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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its limitations.
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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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plus a waiver of all other intellectual property. The goal of this work is
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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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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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2019-10-18 07:48:24 -04:00
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the game may actually become slowed down if FPS is set too high. Too high FPS
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can also negatively affect game speeds which are computed as integers and
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rounding errors can occur soon, so don't set this to extreme values.
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2019-10-04 10:32:24 -04:00
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*/
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2019-09-26 15:18:44 -04:00
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#define SFG_FPS 60
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2019-10-04 10:32:24 -04:00
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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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RCL_Unit per mouse pixel travelled.
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*/
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#define SFG_MOUSE_SENSITIVITY_HORIZONTAL 32
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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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#define SFG_MOUSE_SENSITIVITY_VERTICAL 64
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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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game to run at smaller resolution (with bigger pixels), do his using
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SFG_RESOLUTION_SCALEDOWN;
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*/
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2019-10-21 13:58:11 -04:00
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#define SFG_SCREEN_RESOLUTION_X 1024
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2019-10-04 10:32:24 -04:00
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/**
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Height of the screen in pixels. Set this to ACTUAL resolution. If you want the
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game to run at smaller resolution (with bigger pixels), do his using
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SFG_RESOLUTION_SCALEDOWN;
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*/
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2019-10-21 13:58:11 -04:00
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#define SFG_SCREEN_RESOLUTION_Y 768
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2019-10-04 10:32:24 -04:00
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2020-03-13 15:16:10 -04:00
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#define SFG_Z_BUFFER_BAND
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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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distance will be replaced by an average constant color, which can help
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performance. Value 0 turns texturing completely off, which is much faster than
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having just a low value, values >= 65535 activate texturing completely, which
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can be a little faster than setting having a high value lower than this limit.
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*/
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#define SFG_TEXTURE_DISTANCE 100000
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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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2019-10-06 10:16:59 -04:00
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#define SFG_RESOLUTION_SCALEDOWN 1
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2019-09-26 15:18:44 -04:00
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2019-09-29 08:54:40 -04:00
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/**
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Hint as to whether run in fullscreen, if the platform allows it.
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*/
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#define SFG_FULLSCREEN 0
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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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2019-09-26 19:25:22 -04:00
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#define SFG_DITHERED_SHADOW 1
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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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2020-03-13 15:16:10 -04:00
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#define SFG_FOG_DIMINISH_STEP 2048
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2020-02-01 17:17:22 -05:00
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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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2019-09-27 13:04:49 -04:00
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#define SFG_RAYCASTING_MAX_STEPS 30
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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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2019-09-27 13:04:49 -04:00
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#define SFG_RAYCASTING_MAX_HITS 10
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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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a little worse.
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*/
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#define SFG_RAYCASTING_SUBSAMPLE 1
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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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#define SFG_ENABLE_FOG 1
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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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#define SFG_DIMINISH_SPRITES 1
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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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#define SFG_HEADBOB_SPEED 900
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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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#define SFG_HEADBOB_OFFSET 200
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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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2019-10-14 10:05:49 -04:00
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#define SFG_WEAPONBOB_OFFSET 4
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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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#define SFG_CAMERA_SHEAR_SPEED 3
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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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#define SFG_CAMERA_MAX_SHEAR 1024
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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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#define SFG_SPRITE_ANIMATION_SPEED 4
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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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2020-01-12 10:48:42 -05:00
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#define SFG_HUD_BORDER_INDICATOR_WIDTH 32
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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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2020-01-12 10:48:42 -05:00
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#define SFG_HUD_BORDER_INDICATOR_DURATION 500
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/**
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Color (palette index) by which being hurt is indicated.
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*/
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#define SFG_HUD_HURT_INDICATION_COLOR 175
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/**
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Color (palette index) by which taking an item is indicated.
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*/
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#define SFG_HUD_ITEM_TAKEN_INDICATION_COLOR 207
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2019-10-25 16:41:52 -04:00
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2019-12-27 07:39:16 -05:00
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/**
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How many element (items, monsters, ...) distances will be checked per frame
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for distance. Higher value may decrease performance a tiny bit, but things
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will react more quickly and appear less "out of thin air".
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*/
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#define SFG_ELEMENT_DISTANCES_CHECKED_PER_FRAME 8
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2020-02-06 02:42:39 -05:00
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/**
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Maximum distance at which sound effects (SFX) will be played. The SFX volume
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will gradually drop towards this distance.
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*/
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#define SFG_SFX_MAX_DISTANCE (1024 * 20)
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2019-12-29 15:09:50 -05:00
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/**
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Says the intensity of background image blur. 0 means no blur, improves
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performance and lowers memory usage.
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*/
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#define SFG_BACKGROUND_BLUR 0
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2020-03-22 06:31:02 -04:00
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/**
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Defines the period, in ms, of things that blink, such as text.
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*/
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#define SFG_BLINK_PERIOD 500
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2020-03-30 12:52:54 -04:00
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/**
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Probability (0 - 255) of how often a monster makes sound during movement.
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*/
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#define SFG_MONSTER_SOUND_PROBABILITY 64
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2020-02-15 17:04:22 -05:00
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//------ developer/debug settings ------
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2020-01-18 06:27:20 -05:00
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/**
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Developer cheat for having infinite ammo in all weapons.
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*/
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2020-04-07 15:24:41 -04:00
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#define SFG_INFINITE_AMMO 0
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2020-01-18 06:27:20 -05:00
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2020-02-15 17:04:22 -05:00
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/**
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Developer cheat for immortality.
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*/
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2020-04-07 15:24:41 -04:00
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#define SFG_IMMORTAL 0
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2020-02-15 17:04:22 -05:00
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/**
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Turn on for previes mode for map editing (flying, noclip, fast movement etc.).
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*/
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#define SFG_PREVIEW_MODE 0
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/**
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How much faster movement is in the preview mode.
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*/
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#define SFG_PREVIEW_MODE_SPEED_MULTIPLIER 2
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/**
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Skips menu and starts given level immediatelly, for development. 0 means this
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options is ignored, 1 means load level 1 etc.
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*/
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2020-03-01 04:14:30 -05:00
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#define SFG_START_LEVEL 6
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2020-02-15 17:04:22 -05:00
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2019-09-26 15:18:44 -04:00
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#endif // guard
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