#if defined _INC_y_playerarray #endinput #endif #define _INC_y_playerarray /** * *
* 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. *
* Version *
* 1.0 *
*//** *//* 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. */ #include "..\YSI_Internal\y_version" #include #include "..\YSI_Core\y_debug" #include "..\YSI_Data\y_bit" #define PA_TYPE_NONE (-1) #define PA_TYPE_BOOL (-2) #define PA_TYPE_ID (-3) #define PA_TYPE_PA (-4) #if defined _YSI_SPECIAL_DEBUG #define PS_IS_PLAYER_CONNECTED(%0) (%0 != INVALID_PLAYER_ID) #else #define PS_IS_PLAYER_CONNECTED IsPlayerConnected #endif // Redefined later on. This is just for internal use. #define PlayerArray:%0<%1> Bit:%0[%1] #define PA_INIT:%1, Bit:PA_TYPE_PA,Bit:(-1*_:%1),Bit:(-1*_:%1), stock PA_Init(Bit:a[], bool:init = false, s = bits) { P:3("PA_Init called: %i, %i, %i", _:a, _:init, s); //--s; new Bit:m = init ? (Bit:-1) : (Bit:0); a[0] = Bit:PA_TYPE_PA; while (s) { a[s--] = m; } } #define PA_FastInit(%0) %0[0]=Bit:PA_TYPE_PA #define PA_GetBit(%1,%2) (%1[((%2)>>>CELLSHIFT)+1]&Bit:(1<<((%2)&cellbits-1))) #define PA_Get(%1,%2) bool:PA_GetBit(Bit:%1,_:%2) #define PA_Let(%1,%2) %1[((%2)>>>CELLSHIFT)+1]|=Bit:(1<<((%2)&cellbits-1)) #define PA_Vet(%1,%2) %1[((%2)>>>CELLSHIFT)+1]&=Bit:~(1<<((%2)&cellbits-1)) #define PA_GetCount(%1) Bit_GetCount(%1[1],bits) #define PA_Slot(%0) (Bit_Slot(%0) + 1) #define PA_Mask(%0) (Bit_Mask(%0)) //#define PA_Set(%0,%1,%2) ((%2)?Bit_Let(%0,(%1)):Bit_Vet(%0,(%1))) stock PA_Set(PlayerArray:d<>, slot, bool:set) { P:3("PA_Set called: %s, %i, %i", Bit_Display(Bit:d[1]), slot, _:set); if (set) { PA_Let(d, slot); return 1; } else { PA_Vet(d, slot); return 0; } } stock Iter_Func@PA(start, PlayerArray:data<>) { P:3("YSI_gAPAFunc called: %s, %i", Bit_Display(Bit:data[1]), start); ++start; YSI_gAPAFunc_loop: new cur, i = Bit_Slot(start) + 1; if ((cur = (_:data[i] & (~((1 << start) - 1))))) { new ret = ((i - 1) * cellbits) + Cell_GetLowestBit(cur); // I'd like to replace this with code which doesn't call // IsPlayerConnected and doesn't use "goto", but it avoids massive tail // recursion (well, it is tail recursion which I've inlined). if (PS_IS_PLAYER_CONNECTED(ret)) { return ret; } else { //return YSI_gAPAFunc(data, ret); start = ret + 1; goto YSI_gAPAFunc_loop; } } ++i; while (i != bits + 1) { if ((cur = _:data[i])) { new ret = ((i - 1) * cellbits) + Cell_GetLowestBit(cur); if (PS_IS_PLAYER_CONNECTED(ret)) { return ret; } else { //return YSI_gAPAFunc(data, ret); start = ret + 1; goto YSI_gAPAFunc_loop; } } ++i; } return -1; } #define Iterator@PA iterstart(-1) #undef PlayerArray #define PlayerArray:%0<%1> Bit:%0[bits<%1>+1]//={Bit:-1}