| 03-16-2007, 10:04 AM | #1 |
I made a function, to go into the library, but it doesnt seem to like Tables/Handles. Im not sure how to convert this then (Only 1-2 lines) JASS://! library ResumeAttack function Resume_Attack_Timer takes nothing returns nothing local timer t = GetExpiredTimer() local string s = GetAttachmentTable(t) ........................... function Resume_Attack takes unit u, real d returns nothing local timer t = CreateTimer() local string s = GetAttachmentTable(t) call SetTableObject(s, "U", u) call TimerStart(t, d, false, function Resume_Attack_Timer) endfunction function InitTrig_ResumeAttack takes noting returns noting endfunction //! endlibrary undeclared function, GetAttachmentTable(t) ? |
| 03-16-2007, 10:09 AM | #2 |
CSCache is a library, you must make this library require CSCache... so say //! library ResumeAttack requires CSCache |
| 03-16-2007, 11:19 AM | #3 |
You don't need to use //! tags with libraries. (Just in case you were unaware) |
| 03-16-2007, 11:20 AM | #4 |
I tried requires CSCache, I get this: Missing requirement: CSCache (libraries cannot require scopes) CSCache definetly exists. |
| 03-16-2007, 12:22 PM | #5 |
Its a library, so its being moved into the top of the map script, and Jass doesn't allow backwards references. I can't help with the solution because I don't know how CSCache is set up. |
| 03-16-2007, 12:49 PM | #6 |
ah so simple solution move CSCache into the library as well:D Ill try it EDIT: yup worked. |
| 03-16-2007, 01:32 PM | #7 |
err, that's like the worst thing you could do, you just ruined the whole purpose of libraries man. You didn't have the latest CSCache that is a library, what's odd is that it was released like ages ago. JASS:library CSCache initializer InitCSCache //*************************************************************************** //* * //* CSCache 14.3 http://wc3campaigns.net/vexorian * //* ¯¯¯¯¯¯¯ * //* From attach variables to Dynamic Arrays, not forgetting the tables, * //* CSData and the Pools, this is a pack of storage options * //* * //*************************************************************************** //================================================================================================= // CSCache globals: // globals gamecache cs_cache = null integer array cs_array1 integer array cs_array3 integer array cs_array2 integer array cs_freeindexes integer array cs_pairx integer array cs_pairy integer array cs_freepairs gamecache udg_cscache = null //udg_ for compat! endglobals //================================================================================================= // Note: //! define macro commands are used accross the script, they are usually to be parsed by // WEHelper, no //! define parser is really required, but if present it would improve the // performance of some calls. // //================================================================================================= // a.k.a H2I, changed name to CS_H2I to prevent conflicts with other systems (I intended this // system to be easy to copy // function CS_H2I takes handle h returns integer return h return 0 endfunction //================================================================================================== // Bunch of other return bug exploiters // function CS_i2r takes integer i returns real return i return 0. endfunction function CS_h2r takes handle h returns real return h return 0. endfunction function CS_r2i takes real r returns integer return r return 0 endfunction function CS_lx takes location l returns location return GetLocationX(l) return null endfunction function CS_ly takes location l returns location return GetLocationY(l) return null endfunction function CS_i2l takes integer l returns location return l return null endfunction //================================================================================================== // location linked list kit // ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ // Thanks: Pipedream | No thanks: Blizzard (for lame bug) // // It is a great irony, but locations are only useful when you don't use them as points but as // structs thanks to the return bug. They only allow 2 values so they are limited in comparission // to gamecache and arrays (see bellow) still useful for single linked lists. // // These functions are what I call enough to use locations as single list nodes, X holds values and // Y can just hold a location (or real) . The Get functions use bj globals to fix an odd operator // bug that can happen after converting pointer to real into pointer to integer. // // The Set functions can be replaced by the Location() constructor, the MoveLocation() native and // the return bug exploiters up there. // //=================================================================================================== // Constructors // function Location_IntLoc takes integer x , location y returns location return Location(CS_i2r(x),CS_h2r(y)) endfunction //! define Location_IntLoc(x,y) Location(CS_i2r(x),CS_h2r(y)) function Location_ObjectLoc takes handle x , location y returns location return Location(CS_h2r(x),CS_h2r(y)) endfunction //! define Location_ObjectLoc(x,y) Location(CS_h2r(x),CS_h2r(y)) function Location_LocLoc takes handle x , location y returns location return Location(CS_h2r(x),CS_h2r(y)) endfunction //! define Location_LocLoc(x,y) Location(CS_h2r(x),CS_h2r(y)) function Location_RealLoc takes real x , location y returns location return Location(x,CS_h2r(y)) endfunction //! define Location_RealLoc(x,y) Location(x,CS_h2r(y)) //==================================================================================================== // Combined assigments // function SetLocation_IntLoc takes location loc, integer x , location y returns nothing call MoveLocation(loc,CS_i2r(x),CS_h2r(y)) endfunction //! define SetLocation_IntLoc(loc,x,y) MoveLocation(loc,CS_i2r(x),CS_h2r(y)) function SetLocation_ObjectLoc takes location loc, handle x , location y returns nothing call MoveLocation(loc,CS_h2r(x),CS_h2r(y)) endfunction //! define SetLocation_ObjectLoc(loc,x,y) MoveLocation(loc,CS_h2r(x),CS_h2r(y)) function SetLocation_LocLoc takes location loc, handle x , location y returns nothing //Funny name call MoveLocation(loc,CS_h2r(x),CS_h2r(y)) endfunction //! define SetLocation_LocLoc(loc,x,y) MoveLocation(loc,CS_h2r(x),CS_h2r(y)) function SetLocation_RealLoc takes location loc, real x , location y returns nothing call MoveLocation(loc,x,CS_h2r(y)) endfunction //! define SetLocation_RealLoc(loc,x,y) MoveLocation(loc,x,CS_h2r(y)) //=================================================================================================== // Lack of SetLocationX / SetLocationY natives is kind of lame // function SetLocationX_Object takes location loc, handle val returns nothing call MoveLocation(loc,CS_h2r(val),GetLocationY(loc)) endfunction // Notice how define SetLocationX_Object(loc,v) MoveLocation(loc,CS_h2r(v),GetLocationY(loc)) // would have a chance of messing sometimes since it has 2 loc in the result. function SetLocationX_Loc takes location loc, location val returns nothing //just name candy call MoveLocation(loc,CS_h2r(val),GetLocationY(loc)) endfunction function SetLocationX_Real takes location loc, real val returns nothing call MoveLocation(loc,val,GetLocationY(loc)) endfunction function SetLocationX_Int takes location loc, integer val returns nothing call MoveLocation(loc,CS_i2r(val),GetLocationY(loc)) endfunction function SetLocationY_Loc takes location loc, location val returns nothing call MoveLocation(loc,GetLocationX(loc),CS_h2r(val)) endfunction //================================================================================================== // All right, crazyness that started with Attacheable variables, and had to continue with everything // from tables, arrays and now this. Sorry I can't help itç // // The good thing about these functions is that they are safe, you won't deal with real->(int/handle) // conversion related bugs thanks to the use of bj variables these functions do // function GetLocationX_Loc takes location loc returns location set bj_enumDestructableCenter=CS_lx(loc) return bj_enumDestructableCenter endfunction function GetLocationY_Loc takes location loc returns location set bj_enumDestructableCenter=CS_ly(loc) return bj_enumDestructableCenter endfunction function GetLocationX_Int takes location loc returns integer set bj_forLoopAIndex=CS_r2i(GetLocationX(loc)) return bj_forLoopAIndex endfunction function GetLocationX_Unit takes location loc returns unit set bj_forLoopAIndex=CS_r2i(GetLocationX(loc)) return bj_forLoopAIndex return null endfunction function GetLocationX_Item takes location loc returns item set bj_forLoopAIndex=CS_r2i(GetLocationX(loc)) return bj_forLoopAIndex return null endfunction function GetLocationX_Effect takes location loc returns effect set bj_forLoopAIndex=CS_r2i(GetLocationX(loc)) return bj_forLoopAIndex return null endfunction function GetLocationX_Lightning takes location loc returns lightning set bj_forLoopAIndex=CS_r2i(GetLocationX(loc)) return bj_forLoopAIndex return null endfunction function GetLocationX_Widget takes location loc returns widget set bj_forLoopAIndex=CS_r2i(GetLocationX(loc)) return bj_forLoopAIndex return null endfunction function GetLocationX_Object takes location loc returns handle set bj_forLoopAIndex=CS_r2i(GetLocationX(loc)) return bj_forLoopAIndex return null endfunction function GetLocationX_Rect takes location loc returns rect set bj_forLoopAIndex=CS_r2i(GetLocationX(loc)) return bj_forLoopAIndex return null endfunction function GetLocationX_Region takes location loc returns region set bj_forLoopAIndex=CS_r2i(GetLocationX(loc)) return bj_forLoopAIndex return null endfunction function GetLocationX_TimerDialog takes location loc returns timerdialog set bj_forLoopAIndex=CS_r2i(GetLocationX(loc)) return bj_forLoopAIndex return null endfunction function GetLocationX_Destructable takes location loc returns destructable set bj_forLoopAIndex=CS_r2i(GetLocationX(loc)) return bj_forLoopAIndex return null endfunction function GetLocationX_Trigger takes location loc returns trigger set bj_forLoopAIndex=CS_r2i(GetLocationX(loc)) return bj_forLoopAIndex return null endfunction function GetLocationX_Timer takes location loc returns timer set bj_forLoopAIndex=CS_r2i(GetLocationX(loc)) return bj_forLoopAIndex return null endfunction function GetLocationX_Group takes location loc returns group set bj_forLoopAIndex=CS_r2i(GetLocationX(loc)) return bj_forLoopAIndex return null endfunction function GetLocationX_TriggerAction takes location loc returns triggeraction set bj_forLoopAIndex=CS_r2i(GetLocationX(loc)) return bj_forLoopAIndex return null endfunction function GetLocationX_Image takes location loc returns image set bj_forLoopAIndex=CS_r2i(GetLocationX(loc)) return bj_forLoopAIndex return null endfunction function GetLocationX_Ubersplat takes location loc returns ubersplat set bj_forLoopAIndex=CS_r2i(GetLocationX(loc)) return bj_forLoopAIndex return null endfunction function GetLocationX_Sound takes location loc returns sound set bj_forLoopAIndex=CS_r2i(GetLocationX(loc)) return bj_forLoopAIndex return null endfunction // //That should be all we needed to abuse Locations, Love lists. // // CSCache initializer : function InitCSCache takes nothing returns nothing call FlushGameCache(InitGameCache("cscache")) set cs_cache=InitGameCache("cscache") set udg_cscache = cs_cache call ExecuteFunc("InitArrayIndexes") call ExecuteFunc("Pool_SetupCharMap") endfunction //================================================================================================== // CSData // ¯¯¯¯¯¯ // CSDatas are like UserData in units and items, they are faster than gamecache unless you have more // than 8191 handles in your map. In that case it would be a little slower but only for those // handles. And if you have more than 8191 handles your map is too slow already anyways. // // 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) // function SetCSData takes handle h, integer v returns nothing local integer i=CS_H2I(h)-0x100000 if (i>=8191) then call StoreInteger(cs_cache,"csdata",I2S(i),v) else set cs_array3[i]=v endif endfunction function GetCSData takes handle h returns integer local integer i=CS_H2I(h)-0x100000 if (i>=8191) then //can't use Get without Set return GetStoredInteger(cs_cache,"csdata",I2S(i)) endif return cs_array3[i] 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) //=================================================================================================== // Indexes of real types // function SetArrayReal takes integer id, integer index, real val returns nothing set index=id+index if (index<8191) then set cs_array1[index]=CS_r2i(val) elseif (index<16382) then set cs_array2[index-8191]=CS_r2i(val) else call StoreInteger(cs_cache,I2S(-id),I2S(index),CS_r2i(val)) endif endfunction function GetArrayReal takes integer id, integer index returns real 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)) return 0.0 endfunction //=================================================================================================== // <Indexes of handle types> // function SetArrayObject takes integer id, integer index, handle val returns nothing set index=id+index if (index<8191) then set cs_array1[index]=CS_H2I(val) elseif (index<16382) then set cs_array2[index-8191]=CS_H2I(val) else call StoreInteger(cs_cache,I2S(-id),I2S(index),CS_H2I(val)) endif endfunction // // //Yep, I am crazy. But These are FASTER than using the function and a return bug exploiter separatedly. function GetArrayObject takes integer id, integer index returns handle 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)) return null endfunction function GetArrayWidget takes integer id, integer index returns widget 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)) return null endfunction function GetArrayTimer takes integer id, integer index returns timer 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)) return null endfunction function GetArrayUnit takes integer id, integer index returns unit 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)) return null endfunction function GetArrayLoc takes integer id, integer index returns location 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)) return null endfunction function GetArrayTrigger takes integer id, integer index returns trigger 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)) return null endfunction function GetArrayTriggerAction takes integer id, integer index returns triggeraction 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)) return null endfunction function GetArrayGroup takes integer id, integer index returns group 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)) return null endfunction function GetArrayEffect takes integer id, integer index returns effect 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)) return null endfunction function GetArrayItem takes integer id, integer index returns item 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)) return null endfunction function GetArrayLightning takes integer id, integer index returns lightning 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)) return null endfunction //The rest are not used that much and they are a waste of space instead of a save of speed //most of the times. THEY ARE STILL MUCH FASTER THAN GAMECACHE function GetArrayRect takes integer id, integer index returns rect return GetArrayInt(id,index) return null endfunction function GetArrayRegion takes integer id, integer index returns region return GetArrayInt(id,index) return null endfunction function GetArrayTimerDialog takes integer id, integer index returns timerdialog return GetArrayInt(id,index) return null endfunction function GetArrayDestructable takes integer id, integer index returns destructable return GetArrayInt(id,index) return null endfunction function GetArrayImage takes integer id, integer index returns image return GetArrayInt(id,index) return null endfunction function GetArrayUbersplat takes integer id, integer index returns ubersplat return GetArrayInt(id,index) return null endfunction function GetArraySound takes integer id, integer index returns sound return GetArrayInt(id,index) return null endfunction // </Indexes of handle types> // The horror! // //========================================================================================================================== // 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(CS_H2I(h)),label) else call StoreInteger(cs_cache,I2S(CS_H2I(h)),label,x) endif endfunction function GetAttachedInt takes handle h, string label returns integer return GetStoredInteger(cs_cache, I2S(CS_H2I(h)), label) endfunction //============================================================================================================= function AttachReal takes handle h, string label, real x returns nothing if x==0 then call FlushStoredReal(cs_cache,I2S(CS_H2I(h)),label) else call StoreReal(cs_cache,I2S(CS_H2I(h)),label,x) endif endfunction function GetAttachedReal takes handle h, string label returns real return GetStoredReal(cs_cache,I2S(CS_H2I(h)),label) endfunction //============================================================================================================= function AttachBoolean takes handle h, string label, boolean x returns nothing if not x then call FlushStoredBoolean(cs_cache,I2S(CS_H2I(h)),label) else call StoreBoolean(cs_cache,I2S(CS_H2I(h)),label,x) endif endfunction function GetAttachedBoolean takes handle h, string label returns boolean return GetStoredBoolean(cs_cache,I2S(CS_H2I(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(CS_H2I(h)),label) else call StoreString(cs_cache,I2S(CS_H2I(h)),label,x) endif endfunction function GetAttachedString takes handle h, string label returns string return GetStoredString(cs_cache,I2S(CS_H2I(h)),label) endfunction //============================================================================================================= function AttachObject takes handle h, string label, handle x returns nothing if (x==null) then call FlushStoredInteger(cs_cache,I2S(CS_H2I(h)),label) else call StoreInteger(cs_cache,I2S(CS_H2I(h)),label,CS_H2I(x)) endif endfunction function GetAttachedObject takes handle h, string label returns handle return GetStoredInteger(cs_cache, I2S(CS_H2I(h)), label) return null endfunction function GetAttachedWidget takes handle h, string label returns widget return GetStoredInteger(cs_cache, I2S(CS_H2I(h)), label) return null endfunction function GetAttachedRect takes handle h, string label returns rect return GetStoredInteger(cs_cache, I2S(CS_H2I(h)), label) return null endfunction function GetAttachedRegion takes handle h, string label returns region return GetStoredInteger(cs_cache, I2S(CS_H2I(h)), label) return null endfunction function GetAttachedTimerDialog takes handle h, string label returns timerdialog return GetStoredInteger(cs_cache, I2S(CS_H2I(h)), label) return null endfunction function GetAttachedUnit takes handle h, string label returns unit return GetStoredInteger(cs_cache, I2S(CS_H2I(h)), label) return null endfunction function GetAttachedItem takes handle h, string label returns item return GetStoredInteger(cs_cache, I2S(CS_H2I(h)), label) return null endfunction function GetAttachedEffect takes handle h, string label returns effect return GetStoredInteger(cs_cache, I2S(CS_H2I(h)), label) return null endfunction function GetAttachedDestructable takes handle h, string label returns destructable return GetStoredInteger(cs_cache, I2S(CS_H2I(h)), label) return null endfunction function GetAttachedTrigger takes handle h, string label returns trigger return GetStoredInteger(cs_cache, I2S(CS_H2I(h)), label) return null endfunction function GetAttachedTimer takes handle h, string label returns timer return GetStoredInteger(cs_cache, I2S(CS_H2I(h)), label) return null endfunction function GetAttachedGroup takes handle h, string label returns group return GetStoredInteger(cs_cache, I2S(CS_H2I(h)), label) return null endfunction function GetAttachedTriggerAction takes handle h, string label returns triggeraction return GetStoredInteger(cs_cache, I2S(CS_H2I(h)), label) return null endfunction function GetAttachedLightning takes handle h, string label returns lightning return GetStoredInteger(cs_cache, I2S(CS_H2I(h)), label) return null endfunction function GetAttachedImage takes handle h, string label returns image return GetStoredInteger(cs_cache, I2S(CS_H2I(h)), label) return null endfunction function GetAttachedUbersplat takes handle h, string label returns ubersplat return GetStoredInteger(cs_cache, I2S(CS_H2I(h)), label) return null endfunction function GetAttachedSound takes handle h, string label returns sound return GetStoredInteger(cs_cache, I2S(CS_H2I(h)), label) return null endfunction function GetAttachedLoc takes handle h, string label returns location return GetStoredInteger(cs_cache, I2S(CS_H2I(h)), label) return null endfunction //============================================================================================================ function CleanAttachedVars takes handle h returns nothing call FlushStoredMission(cs_cache,I2S(CS_H2I(h))) endfunction //! define CleanAttachedVars(h) FlushStoredMission(cs_cache,I2S(CS_H2I(h))) //============================================================================================================ // Left for compat function CleanAttachedVars_NoSets takes handle h returns nothing call FlushStoredMission(cs_cache,I2S(CS_H2I(h))) endfunction //! define CleanAttachedVars_NoSets(h) FlushStoredMission(cs_cache,I2S(CS_H2I(h))) //============================================================================================= // 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(CS_H2I(h)) endfunction //! define GetAttachmentTable(h) I2S(CS_H2I(h)) //============================================================================================================ 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 //! define GetTableInt(table,field) GetStoredInteger(cs_cache,table,field) //============================================================================================================ 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 //! define GetTableReal(table,field) GetStoredReal(cs_cache,table,field) //============================================================================================================ 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 //! define GetTableBoolean(table,field) GetStoredBoolean(cs_cache,table,field) //============================================================================================================ 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 //! define GetTableString(table,field) GetStoredString(cs_cache,table,field) //============================================================================================================ // You may ask why am I using thousands of functions instead of multi-use return bug exploiters? Well, // these make the thing much easier to read (in my opinion) and it is also better in performance since we // have less function calls (H2U(GetTableObject("table","unit"))) would be worse than GetTableUnit that is // quite direct. // function SetTableObject takes string table, string field, handle val returns nothing if (val==null) then call FlushStoredInteger(cs_cache,table,field) else call StoreInteger(cs_cache,table,field,CS_H2I(val)) endif endfunction function GetTableObject takes string table, string field returns handle return GetStoredInteger(cs_cache,table,field) return null endfunction function GetTableWidget takes string table, string field returns widget return GetStoredInteger(cs_cache,table,field) return null endfunction function GetTableRect takes string table, string field returns rect return GetStoredInteger(cs_cache,table,field) return null endfunction function GetTableRegion takes string table, string field returns region return GetStoredInteger(cs_cache,table,field) return null endfunction function GetTableTimerDialog takes string table, string field returns timerdialog return GetStoredInteger(cs_cache,table,field) return null endfunction function GetTableUnit takes string table, string field returns unit return GetStoredInteger(cs_cache,table,field) return null endfunction function GetTableItem takes string table, string field returns item return GetStoredInteger(cs_cache,table,field) return null endfunction function GetTableEffect takes string table, string field returns effect return GetStoredInteger(cs_cache,table,field) return null endfunction function GetTableDestructable takes string table, string field returns destructable return GetStoredInteger(cs_cache,table,field) return null endfunction function GetTableTrigger takes string table, string field returns trigger return GetStoredInteger(cs_cache,table,field) return null endfunction function GetTableTimer takes string table, string field returns timer return GetStoredInteger(cs_cache,table,field) return null endfunction function GetTableGroup takes string table, string field returns group return GetStoredInteger(cs_cache,table,field) return null endfunction function GetTableTriggerAction takes string table, string field returns triggeraction return GetStoredInteger(cs_cache,table,field) return null endfunction function GetTableLightning takes string table, string field returns lightning return GetStoredInteger(cs_cache,table,field) return null endfunction function GetTableImage takes string table, string field returns image return GetStoredInteger(cs_cache,table,field) return null endfunction function GetTableUbersplat takes string table, string field returns ubersplat return GetStoredInteger(cs_cache,table,field) return null endfunction function GetTableSound takes string table, string field returns sound return GetStoredInteger(cs_cache,table,field) return null endfunction function GetTableLoc takes string table, string field returns location return GetStoredInteger(cs_cache,table,field) return null 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 //! define FieldData_Create NewTableIndex //============================================================================================================ // 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 //! define FieldData_Destroy(fielddata) DestroyTable(I2S(fielddata)) //============================================================================================= // 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 //! define DestroyPool(p) DestroyArray(p) 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 //! define CountItemsInPool(p) GetArrayInt(p,0) //=================================================================================== // 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 //! define GetFirstOfPool(p) GetArrayInt(p,1) //=================================================================================== 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 //! define GetItemPositionInPool(p,i) GetStoredInteger( cs_cache, I2S(- (p) ), "#"+I2S(i)) //=================================================================================== function IsItemInPool takes integer poolid, integer it returns boolean return(HaveStoredInteger( cs_cache, I2S(-poolid), "#"+I2S(it)) ) endfunction //! define IsItemInPool(p,i) HaveStoredInteger( cs_cache, I2S(- (p) ), "#"+I2S(i)) //=================================================================================== // 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 function CSCache takes nothing returns gamecache return cs_cache //Left for compat. endfunction endlibrary //Forced by WE function InitTrig_CSCache takes nothing returns nothing endfunction |
| 03-16-2007, 01:50 PM | #8 |
aha thx |
| 03-16-2007, 01:51 PM | #9 |
That would be my fault, I let it at the old old old version that I have been using for 4-5 months, at least. |
