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path: root/src/script/scripting_mainmenu.h
Commit message (Expand)AuthorAge
* C++ modernize: Pragma once (#6264)Loïc Blot2017-08-17
* C++11 patchset 6: forbid object copy using assigment/copy function deleters (...Loïc Blot2017-06-10
* Use a settings object for the main settingsShadowNinja2017-05-06
* Don't permit to copy Scripting classes (Client,Server,Mainmenu)Loïc Blot2017-04-27
* Fix various copy instead of const ref reported by cppcheck (part 3) (#5616)Loïc Blot2017-04-20
* Fix code style of async APIShadowNinja2014-04-27
* Remove dependency on marshal and many other async changesShadowNinja2014-04-27
* Fix modstore/favourites hang by adding asynchronous lua job supportsapier2013-11-29
* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
ref='#n107'>107 108
/*
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 CONSTANTS_HEADER
#define CONSTANTS_HEADER

/*
	All kinds of constants.

	Cross-platform compatibility crap should go in porting.h.
*/

//#define HAXMODE 0

#define APPNAME "minetest"

#define DEBUGFILE "debug.txt"

#define WATER_ALPHA 160

// Define for simulating the quirks of sending through internet.
// Causes the socket class to deliberately drop random packets.
// This disables unit testing of socket and connection.
#define INTERNET_SIMULATOR 0

#define CONNECTION_TIMEOUT 30

#define RESEND_TIMEOUT_MIN 0.333
#define RESEND_TIMEOUT_MAX 3.0
// resend_timeout = avg_rtt * this
#define RESEND_TIMEOUT_FACTOR 4

#define PI 3.14159

// This is the same as in minecraft and everything else
#define FOV_ANGLE (PI/2.5)

// The absolute working limit is (2^15 - viewing_range).
#define MAP_GENERATION_LIMIT (31000)

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

#define MAP_BLOCKSIZE 16
/*
	This makes mesh updates too slow, as many meshes are updated during
	the main loop (related to TempMods and day/night)
*/
//#define MAP_BLOCKSIZE 32

// Sectors are split to SECTOR_HEIGHTMAP_SPLIT^2 heightmaps
#define SECTOR_HEIGHTMAP_SPLIT (MAP_BLOCKSIZE/8)

// Time after building, during which the following limit
// is in use
//#define FULL_BLOCK_SEND_ENABLE_MIN_TIME_FROM_BUILDING 2.0
// This many blocks are sent when player is building
#define LIMITED_MAX_SIMULTANEOUS_BLOCK_SENDS 0
// Override for the previous one when distance of block
// is very low
#define BLOCK_SEND_DISABLE_LIMITS_MAX_D 1

#define PLAYER_INVENTORY_SIZE (8*4)

#define SIGN_TEXT_MAX_LENGTH 50

// Whether to catch all std::exceptions.
// Assert will be called on such an event.
// In debug mode, leave these for the debugger and don't catch them.
#ifdef NDEBUG
	#define CATCH_UNHANDLED_EXCEPTIONS 1
#else
	#define CATCH_UNHANDLED_EXCEPTIONS 0
#endif

/*
	Collecting active blocks is stopped after object data
	size reaches this
*/
#define MAX_OBJECTDATA_SIZE 450

/*
	This is good to be a bit different than 0 so that water level
	is not between to MapBlocks
*/
#define WATER_LEVEL 3

// Length of cracking animation in count of images
#define CRACK_ANIMATION_LENGTH 5

#endif