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Expanded create/temp_array functions to allow creating a new "lookup" type of associative array (from Mr.Stalin)
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@@ -9,21 +9,21 @@ Array elements are accessed by index or key. For example:
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// this code puts some string in array "list" at index 5:
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list[5] := "Value";
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There are 2 different types of arrays currently available:
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1) 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.
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For example:
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// this creates list with 3 elements. Element "A" has index 0, element "B" has index 1, element "C" - 2
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list := ["A", "B", "C"];
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Limitations:
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- all indexes are numeric, starting from 0;
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- to assign value to a specific index, you must first resize array to contain this index
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(for example, if list is of size 3 (indexes from 0 to 2), you can't assign value to index 4 unless you change list size to 5 first).
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2) Maps (or associative arrays) - a set of key=>value pairs, where all elements (values) are accessed by corresponding keys.
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Differences from list:
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- maps don't have specific size (to assign values, you don't need to resize array first);
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@@ -37,24 +37,24 @@ Both array types have their pros and cons and are suited for different tasks.
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Basically arrays are implemented using number of new operators (scripting functions). But for ease of use, there are some new syntax elements:
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1) Accessing elements. Use square brackets:
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display_msg(arr[5]);
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mymap["price"] := 515.23;
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2) Alternative accessing for maps. Use dot:
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display_msg(mymap.name);
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mymap.price := 232.23;
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3) Array expressions. Create and fill arrays with just one expression:
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// create list with 5 values
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[5, 777, 0, 3.14, "Cool Value"]
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// create map:
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{5: "Five", "health": 50, "speed": 0.252}
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NOTES:
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NOTES:
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- make sure to call "fix_array" if you want new array to be available in the next frame or "save_array" if you want to use it for a longer period
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(see next section for details)
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@@ -64,16 +64,16 @@ NOTES:
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foreach (item in myarray) begin
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// this block is executed for each array element, where "item" contains current value on each step
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end
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// alternative syntax:
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foreach (key: item in myarray) begin
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// "key" will contain current key (or numeric index, for lists)
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end
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See "Script editor\docs\sslc readme.txt" file for full information on new SSL syntax features.
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>>> STORING ARRAYS <<<
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Apart from lists/maps arrays are divided by how they are stored.
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There a 3 types of arrays:
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@@ -85,21 +85,21 @@ where you create temp_array, it will not be available next time your global scri
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This type of arrays are always available (by their ID) until you start a new game or load a saved game (at which point they are deleted).
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3) 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,
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"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.
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"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.
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Example:
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variable savedArray;
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procedure start begin
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if game_loaded then begin
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savedArray := load_array("traps");
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end else begin
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foreach trap in traps begin
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....
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....
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end
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end
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end
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>>> PRACTICAL EXAMPLES <<<
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@@ -114,8 +114,8 @@ Example:
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// call it:
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call give_item(dude_obj, {PID_SHOTGUN: 1, PID_SHOTGUN_SHELLS: 4, PID_STIMPAK: 3});
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> Create arrays of objects (maps) for advanced scripting:
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variable traps;
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@@ -130,14 +130,14 @@ Example:
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traps[k] := load_array("trap_"+k); // each object is stored separately
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end
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end
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procedure add_trap(variable trapArray) begin
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variable index;
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index := len_array(traps);
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save_array("trap_"+k, trapArray);
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array_push(traps, trapArray);
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end
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// use them:
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foreach trap in traps begin
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if (self_elevation == trap["elev"] and tile_distance(self_tile, trap["tile"]) < trap["radius"]) then
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@@ -151,14 +151,16 @@ Example:
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*mixed means any type
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> int create_array(int size, int nothing):
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> int create_array(int size, int flags):
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- creates permanent array (but not "saved")
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- if size is >= 0, creates list with given size
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- if size == -1, creates map (associative array)
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- second argument is not used yet, just use 0
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- if size == -1 and flags == 2, creates a "lookup" map in which the values of existing keys are read-only and can't be updated.
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This type of array allows you to store a zero (0) key value
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- NOTE: in earlier versions (up to 4.1.3/3.8.13) the second argument is not used, just use 0
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- returns arrayID (valid until array is deleted)
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> int temp_array(int size, int nothing):
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> int temp_array(int size, int flags):
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- works exactly like "create_array", only created array becomes "temporary"
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> void fix_array(int arrayID):
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@@ -169,7 +171,7 @@ Example:
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- if used on list, "key" must be numeric and within valid index range (0..size-1)
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- if used on map, key can be of any type
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- to "unset" a value from map, just set it to zero (0)
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- NOTE: to add a value of 0 for the key, use the float value (0.0)
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- NOTE: to add a value of 0 for the key, use the float value of 0.0
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- this works exactly like statement:
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arrayID[key] := value;
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@@ -183,7 +185,7 @@ Example:
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- changes array size
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- applicable to maps too, but only to reduce elements
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- there are number of special negative values of "size" which perform various operations on the array,
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use macros sort_array, sort_array_reverse, reverse_array, shuffle_array from sfall.h header
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use macros sort_array, sort_array_reverse, reverse_array, shuffle_array from sfall.h header
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> void free_array(int arrayID):
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- deletes any array
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