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authorNathanaël Courant <Ekdohibs@users.noreply.github.com>2017-04-16 00:48:48 -0700
committerLoïc Blot <nerzhul@users.noreply.github.com>2017-04-16 09:48:48 +0200
commitd17636484dedab91b820667a82ec23cf6168ac7a (patch)
treee06be7d745f5d613d57e2b4d4ab1f2bfebd4dc7b /src/intlGUIEditBox.cpp
parent34d32ce55ae4f3f29d7b645075dc8efacb2c96d2 (diff)
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Disable android leveldb by default (#5596)
1) Now leveldb is brick (thanks google) 2) By default, use SQLite3, this work perfectly and NOBODY not use LevelDB on Android :)
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/*
Minetest-c55
Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.

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, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#ifndef MAPNODE_HEADER
#define MAPNODE_HEADER

#include <iostream>
#include "common_irrlicht.h"
#include "light.h"
#include "utility.h"
#include "exceptions.h"
#include "serialization.h"
#include "tile.h"

// Size of node in rendering units
#define BS 10

#define MATERIALS_COUNT 256

/*
	Ignored node.

	Anything that stores MapNodes doesn't have to preserve parameters
	associated with this material.
	
	Doesn't create faces with anything and is considered being
	out-of-map in the game map.
*/
#define CONTENT_IGNORE 255
#define CONTENT_IGNORE_DEFAULT_PARAM 0

/*
	The common material through which the player can walk and which
	is transparent to light
*/
#define CONTENT_AIR 254

/*
	Suggested materials:
	GRAVEL
	  - Dynamics of gravel: if there is a drop of more than two
	    blocks on any side, it will drop in there. Is this doable?
	
	New naming scheme:
	- Material = irrlicht's Material class
	- Content = (u8) content of a node
	- Tile = (u16) Material ID at some side of a node
*/

enum Content
{
	CONTENT_STONE,
	CONTENT_GRASS,
	CONTENT_WATER,
	CONTENT_TORCH,
	CONTENT_TREE,
	CONTENT_LEAVES,
	CONTENT_GRASS_FOOTSTEPS,
	CONTENT_MESE,
	CONTENT_MUD,
	CONTENT_OCEAN,
	CONTENT_CLOUD,
	CONTENT_COALSTONE,
	CONTENT_WOOD,
	
	// This is set to the number of the actual values in this enum
	USEFUL_CONTENT_COUNT
};

extern u16 g_content_tiles[USEFUL_CONTENT_COUNT][6];
extern const char * g_content_inventory_texture_paths[USEFUL_CONTENT_COUNT];
// Initializes g_content_inventory_texture_paths
void init_content_inventory_texture_paths();

/*
	If true, the material allows light propagation and brightness is stored
	in param.
*/
inline bool light_propagates_content(u8 m)
{
	return (m == CONTENT_AIR || m == CONTENT_TORCH || m == CONTENT_WATER || m == CONTENT_OCEAN);
}

/*
	If true, the material allows lossless sunlight propagation.
	NOTE: It doesn't seem to go through torches regardlessly of this
*/
inline bool sunlight_propagates_content(u8 m)
{
	return (m == CONTENT_AIR || m == CONTENT_TORCH);
}

/*
	On a node-node surface, the material of the node with higher solidness
	is used for drawing.
	0: Invisible
	1: Transparent
	2: Opaque
*/
inline u8 content_solidness(u8 m)
{
	// As of now, every pseudo node like torches are added to this
	if(m == CONTENT_AIR || m == CONTENT_TORCH)
		return 0;
	if(m == CONTENT_WATER || m == CONTENT_OCEAN)
		return 1;
	return 2;
}

// Objects collide with walkable contents
inline bool content_walkable(u8 m)
{
	return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_OCEAN && m != CONTENT_TORCH);
}

// A liquid resists fast movement
inline bool content_liquid(u8 m)
{
	return (m == CONTENT_WATER || m == CONTENT_OCEAN);
}

// Pointable contents can be pointed to in the map
inline bool content_pointable(u8 m)
{
	return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_OCEAN);
}

inline bool content_diggable(u8 m)
{
	return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_OCEAN);
}

inline bool content_buildable_to(u8 m)
{
	return (m == CONTENT_AIR || m == CONTENT_WATER || m == CONTENT_OCEAN);
}

/*
	Returns true for contents that form the base ground that
	follows the main heightmap
*/
inline bool is_ground_content(u8 m)
{
	return (
		m != CONTENT_IGNORE
		&& m != CONTENT_AIR
		&& m != CONTENT_WATER
		&& m != CONTENT_TORCH
		&& m != CONTENT_TREE
		&& m != CONTENT_LEAVES
		&& m != CONTENT_OCEAN
		&& m != CONTENT_CLOUD
	);
}

inline bool is_mineral(u8 c)
{
	return(c == CONTENT_MESE
		|| c == CONTENT_COALSTONE);
}

inline bool liquid_replaces_content(u8 c)
{
	return (c == CONTENT_AIR || c == CONTENT_TORCH);
}

/*
	When placing a node, drection info is added to it if this is true
*/
inline bool content_directional(u8 c)
{
	return (c == CONTENT_TORCH);
}

/*
	Nodes make a face if contents differ and solidness differs.
	Return value:
		0: No face
		1: Face uses m1's content
		2: Face uses m2's content
*/
inline u8 face_contents(u8 m1, u8 m2)
{
	if(m1 == CONTENT_IGNORE || m2 == CONTENT_IGNORE)
		return 0;
	
	bool contents_differ = (m1 != m2);
	bool solidness_differs = (content_solidness(m1) != content_solidness(m2));
	bool makes_face = contents_differ && solidness_differs;

	if(makes_face == false)
		return 0;

	if(content_solidness(m1) > content_solidness(m2))
		return 1;
	else
		return 2;
}

/*
	Packs directions like (1,0,0), (1,-1,0)
*/
inline u8 packDir(v3s16 dir)
{
	u8 b = 0;

	if(dir.X > 0)
		b |= (1<<0);
	else if(dir.X < 0)
		b |= (1<<1);

	if(dir.Y > 0)
		b |= (1<<2);