#pragma once #include "MemoryLeak.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 inline bool isValidItem( int a_ItemID ) //tolua_export { //tolua_export if( (a_ItemID >= 256 && a_ItemID <= 358) || (a_ItemID == 2256 || a_ItemID == 2257) ) { return true; } if( a_ItemID == 0 ) return false; return IsValidBlock( a_ItemID ); } //tolua_export inline void AddDirection( int & a_X, char & a_Y, int & a_Z, char a_Direction, bool a_bInverse = false ) //tolua_export {//tolua_export 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; }; } }//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; }