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Foreach Inc
===========================
foreach efficient looping
===========================
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.
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
[url]http://www.mozilla.org/MPL/[/url]
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 foreach include.
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:
ZeeX, koolk, JoeBullet/Google63, g_aSlice/Slice
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.
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.
Version:
0.4
Changelog:
17/10/12:
Fixed a bug that was here but not in "foreach.inc".
04/10/12:
#endif
#define _Y_ITER_ARRAY: _:_Y_ITER_C0:
#define _Y_ITER_ARRAY_SIZE(%1) _:_Y_ITER_C1:_Y_ITER_C2:sizeof %1@YSII_Ag-1
#define _Y_ITER_C0:%0[%1]@YSII_%4g%3) %0@YSII_%4g[%1]%3)
#define _Y_ITER_C1:_Y_ITER_C2:%0[%1]@YSII_Ag%3) %0@YSII_Ag[]%3)
#define _Y_ITER_C2:sizeof%0(%1)@YSII_Ag-1;_:(%2=_Y_ITER_ARRAY:%3(%4)@YSII_Ag[%5]
)!=%9_Y_ITER_ARRAY_SIZE(%6);) -1;_:(%2=%3@YSII_Ag(%4,%5))!=-1;)
#define _Y_ITER_C3:%0[%1]@YSII_Cg,%2[%3]@YSII_Ag[%4]={%5} _Y_ITER_C3:%0@YSII_Cg[
%4-1],%0@YSII_Ag[%1][%4]
#if !defined BOTSYNC_IS_BOT
static stock
YSI_g_sCallbacks = 0;
#endif
#if !defined BOTSYNC_IS_BOT
forward Itter_OPDCInternal(playerid);
#endif
/*----------------------------------------------------------------------------*\
Function:
Itter_Create2
Params:
name - Itterator identifier.
size0 - Number of iterators.
size1 - Number of items per iterator.
Return:
Notes:
Creates a new array of itterator start/array pair.
\*----------------------------------------------------------------------------*/
// If this ever changes, update the size reference in y_users.
/*#define Iter_Create2 Itter_Create2
#define Itter_Create2(%1,%2,%3) \
new \
%1@YSII_Sg[%2] = {-1, ...}, \
%1@YSII_Cg[%2] = {0}, \
%1@YSII_Ag[%2][%3]*/
#define IteratorArray:%1[%2]<%3> %1@YSII_Cg[%2],%1@YSII_Ag[%2][%3+1]//,%1@YSII_R
g[%2][%3+1]
/*----------------------------------------------------------------------------*\
Array:
Iterator
Notes:
Creates a new itterator start/array pair.
\*----------------------------------------------------------------------------*/
#define Iterator:%1<%2> _Y_ITER_C3:%1@YSII_Cg,%1@YSII_Ag[(%2)+1]={(%2)*2,(%2)*21,...}
#define iterator%0<%1> Iterator:%0<%1>
/*----------------------------------------------------------------------------*\
Function:
Itter_Init2
Params:
itter - Name of the itterator array to initialise.
Return:
Notes:
Wrapper for Itter_InitInternal.
native Iter_Init(IteratorArray:Name[]<>);
\*----------------------------------------------------------------------------*/
#define Iter_Init Itter_Init
#define Itter_Init(%1) \
Itter_InitInternal(%1@YSII_Ag,sizeof %1@YSII_Ag,sizeof %1@YSII_Ag[]-1)
/*----------------------------------------------------------------------------*\
Function:
Itter_Create
Params:
name - Itterator identifier.
size - Number of values.
Return:
Notes:
Creates a new itterator start/array pair.
\*----------------------------------------------------------------------------*/
// If this ever changes, update the size reference in y_users.
/*#define Iter_Create Itter_Create
#define Itter_Create(%1,%2) \
new \
%1@YSII_Sg = -1, \
%1@YSII_Cg = 0, \
%1@YSII_Ag[%2] = {-1, ...}*/
/*----------------------------------------------------------------------------*\
Function:
Itter_Add
Params:
itter - Name of the itterator to add the data to.
value - Value to add to the itterator.
Return:
Notes:
Wrapper for Itter_AddInternal.
native Iter_Add(Iterator:Name<>, value);
\*----------------------------------------------------------------------------*/
#define Iter_Add Itter_Add
#define Itter_Add(%1,%2) Itter_AddInternal(_Y_ITER_ARRAY:%1@YSII_Cg,_Y_ITER_ARRA
Y:%1@YSII_Ag,%2,_Y_ITER_ARRAY_SIZE(%1))
/*#define Iter_AddSafe Itter_AddSafe
#define Itter_AddSafe(%1,%2) \
Itter_AddSafeInternal(%1@YSII_Sg, %1@YSII_Cg, %1@YSII_Ag, %1@YSII_Rg, %2)*/
/*----------------------------------------------------------------------------*\
Function:
Itter_Free
Params:
itter - Name of the itterator to get the first free slot in.
Return:
Notes:
Wrapper for Itter_FreeInternal.
native Iter_Free(Iterator:Name<>);
\*----------------------------------------------------------------------------*/
#define Iter_Free Itter_Free
#define Itter_Free(%1) Itter_FreeInternal(_Y_ITER_ARRAY:%1@YSII_Ag,_Y_ITER_ARRAY
_SIZE(%1))
/*----------------------------------------------------------------------------*\
Function:
Itter_Remove
Params:
itter - Name of the itterator to remove data from.
value - Data to remove.
Return:
Notes:
Wrapper for Itter_RemoveInternal.
native Iter_Remove(Iterator:Name<>, value);
\*----------------------------------------------------------------------------*/
#define Iter_Remove Itter_Remove
#define Itter_Remove(%1,%2) Itter_RemoveInternal(_Y_ITER_ARRAY:%1@YSII_Cg,_Y_ITE
R_ARRAY:%1@YSII_Ag,%2,_Y_ITER_ARRAY_SIZE(%1))
/*----------------------------------------------------------------------------*\
Function:
Itter_Contains
Params:
itter - Name of the itterator to check membership of.
value - Value to check.
Return:
Notes:
Checks if the given value is in the given iterator.
native Iter_Remove(Iterator:Name<>, value);
\*----------------------------------------------------------------------------*/
#define Iter_Contains Itter_Contains
#define Itter_Contains(%1,%2) Itter_ContainsInternal(_Y_ITER_ARRAY:%1@YSII_Ag,%2
,_Y_ITER_ARRAY_SIZE(%1))
/*----------------------------------------------------------------------------*\
Function:
Itter_SafeRemove
Params:
itter - Name of the itterator to remove data from.
value - Data to remove.
\*----------------------------------------------------------------------------*/
#define Iter_Count Itter_Count
#define Itter_Count(%1) (_Y_ITER_ARRAY:%1@YSII_Cg)
/*----------------------------------------------------------------------------*\
Function:
Itter_Clear
Params:
itter - Name of the itterator empty.
Return:
Notes:
Wrapper for Itter_ClearInternal.
native Iter_Clear(IteratorArray:Name[]<>);
\*----------------------------------------------------------------------------*/
#define Iter_Clear Itter_Clear
#define Itter_Clear(%1) Itter_ClearInternal(_Y_ITER_ARRAY:%1@YSII_Cg,_Y_ITER_ARR
AY:%1@YSII_Ag,_Y_ITER_ARRAY_SIZE(%1))
/*----------------------------------------------------------------------------*\
Create the internal itterators.
\*----------------------------------------------------------------------------*/
#if !defined BOTSYNC_IS_BOT
new
Iterator:Player<MAX_PLAYERS>;
#if defined _FOREACH_BOT && !defined FOREACH_NO_BOTS
new
Iterator:Bot<MAX_PLAYERS>,
Iterator:Character<MAX_PLAYERS>;
//#define NPC@YSII_Sg Bot@YSII_Sg
#define NPC@YSII_Cg Bot@YSII_Cg
#define NPC@YSII_Ag Bot@YSII_Ag
//#define NPC@YSII_Eg Bot@YSII_Eg
//#define NPC@YSII_Rg Bot@YSII_Rg
#endif
#endif
/*----------------------------------------------------------------------------*\
Variables to optimise memory usage by only having one copy of each string.
Note that only strings used more than once are put here because only they
have any gain to being located in only one place.
\*----------------------------------------------------------------------------*/
static stock
YSI_gsOnPlayerConnect[] = "Itter_OnPlayerConnect",
YSI_gsOnPlayerDisconnect[] = "Itter_OnPlayerDisconnect",
YSI_gsOnGameModeInit[] = "Itter_OnGameModeInit",
YSI_gsSpecifier@i[] = "i",
YSI_gsSpecifier@[] = "";
/*----------------------------------------------------------------------------*\
Function:
foreach
Params:
data - Data to itterate through.
as - Variable to set value to.
Return:
Notes:
Not exactly the same as PHP foreach, just itterates through a list and
returns the value of the current slot but uses that slot as the next index
too. Variables must be in the form @YSII_<gname>S for the start index and
@YSII_<gname>A for the data array where <name> is what's entered in data.
\*----------------------------------------------------------------------------*/
//#define foreach(%1,%2)
// for (new %2 = %1@YSII_Sg; _:%2 != -1; %2 = %1@YSII_Ag[%2])
#define foreach%1(%0) for(new Y_FOREACH_SECOND|||Y_FOREACH_THIRD|||%0|||)
// This allows us to use "new" multiple times - stripping off ONLY whole words.
#define new%0|||%9|||%1:%2||| %9|||%0|||%1|||%2|||
// This one is called if the new syntax is required, but the state of "new" is
// as-yet unknown. This attempts to call "%1" as a macro, if it starts with
// "new" as a whole word then it will (and will also helpfully strip off the
// "new" keyword for us).
#define Y_FOREACH_THIRD|||%0|||%1|||%2||| %1=Y_FOREACH_FIFTH|||Y_FOREACH_FOURTH|
||%1:%2|||
// This is called if the "new" macro is called for a second time.
#define Y_FOREACH_FOURTH|||%0=Y_FOREACH_FIFTH|||%1|||%2||| new Y_FOREACH_SIXTH;%
0|||Y_FOREACH_SEVENTH|||%2|||
// This is called when there are tags on the "new" declaration.
#define Y_FOREACH_SEVENTH|||%9Y_FOREACH_SIXTH;%0|||%1|||%2||| new %0:%1=%0:_Y_IT
ER_ARRAY_SIZE(%2);_:(%1=_Y_ITER_ARRAY:%2@YSII_Ag[%1])!=%0:_Y_ITER_ARRAY_SIZE(%2)
;
// This is called when there aren't.
#define Y_FOREACH_SIXTH;%0|||Y_FOREACH_SEVENTH|||%2||| %0=_Y_ITER_ARRAY_SIZE(%2)
;_:(%0=_Y_ITER_ARRAY:%2@YSII_Ag[%0])!=_Y_ITER_ARRAY_SIZE(%2);
//hta:%0=hta:%2@YSII_Sg;_:%0!=-1;%0=hta:%2@YSII_Ag[%0]
//#define Y_FOREACH_FOURTH|||%0=Y_FOREACH_FIFTH|||%1|||%2||| new hta:%0=hta:%2@Y
SII_Sg;_:%0!=-1;%0=hta:%2@YSII_Ag[%0]
// Move any tags from the second half to the first half.
//#define hta:%0=hta:%1:%2;_:%3!=-1;%4=hta:%5:%6[%7] %0:%1=%2;_:%1!=-1;%1=%6[%1]
// This is called if "%1" didn't have "new" at the start.
#define Y_FOREACH_FIFTH|||Y_FOREACH_FOURTH|||%1:%2||| _Y_ITER_ARRAY_SIZE(%2);_:(
%1=_Y_ITER_ARRAY:%2@YSII_Ag[%1])!=_Y_ITER_ARRAY_SIZE(%2);
//%1=%2@YSII_Sg;_:Y_FOREACH_NONEW:%1!=-1;%1=%2@YSII_Ag[%1]
// This is the old version, but DON'T add "new" because that already exists from
// the failed "new" macro call above.
#define Y_FOREACH_SECOND|||Y_FOREACH_THIRD|||%1,%2||| %2=_Y_ITER_ARRAY_SIZE(%1);
_:(%2=_Y_ITER_ARRAY:%1@YSII_Ag[%2])!=_Y_ITER_ARRAY_SIZE(%1);
//#define Y_FOREACH_NONEW:new%0!=-1;new%1=%2[new%3] %0!=-1;%1=%2[%3]
//#define Y_FOREACH_EIGHTH:%0[%1]@YSII_Sg;%2;%3=%4[%5]@YSII_Ag[%6] %0@YSII_Sg[%1
];%2;%3=%4@YSII_Ag[%5][%6]
/*----------------------------------------------------------------------------*\
Function:
foreachex
Params:
data - Data to itterate through.
as - Variable to set value to.
Return:
Notes:
Similar to foreach but doesn't declare a new variable for the itterator.
\*----------------------------------------------------------------------------*/
#define foreachex(%1,%2) foreach(%2:%1)
//for (%2=_Y_ITER_ARRAY_SIZE(%1);(%2=_Y_ITER_ARRAY:%1@YSII_Ag[%2])!=_Y_ITER_
ARRAY_SIZE(%1);)
/*----------------------------------------------------------------------------*\
Function:
Itter_OnPlayerConnect
Params:
playerid - Player who joined.
Return:
Notes:
Adds a player to the loop data. Now sorts the list too. Note that I found
the most bizzare bug ever (I *think* it may be a compiler but, but it
requires further investigation), basically it seems that multiple variables
were being treated as the same variable (namely @YSII_EgotS and
@YSII_CgharacterS were the same and @YSII_EgotC and @YSII_CgharacterC were t
he
same). Adding print statements which reference these variables seem to fix
the problem, and I've tried to make sure that the values will never actually
get printed.
\*----------------------------------------------------------------------------*/
#if !defined BOTSYNC_IS_BOT
public OnPlayerConnect(playerid)
{
P:0("Iter_OnPlayerConnect: %d", playerid);
#if defined _FOREACH_BOT
if (!IsPlayerNPC(playerid))
{
Itter_Add(Player, playerid);
}
#if !defined FOREACH_NO_BOTS
else
{
Itter_Add(Bot, playerid);
}
#pragma tabsize 4
Itter_Add(Character, playerid);
#endif
#else
Itter_Add(Player, playerid);
#endif
if (YSI_g_sCallbacks & 2)
{
CallLocalFunction(YSI_gsOnPlayerConnect, YSI_gsSpecifier@i, playerid
);
}
P:0("Iter_OnPlayerConnect end");
return 1;
}
#if defined _ALS_OnPlayerConnect
#undef OnPlayerConnect
#else
#define _ALS_OnPlayerConnect
#endif
#define OnPlayerConnect Itter_OnPlayerConnect
forward OnPlayerConnect(playerid);
#endif
/*----------------------------------------------------------------------------*\
Function:
Itter_OnFilterScriptInit
Params:
Return:
Notes:
Fixes a bug where callbacks are not detected when "loadfs" is used after the
GM has already started. If this is a GM this is just never used called.
\*----------------------------------------------------------------------------*/
#if !defined BOTSYNC_IS_BOT
public OnFilterScriptInit()
{
P:0("Iter_OnFilterScriptInit start: %d", MAX_PLAYERS);
if (funcidx(YSI_gsOnPlayerDisconnect) != -1)
{
YSI_g_sCallbacks |= 1;
}
if (funcidx(YSI_gsOnPlayerConnect) != -1)
{
YSI_g_sCallbacks |= 2;
}
#if defined _FOREACH_BOT && !defined FOREACH_NO_BOTS
Bot@YSII_Cg = _Y_ITER_C3:0;
Character@YSII_Cg = _Y_ITER_C3:0;
new
lastBot = MAX_PLAYERS,
lastCharacter = MAX_PLAYERS;
#endif
Player@YSII_Cg = _Y_ITER_C3:0;
new
lastPlayer = MAX_PLAYERS;
for (new i = 0; i != MAX_PLAYERS; ++i)
{
if (IsPlayerConnected(i))
{
#if defined _FOREACH_BOT
// Had to do "if ! else" due to compile options.
if (!IsPlayerNPC(i))
{
Player@YSII_Ag[lastPlayer] = i;
++Player@YSII_Cg;
lastPlayer = i;
}
#if !defined FOREACH_NO_BOTS
else
{
Bot@YSII_Ag[lastBot] = i;
++Bot@YSII_Cg;
lastBot = i;
}
#pragma tabsize 4
Character@YSII_Ag[lastCharacter] = i;
++Character@YSII_Cg;
lastCharacter = i;
#endif
#else
Player@YSII_Ag[lastPlayer] = i;
++Player@YSII_Cg;
lastPlayer = i;
#endif
}
else
{
#if defined _FOREACH_BOT && !defined FOREACH_NO_BOTS
Bot@YSII_Ag[i] = MAX_PLAYERS + 1;
//Bot@YSII_Rg[i] = -1;
Character@YSII_Ag[i] = MAX_PLAYERS + 1;
//Character@YSII_Rg[i] = -1;
#endif
Player@YSII_Ag[i] = MAX_PLAYERS + 1;
//Player@YSII_Rg[i] = -1;
}
}
#if defined _FOREACH_BOT && !defined FOREACH_NO_BOTS
Bot@YSII_Ag[lastPlayer] = MAX_PLAYERS;
Character@YSII_Ag[lastPlayer] = MAX_PLAYERS;
#endif
Player@YSII_Ag[lastPlayer] = MAX_PLAYERS;
CallLocalFunction("Itter_OnFilterScriptInit", YSI_gsSpecifier@);
P:0("Iter_OnFilterScriptInit end");
return 1;
}
#if defined _ALS_OnFilterScriptInit
#undef OnFilterScriptInit
#else
#define _ALS_OnFilterScriptInit
#endif
#define OnFilterScriptInit Itter_OnFilterScriptInit
forward OnFilterScriptInit();
#endif
/*----------------------------------------------------------------------------*\
Function:
Itter_OnGameModeInit
Params:
Return:
Notes:
There are WIERD bugs in this script, seemingly caused by the compiler, so
this hopefully fixes them. The OnFilterScriptInit code is written to be
very fast by utilising the internal array structure instead of the regular
Add functions.
\*----------------------------------------------------------------------------*/
Params:
playerid - Player who left.
Return:
Notes:
Removes a player from the loop data. No longer uses "hook" to ENSURE that
this is always last. Previously I think that the order of evaluation in
y_hooks meant that this got called before the user "OnPlayerDisconnect".
\*----------------------------------------------------------------------------*/
#if !defined BOTSYNC_IS_BOT
public OnPlayerDisconnect(playerid, reason)
{
if (YSI_g_sCallbacks & 1)
{
CallLocalFunction(YSI_gsOnPlayerDisconnect, "ii", playerid, reason);
}
SetTimerEx("Itter_OPDCInternal", 0, false, YSI_gsSpecifier@i, playerid);
return 1;
}
#if defined _ALS_OnPlayerDisconnect
#undef OnPlayerDisconnect
#else
#define _ALS_OnPlayerDisconnect
#endif
#define OnPlayerDisconnect Itter_OnPlayerDisconnect
forward OnPlayerDisconnect(playerid, reason);
#endif
/*----------------------------------------------------------------------------*\
Function:
Itter_OPDCInternal
Params:
playerid - Player who left.
Return:
Notes:
Called AFTER "OnPlayerDisconnect" so that using "Kick" inside a "foreach"
loop doesn't crash the server due to an OOB error.
\*----------------------------------------------------------------------------*/
#if !defined BOTSYNC_IS_BOT
public Itter_OPDCInternal(playerid)
{
if (IsPlayerConnected(playerid))
{
return;
}
#if defined _FOREACH_BOT
if (!IsPlayerNPC(playerid))
{
Itter_Remove(Player, playerid);
}
#if !defined FOREACH_NO_BOTS
else
{
Itter_Remove(Bot, playerid);
}
#pragma tabsize 4
Itter_Remove(Character, playerid);
#endif
#else
Itter_Remove(Player, playerid);
#endif
}
#endif
/*----------------------------------------------------------------------------*\
Function:
Itter_ShowArray
Params:
start - Itterator start point.
members[] - Itterator contents.
size - Number of itterator values
Return:
Notes:
Pure debug function. Has regular prints not debug prints
as it's only called when debug is on.
\*----------------------------------------------------------------------------*/
/*stock
Itter_ShowArray(size, members[])
{
static
sString[61];
new
i,
j = 10;
printf("Start: %d", start);
printf("Size: %d", size);
while (i < size)
{
sString[0] = '\0';
while (i < j && i < size)
{
format(sString, sizeof (sString), "%s, %d", sString, members[i]);
i++;
}
printf("Array (%d): %s", j, sString);
j += 10;
}
}*/
/*----------------------------------------------------------------------------*\
Function:
Itter_RandomInternal
Params:
count - Number of items in the itterator.
array[] - Itterator data.
size - Size of the iterator.
Return:
Notes:
Returns a random value from an iterator.
\*----------------------------------------------------------------------------*/
stock
Itter_RandomInternal(count, array[], size)
{
if (count == 0)
{
return -1;
}
new
rnd = random(count),
cur = array[size];
while (cur != size)
{
if (rnd-- == 0)
{
return cur;
}
cur = array[cur];
}
return -1;
}
/*----------------------------------------------------------------------------*\
Function:
Itter_FreeInternal
Params:
count - Number of items in the itterator.
array[] - Itterator data.
size - Size of the itterator.
Return:
Notes:
Finds the first free slot in the itterator. Itterators now HAVE to be
sorted for this function to work correctly as it uses that fact to decide
wether a slot is unused or the last one. If you want to use the slot
straight after finding it the itterator will need to re-find it to add in
the data.
\*----------------------------------------------------------------------------*/
stock
Itter_FreeInternal(array[], size)
{
for (new i = 0; i != size; ++i)
{
if (array[i] > size)
{
return i;
}
}
return -1;
}
/*----------------------------------------------------------------------------*\
Function:
Itter_AddInternal
Params:
&start - Array start index.
&count - Number of items in the itterator.
array[] - Itterator data.
value - Item to add.
Return:
Notes:
Adds a value to a given itterator set. Now detects when you try and add the
last item multiple times, as well as all the other items. Now simplified ev
en
further with the new internal representation.
\*----------------------------------------------------------------------------*/
stock
Itter_AddInternal(&count, array[], value, size)
{
if (0 <= value < size && array[value] > size)
{
new
last = size,
next = array[last];
while (next < value)
{
last = next;
next = array[last];
}
array[last] = value;
array[value] = next;
++count;
return 1;
}
return 0;
}
/*----------------------------------------------------------------------------*\
Function:
Itter_RemoveInternal
Params:
&count - Number of items in the itterator.
array[] - Itterator data.
value - Item to remove.
Return:
Notes:
Removes a value from an itterator.
\*----------------------------------------------------------------------------*/
stock
Itter_RemoveInternal(&count, array[], value, size)
{
new
last;
return Itter_SafeRemoveInternal(count, array, value, last, size);
}
/*----------------------------------------------------------------------------*\
Function:
Itter_SafeRemoveInternal
Params:
&count - Number of items in the itterator.
array[] - Iterator data.
back[] - Reverse iterator data.
value - Item to remove.
&last - Pointer in which to store the last pointer.
Return:
Notes:
}
return size;
}
/*----------------------------------------------------------------------------*\
Function:
Iter_Begin
Params:
iter - Name of the iterator to get the start of.
Return:
Notes:
Gets a point BEFORE the start of the iterator (the theoretical beginning).
\*----------------------------------------------------------------------------*/
#define Iter_Begin(%1) (_Y_ITER_ARRAY_SIZE(%1))
#define Itter_Begin(%1) (_Y_ITER_ARRAY_SIZE(%1))
/*----------------------------------------------------------------------------*\
Function:
Iter_End
Params:
iter - Name of the iterator to get the end of.
Return:
Notes:
Gets a point AFTER the end of the iterator (think "MAX_PLAYERS").
\*----------------------------------------------------------------------------*/
#define Iter_End(%1) (_Y_ITER_ARRAY_SIZE(%1))
#define Itter_End(%1) (_Y_ITER_ARRAY_SIZE(%1))
/*----------------------------------------------------------------------------*\
Function:
Iter_First
Params:
iter - Name of the iterator to get the first valid element in.
Return:
Notes:
Gets the first element in an iterator.
\*----------------------------------------------------------------------------*/
#define Iter_First(%1) (_Y_ITER_ARRAY:%1@YSII_Ag[_Y_ITER_ARRAY_SIZE(%1)])
#define Itter_First(%1) (_Y_ITER_ARRAY:%1@YSII_Ag[_Y_ITER_ARRAY_SIZE(%1)])
/*----------------------------------------------------------------------------*\
Function:
Iter_Last
Params:
iter - Name of the iterator to
Return:
Notes:
Gets the last element in an iterator.
\*----------------------------------------------------------------------------*/
#define Iter_Last(%1) Itter_PrevInternal(_Y_ITER_ARRAY:%1@YSII_Ag,_Y_ITER_ARRAY_
SIZE(%1),_Y_ITER_ARRAY_SIZE(%1))
#define Itter_Last(%1) Itter_PrevInternal(_Y_ITER_ARRAY:%1@YSII_Ag,_Y_ITER_ARRAY
_SIZE(%1),_Y_ITER_ARRAY_SIZE(%1))
/*----------------------------------------------------------------------------*\
Function:
Iter_Next
Params:
iter - Name of the iterator to get the next element in.
cur - The current element.
Return:
Notes:
Gets the element in an interator after the current one.
\*----------------------------------------------------------------------------*/
#define Iter_Next(%1,%2) (_Y_ITER_ARRAY:%1@YSII_Ag[(%2)])
#define Itter_Next(%1,%2) (_Y_ITER_ARRAY:%1@YSII_Ag[(%2)])
/*----------------------------------------------------------------------------*\
Function:
Iter_Prev
Params:
iter - Name of the iterator to get the previous element in.
cur - The current element.
Return:
Notes:
Gets the element in an iterator before the current one. Slow.
\*----------------------------------------------------------------------------*/
#define Iter_Prev(%1,%2) Itter_PrevInternal(_Y_ITER_ARRAY:%1@YSII_Ag,_Y_ITER_ARR
AY_SIZE(%1),(%2))
#define Itter_Prev(%1,%2) Itter_PrevInternal(_Y_ITER_ARRAY:%1@YSII_Ag,_Y_ITER_AR
RAY_SIZE(%1),(%2))
/*----------------------------------------------------------------------------*\
Function:
Iter_InternalArray
Params:
iter - Name of the iterator to get the true name of.
Return:
Notes:
Accesses the internal array of an iterator.
\*----------------------------------------------------------------------------*/
#define Iter_InternalArray(%1) (_Y_ITER_ARRAY:%1@YSII_Ag)
#define Itter_InternalArray(%1) (_Y_ITER_ARRAY:%1@YSII_Ag)
/*----------------------------------------------------------------------------*\
Function:
Iter_InternalSize
Params:
iter - Name of the iterator to get the true size of.
Return:
Notes:
Accesses the internal size of an iterator.
\*----------------------------------------------------------------------------*/
#define _Y_ITER_INT_SIZE:%0(%2[%1]@YSII_Ag)) %0(%2@YSII_Ag[]))