/** * *
* 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. *
* Version *
* 0.2.7 *
* Functions *
* * Public * * Core * * Stock * * Static * * Inline * * API *
* Callbacks *
* Definitions *
* Enums *
* Macros *
* Tags *
* Variables *
* * Static *
Compile options
*
*//** *//* Legal: Version: MPL 1.1 The contents of this file are subject to the Mozilla Public License Version 1.1 the "License"; you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.mozilla.org/MPL/ Software distributed under the License is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License for the specific language governing rights and limitations under the License. The Original Code is the YSI framework. The Initial Developer of the Original Code is Alex "Y_Less" Cole. Portions created by the Initial Developer are Copyright C 2011 the Initial Developer. All Rights Reserved. Contributors: Y_Less koolk JoeBullet/Google63 g_aSlice/Slice Misiur samphunter tianmeta maddinat0r spacemud Crayder Dayvison Ahmad45123 Zeex irinel1996 Yiin- Chaprnks Konstantinos Masterchen09 Southclaws PatchwerkQWER m0k1 paulommu udan111 Thanks: JoeBullet/Google63 - Handy arbitrary ASM jump code using SCTRL. ZeeX - Very productive conversations. koolk - IsPlayerinAreaEx code. TheAlpha - Danish translation. breadfish - German translation. Fireburn - Dutch translation. yom - French translation. 50p - Polish translation. Zamaroht - Spanish translation. Los - Portuguese translation. Dracoblue, sintax, mabako, Xtreme, other coders - Producing other modes for me to strive to better. Pixels^ - Running XScripters where the idea was born. Matite - Pestering me to release it and using it. Very special thanks to: Thiadmer - PAWN, whose limits continue to amaze me! Kye/Kalcor - SA:MP. SA:MP Team past, present and future - SA:MP. Optional plugins: Gamer_Z - GPS. Incognito - Streamer. Me - sscanf2, fixes2, Whirlpool. */ #include "..\YSI_Internal\y_compilerdata" #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; /*-------------------------------------------------------------------------*//** * Object to check * Checks if a passed id is a valid object. *//*------------------------------------------------------------------------**/ P:D(bool:Object_IsValid(objectid)); #define Object_IsValid(%1) \ ((%1) >= 0 && (%1) < MAX_DYN_OBJECTS && YSI_g_sObjects[(%1)][E_OBJECT_MODEL] & e_OBJ_FLAG_ACTIVE) /*-------------------------------------------------------------------------*//** * Flags to check. * Player the object is attached to. * Actually checks a objSet of passed flags, not a passed object. *//*------------------------------------------------------------------------**/ P:D(Object_GetAttach(e_OBJ_FLAG:flags)); #define Object_GetAttach(%1) \ ((_:(%1) >> 15) & NO_ATTACH_PLAYER) /*-------------------------------------------------------------------------*//** * Flags to check. * If the object is attached to a player. * Actually checks a objSet of passed flags, not a passed object. *//*------------------------------------------------------------------------**/ P:D(bool:Object_IsAttached(e_OBJ_FLAG:flags)); #define Object_IsAttached(%1) \ (Object_GetAttach(%1) != NO_ATTACH_PLAYER) /*-------------------------------------------------------------------------*//** * Gate to objSet target for. * X point to open to. * Y point to open to. * Z point to open to. * Speed to open at. * 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. *//*------------------------------------------------------------------------**/ P:D(Object_SetGateTarget(gate,Float:tx,Float:ty,Float:tz,Float:ts)); #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) /*-------------------------------------------------------------------------*//** * Flags to check. * Actually checks a objSet of passed flags, not a passed object. *//*------------------------------------------------------------------------**/ P:D(Object_SetAttach(e_OBJ_FLAG:flags)); #define Object_SetAttach(%1) \ e_OBJ_FLAG:(((%1) & NO_ATTACH_PLAYER) << 15) #if defined _YSI_SETUP_MASTER /*---------------------------------------------------------------------*//** * Object to do code on. * Extra data for function. * Function to perform. * 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; } /*---------------------------------------------------------------------*//** * Instruction from the master system. * 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; } } } /*---------------------------------------------------------------------*//** * 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; } /*---------------------------------------------------------------------*//** * Slot of the object. * Object model data and flags. * Script which owns the object. * X position. * Y position. * Z position. * X rotation. * Y rotation. * Z rotation. * Object view distance. * Movement x target. * Movement y target. * Movement z target. * Movement speed. * Object attachment parent. * Object attachment sibling list. * Object attachment children list. * Worlds the object is in. * Size of the world array. * Players who can see the object. * Size of the players array. * 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; } /*---------------------------------------------------------------------*//** * Object to add to the remote unused list. *//*--------------------------------------------------------------------**/ public Object_UpdateUnused(obj) { YSI_g_sObjects[obj][E_OBJECT_NEXT] = YSI_g_sNoObjects; YSI_g_sNoObjects = obj; } /*---------------------------------------------------------------------*//** * Object to do code on. * Function to perform. * First float data. * Second float data. * Third float data. * Fourth float data. * 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 /*-------------------------------------------------------------------------*//** * Object to objSet custom view distance for. * Distance the object can be seen from. * 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 } /*-------------------------------------------------------------------------*//** * Object to add to the update list. * 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; } } /*-------------------------------------------------------------------------*//** * 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; } /*-------------------------------------------------------------------------*//** * Model of object. * x position. * y position. * z position. * x rotation. * y rotation. * z rotation. * 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; } /*-------------------------------------------------------------------------*//** * Player to create it for. * Model of object. * x position. * y position. * z position. * x rotation. * y rotation. * z rotation. * 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; } /*-------------------------------------------------------------------------*//** * World to create it in. * Model of object. * x position. * y position. * z position. * x rotation. * y rotation. * z rotation. * 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; } /*-------------------------------------------------------------------------*//** * World to create it in. * Model of object. * x position. * y position. * z position. * x rotation. * y rotation. * z rotation. * 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; } /*-------------------------------------------------------------------------*//** * The object model. * X position. * Y position. * Z position. * X rotation. * Y rotation. * Z rotation. * 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); } } /*-------------------------------------------------------------------------*//** * The script which owns the object being made. * The object model. * X position. * Y position. * Z position. * X rotation. * Y rotation. * Z rotation. * 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; } /*-------------------------------------------------------------------------*//** * X point. * Y point. * Z point. * Point's sector. * 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; } /*-------------------------------------------------------------------------*//** * Index of the object to add. * 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; } /*-------------------------------------------------------------------------*//** * Index of the object to add. * 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; } /*-------------------------------------------------------------------------*//** * Index of the object to add. * 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; } /*-------------------------------------------------------------------------*//** * Index of the object to add. * 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; } /*-------------------------------------------------------------------------*//** * Sector of object. * Index of object. * Distance the object can be seen from. * 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; } } /*-------------------------------------------------------------------------*//** * Object to destroy. * 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 } /*-------------------------------------------------------------------------*//** * Object to destroy. * Wether to update client side objects. * 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; } /*-------------------------------------------------------------------------*//** * Sector list to modify. * Object to remove. * 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]; } } /*-------------------------------------------------------------------------*//** * Object to objSet new position of. * X co-ordinate. * Y co-ordintae. * Z co-ordinate. * 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 } /*-------------------------------------------------------------------------*//** * Object to objSet new position of. * X co-ordinate. * Y co-ordintae. * Z co-ordinate. * 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; } /*-------------------------------------------------------------------------*//** * Object to update children of. * X co-ordinate of parent. * Y co-ordintae of parent. * Z co-ordinate of parent. * 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 /*-------------------------------------------------------------------------*//** * Object to objSet new rotation of. * X rotation. * Y rotation. * Z rotation. *//*------------------------------------------------------------------------**/ 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 } /*-------------------------------------------------------------------------*//** * Object to objSet new rotation of. * X rotation store. * Y rotation store. * Z rotation store. *//*------------------------------------------------------------------------**/ 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 } /*-------------------------------------------------------------------------*//** * Object to add. * World to add to. * 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 } /*-------------------------------------------------------------------------*//** * Object to remove. * World to remove from. * 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 } /*-------------------------------------------------------------------------*//** * Object to add. * Player to add to. * 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 } /*-------------------------------------------------------------------------*//** * Object to remove. * Player to remove from. * 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 } /*-------------------------------------------------------------------------*//** * Object to add. * 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 } /*-------------------------------------------------------------------------*//** * Object to remove. * 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 } /*-------------------------------------------------------------------------*//** * Object to add. * 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 } /*-------------------------------------------------------------------------*//** * Object to remove. * 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 } /*-------------------------------------------------------------------------*//** * Object to get position of. * X return. * Y return. * Z return. *//*------------------------------------------------------------------------**/ 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 4 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]; } /*-------------------------------------------------------------------------*//** * Object to get position of. * X return. * Y return. * Z return. * 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; } /*-------------------------------------------------------------------------*//** * Object to check. * Player to check. * World to check. * Whether the object is visible to that player in that world. * 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 /*-------------------------------------------------------------------------*//** * Object to check. * Object_IsValid. *//*------------------------------------------------------------------------**/ 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 } /*-------------------------------------------------------------------------*//** * Object to attach. * Player to attach to. * X offset. * Y offset. * Z offset. * X rotation. * Y rotation. * Z rotation. * Speed. * 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 /*-----------------------------------------------------------------*//** * Object to attach. * Player to attach to. * X offset. * Y offset. * Z offset. * X rotation. * Y rotation. * Z rotation. * Speed. * 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 /*---------------------------------------------------------------------*//** * Object to attach. * Player to attach to. * X offset. * Y offset. * Z offset. * X rotation. * Y rotation. * Z rotation. * Speed. * 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 /*-------------------------------------------------------------------------*//** * Object to detach. * 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 } /*-------------------------------------------------------------------------*//** * Start of children list to positionally update. * x offset of parent. * y offset of parent. * z offset of parent. * Real x location. * Real y location. * Real z location. * Wether the object was previously moving or attached. * 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 /*-------------------------------------------------------------------------*//** * Object to move. * X position of target. * Y position of target. * Z position of target. * Speed. *//*------------------------------------------------------------------------**/ 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 /*-------------------------------------------------------------------------*//** * Object to move. * X position of target. * Y position of target. * Z position of target. * Speed. * 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 /*-------------------------------------------------------------------------*//** * Object to attach. * Object to attach to. * 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; } /*-------------------------------------------------------------------------*//** * Object to check. * Object to check family tree of for objectid. * 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; } /*-------------------------------------------------------------------------*//** * Object to check. * Object to check family tree of for objectid. * 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; } /*-------------------------------------------------------------------------*//** * Object to remove from it's parent. *//*------------------------------------------------------------------------**/ 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 /*-------------------------------------------------------------------------*//** * Object to remove from an object. * Object to remove from. * 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; } /*-------------------------------------------------------------------------*//** * Object to attach. * Object to attach to. * 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 /*-------------------------------------------------------------------------*//** * Object to stop. * 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 /*-------------------------------------------------------------------------*//** * Object to process. * Time since last update in seconds. * 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 /*-------------------------------------------------------------------------*//** * 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; } } /*-------------------------------------------------------------------------*//** * Player to check for. * Pointer to first object in the list. * Player's x position. * Player's y position. * Player's z position. * Player's world. * List of closest objects. * Entrypoint to list. * Last object in list. * Number of objects in list. * Is this the dynamic objSet. * 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); } /*-------------------------------------------------------------------------*//** * Player we're finding the sectors for. * X location to check. * Y location to check. * Array to store all visible sectors. * Start point to itterator * 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; } /*-------------------------------------------------------------------------*//** * Model to check won't crash SA. * 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); } /*-------------------------------------------------------------------------*//** * Player who left. * Why they left. * 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 } /*-------------------------------------------------------------------------*//** * Object to make into a gate. * Area to trigger gate in. * X point to open to. * Y point to open to. * Z point to open to. * Speed to open at. * 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 /*-------------------------------------------------------------------------*//** * Player who entered an area. * Area they entered. * 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 /*-------------------------------------------------------------------------*//** * Object that moved. * 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 /*-------------------------------------------------------------------------*//** * Gate to close. * 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 /*-------------------------------------------------------------------------*//** * Model of the gate. * X start location. * Y start location. * Z start location. * X target location. * Y target location. * Z target location. * X rotation. * Y rotation. * Z rotation. * Speed the gate will move at. * 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 } /*-------------------------------------------------------------------------*//** Gate to get the area of for permissions. 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 }