#pragma once #include "BlockID.h" typedef unsigned char Byte; //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 <= 145 && //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 <= 400) || (a_ItemID >= 2256 && a_ItemID <= 2267) ) { 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); ASSERT(!"AddDirection(): Unknown 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); ASSERT(!"AddDirection(): Unknown 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 #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, eGameMode_Adventure = 2 }; enum eWeather { eWeather_Sunny = 0, eWeather_Rain = 1, eWeather_ThunderStorm = 2 }; //tolua_end