Change architecture

This commit is contained in:
Miloslav Číž 2020-09-06 21:00:19 +02:00
parent 4970eecdfb
commit c2a9de42e2
7 changed files with 4825 additions and 51 deletions

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@ -157,15 +157,15 @@ assets/ asset sources (textures, sprites, maps, sounds, ...)
*.py scripts for converting assets to C structs/arrays *.py scripts for converting assets to C structs/arrays
media/ media presenting the game (screenshots, logo, ...) media/ media presenting the game (screenshots, logo, ...)
constants.h game constants that aren't considered settings constants.h game constants that aren't considered settings
game.h main game logic
images.h images (textures, sprites) from assets folder converted to C images.h images (textures, sprites) from assets folder converted to C
levels.h levels from assets folder converted to C levels.h levels from assets folder converted to C
main_*.* fronted implement. for various platforms, passed to compiler
palette.h game 256 color palette palette.h game 256 color palette
platform_*.png fronted implementation for various platforms
raycastlib.h raycasting library raycastlib.h raycasting library
settings.h game settings that users can change (FPS, resolution, ...) settings.h game settings that users can change (FPS, resolution, ...)
sounds.h sounds from assets folder converted to C sounds.h sounds from assets folder converted to C
texts.h game texts texts.h game texts
main.c main game logic, this file is passed to the compiler
make.sh compiling script constaining compiler settings make.sh compiling script constaining compiler settings
HTMLshell.html HTML shell for emscripten (browser) version HTMLshell.html HTML shell for emscripten (browser) version
index.html game website index.html game website

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@ -2,6 +2,7 @@ general:
- Architecture change: make platform files compilable and move main.c to game.h - Architecture change: make platform files compilable and move main.c to game.h
(so that pokitto is .cpp, GB is .ino etc.). (so that pokitto is .cpp, GB is .ino etc.).
- Rewrite python scripts to C (faster, less bloat).
- Try to recolor textures and give them a bit more of variety. - Try to recolor textures and give them a bit more of variety.
- Make monsters die when squeezed? - Make monsters die when squeezed?
- On Win$hit builds display an anti-windshit text, by macro. - On Win$hit builds display an anti-windshit text, by macro.
@ -83,7 +84,7 @@ level ideas:
- wall made of elevators (or squeezers), serving as a big auto-opening gate DONE - wall made of elevators (or squeezers), serving as a big auto-opening gate DONE
- a key spot to which the player can only get by jumping from a distant high - a key spot to which the player can only get by jumping from a distant high
elevated place elevated place
- player has to jump from one elevator to another, which can only be done when - player has to jump from one elevator to another, which can only be done when kinda
they're both moving down they're both moving down
- multiple doors in a row (can look interesting) DONE - multiple doors in a row (can look interesting) DONE
- narrow (1 square wide) corridor filled with enemies blocking it - narrow (1 square wide) corridor filled with enemies blocking it
@ -112,7 +113,7 @@ level ideas:
- teleports placed so that the player can shoot himself with a rocket or plasma DONE - teleports placed so that the player can shoot himself with a rocket or plasma DONE
(for fun) (for fun)
- exploders in a maze, hiding behind corners - exploders in a maze, hiding behind corners
- teleport leading to a center of big room full of enemies - teleport leading to a center of big room full of enemies kinda
- easter egg -- a level that looks funny on the map, e.g. forms a text or a DONE - easter egg -- a level that looks funny on the map, e.g. forms a text or a DONE
picture picture
- squeezers with low-elevated base (a hole), on a side of a corridor -- if the - squeezers with low-elevated base (a hole), on a side of a corridor -- if the

4175
game.h Executable file

File diff suppressed because it is too large Load Diff

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@ -1051,7 +1051,7 @@ SFG_PROGRAM_MEMORY SFG_Level SFG_levels[SFG_NUMBER_OF_LEVELS] =
} }
}, },
#include "/home/tastyfish/Git/sucklessFPS/assets/tmp.txt" #include "/home/tastyfish/git/anarch/assets/tmp.txt"
, ,
{ // level 6 { // level 6

168
main_pokitto.cpp Normal file
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@ -0,0 +1,168 @@
/**
@file main_pokitto.cpp
This is Pokitto implementation of the game front end, using the official
PokittoLib.
by Miloslav Ciz (drummyfish), 2019
Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
plus a waiver of all other intellectual property. The goal of this work is
be and remain completely in the public domain forever, available for any use
whatsoever.
*/
//#define SFG_LOG(str) printf("game: %s\n",str); // for debug only
#define SFG_FPS 30
#define SFG_TEXTURE_DISTANCE 5000
#define SFG_SCREEN_RESOLUTION_X 110
#define SFG_SCREEN_RESOLUTION_Y 88
#define SFG_RESOLUTION_SCALEDOWN 1
#define SFG_DITHERED_SHADOW 0
#define SFG_FOG_DIMINISH_STEP 2048
#define SFG_RAYCASTING_MAX_STEPS 20
#define SFG_RAYCASTING_MAX_HITS 6
#define SFG_RAYCASTING_SUBSAMPLE 2
#include "Pokitto.h"
#include "clock_11u6x.h"
#include "timer_11u6x.h"
#include "palette.h"
#include "game.h"
#include "sounds.h"
Pokitto::Core pokitto;
uint8_t *pokittoScreen;
void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex)
{
pokittoScreen[y * SFG_SCREEN_RESOLUTION_X + x] = colorIndex;
}
uint32_t SFG_getTimeMs()
{
return pokitto.getTime();
}
void SFG_sleepMs(uint16_t timeMs)
{
}
int8_t SFG_keyPressed(uint8_t key)
{
switch (key)
{
case SFG_KEY_UP: return pokitto.upBtn(); break;
case SFG_KEY_RIGHT: return pokitto.rightBtn(); break;
case SFG_KEY_DOWN: return pokitto.downBtn(); break;
case SFG_KEY_LEFT: return pokitto.leftBtn(); break;
case SFG_KEY_A: return pokitto.aBtn(); break;
case SFG_KEY_B: return pokitto.bBtn(); break;
case SFG_KEY_C: return pokitto.cBtn(); break;
default: return 0; break;
}
}
void SFG_getMouseOffset(int16_t *x, int16_t *y)
{
*x = 0;
*y = 0;
}
uint8_t audioBuff[SFG_SFX_SAMPLE_COUNT];
uint16_t audioPos = 0;
uint8_t musicOn = 1;
void SFG_enableMusic(uint8_t enable)
{
musicOn = enable;
}
static inline uint8_t mixSamples(uint8_t sample1, uint8_t sample2)
{
return (sample1 >> 1) + (sample2 >> 1);
}
void onTimer() // for sound
{
if (Chip_TIMER_MatchPending(LPC_TIMER32_0, 1))
{
Chip_TIMER_ClearMatch(LPC_TIMER32_0, 1);
Pokitto::dac_write(
musicOn ?
mixSamples(audioBuff[audioPos],SFG_getNextMusicSample() / 2) :
audioBuff[audioPos]
);
audioBuff[audioPos] = 127;
audioPos = (audioPos + 1) % SFG_SFX_SAMPLE_COUNT;
}
}
void timerInit(uint32_t samplingRate)
{
Chip_TIMER_Init(LPC_TIMER32_0);
Chip_TIMER_Reset(LPC_TIMER32_0);
Chip_TIMER_MatchEnableInt(LPC_TIMER32_0, 1);
Chip_TIMER_SetMatch(LPC_TIMER32_0, 1,
(Chip_Clock_GetSystemClockRate() / samplingRate));
Chip_TIMER_ResetOnMatchEnable(LPC_TIMER32_0, 1);
Chip_TIMER_Enable(LPC_TIMER32_0);
#define weirdNumber ((IRQn_Type) 18)
NVIC_ClearPendingIRQ(weirdNumber);
NVIC_SetVector(weirdNumber, (uint32_t) &onTimer);
NVIC_EnableIRQ(weirdNumber);
#undef weirdNumber
}
void SFG_playSound(uint8_t soundIndex, uint8_t volume)
{
uint8_t volumeStep = volume / 16;
uint16_t pos = audioPos;
for (int i = 0; i < SFG_SFX_SAMPLE_COUNT; ++i)
{
audioBuff[pos] =
mixSamples(audioBuff[pos],SFG_GET_SFX_SAMPLE(soundIndex,i) * volumeStep);
pos = (pos < SFG_SFX_SAMPLE_COUNT - 1) ? (pos + 1) : 0;
}
}
int main()
{
pokitto.begin();
timerInit(8000);
for (uint16_t i = 0; i < SFG_SFX_SAMPLE_COUNT; ++i)
audioBuff[i] = 127;
pokitto.setFrameRate(255);
pokitto.display.setFont(fontTiny);
pokitto.display.persistence = 1;
pokitto.display.setInvisibleColor(-1);
pokitto.display.load565Palette(paletteRGB565);
pokittoScreen = pokitto.display.screenbuffer;
SFG_init();
while (pokitto.isRunning())
{
if (pokitto.update())
{
SFG_mainLoopBody();
}
}
return 0;
}

347
main_sdl.c Normal file
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@ -0,0 +1,347 @@
/**
@file main_sdl.c
This is an SDL2 implementation of the game front end. It can be used to
compile a native executable or a transpiled JS browser version with
emscripten.
To compile with emscripten run:
emcc ./main_sdl.c -s USE_SDL=2 -O3 --shell-file HTMLshell.html -o game.html
by Miloslav Ciz (drummyfish), 2019
Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
plus a waiver of all other intellectual property. The goal of this work is
be and remain completely in the public domain forever, available for any use
whatsoever.
*/
#if defined(_WIN32) || defined(WIN32) || defined(__WIN32__) || defined(__NT__) || defined(__APPLE__)
#define SFG_OS_IS_MALWARE 1
#endif
#define SFG_BACKGROUND_BLUR 1
#define SFG_LOG(str) puts(str);
#include <stdio.h>
#include <SDL2/SDL.h>
#include "game.h"
#include "sounds.h"
const uint8_t *sdlKeyboardState;
uint8_t sdlMouseButtonState = 0;
int8_t sdlMouseWheelState = 0;
uint16_t screen[SFG_SCREEN_RESOLUTION_X * SFG_SCREEN_RESOLUTION_Y]; // RGB565 format
SDL_Window *window;
SDL_Renderer *renderer;
SDL_Texture *texture;
SDL_Surface *screenSurface;
void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex)
{
screen[y * SFG_SCREEN_RESOLUTION_X + x] = paletteRGB565[colorIndex];
}
uint32_t SFG_getTimeMs()
{
return SDL_GetTicks();
}
void SFG_sleepMs(uint16_t timeMs)
{
#ifndef __EMSCRIPTEN__
usleep(timeMs * 1000);
#endif
}
void SFG_getMouseOffset(int16_t *x, int16_t *y)
{
int mX, mY;
SDL_GetMouseState(&mX,&mY);
*x = mX - SFG_SCREEN_RESOLUTION_X / 2;
*y = mY - SFG_SCREEN_RESOLUTION_Y / 2;
SDL_WarpMouseInWindow(window,
SFG_SCREEN_RESOLUTION_X / 2, SFG_SCREEN_RESOLUTION_Y / 2);
}
int8_t SFG_keyPressed(uint8_t key)
{
switch (key)
{
case SFG_KEY_UP:
return sdlKeyboardState[SDL_SCANCODE_UP] ||
sdlKeyboardState[SDL_SCANCODE_W] ||
sdlKeyboardState[SDL_SCANCODE_KP_8];
break;
case SFG_KEY_RIGHT:
return sdlKeyboardState[SDL_SCANCODE_RIGHT] ||
sdlKeyboardState[SDL_SCANCODE_E] ||
sdlKeyboardState[SDL_SCANCODE_KP_6];
break;
case SFG_KEY_DOWN:
return sdlKeyboardState[SDL_SCANCODE_DOWN] ||
sdlKeyboardState[SDL_SCANCODE_S] ||
sdlKeyboardState[SDL_SCANCODE_KP_5] ||
sdlKeyboardState[SDL_SCANCODE_KP_2];
break;
case SFG_KEY_LEFT:
return sdlKeyboardState[SDL_SCANCODE_LEFT] ||
sdlKeyboardState[SDL_SCANCODE_Q] ||
sdlKeyboardState[SDL_SCANCODE_KP_4];
break;
case SFG_KEY_A:
return sdlKeyboardState[SDL_SCANCODE_G];
break;
case SFG_KEY_B:
return sdlKeyboardState[SDL_SCANCODE_H] || (sdlMouseButtonState & SDL_BUTTON_LMASK);
break;
case SFG_KEY_C:
return sdlKeyboardState[SDL_SCANCODE_J];
break;
case SFG_KEY_JUMP:
return sdlKeyboardState[SDL_SCANCODE_SPACE];
break;
case SFG_KEY_STRAFE_LEFT:
return sdlKeyboardState[SDL_SCANCODE_A] ||
sdlKeyboardState[SDL_SCANCODE_KP_7];
break;
case SFG_KEY_STRAFE_RIGHT:
return sdlKeyboardState[SDL_SCANCODE_D] ||
sdlKeyboardState[SDL_SCANCODE_KP_9];
break;
case SFG_KEY_MAP:
return sdlKeyboardState[SDL_SCANCODE_TAB];
break;
case SFG_KEY_TOGGLE_FREELOOK:
return sdlMouseButtonState & SDL_BUTTON_RMASK;
break;
case SFG_KEY_NEXT_WEAPON:
if (sdlMouseWheelState > 0)
{
sdlMouseWheelState--;
return 1;
}
return 0;
break;
case SFG_KEY_PREVIOUS_WEAPON:
if (sdlMouseWheelState < 0)
{
sdlMouseWheelState++;
return 1;
}
return 0;
break;
case SFG_KEY_MENU:
return sdlKeyboardState[SDL_SCANCODE_X];
break;
default: return 0; break;
}
}
int running;
void mainLoopIteration()
{
SDL_Event event;
while (SDL_PollEvent(&event)) // also automatically updates sdlKeyboardState
{
if(event.type == SDL_MOUSEWHEEL)
{
if (event.wheel.y > 0) // scroll up
sdlMouseWheelState++;
else if (event.wheel.y < 0) // scroll down
sdlMouseWheelState--;
}
}
sdlMouseButtonState = SDL_GetMouseState(NULL,NULL);
if (sdlKeyboardState[SDL_SCANCODE_ESCAPE])
running = 0;
SFG_mainLoopBody();
SDL_UpdateTexture(texture,NULL,screen,SFG_SCREEN_RESOLUTION_X * sizeof(uint16_t));
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer,texture,NULL,NULL);
SDL_RenderPresent(renderer);
}
#ifdef __EMSCRIPTEN__
typedef void (*em_callback_func)(void);
void emscripten_set_main_loop(em_callback_func func, int fps, int simulate_infinite_loop);
#endif
uint8_t audioBuff[SFG_SFX_SAMPLE_COUNT];
uint16_t audioPos = 0;
static inline uint8_t mixSamples(uint8_t sample1, uint8_t sample2)
{
return (sample1 >> 1) + (sample2 >> 1);
}
uint8_t musicOn = 1;
void audioFillCallback(void *userdata, uint8_t *s, int l)
{
for (int i = 0; i < l; ++i)
{
s[i] = musicOn ?
mixSamples(audioBuff[audioPos],SFG_getNextMusicSample() / 2) :
audioBuff[audioPos];
audioBuff[audioPos] = 127;
audioPos = (audioPos < SFG_SFX_SAMPLE_COUNT - 1) ? (audioPos + 1) : 0;
}
}
void SFG_enableMusic(uint8_t enable)
{
musicOn = enable;
}
void SFG_playSound(uint8_t soundIndex, uint8_t volume)
{
uint8_t volumeStep = volume / 16;
uint16_t pos = audioPos;
for (int i = 0; i < SFG_SFX_SAMPLE_COUNT; ++i)
{
audioBuff[pos] =
mixSamples(audioBuff[pos],SFG_GET_SFX_SAMPLE(soundIndex,i) * volumeStep);
pos = (pos < SFG_SFX_SAMPLE_COUNT - 1) ? (pos + 1) : 0;
}
}
int main(int argc, char *argv[])
{
uint8_t argHelp = 0;
uint8_t argForceWindow = 0;
uint8_t argForceFullscreen = 0;
for (uint8_t i = 1; i < argc; ++i)
{
if (argv[i][0] == '-' && argv[i][1] == 'h' && argv[i][2] == 0)
argHelp = 1;
else if (argv[i][0] == '-' && argv[i][1] == 'w' && argv[i][2] == 0)
argForceWindow = 1;
else if (argv[i][0] == '-' && argv[i][1] == 'f' && argv[i][2] == 0)
argForceFullscreen = 1;
else
puts("SDL: unknown argument");
}
if (argHelp)
{
puts("TODOGAME, a suckless first person shooter game (SDL2 frontend)\n");
puts("version TODO, by Miloslav Ciz, released under CC0 1.0 + waiver of all IP");
puts("possible arguments:\n");
puts("-h print this help and end");
puts("-w force run in window");
puts("-f force run fullscreen\n");
puts("controls:");
puts("TODO");
return 0;
}
puts("SDL: starting");
puts("SDL: initializing SDL");
window =
SDL_CreateWindow("raycasting", SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, SFG_SCREEN_RESOLUTION_X, SFG_SCREEN_RESOLUTION_Y,
SDL_WINDOW_SHOWN);
renderer = SDL_CreateRenderer(window,-1,0);
texture =
SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGB565,SDL_TEXTUREACCESS_STATIC,
SFG_SCREEN_RESOLUTION_X,SFG_SCREEN_RESOLUTION_Y);
screenSurface = SDL_GetWindowSurface(window);
#if SFG_FULLSCREEN
argForceFullscreen = 1;
#endif
if (!argForceWindow && argForceFullscreen)
{
puts("SDL: setting fullscreen");
SDL_SetWindowFullscreen(window,SDL_WINDOW_FULLSCREEN_DESKTOP);
}
sdlKeyboardState = SDL_GetKeyboardState(NULL);
SDL_ShowCursor(0);
SFG_init(SDL_INIT_AUDIO);
SDL_AudioSpec audioSpec;
audioSpec.callback = audioFillCallback;
audioSpec.userdata = 0;
audioSpec.freq = 8000;
audioSpec.format = AUDIO_U8;
audioSpec.channels = 1;
audioSpec.samples = 128;
if (SDL_OpenAudio(&audioSpec,0) < 0)
puts("SDL: could not initialize audio");
for (int i = 0; i < SFG_SFX_SAMPLE_COUNT; ++i)
audioBuff[i] = 127;
SDL_PauseAudio(0);
running = 1;
#ifdef __EMSCRIPTEN__
emscripten_set_main_loop(mainLoopIteration,0,1);
#else
while (running)
mainLoopIteration();
#endif
puts("SDL: freeing SDL");
SDL_PauseAudio(1);
SDL_DestroyTexture(texture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_CloseAudio();
puts("SDL: ending");
return 0;
}

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@ -32,30 +32,35 @@
On platforms with mouse this sets its horizontal sensitivity. 128 means 1 On platforms with mouse this sets its horizontal sensitivity. 128 means 1
RCL_Unit per mouse pixel travelled. RCL_Unit per mouse pixel travelled.
*/ */
#define SFG_MOUSE_SENSITIVITY_HORIZONTAL 32 #ifndef SFG_MOUSE_SENSITIVITY_HORIZONTAL
#define SFG_MOUSE_SENSITIVITY_HORIZONTAL 32
#endif
/** /**
Like SFG_MOUSE_SENSITIVITY_HORIZONTAL but for vertical look. 128 means 1 Like SFG_MOUSE_SENSITIVITY_HORIZONTAL but for vertical look. 128 means 1
shear pixel per mouse pixel travelled. shear pixel per mouse pixel travelled.
*/ */
#define SFG_MOUSE_SENSITIVITY_VERTICAL 64 #ifndef SFG_MOUSE_SENSITIVITY_VERTICAL
#define SFG_MOUSE_SENSITIVITY_VERTICAL 64
#endif
/** /**
Width of the screen in pixels. Set this to ACTUAL resolution. If you want the Width of the screen in pixels. Set this to ACTUAL resolution. If you want the
game to run at smaller resolution (with bigger pixels), do his using game to run at smaller resolution (with bigger pixels), do his using
SFG_RESOLUTION_SCALEDOWN; SFG_RESOLUTION_SCALEDOWN;
*/ */
#define SFG_SCREEN_RESOLUTION_X 1024 #ifndef SFG_SCREEN_RESOLUTION_X
#define SFG_SCREEN_RESOLUTION_X 800
#endif
/** /**
Height of the screen in pixels. Set this to ACTUAL resolution. If you want the Height of the screen in pixels. Set this to ACTUAL resolution. If you want the
game to run at smaller resolution (with bigger pixels), do his using game to run at smaller resolution (with bigger pixels), do his using
SFG_RESOLUTION_SCALEDOWN; SFG_RESOLUTION_SCALEDOWN;
*/ */
#define SFG_SCREEN_RESOLUTION_Y 768 #ifndef SFG_SCREEN_RESOLUTION_Y
#define SFG_SCREEN_RESOLUTION_Y 600
#endif
#define SFG_Z_BUFFER_BAND
/** /**
Distance, in RCL_Units, to which textures will be drawn. Textures behind this Distance, in RCL_Units, to which textures will be drawn. Textures behind this
@ -64,162 +69,224 @@
having just a low value, values >= 65535 activate texturing completely, which having just a low value, values >= 65535 activate texturing completely, which
can be a little faster than setting having a high value lower than this limit. can be a little faster than setting having a high value lower than this limit.
*/ */
#define SFG_TEXTURE_DISTANCE 100000 #ifndef SFG_TEXTURE_DISTANCE
#define SFG_TEXTURE_DISTANCE 100000
#endif
/** /**
How many times the screen resolution will be divided (how many times a game How many times the screen resolution will be divided (how many times a game
pixel will be bigger than the screen pixel). pixel will be bigger than the screen pixel).
*/ */
#define SFG_RESOLUTION_SCALEDOWN 1 #ifndef SFG_RESOLUTION_SCALEDOWN
#define SFG_RESOLUTION_SCALEDOWN 1
#endif
/** /**
Hint as to whether run in fullscreen, if the platform allows it. Hint as to whether run in fullscreen, if the platform allows it.
*/ */
#define SFG_FULLSCREEN 0 #ifndef SFG_FULLSCREEN
#define SFG_FULLSCREEN 0
#endif
/** /**
Whether shadows (fog) should be dithered, i.e. more smooth (needs a bit more Whether shadows (fog) should be dithered, i.e. more smooth (needs a bit more
CPU performance and memory). CPU performance and memory).
*/ */
#define SFG_DITHERED_SHADOW 1 #ifndef SFG_DITHERED_SHADOW
#define SFG_DITHERED_SHADOW 1
#endif
/** /**
Depth step (in RCL_Units) after which fog diminishes a color by one value Depth step (in RCL_Units) after which fog diminishes a color by one value
point. For performance reasons this number should be kept a power of two! point. For performance reasons this number should be kept a power of two!
*/ */
#define SFG_FOG_DIMINISH_STEP 2048 #ifndef SFG_FOG_DIMINISH_STEP
#define SFG_FOG_DIMINISH_STEP 2048
#endif
/** /**
Maximum number of squares that will be traversed by any cast ray. Smaller Maximum number of squares that will be traversed by any cast ray. Smaller
number is faster but can cause visual artifacts. number is faster but can cause visual artifacts.
*/ */
#define SFG_RAYCASTING_MAX_STEPS 30 #ifndef SFG_RAYCASTING_MAX_STEPS
#define SFG_RAYCASTING_MAX_STEPS 30
#endif
/** /**
Maximum number of hits any cast ray will register. Smaller number is faster Maximum number of hits any cast ray will register. Smaller number is faster
but can cause visual artifacts. but can cause visual artifacts.
*/ */
#define SFG_RAYCASTING_MAX_HITS 10 #ifndef SFG_RAYCASTING_MAX_HITS
#define SFG_RAYCASTING_MAX_HITS 10
#endif
/** /**
How many times rendering should be subsampled horizontally. Bigger number How many times rendering should be subsampled horizontally. Bigger number
can significantly improve performance (by casting fewer rays), but can look can significantly improve performance (by casting fewer rays), but can look
a little worse. a little worse.
*/ */
#define SFG_RAYCASTING_SUBSAMPLE 1 #ifndef SFG_RAYCASTING_SUBSAMPLE
#define SFG_RAYCASTING_SUBSAMPLE 1
#endif
/** /**
Enables or disables fog (darkness) due to distance. Recommended to keep on Enables or disables fog (darkness) due to distance. Recommended to keep on
for good look, but can be turned off for performance. for good look, but can be turned off for performance.
*/ */
#define SFG_ENABLE_FOG 1 #ifndef SFG_ENABLE_FOG
#define SFG_ENABLE_FOG 1
#endif
/** /**
Says whether sprites should diminish in fog. This takes more performance but Says whether sprites should diminish in fog. This takes more performance but
looks better. looks better.
*/ */
#define SFG_DIMINISH_SPRITES 1 #ifndef SFG_DIMINISH_SPRITES
#define SFG_DIMINISH_SPRITES 1
#endif
/** /**
How quick player head bob is, 1024 meaning once per second. 0 Means turn off How quick player head bob is, 1024 meaning once per second. 0 Means turn off
head bob. head bob.
*/ */
#define SFG_HEADBOB_SPEED 900 #ifndef SFG_HEADBOB_SPEED
#define SFG_HEADBOB_SPEED 900
#endif
/** /**
Sets head bob offset, in RCL_UNITS_PER_SQUARE. 0 Means turn off head bob. Sets head bob offset, in RCL_UNITS_PER_SQUARE. 0 Means turn off head bob.
*/ */
#define SFG_HEADBOB_OFFSET 200 #ifndef SFG_HEADBOB_OFFSET
#define SFG_HEADBOB_OFFSET 200
#endif
/** /**
Weapon bobbing offset in weapon image pixels. Weapon bobbing offset in weapon image pixels.
*/ */
#define SFG_WEAPONBOB_OFFSET 4 #ifndef SFG_WEAPONBOB_OFFSET
#define SFG_WEAPONBOB_OFFSET 4
#endif
/** /**
Camera shearing (looking up/down) speed, in vertical resolutions per second. Camera shearing (looking up/down) speed, in vertical resolutions per second.
*/ */
#define SFG_CAMERA_SHEAR_SPEED 3 #ifndef SFG_CAMERA_SHEAR_SPEED
#define SFG_CAMERA_SHEAR_SPEED 3
#endif
/** /**
Maximum camera shear (vertical angle). 1024 means 1.0 * vertical resolution. Maximum camera shear (vertical angle). 1024 means 1.0 * vertical resolution.
*/ */
#define SFG_CAMERA_MAX_SHEAR 1024 #ifndef SFG_CAMERA_MAX_SHEAR
#define SFG_CAMERA_MAX_SHEAR 1024
#endif
/** /**
Specifies how quick some sprite animations are, in frames per second. Specifies how quick some sprite animations are, in frames per second.
*/ */
#define SFG_SPRITE_ANIMATION_SPEED 4 #ifndef SFG_SPRITE_ANIMATION_SPEED
#define SFG_SPRITE_ANIMATION_SPEED 4
#endif
/** /**
How wide the border indicator is, in fractions of screen width. How wide the border indicator is, in fractions of screen width.
*/ */
#define SFG_HUD_BORDER_INDICATOR_WIDTH 32 #ifndef SFG_HUD_BORDER_INDICATOR_WIDTH
#define SFG_HUD_BORDER_INDICATOR_WIDTH 32
#endif
/** /**
For how long border indication (being hurt etc.) stays shown, in ms. For how long border indication (being hurt etc.) stays shown, in ms.
*/ */
#define SFG_HUD_BORDER_INDICATOR_DURATION 500 #ifndef SFG_HUD_BORDER_INDICATOR_DURATION
#define SFG_HUD_BORDER_INDICATOR_DURATION 500
#endif
/** /**
Color (palette index) by which being hurt is indicated. Color (palette index) by which being hurt is indicated.
*/ */
#define SFG_HUD_HURT_INDICATION_COLOR 175 #ifndef SFG_HUD_HURT_INDICATION_COLOR
#define SFG_HUD_HURT_INDICATION_COLOR 175
#endif
/** /**
Color (palette index) by which taking an item is indicated. Color (palette index) by which taking an item is indicated.
*/ */
#define SFG_HUD_ITEM_TAKEN_INDICATION_COLOR 207 #ifndef SFG_HUD_ITEM_TAKEN_INDICATION_COLOR
#define SFG_HUD_ITEM_TAKEN_INDICATION_COLOR 207
#endif
/** /**
How many element (items, monsters, ...) distances will be checked per frame How many element (items, monsters, ...) distances will be checked per frame
for distance. Higher value may decrease performance a tiny bit, but things for distance. Higher value may decrease performance a tiny bit, but things
will react more quickly and appear less "out of thin air". will react more quickly and appear less "out of thin air".
*/ */
#define SFG_ELEMENT_DISTANCES_CHECKED_PER_FRAME 8 #ifndef SFG_ELEMENT_DISTANCES_CHECKED_PER_FRAME
#define SFG_ELEMENT_DISTANCES_CHECKED_PER_FRAME 8
#endif
/** /**
Maximum distance at which sound effects (SFX) will be played. The SFX volume Maximum distance at which sound effects (SFX) will be played. The SFX volume
will gradually drop towards this distance. will gradually drop towards this distance.
*/ */
#define SFG_SFX_MAX_DISTANCE (1024 * 20) #ifndef SFG_SFX_MAX_DISTANCE
#define SFG_SFX_MAX_DISTANCE (1024 * 20)
#endif
/** /**
Says the intensity of background image blur. 0 means no blur, improves Says the intensity of background image blur. 0 means no blur, improves
performance and lowers memory usage. performance and lowers memory usage.
*/ */
#define SFG_BACKGROUND_BLUR 0 #ifndef SFG_BACKGROUND_BLUR
#define SFG_BACKGROUND_BLUR 0
#endif
/** /**
Defines the period, in ms, of things that blink, such as text. Defines the period, in ms, of things that blink, such as text.
*/ */
#define SFG_BLINK_PERIOD 500 #ifndef SFG_BLINK_PERIOD
#define SFG_BLINK_PERIOD 500
#endif
/** /**
Probability (0 - 255) of how often a monster makes sound during movement. Probability (0 - 255) of how often a monster makes sound during movement.
*/ */
#define SFG_MONSTER_SOUND_PROBABILITY 64 #ifndef SFG_MONSTER_SOUND_PROBABILITY
#define SFG_MONSTER_SOUND_PROBABILITY 64
#endif
/** /**
Affects how precise monsters are in aiming, specify random range in Affects how precise monsters are in aiming, specify random range in
fourths of a game square. Should be power of 2 for performance. fourths of a game square. Should be power of 2 for performance.
*/ */
#define SFG_MONSTER_AIM_RANDOMNESS 4 #ifndef SFG_MONSTER_AIM_RANDOMNESS
#define SFG_MONSTER_AIM_RANDOMNESS 4
#endif
/// Color 1 index of player on map. /// Color 1 index of player on map.
#define SFG_MAP_PLAYER_COLOR1 93 #ifndef SFG_MAP_PLAYER_COLOR1
#define SFG_MAP_PLAYER_COLOR1 93
#endif
/// Color 2 index of player on map. /// Color 2 index of player on map.
#define SFG_MAP_PLAYER_COLOR2 111 #ifndef SFG_MAP_PLAYER_COLOR2
#define SFG_MAP_PLAYER_COLOR2 111
#endif
/// Color index of elevators on map. /// Color index of elevators on map.
#define SFG_MAP_ELEVATOR_COLOR 214 #ifndef SFG_MAP_ELEVATOR_COLOR
#define SFG_MAP_ELEVATOR_COLOR 214
#endif
/// Color index of squeezers on map. /// Color index of squeezers on map.
#define SFG_MAP_SQUEEZER_COLOR 246 #ifndef SFG_MAP_SQUEEZER_COLOR
#define SFG_MAP_SQUEEZER_COLOR 246
#endif
/// Color index of door on map. /// Color index of door on map.
#define SFG_MAP_DOOR_COLOR 188 #ifndef SFG_MAP_DOOR_COLOR
#define SFG_MAP_DOOR_COLOR 188
#endif
/** /**
Boolean value indicating whether current OS is malware. Boolean value indicating whether current OS is malware.
@ -233,44 +300,60 @@
/** /**
Developer cheat for having infinite ammo in all weapons. Developer cheat for having infinite ammo in all weapons.
*/ */
#define SFG_INFINITE_AMMO 1 #ifndef SFG_INFINITE_AMMO
#define SFG_INFINITE_AMMO 1
#endif
/** /**
Developer cheat for immortality. Developer cheat for immortality.
*/ */
#define SFG_IMMORTAL 1 #ifndef SFG_IMMORTAL
#define SFG_IMMORTAL 1
#endif
/** /**
Turn on for previes mode for map editing (flying, noclip, fast movement etc.). Turn on for previes mode for map editing (flying, noclip, fast movement etc.).
*/ */
#define SFG_PREVIEW_MODE 0 #ifndef SFG_PREVIEW_MODE
#define SFG_PREVIEW_MODE 0
#endif
/** /**
How much faster movement is in the preview mode. How much faster movement is in the preview mode.
*/ */
#define SFG_PREVIEW_MODE_SPEED_MULTIPLIER 2 #ifndef SFG_PREVIEW_MODE_SPEED_MULTIPLIER
#define SFG_PREVIEW_MODE_SPEED_MULTIPLIER 2
#endif
/** /**
Skips menu and starts given level immediatelly, for development. 0 means this Skips menu and starts given level immediatelly, for development. 0 means this
options is ignored, 1 means load level 1 etc. options is ignored, 1 means load level 1 etc.
*/ */
#define SFG_START_LEVEL 6 #ifndef SFG_START_LEVEL
#define SFG_START_LEVEL 6
#endif
/** /**
Reveals whole level map from start. Reveals whole level map from start.
*/ */
#define SFG_REVEAL_MAP 1 #ifndef SFG_REVEAL_MAP
#define SFG_REVEAL_MAP 1
#endif
/** /**
Gives player all keys from start. Gives player all keys from start.
*/ */
#define SFG_UNLOCK_DOOR 0 #ifndef SFG_UNLOCK_DOOR
#define SFG_UNLOCK_DOOR 0
#endif
/** /**
Whether levels background (in distance or transparent wall textures) should Whether levels background (in distance or transparent wall textures) should
be drawn. If turned off, the background will be constant color, which can be drawn. If turned off, the background will be constant color, which can
noticably increase performance. noticably increase performance.
*/ */
#define SFG_DRAW_LEVEL_BACKGROUND 1 #ifndef SFG_DRAW_LEVEL_BACKGROUND
#define SFG_DRAW_LEVEL_BACKGROUND 1
#endif
#endif // guard #endif // guard