2019-10-03 18:04:14 -04:00
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/**
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@file settings.h
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This file contains settings (or setting hints) for the game. Values here can
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fine tune performance vs quality and personalize the final compiled game. Some
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of these settings may be overriden by the specific platform used according to
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2020-09-12 10:11:21 -04:00
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its limitations. You are advised to NOT change value in this file directly,
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but rather predefine them somewhere before this file gets included, e.g. in
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you personal settings file.
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2019-10-03 18:04:14 -04:00
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by Miloslav Ciz (drummyfish), 2019
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Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
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2020-11-07 12:58:40 -05:00
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plus a waiver of all other intellectual property. The goal of this work is to
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2019-10-03 18:04:14 -04:00
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be and remain completely in the public domain forever, available for any use
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whatsoever.
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*/
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2019-09-26 15:18:44 -04:00
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#ifndef _SFG_SETTINGS_H
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#define _SFG_SETTINGS_H
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2020-10-20 14:19:24 -04:00
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/**
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Time multiplier in SFG_Units (1.0 == 1024). This can be used to slow down or
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2020-10-20 14:26:25 -04:00
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speed up the game. Note that this also changes the rendering FPS accordingly
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(e.g. half FPS at half speed), so if you want to keep the FPS, divide it by
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the multiplier value.
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2020-10-20 14:19:24 -04:00
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*/
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#ifndef SFG_TIME_MULTIPLIER
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#define SFG_TIME_MULTIPLIER 1024
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#endif
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2019-10-04 10:32:24 -04:00
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/**
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Target FPS (frames per second). This sets the game logic FPS and will try to
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render at the same rate. If such fast rendering can't be achieved, frames will
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be droped, but the game logic will still be forced to run at this speed, so
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2020-08-08 05:10:34 -04:00
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the game may actually become slowed down if FPS is set too high. Too high or
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too low FPS can also negatively affect game speeds which are computed as
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integers and rounding errors can occur soon, so don't set this to extreme
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2020-10-10 15:08:52 -04:00
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values (try to keep between 20 to 100). FPS also determines the game
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simulation step length, so different FPS values may result in very slight
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2020-11-03 12:44:32 -05:00
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differences in game behavior (not very noticeable but affecting demos etc.).
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2019-10-04 10:32:24 -04:00
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*/
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2020-09-11 15:22:57 -04:00
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#ifndef SFG_FPS
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#define SFG_FPS 60
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#endif
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2019-10-04 10:32:24 -04:00
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2021-01-13 08:52:05 -05:00
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/**
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Increases or decreases the brightness of the rendered world (but not menu,
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HUD etc.). Effective values are -8 to 8.
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*/
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#ifndef SFG_BRIGHTNESS
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#define SFG_BRIGHTNESS 0
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#endif
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2020-01-18 05:10:05 -05:00
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/**
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On platforms with mouse this sets its horizontal sensitivity. 128 means 1
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2020-11-03 12:44:32 -05:00
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RCL_Unit turn angle per mouse pixel travelled.
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2020-01-18 05:10:05 -05:00
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*/
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2020-09-06 15:00:19 -04:00
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#ifndef SFG_MOUSE_SENSITIVITY_HORIZONTAL
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#define SFG_MOUSE_SENSITIVITY_HORIZONTAL 32
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#endif
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2020-01-18 05:10:05 -05:00
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2020-01-18 06:27:20 -05:00
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/**
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Like SFG_MOUSE_SENSITIVITY_HORIZONTAL but for vertical look. 128 means 1
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shear pixel per mouse pixel travelled.
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*/
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2020-09-06 15:00:19 -04:00
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#ifndef SFG_MOUSE_SENSITIVITY_VERTICAL
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#define SFG_MOUSE_SENSITIVITY_VERTICAL 64
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#endif
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2020-01-18 06:27:20 -05:00
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2019-10-04 10:32:24 -04:00
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/**
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Width of the screen in pixels. Set this to ACTUAL resolution. If you want the
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2020-11-03 12:44:32 -05:00
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game to run at smaller resolution (with bigger pixels), do this using
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SFG_RESOLUTION_SCALEDOWN.
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2019-10-04 10:32:24 -04:00
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*/
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2020-09-06 15:00:19 -04:00
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#ifndef SFG_SCREEN_RESOLUTION_X
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#define SFG_SCREEN_RESOLUTION_X 800
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#endif
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2019-10-04 10:32:24 -04:00
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/**
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2020-11-03 12:44:32 -05:00
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Like SFG_SCREEN_RESOLUTION_X, but for y resolution.
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2019-10-04 10:32:24 -04:00
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*/
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2020-09-06 15:00:19 -04:00
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#ifndef SFG_SCREEN_RESOLUTION_Y
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#define SFG_SCREEN_RESOLUTION_Y 600
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#endif
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2020-03-13 15:16:10 -04:00
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2020-10-03 14:29:15 -04:00
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/**
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How quickly player turns left/right, in degrees per second.
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*/
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2020-10-23 13:11:50 -04:00
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#ifndef SFG_PLAYER_TURN_SPEED
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#define SFG_PLAYER_TURN_SPEED 180
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#endif
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2020-10-03 14:29:15 -04:00
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2020-10-31 08:47:50 -04:00
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/**
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Horizontal FOV (field of vision) in RCL_Units (1024 means 360 degrees).
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*/
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#ifndef SFG_FOV_HORIZONTAL
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#define SFG_FOV_HORIZONTAL 256
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#endif
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/**
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Like SFG_FOV_HORIZONTAL but for vertical angle.
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*/
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#ifndef SFG_FOV_VERTICAL
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#define SFG_FOV_VERTICAL 330
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#endif
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2020-03-10 14:56:11 -04:00
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/**
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Distance, in RCL_Units, to which textures will be drawn. Textures behind this
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2020-10-09 08:47:35 -04:00
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distance will be replaced by an average constant color, which maybe can help
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performance and also serves as an antialiasim (2 level MIP map). Value 0 turns
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texturing completely off, which is much faster than having just a low value,
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values >= 65535 activate texturing completely, which can be a little faster
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than setting having a high value lower than this limit.
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2020-03-10 14:56:11 -04:00
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*/
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2020-09-06 15:00:19 -04:00
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#ifndef SFG_TEXTURE_DISTANCE
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#define SFG_TEXTURE_DISTANCE 100000
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#endif
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2020-03-10 14:56:11 -04:00
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2019-10-04 10:32:24 -04:00
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/**
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How many times the screen resolution will be divided (how many times a game
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pixel will be bigger than the screen pixel).
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*/
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2020-09-06 15:00:19 -04:00
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#ifndef SFG_RESOLUTION_SCALEDOWN
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#define SFG_RESOLUTION_SCALEDOWN 1
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#endif
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2019-09-26 15:18:44 -04:00
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2020-09-11 15:22:57 -04:00
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/**
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Multiplier, in RCL_Units (1024 == 1.0), of the damager player takes. This can
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be used to balance difficulty.
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*/
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#ifndef SFG_PLAYER_DAMAGE_MULTIPLIER
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#define SFG_PLAYER_DAMAGE_MULTIPLIER 512
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#endif
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2019-09-29 08:54:40 -04:00
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/**
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2020-11-03 12:44:32 -05:00
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Hint as to whether to run in fullscreen, if the platform allows it.
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2019-09-29 08:54:40 -04:00
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*/
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2020-09-06 15:00:19 -04:00
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#ifndef SFG_FULLSCREEN
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#define SFG_FULLSCREEN 0
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#endif
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2019-09-29 08:54:40 -04:00
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2019-09-28 15:42:02 -04:00
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/**
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Whether shadows (fog) should be dithered, i.e. more smooth (needs a bit more
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2019-10-03 17:37:52 -04:00
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CPU performance and memory).
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2019-09-28 15:42:02 -04:00
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*/
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2020-09-06 15:00:19 -04:00
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#ifndef SFG_DITHERED_SHADOW
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2020-10-03 12:53:18 -04:00
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#define SFG_DITHERED_SHADOW 0
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2020-09-06 15:00:19 -04:00
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#endif
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2019-09-26 19:25:22 -04:00
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2020-02-01 17:17:22 -05:00
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/**
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Depth step (in RCL_Units) after which fog diminishes a color by one value
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point. For performance reasons this number should be kept a power of two!
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*/
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2020-09-06 15:00:19 -04:00
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#ifndef SFG_FOG_DIMINISH_STEP
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#define SFG_FOG_DIMINISH_STEP 2048
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#endif
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2020-02-01 17:17:22 -05:00
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2021-01-13 08:52:05 -05:00
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/**
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If set, floor and ceiling will be colored differently depending on their
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height. This can be useful when fog is turned on and different floor levels
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are hard to distinguish.
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*/
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#ifndef SFG_DIFFERENT_FLOOR_CEILING_COLORS
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#define SFG_DIFFERENT_FLOOR_CEILING_COLORS 0
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#endif
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2019-09-28 15:42:02 -04:00
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/**
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Maximum number of squares that will be traversed by any cast ray. Smaller
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number is faster but can cause visual artifacts.
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*/
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2020-09-06 15:00:19 -04:00
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#ifndef SFG_RAYCASTING_MAX_STEPS
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#define SFG_RAYCASTING_MAX_STEPS 30
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#endif
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2019-09-27 13:04:49 -04:00
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2019-09-28 15:42:02 -04:00
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/**
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Maximum number of hits any cast ray will register. Smaller number is faster
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but can cause visual artifacts.
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*/
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2020-09-06 15:00:19 -04:00
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#ifndef SFG_RAYCASTING_MAX_HITS
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#define SFG_RAYCASTING_MAX_HITS 10
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#endif
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2019-09-27 13:04:49 -04:00
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2020-11-14 06:01:49 -05:00
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/**
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Same as SFG_RAYCASTING_MAX_STEPS but for visibility rays that are used to
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check whether sprites are visible etc.
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*/
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#ifndef SFG_RAYCASTING_VISIBILITY_MAX_STEPS
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#if SFG_RAYCASTING_MAX_STEPS < 15
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#define SFG_RAYCASTING_VISIBILITY_MAX_STEPS 15
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#else
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#define SFG_RAYCASTING_VISIBILITY_MAX_STEPS SFG_RAYCASTING_MAX_STEPS
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#endif
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#endif
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/**
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Same as SFG_RAYCASTING_MAX_HITS but for visibility rays that are used to check
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whether sprites are visible etc.
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*/
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#ifndef SFG_RAYCASTING_VISIBILITY_MAX_HITS
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#if SFG_RAYCASTING_MAX_HITS < 6
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#define SFG_RAYCASTING_VISIBILITY_MAX_HITS 6
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#else
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#define SFG_RAYCASTING_VISIBILITY_MAX_HITS SFG_RAYCASTING_MAX_HITS
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#endif
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#endif
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2019-09-28 15:42:02 -04:00
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/**
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How many times rendering should be subsampled horizontally. Bigger number
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can significantly improve performance (by casting fewer rays), but can look
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2020-10-03 12:53:18 -04:00
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a little worse. This number should be a divisor of SFG_SCREEN_RESOLUTION_X!
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2019-09-28 15:42:02 -04:00
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*/
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2020-09-06 15:00:19 -04:00
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#ifndef SFG_RAYCASTING_SUBSAMPLE
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#define SFG_RAYCASTING_SUBSAMPLE 1
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#endif
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2019-09-28 15:42:02 -04:00
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2019-10-04 16:40:41 -04:00
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/**
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Enables or disables fog (darkness) due to distance. Recommended to keep on
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for good look, but can be turned off for performance.
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*/
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2020-09-06 15:00:19 -04:00
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#ifndef SFG_ENABLE_FOG
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#define SFG_ENABLE_FOG 1
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#endif
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2019-10-04 16:40:41 -04:00
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2019-10-06 11:12:12 -04:00
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/**
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Says whether sprites should diminish in fog. This takes more performance but
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looks better.
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*/
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2020-09-06 15:00:19 -04:00
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#ifndef SFG_DIMINISH_SPRITES
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#define SFG_DIMINISH_SPRITES 1
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#endif
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2019-10-06 11:12:12 -04:00
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2019-10-09 11:44:31 -04:00
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/**
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How quick player head bob is, 1024 meaning once per second. 0 Means turn off
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head bob.
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*/
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2020-09-06 15:00:19 -04:00
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#ifndef SFG_HEADBOB_SPEED
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#define SFG_HEADBOB_SPEED 900
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#endif
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2019-10-09 11:44:31 -04:00
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/**
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Sets head bob offset, in RCL_UNITS_PER_SQUARE. 0 Means turn off head bob.
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*/
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2020-09-06 15:00:19 -04:00
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#ifndef SFG_HEADBOB_OFFSET
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#define SFG_HEADBOB_OFFSET 200
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#endif
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2019-10-09 11:44:31 -04:00
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2020-10-03 17:38:33 -04:00
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/**
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If head bob is on, this additionally sets additional camera shear bob, in
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pixels, which can make bobbing look more "advanced". 0 turns this option off.
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*/
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#ifndef SFG_HEADBOB_SHEAR
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#define SFG_HEADBOB_SHEAR 0
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#endif
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2019-10-13 20:15:13 -04:00
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/**
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Weapon bobbing offset in weapon image pixels.
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*/
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2020-09-06 15:00:19 -04:00
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#ifndef SFG_WEAPONBOB_OFFSET
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#define SFG_WEAPONBOB_OFFSET 4
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#endif
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2019-10-13 20:15:13 -04:00
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2019-10-11 09:01:36 -04:00
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/**
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Camera shearing (looking up/down) speed, in vertical resolutions per second.
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*/
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2020-09-06 15:00:19 -04:00
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#ifndef SFG_CAMERA_SHEAR_SPEED
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#define SFG_CAMERA_SHEAR_SPEED 3
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#endif
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2019-10-11 09:01:36 -04:00
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/**
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Maximum camera shear (vertical angle). 1024 means 1.0 * vertical resolution.
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*/
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2020-09-06 15:00:19 -04:00
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#ifndef SFG_CAMERA_MAX_SHEAR
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#define SFG_CAMERA_MAX_SHEAR 1024
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#endif
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2019-10-11 09:01:36 -04:00
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2019-10-22 10:48:27 -04:00
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/**
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Specifies how quick some sprite animations are, in frames per second.
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*/
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2020-09-06 15:00:19 -04:00
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#ifndef SFG_SPRITE_ANIMATION_SPEED
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#define SFG_SPRITE_ANIMATION_SPEED 4
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#endif
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2019-10-22 10:48:27 -04:00
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2019-10-25 16:41:52 -04:00
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/**
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2020-01-12 10:48:42 -05:00
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How wide the border indicator is, in fractions of screen width.
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2019-10-25 16:41:52 -04:00
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*/
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2020-09-06 15:00:19 -04:00
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#ifndef SFG_HUD_BORDER_INDICATOR_WIDTH
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#define SFG_HUD_BORDER_INDICATOR_WIDTH 32
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#endif
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2019-10-25 16:41:52 -04:00
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/**
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2020-01-12 10:48:42 -05:00
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For how long border indication (being hurt etc.) stays shown, in ms.
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2019-10-25 16:41:52 -04:00
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*/
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2020-09-06 15:00:19 -04:00
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#ifndef SFG_HUD_BORDER_INDICATOR_DURATION
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#define SFG_HUD_BORDER_INDICATOR_DURATION 500
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#endif
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2020-01-12 10:48:42 -05:00
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/**
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Color (palette index) by which being hurt is indicated.
|
|
|
|
*/
|
2020-09-06 15:00:19 -04:00
|
|
|
#ifndef SFG_HUD_HURT_INDICATION_COLOR
|
|
|
|
#define SFG_HUD_HURT_INDICATION_COLOR 175
|
|
|
|
#endif
|
2020-01-12 10:48:42 -05:00
|
|
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|
|
|
|
/**
|
|
|
|
Color (palette index) by which taking an item is indicated.
|
|
|
|
*/
|
2020-09-06 15:00:19 -04:00
|
|
|
#ifndef SFG_HUD_ITEM_TAKEN_INDICATION_COLOR
|
|
|
|
#define SFG_HUD_ITEM_TAKEN_INDICATION_COLOR 207
|
|
|
|
#endif
|
2019-10-25 16:41:52 -04:00
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|
2019-12-27 07:39:16 -05:00
|
|
|
/**
|
|
|
|
How many element (items, monsters, ...) distances will be checked per frame
|
|
|
|
for distance. Higher value may decrease performance a tiny bit, but things
|
|
|
|
will react more quickly and appear less "out of thin air".
|
|
|
|
*/
|
2020-09-06 15:00:19 -04:00
|
|
|
#ifndef SFG_ELEMENT_DISTANCES_CHECKED_PER_FRAME
|
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|
|
#define SFG_ELEMENT_DISTANCES_CHECKED_PER_FRAME 8
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|
|
#endif
|
2019-12-27 07:39:16 -05:00
|
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|
|
2020-02-06 02:42:39 -05:00
|
|
|
/**
|
|
|
|
Maximum distance at which sound effects (SFX) will be played. The SFX volume
|
|
|
|
will gradually drop towards this distance.
|
|
|
|
*/
|
2020-09-06 15:00:19 -04:00
|
|
|
#ifndef SFG_SFX_MAX_DISTANCE
|
2020-09-19 05:52:24 -04:00
|
|
|
#define SFG_SFX_MAX_DISTANCE (1024 * 60)
|
2020-09-06 15:00:19 -04:00
|
|
|
#endif
|
2020-02-06 02:42:39 -05:00
|
|
|
|
2019-12-29 15:09:50 -05:00
|
|
|
/**
|
2020-11-03 12:44:32 -05:00
|
|
|
Says the intensity of background image blur. 0 means no blur, which improves
|
|
|
|
performance and lowers memory usage. Blur doesn't look very good in small
|
|
|
|
resolutions.
|
2019-12-29 15:09:50 -05:00
|
|
|
*/
|
2020-09-06 15:00:19 -04:00
|
|
|
#ifndef SFG_BACKGROUND_BLUR
|
|
|
|
#define SFG_BACKGROUND_BLUR 0
|
|
|
|
#endif
|
2019-12-29 15:09:50 -05:00
|
|
|
|
2020-03-22 06:31:02 -04:00
|
|
|
/**
|
|
|
|
Defines the period, in ms, of things that blink, such as text.
|
|
|
|
*/
|
2020-09-06 15:00:19 -04:00
|
|
|
#ifndef SFG_BLINK_PERIOD
|
|
|
|
#define SFG_BLINK_PERIOD 500
|
|
|
|
#endif
|
2020-03-22 06:31:02 -04:00
|
|
|
|
2020-03-30 12:52:54 -04:00
|
|
|
/**
|
|
|
|
Probability (0 - 255) of how often a monster makes sound during movement.
|
|
|
|
*/
|
2020-09-06 15:00:19 -04:00
|
|
|
#ifndef SFG_MONSTER_SOUND_PROBABILITY
|
|
|
|
#define SFG_MONSTER_SOUND_PROBABILITY 64
|
|
|
|
#endif
|
2020-03-30 12:52:54 -04:00
|
|
|
|
2020-08-04 15:49:53 -04:00
|
|
|
/**
|
|
|
|
Affects how precise monsters are in aiming, specify random range in
|
|
|
|
fourths of a game square. Should be power of 2 for performance.
|
|
|
|
*/
|
2020-09-06 15:00:19 -04:00
|
|
|
#ifndef SFG_MONSTER_AIM_RANDOMNESS
|
|
|
|
#define SFG_MONSTER_AIM_RANDOMNESS 4
|
|
|
|
#endif
|
2020-08-04 15:49:53 -04:00
|
|
|
|
2020-08-09 07:33:22 -04:00
|
|
|
/// Color 1 index of player on map.
|
2020-09-06 15:00:19 -04:00
|
|
|
#ifndef SFG_MAP_PLAYER_COLOR1
|
|
|
|
#define SFG_MAP_PLAYER_COLOR1 93
|
|
|
|
#endif
|
2020-08-09 07:33:22 -04:00
|
|
|
|
|
|
|
/// Color 2 index of player on map.
|
2020-09-06 15:00:19 -04:00
|
|
|
#ifndef SFG_MAP_PLAYER_COLOR2
|
|
|
|
#define SFG_MAP_PLAYER_COLOR2 111
|
|
|
|
#endif
|
2020-08-09 07:33:22 -04:00
|
|
|
|
|
|
|
/// Color index of elevators on map.
|
2020-09-06 15:00:19 -04:00
|
|
|
#ifndef SFG_MAP_ELEVATOR_COLOR
|
|
|
|
#define SFG_MAP_ELEVATOR_COLOR 214
|
|
|
|
#endif
|
2020-08-09 07:33:22 -04:00
|
|
|
|
|
|
|
/// Color index of squeezers on map.
|
2020-09-06 15:00:19 -04:00
|
|
|
#ifndef SFG_MAP_SQUEEZER_COLOR
|
|
|
|
#define SFG_MAP_SQUEEZER_COLOR 246
|
|
|
|
#endif
|
2020-08-09 07:33:22 -04:00
|
|
|
|
|
|
|
/// Color index of door on map.
|
2020-09-06 15:00:19 -04:00
|
|
|
#ifndef SFG_MAP_DOOR_COLOR
|
|
|
|
#define SFG_MAP_DOOR_COLOR 188
|
|
|
|
#endif
|
2020-08-09 07:33:22 -04:00
|
|
|
|
2020-08-05 14:44:33 -04:00
|
|
|
/**
|
|
|
|
Boolean value indicating whether current OS is malware.
|
|
|
|
*/
|
|
|
|
#ifndef SFG_OS_IS_MALWARE
|
|
|
|
#define SFG_OS_IS_MALWARE 0
|
|
|
|
#endif
|
|
|
|
|
2020-09-14 13:58:23 -04:00
|
|
|
/**
|
|
|
|
Angle difference, as a cos value in RCL_Units, between the player and a
|
|
|
|
monster, at which vertical autoaim will trigger. If the angle is greater, a
|
|
|
|
shot will go directly forward.
|
|
|
|
*/
|
|
|
|
#ifndef SFG_VERTICAL_AUTOAIM_ANGLE_THRESHOLD
|
|
|
|
#define SFG_VERTICAL_AUTOAIM_ANGLE_THRESHOLD 50
|
|
|
|
#endif
|
|
|
|
|
2020-09-19 05:52:24 -04:00
|
|
|
/**
|
|
|
|
Byte (0 - 255) volume of the menu click sound.
|
|
|
|
*/
|
|
|
|
#ifndef SFG_MENU_CLICK_VOLUME
|
|
|
|
#define SFG_MENU_CLICK_VOLUME 220
|
|
|
|
#endif
|
|
|
|
|
2020-09-20 03:51:59 -04:00
|
|
|
/**
|
|
|
|
Says whether the exit item should be showed in the menu. Platforms that can't
|
|
|
|
exit (such as some gaming consoles that simply use power off button) can
|
|
|
|
define this to 0.
|
|
|
|
*/
|
|
|
|
#ifndef SFG_CAN_EXIT
|
|
|
|
#define SFG_CAN_EXIT 1
|
|
|
|
#endif
|
|
|
|
|
2020-09-23 08:01:25 -04:00
|
|
|
/**
|
|
|
|
On Arduino platforms this should be set to 1. That will cause some special
|
|
|
|
treatment regarding constant variables and PROGMEM.
|
|
|
|
*/
|
|
|
|
#ifndef SFG_ARDUINO
|
|
|
|
#define SFG_ARDUINO 0
|
|
|
|
#endif
|
|
|
|
|
2020-10-24 17:34:24 -04:00
|
|
|
/**
|
|
|
|
Whether levels background (in distance or transparent wall textures) should
|
|
|
|
be drawn. If turned off, the background will be constant color, which can
|
|
|
|
noticably increase performance.
|
|
|
|
*/
|
|
|
|
#ifndef SFG_DRAW_LEVEL_BACKGROUND
|
|
|
|
#define SFG_DRAW_LEVEL_BACKGROUND 1
|
|
|
|
#endif
|
|
|
|
|
2020-11-13 07:59:12 -05:00
|
|
|
/**
|
|
|
|
Says the size, in pixels, of a sprite when it is closest to the camera, which
|
|
|
|
is the maximum size that can be drawn. Sprites on "weird" aspect ratios can
|
2020-11-19 11:16:53 -05:00
|
|
|
look weirdly scaled, so this option can be used to fix that (typically set
|
|
|
|
horizontal screen resolution instead of vertical).
|
2020-11-13 07:59:12 -05:00
|
|
|
*/
|
|
|
|
#ifndef SFG_SPRITE_MAX_SIZE
|
2020-11-14 06:01:49 -05:00
|
|
|
#define SFG_SPRITE_MAX_SIZE \
|
|
|
|
(SFG_SCREEN_RESOLUTION_Y / SFG_RESOLUTION_SCALEDOWN)
|
2020-11-13 07:59:12 -05:00
|
|
|
#endif
|
|
|
|
|
2020-11-13 13:22:35 -05:00
|
|
|
/**
|
|
|
|
If set, single item menu will be forced.
|
|
|
|
*/
|
|
|
|
#ifndef SFG_FORCE_SINGLE_ITEM_MENU
|
|
|
|
#define SFG_FORCE_SINGLE_ITEM_MENU 0
|
|
|
|
#endif
|
|
|
|
|
2020-02-15 17:04:22 -05:00
|
|
|
//------ developer/debug settings ------
|
|
|
|
|
2020-01-18 06:27:20 -05:00
|
|
|
/**
|
|
|
|
Developer cheat for having infinite ammo in all weapons.
|
|
|
|
*/
|
2020-09-06 15:00:19 -04:00
|
|
|
#ifndef SFG_INFINITE_AMMO
|
2020-09-11 15:22:57 -04:00
|
|
|
#define SFG_INFINITE_AMMO 0
|
2020-09-06 15:00:19 -04:00
|
|
|
#endif
|
2020-01-18 06:27:20 -05:00
|
|
|
|
2020-02-15 17:04:22 -05:00
|
|
|
/**
|
|
|
|
Developer cheat for immortality.
|
|
|
|
*/
|
2020-09-06 15:00:19 -04:00
|
|
|
#ifndef SFG_IMMORTAL
|
2020-09-11 15:22:57 -04:00
|
|
|
#define SFG_IMMORTAL 0
|
2020-09-06 15:00:19 -04:00
|
|
|
#endif
|
2020-02-15 17:04:22 -05:00
|
|
|
|
2020-11-17 04:52:09 -05:00
|
|
|
/**
|
|
|
|
Developer setting, with 1 every level is won immediately after start.
|
|
|
|
*/
|
|
|
|
#ifndef SFG_QUICK_WIN
|
|
|
|
#define SFG_QUICK_WIN 0
|
|
|
|
#endif
|
|
|
|
|
2020-11-14 06:01:49 -05:00
|
|
|
/**
|
|
|
|
Reveals all levels to be played.
|
|
|
|
*/
|
|
|
|
#ifndef SFG_ALL_LEVELS
|
|
|
|
#define SFG_ALL_LEVELS 0
|
|
|
|
#endif
|
|
|
|
|
2020-02-15 17:04:22 -05:00
|
|
|
/**
|
|
|
|
Turn on for previes mode for map editing (flying, noclip, fast movement etc.).
|
|
|
|
*/
|
2020-09-06 15:00:19 -04:00
|
|
|
#ifndef SFG_PREVIEW_MODE
|
|
|
|
#define SFG_PREVIEW_MODE 0
|
|
|
|
#endif
|
2020-02-15 17:04:22 -05:00
|
|
|
|
|
|
|
/**
|
|
|
|
How much faster movement is in the preview mode.
|
|
|
|
*/
|
2020-09-06 15:00:19 -04:00
|
|
|
#ifndef SFG_PREVIEW_MODE_SPEED_MULTIPLIER
|
|
|
|
#define SFG_PREVIEW_MODE_SPEED_MULTIPLIER 2
|
|
|
|
#endif
|
2020-02-15 17:04:22 -05:00
|
|
|
|
|
|
|
/**
|
|
|
|
Skips menu and starts given level immediatelly, for development. 0 means this
|
|
|
|
options is ignored, 1 means load level 1 etc.
|
|
|
|
*/
|
2020-09-06 15:00:19 -04:00
|
|
|
#ifndef SFG_START_LEVEL
|
2020-09-11 15:22:57 -04:00
|
|
|
#define SFG_START_LEVEL 0
|
2020-09-06 15:00:19 -04:00
|
|
|
#endif
|
2020-02-15 17:04:22 -05:00
|
|
|
|
2020-08-08 15:54:43 -04:00
|
|
|
/**
|
|
|
|
Reveals whole level map from start.
|
|
|
|
*/
|
2020-09-06 15:00:19 -04:00
|
|
|
#ifndef SFG_REVEAL_MAP
|
2020-09-11 15:22:57 -04:00
|
|
|
#define SFG_REVEAL_MAP 0
|
2020-09-06 15:00:19 -04:00
|
|
|
#endif
|
2020-08-08 15:54:43 -04:00
|
|
|
|
2020-08-09 10:01:21 -04:00
|
|
|
/**
|
|
|
|
Gives player all keys from start.
|
|
|
|
*/
|
2020-09-06 15:00:19 -04:00
|
|
|
#ifndef SFG_UNLOCK_DOOR
|
|
|
|
#define SFG_UNLOCK_DOOR 0
|
|
|
|
#endif
|
2020-08-16 06:06:24 -04:00
|
|
|
|
2019-09-26 15:18:44 -04:00
|
|
|
#endif // guard
|