/*
-(c) 2010 Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.
+
+You should have received a copy of the GNU Lesser General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
-#ifndef CONSTANTS_HEADER
-#define CONSTANTS_HEADER
+#pragma once
-#define DEBUGFILE "debug.txt"
+/*
+ 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
-// WARNING: This disables unit testing of socket and connection
+// 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
-#define RESEND_TIMEOUT_MIN 0.333
+#define RESEND_TIMEOUT_MIN 0.1
#define RESEND_TIMEOUT_MAX 3.0
// resend_timeout = avg_rtt * this
#define RESEND_TIMEOUT_FACTOR 4
-#define PI 3.14159
-
-#define SERVERMAP_DELETE_UNUSED_SECTORS_TIMEOUT (60*10)
-#define SERVER_MAP_SAVE_INTERVAL (60)
-
-#define FOV_ANGLE (PI/2.5)
-
-// The absolute working limit is (2^15 - viewing_range).
-#define MAP_GENERATION_LIMIT (31000)
-
-//#define MAX_SIMULTANEOUS_BLOCK_SENDS 2
+/*
+ Server
+*/
-#define FULL_BLOCK_SEND_ENABLE_MIN_TIME_FROM_BUILDING 2.0
-//#define LIMITED_MAX_SIMULTANEOUS_BLOCK_SENDS 1
+// This many blocks are sent when player is building
#define LIMITED_MAX_SIMULTANEOUS_BLOCK_SENDS 0
-
-// Override for the previous one when distance is low
+// Override for the previous one when distance of block is very low
#define BLOCK_SEND_DISABLE_LIMITS_MAX_D 1
-//#define MAX_SIMULTANEOUS_BLOCK_SENDS_SERVER_TOTAL 4
-
-// Viewing range stuff
+/*
+ Map-related things
+*/
-//#define HEIGHTMAP_RANGE_NODES 300
+// 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 (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 10.0f
+
+// 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
-//#define FREETIME_RATIO 0.2
-#define FREETIME_RATIO 0.15
+/*
+ Old stuff that shouldn't be hardcoded
+*/
-// Sectors are split to SECTOR_HEIGHTMAP_SPLIT^2 heightmaps
-#define SECTOR_HEIGHTMAP_SPLIT 2
+// Size of player's main inventory
+#define PLAYER_INVENTORY_SIZE (8 * 4)
-#define PLAYER_INVENTORY_SIZE (8*4)
+// Default maximum hit points of a player
+#define PLAYER_MAX_HP_DEFAULT 20
-#define SIGN_TEXT_MAX_LENGTH 50
+// Default maximal breath of a player
+#define PLAYER_MAX_BREATH_DEFAULT 11
-// The distance of how far objects will be sent to client
-//#define ACTIVE_OBJECT_D_BLOCKS 2
+// 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
-// Wether to catch all std::exceptions
-#define CATCH_UNHANDLED_EXCEPTIONS 0
+// 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
/*
- Collecting active blocks is stopped after object data
- size reaches this
+ GUI related things
*/
-#define MAX_OBJECTDATA_SIZE 450
+// TODO: implement dpi-based scaling for windows and remove this hack
+#if defined(_WIN32)
+#define TTF_DEFAULT_FONT_SIZE (18)
+#else
+#define TTF_DEFAULT_FONT_SIZE (16)
#endif
-
+#define DEFAULT_FONT_SIZE (10)