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/*
Minetest
Copyright (C) 2013 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 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	(15)
#endif
#define DEFAULT_FONT_SIZE       (10)

#endif
m">1.0, 1.0,2.5,1.0}, drops={"default:steelblock 4"}, horn_sound = "advtrains_industrial_horn", glow = -1, --supposed to disable effect of light to texture color, so that the entity always appears as full-bright }, S("Industrial Train Engine"), "advtrains_engine_industrial_inv.png") --big-- advtrains.register_wagon("engine_industrial_big", { mesh="advtrains_engine_industrial_big.b3d", textures = {"advtrains_engine_industrial_big.png"}, drives_on={default=true}, max_speed=30, seats = { { name=S("Driver Stand (right)"), attach_offset={x=5, y=7, z=20}, view_offset={x=5.2, y=-4, z=11}, driving_ctrl_access=true, group = "dstand", }, { name=S("Driver Stand (left)"), attach_offset={x=5, y=7, z=-8}, view_offset={x=-5.2, y=-4, z=0}, driving_ctrl_access=true, group = "dstand", }, }, seat_groups = { dstand={ name = "Driver Stand", access_to = {}, driving_ctrl_access = true, }, }, assign_to_seat_group = {"dstand"}, visual_size = {x=1, y=1}, wagon_span=4, is_locomotive=true, collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0}, drops={"default:steelblock 4"}, horn_sound = "advtrains_industrial_horn", glow = -1, --supposed to disable effect of light to texture color, so that the entity always appears as full-bright }, S("Big Industrial Train Engine"), "advtrains_engine_industrial_inv.png") advtrains.register_wagon("wagon_tank", { mesh="advtrains_wagon_tank.b3d", textures = {"advtrains_wagon_tank.png"}, seats = {}, drives_on={default=true}, max_speed=20, visual_size = {x=1, y=1}, wagon_span=2.2, collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0}, drops={"default:steelblock 4"}, has_inventory = true, get_inventory_formspec = function(self, pname, invname) return "size[8,11]".. "list["..invname..";box;0,0;8,3;]".. "list[current_player;main;0,5;8,4;]".. "listring[]" end, inventory_list_sizes = { box=8*3, }, glow = -1, --supposed to disable effect of light to texture color, so that the entity always appears as full-bright }, S("Industrial tank wagon"), "advtrains_wagon_tank_inv.png") advtrains.register_wagon("wagon_wood", { mesh="advtrains_wagon_wood.b3d", textures = {"advtrains_wagon_wood.png"}, seats = {}, drives_on={default=true}, max_speed=20, visual_size = {x=1, y=1}, wagon_span=1.8, collisionbox = {-1.0,-0.5,-1.0, 1.0,2.5,1.0}, drops={"default:steelblock 4"}, has_inventory = true, get_inventory_formspec = function(self, pname, invname) return "size[8,11]".. "list["..invname..";box;0,0;8,3;]".. "list[current_player;main;0,5;8,4;]".. "listring[]" end, inventory_list_sizes = { box=8*3, }, glow = -1, --supposed to disable effect of light to texture color, so that the entity always appears as full-bright }, S("Industrial wood wagon"), "advtrains_wagon_wood_inv.png")