anarch/settings.h
2020-03-01 10:14:30 +01:00

209 lines
5.6 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. Too high FPS
can also negatively affect game speeds which are computed as integers and
rounding errors can occur soon, so don't set this to extreme values.
*/
#define SFG_FPS 60
/**
On platforms with mouse this sets its horizontal sensitivity. 128 means 1
RCL_Unit per mouse pixel travelled.
*/
#define SFG_MOUSE_SENSITIVITY_HORIZONTAL 32
/**
Like SFG_MOUSE_SENSITIVITY_HORIZONTAL but for vertical look. 128 means 1
shear pixel per mouse pixel travelled.
*/
#define SFG_MOUSE_SENSITIVITY_VERTICAL 64
/**
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
/**
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
/**
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
/**
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
/**
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!
*/
#define SFG_FOG_DIMINISH_STEP 4096
/**
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
/**
Specifies how quick some sprite animations are, in frames per second.
*/
#define SFG_SPRITE_ANIMATION_SPEED 4
/**
How wide the border indicator is, in fractions of screen width.
*/
#define SFG_HUD_BORDER_INDICATOR_WIDTH 32
/**
For how long border indication (being hurt etc.) stays shown, in ms.
*/
#define SFG_HUD_BORDER_INDICATOR_DURATION 500
/**
Color (palette index) by which being hurt is indicated.
*/
#define SFG_HUD_HURT_INDICATION_COLOR 175
/**
Color (palette index) by which taking an item is indicated.
*/
#define SFG_HUD_ITEM_TAKEN_INDICATION_COLOR 207
/**
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".
*/
#define SFG_ELEMENT_DISTANCES_CHECKED_PER_FRAME 8
/**
Maximum distance at which sound effects (SFX) will be played. The SFX volume
will gradually drop towards this distance.
*/
#define SFG_SFX_MAX_DISTANCE (1024 * 20)
/**
Says the intensity of background image blur. 0 means no blur, improves
performance and lowers memory usage.
*/
#define SFG_BACKGROUND_BLUR 0
//------ developer/debug settings ------
/**
Developer cheat for having infinite ammo in all weapons.
*/
#define SFG_INFINITE_AMMO 1
/**
Developer cheat for immortality.
*/
#define SFG_IMMORTAL 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
/**
Skips menu and starts given level immediatelly, for development. 0 means this
options is ignored, 1 means load level 1 etc.
*/
#define SFG_START_LEVEL 6
#endif // guard