cec42bdcae
* Fixed param information * Removed whitespace that prevented the API to generate client_disconnected information * Fixed documentation. * Update lang.inc * Documentation fix (g/s)et_user_hitzones() functions weren't generating properly in the API due to a whitespace in front of the comment blocks. @return for give item() was missing. * Whitespace prevented API documentation from generating * Update lang.inc
422 lines
12 KiB
SourcePawn
Executable File
422 lines
12 KiB
SourcePawn
Executable File
/* Float arithmetic
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*
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* (c) Copyright 1999, Artran, Inc.
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* Written by Greg Garner (gmg@artran.com)
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* Modified in March 2001 to include user defined
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* operators for the floating point functions.
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*
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* This file is provided as is (no warranties).
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*/
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#if defined _float_included
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#endinput
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#endif
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#define _float_included
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#pragma rational Float
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/**
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* Different methods of rounding
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*/
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enum floatround_method {
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floatround_round = 0,
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floatround_floor,
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floatround_ceil,
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floatround_tozero
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};
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/**
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* Different units of measurement for angles
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*/
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enum anglemode {
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radian = 0,
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degrees,
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grades
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};
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/**
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* Converts an integer into a floating point value.
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*
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* @param value Value to be converted
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*
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* @return Converted value
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*/
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native Float:float(value);
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/**
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* Converts a string into a floating point value.
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*
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* @param string Input string to be converted
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*
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* @return Converted value
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*/
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native Float:floatstr(const string[]);
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/**
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* Returns the fractional part of a floating point value
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*
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* @param string Floating point value to get the fractional part from
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*
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* @return The fractional part
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*/
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native Float:floatfract(Float:value);
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/**
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* Rounds a floating point value to an integer value
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*
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* @note For the list of available rounding methods look at
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* floatround_method enumeration.
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*
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* @param value Floating point value to be rounded
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* @param method Rounding method
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*
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* @return Converted value
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*/
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native floatround(Float:value, floatround_method:method=floatround_round);
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/**
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* Compares two floating point values.
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*
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* @param fOne First value to be compared
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* @param fTwo Second value to be compared
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*
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* @return If arguments are equal, returns 0.
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* If the first one is greater, returns 1.
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* If the second one is greater, returns -1.
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*/
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native floatcmp(Float:fOne, Float:fTwo);
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/**
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* Returns the square root of a floating point value
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*
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* @note Same as floatpower(value, 0.5)
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*
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* @param value Floating point value to get square root from
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*
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* @return Square root of the input value
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*/
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native Float:floatsqroot(Float:value);
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/**
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* Returns the value raised to the power of the exponent
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*
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* @param value Floating point value to be raised
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* @param exponent The exponent
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*
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* @return Value raised to the power of the exponent
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*/
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native Float:floatpower(Float:value, Float:exponent);
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/**
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* Returns the logarithm of value
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*
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* @param value Floating point value to calculate the logarithm for
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* @param base The optional logarithmic base to use.
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* Defaults to 10, or the natural logarithm
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*
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* @return Square root of the input value
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*/
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native Float:floatlog(Float:value, Float:base=10.0);
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/**
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* Returns the sine of a given angle
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*
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* @note For available units of measurements(modes) look at the anglemode enum
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*
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* @param value The angle to calculate the sine from
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* @param mode What unit of measurement is the angle specified in
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* Defaults to radians
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*
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* @return The sine of a given angle
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*/
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native Float:floatsin(Float:value, anglemode:mode=radian);
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/**
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* Returns the cosine of a given angle
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*
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* @note For available units of measurements(modes) look at the anglemode enum
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*
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* @param value The angle to calculate the cosine from
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* @param mode What unit of measurement is the angle specified in
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* Defaults to radians
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*
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* @return The cosine of a given angle
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*/
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native Float:floatcos(Float:value, anglemode:mode=radian);
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/**
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* Returns the tangent of a given angle
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*
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* @note For available units of measurements(modes) look at the anglemode enum
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*
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* @param value The angle to calculate the tangent from
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* @param mode What unit of measurement is the angle specified in
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* Defaults to radians
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*
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* @return The tangent of a given angle
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*/
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native Float:floattan(Float:value, anglemode:mode=radian);
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/**
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* Returns the hyperbolic sine of a given angle
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*
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* @note For available units of measurements(modes) look at the anglemode enum
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*
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* @param value The angle to calculate the hyperbolic sine from
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* @param mode What unit of measurement is the angle specified in
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* Defaults to radians
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*
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* @return The hyperbolic sine of a given angle
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*/
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native Float:floatsinh(Float:angle, anglemode:mode=radian);
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/**
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* Returns the hyperbolic cosine of a given angle
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*
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* @note For available units of measurements(modes) look at the anglemode enum
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*
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* @param value The angle to calculate the hyperbolic cosine from
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* @param mode What unit of measurement is the angle specified in
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* Defaults to radians
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*
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* @return The hyperbolic cosine of a given angle
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*/
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native Float:floatcosh(Float:angle, anglemode:mode=radian);
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/**
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* Returns the hyperbolic tangent of a given angle
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*
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* @note For available units of measurements(modes) look at the anglemode enum
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*
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* @param value The angle to calculate the hyperbolic tangent from
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* @param mode What unit of measurement is the angle specified in
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* Defaults to radians
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*
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* @return The hyperbolic tangent of a given angle
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*/
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native Float:floattanh(Float:angle, anglemode:mode=radian);
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/**
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* Returns the absolute value of a floating point value
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*
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* @param value The floating point value to get the absolute value from
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*
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* @return The absolute value
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*/
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native Float:floatabs(Float:value);
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/* Return the angle of a sine, cosine or tangent.
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* The output angle may be in radians, degrees, or grades. */
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/**
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* Returns the angle of the given tangent
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*
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* @note For available units of measurements(modes) look at the anglemode enum
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*
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* @param value The tangent to calculate the angle from
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* @param mode What unit of measurement should the output angle be in
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*
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* @return The angle of a tangent
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*/
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native Float:floatatan(Float:angle, {anglemode,_}:radix);
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/**
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* Returns the angle of the given cosine
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*
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* @note For available units of measurements(modes) look at the anglemode enum
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*
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* @param value The cosine to calculate the angle from
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* @param mode What unit of measurement should the output angle be in
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*
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* @return The angle of a cosine
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*/
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native Float:floatacos(Float:angle, {anglemode,_}:radix);
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/**
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* Returns the angle of the given sine
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*
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* @note For available units of measurements(modes) look at the anglemode enum
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*
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* @param value The sine to calculate the angle from
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* @param mode What unit of measurement should the output angle be in
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*
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* @return The angle of a sine
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*/
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native Float:floatasin(Float:angle, {anglemode,_}:radix);
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/**
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* Computes the principal value of arctangent of y/x
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*
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* @note Someone should verify this native, not sure what it actually does.
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* @note For available units of measurements(modes) look at the anglemode enum
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*
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* @param x Value representing the proportion of the x-coordinate.
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* @param y Value representing the proportion of the x-coordinate.
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* @param mode What unit of measurement should the output angle be in
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*
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* @return Arctangent of y/x
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*/
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native Float:floatatan2(Float:x, Float:y, {anglemode,_}:radix);
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/* Multiply two floats together */
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native Float:floatmul(Float:oper1, Float:oper2);
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/* Divide the dividend float by the divisor float */
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native Float:floatdiv(Float:dividend, Float:divisor);
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/* Add two floats together */
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native Float:floatadd(Float:dividend, Float:divisor);
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/* Subtract oper2 float from oper1 float */
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native Float:floatsub(Float:oper1, Float:oper2);
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/* user defined operators */
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native Float:operator*(Float:oper1, Float:oper2) = floatmul;
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native Float:operator/(Float:oper1, Float:oper2) = floatdiv;
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native Float:operator+(Float:oper1, Float:oper2) = floatadd;
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native Float:operator-(Float:oper1, Float:oper2) = floatsub;
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stock Float:operator++(Float:oper)
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return oper+1.0;
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stock Float:operator--(Float:oper)
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return oper-1.0;
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stock Float:operator-(Float:oper)
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return oper^Float:cellmin; /* IEEE values are sign/magnitude */
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stock Float:operator*(Float:oper1, oper2)
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return floatmul(oper1, float(oper2)); /* "*" is commutative */
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stock Float:operator/(Float:oper1, oper2)
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return floatdiv(oper1, float(oper2));
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stock Float:operator/(oper1, Float:oper2)
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return floatdiv(float(oper1), oper2);
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stock Float:operator+(Float:oper1, oper2)
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return floatadd(oper1, float(oper2)); /* "+" is commutative */
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stock Float:operator-(Float:oper1, oper2)
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return floatsub(oper1, float(oper2));
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stock Float:operator-(oper1, Float:oper2)
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return floatsub(float(oper1), oper2);
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stock bool:operator==(Float:oper1, Float:oper2)
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return floatcmp(oper1, oper2) == 0;
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stock bool:operator==(Float:oper1, oper2)
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return floatcmp(oper1, float(oper2)) == 0; /* "==" is commutative */
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stock bool:operator!=(Float:oper1, Float:oper2)
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return floatcmp(oper1, oper2) != 0;
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stock bool:operator!=(Float:oper1, oper2)
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return floatcmp(oper1, float(oper2)) != 0; /* "==" is commutative */
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stock bool:operator>(Float:oper1, Float:oper2)
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return floatcmp(oper1, oper2) > 0;
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stock bool:operator>(Float:oper1, oper2)
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return floatcmp(oper1, float(oper2)) > 0;
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stock bool:operator>(oper1, Float:oper2)
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return floatcmp(float(oper1), oper2) > 0;
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stock bool:operator>=(Float:oper1, Float:oper2)
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return floatcmp(oper1, oper2) >= 0;
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stock bool:operator>=(Float:oper1, oper2)
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return floatcmp(oper1, float(oper2)) >= 0;
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stock bool:operator>=(oper1, Float:oper2)
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return floatcmp(float(oper1), oper2) >= 0;
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stock bool:operator<(Float:oper1, Float:oper2)
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return floatcmp(oper1, oper2) < 0;
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stock bool:operator<(Float:oper1, oper2)
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return floatcmp(oper1, float(oper2)) < 0;
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stock bool:operator<(oper1, Float:oper2)
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return floatcmp(float(oper1), oper2) < 0;
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stock bool:operator<=(Float:oper1, Float:oper2)
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return floatcmp(oper1, oper2) <= 0;
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stock bool:operator<=(Float:oper1, oper2)
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return floatcmp(oper1, float(oper2)) <= 0;
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stock bool:operator<=(oper1, Float:oper2)
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return floatcmp(float(oper1), oper2) <= 0;
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stock bool:operator!(Float:oper)
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return (_:oper & ((-1)/2)) == 0; /* -1 = all bits to 1; /2 = remove most significant bit (sign)
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works on both 32bit and 64bit systems; no constant required */
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/* forbidden operations */
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forward operator%(Float:oper1, Float:oper2);
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forward operator%(Float:oper1, oper2);
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forward operator%(oper1, Float:oper2);
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/**
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* Returns whichever value is the smaller one
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*
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* @param ValueA The first value
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* @param ValueB The second value
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*
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* @return ValueA if it is smaller than ValueB, and vice versa
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*/
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stock Float:floatmin(Float:ValueA, Float:ValueB)
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{
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if (ValueA<=ValueB)
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{
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return ValueA;
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}
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return ValueB;
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}
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/**
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* Returns whichever value is the greater one
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*
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* @param ValueA The first value
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* @param ValueB The second value
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*
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* @return ValueA if it is greater than ValueB, and vice versa
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*/
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stock Float:floatmax(Float:ValueA, Float:ValueB)
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{
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if (ValueA>=ValueB)
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{
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return ValueA;
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}
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return ValueB;
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}
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/**
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* Clamps a value between a minimum and a maximum floating point value
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*
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* @param Value The value to be clamped
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* @param MinValue Minimum value
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* @param MaxValue Maximum value
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*
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* @return The Value clamped between MinValue and MaxValue
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*/
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stock Float:floatclamp(Float:Value, Float:MinValue, Float:MaxValue)
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{
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if (Value<=MinValue)
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{
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return MinValue;
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}
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if (Value>=MaxValue)
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{
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return MaxValue;
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}
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return Value;
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} |