// Luanti // SPDX-License-Identifier: LGPL-2.1-or-later // Copyright (C) 2013 celeron55, Perttu Ahola #pragma once /* All kinds of constants. Cross-platform compatibility stuff should go in porting.h. Some things here are legacy. */ /* Connection */ #define PEER_ID_INEXISTENT 0 #define PEER_ID_SERVER 1 // 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 INTERNET_SIMULATOR_PACKET_LOSS 10 // 10 = easy, 4 = hard #define CONNECTION_TIMEOUT 30 /* Server */ // 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 /* Client/Server */ // Limit maximum dtime in client/server step(...) and for collision detection #define DTIME_LIMIT 2.5f /* 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. // This is the maximum value the setting map_generation_limit can be #define MAX_MAP_GENERATION_LIMIT (31007) // 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 10.0f // 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 // Player step height in nodes #define PLAYER_DEFAULT_STEPHEIGHT 0.6f /* Old stuff that shouldn't be hardcoded */ // Size of player's main inventory #define PLAYER_INVENTORY_SIZE (8 * 4) // Default maximum health points of a player #define PLAYER_MAX_HP_DEFAULT 20 // Default maximal breath of a player #define PLAYER_MAX_BREATH_DEFAULT 10 // Number of different files to try to save a player to if the first fails // (because of a case-insensitive filesystem) // TODO: Use case-insensitive player names instead of this hack. #define PLAYER_FILE_ALTERNATE_TRIES 1000 // For screenshots a serial number is appended to the filename + datetimestamp // if filename + datetimestamp is not unique. // This is the maximum number of attempts to try and add a serial to the end of // the file attempting to ensure a unique filename #define SCREENSHOT_MAX_SERIAL_TRIES 1000 /* GUI related things */ #define TTF_DEFAULT_FONT_SIZE (16)