Clean up constants.h a bit

This commit is contained in:
Perttu Ahola 2012-06-16 18:15:06 +03:00
parent 07ccc15fc2
commit 268e50dfbd
2 changed files with 51 additions and 47 deletions

@ -24,11 +24,28 @@ with this program; if not, write to the Free Software Foundation, Inc.,
All kinds of constants.
Cross-platform compatibility crap should go in porting.h.
Some things here are legacy crap.
*/
//#define HAXMODE 0
#define PI 3.14159
#define DEBUGFILE "debug.txt"
/*
Build-time stuff
*/
// 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
/*
Connection
*/
// Define for simulating the quirks of sending through internet.
// Causes the socket class to deliberately drop random packets.
@ -42,63 +59,50 @@ with this program; if not, write to the Free Software Foundation, Inc.,
// 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 (10.0)
#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)
Server
*/
//#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
// 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.
#define 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)
#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
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
// Maximum hit points of a player
#define PLAYER_MAX_HP 20

@ -878,7 +878,7 @@ int main(int argc, char *argv[])
// Initialize debug streams
#ifdef RUN_IN_PLACE
std::string logfile = DEBUGFILE;
std::string logfile = "debug.txt";
#else
std::string logfile = porting::path_user+DIR_DELIM+DEBUGFILE;
#endif