voxelands/src/constants.h

114 lines
3.3 KiB
C++

/************************************************************************
* Minetest-c55
* Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
*
* constants.h
* voxelands - 3d voxel world sandbox game
* Copyright (C) Lisa 'darkrose' Milne 2014 <lisa@ltmnet.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 3 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, see <http://www.gnu.org/licenses/>
*
* License updated from GPLv2 or later to GPLv3 or later by Lisa Milne
* for Voxelands.
************************************************************************/
#ifndef CONSTANTS_HEADER
#define CONSTANTS_HEADER
/*
All kinds of constants.
Cross-platform compatibility crap should go in porting.h.
*/
//#define HAXMODE 0
#define DEBUGFILE "debug.txt"
// 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
// 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.
#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 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 two MapBlocks
*/
#define WATER_LEVEL 1
// Length of cracking animation in count of images
#define CRACK_ANIMATION_LENGTH 5
// Some stuff needed by old code moved to here from heightmap.h
#define GROUNDHEIGHT_NOTFOUND_SETVALUE (-10e6)
#define GROUNDHEIGHT_VALID_MINVALUE ( -9e6)
#endif