mirror of
https://gitlab.com/drummyfish/anarch.git
synced 2024-11-28 11:52:15 -05:00
127 lines
3.4 KiB
C
127 lines
3.4 KiB
C
/**
|
|
@file settings.h
|
|
|
|
This file contains settings (or setting hints) for the game. Values here can
|
|
fine tune performance vs quality and personalize the final compiled game. Some
|
|
of these settings may be overriden by the specific platform used according to
|
|
its limitations.
|
|
|
|
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.
|
|
*/
|
|
|
|
#ifndef _SFG_SETTINGS_H
|
|
#define _SFG_SETTINGS_H
|
|
|
|
/**
|
|
Target FPS (frames per second). This sets the game logic FPS and will try to
|
|
render at the same rate. If such fast rendering can't be achieved, frames will
|
|
be droped, but the game logic will still be forced to run at this speed, so
|
|
the game may actually become slowed down if FPS is set too high.
|
|
*/
|
|
#define SFG_FPS 60
|
|
|
|
/**
|
|
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 800
|
|
|
|
/**
|
|
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 600
|
|
|
|
/**
|
|
How many times the screen resolution will be divided (how many times a game
|
|
pixel will be bigger than the screen pixel).
|
|
*/
|
|
#define SFG_RESOLUTION_SCALEDOWN 1
|
|
|
|
/**
|
|
Turn on for previes mode for map editing (flying, noclip, fast movement etc.).
|
|
*/
|
|
#define SFG_PREVIEW_MODE 0
|
|
|
|
/**
|
|
How much faster movement is in the preview mode.
|
|
*/
|
|
#define SFG_PREVIEW_MODE_SPEED_MULTIPLIER 2
|
|
|
|
/**
|
|
Hint as to whether run in fullscreen, if the platform allows it.
|
|
*/
|
|
#define SFG_FULLSCREEN 0
|
|
|
|
/**
|
|
Whether shadows (fog) should be dithered, i.e. more smooth (needs a bit more
|
|
CPU performance and memory).
|
|
*/
|
|
#define SFG_DITHERED_SHADOW 1
|
|
|
|
/**
|
|
Maximum number of squares that will be traversed by any cast ray. Smaller
|
|
number is faster but can cause visual artifacts.
|
|
*/
|
|
#define SFG_RAYCASTING_MAX_STEPS 30
|
|
|
|
/**
|
|
Maximum number of hits any cast ray will register. Smaller number is faster
|
|
but can cause visual artifacts.
|
|
*/
|
|
#define SFG_RAYCASTING_MAX_HITS 10
|
|
|
|
/**
|
|
How many times rendering should be subsampled horizontally. Bigger number
|
|
can significantly improve performance (by casting fewer rays), but can look
|
|
a little worse.
|
|
*/
|
|
#define SFG_RAYCASTING_SUBSAMPLE 1
|
|
|
|
/**
|
|
Enables or disables fog (darkness) due to distance. Recommended to keep on
|
|
for good look, but can be turned off for performance.
|
|
*/
|
|
#define SFG_ENABLE_FOG 1
|
|
|
|
/**
|
|
Says whether sprites should diminish in fog. This takes more performance but
|
|
looks better.
|
|
*/
|
|
#define SFG_DIMINISH_SPRITES 1
|
|
|
|
/**
|
|
How quick player head bob is, 1024 meaning once per second. 0 Means turn off
|
|
head bob.
|
|
*/
|
|
#define SFG_HEADBOB_SPEED 900
|
|
|
|
/**
|
|
Sets head bob offset, in RCL_UNITS_PER_SQUARE. 0 Means turn off head bob.
|
|
*/
|
|
#define SFG_HEADBOB_OFFSET 200
|
|
|
|
/**
|
|
Weapon bobbing offset in weapon image pixels.
|
|
*/
|
|
#define SFG_WEAPONBOB_OFFSET 4
|
|
|
|
/**
|
|
Camera shearing (looking up/down) speed, in vertical resolutions per second.
|
|
*/
|
|
#define SFG_CAMERA_SHEAR_SPEED 3
|
|
|
|
/**
|
|
Maximum camera shear (vertical angle). 1024 means 1.0 * vertical resolution.
|
|
*/
|
|
#define SFG_CAMERA_MAX_SHEAR 1024
|
|
|
|
#endif // guard
|