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cuberite-2a/source/Defines.h

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#pragma once
#include "BlockID.h"
//tolua_begin
// emissive blocks
extern unsigned char g_BlockLightValue[];
// whether blocks allow spreading
extern unsigned char g_BlockSpreadLightFalloff[];
// whether blocks are transparent (light can shine though)
extern bool g_BlockTransparent[];
// one hit break blocks
extern bool g_BlockOneHitDig[];
//--DO NOT DELETE THIS COMMENT-- //tolua_export
// Block face constants, used in PlayerDigging and PlayerBlockPlacement packets
enum
{
BLOCK_FACE_NONE = -1, // Interacting with no block face - swinging the item in the air
BLOCK_FACE_BOTTOM = 0, // Interacting with the bottom face of the block
BLOCK_FACE_TOP = 1, // Interacting with the top face of the block
BLOCK_FACE_NORTH = 2, // Interacting with the northern face of the block
BLOCK_FACE_SOUTH = 3, // Interacting with the southern face of the block
BLOCK_FACE_WEST = 4, // Interacting with the western face of the block
BLOCK_FACE_EAST = 5, // Interacting with the eastern face of the block
} ;
// PlayerDigging status constants:
enum
{
DIG_STATUS_STARTED = 0,
DIG_STATUS_FINISHED = 2,
DIG_STATUS_DROP_HELD = 4,
DIG_STATUS_SHOOT_EAT = 5,
} ;
//tolua_end
inline bool IsValidBlock( int a_BlockType ) //tolua_export
{ //tolua_export
if( a_BlockType > -1 &&
a_BlockType <= 126 && //items to 109 are valid for Beta1.8.1.. 1.2.5 is up to 126
//a_BlockType != 29 && allow pistons
//a_BlockType != 33 && allow pistons
a_BlockType != 34 &&
a_BlockType != 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 <= 388)
|| (a_ItemID >= 2256 && a_ItemID <= 2266) )
{
return true;
}
if( a_ItemID == 0 )
return false;
return IsValidBlock( a_ItemID );
} //tolua_export
inline bool IsBlockWater(BLOCKTYPE a_BlockType)
{
return (a_BlockType == E_BLOCK_WATER || a_BlockType == E_BLOCK_STATIONARY_WATER);
}
inline bool IsBlockLava(BLOCKTYPE a_BlockType)
{
return (a_BlockType == E_BLOCK_LAVA || a_BlockType == E_BLOCK_STATIONARY_LAVA);
}
inline bool IsBlockLiquid(BLOCKTYPE a_BlockType)
{
return IsBlockWater(a_BlockType) || IsBlockLava(a_BlockType);
}
inline bool IsBlockTypeOfDirt(BLOCKTYPE a_BlockType)
{
switch (a_BlockType)
{
case E_BLOCK_DIRT:
case E_BLOCK_GRASS:
case E_BLOCK_FARMLAND:
return true;
}
return false;
}
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 BLOCK_FACE_BOTTOM: a_Y--; break;
case BLOCK_FACE_TOP: a_Y++; break;
case BLOCK_FACE_EAST: a_X++; break;
case BLOCK_FACE_WEST: a_X--; break;
case BLOCK_FACE_NORTH: a_Z--; break;
case BLOCK_FACE_SOUTH: a_Z++; break;
default:
{
LOGWARNING("AddDirection(): Unknown direction: %d", a_Direction);
break;
}
}
}
else
{
switch( a_Direction ) // other way around
{
case BLOCK_FACE_BOTTOM: a_Y++; break;
case BLOCK_FACE_TOP: a_Y--; break;
case BLOCK_FACE_EAST: a_X--; break;
case BLOCK_FACE_WEST: a_X++; break;
case BLOCK_FACE_NORTH: a_Z++; break;
case BLOCK_FACE_SOUTH: a_Z--; break;
default:
{
LOGWARNING("AddDirection(): Unknown inv direction: %d", a_Direction);
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;
}
//tolua_begin
namespace ItemCategory
{
inline bool IsPickaxe(short 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(short 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(short 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);
}
inline bool IsHoe(short a_ItemID)
{
return (a_ItemID == E_ITEM_WOODEN_HOE)
|| (a_ItemID == E_ITEM_STONE_HOE)
|| (a_ItemID == E_ITEM_IRON_HOE)
|| (a_ItemID == E_ITEM_GOLD_HOE)
|| (a_ItemID == E_ITEM_DIAMOND_HOE);
}
inline bool IsShovel(short a_ItemID)
{
return (a_ItemID == E_ITEM_WOODEN_SHOVEL)
|| (a_ItemID == E_ITEM_STONE_SHOVEL)
|| (a_ItemID == E_ITEM_IRON_SHOVEL)
|| (a_ItemID == E_ITEM_GOLD_SHOVEL)
|| (a_ItemID == E_ITEM_DIAMOND_SHOVEL);
}
inline bool IsTool(short a_ItemID)
{
return IsPickaxe( a_ItemID )
|| IsAxe ( a_ItemID )
|| IsSword ( a_ItemID )
|| IsHoe ( a_ItemID )
|| IsShovel ( a_ItemID );
}
inline bool IsHelmet(short a_ItemType)
{
return (
(a_ItemType == E_ITEM_LEATHER_CAP) ||
(a_ItemType == E_ITEM_GOLD_HELMET) ||
(a_ItemType == E_ITEM_CHAIN_HELMET) ||
(a_ItemType == E_ITEM_IRON_HELMET) ||
(a_ItemType == E_ITEM_DIAMOND_HELMET)
);
}
inline bool IsChestPlate(short a_ItemType)
{
return (
(a_ItemType == E_ITEM_LEATHER_TUNIC) ||
(a_ItemType == E_ITEM_GOLD_CHESTPLATE) ||
(a_ItemType == E_ITEM_CHAIN_CHESTPLATE) ||
(a_ItemType == E_ITEM_IRON_CHESTPLATE) ||
(a_ItemType == E_ITEM_DIAMOND_CHESTPLATE)
);
}
inline bool IsLeggings(short a_ItemType)
{
return (
(a_ItemType == E_ITEM_LEATHER_PANTS) ||
(a_ItemType == E_ITEM_GOLD_LEGGINGS) ||
(a_ItemType == E_ITEM_CHAIN_LEGGINGS) ||
(a_ItemType == E_ITEM_IRON_LEGGINGS) ||
(a_ItemType == E_ITEM_DIAMOND_LEGGINGS)
);
}
inline bool IsBoots(short a_ItemType)
{
return (
(a_ItemType == E_ITEM_LEATHER_BOOTS) ||
(a_ItemType == E_ITEM_GOLD_BOOTS) ||
(a_ItemType == E_ITEM_CHAIN_BOOTS) ||
(a_ItemType == E_ITEM_IRON_BOOTS) ||
(a_ItemType == E_ITEM_DIAMOND_BOOTS)
);
}
}
//tolua_end
inline bool BlockRequiresSpecialTool(BLOCKTYPE a_BlockType)
{
if(!IsValidBlock(a_BlockType)) return false;
return g_BlockRequiresSpecialTool[a_BlockType];
}
//tolua_begin
enum eGameMode
{
eGameMode_NotSet = -1,
eGameMode_Survival = 0,
eGameMode_Creative = 1
};
enum eWeather
{
eWeather_Sunny = 0,
eWeather_Rain = 1,
eWeather_ThunderStorm = 2
};
//tolua_end