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cuberite-2a/source/Defines.h
faketruth fb7c60ec11 Changed signed char to unsigned char in block packets, so we can receive height up to 255
Blocks placed above 128 limit don't become obsidian anymore. This was due to the cChunk::MakeIndex() function return 0 when outside of bounds, it now returns an 'error constant'

git-svn-id: http://mc-server.googlecode.com/svn/trunk@356 0a769ca7-a7f5-676a-18bf-c427514a06d6
2012-03-04 13:54:33 +00:00

182 lines
4.1 KiB
C++

#pragma once
#include "BlockID.h"
//tolua_begin
// emissive blocks
extern char g_BlockLightValue[];
// whether blocks allow spreading
extern char g_BlockSpreadLightFalloff[];
// whether blocks are transparent (light can shine though)
extern bool g_BlockTransparent[];
// one hit break blocks
extern bool g_BlockOneHitDig[];
//tolua_end
//--DO NOT DELETE THIS COMMENT-- //tolua_export
inline bool IsValidBlock( int a_BlockID ) //tolua_export
{ //tolua_export
if( a_BlockID > -1 &&
a_BlockID <= 121 && //items to 109 are valid for 1.8.1.. 1.9.5 is up to 121
//a_BlockID != 29 && allow pistons
//a_BlockID != 33 && allow pistons
a_BlockID != 34 &&
a_BlockID != 36 )
{
return true;
}
return false;
} //tolua_export
// Was old :o
// Changed to fit the style ;)
inline bool IsValidItem( int a_ItemID ) //tolua_export
{ //tolua_export
if( (a_ItemID >= 256 && a_ItemID <= 383)
|| (a_ItemID == 2256 || a_ItemID == 2257) )
{
return true;
}
if( a_ItemID == 0 )
return false;
return IsValidBlock( a_ItemID );
} //tolua_export
inline bool IsBlockWater(char a_BlockID)
{
return (a_BlockID == E_BLOCK_WATER || a_BlockID == E_BLOCK_STATIONARY_WATER);
}
inline bool IsBlockLava(char a_BlockID)
{
return (a_BlockID == E_BLOCK_LAVA || a_BlockID == E_BLOCK_STATIONARY_LAVA);
}
inline void AddDirection( int & a_X, int & a_Y, int & a_Z, char a_Direction, bool a_bInverse = false )
{
if( !a_bInverse )
{
switch( a_Direction )
{
case 0:
a_Y--;
break;
case 1:
a_Y++;
break;
case 2:
a_Z--;
break;
case 3:
a_Z++;
break;
case 4:
a_X--;
break;
case 5:
a_X++;
break;
};
}
else
{
switch( a_Direction ) // other way around
{
case 0:
a_Y++;
break;
case 1:
a_Y--;
break;
case 2:
a_Z++;
break;
case 3:
a_Z--;
break;
case 4:
a_X++;
break;
case 5:
a_X--;
break;
};
}
}
inline void AddDirection( int & a_X, unsigned char & a_Y, int & a_Z, char a_Direction, bool a_bInverse = false ) //tolua_export
{//tolua_export
int Y = a_Y;
AddDirection( a_X, Y, a_Z, a_Direction, a_bInverse );
if( Y < 0 ) a_Y = 0;
else if( Y > 255 ) a_Y = 255;
else a_Y = (unsigned char)Y;
}//tolua_export
#include <math.h>
#define PI 3.14159265358979323846264338327950288419716939937510582097494459072381640628620899862803482534211706798f
#define MIN(a,b) (((a)>(b))?(b):(a))
#define MAX(a,b) (((a)>(b))?(a):(b))
inline void EulerToVector( float a_Pan, float a_Pitch, float & a_X, float & a_Y, float & a_Z )
{
// a_X = sinf ( a_Pan / 180 * PI ) * cosf ( a_Pitch / 180 * PI );
// a_Y = -sinf ( a_Pitch / 180 * PI );
// a_Z = -cosf ( a_Pan / 180 * PI ) * cosf ( a_Pitch / 180 * PI );
a_X = cos(a_Pan / 180 * PI)*cos(a_Pitch / 180 * PI);
a_Y = sin(a_Pan / 180 * PI)*cos(a_Pitch / 180 * PI);
a_Z = sin(a_Pitch / 180 * PI);
}
inline void VectorToEuler( float a_X, float a_Y, float a_Z, float & a_Pan, float & a_Pitch )
{
if( a_X != 0 )
a_Pan = atan2( a_Z, a_X ) * 180 / PI - 90;
else
a_Pan = 0;
a_Pitch = atan2(a_Y, sqrtf((a_X * a_X) + (a_Z * a_Z))) * 180 / PI;
}
inline float GetSignf( float a_Val )
{
return (a_Val < 0.f)?-1.f:1.f;
}
inline float GetSpecialSignf( float a_Val )
{
return (a_Val <= 0.f)?-1.f:1.f;
}
namespace ItemCategory
{
inline bool IsPickaxe(ENUM_ITEM_ID a_ItemID)
{
return a_ItemID == E_ITEM_WOODEN_PICKAXE
|| a_ItemID == E_ITEM_STONE_PICKAXE
|| a_ItemID == E_ITEM_IRON_PICKAXE
|| a_ItemID == E_ITEM_GOLD_PICKAXE
|| a_ItemID == E_ITEM_DIAMOND_PICKAXE;
}
inline bool IsAxe(ENUM_ITEM_ID a_ItemID)
{
return a_ItemID == E_ITEM_WOODEN_AXE
|| a_ItemID == E_ITEM_STONE_AXE
|| a_ItemID == E_ITEM_IRON_AXE
|| a_ItemID == E_ITEM_GOLD_AXE
|| a_ItemID == E_ITEM_DIAMOND_AXE;
}
inline bool IsSword(ENUM_ITEM_ID a_ItemID)
{
return a_ItemID == E_ITEM_WOODEN_SWORD
|| a_ItemID == E_ITEM_STONE_SWORD
|| a_ItemID == E_ITEM_IRON_SWORD
|| a_ItemID == E_ITEM_GOLD_SWORD
|| a_ItemID == E_ITEM_DIAMOND_SWORD;
}
}