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
media/ media presenting the game (screenshots, logo, ...)
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
levels.h levels from assets folder converted to C
main_*.* fronted implement. for various platforms, passed to compiler
palette.h game 256 color palette
platform_*.png fronted implementation for various platforms
raycastlib.h raycasting library
settings.h game settings that users can change (FPS, resolution, ...)
sounds.h sounds from assets folder converted to C
texts.h game texts
main.c main game logic, this file is passed to the compiler
make.sh compiling script constaining compiler settings
HTMLshell.html HTML shell for emscripten (browser) version
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
(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.
- Make monsters die when squeezed?
- 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
- a key spot to which the player can only get by jumping from a distant high
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
- multiple doors in a row (can look interesting) DONE
- 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
(for fun)
- 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
picture
- 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

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
RCL_Unit per mouse pixel travelled.
*/
#ifndef SFG_MOUSE_SENSITIVITY_HORIZONTAL
#define SFG_MOUSE_SENSITIVITY_HORIZONTAL 32
#endif
/**
Like SFG_MOUSE_SENSITIVITY_HORIZONTAL but for vertical look. 128 means 1
shear pixel per mouse pixel travelled.
*/
#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
game to run at smaller resolution (with bigger pixels), do his using
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
game to run at smaller resolution (with bigger pixels), do his using
SFG_RESOLUTION_SCALEDOWN;
*/
#define SFG_SCREEN_RESOLUTION_Y 768
#define SFG_Z_BUFFER_BAND
#ifndef SFG_SCREEN_RESOLUTION_Y
#define SFG_SCREEN_RESOLUTION_Y 600
#endif
/**
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
can be a little faster than setting having a high value lower than this limit.
*/
#ifndef SFG_TEXTURE_DISTANCE
#define SFG_TEXTURE_DISTANCE 100000
#endif
/**
How many times the screen resolution will be divided (how many times a game
pixel will be bigger than the screen pixel).
*/
#ifndef SFG_RESOLUTION_SCALEDOWN
#define SFG_RESOLUTION_SCALEDOWN 1
#endif
/**
Hint as to whether run in fullscreen, if the platform allows it.
*/
#ifndef SFG_FULLSCREEN
#define SFG_FULLSCREEN 0
#endif
/**
Whether shadows (fog) should be dithered, i.e. more smooth (needs a bit more
CPU performance and memory).
*/
#ifndef SFG_DITHERED_SHADOW
#define SFG_DITHERED_SHADOW 1
#endif
/**
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!
*/
#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
number is faster but can cause visual artifacts.
*/
#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
but can cause visual artifacts.
*/
#ifndef SFG_RAYCASTING_MAX_HITS
#define SFG_RAYCASTING_MAX_HITS 10
#endif
/**
How many times rendering should be subsampled horizontally. Bigger number
can significantly improve performance (by casting fewer rays), but can look
a little worse.
*/
#ifndef SFG_RAYCASTING_SUBSAMPLE
#define SFG_RAYCASTING_SUBSAMPLE 1
#endif
/**
Enables or disables fog (darkness) due to distance. Recommended to keep on
for good look, but can be turned off for performance.
*/
#ifndef SFG_ENABLE_FOG
#define SFG_ENABLE_FOG 1
#endif
/**
Says whether sprites should diminish in fog. This takes more performance but
looks better.
*/
#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
head bob.
*/
#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.
*/
#ifndef SFG_HEADBOB_OFFSET
#define SFG_HEADBOB_OFFSET 200
#endif
/**
Weapon bobbing offset in weapon image pixels.
*/
#ifndef SFG_WEAPONBOB_OFFSET
#define SFG_WEAPONBOB_OFFSET 4
#endif
/**
Camera shearing (looking up/down) speed, in vertical resolutions per second.
*/
#ifndef SFG_CAMERA_SHEAR_SPEED
#define SFG_CAMERA_SHEAR_SPEED 3
#endif
/**
Maximum camera shear (vertical angle). 1024 means 1.0 * vertical resolution.
*/
#ifndef SFG_CAMERA_MAX_SHEAR
#define SFG_CAMERA_MAX_SHEAR 1024
#endif
/**
Specifies how quick some sprite animations are, in frames per second.
*/
#ifndef SFG_SPRITE_ANIMATION_SPEED
#define SFG_SPRITE_ANIMATION_SPEED 4
#endif
/**
How wide the border indicator is, in fractions of screen width.
*/
#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.
*/
#ifndef SFG_HUD_BORDER_INDICATOR_DURATION
#define SFG_HUD_BORDER_INDICATOR_DURATION 500
#endif
/**
Color (palette index) by which being hurt is indicated.
*/
#ifndef SFG_HUD_HURT_INDICATION_COLOR
#define SFG_HUD_HURT_INDICATION_COLOR 175
#endif
/**
Color (palette index) by which taking an item is indicated.
*/
#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
for distance. Higher value may decrease performance a tiny bit, but things
will react more quickly and appear less "out of thin air".
*/
#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
will gradually drop towards this distance.
*/
#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
performance and lowers memory usage.
*/
#ifndef SFG_BACKGROUND_BLUR
#define SFG_BACKGROUND_BLUR 0
#endif
/**
Defines the period, in ms, of things that blink, such as text.
*/
#ifndef SFG_BLINK_PERIOD
#define SFG_BLINK_PERIOD 500
#endif
/**
Probability (0 - 255) of how often a monster makes sound during movement.
*/
#ifndef SFG_MONSTER_SOUND_PROBABILITY
#define SFG_MONSTER_SOUND_PROBABILITY 64
#endif
/**
Affects how precise monsters are in aiming, specify random range in
fourths of a game square. Should be power of 2 for performance.
*/
#ifndef SFG_MONSTER_AIM_RANDOMNESS
#define SFG_MONSTER_AIM_RANDOMNESS 4
#endif
/// Color 1 index of player on map.
#ifndef SFG_MAP_PLAYER_COLOR1
#define SFG_MAP_PLAYER_COLOR1 93
#endif
/// Color 2 index of player on map.
#ifndef SFG_MAP_PLAYER_COLOR2
#define SFG_MAP_PLAYER_COLOR2 111
#endif
/// Color index of elevators on map.
#ifndef SFG_MAP_ELEVATOR_COLOR
#define SFG_MAP_ELEVATOR_COLOR 214
#endif
/// Color index of squeezers on map.
#ifndef SFG_MAP_SQUEEZER_COLOR
#define SFG_MAP_SQUEEZER_COLOR 246
#endif
/// Color index of door on map.
#ifndef SFG_MAP_DOOR_COLOR
#define SFG_MAP_DOOR_COLOR 188
#endif
/**
Boolean value indicating whether current OS is malware.
@ -233,44 +300,60 @@
/**
Developer cheat for having infinite ammo in all weapons.
*/
#ifndef SFG_INFINITE_AMMO
#define SFG_INFINITE_AMMO 1
#endif
/**
Developer cheat for immortality.
*/
#ifndef SFG_IMMORTAL
#define SFG_IMMORTAL 1
#endif
/**
Turn on for previes mode for map editing (flying, noclip, fast movement etc.).
*/
#ifndef SFG_PREVIEW_MODE
#define SFG_PREVIEW_MODE 0
#endif
/**
How much faster movement is in the preview mode.
*/
#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
options is ignored, 1 means load level 1 etc.
*/
#ifndef SFG_START_LEVEL
#define SFG_START_LEVEL 6
#endif
/**
Reveals whole level map from start.
*/
#ifndef SFG_REVEAL_MAP
#define SFG_REVEAL_MAP 1
#endif
/**
Gives player all keys from start.
*/
#ifndef SFG_UNLOCK_DOOR
#define SFG_UNLOCK_DOOR 0
#endif
/**
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
#endif // guard