Name | Type | is_array | initial_value |
UDex | integer | No | |
UDexGen | integer | No | |
UDexNext | integer | Yes | |
UDexPrev | integer | Yes | |
UDexRecycle | integer | No | |
UDexUnits | unit | Yes | |
UDexWasted | integer | No | |
UnitIndexerEnabled | boolean | No | |
UnitIndexEvent | real | No | |
UnitIndexLock | integer | Yes |
//TESH.scrollpos=0
//TESH.alwaysfold=0
library TimerUtils initializer init
//*********************************************************************
//* TimerUtils (red+blue+orange flavors for 1.24b+) 2.0
//* ----------
//*
//* To implement it , create a custom text trigger called TimerUtils
//* and paste the contents of this script there.
//*
//* To copy from a map to another, copy the trigger holding this
//* library to your map.
//*
//* (requires vJass) More scripts: htt://www.wc3c.net
//*
//* For your timer needs:
//* * Attaching
//* * Recycling (with double-free protection)
//*
//* set t=NewTimer() : Get a timer (alternative to CreateTimer)
//* set t=NewTimerEx(x) : Get a timer (alternative to CreateTimer), call
//* Initialize timer data as x, instead of 0.
//*
//* ReleaseTimer(t) : Relese a timer (alt to DestroyTimer)
//* SetTimerData(t,2) : Attach value 2 to timer
//* GetTimerData(t) : Get the timer's value.
//* You can assume a timer's value is 0
//* after NewTimer.
//*
//* Multi-flavor:
//* Set USE_HASH_TABLE to true if you don't want to complicate your life.
//*
//* If you like speed and giberish try learning about the other flavors.
//*
//********************************************************************
//================================================================
globals
//How to tweak timer utils:
// USE_HASH_TABLE = true (new blue)
// * SAFEST
// * SLOWEST (though hash tables are kind of fast)
//
// USE_HASH_TABLE = false, USE_FLEXIBLE_OFFSET = true (orange)
// * kinda safe (except there is a limit in the number of timers)
// * ALMOST FAST
//
// USE_HASH_TABLE = false, USE_FLEXIBLE_OFFSET = false (red)
// * THE FASTEST (though is only faster than the previous method
// after using the optimizer on the map)
// * THE LEAST SAFE ( you may have to tweak OFSSET manually for it to
// work)
//
private constant boolean USE_HASH_TABLE = true
private constant boolean USE_FLEXIBLE_OFFSET = false
private constant integer OFFSET = 0x100000
private integer VOFFSET = OFFSET
//Timers to preload at map init:
private constant integer QUANTITY = 256
//Changing this to something big will allow you to keep recycling
// timers even when there are already AN INCREDIBLE AMOUNT of timers in
// the stack. But it will make things far slower so that's probably a bad idea...
private constant integer ARRAY_SIZE = 8190
endglobals
//==================================================================================================
globals
private integer array data[ARRAY_SIZE]
private hashtable ht
endglobals
//It is dependent on jasshelper's recent inlining optimization in order to perform correctly.
function SetTimerData takes timer t, integer value returns nothing
static if(USE_HASH_TABLE) then
// new blue
call SaveInteger(ht,0,GetHandleId(t), value)
elseif (USE_FLEXIBLE_OFFSET) then
// orange
static if (DEBUG_MODE) then
if(GetHandleId(t)-VOFFSET<0) then
call BJDebugMsg("SetTimerData: Wrong handle id, only use SetTimerData on timers created by NewTimer")
endif
endif
set data[GetHandleId(t)-VOFFSET]=value
else
// new red
static if (DEBUG_MODE) then
if(GetHandleId(t)-OFFSET<0) then
call BJDebugMsg("SetTimerData: Wrong handle id, only use SetTimerData on timers created by NewTimer")
endif
endif
set data[GetHandleId(t)-OFFSET]=value
endif
endfunction
function GetTimerData takes timer t returns integer
static if(USE_HASH_TABLE) then
// new blue
return LoadInteger(ht,0,GetHandleId(t) )
elseif (USE_FLEXIBLE_OFFSET) then
// orange
static if (DEBUG_MODE) then
if(GetHandleId(t)-VOFFSET<0) then
call BJDebugMsg("SetTimerData: Wrong handle id, only use SetTimerData on timers created by NewTimer")
endif
endif
return data[GetHandleId(t)-VOFFSET]
else
// new red
static if (DEBUG_MODE) then
if(GetHandleId(t)-OFFSET<0) then
call BJDebugMsg("SetTimerData: Wrong handle id, only use SetTimerData on timers created by NewTimer")
endif
endif
return data[GetHandleId(t)-OFFSET]
endif
endfunction
//==========================================================================================
globals
private timer array tT[ARRAY_SIZE]
private integer tN = 0
private constant integer HELD=0x28829022
//use a totally random number here, the more improbable someone uses it, the better.
private boolean didinit = false
endglobals
private keyword init
//==========================================================================================
// I needed to decide between duplicating code ignoring the "Once and only once" rule
// and using the ugly textmacros. I guess textmacros won.
//
//! textmacro TIMERUTIS_PRIVATE_NewTimerCommon takes VALUE
// On second thought, no.
//! endtextmacro
function NewTimerEx takes integer value returns timer
if (tN==0) then
if (not didinit) then
//This extra if shouldn't represent a major performance drawback
//because QUANTITY rule is not supposed to be broken every day.
call init.evaluate()
set tN = tN - 1
else
//If this happens then the QUANTITY rule has already been broken, try to fix the
// issue, else fail.
debug call BJDebugMsg("NewTimer: Warning, Exceeding TimerUtils_QUANTITY, make sure all timers are getting recycled correctly")
set tT[0]=CreateTimer()
static if( not USE_HASH_TABLE) then
debug call BJDebugMsg("In case of errors, please increase it accordingly, or set TimerUtils_USE_HASH_TABLE to true")
static if( USE_FLEXIBLE_OFFSET) then
if (GetHandleId(tT[0])-VOFFSET<0) or (GetHandleId(tT[0])-VOFFSET>=ARRAY_SIZE) then
//all right, couldn't fix it
call BJDebugMsg("NewTimer: Unable to allocate a timer, you should probably set TimerUtils_USE_HASH_TABLE to true or fix timer leaks.")
return null
endif
else
if (GetHandleId(tT[0])-OFFSET<0) or (GetHandleId(tT[0])-OFFSET>=ARRAY_SIZE) then
//all right, couldn't fix it
call BJDebugMsg("NewTimer: Unable to allocate a timer, you should probably set TimerUtils_USE_HASH_TABLE to true or fix timer leaks.")
return null
endif
endif
endif
endif
else
set tN=tN-1
endif
call SetTimerData(tT[tN],value)
return tT[tN]
endfunction
function NewTimer takes nothing returns timer
return NewTimerEx(0)
endfunction
//==========================================================================================
function ReleaseTimer takes timer t returns nothing
if(t==null) then
debug call BJDebugMsg("Warning: attempt to release a null timer")
return
endif
if (tN==ARRAY_SIZE) then
debug call BJDebugMsg("Warning: Timer stack is full, destroying timer!!")
//stack is full, the map already has much more troubles than the chance of bug
call DestroyTimer(t)
else
call PauseTimer(t)
if(GetTimerData(t)==HELD) then
debug call BJDebugMsg("Warning: ReleaseTimer: Double free!")
return
endif
call SetTimerData(t,HELD)
set tT[tN]=t
set tN=tN+1
endif
endfunction
private function init takes nothing returns nothing
local integer i=0
local integer o=-1
local boolean oops = false
if ( didinit ) then
return
else
set didinit = true
endif
static if( USE_HASH_TABLE ) then
set ht = InitHashtable()
loop
exitwhen(i==QUANTITY)
set tT[i]=CreateTimer()
call SetTimerData(tT[i], HELD)
set i=i+1
endloop
set tN = QUANTITY
else
loop
set i=0
loop
exitwhen (i==QUANTITY)
set tT[i] = CreateTimer()
if(i==0) then
set VOFFSET = GetHandleId(tT[i])
static if(USE_FLEXIBLE_OFFSET) then
set o=VOFFSET
else
set o=OFFSET
endif
endif
if (GetHandleId(tT[i])-o>=ARRAY_SIZE) then
exitwhen true
endif
if (GetHandleId(tT[i])-o>=0) then
set i=i+1
endif
endloop
set tN = i
exitwhen(tN == QUANTITY)
set oops = true
exitwhen not USE_FLEXIBLE_OFFSET
debug call BJDebugMsg("TimerUtils_init: Failed a initialization attempt, will try again")
endloop
if(oops) then
static if ( USE_FLEXIBLE_OFFSET) then
debug call BJDebugMsg("The problem has been fixed.")
//If this message doesn't appear then there is so much
//handle id fragmentation that it was impossible to preload
//so many timers and the thread crashed! Therefore this
//debug message is useful.
elseif(DEBUG_MODE) then
call BJDebugMsg("There were problems and the new timer limit is "+I2S(i))
call BJDebugMsg("This is a rare ocurrence, if the timer limit is too low:")
call BJDebugMsg("a) Change USE_FLEXIBLE_OFFSET to true (reduces performance a little)")
call BJDebugMsg("b) or try changing OFFSET to "+I2S(VOFFSET) )
endif
endif
endif
endfunction
endlibrary
//TESH.scrollpos=32
//TESH.alwaysfold=0
native UnitAlive takes unit u returns boolean
scope TimeLeap initializer Event
// by GIMLI_2
// requires TimerUtils and any Unit Indexer
// Credits to Vexorian and Bribe
globals
// The spell that triggers the Time Leap
private integer Spell = 'A000'
// Basically the speed of the wave, dont go too low on this one
private real Interval = 0.08
// Animation of the waves
private string Animation = "Abilities\\Spells\\NightElf\\Blink\\BlinkCaster.mdl"
// Animation when it captures a unit
private string AnimationDis = "Abilities\\Spells\\Human\\MassTeleport\\MassTeleportCaster.mdl"
// Animation when it releases a unit
private string AnimationRe = "Abilities\\Spells\\Human\\MassTeleport\\MassTeleportCaster.mdl"
// Contains every unit that is currently affected by Time Leap
private group AffectedUnits = CreateGroup()
private group Temp = CreateGroup()
private group g = CreateGroup()
// Caster of Time Leap
private unit array Caster
// References each unit to the Caster
private unit array Owner
private boolean array Affected
// Position of the Caster
private real array X
private real array Y
// Ending position of affected units
private real array X2
private real array Y2
// Level of Time Leap
private integer array Level
// A timer
private integer array Counter
endglobals
// The AoE of the spell
private function MaxDistance takes integer level returns real
return 200.00 + (200.00 * level)
endfunction
// Damage dealt at the end of the ability
private function Damage takes integer level returns real
return 40.00 * level
endfunction
// The number of effects around the caster per loop
private function NumberOfBeams takes integer level returns integer
return 4 + (4 * level)
endfunction
// The number of loops
private function NumberOfWaves takes integer level returns integer
return 20 + (0 * level)
endfunction
private function Loop takes nothing returns nothing
local timer t = GetExpiredTimer()
local integer id = GetTimerData(t)
local integer id2
local real x
local real y
local real angle
local real dist = (MaxDistance(Level[id]) / NumberOfWaves(Level[id])) * Counter[id]
local unit FoG
local integer index = 0
// Catches every unit in x range and lets it "disappear"
call GroupEnumUnitsInRange(g, X[id], Y[id], dist, null)
loop
set FoG = FirstOfGroup(g)
exitwhen FoG == null
call GroupRemoveUnit(g, FoG)
if IsUnitEnemy(FoG, GetOwningPlayer(Caster[id])) and UnitAlive(FoG) then
set id2 = GetUnitUserData(FoG)
if not Affected[id2] then
set x = GetUnitX(FoG)
set y = GetUnitY(FoG)
set Affected[id2] = true
call ShowUnit(FoG, false)
call SetUnitInvulnerable(FoG, true)
call PauseUnit(FoG, true)
call GroupAddUnit(AffectedUnits, FoG)
set Owner[id2] = Caster[id]
set angle = Atan2(y - Y[id], x - X[id])
set X2[id2] = X[id] + MaxDistance(Level[id]) * Cos(angle)
set Y2[id2] = Y[id] + MaxDistance(Level[id]) * Sin(angle)
call DestroyEffect(AddSpecialEffect(AnimationDis, x, y))
endif
endif
endloop
// Graphical effects
loop
set index = index + 1
set angle = (360.00/NumberOfBeams(Level[id])) * index
set x = X[id] + dist * Cos(angle * bj_DEGTORAD)
set y = Y[id] + dist * Sin(angle * bj_DEGTORAD)
call DestroyEffect(AddSpecialEffect(Animation, x, y))
exitwhen index == NumberOfBeams(Level[id])
endloop
// Happens when spell ends, sets units back to the offset and damages them
set Counter[id] = Counter[id] + 1
if Counter[id] > NumberOfWaves(Level[id]) then
loop
set FoG = FirstOfGroup(AffectedUnits)
exitwhen FoG == null
set id2 = GetUnitUserData(FoG)
call GroupRemoveUnit(AffectedUnits, FoG)
if Owner[id2] == Caster[id] then
call SetUnitPosition(FoG, X2[id2], Y2[id2])
set Affected[id2] = false
call ShowUnit(FoG, true)
call SetUnitInvulnerable(FoG, false)
call PauseUnit(FoG, false)
call DestroyEffect(AddSpecialEffect(AnimationRe, X2[id2], Y2[id2]))
call UnitDamageTarget(Caster[id], FoG, Damage(Level[id]), true, false, ATTACK_TYPE_NORMAL, DAMAGE_TYPE_NORMAL, WEAPON_TYPE_WHOKNOWS)
else
call GroupAddUnit(Temp, FoG)
endif
endloop
loop
set FoG = FirstOfGroup(Temp)
exitwhen FoG == null
call GroupRemoveUnit(Temp, FoG)
call GroupAddUnit(AffectedUnits, FoG)
endloop
call ReleaseTimer(t)
endif
endfunction
// Checks if the casted ability is the correct one and sets up needed variables
private function Actions takes nothing returns boolean
local unit u
local integer id
if GetSpellAbilityId() == Spell then
set u = GetTriggerUnit()
set id = GetUnitUserData(u)
set Caster[id] = u
set X[id] = GetUnitX(u)
set Y[id] = GetUnitY(u)
set Level[id] = GetUnitAbilityLevel(u, Spell)
set Counter[id] = 1
call TimerStart(NewTimerEx(id), Interval, true, function Loop)
set u = null
endif
return false
endfunction
private function Event takes nothing returns nothing
local trigger t = CreateTrigger()
local integer index = 0
loop
call TriggerRegisterPlayerUnitEvent(t, Player(index), EVENT_PLAYER_UNIT_SPELL_EFFECT, null)
set index = index + 1
exitwhen index == bj_MAX_PLAYER_SLOTS
endloop
call TriggerAddCondition(t, Condition(function Actions))
set t = null
endfunction
endscope