/* * * * * _____ ______ ______ ____ ______ _ ______ __ ______ ____ _____ * * / ____| ____| ____| | _ \| ____| | / __ \ \ / / | ____/ __ \| __ \ * * | (___ | |__ | |__ | |_) | |__ | | | | | \ \ /\ / / | |__ | | | | |__) | * * \___ \| __| | __| | _ <| __| | | | | | |\ \/ \/ / | __|| | | | _ / * * ____) | |____| |____ | |_) | |____| |___| |__| | \ /\ / | | | |__| | | \ \ * * |_____/|______|______| |____/|______|______\____/ \/ \/ |_| \____/|_| \_\ * * * * _____ ____ _____ _ _ __ __ ______ _ _ _______ _______ _____ ____ _ _ * * | __ \ / __ \ / ____| | | | \/ | ____| \ | |__ __|/\|__ __|_ _/ __ \| \ | | * * | | | | | | | | | | | | \ / | |__ | \| | | | / \ | | | || | | | \| | * * | | | | | | | | | | | | |\/| | __| | . ` | | | / /\ \ | | | || | | | . ` | * * | |__| | |__| | |____| |__| | | | | |____| |\ | | |/ ____ \| | _| || |__| | |\ | * * |_____/ \____/ \_____|\____/|_| |_|______|_| \_| |_/_/ \_\_| |_____\____/|_| \_| * * * * This is required for technical reasons - to place it after `#endinput` to not generate * * multiple copies of it in XML when compiling with `-r`. * * * *//* 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 YSI framework. The Initial Developer of the Original Code is Alex "Y_Less" Cole. Portions created by the Initial Developer are Copyright C 2011 the Initial Developer. All Rights Reserved. Contributors: Y_Less koolk JoeBullet/Google63 g_aSlice/Slice Misiur samphunter tianmeta maddinat0r spacemud Crayder Dayvison Ahmad45123 Zeex irinel1996 Yiin- Chaprnks Konstantinos Masterchen09 Southclaws PatchwerkQWER m0k1 paulommu udan111 Thanks: JoeBullet/Google63 - Handy arbitrary ASM jump code using SCTRL. 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. Los - Portuguese 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, whose limits continue to amaze me! Kye/Kalcor - SA:MP. SA:MP Team past, present and future - SA:MP. Optional plugins: Gamer_Z - GPS. Incognito - Streamer. Me - sscanf2, fixes2, Whirlpool. */ /* ad88888ba d8" "8b ,d Y8, 88 `Y8aaaaa, ,adPPYba, MM88MMM 88 88 8b,dPPYba, `"""""8b, a8P_____88 88 88 88 88P' "8a `8b 8PP""""""" 88 88 88 88 d8 Y8a a8P "8b, ,aa 88, "8a, ,a88 88b, ,a8" "Y88888P" `"Ybbd8"' "Y888 `"YbbdP'Y8 88`YbbdP"' 88 88 */ #include "..\YSI_Internal\y_compilerdata" // "y_iterate" is always higher than "foreach". #define _Y_ITERATE_LOCAL_VERSION 43 #if __Pawn != 0x030A #define NO_CUSTOM_WARNINGS #endif #if !defined _inc_y_iterate // The stand-alone version looks for this symbol, even on the new compiler. #define _inc_y_iterate #endif // Extra macro so that those paranoid about accidentally including YSI can // ensure it never happens. #if defined NEVER_Y_ITERATE // Set `FOREACH_VERSION` as equal to whatever the version of the stand-alone // include is. #define FOREACH_VERSION _FOREACH_LOCAL_VERSION #undef _inc_y_iterate #undef _Y_ITERATE_LOCAL_VERSION #if defined _FOREACH_INC_TEST // This is `foreach` testing our version - nothing more need doing. #endinput #endif // Otherwise, include `foreach`. Don't use `#tryinclude`, since they want // a version of `foreach` and it would be an error to not give them one. #define _FOREACH_NO_TEST #include #endinput #endif // Foreach is testing us. #if defined _FOREACH_INC_TEST #if !defined _Y_ITERATE_FOUND // Set up so that you can use `FOREACH_VERSION` even if the older // stand-alone version doesn't support it. #define FOREACH_VERSION _FOREACH_LOCAL_VERSION #define _FOREACH_CUR_VERSION _Y_ITERATE_LOCAL_VERSION #endif #endinput #endif #if !defined _FOREACH_NO_TEST #define _FOREACH_INC_TEST // Ignore the broken stand-alone version. #define _foreach_included #tryinclude #undef _FOREACH_INC_TEST // exists - test which is newer. #if defined _FOREACH_LOCAL_VERSION #if _FOREACH_LOCAL_VERSION > _Y_ITERATE_LOCAL_VERSION // Foreach is newer. #if defined _inc_foreach #undef _inc_foreach #endif #define _FOREACH_NO_TEST // Actually include the code. #include // Mark the include as found and exit. #define FOREACH_VERSION _FOREACH_LOCAL_VERSION #define _FOREACH_INC_TEST #define _Y_ITERATE_FOUND #endinput #endif #elseif defined foreach && __COMPILER_FIRST_PASS // I made this a warning on compilers that supported them, but that's a // silly idea! #error The old include is no longer compatible with YSI. #endif #endif /** * *
* Description *
* Provides efficient looping through sparse data sets, such as connected * players. Significantly improved from the original version to be a generic * loop system, rather then purely a player loop system. When used for * players this has constant time O(n) for number of connected players (n), * unlike standard player loops which are O(MAX_PLAYERS), regardless of the * actual number of connected players. Even when n is MAX_PLAYERS this is * still faster. * * For extensive documentation on writing and using iterators, see this topic: * * * *
* Version *
* 0.4 *
* Functions *
* * Public *
    * Called when a player leaves to remove them. * Called when a player connects to add them. *
* Stock *
    * Displays the contents of the array. * Add a value to an iterator. * Remove a value from an iterator. * Get a random item from an iterator. * Gets the first free slot in the iterator. * Initialises a multi-dimensional iterator. *
* Inline *
    * Create a new iterator value set. * Wraps Iter_AddInternal. * Wraps Iter_RemoveInternal. * Wraps Iter_RandomInternal. * Gets the number of items in an iterator. * Wraps around Iter_ShowArray. * Wraps around Iter_FreeInternal. * Create a new iterator array value set. * Wraps Iter_AddInternal for arrays. * Wraps Iter_RemoveInternal for arrays. * Wraps Iter_RandomInternal for arrays. * Gets the number of items in an iterator array. * Wraps around Iter_ShowArray for arrays. * Wraps around Iter_FreeInternal for arrays. *
* Hooks *
    * Hook for the OnPlayerConnect callback. * Hook for the OnPlayerDisconnect callback. * Only exists to make the code compile correctly... *
* Keywords *
    * Command to loop an iterator. * Like foreach but without a new variable. * Command to loop through an iterator array. * Like foreach2 but without a new variable. *
* Tags *
    * Declare an iterator. *
* Variables *
* * Static *
    * Records wether Iter_OnPlayerConnect exists for speed. * Records wether Iter_OnPlayerDisconnect exists for speed. *
Compile options
    * Removed. * Remove the bot iterators for smaller code. * Remove all default code for player itteration. *
* Iterators *
    * List of all players connected. * List of all bots (npcs) connected. * Alias of Bot. * All players and bots. *
* Examples *
* * * * * Basic Iterators * *

* Basic iterators are simply collections of numbers - little more than an array. * A number is either in the array, or not in the array, y_iterate loops * through only the in numbers.

* *

Players

* * This code will loop through every player connected to the server. * * * foreach (new i : Player)
* {
* printf("player %d is connected", i);
* } *
*

* *

Vehicles

* * This code will loop through all the created vehicles on the server (including * those made in other running scripts). * * * foreach (new vid : Vehicle)
* {
* printf("vehicleid %d has been created", vid);
* } *
*

* *

Create An Iterator

* * To create your own iterator, first declare it, then add things to it, then loop * over it: * * * new
* Iterator:MyIter<100>; // First declare it (this has room for 100 items numbered 0-99).
* // Then add things to it.
* Iter_Add(MyIter, 0); // Fine.
* Iter_Add(MyIter, 55); // Fine.
* Iter_Add(MyIter, 100); // Will fail.
* // Then loop over it.
* foreach (new i : MyIter)
* {
* printf("%d", i); // Will print "0" then "55".
* } *
*

* * Special Iterators * *
*//** */ // Set `FOREACH_VERSION` as this file's version. #if defined FOREACH_VERSION #undef FOREACH_VERSION #endif #define FOREACH_VERSION _Y_ITERATE_LOCAL_VERSION #define _FOREACH_INC_TEST #define _Y_ITERATE_FOUND // Remove `_FOREACH_CUR_VERSION` incase someone includes an older version of // `foreach` later on that doesn't check if this symbol is already defined. #if defined _FOREACH_CUR_VERSION #undef _FOREACH_CUR_VERSION #endif #if !defined _samp_included #error "Please include a_samp or a_npc before foreach" #endif #if defined _YSI_SPECIAL_DEBUG #define PS_IS_PLAYER_CONNECTED(%0) (%0 != INVALID_PLAYER_ID) #else #define PS_IS_PLAYER_CONNECTED IsPlayerConnected #endif #define INVALID_ITERATOR_SLOT (cellmin) #define ITER_NONE (cellmin) // // _FOREACH_BOTS // // Should the "NPC", "Bot", and "Character" iterators be included by default? // Disabled by declaring "FOREACH_NO_BOTS". // #define _FOREACH_BOTS 0 #if defined IsPlayerNPC #define _FOREACH_BOT #if !defined FOREACH_NO_BOTS #undef _FOREACH_BOTS #define _FOREACH_BOTS 1 #endif #endif // // _FOREACH_LOCALS // // Should the "LocalActor" and "LocalVehicle" iterators be included? These only // loop through ones created by the current script, instead of through ones // created in any script. // #define _FOREACH_LOCALS 1 #if defined SendChat || defined FOREACH_NO_LOCALS #undef _FOREACH_LOCALS #define _FOREACH_LOCALS 0 #endif // // _FOREACH_VEHICLES // // Should the "Vehicle" iterator be included? "Vehicle" loops over all vehicles // created on the server, "LocalVehicle" iterates over vehicles created only in // the current script. They are the same when "YSI_NO_MASTER" is declared. // Disabled by declaring "FOREACH_NO_VEHICLES". // #define _FOREACH_VEHICLES 1 #if defined SendChat || defined FOREACH_NO_VEHICLES #undef _FOREACH_VEHICLES #define _FOREACH_VEHICLES 0 #endif // // _FOREACH_ACTORS // // Should the "Actor" iterator be included? "Actor" loops over all actors // created on the server, "LocalActor" iterates over actors created only in the // current script. They are the same when "YSI_NO_MASTER" is declared. // Disabled by declaring "FOREACH_NO_ACTORS". // #define _FOREACH_ACTORS 0 #if defined GetActorPos #if !defined FOREACH_NO_ACTORS #undef _FOREACH_ACTORS #define _FOREACH_ACTORS 1 #endif #endif // // _FOREACH_PLAYERS // // Should the "Player" iterator be included? If "_FOREACH_BOTS" is set, the // "Player" iterator only loops over human players, "NPC" and "Bot" loop over // computer players, and "Character" loops over them all. If "_FOREACH_BOTS" is // not set, then the "Player" iterator loops over every player in the server, // the same as "Character" would do otherwise, since it has no way to know if a // player is human or not. Disabled by declaring "FOREACH_NO_PLAYERS". // #define _FOREACH_PLAYERS 1 #if defined SendChat || defined FOREACH_NO_PLAYERS #undef _FOREACH_PLAYERS #define _FOREACH_PLAYERS 0 #endif // // _FOREACH_CHARACTERS // // Bot or Player iterators included. // #define _FOREACH_CHARACTERS (_FOREACH_BOTS || _FOREACH_PLAYERS) #if !defined BOTSYNC_IS_BOT forward Iter_OPDCInternal(playerid); #endif #include "y_foreach/macros" #include "..\YSI_Internal\y_natives" #include "..\YSI_Internal\y_shortfunc" #include "..\YSI_Internal\y_funcinc" #include "..\YSI_Core\y_debug" //#include "..\YSI_Coding\y_malloc" #include "y_foreach/impl" #include "..\YSI_Coding\y_hooks" #include "y_foreach/yield" #if _FOREACH_CHARACTERS || _FOREACH_VEHICLES || _FOREACH_ACTORS #include "..\YSI_Coding\y_hooks" #endif #if _FOREACH_VEHICLES || _FOREACH_ACTORS #include "..\YSI_Coding\y_remote" #endif #include "y_foreach/iterators" #if defined YSI_TESTS #include "..\YSI_Core\y_testing" #include "y_foreach/tests" #endif