ofs | hex dump | ascii |
---|
0000 | 89 50 4e 47 0d 0a 1a 0a 00 00 00 0d 49 48 44 52 00 00 00 bf 00 00 00 57 08 06 00 00 00 55 fd 94 | .PNG........IHDR.......W.....U.. |
0020 | e9 00 00 00 06 62 4b 47 44 00 ff 00 ff 00 ff a0 bd a7 93 00 00 00 09 70 48 59 73 00 00 0b 13 00 | .....bKGD..............pHYs..... |
0040 | 00 0b 13 01 00 9a 9c 18 00 00 00 07 74 49 4d 45 07 e3 01 0f 13 1a 1e 6d 45 20 fb 00 00 00 1d 69 | ............tIME.......mE......i |
0060 | 54 58 74 43 6f 6d 6d 65 6e 74 00 00 00 00 00 43 72 65 61 74 65 64 20 77 69 74 68 20 47 49 4d 50 | TXtComment.....Created.with.GIMP |
0080 | 64 2e 65 07 00 00 08 01 49 44 41 54 78 da ed da 5f 48 d3 fb 1f c7 f1 d7 d7 b4 1d 8e 27 49 cd e6 | d.e.....IDATx..._H..........'I.. |
00a0 | b1 19 09 87 63 6e eb 5c 84 c8 c1 3a ee 68 42 83 3c 58 90 69 33 84 23 de 44 09 82 64 5d 0c a1 3f | ....cn.\...:.hB.<X.i3.#.D..d]..? |
00c0 | 82 17 47 3a 17 d5 39 d5 09 54 10 82 08 34 91 10 ab 83 eb a2 9b 82 d3 99 1e b4 43 b2 a8 dc 4c d3 | ..G:..9..T...4............C...L. |
00e0 | 24 f3 df dc f7 fd bb e8 d7 4e 9e d9 f1 4f 69 e9 e7 f5 84 c1 36 f7 d9 67 7e f7 f8 7e f7 d9 57 35 | $........N...Oi.....6..g~..~..W5 |
0100 | 11 11 30 a6 60 61 dc 04 8c f8 19 23 7e c6 88 9f b1 15 5d 38 37 01 5b ce 69 9a 16 72 df 5c cf e1 | ..0.`a.....#~.....]87.[.i..r.\.. |
0120 | f0 c8 cf 56 14 7c 2e 7b 18 e1 13 3f 23 7c e2 67 6f 35 30 30 00 ab d5 3a af 31 53 53 53 d0 34 0d | ...V.|.{...?#|.go500...:.1SSS.4. |
0140 | 9a a6 21 22 22 02 56 ab 15 b7 6f df 5e b6 f0 89 9f cd 2b 83 c1 00 11 c1 d8 d8 18 ca ca ca 70 ec | ..!"".V...o.^.....+...........p. |
0160 | d8 b1 39 8d cb ca ca 42 65 65 25 3a 3b 3b 17 1d fe 7c fe 61 81 f8 15 ac a0 a0 00 9d 9d 9d d0 34 | ..9....Bee%:;;...|.a...........4 |
0180 | 0d bb 77 ef 06 00 54 55 55 21 3e 3e 1e b1 b1 b1 28 2d 2d 85 ae eb b3 3e 4f 74 74 f4 9c e6 bb 7e | ..w...TUU!>>....(--....>Ott....~ |
01a0 | fd 3a 52 53 53 51 5d 5d 8d 6d db b6 e1 e4 c9 93 78 f0 e0 c1 47 85 ff 66 00 53 ac fe fe 7e b1 58 | .:RSSQ]].m......x...G..f.S...~.X |
01c0 | 2c c1 db 2e 97 4b 52 52 52 a4 a7 a7 47 7c 3e 9f d8 6c 36 a9 af af 9f 36 c6 ef f7 0b 80 e0 25 32 | ,....KRRR...G|>..l6....6......%2 |
01e0 | 32 52 6e dc b8 31 ef b9 87 87 87 a5 a4 a4 44 00 48 5b 5b db 9c c6 bc 3d ef bb 2e 0b 89 47 7e 06 | 2Rn..1........D.H[[....=.....G~. |
0200 | b7 db 8d 9c 9c 1c 24 25 25 c1 68 34 22 2f 2f 0f 1d 1d 1d ef 5c f6 04 02 01 b8 5c 2e 38 1c 0e bc | ......$%%.h4"//.....\.....\.8... |
0220 | 7a f5 6a da 63 9c 4e 67 f0 bb 81 c7 e3 01 00 4c 4c 4c a0 b9 b9 19 45 45 45 b0 db ed 48 4c 4c 44 | z.j.c.Ng.......LLL....EEE...HLLD |
0240 | 57 57 17 b2 b3 b3 3f ce 11 9f 47 7e 75 1b 19 19 11 93 c9 24 a3 a3 a3 22 22 d2 de de 2e 66 b3 59 | WW....?...G~u......$...""....f.Y |
0260 | 3c 1e 8f f4 f5 f5 89 cd 66 93 ba ba ba 90 23 bf c1 60 10 11 91 40 20 20 77 ef de 15 83 c1 20 fd |
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
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