mirror of https://gitlab.com/drummyfish/anarch
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
420 lines
11 KiB
420 lines
11 KiB
/** |
|
@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. You are advised to NOT change value in this file directly, |
|
but rather predefine them somewhere before this file gets included, e.g. in |
|
you personal settings file. |
|
|
|
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 or |
|
too low 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 (try to keep between 20 to 100). FPS also determines the game |
|
simulation step length, so different FPS values may result in very slight |
|
differences in game behavior (not noticeable but affecting demos etc.). |
|
*/ |
|
#ifndef SFG_FPS |
|
#define SFG_FPS 60 |
|
#endif |
|
|
|
/** |
|
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; |
|
*/ |
|
#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; |
|
*/ |
|
#ifndef SFG_SCREEN_RESOLUTION_Y |
|
#define SFG_SCREEN_RESOLUTION_Y 600 |
|
#endif |
|
|
|
/** |
|
How quickly player turns left/right, in degrees per second. |
|
*/ |
|
#define SFG_PLAYER_TURN_SPEED 180 |
|
|
|
/** |
|
Distance, in RCL_Units, to which textures will be drawn. Textures behind this |
|
distance will be replaced by an average constant color, which maybe can help |
|
performance and also serves as an antialiasim (2 level MIP map). Value 0 turns |
|
texturing completely off, which is much faster than 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 |
|
|
|
/** |
|
Multiplier, in RCL_Units (1024 == 1.0), of the damager player takes. This can |
|
be used to balance difficulty. |
|
*/ |
|
#ifndef SFG_PLAYER_DAMAGE_MULTIPLIER |
|
#define SFG_PLAYER_DAMAGE_MULTIPLIER 512 |
|
#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 0 |
|
#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. This number should be a divisor of SFG_SCREEN_RESOLUTION_X! |
|
*/ |
|
#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 |
|
|
|
/** |
|
If head bob is on, this additionally sets additional camera shear bob, in |
|
pixels, which can make bobbing look more "advanced". 0 turns this option off. |
|
*/ |
|
#ifndef SFG_HEADBOB_SHEAR |
|
#define SFG_HEADBOB_SHEAR 0 |
|
#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 * 60) |
|
#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. |
|
*/ |
|
#ifndef SFG_OS_IS_MALWARE |
|
#define SFG_OS_IS_MALWARE 0 |
|
#endif |
|
|
|
/** |
|
Angle difference, as a cos value in RCL_Units, between the player and a |
|
monster, at which vertical autoaim will trigger. If the angle is greater, a |
|
shot will go directly forward. |
|
*/ |
|
#ifndef SFG_VERTICAL_AUTOAIM_ANGLE_THRESHOLD |
|
#define SFG_VERTICAL_AUTOAIM_ANGLE_THRESHOLD 50 |
|
#endif |
|
|
|
/** |
|
Byte (0 - 255) volume of the menu click sound. |
|
*/ |
|
#ifndef SFG_MENU_CLICK_VOLUME |
|
#define SFG_MENU_CLICK_VOLUME 220 |
|
#endif |
|
|
|
/** |
|
Says whether the exit item should be showed in the menu. Platforms that can't |
|
exit (such as some gaming consoles that simply use power off button) can |
|
define this to 0. |
|
*/ |
|
#ifndef SFG_CAN_EXIT |
|
#define SFG_CAN_EXIT 1 |
|
#endif |
|
|
|
/** |
|
On Arduino platforms this should be set to 1. That will cause some special |
|
treatment regarding constant variables and PROGMEM. |
|
*/ |
|
#ifndef SFG_ARDUINO |
|
#define SFG_ARDUINO 0 |
|
#endif |
|
|
|
//------ developer/debug settings ------ |
|
|
|
/** |
|
Developer cheat for having infinite ammo in all weapons. |
|
*/ |
|
#ifndef SFG_INFINITE_AMMO |
|
#define SFG_INFINITE_AMMO 0 |
|
#endif |
|
|
|
/** |
|
Developer cheat for immortality. |
|
*/ |
|
#ifndef SFG_IMMORTAL |
|
#define SFG_IMMORTAL 0 |
|
#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 0 |
|
#endif |
|
|
|
/** |
|
Reveals whole level map from start. |
|
*/ |
|
#ifndef SFG_REVEAL_MAP |
|
#define SFG_REVEAL_MAP 0 |
|
#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
|
|
|