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F_Streamer.inc 21 KB

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  1. ///////////////////////
  2. ////Object Streamer////
  3. //////Created by://////
  4. ////////Fallout////////
  5. /////////////////v0.7//
  6. #include <a_samp>
  7. //Natives/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  8. /*
  9. Functions:
  10. ----------
  11. native F_CreateObject(modelid, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz, Float:vdist=0.0); //creates an object.
  12. native F_CreatePlayerObject(playerid, modelid, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz, Float:vdist=0.0); //creates a player-specific object
  13. native F_DestroyObject(objectid); //destroys an object.
  14. native F_PlayerObjectUpdate(playerid, Float:x, Float:y, Float:z); //update objects for a player in a certain position.
  15. native F_MoveObject(objectid, Float:x, Float:y, Float:z, Float:speed); //moves an object.
  16. native F_StopObject(objectid); //stops an object from moving.
  17. native F_AttachObjectToPlayer(objectid, playerid, Float:x, Float:y, Float;z, Float:rx, Float:ry, Float:rz); //attaches an object to a player.
  18. native F_IsValidObject(objectid); //returns 1 if object is valid, returns 0 if object is invalid.
  19. native F_SetObjectPos(objectid, Float:x, Float:y, Float:z); //sets the position of an object.
  20. native F_GetObjectPos(objectid, &Float:x, &Float:y, &Float:z); //gets the position of an object in x, y and z.
  21. native F_SetObjectRot(objectid, Float:rx, Float:ry, Float:rz); //sets the rotation of an object.
  22. native F_GetObjectRot(objectid, &Float:rx, &Float:ry, &Float:rz); //gets the rotation of an object in rx, ry and rz.
  23. native F_RefreshObjects(playerid); //recreates (refreshes) a certain player's objects. (useful to recreate broken objects like glass, boxes, barrels, ...)
  24. native F_ObjectUpdateForAll(); //instantly updates the objects for all players.
  25. Callbacks:
  26. ----------
  27. native F_OnObjectMoved(objectid); //callback which is called when an object has finished moving.
  28. */
  29. //Configuration///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  30. #define F_MAX_OBJECTS 1200 //maximum amount of objects the streamer will create; PLEASE change this to the amount of objects you are using.
  31. #define UpdateTime 2000 //update time in ms (milliseconds). A lower value means faster updating.
  32. #define ObjectsToStream 350 //maximum number of objects that will be streamed for one player (maximum = 400 objects).
  33. #define StreamRange 400.0 //the player's object view range, doesn't need to be changed because objects only start showing at 350 distance.
  34. #pragma dynamic 30000 //increase this value if you have problems with stach/heap size.
  35. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  36. enum OInfo
  37. {
  38. ModelID,
  39. ObjectID[MAX_PLAYERS],
  40. Float:ox, Float:oy, Float:oz,
  41. Float:orx, Float:ory, Float:orz,
  42. Float:ovdist,
  43. PlayerID,
  44. ObjectAttachedID,
  45. bool:ObjectMoving,
  46. bool:ObjectCreated[MAX_PLAYERS],
  47. }
  48. new ObjectInfo[F_MAX_OBJECTS][OInfo];
  49. new bool:ObjectUpdatetRunning;
  50. new bool:CantCreateMore;
  51. new bool:RefreshObjects[MAX_PLAYERS];
  52. new bool:DontUpdate[MAX_PLAYERS];
  53. new Float:OldX[MAX_PLAYERS], Float:OldY[MAX_PLAYERS], Float:OldZ[MAX_PLAYERS];
  54. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  55. forward F_StartUpdate(); public F_StartUpdate() { SetTimer("F_ObjectUpdate", UpdateTime, 1); }
  56. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  57. stock F_CreateObject(modelid, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz, Float:vdist=0.0, playerid=-1)
  58. {
  59. if(ObjectUpdatetRunning == false) { SetTimer("F_StartUpdate", F_MAX_OBJECTS/2, 0); ObjectUpdatetRunning = true; }
  60. new objectid;
  61. if(CantCreateMore == false) for(new i; i<F_MAX_OBJECTS; i++)
  62. {
  63. if(i == F_MAX_OBJECTS-1) { printf("Only the first %i objects could be created - object limit exceeded.", F_MAX_OBJECTS); CantCreateMore = true; }
  64. if(ObjectInfo[i][ModelID] == 0) { objectid = i; break; }
  65. }
  66. else { return -1; }
  67. if(!modelid) { printf("Invalid modelid for object %i", objectid); return -1; }
  68. ObjectInfo[objectid][ModelID] = modelid;
  69. ObjectInfo[objectid][ox] = x; ObjectInfo[objectid][oy] = y; ObjectInfo[objectid][oz] = z;
  70. ObjectInfo[objectid][orx] = rx; ObjectInfo[objectid][ory] = ry; ObjectInfo[objectid][orz] = rz;
  71. ObjectInfo[objectid][ovdist] = vdist;
  72. ObjectInfo[objectid][PlayerID] = playerid;
  73. ObjectInfo[objectid][ObjectAttachedID] = -1;
  74. return objectid;
  75. }
  76. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  77. stock F_CreatePlayerObject(playerid, modelid, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz, Float:vdist=0.0)
  78. {
  79. return F_CreateObject(modelid, x, y, z, rx, ry, rz, vdist, playerid);
  80. }
  81. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  82. stock F_IsValidObject(objectid)
  83. {
  84. if(ObjectInfo[objectid][ModelID] == 0 || objectid == -1) { return 0; }
  85. return 1;
  86. }
  87. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  88. stock F_AttachObjectToPlayer(objectid, playerid, Float:x, Float:y, Float:z, Float:rx, Float:ry, Float:rz)
  89. {
  90. if(F_IsValidObject(objectid) && IsPlayerConnected(playerid))
  91. {
  92. for(new playerid2; playerid2<MAX_PLAYERS; playerid2++) if(IsPlayerConnected(playerid2) && !IsPlayerNPC(playerid2) && ObjectInfo[objectid][ObjectCreated][playerid] == true)
  93. {
  94. AttachPlayerObjectToPlayer(playerid2, ObjectInfo[objectid][ObjectID][playerid2], playerid, x, y, z, rx, ry, rz);
  95. }
  96. ObjectInfo[objectid][ObjectAttachedID] = playerid;
  97. return 1;
  98. }
  99. return 0;
  100. }
  101. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  102. stock F_DestroyObject(objectid)
  103. {
  104. if(F_IsValidObject(objectid))
  105. {
  106. for(new playerid; playerid<MAX_PLAYERS; playerid++) if(IsPlayerConnected(playerid) && !IsPlayerNPC(playerid) && ObjectInfo[objectid][ObjectCreated][playerid] == true)
  107. {
  108. DestroyPlayerObject(playerid, ObjectInfo[objectid][ObjectID][playerid]);
  109. ObjectInfo[objectid][ObjectCreated][playerid] = false;
  110. }
  111. ObjectInfo[objectid][ModelID] = 0;
  112. return 1;
  113. }
  114. return 0;
  115. }
  116. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  117. stock F_MoveObject(objectid, Float:x, Float:y, Float:z, Float:speed)
  118. {
  119. if(F_IsValidObject(objectid))
  120. {
  121. new time;
  122. for(new playerid; playerid<MAX_PLAYERS; playerid++) if(IsPlayerConnected(playerid) && !IsPlayerNPC(playerid) && ObjectInfo[objectid][ObjectCreated][playerid] == true)
  123. {
  124. time = MovePlayerObject(playerid, ObjectInfo[objectid][ObjectID][playerid], x, y, z, speed);
  125. }
  126. ObjectInfo[objectid][ObjectMoving] = true;
  127. ObjectInfo[objectid][ox] = x; ObjectInfo[objectid][oy] = y; ObjectInfo[objectid][oz] = z;
  128. return time;
  129. }
  130. return 0;
  131. }
  132. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  133. forward F_OnObjectMoved(objectid); public OnPlayerObjectMoved(playerid, objectid)
  134. {
  135. for(new objectid2; objectid2<F_MAX_OBJECTS; objectid2++) if(F_IsValidObject(objectid2)) if(ObjectInfo[objectid2][ObjectID][playerid] == objectid && ObjectInfo[objectid2][ObjectMoving] == true)
  136. {
  137. CallLocalFunction("F_OnObjectMoved", "i", objectid2);
  138. ObjectInfo[objectid][ObjectMoving] = false;
  139. }
  140. }
  141. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  142. stock F_StopObject(objectid)
  143. {
  144. if(F_IsValidObject(objectid))
  145. {
  146. for(new playerid; playerid<MAX_PLAYERS; playerid++) if(IsPlayerConnected(playerid) && !IsPlayerNPC(playerid) && ObjectInfo[objectid][ObjectCreated][playerid] == true)
  147. {
  148. StopPlayerObject(playerid, ObjectInfo[objectid][ObjectID][playerid]);
  149. }
  150. return 1;
  151. }
  152. return 0;
  153. }
  154. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  155. stock F_SetObjectPos(objectid, Float:x, Float:y, Float:z)
  156. {
  157. if(F_IsValidObject(objectid))
  158. {
  159. ObjectInfo[objectid][ox] = x; ObjectInfo[objectid][oy] = y; ObjectInfo[objectid][oz] = z;
  160. for(new playerid; playerid<MAX_PLAYERS; playerid++) if(IsPlayerConnected(playerid) && !IsPlayerNPC(playerid) && ObjectInfo[objectid][ObjectCreated][playerid] == true)
  161. {
  162. SetPlayerObjectPos(playerid, ObjectInfo[objectid][ObjectID][playerid], x, y, z);
  163. }
  164. return 1;
  165. }
  166. return 0;
  167. }
  168. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  169. stock F_GetObjectPos(objectid, &Float:x, &Float:y, &Float:z)
  170. {
  171. if(F_IsValidObject(objectid))
  172. {
  173. x = ObjectInfo[objectid][ox]; y = ObjectInfo[objectid][oy]; z = ObjectInfo[objectid][oz];
  174. return 1;
  175. }
  176. return 0;
  177. }
  178. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  179. stock F_SetObjectRot(objectid, Float:rx, Float:ry, Float:rz)
  180. {
  181. if(F_IsValidObject(objectid))
  182. {
  183. ObjectInfo[objectid][orx] = rx; ObjectInfo[objectid][ory] = ry; ObjectInfo[objectid][orz] = rz;
  184. for(new playerid; playerid<MAX_PLAYERS; playerid++) if(IsPlayerConnected(playerid) && !IsPlayerNPC(playerid) && ObjectInfo[objectid][ObjectCreated][playerid] == true)
  185. {
  186. SetPlayerObjectRot(playerid, ObjectInfo[objectid][ObjectID][playerid], rx, ry, rz);
  187. }
  188. return 1;
  189. }
  190. return 0;
  191. }
  192. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  193. stock F_GetObjectRot(objectid, &Float:rx, &Float:ry, &Float:rz)
  194. {
  195. if(F_IsValidObject(objectid))
  196. {
  197. rx = ObjectInfo[objectid][orx]; ry = ObjectInfo[objectid][ory]; rz = ObjectInfo[objectid][orz];
  198. return 1;
  199. }
  200. return 0;
  201. }
  202. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  203. stock F_RefreshObjects(playerid)
  204. {
  205. if(IsPlayerConnected(playerid) && !IsPlayerNPC(playerid))
  206. {
  207. RefreshObjects[playerid] = true;
  208. new Float:x, Float:y, Float:z;
  209. GetPlayerPos(playerid, x, y, z);
  210. F_PlayerObjectUpdate(playerid, x, y, z);
  211. return 1;
  212. }
  213. return 0;
  214. }
  215. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  216. public OnPlayerConnect(playerid)
  217. {
  218. for(new objectid; objectid<F_MAX_OBJECTS; objectid++) { ObjectInfo[objectid][ObjectCreated][playerid] = false; }
  219. OldX[playerid] = 999999999.99; OldY[playerid] = 999999999.99; OldZ[playerid] = 999999999.99;
  220. RefreshObjects[playerid] = false;
  221. if(funcidx("F_OnPlayerConnect") != -1) { CallLocalFunction("F_OnPlayerConnect", "i", playerid); }
  222. return 1;
  223. }
  224. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  225. forward F_ObjectUpdate(bool:DontCheckDistance); public F_ObjectUpdate(bool:DontCheckDistance)
  226. {
  227. new Closest[ObjectsToStream], bool:Firstloop, nr, Float:fX, Float:fY, Float:fZ;
  228. new Float:ObjDistance[F_MAX_OBJECTS], ObjectArr[F_MAX_OBJECTS], bool:DontDestroy[F_MAX_OBJECTS], bool:PosUpdated[F_MAX_OBJECTS];
  229. for(new playerid; playerid<MAX_PLAYERS; playerid++) if(IsPlayerConnected(playerid) && !IsPlayerNPC(playerid) && DontUpdate[playerid] == false) if(!IsPlayerInRangeOfPoint(playerid, 1.0, OldX[playerid], OldY[playerid], OldZ[playerid]) || DontCheckDistance)
  230. {
  231. GetPlayerPos(playerid, OldX[playerid], OldY[playerid], OldZ[playerid]);
  232. nr = 0;
  233. for(new objectid; objectid<F_MAX_OBJECTS; objectid++) if(F_IsValidObject(objectid) && ObjectInfo[objectid][PlayerID] == playerid || ObjectInfo[objectid][PlayerID] == -1)
  234. {
  235. if(!PosUpdated[objectid])
  236. {
  237. if(ObjectInfo[objectid][ObjectAttachedID] != -1) { GetPlayerPos(ObjectInfo[objectid][ObjectAttachedID], ObjectInfo[objectid][ox], ObjectInfo[objectid][oy], ObjectInfo[objectid][oz]); }
  238. PosUpdated[objectid] = true;
  239. }
  240. fX = ObjectInfo[objectid][ox] - OldX[playerid]; fY = ObjectInfo[objectid][oy] - OldY[playerid]; fZ = ObjectInfo[objectid][oz] - OldZ[playerid];
  241. ObjDistance[objectid] = floatsqroot(fX*fX + fY*fY + fZ*fZ);
  242. if(floatcmp(ObjDistance[objectid], StreamRange) == -1) { ObjectArr[nr] = objectid; nr++; }
  243. }
  244. Closest = "";
  245. if(nr > ObjectsToStream) for(new loop; loop<ObjectsToStream; loop++)
  246. {
  247. Firstloop = true;
  248. for(new objectid; objectid<nr; objectid++) if((ObjDistance[ObjectArr[objectid]] != 999999999.99) && ((floatcmp(ObjDistance[ObjectArr[objectid]], ObjDistance[Closest[loop]]) == -1) || Firstloop))
  249. {
  250. Firstloop = false;
  251. Closest[loop] = ObjectArr[objectid];
  252. }
  253. ObjDistance[Closest[loop]] = 999999999.99;
  254. }
  255. else { for(new objectid; objectid<nr; objectid++) { Closest[objectid] = ObjectArr[objectid]; } }
  256. for(new objectid; objectid<F_MAX_OBJECTS; objectid++) { DontDestroy[objectid] = false; }
  257. for(new objectid; objectid<ObjectsToStream && objectid<nr; objectid++) { DontDestroy[Closest[objectid]] = true; }
  258. for(new objectid; objectid<F_MAX_OBJECTS; objectid++) if(ObjectInfo[objectid][ObjectCreated][playerid] == true && DontDestroy[objectid] == false)
  259. {
  260. DestroyPlayerObject(playerid, ObjectInfo[objectid][ObjectID][playerid]);
  261. ObjectInfo[objectid][ObjectCreated][playerid] = false;
  262. }
  263. for(new loop; loop<ObjectsToStream && loop<nr; loop++) if(ObjectInfo[Closest[loop]][ObjectCreated][playerid] == false)
  264. {
  265. ObjectInfo[Closest[loop]][ObjectID][playerid] = CreatePlayerObject(playerid, ObjectInfo[Closest[loop]][ModelID], ObjectInfo[Closest[loop]][ox], ObjectInfo[Closest[loop]][oy],
  266. ObjectInfo[Closest[loop]][oz], ObjectInfo[Closest[loop]][orx], ObjectInfo[Closest[loop]][ory], ObjectInfo[Closest[loop]][orz], ObjectInfo[Closest[loop]][ovdist]);
  267. ObjectInfo[Closest[loop]][ObjectCreated][playerid] = true;
  268. }
  269. }
  270. }
  271. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  272. stock F_ObjectUpdateForAll() { F_ObjectUpdate(true); }
  273. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  274. stock F_PlayerObjectUpdate(playerid, Float:x, Float:y, Float:z) //placed in a different function as F_ObjectUpdate to run faster.
  275. {
  276. if(IsPlayerConnected(playerid) && !IsPlayerNPC(playerid))
  277. {
  278. OldX[playerid] = x; OldY[playerid] = y; OldZ[playerid] = z;
  279. new nr;
  280. new Float:ObjDistance[F_MAX_OBJECTS];
  281. new ObjectArr[F_MAX_OBJECTS];
  282. new Float:fX, Float:fY, Float:fZ;
  283. for(new objectid; objectid<F_MAX_OBJECTS; objectid++) if(F_IsValidObject(objectid) && ObjectInfo[objectid][PlayerID] == playerid || ObjectInfo[objectid][PlayerID] == -1)
  284. {
  285. if(ObjectInfo[objectid][ObjectAttachedID] != -1) { GetPlayerPos(ObjectInfo[objectid][ObjectAttachedID], ObjectInfo[objectid][ox], ObjectInfo[objectid][oy], ObjectInfo[objectid][oz]); }
  286. fX = ObjectInfo[objectid][ox] - x; fY = ObjectInfo[objectid][oy] - y; fZ = ObjectInfo[objectid][oz] - z;
  287. ObjDistance[objectid] = floatsqroot(fX*fX + fY*fY + fZ*fZ);
  288. if(floatcmp(ObjDistance[objectid], StreamRange) == -1) { ObjectArr[nr] = objectid; nr++; }
  289. }
  290. new Closest[ObjectsToStream];
  291. if(nr > ObjectsToStream) for(new loop; loop<ObjectsToStream; loop++)
  292. {
  293. new bool:Firstloop = true;
  294. for(new objectid; objectid<nr; objectid++) if((ObjDistance[ObjectArr[objectid]] != 999999999.99) && ((floatcmp(ObjDistance[ObjectArr[objectid]], ObjDistance[Closest[loop]]) == -1) || Firstloop))
  295. {
  296. Firstloop = false;
  297. Closest[loop] = ObjectArr[objectid];
  298. }
  299. ObjDistance[Closest[loop]] = 999999999.99;
  300. }
  301. else { for(new objectid; objectid<nr; objectid++) { Closest[objectid] = ObjectArr[objectid]; } }
  302. new bool:DontDestroy[F_MAX_OBJECTS];
  303. for(new objectid; objectid<ObjectsToStream && objectid<nr; objectid++) { DontDestroy[Closest[objectid]] = true; }
  304. for(new objectid; objectid<F_MAX_OBJECTS; objectid++) if(ObjectInfo[objectid][ObjectCreated][playerid] == true && (DontDestroy[objectid] == false || RefreshObjects[playerid] == true))
  305. {
  306. DestroyPlayerObject(playerid, ObjectInfo[objectid][ObjectID][playerid]);
  307. ObjectInfo[objectid][ObjectCreated][playerid] = false;
  308. }
  309. RefreshObjects[playerid] = false;
  310. for(new loop; loop<ObjectsToStream && loop<nr; loop++) if(ObjectInfo[Closest[loop]][ObjectCreated][playerid] == false)
  311. {
  312. ObjectInfo[Closest[loop]][ObjectID][playerid] = CreatePlayerObject(playerid, ObjectInfo[Closest[loop]][ModelID], ObjectInfo[Closest[loop]][ox], ObjectInfo[Closest[loop]][oy],
  313. ObjectInfo[Closest[loop]][oz], ObjectInfo[Closest[loop]][orx], ObjectInfo[Closest[loop]][ory], ObjectInfo[Closest[loop]][orz], ObjectInfo[Closest[loop]][ovdist]);
  314. ObjectInfo[Closest[loop]][ObjectCreated][playerid] = true;
  315. }
  316. }
  317. }
  318. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  319. stock F_SetPlayerPos(playerid, Float:x, Float:y, Float:z)
  320. {
  321. DontUpdate[playerid] = true;
  322. SetPlayerPos(playerid, x, y, z);
  323. F_PlayerObjectUpdate(playerid, x, y, z);
  324. SetPlayerPos(playerid, x, y, z);
  325. DontUpdate[playerid] = false;
  326. }
  327. #define SetPlayerPos F_SetPlayerPos
  328. //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  329. #if defined _ALS_OnPlayerConnect
  330. #undef OnPlayerConnect
  331. #else
  332. #define _ALS_OnPlayerConnect
  333. #endif
  334. #define OnPlayerConnect F_OnPlayerConnect
  335. forward F_OnPlayerConnect(playerid);
  336. //EOF/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////