function InitTrig_IndieSummon takes nothing returns nothing
endfunction
//##Start##
//**************************************************************************************************
//*
//* IndieSummons (header functions)
//* ¯¯¯¯¯¯¯¯¯¯¯¯
//* To implement these functions, you must select the contents of this trigger starting
//* with the //##Start## and finishing with the //##End##, and copy that TO YOUR MAP's
//* CUSTOM SCRIPT SECTION, (it is at the top of the trigger list in the trigger editor)
//*
//* DON'T JUST COPY THE TRIGGER; copy this to the custom script section
//*
//* AFTER copying this function to custom script section, copy the next trigger to your map
//*
//**************************************************************************************************
//=================================================================================================
//
// http://www.wc3jass.com : The place with tons of JASS scripts
//
//=================================================================================================
function IndieSummon_SetMaster takes unit summon, unit master returns nothing
local unit a=bj_ghoul[0]
local string k=GetAttachmentTable(summon)
if (HaveStoredInteger(CSCache(),"[IndieSummons]",k)) then
call SetTableObject("[IndieSummons]",k,master)
else
call SetTableObject("[IndieSummons]",k,master)
set bj_ghoul[0]=summon
call ExecuteFunc("IndieSummon_loop")
set bj_ghoul[0]=a
endif
set a=null
endfunction
function IndieSummon_GetMaster takes unit summon returns unit
return GetStoredInteger(CSCache(),"[IndieSummons]",GetAttachmentTable(summon))
return null
endfunction
function IndieSummon_StopAI takes unit summon returns nothing
call FlushStoredInteger(CSCache(),"[IndieSummons]",GetAttachmentTable(summon))
endfunction
//##End##
Name | Type | is_array | initial_value |
AAAP_NightElves | player | No | |
AAAPG_NightElves | force | No | |
ACTIVE_TELEPORTER_WOOD | boolean | No | |
AnimationSpeedChange | real | No | |
argDestructible1 | destructable | No | |
argPoint1 | location | No | |
argPoint2 | location | No | |
argPoint3 | location | No | |
argReal1 | real | No | |
argUnitGroup1 | group | No | |
ARIBETH | unit | No | |
AwakenSound01 | sound | No | |
Backpack | unit | No | |
BACKShield_LEARNED | boolean | No | |
BARDamageReduc_LEARNED | boolean | No | |
BARKi_LEARNED | boolean | No | |
BARKnockdown_LEARNED | boolean | No | |
BARSpeed_LEARNED | boolean | No | |
Bash_AttackedUnit | unit | Yes | |
Bash_Booleon | boolean | No | |
Bash_SpellCounter | integer | Yes | |
Bash_Timer | timer | No | |
Bash_Unit | group | No | |
Bash_UnitCounter | integer | No | |
Bertrand | unit | No | |
BLACKCLEAVE_LEANRED | boolean | No | |
BLACKKnockdown_LEARNED | boolean | No | |
BLACKShadowEvade_LEARNED | boolean | No | |
BLACKUsepoison_LEARNED | boolean | No | |
BOF2_loc | location | No | |
BOF_loc | location | No | |
BOP_loc | location | No | |
Brewpotion_loc | location | No | |
Brewpotion_targetloc | location | No | |
Brewpotion_unit | unit | No | |
CAPTAIN_mark | effect | No | |
Cast_Effect | effect | Yes | |
Caster_HolyBlade | unit | No | |
Caster_JudicialChop | unit | No | |
Caster_SmiteGood | unit | No | |
charge_unit | unit | No | |
CLERICCourt_LEARNED | boolean | No | |
CLERICIronwill_LEARNED | boolean | No | |
CLERICMobility_LEARNED | boolean | No | |
CLERICScholar_LEARNED | boolean | No | |
ConeMaximumDegrees | real | No | |
ConeMinimumDegrees | real | No | |
CULTISTLEADER | unit | No | |
DA_Trigger_unit | unit | No | |
Dam_JudicialChop | real | No | |
Dam_SmiteGood | real | No | |
DEVOURER_loc | location | No | |
DialogButtons | button | Yes | |
DIALOGE_ANIMAL | dialog | No | |
DIALOGE_ANIMAL_BUT | button | Yes | |
DIALOGE_CATACOMB | dialog | No | |
DIALOGE_CATACOMB_BUT | button | Yes | |
DIALOGE_dismiss | dialog | No | |
DIALOGE_dismiss_but | button | Yes | |
DIALOGE_DOCK | dialog | No | |
DIALOGE_DOCK_BUT | button | Yes | |
DIALOGE_DRYAD | dialog | No | |
DIALOGE_DRYAD_BUT | button | Yes | |
DIALOGE_GATE | dialog | No | |
DIALOGE_GATE_BN | dialog | No | |
DIALOGE_GATE_BN_BUT | button | Yes | |
DIALOGE_GATE_BUTTON | button | Yes | |
DIALOGE_GATE_PENIN | dialog | No | |
DIALOGE_GATE_PENIN_BUT | button | Yes | |
DIALOGE_HENCHMAN | dialog | No | |
DIALOGE_HENCHMAN_BUT | button | Yes | |
DIALOGE_ORREAN | dialog | No | |
DIALOGE_ORREAN_BUT | button | Yes | |
DIALOGE_SAMUEL | dialog | No | |
DIALOGE_SAMUEL_BUT | button | Yes | |
DIALOGE_TREETELE | dialog | No | |
DIALOGE_TREETELE_BUT | button | Yes | |
DIALOGE_WARREN | dialog | No | |
DIALOGE_WARREN_BUT | button | Yes | |
DIALOGEGATE_BL | dialog | No | |
DIALOGEGATE_BL_BUT | button | Yes | |
DRAGONDraconic_LEARNED | boolean | No | |
DRAGONIronwill_LEARNED | boolean | No | |
DRAGONMobility_LEARNED | boolean | No | |
DRAGONScholar_LEARNED | boolean | No | |
DRUIDIronwill_LEARNED | boolean | No | |
DRUIDMagicFang_LEARNED | boolean | No | |
DRUIDMobility_LEARNED | boolean | No | |
DRUIDWoodland_LEARNED | boolean | No | |
DRYADRESCUED | boolean | No | |
DWARFArmorPro_LEARNED | boolean | No | |
DWARFGreatCleave_LEARNED | boolean | No | |
DWARFKnockdown_LEARNED | boolean | No | |
DWARFWeaponSpec_LEARNED | boolean | No | |
EFFECT_CORPSE | effect | Yes | |
EFFECT_DEVOURER | effect | No | |
EFFECT_FEATHER | effect | No | |
EFFECT_MELDANENTELE | effect | No | |
Effect_sleeper | effect | Yes | |
EffectAttachment_Vigorous | string | No | |
Enchanted | unit | No | |
Enchent_Bouns | abilcode | No | |
ESCPressed | boolean | No | |
FeatDialog | dialog | No | |
FeatDialogButton | button | Yes | |
FeatDialoge | dialog | No | |
FeatDialogeButton | button | Yes | |
FeatPoint | integer | No | |
GAMEOVER | boolean | No | |
GoldtextBEGIN | string | No | |
GoldtextEND | string | No | |
Group_Converted | group | No | |
GULNAN | unit | No | |
HAHA_loc | location | No | |
HC_Caster | unit | No | |
HC_Caster_Loc | location | No | |
HC_Heal_Group | group | No | |
HEN_DRAKKEN | unit | No | |
HEN_SHARWYN | unit | No | |
HEN_TOMMY | unit | No | |
HENCH | unit | No | |
HENCH_SAMUEL | unit | No | |
HENCHMAN_die | boolean | No | |
HENRIK | unit | No | |
HENRIK_POSITION | location | No | |
Hero_Array | unitcode | Yes | |
HeroDialog1 | dialog | No | |
HeroDialog2 | dialog | No | |
Heroes | unitcode | Yes | |
hint | string | Yes | |
hintdt | real | No | |
HIRED | boolean | No | |
Hits | integer | No | |
Jemanie | unit | No | |
KD_VICTIMMOB | unit | No | |
KDM_effect | effect | No | |
kills | integer | Yes | |
KnockDown_effect | effect | No | |
KnockDown_victim | unit | No | |
LEADERBOARD | leaderboard | No | |
level | integer | No | |
Loc_BloocCap | location | No | |
Loc_BloodCap | location | No | |
Loc_GangLeader | location | No | |
LOC_GULNAN_TELE | location | No | |
Loc_JC | location | No | |
LOC_METEOR | location | No | |
Loc_MYHERO | location | No | |
Loc_Orrean | location | No | |
LOC_SHOCK | location | No | |
LocalPlayer | player | No | |
MAINQUESTCOMPLETE | boolean | Yes | |
MARK_ARIBETH | effect | Yes | |
MARK_BERTRAND | effect | Yes | |
MARK_CENDRAN | effect | Yes | |
MARK_DARANEI | effect | No | |
MARK_DRYAD | effect | No | |
MARK_FORMOSA | effect | Yes | |
MARK_JEMANENFINSIH | effect | No | |
MARK_JEMANIE | effect | Yes | |
MARK_NYATAR | effect | Yes | |
MARK_SAMUEL | effect | No | |
MARK_SEDOS | effect | Yes | |
MARK_THURIN | effect | Yes | |
maxhint | integer | No | |
MH_Caster | unit | No | |
MH_Caster_Loc | location | No | |
MH_Heal_Group | group | No | |
MH_Offset | location | Yes | |
MONKAC_LEARNED | boolean | No | |
MONKCleave_LEARNED | boolean | No | |
MONKCrit_LEARNED | boolean | No | |
MONKDiamondSoul_LEARNED | boolean | No | |
MONKExtraStun_LEARNED | boolean | No | |
MONKKnockdwon_LEARNED | boolean | No | |
MONKSnakeBlood_LEARNED | boolean | No | |
MONKSpeed_LEARNED | boolean | No | |
MYHERO | unit | No | |
NightSummoner | unit | Yes | |
obj | gamecache | No | |
ORREN_GOLD | boolean | No | |
ORREN_KILL | boolean | No | |
P_Watchers | player | No | |
PALADIN | unit | No | |
PALADINArmorPro_LEARNED | boolean | No | |
PALADINCleave_LEARNED | boolean | No | |
PALADINcritical_LEARNED | boolean | No | |
PALADINDivineHP_LEARNED | boolean | No | |
PALADINextrasmiting_LEARNED | boolean | No | |
PALADINKnockdown_LEARNED | boolean | No | |
PALADINShieldPro_LEARNED | boolean | No | |
PALDAINFortitude_LEARNED | boolean | No | |
PENIN_DESTRUC | destructable | No | |
PlayerNearTree | boolean | Yes | |
PointMultiArrow | location | No | |
PoisonStrike_Target | unit | No | |
QUEST_BERTRAND | quest | No | |
QUEST_CENDRAN | quest | No | |
QUEST_DOCK | quest | No | |
QUEST_FORMOSA | quest | No | |
Quest_ForsakenArena | quest | No | |
QUEST_JEMANIE | quest | No | |
QUEST_NYATAR | quest | No | |
QUEST_PENNISULA_RECEIVED | boolean | No | |
Quest_PrisonBreak | quest | No | |
QUEST_SAMUEL | quest | No | |
QUEST_STORY | quest | No | |
QUEST_THURIN | quest | No | |
QUEST_WailingDeath | quest | No | |
QUESTM_MAIN | quest | No | |
QuestNYATARACCEPT | boolean | No | |
QuestRE_AlostSoul | questitem | No | |
QuestRE_Animal | questitem | Yes | |
QuestRE_brain | questitem | No | |
QuestRE_coctrail | questitem | No | |
QuestRE_DOCK | questitem | Yes | |
QuestRE_druid | questitem | No | |
QuestRE_Meldanen | questitem | No | |
QuestRE_NML | questitem | No | |
QuestRE_Prison | questitem | Yes | |
QuestRE_StrangeCult | questitem | No | |
QuestRE_Thurin | questitem | No | |
QuestRE_yuanti | questitem | No | |
Random_Count | integer | No | |
Random_Data | integer | Yes | |
Random_Hero | integer | No | |
RANGERMagicFang_LEARNED | boolean | No | |
RANGERMobilityLEARNED | boolean | No | |
RANGERRapidshot_LEARNED | boolean | No | |
RANGERThirdEye_LEARNED | boolean | No | |
RealMultiArrow | real | No | |
RECALL_animalgroup | group | No | |
ROGUEBurstofSpeed_LEARNED | boolean | No | |
ROGUEMobility_LEARNED | boolean | No | |
ROGUESilverPalm_LEARNED | boolean | No | |
ROGUEThiedEye_LEARNED | boolean | No | |
SA2_caster | unit | No | |
SA2_loc | location | No | |
SA2_victim | unit | No | |
SA_Caster | unit | No | |
SA_Trigger_unit_loc | location | No | |
SA_Victim | unit | No | |
SAMUEL | unit | No | |
SEDOS | unit | No | |
ShadowWord_victim | unit | No | |
Sleep01 | effect | No | |
Sleep02 | effect | No | |
Sleep03 | effect | No | |
Sleep_victim | unit | No | |
SLEEPER | unit | No | |
Sleeper | unit | Yes | |
Sleeper01 | unit | No | |
Sleeper02 | unit | No | |
Sleeper03 | unit | No | |
SleeperVisBoolean | boolean | No | |
SleepSound01 | sound | No | |
SleepSound02 | sound | No | |
SleepSound03 | sound | No | |
SM_HeroGroup | group | No | |
SORBrewpotion_LEARNED | boolean | No | |
SORIronwill_LEARNED | boolean | No | |
SORRein_LEARNED | boolean | No | |
SORScholar_LEARNED | boolean | No | |
SpecialEffect_VigorousStrike | string | No | |
SpecialEffect_VS | effect | No | |
SpecialFX_Charge | effect | No | |
Spells_CE_Booleon | boolean | No | |
Spells_CE_Integer | integer | No | |
Spells_CE_Unit | unit | No | |
STONEOFRECALL_loc | location | No | |
STONEOFRECALL_USED | boolean | No | |
Target_HolyBlade | unit | No | |
Target_IOM | unit | No | |
Target_JudicialChop | unit | No | |
Target_SmiteGood | unit | No | |
TAVERN_GUARD | group | No | |
TELEPORTER_DIALOGE | dialog | No | |
TELEPORTER_DIALOGE_BUTTON | button | Yes | |
TempInt | integer | No | |
TempLine_Salvation | real | No | |
Total_Heroes | integer | No | |
Tyrande | unit | No | |
TyrandeGroup2 | group | No | |
UnitMultiArrow | unit | No | |
VISAGE_caster | unit | No | |
VISI_strangehouse | fogmodifier | No | |
VisibilitySleepers | fogmodifier | No | |
WA_Group | group | No | |
WA_Trigger_unit_loc | location | No | |
Wizard_cast | unit | No | |
WIZARDArcanedef_LEARNED | boolean | No | |
WIZARDFog_LEARNED | boolean | No | |
WIZARDIronwill_LEARNED | boolean | No | |
WIZARDScholar_LEARNED | boolean | No | |
ZOOQUESTSOLVED | boolean | Yes |
//TESH.scrollpos=0
//TESH.alwaysfold=0
library CSCache initializer InitCSCache
//*************************************************************************************************
//* *
//* CSCache 14.6 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
//**************************************************************************************************
//*
//* Independant Summons (Code + config)
//* ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
//* You just need to copy this trigger, notice that these functions do nothing without the other
//* part which has the header functions and you'll also need to call them.
//*
//**************************************************************************************************
//==================================================================================================
// Independant Summons Configuration:
//
constant function IndieSummon_maxdelay takes nothing returns real
return 2.5 //* The max delay betwen orders issued to the summon
endfunction
constant function IndieSummon_mindelay takes nothing returns real
return 1.00 //* The min delay betwen orders issued to the summon
endfunction
constant function IndieSummon_maxdistance takes nothing returns real
return 1000.0 //* If the distance betwen the summon and the master is greater than this value,
// The summon will move to the position of the master instead of attack move
endfunction
constant function IndieSummon_cometomaxdist takes nothing returns real
return 500.0 //* Max distance for issued orders to approach the master
endfunction
constant function IndieSummon_cometomindist takes nothing returns real
return 100.0 //* Min distance for issued orders to approach the master
endfunction
//==================================================================================================
function IndieSummon_Order takes unit summon, unit master returns nothing
local integer o=GetUnitCurrentOrder(summon)
local real tx=GetUnitX(master)
local real ty=GetUnitY(master)
local real angle
local real dist
set dist=Pow(tx-GetUnitX(summon),2) + Pow(ty-GetUnitY(summon),2)
if (dist > (IndieSummon_maxdistance()*IndieSummon_maxdistance()) ) and (o == 0 or o == OrderId("attack") or o == OrderId("move") or o == OrderId("stop") or o==851971) then
call IssuePointOrder(summon, "move", tx,ty)
elseif dist >= (IndieSummon_cometomindist()*IndieSummon_cometomindist()) and (o == 0 or o == 851971) then
set angle = GetRandomReal( GetUnitFacing(master)-80, GetUnitFacing(master)+80)
if (ModuloInteger(GetUnitPointValue(summon),2)==0) then
set angle=angle * bj_DEGTORAD
else
set angle=- angle * bj_DEGTORAD
endif
set dist = GetRandomReal(IndieSummon_cometomindist(), IndieSummon_cometomaxdist() )
set tx=tx+dist*Cos(angle)
set ty=ty+dist*Sin(angle)
if not IssuePointOrder(summon, "attack", tx, ty ) then
call IssuePointOrder(summon, "move", tx, ty )
endif
endif
set summon=null
set master=null
endfunction
function IndieSummon_AntiSmart_Timer takes nothing returns nothing
local timer t=GetExpiredTimer()
local string k=GetAttachmentTable(t)
local unit s=GetTableUnit(k,"summon")
if (GetUnitCurrentOrder(s)!=851971) then
call ClearTable(k)
call DestroyTimer(t)
else
call IndieSummon_Order( s, GetTableUnit("[IndieSummons]",GetAttachmentTable(s)) )
call TimerStart(t,0.1,false,function IndieSummon_AntiSmart_Timer)
endif
set t=null
endfunction
function IndieSummon_AntiSmart takes nothing returns nothing
local timer t
if (GetIssuedOrderId() == 851971) then
set t=CreateTimer()
call AttachObject(t,"summon",GetTriggerUnit())
call TimerStart(t,0,false,function IndieSummon_AntiSmart_Timer)
set t=null
endif
endfunction
function IndieSummon_loop takes nothing returns nothing
// Executed in another thread
local unit summon=bj_ghoul[0]
local string k=GetAttachmentTable(summon)
local unit master
local trigger smart=CreateTrigger()
local integer n=0
local triggeraction ac=TriggerAddAction( smart, function IndieSummon_AntiSmart)
call TriggerRegisterUnitEvent( smart, summon, EVENT_UNIT_ISSUED_TARGET_ORDER )
call TriggerRegisterUnitEvent( smart, summon, EVENT_UNIT_ISSUED_POINT_ORDER )
loop
exitwhen (GetWidgetLife(summon)<=0)
set master=GetTableUnit("[IndieSummons]",k)
if (master==null) then
exitwhen true
else
call IndieSummon_Order( summon, master)
call PolledWait( GetRandomReal( IndieSummon_mindelay(), IndieSummon_maxdelay() ))
endif
endloop
call SetTableObject("[IndieSummons]",k,null)
call TriggerRemoveAction(smart,ac)
call DestroyTrigger(smart)
set ac=null
set summon=null
set master=null
set smart=null
endfunction
//===========================================================================
function InitTrig_IndieSummon_Code takes nothing returns nothing
endfunction
//TESH.scrollpos=0
//TESH.alwaysfold=0
function Trig_Combine_Items_Conditions takes nothing returns boolean
if ( not ( GetItemCharges(GetManipulatedItem()) > 0 ) ) then
return false
endif
return true
endfunction
function Trig_Combine_Items_Actions takes nothing returns nothing
local integer ITEMCOUNT
local integer ITEMLOOP
local integer CHARGES
local integer MAXIMUM
local item NEWITEM
local unit OURUNIT
set MAXIMUM = 100
set ITEMCOUNT = 0
set ITEMLOOP = 0
set CHARGES = 0
set NEWITEM = GetManipulatedItem()
set OURUNIT = GetManipulatingUnit()
loop
exitwhen ITEMLOOP > 6
if ((GetItemTypeId(NEWITEM)) == (GetItemTypeId(UnitItemInSlotBJ(OURUNIT, ITEMLOOP)))) then
if ((GetItemCharges(UnitItemInSlotBJ(OURUNIT, ITEMLOOP)) + GetItemCharges(NEWITEM)) <= MAXIMUM) then
if not ( (UnitItemInSlotBJ(OURUNIT, ITEMLOOP)) == (NEWITEM)) then
set CHARGES = (GetItemCharges(UnitItemInSlotBJ(OURUNIT, ITEMLOOP))) + GetItemCharges(NEWITEM)
call SetItemCharges( UnitItemInSlotBJ(OURUNIT, ITEMLOOP), CHARGES )
call RemoveItem( NEWITEM )
set ITEMLOOP=7
endif
endif
endif
if ( ITEMLOOP < 7 ) then
set ITEMLOOP = ITEMLOOP + 1
endif
endloop
endfunction
//===========================================================================
function InitTrig_Combine_Items takes nothing returns nothing
set gg_trg_Combine_Items = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Combine_Items, EVENT_PLAYER_UNIT_PICKUP_ITEM )
call TriggerAddCondition( gg_trg_Combine_Items, Condition( function Trig_Combine_Items_Conditions ) )
call TriggerAddAction( gg_trg_Combine_Items, function Trig_Combine_Items_Actions )
endfunction