2011-10-03 14:41:19 -04:00
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#pragma once
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#include "MemoryLeak.h"
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//tolua_begin
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// emissive blocks
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extern char g_BlockLightValue[];
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// whether blocks allow spreading
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extern char g_BlockSpreadLightFalloff[];
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// whether blocks are transparent (light can shine though)
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extern bool g_BlockTransparent[];
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// one hit break blocks
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extern bool g_BlockOneHitDig[];
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//tolua_end
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//--DO NOT DELETE THIS COMMENT-- //tolua_export
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inline bool IsValidBlock( int a_BlockID ) //tolua_export
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{ //tolua_export
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if( a_BlockID > -1 &&
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2011-11-05 14:28:19 -04:00
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a_BlockID <= 121 && //items to 109 are valid for 1.8.1.. 1.9.5 is up to 121
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//a_BlockID != 29 && allow pistons
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//a_BlockID != 33 && allow pistons
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2011-10-03 14:41:19 -04:00
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a_BlockID != 34 &&
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a_BlockID != 36 )
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{
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return true;
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}
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return false;
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} //tolua_export
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inline bool isValidItem( int a_ItemID ) //tolua_export
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{ //tolua_export
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if( (a_ItemID >= 256 && a_ItemID <= 358)
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|| (a_ItemID == 2256 || a_ItemID == 2257) )
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{
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return true;
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}
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if( a_ItemID == 0 )
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return false;
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return IsValidBlock( a_ItemID );
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} //tolua_export
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inline void AddDirection( int & a_X, char & a_Y, int & a_Z, char a_Direction, bool a_bInverse = false ) //tolua_export
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{//tolua_export
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if( !a_bInverse )
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{
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switch( a_Direction )
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{
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case 0:
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a_Y--;
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break;
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case 1:
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a_Y++;
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break;
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case 2:
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a_Z--;
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break;
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case 3:
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a_Z++;
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break;
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case 4:
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a_X--;
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break;
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case 5:
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a_X++;
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break;
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};
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}
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else
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{
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switch( a_Direction ) // other way around
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{
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case 0:
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a_Y++;
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break;
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case 1:
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a_Y--;
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break;
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case 2:
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a_Z++;
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break;
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case 3:
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a_Z--;
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break;
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case 4:
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a_X++;
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break;
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case 5:
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a_X--;
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break;
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};
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}
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}//tolua_export
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#include <math.h>
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#define PI 3.14159265358979323846264338327950288419716939937510582097494459072381640628620899862803482534211706798f
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#define MIN(a,b) (((a)>(b))?(b):(a))
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#define MAX(a,b) (((a)>(b))?(a):(b))
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inline void EulerToVector( float a_Pan, float a_Pitch, float & a_X, float & a_Y, float & a_Z )
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{
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// a_X = sinf ( a_Pan / 180 * PI ) * cosf ( a_Pitch / 180 * PI );
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// a_Y = -sinf ( a_Pitch / 180 * PI );
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// a_Z = -cosf ( a_Pan / 180 * PI ) * cosf ( a_Pitch / 180 * PI );
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a_X = cos(a_Pan / 180 * PI)*cos(a_Pitch / 180 * PI);
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a_Y = sin(a_Pan / 180 * PI)*cos(a_Pitch / 180 * PI);
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a_Z = sin(a_Pitch / 180 * PI);
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}
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inline void VectorToEuler( float a_X, float a_Y, float a_Z, float & a_Pan, float & a_Pitch )
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{
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if( a_X != 0 )
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a_Pan = atan2( a_Z, a_X ) * 180 / PI - 90;
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else
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a_Pan = 0;
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a_Pitch = atan2(a_Y, sqrtf((a_X * a_X) + (a_Z * a_Z))) * 180 / PI;
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}
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inline float GetSignf( float a_Val )
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{
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return (a_Val < 0.f)?-1.f:1.f;
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}
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inline float GetSpecialSignf( float a_Val )
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{
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return (a_Val <= 0.f)?-1.f:1.f;
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}
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