sourcemod/plugins/include/float.inc
Scott Ehlert 251cced1f8 Spring Cleaning, Part Ichi (1)
Various minor things done to project files
Updated sample extension project file and updated makefile to the new unified version (more changes likely on the way)
Updated regex project file and makefile

--HG--
extra : convert_revision : svn%3A39bc706e-5318-0410-9160-8a85361fbb7c/trunk%401971
2008-03-30 07:00:22 +00:00

416 lines
9.7 KiB
PHP

/**
* vim: set ts=4 :
* =============================================================================
* SourceMod (C)2004-2008 AlliedModders LLC. All rights reserved.
* =============================================================================
*
* This file is part of the SourceMod/SourcePawn SDK.
*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License, version 3.0, as published by the
* Free Software Foundation.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
* details.
*
* You should have received a copy of the GNU General Public License along with
* this program. If not, see <http://www.gnu.org/licenses/>.
*
* As a special exception, AlliedModders LLC gives you permission to link the
* code of this program (as well as its derivative works) to "Half-Life 2," the
* "Source Engine," the "SourcePawn JIT," and any Game MODs that run on software
* by the Valve Corporation. You must obey the GNU General Public License in
* all respects for all other code used. Additionally, AlliedModders LLC grants
* this exception to all derivative works. AlliedModders LLC defines further
* exceptions, found in LICENSE.txt (as of this writing, version JULY-31-2007),
* or <http://www.sourcemod.net/license.php>.
*
* Version: $Id$
*/
#if defined _float_included
#endinput
#endif
#define _float_included
/**
* Converts an integer into a floating point value.
*
* @param value Integer to convert.
* @return Floating point value.
*/
native Float:float(value);
/**
* Multiplies two floats together.
*
* @param oper1 First value.
* @param oper2 Second value.
* @return oper1*oper2.
*/
native Float:FloatMul(Float:oper1, Float:oper2);
/**
* Divides the dividend by the divisor.
*
* @param dividend First value.
* @param divisor Second value.
* @return dividend/divisor.
*/
native Float:FloatDiv(Float:dividend, Float:divisor);
/**
* Adds two floats together.
*
* @param oper1 First value.
* @param oper2 Second value.
* @return oper1+oper2.
*/
native Float:FloatAdd(Float:oper1, Float:oper2);
/**
* Subtracts oper2 from oper1.
*
* @param oper1 First value.
* @param oper2 Second value.
* @return oper1-oper2.
*/
native Float:FloatSub(Float:oper1, Float:oper2);
/**
* Returns the decimal part of a float.
*
* @param value Input value.
* @return Decimal part.
*/
native Float:FloatFraction(Float:value);
/**
* Rounds a float to the closest integer to zero.
*
* @param value Input value to be rounded.
* @return Rounded value.
*/
native RoundToZero(Float:value);
/**
* Rounds a float to the next highest integer value.
*
* @param value Input value to be rounded.
* @return Rounded value.
*/
native RoundToCeil(Float:value);
/**
* Rounds a float to the next lowest integer value.
*
* @param value Input value to be rounded.
* @return Rounded value.
*/
native RoundToFloor(Float:value);
/**
* Standard IEEE rounding.
*
* @param value Input value to be rounded.
* @return Rounded value.
*/
native RoundToNearest(Float:value);
/**
* Compares two floats.
*
* @param fOne First value.
* @param fTwo Second value.
* @return Returns 1 if the first argument is greater than the second argument.
* Returns -1 if the first argument is smaller than the second argument.
* Returns 0 if both arguments are equal.
*/
native FloatCompare(Float:fOne, Float:fTwo);
/**
* Returns the square root of the input value, equivalent to floatpower(value, 0.5).
*
* @param value Input value.
* @return Square root of the value.
*/
native Float:SquareRoot(Float:value);
/**
* Returns the value raised to the power of the exponent.
*
* @param value Value to be raised.
* @param exponent Value to raise the base.
* @return value^exponent.
*/
native Float:Pow(Float:value, Float:exponent);
/**
* Returns the value of raising the input by e.
*
* @param value Input value.
* @return exp(value).
*/
native Float:Exponential(Float:value);
/**
* Returns the logarithm of any base specified.
*
* @param value Input value.
* @param base Logarithm base to use, default is 10.
* @return log(value)/log(base).
*/
native Float:Logarithm(Float:value, Float:base=10.0);
/**
* Returns the sine of the argument.
*
* @param value Input value in radians.
* @return sin(value).
*/
native Float:Sine(Float:value);
/**
* Returns the cosine of the argument.
*
* @param value Input value in radians.
* @return cos(value).
*/
native Float:Cosine(Float:value);
/**
* Returns the tangent of the argument.
*
* @param value Input value in radians.
* @return tan(value).
*/
native Float:Tangent(Float:value);
/**
* Returns an absolute value.
*
* @param value Input value.
* @return Absolute value of the input.
*/
native Float:FloatAbs(Float:value);
/**
* Returns the arctangent of the input value.
*
* @param angle Input value.
* @return atan(value) in radians.
*/
native Float:ArcTangent(Float:angle);
/**
* Returns the arccosine of the input value.
*
* @param angle Input value.
* @return acos(value) in radians.
*/
native Float:ArcCosine(Float:angle);
/**
* Returns the arcsine of the input value.
*
* @param angle Input value.
* @return asin(value) in radians.
*/
native Float:ArcSine(Float:angle);
/**
* Returns the arctangent2 of the input values.
*
* @param x Horizontal value.
* @param y Vertical value.
* @return atan2(value) in radians.
*/
native Float:ArcTangent2(Float:x, Float:y);
/**
* Rounds a floating point number using the "round to nearest" algorithm.
*
* @param value Floating point value to round.
* @return The value rounded to the nearest integer.
*/
stock RoundFloat(Float:value)
{
return RoundToNearest(value);
}
/**
* User defined operators.
*
*/
#pragma rational Float
native Float:operator*(Float:oper1, Float:oper2) = FloatMul;
native Float:operator/(Float:oper1, Float:oper2) = FloatDiv;
native Float:operator+(Float:oper1, Float:oper2) = FloatAdd;
native Float:operator-(Float:oper1, Float:oper2) = FloatSub;
stock Float:operator++(Float:oper)
{
return oper+1.0;
}
stock Float:operator--(Float:oper)
{
return oper-1.0;
}
stock Float:operator-(Float:oper)
{
return oper^Float:((-1)^((-1)/2)); /* IEEE values are sign/magnitude */
}
stock Float:operator*(Float:oper1, oper2)
{
return FloatMul(oper1, float(oper2)); /* "*" is commutative */
}
stock Float:operator/(Float:oper1, oper2)
{
return FloatDiv(oper1, float(oper2));
}
stock Float:operator/(oper1, Float:oper2)
{
return FloatDiv(float(oper1), oper2);
}
stock Float:operator+(Float:oper1, oper2)
{
return FloatAdd(oper1, float(oper2)); /* "+" is commutative */
}
stock Float:operator-(Float:oper1, oper2)
{
return FloatSub(oper1, float(oper2));
}
stock Float:operator-(oper1, Float:oper2)
{
return FloatSub(float(oper1), oper2);
}
stock bool:operator==(Float:oper1, Float:oper2)
{
return FloatCompare(oper1, oper2) == 0;
}
stock bool:operator==(Float:oper1, oper2)
{
return FloatCompare(oper1, float(oper2)) == 0; /* "==" is commutative */
}
stock bool:operator!=(Float:oper1, Float:oper2)
{
return FloatCompare(oper1, oper2) != 0;
}
stock bool:operator!=(Float:oper1, oper2)
{
return FloatCompare(oper1, float(oper2)) != 0; /* "==" is commutative */
}
stock bool:operator>(Float:oper1, Float:oper2)
{
return FloatCompare(oper1, oper2) > 0;
}
stock bool:operator>(Float:oper1, oper2)
{
return FloatCompare(oper1, float(oper2)) > 0;
}
stock bool:operator>(oper1, Float:oper2)
{
return FloatCompare(float(oper1), oper2) > 0;
}
stock bool:operator>=(Float:oper1, Float:oper2)
{
return FloatCompare(oper1, oper2) >= 0;
}
stock bool:operator>=(Float:oper1, oper2)
{
return FloatCompare(oper1, float(oper2)) >= 0;
}
stock bool:operator>=(oper1, Float:oper2)
{
return FloatCompare(float(oper1), oper2) >= 0;
}
stock bool:operator<(Float:oper1, Float:oper2)
{
return FloatCompare(oper1, oper2) < 0;
}
stock bool:operator<(Float:oper1, oper2)
{
return FloatCompare(oper1, float(oper2)) < 0;
}
stock bool:operator<(oper1, Float:oper2)
{
return FloatCompare(float(oper1), oper2) < 0;
}
stock bool:operator<=(Float:oper1, Float:oper2)
{
return FloatCompare(oper1, oper2) <= 0;
}
stock bool:operator<=(Float:oper1, oper2)
{
return FloatCompare(oper1, float(oper2)) <= 0;
}
stock bool:operator<=(oper1, Float:oper2)
{
return FloatCompare(float(oper1), oper2) <= 0;
}
stock bool:operator!(Float:oper)
{
return (_:oper & ((-1)/2)) == 0; /* -1 = all bits to 1; /2 = remove most significant bit (sign)
works on both 32bit and 64bit systems; no constant required */
}
/**
* Forbidden operators.
*
*/
forward operator%(Float:oper1, Float:oper2);
forward operator%(Float:oper1, oper2);
forward operator%(oper1, Float:oper2);
#define FLOAT_PI 3.1415926535897932384626433832795
/**
* Converts degrees to radians.
*
* @param angle Degrees.
* @return Radians.
*/
stock Float:DegToRad(Float:angle)
{
return (angle*FLOAT_PI)/180;
}
/**
* Converts degrees to radians.
*
* @param angle Radians.
* @return Degrees.
*/
stock Float:RadToDeg(Float:angle)
{
return (angle*180)/FLOAT_PI;
}