114 lines
3.3 KiB
C++
114 lines
3.3 KiB
C++
/************************************************************************
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* Minetest-c55
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* Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
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*
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* constants.h
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* voxelands - 3d voxel world sandbox game
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* Copyright (C) Lisa 'darkrose' Milne 2014 <lisa@ltmnet.com>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*
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* License updated from GPLv2 or later to GPLv3 or later by Lisa Milne
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* for Voxelands.
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************************************************************************/
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#ifndef CONSTANTS_HEADER
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#define CONSTANTS_HEADER
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/*
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All kinds of constants.
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Cross-platform compatibility crap should go in porting.h.
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*/
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//#define HAXMODE 0
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#define DEBUGFILE "debug.txt"
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// Define for simulating the quirks of sending through internet.
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// Causes the socket class to deliberately drop random packets.
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// This disables unit testing of socket and connection.
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#define INTERNET_SIMULATOR 0
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#define CONNECTION_TIMEOUT 30
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#define RESEND_TIMEOUT_MIN 0.333
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#define RESEND_TIMEOUT_MAX 3.0
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// resend_timeout = avg_rtt * this
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#define RESEND_TIMEOUT_FACTOR 4
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#define PI 3.14159
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// The absolute working limit is (2^15 - viewing_range).
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// I really don't want to make every algorithm to check if it's
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// going near the limit or not, so this is lower.
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#define MAP_GENERATION_LIMIT (31000)
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// Size of node in rendering units
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#define BS 10
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#define MAP_BLOCKSIZE 16
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/*
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This makes mesh updates too slow, as many meshes are updated during
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the main loop (related to day/night)
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*/
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//#define MAP_BLOCKSIZE 32
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// Sectors are split to SECTOR_HEIGHTMAP_SPLIT^2 heightmaps
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#define SECTOR_HEIGHTMAP_SPLIT (MAP_BLOCKSIZE/8)
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// Time after building, during which the following limit
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// is in use
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//#define FULL_BLOCK_SEND_ENABLE_MIN_TIME_FROM_BUILDING 2.0
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// This many blocks are sent when player is building
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#define LIMITED_MAX_SIMULTANEOUS_BLOCK_SENDS 0
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// Override for the previous one when distance of block
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// is very low
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#define BLOCK_SEND_DISABLE_LIMITS_MAX_D 1
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#define PLAYER_INVENTORY_SIZE (8*4)
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#define SIGN_TEXT_MAX_LENGTH 50
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// Whether to catch all std::exceptions.
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// Assert will be called on such an event.
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// In debug mode, leave these for the debugger and don't catch them.
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#ifdef NDEBUG
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#define CATCH_UNHANDLED_EXCEPTIONS 1
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#else
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#define CATCH_UNHANDLED_EXCEPTIONS 0
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#endif
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/*
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Collecting active blocks is stopped after object data
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size reaches this
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*/
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#define MAX_OBJECTDATA_SIZE 450
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/*
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This is good to be a bit different than 0 so that water level
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is not between two MapBlocks
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*/
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#define WATER_LEVEL 1
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// Length of cracking animation in count of images
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#define CRACK_ANIMATION_LENGTH 5
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// Some stuff needed by old code moved to here from heightmap.h
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#define GROUNDHEIGHT_NOTFOUND_SETVALUE (-10e6)
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#define GROUNDHEIGHT_VALID_MINVALUE ( -9e6)
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#endif
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