mirror of
https://github.com/ClassiCube/MCGalaxy.git
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Move some files to more logical locations.
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parent
90c7817b0c
commit
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@ -1,92 +1,92 @@
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/*
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Copyright 2015 MCGalaxy
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Dual-licensed under the Educational Community License, Version 2.0 and
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the GNU General Public License, Version 3 (the "Licenses"); you may
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not use this file except in compliance with the Licenses. You may
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obtain a copy of the Licenses at
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http://www.opensource.org/licenses/ecl2.php
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http://www.gnu.org/licenses/gpl-3.0.html
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Unless required by applicable law or agreed to in writing,
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software distributed under the Licenses are distributed on an "AS IS"
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BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
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or implied. See the Licenses for the specific language governing
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permissions and limitations under the Licenses.
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*/
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using System;
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using System.Runtime.InteropServices;
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namespace MCGalaxy.BlockPhysics {
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[StructLayout(LayoutKind.Sequential, Pack = 4)]
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public struct PhysicsArgs {
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public uint Raw;
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public const uint TypeMask = 0x3F;
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public byte Type1 {
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get { return (byte)(Raw & 0x7); }
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set { Raw &= ~(0x7u << 0);
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Raw |= (uint)value << 0; }
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}
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public byte Type2 {
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get { return (byte)((Raw >> 3) & 0x7); }
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set { Raw &= ~(0x7u << 3);
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Raw |= (uint)value << 3; }
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}
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public byte Value1 {
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get { return (byte)(Raw >> 6); }
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set { Raw &= ~(0xFFu << 6);
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Raw |= (uint)value << 6; }
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}
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public byte Value2 {
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get { return (byte)(Raw >> 14); }
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set { Raw &= ~(0xFFu << 14);
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Raw |= (uint)value << 14; }
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}
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public byte Data {
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get { return (byte)(Raw >> 22); }
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set { Raw &= ~(0xFFu << 22);
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Raw |= (uint)value << 22; }
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}
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public bool Door {
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get { return (Raw & (1u << 30)) != 0; }
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set { Raw &= ~(1u << 30);
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Raw |= (value ? 1u : 0u) << 30; }
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}
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public bool HasWait {
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get { byte value = (byte)Raw;
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return (value & 0x7) == Wait || ((value & 0x38) == Wait << 3);
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}
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}
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public void ResetTypes() { Raw &= ~TypeMask; }
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// TODO: what to do with last bit
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/// <summary> No special action is performed. </summary>
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public const byte None = 0;
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/// <summary> A specified action will be delayed for a certain time. </summary>
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public const byte Wait = 1;
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/// <summary> Reverts the block in the map back into the specified block id. </summary>
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public const byte Revert = 2;
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/// <summary> Randomly converts this physics item back into air. </summary>
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public const byte Dissipate = 3;
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/// <summary> Randomly causes this physics item to move down one block. </summary>
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public const byte Drop = 4;
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/// <summary> Randomly causes this physics item to create an explosion. </summary>
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public const byte Explode = 5;
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/// <summary> Causes this physics item to iterate through the 'rainbow' wool
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/// block ids in either sequential or random order. </summary>
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public const byte Rainbow = 6;
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/// <summary> TNT block placed in tnt wars. </summary>
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public const byte TntWars = 7;
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}
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/*
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Copyright 2015 MCGalaxy
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Dual-licensed under the Educational Community License, Version 2.0 and
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the GNU General Public License, Version 3 (the "Licenses"); you may
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not use this file except in compliance with the Licenses. You may
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obtain a copy of the Licenses at
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http://www.opensource.org/licenses/ecl2.php
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http://www.gnu.org/licenses/gpl-3.0.html
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Unless required by applicable law or agreed to in writing,
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software distributed under the Licenses are distributed on an "AS IS"
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BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express
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or implied. See the Licenses for the specific language governing
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permissions and limitations under the Licenses.
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*/
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using System;
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using System.Runtime.InteropServices;
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namespace MCGalaxy.BlockPhysics {
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[StructLayout(LayoutKind.Sequential, Pack = 4)]
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public struct PhysicsArgs {
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public uint Raw;
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public const uint TypeMask = 0x3F;
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public byte Type1 {
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get { return (byte)(Raw & 0x7); }
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set { Raw &= ~(0x7u << 0);
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Raw |= (uint)value << 0; }
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}
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public byte Type2 {
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get { return (byte)((Raw >> 3) & 0x7); }
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set { Raw &= ~(0x7u << 3);
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Raw |= (uint)value << 3; }
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}
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public byte Value1 {
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get { return (byte)(Raw >> 6); }
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set { Raw &= ~(0xFFu << 6);
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Raw |= (uint)value << 6; }
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}
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public byte Value2 {
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get { return (byte)(Raw >> 14); }
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set { Raw &= ~(0xFFu << 14);
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Raw |= (uint)value << 14; }
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}
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public byte Data {
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get { return (byte)(Raw >> 22); }
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set { Raw &= ~(0xFFu << 22);
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Raw |= (uint)value << 22; }
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}
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public bool Door {
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get { return (Raw & (1u << 30)) != 0; }
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set { Raw &= ~(1u << 30);
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Raw |= (value ? 1u : 0u) << 30; }
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}
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public bool HasWait {
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get { byte value = (byte)Raw;
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return (value & 0x7) == Wait || ((value & 0x38) == Wait << 3);
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}
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}
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public void ResetTypes() { Raw &= ~TypeMask; }
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// TODO: what to do with last bit
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/// <summary> No special action is performed. </summary>
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public const byte None = 0;
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/// <summary> A specified action will be delayed for a certain time. </summary>
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public const byte Wait = 1;
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/// <summary> Reverts the block in the map back into the specified block id. </summary>
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public const byte Revert = 2;
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/// <summary> Randomly converts this physics item back into air. </summary>
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public const byte Dissipate = 3;
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/// <summary> Randomly causes this physics item to move down one block. </summary>
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public const byte Drop = 4;
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/// <summary> Randomly causes this physics item to create an explosion. </summary>
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public const byte Explode = 5;
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/// <summary> Causes this physics item to iterate through the 'rainbow' wool
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/// block ids in either sequential or random order. </summary>
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public const byte Rainbow = 6;
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/// <summary> TNT block placed in tnt wars. </summary>
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public const byte TntWars = 7;
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}
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}
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@ -486,10 +486,10 @@
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<Compile Include="Generator\RealisticGenParams.cs" />
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<Compile Include="Generator\RealisticMapGen.cs" />
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<Compile Include="Generator\SimpleGen.cs" />
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<Compile Include="Levels\fNbt.cs" />
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<Compile Include="Levels\IO\CwFile.cs" />
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<Compile Include="Levels\IO\DatFile.cs" />
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<Compile Include="Levels\IO\FcmFile.cs" />
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<Compile Include="Levels\IO\fNbt.cs" />
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<Compile Include="Levels\IO\LvlFile.cs" />
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<Compile Include="Levels\IO\LvlProperties.cs" />
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<Compile Include="Levels\IO\McfFile.cs" />
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@ -500,7 +500,6 @@
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<Compile Include="Levels\LevelActions.cs" />
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<Compile Include="Levels\LevelEnv.cs" />
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<Compile Include="Levels\LevelInfo.cs" />
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<Compile Include="Levels\PhysicsArgs.cs" />
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<Compile Include="Levels\Physics\AIPhysics.cs" />
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<Compile Include="Levels\Physics\AirPhysics.cs" />
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<Compile Include="Levels\Physics\BirdPhysics.cs" />
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@ -514,6 +513,7 @@
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<Compile Include="Levels\Physics\HunterPhysics.cs" />
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<Compile Include="Levels\Physics\LeafPhysics.cs" />
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<Compile Include="Levels\Physics\LiquidPhysics.cs" />
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<Compile Include="Levels\Physics\PhysicsArgs.cs" />
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<Compile Include="Levels\Physics\SimpleLiquidPhysics.cs" />
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<Compile Include="Levels\Physics\RocketPhysics.cs" />
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<Compile Include="Levels\Physics\OtherPhysics.cs" />
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@ -560,6 +560,7 @@
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<Compile Include="Plugins\Plugin.cs" />
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<Compile Include="Plugins\Plugin.Events.cs" />
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<Compile Include="Plugins\PluginManager.cs" />
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<Compile Include="Scripting\MCForgeScripter.cs" />
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<Compile Include="Scripting\Scripting.cs" />
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<Compile Include="Player\Ban.cs" />
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<Compile Include="Levels\BlockDefinitions.cs" />
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@ -623,7 +624,6 @@
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<Compile Include="util\Extensions.cs" />
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<Compile Include="util\Hasher.cs" />
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<Compile Include="util\MathHelper.cs" />
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<Compile Include="util\MCForgeScripter.cs" />
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<Compile Include="Player\Player.CPE.cs" />
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<Compile Include="Database\PlayerDB.cs" />
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</ItemGroup>
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