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main_sdl.c
31
main_sdl.c
@ -21,20 +21,33 @@
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#define SFG_OS_IS_MALWARE 1
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#define SFG_OS_IS_MALWARE 1
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#endif
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#endif
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#define SFG_BACKGROUND_BLUR 1
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#define SFG_FPS 60
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#define SFG_LOG(str) puts(str);
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// #define SFG_START_LEVEL 1
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// #define SFG_START_LEVEL 1
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// #define SFG_IMMORTAL 1
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// #define SFG_IMMORTAL 1
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// #define SFG_UNLOCK_DOOR 1
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// #define SFG_UNLOCK_DOOR 1
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// #define SFG_REVEAL_MAP 1
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// #define SFG_REVEAL_MAP 1
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// #define SFG_INFINITE_AMMO 1
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// #define SFG_INFINITE_AMMO 1
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#define SFG_SCREEN_RESOLUTION_X 800
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#ifndef GAME_LQ
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#define SFG_SCREEN_RESOLUTION_Y 600
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// higher quality
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#define SFG_FPS 60
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#define SFG_LOG(str) puts(str);
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#define SFG_SCREEN_RESOLUTION_X 700
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#define SFG_SCREEN_RESOLUTION_Y 512
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#define SFG_DITHERED_SHADOW 1
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#define SFG_DIMINISH_SPRITES 1
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#define SFG_HEADBOB_SHEAR (-1 * SFG_SCREEN_RESOLUTION_Y / 80)
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#define SFG_BACKGROUND_BLUR 1
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#else
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// lower quality
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#define SFG_FPS 35
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#define SFG_SCREEN_RESOLUTION_X 640
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#define SFG_SCREEN_RESOLUTION_Y 480
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#define SFG_RAYCASTING_SUBSAMPLE 2
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#define SFG_RESOLUTION_SCALEDOWN 2
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#define SFG_DIMINISH_SPRITES 0
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#define SFG_DITHERED_SHADOW 0
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#define SFG_BACKGROUND_BLUR 0
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#endif
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// #define SFG_SCREEN_RESOLUTION_X 88
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// #define SFG_SCREEN_RESOLUTION_X 88
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// #define SFG_SCREEN_RESOLUTION_Y 110
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// #define SFG_SCREEN_RESOLUTION_Y 110
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@ -47,8 +60,6 @@
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damage to make it a bit harder.
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damage to make it a bit harder.
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*/
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*/
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#define SFG_PLAYER_DAMAGE_MULTIPLIER 1024
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#define SFG_PLAYER_DAMAGE_MULTIPLIER 1024
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#define SFG_DITHERED_SHADOW 1
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#define SFG_HEADBOB_SHEAR (-1 * SFG_SCREEN_RESOLUTION_Y / 80)
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#define MUSIC_VOLUME 16
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#define MUSIC_VOLUME 16
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@ -73,10 +73,11 @@
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/**
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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, 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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distance will be replaced by an average constant color, which maybe can help
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performance. Value 0 turns texturing completely off, which is much faster than
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performance and also serves as an antialiasim (2 level MIP map). Value 0 turns
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having just a low value, values >= 65535 activate texturing completely, which
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texturing completely off, which is much faster than having just a low value,
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can be a little faster than setting having a high value lower than this limit.
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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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*/
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*/
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#ifndef SFG_TEXTURE_DISTANCE
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#ifndef SFG_TEXTURE_DISTANCE
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#define SFG_TEXTURE_DISTANCE 100000
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#define SFG_TEXTURE_DISTANCE 100000
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