forked from Mirrorlandia_minetest/minetest
da88a18676
These caused inability to pass through 2 node high spaces or step up onto slabs or steps when a new client connected to an older server.
120 lines
3.5 KiB
C
120 lines
3.5 KiB
C
/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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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 Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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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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Some things here are legacy crap.
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*/
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/*
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Connection
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*/
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#define PEER_ID_INEXISTENT 0
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#define PEER_ID_SERVER 1
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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 INTERNET_SIMULATOR_PACKET_LOSS 10 // 10 = easy, 4 = hard
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#define CONNECTION_TIMEOUT 30
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#define RESEND_TIMEOUT_MIN 0.1
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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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/*
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Server
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*/
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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 is very low
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#define BLOCK_SEND_DISABLE_LIMITS_MAX_D 1
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/*
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Map-related things
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*/
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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 going near
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// the limit or not, so this is lower.
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// This is the maximum value the setting map_generation_limit can be
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#define MAX_MAP_GENERATION_LIMIT (31000)
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// Size of node in floating-point units
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// The original idea behind this is to disallow plain casts between
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// floating-point and integer positions, which potentially give wrong
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// results. (negative coordinates, values between nodes, ...)
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// Use floatToInt(p, BS) and intToFloat(p, BS).
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#define BS (10.0)
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// Dimension of a MapBlock
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#define MAP_BLOCKSIZE 16
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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 TempMods and day/night)
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//#define MAP_BLOCKSIZE 32
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/*
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Old stuff that shouldn't be hardcoded
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*/
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// Size of player's main inventory
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#define PLAYER_INVENTORY_SIZE (8 * 4)
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// Maximum hit points of a player
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#define PLAYER_MAX_HP 20
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// Maximal breath of a player
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#define PLAYER_MAX_BREATH 11
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// Number of different files to try to save a player to if the first fails
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// (because of a case-insensitive filesystem)
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// TODO: Use case-insensitive player names instead of this hack.
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#define PLAYER_FILE_ALTERNATE_TRIES 1000
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// For screenshots a serial number is appended to the filename + datetimestamp
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// if filename + datetimestamp is not unique.
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// This is the maximum number of attempts to try and add a serial to the end of
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// the file attempting to ensure a unique filename
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#define SCREENSHOT_MAX_SERIAL_TRIES 1000
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/*
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GUI related things
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*/
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// TODO: implement dpi-based scaling for windows and remove this hack
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#if defined(_WIN32)
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#define TTF_DEFAULT_FONT_SIZE (18)
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#else
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#define TTF_DEFAULT_FONT_SIZE (16)
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#endif
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#define DEFAULT_FONT_SIZE (10)
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#endif
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