/* Minetest Copyright (C) 2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser 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. Some things here are legacy crap. */ /* Connection */ #define PEER_ID_INEXISTENT 0 #define PEER_ID_SERVER 1 // 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 INTERNET_SIMULATOR_PACKET_LOSS 10 // 10 = easy, 4 = hard #define CONNECTION_TIMEOUT 30 #define RESEND_TIMEOUT_MIN 0.1 #define RESEND_TIMEOUT_MAX 3.0 // resend_timeout = avg_rtt * this #define RESEND_TIMEOUT_FACTOR 4 /* Server */ // 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 /* Map-related things */ // The absolute working limit is (2^15 - viewing_range). // I really don't want to make every algorithm to check if it's going near // the limit or not, so this is lower. // This is the maximum value the setting map_generation_limit can be #define MAX_MAP_GENERATION_LIMIT (31000) // Size of node in floating-point units // The original idea behind this is to disallow plain casts between // floating-point and integer positions, which potentially give wrong // results. (negative coordinates, values between nodes, ...) // Use floatToInt(p, BS) and intToFloat(p, BS). #define BS (10.0) // Dimension of a MapBlock #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 /* Old stuff that shouldn't be hardcoded */ // Size of player's main inventory #define PLAYER_INVENTORY_SIZE (8 * 4) // Maximum hit points of a player #define PLAYER_MAX_HP 20 // Maximal breath of a player #define PLAYER_MAX_BREATH 11 // Number of different files to try to save a player to if the first fails // (because of a case-insensitive filesystem) // TODO: Use case-insensitive player names instead of this hack. #define PLAYER_FILE_ALTERNATE_TRIES 1000 // For screenshots a serial number is appended to the filename + datetimestamp // if filename + datetimestamp is not unique. // This is the maximum number of attempts to try and add a serial to the end of // the file attempting to ensure a unique filename #define SCREENSHOT_MAX_SERIAL_TRIES 1000 /* GUI related things */ // TODO: implement dpi-based scaling for windows and remove this hack #if defined(_WIN32) #define TTF_DEFAULT_FONT_SIZE (18) #else #define TTF_DEFAULT_FONT_SIZE (16) #endif #define DEFAULT_FONT_SIZE (10) #endif