| 06-25-2009, 05:53 PM | #1 |
This is the closest you could reproduce Handle Vars' functionality and interface in (currently westfall) patch 1.24, requires jasshelper 0.9.H.2 and patch 1.24 or later. Are intended so implementing these handle vars in your map should be able to replace Handle Vars functionality, however, in some odd cases in which you do very odd stuff it won't work (will raise compiler errors), those cases should be rare. Faux Handle Vars do not have the I2H-related issues that plagued original handle vars, should also be mildly faster (I still recommend AgentVars for a better speed improvement, or even better, structs). However, I do not recommend these functions for anything other than porting old code to patch 1.24. It is because this interface is very leak-friendly (these leaks are also very common in code that uses handle vars, and are almost by-design) Although the leaks weren't a big issue for most maps using Handle vars (not even DOTA) they are still undesirable... Faux CSCache works the same, except in some cases they might not work 100% well because of how in CSCache you were allowed to use inline gamecache calls and other retardedness... do notice that Faux CSCache will leak memory like ... well, like something that leaks a lot of memory... CSCache has worked to make spell factory and also some other spell maps work again (once you also move CS to 16.0) Due to blizzard's failed failedness, You may find some cases like: JASS:
call AttachObject( meh, "...", TriggerAddAction(t, function ff) )
The fix for that would be something like: JASS:
call AttachObject( meh, "...", null )
call TriggerAddAction(t, function ff)
Differences between these handle vars and the original ones They are called handle vars and have function names like SetHandleHandle just for the reason of compatibility, in reality, you can only use these functions to attach stuff to objects of the agent type. SetHandleHandle is only able to attach agents. I.E you cannot use SetHandleHandle to attach a lightning effect, would have to use SetHandleLightning instead) Since GetHandleHandle is basically impossible (even one that returns agent) it has been removed. Faux Handle Vars:/******************************************************************************************* Faux Handle Vars ---------------- Do not use these functions for new stuff, it is just not the right thing to do... The intention of Faux Handle Vars is to be a patch fix for a map's migration to patch 1.24 This library might not cover all uses of handle vars, some of them are just impossible with the new rules set in patches 1.23b and 1.24, but they should work for most of the cases.... All of them but the SetHandle*** ones are inline friendly. I follow the interface in official Kattana's handle vars from wc3jass.com, if your handle vars functions look different, then you were not using handle vars but another thing... *******************************************************************************************/ //========================================================================================== library HandleVars initializer init globals private hashtable ht endglobals // too bad the Handle vars' old functionality forces me to make these things // inline-unfriendly function SetHandleHandle takes agent subject, string label, agent value returns nothing if(value==null) then call RemoveSavedHandle( ht, GetHandleId(subject), StringHash(label)) else call SaveAgentHandle( ht, GetHandleId(subject), StringHash(label), value) endif endfunction function SetHandleInt takes agent subject, string label, integer value returns nothing if value==0 then call RemoveSavedInteger(ht, GetHandleId(subject), StringHash(label)) else call SaveInteger(ht, GetHandleId(subject), StringHash(label), value) endif endfunction function SetHandleBoolean takes agent subject, string label, boolean value returns nothing if (value == false) then call RemoveSavedBoolean(ht, GetHandleId(subject), StringHash(label)) else call SaveBoolean(ht, GetHandleId(subject), StringHash(label), value) endif endfunction function SetHandleReal takes agent subject, string label, real value returns nothing if (value == 0.0) then call RemoveSavedReal(ht, GetHandleId(subject), StringHash(label)) else call SaveReal(ht, GetHandleId(subject), StringHash(label), value) endif endfunction function SetHandleString takes agent subject, string label, string value returns nothing if ((value=="") or (value==null)) then call RemoveSavedString(ht, GetHandleId(subject), StringHash(label)) else call SaveStr(ht, GetHandleId(subject), StringHash(label), value) //yay for blizz' consistent naming scheme... endif endfunction function GetHandleHandle takes agent subject, string label returns agent debug call BJDebugMsg("[debug] What the heck? Why would you call HandleHandle I guess this was caused by a search and replace mistake") return null endfunction // these are inline friendly, ok, maybe they aren't because jasshelper does not recognize // GetHandleId as non-state changing. But they will be once I fix jasshelper... function GetHandleInt takes agent subject, string label returns integer return LoadInteger(ht, GetHandleId(subject), StringHash(label)) endfunction function GetHandleBoolean takes agent subject, string label returns boolean return LoadBoolean(ht, GetHandleId(subject), StringHash(label)) endfunction function GetHandleString takes agent subject, string label returns string return LoadStr(ht, GetHandleId(subject), StringHash(label)) endfunction function GetHandleReal takes agent subject, string label returns real return LoadReal(ht, GetHandleId(subject), StringHash(label)) endfunction // got bored so I now use a textmacro... //! textmacro FAUX_HANDLE_VARS_GetHandleHandle takes NAME, TYPE function SetHandle$NAME$ takes agent subject, string label, $TYPE$ value returns nothing if(value==null) then call RemoveSavedHandle( ht, GetHandleId(subject), StringHash(label)) else call Save$NAME$Handle( ht, GetHandleId(subject), StringHash(label), value) endif endfunction function GetHandle$NAME$ takes agent subject, string label returns $TYPE$ return Load$NAME$Handle( ht, GetHandleId(subject), StringHash(label)) endfunction //! endtextmacro //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("Player","player") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("Widget","widget") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("Destructable","destructable") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("Item","item") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("Unit","unit") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("Ability","ability") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("Timer","timer") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("Trigger","trigger") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("TriggerCondition","triggercondition") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("TriggerAction","triggeraction") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("TriggerEvent","event") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("Force","force") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("Group","group") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("Location","location") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("Rect","rect") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("BooleanExpr","boolexpr") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("Sound","sound") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("Effect","effect") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("UnitPool","unitpool") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("ItemPool","itempool") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("Quest","quest") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("QuestItem","questitem") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("DefeatCondition","defeatcondition") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("TimerDialog","timerdialog") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("Leaderboard","leaderboard") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("Multiboard","multiboard") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("MultiboardItem","multiboarditem") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("Trackable","trackable") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("Dialog","dialog") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("Button","button") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("TextTag","texttag") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("Lightning","lightning") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("Image","image") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("Ubersplat","ubersplat") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("Region","region") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("FogState","fogstate") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("FogModifier","fogmodifier") //! runtextmacro FAUX_HANDLE_VARS_GetHandleHandle("Hashtable","hashtable") function FlushHandleVars takes agent subject returns nothing call FlushChildHashtable(ht, GetHandleId(subject)) endfunction function FlushHandleLocals takes agent subject returns nothing call FlushHandleVars(subject) endfunction private function init takes nothing returns nothing set ht=InitHashtable() endfunction endlibrary Faux CSCache:/******************************************************************************************* Faux CSCache AttachVars ---------------- Do not use these functions for new stuff, it is just not the right thing to do... The intention of Faux CSCache is to be a patch fix for a map's migration to patch 1.24 This library might not cover all uses of handle vars, some of them are just impossible with the new rules set in patches 1.23b and 1.24, but they should work for most of the cases.... *******************************************************************************************/ //========================================================================================== library CSCache initializer init requires CSSafeCache globals private hashtable ht endglobals // too bad the Handle vars' old functionality forces me to make these things // inline-unfriendly function SetTableObject takes string subject, string label, agent value returns nothing if(value==null) then call RemoveSavedHandle( ht, StringHash(subject), StringHash(label)) else call SaveAgentHandle( ht, StringHash(subject), StringHash(label), value) endif endfunction function GetTableHandle takes string subject, string label returns agent debug call BJDebugMsg("[debug] What the heck? Why would you call HandleHandle I guess this was caused by a search and replace mistake") return null endfunction // these are inline friendly, ok, maybe they aren't because jasshelper does not recognize // GetHandleId as non-state changing. But they will be once I fix jasshelper... // got bored so I now use a textmacro... //! textmacro FAUX_HANDLE_VARS_GetTableHandle takes NAME, TYPE function SetTable$NAME$ takes string subject, string label, $TYPE$ value returns nothing if(value==null) then call RemoveSavedHandle( ht, StringHash(subject), StringHash(label)) else call Save$NAME$Handle( ht, StringHash(subject), StringHash(label), value) endif endfunction function GetTable$NAME$ takes string subject, string label returns $TYPE$ return Load$NAME$Handle( ht, StringHash(subject), StringHash(label)) endfunction //! endtextmacro //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("Player","player") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("Widget","widget") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("Destructable","destructable") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("Item","item") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("Unit","unit") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("Ability","ability") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("Timer","timer") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("Trigger","trigger") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("TriggerCondition","triggercondition") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("TriggerAction","triggeraction") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("TriggerEvent","event") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("Force","force") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("Group","group") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("Location","location") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("Rect","rect") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("BooleanExpr","boolexpr") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("Sound","sound") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("Effect","effect") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("UnitPool","unitpool") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("ItemPool","itempool") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("Quest","quest") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("QuestItem","questitem") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("DefeatCondition","defeatcondition") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("TimerDialog","timerdialog") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("Leaderboard","leaderboard") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("Multiboard","multiboard") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("MultiboardItem","multiboarditem") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("Trackable","trackable") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("Dialog","dialog") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("Button","button") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("TextTag","texttag") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("Lightning","lightning") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("Image","image") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("Ubersplat","ubersplat") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("Region","region") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("FogState","fogstate") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("FogModifier","fogmodifier") //! runtextmacro FAUX_HANDLE_VARS_GetTableHandle("Hashtable","hashtable") function CS_KillTrigger takes trigger t returns nothing // let em leak endfunction // too bad the Handle vars' old functionality forces me to make these things // inline-unfriendly function AttachObject takes agent subject, string label, agent value returns nothing call SetTableObject( GetAttachmentTable(subject) , label, value) endfunction function GetAttachedHandle takes agent subject, string label returns agent debug call BJDebugMsg("[debug] What the heck? Why would you call HandleHandle I guess this was caused by a search and replace mistake") return null endfunction // these are inline friendly, ok, maybe they aren't because jasshelper does not recognize // GetHandleId as non-state changing. But they will be once I fix jasshelper... // got bored so I now use a textmacro... //! textmacro FAUX_HANDLE_VARS_GetAttachedHandle takes NAME, TYPE function Attach$NAME$ takes agent subject, string label, $TYPE$ value returns nothing call SetTable$NAME$( GetAttachmentTable(subject), label, value) endfunction function GetAttached$NAME$ takes agent subject, string label returns $TYPE$ return GetTable$NAME$( GetAttachmentTable(subject), label) endfunction //! endtextmacro //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("Player","player") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("Widget","widget") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("Destructable","destructable") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("Item","item") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("Unit","unit") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("Ability","ability") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("Timer","timer") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("Trigger","trigger") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("TriggerCondition","triggercondition") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("TriggerAction","triggeraction") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("TriggerEvent","event") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("Force","force") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("Group","group") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("Location","location") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("Rect","rect") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("BooleanExpr","boolexpr") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("Sound","sound") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("Effect","effect") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("UnitPool","unitpool") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("ItemPool","itempool") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("Quest","quest") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("QuestItem","questitem") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("DefeatCondition","defeatcondition") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("TimerDialog","timerdialog") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("Leaderboard","leaderboard") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("Multiboard","multiboard") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("MultiboardItem","multiboarditem") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("Trackable","trackable") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("Dialog","dialog") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("Button","button") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("TextTag","texttag") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("Lightning","lightning") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("Image","image") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("Ubersplat","ubersplat") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("Region","region") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("FogState","fogstate") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("FogModifier","fogmodifier") //! runtextmacro FAUX_HANDLE_VARS_GetAttachedHandle("Hashtable","hashtable") private function init takes nothing returns nothing set ht=InitHashtable() endfunction endlibrary Edit (by Anitarf): Pyrogasm posted some more information on using CSCache in another post in this thread. |
| 06-25-2009, 06:44 PM | #2 |
Nice :) |
| 06-25-2009, 06:50 PM | #3 |
This makes me uneasy, but hopefully it will ease the conversion to 1.24 |
| 06-25-2009, 10:25 PM | #4 | |
You didn't add support for the single FlushLocal() call, or was that intentional? Quote:
|
| 06-25-2009, 10:39 PM | #5 |
Hmnn, the wc3jass.com version of handle vars didn't have a FlushLocal() function what does it do? |
| 06-25-2009, 11:00 PM | #6 |
JASS:function FlushLocal takes handle subject,string name returns nothing call FlushStoredInteger(LocalVars(),I2S(H2I(subject)),name) endfunction |
| 06-26-2009, 12:18 AM | #7 |
That's not part of standard handle vars. And it will just not work with 1.24's rules. Not easily. There's no way to make a FlushLocal function that would work for both integers and handles. |
| 06-26-2009, 12:33 AM | #8 |
That's fine, I managed to get AotZ to compile and work with some mystic voodoo and just making the FlushLocal call basically be the DoNothing BJ. |
| 06-26-2009, 12:37 AM | #9 |
well, you could actually do this: JASS:function FlushLocal takes agent ag, string lab returns nothing call SetHandleHandle(ag, lab, null) call SetHandleInt(ag, lab, 0) endfunction |
| 06-26-2009, 04:06 PM | #10 |
Updated so that they don't use AgentVars anymore. |
| 06-26-2009, 11:17 PM | #11 |
I am going to approve these because I've tested them in Aot2, they work great, and they helped a lot. If they properly replace LHV for me, then they will for anyone exactly as they should. |
| 06-30-2009, 10:08 PM | #12 |
Nice. Also happy that you removed the dependency. |
| 10-24-2009, 05:02 PM | #13 |
added faux CSCache, works the same, except a little worse due to nice leaks and stuff... but at least it can make some old code work... |
| 11-05-2009, 12:23 PM | #14 |
Oh! Very nice :) Thanks :) |
| 12-30-2016, 10:18 PM | #15 |
For anyone attempting to use the Faux CSCache system:
You will need two additional libraries from Vex's original CasterSystem. They are CSSafeCache and CSData. Their code is below and all 3 libraries are in the attached map to show how they should be implemented. CSData:library CSData initializer init //**************************************************************************************************** // CSData 16.0 // ¯¯¯¯¯¯¯¯¯¯¯ // CSDatas are like UserData in units and items, they now use a hashtable instead of big arrays, // should be faster and safer // // Notice that for public spells or systems to be distributed you should only use these // for private objects (those who the mapper would never have access to) If you are making something // for your map you can use them wherever you want. // // Best to be used in conjunction to CSArrays so you just specify an array id for a handle. // // DO NOT USE THIS ON THESE HANDLE TYPES: -lightning, -ubersplat, -image, -texttag, // -any 'argument' handle (like playerstate, damagetype, etc) // //**************************************************************************************************** //==================================================================================================== globals private constant integer MAX_HANDLE_ID_COUNT = 408000 // values lower than 8191: very fast, but very unsafe. // values bigger than 8191: not that fast, the bigger the number is the slower the function gets // Most maps don't really need a value bigger than 50000 here, but if you are unsure, leave it // as the rather inflated value of 408000 endglobals //================================================================================================= // a.k.a H2I, changed name to CS_H2I to prevent conflicts with other systems, it then stayed that // instead of changing to a private or public function since many outside spells use it. // function CS_H2I takes handle h returns integer //For compat return GetHandleId(h) // endfunction // //================================================================================================== globals private hashtable ht endglobals //It is dependent on jasshelper's recent inlining optimization in order to perform correctly. function SetCSData takes handle h, integer v returns nothing call SaveInteger(ht , 0, GetHandleId(h) , v) endfunction function GetCSData takes handle h returns integer return LoadInteger( ht, 0, GetHandleId(h) ) endfunction private function init takes nothing returns nothing set ht = InitHashtable() endfunction endlibrary CSSafeCache:library CSSafeCache initializer init requires CSData //************************************************************************************************* //* * //* CSSafeCache 15.3 [url]http://wc3campaigns.net/vexorian[/url] * //* ¯¯¯¯¯¯¯ * //* CSCache is evil now, use just CSSafeCache when possible as it now contains all functions * //* that do not use I2H or similar functions that are considered to cause unstability in the map * //* * //* CSCache has been deprecated, and is now unusuable since it can't be ported to patch 1.23b * //* Migration from CSCache to CSSafeCache+structs should be easy * //* * //* However, for old compatibility, CSSafeCache needs to stick to using gamecache, which is not * //* as good as hashtable (it is slower and may be vulnerable to Sync attacks) I recommend * //* switching from CSSafeCache to hashtable or Table * //* * //************************************************************************************************* //================================================================================================= // CSSafeCache globals: // globals gamecache cs_cache = null integer array cs_array1 integer array cs_array3 integer array cs_array2 private integer array cs_freeindexes private integer array cs_pairx private integer array cs_pairy private integer array cs_freepairs endglobals private function init takes nothing returns nothing // CSSafeCache initializer : call FlushGameCache(InitGameCache("cscache")) set cs_cache=InitGameCache("cscache") call ExecuteFunc("InitArrayIndexes") call ExecuteFunc("Pool_SetupCharMap") endfunction //================================================================================================================= // CS Pairs // ¯¯¯¯¯¯¯¯ // This is a sub system to assist csarrays, you can use them but CSArrays of size 2 have the same functionality // although cspairs are be faster their space is limited and will start using gamecache if abused // function NewPair takes integer x, integer y returns integer local integer i if (cs_freepairs[0]==0) then set cs_freepairs[8190]=cs_freepairs[8190]+1 set i= cs_freepairs[8190] else set i= cs_freepairs[cs_freepairs[0]] set cs_freepairs[0]=cs_freepairs[0]-1 endif if (i>=8189) then //because we can only recycle up to 8189 (free pairs array uses indexes 0 and 8190 for other purposes) call StoreInteger(cs_cache,"pairx",I2S(i),x) call StoreInteger(cs_cache,"pairy",I2S(i),y) else set cs_pairx[i]=x set cs_pairy[i]=y endif return i endfunction function DestroyPair takes integer id returns nothing if (id>=8189) then call FlushStoredInteger(cs_cache,"pairx",I2S(id)) call FlushStoredInteger(cs_cache,"pairy",I2S(id)) else set cs_freepairs[0]=cs_freepairs[0]+1 set cs_freepairs[cs_freepairs[0]] = id endif endfunction function SetPairXY takes integer id, integer x, integer y returns nothing if (id>=8189) then call StoreInteger(cs_cache,"pairx",I2S(id),x) call StoreInteger(cs_cache,"pairy",I2S(id),y) else set cs_pairx[id]=x set cs_pairy[id]=y endif endfunction function SetPairX takes integer id, integer x returns nothing if (id>=8189) then call StoreInteger(cs_cache,"pairx",I2S(id),x) else set cs_pairx[id]=x endif endfunction function SetPairY takes integer id, integer y returns nothing if (id>=8189) then call StoreInteger(cs_cache,"pairy",I2S(id),y) else set cs_pairy[id]=y endif endfunction function GetPairX takes integer id returns integer if (id>=8189) then return GetStoredInteger(cs_cache,"pairy",I2S(id)) endif return cs_pairx[id] endfunction function GetPairY takes integer id returns integer if (id>=8189) then return GetStoredInteger(cs_cache,"pairx",I2S(id)) endif return cs_pairy[id] endfunction //================================================================================================================= // CS Dynamic Arrays // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ // Thanks: Pipedream, Peppar // // We can now create arrays in game! , also pass them as arguments or return values! // a 1 length array is a pointer! // function Array_TryFree takes nothing returns nothing local integer i local integer N=cs_array1[0] local integer k local boolean cleaned=false local integer loc local integer q local integer r set i=cs_array1[146] if (i>144) then call TimerStart(GetExpiredTimer(),60.,false,function Array_TryFree) return endif set loc=cs_freeindexes[i] set q=0 loop exitwhen (loc==0) // we could just have used: //set k=GetPairX(loc) //set r=GetPairY(loc) But it is slower than direct usage: if (loc>=8192) then set k=GetStoredInteger(cs_cache,"pairx",I2S(loc)) set r=GetStoredInteger(cs_cache,"pairy",I2S(loc)) else set k=cs_pairx[loc] set r=cs_pairy[loc] endif if (k+i-1==N) then //we found one we can remove from the list set cleaned=true //decrement N set N=k-2 //Remove from the list: if (q==null) then //That was the first, update the array as well set cs_freeindexes[i]=r else //Update the next of the previous one //We could use : call SetPairY(q,,r) but it is slower if (q>=8189) then call StoreInteger(cs_cache,"pairy",I2S(q),r) else set cs_pairy[q]=r endif endif if (r==null) then //This was the last one, update it in the array as well set cs_freeindexes[i+4096]=q endif call DestroyPair(loc) set loc=q endif set q=loc set loc=r endloop if (cleaned) then set cs_array1[0]=N set cs_array1[146]=1 else set cs_array1[146]=cs_array1[i+1] endif call TimerStart(GetExpiredTimer(),0.2,false,function Array_TryFree) endfunction function InitArrayIndexes2 takes nothing returns nothing local integer i=0 loop exitwhen (i==8191) set cs_pairx[i]=777 set cs_pairy[i]=777 set i=i+1 endloop endfunction function InitArrayIndexes takes nothing returns nothing local integer i=0 local integer a=1 local integer b=1 local integer c //By placing 777 there instead of 0 it is easier to recognize non correctly initialized bugs loop exitwhen (i== 8191) set cs_array1[i]=777 set cs_array2[i]=777 set cs_array3[i]=777 //set cs_pairx[i]=777 //set cs_pairy[i]=777 set i=i+1 endloop call ExecuteFunc("InitArrayIndexes2") set cs_freeindexes[0]=0 //The stack for the table indexes. set cs_freepairs[0]=0 set cs_freepairs[8190]=0 set i=1 loop set c=a+b set a=b set b=c exitwhen (b>144) //max size is 144 set cs_freeindexes[b]=0 //the first of the list set cs_freeindexes[b+4096]=0 //the last of the list loop exitwhen (i>b) set cs_array1[i]=b set i=i+1 endloop endloop set cs_array1[i]=b //i is 145 set cs_array1[146]=1 set cs_array1[147]=101 //initial table index is 101 set cs_array1[0]=147 //index 0: Last used index // 1 to 145 : Fibonacci sequence // 146 : last check // 147 : Table indexes check //This has a good chance to compress the thing when necesary call TimerStart(CreateTimer(),60.,false,function Array_TryFree) endfunction //============================================================================================= // Create an array of size, max size is 144, if doinit is true it will put a bunch of zeros // in the indexes // function NewArray takes integer size, boolean doinit returns integer local integer i local integer rsize=cs_array1[size] local integer loc set loc=cs_freeindexes[rsize] if (loc!=0) then set cs_freeindexes[rsize]= GetPairY(loc) if (cs_freeindexes[rsize]==0) then set cs_freeindexes[4096+rsize]=0 endif set i=GetPairX(loc) call DestroyPair(loc) if (i==0) then //this code was probably a good idea when we used locations for the free indexes list, now we use pairs which should not ever //do this unless someone modiffied the pair array incorrectly call BJDebugMsg("Caster System: Unexpected error (5): corrupt stack, attempt to recover "+I2S(rsize)) // recovering involves forgetting about the stack which got corrupted and start again from zero, it will leak // and probably get slow due to usage of gamecache but it is better than the problems that a corrupt stack might cause set cs_freeindexes[rsize]=0 set cs_freeindexes[4096+rsize]=0 return NewArray(size,doinit) endif else //sz i i+1 i+2 //[ ][ ][ ][ ] set i=cs_array1[0]+2 set cs_array1[0]=i+rsize-1 endif //It used to store size in the index equal to the array's id // but that required the get/set functions to increment 1 in every index // calculation. Instead, making size the previous index to the array works if (i<=8191) then set cs_array1[i-1]=size elseif (i<=16382) then set cs_array2[i-8192]=size else call StoreInteger(cs_cache,I2S(-i),"size",size) endif if (not doinit) then return i endif // 3 //[i][i+1][i+2] set size=i+size-1 if (size>=16382) then set size=16381 endif loop exitwhen (size<i) or (size<8191) set cs_array2[size-8191]=0 set size=size-1 endloop loop exitwhen (size<i) set cs_array1[size]=0 set size=size-1 endloop //call DisplayTextToPlayer(GetLocalPlayer(),0,0,I2S(i)) return i endfunction //=============================================================================================================== // Remember to destroy arrays when you no longer need them, else new arrays will get slower after a bunch of // arrays are active // function DestroyArray takes integer id returns nothing local integer L local integer loc // local string k=I2S(-id) local integer lstpace if (id<=8191) then set L=cs_array1[cs_array1[id-1]] elseif (id<=16382) then set L=cs_array1[cs_array2[id-8191]] else set L=cs_array1[GetStoredInteger(cs_cache,I2S(-id),"size")] //No way you are gonna call DestroyArray without calling //NewArray first, so we can use the gamecache variable directly instead endif set lstpace=id+L-1 call FlushStoredMission(cs_cache,I2S(-id)) if (lstpace>16382) then if (lstpace==cs_array1[0]) then //We just destroyed the array that happens to be at the end of the heap. //Just get it back set cs_array1[0]=id-2 set cs_array1[146]=1 else //Add to the last set loc=cs_freeindexes[L+4096] if (loc==0) then set loc=NewPair(id,0) set cs_freeindexes[L]=loc set cs_freeindexes[L+4096]=loc else set cs_freeindexes[L+4096]= NewPair(id,0) //we could just use: call SetPairY(loc, cs_freeindexes[L+4096] ) //but that's slower if (loc>=8189) then call StoreInteger(cs_cache,"pairy",I2S(loc), cs_freeindexes[L+4096] ) else set cs_pairy[loc]=cs_freeindexes[L+4096] endif endif endif elseif (lstpace==cs_array1[0]) then //We just destroyed the array that happens to be at the end of the heap. //Just get it back set cs_array1[0]=id-2 set cs_array1[146]=1 else set loc=cs_freeindexes[L] set cs_freeindexes[L]=NewPair(id,loc) if (loc==0) then set cs_freeindexes[L+4096]=cs_freeindexes[L] endif endif endfunction //================================================================================================================ // Int Set/Get array usage prototypes. // // These are the actual functions, the rest are just the result of copy paste, if these functions are updated // the other ones should be updated as well (They are just return bugged variations) // function SetArrayInt takes integer id, integer index, integer val returns nothing set index=id+index if (index<8191) then set cs_array1[index]=val elseif (index<16382) then set cs_array2[index-8191]=val else call StoreInteger(cs_cache,I2S(-id),I2S(index),val) endif endfunction function GetArrayInt takes integer id, integer index returns integer set index=id+index if (index<8191) then return cs_array1[index] elseif (index<16382) then return cs_array2[index-8191] endif return GetStoredInteger(cs_cache,I2S(-id),I2S(index)) endfunction //================================================================================================================ // String Set/Get array // // Due String related return bug issues, these are forced to use gamecache // function SetArrayString takes integer id, integer index, string val returns nothing call StoreString(cs_cache,I2S(-id),I2S(index),val) endfunction function GetArrayString takes integer id, integer index returns string return GetStoredString(cs_cache,I2S(-id),I2S(index)) endfunction //(Boolean is not needed) //========================================================================================================================== // Returns the size of an array (the specified by player one, not the actual size of it) should be useful. // function GetArraySize takes integer id returns integer if (id<=8191) then return cs_array1[id-1] elseif (id<=16382) then return cs_array2[id-8192] endif return GetStoredInteger(cs_cache,I2S(-id),"size") endfunction //=========================================================================================================================== // Returns an array that is an exact copy of the given array // function CloneArray takes integer id returns integer local integer sz local integer i local integer sz2 local integer x local integer y if (id<=8191) then set sz=cs_array1[id-1] elseif (id<=16382) then set sz=cs_array2[id-8192] else set sz=GetStoredInteger(cs_cache,I2S(-id),"size") //No way you are gonna call DestroyArray without calling //NewArray first, so we can use the gamecache variable directly instead endif set i=NewArray(sz,false) set sz2=i+sz-1 set sz=id+sz-1 set x=i set y=id loop exitwhen ((y>sz) or (y>=8191) or (x>=8191)) set cs_array1[x]=cs_array1[y] set y=y+1 set x=x+1 endloop loop exitwhen ((y>sz) or (y>=8191) or (x>=16382)) set cs_array2[x-8191]=cs_array1[y] set y=y+1 set x=x+1 endloop loop exitwhen ((y>sz) or (y>=8191)) call StoreInteger(cs_cache,I2S(-i),I2S(x-i),cs_array1[y]) set x=y+1 set y=y+1 endloop //... loop exitwhen ((y>sz) or (y>=16382) or (x>=8191)) set cs_array1[x]=cs_array2[y-8191] set y=y+1 set x=x+1 endloop loop exitwhen ((y>sz) or (y>=16382) or (x>=16382)) set cs_array2[x-8191]=cs_array2[y-8191] set y=y+1 set x=x+1 endloop loop exitwhen ((y>sz) or (y>=16382)) call StoreInteger(cs_cache,I2S(-i),I2S(x-i),cs_array2[y-8191]) set y=y+1 set x=x+1 endloop //... loop exitwhen ((y>sz) or (x>=8191)) set cs_array1[x]=GetStoredInteger(cs_cache,I2S(-id),I2S(y-id)) set y=y+1 set x=x+1 endloop loop exitwhen ((y>sz) or (x>=16382)) set cs_array2[x-8191]=GetStoredInteger(cs_cache,I2S(-id),I2S(y-id)) set y=y+1 set x=x+1 endloop loop exitwhen (y>sz) call StoreInteger(cs_cache,I2S(-i),I2S(x-i),GetStoredInteger(cs_cache,I2S(-id),I2S(y-id))) set y=y+1 set x=x+1 endloop return i endfunction //================================================================================================== // Attachable vars : Attacheable variables are what most other people call Handle Variables, they // allow to relate data with any handle, using a label, and its value, the stuff auto flushes if // the value is 0, false, "", or null . // // Differences between Attacheable variables and "Local Handle Variables" : // - The names of the functions // - The name of the function group does not cause confusion, it is difficult to say: // "you should set local handle variables to null at the end of a function" since // it sounds as if you were talking about the "Local Handle Variables" // - And can work together with Tables. // // Gamecache stuff are NOT Case Sensitive, don't ever use "" for label (Crashes game!) // // // Although locations and dynamic arrays are faster than gamecache, gamecache still keeps the flexibility // Best thing to do in my opinion is to combine these options. By combining you can acquire gamecache // flexibility and arrays/locs speed to solve a problem // //============================================================================================================ // For integers // function AttachInt takes handle h, string label, integer x returns nothing if x==0 then call FlushStoredInteger(cs_cache,I2S(GetHandleId(h)),label) else call StoreInteger(cs_cache,I2S(GetHandleId(h)),label,x) endif endfunction function GetAttachedInt takes handle h, string label returns integer return GetStoredInteger(cs_cache, I2S(GetHandleId(h)), label) endfunction //============================================================================================================= function AttachReal takes handle h, string label, real x returns nothing if x==0 then call FlushStoredReal(cs_cache,I2S(GetHandleId(h)),label) else call StoreReal(cs_cache,I2S(GetHandleId(h)),label,x) endif endfunction function GetAttachedReal takes handle h, string label returns real return GetStoredReal(cs_cache,I2S(GetHandleId(h)),label) endfunction //============================================================================================================= function AttachBoolean takes handle h, string label, boolean x returns nothing if not x then call FlushStoredBoolean(cs_cache,I2S(GetHandleId(h)),label) else call StoreBoolean(cs_cache,I2S(GetHandleId(h)),label,x) endif endfunction function GetAttachedBoolean takes handle h, string label returns boolean return GetStoredBoolean(cs_cache,I2S(GetHandleId(h)),label) endfunction //============================================================================================================= function AttachString takes handle h, string label, string x returns nothing if ((x=="") or (x==null)) then call FlushStoredString(cs_cache,I2S(GetHandleId(h)),label) else call StoreString(cs_cache,I2S(GetHandleId(h)),label,x) endif endfunction function GetAttachedString takes handle h, string label returns string return GetStoredString(cs_cache,I2S(GetHandleId(h)),label) endfunction //============================================================================================================ function CleanAttachedVars takes handle h returns nothing call FlushStoredMission(cs_cache,I2S(GetHandleId(h))) endfunction //============================================================================================================ // Left for compat function CleanAttachedVars_NoSets takes handle h returns nothing call FlushStoredMission(cs_cache,I2S(GetHandleId(h))) endfunction //============================================================================================= // Tables // // Tables are lame, the real name would be hash tables, they are just abbreviated usage // of gamecache natives with the addition that you can also Copy the values of a table to // another one, but don't expect it to be automatic, it must use a FieldData object to know // which fields and of wich types to copy, Copying a table to another, with a lot of Fields, // should surelly be lag friendly. // // The other thing about tables is that I can say that the Attached variables of a handle work // inside a table and GetAttachmentTable which is just return bug and I2S , works to allow you // to manipulate a handle's attached variables through a table. // // NewTable and DestroyTable were created to allow to create tables in the fly, but you can // simply use strings for tables, but place the table names should be between "("")" for example // "(mytable)" to avoid conflicts with other caster system stuff. // function NewTableIndex takes nothing returns integer local integer loc=cs_freeindexes[0] local integer i if (loc!=0) then set i=GetPairX(loc) set cs_freeindexes[0]=GetPairY(loc) call DestroyPair(loc) return i endif set i=cs_array1[147]+1 set cs_array1[147]=i return i endfunction function NewTable takes nothing returns string local integer loc=cs_freeindexes[0] local integer i if (loc!=0) then set i=GetPairX(loc) set cs_freeindexes[0]=GetPairY(loc) call DestroyPair(loc) return I2S(i) endif set i=cs_array1[147]+1 set cs_array1[147]=i return I2S(i) endfunction function GetAttachmentTable takes handle h returns string return I2S(GetHandleId(h)) endfunction //============================================================================================================ function DestroyTable takes string table returns nothing local integer i=S2I(table) local integer n call FlushStoredMission(cs_cache,table) if ((i>100) and (i<1000000)) then //All right, more than 1000000 tables is just wrong. if (i==cs_array1[147]) then set cs_array1[147]=cs_array1[147]-1 else set cs_freeindexes[0]= NewPair(i,cs_freeindexes[0]) endif endif endfunction //============================================================================================================ function ClearTable takes string table returns nothing call FlushStoredMission(cs_cache,table) endfunction //============================================================================================================ function SetTableInt takes string table, string field, integer val returns nothing if (val==0) then call FlushStoredInteger(cs_cache,table,field) else call StoreInteger(cs_cache,table,field,val) endif endfunction function GetTableInt takes string table, string field returns integer return GetStoredInteger(cs_cache,table,field) endfunction //============================================================================================================ function SetTableReal takes string table, string field, real val returns nothing if (val==0) then call FlushStoredReal(cs_cache,table,field) else call StoreReal(cs_cache,table,field,val) endif endfunction function GetTableReal takes string table, string field returns real return GetStoredReal(cs_cache,table,field) endfunction //============================================================================================================ function SetTableBoolean takes string table, string field, boolean val returns nothing if (not(val)) then call FlushStoredBoolean(cs_cache,table,field) else call StoreBoolean(cs_cache,table,field,val) endif endfunction function GetTableBoolean takes string table, string field returns boolean return GetStoredBoolean(cs_cache,table,field) endfunction //============================================================================================================ function SetTableString takes string table, string field, string val returns nothing if (val=="") or (val==null) then call FlushStoredString(cs_cache,table,field) else call StoreString(cs_cache,table,field,val) endif endfunction function GetTableString takes string table, string field returns string return GetStoredString(cs_cache,table,field) endfunction //============================================================================================================ // Returns true if the fiel contains a value different from 0, false, null, or "" (depending on the type) // it is worthless to use this with boolean, since it would be the same as reading the boolean value // function HaveSetField takes string table, string field, integer fieldType returns boolean if (fieldType == bj_GAMECACHE_BOOLEAN) then return HaveStoredBoolean(cs_cache,table,field) elseif (fieldType == bj_GAMECACHE_INTEGER) then return HaveStoredInteger(cs_cache,table,field) elseif (fieldType == bj_GAMECACHE_REAL) then return HaveStoredReal(cs_cache,table,field) elseif (fieldType == bj_GAMECACHE_STRING) then return HaveStoredString(cs_cache,table,field) endif return false endfunction //============================================================================================================ // Allows to copy a table to another one, but it needs a FieldData object to know which fields of which type // it is supposed to copy. // function CopyTable takes integer FieldData, string sourceTable, string destTable returns nothing local integer i=1 local string k=I2S(FieldData) local string k2 local string k3 local integer n=GetStoredInteger(cs_cache,k,"N") local integer t loop exitwhen (i>n) set k2=I2S(i) set t=GetStoredInteger(cs_cache,k,k2) set k3=GetStoredString(cs_cache,k,k2) if (t==bj_GAMECACHE_BOOLEAN) then if (HaveStoredBoolean(cs_cache,sourceTable,k3)) then call StoreBoolean(cs_cache,destTable,k3,GetStoredBoolean(cs_cache,sourceTable,k3)) else call FlushStoredBoolean(cs_cache,destTable,k3) endif elseif (t==bj_GAMECACHE_INTEGER) then if (HaveStoredInteger(cs_cache,sourceTable,k3)) then call StoreInteger(cs_cache,destTable,k3,GetStoredInteger(cs_cache,sourceTable,k3)) else call FlushStoredInteger(cs_cache,destTable,k3) endif elseif (t==bj_GAMECACHE_REAL) then if (HaveStoredReal(cs_cache,sourceTable,k3)) then call StoreReal(cs_cache,destTable,k3,GetStoredReal(cs_cache,sourceTable,k3)) else call FlushStoredReal(cs_cache,destTable,k3) endif elseif (t==bj_GAMECACHE_STRING) then if (HaveStoredString(cs_cache,sourceTable,k3)) then call StoreString(cs_cache,destTable,k3,GetStoredString(cs_cache,sourceTable,k3)) else call FlushStoredString(cs_cache,destTable,k3) endif endif set i=i+1 endloop endfunction //============================================================================================= // FieldData inherits from Table, was just designed to be used by CopyTable. // function FieldData_Create takes nothing returns integer return NewTableIndex() endfunction //============================================================================================================ // valueType uses the same integer variables from blizzard.j : // bj_GAMECACHE_BOOLEAN, bj_GAMECACHE_INTEGER, bj_GAMECACHE_REAL and bj_GAMECACHE_STRING // function FieldData_AddField takes integer fielddata, string field, integer valueType returns nothing local string k=I2S(fielddata) local integer n=GetStoredInteger(cs_cache,k,"N")+1 local string k2=I2S(n) call StoreString(cs_cache,k,k2,field) call StoreInteger(cs_cache,k,k2,valueType) call StoreInteger(cs_cache,k,"N",n) endfunction //============================================================================================= // Destroys Field Data function FieldData_Destroy takes integer fielddata returns nothing call DestroyTable(I2S(fielddata)) endfunction //============================================================================================= // Pools // // A better name for pools would be sets, but by the time I made them I couldn't think of that // name, besides the word set is already a JASS syntax word so it would have been problematic. // // Another naming failure is that values of a pool are called "items" but that conflicts with // the word item that points to wc3 items, Pools can only store integer values, but if you want // you can go and use the return bug on them. // function CreatePool takes nothing returns integer local integer i=NewArray(34,false) call SetArrayInt(i,0,0) return i endfunction function ClearPool takes integer poolid returns nothing call SetArrayInt(poolid,0,0) //[0:integer:n] call FlushStoredMission(cs_cache,I2S(-poolid)) endfunction function DestroyPool takes integer poolid returns nothing call DestroyArray(poolid) endfunction function PoolAddItem takes integer poolid, integer value returns nothing local integer n local string k=I2S(-poolid) local string vk="#"+I2S(value) if not HaveStoredInteger(cs_cache,k,vk) then set n=GetArrayInt(poolid,0)+1 //[0:integer:N] call StoreInteger(cs_cache,k,vk,n) if (n>33) then call StoreInteger(cs_cache,k,I2S(n),value) else call SetArrayInt(poolid,n,value) endif call SetArrayInt(poolid,0,n) //[0:integer:N] endif endfunction function PoolRemoveItem takes integer poolid, integer value returns nothing local string k=I2S(-poolid) local string vk="#"+I2S(value) local integer p=GetStoredInteger(cs_cache,k,vk) local integer n if (p!=0) then set n=GetArrayInt(poolid,0) //[0:integer:N] call FlushStoredInteger( cs_cache, k, vk) if (n>p) then if (n>33) then set vk=I2S(n) set value=GetStoredInteger(cs_cache,k,vk) call FlushStoredInteger(cs_cache,k,vk) else set value=GetArrayInt(poolid,n) endif call StoreInteger(cs_cache,k,"#"+I2S(value),p) if (p>33) then call StoreInteger(cs_cache,k,I2S(p),value) else call SetArrayInt(poolid,p,value) endif elseif (p>33) then call FlushStoredInteger(cs_cache,k,I2S(p)) endif call SetArrayInt( poolid,0,n - 1) //[0:integer:N] endif endfunction //=================================================================================== function PoolGetItem takes integer poolid, integer itemn returns integer if (itemn>33) then return GetStoredInteger( cs_cache, I2S(-poolid), I2S(itemn)) endif return GetArrayInt(poolid,itemn) endfunction //=================================================================================== function CountItemsInPool takes integer poolid returns integer return GetArrayInt(poolid,0) //[0:integer:N] endfunction //=================================================================================== // Removed : GetEnumPoolItem , ForPool and ForPool2 they are much worse than just // using CountItemsInPool and PoolGetItem to iterate the pool // //=================================================================================== function GetFirstOfPool takes integer poolid returns integer return GetArrayInt(poolid,1) //[1 is just the first of the pool] endfunction //=================================================================================== function PoolPickRandomItem takes integer poolid returns integer local integer p=GetRandomInt( 1, GetArrayInt(poolid,0) ) if (p>33) then return GetStoredInteger( cs_cache, I2S(-poolid), I2S(p)) endif return GetArrayInt(poolid,p) endfunction //=================================================================================== function GetItemPositionInPool takes integer poolid, integer it returns integer return GetStoredInteger( cs_cache, I2S(-poolid), "#"+I2S(it)) endfunction //=================================================================================== function IsItemInPool takes integer poolid, integer it returns boolean return(HaveStoredInteger( cs_cache, I2S(-poolid), "#"+I2S(it)) ) endfunction //=================================================================================== // This had to be optimized for speed, if it was just a loop using the above functions // that would have been too slow to be worth keeping. That's a bad thing about JASS // it is such an slow language that code reusability always has the cost of speed // function PoolAddPool takes integer sourcepoolid, integer destpoolid returns nothing local integer a=1 local integer n=GetArrayInt( sourcepoolid,0) //[0:integer:N] local integer dn=GetArrayInt( destpoolid,0) //[0:integer:N] local string sk=I2S(-sourcepoolid) local string k=I2S(-destpoolid) local integer v local string vk loop exitwhen (a>n) if (a>33) then set v=GetStoredInteger(cs_cache,sk,I2S(a)) else set v=GetArrayInt(sourcepoolid,a) endif set vk="#"+I2S(v) if not HaveStoredInteger(cs_cache,k,vk) then set dn=dn+1 call StoreInteger(cs_cache,k,vk,dn) if (dn>33) then call StoreInteger(cs_cache,k,I2S(dn),v) else call SetArrayInt(destpoolid,dn,v) endif endif set a=a+1 endloop call SetArrayInt(destpoolid,0,dn) //[0:integer:N] endfunction //============================================================================================= // Oh darn, After making PoolAddPool I don't feel like writting this one // All right I am at least make the get code // function PoolRemovePool takes integer sourcepoolid, integer destpoolid returns nothing local integer a=1 local integer n=GetArrayInt( sourcepoolid,0) //[0:integer:N] local integer v local string sk=I2S(-sourcepoolid) loop exitwhen a>n if (a>33) then set v=GetStoredInteger(cs_cache,sk,I2S(a) ) else set v=GetArrayInt(sourcepoolid,a) endif call PoolRemoveItem( destpoolid, v) set a=a+1 endloop endfunction //=================================================================================== // Adds a tokenized string to a pool, // Example: PoolAddS(udg_p, "1;2;3;4") will add to the udg_p pool : 1,2,3 and 4 // function PoolAddS takes integer poolid, string s returns nothing local integer i=0 local integer st local string c set s=s+";" set st=0 loop set c=SubString(s, i, i+1) exitwhen (c == "") or (c == null) if (c == ";") then call PoolAddItem( poolid, S2I(SubString(s, st, i)) ) set st=i+1 endif set i=i+1 endloop endfunction //=================================================================================== // Converts a tokenized string into a pool, // Example: S2Pool( "1;2;3;4") will return a pool that has 1,2,3 and 4 inside // function S2Pool takes string s returns integer local integer spool= CreatePool() call PoolAddS(spool,s) return spool endfunction //=================================================================================== // Does the opposite of S2Pool, debugging is a good use for this function. // function Pool2S takes integer P returns string local integer N=CountItemsInPool(P) local integer i local string s if (N>=1) then set s=I2S(PoolGetItem(P,1) ) set i=2 else return "" endif loop exitwhen (i>N) set s=s+";"+I2S(PoolGetItem(P,i)) set i=i+1 endloop return s endfunction //============================================================================================================= // Fixes a lame bug by blizzard related to the custom script section (The condition of the if statement might // actually be true. // function Pool_Percent takes nothing returns string if ("%"=="") then return "%%" endif return "%" endfunction function Pool_SetupCharMap takes nothing returns nothing local string cm=".................................!.#$"+Pool_Percent()+"&'()*+,-./0123456789:;<=>.@ABCDEFGHIJKLMNOPQRSTUVWXYZ[.]^_`abcdefghijklmnopqrstuvwxyz{|}~................................................................................................................................." local integer i=0 local string c if HaveStoredInteger(cs_cache,"charmap_upper","A") then return endif loop set c=SubString(cm,i,i+1) exitwhen (c==null) or (c=="") if (c!=".") then if c==StringCase(c,true) then call StoreInteger(cs_cache,"charmap_upper",c,i) else call StoreInteger(cs_cache,"charmap_lower",c,i) endif endif set i=i+1 endloop endfunction function Pool_Rawcode2Int takes string s returns integer local string c local integer i=0 local integer r=0 loop exitwhen i>3 set c=SubString(s,i,i+1) set r=r*256 if c==StringCase(c,true) then set r=r+GetStoredInteger(cs_cache,"charmap_upper",c) else set r=r+GetStoredInteger(cs_cache,"charmap_lower",c) endif set i=i+1 endloop return r endfunction function PoolAddRawcodes_thread takes nothing returns nothing //Threaded because I don't want it to halt execution for no reason // local string s=bj_lastPlayedMusic local integer poolid=bj_groupEnumTypeId local string c local integer i=0 local integer st=0 set s=s+";" loop set c=SubString(s, i, i+1) exitwhen (c == "") or (c == null) if c == ";" then call PoolAddItem(poolid, Pool_Rawcode2Int(SubString(s,st,i) )) set st=i+1 endif set i=i+1 endloop endfunction //===================================================================================================================== // Adds a string of tokenized rawcodes to a pool // Example: PoolAddRawcodes(udg_p,"A000;A001") will add 'A000' and 'A001' to the pool // // (Saves some lines, but is not as good efficiency wise) // function PoolAddRawcodes takes integer poolid, string s returns nothing local string b=bj_lastPlayedMusic set bj_groupEnumTypeId=poolid set bj_lastPlayedMusic=s call ExecuteFunc("PoolAddRawcodes_thread") set bj_lastPlayedMusic=b endfunction //=================================================================================================================== // Converts a tokenized string of rawcodes into a pool, // Example: Rawcodes2Pool( "A000;A001;AHbz;S000") will return a pool that has 'A000,'A001','AHbx' and 'S000' inside // // (Saves some lines, but is not as good efficiency wise) // function Rawcodes2Pool takes string s returns integer local integer spool= CreatePool() call PoolAddRawcodes(spool,s) return spool endfunction //=================================================================================================================== // A subproduct of the Pool's Rawcode support is that we can easily have this function so I am including it even if // it has nothing to do with data storage. // // takes "Aloc" and converts it into 'Aloc' // it is different to the Pool_Rawcode2Int function in that it is safe to use it when it is the first CSCache // function ever used. But it is a little slower (wc3mapoptimizer should make it as fast though) // function CS_Rawcode2Int takes string s returns integer local string c local integer i=0 local integer r=0 loop exitwhen i>3 set c=SubString(s,i,i+1) set r=r*256 if c==StringCase(c,true) then set r=r+GetStoredInteger(cs_cache,"charmap_upper",c) else set r=r+GetStoredInteger(cs_cache,"charmap_lower",c) endif set i=i+1 endloop return r endfunction endlibrary |
