Name | Type | is_array | initial_value |
//TESH.scrollpos=180
//TESH.alwaysfold=0
[tabs]
[tab=Foreword]
- This is my first ever system written in Zinc, I just learned this day :P
- Respawns the same unit(s) at the same point and facing angle with customable effects and delay.
- Heroes will be revived instead of recreated.
[/tab]
[tab=Code]
[jass]
//! zinc
library RespawnSystem requires Table, TimerUtils, optional RegisterPlayerUnitEvent /* v1.1
*************************************************************************************
*
* by mckill2009
* - My first ever system written in Zinc.
*
*************************************************************************************
*
* Respawns the same unit(s) at the same point and facing angle with customable effects and delay.
*
*************************************************************************************
*
* Required Libraries:
* Table by Bribe (www.hiveworkshop.com/forums/jass-resources-412/snippet-new-table-188084)
* TimerUtils by Vexorian (www.wc3c.net/showthread.php?t=101322)
*
* Optional Library:
* RegisterPlayerUnitEvent by Magtheridon96 (http://www.hiveworkshop.com/forums/jass-resources-412/snippet-registerplayerunitevent-203338/)
*
*************************************************************************************
*
* Installation:
* Just copy all the required libraries and this script to your map and follow the
* API callings or refer to the DEMO trigger.
*
*************************************************************************************
*
* API:
* public static method register(unit u)
* - call RespawnSystem.register(UNIT)
* - Sets the unit to respawn in simple manner
*
* public static method registerEx(unit u, real delay, string sfx, player pl)
* - call RespawnSystem.registerEx(UNIT, custom delay, custom effect, owner player)
* - Respawns with configurables
*
* public static method remove(unit u)
* - call RespawnSystem.remove(UNIT)
* - Unit will not be respawned again
*
*************************************************************************************/
{
constant real DEFAULT_DELAY = 5;
constant string DEFAULT_SFX = "";
Table chk;
public struct RespawnSystem
{
unit u;
real x;
real y;
real f;
real del;
string sfx;
player pl;
integer id;
static method respawnNow()
{
timer t = GetExpiredTimer();
thistype this = GetTimerData(t);
thistype new = thistype.allocate();
unit nonHero;
if (IsUnitType(this.u, UNIT_TYPE_HERO)) {
ReviveHero(this.u, this.x, this.y, true);
chk[GetHandleId(this.u)] = new;
} else {
nonHero = CreateUnit(this.pl, this.id, this.x, this.y, this.f);
if (this.sfx != "")
{DestroyEffect(AddSpecialEffectTarget(this.sfx, u, "origin"));}
chk[GetHandleId(nonHero)] = new;
nonHero = null;
}
new.x = this.x;
new.y = this.y;
new.f = this.f;
new.del = this.del;
new.sfx = this.sfx;
new.pl = this.pl;
this.pl = null;
this.u = null;
ReleaseTimer(t);
chk.remove(id);
this.deallocate();
t = null;
}
static method death()->boolean
{
thistype this;
unit u = GetTriggerUnit();
if (chk.has(GetHandleId(u))) {
this = chk[GetHandleId(u)];
this.id = GetUnitTypeId(u);
this.u = u;
TimerStart(NewTimerEx(this), this.del, false, function thistype.respawnNow);
}
u = null;
return false;
}
static method onInit()
{
static if (LIBRARY_RegisterPlayerUnitEvent) {
RegisterPlayerUnitEvent(EVENT_PLAYER_UNIT_DEATH, function thistype.death);
} else {
trigger t = CreateTrigger();
TriggerRegisterAnyUnitEventBJ(t,EVENT_PLAYER_UNIT_DEATH);
TriggerAddCondition(t,function thistype.death);
t = null;
}
chk = Table.create();
}
/*****************************************************************
* API:
******************************************************************/
public static method register(unit u)
{
thistype this = thistype.allocate();
chk[GetHandleId(u)] = this;
this.id = GetUnitTypeId(u);
this.x = GetUnitX(u);
this.y = GetUnitY(u);
this.f = GetUnitFacing(u);
this.del = DEFAULT_DELAY;
this.sfx = DEFAULT_SFX;
this.pl = GetOwningPlayer(u);
}
public static method registerEx(unit u, real delay, string sfx, player pl)
{
thistype this = thistype.allocate();
chk[GetHandleId(u)] = this;
this.x = GetUnitX(u);
this.y = GetUnitY(u);
this.f = GetUnitFacing(u);
this.del = delay;
this.sfx = sfx;
this.pl = GetOwningPlayer(u);
if (pl==null) {
this.pl = GetOwningPlayer(u);
}
}
public static method remove(unit u)
{chk.remove(GetHandleId(u));}
}
}
//! endzinc
[/jass]
[/tab]
[tab=Demo]
[trigger]
DEMO
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
Custom script: local integer random = GetRandomInt(1, 2)
Custom script: if random==1 then
-------- =====Respawns in simple fashion===== --------
Custom script: call RespawnSystem.register(GetEnumUnit())
Custom script: else
-------- =====Respawns with configuration===== --------
Custom script: call RespawnSystem.registerEx(GetEnumUnit(), GetRandomReal(5, 8), "Objects\\Spawnmodels\\NightElf\\EntBirthTarget\\EntBirthTarget.mdl", GetOwningPlayer(GetEnumUnit()))
Custom script: endif
Trigger - Turn on Loop <gen>
[/trigger]
[trigger]
Loop
Events
Time - Every 2.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Random 1 units from (Units in (Playable map area) matching (((Matching unit) is alive) Equal to True))) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
[/trigger]
[/tab]
[tab=Credits]
Required Libraries:
[url=www.hiveworkshop.com/forums/jass-resources-412/snippet-new-table-188084]Table[/url] by Bribe
[url=www.wc3c.net/showthread.php?t=101322]TimerUtils[/url] vy Vexorian
Optional Library:
[url=www.hiveworkshop.com/forums/jass-resources-412/snippet-registerplayerunitevent-203338]RegisterPlayerUnitEvent[/url] by Magtheridon96
[/tab]
[tab=Changelogs]
v1.1
- TableArray removed an focused on indexing
- Added revive for heroes
[/tab]
[tab=Bugs]
-
[/tab]
[/tabs]
//TESH.scrollpos=36
//TESH.alwaysfold=0
library Table /* made by Bribe, special thanks to Vexorian & Nestharus, version 3.1.0.1
One map, one hashtable. Welcome to NewTable 3.1
This library was originally called NewTable so it didn't conflict with
the API of Table by Vexorian. However, the damage is done and it's too
late to change the library name now. To help with damage control, I
have provided an extension library called TableBC, which bridges all
the functionality of Vexorian's Table except for 2-D string arrays &
the ".flush(integer)" method. I use ".flush()" to flush a child hash-
table, because I wanted the API in NewTable to reflect the API of real
hashtables (I thought this would be more intuitive).
API
------------
struct Table
| static method create takes nothing returns Table
| create a new Table
|
| method destroy takes nothing returns nothing
| destroy it
|
| method flush takes nothing returns nothing
| flush all stored values inside of it
|
| method remove takes integer key returns nothing
| remove the value at index "key"
|
| method operator []= takes integer key, $TYPE$ value returns nothing
| assign "value" to index "key"
|
| method operator [] takes integer key returns $TYPE$
| load the value at index "key"
|
| method has takes integer key returns boolean
| whether or not the key was assigned
|
----------------
struct TableArray
| static method operator [] takes integer array_size returns TableArray
| create a new array of Tables of size "array_size"
|
| method destroy takes nothing returns nothing
| destroy it
|
| method flush takes nothing returns nothing
| flush and destroy it
|
| method operator size takes nothing returns integer
| returns the size of the TableArray
|
| method operator [] takes integer key returns Table
| returns a Table accessible exclusively to index "key"
*/
globals
private integer less = 0 //Index generation for TableArrays (below 0).
private integer more = 8190 //Index generation for Tables.
//Configure it if you use more than 8190 "key" variables in your map (this will never happen though).
private hashtable ht = InitHashtable()
private key sizeK
private key listK
endglobals
private struct dex extends array
static method operator size takes nothing returns Table
return sizeK
endmethod
static method operator list takes nothing returns Table
return listK
endmethod
endstruct
private struct handles extends array
method has takes integer key returns boolean
return HaveSavedHandle(ht, this, key)
endmethod
method remove takes integer key returns nothing
call RemoveSavedHandle(ht, this, key)
endmethod
endstruct
private struct agents extends array
method operator []= takes integer key, agent value returns nothing
call SaveAgentHandle(ht, this, key, value)
endmethod
endstruct
//! textmacro NEW_ARRAY_BASIC takes SUPER, FUNC, TYPE
private struct $TYPE$s extends array
method operator [] takes integer key returns $TYPE$
return Load$FUNC$(ht, this, key)
endmethod
method operator []= takes integer key, $TYPE$ value returns nothing
call Save$FUNC$(ht, this, key, value)
endmethod
method has takes integer key returns boolean
return HaveSaved$SUPER$(ht, this, key)
endmethod
method remove takes integer key returns nothing
call RemoveSaved$SUPER$(ht, this, key)
endmethod
endstruct
private module $TYPE$m
method operator $TYPE$ takes nothing returns $TYPE$s
return this
endmethod
endmodule
//! endtextmacro
//! textmacro NEW_ARRAY takes FUNC, TYPE
private struct $TYPE$s extends array
method operator [] takes integer key returns $TYPE$
return Load$FUNC$Handle(ht, this, key)
endmethod
method operator []= takes integer key, $TYPE$ value returns nothing
call Save$FUNC$Handle(ht, this, key, value)
endmethod
endstruct
private module $TYPE$m
method operator $TYPE$ takes nothing returns $TYPE$s
return this
endmethod
endmodule
//! endtextmacro
//Run these textmacros to include the entire hashtable API as wrappers.
//Don't be intimidated by the number of macros - Vexorian's map optimizer is
//supposed to kill functions which inline (all of these functions inline).
//! runtextmacro NEW_ARRAY_BASIC("Real", "Real", "real")
//! runtextmacro NEW_ARRAY_BASIC("Boolean", "Boolean", "boolean")
//! runtextmacro NEW_ARRAY_BASIC("String", "Str", "string")
//! runtextmacro NEW_ARRAY("Player", "player")
//! runtextmacro NEW_ARRAY("Widget", "widget")
//! runtextmacro NEW_ARRAY("Destructable", "destructable")
//! runtextmacro NEW_ARRAY("Item", "item")
//! runtextmacro NEW_ARRAY("Unit", "unit")
//! runtextmacro NEW_ARRAY("Ability", "ability")
//! runtextmacro NEW_ARRAY("Timer", "timer")
//! runtextmacro NEW_ARRAY("Trigger", "trigger")
//! runtextmacro NEW_ARRAY("TriggerCondition", "triggercondition")
//! runtextmacro NEW_ARRAY("TriggerAction", "triggeraction")
//! runtextmacro NEW_ARRAY("TriggerEvent", "event")
//! runtextmacro NEW_ARRAY("Force", "force")
//! runtextmacro NEW_ARRAY("Group", "group")
//! runtextmacro NEW_ARRAY("Location", "location")
//! runtextmacro NEW_ARRAY("Rect", "rect")
//! runtextmacro NEW_ARRAY("BooleanExpr", "boolexpr")
//! runtextmacro NEW_ARRAY("Sound", "sound")
//! runtextmacro NEW_ARRAY("Effect", "effect")
//! runtextmacro NEW_ARRAY("UnitPool", "unitpool")
//! runtextmacro NEW_ARRAY("ItemPool", "itempool")
//! runtextmacro NEW_ARRAY("Quest", "quest")
//! runtextmacro NEW_ARRAY("QuestItem", "questitem")
//! runtextmacro NEW_ARRAY("DefeatCondition", "defeatcondition")
//! runtextmacro NEW_ARRAY("TimerDialog", "timerdialog")
//! runtextmacro NEW_ARRAY("Leaderboard", "leaderboard")
//! runtextmacro NEW_ARRAY("Multiboard", "multiboard")
//! runtextmacro NEW_ARRAY("MultiboardItem", "multiboarditem")
//! runtextmacro NEW_ARRAY("Trackable", "trackable")
//! runtextmacro NEW_ARRAY("Dialog", "dialog")
//! runtextmacro NEW_ARRAY("Button", "button")
//! runtextmacro NEW_ARRAY("TextTag", "texttag")
//! runtextmacro NEW_ARRAY("Lightning", "lightning")
//! runtextmacro NEW_ARRAY("Image", "image")
//! runtextmacro NEW_ARRAY("Ubersplat", "ubersplat")
//! runtextmacro NEW_ARRAY("Region", "region")
//! runtextmacro NEW_ARRAY("FogState", "fogstate")
//! runtextmacro NEW_ARRAY("FogModifier", "fogmodifier")
//! runtextmacro NEW_ARRAY("Hashtable", "hashtable")
struct Table extends array
// Implement modules for intuitive syntax (tb.handle; tb.unit; etc.)
implement realm
implement booleanm
implement stringm
implement playerm
implement widgetm
implement destructablem
implement itemm
implement unitm
implement abilitym
implement timerm
implement triggerm
implement triggerconditionm
implement triggeractionm
implement eventm
implement forcem
implement groupm
implement locationm
implement rectm
implement boolexprm
implement soundm
implement effectm
implement unitpoolm
implement itempoolm
implement questm
implement questitemm
implement defeatconditionm
implement timerdialogm
implement leaderboardm
implement multiboardm
implement multiboarditemm
implement trackablem
implement dialogm
implement buttonm
implement texttagm
implement lightningm
implement imagem
implement ubersplatm
implement regionm
implement fogstatem
implement fogmodifierm
implement hashtablem
method operator handle takes nothing returns handles
return this
endmethod
method operator agent takes nothing returns agents
return this
endmethod
//set this = tb[GetSpellAbilityId()]
method operator [] takes integer key returns Table
return LoadInteger(ht, this, key)
endmethod
//set tb[389034] = 8192
method operator []= takes integer key, Table tb returns nothing
call SaveInteger(ht, this, key, tb)
endmethod
//set b = tb.has(2493223)
method has takes integer key returns boolean
return HaveSavedInteger(ht, this, key)
endmethod
//call tb.remove(294080)
method remove takes integer key returns nothing
call RemoveSavedInteger(ht, this, key)
endmethod
//Remove all data from a Table instance
method flush takes nothing returns nothing
call FlushChildHashtable(ht, this)
endmethod
//local Table tb = Table.create()
static method create takes nothing returns Table
local Table this = dex.list[0]
if this == 0 then
set this = more + 1
set more = this
else
set dex.list[0] = dex.list[this]
call dex.list.remove(this) //Clear hashed memory
endif
debug set dex.list[this] = -1
return this
endmethod
// Removes all data from a Table instance and recycles its index.
//
// call tb.destroy()
//
method destroy takes nothing returns nothing
debug if dex.list[this] != -1 then
debug call BJDebugMsg("Table Error: Tried to double-free instance: " + I2S(this))
debug return
debug endif
call this.flush()
set dex.list[this] = dex.list[0]
set dex.list[0] = this
endmethod
//! runtextmacro optional TABLE_BC_METHODS()
endstruct
//! runtextmacro optional TABLE_BC_STRUCTS()
struct TableArray extends array
//Returns a new TableArray to do your bidding. Simply use:
//
// local TableArray ta = TableArray[array_size]
//
static method operator [] takes integer array_size returns TableArray
local Table tb = dex.size[array_size] //Get the unique recycle list for this array size
local TableArray this = tb[0] //The last-destroyed TableArray that had this array size
debug if array_size <= 0 then
debug call BJDebugMsg("TypeError: Invalid specified TableArray size: " + I2S(array_size))
debug return 0
debug endif
if this == 0 then
set this = less - array_size
set less = this
else
set tb[0] = tb[this] //Set the last destroyed to the last-last destroyed
call tb.remove(this) //Clear hashed memory
endif
set dex.size[this] = array_size //This remembers the array size
return this
endmethod
//Returns the size of the TableArray
method operator size takes nothing returns integer
return dex.size[this]
endmethod
//This magic method enables two-dimensional[array][syntax] for Tables,
//similar to the two-dimensional utility provided by hashtables them-
//selves.
//
//ta[integer a].unit[integer b] = unit u
//ta[integer a][integer c] = integer d
//
//Inline-friendly when not running in debug mode
//
method operator [] takes integer key returns Table
static if DEBUG_MODE then
local integer i = this.size
if i == 0 then
call BJDebugMsg("IndexError: Tried to get key from invalid TableArray instance: " + I2S(this))
return 0
elseif key < 0 or key >= i then
call BJDebugMsg("IndexError: Tried to get key [" + I2S(key) + "] from outside TableArray bounds: " + I2S(i))
return 0
endif
endif
return this + key
endmethod
//Destroys a TableArray without flushing it; I assume you call .flush()
//if you want it flushed too. This is a public method so that you don't
//have to loop through all TableArray indices to flush them if you don't
//need to (ie. if you were flushing all child-keys as you used them).
//
method destroy takes nothing returns nothing
local Table tb = dex.size[this.size]
debug if this.size == 0 then
debug call BJDebugMsg("TypeError: Tried to destroy an invalid TableArray: " + I2S(this))
debug return
debug endif
if tb == 0 then
//Create a Table to index recycled instances with their array size
set tb = Table.create()
set dex.size[this.size] = tb
endif
call dex.size.remove(this) //Clear the array size from hash memory
set tb[this] = tb[0]
set tb[0] = this
endmethod
private static Table tempTable
private static integer tempEnd
//Avoids hitting the op limit
private static method clean takes nothing returns nothing
local Table tb = .tempTable
local integer end = tb + 0x1000
if end < .tempEnd then
set .tempTable = end
call ForForce(bj_FORCE_PLAYER[0], function thistype.clean)
else
set end = .tempEnd
endif
loop
call tb.flush()
set tb = tb + 1
exitwhen tb == end
endloop
endmethod
//Flushes the TableArray and also destroys it. Doesn't get any more
//similar to the FlushParentHashtable native than this.
//
method flush takes nothing returns nothing
debug if this.size == 0 then
debug call BJDebugMsg("TypeError: Tried to flush an invalid TableArray instance: " + I2S(this))
debug return
debug endif
set .tempTable = this
set .tempEnd = this + this.size
call ForForce(bj_FORCE_PLAYER[0], function thistype.clean)
call this.destroy()
endmethod
endstruct
endlibrary
//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=0
//TESH.alwaysfold=0
/**************************************************************
*
* RegisterPlayerUnitEvent
* v5.1.0.1
* By Magtheridon96
*
* I would like to give a special thanks to Bribe, azlier
* and BBQ for improving this library. For modularity, it only
* supports player unit events.
*
* Functions passed to RegisterPlayerUnitEvent must either
* return a boolean (false) or nothing. (Which is a Pro)
*
* Warning:
* --------
*
* - Don't use TriggerSleepAction inside registered code.
* - Don't destroy a trigger unless you really know what you're doing.
*
* API:
* ----
*
* - function RegisterPlayerUnitEvent takes playerunitevent whichEvent, code whichFunction returns nothing
* - Registers code that will execute when an event fires.
* - function RegisterPlayerUnitEventForPlayer takes playerunitevent whichEvent, code whichFunction, player whichPlayer returns nothing
* - Registers code that will execute when an event fires for a certain player.
* - function GetPlayerUnitEventTrigger takes playerunitevent whichEvent returns trigger
* - Returns the trigger corresponding to ALL functions of a playerunitevent.
*
**************************************************************/
library RegisterPlayerUnitEvent // Special Thanks to Bribe and azlier
globals
private trigger array t
endglobals
function RegisterPlayerUnitEvent takes playerunitevent p, code c returns nothing
local integer i = GetHandleId(p)
local integer k = 15
if t[i] == null then
set t[i] = CreateTrigger()
loop
call TriggerRegisterPlayerUnitEvent(t[i], Player(k), p, null)
exitwhen k == 0
set k = k - 1
endloop
endif
call TriggerAddCondition(t[i], Filter(c))
endfunction
function RegisterPlayerUnitEventForPlayer takes playerunitevent p, code c, player pl returns nothing
local integer i = 16 * GetHandleId(p) + GetPlayerId(pl)
if t[i] == null then
set t[i] = CreateTrigger()
call TriggerRegisterPlayerUnitEvent(t[i], pl, p, null)
endif
call TriggerAddCondition(t[i], Filter(c))
endfunction
function GetPlayerUnitEventTrigger takes playerunitevent p returns trigger
return t[GetHandleId(p)]
endfunction
endlibrary
//TESH.scrollpos=0
//TESH.alwaysfold=0
//! zinc
library RespawnSystem requires Table, TimerUtils, optional RegisterPlayerUnitEvent /* v1.1
*************************************************************************************
*
* by mckill2009
* - My first ever system written in Zinc.
*
*************************************************************************************
*
* Respawns the same unit(s) at the same point and facing angle with customable effects and delay.
*
*************************************************************************************
*
* Required Libraries:
* Table by Bribe (www.hiveworkshop.com/forums/jass-resources-412/snippet-new-table-188084)
* TimerUtils by Vexorian (www.wc3c.net/showthread.php?t=101322)
*
* Optional Library:
* RegisterPlayerUnitEvent by Magtheridon96 (http://www.hiveworkshop.com/forums/jass-resources-412/snippet-registerplayerunitevent-203338/)
*
*************************************************************************************
*
* Installation:
* Just copy all the required libraries and this script to your map and follow the
* API callings or refer to the DEMO trigger.
*
*************************************************************************************
*
* API:
* public static method register(unit u)
* - call RespawnSystem.register(UNIT)
* - Sets the unit to respawn in simple manner
*
* public static method registerEx(unit u, real delay, string sfx, player pl)
* - call RespawnSystem.registerEx(UNIT, custom delay, custom effect, owner player)
* - Respawns with configurables
*
* public static method remove(unit u)
* - call RespawnSystem.remove(UNIT)
* - Unit will not be respawned again
*
*************************************************************************************/
{
constant real DEFAULT_DELAY = 5;
constant string DEFAULT_SFX = "";
Table chk;
public struct RespawnSystem
{
unit u;
real x;
real y;
real f;
real del;
string sfx;
player pl;
integer id;
static method respawnNow()
{
timer t = GetExpiredTimer();
thistype this = GetTimerData(t);
thistype new = thistype.allocate();
unit nonHero;
if (IsUnitType(this.u, UNIT_TYPE_HERO)) {
ReviveHero(this.u, this.x, this.y, true);
chk[GetHandleId(this.u)] = new;
} else {
nonHero = CreateUnit(this.pl, this.id, this.x, this.y, this.f);
if (this.sfx != "")
{DestroyEffect(AddSpecialEffectTarget(this.sfx, u, "origin"));}
chk[GetHandleId(nonHero)] = new;
nonHero = null;
}
new.x = this.x;
new.y = this.y;
new.f = this.f;
new.del = this.del;
new.sfx = this.sfx;
new.pl = this.pl;
this.pl = null;
this.u = null;
ReleaseTimer(t);
chk.remove(id);
this.deallocate();
t = null;
}
static method death()->boolean
{
thistype this;
unit u = GetTriggerUnit();
if (chk.has(GetHandleId(u))) {
this = chk[GetHandleId(u)];
this.id = GetUnitTypeId(u);
this.u = u;
TimerStart(NewTimerEx(this), this.del, false, function thistype.respawnNow);
}
u = null;
return false;
}
static method onInit()
{
static if (LIBRARY_RegisterPlayerUnitEvent) {
RegisterPlayerUnitEvent(EVENT_PLAYER_UNIT_DEATH, function thistype.death);
} else {
trigger t = CreateTrigger();
TriggerRegisterAnyUnitEventBJ(t,EVENT_PLAYER_UNIT_DEATH);
TriggerAddCondition(t,function thistype.death);
t = null;
}
chk = Table.create();
}
/*****************************************************************
* API:
******************************************************************/
public static method register(unit u)
{
thistype this = thistype.allocate();
chk[GetHandleId(u)] = this;
this.id = GetUnitTypeId(u);
this.x = GetUnitX(u);
this.y = GetUnitY(u);
this.f = GetUnitFacing(u);
this.del = DEFAULT_DELAY;
this.sfx = DEFAULT_SFX;
this.pl = GetOwningPlayer(u);
}
public static method registerEx(unit u, real delay, string sfx, player pl)
{
thistype this = thistype.allocate();
chk[GetHandleId(u)] = this;
this.x = GetUnitX(u);
this.y = GetUnitY(u);
this.f = GetUnitFacing(u);
this.del = delay;
this.sfx = sfx;
this.pl = GetOwningPlayer(u);
if (pl==null) {
this.pl = GetOwningPlayer(u);
}
}
public static method remove(unit u)
{chk.remove(GetHandleId(u));}
}
}
//! endzinc