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[JASS] How to use this code?

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Xar

Xar

Level 2
Joined
Oct 11, 2007
Messages
20
I want to use this code here: http://www.wc3sear.ch/index.php?p=JASS&ID=244&sid=

but i dont know how to set it up. I put booth codes in the place for own scripts and WE say "Variablenname erwartet" and "Name erwartet" at the name
Code:
udg_WPTopRightCorner
in the initialization script. I dont know why.

And what does Kattana mean with
Also be sure to replace InitGameCache("wpsystem"), InitGameCache("listcache"), and InitGameCache("jasslocalvars.w3v") with global variables to prevent leaks.
?

Can you give me some sort of dummy save explanation how to get it work? I am not new to programming but Jass is strange in some way.
 

Xar

Xar

Level 2
Joined
Oct 11, 2007
Messages
20
JASS:
// ********************************* 
// Handle Converters 
// *********************************  
 
function HandleToInt takes handle h returns integer
  return h
  return 0
endfunction 

function IntToHandle takes integer i returns handle
  return i
  return null 
endfunction  
 
// ********************************* 
// Local Vars Utility 
// ********************************* 
  
function LocalVars takes nothing returns gamecache  
  return InitGameCache("jasslocalvars.w3v") 
endfunction   

function SetHandleHandle takes handle subject, string name, handle value returns nothing
  if value==null then
    call FlushStoredInteger(LocalVars(),I2S(HandleToInt(subject)),name)
  else 
    call StoreInteger(LocalVars(), I2S(HandleToInt(subject)), name, HandleToInt(value))
  endif 
endfunction  
 
function SetHandleInt takes handle subject, string name, integer value returns nothing
  if value==0 then
    call FlushStoredInteger(LocalVars(),I2S(HandleToInt(subject)),name)
  else
    call StoreInteger(LocalVars(), I2S(HandleToInt(subject)), name, value)
  endif 
endfunction 
  
function SetHandleReal takes handle subject, string name, real value returns nothing
  if value==0 then
    call FlushStoredReal(LocalVars(), I2S(HandleToInt(subject)), name)
  else
    call StoreReal(LocalVars(), I2S(HandleToInt(subject)), name, value)
  endif 
endfunction 
  
function SetHandleString takes handle subject, string name, string value returns nothing
  if value == "" or value == null then
    call FlushStoredString(LocalVars(), I2S(HandleToInt(subject)), name)
  else
    call StoreString(LocalVars(), I2S(HandleToInt(subject)), name, value)
  endif
endfunction  
 
function GetHandleHandle takes handle subject, string name returns handle  
  return GetStoredInteger(LocalVars(), I2S(HandleToInt(subject)), name)  
  return null 
endfunction 

function GetHandleInt takes handle subject, string name returns integer  
  return GetStoredInteger(LocalVars(), I2S(HandleToInt(subject)), name) 
endfunction 

function GetHandleReal takes handle subject, string name returns real
  return GetStoredReal(LocalVars(), I2S(HandleToInt(subject)), name) 
endfunction  
 
function GetHandleUnit takes handle subject, string name returns unit
  return GetStoredInteger(LocalVars(), I2S(HandleToInt(subject)), name)  
  return null 
endfunction 

function GetHandleTimer takes handle subject, string name returns timer
  return GetStoredInteger(LocalVars(), I2S(HandleToInt(subject)), name)
  return null
endfunction 

function GetHandleString takes handle subject, string name returns string
  return GetStoredString(LocalVars(), I2S(HandleToInt(subject)), name) 
endfunction   

function FlushHandleLocals takes handle subject returns nothing
  call FlushStoredMission(LocalVars(), I2S(HandleToInt(subject)) ) 
endfunction  
       
// ********************************* 
// List Utility 
// *********************************  
     
// The cache storing the lists 
function ListCache takes nothing returns gamecache  
  return InitGameCache("listcache") 
endfunction   

// Returns a pointer to a new list. Old pointers are not recycled! 
function ListNew takes nothing returns integer  
  local gamecache gc = ListCache()  
  local integer n = GetStoredInteger(gc, "lists", "count")
  call StoreInteger(gc, "lists", "count", n+1)
  return n 
endfunction   

// Returns the length of the list 
function ListLength takes integer list returns integer
  return GetStoredInteger(ListCache(), "list"+I2S(list), "length")
endfunction   

// Returns the value of an item 
function ListGet takes integer list, integer index returns integer
  return GetStoredInteger(ListCache(), "list"+I2S(list), "item"+I2S(index)) 
endfunction   

// Changes the value of a list item, and increases the length of the list if necessary 
function ListSetValue takes integer list, integer index, integer value returns nothing
  local gamecache gc = ListCache()
  call StoreInteger(gc, "list"+I2S(list), "item"+I2S(index), value)
  if ( index >= ListLength(list) ) then
    call StoreInteger(gc, "list"+I2S(list), "length", index+1)
  endif 
endfunction   

// Adds an item at the end of a list 
function ListAdd takes integer list, integer value returns nothing
  call ListSetValue(list, ListLength(list), value) 
endfunction   

// Removes the last item in a list 
function ListRemoveLast takes integer list returns nothing
  local gamecache gc = ListCache()
  local integer index = ListLength(list)-1
  call FlushStoredInteger(gc, "list"+I2S(list), "item"+I2S(index))
  if ( index >= 0 ) then
    call StoreInteger(gc, "list"+I2S(list), "length", index)  
  endif 
endfunction   

// Inserts an item in a list 
function ListInsert takes integer list, integer index, integer value returns nothing
  local integer i = ListLength(list)  
  loop // Push all items beyond index 
    exitwhen i <= index 
    call ListSetValue(list, i, ListGet(list, i-1))
    set i = i - 1 
  endloop
  call ListSetValue(list, index, value) 
endfunction   

// Adds listB to the end of listA 
function ListAddList takes integer listA, integer listB returns nothing
  local integer i = 0
  local integer max = ListLength(listB)
  local integer index = ListLength(listA)
  loop  
    exitwhen i >= max 
    call ListSetValue(listA, index+i, ListGet(listB, i))
    set i = i + 1
  endloop 
endfunction   

// Deletes the list 
function ListClear takes integer list returns nothing
  call FlushStoredMission(ListCache(), "list"+I2S(list))
endfunction   

// Removes an item from the list. All items beyond this will be pulled one index down 
function ListRemove takes integer list, integer index returns nothing
  local integer i = index 
  local integer max = ListLength(list)
  loop  
    exitwhen i >= max 
    call ListSetValue(list, i, ListGet(list, i+1))
    set i = i + 1 
  endloop  
  call ListRemoveLast(list)
endfunction   

// Finds an item with the value, beginning the search at start. (Use 0 for a complete search) 
// Returns the index or -1 if not found 
function ListFind takes integer list, integer value, integer start returns integer
  local integer i = start 
  local integer max = ListLength(list)
  loop  
    exitwhen i >= max 
    if ( ListGet(list, i) == value ) then  
      return i 
    endif
    set i = i + 1
  endloop
  return -1
endfunction   

// Returns a copy of the list 
function ListClone takes integer list returns integer
  local integer new = ListNew()
  call ListAddList(new, list)
  return new 
endfunction 
  
// Returns the value of the item in question, used in ListFilter's filter parameter 
function ListFilterValue takes nothing returns integer
  return GetStoredInteger(ListCache(), "lists", "filtervalue") 
endfunction
 
// Returns the value of the item in question, used in ListFilter's filter parameter 
function ListFilterIndex takes nothing returns integer
  return GetStoredInteger(ListCache(), "lists", "filterindex") 
endfunction   

// Removes all items NOT matching filter. Returns the amount of items removed 
function ListFilter takes integer list, boolexpr filter returns integer
  local integer n = ListLength(list)
  local integer i = 0
  local integer o = 0
  local trigger trg = CreateTrigger()
  local triggercondition c = TriggerAddCondition(trg, filter)
  local gamecache gc = ListCache()
  local integer removed = 0
  local boolean array remove
  loop  
    exitwhen i >= n 
    call StoreInteger(gc, "lists", "filtervalue", ListGet(list, i))
    call StoreInteger(gc, "lists", "filterindex", i)
    if ( not TriggerEvaluate(trg) ) then
      set remove[i] = true  
      set removed = removed + 1
    endif
    set i = i + 1
  endloop
  call TriggerRemoveCondition(trg, c)
  call DestroyTrigger(trg) 
  if ( removed == 0 ) then
    return 0 
  endif
  set i = 0
  loop
    exitwhen i >= n-removed
    loop  
      exitwhen not remove[i+o]
      set o = o + 1
    endloop
    if ( o != 0 ) then  
      call ListSetValue(list, i, ListGet(list, i+o))
    endif
    set i = i + 1
  endloop
  loop  
    exitwhen i >= n 
    call FlushStoredInteger(gc, "list"+I2S(list), "item"+I2S(i))
    set i = i + 1 
  endloop  
  call StoreInteger(gc, "list"+I2S(list), "length", n-removed)
  return removed 
endfunction   

// Will display the whole list to all players. 
// For example: list0(12, 1, 68, 42, 1, 3, 8) 
function ListDebug takes integer list returns nothing
  local integer n = ListLength(list)
  local integer i = 0
  local string s = "list"+I2S(list)+"("  
  loop  
    exitwhen i >= n 
    set s = s + I2S(ListGet(list, i))
    if ( i != n-1 ) then  
      set s = s + ", "  
    endif
    set i = i + 1
  endloop 
  set s = s + ")"
  call DisplayTextToForce(GetPlayersAll(), s)
endfunction  
             
// ************************************** 
// Waypoint Utility 
// **************************************   

function WPCache takes nothing returns gamecache
  return InitGameCache("wpsystem")
endfunction 

function GetWPConnectCount takes integer wp returns integer
  return GetStoredInteger(InitGameCache("wpsystem"), "wp"+I2S(wp), "connects") 
endfunction   

function WPListClear takes nothing returns nothing
  call FlushStoredMission(WPCache(), "wplist")
endfunction 

function WPSetTarget takes integer wp returns nothing
  call StoreInteger(WPCache(), "wp", "target", wp) 
endfunction 

function WPGetTarget takes nothing returns integer
  return GetStoredInteger(WPCache(), "wp", "target") 
endfunction 

function WPSetDist takes real dist returns nothing
  call StoreReal(WPCache(), "wp", "dist", dist) 
endfunction
 
function WPGetDist takes nothing returns real
  return GetStoredReal(WPCache(), "wp", "dist") 
endfunction 

function WPListPost takes integer wp, real dist returns boolean
  local real d = GetStoredReal(WPCache(), "wplist", "wp"+I2S(wp))
  if ( d <= dist and d != 0 ) then
    return false  
  endif
  call StoreReal(WPCache(), "wplist", "wp"+I2S(wp), dist)
  return true 
endfunction   

function WPX takes integer wp returns real
  return GetStoredReal(WPCache(), "wp"+I2S(wp), "x") 
endfunction 

function WPY takes integer wp returns real
  return GetStoredReal(WPCache(), "wp"+I2S(wp), "y") 
endfunction   

function WPDist takes integer wp1, integer wp2 returns real
  local gamecache gc = WPCache()
  local real dx = GetStoredReal(gc, "wp"+I2S(wp1), "x") - GetStoredReal(gc, "wp"+I2S(wp2), "x")
  local real dy = GetStoredReal(gc, "wp"+I2S(wp1), "y") - GetStoredReal(gc, "wp"+I2S(wp2), "y")
  return dx*dx + dy*dy 
endfunction

function NewWaypoint takes real x, real y returns integer
  local gamecache gc = WPCache()
  local integer id = GetStoredInteger(gc, "wp", "wpcounter") // Get unique id 
  call StoreInteger(gc, "wp", "wpcounter", id+1) // Increase reference
  call StoreReal(gc, "wp"+I2S(id), "x", x)
  call StoreReal(gc, "wp"+I2S(id), "y", y)
  return id 
endfunction 

// Only tests if they are directly connected. 
function AreWaypointsConnected takes integer wp1, integer wp2 returns boolean
  local gamecache gc = WPCache()
  local integer i
  local integer max = GetWPConnectCount(wp1)
  if ( GetWPConnectCount(wp2) < max ) then 
    set max = GetWPConnectCount(wp2)
    set i = wp1
    set wp1 = wp2
    set wp2 = wp1
  endif
  set i = 0
  loop 
    exitwhen i >= max
    if ( GetStoredInteger(gc, "wp"+I2S(wp1), "connect"+I2S(i)) == wp2 ) then
      return true  
    endif
    set i = i + 1 
  endloop  
  return false 
endfunction 

function ConnectWaypoints takes integer wp1, integer wp2 returns nothing
  local gamecache gc = WPCache()
  local integer n = GetStoredInteger(gc, "wp"+I2S(wp1), "connects")
  if ( AreWaypointsConnected(wp1, wp2) ) then  
    return  
  endif  
  call StoreInteger(gc, "wp"+I2S(wp1), "connect"+I2S(n), wp2)
  call StoreInteger(gc, "wp"+I2S(wp1), "connects", n+1)
  set n = GetStoredInteger(gc, "wp"+I2S(wp2), "connects")
  call StoreInteger(gc, "wp"+I2S(wp2), "connect"+I2S(n), wp1)
  call StoreInteger(gc, "wp"+I2S(wp2), "connects", n+1) 
endfunction 

function WPIterateConnections takes integer wp, real dist, integer list, integer level returns boolean
  local integer i = 0 
  local integer m = GetWPConnectCount(wp)
  local integer id 
  local real d
  local boolean r = false
  if ( wp == WPGetTarget() ) then  
    call ListSetValue(list, level, wp)
    return true
  endif
  loop
    exitwhen i >= m
    set id = GetStoredInteger(WPCache(), "wp"+I2S(wp), "connect"+I2S(i))
    set d = WPDist(wp, id) + dist
    if ( id != wp and WPListPost(id, d) ) then
      if ( WPIterateConnections(id, d, list, level+1) ) then
        call ListSetValue(list, level, wp)
        set r = true
      endif
    endif
    set i = i + 1
  endloop
  return r 
endfunction   

function GetWaypointPathList takes integer wpstart, integer wpend returns integer
  local integer list = ListNew()
  call WPListClear()
  call WPSetTarget(wpend)
  if ( not WPIterateConnections(wpstart, 1, list, 0) ) then
    call ListClear(list)
    return -1
  endif
  return list
endfunction   

function WPIterateSmall takes integer wp, real x, real y returns nothing
  local gamecache gc = WPCache()
  local real dx = WPX(wp) - x
  local real dy = WPY(wp) - y
  local real dist = dx*dx + dy*dy
  local integer i = 0
  local integer n = GetWPConnectCount(wp)
  local integer id 
  if ( not WPListPost(wp, 1)) then
    return  
  endif
  if ( dist < GetStoredReal(gc, "wp", "mindist") ) then
    call StoreReal(gc, "wp", "mindist", dist)
    call StoreInteger(gc, "wp", "mindistwp", wp)
  endif
  loop  
    exitwhen i >= n 
    set id = GetStoredInteger(gc, "wp"+I2S(wp), "connect"+I2S(i))
    call WPIterateSmall(id, x, y)
    set i = i + 1
  endloop 
endfunction   

// Gets the waypoint closest to (x,y) that is somehow connected to wp 
function GetClosestWaypoint takes real x, real y, integer wp returns integer
  local gamecache gc = WPCache()
  local real dx = WPX(wp) - x
  local real dy = WPY(wp) - y
  local integer i = 0
  call WPListClear()
  call StoreReal(gc, "wp", "mindist", dx*dx+dy*dy)
  call StoreInteger(gc, "wp", "mindistwp", wp) 
  call WPIterateSmall(wp, x, y)
  return GetStoredInteger(gc, "wp", "mindistwp") 
endfunction   

function UnitStopFollowWaypointPath takes unit u returns nothing
  local timer t = GetHandleTimer(u, "wptimer")
  local integer list = GetHandleInt(t, "list")
  call ListClear(list)
  call FlushHandleLocals(t)
  call SetHandleHandle(u, "wptimer", null)
  call DestroyTimer(t) 
endfunction   

function IsOrderFromWP takes nothing returns boolean
  return GetStoredBoolean(WPCache(), "wp", "wp"+I2S(HandleToInt(GetOrderedUnit()))+"order")
endfunction 

function SetOrderFromWP takes unit u, boolean b returns nothing
  call StoreBoolean(WPCache(), "wp", "wp"+I2S(HandleToInt(u))+"order", b) 
endfunction   

function UnitGotoWaypoint_Loop takes nothing returns nothing
  local timer t = GetExpiredTimer()
  local unit u = GetHandleUnit(t, "u")
  local string order = GetHandleString(t, "order")
  local integer list = GetHandleInt(t, "list")
  local integer level = GetHandleInt(t, "level")
  local integer wp = ListGet(list, level)
  local real dx = GetUnitX(u) - WPX(wp)
  local real dy = GetUnitY(u) - WPY(wp)
  local real dist = dx*dx + dy*dy
  if ( dist <= 400*400 ) then
    set level = level + 1
    set wp = ListGet(list, level)
    if ( wp == 0 ) then // Target waypoint reached
      call UnitStopFollowWaypointPath(u)  
    else // Goto next waypoint
      call SetOrderFromWP(u, true)
      call IssuePointOrder(u, order, WPX(wp), WPY(wp))
      call SetOrderFromWP(u, false)
      call SetHandleInt(t, "level", level)
    endif
  endif
  if ( GetUnitCurrentOrder(u) != OrderId(order) ) then
    call UnitStopFollowWaypointPath(u)
  endif 
endfunction   

// Lets unit u move to waypoint wp through the shortest waypointed path. 
// If attack=true he will be ordered to attack-move instead of just move 
function UnitGotoWaypoint takes unit u, integer wp, boolean attack returns nothing
  local integer wpstart = GetClosestWaypoint(GetUnitX(u), GetUnitY(u), wp)
  local integer list = GetWaypointPathList(wpstart, wp)
  local timer t = CreateTimer()
  local string order = "move"
  if ( attack ) then
    set order = "attack"
  endif
  call SetHandleHandle(t, "u", u)
  call SetHandleInt(t, "list", list)
  call SetHandleString(t, "order", order)
  call SetHandleHandle(u, "wptimer", t)
  call SetOrderFromWP(u, true)
  call IssuePointOrder(u, order, WPX(ListGet(list, 0)), WPY(ListGet(list, 0)))
  call SetOrderFromWP(u, false)
  call TimerStart(t, 1, true, function UnitGotoWaypoint_Loop) 
endfunction

//------------------------------------------------------------------------
//------------------------------------------------------------------------

function InitWaypoints takes nothing returns nothing
  local integer array p
  // Make a square of waypoints  
  set p[0] = NewWaypoint(100, 100)  
  set udg_WPTopRightCorner = p[0]
  set p[1] = NewWaypoint(-100, 100)
  set p[2] = NewWaypoint(-100, -100)
  set p[3] = NewWaypoint(100, -100)
  call ConnectWaypoints(p[0], p[1])
  call ConnectWaypoints(p[1], p[2])
  call ConnectWaypoints(p[2], p[3])
  call ConnectWaypoints(p[3], p[0]) 
endfunction   

function UnitGotoTopRightCorner takes unit u returns nothing
  call UnitGotoWaypoint(u, udg_WPTopRightCorner, false) 
endfunction
 

Xar

Xar

Level 2
Joined
Oct 11, 2007
Messages
20
I have it implemented, thanx for help, but in tests the unit moves only to the first point in the list, not to the point i want.

Example:
Code:
x-------------------------x             X < actual unit position
^ Finisch                 ^ other point, unit has to go over it

It doesent matter in Which order i connect point 0 and 1 oder sert the variable, the unit stops every time at point 1
JASS:
function InitWaypointsLeft takes nothing returns nothing
  local integer array p
  set p[0] = NewWaypoint(-3300, 100)
  set p[1] = NewWaypoint(-800, 100)   
  set udg_WPLeft = p[0]
  call ConnectWaypoints(p[0], p[1])
  call ConnectWaypoints(p[1], p[0])
endfunction
function UnitGotoLeftSide takes unit u returns nothing
  call UnitGotoWaypoint(u, udg_WPLeft, false) 
endfunction

Has someone an idea how to get the wanted behaviour?
 
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