sfall introduces new method of storing variables - arrays.
Array is basically a container which can store variable number of values (elements). Each element in array can be of any type. Arrays can be extremely useful for some more advanced scripting, in conjunction with loops.
See array function reference [here]({{ site.baseurl }}/array-functions/).
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## Arrays concept
Array elements are accessed by index or key. For example:
```c++
// this code puts some string in array "list" at index 5:
list[5] := "Value";
```
There are 2 different types of arrays currently available:
* **Lists** - a set of values with specific size (number of elements), where all elements have numeric indexes starting from zero (0) up to array length minus one.
Make sure to call `fix_array` if you want the new array to be available in the next frame or `save_array` if you want to use it for a longer period (see next section for details).
* **Saved**. If you want your array to really stay for a while, use function `save_array` to make any array "saved". However, they are, like permanent arrays, "deleted" from memory when loading game. In order to use them properly, you must load them from the savegame using `load_array` whenever you want to use them.
- if `size == -1`, creates map (associative array)
- if `size == -1` and `flags == 2`, creates a "lookup" map (associative array) in which the values of existing keys are read-only and can't be updated. This type of array allows you to store a zero (0) key value
* NOTE: in earlier versions (up to 4.1.3/3.8.13) the second argument is not used, just use 0
- there are number of special negative values of "size" which perform various operations on the array, use macros `sort_array`, `sort_array_reverse`, `reverse_array`, `shuffle_array` from **sfall.h** header
* There is an INI parameter **ArraysBehavior** in **Misc** section of ddraw.ini. If set to 0, all scripts which used sfall arrays before should work. This basically changes that `create_array` will create permanent arrays which are "saved" by default and their IDs are also permanent. It is 1 by default.
* __NOTE:__ Starting from sfall 4.3.3/3.8.33, the **ArraysBehavior** option is removed, and arrays always work in **ArraysBehavior=1** mode. Make sure to review your scripts if you need to save arrays into savegames.
Saved arrays are stored in **sfallgv.sav** file (in savegame) in new (more flexible) format, just after the old arrays. So basically, when you load older savegame, sfall will load arrays from old format and save them to new format on next game save. If you load savegame made with sfall 3.4 using sfall 3.3 (for example), the game shouldn't crash, but all arrays will be lost.
* Previously you had to specify size in bytes for array elements. This parameter is now ignored and you can store strings of arbitrary length in arrays.