/*----------------------------------------------------------------------------*- ======================================== y_playerarray - Bit arrays of players! ======================================== Description: This code provides arrays of players who can do things. This is for support of the text system which can take arrays of player ids, bit arrays or just a single ID. Legal: Version: MPL 1.1 The contents of this file are subject to the Mozilla Public License Version 1.1 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.mozilla.org/MPL/ Software distributed under the License is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License for the specific language governing rights and limitations under the License. The Original Code is the SA:MP script information include. The Initial Developer of the Original Code is Alex "Y_Less" Cole. Portions created by the Initial Developer are Copyright (C) 2008 the Initial Developer. All Rights Reserved. Contributors: ZeeX, koolk Thanks: Peter, Cam - Support. ZeeX - Very productive conversations. koolk - IsPlayerinAreaEx code. TheAlpha - Danish translation. breadfish - German translation. Fireburn - Dutch translation. yom - French translation. 50p - Polish translation. Zamaroht - Spanish translation. Dracoblue, sintax, mabako, Xtreme, other coders - Producing other modes for me to strive to better. Pixels^ - Running XScripters where the idea was born. Matite - Pestering me to release it and using it. Very special thanks to: Thiadmer - PAWN. Kye/Kalcor - SA:MP. SA:MP Team past, present and future - SA:MP. Version: 1.0 Changelog: 29/11/10: First version -*----------------------------------------------------------------------------*/ #include #include #include #define PA_TYPE_NONE (-1) #define PA_TYPE_BOOL (-2) #define PA_TYPE_ID (-3) #define PA_TYPE_PA (-4) #define PlayerArray:%0<%1> Bit:%0[%1]//={Bit:-1} #define PA_DEC<%0> static stock PlayerArray:_YSI_g_sPlayerDataA[%0];//const _YSI_g_sPlayerDataS=%0; #define PA_INT<%0,%2> PA_Init(_YSI_g_sPlayerDataA[(%0)],(%2)); #define PA_ADD<%0,%1> PA+(_YSI_g_sPlayerDataA[(%0)],(%1)); #define PA_REM<%0,%1> PA-(_YSI_g_sPlayerDataA[(%0)],(%1)); #define PA_SET<%0,%1,%2> (%2)?(PA+(_YSI_g_sPlayerDataA[(%0)],(%1))):(PA-(_YSI_g_sPlayerDataA[(%0)],(%1))); //#define PA_Init() {Bit:-1} stock PA_Init(Bit:a[], bool:init = false, s = bits) { --s; new Bit:m = init ? (Bit:-1) : (Bit:0); a[0] = Bit:PA_TYPE_PA; while (s) { a[s--] = m; } } //#define PA_Get(%1,%2) bool:(%1[Bit_Slot(%2)+1]&Bit_Mask(%2)) /*stock PA_Assign(PlayerArray:array<>, slot, value, count = bitsof (array)) { if (slot >= count) return; if (set) array[Bit_Slot(slot) + 1] |= Bit_Mask(slot); else array[Bit_Slot(slot) + 1] &= ~Bit_Mask(slot); }*/ stock Bit:operator+(Bit:oper2, PlayerArray:oper1) { return oper2 | Bit_Mask(_:oper1); } stock Bit:operator-(Bit:oper2, PlayerArray:oper1) { return oper2 & ~Bit_Mask(_:oper1); } stock bool:operator==(Bit:oper2, PlayerArray:oper1) { return bool:(oper2 & Bit_Mask(_:oper1)); } stock bool:operator!=(Bit:oper2, PlayerArray:oper1) { return !(oper2 & Bit_Mask(_:oper1)); } /*stock Bit:operator&(Bit:oper2, PlayerArray:oper1) { #pragma unused oper1 return oper2; } stock Bit:operator|(Bit:oper2, PlayerArray:oper1) { #pragma unused oper1 return oper2 & Bit_Mask(_:oper1); }*/ //#define PA%0(%1,%2) (Bit:(%1[Bit_Slot(%2)+1]%0=PlayerArray:(%2))&Bit_Mask(%2)) #define PA%0(%1,%2) (%1[Bit_Slot(%2)+1]%0=PlayerArray:(%2)) /*stock PA_Set(PlayerArray:array<>, slot, bool:set, count = bitsof (array)) { if (slot >= count) return; if (set) array[Bit_Slot(slot) + 1] |= Bit_Mask(slot); else array[Bit_Slot(slot) + 1] &= ~Bit_Mask(slot); }*/ #undef PlayerArray #define PlayerArray:%0<%1> Bit:%0[bits<%1>+1]//={Bit:-1}