/*----------------------------------------------------------------------------*- =============================== Y Sever Includes - Objects Core =============================== Description: Handles object streaming for >150 objects per player. Also provides VW support and improved object attachment (i.e. it works). New versions combines mine and Peter's streaming systems to narrow down objects by approximation by a grid system then check all objects visible in near by sections. Legal: Copyright (C) 2007 Alex "Y_Less" Cole This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. Version: 0.2.7 Changelog: 27/12/07: Fixed a bug in the moved object list system. 26/11/07: Finished up master system. Fixed DestroyDynamicObject not removing client objects. 16/11/07: Removed global flag as it wasn't doing anything. 27/10/07: Fixed moving objects so they actually move 26/10/07: Added object children to attach objects to each other. 09/10/07: FINALLY found compile hang bug. Repaired removed code. Put object co-ordinate code in Object_ParseSet 23/09/07: Updated FindSector, AddToSector and RemoveFromSector to use new system. 22/09/07: Started work on new sector system, minor macro changes, lots of maths. Wrote squareroot macro. Updated constructor. 21/09/07: Overhauled sector code, skips columns and interiors plus more efficient. 20/09/07: Made some core functions static so they don't get called by accident. Changed auto-adjust code so it rounds to nearest whole log number. Moved zone-find code around to skip whole columns at once. Added zone sorting so they're done in order of distance. Added breakout code so once all objects are found processing is exited. 19/09/07: Added auto-adjusting zone sizes based on object limits. Altered zone find code to return only possible visible zones. Fixed rare hanging bug in close list code. 18/09/07: My birthday - yes I'm that sad to code on it and put it in a changelog. Rewrote sectors code to use known sectors instead of position. 17/09/07: Rewrote find code to find closest objects instead of random close ones. 03/08/07: Updated timer system. 07/05/07: Added groups support via default settings. Corrected (unused) flag - bit pointless but meh. 02/05/07: Added YSI_ prefix to all globals. Added dynamic object API calls. 30/04/07: Fixed bug in DestroyDynamicObject with OOB objects not 1st in list. Exported sector removal code to Object_RemoveFromSector. Added SECTOR parameter to E_OBJECT for ease of modification. 25/04/07: Added 3d checking. Added DestroyDynamicObject API function. Fixed location checking on attached objects. Fixed loop itteration for cyclic list structure. 24/04/07: Fixed range leave checking. Added moving objects list. 18/04/07: Second version - completely rewritten after a chat with Peter. 16/04/07: First version - adapted from my earlier e_objects.inc include. Functions: Public: Object_Loop - Main loop for checking. Object_CoOrdRemote - Does object location manipulation remotely. Object_Remote - Does normal functions remotely. Object_UpdateUnused - Adds an object to the remote unused list. Object_Broadcast - Saves an object remotely. Object_GetLimit - Gets the number of objects the remove master can hold. YSIM_Objects - Processes master system instructions. Object_AddRem - Remote wrapper for Object_Add. Core: Object_Object - Constructor. Object_OnPlayerDisconnect - Disconnects objects. Stock: Object_AddToWorld - Make visible in world. Object_RemoveFromWorld - Make invisible in world. Object_AddToPlayer - Make visible to player. Object_RemoveFromPlayer - Make invisible to player. Object_AddToAllWorlds - Make visible in all worlds. Object_RemoveFromAllWorlds - Make invisible in all worlds. Object_AddToAllPlayers - Make visible to all players. Object_RemoveFromAllPlayers - Make invisible to all players. Object_IsValidModel - Checks if an object is good to be displayed. Object_IsGlobal - Checks if an object is visible by default. Object_SetViewDistance - Sets an object's view distance. Object_IsDescendant - Checks if an object is related to another object. Static: Object_Add - Internal add function. Object_FindSector - Find a location's sector. Object_AddToOOB - Add an object to the OOB list. Object_AddToSector - Add an object to the specified list. Object_RemoveFromSector - Remove an object from the given sector. Object_FindSectors - Get near sectors. Object_ParseSet - Check objects in list. Object_Update - Updates the position of a moving object. Object_UpdateChildSectors - Updates the sectors of moved object children. Object_SetPos - Moves an object to the given position. Object_UpdateAttach - Updates children after dynamic stop. Object_Move - Reursive MoveDynamicObject for children. Object_RemoveFromParent - Removes an object from it's parent. Object_AddToParent - Adds an object to another object. Object_AttachToPlayer - Attaches objects to a player recursively. Object_CheckDescendant - Recursive call for Object_IsDescendant. Object_Destroy - Delete an object with no checks. Object_AddToUpdate - Safely adds an object to the moved update list. Inline: Object_IsValid - Internal validity check. Object_GetAttach - Get player an object's attached to. Object_SetAttach - objSet player an object's attached to. Object_HasPlayer - Checks if a player can see an object. API: MoveDynamicObject - Wrapper for MoveObject. StopDynamicObject - Wrapper for StopObject. IsValidDynamicObject - Wrapper for IsValidObject. CreateDynamicObject - Wrapper for CreateObject. CreatePlayerDynamicObject - Wrapper for CreatePlayerObject. CreateVWDynamicObject - Creates an object in only one world. CreatePlayerVWDynamicObject - Creates an object for one player in one world. DestroyDynamicObject - Wrapper for DestroyObject. GetDynamicObjectPos - Wrapper for GetObjectPos. GetDynamicObjectRot - Wrapper for GetObjectRot. SetDynamicObjectPos = Wrapper for SetObjectPos. SetDynamicObjectRot - Wrapper for SetObjectRot. AttachDynamicObjectToPlayer - Wrapper for AttachObjectToPlayer. DetachDynamicObjectFromPlayer - Removes an object from a player. AttachObjectToObject - Attaches an object to another object. RemoveObjectFromParent - Removes an object from another object. Callbacks: OnDynamicObjectMoved Definitions: OBJECT_SECTOR_SIZE - Size of edge of a grid square for approximations. MAX_DYN_OBJECTS - Maximum number of objects. OBJECT_VIEW_DISTANCE - Range to stream objects for. NO_OBJECT - No object pointer. NO_SECTOR - No sector pointer. OBJECT_NO_SECTOR - OOB object marker. OBJECT_LOOP_GRANULARITY - Number of itterations per second for the loop. NO_ATTACH_PLAYER - Marker for object not attached to anyone. OBJECT_WORLDS - Maximum number of worlds objects show up in. OBJECT_WORLD_COUNT - Size of bit array of worlds. OBJECT_PLAYER_COUNT - Size of bit array of players. Enums: E_OBJECT - Structure of the dynamic object data. e_OBJ_FLAG - Flags for the object. Macros: OBJECT_SECTOR_EDGE - Number of sectors on one edge of the world. OBJECT_SECTOR_ARRAY - Number of grid squares. OBJECT_SIGHT - OBJECT_VIEW_DISTANCE squared for speed. OBJECT_VIEW_RATIO - Number of sectors per view radius. OBJECT_VIEW_EDGES - Max width of view range in sectors. OBJECT_VIEW_SECTORS - Max sectors visible at once. NO_OBJECT_CHECK - Invalid model. OBJECT_BITS - Number of bits to hold all dynamic objects. e_OBJ_FLAG_MOVED - Extension of e_OBJ_FLAG, both move flags together. NEW_SECTOR - Sector based on origin sector and current offset. Tags: e_OBJ_FLAG - Flags for objects. Variables: Global: - Static: YSI_g_sObjectSectors - Array of pointers to sector object lists. YSI_g_sObjects - Array of objects. YSI_g_sOtherSector - Pointer to OOB object list. YSI_g_sMovingObjects - Pointer to moving object list. YSI_g_sNoObjects - Pointer to unused object list. Commands: - Compile options: NO_PERSONAL_OBJECTS - All players see all objects. NO_OBJECT_ATTACH - Objects can't be attached to each other. NO_OBJECTS_MOVE - No processing is done for moving objects. OBJECT_WORLDS 0 - All objects are visible in all worlds. Operators: - -*----------------------------------------------------------------------------*/ #if !defined OBJECT_BOUNDS_MINX #if defined OBJECT_BOUNDS #define OBJECT_BOUNDS_MINX (-OBJECT_BOUNDS) #else #define OBJECT_BOUNDS_MINX (-5000) #endif #endif #if !defined OBJECT_BOUNDS_MINY #if defined OBJECT_BOUNDS #define OBJECT_BOUNDS_MINY (-OBJECT_BOUNDS) #else #define OBJECT_BOUNDS_MINY (-5000) #endif #endif #if !defined OBJECT_BOUNDS_MAXX #if defined OBJECT_BOUNDS #define OBJECT_BOUNDS_MAXX (OBJECT_BOUNDS) #else #define OBJECT_BOUNDS_MAXX (5000) #endif #endif #if !defined OBJECT_BOUNDS_MAXY #if defined OBJECT_BOUNDS #define OBJECT_BOUNDS_MAXY (OBJECT_BOUNDS) #else #define OBJECT_BOUNDS_MAXY (5000) #endif #endif #define OBJECT_BOUNDS_X_SIZE (OBJECT_BOUNDS_MAXX - OBJECT_BOUNDS_MINX) #define OBJECT_BOUNDS_Y_SIZE (OBJECT_BOUNDS_MAXY - OBJECT_BOUNDS_MINY) #if !defined MAX_DYN_OBJECTS #define MAX_DYN_OBJECTS (10000) #endif #define AVERAGE_OBJECTS_PER_SECTOR (500) #define OBJECT_DISTRIBUTION (((OBJECT_BOUNDS_X_SIZE * OBJECT_BOUNDS_Y_SIZE) / MAX_DYN_OBJECTS) * AVERAGE_OBJECTS_PER_SECTOR) #if !defined OBJECT_SECTOR_SIZE #if OBJECT_DISTRIBUTION <= 10 #define OBJECT_SECTOR_SIZE (1) #endif #endif #if !defined OBJECT_SECTOR_SIZE #if OBJECT_DISTRIBUTION <= 100 #define OBJECT_SECTOR_SIZE (5) #endif #endif #if !defined OBJECT_SECTOR_SIZE #if OBJECT_DISTRIBUTION <= 1000 #define OBJECT_SECTOR_SIZE (10) #endif #endif #if !defined OBJECT_SECTOR_SIZE #if OBJECT_DISTRIBUTION <= 10000 #define OBJECT_SECTOR_SIZE (50) #endif #endif #if !defined OBJECT_SECTOR_SIZE #if OBJECT_DISTRIBUTION <= 100000 #define OBJECT_SECTOR_SIZE (100) #endif #endif #if !defined OBJECT_SECTOR_SIZE #if OBJECT_DISTRIBUTION <= 1000000 #define OBJECT_SECTOR_SIZE (500) #endif #endif #if !defined OBJECT_SECTOR_SIZE #if OBJECT_DISTRIBUTION <= 10000000 #define OBJECT_SECTOR_SIZE (1000) #endif #endif #if !defined OBJECT_SECTOR_SIZE #if OBJECT_DISTRIBUTION <= 100000000 #define OBJECT_SECTOR_SIZE (5000) #endif #endif #if !defined OBJECT_SECTOR_SIZE #if OBJECT_DISTRIBUTION <= 1000000000 #define OBJECT_SECTOR_SIZE (10000) #endif #endif #define OBJECT_SECTOR_X_EDGE (ceildiv(OBJECT_BOUNDS_X_SIZE, OBJECT_SECTOR_SIZE)) #define OBJECT_SECTOR_Y_EDGE (ceildiv(OBJECT_BOUNDS_Y_SIZE, OBJECT_SECTOR_SIZE)) #define OBJECT_SECTOR_ARRAY (OBJECT_SECTOR_X_EDGE * OBJECT_SECTOR_Y_EDGE) #define OBJECT_REAL_X_SECTOR_SIZE (float(OBJECT_BOUNDS_X_SIZE) / float(OBJECT_SECTOR_X_EDGE)) #define OBJECT_REAL_Y_SECTOR_SIZE (float(OBJECT_BOUNDS_Y_SIZE) / float(OBJECT_SECTOR_Y_EDGE)) #if !defined OBJECT_MAX_VIEW_DISTANCE #define OBJECT_MAX_VIEW_DISTANCE 500 #endif #if !defined DEFAULT_OBJECT_VIEW #if defined OBJECT_VIEW_DISTANCE #define DEFAULT_OBJECT_VIEW (OBJECT_VIEW_DISTANCE) #else #define DEFAULT_OBJECT_VIEW (200) #endif #endif #define OBJECT_SIGHT (DEFAULT_OBJECT_VIEW * DEFAULT_OBJECT_VIEW) #define OBJECT_VIEW_RATIO (ceildiv(OBJECT_MAX_VIEW_DISTANCE, OBJECT_SECTOR_SIZE)) #define OBJECT_VIEW_EDGES ((OBJECT_VIEW_RATIO * 2) + 1) #define OBJECT_VIEW_SECTORS (OBJECT_VIEW_EDGES * OBJECT_VIEW_EDGES) #define NO_OBJECT -1 #define NO_OBJECT_CHECK (NO_OBJECT & _:e_OBJ_FLAG_MODEL) #define NO_SECTOR -1 #define OBJECT_NO_SECTOR 0x7FFFFFFF #define OBJECT_LOD_SECTOR 0x6FFFFFFF #define OBJECT_INT_SECTOR 0x5FFFFFFF #define OBJECT_BITS Bit_Bits(MAX_DYN_OBJECTS) #if !defined OBJECT_LOOP_GRANULARITY #define OBJECT_LOOP_GRANULARITY 2 #endif #define NO_ATTACH_PLAYER 0xFF #define NO_GATE (-1) #define SECTOR_CHECK_TIME (1000) #define SECTOR_CHECK_FREQUENCY ceildiv(SECTOR_CHECK_TIME, (1000 / OBJECT_LOOP_GRANULARITY)) #define MAY_OBJECTS (150) #if !defined OBJECT_WORLDS #define OBJECT_WORLDS MAX_WORLDS #endif #if OBJECT_WORLDS > 32 #define OBJECT_WORLD_COUNT Bit_Bits(OBJECT_WORLDS) #else #define OBJECT_WORLD_COUNT 2 #endif #define GATE_AREA_TRIGGER (0x80000000) #define GATE_OPENING (0x40000000) #define ONE_OVER_ROOT_TWO (0.70710678118654752440084436210485) enum e_OBJ_FLAG (<<= 1) { e_OBJ_FLAG_MODEL = 0x00007FFF, e_OBJ_FLAG_ATTACH = 0x007F8000, e_OBJ_FLAG_ATTACHED = 0x00800000, e_OBJ_FLAG_JUMPED, e_OBJ_FLAG_MOVED1, e_OBJ_FLAG_MOVED2, e_OBJ_FLAG_ROTATED, e_OBJ_FLAG_ACTIVE, e_OBJ_FLAG_RECREATED, e_OBJ_FLAG_GATE } #define e_OBJ_FLAG_MOVED (e_OBJ_FLAG_MOVED1 | e_OBJ_FLAG_MOVED2) enum E_OBJECT { e_OBJ_FLAG:E_OBJECT_MODEL, #if defined _YSI_SETUP_MASTER E_OBJECT_SCRIPT, #endif Float:E_OBJECT_X, Float:E_OBJECT_Y, Float:E_OBJECT_Z, Float:E_OBJECT_RX, Float:E_OBJECT_RY, Float:E_OBJECT_RZ, Float:E_OBJECT_VIEW, #if OBJECT_WORLDS > 0 Bit:E_OBJECT_WORLDS[OBJECT_WORLD_COUNT], #endif #if !defined NO_PERSONAL_OBJECTS Bit:E_OBJECT_PLAYERS[PLAYER_BIT_ARRAY], #endif #if !defined NO_OBJECTS_MOVE Float:E_OBJECT_MX, Float:E_OBJECT_MY, Float:E_OBJECT_MZ, Float:E_OBJECT_MS, #endif E_OBJECT_UPDATES, #if !defined NO_OBJECT_ATTACH E_OBJECT_PARENT, E_OBJECT_SIBLINGS, E_OBJECT_CHILDREN, #endif E_OBJECT_NEXT, E_OBJECT_SECTOR } enum E_OBJECT_ITTER { Float:E_OBJECT_ITTER_DISTANCE, E_OBJECT_ITTER_NEXT, E_OBJECT_ITTER_LAST, E_OBJECT_ITTER_OBJ, Float:E_OBJECT_ITTER_X, Float:E_OBJECT_ITTER_Y, Float:E_OBJECT_ITTER_Z } enum E_OBJ_SECTOR { E_OBJ_SECTOR_POINTER, Float:E_OBJ_SECTOR_MAX_VIEW } enum E_OSEC_ITTER { E_OSEC_ITTER_SECTOR, E_OSEC_ITTER_NEXT, Float:E_OSEC_ITTER_DIFF } enum { E_OBJECT_REMOTE_ISG, E_OBJECT_REMOTE_VIEW, E_OBJECT_REMOTE_DESTROY, E_OBJECT_REMOTE_SETPOS, E_OBJECT_REMOTE_SETROT, E_OBJECT_REMOTE_ADDW, E_OBJECT_REMOTE_REMW, E_OBJECT_REMOTE_ADDP, E_OBJECT_REMOTE_REMP, E_OBJECT_REMOTE_ALLWA, E_OBJECT_REMOTE_ALLWR, E_OBJECT_REMOTE_ALLPA, E_OBJECT_REMOTE_ALLPR, E_OBJECT_REMOTE_ISVALID, E_OBJECT_REMOTE_DETATCH, E_OBJECT_REMOTE_ATTACHOO, E_OBJECT_REMOTE_REMOO, E_OBJECT_REMOTE_STOP, E_OBJECT_REMOTE_GETROT, E_OBJECT_REMOTE_GETPOS, E_OBJECT_REMOTE_MOVETO, E_OBJECT_REMOTE_CHECKDESC, E_OBJECT_REMOTE_GET_AREA, E_OBJECT_REMOTE_GATE_POS, E_OBJECT_REMOTE_GATE } enum E_GATE_INFO { E_GATE_INFO_OBJECT, E_GATE_INFO_TIME, E_GATE_INFO_TRIGGER, E_GATE_INFO_XY, E_GATE_INFO_ZA } #if !defined MAX_GATE_OBJECTS #define MAX_GATE_OBJECTS 32 #endif #if MAX_GATE_OBJECTS > 256 #if !defined EXTENDED_GATE_CODE #define EXTENDED_GATE_CODE #endif #endif #if MAX_GATE_OBJECTS > 65536 #if !defined NO_GATE_AREA_LOOKUP #error Only 65536 gates supported in lookup mode #endif #endif forward Object_Loop(); #if defined _YSI_SETUP_MASTER forward Object_GetLimit(); forward Object_AddRem(master, model, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz); forward Object_Remote(ident, info, instruction); forward Object_CoOrdRemote(ident, instruction, Float:f1, Float:f2, Float:f3, Float:f4); forward Object_OnPlayerEnterArea(playerid, areaid); forward Object_Broadcast(id, e_OBJ_FLAG:model, master, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz, Float:view, Float:mx, Float:my, Float:mz, Float:ms, parent, siblings, children, Bit:worlds[], wCount, Bit:players[], pCount); forward YSIM_Objects(command); forward Object_UpdateUnused(obj); #if !defined NO_OBJECTS_MOVE forward Object_AttachRemote(objectid, playerid, Float:X, Float:Y, Float:Z, Float:RX, Float:RY, Float:RZ); #endif #endif #if defined _YSI_VISUAL_AREAS forward Object_GateClose(gate); #endif static Float:YSI_g_sXSectorLocations[OBJECT_SECTOR_X_EDGE + 1], Float:YSI_g_sYSectorLocations[OBJECT_SECTOR_Y_EDGE + 1], Float:YSI_g_sXSectorSize, Float:YSI_g_sYSectorSize, YSI_g_sObjectSectors[OBJECT_SECTOR_ARRAY][E_OBJ_SECTOR], YSI_g_sObjects[MAX_DYN_OBJECTS][E_OBJECT], YSI_g_sOtherSector = NO_OBJECT, YSI_g_sMovingObjects = NO_OBJECT, YSI_g_sLODObjects = NO_OBJECT, YSI_g_sInteriorObjects = NO_OBJECT, YSI_g_sPlayerObjects[MAX_PLAYERS][MAY_OBJECTS], YSI_g_sSomethingMoved = NO_OBJECT, #if defined _YSI_SETUP_MASTER YSI_g_sIsMaster, #endif #if defined _YSI_VISUAL_AREAS YSI_g_sGateInfo[MAX_GATE_OBJECTS][E_GATE_INFO], #if !defined NO_GATE_AREA_LOOKUP YSI_g_sGateAreas[ceildiv(MAX_AREAS, 2)], #endif #endif YSI_g_sNoObjects; /*----------------------------------------------------------------------------*- Function: Object_IsValid Params: objectid - Object to check Return: - Notes: Checks if a passed id is a valid object. -*----------------------------------------------------------------------------*/ #define Object_IsValid(%1) \ ((%1) >= 0 && (%1) < MAX_DYN_OBJECTS && YSI_g_sObjects[(%1)][E_OBJECT_MODEL] & e_OBJ_FLAG_ACTIVE) /*----------------------------------------------------------------------------*- Function: Object_GetAttach Params: flags - Flags to check. Return: Player the object is attached to. Notes: Actually checks a objSet of passed flags, not a passed object. -*----------------------------------------------------------------------------*/ #define Object_GetAttach(%1) \ ((_:(%1) >> 15) & NO_ATTACH_PLAYER) /*----------------------------------------------------------------------------*- Function: Object_IsAttached Params: flags - Flags to check. Return: If the object is attached to a player. Notes: Actually checks a objSet of passed flags, not a passed object. -*----------------------------------------------------------------------------*/ #define Object_IsAttached(%1) \ (Object_GetAttach(%1) != NO_ATTACH_PLAYER) /*----------------------------------------------------------------------------*- Function: Object_SetGateTarget Params: gate - Gate to objSet target for. Float:tx - X point to open to. Float:ty - Y point to open to. Float:tz - Z point to open to. Float:ts - Speed to open at. Return: - Notes: Stores a location into the two variables provided for targets. Uses complex bit shifting to fit the floats nicely into 2 cells. Assumes a max of +/-13107.2 for x, y and z and a max of 102.4 for the speed to compress. -*----------------------------------------------------------------------------*/ #define Object_SetGateTarget(%1,%2,%3,%4,%5) \ new \ _o_sgt_y = floatround((%3) * 10); \ YSI_g_sGateInfo[(%1)][E_GATE_INFO_XY] = ((floatround((%2) * 10) & 0x3FFFF) << 14) | (_o_sgt_y & 0x3FFF); \ YSI_g_sGateInfo[(%1)][E_GATE_INFO_ZA] = ((_o_sgt_y & 0x3C000) << 14) | ((floatround((%4) * 10) & 0x3FFFF) << 10) | (floatround((%5) * 10) & 0x3FF) /*----------------------------------------------------------------------------*- Function: Object_SetAttach Params: flags - Flags to check. Return: - Notes: Actually checks a objSet of passed flags, not a passed object. -*----------------------------------------------------------------------------*/ #define Object_SetAttach(%1) \ e_OBJ_FLAG:(((%1) & NO_ATTACH_PLAYER) << 15) #if defined _YSI_SETUP_MASTER /*----------------------------------------------------------------------------*- Function: Object_Remote Params: ident - Object to do code on. info - Extra data for function. instruction - Function to perform. Return: - Notes: Performs operations on objects remotely. -*----------------------------------------------------------------------------*/ public Object_Remote(ident, info, instruction) { setproperty(0, "YSIReq", 0); if (!YSI_g_sIsMaster) return 0; switch (instruction & 0x0FFF) { case E_OBJECT_REMOTE_VIEW: { Object_SetViewDistance(ident, Float:info); } case E_OBJECT_REMOTE_DESTROY: { if (Object_IsValid(ident)) Object_Destroy(ident); } case E_OBJECT_REMOTE_ADDW: { if (Object_IsValid(ident)) Bit_Set(YSI_g_sObjects[ident][E_OBJECT_WORLDS], info, 1, OBJECT_WORLD_COUNT); } case E_OBJECT_REMOTE_REMW: { if (Object_IsValid(ident)) Bit_Set(YSI_g_sObjects[ident][E_OBJECT_WORLDS], info, 0, OBJECT_WORLD_COUNT); } case E_OBJECT_REMOTE_ADDP: { if (Object_IsValid(ident)) Bit_Set(YSI_g_sObjects[ident][E_OBJECT_PLAYERS], info, 1, PLAYER_BIT_ARRAY); } case E_OBJECT_REMOTE_REMP: { if (Object_IsValid(ident)) Bit_Set(YSI_g_sObjects[ident][E_OBJECT_PLAYERS], info, 0, PLAYER_BIT_ARRAY); } case E_OBJECT_REMOTE_ALLWA: { if (Object_IsValid(ident)) Bit_SetAll(YSI_g_sObjects[ident][E_OBJECT_WORLDS], 1, OBJECT_WORLD_COUNT); } case E_OBJECT_REMOTE_ALLWR: { if (Object_IsValid(ident)) Bit_SetAll(YSI_g_sObjects[ident][E_OBJECT_WORLDS], 0, OBJECT_WORLD_COUNT); } case E_OBJECT_REMOTE_ALLPA: { if (Object_IsValid(ident)) { Bit_SetAll(YSI_g_sObjects[ident][E_OBJECT_PLAYERS], 1, PLAYER_BIT_ARRAY); } } case E_OBJECT_REMOTE_ALLPR: { if (Object_IsValid(ident)) { Bit_SetAll(YSI_g_sObjects[ident][E_OBJECT_PLAYERS], 0, PLAYER_BIT_ARRAY); } } case E_OBJECT_REMOTE_ISVALID: { if (Object_IsValid(ident)) setproperty(0, "YSIReq", 1); } case E_OBJECT_REMOTE_DETATCH: { DetachDynamicObjectFromPlayer(ident); } case E_OBJECT_REMOTE_ATTACHOO: { AttachObjectToObject(ident, info); } case E_OBJECT_REMOTE_REMOO: { RemoveObjectFromParent(ident); } case E_OBJECT_REMOTE_STOP: { StopDynamicObject(ident); } case E_OBJECT_REMOTE_GETROT: { if (!Object_IsValid(ident) || Object_IsAttached(YSI_g_sObjects[ident][E_OBJECT_MODEL])) { setproperty(0, "YSIReq", 0); setproperty(0, "YSIReq2", 0); setproperty(0, "YSIReq3", 0); } else { setproperty(0, "YSIReq", _:YSI_g_sObjects[ident][E_OBJECT_RX]); setproperty(0, "YSIReq2", _:YSI_g_sObjects[ident][E_OBJECT_RY]); setproperty(0, "YSIReq3", _:YSI_g_sObjects[ident][E_OBJECT_RZ]); } } case E_OBJECT_REMOTE_GETPOS: { if (!Object_IsValid(ident)) { setproperty(0, "YSIReq", 0); setproperty(0, "YSIReq2", 0); setproperty(0, "YSIReq3", 0); } else { new Float:x, Float:y, Float:z; Object_GetPos(ident, x, y, z); setproperty(0, "YSIReq", _:x); setproperty(0, "YSIReq2", _:y); setproperty(0, "YSIReq3", _:z); } } case E_OBJECT_REMOTE_CHECKDESC: { if (Object_CheckDescendant(ident, info)) setproperty(0, "YSIReq", 1); } case E_OBJECT_REMOTE_GET_AREA: { if (ident >= 0 && ident < MAX_GATE_OBJECTS) { setproperty(0, "YSIReq", YSI_g_sGateInfo[ident][E_GATE_INFO_TRIGGER]); } } case E_OBJECT_REMOTE_GATE: { setproperty(0, "YSIReq", NO_GATE); #if !defined NO_OBJECTS_MOVE #if defined _YSI_VISUAL_AREAS if (Object_IsValid(ident) && !Object_IsAttached(YSI_g_sObjects[ident][E_OBJECT_MODEL]) && Area_IsValid(info)) { new gate; while (gate < MAX_GATE_OBJECTS) { if (!YSI_g_sGateInfo[gate][E_GATE_INFO_OBJECT]) break; gate++; } if (gate == MAX_GATE_OBJECTS) return NO_GATE; DBGP4("Object_Remote() Gates: %d %d %d %d", gate, ident, instruction >>> 12, info); YSI_g_sGateInfo[gate][E_GATE_INFO_OBJECT] = ident | GATE_AREA_TRIGGER; YSI_g_sGateInfo[gate][E_GATE_INFO_TIME] = instruction >>> 12; YSI_g_sGateInfo[gate][E_GATE_INFO_TRIGGER] = info; YSI_g_sObjects[ident][E_OBJECT_MODEL] |= e_OBJ_FLAG_GATE; DBGP4("Object_Remote() Gate ID: %d", gate); #if !defined NO_GATE_AREA_LOOKUP new slot = info / 2, shift = (info % 2) * 16; YSI_g_sGateAreas[slot] = (YSI_g_sGateAreas[slot] & (0xFFFF0000 >>> shift)) | (gate << shift); DBGP4("Object_Remote() Lookup: %d %d %d", slot, shift, YSI_g_sGateAreas[slot]); #endif setproperty(0, "YSIReq", gate); DBGP4("Object_Remote() Return"); return 1; } #endif #endif } } return 1; } /*----------------------------------------------------------------------------*- Function: YSIM_Objects Params: command - Instruction from the master system. Return: - Notes: Performs instructions on script start/end. -*----------------------------------------------------------------------------*/ public YSIM_Objects(command) { #if OBJECT_WORLDS <= 0 || defined NO_PERSONAL_OBJECTS static sFake[2] = {-1, -1}; #endif switch (command & 0xFF000000) { case E_MASTER_SET_MASTER: { YSI_g_sIsMaster = 1; } case E_MASTER_RELINQUISH: { new master = (command & 0x00FFFFFF); if (master == YSI_gMasterID) { CallRemoteFunction("Object_GetLimit", ""); new parent = NO_OBJECT, siblings = NO_OBJECT, children = NO_OBJECT, Float:mx, Float:my, Float:mz, Float:ms, maxObjs = getproperty(0, "YSIReq"), i; for ( ; i < MAX_DYN_OBJECTS && i < maxObjs; i++) { if (YSI_g_sObjects[i][E_OBJECT_MODEL] & e_OBJ_FLAG_ACTIVE) { if (YSI_g_sObjects[i][E_OBJECT_SCRIPT] == master) { Object_Destroy(i, 0); } else { #if !defined NO_OBJECT_ATTACH parent = YSI_g_sObjects[i][E_OBJECT_PARENT]; while (parent != NO_OBJECT && (YSI_g_sObjects[parent][E_OBJECT_SCRIPT] == master || parent > maxObjs)) { Object_Destroy(parent, 0); parent = YSI_g_sObjects[i][E_OBJECT_PARENT]; } siblings = YSI_g_sObjects[i][E_OBJECT_SIBLINGS]; while (siblings != NO_OBJECT && (YSI_g_sObjects[siblings][E_OBJECT_SCRIPT] == master || siblings > maxObjs)) { Object_Destroy(siblings, 0); siblings = YSI_g_sObjects[i][E_OBJECT_SIBLINGS]; } children = YSI_g_sObjects[i][E_OBJECT_CHILDREN]; while (children != NO_OBJECT && (YSI_g_sObjects[children][E_OBJECT_SCRIPT] == master || children > maxObjs)) { Object_Destroy(children, 0); children = YSI_g_sObjects[i][E_OBJECT_CHILDREN]; } #endif #if !defined NO_OBJECTS_MOVE mx = YSI_g_sObjects[i][E_OBJECT_MX]; my = YSI_g_sObjects[i][E_OBJECT_MY]; mz = YSI_g_sObjects[i][E_OBJECT_MZ]; ms = YSI_g_sObjects[i][E_OBJECT_MS]; #endif #if OBJECT_WORLDS > 0 #if !defined NO_PERSONAL_OBJECTS CallRemoteFunction("Object_Broadcast", "iiifffffffffffiiiaiai", i, _:YSI_g_sObjects[i][E_OBJECT_MODEL], YSI_g_sObjects[i][E_OBJECT_SCRIPT], YSI_g_sObjects[i][E_OBJECT_X], YSI_g_sObjects[i][E_OBJECT_Y], YSI_g_sObjects[i][E_OBJECT_Z], YSI_g_sObjects[i][E_OBJECT_RX], YSI_g_sObjects[i][E_OBJECT_RY], YSI_g_sObjects[i][E_OBJECT_RZ], YSI_g_sObjects[i][E_OBJECT_VIEW], mx, my, mz, ms, parent, siblings, children, _:YSI_g_sObjects[i][E_OBJECT_WORLDS], OBJECT_WORLD_COUNT, _:YSI_g_sObjects[i][E_OBJECT_PLAYERS], PLAYER_BIT_ARRAY ); #else CallRemoteFunction("Object_Broadcast", "iiifffffffffffiiiaiai", i, _:YSI_g_sObjects[i][E_OBJECT_MODEL], YSI_g_sObjects[i][E_OBJECT_SCRIPT], YSI_g_sObjects[i][E_OBJECT_X], YSI_g_sObjects[i][E_OBJECT_Y], YSI_g_sObjects[i][E_OBJECT_Z], YSI_g_sObjects[i][E_OBJECT_RX], YSI_g_sObjects[i][E_OBJECT_RY], YSI_g_sObjects[i][E_OBJECT_RZ], YSI_g_sObjects[i][E_OBJECT_VIEW], mx, my, mz, ms, parent, siblings, children, _:YSI_g_sObjects[i][E_OBJECT_WORLDS], OBJECT_WORLD_COUNT, sFake, 2 ); #endif #else #if !defined NO_PERSONAL_OBJECTS CallRemoteFunction("Object_Broadcast", "iiifffffffffffiiiaiai", i, _:YSI_g_sObjects[i][E_OBJECT_MODEL], YSI_g_sObjects[i][E_OBJECT_SCRIPT], YSI_g_sObjects[i][E_OBJECT_X], YSI_g_sObjects[i][E_OBJECT_Y], YSI_g_sObjects[i][E_OBJECT_Z], YSI_g_sObjects[i][E_OBJECT_RX], YSI_g_sObjects[i][E_OBJECT_RY], YSI_g_sObjects[i][E_OBJECT_RZ], YSI_g_sObjects[i][E_OBJECT_VIEW], mx, my, mz, ms, parent, siblings, children, sFake, 2, _:YSI_g_sObjects[i][E_OBJECT_PLAYERS], PLAYER_BIT_ARRAY ); #else CallRemoteFunction("Object_Broadcast", "iiifffffffffffiiiaiai", i, _:YSI_g_sObjects[i][E_OBJECT_MODEL], YSI_g_sObjects[i][E_OBJECT_SCRIPT], YSI_g_sObjects[i][E_OBJECT_X], YSI_g_sObjects[i][E_OBJECT_Y], YSI_g_sObjects[i][E_OBJECT_Z], YSI_g_sObjects[i][E_OBJECT_RX], YSI_g_sObjects[i][E_OBJECT_RY], YSI_g_sObjects[i][E_OBJECT_RZ], YSI_g_sObjects[i][E_OBJECT_VIEW], mx, my, mz, ms, parent, siblings, children, sFake, 2, sFake, 2 ); #endif #endif continue; } } CallRemoteFunction("Object_UpdateUnused", "i", i); } while (i < maxObjs) { CallRemoteFunction("Object_UpdateUnused", "i", i); i++; } foreach (Player, playerid) { for (new obj = 1; obj <= MAY_OBJECTS; obj++) { if (IsValidPlayerObject(playerid, obj)) { DestroyPlayerObject(playerid, obj); break; } } } } else { for (new i = 0; i < MAX_DYN_OBJECTS; i++) { if (YSI_g_sObjects[i][E_OBJECT_MODEL] & e_OBJ_FLAG_ACTIVE && YSI_g_sObjects[i][E_OBJECT_SCRIPT] == master) { Object_Destroy(i); } } } } case E_MASTER_NOT_MASTER: { YSI_g_sIsMaster = 0; } } } /*----------------------------------------------------------------------------*- Function: Object_GetLimit Params: - Return: - Notes: Sets up the new master for streaming and gets the number of objects it can handle. -*----------------------------------------------------------------------------*/ public Object_GetLimit() { if (!YSI_g_sIsMaster) return; setproperty(0, "YSIReq", MAX_DYN_OBJECTS); YSI_g_sNoObjects = NO_OBJECT; } /*----------------------------------------------------------------------------*- Function: Object_Broadcast Params: id - Slot of the object. e_OBJ_FLAG:model - Object model data and flags. master - Script which owns the object. Float:x - X position. Float:y - Y position. Float:z - Z position. Float:rx - X rotation. Float:ry - Y rotation. Float:rz - Z rotation. Float:view - Object view distance. Float:mx - Movement x target. Float:my - Movement y target. Float:mz - Movement z target. Float:ms - Movement speed. parent - Object attachment parent. siblings - Object attachment sibling list. children - Object attachment children list. Bit:worlds[] - Worlds the object is in. wCount - Size of the world array. Bit:players[] - Players who can see the object. pCount - Size of the players array. Return: - Notes: Recieves data sent from the old master to the new master and stores it in the object data array. -*----------------------------------------------------------------------------*/ public Object_Broadcast(id, e_OBJ_FLAG:model, master, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz, Float:view, Float:mx, Float:my, Float:mz, Float:ms, parent, siblings, children, Bit:worlds[], wCount, Bit:players[], pCount) { if (!YSI_g_sIsMaster) return 0; #if !defined NO_OBJECT_ATTACH YSI_g_sObjects[id][E_OBJECT_PARENT] = parent; YSI_g_sObjects[id][E_OBJECT_SIBLINGS] = siblings; YSI_g_sObjects[id][E_OBJECT_CHILDREN] = children; #else #pragma unused parent, siblings, children #endif #if !defined NO_OBJECTS_MOVE YSI_g_sObjects[id][E_OBJECT_MX] = mx; YSI_g_sObjects[id][E_OBJECT_MY] = my; YSI_g_sObjects[id][E_OBJECT_MZ] = mz; YSI_g_sObjects[id][E_OBJECT_MS] = ms; #else #pragma unused mx, my, mz, ms #endif YSI_g_sObjects[id][E_OBJECT_MODEL] = model | e_OBJ_FLAG_RECREATED; YSI_g_sObjects[id][E_OBJECT_SCRIPT] = master; YSI_g_sObjects[id][E_OBJECT_X] = x; YSI_g_sObjects[id][E_OBJECT_Y] = y; YSI_g_sObjects[id][E_OBJECT_Z] = z; YSI_g_sObjects[id][E_OBJECT_RX] = rx; YSI_g_sObjects[id][E_OBJECT_RY] = ry; YSI_g_sObjects[id][E_OBJECT_RZ] = rz; YSI_g_sObjects[id][E_OBJECT_VIEW] = view; #if OBJECT_WORLDS > 0 for (new i = 0; i < wCount && i < Bit_Bits(OBJECT_WORLDS); i++) { YSI_g_sObjects[id][E_OBJECT_WORLDS][i] = worlds[i]; } #else #pragma unused worlds, wCount #endif #if !defined NO_PERSONAL_OBJECTS for (new i = 0; i < pCount && i < PLAYER_BIT_ARRAY; i++) { YSI_g_sObjects[id][E_OBJECT_PLAYERS][i] = players[i]; } #else #pragma unused players, pCount #endif Object_AddToUpdate(id); Object_AddToSector(Object_FindSector(x, y, z), id, view); return 1; } /*----------------------------------------------------------------------------*- Function: Object_UpdateUnused Params: obj - Object to add to the remote unused list. Return: - Notes: - -*----------------------------------------------------------------------------*/ public Object_UpdateUnused(obj) { YSI_g_sObjects[obj][E_OBJECT_NEXT] = YSI_g_sNoObjects; YSI_g_sNoObjects = obj; } /*----------------------------------------------------------------------------*- Function: Object_CoOrdRemote Params: ident - Object to do code on. instruction - Function to perform. Float:f1 - First float data. Float:f2 - Second float data. Float:f3 - Third float data. Float:f4 - Fourth float data. Return: - Notes: Performs operations with locations on objects remotely. -*----------------------------------------------------------------------------*/ public Object_CoOrdRemote(ident, instruction, Float:f1, Float:f2, Float:f3, Float:f4) { setproperty(0, "YSIReq", 0); if (!YSI_g_sIsMaster) return 0; switch (instruction) { case E_OBJECT_REMOTE_SETROT: { if (!Object_IsValid(ident) || Object_IsAttached(YSI_g_sObjects[ident][E_OBJECT_MODEL])) return 0; YSI_g_sObjects[ident][E_OBJECT_RX] = f1; YSI_g_sObjects[ident][E_OBJECT_RY] = f2; YSI_g_sObjects[ident][E_OBJECT_RZ] = f3; YSI_g_sObjects[ident][E_OBJECT_MODEL] |= e_OBJ_FLAG_ROTATED; Object_AddToUpdate(ident); setproperty(0, "YSIReq", 1); return 1; } case E_OBJECT_REMOTE_SETPOS: { if (!Object_IsValid(ident) || Object_IsAttached(YSI_g_sObjects[ident][E_OBJECT_MODEL])) return 0; #if !defined NO_OBJECT_ATTACH Object_UpdateChildSectors(YSI_g_sObjects[ident][E_OBJECT_CHILDREN], f1, f2, f3); #endif setproperty(0, "YSIReq", Object_SetPos(ident, f1, f2, f3)); } case E_OBJECT_REMOTE_MOVETO: { if (Object_IsValid(ident)) { Object_Move(ident, f1, f2, f3, f4); Object_AddToUpdate(ident); setproperty(0, "YSIReq", 1); return 1; } } case E_OBJECT_REMOTE_GATE_POS: { Object_SetGateTarget(ident, f1, f2, f3, f4); } } return 0; } #endif /*----------------------------------------------------------------------------*- Function: Object_SetViewDistance Params: objectid - Object to objSet custom view distance for. Float:view - Distance the object can be seen from. Return: - Notes: Sets how far away an object can be seen from. -*----------------------------------------------------------------------------*/ stock Object_SetViewDistance(objectid, Float:view) { #if defined _YSI_SETUP_MASTER if (YSI_g_sIsMaster) { #endif if (Object_IsValid(objectid)) { view *= view; YSI_g_sObjects[objectid][E_OBJECT_VIEW] = view; new sector = YSI_g_sObjects[objectid][E_OBJECT_SECTOR]; if (view > OBJECT_MAX_VIEW_DISTANCE) { if (sector != OBJECT_LOD_SECTOR) { Object_RemoveFromSector(sector, objectid); Object_AddToLOD(objectid); } } else if (sector == OBJECT_LOD_SECTOR) { Object_RemoveFromSector(sector, objectid); Object_AddToSector(Object_FindSector(YSI_g_sObjects[objectid][E_OBJECT_X], YSI_g_sObjects[objectid][E_OBJECT_Y], YSI_g_sObjects[objectid][E_OBJECT_Z]), objectid, view); } else if (sector < sizeof (YSI_g_sObjectSectors)) { if (YSI_g_sObjectSectors[sector][E_OBJ_SECTOR_MAX_VIEW] < view) YSI_g_sObjectSectors[sector][E_OBJ_SECTOR_MAX_VIEW] = view; } return 1; } return 0; #if defined _YSI_SETUP_MASTER } else { return CallRemoteFunction("Object_Remote", "iii", objectid, _:view, E_OBJECT_REMOTE_VIEW); } #endif } /*----------------------------------------------------------------------------*- Function: Object_AddToUpdate Params: objectid - Object to add to the update list. Return: - Notes: Safely adds an object to the moved update list. -*----------------------------------------------------------------------------*/ static stock Object_AddToUpdate(objectid) { if (YSI_g_sObjects[objectid][E_OBJECT_UPDATES] == NO_OBJECT) { YSI_g_sObjects[objectid][E_OBJECT_UPDATES] = YSI_g_sSomethingMoved; YSI_g_sSomethingMoved = objectid; } } /*----------------------------------------------------------------------------*- Function: Object_Object Params: - Return: - Notes: Sets up variables for initial use. -*----------------------------------------------------------------------------*/ Object_Object() { static timer; if (!timer) { #if defined _YSI_SETUP_MASTER YSI_g_sIsMaster = Master_Add("YSIM_Objects"); #endif YSI_g_sNoObjects = 0; new i; while (i < MAX_DYN_OBJECTS) { YSI_g_sObjects[i][E_OBJECT_UPDATES] = NO_OBJECT; YSI_g_sObjects[i++][E_OBJECT_NEXT] = i; } YSI_g_sObjects[MAX_DYN_OBJECTS - 1][E_OBJECT_NEXT] = NO_OBJECT; for (i = 0; i < OBJECT_SECTOR_ARRAY; i++) { YSI_g_sObjectSectors[i][E_OBJ_SECTOR_POINTER] = NO_OBJECT; YSI_g_sObjectSectors[i][E_OBJ_SECTOR_MAX_VIEW] = OBJECT_SIGHT; } YSI_g_sXSectorLocations[0] = OBJECT_BOUNDS_MINX; for (i = 1; i < OBJECT_SECTOR_X_EDGE; i++) { YSI_g_sXSectorLocations[i] = (float(OBJECT_BOUNDS_X_SIZE * i) / OBJECT_SECTOR_X_EDGE) + OBJECT_BOUNDS_MINX; } YSI_g_sXSectorLocations[OBJECT_SECTOR_X_EDGE] = OBJECT_BOUNDS_MAXX; YSI_g_sXSectorSize = (YSI_g_sXSectorLocations[1] - YSI_g_sXSectorLocations[0]); YSI_g_sYSectorLocations[0] = OBJECT_BOUNDS_MINY; for (i = 1; i < OBJECT_SECTOR_Y_EDGE; i++) { YSI_g_sYSectorLocations[i] = (float(OBJECT_BOUNDS_Y_SIZE * i) / OBJECT_SECTOR_Y_EDGE) + OBJECT_BOUNDS_MINY; } YSI_g_sYSectorLocations[OBJECT_SECTOR_Y_EDGE] = OBJECT_BOUNDS_MAXY; YSI_g_sYSectorSize = (YSI_g_sYSectorLocations[1] - YSI_g_sYSectorLocations[0]); #if defined _YSI_VISUAL_AREAS #if defined NO_GATE_AREA_LOOKUP for (i = 0; i < MAX_GATE_OBJECTS; i++) { YSI_g_sGateInfo[i][E_GATE_INFO_TRIGGER] = NO_GATE; } #else for (i = 0; i < sizeof (YSI_g_sGateAreas); i++) { YSI_g_sGateAreas[i] = NO_GATE; } #endif #endif for (i = 0; i < MAX_PLAYERS; i++) { for (new j = 0; j < MAY_OBJECTS; j++) { YSI_g_sPlayerObjects[i][j] = NO_OBJECT; } } timer = Timer_Add("Object_Loop", OBJECT_LOOP_GRANULARITY); } return 1; } /*----------------------------------------------------------------------------*- Function: CreateDynamicObject Params: model - Model of object. Float:X - x position. Float:Y - y position. Float:Z - z position. Float:RX - x rotation. Float:RY - y rotation. Float:RZ - z rotation. Return: - Notes: Dynamic wrapper for CreateObject. -*----------------------------------------------------------------------------*/ stock CreateDynamicObject(model, Float:X, Float:Y, Float:Z, Float:RX = 0.0, Float:RY = 0.0, Float:RZ = 0.0) { new object = Object_Add(model, X, Y, Z, RX, RY, RZ); if (object != NO_OBJECT) { Object_AddToAllWorlds(object); Object_AddToAllPlayers(object); } return object; } /*----------------------------------------------------------------------------*- Function: CreatePlayerDynamicObject Params: playerid - Player to create it for. model - Model of object. Float:X - x position. Float:Y - y position. Float:Z - z position. Float:RX - x rotation. Float:RY - y rotation. Float:RZ - z rotation. Return: - Notes: Dynamic wrapper for CreatePlayerObject. -*----------------------------------------------------------------------------*/ stock CreatePlayerDynamicObject(playerid, model, Float:X, Float:Y, Float:Z, Float:RX = 0.0, Float:RY = 0.0, Float:RZ = 0.0) { new object; #if !defined NO_PLAYER_ONLY object = Object_Add(model, X, Y, Z, RX, RY, RZ); if (object != NO_OBJECT) { Object_RemoveFromAllPlayers(object); Object_AddToPlayer(object, playerid); Object_AddToAllWorlds(object); } #else #pragma unused playerid object = CreateDynamicObject(model, X, Y, Z, RX, RY, RZ); #endif return object; } /*----------------------------------------------------------------------------*- Function: CreateVWDynamicObject Params: virtualworld - World to create it in. model - Model of object. Float:X - x position. Float:Y - y position. Float:Z - z position. Float:RX - x rotation. Float:RY - y rotation. Float:RZ - z rotation. Return: - Notes: Dynamic wrapper for CreateObject with VW support. -*----------------------------------------------------------------------------*/ stock CreateVWDynamicObject(virtualworld, model, Float:X, Float:Y, Float:Z, Float:RX = 0.0, Float:RY = 0.0, Float:RZ = 0.0) { new object; #if OBJECT_WORLDS > 0 object = Object_Add(model, X, Y, Z, RX, RY, RZ); if (object != NO_OBJECT) { Object_RemoveFromAllWorlds(object); Object_AddToWorld(object, virtualworld); Object_AddToAllPlayers(object); } #else #pragma unused virtualworld object = CreateDynamicObject(model, X, Y, Z, RX, RY, RZ); #endif return object; } /*----------------------------------------------------------------------------*- Function: CreatePlayerVWDynamicObject Params: playerid 0 Player to create it for. virtualworld - World to create it in. model - Model of object. Float:X - x position. Float:Y - y position. Float:Z - z position. Float:RX - x rotation. Float:RY - y rotation. Float:RZ - z rotation. Return: - Notes: Dynamic wrapper for CreatePlayerObject with VW support. -*----------------------------------------------------------------------------*/ stock CreatePlayerVWDynamicObject(playerid, virtualworld, model, Float:X, Float:Y, Float:Z, Float:RX = 0.0, Float:RY = 0.0, Float:RZ = 0.0) { new object; #if !defined NO_PLAYER_ONLY #if OBJECT_WORLDS > 0 object = Object_Add(model, X, Y, Z, RX, RY, RZ); if (object != NO_OBJECT) { Object_AddToWorld(object, virtualworld); Object_AddToPlayer(object, playerid); } #else object = CreatePlayerDynamicObject(playerid, model, X, Y, Z, RX, RY, RZ); #pragma unused virtualworld #endif #else #if OBJECT_WORLDS > 0 object = CreateVWDynamicObject(virtualworld, model, X, Y, Z, RX, RY, RZ); #pragma unused playerid #else object = CreateDynamicObject(model, X, Y, Z, RX, RY, RZ); #pragma unused playerid, virtualworld #endif #endif return object; } /*----------------------------------------------------------------------------*- Function: Object_Add Params: model - The object model. Float:x - X position. Float:y - Y position. Float:z - Z position. Float:rx - X rotation. Float:ry - Y rotation. Float:rz - Z rotation. Return: - Notes: Internal object addition function. Checks if there are any slots open and adds the object to the list if there are. Sets up initial flags and stores the position. -*----------------------------------------------------------------------------*/ static stock Object_Add(model, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz) { #if defined _YSI_SETUP_MASTER if (!Object_IsValidModel(model)) return NO_OBJECT; if (!YSI_g_sIsMaster) { CallRemoteFunction("Object_AddRem", "iiffffff", YSI_gMasterID, model, x, y, z, rx, ry, rz); return getproperty(0, "YSIReq"); } else { return Object_AddRem(YSI_gMasterID, model, x, y, z, rx, ry, rz); } } /*----------------------------------------------------------------------------*- Function: Object_AddRem Params: master - The script which owns the object being made. model - The object model. Float:x - X position. Float:y - Y position. Float:z - Z position. Float:rx - X rotation. Float:ry - Y rotation. Float:rz - Z rotation. Return: - Notes: Remote wrapper for Object_Add. -*----------------------------------------------------------------------------*/ public Object_AddRem(master, model, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz) { DBGP3("Object_AddRem() start %d", YSI_gMasterID); if (!YSI_g_sIsMaster) return NO_OBJECT; DBGP3("Object_AddRem() Master"); setproperty(0, "YSIReq", NO_OBJECT); #endif model &= _:e_OBJ_FLAG_MODEL; if (YSI_g_sNoObjects == NO_OBJECT) return NO_OBJECT; #if !defined _YSI_SETUP_MASTER if (!Object_IsValidModel(model)) return NO_OBJECT; #endif new pointer = YSI_g_sNoObjects; YSI_g_sNoObjects = YSI_g_sObjects[pointer][E_OBJECT_NEXT]; #if defined _YSI_SETUP_MASTER YSI_g_sObjects[pointer][E_OBJECT_SCRIPT] = master; #endif YSI_g_sObjects[pointer][E_OBJECT_MODEL] = e_OBJ_FLAG:model | e_OBJ_FLAG_ACTIVE | e_OBJ_FLAG_RECREATED | Object_SetAttach(NO_ATTACH_PLAYER); YSI_g_sObjects[pointer][E_OBJECT_X] = x; YSI_g_sObjects[pointer][E_OBJECT_Y] = y; YSI_g_sObjects[pointer][E_OBJECT_Z] = z; YSI_g_sObjects[pointer][E_OBJECT_RX] = rx; YSI_g_sObjects[pointer][E_OBJECT_RY] = ry; YSI_g_sObjects[pointer][E_OBJECT_RZ] = rz; YSI_g_sObjects[pointer][E_OBJECT_VIEW] = OBJECT_SIGHT; #if !defined NO_OBJECT_ATTACH YSI_g_sObjects[pointer][E_OBJECT_PARENT] = NO_OBJECT; YSI_g_sObjects[pointer][E_OBJECT_SIBLINGS] = NO_OBJECT; YSI_g_sObjects[pointer][E_OBJECT_CHILDREN] = NO_OBJECT; #endif Object_AddToUpdate(pointer); Object_AddToSector(Object_FindSector(x, y, z), pointer, OBJECT_SIGHT); #if defined _YSI_SETUP_MASTER setproperty(0, "YSIReq", pointer); #endif return pointer; } /*----------------------------------------------------------------------------*- Function: Object_FindSector Params: Float:x - X point. Float:y - Y point. Float:z - Z point. Return: Point's sector. Notes: Finds the sector of a point. -*----------------------------------------------------------------------------*/ static stock Object_FindSector(Float:x, Float:y, Float:z) { if (z > 800.0) return OBJECT_INT_SECTOR; if (x < OBJECT_BOUNDS_MINX || x >= OBJECT_BOUNDS_MAXX || y < OBJECT_BOUNDS_MINY || y >= OBJECT_BOUNDS_MAXY) return OBJECT_NO_SECTOR; x = floatsub(x, float(OBJECT_BOUNDS_MINX)) / OBJECT_REAL_X_SECTOR_SIZE; y = floatsub(y, float(OBJECT_BOUNDS_MINY)) / OBJECT_REAL_Y_SECTOR_SIZE; new val; val = (floatround(x, floatround_floor) * OBJECT_SECTOR_X_EDGE) + floatround(y, floatround_floor); return val; } /*----------------------------------------------------------------------------*- Function: Object_AddToOOB Params: pointer - Index of the object to add. Return: - Notes: Adds an object to the linked list for objects out of bounds of the grid system (i.e. stores objects out the +/-OBJECT_BOUNDS world limit). -*----------------------------------------------------------------------------*/ static stock Object_AddToOOB(pointer) { if (YSI_g_sOtherSector == NO_OBJECT) { YSI_g_sOtherSector = pointer; YSI_g_sObjects[pointer][E_OBJECT_NEXT] = pointer; } else { YSI_g_sObjects[pointer][E_OBJECT_NEXT] = YSI_g_sObjects[YSI_g_sOtherSector][E_OBJECT_NEXT]; YSI_g_sObjects[YSI_g_sOtherSector][E_OBJECT_NEXT] = pointer; } YSI_g_sObjects[pointer][E_OBJECT_SECTOR] = OBJECT_NO_SECTOR; } /*----------------------------------------------------------------------------*- Function: Object_AddToLOD Params: pointer - Index of the object to add. Return: - Notes: Adds an object to the linked list for objects with views > OBJECT_MAX_VIEW -*----------------------------------------------------------------------------*/ static stock Object_AddToLOD(pointer) { if (YSI_g_sLODObjects == NO_OBJECT) { YSI_g_sLODObjects = pointer; YSI_g_sObjects[pointer][E_OBJECT_NEXT] = pointer; } else { YSI_g_sObjects[pointer][E_OBJECT_NEXT] = YSI_g_sObjects[YSI_g_sLODObjects][E_OBJECT_NEXT]; YSI_g_sObjects[YSI_g_sLODObjects][E_OBJECT_NEXT] = pointer; } YSI_g_sObjects[pointer][E_OBJECT_SECTOR] = OBJECT_LOD_SECTOR; } /*----------------------------------------------------------------------------*- Function: Object_AddToINT Params: pointer - Index of the object to add. Return: - Notes: Adds an object to the linked list for objects in interiors. -*----------------------------------------------------------------------------*/ static stock Object_AddToINT(pointer) { if (YSI_g_sInteriorObjects == NO_OBJECT) { YSI_g_sInteriorObjects = pointer; YSI_g_sObjects[pointer][E_OBJECT_NEXT] = pointer; } else { YSI_g_sObjects[pointer][E_OBJECT_NEXT] = YSI_g_sObjects[YSI_g_sInteriorObjects][E_OBJECT_NEXT]; YSI_g_sObjects[YSI_g_sInteriorObjects][E_OBJECT_NEXT] = pointer; } YSI_g_sObjects[pointer][E_OBJECT_SECTOR] = OBJECT_LOD_SECTOR; } /*----------------------------------------------------------------------------*- Function: Object_AddToMovingList Params: pointer - Index of the object to add. Return: - Notes: Adds an object to the linked list for dynamic objects. -*----------------------------------------------------------------------------*/ static stock Object_AddToMovingList(pointer) { if (YSI_g_sMovingObjects == NO_OBJECT) { YSI_g_sMovingObjects = pointer; YSI_g_sObjects[pointer][E_OBJECT_NEXT] = pointer; } else { YSI_g_sObjects[pointer][E_OBJECT_NEXT] = YSI_g_sObjects[YSI_g_sMovingObjects][E_OBJECT_NEXT]; YSI_g_sObjects[YSI_g_sMovingObjects][E_OBJECT_NEXT] = pointer; } YSI_g_sObjects[pointer][E_OBJECT_SECTOR] = OBJECT_NO_SECTOR; } /*----------------------------------------------------------------------------*- Function: Object_AddToSector Params: sector - Sector of object. pointer - Index of object. Float:view - Distance the object can be seen from. Return: - Notes: Saves an object as being in a sector. -*----------------------------------------------------------------------------*/ static stock Object_AddToSector(sector, pointer, Float:view) { if (sector == OBJECT_NO_SECTOR) Object_AddToOOB(pointer); else if (sector == OBJECT_INT_SECTOR) Object_AddToINT(pointer); else if (view > (OBJECT_MAX_VIEW_DISTANCE * OBJECT_MAX_VIEW_DISTANCE)) Object_AddToLOD(pointer); else { new data = YSI_g_sObjectSectors[sector][E_OBJ_SECTOR_POINTER]; if (data == NO_OBJECT) { YSI_g_sObjectSectors[sector][E_OBJ_SECTOR_POINTER] = pointer; YSI_g_sObjects[pointer][E_OBJECT_NEXT] = pointer; } else { YSI_g_sObjects[pointer][E_OBJECT_NEXT] = YSI_g_sObjects[data][E_OBJECT_NEXT]; YSI_g_sObjects[data][E_OBJECT_NEXT] = pointer; } YSI_g_sObjects[pointer][E_OBJECT_SECTOR] = sector; if (view > YSI_g_sObjectSectors[sector][E_OBJ_SECTOR_MAX_VIEW]) YSI_g_sObjectSectors[sector][E_OBJ_SECTOR_MAX_VIEW] = view; } } /*----------------------------------------------------------------------------*- Function: DestroyDynamicObject Params: objectid - Object to destroy. Return: - Notes: Dynamic wrapper for DestroyObject. Removes the object from it's list by using the cyclic property to find the previous object and repointing it to the object after the removed one. This ay make it point to itself but this is a good thing. The object is then added to the unassigned list in the same way as it's added to a normal list and finally the object flags are reset to destroy the data. -*----------------------------------------------------------------------------*/ stock DestroyDynamicObject(objectid) { #if defined _YSI_SETUP_MASTER if (YSI_g_sIsMaster) { #endif if (Object_IsValid(objectid)) { return Object_Destroy(objectid); } return 0; #if defined _YSI_SETUP_MASTER } else { CallRemoteFunction("Object_Remote", "iii", objectid, 0, E_OBJECT_REMOTE_DESTROY); return getproperty(0, "YSIReq"); } #endif } /*----------------------------------------------------------------------------*- Function: Object_Destroy Params: objectid - Object to destroy. remove - Wether to update client side objects. Return: - Notes: Does the hard work for DestroyDynamicObject. -*----------------------------------------------------------------------------*/ static stock Object_Destroy(objectid, remove = 1) { Object_RemoveFromSector(YSI_g_sObjects[objectid][E_OBJECT_SECTOR], objectid); if (YSI_g_sNoObjects == NO_OBJECT) { YSI_g_sNoObjects = objectid; YSI_g_sObjects[objectid][E_OBJECT_NEXT] = objectid; } else { YSI_g_sObjects[objectid][E_OBJECT_NEXT] = YSI_g_sObjects[YSI_g_sNoObjects][E_OBJECT_NEXT]; YSI_g_sObjects[YSI_g_sNoObjects][E_OBJECT_NEXT] = objectid; } #if !defined NO_OBJECT_ATTACH new children = YSI_g_sObjects[objectid][E_OBJECT_CHILDREN], parent = YSI_g_sObjects[objectid][E_OBJECT_PARENT], old = NO_OBJECT, last = NO_OBJECT; while (children != NO_OBJECT) { last = children; YSI_g_sObjects[children][E_OBJECT_PARENT] = parent; children = YSI_g_sObjects[children][E_OBJECT_SIBLINGS]; } if (parent != NO_OBJECT) { old = YSI_g_sObjects[parent][E_OBJECT_CHILDREN]; if (old == objectid) { old = YSI_g_sObjects[objectid][E_OBJECT_SIBLINGS]; } else { children = old; new obj; do { obj = children; children = YSI_g_sObjects[children][E_OBJECT_SIBLINGS]; } while (children != objectid); YSI_g_sObjects[obj][E_OBJECT_SIBLINGS] = YSI_g_sObjects[objectid][E_OBJECT_SIBLINGS]; } if (last != NO_OBJECT) { YSI_g_sObjects[last][E_OBJECT_SIBLINGS] = old; } YSI_g_sObjects[parent][E_OBJECT_CHILDREN] = YSI_g_sObjects[objectid][E_OBJECT_CHILDREN]; } #endif YSI_g_sObjects[objectid][E_OBJECT_MODEL] = e_OBJ_FLAG:0; if (remove) { foreach (Player, playerid) { for (new i = 0; i < MAY_OBJECTS; i++) { if (YSI_g_sPlayerObjects[playerid][i] == objectid) { DestroyPlayerObject(playerid, i + 1); break; } } } } return 1; } /*----------------------------------------------------------------------------*- Function: Object_RemoveFromSector Params: sector - Sector list to modify. objectid - Object to remove. Return: - Notes: Used to be part of DestroyDynamicObject but is needed by other API functions. -*----------------------------------------------------------------------------*/ static stock Object_RemoveFromSector(sector, objectid) { new pointer = objectid, last, Float:newview = OBJECT_SIGHT; do { last = pointer; pointer = YSI_g_sObjects[last][E_OBJECT_NEXT]; if (last != objectid && YSI_g_sObjects[last][E_OBJECT_VIEW] > newview) newview = YSI_g_sObjects[last][E_OBJECT_VIEW]; } while (pointer != objectid); if (last == objectid) { if (YSI_g_sObjects[objectid][E_OBJECT_MODEL] & e_OBJ_FLAG_MOVED) YSI_g_sMovingObjects = NO_OBJECT; else if (sector == OBJECT_NO_SECTOR) YSI_g_sOtherSector = NO_OBJECT; else if (sector == OBJECT_LOD_SECTOR) YSI_g_sLODObjects = NO_OBJECT; else if (sector == OBJECT_INT_SECTOR) YSI_g_sInteriorObjects = NO_OBJECT; else { YSI_g_sObjectSectors[sector][E_OBJ_SECTOR_POINTER] = NO_OBJECT; YSI_g_sObjectSectors[sector][E_OBJ_SECTOR_MAX_VIEW] = OBJECT_SIGHT; } } else { if (YSI_g_sObjects[objectid][E_OBJECT_MODEL] & e_OBJ_FLAG_MOVED) { if (YSI_g_sMovingObjects == objectid) YSI_g_sMovingObjects = last; } else if (sector == OBJECT_NO_SECTOR) { if (YSI_g_sOtherSector == objectid) YSI_g_sOtherSector = last; } else if (sector == OBJECT_LOD_SECTOR) { if (YSI_g_sLODObjects == objectid) YSI_g_sLODObjects = last; } else if (sector == OBJECT_INT_SECTOR) { if (YSI_g_sInteriorObjects == objectid) YSI_g_sInteriorObjects = last; } else if (YSI_g_sObjectSectors[sector][E_OBJ_SECTOR_POINTER] == objectid) { YSI_g_sObjectSectors[sector][E_OBJ_SECTOR_POINTER] = last; YSI_g_sObjectSectors[sector][E_OBJ_SECTOR_MAX_VIEW] = newview; } YSI_g_sObjects[last][E_OBJECT_NEXT] = YSI_g_sObjects[objectid][E_OBJECT_NEXT]; } } /*----------------------------------------------------------------------------*- Function: SetDynamicObjectPos Params: objectid - Object to objSet new position of. Float:x - X co-ordinate. Float:y - Y co-ordintae. Float:z - Z co-ordinate. Return: - Notes: Updated to update child positions to (but NOT parent). -*----------------------------------------------------------------------------*/ stock SetDynamicObjectPos(objectid, Float:x, Float:y, Float:z) { #if defined _YSI_SETUP_MASTER if (YSI_g_sIsMaster) { #endif if (!Object_IsValid(objectid) || Object_IsAttached(YSI_g_sObjects[objectid][E_OBJECT_MODEL])) return 0; #if !defined NO_OBJECT_ATTACH Object_UpdateChildSectors(YSI_g_sObjects[objectid][E_OBJECT_CHILDREN], x, y, z); #endif return Object_SetPos(objectid, x, y, z); #if defined _YSI_SETUP_MASTER } else { CallRemoteFunction("Object_CoOrdRemote", "iiffff", objectid, E_OBJECT_REMOTE_SETPOS, x, y, z, 0.0); return getproperty(0, "YSIReq"); } #endif } /*----------------------------------------------------------------------------*- Function: Object_SetPos Params: objectid - Object to objSet new position of. Float:x - X co-ordinate. Float:y - Y co-ordintae. Float:z - Z co-ordinate. Return: - Notes: Does the actual relocation of an object. -*----------------------------------------------------------------------------*/ static stock Object_SetPos(objectid, Float:x, Float:y, Float:z) { new newsec = Object_FindSector(x, y, z), oldsec; if (newsec != (oldsec = YSI_g_sObjects[objectid][E_OBJECT_SECTOR])) { Object_RemoveFromSector(oldsec, objectid); Object_AddToSector(newsec, objectid, YSI_g_sObjects[objectid][E_OBJECT_VIEW]); } #if !defined NO_OBJECT_ATTACH new parent = YSI_g_sObjects[objectid][E_OBJECT_PARENT]; if (parent != NO_OBJECT) { new Float:nx, Float:ny, Float:nz; Object_GetPos(parent, nx, ny, nz); YSI_g_sObjects[objectid][E_OBJECT_X] = x - nx; YSI_g_sObjects[objectid][E_OBJECT_Y] = y - ny; YSI_g_sObjects[objectid][E_OBJECT_Z] = z - nz; } else { #endif YSI_g_sObjects[objectid][E_OBJECT_X] = x; YSI_g_sObjects[objectid][E_OBJECT_Y] = y; YSI_g_sObjects[objectid][E_OBJECT_Z] = z; #if !defined NO_OBJECT_ATTACH } #endif YSI_g_sObjects[objectid][E_OBJECT_MODEL] |= e_OBJ_FLAG_JUMPED; Object_AddToUpdate(objectid); return 1; } /*----------------------------------------------------------------------------*- Function: Object_UpdateChildSectors Params: objectid - Object to update children of. Float:x - X co-ordinate of parent. Float:y - Y co-ordintae of parent. Float:z - Z co-ordinate of parent. Return: - Notes: Doesn't update the position parameter as that's relative to the parent for child objects. Recursive function to update sectors of children of children. -*----------------------------------------------------------------------------*/ #if !defined NO_OBJECT_ATTACH static stock Object_UpdateChildSectors(objectid, Float:x, Float:y, Float:z) { new Float:nx, Float:ny, Float:nz, newsec, oldsec; while (objectid != NO_OBJECT) { if (Object_IsAttached(objectid)) { nx = x + YSI_g_sObjects[objectid][E_OBJECT_X]; ny = y + YSI_g_sObjects[objectid][E_OBJECT_Y]; nz = z + YSI_g_sObjects[objectid][E_OBJECT_Z]; newsec = Object_FindSector(nx, ny, nz); if (newsec != (oldsec = YSI_g_sObjects[objectid][E_OBJECT_SECTOR])) { Object_RemoveFromSector(oldsec, objectid); Object_AddToSector(newsec, objectid, YSI_g_sObjects[objectid][E_OBJECT_VIEW]); } Object_UpdateChildSectors(YSI_g_sObjects[objectid][E_OBJECT_CHILDREN], nx, ny, nz); YSI_g_sObjects[objectid][E_OBJECT_MODEL] |= e_OBJ_FLAG_JUMPED; } objectid = YSI_g_sObjects[objectid][E_OBJECT_SIBLINGS]; } } #endif /*----------------------------------------------------------------------------*- Function: SetDynamicObjectRot Params: objectid - Object to objSet new rotation of. Float:x - X rotation. Float:y - Y rotation. Float:z - Z rotation. Return: - Notes: - -*----------------------------------------------------------------------------*/ stock SetDynamicObjectRot(objectid, Float:x, Float:y, Float:z) { #if defined _YSI_SETUP_MASTER if (YSI_g_sIsMaster) { #endif if (!Object_IsValid(objectid) || Object_IsAttached(YSI_g_sObjects[objectid][E_OBJECT_MODEL])) return 0; YSI_g_sObjects[objectid][E_OBJECT_RX] = x; YSI_g_sObjects[objectid][E_OBJECT_RY] = y; YSI_g_sObjects[objectid][E_OBJECT_RZ] = z; YSI_g_sObjects[objectid][E_OBJECT_MODEL] |= e_OBJ_FLAG_ROTATED; Object_AddToUpdate(objectid); return 1; #if defined _YSI_SETUP_MASTER } else { CallRemoteFunction("Object_CoOrdRemote", "iiffff", objectid, E_OBJECT_REMOTE_SETROT, x, y, z, 0.0); return getproperty(0, "YSIReq"); } #endif } /*----------------------------------------------------------------------------*- Function: GetDynamicObjectRot Params: objectid - Object to objSet new rotation of. &Float:x - X rotation store. &Float:y - Y rotation store. &Float:z - Z rotation store. Return: - Notes: - -*----------------------------------------------------------------------------*/ stock GetDynamicObjectRot(objectid, &Float:x, &Float:y, &Float:z) { #if defined _YSI_SETUP_MASTER if (YSI_g_sIsMaster) { #endif if (!Object_IsValid(objectid) || Object_IsAttached(YSI_g_sObjects[objectid][E_OBJECT_MODEL])) return 0; x = YSI_g_sObjects[objectid][E_OBJECT_RX]; y = YSI_g_sObjects[objectid][E_OBJECT_RY]; z = YSI_g_sObjects[objectid][E_OBJECT_RZ]; return 1; #if defined _YSI_SETUP_MASTER } else { CallRemoteFunction("Object_Remote", "iii", objectid, 0, E_OBJECT_REMOTE_GETROT); x = Float:getproperty(0, "YSIReq"); y = Float:getproperty(0, "YSIReq2"); z = Float:getproperty(0, "YSIReq3"); deleteproperty(0, "YSIReq2"); deleteproperty(0, "YSIReq3"); } #endif } /*----------------------------------------------------------------------------*- Function: Object_AddToWorld Params: object - Object to add. world - World to add to. Return: - Notes: Makes an object visible in a world. -*----------------------------------------------------------------------------*/ stock Object_AddToWorld(object, world) { #if OBJECT_WORLDS > 0 #if defined _YSI_SETUP_MASTER if (YSI_g_sIsMaster) { #endif if (Object_IsValid(object)) Bit_Set(YSI_g_sObjects[object][E_OBJECT_WORLDS], world, 1, OBJECT_WORLD_COUNT); #if defined _YSI_SETUP_MASTER } else { CallRemoteFunction("Object_Remote", "iii", object, world, E_OBJECT_REMOTE_ADDW); } #endif #else #pragma unused object, world #endif } /*----------------------------------------------------------------------------*- Function: Object_RemoveFromWorld Params: object - Object to remove. world - World to remove from. Return: - Notes: Makes an object invisible in a world. -*----------------------------------------------------------------------------*/ stock Object_RemoveFromWorld(object, world) { #if OBJECT_WORLDS > 0 #if defined _YSI_SETUP_MASTER if (YSI_g_sIsMaster) { #endif if (Object_IsValid(object)) Bit_Set(YSI_g_sObjects[object][E_OBJECT_WORLDS], world, 0, OBJECT_WORLD_COUNT); #if defined _YSI_SETUP_MASTER } else { CallRemoteFunction("Object_Remote", "iii", object, world, E_OBJECT_REMOTE_REMW); } #endif #else #pragma unused object, world #endif } /*----------------------------------------------------------------------------*- Function: Object_AddToPlayer Params: object - Object to add. playerid - Player to add to. Return: - Notes: Makes an object visible to a player. -*----------------------------------------------------------------------------*/ stock Object_AddToPlayer(object, playerid) { #if !defined NO_PERSONAL_OBJECTS #if defined _YSI_SETUP_MASTER if (YSI_g_sIsMaster) { #endif if (Object_IsValid(object)) Bit_Set(YSI_g_sObjects[object][E_OBJECT_PLAYERS], playerid, 1, PLAYER_BIT_ARRAY); #if defined _YSI_SETUP_MASTER } else { CallRemoteFunction("Object_Remote", "iii", object, playerid, E_OBJECT_REMOTE_ADDP); } #endif #else #pragma unused object, playerid #endif } /*----------------------------------------------------------------------------*- Function: Object_RemoveFromWorld Params: object - Object to remove. playerid - Player to remove from. Return: - Notes: Makes an object invisible to a player. -*----------------------------------------------------------------------------*/ stock Object_RemoveFromPlayer(object, playerid) { #if !defined NO_PERSONAL_OBJECTS #if defined _YSI_SETUP_MASTER if (YSI_g_sIsMaster) { #endif if (Object_IsValid(object)) Bit_Set(YSI_g_sObjects[object][E_OBJECT_PLAYERS], playerid, 0, PLAYER_BIT_ARRAY); #if defined _YSI_SETUP_MASTER } else { CallRemoteFunction("Object_Remote", "iii", object, playerid, E_OBJECT_REMOTE_REMP); } #endif #else #pragma unused object, playerid #endif } /*----------------------------------------------------------------------------*- Function: Object_AddToAllWorlds Params: object - Object to add. Return: - Notes: Makes an object visible in all worlds. -*----------------------------------------------------------------------------*/ stock Object_AddToAllWorlds(object) { #if OBJECT_WORLDS > 0 #if defined _YSI_SETUP_MASTER if (YSI_g_sIsMaster) { #endif if (Object_IsValid(object)) Bit_SetAll(YSI_g_sObjects[object][E_OBJECT_WORLDS], 1, OBJECT_WORLD_COUNT); #if defined _YSI_SETUP_MASTER } else { CallRemoteFunction("Object_Remote", "iii", object, 0, E_OBJECT_REMOTE_ALLWA); } #endif #else #pragma unused object #endif } /*----------------------------------------------------------------------------*- Function: Object_RemoveFromAllWorlds Params: object - Object to remove. Return: - Notes: Makes an object invisible in all worlds. -*----------------------------------------------------------------------------*/ stock Object_RemoveFromAllWorlds(object) { #if OBJECT_WORLDS > 0 #if defined _YSI_SETUP_MASTER if (YSI_g_sIsMaster) { #endif if (Object_IsValid(object)) Bit_SetAll(YSI_g_sObjects[object][E_OBJECT_WORLDS], 0, OBJECT_WORLD_COUNT); #if defined _YSI_SETUP_MASTER } else { CallRemoteFunction("Object_Remote", "iii", object, 0, E_OBJECT_REMOTE_ALLWR); } #endif #else #pragma unused object #endif } /*----------------------------------------------------------------------------*- Function: Object_AddToAllPlayers Params: object - Object to add. Return: - Notes: Makes an object visible to all players. -*----------------------------------------------------------------------------*/ stock Object_AddToAllPlayers(object) { #if !defined NO_PERSONAL_OBJECTS #if defined _YSI_SETUP_MASTER if (YSI_g_sIsMaster) { #endif if (Object_IsValid(object)) { Bit_SetAll(YSI_g_sObjects[object][E_OBJECT_PLAYERS], 1, PLAYER_BIT_ARRAY); } #if defined _YSI_SETUP_MASTER } else { CallRemoteFunction("Object_Remote", "iii", object, 0, E_OBJECT_REMOTE_ALLPA); } #endif #else #pragma unused object #endif } /*----------------------------------------------------------------------------*- Function: Object_RemoveFromAllPlayers Params: object - Object to remove. Return: - Notes: Makes an object invisible to all players. -*----------------------------------------------------------------------------*/ stock Object_RemoveFromAllPlayers(object) { #if !defined NO_PERSONAL_OBJECTS #if defined _YSI_SETUP_MASTER if (YSI_g_sIsMaster) { #endif if (Object_IsValid(object)) { Bit_SetAll(YSI_g_sObjects[object][E_OBJECT_PLAYERS], 0, PLAYER_BIT_ARRAY); } #if defined _YSI_SETUP_MASTER } else { CallRemoteFunction("Object_Remote", "iii", object, 0, E_OBJECT_REMOTE_ALLPR); } #endif #else #pragma unused object #endif } /*----------------------------------------------------------------------------*- Function: Object_GetPos Params: objectid - Object to get position of. &Float:x - X return. &Float:y - Y return. &Float:z - Z return. Return: - Notes: - -*----------------------------------------------------------------------------*/ static stock Object_GetPos(objectid, &Float:x, &Float:y, &Float:z) { new playerid = Object_GetAttach(YSI_g_sObjects[objectid][E_OBJECT_MODEL]); if (playerid != NO_ATTACH_PLAYER && IsPlayerConnected(playerid)) { GetPlayerPos(playerid, x, y, z); } #if !defined NO_OBJECT_ATTACH else if ((playerid = YSI_g_sObjects[objectid][E_OBJECT_PARENT]) != NO_OBJECT) { Object_GetPos(playerid, x, y, z); } #endif #pragma tabsize 0 else #pragma tabsize 4 { x = YSI_g_sObjects[objectid][E_OBJECT_X]; y = YSI_g_sObjects[objectid][E_OBJECT_Y]; z = YSI_g_sObjects[objectid][E_OBJECT_Z]; return; } x += YSI_g_sObjects[objectid][E_OBJECT_X]; y += YSI_g_sObjects[objectid][E_OBJECT_Y]; z += YSI_g_sObjects[objectid][E_OBJECT_Z]; } /*----------------------------------------------------------------------------*- Function: GetDynamicObjectPos Params: objectid - Object to get position of. &Float:x - X return. &Float:y - Y return. &Float:z - Z return. Return: - Notes: API wrapper for Object_GetPos. -*----------------------------------------------------------------------------*/ stock GetDynamicObjectPos(objectid, &Float:x, &Float:y, &Float:z) { #if defined _YSI_SETUP_MASTER if (YSI_g_sIsMaster) { #endif if (!Object_IsValid(objectid)) return 0; Object_GetPos(objectid, x, y, z); #if defined _YSI_SETUP_MASTER } else { CallRemoteFunction("Object_Remote", "iii", objectid, 0, E_OBJECT_REMOTE_GETPOS); x = Float:getproperty(0, "YSIReq"); y = Float:getproperty(0, "YSIReq2"); z = Float:getproperty(0, "YSIReq3"); deleteproperty(0, "YSIReq2"); deleteproperty(0, "YSIReq3"); } #endif return 1; } /*----------------------------------------------------------------------------*- Function: Object_HasPlayer Params: objectid - Object to check. playerid - Player to check. worldid - World to check. Return: Whether the object is visible to that player in that world. Notes: This is a variable function. Depending on the compile time settings it may or may not use all the parameters (it may use none). -*----------------------------------------------------------------------------*/ #if !defined NO_PERSONAL_OBJECTS #if OBJECT_WORLDS > 0 #define Object_HasPlayer(%1,%2,%3) \ (Bit_Get(YSI_g_sObjects[(%1)][E_OBJECT_WORLDS], (%3)) && Bit_Get(YSI_g_sObjects[(%1)][E_OBJECT_PLAYERS], (%2))) #else #define Object_HasPlayer(%1,%2,%3) \ (Bit_Get(YSI_g_sObjects[(%1)][E_OBJECT_PLAYERS], (%2))) #endif #else #if OBJECT_WORLDS > 0 #define Object_HasPlayer(%1,%2,%3) \ (Bit_Get(YSI_g_sObjects[(%1)][E_OBJECT_WORLDS], (%3))) #else #define Object_HasPlayer(%1,%2,%3) \ (TRUE) #endif #endif /*----------------------------------------------------------------------------*- Function: IsValidDynamicObject Params: objectid - Object to check. Return: Object_IsValid. Notes: - -*----------------------------------------------------------------------------*/ stock IsValidDynamicObject(objectid) { #if defined _YSI_SETUP_MASTER if (YSI_g_sIsMaster) { #endif return Object_IsValid(objectid); #if defined _YSI_SETUP_MASTER } else { CallRemoteFunction("Object_Remote", "iii", objectid, 0, E_OBJECT_REMOTE_ISVALID); return getproperty(0, "YSIReq"); } #endif } /*----------------------------------------------------------------------------*- Function: AttachDynamicObjectToPlayer Params: objectid - Object to attach. playerid - Player to attach to. Float:X - X offset. Float:Y - Y offset. Float:Z - Z offset. Float:RX - X rotation. Float:RY - Y rotation. Float:RZ - Z rotation. Float:S - Speed. Return: - Notes: Updated for children. -*----------------------------------------------------------------------------*/ stock AttachDynamicObjectToPlayer(objectid, playerid, Float:X, Float:Y, Float:Z, Float:RX, Float:RY, Float:RZ) { #if !defined NO_OBJECTS_MOVE #if defined _YSI_SETUP_MASTER if (YSI_g_sIsMaster) { #endif if (Object_IsValid(objectid) && Object_IsAttached(YSI_g_sObjects[objectid][E_OBJECT_MODEL])) { return Object_AttachToPlayer(objectid, playerid, X, Y, Z, RX, RY, RZ); } #if defined _YSI_SETUP_MASTER } else { CallRemoteFunction("Object_AttachRemote", "iiffffff", objectid, playerid, X, Y, Z, RX, RY, RZ); return getproperty(0, "YSIReq"); } #endif #else #pragma unused objectid, X, Y, Z, S #endif return 0; } #if !defined NO_OBJECTS_MOVE #if defined _YSI_SETUP_MASTER /*----------------------------------------------------------------------------*- Function: Object_AttachRemote Params: objectid - Object to attach. playerid - Player to attach to. Float:X - X offset. Float:Y - Y offset. Float:Z - Z offset. Float:RX - X rotation. Float:RY - Y rotation. Float:RZ - Z rotation. Float:S - Speed. Return: - Notes: Remote call for AttachDynamicObjectToPlayer. -*----------------------------------------------------------------------------*/ public Object_AttachRemote(objectid, playerid, Float:X, Float:Y, Float:Z, Float:RX, Float:RY, Float:RZ) { if (!YSI_g_sIsMaster) return 0; setproperty(0, "YSIReq", 0); if (Object_IsValid(objectid) && Object_IsAttached(YSI_g_sObjects[objectid][E_OBJECT_MODEL])) { setproperty(0, "YSIReq", Object_AttachToPlayer(objectid, playerid, X, Y, Z, RX, RY, RZ)); return 1; } return 0; } #endif /*----------------------------------------------------------------------------*- Function: Object_AttachToPlayer Params: objectid - Object to attach. playerid - Player to attach to. Float:X - X offset. Float:Y - Y offset. Float:Z - Z offset. Float:RX - X rotation. Float:RY - Y rotation. Float:RZ - Z rotation. Float:S - Speed. Return: - Notes: Recursive call for AttachDynamicObjectToPlayer. -*----------------------------------------------------------------------------*/ static stock Object_AttachToPlayer(objectid, playerid, Float:X, Float:Y, Float:Z, Float:RX, Float:RY, Float:RZ) { YSI_g_sObjects[objectid][E_OBJECT_MODEL] |= e_OBJ_FLAG_ATTACHED; YSI_g_sObjects[objectid][E_OBJECT_X] = X; YSI_g_sObjects[objectid][E_OBJECT_Y] = Y; YSI_g_sObjects[objectid][E_OBJECT_Z] = Z; YSI_g_sObjects[objectid][E_OBJECT_RX] = RX; YSI_g_sObjects[objectid][E_OBJECT_RY] = RY; YSI_g_sObjects[objectid][E_OBJECT_RZ] = RZ; Object_RemoveFromSector(YSI_g_sObjects[objectid][E_OBJECT_SECTOR], objectid); Object_AddToMovingList(objectid); YSI_g_sObjects[objectid][E_OBJECT_MODEL] = (YSI_g_sObjects[objectid][E_OBJECT_MODEL] & ~e_OBJ_FLAG_ATTACH) | Object_SetAttach(playerid); Object_AddToUpdate(objectid); #if !defined NO_OBJECT_ATTACH new child = YSI_g_sObjects[objectid][E_OBJECT_CHILDREN]; while (child != NO_OBJECT) { Object_AttachToPlayer(child, playerid, X + YSI_g_sObjects[child][E_OBJECT_X], Y + YSI_g_sObjects[child][E_OBJECT_Y], Z + YSI_g_sObjects[child][E_OBJECT_Z], RX, RY, RZ); child = YSI_g_sObjects[child][E_OBJECT_SIBLINGS]; } #endif return 1; } #endif /*----------------------------------------------------------------------------*- Function: DetachDynamicObjectFromPlayer Params: objectid - Object to detach. Return: - Notes: Detaches an object from a player. -*----------------------------------------------------------------------------*/ stock DetachDynamicObjectFromPlayer(objectid) { #if !defined NO_OBJECTS_MOVE #if defined _YSI_SETUP_MASTER if (YSI_g_sIsMaster) { #endif if (!Object_IsValid(objectid)) return; new playerid = Object_GetAttach(YSI_g_sObjects[objectid][E_OBJECT_MODEL]); if (playerid != NO_ATTACH_PLAYER) { Object_RemoveFromSector(OBJECT_NO_SECTOR, objectid); new Float:x, Float:y, Float:z; GetPlayerPos(playerid, x, y, z); new Float:nx = YSI_g_sObjects[objectid][E_OBJECT_X], Float:ny = YSI_g_sObjects[objectid][E_OBJECT_Y], Float:nz = YSI_g_sObjects[objectid][E_OBJECT_Z]; Object_SetPos(objectid, x + nx, y + ny, z + nz); #if !defined NO_OBJECT_ATTACH Object_UpdateAttach(YSI_g_sObjects[objectid][E_OBJECT_CHILDREN], nx, ny, nz, x + nx, y + ny, z + nz, false); #endif YSI_g_sObjects[objectid][E_OBJECT_MODEL] |= e_OBJ_FLAG_ATTACHED | e_OBJ_FLAG_ATTACH | e_OBJ_FLAG_RECREATED; Object_AddToUpdate(objectid); } return; #if defined _YSI_SETUP_MASTER } else { CallRemoteFunction("Object_Remote", "iii", objectid, 0, E_OBJECT_REMOTE_DETATCH); } #endif #else #pragma unused objectid #endif } /*----------------------------------------------------------------------------*- Function: Object_UpdateAttach Params: child - Start of children list to positionally update. Float:x - x offset of parent. Float:y - y offset of parent. Float:z - z offset of parent. Float:rx - Real x location. Float:ry - Real y location. Float:rz - Real z location. moved - Wether the object was previously moving or attached. Return: - Notes: Restores the object sectors and offsets from parents based on positions relative to other items (origin or a player). -*----------------------------------------------------------------------------*/ #if !defined NO_OBJECT_ATTACH static stock Object_UpdateAttach(child, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz, moving = true) { while (child != NO_OBJECT) { new Float:nx = YSI_g_sObjects[child][E_OBJECT_X], Float:ny = YSI_g_sObjects[child][E_OBJECT_Y], Float:nz = YSI_g_sObjects[child][E_OBJECT_Z], Float:mx = nx - x, Float:my = ny - y, Float:mz = nz - z; Object_UpdateAttach(YSI_g_sObjects[child][E_OBJECT_CHILDREN], nx, ny, nz, rx + mx, ry + my, rz + mz); YSI_g_sObjects[child][E_OBJECT_X] = mx; YSI_g_sObjects[child][E_OBJECT_Y] = my; YSI_g_sObjects[child][E_OBJECT_Z] = mz; Object_RemoveFromSector(OBJECT_NO_SECTOR, child); Object_AddToSector(Object_FindSector(rx + mx, ry + my, rz + mz), child, YSI_g_sObjects[child][E_OBJECT_VIEW]); child = YSI_g_sObjects[child][E_OBJECT_SIBLINGS]; if (moving) { YSI_g_sObjects[child][E_OBJECT_MODEL] = (YSI_g_sObjects[child][E_OBJECT_MODEL] & ~(e_OBJ_FLAG_MOVED)) | e_OBJ_FLAG_RECREATED; } else { YSI_g_sObjects[child][E_OBJECT_MODEL] |= e_OBJ_FLAG_ATTACHED | e_OBJ_FLAG_ATTACH | e_OBJ_FLAG_RECREATED; } } } #endif /*----------------------------------------------------------------------------*- Function: MoveDynamicObject Params: objectid - Object to move. Float:X - X position of target. Float:Y - Y position of target. Float:Z - Z position of target. Float:S - Speed. Return: - Notes: - -*----------------------------------------------------------------------------*/ stock MoveDynamicObject(objectid, Float:X, Float:Y, Float:Z, Float:S) { #if !defined NO_OBJECTS_MOVE #if defined _YSI_SETUP_MASTER if (YSI_g_sIsMaster) { #endif if (Object_IsValid(objectid)) { Object_Move(objectid, X, Y, Z, S); Object_AddToUpdate(objectid); return 1; } #if defined _YSI_SETUP_MASTER } else { CallRemoteFunction("Object_CoOrdRemote", "iiffff", objectid, E_OBJECT_REMOTE_MOVETO, X, Y, Z, S); return getproperty(0, "YSIReq"); } #endif #else #pragma unused objectid, X, Y, Z, S #endif return 0; } #if !defined NO_OBJECTS_MOVE /*----------------------------------------------------------------------------*- Function: Object_Move Params: objectid - Object to move. Float:X - X position of target. Float:Y - Y position of target. Float:Z - Z position of target. Float:S - Speed. Return: - Notes: Recursive function for MoveDynamicObject to move children. -*----------------------------------------------------------------------------*/ static stock Object_Move(objectid, Float:X, Float:Y, Float:Z, Float:S) { if (xor:(YSI_g_sObjects[objectid][E_OBJECT_MODEL] & e_OBJ_FLAG_MOVED1) == xor:(YSI_g_sObjects[objectid][E_OBJECT_MODEL] & e_OBJ_FLAG_MOVED2)) { YSI_g_sObjects[objectid][E_OBJECT_MODEL] ^= e_OBJ_FLAG_MOVED; } else { YSI_g_sObjects[objectid][E_OBJECT_MODEL] = (YSI_g_sObjects[objectid][E_OBJECT_MODEL] & ~e_OBJ_FLAG_MOVED) | e_OBJ_FLAG_MOVED1; } YSI_g_sObjects[objectid][E_OBJECT_MX] = X; YSI_g_sObjects[objectid][E_OBJECT_MY] = Y; YSI_g_sObjects[objectid][E_OBJECT_MZ] = Z; YSI_g_sObjects[objectid][E_OBJECT_MS] = S; Object_RemoveFromSector(YSI_g_sObjects[objectid][E_OBJECT_SECTOR], objectid); Object_AddToMovingList(objectid); #if !defined NO_OBJECT_ATTACH new child = YSI_g_sObjects[objectid][E_OBJECT_CHILDREN]; while (child != NO_OBJECT) { Object_Move(child, X + YSI_g_sObjects[child][E_OBJECT_X], Y + YSI_g_sObjects[child][E_OBJECT_Y], Z + YSI_g_sObjects[child][E_OBJECT_Z], S); child = YSI_g_sObjects[child][E_OBJECT_SIBLINGS]; } #endif } #endif /*----------------------------------------------------------------------------*- Function: AttachObjectToObject Params: attachobject - Object to attach. toobject - Object to attach to. Return: - Notes: Variables named to hopefully avoid confusion. Now checks the parent is not a descendent of the child to avoid infinate loops. -*----------------------------------------------------------------------------*/ stock AttachObjectToObject(attachobject, toobject) { #if !defined NO_OBJECT_ATTACH #if defined _YSI_SETUP_MASTER if (YSI_g_sIsMaster) { #endif if (Object_IsValid(attachobject) && Object_IsValid(toobject)) { if (Object_CheckDescendant(toobject, attachobject)) return 0; new Float:px, Float:py, Float:pz, Float:cx, Float:cy, Float:cz; Object_GetPos(toobject, px, py, pz); Object_GetPos(attachobject, cx, cy, cz); new parent = YSI_g_sObjects[attachobject][E_OBJECT_PARENT]; if (parent != NO_OBJECT) Object_RemoveFromParent(attachobject, parent); Object_AddToParent(attachobject, toobject); YSI_g_sObjects[attachobject][E_OBJECT_X] = cx - px; YSI_g_sObjects[attachobject][E_OBJECT_Y] = cy - py; YSI_g_sObjects[attachobject][E_OBJECT_Z] = cz - pz; return 1; } #if defined _YSI_SETUP_MASTER } else { CallRemoteFunction("Object_Remote", "iii", attachobject, toobject, E_OBJECT_REMOTE_ATTACHOO); return getproperty(0, "YSIReq"); } #endif #else #pragma unused attachobject, toobject #endif return 0; } /*----------------------------------------------------------------------------*- Function: Object_IsDesendant Params: objectid - Object to check. ancestor - Object to check family tree of for objectid. Return: - Notes: Checks if objectid is a descendant of the ancestor object. -*----------------------------------------------------------------------------*/ stock Object_IsDescendant(objectid, ancestor) { #if !defined NO_OBJECT_ATTACH #if defined _YSI_SETUP_MASTER if (YSI_g_sIsMaster) { #endif if (Object_IsValid(objectid) && Object_IsValid(ancestor)) { return Object_CheckDescendant(objectid, ancestor); } #if defined _YSI_SETUP_MASTER } else { CallRemoteFunction("Object_Remote", "iii", objectid, ancestor, E_OBJECT_REMOTE_CHECKDESC); return getproperty(0, "YSIReq"); } #endif #else #pragma unused objectid, ancestor #endif return 0; } /*----------------------------------------------------------------------------*- Function: Object_CheckDesendant Params: objectid - Object to check. ancestor - Object to check family tree of for objectid. Return: - Notes: Recursive call for Object_IsDescendant. -*----------------------------------------------------------------------------*/ static stock Object_CheckDescendant(objectid, ancestor) { if (objectid == ancestor) return 1; new child = YSI_g_sObjects[ancestor][E_OBJECT_CHILDREN]; while (child != NO_OBJECT) { if (Object_CheckDescendant(objectid, child)) return 1; child = YSI_g_sObjects[child][E_OBJECT_SIBLINGS]; } return 0; } /*----------------------------------------------------------------------------*- Function: RemoveObjectFromParent Params: objectid - Object to remove from it's parent. Return: - Notes: - -*----------------------------------------------------------------------------*/ stock RemoveObjectFromParent(objectid) { #if !defined NO_OBJECT_ATTACH #if defined _YSI_SETUP_MASTER if (YSI_g_sIsMaster) { #endif if (Object_IsValid(objectid)) { new parent = YSI_g_sObjects[objectid][E_OBJECT_PARENT]; if (parent != NO_OBJECT) { new Float:x, Float:y, Float:z; Object_GetPos(objectid, x, y, z); Object_RemoveFromParent(objectid, parent); YSI_g_sObjects[objectid][E_OBJECT_X] = x; YSI_g_sObjects[objectid][E_OBJECT_Y] = y; YSI_g_sObjects[objectid][E_OBJECT_Z] = z; } } #if defined _YSI_SETUP_MASTER } else { CallRemoteFunction("Object_Remote", "iii", objectid, 0, E_OBJECT_REMOTE_REMOO); } #endif #else #pragma unused objectid #endif } #if !defined NO_OBJECT_ATTACH /*----------------------------------------------------------------------------*- Function: Object_RemoveFromParent Params: objectid - Object to remove from an object. parent - Object to remove from. Return: - Notes: Removes an object from another object's children list. Has parent passed as existance is checked in calling function so is already retrieved. -*----------------------------------------------------------------------------*/ static stock Object_RemoveFromParent(objectid, parent) { new children = YSI_g_sObjects[parent][E_OBJECT_CHILDREN], next; if (children == objectid) { YSI_g_sObjects[parent][E_OBJECT_CHILDREN] = YSI_g_sObjects[objectid][E_OBJECT_SIBLINGS]; } else { while ((next = YSI_g_sObjects[children][E_OBJECT_SIBLINGS]) != objectid) children = next; YSI_g_sObjects[children][E_OBJECT_SIBLINGS] = YSI_g_sObjects[objectid][E_OBJECT_SIBLINGS]; } YSI_g_sObjects[objectid][E_OBJECT_PARENT] = NO_OBJECT; YSI_g_sObjects[objectid][E_OBJECT_SIBLINGS] = NO_OBJECT; } /*----------------------------------------------------------------------------*- Function: Object_AddToParent Params: objectid - Object to attach. parentid - Object to attach to. Return: - Notes: Adds an object to another objects child list. -*----------------------------------------------------------------------------*/ static stock Object_AddToParent(objectid, parentid) { if (YSI_g_sObjects[objectid][E_OBJECT_PARENT] == NO_OBJECT) { YSI_g_sObjects[objectid][E_OBJECT_SIBLINGS] = YSI_g_sObjects[parentid][E_OBJECT_CHILDREN]; YSI_g_sObjects[objectid][E_OBJECT_PARENT] = parentid; YSI_g_sObjects[parentid][E_OBJECT_CHILDREN] = objectid; } } #endif /*----------------------------------------------------------------------------*- Function: StopDynamicObject Params: objectid - Object to stop. Return: - Notes: Stops an object and reassigns it's sector. -*----------------------------------------------------------------------------*/ stock StopDynamicObject(objectid) { #if defined _YSI_SETUP_MASTER if (YSI_g_sIsMaster) { #endif if (Object_IsValid(objectid)) { Object_RemoveFromSector(OBJECT_NO_SECTOR, objectid); new Float:x, Float:y, Float:z; Object_GetPos(objectid, x, y, z); Object_AddToSector(Object_FindSector(x, y, z), objectid, YSI_g_sObjects[objectid][E_OBJECT_VIEW]); YSI_g_sObjects[objectid][E_OBJECT_MODEL] = (YSI_g_sObjects[objectid][E_OBJECT_MODEL] & ~(e_OBJ_FLAG_MOVED)) | e_OBJ_FLAG_RECREATED; Object_AddToUpdate(objectid); #if !defined NO_OBJECT_ATTACH Object_UpdateAttach(YSI_g_sObjects[objectid][E_OBJECT_CHILDREN], x, y, z, x, y, z); #endif } #if defined _YSI_SETUP_MASTER } else { CallRemoteFunction("Object_Remote", "iii", objectid, 0, E_OBJECT_REMOTE_STOP); } #endif } #if !defined NO_OBJECTS_MOVE /*----------------------------------------------------------------------------*- Function: Object_Update Params: objectid - Object to process. Float:elapsedTime - Time since last update in seconds. Return: - Notes: Updates a moving object's position in our internal memory based on speed and time (d = s * t) -*----------------------------------------------------------------------------*/ static Object_Update(objectid, Float:elapsedTime) { new Float:x = YSI_g_sObjects[objectid][E_OBJECT_X], Float:y = YSI_g_sObjects[objectid][E_OBJECT_Y], Float:z = YSI_g_sObjects[objectid][E_OBJECT_Z], Float:mx = YSI_g_sObjects[objectid][E_OBJECT_MX], Float:my = YSI_g_sObjects[objectid][E_OBJECT_MY], Float:mz = YSI_g_sObjects[objectid][E_OBJECT_MZ], Float:distance = elapsedTime * YSI_g_sObjects[objectid][E_OBJECT_MS]; x -= mx; y -= my; z -= mz; new Float:remaining = floatsqroot((x * x) + (y * y) + (z * z)); if (distance >= remaining) { YSI_g_sObjects[objectid][E_OBJECT_X] = mx; YSI_g_sObjects[objectid][E_OBJECT_Y] = my; YSI_g_sObjects[objectid][E_OBJECT_Z] = mz; new e_OBJ_FLAG:oldmove = YSI_g_sObjects[objectid][E_OBJECT_MODEL] & e_OBJ_FLAG_MOVED; if (!Object_GateMoved(objectid)) CallRemoteFunction("OnDynamicObjectMoved", "i", objectid); if (oldmove == YSI_g_sObjects[objectid][E_OBJECT_MODEL] & e_OBJ_FLAG_MOVED) { StopDynamicObject(objectid); } return 1; } else { remaining /= distance; YSI_g_sObjects[objectid][E_OBJECT_X] += (0.0 - x) / remaining; YSI_g_sObjects[objectid][E_OBJECT_Y] += (0.0 - y) / remaining; YSI_g_sObjects[objectid][E_OBJECT_Z] += (0.0 - z) / remaining; } return 0; } #endif /*----------------------------------------------------------------------------*- Function: Object_Loop Params: - Return: - Notes: Checks what objects are in the player's range repeatedly to stream them as required. Only checks objects near the player, based on sectors, and moving objects which are handled as their own 'sector'. If the player is near the edge of the grid (+/-OBJECT_BOUNDS x/y) OOB objects are also checked, only one sector is used for all those regardless of location. Moving objects and already visible objects are assumed higher priority. Now orders objects so only the closest are displayed. Fixed moving objects. -*----------------------------------------------------------------------------*/ public Object_Loop() { #if defined _YSI_SETUP_MASTER if (!YSI_g_sIsMaster) return; #endif #if !defined NO_OBJECTS_MOVE static Float:s_fTime; new Float:tick = float(GetTickCount()) / 1000.0; if (YSI_g_sMovingObjects != NO_OBJECT) { new Float:fTime = tick - s_fTime, objectid = YSI_g_sMovingObjects; do { new next = YSI_g_sObjects[objectid][E_OBJECT_NEXT]; if (YSI_g_sObjects[objectid][E_OBJECT_MODEL] & e_OBJ_FLAG_MOVED) Object_Update(objectid, fTime); if (objectid == next) break; objectid = next; } while (objectid != NO_OBJECT); } s_fTime = tick; #endif foreach (Player, playerid) { static sectors[MAX_PLAYERS][OBJECT_VIEW_SECTORS][E_OSEC_ITTER], secStart[MAX_PLAYERS] = {-1, ...}, Bit:objects[OBJECT_BITS], sObjList[MAY_OBJECTS][E_OBJECT_ITTER]; new Float:x, Float:y, Float:z, world = GetPlayerVirtualWorld(playerid), i, j, objStart = -1, objEnd = -1, objCount; GetPlayerPos(playerid, x, y, z); if (z < 800.0) { Object_FindSectors(playerid, x, y, sectors[playerid], secStart[playerid]); i = secStart[playerid]; while (i != -1) { if (objCount >= MAY_OBJECTS && sectors[playerid][i][E_OSEC_ITTER_DIFF] >= sObjList[objEnd][E_OBJECT_ITTER_DISTANCE]) break; else { if ((j = sectors[playerid][i][E_OSEC_ITTER_SECTOR]) == OBJECT_NO_SECTOR) Object_ParseSet(playerid, YSI_g_sOtherSector, x, y, z, world, sObjList, objStart, objEnd, objCount, false); else Object_ParseSet(playerid, YSI_g_sObjectSectors[j][E_OBJ_SECTOR_POINTER], x, y, z, world, sObjList, objStart, objEnd, objCount, false); } i = sectors[playerid][i][E_OSEC_ITTER_NEXT]; } } else Object_ParseSet(playerid, YSI_g_sInteriorObjects, x, y, z, world, sObjList, objStart, objEnd, objCount, false); #if !defined NO_OBJECTS_MOVE Object_ParseSet(playerid, YSI_g_sMovingObjects, x, y, z, world, sObjList, objStart, objEnd, objCount, true); #endif Object_ParseSet(playerid, YSI_g_sLODObjects, x, y, z, world, sObjList, objStart, objEnd, objCount, false); for (j = objStart; j != -1; j = sObjList[j][E_OBJECT_ITTER_NEXT]) { Bit_Let(objects, sObjList[j][E_OBJECT_ITTER_OBJ]); } new object; for (i = 0; i < MAY_OBJECTS; i++) { new objectid = i + 1; if ((object = YSI_g_sPlayerObjects[playerid][i] & 0xFFFFFF) != (NO_OBJECT & 0xFFFFFF) && IsValidPlayerObject(playerid, objectid)) { if (YSI_g_sSomethingMoved != NO_OBJECT) { new e_OBJ_FLAG:flag = YSI_g_sObjects[object][E_OBJECT_MODEL]; if (Bit_Get(objects, object) && !(flag & e_OBJ_FLAG_RECREATED)) { #if !defined NO_OBJECTS_MOVE if (flag & e_OBJ_FLAG_ATTACHED) { AttachPlayerObjectToPlayer(playerid, objectid, Object_GetAttach(object), YSI_g_sObjects[object][E_OBJECT_X], YSI_g_sObjects[object][E_OBJECT_Y], YSI_g_sObjects[object][E_OBJECT_Z], YSI_g_sObjects[object][E_OBJECT_RX], YSI_g_sObjects[object][E_OBJECT_RY], YSI_g_sObjects[object][E_OBJECT_RZ]); } if (flag & e_OBJ_FLAG_MOVED != e_OBJ_FLAG:YSI_g_sPlayerObjects[playerid][i] & e_OBJ_FLAG_MOVED) { YSI_g_sPlayerObjects[playerid][i] = (YSI_g_sPlayerObjects[playerid][i] & 0xFFFFFF) | _:(flag & e_OBJ_FLAG_MOVED); MovePlayerObject(playerid, objectid, YSI_g_sObjects[object][E_OBJECT_MX], YSI_g_sObjects[object][E_OBJECT_MY], YSI_g_sObjects[object][E_OBJECT_MZ], YSI_g_sObjects[object][E_OBJECT_MS]); flag |= e_OBJ_FLAG_JUMPED; } #endif if (flag & e_OBJ_FLAG_JUMPED) { Object_GetPos(object, x, y, z); SetPlayerObjectPos(playerid, objectid, x, y, z); } if (flag & e_OBJ_FLAG_ROTATED) { SetPlayerObjectRot(playerid, objectid, YSI_g_sObjects[object][E_OBJECT_RX], YSI_g_sObjects[object][E_OBJECT_RY], YSI_g_sObjects[object][E_OBJECT_RZ]); } Bit_Set(objects, object, 0, OBJECT_BITS); } else { DestroyPlayerObject(playerid, objectid); YSI_g_sPlayerObjects[playerid][i] = NO_OBJECT; } } else { if (Bit_Get(objects, object)) { Bit_Set(objects, object, 0, OBJECT_BITS); } else { DestroyPlayerObject(playerid, objectid); YSI_g_sPlayerObjects[playerid][i] = NO_OBJECT; } } } } for (i = objStart; i != -1; i = sObjList[i][E_OBJECT_ITTER_NEXT]) { new objSet = sObjList[i][E_OBJECT_ITTER_OBJ], e_OBJ_FLAG:flag = YSI_g_sObjects[objSet][E_OBJECT_MODEL]; if (Bit_Get(objects, objSet)) { new obj = CreatePlayerObject(playerid, flag & e_OBJ_FLAG_MODEL, sObjList[i][E_OBJECT_ITTER_X], sObjList[i][E_OBJECT_ITTER_Y], sObjList[i][E_OBJECT_ITTER_Z], YSI_g_sObjects[objSet][E_OBJECT_RX], YSI_g_sObjects[objSet][E_OBJECT_RY], YSI_g_sObjects[objSet][E_OBJECT_RZ]); if (obj != 0xFF) { YSI_g_sPlayerObjects[playerid][obj - 1] = objSet; Bit_Set(objects, objSet, 0, OBJECT_BITS); #if !defined NO_OBJECTS_MOVE if (flag & e_OBJ_FLAG_MOVED) { MovePlayerObject(playerid, obj, YSI_g_sObjects[objSet][E_OBJECT_MX], YSI_g_sObjects[objSet][E_OBJECT_MY], YSI_g_sObjects[objSet][E_OBJECT_MZ], YSI_g_sObjects[objSet][E_OBJECT_MS]); YSI_g_sPlayerObjects[playerid][obj - 1] |= _:(flag & e_OBJ_FLAG_MOVED); } if (flag & e_OBJ_FLAG_ATTACHED) { AttachPlayerObjectToPlayer(playerid, obj, Object_GetAttach(objSet), YSI_g_sObjects[objSet][E_OBJECT_X], YSI_g_sObjects[objSet][E_OBJECT_Y], YSI_g_sObjects[objSet][E_OBJECT_Z], YSI_g_sObjects[objSet][E_OBJECT_RX], YSI_g_sObjects[objSet][E_OBJECT_RY], YSI_g_sObjects[objSet][E_OBJECT_RZ]); } #endif } } } } if (YSI_g_sSomethingMoved != NO_OBJECT) { for (new objectid = YSI_g_sSomethingMoved; objectid != NO_OBJECT; objectid = YSI_g_sObjects[objectid][E_OBJECT_UPDATES]) { YSI_g_sObjects[objectid][E_OBJECT_MODEL] &= ~(e_OBJ_FLAG_ATTACHED | e_OBJ_FLAG_JUMPED | e_OBJ_FLAG_ROTATED | e_OBJ_FLAG_RECREATED); YSI_g_sObjects[objectid][E_OBJECT_UPDATES] = NO_OBJECT; } YSI_g_sSomethingMoved = NO_OBJECT; } } /*----------------------------------------------------------------------------*- Function: Object_ParseSet Params: playerid - Player to check for. objSet - Pointer to first object in the list. Float:x - Player's x position. Float:y - Player's y position. Float:z - Player's z position. world - Player's world. objList[][E_OBJECT_ITTER] - List of closest objects. &objStart - Entrypoint to list. &objEnd - Last object in list. &objCount - Number of objects in list. bool:dynam - Is this the dynamic objSet. Return: - Notes: Itterates through the linked list for one sector of objects and checks their real location relative to the player, if in range displays them. -*----------------------------------------------------------------------------*/ static Object_ParseSet(playerid, objSet, Float:x, Float:y, Float:z, world, objList[][E_OBJECT_ITTER], &objStart, &objEnd, &objCount, bool:dynam) { if (objSet == NO_OBJECT) return; new #if !defined NO_OBJECTS_MOVE && defined NO_OBJECT_ATTACH attach, #endif start = objSet, Float:px, Float:py, Float:pz, Float:diff; do { new e_OBJ_FLAG:flag = YSI_g_sObjects[objSet][E_OBJECT_MODEL]; if (flag & e_OBJ_FLAG_ACTIVE) { if (Object_HasPlayer(objSet, playerid, world)) { #if !defined NO_OBJECT_ATTACH Object_GetPos(objSet, px, py, pz); #pragma unused dynam #else #if !defined NO_OBJECTS_MOVE if (!dynam || (attach = Object_GetAttach(YSI_g_sObjects[objSet][E_OBJECT_MODEL])) == NO_ATTACH_PLAYER || !IsPlayerConnected(attach)) { #endif px = YSI_g_sObjects[objSet][E_OBJECT_X]; py = YSI_g_sObjects[objSet][E_OBJECT_Y]; pz = YSI_g_sObjects[objSet][E_OBJECT_Z]; #if !defined NO_OBJECTS_MOVE } else { GetPlayerPos(attach, px, py, pz); px += YSI_g_sObjects[objSet][E_OBJECT_X]; py += YSI_g_sObjects[objSet][E_OBJECT_Y]; pz += YSI_g_sObjects[objSet][E_OBJECT_Z]; } #else #pragma unused dynam #endif #endif new Float:ox = px - x, Float:oy = py - y, Float:oz = pz - z; diff = ((ox * ox) + (oy * oy) + (oz * oz)) / YSI_g_sObjects[objSet][E_OBJECT_VIEW]; if (diff < 1.0) { if (objStart == -1) { objList[0][E_OBJECT_ITTER_NEXT] = -1; objList[0][E_OBJECT_ITTER_LAST] = -1; objList[0][E_OBJECT_ITTER_OBJ] = objSet; objList[0][E_OBJECT_ITTER_DISTANCE] = diff; objList[0][E_OBJECT_ITTER_X] = px; objList[0][E_OBJECT_ITTER_Y] = py; objList[0][E_OBJECT_ITTER_Z] = pz; objStart = 0; objEnd = 0; objCount = 1; } else if (objCount < MAY_OBJECTS) { objList[objCount][E_OBJECT_ITTER_OBJ] = objSet; objList[objCount][E_OBJECT_ITTER_DISTANCE] = diff; objList[objCount][E_OBJECT_ITTER_X] = px; objList[objCount][E_OBJECT_ITTER_Y] = py; objList[objCount][E_OBJECT_ITTER_Z] = pz; if (objList[objEnd][E_OBJECT_ITTER_DISTANCE] < diff) { objList[objCount][E_OBJECT_ITTER_LAST] = objEnd; objList[objCount][E_OBJECT_ITTER_NEXT] = -1; objList[objEnd][E_OBJECT_ITTER_NEXT] = objCount; objEnd = objCount++; } else { new i = objStart, j = -1; while (objList[i][E_OBJECT_ITTER_DISTANCE] < diff) i = objList[(j = i)][E_OBJECT_ITTER_NEXT]; objList[objCount][E_OBJECT_ITTER_NEXT] = i; objList[objCount][E_OBJECT_ITTER_LAST] = j; objList[i][E_OBJECT_ITTER_LAST] = objCount; if (j == -1) objStart = objCount++; else objList[j][E_OBJECT_ITTER_NEXT] = objCount++; } } else if (objList[objEnd][E_OBJECT_ITTER_DISTANCE] > diff) { new i = objStart, j = -1, newend = objList[objEnd][E_OBJECT_ITTER_LAST]; while (objList[i][E_OBJECT_ITTER_DISTANCE] < diff) i = objList[(j = i)][E_OBJECT_ITTER_NEXT]; objList[objEnd][E_OBJECT_ITTER_OBJ] = objSet; objList[objEnd][E_OBJECT_ITTER_DISTANCE] = diff; objList[objEnd][E_OBJECT_ITTER_X] = px; objList[objEnd][E_OBJECT_ITTER_Y] = py; objList[objEnd][E_OBJECT_ITTER_Z] = pz; if (i != objEnd) { objList[objEnd][E_OBJECT_ITTER_NEXT] = i; objList[objEnd][E_OBJECT_ITTER_LAST] = j; objList[i][E_OBJECT_ITTER_LAST] = objEnd; if (j == -1) objStart = objEnd; else objList[j][E_OBJECT_ITTER_NEXT] = objEnd; objEnd = newend; objList[newend][E_OBJECT_ITTER_NEXT] = -1; } } } } } objSet = YSI_g_sObjects[objSet][E_OBJECT_NEXT]; } while (objSet != start); } /*----------------------------------------------------------------------------*- Function: Object_FindSectors Params: playerid - Player we're finding the sectors for. Float:x - X location to check. Float:y - Y location to check. sectors[OBJECT_VIEW_SECTORS][E_OSEC_ITTER] - Array to store all visible sectors. &secStart - Start point to itterator Return: - Notes: Finds all the sectors which encompas points within the sight range of the player. Initial checks are done as a square so some returned sectors may not have points within a circular range of the player. The original version tested if the edges of each sector were visible and if not excluded them from the list. This would have been faster in terms of objects checked but slower if there were no objects, which is likely to be more frequently the case. The code also didn't actually work but that's a minor point as the theory was there. This is also alot neater. Rewritten to not use Object_FindSector on a new area, just calculate the area from known initial area. Now also only returns the zones visible, not the zones theoretically visible (still assumes square vision though which the code doesn't use). -*----------------------------------------------------------------------------*/ static Object_FindSectors(playerid, Float:x, Float:y, sectors[][E_OSEC_ITTER], &secStart) { static sLastCheck[MAX_PLAYERS], sLX[MAX_PLAYERS] = {cellmin, ...}, sLY[MAX_PLAYERS] = {cellmax, ...}; new xsector = floatround(((x - OBJECT_BOUNDS_MINX) / YSI_g_sXSectorSize), floatround_floor), ysector = floatround(((y - OBJECT_BOUNDS_MINY) / YSI_g_sYSectorSize), floatround_floor); if (!sLastCheck[playerid] || sLX[playerid] != xsector || sLY[playerid] != ysector) { secStart = -1; new go = 0, Float:diff = 10.0, xstart = -OBJECT_VIEW_RATIO, xend = OBJECT_VIEW_RATIO, ystart = -OBJECT_VIEW_RATIO, yend = OBJECT_VIEW_RATIO, k; if (xsector < -OBJECT_VIEW_RATIO) { xstart = cellmax; go = 1; diff = 0.0; } else if (xsector < OBJECT_VIEW_RATIO) { xstart = 0 - xsector; go = 1; new Float:nd = ((x - OBJECT_BOUNDS_MINX) * (x - OBJECT_BOUNDS_MINX)) / (OBJECT_MAX_VIEW_DISTANCE * OBJECT_MAX_VIEW_DISTANCE); if (nd < diff) diff = nd; } if (ysector < -OBJECT_VIEW_RATIO) { ystart = cellmax; go = 1; diff = 0.0; } else if (ysector < OBJECT_VIEW_RATIO) { ystart = 0 - ysector; go = 1; new Float:nd = ((y - OBJECT_BOUNDS_MINY) * (y - OBJECT_BOUNDS_MINY)) / (OBJECT_MAX_VIEW_DISTANCE * OBJECT_MAX_VIEW_DISTANCE); if (nd < diff) diff = nd; } if (xsector >= OBJECT_SECTOR_X_EDGE + OBJECT_VIEW_RATIO) { xend = cellmin; go = 1; diff = 0.0; } else if (xsector >= OBJECT_SECTOR_X_EDGE - OBJECT_VIEW_RATIO) { xend = OBJECT_SECTOR_X_EDGE - (xsector + 1); if (xsector >= OBJECT_SECTOR_X_EDGE) { go = 1; diff = 0.0; } else if (go == -1 || go > xend + 1) { go = 1; new Float:nd = ((x - OBJECT_BOUNDS_MAXX) * (x - OBJECT_BOUNDS_MAXX)) / (OBJECT_MAX_VIEW_DISTANCE * OBJECT_MAX_VIEW_DISTANCE); if (nd < diff) diff = nd; } } if (ysector >= OBJECT_SECTOR_Y_EDGE + OBJECT_VIEW_RATIO) { yend = cellmin; go = 1; diff = 0.0; } else if (ysector >= OBJECT_SECTOR_Y_EDGE - OBJECT_VIEW_RATIO) { yend = OBJECT_SECTOR_Y_EDGE - (ysector + 1); if (ysector >= OBJECT_SECTOR_Y_EDGE) { go = 1; diff = 0.0; } else if (go == -1 || go > yend + 1) { go = 1; new Float:nd = ((y - OBJECT_BOUNDS_MAXY) * (y - OBJECT_BOUNDS_MAXY)) / (OBJECT_MAX_VIEW_DISTANCE * OBJECT_MAX_VIEW_DISTANCE); if (nd < diff) diff = nd; } } if (go) { go = 0; sectors[0][E_OSEC_ITTER_SECTOR] = OBJECT_NO_SECTOR; sectors[0][E_OSEC_ITTER_DIFF] = diff; sectors[0][E_OSEC_ITTER_NEXT] = -1; secStart = 0; k = 1; } else secStart = -1; for (new i = xstart; i <= xend; i++) { new xsec = xsector + i; new Float:xsmin = x - YSI_g_sXSectorLocations[xsec + 1], Float:xsmax = YSI_g_sXSectorLocations[xsec] - x; if (i > 0) { if (xsmax < OBJECT_MAX_VIEW_DISTANCE) go = 1; else break; } else if (i < 0) { if (xsmin < OBJECT_MAX_VIEW_DISTANCE) go = 1; } else go = 1; if (go) { go = 0; for (new j = ystart; j <= yend; j++) { new ysec = ysector + j, cursec = (xsec * OBJECT_SECTOR_X_EDGE) + ysec; diff = 10.0; if (i || j) { new Float:ysmin = y - YSI_g_sYSectorLocations[ysec + 1], Float:ysmax = YSI_g_sYSectorLocations[ysec] - y; if (j > 0) { if (ysmax < OBJECT_MAX_VIEW_DISTANCE) go = 1; else { yend--; break; } } else if (j < 0) { if (ysmin < OBJECT_MAX_VIEW_DISTANCE) go = 1; else ystart++; } else go = 1; if (go) { go = 0; if (!i) diff = (j < 0) ? (ysmin * ysmin) : (ysmax * ysmax); else if (!j) diff = (i < 0) ? (xsmin * xsmin) : (xsmax * xsmax); else if (i < 0) diff = (j < 0) ? ((ysmin * ysmin) + (xsmin * xsmin)) : ((ysmax * ysmax) + (xsmin * xsmin)); else if (i > 0) diff = (j < 0) ? ((ysmin * ysmin) + (xsmax * xsmax)) : ((ysmax * ysmax) + (xsmax * xsmax)); diff /= YSI_g_sObjectSectors[cursec][E_OBJ_SECTOR_MAX_VIEW]; } } else diff = 0.0; if (diff < 1.0) { new itterCur = secStart, itterLast = -1; while (itterCur != -1 && sectors[itterCur][E_OSEC_ITTER_DIFF] < diff) itterCur = sectors[(itterLast = itterCur)][E_OSEC_ITTER_NEXT]; if (itterLast == -1) secStart = k; else sectors[itterLast][E_OSEC_ITTER_NEXT] = k; sectors[k][E_OSEC_ITTER_NEXT] = itterCur; sectors[k][E_OSEC_ITTER_SECTOR] = cursec; sectors[k][E_OSEC_ITTER_DIFF] = diff; k++; } } } } sLastCheck[playerid] = SECTOR_CHECK_FREQUENCY; sLX[playerid] = xsector; sLY[playerid] = ysector; } sLastCheck[playerid]--; return 1; } /*----------------------------------------------------------------------------*- Function: Object_IsValidModel Params: modelid - Model to check won't crash SA. Return: - Notes: I wrote this function a long time ago and have barely updated it at all. The only changes are the formatting and the use of the Bit class now, despite the fact this was the first large bit array I did and is thus the founding array of the whole idea behind the bit class. -*----------------------------------------------------------------------------*/ stock Object_IsValidModel(modelid) { static modeldat[] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -128, -515899393, -134217729, -1, -1, 33554431, -1, -1, -1, -14337, -1, -33, 127, 0, 0, 0, 0, 0, -8388608, -1, -1, -1, -16385, -1, -1, -1, -1, -1, -1, -1, -33, -1, -771751937, -1, -9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 33554431, -25, -1, -1, -1, -1, -1, -1, -1073676289, -2147483648, 34079999, 2113536, -4825600, -5, -1, -3145729, -1, -16777217, -63, -1, -1, -1, -1, -201326593, -1, -1, -1, -1, -1, -257, -1, 1073741823, -133122, -1, -1, -65, -1, -1, -1, -1, -1, -1, -2146435073, -1, -1, -1, -1, -1, -1, -1, -1, -1, 1073741823, -64, -1, -1, -1, -1, -2635777, 134086663, 0, -64, -1, -1, -1, -1, -1, -1, -1, -536870927, -131069, -1, -1, -1, -1, -1, -1, -1, -1, -16384, -1, -33554433, -1, -1, -1, -1, -1, -1610612737, 524285, -128, -1, 2080309247, -1, -1, -1114113, -1, -1, -1, 66977343, -524288, -1, -1, -1, -1, -2031617, -1, 114687, -256, -1, -4097, -1, -4097, -1, -1, 1010827263, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -32768, -1, -1, -1, -1, -1, 2147483647, -33554434, -1, -1, -49153, -1148191169, 2147483647, -100781080, -262145, -57, 134217727, -8388608, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1048577, -1, -449, -1017, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1835009, -2049, -1, -1, -1, -1, -1, -1, -8193, -1, -536870913, -1, -1, -1, -1, -1, -87041, -1, -1, -1, -1, -1, -1, -209860, -1023, -8388609, -2096897, -1, -1048577, -1, -1, -1, -1, -1, -1, -897, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1610612737, -3073, -28673, -1, -1, -1, -1537, -1, -1, -13, -1, -1, -1, -1, -1985, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1056964609, -1, -1, -1, -1, -1, -1, -1, -2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -236716037, -1, -1, -1, -1, -1, -1, -1, -536870913, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -2097153, -2109441, -1, 201326591, -4194304, -1, -1, -241, -1, -1, -1, -1, -1, -1, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -32768, -1, -1, -1, -2, -671096835, -1, -8388609, -66323585, -13, -1793, -32257, -247809, -1, -1, -513, 16252911, 0, 0, 0, -131072, 33554383, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 8356095, 0, 0, 0, 0, 0, 0, -256, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -268435449, -1, -1, -2049, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 92274627, -65536, -2097153, -268435457, 591191935, 1, 0, -16777216, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 127 }; return Bit_Get(Bit:modeldat, modelid); } /*----------------------------------------------------------------------------*- Function: Object_OnPlayerDisconnect Params: playerid - Player who left. reason - Why they left. Return: - Notes: Just to automatically disconnect attached objects from players. -*----------------------------------------------------------------------------*/ Object_OnPlayerDisconnect(playerid, reason) { #if defined _YSI_SETUP_MASTER if (!YSI_g_sIsMaster) return 0; #endif for (new objectid = 0; objectid < MAY_OBJECTS; objectid++) { YSI_g_sPlayerObjects[playerid][objectid] = NO_OBJECT; } #if !defined NO_OBJECTS_MOVE new sets = YSI_g_sMovingObjects; if (sets == NO_OBJECT) return 0; new start = sets; do { new e_OBJ_FLAG:flag = YSI_g_sObjects[sets][E_OBJECT_MODEL]; if (flag & e_OBJ_FLAG_ACTIVE) { if (Object_GetAttach(flag) == playerid) DetachDynamicObjectFromPlayer(sets); } sets = YSI_g_sObjects[sets][E_OBJECT_NEXT]; } while (sets != start); #endif return 1; #pragma unused reason } /*----------------------------------------------------------------------------*- Function: Object_SetAreaGate Params: objectid - Object to make into a gate. areaid - Area to trigger gate in. Float:tx - X point to open to. Float:ty - Y point to open to. Float:tz - Z point to open to. Float:ts - Speed to open at. Return: - Notes: Just to automatically disconnect attached objects from players. -*----------------------------------------------------------------------------*/ stock Object_SetAreaGate(objectid, areaid, Float:tx, Float:ty, Float:tz, Float:ts, time = 10000) { #if defined _YSI_SETUP_MASTER if (YSI_g_sIsMaster) { #endif #if !defined NO_OBJECTS_MOVE #if defined _YSI_VISUAL_AREAS if (Object_IsValid(objectid) && !Object_IsAttached(YSI_g_sObjects[objectid][E_OBJECT_MODEL]) && Area_IsValid(areaid)) { new gate; while (gate < MAX_GATE_OBJECTS) { if (!YSI_g_sGateInfo[gate][E_GATE_INFO_OBJECT]) break; gate++; } if (gate == MAX_GATE_OBJECTS) return NO_GATE; YSI_g_sGateInfo[gate][E_GATE_INFO_OBJECT] = objectid | GATE_AREA_TRIGGER; YSI_g_sGateInfo[gate][E_GATE_INFO_TIME] = time; YSI_g_sGateInfo[gate][E_GATE_INFO_TRIGGER] = areaid; YSI_g_sObjects[objectid][E_OBJECT_MODEL] |= e_OBJ_FLAG_GATE; Object_SetGateTarget(gate, tx, ty, tz, ts); #if !defined NO_GATE_AREA_LOOKUP new slot = areaid / 2, shift = (areaid % 2) * 16; YSI_g_sGateAreas[slot] = (YSI_g_sGateAreas[slot] & (0xFFFF0000 >>> shift)) | (gate << shift); #endif return gate; } #endif #endif return NO_GATE; #if defined _YSI_SETUP_MASTER } else { DBGP4("Object_SetAreaGate() else: %d %d %d", objectid, areaid, time); CallRemoteFunction("Object_Remote", "iii", objectid, areaid, E_OBJECT_REMOTE_GATE | (time << 12)); new gate = getproperty(0, "YSIReq"); DBGP4("Object_SetAreaGate() gate: %d %d", gate, NO_GATE); if (gate != NO_GATE) { DBGP3("Object_SetAreaGate() ok: %.2f %.2f %.2f %.2f", tx, ty, tz, ts); CallRemoteFunction("Object_CoOrdRemote", "iiffff", gate, E_OBJECT_REMOTE_GATE_POS, tx, ty, tz, ts); } return gate; } #endif } #if defined _YSI_VISUAL_AREAS /*----------------------------------------------------------------------------*- Function: Object_OnPlayerEnterArea Params: playerid - Player who entered an area. areaid - Area they entered. Return: - Notes: Internal callback from YSI_areas. -*----------------------------------------------------------------------------*/ #if defined _YSI_SETUP_MASTER public Object_OnPlayerEnterArea(playerid, areaid) if (!YSI_g_sIsMaster) return 0; else #else Object_OnPlayerEnterArea(playerid, areaid) #endif { DBGP2("Object_OnPlayerEnterArea() start"); #if defined _YSI_SETUP_MASTER setproperty(0, "YSIReq", 0); #else #pragma unused playerid #endif #if defined NO_OBJECTS_MOVE return 0; #else new gate; #if defined NO_GATE_AREA_LOOKUP DBGP3("Object_OnPlayerEnterArea() Lookup"); while (gate < MAX_GATE_OBJECTS) { if (YSI_g_sGateInfo[gate][E_GATE_INFO_OBJECT] & GATE_AREA_TRIGGER && YSI_g_sGateInfo[gate][E_GATE_INFO_TRIGGER] == areaid) break; } if (gate == MAX_GATE_OBJECTS) return 0; #else gate = (YSI_g_sGateAreas[areaid / 2] >>> ((areaid % 2) * 16)) & 0xFFFF; DBGP3("Object_OnPlayerEnterArea() Known %d %d %d", areaid, gate, YSI_g_sGateAreas[areaid / 2]); if (gate == 0xFFFF) return 0; #endif #if defined _YSI_SETUP_MASTER setproperty(0, "YSIReq", 1); #endif DBGP3("Object_OnPlayerEnterArea() Get"); new objectid = YSI_g_sGateInfo[gate][E_GATE_INFO_OBJECT] & (~(GATE_AREA_TRIGGER | GATE_OPENING)); if (Object_IsValid(objectid)) { DBGP3("Object_OnPlayerEnterArea() Valid"); if (YSI_g_sObjects[objectid][E_OBJECT_MODEL] & e_OBJ_FLAG_MOVED || YSI_g_sGateInfo[gate][E_GATE_INFO_OBJECT] & GATE_OPENING) return 1; DBGP3("Object_OnPlayerEnterArea() Static"); new Float:x, Float:y, Float:z, Float:tx = (float((YSI_g_sGateInfo[gate][E_GATE_INFO_XY] >> 14) & 0x1FFFF) * ((YSI_g_sGateInfo[gate][E_GATE_INFO_XY] & 0x80000000) ? (-1.0) : (1.0)) / 10.0), Float:ty = (float((YSI_g_sGateInfo[gate][E_GATE_INFO_XY] & 0x03FFF) | ((YSI_g_sGateInfo[gate][E_GATE_INFO_ZA] >> 14) & 0x1C000)) * ((YSI_g_sGateInfo[gate][E_GATE_INFO_ZA] & 0x80000000) ? (-1.0) : (1.0)) / 10.0), Float:tz = (float((YSI_g_sGateInfo[gate][E_GATE_INFO_ZA] >> 10) & 0x1FFFF) * ((YSI_g_sGateInfo[gate][E_GATE_INFO_ZA] & 0x08000000) ? (-1.0) : (1.0)) / 10.0), Float:s = (float(YSI_g_sGateInfo[gate][E_GATE_INFO_ZA] & 0x3FF) / 10.0); Object_GetPos(objectid, x, y, z); YSI_g_sGateInfo[gate][E_GATE_INFO_OBJECT] |= GATE_OPENING; Object_SetGateTarget(gate, x, y, z, s); Object_Move(objectid, tx, ty, tz, s); Object_AddToUpdate(objectid); DBGP3("Object_OnPlayerEnterArea() Moved"); } else { YSI_g_sGateInfo[gate][E_GATE_INFO_TRIGGER] = NO_GATE; #if !defined NO_GATE_AREA_LOOKUP YSI_g_sGateAreas[areaid / 2] |= 0xFFFF << ((areaid % 2) * 16); #endif Area_Delete(areaid); } DBGP3("Object_OnPlayerEnterArea() end"); return 1; #endif } #endif #if !defined NO_OBJECTS_MOVE /*----------------------------------------------------------------------------*- Function: Object_GateMoved Params: objectid - Object that moved. Return: - Notes: Checks if the object which moved is a gate. -*----------------------------------------------------------------------------*/ static stock Object_GateMoved(objectid) { #if defined _YSI_VISUAL_AREAS if (YSI_g_sObjects[objectid][E_OBJECT_MODEL] & e_OBJ_FLAG_GATE) { new gate = 0; while (gate < MAX_GATE_OBJECTS) { if (objectid == (YSI_g_sGateInfo[gate][E_GATE_INFO_OBJECT] & (~(GATE_AREA_TRIGGER | GATE_OPENING)))) break; gate++; } if (gate == MAX_GATE_OBJECTS) { YSI_g_sObjects[objectid][E_OBJECT_MODEL] &= ~e_OBJ_FLAG_GATE; return 0; } if (YSI_g_sGateInfo[gate][E_GATE_INFO_OBJECT] & (GATE_AREA_TRIGGER | GATE_OPENING) == (GATE_AREA_TRIGGER | GATE_OPENING)) { SetTimerEx("Object_GateClose", 500000, 0, "i", gate); } return 1; } #else #pragma unused objectid #endif return 0; } #endif #if defined _YSI_VISUAL_AREAS /*----------------------------------------------------------------------------*- Function: Object_GateClose Params: gate - Gate to close. Return: - Notes: Closes an area triggered gate after a delay. -*----------------------------------------------------------------------------*/ public Object_GateClose(gate) { if (Area_IsEmpty(YSI_g_sGateInfo[gate][E_GATE_INFO_TRIGGER])) { new objectid = YSI_g_sGateInfo[gate][E_GATE_INFO_OBJECT] & ~(GATE_AREA_TRIGGER | GATE_OPENING); if (Object_IsValid(objectid)) { new Float:x, Float:y, Float:z, Float:tx = (float((YSI_g_sGateInfo[gate][E_GATE_INFO_XY] >> 14) & 0x1FFFF) * ((YSI_g_sGateInfo[gate][E_GATE_INFO_XY] & 0x80000000) ? (-0.1) : (0.1))), Float:ty = (float((YSI_g_sGateInfo[gate][E_GATE_INFO_XY] & 0x03FFF) | ((YSI_g_sGateInfo[gate][E_GATE_INFO_ZA] >> 14) & 0x1C000)) * ((YSI_g_sGateInfo[gate][E_GATE_INFO_ZA] & 0x80000000) ? (-0.1) : (0.1))), Float:tz = (float((YSI_g_sGateInfo[gate][E_GATE_INFO_ZA] >> 10) & 0x1FFFF) * ((YSI_g_sGateInfo[gate][E_GATE_INFO_ZA] & 0x08000000) ? (-0.1) : (0.1))), Float:s = (float(YSI_g_sGateInfo[gate][E_GATE_INFO_ZA] & 0x3FF) / 10.0); Object_GetPos(objectid, x, y, z); Object_SetGateTarget(gate, x, y, z, s); Object_Move(objectid, tx, ty, tz, s); Object_AddToUpdate(objectid); } else { new areaid = YSI_g_sGateInfo[gate][E_GATE_INFO_TRIGGER]; YSI_g_sGateInfo[gate][E_GATE_INFO_TRIGGER] = NO_GATE; #if !defined NO_GATE_AREA_LOOKUP YSI_g_sGateAreas[areaid / 2] |= 0xFFFF << ((areaid % 2) * 16); #endif Area_Delete(areaid); } } else { SetTimerEx("Object_GateClose", 1000, 0, "i", gate); } } #endif /*----------------------------------------------------------------------------*- Function: CreateGate Params: modelid - Model of the gate. Float:x - X start location. Float:y - Y start location. Float:z - Z start location. Float:tx - X target location. Float:ty - Y target location. Float:tz - Z target location. Float:rx - X rotation. Float:ry - Y rotation. Float:rz - Z rotation. Float:speed - Speed the gate will move at. Return: - Notes: Creates a gate. -*----------------------------------------------------------------------------*/ stock CreateGate(modelid, Float:x, Float:y, Float:z, Float:tx, Float:ty, Float:tz, Float:rx = 0.0, Float:ry = 0.0, Float:rz = 0.0, Float:speed = 2.0) { #if defined _YSI_VISUAL_AREAS new obj = CreateDynamicObject(modelid, x, y, z, rx, ry, rz); if (obj == NO_OBJECT) return NO_GATE; new Float:xx = floatabs(x - tx), Float:yy = floatabs(y - ty), area = Area_AddCircle(x, y, ((yy > xx) ? (yy) : (xx)) * 2.0, z + 20.0); if (area == NO_AREA) { DestroyDynamicObject(obj); return NO_GATE; } return Object_SetAreaGate(obj, area, tx, ty, tz, speed, 10000); #else #pragma unused modelid, x, y, z, tx, ty, tz, rx, ry, rz, speed return NO_GATE; #endif } /*----------------------------------------------------------------------------*- Function: Object_GetGateArea Params: gate - Gate to get the area of for permissions. Return: - Notes: Returns the areaid used by the gate for detection. -*----------------------------------------------------------------------------*/ stock Object_GetGateArea(gate) { #if defined _YSI_SETUP_MASTER if (YSI_g_sIsMaster) { #endif #if defined _YSI_VISUAL_AREAS if (gate >= 0 && gate < MAX_GATE_OBJECTS) { return YSI_g_sGateInfo[gate][E_GATE_INFO_TRIGGER]; } #else #pragma unused gate #endif return -1; #if defined _YSI_SETUP_MASTER } else { CallRemoteFunction("Object_Remote", "iii", gate, 0, E_OBJECT_REMOTE_GET_AREA); return getproperty(0, "YSIReq"); } #endif }