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Clean up constants.h a bit
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@ -24,11 +24,28 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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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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//#define HAXMODE 0
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#define PI 3.14159
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#define DEBUGFILE "debug.txt"
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/*
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Build-time stuff
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*/
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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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Connection
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*/
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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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@ -42,63 +59,50 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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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 (10.0)
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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 TempMods and day/night)
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Server
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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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// 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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#define 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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#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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This is good to be a bit different than 0 so that water level is not
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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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// Maximum hit points of a player
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#define PLAYER_MAX_HP 20
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@ -878,7 +878,7 @@ int main(int argc, char *argv[])
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// Initialize debug streams
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#ifdef RUN_IN_PLACE
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std::string logfile = DEBUGFILE;
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std::string logfile = "debug.txt";
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#else
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std::string logfile = porting::path_user+DIR_DELIM+DEBUGFILE;
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#endif
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