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519 lines
13 KiB
C
519 lines
13 KiB
C
/**
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@file settings.h
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This file contains settings (or setting hints) for the game. Values here can
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fine tune performance vs quality and personalize the final compiled game. Some
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of these settings may be overriden by the specific platform used according to
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its limitations. You are advised to NOT change value in this file directly,
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but rather predefine them somewhere before this file gets included, e.g. in
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you personal settings file.
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by Miloslav Ciz (drummyfish), 2019
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Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
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plus a waiver of all other intellectual property. The goal of this work is to
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be and remain completely in the public domain forever, available for any use
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whatsoever.
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*/
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#ifndef _SFG_SETTINGS_H
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#define _SFG_SETTINGS_H
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/**
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Time multiplier in SFG_Units (1.0 == 1024). This can be used to slow down or
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speed up the game. Note that this also changes the rendering FPS accordingly
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(e.g. half FPS at half speed), so if you want to keep the FPS, divide it by
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the multiplier value.
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*/
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#ifndef SFG_TIME_MULTIPLIER
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#define SFG_TIME_MULTIPLIER 1024
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#endif
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/**
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Target FPS (frames per second). This sets the game logic FPS and will try to
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render at the same rate. If such fast rendering can't be achieved, frames will
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be droped, but the game logic will still be forced to run at this speed, so
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the game may actually become slowed down if FPS is set too high. Too high or
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too low FPS can also negatively affect game speeds which are computed as
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integers and rounding errors can occur soon, so don't set this to extreme
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values (try to keep between 20 to 100). FPS also determines the game
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simulation step length, so different FPS values may result in very slight
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differences in game behavior (not very noticeable but affecting demos etc.).
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*/
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#ifndef SFG_FPS
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#define SFG_FPS 60
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#endif
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/**
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Increases or decreases the brightness of the rendered world (but not menu,
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HUD etc.). Effective values are -8 to 8.
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*/
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#ifndef SFG_BRIGHTNESS
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#define SFG_BRIGHTNESS 0
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#endif
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/**
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On platforms with mouse this sets its horizontal sensitivity. 128 means 1
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RCL_Unit turn angle per mouse pixel travelled.
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*/
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#ifndef SFG_MOUSE_SENSITIVITY_HORIZONTAL
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#define SFG_MOUSE_SENSITIVITY_HORIZONTAL 32
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#endif
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/**
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Like SFG_MOUSE_SENSITIVITY_HORIZONTAL but for vertical look. 128 means 1
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shear pixel per mouse pixel travelled.
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*/
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#ifndef SFG_MOUSE_SENSITIVITY_VERTICAL
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#define SFG_MOUSE_SENSITIVITY_VERTICAL 64
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#endif
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/**
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Width of the screen in pixels. Set this to ACTUAL resolution. If you want the
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game to run at smaller resolution (with bigger pixels), do this using
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SFG_RESOLUTION_SCALEDOWN.
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*/
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#ifndef SFG_SCREEN_RESOLUTION_X
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#define SFG_SCREEN_RESOLUTION_X 800
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#endif
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/**
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Like SFG_SCREEN_RESOLUTION_X, but for y resolution.
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*/
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#ifndef SFG_SCREEN_RESOLUTION_Y
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#define SFG_SCREEN_RESOLUTION_Y 600
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#endif
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/**
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How quickly player turns left/right, in degrees per second.
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*/
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#ifndef SFG_PLAYER_TURN_SPEED
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#define SFG_PLAYER_TURN_SPEED 180
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#endif
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/**
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Horizontal FOV (field of vision) in RCL_Units (1024 means 360 degrees).
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*/
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#ifndef SFG_FOV_HORIZONTAL
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#define SFG_FOV_HORIZONTAL 256
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#endif
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/**
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Like SFG_FOV_HORIZONTAL but for vertical angle.
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*/
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#ifndef SFG_FOV_VERTICAL
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#define SFG_FOV_VERTICAL 330
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#endif
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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 will be replaced by an average constant color, which maybe can help
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performance and also serves as an antialiasim (2 level MIP map). Value 0 turns
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texturing completely off, which is much faster than having just a low value,
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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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#ifndef SFG_TEXTURE_DISTANCE
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#define SFG_TEXTURE_DISTANCE 100000
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#endif
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/**
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How many times the screen resolution will be divided (how many times a game
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pixel will be bigger than the screen pixel).
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*/
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#ifndef SFG_RESOLUTION_SCALEDOWN
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#define SFG_RESOLUTION_SCALEDOWN 1
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#endif
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/**
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Multiplier, in RCL_Units (1024 == 1.0), of the damager player takes. This can
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be used to balance difficulty.
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*/
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#ifndef SFG_PLAYER_DAMAGE_MULTIPLIER
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#define SFG_PLAYER_DAMAGE_MULTIPLIER 512
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#endif
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/**
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Hint as to whether to run in fullscreen, if the platform allows it.
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*/
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#ifndef SFG_FULLSCREEN
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#define SFG_FULLSCREEN 0
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#endif
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/**
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Whether shadows (fog) should be dithered, i.e. more smooth (needs a bit more
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CPU performance and memory).
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*/
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#ifndef SFG_DITHERED_SHADOW
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#define SFG_DITHERED_SHADOW 0
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#endif
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/**
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Depth step (in RCL_Units) after which fog diminishes a color by one value
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point. For performance reasons this number should be kept a power of two!
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*/
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#ifndef SFG_FOG_DIMINISH_STEP
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#define SFG_FOG_DIMINISH_STEP 2048
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#endif
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/**
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If set, floor and ceiling will be colored differently depending on their
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height. This can be useful when fog is turned on and different floor levels
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are hard to distinguish.
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*/
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#ifndef SFG_DIFFERENT_FLOOR_CEILING_COLORS
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#define SFG_DIFFERENT_FLOOR_CEILING_COLORS 0
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#endif
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/**
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Maximum number of squares that will be traversed by any cast ray. Smaller
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number is faster but can cause visual artifacts.
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*/
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#ifndef SFG_RAYCASTING_MAX_STEPS
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#define SFG_RAYCASTING_MAX_STEPS 30
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#endif
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/**
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Maximum number of hits any cast ray will register. Smaller number is faster
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but can cause visual artifacts.
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*/
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#ifndef SFG_RAYCASTING_MAX_HITS
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#define SFG_RAYCASTING_MAX_HITS 10
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#endif
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/**
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Same as SFG_RAYCASTING_MAX_STEPS but for visibility rays that are used to
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check whether sprites are visible etc.
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*/
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#ifndef SFG_RAYCASTING_VISIBILITY_MAX_STEPS
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#if SFG_RAYCASTING_MAX_STEPS < 15
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#define SFG_RAYCASTING_VISIBILITY_MAX_STEPS 15
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#else
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#define SFG_RAYCASTING_VISIBILITY_MAX_STEPS SFG_RAYCASTING_MAX_STEPS
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#endif
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#endif
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/**
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Same as SFG_RAYCASTING_MAX_HITS but for visibility rays that are used to check
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whether sprites are visible etc.
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*/
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#ifndef SFG_RAYCASTING_VISIBILITY_MAX_HITS
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#if SFG_RAYCASTING_MAX_HITS < 6
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#define SFG_RAYCASTING_VISIBILITY_MAX_HITS 6
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#else
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#define SFG_RAYCASTING_VISIBILITY_MAX_HITS SFG_RAYCASTING_MAX_HITS
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#endif
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#endif
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/**
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How many times rendering should be subsampled horizontally. Bigger number
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can significantly improve performance (by casting fewer rays), but can look
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a little worse. This number should be a divisor of SFG_SCREEN_RESOLUTION_X!
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*/
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#ifndef SFG_RAYCASTING_SUBSAMPLE
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#define SFG_RAYCASTING_SUBSAMPLE 1
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#endif
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/**
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Enables or disables fog (darkness) due to distance. Recommended to keep on
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for good look, but can be turned off for performance.
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*/
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#ifndef SFG_ENABLE_FOG
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#define SFG_ENABLE_FOG 1
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#endif
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/**
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Says whether sprites should diminish in fog. This takes more performance but
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looks better.
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*/
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#ifndef SFG_DIMINISH_SPRITES
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#define SFG_DIMINISH_SPRITES 1
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#endif
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/**
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How quick player head bob is, 1024 meaning once per second. 0 Means turn off
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head bob.
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*/
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#ifndef SFG_HEADBOB_SPEED
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#define SFG_HEADBOB_SPEED 900
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#endif
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/**
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Sets head bob offset, in RCL_UNITS_PER_SQUARE. 0 Means turn off head bob.
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*/
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#ifndef SFG_HEADBOB_OFFSET
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#define SFG_HEADBOB_OFFSET 200
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#endif
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/**
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If head bob is on, this additionally sets additional camera shear bob, in
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pixels, which can make bobbing look more "advanced". 0 turns this option off.
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*/
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#ifndef SFG_HEADBOB_SHEAR
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#define SFG_HEADBOB_SHEAR 0
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#endif
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/**
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Weapon bobbing offset in weapon image pixels.
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*/
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#ifndef SFG_WEAPONBOB_OFFSET
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#define SFG_WEAPONBOB_OFFSET 4
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#endif
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/**
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Camera shearing (looking up/down) speed, in vertical resolutions per second.
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*/
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#ifndef SFG_CAMERA_SHEAR_SPEED
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#define SFG_CAMERA_SHEAR_SPEED 3
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#endif
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/**
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Maximum camera shear (vertical angle). 1024 means 1.0 * vertical resolution.
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*/
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#ifndef SFG_CAMERA_MAX_SHEAR
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#define SFG_CAMERA_MAX_SHEAR 1024
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#endif
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/**
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Specifies how quick some sprite animations are, in frames per second.
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*/
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#ifndef SFG_SPRITE_ANIMATION_SPEED
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#define SFG_SPRITE_ANIMATION_SPEED 4
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#endif
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/**
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How wide the border indicator is, in fractions of screen width.
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*/
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#ifndef SFG_HUD_BORDER_INDICATOR_WIDTH
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#define SFG_HUD_BORDER_INDICATOR_WIDTH 32
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#endif
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/**
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For how long border indication (being hurt etc.) stays shown, in ms.
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*/
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#ifndef SFG_HUD_BORDER_INDICATOR_DURATION
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#define SFG_HUD_BORDER_INDICATOR_DURATION 500
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#endif
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/**
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Color (palette index) by which being hurt is indicated.
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*/
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#ifndef SFG_HUD_HURT_INDICATION_COLOR
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#define SFG_HUD_HURT_INDICATION_COLOR 175
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#endif
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/**
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Color (palette index) by which taking an item is indicated.
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*/
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#ifndef SFG_HUD_ITEM_TAKEN_INDICATION_COLOR
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#define SFG_HUD_ITEM_TAKEN_INDICATION_COLOR 207
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#endif
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/**
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How many element (items, monsters, ...) distances will be checked per frame
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for distance. Higher value may decrease performance a tiny bit, but things
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will react more quickly and appear less "out of thin air".
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*/
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#ifndef SFG_ELEMENT_DISTANCES_CHECKED_PER_FRAME
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#define SFG_ELEMENT_DISTANCES_CHECKED_PER_FRAME 8
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#endif
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/**
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Maximum distance at which sound effects (SFX) will be played. The SFX volume
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will gradually drop towards this distance.
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*/
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#ifndef SFG_SFX_MAX_DISTANCE
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#define SFG_SFX_MAX_DISTANCE (1024 * 60)
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#endif
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/**
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Says the intensity of background image blur. 0 means no blur, which improves
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performance and lowers memory usage. Blur doesn't look very good in small
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resolutions.
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*/
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#ifndef SFG_BACKGROUND_BLUR
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#define SFG_BACKGROUND_BLUR 0
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#endif
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/**
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Defines the period, in ms, of things that blink, such as text.
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*/
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#ifndef SFG_BLINK_PERIOD
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#define SFG_BLINK_PERIOD 500
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#endif
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/**
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Probability (0 - 255) of how often a monster makes sound during movement.
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*/
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#ifndef SFG_MONSTER_SOUND_PROBABILITY
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#define SFG_MONSTER_SOUND_PROBABILITY 64
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#endif
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/**
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Affects how precise monsters are in aiming, specify random range in
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fourths of a game square. Should be power of 2 for performance.
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*/
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#ifndef SFG_MONSTER_AIM_RANDOMNESS
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#define SFG_MONSTER_AIM_RANDOMNESS 4
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#endif
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/// Color 1 index of player on map.
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#ifndef SFG_MAP_PLAYER_COLOR1
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#define SFG_MAP_PLAYER_COLOR1 93
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#endif
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/// Color 2 index of player on map.
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#ifndef SFG_MAP_PLAYER_COLOR2
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#define SFG_MAP_PLAYER_COLOR2 111
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#endif
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/// Color index of elevators on map.
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#ifndef SFG_MAP_ELEVATOR_COLOR
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#define SFG_MAP_ELEVATOR_COLOR 214
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#endif
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/// Color index of squeezers on map.
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#ifndef SFG_MAP_SQUEEZER_COLOR
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#define SFG_MAP_SQUEEZER_COLOR 246
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#endif
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/// Color index of door on map.
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#ifndef SFG_MAP_DOOR_COLOR
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#define SFG_MAP_DOOR_COLOR 188
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#endif
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/**
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Boolean value indicating whether current OS is malware.
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*/
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#ifndef SFG_OS_IS_MALWARE
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#define SFG_OS_IS_MALWARE 0
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#endif
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/**
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Angle difference, as a cos value in RCL_Units, between the player and a
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monster, at which vertical autoaim will trigger. If the angle is greater, a
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shot will go directly forward.
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*/
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#ifndef SFG_VERTICAL_AUTOAIM_ANGLE_THRESHOLD
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#define SFG_VERTICAL_AUTOAIM_ANGLE_THRESHOLD 50
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#endif
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/**
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Byte (0 - 255) volume of the menu click sound.
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*/
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#ifndef SFG_MENU_CLICK_VOLUME
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#define SFG_MENU_CLICK_VOLUME 220
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#endif
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/**
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Says whether the exit item should be showed in the menu. Platforms that can't
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exit (such as some gaming consoles that simply use power off button) can
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define this to 0.
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*/
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#ifndef SFG_CAN_EXIT
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#define SFG_CAN_EXIT 1
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#endif
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/**
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On Arduino platforms this should be set to 1. That will cause some special
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treatment regarding constant variables and PROGMEM.
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*/
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#ifndef SFG_ARDUINO
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#define SFG_ARDUINO 0
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#endif
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/**
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Whether levels background (in distance or transparent wall textures) should
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be drawn. If turned off, the background will be constant color, which can
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noticably increase performance.
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*/
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#ifndef SFG_DRAW_LEVEL_BACKGROUND
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#define SFG_DRAW_LEVEL_BACKGROUND 1
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#endif
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/**
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Says the size, in pixels, of a sprite when it is closest to the camera, which
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is the maximum size that can be drawn. Sprites on "weird" aspect ratios can
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look weirdly scaled, so this option can be used to fix that (typically set
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horizontal screen resolution instead of vertical).
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*/
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#ifndef SFG_SPRITE_MAX_SIZE
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#define SFG_SPRITE_MAX_SIZE \
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(SFG_SCREEN_RESOLUTION_Y / SFG_RESOLUTION_SCALEDOWN)
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#endif
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/**
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If set, single item menu will be forced.
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*/
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#ifndef SFG_FORCE_SINGLE_ITEM_MENU
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#define SFG_FORCE_SINGLE_ITEM_MENU 0
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#endif
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//------ developer/debug settings ------
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/**
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Developer cheat for having infinite ammo in all weapons.
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*/
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#ifndef SFG_INFINITE_AMMO
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#define SFG_INFINITE_AMMO 0
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#endif
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/**
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Developer cheat for immortality.
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*/
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#ifndef SFG_IMMORTAL
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#define SFG_IMMORTAL 0
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#endif
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/**
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Developer setting, with 1 every level is won immediately after start.
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*/
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#ifndef SFG_QUICK_WIN
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#define SFG_QUICK_WIN 0
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#endif
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/**
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Reveals all levels to be played.
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*/
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#ifndef SFG_ALL_LEVELS
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#define SFG_ALL_LEVELS 0
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#endif
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/**
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Turn on for previes mode for map editing (flying, noclip, fast movement etc.).
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*/
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#ifndef SFG_PREVIEW_MODE
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#define SFG_PREVIEW_MODE 0
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#endif
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/**
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How much faster movement is in the preview mode.
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*/
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#ifndef SFG_PREVIEW_MODE_SPEED_MULTIPLIER
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#define SFG_PREVIEW_MODE_SPEED_MULTIPLIER 2
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#endif
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/**
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Skips menu and starts given level immediatelly, for development. 0 means this
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options is ignored, 1 means load level 1 etc.
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*/
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#ifndef SFG_START_LEVEL
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#define SFG_START_LEVEL 0
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#endif
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/**
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Reveals whole level map from start.
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*/
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#ifndef SFG_REVEAL_MAP
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#define SFG_REVEAL_MAP 0
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#endif
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/**
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Gives player all keys from start.
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*/
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#ifndef SFG_UNLOCK_DOOR
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#define SFG_UNLOCK_DOOR 0
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#endif
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#endif // guard
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