Cross-platform compatibility crap should go in porting.h.
*/
-#define APPNAME "minetest"
+//#define HAXMODE 0
#define DEBUGFILE "debug.txt"
#define PI 3.14159
-// This is the same as in minecraft and everything else
-#define FOV_ANGLE (PI/2.5)
-
// 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)
+*/
+//#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
// is very low
#define BLOCK_SEND_DISABLE_LIMITS_MAX_D 1
-// Viewing range stuff
-
-//#define FREETIME_RATIO 0.15
-//#define FREETIME_RATIO 0.0
-#define FREETIME_RATIO 0.05
-
-// Sectors are split to SECTOR_HEIGHTMAP_SPLIT^2 heightmaps
-#define SECTOR_HEIGHTMAP_SPLIT 2
-
#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.
-#ifdef DEBUG
- #define CATCH_UNHANDLED_EXCEPTIONS 0
-#else
+// 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
/*
*/
#define MAX_OBJECTDATA_SIZE 450
-#define WATER_LEVEL (0)
+/*
+ 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
+// Some stuff needed by old code moved to here from heightmap.h
+#define GROUNDHEIGHT_NOTFOUND_SETVALUE (-10e6)
+#define GROUNDHEIGHT_VALID_MINVALUE ( -9e6)
+
#endif