can_discard_deck_as_cost(uint8 playerid, int32 count);
int32 is_player_can_discard_hand(uint8 playerid, card* pcard, effect* reason_effect, uint32 reason);
int32 is_player_can_action(uint8 playerid, uint32 actionlimit);
int32 is_player_can_summon(uint32 sumtype, uint8 playerid, card* pcard, uint8 toplayer);
int32 is_player_can_mset(uint32 sumtype, uint8 playerid, card* pcard, uint8 toplayer);
int32 is_player_can_sset(uint8 playerid, card* pcard);
int32 is_player_can_spsummon(uint8 playerid);
int32 is_player_can_spsummon(effect* reason_effect, uint32 sumtype, uint8 sumpos, uint8 playerid, uint8 toplayer, card* pcard);
int32 is_player_can_flipsummon(uint8 playerid, card* pcard);
int32 is_player_can_spsummon_monster(uint8 playerid, uint8 toplayer, uint8 sumpos, uint32 sumtype, card_data* pdata);
int32 is_player_can_spsummon_count(uint8 playerid, uint32 count);
int32 is_player_can_release(uint8 playerid, card* pcard, uint32 reason);
int32 is_player_can_place_counter(uint8 playerid, card* pcard, uint16 countertype, uint16 count);
int32 is_player_can_remove_counter(uint8 playerid, card* pcard, uint8 s, uint8 o, uint16 countertype, uint16 count, uint32 reason);
int32 is_player_can_remove_overlay_card(uint8 playerid, card* pcard, uint8 s, uint8 o, uint16 count, uint32 reason);
int32 is_player_can_send_to_grave(uint8 playerid, card* pcard);
int32 is_player_can_send_to_hand(uint8 playerid, card* pcard);
int32 is_player_can_send_to_deck(uint8 playerid, card* pcard);
int32 is_player_can_remove(uint8 playerid, card* pcard, uint32 reason);
int32 is_chain_negatable(uint8 chaincount);
int32 is_chain_disablable(uint8 chaincount);
int32 is_chain_disabled(uint8 chaincount);
int32 check_chain_target(uint8 chaincount, card* pcard);
chain* get_chain(uint32 chaincount);
int32 get_cteffect(effect* peffect, int32 playerid, int32 store);
int32 get_cteffect_evt(effect* feffect, int32 playerid, const tevent& e, int32 store);
int32 check_cteffect_hint(effect* peffect, uint8 playerid);
int32 check_nonpublic_trigger(chain& ch);
int32 check_trigger_effect(const chain& ch) const;
int32 check_spself_from_hand_trigger(const chain& ch) const;
int32 is_able_to_enter_bp();
void add_process(uint16 type, uint16 step, effect* peffect, group* target, int32 arg1, int32 arg2, int32 arg3 = 0, int32 arg4 = 0, void* ptr1 = nullptr, void* ptr2 = nullptr);
uint32 process();
int32 execute_cost(uint16 step, effect* peffect, uint8 triggering_player);
int32 execute_operation(uint16 step, effect* peffect, uint8 triggering_player);
int32 execute_target(uint16 step, effect* peffect, uint8 triggering_player);
void raise_event(card* event_card, uint32 event_code, effect* reason_effect, uint32 reason, uint8 reason_player, uint8 event_player, uint32 event_value);
void raise_event(card_set* event_cards, uint32 event_code, effect* reason_effect, uint32 reason, uint8 reason_player, uint8 event_player, uint32 event_value);
void raise_single_event(card* trigger_card, card_set* event_cards, uint32 event_code, effect* reason_effect, uint32 reason, uint8 reason_player, uint8 event_player, uint32 event_value);
int32 check_event(uint32 code, tevent* pe = nullptr);
int32 check_event_c(effect* peffect, uint8 playerid, int32 neglect_con, int32 neglect_cost, int32 copy_info, tevent* pe = nullptr);
int32 check_hint_timing(effect* peffect);
int32 process_phase_event(int16 step, int32 phase_event);
int32 process_point_event(int16 step, int32 skip_trigger, int32 skip_freechain, int32 skip_new);
int32 process_quick_effect(int16 step, int32 skip_freechain, uint8 priority);
int32 process_instant_event();
int32 process_single_event();
int32 process_single_event(effect* peffect, const tevent& e, chain_list& tp, chain_list& ntp);
int32 process_idle_command(uint16 step);
int32 process_battle_command(uint16 step);
int32 process_damage_step(uint16 step, uint32 new_attack);
void calculate_battle_damage(effect** pdamchange, card** preason_card, uint8* battle_destroyed);
int32 process_turn(uint16 step, uint8 turn_player);
int32 add_chain(uint16 step);
void solve_continuous(uint8 playerid, effect* peffect, const tevent& e);
int32 solve_continuous(uint16 step);
int32 solve_chain(uint16 step, uint32 chainend_arg1, uint32 chainend_arg2);
int32 break_effect();
void adjust_instant();
void adjust_all();
void refresh_location_info_instant();
int32 refresh_location_info(uint16 step);
int32 adjust_step(uint16 step);
//operations
int32 negate_chain(uint8 chaincount);
int32 disable_chain(uint8 chaincount, uint8 forced);
void change_chain_effect(uint8 chaincount, int32 replace_op);
void change_target(uint8 chaincount, group* targets);
void change_target_player(uint8 chaincount, uint8 playerid);
void change_target_param(uint8 chaincount, int32 param);
void remove_counter(uint32 reason, card* pcard, uint32 rplayer, uint32 s, uint32 o, uint32 countertype, uint32 count);
void remove_overlay_card(uint32 reason, card* pcard, uint32 rplayer, uint32 s, uint32 o, uint16 min, uint16 max);
void get_control(card_set* targets, effect* reason_effect, uint32 reason_player, uint32 playerid, uint32 reset_phase, uint32 reset_count, uint32 zone);
void get_control(card* target, effect* reason_effect, uint32 reason_player, uint32 playerid, uint32 reset_phase, uint32 reset_count, uint32 zone);
void swap_control(effect* reason_effect, uint32 reason_player, card_set* targets1, card_set* targets2, uint32 reset_phase, uint32 reset_count);
void swap_control(effect* reason_effect, uint32 reason_player, card* pcard1, card* pcard2, uint32 reset_phase, uint32 reset_count);
void equip(uint32 equip_player, card* equip_card, card* target, uint32 up, uint32 is_step);
void draw(effect* reason_effect, uint32 reason, uint32 reason_player, uint32 playerid, int32 count);
void damage(effect* reason_effect, uint32 reason, uint32 reason_player, card* reason_card, uint32 playerid, int32 amount, uint32 is_step = FALSE);
void recover(effect* reason_effect, uint32 reason, uint32 reason_player, uint32 playerid, int32 amount, uint32 is_step = FALSE);
void summon(uint32 sumplayer, card* target, effect* proc, uint32 ignore_count, uint32 min_tribute, uint32 zone = 0x1f, uint32 action_type = SUMMON_IN_IDLE);
void mset(uint32 setplayer, card* target, effect* proc, uint32 ignore_count, uint32 min_tribute, uint32 zone = 0x1f, uint32 action_type = SUMMON_IN_IDLE);
void special_summon_rule(uint32 sumplayer, card* target, uint32 summon_type, uint32 action_type = SUMMON_IN_IDLE);
void special_summon(card_set* target, uint32 sumtype, uint32 sumplayer, uint32 playerid, uint32 nocheck, uint32 nolimit, uint32 positions, uint32 zone);
void special_summon_step(card* target, uint32 sumtype, uint32 sumplayer, uint32 playerid, uint32 nocheck, uint32 nolimit, uint32 positions, uint32 zone);
void special_summon_complete(effect* reason_effect, uint8 reason_player);
void destroy(card_set* targets, effect* reason_effect, uint32 reason, uint32 reason_player, uint32 playerid = 2, uint32 destination = 0, uint32 sequence = 0);
void destroy(card* target, effect* reason_effect, uint32 reason, uint32 reason_player, uint32 playerid = 2, uint32 destination = 0, uint32 sequence = 0);
void release(card_set* targets, effect* reason_effect, uint32 reason, uint32 reason_player);
void release(card* target, effect* reason_effect, uint32 reason, uint32 reason_player);
void send_to(card_set* targets, effect* reason_effect, uint32 reason, uint32 reason_player, uint32 playerid, uint32 destination, uint32 sequence, uint32 position, uint8 send_activating = FALSE);
void send_to(card* target, effect* reason_effect, uint32 reason, uint32 reason_player, uint32 playerid, uint32 destination, uint32 sequence, uint32 position, uint8 send_activating = FALSE);
void move_to_field(card* target, uint32 move_player, uint32 playerid, uint32 destination, uint32 positions, uint32 enable = FALSE, uint32 ret = 0, uint32 pzone = FALSE, uint32 zone = 0xff);
void change_position(card_set* targets, effect* reason_effect, uint32 reason_player, uint32 au, uint32 ad, uint32 du, uint32 dd, uint32 flag, uint32 enable = FALSE);
void change_position(card* target, effect* reason_effect, uint32 reason_player, uint32 npos, uint32 flag, uint32 enable = FALSE);
void operation_replace(int32 type, int32 step, group* targets);
void select_tribute_cards(card* target, uint8 playerid, uint8 cancelable, int32 min, int32 max, uint8 toplayer, uint32 zone);
// summon
int32 summon(uint16 step, uint8 sumplayer, card* target, effect* proc, uint8 ignore_count, uint8 min_tribute, uint32 zone, uint32 action_type);
int32 mset(uint16 step, uint8 setplayer, card* ptarget, effect* proc, uint8 ignore_count, uint8 min_tribute, uint32 zone, uint32 action_type);
int32 flip_summon(uint16 step, uint8 sumplayer, card* target, uint32 action_type);
int32 special_summon_rule(uint16 step, uint8 sumplayer, card* target, uint32 summon_type, uint32 action_type);
int32 remove_counter(uint16 step, uint32 reason, card* pcard, uint8 rplayer, uint8 s, uint8 o, uint16 countertype, uint16 count);
int32 remove_overlay_card(uint16 step, uint32 reason, card* pcard, uint8 rplayer, uint8 s, uint8 o, uint16 min, uint16 max);
int32 get_control(uint16 step, effect* reason_effect, uint8 reason_player, group* targets, uint8 playerid, uint16 reset_phase, uint8 reset_count, uint32 zone);
int32 swap_control(uint16 step, effect* reason_effect, uint8 reason_player, group* targets1, group* targets2, uint16 reset_phase, uint8 reset_count);
int32 self_destroy(uint16 step, card* ucard, int32 p);
int32 trap_monster_adjust(uint16 step);
int32 equip(uint16 step, uint8 equip_player, card* equip_card, card* target, uint32 up, uint32 is_step);
int32 draw(uint16 step, effect* reason_effect, uint32 reason, uint8 reason_player, uint8 playerid, int32 count);
int32 damage(uint16 step, effect* reason_effect, uint32 reason, uint8 reason_player, card* reason_card, uint8 playerid, int32 amount, uint32 is_step);
int32 recover(uint16 step, effect* reason_effect, uint32 reason, uint8 reason_player, uint8 playerid, int32 amount, uint32 is_step);
int32 sset(uint16 step, uint8 setplayer, uint8 toplayer, card* ptarget, effect* reason_effect);
int32 sset_g(uint16 step, uint8 setplayer, uint8 toplayer, group* ptarget, uint8 confirm, effect* reason_effect);
int32 special_summon_step(uint16 step, group* targets, card* target, uint32 zone);
int32 special_summon(uint16 step, effect* reason_effect, uint8 reason_player, group* targets, uint32 zone);
int32 destroy_replace(uint16 step, group* targets, card* target, uint8 battle);
int32 destroy(uint16 step, group* targets, effect* reason_effect, uint32 reason, uint8 reason_player);
int32 release_replace(uint16 step, group* targets, card* target);
int32 release(uint16 step, group* targets, effect* reason_effect, uint32 reason, uint8 reason_player);
int32 send_replace(uint16 step, group* targets, card* target);
int32 send_to(uint16 step, group* targets, effect* reason_effect, uint32 reason, uint8 reason_player, uint8 send_activating);
int32 discard_deck(uint16 step, uint8 playerid, uint8 count, uint32 reason);
int32 move_to_field(uint16 step, card* target, uint32 enable, uint32 ret, uint32 pzone, uint32 zone);
int32 change_position(uint16 step, group* targets, effect* reason_effect, uint8 reason_player, uint32 enable);
int32 operation_replace(uint16 step, effect* replace_effect, group* targets, card* target, int32 is_destroy);
int32 activate_effect(uint16 step, effect* peffect);
int32 select_synchro_material(int16 step, uint8 playerid, card* pcard, int32 min, int32 max, card* smat, group* mg, int32 filter1, int32 filter2);
int32 select_xyz_material(int16 step, uint8 playerid, uint32 lv, card* pcard, int32 min, int32 max);
int32 select_release_cards(int16 step, uint8 playerid, uint8 cancelable, int32 min, int32 max);
int32 select_tribute_cards(int16 step, card* target, uint8 playerid, uint8 cancelable, int32 min, int32 max, uint8 toplayer, uint32 zone);
int32 toss_coin(uint16 step, effect* reason_effect, uint8 reason_player, uint8 playerid, int32 count);
int32 toss_dice(uint16 step, effect* reason_effect, uint8 reason_player, uint8 playerid, uint8 count1, uint8 count2);
int32 rock_paper_scissors(uint16 step, uint8 repeat);
bool check_response(size_t vector_size, int32 min_len, int32 max_len) const;
int32 select_battle_command(uint16 step, uint8 playerid);
int32 select_idle_command(uint16 step, uint8 playerid);
int32 select_effect_yes_no(uint16 step, uint8 playerid, uint32 description, card* pcard);
int32 select_yes_no(uint16 step, uint8 playerid, uint32 description);
int32 select_option(uint16 step, uint8 playerid);
int32 select_card(uint16 step, uint8 playerid, uint8 cancelable, uint8 min, uint8 max);
int32 select_unselect_card(uint16 step, uint8 playerid, uint8 cancelable, uint8 min, uint8 max, uint8 finishable);
int32 select_chain(uint16 step, uint8 playerid, uint8 spe_count, uint8 forced);
int32 select_place(uint16 step, uint8 playerid, uint32 flag, uint8 count);
int32 select_position(uint16 step, uint8 playerid, uint32 code, uint8 positions);
int32 select_tribute(uint16 step, uint8 playerid, uint8 cancelable, uint8 min, uint8 max);
int32 select_counter(uint16 step, uint8 playerid, uint16 countertype, uint16 count, uint8 s, uint8 o);
int32 select_with_sum_limit(int16 step, uint8 playerid, int32 acc, int32 min, int32 max);
int32 sort_card(int16 step, uint8 playerid);
int32 announce_race(int16 step, uint8 playerid, int32 count, int32 available);
int32 announce_attribute(int16 step, uint8 playerid, int32 count, int32 available);
int32 announce_card(int16 step, uint8 playerid);
int32 announce_number(int16 step, uint8 playerid);
};
//Location Use Reason
#define LOCATION_REASON_TOFIELD 0x1
#define LOCATION_REASON_CONTROL 0x2
//Chain Info
#define CHAIN_DISABLE_ACTIVATE 0x01
#define CHAIN_DISABLE_EFFECT 0x02
#define CHAIN_HAND_EFFECT 0x04
#define CHAIN_CONTINUOUS_CARD 0x08
#define CHAIN_ACTIVATING 0x10
#define CHAIN_HAND_TRIGGER 0x20
//#define CHAIN_DECK_EFFECT 0x40
#define CHAININFO_CHAIN_COUNT 0x01
#define CHAININFO_TRIGGERING_EFFECT 0x02
#define CHAININFO_TRIGGERING_PLAYER 0x04
#define CHAININFO_TRIGGERING_CONTROLER 0x08
#define CHAININFO_TRIGGERING_LOCATION 0x10
#define CHAININFO_TRIGGERING_SEQUENCE 0x20
#define CHAININFO_TARGET_CARDS 0x40
#define CHAININFO_TARGET_PLAYER 0x80
#define CHAININFO_TARGET_PARAM 0x100
#define CHAININFO_DISABLE_REASON 0x200
#define CHAININFO_DISABLE_PLAYER 0x400
#define CHAININFO_CHAIN_ID 0x800
#define CHAININFO_TYPE 0x1000
#define CHAININFO_EXTTYPE 0x2000
#define CHAININFO_TRIGGERING_POSITION 0x4000
#define CHAININFO_TRIGGERING_CODE 0x8000
#define CHAININFO_TRIGGERING_CODE2 0x10000
//#define CHAININFO_TRIGGERING_TYPE 0x20000
#define CHAININFO_TRIGGERING_LEVEL 0x40000
#define CHAININFO_TRIGGERING_RANK 0x80000
#define CHAININFO_TRIGGERING_ATTRIBUTE 0x100000
#define CHAININFO_TRIGGERING_RACE 0x200000
#define CHAININFO_TRIGGERING_ATTACK 0x400000
#define CHAININFO_TRIGGERING_DEFENSE 0x800000
//Timing
#define TIMING_DRAW_PHASE 0x1
#define TIMING_STANDBY_PHASE 0x2
#define TIMING_MAIN_END 0x4
#define TIMING_BATTLE_START 0x8
#define TIMING_BATTLE_END 0x10
#define TIMING_END_PHASE 0x20
#define TIMING_SUMMON 0x40
#define TIMING_SPSUMMON 0x80
#define TIMING_FLIPSUMMON 0x100
#define TIMING_MSET 0x200
#define TIMING_SSET 0x400
#define TIMING_POS_CHANGE 0x800
#define TIMING_ATTACK 0x1000
#define TIMING_DAMAGE_STEP 0x2000
#define TIMING_DAMAGE_CAL 0x4000
#define TIMING_CHAIN_END 0x8000
#define TIMING_DRAW 0x10000
#define TIMING_DAMAGE 0x20000
#define TIMING_RECOVER 0x40000
#define TIMING_DESTROY 0x80000
#define TIMING_REMOVE 0x100000
#define TIMING_TOHAND 0x200000
#define TIMING_TODECK 0x400000
#define TIMING_TOGRAVE 0x800000
#define TIMING_BATTLE_PHASE 0x1000000
#define TIMING_EQUIP 0x2000000
#define TIMING_BATTLE_STEP_END 0x4000000
#define TIMING_BATTLED 0x8000000
#define GLOBALFLAG_DECK_REVERSE_CHECK 0x1
#define GLOBALFLAG_BRAINWASHING_CHECK 0x2
#define GLOBALFLAG_SCRAP_CHIMERA 0x4
//#define GLOBALFLAG_DELAYED_QUICKEFFECT 0x8
#define GLOBALFLAG_DETACH_EVENT 0x10
//#define GLOBALFLAG_MUST_BE_SMATERIAL 0x20
#define GLOBALFLAG_SPSUMMON_COUNT 0x40
#define GLOBALFLAG_XMAT_COUNT_LIMIT 0x80
#define GLOBALFLAG_SELF_TOGRAVE 0x100
#define GLOBALFLAG_SPSUMMON_ONCE 0x200
#define GLOBALFLAG_TUNE_MAGICIAN 0x400
#define GLOBALFLAG_ACTIVATION_COUNT 0x800
//
#define PROCESSOR_ADJUST 1
#define PROCESSOR_HINT 2
#define PROCESSOR_TURN 3
#define PROCESSOR_WAIT 4
#define PROCESSOR_REFRESH_LOC 5
#define PROCESSOR_SELECT_IDLECMD 10
#define PROCESSOR_SELECT_EFFECTYN 11
#define PROCESSOR_SELECT_BATTLECMD 12
#define PROCESSOR_SELECT_YESNO 13
#define PROCESSOR_SELECT_OPTION 14
#define PROCESSOR_SELECT_CARD 15
#define PROCESSOR_SELECT_CHAIN 16
#define PROCESSOR_SELECT_UNSELECT_CARD 17
#define PROCESSOR_SELECT_PLACE 18
#define PROCESSOR_SELECT_POSITION 19
#define PROCESSOR_SELECT_TRIBUTE_P 20
#define PROCESSOR_SELECT_COUNTER 22
#define PROCESSOR_SELECT_SUM 23
#define PROCESSOR_SELECT_DISFIELD 24
#define PROCESSOR_SORT_CARD 25
#define PROCESSOR_SELECT_RELEASE 26
#define PROCESSOR_SELECT_TRIBUTE 27
#define PROCESSOR_POINT_EVENT 30
#define PROCESSOR_QUICK_EFFECT 31
#define PROCESSOR_IDLE_COMMAND 32
#define PROCESSOR_PHASE_EVENT 33
#define PROCESSOR_BATTLE_COMMAND 34
#define PROCESSOR_DAMAGE_STEP 35
#define PROCESSOR_ADD_CHAIN 40
#define PROCESSOR_SOLVE_CHAIN 42
#define PROCESSOR_SOLVE_CONTINUOUS 43
#define PROCESSOR_EXECUTE_COST 44
#define PROCESSOR_EXECUTE_OPERATION 45
#define PROCESSOR_EXECUTE_TARGET 46
#define PROCESSOR_DESTROY 50
#define PROCESSOR_RELEASE 51
#define PROCESSOR_SENDTO 52
#define PROCESSOR_MOVETOFIELD 53
#define PROCESSOR_CHANGEPOS 54
#define PROCESSOR_OPERATION_REPLACE 55
#define PROCESSOR_DESTROY_REPLACE 56
#define PROCESSOR_RELEASE_REPLACE 57
#define PROCESSOR_SENDTO_REPLACE 58
#define PROCESSOR_SUMMON_RULE 60
#define PROCESSOR_SPSUMMON_RULE 61
#define PROCESSOR_SPSUMMON 62
#define PROCESSOR_FLIP_SUMMON 63
#define PROCESSOR_MSET 64
#define PROCESSOR_SSET 65
#define PROCESSOR_SPSUMMON_STEP 66
#define PROCESSOR_SSET_G 67
#define PROCESSOR_DRAW 70
#define PROCESSOR_DAMAGE 71
#define PROCESSOR_RECOVER 72
#define PROCESSOR_EQUIP 73
#define PROCESSOR_GET_CONTROL 74
#define PROCESSOR_SWAP_CONTROL 75
//#define PROCESSOR_CONTROL_ADJUST 76
#define PROCESSOR_SELF_DESTROY 77
#define PROCESSOR_TRAP_MONSTER_ADJUST 78
#define PROCESSOR_PAY_LPCOST 80
#define PROCESSOR_REMOVE_COUNTER 81
#define PROCESSOR_ATTACK_DISABLE 82
#define PROCESSOR_ACTIVATE_EFFECT 83
#define PROCESSOR_ANNOUNCE_RACE 110
#define PROCESSOR_ANNOUNCE_ATTRIB 111
#define PROCESSOR_ANNOUNCE_LEVEL 112
#define PROCESSOR_ANNOUNCE_CARD 113
#define PROCESSOR_ANNOUNCE_TYPE 114
#define PROCESSOR_ANNOUNCE_NUMBER 115
#define PROCESSOR_ANNOUNCE_COIN 116
#define PROCESSOR_TOSS_DICE 117
#define PROCESSOR_TOSS_COIN 118
#define PROCESSOR_ROCK_PAPER_SCISSORS 119
#define PROCESSOR_SELECT_FUSION 131
#define PROCESSOR_SELECT_SYNCHRO 132
#define PROCESSOR_SELECT_XMATERIAL 139
#define PROCESSOR_DISCARD_HAND 150
#define PROCESSOR_DISCARD_DECK 151
#define PROCESSOR_SORT_DECK 152
#define PROCESSOR_REMOVE_OVERLAY 160
//#define PROCESSOR_SORT_CHAIN 21
//#define PROCESSOR_DESTROY_S 100
//#define PROCESSOR_RELEASE_S 101
//#define PROCESSOR_SENDTO_S 102
//#define PROCESSOR_CHANGEPOS_S 103
//#define PROCESSOR_SELECT_YESNO_S 120
//#define PROCESSOR_SELECT_OPTION_S 121
//#define PROCESSOR_SELECT_CARD_S 122
//#define PROCESSOR_SELECT_EFFECTYN_S 123
//#define PROCESSOR_SELECT_UNSELECT_CARD_S 124
//#define PROCESSOR_SELECT_PLACE_S 125
//#define PROCESSOR_SELECT_POSITION_S 126
//#define PROCESSOR_SELECT_TRIBUTE_S 127
//#define PROCESSOR_SORT_CARDS_S 128
//#define PROCESSOR_SELECT_RELEASE_S 129
//#define PROCESSOR_SELECT_TARGET 130
//#define PROCESSOR_SELECT_SUM_S 133
//#define PROCESSOR_SELECT_DISFIELD_S 134
//#define PROCESSOR_SPSUMMON_S 135
//#define PROCESSOR_SPSUMMON_STEP_S 136
//#define PROCESSOR_SPSUMMON_COMP_S 137
//#define PROCESSOR_RANDOM_SELECT_S 138
//#define PROCESSOR_DRAW_S 140
//#define PROCESSOR_DAMAGE_S 141
//#define PROCESSOR_RECOVER_S 142
//#define PROCESSOR_EQUIP_S 143
//#define PROCESSOR_GET_CONTROL_S 144
//#define PROCESSOR_SWAP_CONTROL_S 145
//#define PROCESSOR_MOVETOFIELD_S 161
#endif /* FIELD_H_ */