// 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)
+// 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
// 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)
+#define PLAYER_INVENTORY_SIZE (8 * 4)
// Maximum hit points of a player
#define PLAYER_MAX_HP 20
+// Maximal breath of a player
+#define PLAYER_MAX_BREATH 11
+
// 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 LEGACY_SCALING (2./3.)
-#define TTF_DEFAULT_FONT_SIZE (13.0 / LEGACY_SCALING)
-#define DEFAULT_FONT_SIZE (14)
+ GUI related things
+*/
+// 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)
+#endif